Script started on Mon Sep 3 02:40:27 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 29 August 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 Webpage is located at www.darkmists.org 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 PLEASE NOTE: Any form of OOC intolerance, racism or discrimination XX XX either here or on the forum will be met with harshly. We do not XX XX get to choose what people find offensive, so it's best to steer XX XX clear of the language in total. Find new words, or else a new XX XX game to use them in. XX [Hit Return to continue] XX XX XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX Welcome to Dark Mists. Please do not feed the mobiles. 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] You have no unread notes. <48%hp 100%mn 39%mv> w 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] <48%hp 100%mn 38%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] <48%hp 100%mn 38%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. <48%hp 100%mn 37%mv> w 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] <48%hp 100%mn 36%mv> w 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] <48%hp 100%mn 35%mv> w 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. <48%hp 100%mn 34%mv> w 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] <48%hp 100%mn 33%mv> w 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] <48%hp 100%mn 32%mv> w 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] <48%hp 100%mn 30%mv> w 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] <48%hp 100%mn 26%mv> w 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] You are thirsty. <55%hp 100%mn 29%mv> drink bladder You drink water from a bladder. Your thirst is quenched. <55%hp 100%mn 29%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] A torn piece of paper flutters along the ground. <55%hp 100%mn 27%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] <55%hp 100%mn 26%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] <55%hp 100%mn 25%mv> w 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] <55%hp 100%mn 24%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] <55%hp 100%mn 23%mv> e s 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] <55%hp 100%mn 22%mv> 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] <55%hp 100%mn 22%mv> s 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] <55%hp 100%mn 21%mv> s 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] A young clerical student devoutly practices supplications. <55%hp 100%mn 20%mv> s 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] <55%hp 100%mn 19%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 faint noises from Market Square. To the north is the great northern gate in the battlements surrounding the city. [Exits: north south] A young student practices graceful fighting forms. <55%hp 100%mn 18%mv> s 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] <55%hp 100%mn 17%mv> s 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] <55%hp 100%mn 16%mv> s 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] <55%hp 100%mn 15%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] <55%hp 100%mn 14%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] A young clerical student devoutly practices cantrips. <55%hp 100%mn 13%mv> s Alas, you cannot go that way. <55%hp 100%mn 13%mv> op  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] <55%hp 100%mn 12%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] <55%hp 100%mn 11%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 spring of holy water flows here. <55%hp 100%mn 11%mv> 1 You attempt to hide. <55%hp 100%mn 11%mv> 4 You attempt to move silently. You begin sneaking. <55%hp 100%mn 11%mv> wh [14 Chnge Thi] (PK) Zeptaru the Burglar [ Draco ] (CRIMINAL) Zhane the Master of Shadows, Captain of the Bluebeard's Pirates [ Half ] Thaulman Fosca the Holy Hero [ G-Elf ] Aelson Roush the Monk Hero, Leader of the Neverending Crusades [ Gnome ] Yreobryn the Elder Patriarch [ Chnge ] Faeltym the Student of Focus [ Draco ] (CRIMINAL) Gralthourne Arydovich the Hero of the Hunt [ G-Elf ] (CRIMINAL) Mikhale Belaern, Oracle of Faith [ Grif ] [JUSTICAR] Mayari the Champion of the Templars [ Half ] Beazer the Sensei, Knight of the Asp [ Half ] Barutis the Adept of Mind [ Human ] [JUSTICAR] Draeth the Knight Hero [ Giant ] Ralyum the Underlord [51 Cen Pal] [LIGHT] Barius Bloodmane the Paladin Hero [ Arbor ] Nordvralk Ironroot the Holy Hero [ Human ] Chaddiru the Adept of Mind Players found: 16 <55%hp 100%mn 11%mv> whe Players near you: (PK) Zeptaru Market Square Gralthourne Ranger Station Beazer Tranquility Dojo <61%hp 100%mn 17%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 large cockroach scuttles across the ground. <61%hp 100%mn 16%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] <61%hp 100%mn 16%mv> e Small Road This small road leads to somewhere that has a dreadful stench. You sense that the really bad stink comes from the south. [Exits: south west] A child plays here, pretending to be a cityguard. A young student of the arts of war practices sword fighting forms. <61%hp 100%mn 15%mv> s The Dump Ewwwww... This place stinks so badly that the gagging reflex is activated. Get away now before you puke all over the place, adding to the stench... On the ground you barely make out a manhole cover, it is so covered with filth. [Exits: north east] A young student of the arts of war practices sword fighting forms. <61%hp 100%mn 14%mv> open d You step out of the shadows. Ok. <61%hp 100%mn 14%mv> d Quadruple junction in the dark The smell of garbage is strong here, and the darkness extends in all four cardinal directions. The ceiling is low, and you can touch it with your hand. It feels crowded in here. [Exits: north east south west up] A salamander splashes in the sewer water. A large cockroach scuttles across the ground. <61%hp 100%mn 12%mv> close u Ok. <61%hp 100%mn 12%mv> s A dark passage The dark passage extends north and south. From the north you detect the distinct odor of garbage on the otherwise stale air. The walls seem to close in on you. [Exits: north south] A large cockroach scuttles across the ground. A rat is here, watching you through beady red eyes. A salamander splashes in the sewer water. <61%hp 100%mn 10%mv> s A dark passage The passage turns here, heading north and east. The air is stale, and it seems the dirty walls are closing in on you. [Exits: north east] A rat is here, watching you through beady red eyes. <61%hp 100%mn 7%mv> e A dark passage The passage extends east and west. From the north you hear low voices. Looking north you see light, but for some reason it does not fall out here to aid your vision. The air is stale here, and the walls are dirty and seem to close in on you. [Exits: north east west] A small snake slithers here. <61%hp 100%mn 5%mv> n Hall of Mirrors Mirrors cover the walls and ceiling, and yes, a shiny metal surface reflects as a mirror on the floor, giving you the sense that this room is larger than it is. You are forced to look at yourself and others in the room, a feeling that you find somewhat uncomfortable. In the center of the room, hanging from the ceiling, is a ring of iron which holds four lit torches, balanced. The light reflects back and forth, lighting everything. [Exits: north east south west up down] <61%hp 100%mn 4%mv> e Thieves' Underground Candlelight brightens the place, giving an almost festive appearance. Rich tapestries line the walls, a carpet of gold and crimson covers the floor. In one corner, a card game is underway. In another, members of the guild are shooting dice. [Exits: west] A spigotted keg in the corner dispenses ale. (Chromatic Aura) The guildmaster is training young ones in the art of stealing without being seen. <61%hp 100%mn 3%mv> prac list Level 1: dagger  87% mace 1% spear 50% sword 1% whip 75% evaluation 100% backstab 80% dodge 100% hide 100% scrolls 75% staves 75% Level 3: dirt kicking 97% Level 4: sneak 100% Level 5: trip 89% Level 6: peek 100% steal 75% Level 7: hand to hand 100% Level 8: haggle 75% Level 10: shapeshift 100% envenom 1% Level 11: parry 75% pick lock 75% Level 12: second attack 76% fast healing 55% Level 13: lash 1% Level 14: shield block 1% circle stab 1% kick 1% 28 Total skills, 63.07% learned. 21 practiced skills, 83.76% learned. 7 total skills mastered, 25.00% total mastery. [Hit Return to continue] 0 total spells mastered, 0.00% total mastery. 7 total mastered, 25.00% total mastery. <61%hp 100%mn 3%mv> prac shapeshift 100% dagger 87% mace 1% shield block 1% spear 50% sword 1% whip 75% lash 1% evaluation 100% backstab 80% circle stab 1% dirt kicking 97% dodge 100% envenom 1% hand to hand 100% kick 1% parry 75% trip 89% second attack 76% fast healing 55% haggle 75% hide 100% peek 100% pick lock 75% sneak 100% steal 75% scrolls 75% staves 75% You have 8 practice sessions left. <61%hp 100%mn 3%mv> list You cannot do that here. <61%hp 100%mn 3%mv> sc You are Zeptaru the Burglar. Level 14, 20 years old (44 hours). You are young. You joined Dark Mists 92 days, 0 hours, 10 minutes, and 18 seconds ago. Race: changeling Sex: male Class: thief You have 67% hit, 100% mana, 10% movement. You have 8 practices and 0 training sessions. You are carrying 31/38 items with weight 228/294 pounds. Str: 17(??) Int: 20(??) Wis: 22(??) Dex: 21(??) Con: 14(??) You have scored 45876 exp, and have 15 gold and 1449 silver coins. You need 5532 exp to level. Wimpy set to 40% hit points. Hometown is Glyndane. You are standing. You are very well-armored against piercing. You are very well-armored against bashing. You are very well-armored against slashing. You are well-armored against magic. You are neutral, and impulsively inclined. You are affected by the following: Sneak Armor <67%hp 100%mn 10%mv> prac circle stab You practice circle stab. <73%hp 100%mn 17%mv> prac circle stab You are now learned at circle stab. <73%hp 100%mn 17%mv> prack ki     kick You practice kick. <73%hp 100%mn 17%mv> prac kick You are now learned at kick. <73%hp 100%mn 17%mv> prac list Level 1: dagger 87% mace 1% spear 50% sword 1% whip 75% evaluation 100% backstab 80% dodge 100% hide 100% scrolls 75% staves 75% Level 3: dirt kicking 97% Level 4: sneak 100% Level 5: trip 89% Level 6: peek 100% steal 75% Level 7: hand to hand 100% Level 8: haggle 75% Level 10: shapeshift 100% envenom 1% Level 11: parry 75% pick lock 75% Level 12: second attack 76% fast healing 55% Level 13: lash 1% Level 14: shield block 1% circle stab 75% kick 75% 28 Total skills, 68.36% learned. 23 practiced skills, 83.00% learned. 7 total skills mastered, 25.00% total mastery. [Hit Return to continue] 0 total spells mastered, 0.00% total mastery. 7 total mastered, 25.00% total mastery. <73%hp 100%mn 17%mv> prac lash You practice lash. <77%hp 100%mn 24%mv> prac lash You are now learned at lash. <77%hp 100%mn 24%mv> prac she ield block You practice shield block. <77%hp 100%mn 24%mv> prac shield block You are now learned at shield block. <77%hp 100%mn 24%mv> l Thieves' Underground Candlelight brightens the place, giving an almost festive appearance. Rich tapestries line the walls, a carpet of gold and crimson covers the floor. In one corner, a card game is underway. In another, members of the guild are shooting dice. [Exits: west] A spigotted keg in the corner dispenses ale. (Chromatic Aura) The guildmaster is training young ones in the art of stealing without being seen. <77%hp 100%mn 24%mv> prac list Level 1: dagger 87% mace 1% spear 50% sword 1% whip 75% evaluation 100% backstab 80% dodge 100% hide 100% scrolls 75% staves 75% Level 3: dirt kicking 97% Level 4: sneak 100% Level 5: trip 89% Level 6: peek 100% steal 75% Level 7: hand to hand 100% Level 8: haggle 75% Level 10: shapeshift 100% envenom 1% Level 11: parry 75% pick lock 75% Level 12: second attack 76% fast healing 55% Level 13: lash 75% Level 14: shield block 75% circle stab 75% kick 75% 28 Total skills, 73.64% learned. 25 practiced skills, 82.36% learned. 7 total skills mastered, 25.00% total mastery. [Hit Return to continue] 0 total spells mastered, 0.00% total mastery. 7 total mastered, 25.00% total mastery. <81%hp 100%mn 31%mv> prac shapeshift 100% dagger 87% mace 1% shield block 75% spear 50% sword 1% whip 75% lash 75% evaluation 100% backstab 80% circle stab 75% dirt kicking 97% dodge 100% envenom 1% hand to hand 100% kick 75% parry 75% trip 89% second attack 76% fast healing 55% haggle 75% hide 100% peek 100% pick lock 75% sneak 100% steal 75% scrolls 75% staves 75% You have 0 practice sessions left. <81%hp 100%mn 31%mv> help shield block Your research into that topic reveals the following: SHIELD BLOCK Syntax: automatic (when wearing a shield) One of the more defensive techniques that can be traced back to the human race is that of shield blocking. It is rumored that a human warrior was less adept than his peers in parrying and dodging melee attacks with weapons. Fed up with continually returning to the barracks covered in bruises from head to toe, he went to the mess hall and stole the largest pot lid that the head cook had. He then used the pot lid to deflect the blows of his comrades with as much skill as they did by parrying. Soon after that, various shapes and sizes of shields were developed, all based on the same principle, defense. <81%hp 100%mn 31%mv> w Hall of Mirrors Mirrors cover the walls and ceiling, and yes, a shiny metal surface reflects as a mirror on the floor, giving you the sense that this room is larger than it is. You are forced to look at yourself and others in the room, a feeling that you find somewhat uncomfortable. In the center of the room, hanging from the ceiling, is a ring of iron which holds four lit torches, balanced. The light reflects back and forth, lighting everything. [Exits: north east south west up down] <81%hp 100%mn 30%mv> n Hall of Mirrors Mirrors cover the walls and ceiling, and yes, a shiny metal surface reflects as a mirror on the floor, giving you the sense that this room is larger than it is. You are forced to look at yourself and others in the room, a feeling that you find somewhat uncomfortable. In the center of the room, hanging from the ceiling, is a ring of iron which holds four lit torches, balanced. The light reflects back and forth, lighting everything. [Exits: north east south west up down] <81%hp 100%mn 30%mv> s A dark passage The passage extends east and west. From the north you hear low voices. Looking north you see light, but for some reason it does not fall out here to aid your vision. The air is stale here, and the walls are dirty and seem to close in on you. [Exits: north east west] A rat is here, watching you through beady red eyes. A small snake slithers here. <85%hp 100%mn 35%mv> w A dark passage The passage turns here, heading north and east. The air is stale, and it seems the dirty walls are closing in on you. [Exits: north east] <85%hp 100%mn 33%mv> n A dark passage The dark passage extends north and south. From the north you detect the distinct odor of garbage on the otherwise stale air. The walls seem to close in on you. [Exits: north south] A large cockroach scuttles across the ground. A rat is here, watching you through beady red eyes. A salamander splashes in the sewer water. <85%hp 100%mn 31%mv> n Quadruple junction in the dark The smell of garbage is strong here, and the darkness extends in all four cardinal directions. The ceiling is low, and you can touch it with your hand. It feels crowded in here. [Exits: north east south west] A large cockroach scuttles across the ground. <85%hp 100%mn 28%mv> open u Ok. <85%hp 100%mn 28%mv> u The Dump Ewwwww... This place stinks so badly that the gagging reflex is activated. Get away now before you puke all over the place, adding to the stench... On the ground you barely make out a manhole cover, it is so covered with filth. [Exits: north east down] A young student of the arts of war practices sword fighting forms. <85%hp 100%mn 27%mv> l The Dump Ewwwww... This place stinks so badly that the gagging reflex is activated. Get away now before you puke all over the place, adding to the stench... On the ground you barely make out a manhole cover, it is so covered with filth. [Exits: north east down] A young student of the arts of war practices sword fighting forms. <85%hp 100%mn 27%mv> n Small Road This small road leads to somewhere that has a dreadful stench. You sense that the really bad stink comes from the south. [Exits: south west] A child plays here, pretending to be a cityguard. <85%hp 100%mn 26%mv> w 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] A young student of the arts of war practices sword fighting forms. <85%hp 100%mn 25%mv> 1 You attempt to hide. <85%hp 100%mn 25%mv> 4 A flying cockroach has arrived. <85%hp 100%mn 25%mv> You attempt to move silently. <85%hp 100%mn 25%mv> The sky gets very cloudy and a calmness begins here. <91%hp 100%mn 32%mv> l 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] A large cockroach scuttles across the ground. A young student of the arts of war practices sword fighting forms. <97%hp 100%mn 38%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] <97%hp 100%mn 38%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 spring of holy water flows here. A cityguard beats a simple cadence with his front right hoof as you pass by. <97%hp 100%mn 37%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] <97%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 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] <97%hp 100%mn 35%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] <97%hp 100%mn 34%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 spring of holy water flows here. A cityguard beats a simple cadence with his front right hoof as you pass by. <97%hp 100%mn 33%mv> fill bladder You step out of the shadows. You fill a bladder with water from a spring of holy water. <97%hp 100%mn 33%mv> bill      fill 2.bladder Your container is full. <97%hp 100%mn 33%mv> You look up and notice that it is no longer raining. You feel less armored. <100%hp 100%mn 40%mv> n fill .      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] <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 37%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 36%mv> e Winter Road You are on Winter Road, a narrow byway of dirty cobblestones running east and west. To the north you see a stately building with an open door and nice carpeting on the floor. There is a sign above the open doorway. To the south is another building, but its entrance does not open to this road. [Exits: north east west] A young clerical student devoutly practices cantrips. <100%hp 100%mn 35%mv> e eWinter Road You are on Winter Road, a narrow byway of grimy cobblestones running east and west. To the south is a building whose entrance does not face this road. You hear the sound of water spraying, but cannot see where it is coming from. Looking north, you see a small building made of logs. [Exits: north east west] A large cockroach scuttles across the ground. A young clerical student devoutly practices supplications. A huge cityguard walks along the streets, watching for trouble. <100%hp 100%mn 34%mv> eWinter Road You are on Winter Road, a narrow byway of grimy cobblestones running east and west.From the south you hear the sound of water spraying, but a rock wall blocks your view. [Exits: east west] <100%hp 100%mn 33%mv> Corner of Winter and Spring You are at the corner where Winter Road and Spring Road meet. Winter Road runs to the west, Spring Road to the south. You hear the sound of water spraying south-west of here. To the east is a very narrow, dark road. The cobblestones here are very grimy, with hard-packed dirt entrenched between each stone. [Exits: east south west] <100%hp 100%mn 33%mv> e Dark Alley This very narrow, dark road of filthy cobblestones is surrounded by rock walls to the north and south. You see handbills nailed to the walls, all the handbills are roughly the same. [Exits: east west] A large cockroach scuttles across the ground. A short cityguard vigilantly watches for trouble. <100%hp 100%mn 32%mv> e Dark Alley This very narrow dark road of grimy cobblestones is surrounded by rock walls to the east and south. You see handbills nailed to the walls, all the handbills are roughly the same. [Exits: north west] A figure cloaked in shadow waits patiently to sell his stolen goods. <100%hp 100%mn 31%mv> e Alas, you cannot go that way. <100%hp 100%mn 31%mv> e Alas, you cannot go that way. <100%hp 100%mn 31%mv> n w Dark Alley This very narrow, dark road of filthy cobblestones is surrounded by rock walls to the north and south. You see handbills nailed to the walls, all the handbills are roughly the same. [Exits: east west] A large cockroach scuttles across the ground. A short cityguard vigilantly watches for trouble. <100%hp 100%mn 31%mv> w Corner of Winter and Spring You are at the corner where Winter Road and Spring Road meet. Winter Road runs to the west, Spring Road to the south. You hear the sound of water spraying south-west of here. To the east is a very narrow, dark road. The cobblestones here are very grimy, with hard-packed dirt entrenched between each stone. [Exits: east south west] <100%hp 100%mn 30%mv> w Winter Road You are on Winter Road, a narrow byway of grimy cobblestones running east and west.From the south you hear the sound of water spraying, but a rock wall blocks your view. [Exits: east west] <100%hp 100%mn 29%mv> e Corner of Winter and Spring You are at the corner where Winter Road and Spring Road meet. Winter Road runs to the west, Spring Road to the south. You hear the sound of water spraying south-west of here. To the east is a very narrow, dark road. The cobblestones here are very grimy, with hard-packed dirt entrenched between each stone. [Exits: east south west] <100%hp 100%mn 28%mv> wo You have 15 gold, 1449 silver, and 45876 experience (5532 exp to level). <100%hp 100%mn 28%mv> e Dark Alley This very narrow, dark road of filthy cobblestones is surrounded by rock walls to the north and south. You see handbills nailed to the walls, all the handbills are roughly the same. [Exits: east west] A large cockroach scuttles across the ground. A short cityguard vigilantly watches for trouble. <100%hp 100%mn 27%mv> nw Huh? <100%hp 100%mn 27%mv> w Corner of Winter and Spring You are at the corner where Winter Road and Spring Road meet. Winter Road runs to the west, Spring Road to the south. You hear the sound of water spraying south-west of here. To the east is a very narrow, dark road. The cobblestones here are very grimy, with hard-packed dirt entrenched between each stone. [Exits: east south west] <100%hp 100%mn 26%mv> w Winter Road You are on Winter Road, a narrow byway of grimy cobblestones running east and west.From the south you hear the sound of water spraying, but a rock wall blocks your view. [Exits: east west] <100%hp 100%mn 25%mv> w Winter Road You are on Winter Road, a narrow byway of grimy cobblestones running east and west. To the south is a building whose entrance does not face this road. You hear the sound of water spraying, but cannot see where it is coming from. Looking north, you see a small building made of logs. [Exits: north east west] A large cockroach scuttles across the ground. A young clerical student devoutly practices supplications. A huge cityguard walks along the streets, watching for trouble. <100%hp 100%mn 24%mv> n The Crusader Recruiting Center You stand in a small recruiting office for the Clan of Steel. Tapestries and paintings on the walls show scenes of warriors bearing the mark of the Gauntlet doing battle with all types of mages. Simple wooden benches along the wall provide a place for those who have come seeking knowledge a place to rest, and an old battlescarred veteran stands near the back of the office waiting to answer questions. A simple wooden sign hangs on the wall here. An open door leads out into the city streets. [Exits: south] A retired crusader sits behind a desk here. The crusader recruiter smiles at you. The crusader recruiter says, 'Welcome! All are welcome here to learn!' The crusader recruiter says, 'Ask me anything about the Crusaders, and I shall do my best to answer.' <100%hp 100%mn 23%mv> s Winter Road You are on Winter Road, a narrow byway of grimy cobblestones running east and west. To the south is a building whose entrance does not face this road. You hear the sound of water spraying, but cannot see where it is coming from. Looking north, you see a small building made of logs. [Exits: north east west] A large cockroach scuttles across the ground. A young clerical student devoutly practices supplications. A huge cityguard walks along the streets, watching for trouble. <100%hp 100%mn 31%mv> w Winter Road You are on Winter Road, a narrow byway of dirty cobblestones running east and west. To the north you see a stately building with an open door and nice carpeting on the floor. There is a sign above the open doorway. To the south is another building, but its entrance does not open to this road. [Exits: north east west] A young clerical student devoutly practices cantrips. <100%hp 100%mn 30%mv> n First Bank of Thera, Glyndane Branch From the moment you entered this building you knew you were in the presence of rich. The carpet is woven of the finest crimson, gold, and silver threads, with golden tassles lining the edges near the walls. The walls themselves are of dark marble, with brass (or is it gold?) sconces bearing carved candles glowing low but steadily. A triangular window near the ceiling of both the east and west walls lets in light. A finely chiseled marble bench and table in the northeast corner, and a matching one in the northwest corner, hold scrolls and bound vellum. Against the eastern wall is a huge vault, in which it is said that 50% of all the gold in Thera sits. [Exits: south] Your financial advisor is here, waiting to help you invest your gold. <100%hp 100%mn 29%mv> deo posit 15 gold You deposit 15 gold. Your new balance is 70 gold, 0 silver. <100%hp 100%mn 29%mv> w Alas, you cannot go that way. <100%hp 100%mn 29%mv> e Alas, you cannot go that way. <100%hp 100%mn 29%mv> s Winter Road You are on Winter Road, a narrow byway of dirty cobblestones running east and west. To the north you see a stately building with an open door and nice carpeting on the floor. There is a sign above the open doorway. To the south is another building, but its entrance does not open to this road. [Exits: north east west] A young clerical student devoutly practices cantrips. <100%hp 100%mn 28%mv> e Winter Road You are on Winter Road, a narrow byway of grimy cobblestones running east and west. To the south is a building whose entrance does not face this road. You hear the sound of water spraying, but cannot see where it is coming from. Looking north, you see a small building made of logs. [Exits: north east west] A large cockroach scuttles across the ground. A young clerical student devoutly practices supplications. A huge cityguard walks along the streets, watching for trouble. <100%hp 100%mn 27%mv> w Winter Road You are on Winter Road, a narrow byway of dirty cobblestones running east and west. To the north you see a stately building with an open door and nice carpeting on the floor. There is a sign above the open doorway. To the south is another building, but its entrance does not open to this road. [Exits: north east west] A young clerical student devoutly practices cantrips. <100%hp 100%mn 26%mv> w 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 25%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 24%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] A young student practices graceful fighting forms. <100%hp 100%mn 23%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 22%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] A young clerical student devoutly practices supplications. <100%hp 100%mn 22%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 21%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 20%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 19%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 18%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 17%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. <100%hp 100%mn 16%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 14%mv> wh [14 Chnge Thi] (PK) Zeptaru the Burglar [ Draco ] (CRIMINAL) Zhane the Master of Shadows, Captain of the Bluebeard's Pirates [ Half ] Thaulman Fosca the Holy Hero [ Gnome ] Yreobryn the Grand Patriarch [ Chnge ] Faeltym the Student of Absorption [ G-Elf ] (CRIMINAL) Mikhale Belaern, Oracle of Faith [ Half ] Beazer the Sensei, Knight of the Asp [ Half ] Barutis the Adept of Mind [ Giant ] Ralyum the Overlord [51 Cen Pal] [LIGHT] Barius Bloodmane the Paladin Hero [ Arbor ] Nordvralk Ironroot the Holy Hero [ Human ] Chaddiru the Adept of Mind Players found: 12 <100%hp 100%mn 21%mv> whe Players near you: (PK) Zeptaru Along the Eastern Road <100%hp 100%mn 21%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 17%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 13%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 11%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 10%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 9%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 8%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 7%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 6%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 5%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 5%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 4%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 3%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 2%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 1%mv> You look up and notice that it is no longer raining. <100%hp 100%mn 8%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 7%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 6%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] A vest of hard leather lies here. A pair of grey soft leather boots was left here. It appears as though some large bird has lost a claw. (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 5%mv> mv You say, 'Please, grant me the strength to carry on.' A priest of the Wheel utters the word, 'bantisaza'. You feel less tired. <100%hp 100%mn 28%mv> mv You say, 'Please, grant me the strength to carry on.' A priest of the Wheel utters the word, 'bantisaza'. You feel less tired. <100%hp 100%mn 51%mv> mv You say, 'Please, grant me the strength to carry on.' A priest of the Wheel utters the word, 'bantisaza'. You feel less tired. <100%hp 100%mn 74%mv> mv You say, 'Please, grant me the strength to carry on.' A priest of the Wheel utters the word, 'bantisaza'. You feel less tired. <100%hp 100%mn 97%mv> mv 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> e Alas, you cannot go that way. <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] A vest of hard leather lies here. A pair of grey soft leather boots was left here. It appears as though some large bird has lost a claw. (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] A man is standing here, apparently taking a break from his hectic day. <100%hp 100%mn 98%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 95%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 93%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] ( 2) A pile of cloth lies on the ground. A pile of cloth and metal lies on the ground. A pair of boots lies on the ground. <100%hp 100%mn 91%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 88%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] 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. <100%hp 100%mn 87%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 brown-haired girl is here, playing with a doll. A middle aged man struggles to continue his journey. <100%hp 100%mn 86%mv> The night has begun. The sky appears somewhat cloudy, and it begins to rain. <100%hp 100%mn 93%mv> 1 You attempt to hide. <100%hp 100%mn 93%mv> 4 You attempt to move silently. <100%hp 100%mn 93%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] <100%hp 100%mn 92%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] <100%hp 100%mn 91%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 90%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 child dressed in rich clothes runs by laughing. A child dressed in rich clothes runs by laughing. <100%hp 100%mn 89%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 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 88%mv> A child has arrived. <100%hp 100%mn 88%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] A child dressed in rich clothes runs by laughing. A beggar sits on the floor asking for coins. <100%hp 100%mn 87%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 finely dressed gnome man casually strolls by. <100%hp 100%mn 86%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] A child dressed in rich clothes runs by laughing. An exterminator is here, diligently guarding against pests. <100%hp 100%mn 85%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 stern looking guard gazes at all that passes by, keeping an eye out for trouble. <100%hp 100%mn 84%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 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!' <100%hp 100%mn 83%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] <100%hp 100%mn 83%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 beggar sits on the floor asking for coins. <100%hp 100%mn 82%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. <100%hp 100%mn 81%mv> e Outside the Eastern Gate Here you stand in the shadow of the 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 Fisherman's Lament heads off to the east to the piers on the Dragon Sea. To the south is a white, medium sized adobe house that blocks any progress. To the north is an outcropping of the sandstone walls that prevents any move- ment in that direction. [Exits: east west] A stern looking lady stands here examining her surroundings. A young man dressed in lightweight clothing periodically looks up to the sky. <100%hp 100%mn 80%mv> w 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. <100%hp 100%mn 79%mv> n e Outside the Eastern Gate Here you stand in the shadow of the 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 Fisherman's Lament heads off to the east to the piers on the Dragon Sea. To the south is a white, medium sized adobe house that blocks any progress. To the north is an outcropping of the sandstone walls that prevents any move- ment in that direction. [Exits: east west] A stern looking lady stands here examining her surroundings. A young man dressed in lightweight clothing periodically looks up to the sky. <100%hp 100%mn 78%mv> e The Fisherman's Lament This wide path is called the Fisherman's Lament for a reason. For there was a time when the Dragon Sea rose up to punish the fishermen of Tyr-Zinet in the form of massive tidal waves. The fishermen flocked to the safety of the sandstone walls, begging the Sultan to spare their lives. The Sultan tried to let in as many as possible before he was forced to close the gates to prevent the flooding waters from swamping the Palace and the Bazaar. It is said that the cries of woe for those lost to the waters were so loud that it even rose above the storm's own raging voice. And thus, this path has been called the Fisherman's Lament ever since. It is the road that the fishermen generally take to enter the city. It connects the city proper to the docks. A far less travelled path breaks away to the north from this point. [Exits: north east south west] A gaunt man dressed in shoddy clothing mumbles to himself. <100%hp 100%mn 77%mv> n You step out of the shadows. A Path Less Travelled This path does not bear the marks of wear and tear that the Fisherman's Lament or the Citizen's Way bear. For some reason few people journey down this path, one can only guess why. To the west is an extension of the massive sandstone walls and thus it prevents any passage in that direction. To the east is an open space that several wagons are resting in, apparently travelling merchants looking to sell their wares in the port city of Tyr-Zinet. To the south the wide path of the Fisherman's Lament can be seen ferrying the masses to and fro. The rarely travelled path continues northward. [Exits: north east south] <100%hp 100%mn 76%mv> n A Path Less Travelled This path does not bear the marks of wear and tear that the Fisherman's Lament or the Citizen's Way bear. For some reason few people journey down this path, one can only guess why. To the west, the massive sandstone walls give way to arid, desert- like conditions. There is no benefit from venturing in that direction. To the east is a humble looking adobe home that could sorely use a new coat of paint and maybe some repairs. To the south and the north the rarely travelled path continues. [Exits: north east south] A vest looking to be made from a tree lies here. <100%hp 100%mn 75%mv> n A Path Less Travelled This path does not bear the marks of wear and tear that the Fisherman's Lament or the Citizen's Way bear. For some reason few people journey down this path, one can only guess why. To the west one can see the arid, desert-like conditions of the surrounding environment. There is no benefit from venturing in that direction. To the east is an open space that several wagons are resting in, apparently travelling merchants looking to sell their wares in the port city of Tyr-Zinet. Beyond the open space the foothills of the Northern Reaches can be seen. The Reaches are a series of hills that stretch all the way from Grove of Despair down to Tyr-Zinet. To the south and the north the rarely travelled path continues. [Exits: north east south] <100%hp 100%mn 74%mv> n A Path Less Travelled To the east are the Northern Reaches, a stretch of hills that extends from the Grove of Despair all the way down to Tyr-Zinet. The Sultan has not ordered or endorsed an expedition into the Reaches, so for anyone that wishes to travel to the Grove of Despair, they must follow this poorly maintained and rarely used path. The path follows the foothills of the Reaches at this point and continues to the north and south. To the south and southwest, the city of Tyr-Zinet and its outlying fishing village can be seen as well as distantly heard. [Exits: north south] <100%hp 100%mn 80%mv> n A Makeshift Path To the north and east are the Northern Reaches, a stretch of hills that extends from the Grove of Despair all the way down to Tyr-Zinet. The Sultan has not ordered or endorsed an expedition into the Reaches, so for anyone that wishes to travel to the Grove of Despair, they must follow this poorly maintained and rarely used path. The path follows the foothills of the Reaches at this point and continues to the west and south. To the south and southwest the city of Tyr-Zinet and its outlying fishing village can be seen. [Exits: south west] <100%hp 100%mn 79%mv> w A Makeshift Path To the north and east are the Northern Reaches, a stretch of hills that extends from the Grove of Despair all the way down to Tyr-Zinet. The Sultan has not ordered or endorsed an expedition into the Reaches, so for anyone that wishes to travel to the Grove of Despair, they must follow this poorly maintained and rarely used path. The path follows the foothills of the Reaches at this point and continues to the north and east. To the south, the city of Tyr-Zinet and its outlying fishing village can be seen. [Exits: north east] A woman from Glyndane walks about looking for shopping bargains. <100%hp 100%mn 78%mv> n A Makeshift Path To the north and east are the Northern Reaches, a stretch of hills that extends from the Grove of Despair all the way down to Tyr-Zinet. The Sultan has not ordered or endorsed an expedition into the Reaches, so for anyone that wishes to travel to the Grove of Despair, they must follow this poorly maintained and rarely used path. The path follows the foothills of the Reaches at this point and continues to the north and south. To the south the only thing that can be seen is the twinkling golden dome of the Sultan's Palace. [Exits: north south] A middle aged man struggles to continue his journey. <100%hp 100%mn 77%mv> n A Makeshift Path To the north and east are the Northern Reaches, a stretch of hills that extends from the Grove of Despair all the way down to Tyr-Zinet. The Sultan has not ordered or endorsed an expedition into the Reaches, so for anyone that wishes to travel to the Grove of Despair, they must follow this poorly maintained and rarely used path. The path follows the foothills of the Reaches at this point and continues to the south and west. To the south the only thing that can be seen is the twinkling golden dome of the Sultan's Palace. [Exits: south west] <100%hp 100%mn 77%mv> w A Makeshift Path To the north and east are the Northern Reaches, a stretch of hills that extends from the Grove of Despair all the way down to Tyr-Zinet. The Sultan has not ordered or endorsed an expedition into the Reaches, so for anyone that wishes to travel to the Grove of Despair, they must follow this poorly maintained and rarely used path. The path follows the foothills of the Reaches at this point and continues to the north and east. To the south the only thing that can be seen is the twinkling golden dome of the Sultan's Palace. [Exits: north east] <100%hp 100%mn 76%mv> n At the Base of the Northern Reaches To the north are the Northern Reaches, a stretch of hills that extends from the Grove of Despair all the way down to Tyr-Zinet. The Sultan has not ordered or endorsed an expedition into the Reaches, so for anyone that wishes to travel to the Grove of Despair, they must follow this poorly maintained and rarely used path. The path, at this place, no longer follows the foothills but rather enters the Northern Reaches themselves. The path heads up into the Reaches via a series of very steep steps and natural footholds. [Exits: south up] <100%hp 100%mn 75%mv> u In the Northern Reaches The path cuts through the shortest part of the Northern Reaches. The path, while difficult to maneuver, is well marked and relatively safe, as is evident by the numerous old campsites. You can follow the path onward to the west or down toward Tyr-Zinet. The Reaches do not rise very high into the sky, but they do prove difficult in climbing, nonetheless. [Exits: west down] (Translucent) (Chromatic Aura) A balding priest stands here bestowing the benedictions of his lord. 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 73%mv> mv You say, 'Please, grant me the strength to carry on.' A priest of the Wheel utters the word, 'bantisaza'. You feel less tired. <100%hp 100%mn 96%mv> mv 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 In the Northern Reaches The path cuts through the shortest part of the Northern Reaches. The path, while difficult to maneuver, is well marked and relatively safe, as is evident by the numerous old campsites. You can follow the path onward to the west or down toward Tyr-Zinet. The Reaches do not rise very high into the sky, but they do prove difficult in climbing, nonetheless. [Exits: west down] (Translucent) (Chromatic Aura) A balding priest stands here bestowing the benedictions of his lord. <100%hp 100%mn 100%mv> w In the Northern Reaches The path cuts through the shortest part of the Northern Reaches. The path, while difficult to maneuver, is well marked and relatively safe, as is evident by the numerous old campsites. You can follow the path onward to the west or down toward Tyr-Zinet. The Reaches do not rise very high into the sky, but they do prove difficult in climbing, nonetheless. [Exits: north east] <100%hp 100%mn 97%mv> n In the Northern Reaches The path cuts through the shortest part of the Northern Reaches. The path, while difficult to maneuver, is well marked and relatively safe, as is evident by the numerous old campsites. You can follow the path onward to the west or down toward Tyr-Zinet. The Reaches do not rise very high into the sky, but they do prove difficult in climbing, nonetheless. [Exits: south down] <100%hp 100%mn 95%mv> n d Edge of the Forest To the north a vast forest stretches out before you. It appears dark and foreboding, perhaps there is a good reason why it is called the Grove of Despair? To the south of you the Northern Reaches sprawl out to the west and east providing a kind of natural barrier from the rest of the world. Where you stand now is the border between the Grove of Despair and the Northern Reaches. It is as if the Gods took a divine blade and made a cut in the ground, right where you stand. For the trees of the Grove of Despair all stop at the same line. [Exits: north up] <100%hp 100%mn 93%mv> n Entrance to the Grove of Despair Tree growth around this area seems to be a bit erratic. The trees look almost deformed in a way as they twist in turn towards the sky, as if the light itself was harming them instead of giving them life. They arch over the path here, creating a nice piece of shade. One tree in particular stands out from the rest as it has a sign nailed to its trunk. On another tree is a small nondescript plaque. [Exits: north east south west] Balefully staring at you through wild, glowing eyes, a hateful wild dog foams at the mouth. <100%hp 100%mn 92%mv> n Grove of Despair Darker and darker, deeper and deeper. This forest itself gives you the feeling there is no hope left in this world. It saps the strength from you. The trees twine together in their twisted dance towards the sky. [Exits: north east south west] ( 3) It appears as though some large bird has lost a claw. A dark druid's robe lies crumpled in a pile here. A thin dagger lies here on the ground. <100%hp 100%mn 90%mv> n whe Players near you: (PK) Zeptaru Grove of Despair <100%hp 100%mn 90%mv> who You no longer feel stealthy. <100%hp 100%mn 97%mv> [14 Chnge Thi] (PK) Zeptaru the Burglar [ Draco ] (CRIMINAL) Zhane the Master of Shadows, Captain of the Bluebeard's Pirates [ Half ] Thaulman Fosca the Holy Hero [ G-Elf ] Aelson Roush the Monk Hero, Leader of the Neverending Crusades [ Gnome ] Yreobryn the Grand Patriarch [ Chnge ] Faeltym the Student of Absorption [ G-Elf ] (CRIMINAL) Mikhale Belaern, Oracle of Faith [ Half ] Beazer the Sensei, Knight of the Asp [ Half ] Barutis the Adept of Mind [ Giant ] Ralyum the Overlord [51 Cen Pal] [LIGHT] Barius Bloodmane the Paladin Hero [ Arbor ] Nordvralk Ironroot the Holy Hero [ Human ] Chaddiru the Adept of Mind Players found: 13 <100%hp 100%mn 97%mv> tell B       <100%hp 100%mn 97%mv> n Grove of Despair Trees wrap around each other in a disgusting eternal dance. You stumble blindly over roots that seconds ago you could have sworn weren't there. Strange arcane words reach your ears, warning those who would enter to turn and run while they still hold their lives. [Exits: north east south west] <100%hp 100%mn 95%mv> alias Your current aliases are: x: vis 1: hide -: sacrifice corpse 4: sneak 3: dirt 5: trip 6: look guildmaster 2: l siyangephoya 0: tell adelaide 9: shapeshift bat mv: say Please, grant me the strength to carry on. <100%hp 100%mn 95%mv> sk Your list of skills: Level 1: dagger 87% mace 1% spear 50% sword 1% whip 75% evaluation 100% backstab 80% dodge 100% hide 100% scrolls 75% staves 75% Level 3: dirt kicking 97% Level 4: sneak 100% Level 5: trip 89% Level 6: peek 100% steal 75% Level 7: hand to hand 100% Level 8: haggle 75% Level 10: shapeshift 100% envenom 1% Level 11: parry 75% pick lock 75% Level 12: second attack 76% fast healing 55% Level 13: lash 75% Level 14: shield block 75% circle stab 75% kick 75% 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 95%mv> ai lias 6 circle stab 6 is now realiased to 'circle stab'. <100%hp 100%mn 95%mv> l Grove of Despair Trees wrap around each other in a disgusting eternal dance. You stumble blindly over roots that seconds ago you could have sworn weren't there. Strange arcane words reach your ears, warning those who would enter to turn and run while they still hold their lives. [Exits: north east south west] <100%hp 100%mn 95%mv> You look up and notice that it is no longer raining. <100%hp 100%mn 100%mv> scan n You peer intently north. === 1 north === A large wild dog glares at you, mouth foaming, eyes glowing balefully. A trog is here, looming menacingly. === 2 north === === 3 north === <100%hp 100%mn 100%mv> n Grove of Despair Quiet. Very Quiet. No crickets or birds chirp and sounds that you were once used to are now alarmingly gone. The forest grows denser and shrubbery is thicker in this part. The ground is slightly soft as if it was just rained on but everything else is bone dry. It's then that you notice the ground is not wet with rainwater but blood. [Exits: north east south west] A vest looking to be made from a tree lies here. ( 2) A dark druid's robe lies crumpled in a pile here. A thin dagger lies here on the ground. A large wild dog glares at you, mouth foaming, eyes glowing balefully. A trog is here, looming menacingly. <100%hp 100%mn 98%mv> back dog Your backstab MUTILATES a wild dog! A wild dog has quite a few wounds. <100%hp 100%mn 98%mv> Your slash injures a wild dog. A wild dog's chomp grazes you. A wild dog's chomp hits you. A wild dog is covered in bleeding wounds. <91%hp 100%mn 98%mv> 6 Your slash injures a wild dog. You parry a wild dog's chomp and deflect it to the left. A wild dog's chomp misses you. A wild dog is bleeding profusely. <91%hp 100%mn 98%mv> They are not here. A wild dog is bleeding profusely. <91%hp 100%mn 98%mv> Your slash injures a wild dog. A wild dog's chomp misses you. A wild dog's chomp misses you. A wild dog is gushing blood. <91%hp 100%mn 98%mv> Your slash injures a wild dog. A wild dog's chomp misses you. A wild dog's chomp misses you. A wild dog is screaming in pain. <91%hp 100%mn 98%mv> circle Not while you are defending yourself! A wild dog ducks and dodges your slash. Your slash wounds a wild dog. You parry a wild dog's chomp and deflect it to the left. You have become better at parry! A wild dog's chomp misses you. A wild dog is spasming in shock. <91%hp 100%mn 98%mv> Your slash injures a wild dog. Your slash injures a wild dog. You lean to the right and dodge a wild dog's chomp. A wild dog's chomp misses you. A wild dog is writhing in agony. <91%hp 100%mn 98%mv> Your slash injures a wild dog. You drop, roll backward, and dodge a wild dog's chomp. You parry a wild dog's chomp and deflect it upward. A wild dog is convulsing on the ground. <91%hp 100%mn 98%mv> Your slash injures a wild dog. A wild dog is DEAD!! You receive 74 experience points. You hear a wild dog's death cry. You get 37 silver coins from the corpse of a wild dog. The gods give you 39 silver coins for your sacrifice. <91%hp 100%mn 98%mv> help circle Your research into that topic reveals nothing. <91%hp 100%mn 98%mv> c help circle stab Your research into that topic reveals the following: CIRCLE STAB Syntax: circle A very intelligent thief was fighting when a warrior joined the battle to fight the common enemy. The thief fled from battle and returned looking for a way to quickly end the battle. He quickly found that while the enemy was fighting the warrior, the small places on the enemies back were laid open to backstabbing. He quickly and quietly snuck behind the enemy and stabbed his daggers deeply into the enemy's back, thus introducing the art of circle stabbing, to Thera. It was quickly learned that a thief who is defending him/herself can not circle stab. <91%hp 100%mn 98%mv> drink flagon You drink sapjuice called Kelthorn Blend from a bark-covered flagon. Your thirst is quenched. <98%hp 100%mn 100%mv> drink flagon You drink sapjuice called Kelthorn Blend from a bark-covered flagon. Your thirst is quenched. You feel drunk. <100%hp 100%mn 100%mv> l Grove of Despair Quiet. Very Quiet. No crickets or birds chirp and sounds that you were once used to are now alarmingly gone. The forest grows denser and shrubbery is thicker in this part. The ground is slightly soft as if it was just rained on but everything else is bone dry. It's then that you notice the ground is not wet with rainwater but blood. [Exits: north east south west] ( 2) It appears as though some large bird has lost a claw. A vest looking to be made from a tree lies here. ( 2) A dark druid's robe lies crumpled in a pile here. A thin dagger lies here on the ground. A trog is here, looming menacingly. <100%hp 100%mn 100%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: (Glowing) a large torch with a magical flame a thin leather cape a thin leather cape A steel helm some scale mail leggings some solid leather boots some hardened leather gloves some scale mail sleeves a purple cloak a belt of steel links a pewter bracer a pewter bracer dagger <100%hp 100%mn 100%mv> take vest You get a vest. <100%hp 100%mn 100%mv> wear vest You wear a vest on your torso. <100%hp 100%mn 100%mv> The trog leaves east. <100%hp 100%mn 100%mv> sc You are Zeptaru the Burglar. Level 14, 20 years old (44 hours). You are young. You joined Dark Mists 92 days, 0 hours, 21 minutes, and 18 seconds ago. Race: changeling Sex: male Class: thief You have 100% hit, 100% mana, 100% movement. You have 0 practices and 0 training sessions. You are carrying 32/38 items with weight 236/294 pounds. Str: 17(??) Int: 20(??) Wis: 22(??) Dex: 21(??) Con: 14(??) You have scored 45952 exp, and have 0 gold and 1525 silver coins. You need 5456 exp to level. Wimpy set to 40% hit points. Hometown is Glyndane. You are drunk. You are standing. You are very well-armored against piercing. You are very well-armored against bashing. You are very well-armored against slashing. You are well-armored against magic. You are neutral, and impulsively inclined. You are not affected by anything. <100%hp 100%mn 100%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: (Glowing) a large torch with a magical flame a thin leather cape a thin leather cape a vest A steel helm some scale mail leggings some solid leather boots some hardened leather gloves some scale mail sleeves a purple cloak a belt of steel links a pewter bracer a pewter bracer dagger <100%hp 100%mn 100%mv> wh [14 Chnge Thi] (PK) Zeptaru the Burglar [ Draco ] (CRIMINAL) Zhane the Master of Shadows, Captain of the Bluebeard's Pirates [ Half ] Thaulman Fosca the Holy Hero [ G-Elf ] Aelson Roush the Monk Hero, Leader of the Neverending Crusades [ Gnome ] Yreobryn the Grand Patriarch [ Chnge ] Faeltym the Student of Absorption [ G-Elf ] (CRIMINAL) Mikhale Belaern, Oracle of Faith [ Half ] Barutis the Adept of Mind [ Giant ] Ralyum the Overlord [51 Cen Pal] [LIGHT] Barius Bloodmane the Paladin Hero [ Arbor ] Nordvralk Ironroot the Holy Hero [ Human ] Chaddiru the Adept of Mind Players found: 12 <100%hp 100%mn 100%mv> l Grove of Despair Quiet. Very Quiet. No crickets or birds chirp and sounds that you were once used to are now alarmingly gone. The forest grows denser and shrubbery is thicker in this part. The ground is slightly soft as if it was just rained on but everything else is bone dry. It's then that you notice the ground is not wet with rainwater but blood. [Exits: north east south west] ( 2) It appears as though some large bird has lost a claw. ( 2) A dark druid's robe lies crumpled in a pile here. A thin dagger lies here on the ground. <100%hp 100%mn 100%mv> n scan n You peer intently north. === 1 north === === 2 north === === 3 north === A dark druid tends to the trees in the grove. Stumbling, an escaped prisoner trips over an exposed root. <100%hp 100%mn 100%mv> n The sky gets very cloudy and a calmness begins here. <100%hp 100%mn 100%mv> nGrove of Despair Rises in the ground seem to abound here as small hills dot the landscape. The smell of mold and mildew floats through the air and the smell of death is heavy. The trunks of the trees have scratch marks on them where something has been sharpening its claws. [Exits: north east south west] <100%hp 100%mn 98%mv> Dark Woods The canopy of trees weaves together overhead, effectively blocking all light and rain and creating a total absense of light. No breeze stirs the trees or leaves lying on the ground; the air has a strange, thick smell. A number of trees have small knotholes, out of which you notice bits of dead grass hanging. Perhaps some birds have taken advantage of this as they turned the tree trunks into natural bird houses. [Exits: north east south west] <100%hp 100%mn 96%mv> n Dark Woods You cough and struggle for air as the stench of rot, death, and decay fills your nose and lungs making it almost unbearable to breathe. A constant fire envelopes your nose. The trees here grow closely together and have sharp, short thorns that make travel slow and agonizing. You see small knotholes in a couple of the trees, a bit of dead grass sticking out of them as though birds have turned them into bird houses. [Exits: east south west] A dark druid tends to the trees in the grove. Stumbling, an escaped prisoner trips over an exposed root. <100%hp 100%mn 94%mv> con prisoner The prisoner would not need much help to kill you. The prisoner grins evilly at you. <100%hp 100%mn 94%mv> con druid The druid would not need much help to kill you. The druid grins evilly at you. <100%hp 100%mn 94%mv> scan e You peer intently east. === 1 east === A hunter prowls the forest for any type of game, maybe even you. === 2 east === <100%hp 100%mn 94%mv> e A Dirt Path Halfway into this portion of a forest a dirt path begins and heads toward the north into a heavily shrouded area. Mists seem to snake out from that direction and a cool breeze chills you to the bone. A small sign is stuck in the ground at the beginning of the path, waiting to be read. [Exits: north east south west] A thin dagger lies here on the ground. A hunter prowls the forest for any type of game, maybe even you. <100%hp 100%mn 92%mv> con hunter The hunter looks like an easy kill. The hunter grins evilly at you. <100%hp 100%mn 92%mv> back hunter Your backstab decimates the hunter. The hunter has some small wounds. <100%hp 100%mn 92%mv> Your slash hits the hunter. You drop, roll backward, and dodge the hunter's pierce. The hunter has quite a few wounds. <100%hp 100%mn 92%mv> 3 Your slash hits the hunter. You hop backward and parry the hunter's pierce. The hunter is covered in bleeding wounds. <100%hp 100%mn 92%mv> Your kicked dirt grazes the hunter. The hunter is blinded by the dirt in his eyes! Your slash hits the hunter. Your slash hits the hunter. The hunter's pierce misses you. The hunter is bleeding profusely. <100%hp 100%mn 92%mv> 5 Your slash misses the hunter. Your slash hits the hunter. The hunter's pierce misses you. The hunter is gushing blood. <100%hp 100%mn 92%mv> Your slash hits the hunter. The hunter's pierce misses you. The hunter is gushing blood. <100%hp 100%mn 92%mv> You quickly stick your leg behind the hunter's left leg and trip him! Your trip grazes the hunter. The hunter is gushing blood. <100%hp 100%mn 92%mv> 3 Your slash injures the hunter. The hunter's pierce misses you. The hunter is screaming in pain. <100%hp 100%mn 92%mv> He has already been blinded from the dirt in his eyes. The hunter is screaming in pain. <100%hp 100%mn 92%mv> Your slash injures the hunter. The hunter's pierce misses you. The hunter is spasming in shock. <100%hp 100%mn 92%mv> Your slash injures the hunter. You lean to the left and dodge the hunter's pierce. The hunter is writhing in agony. <100%hp 100%mn 99%mv> 3 The hunter leans to his right and dodges your slash. You hop backward and parry the hunter's pierce. The hunter is writhing in agony. <100%hp 100%mn 99%mv> Your kicked dirt scratches the hunter. The hunter is blinded by the dirt in his eyes! The hunter is writhing in agony. <100%hp 100%mn 99%mv> Your slash injures the hunter. Your slash misses the hunter. The hunter's pierce misses you. The hunter is convulsing on the ground. <100%hp 100%mn 99%mv> 5 Your slash injures the hunter. The hunter is DEAD!! You receive 53 experience points. The hunter's head is shattered, and his brains splash all over you. You get 10 silver coins from the corpse of the hunter. The gods give you 36 silver coins for your sacrifice. <100%hp 100%mn 99%mv> But you are not fighting anyone! <100%hp 100%mn 99%mv> l A Dirt Path Halfway into this portion of a forest a dirt path begins and heads toward the north into a heavily shrouded area. Mists seem to snake out from that direction and a cool breeze chills you to the bone. A small sign is stuck in the ground at the beginning of the path, waiting to be read. [Exits: north east south west] ( 2) A thin dagger lies here on the ground. The splattered brains of the hunter are lying here. <100%hp 100%mn 99%mv> wo You have 0 gold, 1571 silver, and 46005 experience (5403 exp to level). <100%hp 100%mn 99%mv> l A Dirt Path Halfway into this portion of a forest a dirt path begins and heads toward the north into a heavily shrouded area. Mists seem to snake out from that direction and a cool breeze chills you to the bone. A small sign is stuck in the ground at the beginning of the path, waiting to be read. [Exits: north east south west] ( 2) A thin dagger lies here on the ground. The splattered brains of the hunter are lying here. <100%hp 100%mn 99%mv> scan e You peer intently east. === 1 east === === 2 east === A dark druid stands here, glancing furtively around. Snarling, a black wolf considers whether you are worthy prey. <100%hp 100%mn 99%mv> e You look up and notice that it is no longer raining. <100%hp 100%mn 100%mv> Dark Woods You cough and struggle for air as the stench of rot, death, and decay fills your nose and lungs making it almost unbearable to breathe. A constant fire envelopes your nose. The trees here grow closely together and have sharp, short thorns that make travel slow and agonizing. A few of the tree trunks have small knotholes. Out from the knotholes hang bits of dead grass. It looks as if birds have made natural birdhouses from the trunks. [Exits: east south west] A burnt sword lies here on the ground. A thin dagger lies here on the ground. <100%hp 100%mn 98%mv> e Dark Woods You cough and struggle for air as the stench of rot, death, and decay fills your nose and lungs making it almost unbearable to breathe. A constant fire envelopes your nose. The trees here grow closely together and have sharp, short thorns that make travel slow and agonizing. [Exits: east south west] It appears as though some large bird has lost a claw. A dark druid stands here, glancing furtively around. Snarling, a black wolf considers whether you are worthy prey. <100%hp 100%mn 96%mv> con wolf The wolf looks like an easy kill. The wolf grins evilly at you. <100%hp 100%mn 96%mv> The druid gets a large claw. <100%hp 100%mn 96%mv> back wolf Your backstab misses the wolf. The wolf is in perfect condition. <100%hp 100%mn 96%mv> Your slash injures the wolf. The wolf is DEAD!! You receive 21 experience points. The wolf spills his guts all over the floor. You get 3 silver coins from the corpse of the wolf. The gods give you 30 silver coins for your sacrifice. <100%hp 100%mn 96%mv> l Dark Woods You cough and struggle for air as the stench of rot, death, and decay fills your nose and lungs making it almost unbearable to breathe. A constant fire envelopes your nose. The trees here grow closely together and have sharp, short thorns that make travel slow and agonizing. [Exits: east south west] A steaming pile of the wolf's entrails is lying here. A dark druid stands here, glancing furtively around. <100%hp 100%mn 96%mv> con druid The druid would not need much help to kill you. The druid grins evilly at you. <100%hp 100%mn 96%mv> l Dark Woods You cough and struggle for air as the stench of rot, death, and decay fills your nose and lungs making it almost unbearable to breathe. A constant fire envelopes your nose. The trees here grow closely together and have sharp, short thorns that make travel slow and agonizing. [Exits: east south west] A steaming pile of the wolf's entrails is lying here. A dark druid stands here, glancing furtively around. <100%hp 100%mn 96%mv> scan e You peer intently east. === 1 east === A trog is here, looming menacingly. Stumbling, an escaped prisoner trips over an exposed root. A dark druid tends to the trees in the grove. === 2 east === A hunter prowls the forest for any type of game, maybe even you. A dark druid tends to the trees in the grove. === 3 east === <100%hp 100%mn 96%mv> e Dark Woods You cough and struggle for air as the stench of rot, death, and decay fills your nose and lungs making it almost unbearable to breathe. A constant fire envelopes your nose. The trees here grow closely together and have sharp, short thorns that make travel slow and agonizing. You notice that some of the trees have knotholes, out of which bits of dead grass hang. Maybe some birds have turned these tree trunks into natural bird houses? [Exits: east south west down] A vest looking to be made from a tree lies here. It appears as though some large bird has lost a claw. A very large wooden box with a wide hole in the middle sits here. A trog is here, looming menacingly. Stumbling, an escaped prisoner trips over an exposed root. A dark druid tends to the trees in the grove. <100%hp 100%mn 94%mv> con trog The trog would not need much help to kill you. The trog grins evilly at you. <100%hp 100%mn 94%mv> b con prisoner The prisoner would not need much help to kill you. The prisoner grins evilly at you. <100%hp 100%mn 94%mv> The prisoner leaves south. <100%hp 100%mn 100%mv> s Dark Woods The canopy of trees weaves together overhead, effectively blocking all light and rain and creating a total absense of light. No breeze stirs the trees or leaves lying on the ground; the air has a strange, thick smell. [Exits: north east south west] ( 2) It appears as though some large bird has lost a claw. A dark druid's robe lies crumpled in a pile here. Stumbling, an escaped prisoner trips over an exposed root. <100%hp 100%mn 98%mv> n Dark Woods You cough and struggle for air as the stench of rot, death, and decay fills your nose and lungs making it almost unbearable to breathe. A constant fire envelopes your nose. The trees here grow closely together and have sharp, short thorns that make travel slow and agonizing. You notice that some of the trees have knotholes, out of which bits of dead grass hang. Maybe some birds have turned these tree trunks into natural bird houses? [Exits: east south west down] A vest looking to be made from a tree lies here. It appears as though some large bird has lost a claw. A very large wooden box with a wide hole in the middle sits here. A trog is here, looming menacingly. A dark druid tends to the trees in the grove. <100%hp 100%mn 96%mv> scan e You peer intently east. === 1 east === A hunter prowls the forest for any type of game, maybe even you. A dark druid tends to the trees in the grove. === 2 east === === 3 east === <100%hp 100%mn 96%mv> scan w You peer intently west. === 1 west === A dark druid stands here, glancing furtively around. === 2 west === === 3 west === <100%hp 100%mn 96%mv> scan n You peer intently north. <100%hp 100%mn 96%mv> s Dark Woods The canopy of trees weaves together overhead, effectively blocking all light and rain and creating a total absense of light. No breeze stirs the trees or leaves lying on the ground; the air has a strange, thick smell. [Exits: north east south west] ( 2) It appears as though some large bird has lost a claw. A dark druid's robe lies crumpled in a pile here. Stumbling, an escaped prisoner trips over an exposed root. <100%hp 100%mn 94%mv> s Cave Entrance In the middle of this small open area is what appears to be a fissure leading down into a cave. Mold grows in the rocks of the entrance, giving it a slick, wet look. Inside, it is ominously dark. [Exits: north east south west down] A charred skeleton lies here, unmoving. A charred skeleton lies here, unmoving. A charred skeleton lies here, unmoving. A charred skeleton lies here, unmoving. <100%hp 100%mn 92%mv> s Grove of Despair Quiet. Very Quiet. No crickets or birds chirp and sounds that you were once used to are now alarmingly gone. The forest grows denser and shrubbery is thicker in this part. The ground is slightly soft as if it was just rained on but everything else is bone dry. It's then that you notice the ground is not wet with rainwater but blood. [Exits: north east south west] A practice dagger lies here, waiting for a wielder. A trog is here, looming menacingly. <100%hp 100%mn 90%mv> d Alas, you cannot go that way. <100%hp 100%mn 90%mv> n Cave Entrance In the middle of this small open area is what appears to be a fissure leading down into a cave. Mold grows in the rocks of the entrance, giving it a slick, wet look. Inside, it is ominously dark. [Exits: north east south west down] A charred skeleton lies here, unmoving. A charred skeleton lies here, unmoving. A charred skeleton lies here, unmoving. A charred skeleton lies here, unmoving. <100%hp 100%mn 88%mv> d The prisoner has arrived. <100%hp 100%mn 88%mv> Beginning of a Cave This is seemingly the beginning of this cave, but it's hard to tell as there have been numerous landslides which have changed the appearance of the walls over time. To the west the cave seems to continue and grow wider and up leads back to the Grove. [Exits: west up] <100%hp 100%mn 87%mv> 1 The shadows here are too natural to blend with. <100%hp 100%mn 87%mv> 4 You attempt to move silently. You begin sneaking. <100%hp 100%mn 87%mv> l Beginning of a Cave This is seemingly the beginning of this cave, but it's hard to tell as there have been numerous landslides which have changed the appearance of the walls over time. To the west the cave seems to continue and grow wider and up leads back to the Grove. [Exits: west up] <100%hp 100%mn 94%mv> u Cave Entrance In the middle of this small open area is what appears to be a fissure leading down into a cave. Mold grows in the rocks of the entrance, giving it a slick, wet look. Inside, it is ominously dark. [Exits: north east south west down] Desperately seeking help, an escaped prisoner crashes into trees as he stumbles along his way. A charred skeleton lies here, unmoving. A charred skeleton lies here, unmoving. A charred skeleton lies here, unmoving. A charred skeleton lies here, unmoving. <100%hp 100%mn 92%mv> s Grove of Despair Quiet. Very Quiet. No crickets or birds chirp and sounds that you were once used to are now alarmingly gone. The forest grows denser and shrubbery is thicker in this part. The ground is slightly soft as if it was just rained on but everything else is bone dry. It's then that you notice the ground is not wet with rainwater but blood. [Exits: north east south west] A practice dagger lies here, waiting for a wielder. A trog is here, looming menacingly. <100%hp 100%mn 90%mv> s Grove of Despair Trees wrap around each other in a disgusting eternal dance. You stumble blindly over roots that seconds ago you could have sworn weren't there. Strange arcane words reach your ears, warning those who would enter to turn and run while they still hold their lives. [Exits: north east south west] ( 3) A bloody scroll was ripped from the corpse of the guardian. A green-clad hunter scans the forest for game. A forest guardian stands here patiently watching the forest. A black wolf stands here, snarling at you. Scanning for trouble, a forest guardian stands watch patiently. <100%hp 100%mn 88%mv> s SouthEast Corner of the Grove of Despair Blocked by extreme growth to the east and south, this is the southeast corner of the forest. The tree branches twine overhead, filtering out almost all of the sunlight. [Exits: north east south west] A large wild dog glares at you, mouth foaming, eyes glowing balefully. <100%hp 100%mn 86%mv> back dog You trample around loudly again. Your backstab DISMEMBERS a wild dog! A wild dog is covered in bleeding wounds. <100%hp 100%mn 93%mv> Your slash injures a wild dog. A wild dog's chomp misses you. A wild dog's chomp misses you. A wild dog is bleeding profusely. <100%hp 100%mn 93%mv> Your slash hits a wild dog. Your slash injures a wild dog. A wild dog's chomp misses you. A wild dog's chomp misses you. A wild dog is gushing blood. <100%hp 100%mn 93%mv> Your slash hits a wild dog. Your slash injures a wild dog. You lean to the right and dodge a wild dog's chomp. A wild dog's chomp misses you. A wild dog is spasming in shock. <100%hp 100%mn 93%mv> Your slash injures a wild dog. Your slash misses a wild dog. A wild dog's chomp misses you. A wild dog's chomp misses you. A wild dog is writhing in agony. <100%hp 100%mn 93%mv> Your slash hits a wild dog. A wild dog's chomp misses you. A wild dog's chomp misses you. A wild dog is writhing in agony. <100%hp 100%mn 93%mv> The hunter has arrived. A wild dog is writhing in agony. <100%hp 100%mn 93%mv> Your slash hits a wild dog. A wild dog's chomp misses you. A wild dog's chomp misses you. A wild dog is convulsing on the ground. <100%hp 100%mn 93%mv> 3 Your kicked dirt misses a wild dog. A wild dog is convulsing on the ground. <100%hp 100%mn 93%mv> Your slash misses a wild dog. Your slash hits a wild dog. A wild dog is DEAD!! You receive 69 experience points. You hear a wild dog's death cry. You get 29 silver coins from the corpse of a wild dog. The gods give you 39 silver coins for your sacrifice. <100%hp 100%mn 93%mv> 3 wo But you are not in combat! <100%hp 100%mn 93%mv> You have 0 gold, 1672 silver, and 46095 experience (5313 exp to level). <100%hp 100%mn 93%mv> s Beginning of Grove of Despair The forest, if it can be called that, stretches out to the north, east, and west. The trees have a peculiar look to them. No birds chirp and no crickets are singing. The ground is soft to the touch, as if it just rained but there are no tracks from any animals here. [Exits: north east west] Balefully staring at you through wild, glowing eyes, a hateful wild dog foams at the mouth. <100%hp 100%mn 91%mv> e Entrance to the Grove of Despair Tree growth around this area seems to be a bit erratic. The trees look almost deformed in a way as they twist in turn towards the sky, as if the light itself was harming them instead of giving them life. They arch over the path here, creating a nice piece of shade. One tree in particular stands out from the rest as it has a sign nailed to its trunk. On another tree is a small nondescript plaque. [Exits: north east south west] An escaped prisoner stumbles along here, desperately seeking help. A forest guardian stands here patiently watching the forest. <100%hp 100%mn 89%mv> s Edge of the Forest To the north a vast forest stretches out before you. It appears dark and foreboding, perhaps there is a good reason why it is called the Grove of Despair? To the south of you the Northern Reaches sprawl out to the west and east providing a kind of natural barrier from the rest of the world. Where you stand now is the border between the Grove of Despair and the Northern Reaches. It is as if the Gods took a divine blade and made a cut in the ground, right where you stand. For the trees of the Grove of Despair all stop at the same line. [Exits: north up] <100%hp 100%mn 88%mv> u In the Northern Reaches The path cuts through the shortest part of the Northern Reaches. The path, while difficult to maneuver, is well marked and relatively safe, as is evident by the numerous old campsites. You can follow the path onward to the west or down toward Tyr-Zinet. The Reaches do not rise very high into the sky, but they do prove difficult in climbing, nonetheless. [Exits: south down] <100%hp 100%mn 86%mv> s In the Northern Reaches The path cuts through the shortest part of the Northern Reaches. The path, while difficult to maneuver, is well marked and relatively safe, as is evident by the numerous old campsites. You can follow the path onward to the west or down toward Tyr-Zinet. The Reaches do not rise very high into the sky, but they do prove difficult in climbing, nonetheless. [Exits: north east] You are sober. <100%hp 100%mn 91%mv> s Alas, you cannot go that way. <100%hp 100%mn 91%mv> e In the Northern Reaches The path cuts through the shortest part of the Northern Reaches. The path, while difficult to maneuver, is well marked and relatively safe, as is evident by the numerous old campsites. You can follow the path onward to the west or down toward Tyr-Zinet. The Reaches do not rise very high into the sky, but they do prove difficult in climbing, nonetheless. [Exits: west down] (Translucent) (Chromatic Aura) A balding priest stands here bestowing the benedictions of his lord. 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 88%mv> v mv 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> d At the Base of the Northern Reaches To the north are the Northern Reaches, a stretch of hills that extends from the Grove of Despair all the way down to Tyr-Zinet. The Sultan has not ordered or endorsed an expedition into the Reaches, so for anyone that wishes to travel to the Grove of Despair, they must follow this poorly maintained and rarely used path. The path, at this place, no longer follows the foothills but rather enters the Northern Reaches themselves. The path heads up into the Reaches via a series of very steep steps and natural footholds. [Exits: south up] <100%hp 100%mn 98%mv> s A Makeshift Path To the north and east are the Northern Reaches, a stretch of hills that extends from the Grove of Despair all the way down to Tyr-Zinet. The Sultan has not ordered or endorsed an expedition into the Reaches, so for anyone that wishes to travel to the Grove of Despair, they must follow this poorly maintained and rarely used path. The path follows the foothills of the Reaches at this point and continues to the north and east. To the south the only thing that can be seen is the twinkling golden dome of the Sultan's Palace. [Exits: north east] <100%hp 100%mn 97%mv> s Alas, you cannot go that way. <100%hp 100%mn 97%mv> s Alas, you cannot go that way. <100%hp 100%mn 97%mv> e A Makeshift Path To the north and east are the Northern Reaches, a stretch of hills that extends from the Grove of Despair all the way down to Tyr-Zinet. The Sultan has not ordered or endorsed an expedition into the Reaches, so for anyone that wishes to travel to the Grove of Despair, they must follow this poorly maintained and rarely used path. The path follows the foothills of the Reaches at this point and continues to the south and west. To the south the only thing that can be seen is the twinkling golden dome of the Sultan's Palace. [Exits: south west] <100%hp 100%mn 96%mv> s A Makeshift Path To the north and east are the Northern Reaches, a stretch of hills that extends from the Grove of Despair all the way down to Tyr-Zinet. The Sultan has not ordered or endorsed an expedition into the Reaches, so for anyone that wishes to travel to the Grove of Despair, they must follow this poorly maintained and rarely used path. The path follows the foothills of the Reaches at this point and continues to the north and south. To the south the only thing that can be seen is the twinkling golden dome of the Sultan's Palace. [Exits: north south] A middle aged man struggles to continue his journey. <100%hp 100%mn 95%mv> s A Makeshift Path To the north and east are the Northern Reaches, a stretch of hills that extends from the Grove of Despair all the way down to Tyr-Zinet. The Sultan has not ordered or endorsed an expedition into the Reaches, so for anyone that wishes to travel to the Grove of Despair, they must follow this poorly maintained and rarely used path. The path follows the foothills of the Reaches at this point and continues to the north and east. To the south, the city of Tyr-Zinet and its outlying fishing village can be seen. [Exits: north east] A woman from Glyndane walks about looking for shopping bargains. <100%hp 100%mn 94%mv> e A Makeshift Path To the north and east are the Northern Reaches, a stretch of hills that extends from the Grove of Despair all the way down to Tyr-Zinet. The Sultan has not ordered or endorsed an expedition into the Reaches, so for anyone that wishes to travel to the Grove of Despair, they must follow this poorly maintained and rarely used path. The path follows the foothills of the Reaches at this point and continues to the west and south. To the south and southwest the city of Tyr-Zinet and its outlying fishing village can be seen. [Exits: south west] <100%hp 100%mn 93%mv> s A Path Less Travelled To the east are the Northern Reaches, a stretch of hills that extends from the Grove of Despair all the way down to Tyr-Zinet. The Sultan has not ordered or endorsed an expedition into the Reaches, so for anyone that wishes to travel to the Grove of Despair, they must follow this poorly maintained and rarely used path. The path follows the foothills of the Reaches at this point and continues to the north and south. To the south and southwest, the city of Tyr-Zinet and its outlying fishing village can be seen as well as distantly heard. [Exits: north south] <100%hp 100%mn 92%mv> s A Path Less Travelled This path does not bear the marks of wear and tear that the Fisherman's Lament or the Citizen's Way bear. For some reason few people journey down this path, one can only guess why. To the west one can see the arid, desert-like conditions of the surrounding environment. There is no benefit from venturing in that direction. To the east is an open space that several wagons are resting in, apparently travelling merchants looking to sell their wares in the port city of Tyr-Zinet. Beyond the open space the foothills of the Northern Reaches can be seen. The Reaches are a series of hills that stretch all the way from Grove of Despair down to Tyr-Zinet. To the south and the north the rarely travelled path continues. [Exits: north east south] <100%hp 100%mn 91%mv> s A Path Less Travelled This path does not bear the marks of wear and tear that the Fisherman's Lament or the Citizen's Way bear. For some reason few people journey down this path, one can only guess why. To the west, the massive sandstone walls give way to arid, desert- like conditions. There is no benefit from venturing in that direction. To the east is a humble looking adobe home that could sorely use a new coat of paint and maybe some repairs. To the south and the north the rarely travelled path continues. [Exits: north east south] A vest looking to be made from a tree lies here. A stern looking guard gazes at all that passes by, keeping an eye out for trouble. <100%hp 100%mn 90%mv> take vest You get a vest. <100%hp 100%mn 90%mv> compare vest A vest and a vest look about the same. <100%hp 100%mn 90%mv> drop vest You drop a vest. <100%hp 100%mn 90%mv> You are sober. <100%hp 100%mn 97%mv> s A Path Less Travelled This path does not bear the marks of wear and tear that the Fisherman's Lament or the Citizen's Way bear. For some reason few people journey down this path, one can only guess why. To the west is an extension of the massive sandstone walls and thus it prevents any passage in that direction. To the east is an open space that several wagons are resting in, apparently travelling merchants looking to sell their wares in the port city of Tyr-Zinet. To the south the wide path of the Fisherman's Lament can be seen ferrying the masses to and fro. The rarely travelled path continues northward. [Exits: north east south] <100%hp 100%mn 96%mv> s The Fisherman's Lament This wide path is called the Fisherman's Lament for a reason. For there was a time when the Dragon Sea rose up to punish the fishermen of Tyr-Zinet in the form of massive tidal waves. The fishermen flocked to the safety of the sandstone walls, begging the Sultan to spare their lives. The Sultan tried to let in as many as possible before he was forced to close the gates to prevent the flooding waters from swamping the Palace and the Bazaar. It is said that the cries of woe for those lost to the waters were so loud that it even rose above the storm's own raging voice. And thus, this path has been called the Fisherman's Lament ever since. It is the road that the fishermen generally take to enter the city. It connects the city proper to the docks. A far less travelled path breaks away to the north from this point. [Exits: north east south west] A gaunt man dressed in shoddy clothing mumbles to himself. <100%hp 100%mn 95%mv> w Outside the Eastern Gate Here you stand in the shadow of the 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 Fisherman's Lament heads off to the east to the piers on the Dragon Sea. To the south is a white, medium sized adobe house that blocks any progress. To the north is an outcropping of the sandstone walls that prevents any move- ment in that direction. [Exits: east west] A stern looking lady stands here examining her surroundings. A young man dressed in lightweight clothing periodically looks up to the sky. <100%hp 100%mn 94%mv> w 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. <100%hp 100%mn 94%mv> e Outside the Eastern Gate Here you stand in the shadow of the 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 Fisherman's Lament heads off to the east to the piers on the Dragon Sea. To the south is a white, medium sized adobe house that blocks any progress. To the north is an outcropping of the sandstone walls that prevents any move- ment in that direction. [Exits: east west] A stern looking lady stands here examining her surroundings. A young man dressed in lightweight clothing periodically looks up to the sky. <100%hp 100%mn 93%mv> l lady You do not see that here. <100%hp 100%mn 93%mv> l stre  en rn You do not see that here. <100%hp 100%mn 93%mv> l Outside the Eastern Gate Here you stand in the shadow of the 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 Fisherman's Lament heads off to the east to the piers on the Dragon Sea. To the south is a white, medium sized adobe house that blocks any progress. To the north is an outcropping of the sandstone walls that prevents any move- ment in that direction. [Exits: east west] A stern looking lady stands here examining her surroundings. A young man dressed in lightweight clothing periodically looks up to the sky. <100%hp 100%mn 93%mv> l woman Standing close to six feet in height, this woman is an imposing figure. Her raven black hair is pulled back into a tight bun revealing several earrings on both ears of varying metals. Along the right side of her neck is the tattoo of what appears to be a skeletal parrot. Her dark eyes are matched perfectly by her present dark expression. Those dark eyes quickly survey the crowd of people, apparently looking for someone. A fisherwoman is in perfect condition. You peek at the inventory: Nothing. <100%hp 100%mn 93%mv> l woman Standing close to six feet in height, this woman is an imposing figure. Her raven black hair is pulled back into a tight bun revealing several earrings on both ears of varying metals. Along the right side of her neck is the tattoo of what appears to be a skeletal parrot. Her dark eyes are matched perfectly by her present dark expression. Those dark eyes quickly survey the crowd of people, apparently looking for someone. A fisherwoman is in perfect condition. You peek at the inventory: Nothing. 7 gold coins, and 107 silver coins. <100%hp 100%mn 93%mv> sta eal gold woman Oops. You parry a fisherwoman's scratch to the right. You duck and dodge a fisherwoman's scratch. A fisherwoman is in perfect condition. <100%hp 97%mn 93%mv> Your slash misses a fisherwoman. Your slash misses a fisherwoman. A fisherwoman's scratch decimates you. You duck and parry a fisherwoman's scratch. A fisherwoman DISARMS you and sends your weapon flying! You are sober. A fisherwoman is in perfect condition. <87%hp 100%mn 100%mv> Your punch misses a fisherwoman. A fisherwoman's scratch devastates you. A fisherwoman is in perfect condition. <68%hp 100%mn 100%mv> flee w You choose a direction at random and begin to run... 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. You flee from combat! You lost 10 exp. <68%hp 100%mn 99%mv> w 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 beggar sits on the floor asking for coins. <68%hp 100%mn 98%mv> w 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. <68%hp 100%mn 97%mv> 1 You attempt to hide. <68%hp 100%mn 97%mv> 4 You attempt to move silently. You begin sneaking. <68%hp 100%mn 97%mv> w 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 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!' <68%hp 100%mn 96%mv> w 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] <68%hp 100%mn 95%mv> w 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. <68%hp 100%mn 94%mv> w 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] <68%hp 100%mn 93%mv> w The sky appears somewhat cloudy, and it begins to rain. You are sober. <72%hp 100%mn 100%mv> 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] A beggar sits on the floor asking for coins. <72%hp 100%mn 99%mv> w 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 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. <72%hp 100%mn 98%mv> w 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 child dressed in rich clothes runs by laughing. A child dressed in rich clothes runs by laughing. <72%hp 100%mn 97%mv> w 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. <72%hp 100%mn 96%mv> w 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] <72%hp 100%mn 95%mv> w 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] A woman strolls through the city, taking in the beauty of it all. A brown-haired girl is here, playing with a doll. <72%hp 100%mn 94%mv> w 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. <72%hp 100%mn 93%mv> w 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] <72%hp 100%mn 92%mv> u You step out of the shadows. 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] <72%hp 100%mn 90%mv> w 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] ( 2) A pile of cloth lies on the ground. A pile of cloth and metal lies on the ground. A pair of boots lies on the ground. <72%hp 100%mn 88%mv> w Alas, you cannot go that way. <72%hp 100%mn 88%mv> n 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] <72%hp 100%mn 86%mv> w 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] A man is standing here, apparently taking a break from his hectic day. <72%hp 100%mn 83%mv> w 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] <72%hp 100%mn 81%mv> d 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] A vest of hard leather lies here. A pair of grey soft leather boots was left here. It appears as though some large bird has lost a claw. (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.'' <72%hp 100%mn 79%mv> mv You say, 'Please, grant me the strength to carry on.' A priest of the Wheel utters the word, 'bantisaza'. You feel fully refreshed! <72%hp 100%mn 100%mv> w 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] <72%hp 100%mn 99%mv> w 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] <72%hp 100%mn 98%mv> w 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] <72%hp 100%mn 97%mv> w 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. <72%hp 100%mn 96%mv> w 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] <72%hp 100%mn 95%mv> w Alas, you cannot go that way. <72%hp 100%mn 95%mv> w n 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] <72%hp 100%mn 94%mv> w Alas, you cannot go that way. <72%hp 100%mn 94%mv> n 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] <72%hp 100%mn 93%mv> w 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] <72%hp 100%mn 92%mv> w 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. <72%hp 100%mn 91%mv> w 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] <72%hp 100%mn 90%mv> w 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] <72%hp 100%mn 89%mv> w 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. <72%hp 100%mn 88%mv> w 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] <72%hp 100%mn 88%mv> You are sober. <78%hp 100%mn 94%mv> w 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] <78%hp 100%mn 94%mv> w 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] <78%hp 100%mn 91%mv> w 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] <78%hp 100%mn 88%mv> w 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] <78%hp 100%mn 84%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] A torn piece of paper flutters along the ground. <78%hp 100%mn 82%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] <78%hp 100%mn 81%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] <78%hp 100%mn 80%mv> w 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] <78%hp 100%mn 79%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] <78%hp 100%mn 77%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] <78%hp 100%mn 76%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] <78%hp 100%mn 74%mv> 1 4You attempt to hide. <78%hp 100%mn 74%mv> You attempt to move silently. <78%hp 100%mn 74%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] Muttering to itself, a cobalt-furred kobold crouches down. <78%hp 100%mn 72%mv> back kobold You step out of the shadows. You need to wield a weapon to backstab. <85%hp 100%mn 78%mv> hold dagger You do not have that item. <85%hp 100%mn 78%mv> l 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] Muttering to itself, a cobalt-furred kobold crouches down. <85%hp 100%mn 78%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 some small wounds. Zeptaru is using: (Glowing) a large torch with a magical flame a thin leather cape a thin leather cape a vest A steel helm some scale mail leggings some solid leather boots some hardened leather gloves some scale mail sleeves a purple cloak a belt of steel links a pewter bracer a pewter bracer <85%hp 100%mn 78%mv> inv You are carrying: ( 3) a bladder a canoe a pewter practice flail ( 4) a bark-covered flagon a hardened leather vest a steel buckler ( 2) a bag straw broom a small hemp bag a steel-capped practice staff a brown staff a long spear <85%hp 100%mn 78%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] <85%hp 100%mn 76%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] <85%hp 100%mn 74%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] <85%hp 100%mn 72%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] Howling loudly, a scarlet kobold regards you malevolently. <85%hp 100%mn 69%mv> s 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] <85%hp 100%mn 67%mv> w wThe 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] Crouching to the ground, a cobalt-furred kobold mutters. <85%hp 100%mn 65%mv> A Junction in the Kobold Tunnels The tunnel splits here with an unusual accumulation of junk. To the south lies a relatively quiet, clean tunnel. Westward is a bend to the south, and eastward, the tunnel stretches into another junction and perhaps a bend. [Exits: east south west] <85%hp 100%mn 62%mv> s A Quiet Tunnel This part of the tunnel is not entirely excavated, as roots and plant substances hang down from above. Southward, the tunnel forms into a natural cavern, which is far superior in workmanship compared to the crude diggings of the kobolds. Perhaps the stone catacombs are ancient dwarven work. [Exits: north south] A crimson-furred kobold curses under its breath and looks balefully at you. A red kobold crouches in the shadows, gibbering. <85%hp 100%mn 60%mv> s Stone Catacombs The catacombs recede here from kobold diggings to fins workmanship, which is most likely dwarven. Strange runes line the walls here; these are also vaguely reminiscent of dwarven work. Kobold refuse still litters these fine halls. [Exits: north south] Whistling tunelessly, a kobold wanders the tunnel here. A clumsy kobold with cerulean fur practices battle technique. <85%hp 100%mn 58%mv> s Stone Catacombs Kobold yammerings echo strangely through these ancient rune-covered halls. Torches line the walls at regular intervals in scones of blackened iron. The scent of kobold filth recedes at this point, as it is overpowered by the more ancient scent of the musty depths. [Exits: north south] <91%hp 100%mn 62%mv> s The Ancient Catacombs Ageless hieroglyphics depicting short humanoids working, playing, and building are hewn into the stone of these catacombs. The runes surrounding these pictographs are reminiscent of ancient dwarven works. Kobold litter is still present here and there, but these deep caverns are much cleaner by comparison. [Exits: north west] A cerulean kobold practices clumsy battle moves here. <91%hp 100%mn 60%mv> w The Ancient Catacombs Ageless hieroglyphics depicting short humanoids working, playing, and building are hewn into the stone of these catacombs. The runes surrounding these pictographs are reminiscent of ancient dwarven works. Kobold litter is still present here and there, but these deep caverns are much cleaner by comparison. [Exits: east south west] <91%hp 100%mn 58%mv> s The Glowing Tunnels The torches which regularly adorned the walls become more irregular in this section of the tunnels. Instead, the catacombs are lit by a soft, glowing lichen which grows profusely on all of the tunnel walls. There is much moisture here, and stalactites hang from the ceiling. [Exits: north south] Gibbering, a red-furred kobold crouches in the shadows. Whistling tunelessly, a kobold wanders the tunnel here. <91%hp 100%mn 55%mv> s The Glowing Tunnels The torches which regularly adorned the walls become more irregular in this section of the tunnels. Instead, the catacombs are lit by a soft, glowing lichen which grows profusely on all of the tunnel walls. There is much moisture here, and stalactites hang from the ceiling. [Exits: north east] A crimson kobold peers about in a hateful manner, cursing under its breath. A cerulean-furred kobold clumsily practices here with a weapon. A kobold with scarlet fur howls its lungs out here. <91%hp 100%mn 53%mv> s Alas, you cannot go that way. <91%hp 100%mn 53%mv> e e Fathomless Depths The mossy glow of the upper caverns recedes here, and the frequency of the torches picks up again to keep the tunnels lit. The chilly temperature here gives testament to the fact that these catacombs are far underground. [Exits: east south west] <91%hp 100%mn 51%mv> s An Ancient Armory Broken weapons racks and decayed practice dummies are the main feature of this room. The kobolds seem to have taken the dwarves' idea, though, as several weapons that look new and perhaps even useable lie scattered about. A scent of mildew permeates this deep part of the caverns. [Exits: north] A practice whip lies here, waiting for a wielder. A practice axe lies here, waiting for a wielder. A practice sword lies here, waiting for a wielder. A practice mace lies here, waiting for a wielder. A practice spear lies here, waiting for a wielder. <91%hp 100%mn 50%mv> n Fathomless Depths The mossy glow of the upper caverns recedes here, and the frequency of the torches picks up again to keep the tunnels lit. The chilly temperature here gives testament to the fact that these catacombs are far underground. [Exits: east south west] <91%hp 100%mn 48%mv> exam bag A small bag. A bag holds: map of eastern Thera map of western Thera a parchment containing a map (Humming) a white wand a pale blue stone ( 2) a pewter bracer ring of grace a gold ring with emerald clusters a small torch a bladder a tome of battle tactics a tome of holy tactics <91%hp 100%mn 48%mv> exam 2.bag A small bag. A bag holds: Nothing. <91%hp 100%mn 48%mv> exam hemp A small bag made of hemp lies here. A small hemp bag holds: a small lantern a leather practice whip ( 7) a warm loaf of bread <91%hp 100%mn 48%mv> n Alas, you cannot go that way. <91%hp 100%mn 48%mv> u Alas, you cannot go that way. <91%hp 100%mn 48%mv> n Alas, you cannot go that way. <96%hp 100%mn 55%mv> l Fathomless Depths The mossy glow of the upper caverns recedes here, and the frequency of the torches picks up again to keep the tunnels lit. The chilly temperature here gives testament to the fact that these catacombs are far underground. [Exits: east south west] <96%hp 100%mn 55%mv> w The Glowing Tunnels The torches which regularly adorned the walls become more irregular in this section of the tunnels. Instead, the catacombs are lit by a soft, glowing lichen which grows profusely on all of the tunnel walls. There is much moisture here, and stalactites hang from the ceiling. [Exits: north east] A crimson kobold peers about in a hateful manner, cursing under its breath. A cerulean-furred kobold clumsily practices here with a weapon. A kobold with scarlet fur howls its lungs out here. <96%hp 100%mn 53%mv> n The Glowing Tunnels The torches which regularly adorned the walls become more irregular in this section of the tunnels. Instead, the catacombs are lit by a soft, glowing lichen which grows profusely on all of the tunnel walls. There is much moisture here, and stalactites hang from the ceiling. [Exits: north south] Gibbering, a red-furred kobold crouches in the shadows. <96%hp 100%mn 50%mv> n The Ancient Catacombs Ageless hieroglyphics depicting short humanoids working, playing, and building are hewn into the stone of these catacombs. The runes surrounding these pictographs are reminiscent of ancient dwarven works. Kobold litter is still present here and there, but these deep caverns are much cleaner by comparison. [Exits: east south west] Whistling tunelessly, a kobold wanders the tunnel here. A cerulean kobold practices clumsy battle moves here. <96%hp 100%mn 48%mv> e The Ancient Catacombs Ageless hieroglyphics depicting short humanoids working, playing, and building are hewn into the stone of these catacombs. The runes surrounding these pictographs are reminiscent of ancient dwarven works. Kobold litter is still present here and there, but these deep caverns are much cleaner by comparison. [Exits: north west] <96%hp 100%mn 46%mv> n Stone Catacombs Kobold yammerings echo strangely through these ancient rune-covered halls. Torches line the walls at regular intervals in scones of blackened iron. The scent of kobold filth recedes at this point, as it is overpowered by the more ancient scent of the musty depths. [Exits: north south] <96%hp 100%mn 44%mv> n Stone Catacombs The catacombs recede here from kobold diggings to fins workmanship, which is most likely dwarven. Strange runes line the walls here; these are also vaguely reminiscent of dwarven work. Kobold refuse still litters these fine halls. [Exits: north south] Whistling tunelessly, a kobold wanders the tunnel here. A clumsy kobold with cerulean fur practices battle technique. <96%hp 100%mn 41%mv> n A Quiet Tunnel This part of the tunnel is not entirely excavated, as roots and plant substances hang down from above. Southward, the tunnel forms into a natural cavern, which is far superior in workmanship compared to the crude diggings of the kobolds. Perhaps the stone catacombs are ancient dwarven work. [Exits: north south] A crimson-furred kobold curses under its breath and looks balefully at you. A red kobold crouches in the shadows, gibbering. <96%hp 100%mn 39%mv> n A Junction in the Kobold Tunnels The tunnel splits here with an unusual accumulation of junk. To the south lies a relatively quiet, clean tunnel. Westward is a bend to the south, and eastward, the tunnel stretches into another junction and perhaps a bend. [Exits: east south west] <96%hp 100%mn 37%mv> w The Kobold Tunnels The earthen tunnels of the kobolds are lined with torches, giving all light to see by. The surroundings are cluttered with various findings from the surface world. Most of the objects are complete junk that caught a certain kobold's fancy at the time. [Exits: east west] A red kobold utters gibberish from the shadows. <96%hp 100%mn 34%mv> w A Bend in the Kobold Tunnels The earthen tunnels lead eastward as far as the eye can see. To the immediate south is a separate room clawed out of the earth. Farther south, a wall displaying some type of strange hieroglyphics is present. The gibbering of kobolds echos through the tunnels. [Exits: east south] A crimson-furred kobold curses under its breath and looks balefully at you. A crimson-furred kobold curses under its breath and looks balefully at you. <96%hp 100%mn 32%mv> e The Kobold Tunnels The earthen tunnels of the kobolds are lined with torches, giving all light to see by. The surroundings are cluttered with various findings from the surface world. Most of the objects are complete junk that caught a certain kobold's fancy at the time. [Exits: east west] A red kobold utters gibberish from the shadows. <96%hp 100%mn 30%mv> e A Junction in the Kobold Tunnels The tunnel splits here with an unusual accumulation of junk. To the south lies a relatively quiet, clean tunnel. Westward is a bend to the south, and eastward, the tunnel stretches into another junction and perhaps a bend. [Exits: east south west] <96%hp 100%mn 27%mv> e <96%hp 100%mn 27%mv> e Huh? <96%hp 100%mn 27%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] Crouching to the ground, a cobalt-furred kobold mutters. <96%hp 100%mn 25%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: north east west] <96%hp 100%mn 23%mv> n 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] <96%hp 100%mn 21%mv> u 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 25%mv> u 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] Muttering to itself, a cobalt-furred kobold crouches down. <100%hp 100%mn 23%mv> u 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 21%mv> u 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 19%mv> s 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] <100%hp 100%mn 17%mv> s 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 16%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 15%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 14%mv> e e eAlong 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 13%mv> 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 11%mv> 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 7%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 3%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 1%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 0%mv> sleep You go to sleep. <100%hp 100%mn 0%mv> whe In your dreams, or what? <100%hp 100%mn 0%mv> wake You wake and stand up. <100%hp 100%mn 0%mv> whe Players near you: (PK) Zeptaru Along the Eastern Road <100%hp 100%mn 0%mv> sleep You go to sleep. <100%hp 100%mn 0%mv> wh o You have 0 gold, 1672 silver, and 46085 experience (5323 exp to level). <100%hp 100%mn 0%mv> l In your dreams, or what? <100%hp 100%mn 16%mv> stand You wake and stand up. <100%hp 100%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, 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 32%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 31%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 30%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 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. 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 28%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 27%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 27%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 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] A middle aged man struggles to continue his journey. <100%hp 100%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. 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 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] <100%hp 100%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] <100%hp 100%mn 22%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] A vest of hard leather lies here. A pair of grey soft leather boots was left here. It appears as though some large bird has lost a claw. (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 21%mv> mv You say, 'Please, grant me the strength to carry on.' A priest of the Wheel utters the word, 'bantisaza'. You feel less tired. <100%hp 100%mn 44%mv> mv You say, 'Please, grant me the strength to carry on.' A priest of the Wheel utters the word, 'bantisaza'. You feel less tired. <100%hp 100%mn 67%mv> mv You say, 'Please, grant me the strength to carry on.' A priest of the Wheel utters the word, 'bantisaza'. You feel less tired. <100%hp 100%mn 90%mv> mv 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] A vest of hard leather lies here. A pair of grey soft leather boots was left here. It appears as though some large bird has lost a claw. (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> A gnome vendor rummages around in his pockets looking for something. <100%hp 100%mn 100%mv> list [Lv Price Qty] Item [ 0 100 -- ] a long water flask <100%hp 100%mn 100%mv> buy flask You haggle with a gnome vendor. You buy a long water flask for 50 silver. <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] A vest of hard leather lies here. A pair of grey soft leather boots was left here. It appears as though some large bird has lost a claw. (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> take      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] A vest of hard leather lies here. A pair of grey soft leather boots was left here. It appears as though some large bird has lost a claw. (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> e Alas, you cannot go that way. <100%hp 100%mn 100%mv> n 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 98%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] A stern looking lady stands here examining her surroundings. A man is standing here, apparently taking a break from his hectic day. A fisherwoman yells, 'Zeptaru, now you die!' You hop backward and dodge a fisherwoman's scratch. A fisherwoman kicks out your left leg and trips you! A fisherwoman's trip scratches you. A fisherwoman is in perfect condition. <97%hp 100%mn 95%mv> You trample around loudly again. Your punch misses a fisherwoman. Your punch misses a fisherwoman. A fisherwoman's scratch decimates you. A fisherwoman is in perfect condition. <81%hp 100%mn 95%mv> flee e You choose a direction at random and begin to run... 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] You flee from combat! You lost 10 exp. <81%hp 100%mn 93%mv> e Alas, you cannot go that way. <81%hp 100%mn 93%mv> e Alas, you cannot go that way. <81%hp 100%mn 93%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] ( 2) A pile of cloth lies on the ground. A pile of cloth and metal lies on the ground. A pair of boots lies on the ground. <81%hp 100%mn 91%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] <81%hp 100%mn 88%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] <81%hp 100%mn 87%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 stern looking guard gazes at all that passes by, keeping an eye out for trouble. A middle aged man struggles to continue his journey. <81%hp 100%mn 86%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] A woman strolls through the city, taking in the beauty of it all. A brown-haired girl is here, playing with a doll. <81%hp 100%mn 85%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] <81%hp 100%mn 84%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 child dressed in rich clothes runs by laughing. A middle aged man struggles to continue his journey. You look up and notice that it is no longer raining. <86%hp 100%mn 90%mv> 1 You attempt to hide. <86%hp 100%mn 90%mv> 4 You attempt to move silently. You begin sneaking. <86%hp 100%mn 90%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] <86%hp 100%mn 89%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 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. <86%hp 100%mn 88%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] A beggar sits on the floor asking for coins. <86%hp 100%mn 87%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. <86%hp 100%mn 86%mv> e eOn 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. <86%hp 100%mn 85%mv> 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 nomad merchant looks you over. <86%hp 100%mn 84%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 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!' <86%hp 100%mn 83%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 large cockroach scuttles across the ground. A woman dressed like a ranger of the forests takes in the city with awe. A stern looking guard gazes at all that passes by, keeping an eye out for trouble. <86%hp 100%mn 83%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 beggar sits on the floor asking for coins. <86%hp 100%mn 82%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. <86%hp 100%mn 81%mv> e Outside the Eastern Gate Here you stand in the shadow of the 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 Fisherman's Lament heads off to the east to the piers on the Dragon Sea. To the south is a white, medium sized adobe house that blocks any progress. To the north is an outcropping of the sandstone walls that prevents any move- ment in that direction. [Exits: east west] A sharp dagger gleams in the light. A young man dressed in lightweight clothing periodically looks up to the sky. <86%hp 100%mn 80%mv> take dagger You step out of the shadows. You get dagger. <93%hp 100%mn 87%mv> 1 You attempt to hide. <93%hp 100%mn 87%mv> 4 You attempt to move silently. <93%hp 100%mn 87%mv> w w 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. <93%hp 100%mn 86%mv> 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 beggar sits on the floor asking for coins. <93%hp 100%mn 85%mv> w 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 large cockroach scuttles across the ground. A woman dressed like a ranger of the forests takes in the city with awe. A stern looking guard gazes at all that passes by, keeping an eye out for trouble. <93%hp 100%mn 84%mv> w 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 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!' <93%hp 100%mn 83%mv> w 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 nomad merchant looks you over. <93%hp 100%mn 82%mv> A nomad merchant slowly reaches around with his left hand and touches his back, as if making sure something is there. <93%hp 100%mn 82%mv> list You cannot do that here. <93%hp 100%mn 82%mv> w 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. <93%hp 100%mn 81%mv> w 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. <93%hp 100%mn 80%mv> w 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] A beggar sits on the floor asking for coins. <93%hp 100%mn 79%mv> w 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 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. <93%hp 100%mn 78%mv> w 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] <93%hp 100%mn 77%mv> w 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 child dressed in rich clothes runs by laughing. A middle aged man struggles to continue his journey. <93%hp 100%mn 77%mv> w 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] <93%hp 100%mn 76%mv> w 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] A woman strolls through the city, taking in the beauty of it all. A brown-haired girl is here, playing with a doll. <93%hp 100%mn 75%mv> w 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 stern looking guard gazes at all that passes by, keeping an eye out for trouble. A middle aged man struggles to continue his journey. <93%hp 100%mn 74%mv> w 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] A stern looking lady stands here examining her surroundings. <93%hp 100%mn 73%mv> w The Crusader Recruiting Center You stand in a small recruiting office for the Clan of Steel. Tapestries and paintings on the walls show scenes of warriors bearing the mark of the Gauntlet doing battle with all types of mages. Simple wooden benches along the wall provide a place for those who have come to seek knowledge and a place to rest. An old battlescarred veteran stands near the back of the office waiting to answer questions. A simple wooden sign hangs on the wall here. An open door leads out into the city streets. [Exits: east] A retired crusader sits behind a desk here. The recruiter looks up as you enter the office. The crusader recruiter nods at you in agreement. The crusader recruiter says, 'Welcome to the Crusader Recruiting Center. How may I be of assistance?' <93%hp 100%mn 72%mv> e 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] A stern looking lady stands here examining her surroundings. <93%hp 100%mn 71%mv> The sky gets very cloudy and a calmness begins here. <97%hp 100%mn 78%mv> A fisherwoman checks the ground for tracks. <97%hp 100%mn 78%mv> A fisherwoman checks the ground for tracks. <97%hp 100%mn 78%mv> The day has begun. <100%hp 100%mn 85%mv> A fisherwoman checks the ground for tracks. <100%hp 100%mn 85%mv> A fisherwoman checks the ground for tracks. <100%hp 100%mn 85%mv> You look up and notice that it is no longer raining. <100%hp 100%mn 92%mv> A fisherwoman checks the ground for tracks. <100%hp 100%mn 92%mv> A fisherwoman checks the ground for tracks. <100%hp 100%mn 92%mv> A fisherwoman checks the ground for tracks. <100%hp 100%mn 99%mv> A fisherwoman checks the ground for tracks. <100%hp 100%mn 99%mv> The sun rises in the east. <100%hp 100%mn 100%mv> A fisherwoman checks the ground for tracks. <100%hp 100%mn 100%mv> l 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] A stern looking lady stands here examining her surroundings. <100%hp 100%mn 100%mv> u You step out of the shadows. 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 98%mv> w 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] ( 2) A pile of cloth lies on the ground. A pile of cloth and metal lies on the ground. A pair of boots lies on the ground. <100%hp 100%mn 95%mv> n 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 93%mv> w 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] A man is standing here, apparently taking a break from his hectic day. <100%hp 100%mn 91%mv> w 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 88%mv> d 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] A vest of hard leather lies here. A pair of grey soft leather boots was left here. It appears as though some large bird has lost a claw. (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 87%mv> mv 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> w 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] A huge bat is here. Bayard leaves east. <100%hp 100%mn 99%mv> tell bayard Hail You tell Bayard, 'Hail' <100%hp 100%mn 99%mv> e Bayard tells you, 'Hello' <100%hp 100%mn 99%mv> 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] A vest of hard leather lies here. A pair of grey soft leather boots was left here. It appears as though some large bird has lost a claw. (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 98%mv> mv 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> 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 98%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] A stern looking lady stands here examining her surroundings. A man is standing here, apparently taking a break from his hectic day. A fisherwoman yells, 'Zeptaru, now you die!' You lean back and dodge a fisherwoman's scratch. A fisherwoman's scratch decimates you. A fisherwoman is in perfect condition. <84%hp 100%mn 95%mv> You trample around loudly again. Your punch misses a fisherwoman. A fisherwoman's scratch decimates you. A fisherwoman is in perfect condition. <68%hp 100%mn 95%mv> flee e You choose a direction at random and begin to run... 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] You flee from combat! You lost 10 exp. <68%hp 100%mn 93%mv> 1 The shadows here are too natural to blend with. <68%hp 100%mn 93%mv> w 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] A stern looking lady stands here examining her surroundings. A man is standing here, apparently taking a break from his hectic day. A fisherwoman yells, 'Zeptaru, now you die!' A fisherwoman's scratch mauls you. A fisherwoman's scratch decimates you. You choose a direction at random and begin to run... 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] You flee from combat! You lost 10 exp. <39%hp 100%mn 88%mv> flee e You are not fighting anyone. <39%hp 100%mn 88%mv> flee    A fisherwoman has arrived. A fisherwoman yells, 'Zeptaru, now you die!' A fisherwoman's scratch decimates you. You sure are BLEEDING! You choose a direction at random and begin to run... 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] ( 2) A pile of cloth lies on the ground. A pile of cloth and metal lies on the ground. A pair of boots lies on the ground. You flee from combat! You lost 10 exp. <23%hp 100%mn 86%mv> ^R fl  w Alas, you cannot go that way. <23%hp 100%mn 86%mv> w Alas, you cannot go that way. <23%hp 100%mn 86%mv> s n 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] <23%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] <23%hp 100%mn 82%mv> 1 You attempt to hide. <23%hp 100%mn 82%mv> 4 You attempt to move silently. You begin sneaking. <23%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 stern looking guard gazes at all that passes by, keeping an eye out for trouble. A middle aged man struggles to continue his journey. <23%hp 100%mn 81%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] A woman strolls through the city, taking in the beauty of it all. A brown-haired girl is here, playing with a doll. <23%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, 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] <23%hp 100%mn 79%mv> You are hungry. <28%hp 100%mn 86%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 child dressed in rich clothes runs by laughing. A middle aged man struggles to continue his journey. <28%hp 100%mn 85%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] <28%hp 100%mn 84%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 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. <28%hp 100%mn 83%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] A child dressed in rich clothes runs by laughing. A beggar sits on the floor asking for coins. <28%hp 100%mn 83%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. <28%hp 100%mn 82%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. <28%hp 100%mn 81%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] <28%hp 100%mn 80%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. 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!' <28%hp 100%mn 79%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 woman dressed like a ranger of the forests takes in the city with awe. <28%hp 100%mn 78%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 large cockroach scuttles across the ground. A beggar sits on the floor asking for coins. <28%hp 100%mn 77%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. <28%hp 100%mn 76%mv> e Outside the Eastern Gate Here you stand in the shadow of the 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 Fisherman's Lament heads off to the east to the piers on the Dragon Sea. To the south is a white, medium sized adobe house that blocks any progress. To the north is an outcropping of the sandstone walls that prevents any move- ment in that direction. [Exits: east west] A young man dressed in lightweight clothing periodically looks up to the sky. <28%hp 100%mn 75%mv> e The Fisherman's Lament This wide path is called the Fisherman's Lament for a reason. For there was a time when the Dragon Sea rose up to punish the fishermen of Tyr-Zinet in the form of massive tidal waves. The fishermen flocked to the safety of the sandstone walls, begging the Sultan to spare their lives. The Sultan tried to let in as many as possible before he was forced to close the gates to prevent the flooding waters from swamping the Palace and the Bazaar. It is said that the cries of woe for those lost to the waters were so loud that it even rose above the storm's own raging voice. And thus, this path has been called the Fisherman's Lament ever since. It is the road that the fishermen generally take to enter the city. It connects the city proper to the docks. A far less travelled path breaks away to the north from this point. [Exits: north east south west] A gaunt man dressed in shoddy clothing mumbles to himself. <28%hp 100%mn 74%mv> e The Fisherman's Lament This wide path is called the Fisherman's Lament for a reason. For there was a time when the Dragon Sea rose up to punish the fishermen of Tyr-Zinet in the form of massive tidal waves. The fishermen flocked to the safety of the sandstone walls, begging the Sultan to spare their lives. The Sultan tried to let in as many as possible before he was forced to close the gates to prevent the flooding waters from swamping the Palace and the Bazaar. It is said that the cries of woe for those lost to the waters were so loud that they even rose above the storm's own raging voice. And thus, this path has been called the Fisherman's Lament ever since. It is the road that the fishermen generally take to enter the city. It connects the city proper to the docks. A vacant lot filled with merchant wagons is to the north. To the south appears to be a fallow field surrounded in a haphazardly erected fence. [Exits: north east south west] An older man with grey streaks in his hair stands here in thought. <28%hp 100%mn 73%mv> e The Fisherman's Lament This wide path is called the Fisherman's Lament for a reason. For there was a time when the Dragon Sea rose up to punish the fishermen of Tyr-Zinet in the form of massive tidal waves. The fishermen flocked to the safety of the sandstone walls, begging the Sultan to spare their lives. The Sultan tried to let in as many as possible before he was forced to close the gates to prevent the flooding waters from swamping the Palace and the Bazaar. It is said that the cries of woe for those lost to the waters were so loud that they even rose above the storm's own raging voice. And thus, this path has been called the Fisherman's Lament ever since. It is the road that the fishermen generally take to enter the city. It connects the city proper to the docks. Muddy paths strewn with the filth of both humanoid and beast lie to the north and south. The Fisherman's Lament heads to the west and to the east. [Exits: north east south west] A stern looking guard gazes at all that passes by, keeping an eye out for trouble. A large cockroach scuttles across the ground. <28%hp 100%mn 72%mv> w The Fisherman's Lament This wide path is called the Fisherman's Lament for a reason. For there was a time when the Dragon Sea rose up to punish the fishermen of Tyr-Zinet in the form of massive tidal waves. The fishermen flocked to the safety of the sandstone walls, begging the Sultan to spare their lives. The Sultan tried to let in as many as possible before he was forced to close the gates to prevent the flooding waters from swamping the Palace and the Bazaar. It is said that the cries of woe for those lost to the waters were so loud that they even rose above the storm's own raging voice. And thus, this path has been called the Fisherman's Lament ever since. It is the road that the fishermen generally take to enter the city. It connects the city proper to the docks. A vacant lot filled with merchant wagons is to the north. To the south appears to be a fallow field surrounded in a haphazardly erected fence. [Exits: north east south west] An older man with grey streaks in his hair stands here in thought. <28%hp 100%mn 72%mv> n You step out of the shadows. A Vacant Lot This plot of land is valuable space for nearly everyone concerned. For the wealthy it is a possible building site for their business or pleasure seeking ventures. For the poor this plot of land is a squatter's paradise. For visiting merchants, this free land is just as valuable as selling their merchandise because they are able to keep their goods close to the Bazaar. And of course all travelling merchants use their wagons to sleep in when the day is done, so tired merchants can quickly get to sleep, if their wagons are close by in one of these vacant lots. At present this particular lot has been claimed by several merchant wagons. With a little dexterity and some wiggling, you are able to make your way between the wagons. There is an adobe house to the north that prevents passage in that direction. [Exits: east south west] A grey seagull with white wings moves about the docks looking for fish. A caravan horse stands here still harnassed to its wagon. A caravan horse stands here still harnassed to its wagon. A horse flicks his ears in your direction and regards you with a bored horse expression. <28%hp 100%mn 71%mv> n Alas, you cannot go that way. <28%hp 100%mn 71%mv> w A Path Less Travelled This path does not bear the marks of wear and tear that the Fisherman's Lament or the Citizen's Way bear. For some reason few people journey down this path, one can only guess why. To the west is an extension of the massive sandstone walls and thus it prevents any passage in that direction. To the east is an open space that several wagons are resting in, apparently travelling merchants looking to sell their wares in the port city of Tyr-Zinet. To the south the wide path of the Fisherman's Lament can be seen ferrying the masses to and fro. The rarely travelled path continues northward. [Exits: north east south] <28%hp 100%mn 70%mv> n A Path Less Travelled This path does not bear the marks of wear and tear that the Fisherman's Lament or the Citizen's Way bear. For some reason few people journey down this path, one can only guess why. To the west, the massive sandstone walls give way to arid, desert- like conditions. There is no benefit from venturing in that direction. To the east is a humble looking adobe home that could sorely use a new coat of paint and maybe some repairs. To the south and the north the rarely travelled path continues. [Exits: north east south] A vest looking to be made from a tree lies here. <28%hp 100%mn 69%mv> n A Path Less Travelled This path does not bear the marks of wear and tear that the Fisherman's Lament or the Citizen's Way bear. For some reason few people journey down this path, one can only guess why. To the west one can see the arid, desert-like conditions of the surrounding environment. There is no benefit from venturing in that direction. To the east is an open space that several wagons are resting in, apparently travelling merchants looking to sell their wares in the port city of Tyr-Zinet. Beyond the open space the foothills of the Northern Reaches can be seen. The Reaches are a series of hills that stretch all the way from Grove of Despair down to Tyr-Zinet. To the south and the north the rarely travelled path continues. [Exits: north east south] <28%hp 100%mn 68%mv> n A Path Less Travelled To the east are the Northern Reaches, a stretch of hills that extends from the Grove of Despair all the way down to Tyr-Zinet. The Sultan has not ordered or endorsed an expedition into the Reaches, so for anyone that wishes to travel to the Grove of Despair, they must follow this poorly maintained and rarely used path. The path follows the foothills of the Reaches at this point and continues to the north and south. To the south and southwest, the city of Tyr-Zinet and its outlying fishing village can be seen as well as distantly heard. [Exits: north south] <28%hp 100%mn 67%mv> n A Makeshift Path To the north and east are the Northern Reaches, a stretch of hills that extends from the Grove of Despair all the way down to Tyr-Zinet. The Sultan has not ordered or endorsed an expedition into the Reaches, so for anyone that wishes to travel to the Grove of Despair, they must follow this poorly maintained and rarely used path. The path follows the foothills of the Reaches at this point and continues to the west and south. To the south and southwest the city of Tyr-Zinet and its outlying fishing village can be seen. [Exits: south west] <28%hp 100%mn 66%mv> n w A Makeshift Path To the north and east are the Northern Reaches, a stretch of hills that extends from the Grove of Despair all the way down to Tyr-Zinet. The Sultan has not ordered or endorsed an expedition into the Reaches, so for anyone that wishes to travel to the Grove of Despair, they must follow this poorly maintained and rarely used path. The path follows the foothills of the Reaches at this point and continues to the north and east. To the south, the city of Tyr-Zinet and its outlying fishing village can be seen. [Exits: north east] A woman from Glyndane walks about looking for shopping bargains. <28%hp 100%mn 65%mv> n A Makeshift Path To the north and east are the Northern Reaches, a stretch of hills that extends from the Grove of Despair all the way down to Tyr-Zinet. The Sultan has not ordered or endorsed an expedition into the Reaches, so for anyone that wishes to travel to the Grove of Despair, they must follow this poorly maintained and rarely used path. The path follows the foothills of the Reaches at this point and continues to the north and south. To the south the only thing that can be seen is the twinkling golden dome of the Sultan's Palace. [Exits: north south] A middle aged man struggles to continue his journey. <28%hp 100%mn 64%mv> n A Makeshift Path To the north and east are the Northern Reaches, a stretch of hills that extends from the Grove of Despair all the way down to Tyr-Zinet. The Sultan has not ordered or endorsed an expedition into the Reaches, so for anyone that wishes to travel to the Grove of Despair, they must follow this poorly maintained and rarely used path. The path follows the foothills of the Reaches at this point and continues to the south and west. To the south the only thing that can be seen is the twinkling golden dome of the Sultan's Palace. [Exits: south west] <28%hp 100%mn 63%mv> w A Makeshift Path To the north and east are the Northern Reaches, a stretch of hills that extends from the Grove of Despair all the way down to Tyr-Zinet. The Sultan has not ordered or endorsed an expedition into the Reaches, so for anyone that wishes to travel to the Grove of Despair, they must follow this poorly maintained and rarely used path. The path follows the foothills of the Reaches at this point and continues to the north and east. To the south the only thing that can be seen is the twinkling golden dome of the Sultan's Palace. [Exits: north east] <28%hp 100%mn 62%mv> n At the Base of the Northern Reaches To the north are the Northern Reaches, a stretch of hills that extends from the Grove of Despair all the way down to Tyr-Zinet. The Sultan has not ordered or endorsed an expedition into the Reaches, so for anyone that wishes to travel to the Grove of Despair, they must follow this poorly maintained and rarely used path. The path, at this place, no longer follows the foothills but rather enters the Northern Reaches themselves. The path heads up into the Reaches via a series of very steep steps and natural footholds. [Exits: south up] <28%hp 100%mn 61%mv> n u In the Northern Reaches The path cuts through the shortest part of the Northern Reaches. The path, while difficult to maneuver, is well marked and relatively safe, as is evident by the numerous old campsites. You can follow the path onward to the west or down toward Tyr-Zinet. The Reaches do not rise very high into the sky, but they do prove difficult in climbing, nonetheless. [Exits: west down] (Translucent) (Chromatic Aura) A balding priest stands here bestowing the benedictions of his lord. 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.'' <28%hp 100%mn 60%mv> You are hungry. <34%hp 100%mn 66%mv> mv You say, 'Please, grant me the strength to carry on.' A priest of the Wheel utters the word, 'bantisaza'. You feel less tired. <34%hp 100%mn 89%mv> l In the Northern Reaches The path cuts through the shortest part of the Northern Reaches. The path, while difficult to maneuver, is well marked and relatively safe, as is evident by the numerous old campsites. You can follow the path onward to the west or down toward Tyr-Zinet. The Reaches do not rise very high into the sky, but they do prove difficult in climbing, nonetheless. [Exits: west down] (Translucent) (Chromatic Aura) A balding priest stands here bestowing the benedictions of his lord. <34%hp 100%mn 89%mv> w In the Northern Reaches The path cuts through the shortest part of the Northern Reaches. The path, while difficult to maneuver, is well marked and relatively safe, as is evident by the numerous old campsites. You can follow the path onward to the west or down toward Tyr-Zinet. The Reaches do not rise very high into the sky, but they do prove difficult in climbing, nonetheless. [Exits: north east] <34%hp 100%mn 87%mv> n In the Northern Reaches The path cuts through the shortest part of the Northern Reaches. The path, while difficult to maneuver, is well marked and relatively safe, as is evident by the numerous old campsites. You can follow the path onward to the west or down toward Tyr-Zinet. The Reaches do not rise very high into the sky, but they do prove difficult in climbing, nonetheless. [Exits: south down] <34%hp 100%mn 85%mv> d Edge of the Forest To the north a vast forest stretches out before you. It appears dark and foreboding, perhaps there is a good reason why it is called the Grove of Despair? To the south of you the Northern Reaches sprawl out to the west and east providing a kind of natural barrier from the rest of the world. Where you stand now is the border between the Grove of Despair and the Northern Reaches. It is as if the Gods took a divine blade and made a cut in the ground, right where you stand. For the trees of the Grove of Despair all stop at the same line. [Exits: north up] <34%hp 100%mn 83%mv> n Bayard has arrived. <34%hp 100%mn 83%mv> Entrance to the Grove of Despair Tree growth around this area seems to be a bit erratic. The trees look almost deformed in a way as they twist in turn towards the sky, as if the light itself was harming them instead of giving them life. They arch over the path here, creating a nice piece of shade. One tree in particular stands out from the rest as it has a sign nailed to its trunk. On another tree is a small nondescript plaque. [Exits: north east south west] A thin dagger lies here on the ground. A steaming pile of the prisoner's entrails is lying here. A forest guardian stands here patiently watching the forest. A large wild dog observes you through baleful eyes, its mouth foaming with disease. <34%hp 100%mn 82%mv> n The forest guardian leaves west. <34%hp 100%mn 82%mv> ^R <34%hp 100%mn 82%mv> l Entrance to the Grove of Despair Tree growth around this area seems to be a bit erratic. The trees look almost deformed in a way as they twist in turn towards the sky, as if the light itself was harming them instead of giving them life. They arch over the path here, creating a nice piece of shade. One tree in particular stands out from the rest as it has a sign nailed to its trunk. On another tree is a small nondescript plaque. [Exits: north east south west] A thin dagger lies here on the ground. A steaming pile of the prisoner's entrails is lying here. A large wild dog observes you through baleful eyes, its mouth foaming with disease. <34%hp 100%mn 82%mv> s Edge of the Forest To the north a vast forest stretches out before you. It appears dark and foreboding, perhaps there is a good reason why it is called the Grove of Despair? To the south of you the Northern Reaches sprawl out to the west and east providing a kind of natural barrier from the rest of the world. Where you stand now is the border between the Grove of Despair and the Northern Reaches. It is as if the Gods took a divine blade and made a cut in the ground, right where you stand. For the trees of the Grove of Despair all stop at the same line. [Exits: north up] A huge bat is here. <34%hp 100%mn 80%mv> follow bat You now follow Bayard. <34%hp 100%mn 80%mv> smile      You join Bayard's group. <34%hp 100%mn 80%mv> Bayard leaves north. You follow Bayard. Entrance to the Grove of Despair Tree growth around this area seems to be a bit erratic. The trees look almost deformed in a way as they twist in turn towards the sky, as if the light itself was harming them instead of giving them life. They arch over the path here, creating a nice piece of shade. One tree in particular stands out from the rest as it has a sign nailed to its trunk. On another tree is a small nondescript plaque. [Exits: north east south west] A thin dagger lies here on the ground. A steaming pile of the prisoner's entrails is lying here. A huge bat is here. A large wild dog observes you through baleful eyes, its mouth foaming with disease. <34%hp 100%mn 79%mv> Bayard's pierce hits a wild dog. <34%hp 100%mn 79%mv> A wild dog's chomp misses Bayard. A wild dog's chomp misses Bayard. Bayard's pierce misses a wild dog. You trample around loudly again. Your punch hits a wild dog. A wild dog has some small wounds. <34%hp 100%mn 79%mv> 6 They are not here. A wild dog has some small wounds. <34%hp 100%mn 79%mv> Bayard utters the words, 'gorienna tuaog'. Bayard's burning hands decimates a wild dog. A wild dog is covered in bleeding wounds. <34%hp 100%mn 79%mv> A wild dog's chomp misses Bayard. Your punch grazes a wild dog. Bayard's pierce misses a wild dog. You are hungry. A wild dog is covered in bleeding wounds. <37%hp 100%mn 86%mv> ali    Bayard utters the words, 'dueab daggasz'. Bayard opens a small vortex to unleash a volley of magical missiles. Bayard unleashes a magic missile at a wild dog. Bayard's magic missile devastates a wild dog. Bayard unleashes a magic missile at a wild dog. Bayard's magic missile devastates a wild dog. The vortex closes in a flash of light. A wild dog is spasming in shock. <37%hp 100%mn 86%mv> circ A wild dog's chomp misses Bayard. A wild dog's chomp misses Bayard. Your punch hits a wild dog. Bayard's pierce hits a wild dog. A wild dog is writhing in agony. <37%hp 100%mn 86%mv> le You must wield a dagger to circle stab. A wild dog is writhing in agony. <37%hp 100%mn 86%mv> Bayard utters the words, 'dueab daggasz'. Bayard opens a small vortex to unleash a volley of magical missiles. Bayard unleashes a magic missile at a wild dog. Bayard's magic missile wounds a wild dog. Bayard unleashes a magic missile at a wild dog. Bayard's magic missile injures a wild dog. A wild dog is DEAD!! You receive 98 experience points. A wild dog's severed head plops on the ground. Bayard gets 26 silver coins from the corpse of a wild dog. Bayard sacrifices the corpse of a wild dog to the gods. The vortex closes in a flash of light. <37%hp 100%mn 86%mv> hold dagger You wield dagger. You feel quite confident with dagger. <37%hp 100%mn 86%mv> cir Bayard leaves east. You follow Bayard. Grove of Despair Trees twist and turn around you, the wind blows a slight breeze through the leaves but still the forest has an eternal quiet that seems to hang over it. Some light filters in through the treetops so you can find your way. [Exits: north east west down] A huge bat is here. An escaped prisoner stumbles along here, desperately seeking help. <37%hp 100%mn 84%mv> cle But you are not fighting anyone. <37%hp 100%mn 84%mv> alias 6 Bayard nods. <37%hp 100%mn 84%mv> circle 6 is now realiased to 'circle'. <37%hp 100%mn 84%mv> l Grove of Despair Trees twist and turn around you, the wind blows a slight breeze through the leaves but still the forest has an eternal quiet that seems to hang over it. Some light filters in through the treetops so you can find your way. [Exits: north east west down] A huge bat is here. An escaped prisoner stumbles along here, desperately seeking help. Bayard drops a mat made of lion hair. <37%hp 100%mn 84%mv> Bayard goes to sleep on a mat made of lion hair. <37%hp 100%mn 84%mv> Bayard tells the group 'Sleep' <37%hp 100%mn 84%mv> sleep You go to sleep. <37%hp 100%mn 84%mv> You are hungry. <56%hp 100%mn 100%mv> Bayard wakes you. You wake and stand up. <56%hp 100%mn 100%mv> Bayard nods. <56%hp 100%mn 100%mv> stan d Huh? Bayard says, 'Backstab?' <56%hp 100%mn 100%mv> You are hungry. <61%hp 100%mn 100%mv> stand You are already standing. <61%hp 100%mn 100%mv> l Grove of Despair Trees twist and turn around you, the wind blows a slight breeze through the leaves but still the forest has an eternal quiet that seems to hang over it. Some light filters in through the treetops so you can find your way. [Exits: north east west down] A huge bat is here. An escaped prisoner stumbles along here, desperately seeking help. <61%hp 100%mn 100%mv> say Aye You say, 'Aye' <61%hp 100%mn 100%mv> gr Bayard's group: [14 Thi] Zeptaru   61%hp 100%mn 100%mv  5265 tnl [15 Ele] Bayard   95%hp  80%mn 100%mv  8143 tnl <61%hp 100%mn 100%mv> say I am only               gr   <61%hp 100%mn 100%mv> l Grove of Despair Trees twist and turn around you, the wind blows a slight breeze through the leaves but still the forest has an eternal quiet that seems to hang over it. Some light filters in through the treetops so you can find your way. [Exits: north east west down] A huge bat is here. An escaped prisoner stumbles along here, desperately seeking help. <61%hp 100%mn 100%mv> back prisoner Your backstab misses the prisoner. Your slash misses the prisoner. You lean to the right and dodge the prisoner's punch. The prisoner is in perfect condition. <61%hp 100%mn 100%mv> 3 Your slash misses the prisoner. Your slash misses the prisoner. The prisoner's punch grazes you. The prisoner is in perfect condition. <57%hp 100%mn 100%mv> 3 Bayard utters the words, 'dueab daggasz'. Bayard opens a small vortex to unleash a volley of magical missiles. Bayard unleashes a magic missile at the prisoner. Bayard's magic missile thrashes the prisoner. Bayard unleashes a magic missile at the prisoner. Bayard's magic missile wounds the prisoner. The vortex closes in a flash of light. Your slash misses the prisoner. Your slash misses the prisoner. The prisoner's punch hits you. Bayard's pierce misses the prisoner. The prisoner has some small wounds. <51%hp 100%mn 100%mv> Your kicked dirt misses the prisoner. The prisoner has some small wounds. <51%hp 100%mn 100%mv> gtell i Your slash grazes the prisoner. The prisoner's punch hits you. Bayard's pierce misses the prisoner. The prisoner has some small wounds. <45%hp 100%mn 100%mv> can Bayard utters the words, 'dueab daggasz'. Bayard opens a small vortex to unleash a volley of magical missiles. Bayard unleashes a magic missile at the prisoner. Bayard's magic missile decimates the prisoner. Bayard unleashes a magic missile at the prisoner. Bayard's magic missile injures the prisoner. The vortex closes in a flash of light. The prisoner has quite a few wounds. <45%hp 100%mn 100%mv> circle stab now Your slash hits the prisoner. You hop to the left and parry the prisoner's punch to the right. Bayard's pierce misses the prisoner. The prisoner is covered in bleeding wounds. <45%hp 100%mn 100%mv> 3 Your kicked dirt scratches the prisoner. The prisoner is blinded by the dirt in his eyes! The prisoner is covered in bleeding wounds. <45%hp 100%mn 100%mv> Bayard utters the words, 'dueab daggasz'. Bayard opens a small vortex to unleash a volley of magical missiles. Bayard unleashes a magic missile at the prisoner. Bayard's magic missile maims the prisoner. Bayard unleashes a magic missile at the prisoner. Bayard's magic missile mauls the prisoner. The vortex closes in a flash of light. The prisoner is gushing blood. <45%hp 100%mn 100%mv> Your slash misses the prisoner. Your slash misses the prisoner. You drop, roll backward, and dodge the prisoner's punch. Bayard's pierce misses the prisoner. The prisoner is gushing blood. <45%hp 100%mn 100%mv> Bayard utters the words, 'dueab daggasz'. Bayard opens a small vortex to unleash a volley of magical missiles. Bayard unleashes a magic missile at the prisoner. Bayard's magic missile decimates the prisoner. Bayard unleashes a magic missile at the prisoner. Bayard's magic missile maims the prisoner. The vortex closes in a flash of light. The prisoner is spasming in shock. <45%hp 100%mn 100%mv> Your slash misses the prisoner. Your slash misses the prisoner. You hop backward and dodge the prisoner's punch. Bayard's pierce hits the prisoner. You are famished! The prisoner is spasming in shock. <46%hp 100%mn 100%mv> You tell the group 'i can circle stab now' The prisoner is spasming in shock. <46%hp 100%mn 100%mv> Your kicked dirt grazes the prisoner. The prisoner is blinded by the dirt in his eyes! The prisoner is spasming in shock. <46%hp 100%mn 100%mv> Bayard utters the words, 'dueab daggasz'. Bayard opens a small vortex to unleash a volley of magical missiles. Bayard unleashes a magic missile at the prisoner. Bayard's magic missile maims the prisoner. Bayard unleashes a magic missile at the prisoner. Bayard's magic missile decimates the prisoner. The vortex closes in a flash of light. The prisoner is convulsing on the ground. <46%hp 100%mn 100%mv> Your slash misses the prisoner. The prisoner's punch hits you. Bayard's pierce misses the prisoner. The prisoner is convulsing on the ground. <41%hp 100%mn 100%mv> Bayard utters the words, 'dueab daggasz'. Bayard opens a small vortex to unleash a volley of magical missiles. Bayard unleashes a magic missile at the prisoner. Bayard's magic missile wounds the prisoner. The prisoner is DEAD!! You receive 263 experience points. You hear the prisoner's death cry. Bayard gets 24 silver coins from the corpse of the prisoner. Bayard sacrifices the corpse of the prisoner to the gods. The vortex closes in a flash of light. <41%hp 100%mn 100%mv> 3 But you are not in combat! <41%hp 100%mn 100%mv> Bayard tells the group 'You've practice it' <41%hp 100%mn 100%mv> sc You are Zeptaru the Burglar. Level 14, 20 years old (44 hours). You are young. You joined Dark Mists 92 days, 0 hours, 43 minutes, and 24 seconds ago. Race: changeling Sex: male Class: thief You have 41% hit, 100% mana, 100% movement. You have 0 practices and 0 training sessions. You are carrying 33/38 items with weight 240/294 pounds. Str: 17(??) Int: 20(??) Wis: 22(??) Dex: 21(??) Con: 14(??) You have scored 46406 exp, and have 0 gold and 1622 silver coins. You need 5002 exp to level. Wimpy set to 40% hit points. Hometown is Glyndane. You are hungry. You are standing. You are very well-armored against piercing. You are very well-armored against bashing. You are very well-armored against slashing. You are well-armored against magic. You are neutral, and impulsively inclined. You are not affected by anything. <41%hp 100%mn 100%mv> say Nay You say, 'Nay' <41%hp 100%mn 100%mv> Bayard sits down and thinks deeply. <41%hp 100%mn 100%mv> Bayard says, 'We'll go in a bit' <41%hp 100%mn 100%mv> Bayard nods. <41%hp 100%mn 100%mv> say Yes its pr               <41%hp 100%mn 100%mv> gtell it Bayard utters the word, 'olgabar'. <41%hp 100%mn 100%mv> s practiced You tell the group 'its practiced' <41%hp 100%mn 100%mv> Bayard utters the word, 'olgabar'. You feel someone protecting you. <41%hp 100%mn 100%mv> gtell 75perce You are famished! <43%hp 100%mn 100%mv> nt You tell the group '75percent' <43%hp 100%mn 100%mv> get brea Bayard nods. <43%hp 100%mn 100%mv> d sack I see no sack here. <43%hp 100%mn 100%mv> eat bread You do not have that item. <43%hp 100%mn 100%mv> e get bread hemp Bayard leaves east. You follow Bayard. Grove of Despair Twisting and turning, these trees seem to grow in no particular direction other than to seek escape from the very forest that brought them to be. Twigs and dead leaves cover the ground while the various trees' roots grow sporadically, seeking nourishment. [Exits: north west] It appears as though some large bird has lost a claw. A huge bat is here. <43%hp 100%mn 98%mv> You get a warm loaf of bread from a small hemp bag. <43%hp 100%mn 98%mv> eat Bayard leaves north. You follow Bayard. Grove of Despair Seemingly alive, the trees seem to sway and move with a life of their own here within the grove. Could it be the enchantment or just your imagination? They twine together in most spots overhead, effectively blocking a good deal of the sun, or moon, depending on the time. [Exits: north east south west] The corpse of Bayard is lying here. A huge bat is here. A dark guardian of the forest keeps vigilant watch. <43%hp 100%mn 96%mv> bread Bayard leaves east. You follow Bayard. Grove of Despair Seemingly alive, the trees seem to sway and move with a life of their own here within the grove. Could it be the enchantment or just your imagination? They twine together in most spots overhead, effectively blocking a good deal of the sun, or moon, depending on the time. [Exits: north east south west] A huge bat is here. Snarling, a black wolf considers whether you are worthy prey. <43%hp 100%mn 94%mv> You eat a warm loaf of bread. You are no longer famished. You are hungry. <43%hp 100%mn 94%mv> Bayard leaves west. You follow Bayard. Grove of Despair Seemingly alive, the trees seem to sway and move with a life of their own here within the grove. Could it be the enchantment or just your imagination? They twine together in most spots overhead, effectively blocking a good deal of the sun, or moon, depending on the time. [Exits: north east south west] The corpse of Bayard is lying here. A huge bat is here. A dark guardian of the forest keeps vigilant watch. <43%hp 100%mn 92%mv> ge Bayard utters the words, 'dueab daggasz'. Bayard opens a small vortex to unleash a volley of magical missiles. Bayard unleashes a magic missile at the forest guardian. Bayard's magic missile grazes the forest guardian. Bayard unleashes a magic missile at the forest guardian. Bayard's magic missile decimates the forest guardian. The vortex closes in a flash of light. <43%hp 100%mn 92%mv> t brea The forest guardian's magic grazes Bayard. Bayard's pierce misses the forest guardian. Your slash hits the forest guardian. The forest guardian is bleeding profusely. <43%hp 100%mn 92%mv> d bag I see nothing like that in the bag. The forest guardian is bleeding profusely. <43%hp 100%mn 92%mv> Bayard tells the group 'use it' The forest guardian is bleeding profusely. <43%hp 100%mn 92%mv> 6 You circle around the forest guardian to land a critical strike. Your circle stab MUTILATES the forest guardian! The forest guardian leans to his left and dodges your slash. Bayard's pierce misses the forest guardian. The forest guardian is screaming in pain. <43%hp 100%mn 92%mv> Bayard utters the words, 'dueab daggasz'. Bayard opens a small vortex to unleash a volley of magical missiles. Bayard unleashes a magic missile at the forest guardian. Bayard's magic missile hits the forest guardian. Bayard unleashes a magic missile at the forest guardian. Bayard's magic missile hits the forest guardian. The vortex closes in a flash of light. The forest guardian is spasming in shock. <43%hp 100%mn 92%mv> Your slash hits the forest guardian. Bayard's pierce misses the forest guardian. The forest guardian is spasming in shock. <43%hp 100%mn 92%mv> 6 Bayard utters the words, 'dueab daggasz'. Bayard opens a small vortex to unleash a volley of magical missiles. Bayard unleashes a magic missile at the forest guardian. Bayard's magic missile maims the forest guardian. Bayard unleashes a magic missile at the forest guardian. Bayard's magic missile wounds the forest guardian. The vortex closes in a flash of light. The forest guardian is convulsing on the ground. <43%hp 100%mn 92%mv> You learn from your mistakes, and your circle stab skill improves. Your circle stab misses the forest guardian. The forest guardian is convulsing on the ground. <43%hp 100%mn 92%mv> Your slash injures the forest guardian. Your slash misses the forest guardian. The forest guardian's magic hits Bayard. Bayard's pierce misses the forest guardian. The forest guardian is convulsing on the ground. <43%hp 100%mn 92%mv> 3 Bayard utters the words, 'dueab daggasz'. Bayard opens a small vortex to unleash a volley of magical missiles. Bayard unleashes a magic missile at the forest guardian. Bayard's magic missile mauls the forest guardian. The forest guardian is DEAD!! You receive 287 experience points. The forest guardian's severed head plops on the ground. Bayard gets 31 silver coins from the corpse of the forest guardian. Bayard sacrifices the corpse of the forest guardian to the gods. The vortex closes in a flash of light. <43%hp 100%mn 92%mv> But you are not in combat! <43%hp 100%mn 92%mv> Bayard peers intently west. <43%hp 100%mn 92%mv> g Bayard leaves west. You follow Bayard. Grove of Despair Seemingly alive, the trees seem to sway and move with a life of their own here within the grove. Could it be the enchantment or just your imagination? They twine together in most spots overhead, effectively blocking a good deal of the sun, or moon, depending on the time. [Exits: north east south west] A huge bat is here. A forest guardian stands here patiently watching the forest. A trog is here, looming menacingly. <43%hp 100%mn 90%mv> et br     ^R <43%hp 100%mn 90%mv> eat bre A farmer slowly fades into existence. A farmer utters the word, 'hzszriyh'. A farmer vanishes! <43%hp 100%mn 90%mv> ad You do not have that item. <43%hp 100%mn 90%mv> Bayard utters the words, 'dueab daggasz'. Bayard opens a small vortex to unleash a volley of magical missiles. Bayard unleashes a magic missile at the forest guardian. Bayard's magic missile hits the forest guardian. Bayard unleashes a magic missile at the forest guardian. Bayard's magic missile injures the forest guardian. The vortex closes in a flash of light. <43%hp 100%mn 90%mv> The forest guardian's magic hits Bayard. Bayard's pierce scratches the forest guardian. Your slash hits the forest guardian. Your slash hits the forest guardian. The forest guardian is screaming in pain. <43%hp 100%mn 90%mv> 6 Your circle stab misses the forest guardian. The forest guardian is screaming in pain. <43%hp 100%mn 90%mv> Bayard utters the words, 'dueab daggasz'. Bayard opens a small vortex to unleash a volley of magical missiles. Bayard unleashes a magic missile at the forest guardian. Bayard's magic missile wounds the forest guardian. Bayard unleashes a magic missile at the forest guardian. Bayard's magic missile mauls the forest guardian. The vortex closes in a flash of light. You are hungry. The forest guardian is spasming in shock. <47%hp 100%mn 97%mv> 6 Your slash grazes the forest guardian. The forest guardian's magic hits Bayard. Bayard's pierce misses the forest guardian. The forest guardian is writhing in agony. <47%hp 100%mn 97%mv> Bayard utters the words, 'dueab daggasz'. Bayard opens a small vortex to unleash a volley of magical missiles. Bayard unleashes a magic missile at the forest guardian. Bayard's magic missile hits the forest guardian. Bayard unleashes a magic missile at the forest guardian. Bayard's magic missile wounds the forest guardian. The vortex closes in a flash of light. The forest guardian is writhing in agony. <47%hp 100%mn 97%mv> Your slash misses the forest guardian. The forest guardian's magic hits Bayard. Bayard's pierce misses the forest guardian. The forest guardian is writhing in agony. <47%hp 100%mn 97%mv> You circle around the forest guardian to land a critical strike. Your circle stab MUTILATES the forest guardian! The forest guardian is DEAD!! You receive 280 experience points. You hear the forest guardian's death cry. You get 64 silver coins from the corpse of the forest guardian. You split 64 silver coins. Your share is 32 silver. The gods give you 60 silver coins for your sacrifice. You split 60 silver coins. Your share is 30 silver. <47%hp 100%mn 97%mv> eat bread Bayard utters the words, 'dueab daggasz'. Bayard opens a small vortex to unleash a volley of magical missiles. Bayard unleashes a magic missile at the trog. Bayard's magic missile injures the trog. Bayard unleashes a magic missile at the trog. Bayard's magic missile mauls the trog. The vortex closes in a flash of light. <47%hp 100%mn 97%mv> You do not have that item. <47%hp 100%mn 97%mv> Bayard's pierce misses the trog. The trog hops backward and dodges your slash. The trog has some small wounds. <47%hp 100%mn 97%mv> Bayard utters the words, 'dueab daggasz'. Bayard opens a small vortex to unleash a volley of magical missiles. Bayard unleashes a magic missile at the trog. Bayard's magic missile maims the trog. Bayard unleashes a magic missile at the trog. Bayard's magic missile wounds the trog. The vortex closes in a flash of light. The trog is covered in bleeding wounds. <47%hp 100%mn 97%mv> 6 You circle around the trog to land a critical strike. Your circle stab MUTILATES the trog! The trog is bleeding profusely. <47%hp 100%mn 97%mv> The trog hops backward and dodges your slash. Your slash wounds the trog. Bayard's pierce misses the trog. The trog is gushing blood. <47%hp 100%mn 97%mv> 6 Bayard utters the words, 'dueab daggasz'. Bayard opens a small vortex to unleash a volley of magical missiles. Bayard unleashes a magic missile at the trog. Bayard's magic missile decimates the trog. Bayard unleashes a magic missile at the trog. Bayard's magic missile hits the trog. The vortex closes in a flash of light. Your slash misses the trog. Bayard's pierce grazes the trog. The trog's slash hits Bayard. The trog is screaming in pain. <47%hp 100%mn 97%mv> You circle around the trog to land a critical strike. Your circle stab MUTILATES the trog! The trog is writhing in agony. <47%hp 100%mn 97%mv> 6 Your slash injures the trog. Bayard's pierce misses the trog. The trog's slash misses Bayard. The trog is writhing in agony. <47%hp 100%mn 97%mv> Bayard utters the words, 'dueab daggasz'. Bayard opens a small vortex to unleash a volley of magical missiles. Bayard unleashes a magic missile at the trog. Bayard's magic missile wounds the trog. Bayard unleashes a magic missile at the trog. Bayard's magic missile decimates the trog. The vortex closes in a flash of light. The trog is nearly dead. <47%hp 100%mn 97%mv> You circle around the trog to land a critical strike. Your circle stab MUTILATES the trog! The trog is DEAD!! You receive 259 experience points. The trog's arm is sliced from her dead body. You get 51 silver coins from the corpse of the trog. You split 51 silver coins. Your share is 26 silver. The gods give you 60 silver coins for your sacrifice. You split 60 silver coins. Your share is 30 silver. <47%hp 100%mn 97%mv> get Bayard leaves west. You follow Bayard. Grove of Despair Darker and darker, deeper and deeper. This forest itself gives you the feeling there is no hope left in this world. It saps the strength from you. The trees twine together in their twisted dance towards the sky. [Exits: north east south west] A huge bat is here. A green-clad hunter scans the forest for game. A dark guardian of the forest keeps vigilant watch. <47%hp 100%mn 95%mv> bread sack I see no sack here. <47%hp 100%mn 95%mv> Bayard utters the words, 'dueab daggasz'. Bayard opens a small vortex to unleash a volley of magical missiles. Bayard unleashes a magic missile at the hunter. Bayard's magic missile mauls the hunter. Bayard unleashes a magic missile at the hunter. Bayard's magic missile maims the hunter. The vortex closes in a flash of light. <47%hp 100%mn 95%mv> Bayard's pierce grazes the hunter. Your slash grazes the hunter. The hunter is bleeding profusely. <47%hp 100%mn 95%mv> 6 You circle around the hunter to land a critical strike. Your circle stab MUTILATES the hunter! The hunter is spasming in shock. <47%hp 100%mn 95%mv> 6 Bayard utters the words, 'dueab daggasz'. Bayard opens a small vortex to unleash a volley of magical missiles. Bayard unleashes a magic missile at the hunter. Bayard's magic missile maims the hunter. Bayard unleashes a magic missile at the hunter. Bayard's magic missile grazes the hunter. The vortex closes in a flash of light. The hunter is convulsing on the ground. <47%hp 100%mn 95%mv> Your slash hits the hunter. The hunter is DEAD!! You receive 77 experience points. The hunter's arm is sliced from his dead body. You get 17 silver coins from the corpse of the hunter. You split 17 silver coins. Your share is 9 silver. The gods give you 36 silver coins for your sacrifice. You split 36 silver coins. Your share is 18 silver. <47%hp 100%mn 95%mv> 6 get bBut you are not fighting anyone. <47%hp 100%mn 95%mv> reaBut you are not fighting anyone. <47%hp 100%mn 95%mv> d hemp You get a warm loaf of bread from a small hemp bag. <47%hp 100%mn 95%mv> eat Bayard utters the words, 'dueab daggasz'. Bayard opens a small vortex to unleash a volley of magical missiles. Bayard unleashes a magic missile at the forest guardian. Bayard's magic missile wounds the forest guardian. Bayard unleashes a magic missile at the forest guardian. Bayard's magic missile injures the forest guardian. The vortex closes in a flash of light. <47%hp 100%mn 95%mv> bread You eat a warm loaf of bread. You are no longer hungry. <47%hp 100%mn 95%mv> 6 But you are not fighting anyone. <47%hp 100%mn 95%mv> 6 But you are not fighting anyone. Bayard's pierce misses the forest guardian. Your slash misses the forest guardian. The forest guardian has a few bruises. <51%hp 100%mn 100%mv> 6 Bayard utters the words, 'dueab daggasz'. Bayard opens a small vortex to unleash a volley of magical missiles. Bayard unleashes a magic missile at the forest guardian. Bayard's magic missile decimates the forest guardian. Bayard unleashes a magic missile at the forest guardian. Bayard's magic missile wounds the forest guardian. The vortex closes in a flash of light. The forest guardian has quite a few wounds. <51%hp 100%mn 100%mv> You circle around the forest guardian to land a critical strike. Your circle stab MUTILATES the forest guardian! The forest guardian is covered in bleeding wounds. <51%hp 100%mn 100%mv> Your slash hits the forest guardian. Bayard's pierce grazes the forest guardian. The forest guardian is bleeding profusely. <51%hp 100%mn 100%mv> 6 Bayard utters the words, 'dueab daggasz'. Bayard opens a small vortex to unleash a volley of magical missiles. Bayard unleashes a magic missile at the forest guardian. Bayard's magic missile devastates the forest guardian. Bayard unleashes a magic missile at the forest guardian. Bayard's magic missile maims the forest guardian. The vortex closes in a flash of light. The forest guardian is screaming in pain. <51%hp 100%mn 100%mv> Your circle stab misses the forest guardian. The forest guardian is screaming in pain. <51%hp 100%mn 100%mv> Your slash misses the forest guardian. Your slash injures the forest guardian. Bayard's pierce grazes the forest guardian. The forest guardian is spasming in shock. <51%hp 100%mn 100%mv> Bayard utters the words, 'dueab daggasz'. Bayard opens a small vortex to unleash a volley of magical missiles. Bayard unleashes a magic missile at the forest guardian. Bayard's magic missile maims the forest guardian. Bayard unleashes a magic missile at the forest guardian. Bayard's magic missile maims the forest guardian. The vortex closes in a flash of light. The forest guardian is convulsing on the ground. <51%hp 100%mn 100%mv> 6 Your slash wounds the forest guardian. The forest guardian is DEAD!! You receive 280 experience points. The forest guardian's arm is sliced from his dead body. You get 40 silver coins from the corpse of the forest guardian. You split 40 silver coins. Your share is 20 silver. The gods give you 60 silver coins for your sacrifice. You split 60 silver coins. Your share is 30 silver. <51%hp 100%mn 100%mv> But you are not fighting anyone. <51%hp 100%mn 100%mv> Bayard peers intently west. <51%hp 100%mn 100%mv> Bayard leaves west. You follow Bayard. SouthEast Corner of the Grove of Despair Blocked by extreme growth to the east and south, this is the southeast corner of the forest. The tree branches twine overhead, filtering out almost all of the sunlight. [Exits: north east south west] A huge bat is here. Balefully staring at you through wild, glowing eyes, a hateful wild dog foams at the mouth. A large wild dog glares at you, mouth foaming, eyes glowing balefully. A dark druid stands here, glancing furtively around. <51%hp 100%mn 98%mv> Bayard utters the word, 'zolgahtljupz'. Bayard makes the earth tremble and shiver. Bayard's earthquake DISEMBOWELS a wild dog! Bayard's earthquake DISEMBOWELS a wild dog! Bayard's earthquake DISEMBOWELS the druid! <51%hp 100%mn 98%mv> A wild dog's chomp misses Bayard. A wild dog's chomp misses Bayard. Bayard's pierce misses a wild dog. Your slash hits a wild dog. Your slash injures a wild dog. A wild dog is bleeding profusely. <51%hp 100%mn 98%mv> 6 You circle around a wild dog to land a critical strike. Your circle stab MUTILATES a wild dog! A wild dog is spasming in shock. <51%hp 100%mn 98%mv> 6 A wild dog's chomp misses Bayard. A wild dog's chomp misses Bayard. Your slash hits a wild dog. Your slash grazes a wild dog. A wild dog's chomp misses Bayard. A wild dog's chomp misses Bayard. The druid's punch injures Bayard. Bayard's pierce grazes a wild dog. A wild dog is writhing in agony. <51%hp 100%mn 98%mv> 6 Bayard utters the word, 'zolgahtljupz'. Bayard makes the earth tremble and shiver. Bayard's earthquake MUTILATES a wild dog! A wild dog is DEAD!! You receive 98 experience points. You hear a wild dog's death cry. Bayard gets 20 silver coins from the corpse of a wild dog. Bayard sacrifices the corpse of a wild dog to the gods. Bayard's earthquake MUTILATES a wild dog! Bayard's earthquake MUTILATES the druid! <51%hp 100%mn 98%mv> 6 But you are not fighting anyone. <51%hp 100%mn 98%mv> But you are not fighting anyone. A wild dog's chomp hits Bayard. A wild dog's chomp misses Bayard. The druid's punch hits Bayard. Bayard's pierce scratches a wild dog. Your slash injures a wild dog. A wild dog is screaming in pain. <51%hp 100%mn 98%mv> You circle around a wild dog to land a critical strike. Your circle stab MUTILATES a wild dog! A wild dog is convulsing on the ground. <51%hp 100%mn 98%mv> 6 Your slash hits a wild dog. A wild dog is DEAD!! You receive 102 experience points. You hear a wild dog's death cry. You get 26 silver coins from the corpse of a wild dog. You split 26 silver coins. Your share is 13 silver. The gods give you 39 silver coins for your sacrifice. You split 39 silver coins. Your share is 20 silver. Bayard's pierce misses the druid. Your slash hits the druid. Your slash injures the druid. The druid is covered in bleeding wounds. <51%hp 100%mn 98%mv> Bayard utters the word, 'zolgahtljupz'. Bayard makes the earth tremble and shiver. Bayard's earthquake MUTILATES the druid! The druid is gushing blood. <51%hp 100%mn 98%mv> You circle around the druid to land a critical strike. Your circle stab MUTILATES the druid! The druid is screaming in pain. <51%hp 100%mn 98%mv> 6 Your slash injures the druid. The druid is screaming in pain. <51%hp 100%mn 98%mv> Your slash misses the druid. Your slash hits the druid. Bayard's pierce misses the druid. The druid is spasming in shock. <51%hp 100%mn 98%mv> Your circle stab misses the druid. The druid is spasming in shock. <51%hp 100%mn 98%mv> 6 Bayard utters the words, 'gorienna tuaog'. Bayard's burning hands mauls the druid. The druid is writhing in agony. <51%hp 100%mn 98%mv> Your slash hits the druid. Bayard's pierce misses the druid. The druid is writhing in agony. <51%hp 100%mn 98%mv> gr Bayard utters the words, 'gorienna tuaog'. Bayard's burning hands MUTILATES the druid! The druid is convulsing on the ground. <54%hp 100%mn 100%mv> Your circle stab misses the druid. The druid is convulsing on the ground. <54%hp 100%mn 100%mv> Your slash injures the druid. The druid is DEAD!! You receive 284 experience points. The druid's leg is sliced from his dead body. You get 19 silver coins from the corpse of the druid. You split 19 silver coins. Your share is 10 silver. The gods give you 60 silver coins for your sacrifice. You split 60 silver coins. Your share is 30 silver. <54%hp 100%mn 100%mv> Bayard's group: [14 Thi] Zeptaru   54%hp 100%mn 100%mv  3333 tnl [15 Ele] Bayard   61%hp  76%mn 100%mv  5254 tnl <54%hp 100%mn 100%mv> Bayard leaves west. You follow Bayard. Grove of Despair Seemingly alive, the trees seem to sway and move with a life of their own here within the grove. Could it be the enchantment or just your imagination? They twine together in most spots overhead, effectively blocking a good deal of the sun, or moon, depending on the time. [Exits: north east south west] A huge bat is here. Snarling, a black wolf considers whether you are worthy prey. <54%hp 100%mn 98%mv> Bayard utters the words, 'gorienna tuaog'. Bayard's burning hands decimates the wolf. The wolf is DEAD!! You receive 32 experience points. You hear the wolf's death cry. Bayard gets 6 silver coins from the corpse of the wolf. Bayard sacrifices the corpse of the wolf to the gods. <54%hp 100%mn 98%mv> Bayard peers intently north. <54%hp 100%mn 98%mv> Bayard peers intently south. <54%hp 100%mn 98%mv> Bayard peers intently west. <54%hp 100%mn 98%mv> Bayard leaves south. You follow Bayard. Southwest Corner of the Grove of Despair Trees and undergrowth bar your passage further west or south. The trees are particulary dense in this part of the forest, growing together so well overhead that barely any light shines through to lighten your path. [Exits: north east] A huge bat is here. A green-clad hunter with a keen eye looks at you as possible prey. A trog is here, looming menacingly. Snarling, a black wolf considers whether you are worthy prey. <54%hp 100%mn 96%mv> Bayard utters the words, 'gorienna tuaog'. Bayard's burning hands decimates the hunter. <54%hp 100%mn 96%mv> 6 The hunter's pierce misses Bayard. Bayard's pierce misses the hunter. The hunter scrambles backward and dodges your slash. The hunter has some small wounds. <54%hp 100%mn 96%mv> 6 You circle around the hunter to land a critical strike. Your circle stab MUTILATES the hunter! The hunter is bleeding profusely. <54%hp 100%mn 96%mv> 6 Bayard utters the word, 'zolgahtljupz'. Bayard makes the earth tremble and shiver. Bayard's earthquake MUTILATES the wolf! The wolf is DEAD!! You receive 37 experience points. You hear the wolf's death cry. Bayard gets 3 silver coins from the corpse of the wolf. Bayard sacrifices the corpse of the wolf to the gods. Bayard's earthquake MUTILATES the hunter! Bayard's earthquake MUTILATES the trog! The hunter is spasming in shock. <54%hp 100%mn 96%mv> Your slash injures the hunter. Your slash hits the hunter. The trog's slash hits Bayard. Bayard's pierce misses the hunter. The hunter is convulsing on the ground. <54%hp 100%mn 96%mv> Your slash injures the hunter. The hunter is DEAD!! You receive 95 experience points. The hunter's heart is torn from his chest. You get 25 silver coins from the corpse of the hunter. You split 25 silver coins. Your share is 13 silver. The gods give you 36 silver coins for your sacrifice. You split 36 silver coins. Your share is 18 silver. Bayard's pierce grazes the trog. The trog drops, rolls backward, and dodges your slash. The trog has some small wounds. <54%hp 100%mn 96%mv> You circle around the trog to land a critical strike. Your circle stab DISEMBOWELS the trog! The trog is covered in bleeding wounds. <54%hp 100%mn 96%mv> 6 Your slash misses the trog. Bayard's pierce misses the trog. The trog is covered in bleeding wounds. <54%hp 100%mn 96%mv> Bayard utters the words, 'gorienna tuaog'. Bayard's burning hands MUTILATES the trog! The trog is bleeding profusely. <54%hp 100%mn 96%mv> You circle around the trog to land a critical strike. Your circle stab DISEMBOWELS the trog! The trog is screaming in pain. <54%hp 100%mn 96%mv> 6 Your slash hits the trog. Your slash injures the trog. The trog's slash grazes Bayard. Bayard's pierce misses the trog. The trog is spasming in shock. <54%hp 100%mn 96%mv> Bayard utters the words, 'gorienna tuaog'. The trog is spasming in shock. <54%hp 100%mn 96%mv> Your slash misses the trog. Bayard's pierce injures the trog. The trog is spasming in shock. <54%hp 100%mn 96%mv> Your circle stab misses the trog. The trog is spasming in shock. <54%hp 100%mn 96%mv> Bayard utters the words, 'gorienna tuaog'. Bayard's burning hands DISEMBOWELS the trog! The trog is convulsing on the ground. <54%hp 100%mn 96%mv> Your slash hits the trog. Bayard's pierce misses the trog. The trog is convulsing on the ground. <54%hp 100%mn 96%mv> 6 The sky gets very cloudy and a calmness begins here. The trog is convulsing on the ground. <57%hp 100%mn 100%mv> You circle around the trog to land a critical strike. Your circle stab MUTILATES the trog! The trog is DEAD!! You receive 289 experience points. You hear the trog's death cry. You get 66 silver coins from the corpse of the trog. You split 66 silver coins. Your share is 33 silver. The gods give you 60 silver coins for your sacrifice. You split 60 silver coins. Your share is 30 silver. <57%hp 100%mn 100%mv> wo Bayard leaves north. You follow Bayard. Grove of Despair Seemingly alive, the trees seem to sway and move with a life of their own here within the grove. Could it be the enchantment or just your imagination? They twine together in most spots overhead, effectively blocking a good deal of the sun, or moon, depending on the time. [Exits: north east south west] ( 2) A thin dagger lies here on the ground. A vest looking to be made from a tree lies here. It appears as though some large bird has lost a claw. A huge bat is here. <57%hp 100%mn 98%mv> But you are not fighting anyone. <57%hp 100%mn 98%mv> You have 0 gold, 1984 silver, and 48528 experience (2880 exp to level). <57%hp 100%mn 98%mv> Bayard leaves west. You follow Bayard. Grove of Despair Seemingly alive, the trees seem to sway and move with a life of their own here within the grove. Could it be the enchantment or just your imagination? They twine together in most spots overhead, effectively blocking a good deal of the sun, or moon, depending on the time. [Exits: north east south west] A white prayer mat has been left behind here. The corpse of Bayard is lying here. A huge bat is here. <57%hp 100%mn 96%mv> Bayard peers intently north. <57%hp 100%mn 96%mv> Bayard peers intently east. <57%hp 100%mn 96%mv> Bayard leaves north. You follow Bayard. Grove of Despair Trees wrap around each other in a disgusting eternal dance. You stumble blindly over roots that seconds ago you could have sworn weren't there. Strange arcane words reach your ears, warning those who would enter to turn and run while they still hold their lives. [Exits: north east south west] A huge bat is here. A forest guardian stands here patiently watching the forest. <57%hp 100%mn 94%mv> Bayard utters the words, 'gorienna tuaog'. Bayard's burning hands MUTILATES the forest guardian! <57%hp 100%mn 94%mv> The forest guardian's magic hits Bayard. Bayard's pierce injures the forest guardian. Your slash injures the forest guardian. The forest guardian has quite a few wounds. <57%hp 100%mn 94%mv> 6 You circle around the forest guardian to land a critical strike. Your circle stab MUTILATES the forest guardian! The forest guardian is covered in bleeding wounds. <57%hp 100%mn 94%mv> 6 Bayard utters the words, 'gorienna tuaog'. Bayard's burning hands DISEMBOWELS the forest guardian! Your slash hits the forest guardian. Your slash hits the forest guardian. Bayard's pierce misses the forest guardian. The forest guardian is screaming in pain. <57%hp 100%mn 94%mv> 6 Your slash misses the forest guardian. Bayard's pierce misses the forest guardian. The forest guardian is screaming in pain. <57%hp 100%mn 94%mv> Your circle stab misses the forest guardian. The forest guardian is screaming in pain. <57%hp 100%mn 94%mv> 6 Bayard utters the words, 'gorienna tuaog'. Bayard's burning hands MUTILATES the forest guardian! Your slash misses the forest guardian. Your slash misses the forest guardian. Bayard's pierce misses the forest guardian. The forest guardian is spasming in shock. <57%hp 100%mn 94%mv> You circle around the forest guardian to land a critical strike. Your circle stab DISEMBOWELS the forest guardian! The forest guardian is convulsing on the ground. <57%hp 100%mn 94%mv> 6 The forest guardian ducks and dodges your slash. Bayard's pierce hits the forest guardian. The forest guardian is convulsing on the ground. <57%hp 100%mn 94%mv> Bayard utters the words, 'gorienna tuaog'. Bayard's burning hands MUTILATES the forest guardian! The forest guardian is DEAD!! You receive 270 experience points. The forest guardian's severed head plops on the ground. Bayard gets 49 silver coins from the corpse of the forest guardian. Bayard sacrifices the corpse of the forest guardian to the gods. <57%hp 100%mn 94%mv> Bayard peers intently east. <57%hp 100%mn 94%mv> But you are not fighting anyone. <57%hp 100%mn 94%mv> But you are not fighting anyone. <57%hp 100%mn 94%mv> Bayard peers intently west. <57%hp 100%mn 94%mv> Bayard leaves east. You follow Bayard. Grove of Despair Trees wrap around each other in a disgusting eternal dance. You stumble blindly over roots that seconds ago you could have sworn weren't there. Strange arcane words reach your ears, warning those who would enter to turn and run while they still hold their lives. [Exits: north east south west] A huge bat is here. <57%hp 100%mn 92%mv> g Bayard leaves east. You follow Bayard. Grove of Despair Trees wrap around each other in a disgusting eternal dance. You stumble blindly over roots that seconds ago you could have sworn weren't there. Strange arcane words reach your ears, warning those who would enter to turn and run while they still hold their lives. [Exits: north east south west] ( 3) A bloody scroll was ripped from the corpse of the guardian. A huge bat is here. A dark druid tends to the trees in the grove. Scanning for trouble, a forest guardian stands watch patiently. <57%hp 100%mn 90%mv> r Bayard's group: [14 Thi] Zeptaru   57%hp 100%mn  90%mv  2610 tnl [15 Ele] Bayard   48%hp  49%mn  94%mv  4234 tnl <57%hp 100%mn 90%mv> Bayard utters the words, 'gorienna tuaog'. Bayard's burning hands MUTILATES the druid! <57%hp 100%mn 90%mv> Bayard's pierce misses the druid. The druid leans back and dodges your slash. Your slash injures the druid. The druid is covered in bleeding wounds. <57%hp 100%mn 90%mv> 6 You circle around the druid to land a critical strike. Your circle stab DISEMBOWELS the druid! The druid is gushing blood. <57%hp 100%mn 90%mv> 6 Bayard utters the words, 'gorienna tuaog'. Bayard's burning hands devastates the druid. The druid is screaming in pain. <57%hp 100%mn 90%mv> 6 Your slash misses the druid. Bayard's pierce misses the druid. The druid's punch injures Bayard. The druid is screaming in pain. <57%hp 100%mn 90%mv> 6 wheYour circle stab misses the druid. The druid is screaming in pain. <57%hp 100%mn 90%mv> The druid drops, rolls backward, and dodges your slash. Bayard's pierce misses the druid. The druid is screaming in pain. <60%hp 100%mn 97%mv> Bayard utters the word, 'zolgahtljupz'. Bayard makes the earth tremble and shiver. Bayard's earthquake devastates the forest guardian. Bayard's earthquake devastates the druid. The druid is spasming in shock. <60%hp 100%mn 97%mv> 6 Your slash hits the druid. The forest guardian's magic injures Bayard. Bayard's pierce hits the druid. The druid's punch wounds Bayard. The druid is spasming in shock. <60%hp 100%mn 97%mv> Your circle stab misses the druid. The druid is spasming in shock. <60%hp 100%mn 97%mv> Your slash injures the druid. Bayard's pierce misses the druid. The druid is writhing in agony. <60%hp 100%mn 97%mv> Bayard utters the words, 'gorienna tuaog'. Bayard's burning hands DISMEMBERS the druid! The druid is DEAD!! You receive 266 experience points. You hear the druid's death cry. Bayard gets 38 silver coins from the corpse of the druid. Bayard sacrifices the corpse of the druid to the gods. <60%hp 100%mn 97%mv> But you are not fighting anyone. The forest guardian's magic hits Bayard. Bayard's pierce hits the forest guardian. Your slash injures the forest guardian. The forest guardian has some small wounds. <60%hp 100%mn 97%mv> Players near you: (PK) Zeptaru Grove of Despair (PK) Bayard Grove of Despair The forest guardian has some small wounds. <60%hp 100%mn 97%mv> Your circle stab misses the forest guardian. The forest guardian has some small wounds. <60%hp 100%mn 97%mv> Bayard utters the words, 'gorienna tuaog'. Bayard's burning hands mauls the forest guardian. The forest guardian has quite a few wounds. <60%hp 100%mn 97%mv> Your slash misses the forest guardian. Bayard's pierce misses the forest guardian. The forest guardian has quite a few wounds. <60%hp 100%mn 97%mv> Bayard utters the words, 'gorienna tuaog'. Bayard's burning hands MUTILATES the forest guardian! Your slash wounds the forest guardian. The forest guardian hops backward and dodges your slash. Bayard's pierce hits the forest guardian. The forest guardian is bleeding profusely. <60%hp 100%mn 97%mv> 6 You circle around the forest guardian to land a critical strike. Your circle stab MUTILATES the forest guardian! The forest guardian is screaming in pain. <60%hp 100%mn 97%mv> 6 Your slash injures the forest guardian. Your slash hits the forest guardian. The forest guardian's magic hits Bayard. The forest guardian is spasming in shock. <60%hp 100%mn 97%mv> Bayard utters the words, 'gorienna tuaog'. Bayard's burning hands decimates the forest guardian. The forest guardian is writhing in agony. <60%hp 100%mn 97%mv> 6 Your slash injures the forest guardian. Your slash misses the forest guardian. The forest guardian's magic hits Bayard. Bayard's pierce misses the forest guardian. The forest guardian is writhing in agony. <60%hp 100%mn 97%mv> You circle around the forest guardian to land a critical strike. Your circle stab MUTILATES the forest guardian! The forest guardian is convulsing on the ground. <60%hp 100%mn 97%mv> Bayard utters the words, 'gorienna tuaog'. Bayard's burning hands DISMEMBERS the forest guardian! The forest guardian is DEAD!! You receive 280 experience points. The forest guardian's severed head plops on the ground. Bayard gets 28 silver coins from the corpse of the forest guardian. Bayard sacrifices the corpse of the forest guardian to the gods. <60%hp 100%mn 97%mv> Bayard leaves south. You follow Bayard. SouthEast Corner of the Grove of Despair Blocked by extreme growth to the east and south, this is the southeast corner of the forest. The tree branches twine overhead, filtering out almost all of the sunlight. [Exits: north east south west] A dark druid's robe lies crumpled in a pile here. The sliced-off leg of the druid is lying here. ( 2) A thin dagger lies here on the ground. ( 3) It appears as though some large bird has lost a claw. A huge bat is here. <60%hp 100%mn 95%mv> Bayard leaves south. You follow Bayard. Beginning of Grove of Despair The forest, if it can be called that, stretches out to the north, east, and west. The trees have a peculiar look to them. No birds chirp and no crickets are singing. The ground is soft to the touch, as if it just rained but there are no tracks from any animals here. [Exits: north east west] A huge bat is here. A black wolf stands here, snarling at you. <60%hp 100%mn 94%mv> 6 But you are not fighting anyone. <60%hp 100%mn 94%mv> But you are not fighting anyone. <60%hp 100%mn 94%mv> Bayard leaves west. You follow Bayard. Southwest Corner of the Grove of Despair Trees and undergrowth bar your passage further west or south. The trees are particulary dense in this part of the forest, growing together so well overhead that barely any light shines through to lighten your path. [Exits: north east] ( 2) A vest looking to be made from a tree lies here. ( 2) It appears as though some large bird has lost a claw. A thin dagger lies here on the ground. The torn-out heart of the hunter is lying here. A huge bat is here. <60%hp 100%mn 92%mv> Bayard leaves east. You follow Bayard. Beginning of Grove of Despair The forest, if it can be called that, stretches out to the north, east, and west. The trees have a peculiar look to them. No birds chirp and no crickets are singing. The ground is soft to the touch, as if it just rained but there are no tracks from any animals here. [Exits: north east west] A huge bat is here. A black wolf stands here, snarling at you. <60%hp 100%mn 90%mv> 6 But you are not fighting anyone. <60%hp 100%mn 90%mv> Bayard leaves east. You follow Bayard. Entrance to the Grove of Despair Tree growth around this area seems to be a bit erratic. The trees look almost deformed in a way as they twist in turn towards the sky, as if the light itself was harming them instead of giving them life. They arch over the path here, creating a nice piece of shade. One tree in particular stands out from the rest as it has a sign nailed to its trunk. On another tree is a small nondescript plaque. [Exits: north east south west] A thin dagger lies here on the ground. A huge bat is here. <60%hp 100%mn 88%mv> Bayard leaves south. You follow Bayard. Edge of the Forest To the north a vast forest stretches out before you. It appears dark and foreboding, perhaps there is a good reason why it is called the Grove of Despair? To the south of you the Northern Reaches sprawl out to the west and east providing a kind of natural barrier from the rest of the world. Where you stand now is the border between the Grove of Despair and the Northern Reaches. It is as if the Gods took a divine blade and made a cut in the ground, right where you stand. For the trees of the Grove of Despair all stop at the same line. [Exits: north up] A huge bat is here. <60%hp 100%mn 87%mv> Bayard leaves up. You follow Bayard. In the Northern Reaches The path cuts through the shortest part of the Northern Reaches. The path, while difficult to maneuver, is well marked and relatively safe, as is evident by the numerous old campsites. You can follow the path onward to the west or down toward Tyr-Zinet. The Reaches do not rise very high into the sky, but they do prove difficult in climbing, nonetheless. [Exits: south down] A huge bat is here. <60%hp 100%mn 85%mv> 6 But you are not fighting anyone. <60%hp 100%mn 85%mv> Bayard drops a mat made of lion hair. <60%hp 100%mn 85%mv> Bayard goes to sleep on a mat made of lion hair. <60%hp 100%mn 85%mv> sleep You go to sleep. <60%hp 100%mn 85%mv> vis   stand You wake and stand up. <60%hp 100%mn 85%mv> 1 The shadows here are too natural to blend with. Bayard tells the group 'I heal... and let them all come back' <64%hp 100%mn 92%mv> sleep You go to sleep. <64%hp 100%mn 92%mv> Bayard wakes you. You wake and stand up. <100%hp 100%mn 100%mv> Bayard leaves down. You follow Bayard. Edge of the Forest To the north a vast forest stretches out before you. It appears dark and foreboding, perhaps there is a good reason why it is called the Grove of Despair? To the south of you the Northern Reaches sprawl out to the west and east providing a kind of natural barrier from the rest of the world. Where you stand now is the border between the Grove of Despair and the Northern Reaches. It is as if the Gods took a divine blade and made a cut in the ground, right where you stand. For the trees of the Grove of Despair all stop at the same line. [Exits: north up] A huge bat is here. <100%hp 100%mn 98%mv> Bayard leaves north. You follow Bayard. Entrance to the Grove of Despair Tree growth around this area seems to be a bit erratic. The trees look almost deformed in a way as they twist in turn towards the sky, as if the light itself was harming them instead of giving them life. They arch over the path here, creating a nice piece of shade. One tree in particular stands out from the rest as it has a sign nailed to its trunk. On another tree is a small nondescript plaque. [Exits: north east south west] A thin dagger lies here on the ground. A huge bat is here. <100%hp 100%mn 96%mv> Bayard peers intently west. <100%hp 100%mn 96%mv> Bayard leaves west. You follow Bayard. Beginning of Grove of Despair The forest, if it can be called that, stretches out to the north, east, and west. The trees have a peculiar look to them. No birds chirp and no crickets are singing. The ground is soft to the touch, as if it just rained but there are no tracks from any animals here. [Exits: north east west] A huge bat is here. A black wolf stands here, snarling at you. <100%hp 100%mn 94%mv> Bayard peers intently west. <100%hp 100%mn 94%mv> Bayard leaves west. You follow Bayard. Southwest Corner of the Grove of Despair Trees and undergrowth bar your passage further west or south. The trees are particulary dense in this part of the forest, growing together so well overhead that barely any light shines through to lighten your path. [Exits: north east] ( 2) A vest looking to be made from a tree lies here. ( 2) It appears as though some large bird has lost a claw. A thin dagger lies here on the ground. The torn-out heart of the hunter is lying here. A huge bat is here. <100%hp 100%mn 93%mv> Bayard leaves north. You follow Bayard. Grove of Despair Seemingly alive, the trees seem to sway and move with a life of their own here within the grove. Could it be the enchantment or just your imagination? They twine together in most spots overhead, effectively blocking a good deal of the sun, or moon, depending on the time. [Exits: north east south west] ( 2) A thin dagger lies here on the ground. A vest looking to be made from a tree lies here. It appears as though some large bird has lost a claw. A huge bat is here. A black wolf stands here, snarling at you. A wild dog stands here, its eyes glowing with hatred and insanity. <100%hp 100%mn 91%mv> Bayard utters the word, 'zolgahtljupz'. <100%hp 100%mn 91%mv> A wild dog has arrived. <100%hp 100%mn 91%mv> Bayard utters the word, 'zolgahtljupz'. Bayard makes the earth tremble and shiver. Bayard's earthquake MUTILATES the wolf! The wolf is DEAD!! You receive 37 experience points. The wolf's severed head plops on the ground. Bayard gets 2 silver coins from the corpse of the wolf. Bayard sacrifices the corpse of the wolf to the gods. Bayard's earthquake MUTILATES a wild dog! Bayard's earthquake MUTILATES a wild dog! <100%hp 100%mn 91%mv> A wild dog's chomp misses Bayard. A wild dog's chomp misses Bayard. A wild dog's chomp misses Bayard. A wild dog's chomp grazes Bayard. Bayard's pierce misses a wild dog. Your slash injures a wild dog. Your slash misses a wild dog. A wild dog is covered in bleeding wounds. <100%hp 100%mn 91%mv> A wild dog's chomp misses Bayard. A wild dog's chomp misses Bayard. A wild dog's chomp grazes Bayard. A wild dog's chomp misses Bayard. Your slash hits a wild dog. Your slash hits a wild dog. Bayard's pierce misses a wild dog. A wild dog is bleeding profusely. <100%hp 100%mn 91%mv> Bayard utters the word, 'zolgahtljupz'. Bayard makes the earth tremble and shiver. Bayard's earthquake maims a wild dog. Bayard's earthquake maims a wild dog. A wild dog is screaming in pain. <100%hp 100%mn 91%mv> A wild dog's chomp misses Bayard. A wild dog's chomp misses Bayard. A wild dog's chomp misses Bayard. A wild dog's chomp misses Bayard. Your slash injures a wild dog. Your slash hits a wild dog. A wild dog is writhing in agony. <100%hp 100%mn 91%mv> A wild dog's chomp misses Bayard. A wild dog's chomp misses Bayard. A wild dog's chomp misses Bayard. A wild dog's chomp misses Bayard. Your slash hits a wild dog. Bayard's pierce misses a wild dog. A wild dog is convulsing on the ground. <100%hp 100%mn 91%mv> 6 You circle around a wild dog to land a critical strike. Your circle stab MUTILATES a wild dog! A wild dog is DEAD!! You receive 119 experience points. A wild dog's head is shattered, and her brains splash all over you. You get 17 silver coins from the corpse of a wild dog. You split 17 silver coins. Your share is 9 silver. The gods give you 39 silver coins for your sacrifice. You split 39 silver coins. Your share is 20 silver. Bayard utters the words, 'gorienna tuaog'. Bayard's burning hands DISEMBOWELS a wild dog! <100%hp 100%mn 91%mv> A wild dog's chomp misses Bayard. Bayard's pierce misses a wild dog. Your slash injures a wild dog. A wild dog is writhing in agony. <100%hp 100%mn 91%mv> A wild dog's chomp misses Bayard. A wild dog hops backward and dodges your slash. Bayard's pierce hits a wild dog. A wild dog is convulsing on the ground. <100%hp 100%mn 91%mv> A wild dog's chomp hits Bayard. A wild dog's chomp misses Bayard. Your slash hits a wild dog. A wild dog is DEAD!! You receive 105 experience points. You hear a wild dog's death cry. You get 25 silver coins from the corpse of a wild dog. You split 25 silver coins. Your share is 13 silver. The gods give you 39 silver coins for your sacrifice. You split 39 silver coins. Your share is 20 silver. <100%hp 100%mn 98%mv> 6 But you are not fighting anyone. <100%hp 100%mn 98%mv> Bayard peers intently east. <100%hp 100%mn 98%mv> Bayard peers intently west. <100%hp 100%mn 98%mv> Bayard leaves east. You follow Bayard. SouthEast Corner of the Grove of Despair Blocked by extreme growth to the east and south, this is the southeast corner of the forest. The tree branches twine overhead, filtering out almost all of the sunlight. [Exits: north east south west] A dark druid's robe lies crumpled in a pile here. ( 2) A thin dagger lies here on the ground. ( 3) It appears as though some large bird has lost a claw. A huge bat is here. Vigilantly, a forest guardian scans the forest for trouble. A dark guardian of the forest keeps vigilant watch. <100%hp 100%mn 96%mv> Bayard utters the words, 'gorienna tuaog'. Bayard's burning hands MUTILATES the forest guardian! <100%hp 100%mn 96%mv> 6 But you are not fighting anyone. <100%hp 100%mn 96%mv> Bayard's pierce injures the forest guardian. Your slash misses the forest guardian. Your slash hits the forest guardian. The forest guardian has quite a few wounds. <100%hp 100%mn 96%mv> 6 Bayard utters the words, 'gorienna tuaog'. Bayard's burning hands MUTILATES the forest guardian! The forest guardian is covered in bleeding wounds. <100%hp 100%mn 96%mv> You circle around the forest guardian to land a critical strike. Your circle stab DISEMBOWELS the forest guardian! The forest guardian is gushing blood. <100%hp 100%mn 96%mv> The forest guardian's magic grazes Bayard. Your slash wounds the forest guardian. Bayard's pierce hits the forest guardian. The forest guardian is screaming in pain. <100%hp 100%mn 96%mv> Bayard utters the words, 'gorienna tuaog'. Bayard's burning hands MUTILATES the forest guardian! The forest guardian is spasming in shock. <100%hp 100%mn 96%mv> Your slash hits the forest guardian. The forest guardian leans to his left and dodges your slash. Bayard's pierce misses the forest guardian. The forest guardian is spasming in shock. <100%hp 100%mn 96%mv> 6 You circle around the forest guardian to land a critical strike. Your circle stab DISEMBOWELS the forest guardian! The forest guardian is convulsing on the ground. <100%hp 100%mn 96%mv> Bayard utters the words, 'gorienna tuaog'. Bayard's burning hands MUTILATES the forest guardian! The forest guardian is DEAD!! You receive 301 experience points. The forest guardian spills his guts all over the floor. Bayard gets 71 silver coins from the corpse of the forest guardian. Bayard sacrifices the corpse of the forest guardian to the gods. <100%hp 100%mn 96%mv> 6 But you are not fighting anyone. <100%hp 100%mn 96%mv> Bayard utters the words, 'gorienna tuaog'. Bayard's burning hands DISEMBOWELS the forest guardian! <100%hp 100%mn 96%mv> Bayard's pierce hits the forest guardian. Your slash injures the forest guardian. The forest guardian has quite a few wounds. <100%hp 100%mn 96%mv> 6 You circle around the forest guardian to land a critical strike. Your circle stab DISEMBOWELS the forest guardian! The forest guardian is bleeding profusely. <100%hp 100%mn 96%mv> Bayard utters the words, 'gorienna tuaog'. Bayard's burning hands DISMEMBERS the forest guardian! The forest guardian is screaming in pain. <100%hp 100%mn 96%mv> 6 The forest guardian's magic hits Bayard. Your slash injures the forest guardian. Your slash injures the forest guardian. Bayard's pierce misses the forest guardian. The forest guardian is spasming in shock. <100%hp 100%mn 96%mv> Bayard utters the words, 'gorienna tuaog'. The forest guardian is spasming in shock. <100%hp 100%mn 96%mv> Your circle stab misses the forest guardian. The forest guardian is spasming in shock. <100%hp 100%mn 96%mv> Your slash injures the forest guardian. Bayard's pierce misses the forest guardian. The forest guardian is spasming in shock. <100%hp 100%mn 96%mv> Your slash hits the forest guardian. Bayard's pierce hits the forest guardian. The forest guardian is writhing in agony. <100%hp 100%mn 96%mv> The sky gets very cloudy and a calmness begins here. You are thirsty. The forest guardian is spasming in shock. <100%hp 100%mn 100%mv> Your slash hits the forest guardian. Bayard's pierce misses the forest guardian. The forest guardian is writhing in agony. <100%hp 100%mn 100%mv> 6 Bayard utters the words, 'gorienna tuaog'. Bayard's burning hands decimates the forest guardian. The forest guardian is convulsing on the ground. <100%hp 100%mn 100%mv> You circle around the forest guardian to land a critical strike. Your circle stab MUTILATES the forest guardian! The forest guardian is DEAD!! You receive 277 experience points. You hear the forest guardian's death cry. You get 43 silver coins from the corpse of the forest guardian. You split 43 silver coins. Your share is 22 silver. The gods give you 60 silver coins for your sacrifice. You split 60 silver coins. Your share is 30 silver. <100%hp 100%mn 100%mv> Bayard leaves east. You follow Bayard. Grove of Despair Darker and darker, deeper and deeper. This forest itself gives you the feeling there is no hope left in this world. It saps the strength from you. The trees twine together in their twisted dance towards the sky. [Exits: north east south west] A dark druid's robe lies crumpled in a pile here. ( 4) It appears as though some large bird has lost a claw. ( 2) A thin dagger lies here on the ground. A vest looking to be made from a tree lies here. A huge bat is here. A forest guardian stands here patiently watching the forest. <100%hp 100%mn 98%mv> Bayard utters the words, 'gorienna tuaog'. Bayard's burning hands DISEMBOWELS the forest guardian! <100%hp 100%mn 98%mv> The forest guardian's magic hits Bayard. Bayard's pierce misses the forest guardian. Your slash injures the forest guardian. The forest guardian has quite a few wounds. <100%hp 100%mn 98%mv> drink bladder You are too busy fighting to drink anything. The forest guardian has quite a few wounds. <100%hp 100%mn 98%mv> The forest guardian scrambles backward and dodges your slash. Bayard's pierce misses the forest guardian. The forest guardian has quite a few wounds. <100%hp 100%mn 98%mv> 6 You circle around the forest guardian to land a critical strike. Your circle stab MUTILATES the forest guardian! The forest guardian is covered in bleeding wounds. <100%hp 100%mn 98%mv> Bayard utters the words, 'gorienna tuaog'. Bayard's burning hands DISEMBOWELS the forest guardian! The forest guardian is gushing blood. <100%hp 100%mn 98%mv> 6 The forest guardian drops, rolls backward, and dodges your slash. Bayard's pierce hits the forest guardian. The forest guardian is gushing blood. <100%hp 100%mn 98%mv> 6 Bayard utters the words, 'gorienna tuaog'. Bayard's burning hands decimates the forest guardian. The forest guardian is screaming in pain. <100%hp 100%mn 98%mv> Your slash wounds the forest guardian. Bayard's pierce misses the forest guardian. The forest guardian is spasming in shock. <100%hp 100%mn 98%mv> You circle around the forest guardian to land a critical strike. Your circle stab MUTILATES the forest guardian! The forest guardian is writhing in agony. <100%hp 100%mn 98%mv> 6 Your slash misses the forest guardian. Bayard's pierce hits the forest guardian. The forest guardian is convulsing on the ground. <100%hp 100%mn 98%mv> Bayard utters the words, 'gorienna tuaog'. Bayard's burning hands devastates the forest guardian. The forest guardian is DEAD!! You receive 256 experience points. The forest guardian spills his guts all over the floor. Bayard gets 41 silver coins from the corpse of the forest guardian. Bayard sacrifices the corpse of the forest guardian to the gods. <100%hp 100%mn 98%mv> But you are not fighting anyone. <100%hp 100%mn 98%mv> But you are not fighting anyone. <100%hp 100%mn 98%mv> 6 But you are not fighting anyone. <100%hp 100%mn 98%mv> drik Bayard peers intently north. <100%hp 100%mn 98%mv> ^R drik   Bayard peers intently east. <100%hp 100%mn 98%mv> ^R d Bayard peers intently west. <100%hp 100%mn 98%mv> Alas, you cannot go that way. <100%hp 100%mn 98%mv> dr Bayard peers intently south. <100%hp 100%mn 98%mv> ink Bayard leaves north. You follow Bayard. Grove of Despair Trees wrap around each other in a disgusting eternal dance. You stumble blindly over roots that seconds ago you could have sworn weren't there. Strange arcane words reach your ears, warning those who would enter to turn and run while they still hold their lives. [Exits: north east south west] A huge bat is here. <100%hp 100%mn 96%mv> blad Bayard peers intently east. <100%hp 100%mn 96%mv> der You drink water from a bladder. Your thirst is quenched. Bayard peers intently west. <100%hp 100%mn 96%mv> drink bl Bayard leaves west. You follow Bayard. Grove of Despair Trees wrap around each other in a disgusting eternal dance. You stumble blindly over roots that seconds ago you could have sworn weren't there. Strange arcane words reach your ears, warning those who would enter to turn and run while they still hold their lives. [Exits: north east south west] A vest looking to be made from a tree lies here. ( 4) A bloody scroll was ripped from the corpse of the guardian. A dark druid's robe lies crumpled in a pile here. A huge bat is here. Scanning for trouble, a forest guardian stands watch patiently. A large wild dog observes you through baleful eyes, its mouth foaming with disease. <100%hp 100%mn 94%mv> adder You drink water from a bladder. Your thirst is quenched. <100%hp 100%mn 94%mv> Bayard utters the words, 'gorienna tuaog'. Bayard's burning hands wounds the forest guardian. <100%hp 100%mn 94%mv> Bayard's pierce misses the forest guardian. Your slash injures the forest guardian. The forest guardian has a few bruises. <100%hp 100%mn 100%mv> 6 You circle around the forest guardian to land a critical strike. Your circle stab MUTILATES the forest guardian! The forest guardian has quite a few wounds. <100%hp 100%mn 100%mv> Bayard utters the words, 'gorienna tuaog'. Bayard's burning hands MUTILATES the forest guardian! The forest guardian is covered in bleeding wounds. <100%hp 100%mn 100%mv> 6 Your slash injures the forest guardian. The forest guardian ducks and dodges your slash. Bayard's pierce misses the forest guardian. The forest guardian is bleeding profusely. <100%hp 100%mn 100%mv> 6 Bayard utters the words, 'gorienna tuaog'. Bayard's burning hands DISMEMBERS the forest guardian! The forest guardian is screaming in pain. <100%hp 100%mn 100%mv> 6 The forest guardian's magic grazes Bayard. Your slash hits the forest guardian. Bayard's pierce misses the forest guardian. The forest guardian is screaming in pain. <100%hp 100%mn 100%mv> You circle around the forest guardian to land a critical strike. Your circle stab DISEMBOWELS the forest guardian! The forest guardian is writhing in agony. <100%hp 100%mn 100%mv> 6 Bayard utters the words, 'gorienna tuaog'. Bayard's burning hands maims the forest guardian. The forest guardian is convulsing on the ground. <100%hp 100%mn 100%mv> The forest guardian leans to his left and dodges your slash. The forest guardian is convulsing on the ground. <100%hp 100%mn 100%mv> You circle around the forest guardian to land a critical strike. Your circle stab MUTILATES the forest guardian! The forest guardian is DEAD!! You receive 263 experience points. The forest guardian hits the ground ... DEAD. You get 75 silver coins from the corpse of the forest guardian. You split 75 silver coins. Your share is 38 silver. The gods give you 60 silver coins for your sacrifice. You split 60 silver coins. Your share is 30 silver. <100%hp 100%mn 100%mv> But you are not fighting anyone. <100%hp 100%mn 100%mv> But you are not fighting anyone. <100%hp 100%mn 100%mv> 6 Bayard utters the words, 'gorienna tuaog'. A wild dog's chomp misses Bayard. A wild dog's chomp misses Bayard. <100%hp 100%mn 100%mv> But you are not fighting anyone. <100%hp 100%mn 100%mv> A wild dog's chomp misses Bayard. Bayard's pierce hits a wild dog. A wild dog scrambles backward and dodges your slash. Your slash wounds a wild dog. A wild dog has some small wounds. <100%hp 100%mn 100%mv> 6 You circle around a wild dog to land a critical strike. Your circle stab MUTILATES a wild dog! A wild dog is bleeding profusely. <100%hp 100%mn 100%mv> Bayard utters the words, 'gorienna tuaog'. Bayard's burning hands DISMEMBERS a wild dog! A wild dog is writhing in agony. <100%hp 100%mn 100%mv> A wild dog's chomp misses Bayard. Your slash hits a wild dog. A wild dog scrambles backward and dodges your slash. Bayard's pierce hits a wild dog. A wild dog is convulsing on the ground. <100%hp 100%mn 100%mv> A wild dog's chomp misses Bayard. A wild dog's chomp misses Bayard. A wild dog scrambles backward and dodges your slash. Your slash hits a wild dog. A wild dog is DEAD!! You receive 112 experience points. A wild dog's arm is sliced from her dead body. You get 32 silver coins from the corpse of a wild dog. You split 32 silver coins. Your share is 16 silver. The gods give you 39 silver coins for your sacrifice. You split 39 silver coins. Your share is 20 silver. <100%hp 100%mn 100%mv> Bayard peers intently east. <100%hp 100%mn 100%mv> Bayard peers intently west. <100%hp 100%mn 100%mv> Bayard leaves east. You follow Bayard. Grove of Despair Trees wrap around each other in a disgusting eternal dance. You stumble blindly over roots that seconds ago you could have sworn weren't there. Strange arcane words reach your ears, warning those who would enter to turn and run while they still hold their lives. [Exits: north east south west] A huge bat is here. <100%hp 100%mn 98%mv> Bayard leaves east. You follow Bayard. Grove of Despair Trees wrap around each other in a disgusting eternal dance. You stumble blindly over roots that seconds ago you could have sworn weren't there. Strange arcane words reach your ears, warning those who would enter to turn and run while they still hold their lives. [Exits: north east south west] A huge bat is here. A green-clad hunter with a keen eye looks at you as possible prey. <100%hp 100%mn 96%mv> Bayard utters the words, 'gorienna tuaog'. Bayard's burning hands MUTILATES the hunter! <100%hp 100%mn 96%mv> The hunter's pierce hits Bayard. Bayard's pierce misses the hunter. Your slash misses the hunter. The hunter has quite a few wounds. <100%hp 100%mn 96%mv> 6 You circle around the hunter to land a critical strike. Your circle stab MUTILATES the hunter! The hunter is gushing blood. <100%hp 100%mn 96%mv> Bayard utters the words, 'gorienna tuaog'. Bayard's burning hands MUTILATES the hunter! The hunter is writhing in agony. <100%hp 100%mn 96%mv> Your slash misses the hunter. The hunter's pierce misses Bayard. Bayard's pierce misses the hunter. The hunter is writhing in agony. <100%hp 100%mn 96%mv> Your slash injures the hunter. Bayard's pierce misses the hunter. The hunter is convulsing on the ground. <100%hp 100%mn 96%mv> Bayard utters the words, 'gorienna tuaog'. Bayard's burning hands DISEMBOWELS the hunter! The hunter is DEAD!! You receive 77 experience points. The hunter spills his guts all over the floor. Bayard gets 28 silver coins from the corpse of the hunter. Bayard sacrifices the corpse of the hunter to the gods. <100%hp 100%mn 100%mv> 6  Bayard peers intently south. <100%hp 100%mn 100%mv> Bayard peers intently north. <100%hp 100%mn 100%mv> Bayard leaves south. You follow Bayard. Grove of Despair Seemingly alive, the trees seem to sway and move with a life of their own here within the grove. Could it be the enchantment or just your imagination? They twine together in most spots overhead, effectively blocking a good deal of the sun, or moon, depending on the time. [Exits: north east south west] A vest looking to be made from a tree lies here. ( 4) It appears as though some large bird has lost a claw. A huge bat is here. <100%hp 100%mn 98%mv> Bayard leaves south. You follow Bayard. Grove of Despair Trees twist and turn around you, the wind blows a slight breeze through the leaves but still the forest has an eternal quiet that seems to hang over it. Some light filters in through the treetops so you can find your way. [Exits: north east west down] ( 2) It appears as though some large bird has lost a claw. A dark druid's robe lies crumpled in a pile here. A huge bat is here. Vigilantly, a forest guardian scans the forest for trouble. <100%hp 100%mn 96%mv> Bayard utters the words, 'gorienna tuaog'. Bayard's burning hands DISEMBOWELS the forest guardian! <100%hp 100%mn 96%mv> The forest guardian's magic grazes Bayard. Your slash hits the forest guardian. The forest guardian has quite a few wounds. <100%hp 100%mn 96%mv> 6 You circle around the forest guardian to land a critical strike. Your circle stab MUTILATES the forest guardian! The forest guardian is covered in bleeding wounds. <100%hp 100%mn 96%mv> Bayard utters the words, 'gorienna tuaog'. Bayard's burning hands MUTILATES the forest guardian! The forest guardian ducks and dodges your slash. Bayard's pierce hits the forest guardian. The forest guardian is gushing blood. <100%hp 100%mn 96%mv> 6 Your slash injures the forest guardian. Bayard's pierce hits the forest guardian. The forest guardian is screaming in pain. <100%hp 100%mn 96%mv> Your circle stab misses the forest guardian. The forest guardian is screaming in pain. <100%hp 100%mn 96%mv> 6 Bayard utters the words, 'gorienna tuaog'. Bayard's burning hands wounds the forest guardian. The forest guardian is screaming in pain. <100%hp 100%mn 96%mv> The forest guardian's magic hits Bayard. Your slash misses the forest guardian. Bayard's pierce misses the forest guardian. The forest guardian is screaming in pain. <100%hp 100%mn 96%mv> 6 Bayard utters the words, 'gorienna tuaog'. Bayard's burning hands decimates the forest guardian. The forest guardian is spasming in shock. <100%hp 100%mn 96%mv> You circle around the forest guardian to land a critical strike. Your circle stab MUTILATES the forest guardian! The forest guardian is convulsing on the ground. <100%hp 100%mn 96%mv> Your slash injures the forest guardian. Your slash hits the forest guardian. Bayard's pierce misses the forest guardian. The forest guardian is convulsing on the ground. <100%hp 100%mn 96%mv> Bayard utters the words, 'gorienna tuaog'. The forest guardian is convulsing on the ground. <100%hp 100%mn 96%mv> The forest guardian's magic hits Bayard. The forest guardian scrambles backward and dodges your slash. The forest guardian leans to his left and dodges your slash. The forest guardian is convulsing on the ground. <100%hp 100%mn 96%mv> You circle around the forest guardian to land a critical strike. Your circle stab MUTILATES the forest guardian! The forest guardian is DEAD!! You receive 319 experience points. You hear the forest guardian's death cry. You get 34 silver coins from the corpse of the forest guardian. You split 34 silver coins. Your share is 17 silver. The gods give you 60 silver coins for your sacrifice. You split 60 silver coins. Your share is 30 silver. <100%hp 100%mn 96%mv> Bayard leaves east. You follow Bayard. Grove of Despair Twisting and turning, these trees seem to grow in no particular direction other than to seek escape from the very forest that brought them to be. Twigs and dead leaves cover the ground while the various trees' roots grow sporadically, seeking nourishment. [Exits: north west] It appears as though some large bird has lost a claw. A huge bat is here. <100%hp 100%mn 94%mv> Bayard leaves north. You follow Bayard. Grove of Despair Seemingly alive, the trees seem to sway and move with a life of their own here within the grove. Could it be the enchantment or just your imagination? They twine together in most spots overhead, effectively blocking a good deal of the sun, or moon, depending on the time. [Exits: north east south west] A white prayer mat has been left behind here. The corpse of Bayard is lying here. A huge bat is here. <100%hp 100%mn 92%mv> Bayard leaves west. You follow Bayard. Grove of Despair Seemingly alive, the trees seem to sway and move with a life of their own here within the grove. Could it be the enchantment or just your imagination? They twine together in most spots overhead, effectively blocking a good deal of the sun, or moon, depending on the time. [Exits: north east south west] A vest looking to be made from a tree lies here. ( 4) It appears as though some large bird has lost a claw. A huge bat is here. <100%hp 100%mn 90%mv> 6 Bayard leaves north. You follow Bayard. Grove of Despair Trees wrap around each other in a disgusting eternal dance. You stumble blindly over roots that seconds ago you could have sworn weren't there. Strange arcane words reach your ears, warning those who would enter to turn and run while they still hold their lives. [Exits: north east south west] A thin dagger lies here on the ground. A steaming pile of the hunter's entrails is lying here. A huge bat is here. <100%hp 100%mn 88%mv> Bayard peers intently east. <100%hp 100%mn 88%mv> Bayard leaves east. You follow Bayard. Grove of Despair Trees wrap around each other in a disgusting eternal dance. You stumble blindly over roots that seconds ago you could have sworn weren't there. Strange arcane words reach your ears, warning those who would enter to turn and run while they still hold their lives. [Exits: north east south west] A thin dagger lies here on the ground. ( 2) It appears as though some large bird has lost a claw. A huge bat is here. <100%hp 100%mn 87%mv> Bayard leaves north. You follow Bayard. Grove of Despair Quiet. Very Quiet. No crickets or birds chirp and sounds that you were once used to are now alarmingly gone. The forest grows denser and shrubbery is thicker in this part. The ground is slightly soft as if it was just rained on but everything else is bone dry. It's then that you notice the ground is not wet with rainwater but blood. [Exits: north east south west] A huge bat is here. <100%hp 100%mn 85%mv> Bayard peers intently west. <100%hp 100%mn 85%mv> Bayard leaves west. You follow Bayard. Grove of Despair Quiet. Very Quiet. No crickets or birds chirp and sounds that you were once used to are now alarmingly gone. The forest grows denser and shrubbery is thicker in this part. The ground is slightly soft as if it was just rained on but everything else here is bone dry. It's then that you notice the ground is not wet with rainwater but blood. [Exits: north east south west] A huge bat is here. <100%hp 100%mn 83%mv> Bayard leaves north. You follow Bayard. Grove of Despair Rises in the ground seem to abound here as small hills dot the landscape. The smell of mold and mildew floats through the air and the smell of death is heavy. The trunks of the trees have scratch marks on them where something has been sharpening its claws. [Exits: north east south west] A huge bat is here. <100%hp 100%mn 81%mv> Bayard leaves east. You follow Bayard. Grove of Despair Rises in the ground seem to abound here as small hills dot the landscape. The smell of mold and mildew floats through the air and the smell of death is heavy. The trunks of the trees have scratch marks on them where something has been sharpening its claws. [Exits: north east south west] ( 2) A burnt sword lies here on the ground. A thin dagger lies here on the ground. A huge bat is here. A trog is here, looming menacingly. A charred skeleton lies here, unmoving. <100%hp 100%mn 79%mv> Bayard leaves north. You follow Bayard. Dark Woods The canopy of trees weaves together overhead, effectively blocking all light and rain and creating a total absense of light. No breeze stirs the trees or leaves lying on the ground; the air has a strange, thick smell. You notice that some of the trees have knotholes. Hanging out of a few of them are bits of dead grass, as though birds have turned them into natural bird houses. [Exits: north east south west] A vest looking to be made from a tree lies here. A huge bat is here. <100%hp 100%mn 77%mv> You look up and notice that it is no longer raining. <100%hp 100%mn 84%mv> Bayard leaves south. You follow Bayard. Grove of Despair Rises in the ground seem to abound here as small hills dot the landscape. The smell of mold and mildew floats through the air and the smell of death is heavy. The trunks of the trees have scratch marks on them where something has been sharpening its claws. [Exits: north east south west] ( 2) A burnt sword lies here on the ground. A thin dagger lies here on the ground. A huge bat is here. A trog is here, looming menacingly. A charred skeleton lies here, unmoving. <100%hp 100%mn 83%mv> Bayard utters the words, 'gorienna tuaog'. Bayard's burning hands DISEMBOWELS the trog! <100%hp 100%mn 83%mv> The trog's slash hits Bayard. Bayard's pierce misses the trog. Your slash hits the trog. Your slash misses the trog. The trog has some small wounds. <100%hp 100%mn 83%mv> Bayard utters the words, 'gorienna tuaog'. Bayard's burning hands wounds the trog. The trog has quite a few wounds. <100%hp 100%mn 83%mv> You circle around the trog to land a critical strike. Your circle stab MUTILATES the trog! The trog is bleeding profusely. <100%hp 100%mn 83%mv> Your slash misses the trog. Bayard's pierce hits the trog. The trog is bleeding profusely. <100%hp 100%mn 83%mv> 6 Bayard utters the words, 'gorienna tuaog'. Bayard's burning hands DISEMBOWELS the trog! The trog is screaming in pain. <100%hp 100%mn 83%mv> Your slash injures the trog. The trog's slash hits Bayard. Bayard's pierce hits the trog. The trog is screaming in pain. <100%hp 100%mn 83%mv> You circle around the trog to land a critical strike. Your circle stab MUTILATES the trog! The trog is writhing in agony. <100%hp 100%mn 83%mv> Bayard utters the words, 'gorienna tuaog'. Bayard's burning hands MUTILATES the trog! The trog is convulsing on the ground. <100%hp 100%mn 83%mv> Your slash wounds the trog. The trog is DEAD!! You receive 277 experience points. You raise a level!! You gain 15/206 hp, 9/215 mana, 6/224 move, and 4/4 practices. You hear the trog's death cry. You get 59 silver coins from the corpse of the trog. You split 59 silver coins. Your share is 30 silver. The gods give you 60 silver coins for your sacrifice. You split 60 silver coins. Your share is 30 silver. <92%hp 95%mn 80%mv> 6 But you are not fighting anyone. <92%hp 95%mn 80%mv> Bayard utters the words, 'gorienna tuaog'. Bayard's burning hands DISEMBOWELS the skeleton! Bayard's pierce misses the skeleton. Your slash wounds the skeleton. The skeleton leans to his right and dodges your slash. The skeleton is covered in bleeding wounds. <92%hp 95%mn 80%mv> Your slash wounds the skeleton. The skeleton's slash misses Bayard. Bayard's pierce grazes the skeleton. The skeleton is gushing blood. <92%hp 95%mn 80%mv> 6 You circle around the skeleton to land a critical strike. Your circle stab MUTILATES the skeleton! Bayard utters the words, 'gorienna tuaog'. The skeleton is spasming in shock. <92%hp 95%mn 80%mv> Your slash wounds the skeleton. The skeleton's slash hits Bayard. Bayard's pierce hits the skeleton. The skeleton is convulsing on the ground. <92%hp 95%mn 80%mv> Your slash misses the skeleton. Your slash hits the skeleton. The skeleton's slash misses Bayard. Bayard's pierce injures the skeleton. The skeleton is DEAD!! You receive 161 experience points. The skeleton's arm is sliced from his dead body. Bayard gets 30 silver coins from the corpse of the skeleton. Bayard sacrifices the corpse of the skeleton to the gods. <92%hp 95%mn 80%mv> Bayard leaves south. You follow Bayard. Grove of Despair Quiet. Very Quiet. No crickets or birds chirp and sounds that you were once used to are now alarmingly gone. The forest grows denser and shrubbery is thicker in this part. The ground is slightly soft as if it was just rained on but everything else is bone dry. It's then that you notice the ground is not wet with rainwater but blood. [Exits: north east south west] A huge bat is here. A hunter prowls the forest for any type of game, maybe even you. <92%hp 95%mn 79%mv> Bayard leaves east. You follow Bayard. Well of Lost Hope Jutting forth from the ground like a twisted altar, it seems to scream to the sky to be freed from this place. Once, long ago, before the forest was cursed, this was the Well of Hope but the name is now changed to what is more appropriate given its state. Vines snake up through the rocks that make up this well and the bucket to lower down is in shambles. [Exits: north east south west] A huge bat is here. A green-clad hunter scans the forest for game. <92%hp 95%mn 77%mv> Bayard leaves south. You follow Bayard. Grove of Despair Trees wrap around each other in a disgusting eternal dance. You stumble blindly over roots that seconds ago you could have sworn weren't there. Strange arcane words reach your ears, warning those who would enter to turn and run while they still hold their lives. [Exits: north east south west] A huge bat is here. <92%hp 95%mn 75%mv> Bayard leaves east. You follow Bayard. Grove of Despair Trees wrap around each other in a disgusting eternal dance. You stumble blindly over roots that seconds ago you could have sworn weren't there. Strange arcane words reach your ears, warning those who would enter to turn and run while they still hold their lives. [Exits: north east south west] The sliced-off arm of a wild dog is lying here. It appears as though some large bird has lost a claw. ( 5) A bloody scroll was ripped from the corpse of the guardian. A vest looking to be made from a tree lies here. A dark druid's robe lies crumpled in a pile here. A huge bat is here. <92%hp 95%mn 73%mv> Bayard leaves east. You follow Bayard. Grove of Despair Trees wrap around each other in a disgusting eternal dance. You stumble blindly over roots that seconds ago you could have sworn weren't there. Strange arcane words reach your ears, warning those who would enter to turn and run while they still hold their lives. [Exits: north east south west] A huge bat is here. <92%hp 95%mn 71%mv> Bayard leaves north. You follow Bayard. Grove of Despair Quiet. Very Quiet. No crickets or birds chirp and sounds that you were once used to are now alarmingly gone. The forest grows denser and shrubbery is thicker in this part. The ground is slightly soft as if it was just rained on but everything else is bone dry. It's then that you notice the ground is not wet with rainwater but blood. [Exits: north east south west] ( 2) It appears as though some large bird has lost a claw. ( 2) A dark druid's robe lies crumpled in a pile here. A thin dagger lies here on the ground. A huge bat is here. <92%hp 95%mn 70%mv> Bayard leaves east. You follow Bayard. Grove of Despair Quiet. Very Quiet. No crickets or birds chirp and sounds that you were once used to are now alarmingly gone. The forest grows denser and shrubbery is thicker in this part. The ground is slightly soft as if it was just rained on but everything else here is bone dry. It's then that you notice the ground is not wet with rainwater but blood. [Exits: north east south west] A huge bat is here. <92%hp 95%mn 68%mv> Bayard leaves north. You follow Bayard. Grove of Despair Rises in the ground seem to abound here as small hills dot the landscape. The smell of mold and mildew floats through the air and the smell of death is heavy. The trunks of the trees have scratch marks on them where something has been sharpening its claws. [Exits: north east south west] A huge bat is here. <92%hp 95%mn 66%mv> Bayard stops using Enchanted Bracer of Binding. Bayard stops using purple mage's robe. Bayard stops using a pewter bracer. Bayard stops using a thin dagger. Bayard stops using a pair of falconer's gloves. Bayard stops using A golden ring emanating magical power. Bayard stops using A leather bound book labelled "missiles". Bayard stops using a red rose. Bayard stops using a silver ring. Bayard stops using a pair of leather boots. Bayard stops using a pair of leather leggings. Bayard stops using a leather vest. <92%hp 95%mn 66%mv> Bayard's wings fold away and a new form takes its place. <96%hp 100%mn 73%mv> Bayard's body suddenly seems to flow into a new shape! <96%hp 100%mn 73%mv> Bayard wears Enchanted Bracer of Binding around his left wrist. Bayard wears purple mage's robe about his body. Bayard wears a pewter bracer around his right wrist. Bayard wields a thin dagger. Bayard holds a lembas leaf in his hands. Bayard wears a pair of falconer's gloves on his hands. Bayard wears A golden ring emanating magical power on his left finger. Bayard wears a red rose on his head. Bayard wears a silver ring on his right finger. Bayard wears a pair of leather boots on his feet. Bayard wears a pair of leather leggings on his legs. Bayard wears a leather vest on his torso. <96%hp 100%mn 73%mv> Bayard stops using a lembas leaf. <96%hp 100%mn 73%mv> Bayard holds A leather bound book labelled "missiles" in his hands. <96%hp 100%mn 73%mv> Bayard leaves west. You follow Bayard. Grove of Despair Rises in the ground seem to abound here as small hills dot the landscape. The smell of mold and mildew floats through the air and the smell of death is heavy. The trunks of the trees have scratch marks on them where something has been sharpening its claws. [Exits: north east south west] A huge bat is here. A hunter prowls the forest for any type of game, maybe even you. <96%hp 100%mn 71%mv> The hunter leaves east. <96%hp 100%mn 71%mv> Bayard leaves east. You follow Bayard. Grove of Despair Rises in the ground seem to abound here as small hills dot the landscape. The smell of mold and mildew floats through the air and the smell of death is heavy. The trunks of the trees have scratch marks on them where something has been sharpening its claws. [Exits: north east south west] A huge bat is here. A hunter prowls the forest for any type of game, maybe even you. <96%hp 100%mn 69%mv> Bayard utters the words, 'dueab daggasz'. Bayard opens a small vortex to unleash a volley of magical missiles. Bayard unleashes a magic missile at the hunter. Bayard's magic missile maims the hunter. Bayard unleashes a magic missile at the hunter. Bayard's magic missile devastates the hunter. The vortex closes in a flash of light. <96%hp 100%mn 69%mv> The hunter's pierce misses Bayard. Bayard's pierce misses the hunter. Your slash misses the hunter. The hunter is bleeding profusely. <96%hp 100%mn 69%mv> 6 You circle around the hunter to land a critical strike. Your circle stab DISEMBOWELS the hunter! The hunter is spasming in shock. <96%hp 100%mn 69%mv> Bayard utters the words, 'dueab daggasz'. Bayard opens a small vortex to unleash a volley of magical missiles. Bayard unleashes a magic missile at the hunter. Bayard's magic missile hits the hunter. Bayard unleashes a magic missile at the hunter. Bayard's magic missile decimates the hunter. The vortex closes in a flash of light. The hunter is convulsing on the ground. <96%hp 100%mn 69%mv> 6 The hunter's pierce misses Bayard. Your slash injures the hunter. The hunter is DEAD!! You receive 58 experience points. You hear the hunter's death cry. You get 16 silver coins from the corpse of the hunter. You split 16 silver coins. Your share is 8 silver. The gods give you 36 silver coins for your sacrifice. You split 36 silver coins. Your share is 18 silver. <96%hp 100%mn 69%mv> Bayard leaves west. You follow Bayard. Grove of Despair Rises in the ground seem to abound here as small hills dot the landscape. The smell of mold and mildew floats through the air and the smell of death is heavy. The trunks of the trees have scratch marks on them where something has been sharpening its claws. [Exits: north east south west] A huge bat is here. <96%hp 100%mn 67%mv> But you are not fighting anyone. <96%hp 100%mn 67%mv> Bayard leaves west. You follow Bayard. Cave Entrance In the middle of this small open area is what appears to be a fissure leading down into a cave. Mold grows in the rocks of the entrance, giving it a slick, wet look. Inside, it is ominously dark. [Exits: north east south west down] A huge bat is here. A trog is here, looming menacingly. A hunter prowls the forest for any type of game, maybe even you. Snarling, a black wolf considers whether you are worthy prey. A charred skeleton lies here, unmoving. A charred skeleton lies here, unmoving. A charred skeleton lies here, unmoving. A charred skeleton lies here, unmoving. <96%hp 100%mn 66%mv> Bayard utters the words, 'dueab daggasz'. Bayard opens a small vortex to unleash a volley of magical missiles. Bayard unleashes a magic missile at the hunter. Bayard's magic missile scratches the hunter. Bayard unleashes a magic missile at the hunter. Bayard's magic missile maims the hunter. The vortex closes in a flash of light. <96%hp 100%mn 66%mv> 6 But you are not fighting anyone. <96%hp 100%mn 66%mv> The hunter's pierce misses Bayard. Bayard's pierce injures the hunter. Your slash hits the hunter. The hunter is bleeding profusely. <96%hp 100%mn 66%mv> 6 Bayard utters the words, 'dueab daggasz'. Bayard opens a small vortex to unleash a volley of magical missiles. Bayard unleashes a magic missile at the hunter. Bayard's magic missile decimates the hunter. Bayard unleashes a magic missile at the hunter. Bayard's magic missile mauls the hunter. The vortex closes in a flash of light. The hunter is spasming in shock. <96%hp 100%mn 66%mv> You circle around the hunter to land a critical strike. Your circle stab DISEMBOWELS the hunter! The hunter is DEAD!! You receive 65 experience points. The hunter hits the ground ... DEAD. 5020 silver coins: you cannot carry that much weight. The gods give you 36 silver coins for your sacrifice. You split 36 silver coins. Your share is 18 silver. <96%hp 100%mn 66%mv> Bayard's pierce injures the wolf. The wolf is DEAD!! You receive 21 experience points. The wolf spills his guts all over the floor. Bayard gets 6 silver coins from the corpse of the wolf. Bayard sacrifices the corpse of the wolf to the gods. <96%hp 100%mn 66%mv> The sky gets very cloudy and a calmness begins here. <100%hp 100%mn 72%mv> Bayard sits down and thinks deeply. <100%hp 100%mn 72%mv> Bayard leaves south. You follow Bayard. Grove of Despair Quiet. Very Quiet. No crickets or birds chirp and sounds that you were once used to are now alarmingly gone. The forest grows denser and shrubbery is thicker in this part. The ground is slightly soft as if it was just rained on but everything else is bone dry. It's then that you notice the ground is not wet with rainwater but blood. [Exits: north east south west] A practice dagger lies here, waiting for a wielder. A huge bat is here. <100%hp 100%mn 70%mv> Bayard leaves south. You follow Bayard. Grove of Despair Trees wrap around each other in a disgusting eternal dance. You stumble blindly over roots that seconds ago you could have sworn weren't there. Strange arcane words reach your ears, warning those who would enter to turn and run while they still hold their lives. [Exits: north east south west] The sliced-off arm of a wild dog is lying here. It appears as though some large bird has lost a claw. ( 5) A bloody scroll was ripped from the corpse of the guardian. A vest looking to be made from a tree lies here. A dark druid's robe lies crumpled in a pile here. A huge bat is here. <100%hp 100%mn 69%mv> Bayard leaves south. You follow Bayard. SouthEast Corner of the Grove of Despair Blocked by extreme growth to the east and south, this is the southeast corner of the forest. The tree branches twine overhead, filtering out almost all of the sunlight. [Exits: north east south west] ( 4) It appears as though some large bird has lost a claw. A dark druid's robe lies crumpled in a pile here. ( 2) A thin dagger lies here on the ground. A huge bat is here. <100%hp 100%mn 67%mv> Bayard leaves south. You follow Bayard. Beginning of Grove of Despair The forest, if it can be called that, stretches out to the north, east, and west. The trees have a peculiar look to them. No birds chirp and no crickets are singing. The ground is soft to the touch, as if it just rained but there are no tracks from any animals here. [Exits: north east west] A huge bat is here. A black wolf stands here, snarling at you. <100%hp 100%mn 65%mv> Bayard leaves east. You follow Bayard. Entrance to the Grove of Despair Tree growth around this area seems to be a bit erratic. The trees look almost deformed in a way as they twist in turn towards the sky, as if the light itself was harming them instead of giving them life. They arch over the path here, creating a nice piece of shade. One tree in particular stands out from the rest as it has a sign nailed to its trunk. On another tree is a small nondescript plaque. [Exits: north east south west] A thin dagger lies here on the ground. A huge bat is here. <100%hp 100%mn 63%mv> Bayard leaves south. You follow Bayard. Edge of the Forest To the north a vast forest stretches out before you. It appears dark and foreboding, perhaps there is a good reason why it is called the Grove of Despair? To the south of you the Northern Reaches sprawl out to the west and east providing a kind of natural barrier from the rest of the world. Where you stand now is the border between the Grove of Despair and the Northern Reaches. It is as if the Gods took a divine blade and made a cut in the ground, right where you stand. For the trees of the Grove of Despair all stop at the same line. [Exits: north up] A huge bat is here. A stern looking lady stands here examining her surroundings. A fisherwoman yells, 'Zeptaru, now you die!' A fisherwoman's scratch decimates you. You drop, roll backward, and dodge a fisherwoman's scratch. A fisherwoman tries to disarm you, but fails. A fisherwoman is in perfect condition. <85%hp 100%mn 62%mv> Your slash misses a fisherwoman. A fisherwoman's scratch decimates you. A fisherwoman is in perfect condition. <70%hp 100%mn 62%mv> Bayard says, 'Flee' A fisherwoman is in perfect condition. <70%hp 100%mn 62%mv> Your slash hits a fisherwoman. You parry a fisherwoman's scratch to the left. A fisherwoman has a few scratches. <70%hp 100%mn 62%mv> Bayard looks at a fisherwoman. A fisherwoman has a few scratches. <70%hp 100%mn 62%mv> fle Your slash hits a fisherwoman. You lean back and dodge a fisherwoman's scratch. A fisherwoman's scratch decimates you. A fisherwoman has a few scratches. <55%hp 100%mn 62%mv> e w You choose a direction at random and begin to run... Entrance to the Grove of Despair Tree growth around this area seems to be a bit erratic. The trees look almost deformed in a way as they twist in turn towards the sky, as if the light itself was harming them instead of giving them life. They arch over the path here, creating a nice piece of shade. One tree in particular stands out from the rest as it has a sign nailed to its trunk. On another tree is a small nondescript plaque. [Exits: north east south west] A thin dagger lies here on the ground. You flee from combat! You lost 10 exp. <55%hp 100%mn 61%mv> 1 The shadows here are too natural to blend with. <55%hp 100%mn 61%mv> fle    Bayard has arrived. <55%hp 100%mn 61%mv> Bayard utters the word, 'aazagaqasahw'. Bayard fades out of existence. <55%hp 100%mn 61%mv> 1 The shadows here are too natural to blend with. <55%hp 100%mn 61%mv> Someone utters the word, 'aazagaqasahw'. You fade out of existence. <55%hp 100%mn 61%mv> The wolf has arrived. <55%hp 100%mn 61%mv> Someone leaves south. You follow someone. Edge of the Forest To the north a vast forest stretches out before you. It appears dark and foreboding, perhaps there is a good reason why it is called the Grove of Despair? To the south of you the Northern Reaches sprawl out to the west and east providing a kind of natural barrier from the rest of the world. Where you stand now is the border between the Grove of Despair and the Northern Reaches. It is as if the Gods took a divine blade and made a cut in the ground, right where you stand. For the trees of the Grove of Despair all stop at the same line. [Exits: north up] A stern looking lady stands here examining her surroundings. <55%hp 100%mn 59%mv> Someone leaves up. You follow someone. In the Northern Reaches The path cuts through the shortest part of the Northern Reaches. The path, while difficult to maneuver, is well marked and relatively safe, as is evident by the numerous old campsites. You can follow the path onward to the west or down toward Tyr-Zinet. The Reaches do not rise very high into the sky, but they do prove difficult in climbing, nonetheless. [Exits: south down] <55%hp 100%mn 58%mv> A fisherwoman has arrived. <61%hp 100%mn 64%mv> Someone leaves south. You follow someone. In the Northern Reaches The path cuts through the shortest part of the Northern Reaches. The path, while difficult to maneuver, is well marked and relatively safe, as is evident by the numerous old campsites. You can follow the path onward to the west or down toward Tyr-Zinet. The Reaches do not rise very high into the sky, but they do prove difficult in climbing, nonetheless. [Exits: north east] <61%hp 100%mn 62%mv> Someone leaves east. You follow someone. In the Northern Reaches The path cuts through the shortest part of the Northern Reaches. The path, while difficult to maneuver, is well marked and relatively safe, as is evident by the numerous old campsites. You can follow the path onward to the west or down toward Tyr-Zinet. The Reaches do not rise very high into the sky, but they do prove difficult in climbing, nonetheless. [Exits: west down] (Translucent) (Chromatic Aura) A balding priest stands here bestowing the benedictions of his lord. 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.'' 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.'' <61%hp 100%mn 60%mv> Someone leaves down. You follow someone. At the Base of the Northern Reaches To the north are the Northern Reaches, a stretch of hills that extends from the Grove of Despair all the way down to Tyr-Zinet. The Sultan has not ordered or endorsed an expedition into the Reaches, so for anyone that wishes to travel to the Grove of Despair, they must follow this poorly maintained and rarely used path. The path, at this place, no longer follows the foothills but rather enters the Northern Reaches themselves. The path heads up into the Reaches via a series of very steep steps and natural footholds. [Exits: south up] <61%hp 100%mn 58%mv> mv Someone leaves south. You follow someone. A Makeshift Path To the north and east are the Northern Reaches, a stretch of hills that extends from the Grove of Despair all the way down to Tyr-Zinet. The Sultan has not ordered or endorsed an expedition into the Reaches, so for anyone that wishes to travel to the Grove of Despair, they must follow this poorly maintained and rarely used path. The path follows the foothills of the Reaches at this point and continues to the north and east. To the south the only thing that can be seen is the twinkling golden dome of the Sultan's Palace. [Exits: north east] <61%hp 100%mn 57%mv> You say, 'Please, grant me the strength to carry on.' <61%hp 100%mn 57%mv> mv You say, 'Please, grant me the strength to carry on.' <61%hp 100%mn 57%mv> Someone leaves east. You follow someone. A Makeshift Path To the north and east are the Northern Reaches, a stretch of hills that extends from the Grove of Despair all the way down to Tyr-Zinet. The Sultan has not ordered or endorsed an expedition into the Reaches, so for anyone that wishes to travel to the Grove of Despair, they must follow this poorly maintained and rarely used path. The path follows the foothills of the Reaches at this point and continues to the south and west. To the south the only thing that can be seen is the twinkling golden dome of the Sultan's Palace. [Exits: south west] <61%hp 100%mn 56%mv> Someone leaves south. You follow someone. A Makeshift Path To the north and east are the Northern Reaches, a stretch of hills that extends from the Grove of Despair all the way down to Tyr-Zinet. The Sultan has not ordered or endorsed an expedition into the Reaches, so for anyone that wishes to travel to the Grove of Despair, they must follow this poorly maintained and rarely used path. The path follows the foothills of the Reaches at this point and continues to the north and south. To the south the only thing that can be seen is the twinkling golden dome of the Sultan's Palace. [Exits: north south] A middle aged man struggles to continue his journey. <61%hp 100%mn 55%mv> Someone leaves south. You follow someone. A Makeshift Path To the north and east are the Northern Reaches, a stretch of hills that extends from the Grove of Despair all the way down to Tyr-Zinet. The Sultan has not ordered or endorsed an expedition into the Reaches, so for anyone that wishes to travel to the Grove of Despair, they must follow this poorly maintained and rarely used path. The path follows the foothills of the Reaches at this point and continues to the north and east. To the south, the city of Tyr-Zinet and its outlying fishing village can be seen. [Exits: north east] <61%hp 100%mn 54%mv> Someone leaves east. You follow someone. A Makeshift Path To the north and east are the Northern Reaches, a stretch of hills that extends from the Grove of Despair all the way down to Tyr-Zinet. The Sultan has not ordered or endorsed an expedition into the Reaches, so for anyone that wishes to travel to the Grove of Despair, they must follow this poorly maintained and rarely used path. The path follows the foothills of the Reaches at this point and continues to the west and south. To the south and southwest the city of Tyr-Zinet and its outlying fishing village can be seen. [Exits: south west] A woman from Glyndane walks about looking for shopping bargains. <61%hp 100%mn 54%mv> Someone leaves south. You follow someone. A Path Less Travelled To the east are the Northern Reaches, a stretch of hills that extends from the Grove of Despair all the way down to Tyr-Zinet. The Sultan has not ordered or endorsed an expedition into the Reaches, so for anyone that wishes to travel to the Grove of Despair, they must follow this poorly maintained and rarely used path. The path follows the foothills of the Reaches at this point and continues to the north and south. To the south and southwest, the city of Tyr-Zinet and its outlying fishing village can be seen as well as distantly heard. [Exits: north south] <61%hp 100%mn 53%mv> Someone leaves south. You follow someone. A Path Less Travelled This path does not bear the marks of wear and tear that the Fisherman's Lament or the Citizen's Way bear. For some reason few people journey down this path, one can only guess why. To the west one can see the arid, desert-like conditions of the surrounding environment. There is no benefit from venturing in that direction. To the east is an open space that several wagons are resting in, apparently travelling merchants looking to sell their wares in the port city of Tyr-Zinet. Beyond the open space the foothills of the Northern Reaches can be seen. The Reaches are a series of hills that stretch all the way from Grove of Despair down to Tyr-Zinet. To the south and the north the rarely travelled path continues. [Exits: north east south] <61%hp 100%mn 52%mv> Someone leaves south. You follow someone. A Path Less Travelled This path does not bear the marks of wear and tear that the Fisherman's Lament or the Citizen's Way bear. For some reason few people journey down this path, one can only guess why. To the west, the massive sandstone walls give way to arid, desert- like conditions. There is no benefit from venturing in that direction. To the east is a humble looking adobe home that could sorely use a new coat of paint and maybe some repairs. To the south and the north the rarely travelled path continues. [Exits: north east south] A vest looking to be made from a tree lies here. <61%hp 100%mn 51%mv> gtell Someone leaves south. You follow someone. A Path Less Travelled This path does not bear the marks of wear and tear that the Fisherman's Lament or the Citizen's Way bear. For some reason few people journey down this path, one can only guess why. To the west is an extension of the massive sandstone walls and thus it prevents any passage in that direction. To the east is an open space that several wagons are resting in, apparently travelling merchants looking to sell their wares in the port city of Tyr-Zinet. To the south the wide path of the Fisherman's Lament can be seen ferrying the masses to and fro. The rarely travelled path continues northward. [Exits: north east south] <61%hp 100%mn 50%mv> i trie Someone leaves south. You follow someone. The Fisherman's Lament This wide path is called the Fisherman's Lament for a reason. For there was a time when the Dragon Sea rose up to punish the fishermen of Tyr-Zinet in the form of massive tidal waves. The fishermen flocked to the safety of the sandstone walls, begging the Sultan to spare their lives. The Sultan tried to let in as many as possible before he was forced to close the gates to prevent the flooding waters from swamping the Palace and the Bazaar. It is said that the cries of woe for those lost to the waters were so loud that it even rose above the storm's own raging voice. And thus, this path has been called the Fisherman's Lament ever since. It is the road that the fishermen generally take to enter the city. It connects the city proper to the docks. A far less travelled path breaks away to the north from this point. [Exits: north east south west] A gaunt man dressed in shoddy clothing mumbles to himself. <61%hp 100%mn 49%mv> d to steal from her You tell the group 'i tried to steal from her' <61%hp 100%mn 49%mv> Someone tells the group 'Ahh' <61%hp 100%mn 49%mv> Someone leaves west. You follow someone. Outside the Eastern Gate Here you stand in the shadow of the 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 Fisherman's Lament heads off to the east to the piers on the Dragon Sea. To the south is a white, medium sized adobe house that blocks any progress. To the north is an outcropping of the sandstone walls that prevents any move- ment in that direction. [Exits: east west] A young man dressed in lightweight clothing periodically looks up to the sky. <61%hp 100%mn 48%mv> Someone leaves west. You follow someone. 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. <61%hp 100%mn 47%mv> Someone leaves west. You follow someone. 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 beggar sits on the floor asking for coins. <61%hp 100%mn 46%mv> Someone leaves west. You follow someone. 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] <61%hp 100%mn 45%mv> Someone leaves west. You follow someone. 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 woman dressed like a ranger of the forests takes in the city with awe. 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!' The cartographer looks up from his map and nods in greeting. <61%hp 100%mn 45%mv> Someone leaves west. You follow someone. 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] <61%hp 100%mn 44%mv> Someone leaves west. You follow someone. 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. <61%hp 100%mn 43%mv> Someone leaves west. You follow someone. 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] <61%hp 100%mn 42%mv> Someone leaves west. You follow someone. 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] A large cockroach scuttles across the ground. A beggar sits on the floor asking for coins. <61%hp 100%mn 41%mv> Someone leaves west. You follow someone. 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 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. <61%hp 100%mn 40%mv> Someone leaves west. You follow someone. 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] <61%hp 100%mn 39%mv> Someone leaves west. You follow someone. 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 brown-haired girl is here, playing with a doll. A middle aged man struggles to continue his journey. <61%hp 100%mn 38%mv> Someone leaves west. You follow someone. 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 child dressed in rich clothes runs by laughing. <61%hp 100%mn 37%mv> Someone leaves west. You follow someone. 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] 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. <61%hp 100%mn 37%mv> Someone leaves west. You follow someone. 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 dusty, heavily used traveling cloak has been discarded here. A middle aged man struggles to continue his journey. <61%hp 100%mn 36%mv> Someone leaves west. You follow someone. 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] <61%hp 100%mn 35%mv> Someone leaves west. You follow someone. The Crusader Recruiting Center You stand in a small recruiting office for the Clan of Steel. Tapestries and paintings on the walls show scenes of warriors bearing the mark of the Gauntlet doing battle with all types of mages. Simple wooden benches along the wall provide a place for those who have come to seek knowledge and a place to rest. An old battlescarred veteran stands near the back of the office waiting to answer questions. A simple wooden sign hangs on the wall here. An open door leads out into the city streets. [Exits: east] A retired crusader sits behind a desk here. The crusader recruiter nods at someone. The crusader recruiter says, 'Welcome to the Crusader Recruiting Center, Bayard. ' The crusader recruiter says, 'I am here to provide answers to questions you may have.' <61%hp 100%mn 34%mv> Someone leaves east. You follow someone. 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] <61%hp 100%mn 33%mv> Someone leaves up. You follow someone. 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] <61%hp 100%mn 31%mv> Someone leaves west. You follow someone. 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] ( 2) A pile of cloth lies on the ground. A pile of cloth and metal lies on the ground. A pair of boots lies on the ground. <61%hp 100%mn 29%mv> Someone leaves north. You follow someone. 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] <61%hp 100%mn 27%mv> Someone leaves west. You follow someone. 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] <61%hp 100%mn 25%mv> Someone leaves west. You follow someone. 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] <61%hp 100%mn 22%mv> Someone leaves down. You follow someone. 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] A vest of hard leather lies here. A pair of grey soft leather boots was left here. It appears as though some large bird has lost a claw. (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.'' A gnome vendor says, 'Ahh, another traveler, is it? Be welcome. There is room in the back' A gnome vendor says, 'if you need to rest. And if you need, take a look at my wares.' 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.'' <61%hp 100%mn 20%mv> Someone leaves west. You follow someone. 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] <61%hp 100%mn 20%mv> Someone leaves west. You follow someone. 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] <61%hp 100%mn 19%mv> Someone leaves west. You follow someone. 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] <61%hp 100%mn 18%mv> Someone leaves east. You follow someone. 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] <61%hp 100%mn 17%mv> Someone leaves east. You follow someone. 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] <65%hp 100%mn 23%mv> Someone leaves east. You follow someone. 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] A vest of hard leather lies here. A pair of grey soft leather boots was left here. It appears as though some large bird has lost a claw. (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.'' A gnome vendor says, 'Ahh, another traveler, is it? Be welcome. There is room in the back' A gnome vendor says, 'if you need to rest. And if you need, take a look at my wares.' 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.'' <65%hp 100%mn 22%mv> mv You say, 'Please, grant me the strength to carry on.' A priest of the Wheel utters the word, 'bantisaza'. You feel less tired. <65%hp 100%mn 44%mv> mv You say, 'Please, grant me the strength to carry on.' A priest of the Wheel utters the word, 'bantisaza'. You feel less tired. <65%hp 100%mn 66%mv> Someone says, 'Please, grant me the strength to carry on.' A priest of the Wheel says, 'I am sure you will be able to find your own means of rejuvenation.' A priest of the Wheel says, 'Go with the Gods, traveler.' <65%hp 100%mn 66%mv> mv You say, 'Please, grant me the strength to carry on.' A priest of the Wheel utters the word, 'bantisaza'. You feel less tired. <65%hp 100%mn 89%mv> mv You say, 'Please, grant me the strength to carry on.' A priest of the Wheel utters the word, 'bantisaza'. You feel fully refreshed! <65%hp 100%mn 100%mv> Someone says, 'Please, grant me the strength to carry on.' A priest of the Wheel says, 'I am sure you will be able to find your own means of rejuvenation.' A priest of the Wheel says, 'Go with the Gods, traveler.' <65%hp 100%mn 100%mv> mv Someone leaves west. You follow someone. 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] <65%hp 100%mn 99%mv> You say, 'Please, grant me the strength to carry on.' <65%hp 100%mn 99%mv> Someone leaves west. You follow someone. 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] <65%hp 100%mn 98%mv> Someone leaves west. You follow someone. 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] <65%hp 100%mn 97%mv> Someone leaves west. You follow someone. 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 lean stick awaits a new master. A middle aged man struggles to continue his journey. <65%hp 100%mn 96%mv> Someone leaves west. You follow someone. 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] <65%hp 100%mn 95%mv> Someone leaves north. You follow someone. 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] <65%hp 100%mn 94%mv> Someone leaves north. You follow someone. 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] <65%hp 100%mn 93%mv> Someone leaves west. You follow someone. 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] <65%hp 100%mn 92%mv> Someone leaves west. You follow someone. 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 dusty, heavily used traveling cloak has been discarded here. A middle aged man struggles to continue his journey. <65%hp 100%mn 91%mv> w Someone leaves west. You follow someone. 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] <65%hp 100%mn 91%mv> o Someone leaves west. You follow someone. 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] <65%hp 100%mn 90%mv> You have 0 gold, 2353 silver, and 51782 experience (5458 exp to level). Someone leaves west. You follow someone. 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 lean stick awaits a new master. A middle aged man struggles to continue his journey. <65%hp 100%mn 89%mv> Someone leaves west. You follow someone. 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] <65%hp 100%mn 88%mv> Someone leaves west. You follow someone. 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] <65%hp 100%mn 87%mv> Someone leaves west. You follow someone. 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] <65%hp 100%mn 85%mv> Someone leaves west. You follow someone. 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] <65%hp 100%mn 81%mv> Someone leaves west. You follow someone. 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] <65%hp 100%mn 78%mv> Someone leaves west. You follow someone. 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. <65%hp 100%mn 75%mv> Someone leaves west. You follow someone. 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] <65%hp 100%mn 75%mv> Someone leaves west. You follow someone. 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] <65%hp 100%mn 74%mv> Someone leaves west. You follow someone. 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] <65%hp 100%mn 73%mv> Someone leaves west. You follow someone. 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] <65%hp 100%mn 72%mv> Someone leaves west. You follow someone. 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] <65%hp 100%mn 71%mv> Someone leaves west. You follow someone. 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] <65%hp 100%mn 70%mv> Someone leaves west. You follow someone. 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. <65%hp 100%mn 69%mv> An Ethsharian gateguard steps in front of Bayard. An Ethsharian gateguard patiently says, 'To enter the glorious city of Ethshar you need to pay the 2 silver fee.' <65%hp 100%mn 69%mv> An Ethsharian gateguard steps in front of Bayard. An Ethsharian gateguard patiently says, 'To enter the glorious city of Ethshar you need to pay the 2 silver fee.' <65%hp 100%mn 69%mv> Someone gives an Ethsharian gateguard some coins. An Ethsharian gateguard quickly pockets the silver pieces and nods. An Ethsharian gateguard opens the grand gate. An Ethsharian gateguard ushers Bayard's 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. <65%hp 100%mn 69%mv> Someone opens the grand gate. <65%hp 100%mn 69%mv> Someone leaves east. You follow someone. 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 west] An Ethsharian gateguard stands here protecting the citygates. An Ethsharian gateguard stands here protecting the citygates. <65%hp 100%mn 68%mv> An Ethsharian gateguard steps in front of Bayard. An Ethsharian gateguard patiently says, 'To enter the glorious city of Ethshar you need to pay the 2 silver fee.' <65%hp 100%mn 68%mv> Someone says, 'Pay them' <65%hp 100%mn 68%mv> Someone gives an Ethsharian gateguard some coins. An Ethsharian gateguard quickly pockets the silver pieces and nods. An Ethsharian gateguard ushers Bayard's 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. <70%hp 100%mn 75%mv> Someone leaves west. You follow someone. 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] <70%hp 100%mn 74%mv> p Someone leaves west. You follow someone. 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] <70%hp 100%mn 73%mv> ^R Someone leaves west. You follow someone. 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. <70%hp 100%mn 72%mv> Someone leaves west. You follow someone. 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] <70%hp 100%mn 71%mv> Someone leaves west. You follow someone. 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 large cockroach scuttles across the ground. A child is here playing in the street. <70%hp 100%mn 70%mv> Someone leaves west. You follow someone. 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] <70%hp 100%mn 70%mv> Someone leaves west. You follow someone. 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] A carefree child skips and runs in the street. <70%hp 100%mn 69%mv> Someone leaves west. You follow someone. 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. A citizen of Ethshar stops and watches people on the road. A child is here playing in the street. <70%hp 100%mn 68%mv> Someone leaves west. You follow someone. 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 shops on Circa Avenue that reside to the north and south of this part of the street. To the west the Western Gate of Ethshar can eventually be reached, while to the east 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. <70%hp 100%mn 67%mv> Someone leaves west. You follow someone. West Main Street - Square of Blades 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 Park Avenue from the north and Assassin's Row 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 west is the Western Gate of Ethshar while to the east is the center of the city. [Exits: north east south west] <70%hp 100%mn 66%mv> Someone leaves south. You follow someone. Assassins Row The road is rather new looking and clean, paved with large granite blocks. The buildings around you are all made of clean, sturdy marble. Assassins Row continues to the south while the West Main Street is to the north. [Exits: north south] <70%hp 100%mn 65%mv> g Someone leaves south. You follow someone. Assassins Row The road is rather new looking and clean, paved with large granite blocks. The buildings around you are all made of clean, sturdy marble. Oddly enough, the building to the west has a strange room jutting out from the second floor. This strange room covers the entrance of to the guild and does not look too sturdy from your vantage point. The nightwalkers guild is to the west. Assassins Row continues to the north and south. [Exits: north south west] <70%hp 100%mn 64%mv> te Someone leaves south. You follow someone. Assassins Row The road is rather new looking and clean, paved with large granite blocks. The buildings around you are all made of clean, sturdy marble. The thieves guild is to the west. Assassins Row continues to the north while the Professional Lane and Assassins Row meet to the south. [Exits: north south west] <70%hp 100%mn 63%mv> ll ge  where a Someone says, 'Practice if you must' <70%hp 100%mn 63%mv> re we going You tell the group 'where are we going' <70%hp 100%mn 63%mv> fl Someone says, 'I go acquire us a decent dagger' <70%hp 100%mn 63%mv> ^R follow self You stop following someone. <70%hp 100%mn 63%mv> Someone utters the words, 'aculaictha aazag'. <70%hp 100%mn 63%mv> gtell aye You tell the group 'aye' <70%hp 100%mn 63%mv> gtell Someone leaves north. <70%hp 100%mn 63%mv> how so? You tell the group 'how so?' <70%hp 100%mn 63%mv> Someone has arrived. <70%hp 100%mn 63%mv> follow bay Someone peers intently west. <70%hp 100%mn 63%mv> ard They are not here. <70%hp 100%mn 63%mv> w Thief Guild Dark blue marble makes up the walls of the guild, which appear to be enhanced by white silver streaked through the marble. There are small busts of thieves long gone, lining the walls, who have accomplished great things and have stolen even more. Overshining these busts are complete statues of Thieves who served among the Syndicate Family and paid the final price in blood. There are dimmed windows all around, casting shadowed light over the room. To the east you can exit to Assassin's Row, or go south and see the bar and the guildmaster. [Exits: east south] <70%hp 100%mn 62%mv> s Thief Guild Dark blue marble makes up the walls of the guild, enhanced by streaks of white silver. There are dimmed windows all around, casting shadowed light over the room. The room is full of small tables and a large bar, where many a thief have come to boast about himself and slug down a beer. Surrounding the bar are paintings of the Gods of Syndicate, each appearing to be gazing down at the bar itself. The exit to the south goes to the guildmaster, and to the north the foyer. [Exits: north south] Several tables and chairs fill the room. A bartender stands here ready to serve you. <76%hp 100%mn 69%mv> s Thief Guild Dark blue marble makes up the walls of the guild, enhanced by streaks of white silver. There are newer practice mats on the floor, however the room stinks of sweat. There are dimmed windows all around, casting shadowed light over the room. The eastern wall has a lot of fresh scrapes and chips cut out of the marble (the vault of the bank is on the other side, but the wall is too thick to get through). On the south wall is an immaculate painting of the Godfather of the Syndicate. The only exit is north to the bar. [Exits: north] A thief stands here examining his envenomed dagger. <76%hp 100%mn 68%mv> pr  sk Your list of skills: Level 1: dagger 87% mace 1% spear 50% sword 1% whip 75% evaluation 100% backstab 80% dodge 100% hide 100% scrolls 75% staves 75% Level 3: dirt kicking 97% Level 4: sneak 100% Level 5: trip 89% Level 6: peek 100% steal 75% Level 7: hand to hand 100% Level 8: haggle 75% Level 10: shapeshift 100% envenom 1% Level 11: parry  76% pick lock 75% Level 12: second attack 76% fast healing 55% Level 13: lash 75% Level 14: shield block 75% circle stab  76% kick 75% Level 15: detect hidden 1% 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 <76%hp 100%mn 68%mv> prac list Level 1: dagger 87% mace 1% spear 50% sword 1% whip 75% evaluation 100% backstab 80% dodge 100% hide 100% scrolls 75% staves 75% Level 3: dirt kicking 97% Level 4: sneak 100% Level 5: trip 89% Level 6: peek 100% steal 75% Level 7: hand to hand 100% Level 8: haggle 75% Level 10: shapeshift 100% envenom 1% Level 11: parry 76% pick lock 75% Level 12: second attack 76% fast healing 55% Level 13: lash 75% Level 14: shield block 75% circle stab 76% kick 75% Level 15: detect hidden 1% 29 Total skills, 71.21% learned. 25 practiced skills, 82.44% learned. [Hit Return to continue] 7 total skills mastered, 24.14% total mastery. 0 total spells mastered, 0.00% total mastery. 7 total mastered, 24.14% total mastery. <76%hp 100%mn 68%mv> prac detect hidden You practice detect hidden. <76%hp 100%mn 68%mv> prac detect hidden You are now learned at detect hidden. <76%hp 100%mn 68%mv> train wis Your wisdom is already at maximum. <76%hp 100%mn 68%mv> train con Your constitution increases! <76%hp 100%mn 68%mv> l Thief Guild Dark blue marble makes up the walls of the guild, enhanced by streaks of white silver. There are newer practice mats on the floor, however the room stinks of sweat. There are dimmed windows all around, casting shadowed light over the room. The eastern wall has a lot of fresh scrapes and chips cut out of the marble (the vault of the bank is on the other side, but the wall is too thick to get through). On the south wall is an immaculate painting of the Godfather of the Syndicate. The only exit is north to the bar. [Exits: north] A thief stands here examining his envenomed dagger. <76%hp 100%mn 68%mv> n Thief Guild Dark blue marble makes up the walls of the guild, enhanced by streaks of white silver. There are dimmed windows all around, casting shadowed light over the room. The room is full of small tables and a large bar, where many a thief have come to boast about himself and slug down a beer. Surrounding the bar are paintings of the Gods of Syndicate, each appearing to be gazing down at the bar itself. The exit to the south goes to the guildmaster, and to the north the foyer. [Exits: north south] Several tables and chairs fill the room. A bartender stands here ready to serve you. <81%hp 100%mn 75%mv> n list The bartender says, 'I do not trade with folks I cannot see.' You cannot do that here. <81%hp 100%mn 75%mv> vis You fade into existence. <81%hp 100%mn 75%mv> inv You are carrying: a long water flask ( 3) a bladder a canoe a pewter practice flail ( 4) a bark-covered flagon a hardened leather vest a steel buckler ( 2) a bag straw broom a small hemp bag a steel-capped practice staff a brown staff a long spear <81%hp 100%mn 75%mv> drop all.flagon You drop a bark-covered flagon. You drop a bark-covered flagon. You drop a bark-covered flagon. You drop a bark-covered flagon. <81%hp 100%mn 75%mv> buy 10*rum You haggle with the bartender. You buy a bottle of rum[10] for 100 silver. <81%hp 100%mn 75%mv> l Thief Guild Dark blue marble makes up the walls of the guild, enhanced by streaks of white silver. There are dimmed windows all around, casting shadowed light over the room. The room is full of small tables and a large bar, where many a thief have come to boast about himself and slug down a beer. Surrounding the bar are paintings of the Gods of Syndicate, each appearing to be gazing down at the bar itself. The exit to the south goes to the guildmaster, and to the north the foyer. [Exits: north south] ( 4) A bark-covered flagon filled with a special sapjuice is here. Several tables and chairs fill the room. A bartender stands here ready to serve you. <81%hp 100%mn 75%mv> wo You have 0 gold, 2253 silver, and 51782 experience (5458 exp to level). <81%hp 100%mn 75%mv> n Thief Guild Dark blue marble makes up the walls of the guild, which appear to be enhanced by white silver streaked through the marble. There are small busts of thieves long gone, lining the walls, who have accomplished great things and have stolen even more. Overshining these busts are complete statues of Thieves who served among the Syndicate Family and paid the final price in blood. There are dimmed windows all around, casting shadowed light over the room. To the east you can exit to Assassin's Row, or go south and see the bar and the guildmaster. [Exits: east south] <81%hp 100%mn 74%mv> n Alas, you cannot go that way. <81%hp 100%mn 74%mv> e Assassins Row The road is rather new looking and clean, paved with large granite blocks. The buildings around you are all made of clean, sturdy marble. The thieves guild is to the west. Assassins Row continues to the north while the Professional Lane and Assassins Row meet to the south. [Exits: north south west] <81%hp 100%mn 73%mv> gtell to where did ye go to get daggers? You tell the group 'to where did ye go to get daggers?' <85%hp 100%mn 80%mv> wh You are hungry. <90%hp 100%mn 87%mv> [ G-Elf ] (CRIMINAL) Jalaluddin El'Qadir the Hero of Magical Transference [ D-Elf ] Sorani the Mistress of the Blade [ Chnge ] Spectrus the Archmage of Focus [ Draco ] (PK) Siyangephoya the Master Tracker [ G-Elf ] Gajuith the Master of Combat [ Elf ] Luba Sicrayancinar the Hero, the Unusual Alchemical Caregiver [ Dwarf ] Kelthe the Weapon Master [15 Chnge Thi] (PK) Zeptaru the Thief [ Draco ] (CRIMINAL) Zhane the Master of Shadows, Captain of the Bluebeard's Pirates [ Half ] Thaulman Fosca the Holy Hero [ G-Elf ] Aelson Roush the Monk Hero, Leader of the Neverending Crusades [ Gnome ] Yreobryn the Demon Killer [ Chnge ] Faeltym the Student of Time [ Half ] Barutis the Adept of Mind [ Giant ] Ralyum the Baron of Tornadoes [51 Cen Pal] [LIGHT] Barius Bloodmane the Paladin Hero [ Human ] Chaddiru the Adept of Mind Players found: 17 <90%hp 100%mn 87%mv> l Assassins Row The road is rather new looking and clean, paved with large granite blocks. The buildings around you are all made of clean, sturdy marble. The thieves guild is to the west. Assassins Row continues to the north while the Professional Lane and Assassins Row meet to the south. [Exits: north south west] <90%hp 100%mn 87%mv> whe Players near you: (PK) Zeptaru Assassins Row Chaddiru Monk Guild <90%hp 100%mn 87%mv> 1 You attempt to hide. <90%hp 100%mn 87%mv> 4 You attempt to move silently. You begin sneaking. <90%hp 100%mn 87%mv> shapeshift wolf You step out of the shadows. You are wearing items which disrupt the flow of shapeshifting to that shape. <90%hp 100%mn 87%mv> remove all You stop using dagger. You stop using a vest. You stop using a purple cloak. You stop using a large torch with a magical flame. You stop using a pewter bracer. You stop using a thin leather cape. You stop using a thin leather cape. You stop using a belt of steel links. You stop using some scale mail leggings. You stop using some hardened leather gloves. You stop using A steel helm. You stop using a pewter bracer. You stop using some scale mail sleeves. You stop using some solid leather boots. <90%hp 100%mn 105%mv> shapeshift wolf You are not skilled enough to take that form yet. <90%hp 100%mn 105%mv> wear all You wield dagger. You feel quite confident with dagger. You wear a vest on your torso. You wear a purple cloak about your body. You wear a steel buckler as a shield. You wear a pewter bracer around your left wrist. You wear a thin leather cape around your neck. You wear a thin leather cape around your neck. You wear a belt of steel links about your waist. You wear some scale mail leggings on your legs. You wear some hardened leather gloves on your hands. You wear A steel helm on your head. You wear a pewter bracer around your right wrist. You wear some scale mail sleeves on your arms. You wear some solid leather boots on your feet. <90%hp 100%mn 87%mv> inv You are carrying: (10) a bottle of rum a long water flask ( 3) a bladder a canoe a pewter practice flail a hardened leather vest ( 2) a bag straw broom (Glowing) a large torch with a magical flame a small hemp bag a steel-capped practice staff a brown staff a long spear <90%hp 100%mn 87%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 bruises. Zeptaru is using: a thin leather cape a thin leather cape a vest A steel helm some scale mail leggings some solid leather boots some hardened leather gloves some scale mail sleeves a steel buckler a purple cloak a belt of steel links a pewter bracer a pewter bracer dagger <90%hp 100%mn 87%mv> comp You are hungry. <94%hp 100%mn 93%mv> are vest A hardened leather vest looks worse than a vest. <94%hp 100%mn 93%mv> drop vest You drop a hardened leather vest. <94%hp 100%mn 93%mv> l Assassins Row The road is rather new looking and clean, paved with large granite blocks. The buildings around you are all made of clean, sturdy marble. The thieves guild is to the west. Assassins Row continues to the north while the Professional Lane and Assassins Row meet to the south. [Exits: north south west] A vest of hard leather lies here. <94%hp 100%mn 93%mv> You are hungry. You feel less armored. <100%hp 100%mn 100%mv> inv You are carrying: (10) a bottle of rum a long water flask ( 3) a bladder a canoe a pewter practice flail ( 2) a bag straw broom (Glowing) a large torch with a magical flame a small hemp bag a steel-capped practice staff a brown staff a long spear <100%hp 100%mn 100%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 thin leather cape a thin leather cape a vest A steel helm some scale mail leggings some solid leather boots some hardened leather gloves some scale mail sleeves a steel buckler a purple cloak a belt of steel links a pewter bracer a pewter bracer dagger <100%hp 100%mn 100%mv> You are hungry. <100%hp 100%mn 100%mv> e get bread hemp You get a warm loaf of bread from a small hemp bag. <100%hp 100%mn 100%mv> eat hemp That is not edible. <100%hp 100%mn 100%mv> eat bread You eat a warm loaf of bread. You are no longer hungry. <100%hp 100%mn 100%mv> exam m hemp A small bag made of hemp lies here. A small hemp bag holds: a small lantern a leather practice whip ( 4) a warm loaf of bread <100%hp 100%mn 100%mv> n Assassins Row The road is rather new looking and clean, paved with large granite blocks. The buildings around you are all made of clean, sturdy marble. Oddly enough, the building to the west has a strange room jutting out from the second floor. This strange room covers the entrance of to the guild and does not look too sturdy from your vantage point. The nightwalkers guild is to the west. Assassins Row continues to the north and south. [Exits: north south west] <100%hp 100%mn 99%mv> n Assassins Row The road is rather new looking and clean, paved with large granite blocks. The buildings around you are all made of clean, sturdy marble. Assassins Row continues to the south while the West Main Street is to the north. [Exits: north south] <100%hp 100%mn 98%mv> w Alas, you cannot go that way. <100%hp 100%mn 98%mv> e Alas, you cannot go that way. <100%hp 100%mn 98%mv> n West Main Street - Square of Blades 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 Park Avenue from the north and Assassin's Row 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 west is the Western Gate of Ethshar while to the east is the center of the city. [Exits: north east south west] <100%hp 100%mn 97%mv> w 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 guild houses that reside to the north and south of this part of the street. To the west the Western Gate of Ethshar can be easily seen, while to the far east can be found the center of the city. [Exits: east west] A large cockroach scuttles across the ground. <100%hp 100%mn 96%mv> 1 You attempt to hide. <100%hp 100%mn 96%mv> 4 You attempt to move silently. <100%hp 100%mn 96%mv> w 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] A pair of chain mail sleeves is lying on the ground. <100%hp 100%mn 95%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 guild houses that reside to the north and south of this part of the street. To the west the Western Gate of Ethshar can be easily seen, while to the far east can be found the center of the city. [Exits: east west] A large cockroach scuttles across the ground. <100%hp 100%mn 94%mv> w 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] A pair of chain mail sleeves is lying on the ground. <100%hp 100%mn 93%mv> t You look up and notice that it is no longer raining. <100%hp 100%mn 100%mv> ake sleeves You step out of the shadows. You get a pair of chain mail sleeves. <100%hp 100%mn 100%mv> wear sleeves You stop using some scale mail sleeves. You wear a pair of chain mail sleeves on your arms. <99%hp 100%mn 100%mv> compare sleeves Some scale mail sleeves looks worse than a pair of chain mail sleeves. <99%hp 100%mn 100%mv> drop sleeves You drop some scale mail sleeves. <99%hp 100%mn 100%mv> sc You are Zeptaru the Thief. Level 15, 20 years old (44 hours). You are young. You joined Dark Mists 92 days, 1 hours, 1 minutes, and 55 seconds ago. Race: changeling Sex: male Class: thief You have 99% hit, 100% mana, 100% movement. You have 2 practices and 0 training sessions. You are carrying 38/40 items with weight 246/295 pounds. Str: 17(??) Int: 20(??) Wis: 22(??) Dex: 21(??) Con: 15(??) You have scored 51782 exp, and have 0 gold and 2253 silver coins. You need 5458 exp to level. Wimpy set to 40% hit points. Hometown is Glyndane. You are standing. You are superbly armored against piercing. You are superbly armored against bashing. You are superbly armored against slashing. You are very well-armored against magic. Hitroll: 12 Damroll: 6 You are neutral, and impulsively inclined. You are affected by the following: Sneak <99%hp 100%mn 100%mv> w 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 guild houses that reside to the north and south of this part of the street. To the west the Western Gate of Ethshar can be easily seen, while to the far east can be found the center of the city. [Exits: east west] A large cockroach scuttles across the ground. <99%hp 100%mn 99%mv> e West Main Street - Square of Blades 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 Park Avenue from the north and Assassin's Row 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 west is the Western Gate of Ethshar while to the east is the center of the city. [Exits: north east south west] <99%hp 100%mn 98%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 shops on Circa Avenue that reside to the north and south of this part of the street. To the west the Western Gate of Ethshar can eventually be reached, while to the east 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. <99%hp 100%mn 97%mv> e 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] <99%hp 100%mn 96%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] A large cockroach scuttles across the ground. A citizen of Ethshar stops and watches people on the road. <99%hp 100%mn 95%mv> 1 You attempt to hide. <99%hp 100%mn 95%mv> 4 You attempt to move silently. <99%hp 100%mn 95%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] A large cockroach scuttles across the ground. <99%hp 100%mn 94%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] <99%hp 100%mn 93%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] <100%hp 100%mn 99%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 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 98%mv> e 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] A child is here playing in the street. <100%hp 100%mn 97%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 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 96%mv> e 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 95%mv> e The grand gate is closed. <100%hp 100%mn 95%mv> e The grand gate is closed. <100%hp 100%mn 95%mv> e The grand gate is closed. <100%hp 100%mn 100%mv> open e You step out of the shadows. Ok. <100%hp 100%mn 100%mv> e 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 west] An Ethsharian gateguard stands here protecting the citygates. An Ethsharian gateguard stands here protecting the citygates. <100%hp 100%mn 99%mv> e 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 98%mv> e 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 97%mv> e 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 96%mv> e 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 95%mv> s 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 94%mv> s 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 93%mv> s 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] A pile of white cloth lies here unattended. A pair of white leggings is laid out, ready for wearing. A pair of leather sandals sits in the corner. You see a white robe hanging here. A delicate pair of white gloves lies here. A light but deadly mace lies here. A small book with a handwritten title reading, "Drunk Monk", lies here. <100%hp 100%mn 92%mv> whe Players near you: (PK) Zeptaru Outside the North Gate Beazer Tranquility Dojo <100%hp 100%mn 92%mv> s 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 91%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 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 91%mv> s 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 90%mv> s 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 citizen of Glyndane is here, hurrying along to some important destination. <100%hp 100%mn 89%mv> w Winter Road You are on Winter Road, a narrow byway of dirt-encrusted cobblestones running east and west. From the north you hear the sound of people raising their voices. The one clear voice that you hear above all others is saying, "I assure you, we will not raise the taxes!" Now you know why the stronger cityguards left the city and the weaker ones are doing their jobs. You get what you pay for. [Exits: north east west] A young clerical student devoutly practices supplications. 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, Ofcol, the kobold tunnels, or the training grounds...' The cartographer tells you, '..just say so, and I can probably help you out!' <100%hp 100%mn 88%mv> n City Hall This building is filled with tables and parchments covered with writing and official looking seals. The overall tone in here is argumentative among those officials who work here. On the western wall is a tapestry of the mayor sitting at his desk looking very official. On the northern wall is a tapestry of all the aldermen standing together and faking smiles. Below that tapestry is a plaque with the symbol of the Empire on it. Even with martial law, the local city government gets the same arguing done each day and little else. [Exits: south] <100%hp 100%mn 87%mv> wo You have 0 gold, 2253 silver, and 51782 experience (5458 exp to level). <100%hp 100%mn 87%mv> buy 10  16*bread You cannot do that here. <100%hp 100%mn 94%mv> list You cannot do that here. <100%hp 100%mn 94%mv> e Alas, you cannot go that way. <100%hp 100%mn 94%mv> s Winter Road You are on Winter Road, a narrow byway of dirt-encrusted cobblestones running east and west. From the north you hear the sound of people raising their voices. The one clear voice that you hear above all others is saying, "I assure you, we will not raise the taxes!" Now you know why the stronger cityguards left the city and the weaker ones are doing their jobs. You get what you pay for. [Exits: north east west] A young clerical student devoutly practices supplications. 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, Ofcol, the kobold tunnels, or the training grounds...' The cartographer tells you, '..just say so, and I can probably help you out!' <100%hp 100%mn 93%mv> e 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 citizen of Glyndane is here, hurrying along to some important destination. <100%hp 100%mn 92%mv> s 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] A young clerical student devoutly practices supplications. <100%hp 100%mn 91%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] A young clerical student devoutly practices cantrips. <100%hp 100%mn 90%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 89%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 spring of holy water flows here. Eyrien the Grand Knight is here. <100%hp 100%mn 88%mv> w Main Street You are standing on Main Street, a cobblestone road crossing through the city. It extends to the west. To the east is the Market Square. North is a bakery, and south is the butcher's. [Exits: north east south west] <100%hp 100%mn 87%mv> n Ye Olde Bakery The sweet fragrance of baked goods assails you as you enter this shop. On various counters along the walls are bread, cakes, cookies, and other pastries. There is flour on the wooden floor. On the wall behind the wooden counter is a sign. [Exits: south] A large cockroach scuttles across the ground. A young student of the arts of war practices sword fighting forms. The baker pulls another loaf of bread from his hot oven. <100%hp 100%mn 87%mv> buy 16*bread You cannot carry that many items. <100%hp 100%mn 87%mv> buy 10*bread You cannot carry that many items. <100%hp 100%mn 87%mv> buy     inv You are carrying: (10) a bottle of rum a long water flask ( 3) a bladder a canoe a pewter practice flail ( 2) a bag straw broom (Glowing) a large torch with a magical flame a small hemp bag a steel-capped practice staff a brown staff a long spear Young student of the arts of war leaves south. <100%hp 100%mn 87%mv> drop    sc You are Zeptaru the Thief. Level 15, 20 years old (45 hours). You are young. You joined Dark Mists 92 days, 1 hours, 4 minutes, and 24 seconds ago. Race: changeling Sex: male Class: thief You have 100% hit, 100% mana, 93% movement. You have 2 practices and 0 training sessions. You are carrying 38/40 items with weight 246/295 pounds. Str: 17(??) Int: 20(??) Wis: 22(??) Dex: 21(??) Con: 15(??) You have scored 51782 exp, and have 0 gold and 2253 silver coins. You need 5458 exp to level. Wimpy set to 40% hit points. Hometown is Glyndane. You are standing. You are superbly armored against piercing. You are superbly armored against bashing. You are superbly armored against slashing. You are very well-armored against magic. Hitroll: 12 Damroll: 6 You are neutral, and impulsively inclined. You are affected by the following: Sneak <100%hp 100%mn 93%mv> drop 2.bag You drop a bag. <100%hp 100%mn 93%mv> drop broom You drop straw broom. <100%hp 100%mn 93%mv> l   l Ye Olde Bakery The sweet fragrance of baked goods assails you as you enter this shop. On various counters along the walls are bread, cakes, cookies, and other pastries. There is flour on the wooden floor. On the wall behind the wooden counter is a sign. [Exits: south] A straw broom with a wooden handle lies here. A small bag. A large cockroach scuttles across the ground. The baker pulls another loaf of bread from his hot oven. <100%hp 100%mn 93%mv> sc You are Zeptaru the Thief. Level 15, 20 years old (45 hours). You are young. You joined Dark Mists 92 days, 1 hours, 4 minutes, and 52 seconds ago. Race: changeling Sex: male Class: thief You have 100% hit, 100% mana, 93% movement. You have 2 practices and 0 training sessions. You are carrying 36/40 items with weight 239/295 pounds. Str: 17(??) Int: 20(??) Wis: 22(??) Dex: 21(??) Con: 15(??) You have scored 51782 exp, and have 0 gold and 2253 silver coins. You need 5458 exp to level. Wimpy set to 40% hit points. Hometown is Glyndane. You are standing. You are superbly armored against piercing. You are superbly armored against bashing. You are superbly armored against slashing. You are very well-armored against magic. Hitroll: 12 Damroll: 6 You are neutral, and impulsively inclined. You are affected by the following: Sneak <100%hp 100%mn 93%mv> buy 6*bread You cannot carry that many items. <100%hp 100%mn 100%mv> b inv You are carrying: (10) a bottle of rum a long water flask ( 3) a bladder a canoe a pewter practice flail a bag (Glowing) a large torch with a magical flame a small hemp bag a steel-capped practice staff a brown staff a long spear <100%hp 100%mn 100%mv> Eyrien yells, 'Screeeeeeech!' <100%hp 100%mn 100%mv> 1 You attempt to hide. <100%hp 100%mn 100%mv> 4 You attempt to move silently. <100%hp 100%mn 100%mv> wh [ Elf ] Trevalian the Knight Templar [ Grif ] Eyrien the Grand Knight [ G-Elf ] (CRIMINAL) Jalaluddin El'Qadir the Hero of Magical Transference [ D-Elf ] Sorani the Mistress of the Blade [ Chnge ] Spectrus the Archmage of Focus [ Draco ] (PK) Siyangephoya the Master Tracker [ G-Elf ] Gajuith the Master of Combat [ Dwarf ] Kelthe the Weapon Master [15 Chnge Thi] (PK) Zeptaru the Thief [ Draco ] (CRIMINAL) Zhane the Master of Shadows, Captain of the Bluebeard's Pirates [ Half ] Thaulman Fosca the Holy Hero [ G-Elf ] Aelson Roush the Monk Hero, Leader of the Neverending Crusades [ Gnome ] Yreobryn the Demon Killer [ Chnge ] Faeltym the Student of Time [ Chnge ] (PK) Bayard the Magus [ Half ] Beazer the Sensei, Knight of the Asp [ Half ] Barutis the Adept of Mind [ Giant ] Ralyum the Baron of Tornadoes [51 Cen Pal] [LIGHT] Barius Bloodmane the Paladin Hero [ Human ] Chaddiru the Adept of Mind Players found: 20 <100%hp 100%mn 100%mv> whe Players near you: Trevalian Paladin's Guild House Eyrien Market Square (PK) Zeptaru Ye Olde Bakery Aelson Tranquility Dojo (PK) Bayard Market Square Beazer Tranquility Dojo <100%hp 100%mn 100%mv> buy 5*bread You step out of the shadows. You cannot carry that many items. <100%hp 100%mn 100%mv> inv You are carrying: (10) a bottle of rum a long water flask ( 3) a bladder a canoe a pewter practice flail a bag (Glowing) a large torch with a magical flame a small hemp bag a steel-capped practice staff a brown staff a long spear <100%hp 100%mn 100%mv> sc You are Zeptaru the Thief. Level 15, 20 years old (45 hours). You are young. You joined Dark Mists 92 days, 1 hours, 5 minutes, and 29 seconds ago. Race: changeling Sex: male Class: thief You have 100% hit, 100% mana, 100% movement. You have 2 practices and 0 training sessions. You are carrying 36/40 items with weight 239/295 pounds. Str: 17(??) Int: 20(??) Wis: 22(??) Dex: 21(??) Con: 15(??) You have scored 51782 exp, and have 0 gold and 2253 silver coins. You need 5458 exp to level. Wimpy set to 40% hit points. Hometown is Glyndane. You are standing. You are superbly armored against piercing. You are superbly armored against bashing. You are superbly armored against slashing. You are very well-armored against magic. Hitroll: 12 Damroll: 6 You are neutral, and impulsively inclined. You are affected by the following: Sneak <100%hp 100%mn 100%mv> buy 4*bread You buy a warm loaf of bread[4] for 44 silver. <100%hp 100%mn 100%mv> bup     put all.bread sack    hemp You put a warm loaf of bread in a small hemp bag. You put a warm loaf of bread in a small hemp bag. You put a warm loaf of bread in a small hemp bag. You put a warm loaf of bread in a small hemp bag. <100%hp 100%mn 100%mv> whe Players near you: Trevalian Paladin's Guild House Eyrien Market Square (PK) Zeptaru Ye Olde Bakery Aelson Tranquility Dojo (PK) Bayard Market Square Beazer Tranquility Dojo <100%hp 100%mn 100%mv> s Main Street You are standing on Main Street, a cobblestone road crossing through the city. It extends to the west. To the east is the Market Square. North is a bakery, and south is the butcher's. [Exits: north east south west] A young student of the arts of war practices sword fighting forms. <100%hp 100%mn 99%mv> e Market Square You are standing in Market Square, a dirty intersection in the cobblestone roadway equidistant from four of the main shops in town. Main Street extends eastward and westward, while Bridge Street stretches on towards the north and south. A stone stair off to the side leads upward. Along the side of the stone stair is a bronze plaque. A tree off to the side bears a news scroll. The weathered parchment is crudely nailed to the trunk of the tree with metallic nails. [Exits: north east south west up] A spring of holy water flows here. A huge bat is here. Eyrien the Grand Knight is here. A young student practices graceful fighting forms. <100%hp 100%mn 98%mv> nod bat You nod at Bayard. <100%hp 100%mn 98%mv> l eyrien Four enormously large paws are the base of this winged creature. The front paws, larger than a dwarf's head both, also appear to have rather large claws that may appear in time of battle. The body is that of a large lion, regal and powerful. It's mane is a deep brown, darker than the rest of it's tawny fur, and tapering elegantly as the neck gives way to the head of an eagle. Fierce, piercing eyes set into this white feathered head, and a beak of some size ang power as well make up this being's head. It's wings, set into the upper regions of it's front shoulders, are large and heavily feathered in a combination of light grey down and deep brown that matches it's mane. Eyrien is in perfect condition. Eyrien is using: (Glowing) A silver ring (Humming) a ring of white quartz the mithril amulet of might a light elven cloak (Glowing) A suit of blue-grey mithril chainmail a pair of wire rimmed spectacles a pair of thin bracers a pair of thick bracers (Humming) A fine elven robe an opal set in a silver bracelet a pair of thick bracers an adamantite claw a platinum claw You peek at the inventory: a large leather bound book ( 2) a striped wooden claw a Big Ol'Pack Sack a golden claw 510 gold coins, and 10649 silver coins. <100%hp 100%mn 98%mv> nod Bayard says, 'because I have been infused with such... because I prosper in such... and I hope to make such prosper within these lands.' <100%hp 100%mn 98%mv> eyrien You look up and notice that it is no longer raining. <100%hp 100%mn 100%mv> You nod at Eyrien. <100%hp 100%mn 100%mv> Bayard leaves east. <100%hp 100%mn 100%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] A young student of the arts of war practices sword fighting forms. <100%hp 100%mn 99%mv> e Main Street You are standing on Main Street, a dirty cobblestone road crossing through the city. It extends to the east and west. From the west you hear the noise from the Market Square. North is a weapons shop, and south is the armory. [Exits: north east south west] <100%hp 100%mn 98%mv> e Main Street You are standing on Main Street, a grimy cobblestone road crossing through the city. It extends to the east and west. From the west you hear the noise from the Market Square. North and south are buildings whose entrances open to another street. [Exits: east west] <100%hp 100%mn 97%mv> e Spring Square You are at the intersection of Main Street and Spring Road. The street intersection is busy here, but the real noise comes from farther to the west at Market Square. Beneath you, the cobblestones of the roads' intersection are grimy, and the spaces between the stones are filled with dirt, probably some of it there since before the fall of Arcana. [Exits: north east south west] <100%hp 100%mn 96%mv> w Main Street You are standing on Main Street, a grimy cobblestone road crossing through the city. It extends to the east and west. From the west you hear the noise from the Market Square. North and south are buildings whose entrances open to another street. [Exits: east west] <100%hp 100%mn 95%mv> w Main Street You are standing on Main Street, a dirty cobblestone road crossing through the city. It extends to the east and west. From the west you hear the noise from the Market Square. North is a weapons shop, and south is the armory. [Exits: north east south west] <100%hp 100%mn 94%mv> w 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] A young student of the arts of war practices sword fighting forms. <100%hp 100%mn 93%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 92%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] A young student of the arts of war practices sword fighting forms. <100%hp 100%mn 91%mv> nn  Pet Emporium The Pet Shop is a small crowded store, full of cages and animals of various sorts and sizes. The smell of animals kept against their will is strong here. There is a sign on the wall. [Exits: south] A small, leather canteen was dropped here. A young man sits behind the counter petting a cat on his lap. (Charmed) A large, colorful parrot sits within a large bamboo cage. <100%hp 100%mn 91%mv> s 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] A young student of the arts of war practices sword fighting forms. <100%hp 100%mn 90%mv> <100%hp 100%mn 90%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 spring of holy water flows here. Eyrien the Grand Knight is here. A young student practices graceful fighting forms. <100%hp 100%mn 89%mv> drink bladder You drink water from a bladder. Your thirst is quenched. <100%hp 100%mn 89%mv> 2 You do not see that here. <100%hp 100%mn 89%mv> sk Your list of skills: Level 1: dagger 87% mace 1% spear 50% sword 1% whip 75% evaluation 100% backstab 80% dodge 100% hide 100% scrolls 75% staves 75% Level 3: dirt kicking 97% Level 4: sneak 100% Level 5: trip 89% Level 6: peek 100% steal 75% Level 7: hand to hand 100% Level 8: haggle 75% Level 10: shapeshift 100% envenom 1% Level 11: parry 76% pick lock 75% Level 12: second attack 76% fast healing 55% Level 13: lash 75% Level 14: shield block 75% circle stab 76% kick 75% Level 15: detect hidden 75% 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 95%mv> 1 You attempt to hide. <100%hp 100%mn 95%mv> Eyrien gets a wild look in his eyes. <100%hp 100%mn 95%mv> 4 You attempt to move silently. <100%hp 100%mn 95%mv> Bayard has arrived. <100%hp 100%mn 95%mv> Bayard leaves north. <100%hp 100%mn 95%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 95%mv> vis You trample around loudly again. You step out of the shadows. <100%hp 100%mn 95%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] A young clerical student devoutly practices cantrips. <100%hp 100%mn 94%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] A young clerical student devoutly practices supplications. <100%hp 100%mn 93%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 citizen of Glyndane is here, hurrying along to some important destination. <100%hp 100%mn 92%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 91%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 90%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 89%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] A pile of white cloth lies here unattended. A pair of white leggings is laid out, ready for wearing. A pair of leather sandals sits in the corner. You see a white robe hanging here. A delicate pair of white gloves lies here. A light but deadly mace lies here. A small book with a handwritten title reading, "Drunk Monk", lies here. <100%hp 100%mn 88%mv> n It is pitch black ... <100%hp 100%mn 87%mv> hold torch Your hands are full. <100%hp 100%mn 87%mv> i Someone tells you, 'We finished?' <100%hp 100%mn 87%mv> n ^R <100%hp 100%mn 87%mv> reply Aye You tell someone, 'Aye' <100%hp 100%mn 87%mv> reply I Someone tells you, 'Aye' <100%hp 100%mn 94%mv> am in glyndadne You tell someone, 'I am in glyndadne' <100%hp 100%mn 94%mv> wh [15 Chnge Thi] (PK) Zeptaru the Thief Players found: 1 <100%hp 100%mn 94%mv> whe Players near you: (PK) Zeptaru Somewhere in the dark... <100%hp 100%mn 94%mv> s 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] A pile of white cloth lies here unattended. A pair of white leggings is laid out, ready for wearing. A pair of leather sandals sits in the corner. You see a white robe hanging here. A delicate pair of white gloves lies here. A light but deadly mace lies here. A small book with a handwritten title reading, "Drunk Monk", lies here. Bayard tells you, 'Wish to gain more ranks?' <100%hp 100%mn 93%mv> s 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 92%mv> reply Aye You tell Bayard, 'Aye' <100%hp 100%mn 92%mv> i eq You are using: a thin leather cape a thin leather cape a vest A steel helm some scale mail leggings some solid leather boots some hardened leather gloves a pair of chain mail sleeves a steel buckler a purple cloak a belt of steel links a pewter bracer a pewter bracer dagger <100%hp 100%mn 92%mv> Bayard has arrived. <100%hp 100%mn 92%mv> remove Bayard beckons for everyone to follow. <100%hp 100%mn 92%mv> shield You stop using a steel buckler. <100%hp 100%mn 99%mv> hold torch You light a large torch with a magical flame and hold it. <100%hp 100%mn 99%mv> fol bayard You now follow Bayard. <100%hp 100%mn 99%mv> Eyrien yells, 'Help! I am being attacked by someone!' <100%hp 100%mn 99%mv> You join Bayard's group. <100%hp 100%mn 99%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 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 98%mv> Bayard has arrived. <100%hp 100%mn 98%mv> Bayard leaves south. You follow Bayard. 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 huge bat is here. A young clerical student devoutly practices supplications. <100%hp 100%mn 97%mv> Bayard leaves south. You follow Bayard. 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 huge bat is here. A citizen of Glyndane is here, hurrying along to some important destination. <100%hp 100%mn 96%mv> Bayard leaves east. You follow Bayard. Winter Road You are on Winter Road, a narrow byway of dirty cobblestones running east and west. To the north you see a stately building with an open door and nice carpeting on the floor. There is a sign above the open doorway. To the south is another building, but its entrance does not open to this road. [Exits: north east west] A pile of white cloth lies here unattended. A huge bat is here. A young clerical student devoutly practices cantrips. A citizen of Glyndane is here, enjoying the fresh air. <100%hp 100%mn 95%mv> Bayard leaves north. You follow Bayard. First Bank of Thera, Glyndane Branch From the moment you entered this building you knew you were in the presence of rich. The carpet is woven of the finest crimson, gold, and silver threads, with golden tassles lining the edges near the walls. The walls themselves are of dark marble, with brass (or is it gold?) sconces bearing carved candles glowing low but steadily. A triangular window near the ceiling of both the east and west walls lets in light. A finely chiseled marble bench and table in the northeast corner, and a matching one in the northwest corner, hold scrolls and bound vellum. Against the eastern wall is a huge vault, in which it is said that 50% of all the gold in Thera sits. [Exits: south] A huge bat is here. Eyrien the Grand Knight is here. Your financial advisor is here, waiting to help you invest your gold. <100%hp 100%mn 95%mv> Bayard leaves south. You follow Bayard. Winter Road You are on Winter Road, a narrow byway of dirty cobblestones running east and west. To the north you see a stately building with an open door and nice carpeting on the floor. There is a sign above the open doorway. To the south is another building, but its entrance does not open to this road. [Exits: north east west] A pile of white cloth lies here unattended. A huge bat is here. A young clerical student devoutly practices cantrips. A citizen of Glyndane is here, enjoying the fresh air. <100%hp 100%mn 94%mv> Bayard leaves west. You follow Bayard. 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 huge bat is here. A citizen of Glyndane is here, hurrying along to some important destination. <100%hp 100%mn 93%mv> Bayard leaves north. You follow Bayard. 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 huge bat is here. A young clerical student devoutly practices supplications. <100%hp 100%mn 92%mv> Bayard leaves north. You follow Bayard. 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] A huge bat is here. <100%hp 100%mn 91%mv> Bayard leaves north. You follow Bayard. 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] A huge bat is here. <100%hp 100%mn 90%mv> Bayard leaves north. You follow Bayard. 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] A pile of white cloth lies here unattended. A pair of white leggings is laid out, ready for wearing. A pair of leather sandals sits in the corner. You see a white robe hanging here. A delicate pair of white gloves lies here. A light but deadly mace lies here. A small book with a handwritten title reading, "Drunk Monk", lies here. A huge bat is here. <100%hp 100%mn 89%mv> Bayard leaves north. You follow Bayard. 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] A huge bat is here. <100%hp 100%mn 88%mv> whe Bayard leaves north. You follow Bayard. 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] A huge bat is here. <100%hp 100%mn 87%mv> Players near you: (PK) Zeptaru Dirt path (PK) Bayard Dirt path Bayard leaves north. You follow Bayard. 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] A huge bat is here. <100%hp 100%mn 87%mv> Bayard leaves east. You follow Bayard. 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] A huge bat is here. <100%hp 100%mn 86%mv> Bayard leaves east. You follow Bayard. 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] A huge bat is here. <100%hp 100%mn 85%mv> Bayard leaves east. You follow Bayard. 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. A huge bat is here. <100%hp 100%mn 84%mv> Bayard leaves east. You follow Bayard. 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] A huge bat is here. <100%hp 100%mn 82%mv> Bayard leaves east. You follow Bayard. 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] A huge bat is here. <100%hp 100%mn 78%mv> Bayard leaves east. You follow Bayard. 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] A huge bat is here. <100%hp 100%mn 75%mv> Bayard leaves east. You follow Bayard. 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] A huge bat is here. <100%hp 100%mn 72%mv> whe Bayard leaves east. You follow Bayard. 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 huge bat is here. <100%hp 100%mn 71%mv> Bayard leaves east. You follow Bayard. 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 lean stick awaits a new master. A huge bat is here. A middle aged man struggles to continue his journey. <100%hp 100%mn 70%mv> Players near you: (PK) Zeptaru Along the Eastern Road (PK) Bayard Along the Eastern Road <100%hp 100%mn 70%mv> Bayard leaves east. You follow Bayard. 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] A huge bat is here. <100%hp 100%mn 70%mv> Bayard leaves east. You follow Bayard. 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] A huge bat is here. <100%hp 100%mn 69%mv> Bayard leaves east. You follow Bayard. 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 dusty, heavily used traveling cloak has been discarded here. A huge bat is here. A middle aged man struggles to continue his journey. <100%hp 100%mn 68%mv> Bayard leaves east. You follow Bayard. 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] A huge bat is here. <100%hp 100%mn 67%mv> Bayard leaves east. You follow Bayard. 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] A huge bat is here. <100%hp 100%mn 66%mv> Bayard leaves south. You follow Bayard. 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] A huge bat is here. <100%hp 100%mn 65%mv> Bayard leaves south. You follow Bayard. 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] A huge bat is here. <100%hp 100%mn 64%mv> Bayard leaves east. You follow Bayard. 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 lean stick awaits a new master. A huge bat is here. A middle aged man struggles to continue his journey. <100%hp 100%mn 63%mv> Bayard leaves east. You follow Bayard. 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 huge bat is here. <100%hp 100%mn 62%mv> Bayard leaves east. You follow Bayard. 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] A huge bat is here. <100%hp 100%mn 62%mv> Bayard leaves east. You follow Bayard. 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] A huge bat is here. <100%hp 100%mn 61%mv> Bayard leaves east. You follow Bayard. 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] A vest of hard leather lies here. A pair of grey soft leather boots was left here. It appears as though some large bird has lost a claw. A huge bat is here. (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.'' A gnome vendor says, 'Ahh, another traveler, is it? Be welcome. There is room in the back' A gnome vendor says, 'if you need to rest. And if you need, take a look at my wares.' 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 60%mv> Bayard leaves up. You follow Bayard. 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] A huge bat is here. A stern looking lady stands here examining her surroundings. A fisherwoman yells, 'Bayard, now you die!' <100%hp 100%mn 58%mv> mv You say, 'Please, grant me the strength to carry on.' Bayard's pierce misses a fisherwoman. Your slash hits a fisherwoman. Your slash misses a fisherwoman. A fisherwoman has a few scratches. <100%hp 100%mn 58%mv> A fisherwoman scrambles backward and dodges your slash. Bayard's pierce misses a fisherwoman. A fisherwoman's scratch decimates Bayard. A fisherwoman is in perfect condition. <100%hp 100%mn 65%mv> Bayard utters the words, 'dueab daggasz'. Bayard opens a small vortex to unleash a volley of magical missiles. Bayard unleashes a magic missile at a fisherwoman. Bayard's magic missile hits a fisherwoman. Bayard unleashes a magic missile at a fisherwoman. Bayard's magic missile wounds a fisherwoman. The vortex closes in a flash of light. A fisherwoman has a few scratches. <100%hp 100%mn 65%mv> Your slash misses a fisherwoman. Bayard's pierce misses a fisherwoman. A fisherwoman's scratch decimates Bayard. A fisherwoman has a few scratches. <100%hp 100%mn 65%mv> 6 Your circle stab misses a fisherwoman. A fisherwoman has a few scratches. <100%hp 100%mn 65%mv> Bayard utters the words, 'dueab daggasz'. Bayard opens a small vortex to unleash a volley of magical missiles. Bayard unleashes a magic missile at a fisherwoman. Bayard's magic missile scratches a fisherwoman. Bayard unleashes a magic missile at a fisherwoman. Bayard's magic missile maims a fisherwoman. The vortex closes in a flash of light. A fisherwoman has a few bruises. <100%hp 100%mn 65%mv> 6 Your slash hits a fisherwoman. Your slash hits a fisherwoman. Bayard's pierce misses a fisherwoman. A fisherwoman has a few bruises. <100%hp 100%mn 65%mv> 6 Bayard utters the words, 'dueab daggasz'. Bayard opens a small vortex to unleash a volley of magical missiles. Bayard unleashes a magic missile at a fisherwoman. Bayard's magic missile scratches a fisherwoman. Bayard unleashes a magic missile at a fisherwoman. Bayard's magic missile grazes a fisherwoman. The vortex closes in a flash of light. A fisherwoman has a few bruises. <100%hp 100%mn 65%mv> Your circle stab misses a fisherwoman. A fisherwoman has a few bruises. <100%hp 100%mn 65%mv> Your slash hits a fisherwoman. Bayard's pierce misses a fisherwoman. A fisherwoman's scratch decimates Bayard. A fisherwoman has a few bruises. <100%hp 100%mn 65%mv> 6 Bayard utters the words, 'dueab daggasz'. Bayard opens a small vortex to unleash a volley of magical missiles. Bayard unleashes a magic missile at a fisherwoman. Bayard's magic missile mauls a fisherwoman. Bayard unleashes a magic missile at a fisherwoman. Bayard's magic missile wounds a fisherwoman. The vortex closes in a flash of light. A fisherwoman has some small wounds. <100%hp 100%mn 65%mv> A fisherwoman leans to her left and dodges your slash. Bayard's pierce misses a fisherwoman. A fisherwoman's scratch decimates Bayard. A fisherwoman's scratch decimates Bayard. A fisherwoman has some small wounds. <100%hp 100%mn 65%mv> You circle around a fisherwoman to land a critical strike. Your circle stab MUTILATES a fisherwoman! A fisherwoman has some small wounds. <100%hp 100%mn 65%mv> Bayard leaves east. Bayard has fled! A fisherwoman has some small wounds. <100%hp 100%mn 65%mv> 6 Your slash injures a fisherwoman. You drop, roll backward, and dodge a fisherwoman's scratch. A fisherwoman has some small wounds. <100%hp 100%mn 65%mv> 3 Not while you are defending yourself! Your slash misses a fisherwoman. A fisherwoman's scratch decimates you. You lean to the right and dodge a fisherwoman's scratch. A fisherwoman has some small wounds. <85%hp 100%mn 65%mv> Someone tells the group 'Flee' Not while you are defending yourself! A fisherwoman has some small wounds. <85%hp 100%mn 65%mv> Your kicked dirt scratches a fisherwoman. A fisherwoman is blinded by the dirt in her eyes! A fisherwoman has quite a few wounds. <85%hp 100%mn 65%mv> Someone has arrived. A fisherwoman has quite a few wounds. <85%hp 100%mn 65%mv> fl Your slash hits a fisherwoman. Your slash misses a fisherwoman. A fisherwoman's scratch devastates you. You scramble backward and dodge a fisherwoman's scratch. A fisherwoman has quite a few wounds. <68%hp 100%mn 65%mv> ee w Your slash misses a fisherwoman. A fisherwoman's scratch decimates you. A fisherwoman's scratch decimates you. You choose a direction at random and begin to run... 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] You flee from combat! You lost 10 exp. <37%hp 100%mn 62%mv> You are not fighting anyone. <37%hp 100%mn 62%mv> Someone has arrived. <37%hp 100%mn 62%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] <37%hp 100%mn 60%mv> Alas, you cannot go that way. <37%hp 100%mn 60%mv> Someone has arrived. <37%hp 100%mn 60%mv> Someone leaves south. You follow someone. 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] ( 2) A pile of cloth lies on the ground. A pile of cloth and metal lies on the ground. A pair of boots lies on the ground. <37%hp 100%mn 58%mv> Someone leaves east. You follow someone. 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] <37%hp 100%mn 56%mv> fo Someone leaves down. You follow someone. 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] <37%hp 100%mn 54%mv> ll Someone leaves east. You follow someone. 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 dusty, heavily used traveling cloak has been discarded here. A middle aged man struggles to continue his journey. <37%hp 100%mn 53%mv> o Someone leaves east. You follow someone. 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] 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. A brown-haired girl is here, playing with a doll. <37%hp 100%mn 52%mv> Someone leaves east. You follow someone. 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 child dressed in rich clothes runs by laughing. <37%hp 100%mn 51%mv> Someone leaves east. You follow someone. 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. <37%hp 100%mn 50%mv> Someone leaves east. You follow someone. 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] <37%hp 100%mn 50%mv> Someone leaves east. You follow someone. 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 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. <37%hp 100%mn 49%mv> Follow whom? Someone leaves east. You follow someone. 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] A beggar sits on the floor asking for coins. <37%hp 100%mn 48%mv> Someone leaves east. You follow someone. 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 woman strolls through the city, taking in the beauty of it all. <37%hp 100%mn 47%mv> Someone leaves east. You follow someone. 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] A large cockroach scuttles across the ground. An exterminator is here, diligently guarding against pests. <37%hp 100%mn 46%mv> Someone leaves east. You follow someone. 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] <37%hp 100%mn 45%mv> Someone leaves east. You follow someone. 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 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!' The cartographer looks up from his map and nods in greeting. <37%hp 100%mn 44%mv> Someone leaves east. You follow someone. 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] <37%hp 100%mn 43%mv> Someone leaves east. You follow someone. 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 beggar sits on the floor asking for coins. <37%hp 100%mn 42%mv> Someone leaves east. You follow someone. 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. <37%hp 100%mn 41%mv> Someone leaves east. You follow someone. Outside the Eastern Gate Here you stand in the shadow of the 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 Fisherman's Lament heads off to the east to the piers on the Dragon Sea. To the south is a white, medium sized adobe house that blocks any progress. To the north is an outcropping of the sandstone walls that prevents any move- ment in that direction. [Exits: east west] A young man dressed in lightweight clothing periodically looks up to the sky. <37%hp 100%mn 41%mv> Someone leaves east. You follow someone. The Fisherman's Lament This wide path is called the Fisherman's Lament for a reason. For there was a time when the Dragon Sea rose up to punish the fishermen of Tyr-Zinet in the form of massive tidal waves. The fishermen flocked to the safety of the sandstone walls, begging the Sultan to spare their lives. The Sultan tried to let in as many as possible before he was forced to close the gates to prevent the flooding waters from swamping the Palace and the Bazaar. It is said that the cries of woe for those lost to the waters were so loud that it even rose above the storm's own raging voice. And thus, this path has been called the Fisherman's Lament ever since. It is the road that the fishermen generally take to enter the city. It connects the city proper to the docks. A far less travelled path breaks away to the north from this point. [Exits: north east south west] A gaunt man dressed in shoddy clothing mumbles to himself. <37%hp 100%mn 40%mv> Someone leaves north. You follow someone. A Path Less Travelled This path does not bear the marks of wear and tear that the Fisherman's Lament or the Citizen's Way bear. For some reason few people journey down this path, one can only guess why. To the west is an extension of the massive sandstone walls and thus it prevents any passage in that direction. To the east is an open space that several wagons are resting in, apparently travelling merchants looking to sell their wares in the port city of Tyr-Zinet. To the south the wide path of the Fisherman's Lament can be seen ferrying the masses to and fro. The rarely travelled path continues northward. [Exits: north east south] <41%hp 100%mn 45%mv> Someone leaves north. You follow someone. A Path Less Travelled This path does not bear the marks of wear and tear that the Fisherman's Lament or the Citizen's Way bear. For some reason few people journey down this path, one can only guess why. To the west, the massive sandstone walls give way to arid, desert- like conditions. There is no benefit from venturing in that direction. To the east is a humble looking adobe home that could sorely use a new coat of paint and maybe some repairs. To the south and the north the rarely travelled path continues. [Exits: north east south] A vest looking to be made from a tree lies here. <41%hp 100%mn 45%mv> Someone leaves north. You follow someone. A Path Less Travelled This path does not bear the marks of wear and tear that the Fisherman's Lament or the Citizen's Way bear. For some reason few people journey down this path, one can only guess why. To the west one can see the arid, desert-like conditions of the surrounding environment. There is no benefit from venturing in that direction. To the east is an open space that several wagons are resting in, apparently travelling merchants looking to sell their wares in the port city of Tyr-Zinet. Beyond the open space the foothills of the Northern Reaches can be seen. The Reaches are a series of hills that stretch all the way from Grove of Despair down to Tyr-Zinet. To the south and the north the rarely travelled path continues. [Exits: north east south] <41%hp 100%mn 44%mv> Someone leaves north. You follow someone. A Path Less Travelled To the east are the Northern Reaches, a stretch of hills that extends from the Grove of Despair all the way down to Tyr-Zinet. The Sultan has not ordered or endorsed an expedition into the Reaches, so for anyone that wishes to travel to the Grove of Despair, they must follow this poorly maintained and rarely used path. The path follows the foothills of the Reaches at this point and continues to the north and south. To the south and southwest, the city of Tyr-Zinet and its outlying fishing village can be seen as well as distantly heard. [Exits: north south] <41%hp 100%mn 43%mv> Someone leaves north. You follow someone. A Makeshift Path To the north and east are the Northern Reaches, a stretch of hills that extends from the Grove of Despair all the way down to Tyr-Zinet. The Sultan has not ordered or endorsed an expedition into the Reaches, so for anyone that wishes to travel to the Grove of Despair, they must follow this poorly maintained and rarely used path. The path follows the foothills of the Reaches at this point and continues to the west and south. To the south and southwest the city of Tyr-Zinet and its outlying fishing village can be seen. [Exits: south west] <41%hp 100%mn 42%mv> Someone leaves west. You follow someone. A Makeshift Path To the north and east are the Northern Reaches, a stretch of hills that extends from the Grove of Despair all the way down to Tyr-Zinet. The Sultan has not ordered or endorsed an expedition into the Reaches, so for anyone that wishes to travel to the Grove of Despair, they must follow this poorly maintained and rarely used path. The path follows the foothills of the Reaches at this point and continues to the north and east. To the south, the city of Tyr-Zinet and its outlying fishing village can be seen. [Exits: north east] A woman from Glyndane walks about looking for shopping bargains. <41%hp 100%mn 41%mv> Someone leaves north. You follow someone. A Makeshift Path To the north and east are the Northern Reaches, a stretch of hills that extends from the Grove of Despair all the way down to Tyr-Zinet. The Sultan has not ordered or endorsed an expedition into the Reaches, so for anyone that wishes to travel to the Grove of Despair, they must follow this poorly maintained and rarely used path. The path follows the foothills of the Reaches at this point and continues to the north and south. To the south the only thing that can be seen is the twinkling golden dome of the Sultan's Palace. [Exits: north south] A middle aged man struggles to continue his journey. <41%hp 100%mn 40%mv> Someone leaves north. You follow someone. A Makeshift Path To the north and east are the Northern Reaches, a stretch of hills that extends from the Grove of Despair all the way down to Tyr-Zinet. The Sultan has not ordered or endorsed an expedition into the Reaches, so for anyone that wishes to travel to the Grove of Despair, they must follow this poorly maintained and rarely used path. The path follows the foothills of the Reaches at this point and continues to the south and west. To the south the only thing that can be seen is the twinkling golden dome of the Sultan's Palace. [Exits: south west] <41%hp 100%mn 39%mv> Someone leaves west. You follow someone. A Makeshift Path To the north and east are the Northern Reaches, a stretch of hills that extends from the Grove of Despair all the way down to Tyr-Zinet. The Sultan has not ordered or endorsed an expedition into the Reaches, so for anyone that wishes to travel to the Grove of Despair, they must follow this poorly maintained and rarely used path. The path follows the foothills of the Reaches at this point and continues to the north and east. To the south the only thing that can be seen is the twinkling golden dome of the Sultan's Palace. [Exits: north east] <41%hp 100%mn 38%mv> Someone leaves north. You follow someone. At the Base of the Northern Reaches To the north are the Northern Reaches, a stretch of hills that extends from the Grove of Despair all the way down to Tyr-Zinet. The Sultan has not ordered or endorsed an expedition into the Reaches, so for anyone that wishes to travel to the Grove of Despair, they must follow this poorly maintained and rarely used path. The path, at this place, no longer follows the foothills but rather enters the Northern Reaches themselves. The path heads up into the Reaches via a series of very steep steps and natural footholds. [Exits: south up] <41%hp 100%mn 37%mv> Someone leaves up. You follow someone. In the Northern Reaches The path cuts through the shortest part of the Northern Reaches. The path, while difficult to maneuver, is well marked and relatively safe, as is evident by the numerous old campsites. You can follow the path onward to the west or down toward Tyr-Zinet. The Reaches do not rise very high into the sky, but they do prove difficult in climbing, nonetheless. [Exits: west down] (Translucent) (Chromatic Aura) A balding priest stands here bestowing the benedictions of his lord. 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.'' 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.'' <41%hp 100%mn 36%mv> Someone leaves west. You follow someone. In the Northern Reaches The path cuts through the shortest part of the Northern Reaches. The path, while difficult to maneuver, is well marked and relatively safe, as is evident by the numerous old campsites. You can follow the path onward to the west or down toward Tyr-Zinet. The Reaches do not rise very high into the sky, but they do prove difficult in climbing, nonetheless. [Exits: north east] <41%hp 100%mn 33%mv> mv Someone leaves north. You follow someone. In the Northern Reaches The path cuts through the shortest part of the Northern Reaches. The path, while difficult to maneuver, is well marked and relatively safe, as is evident by the numerous old campsites. You can follow the path onward to the west or down toward Tyr-Zinet. The Reaches do not rise very high into the sky, but they do prove difficult in climbing, nonetheless. [Exits: south down] <41%hp 100%mn 31%mv> You say, 'Please, grant me the strength to carry on.' <41%hp 100%mn 31%mv> Someone leaves down. You follow someone. Edge of the Forest To the north a vast forest stretches out before you. It appears dark and foreboding, perhaps there is a good reason why it is called the Grove of Despair? To the south of you the Northern Reaches sprawl out to the west and east providing a kind of natural barrier from the rest of the world. Where you stand now is the border between the Grove of Despair and the Northern Reaches. It is as if the Gods took a divine blade and made a cut in the ground, right where you stand. For the trees of the Grove of Despair all stop at the same line. [Exits: north up] <41%hp 100%mn 29%mv> mv You say, 'Please, grant me the strength to carry on.' <41%hp 100%mn 29%mv> Someone leaves up. You follow someone. In the Northern Reaches The path cuts through the shortest part of the Northern Reaches. The path, while difficult to maneuver, is well marked and relatively safe, as is evident by the numerous old campsites. You can follow the path onward to the west or down toward Tyr-Zinet. The Reaches do not rise very high into the sky, but they do prove difficult in climbing, nonetheless. [Exits: south down] <41%hp 100%mn 28%mv> Someone leaves south. You follow someone. In the Northern Reaches The path cuts through the shortest part of the Northern Reaches. The path, while difficult to maneuver, is well marked and relatively safe, as is evident by the numerous old campsites. You can follow the path onward to the west or down toward Tyr-Zinet. The Reaches do not rise very high into the sky, but they do prove difficult in climbing, nonetheless. [Exits: north east] <41%hp 100%mn 25%mv> Someone leaves east. You follow someone. In the Northern Reaches The path cuts through the shortest part of the Northern Reaches. The path, while difficult to maneuver, is well marked and relatively safe, as is evident by the numerous old campsites. You can follow the path onward to the west or down toward Tyr-Zinet. The Reaches do not rise very high into the sky, but they do prove difficult in climbing, nonetheless. [Exits: west down] (Translucent) (Chromatic Aura) A balding priest stands here bestowing the benedictions of his lord. 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.'' 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.'' <41%hp 100%mn 23%mv> mb Someone nods. <41%hp 100%mn 23%mv> mv Huh? <41%hp 100%mn 23%mv> mvYou say, 'Please, grant me the strength to carry on.' A priest of the Wheel utters the word, 'bantisaza'. You feel less tired. <41%hp 100%mn 45%mv> You say, 'Please, grant me the strength to carry on.' A priest of the Wheel utters the word, 'bantisaza'. You feel less tired. <41%hp 100%mn 68%mv> mv You say, 'Please, grant me the strength to carry on.' A priest of the Wheel utters the word, 'bantisaza'. You feel less tired. Someone gets a mat made of lion hair from a leather backpack. <41%hp 100%mn 90%mv> mv Someone drops a mat made of lion hair. <41%hp 100%mn 90%mv> Someone goes to sleep on a mat made of lion hair. <41%hp 100%mn 90%mv> You say, 'Please, grant me the strength to carry on.' A priest of the Wheel utters the word, 'bantisaza'. You feel fully refreshed! <41%hp 100%mn 100%mv> mv   <41%hp 100%mn 100%mv> nod You nod. <41%hp 100%mn 100%mv> l In the Northern Reaches The path cuts through the shortest part of the Northern Reaches. The path, while difficult to maneuver, is well marked and relatively safe, as is evident by the numerous old campsites. You can follow the path onward to the west or down toward Tyr-Zinet. The Reaches do not rise very high into the sky, but they do prove difficult in climbing, nonetheless. [Exits: west down] A mat made of lion hair lies here. (Translucent) (Chromatic Aura) A balding priest stands here bestowing the benedictions of his lord. <41%hp 100%mn 100%mv> sleep You go to sleep. <41%hp 100%mn 100%mv> <60%hp 100%mn 100%mv> Someone wakes you. You wake and stand up. <60%hp 100%mn 100%mv> Someone leaves down. You follow someone. At the Base of the Northern Reaches To the north are the Northern Reaches, a stretch of hills that extends from the Grove of Despair all the way down to Tyr-Zinet. The Sultan has not ordered or endorsed an expedition into the Reaches, so for anyone that wishes to travel to the Grove of Despair, they must follow this poorly maintained and rarely used path. The path, at this place, no longer follows the foothills but rather enters the Northern Reaches themselves. The path heads up into the Reaches via a series of very steep steps and natural footholds. [Exits: south up] <60%hp 100%mn 98%mv> Someone leaves south. You follow someone. A Makeshift Path To the north and east are the Northern Reaches, a stretch of hills that extends from the Grove of Despair all the way down to Tyr-Zinet. The Sultan has not ordered or endorsed an expedition into the Reaches, so for anyone that wishes to travel to the Grove of Despair, they must follow this poorly maintained and rarely used path. The path follows the foothills of the Reaches at this point and continues to the north and east. To the south the only thing that can be seen is the twinkling golden dome of the Sultan's Palace. [Exits: north east] <60%hp 100%mn 97%mv> Someone leaves north. You follow someone. At the Base of the Northern Reaches To the north are the Northern Reaches, a stretch of hills that extends from the Grove of Despair all the way down to Tyr-Zinet. The Sultan has not ordered or endorsed an expedition into the Reaches, so for anyone that wishes to travel to the Grove of Despair, they must follow this poorly maintained and rarely used path. The path, at this place, no longer follows the foothills but rather enters the Northern Reaches themselves. The path heads up into the Reaches via a series of very steep steps and natural footholds. [Exits: south up] <60%hp 100%mn 96%mv> Someone leaves up. You follow someone. In the Northern Reaches The path cuts through the shortest part of the Northern Reaches. The path, while difficult to maneuver, is well marked and relatively safe, as is evident by the numerous old campsites. You can follow the path onward to the west or down toward Tyr-Zinet. The Reaches do not rise very high into the sky, but they do prove difficult in climbing, nonetheless. [Exits: west down] (Translucent) (Chromatic Aura) A balding priest stands here bestowing the benedictions of his lord. 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.'' 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.'' <60%hp 100%mn 94%mv> Someone leaves west. You follow someone. In the Northern Reaches The path cuts through the shortest part of the Northern Reaches. The path, while difficult to maneuver, is well marked and relatively safe, as is evident by the numerous old campsites. You can follow the path onward to the west or down toward Tyr-Zinet. The Reaches do not rise very high into the sky, but they do prove difficult in climbing, nonetheless. [Exits: north east] <60%hp 100%mn 92%mv> Someone leaves north. You follow someone. In the Northern Reaches The path cuts through the shortest part of the Northern Reaches. The path, while difficult to maneuver, is well marked and relatively safe, as is evident by the numerous old campsites. You can follow the path onward to the west or down toward Tyr-Zinet. The Reaches do not rise very high into the sky, but they do prove difficult in climbing, nonetheless. [Exits: south down] <60%hp 100%mn 90%mv> Someone leaves down. You follow someone. Edge of the Forest To the north a vast forest stretches out before you. It appears dark and foreboding, perhaps there is a good reason why it is called the Grove of Despair? To the south of you the Northern Reaches sprawl out to the west and east providing a kind of natural barrier from the rest of the world. Where you stand now is the border between the Grove of Despair and the Northern Reaches. It is as if the Gods took a divine blade and made a cut in the ground, right where you stand. For the trees of the Grove of Despair all stop at the same line. [Exits: north up] <60%hp 100%mn 88%mv> Someone leaves north. You follow someone. Entrance to the Grove of Despair Tree growth around this area seems to be a bit erratic. The trees look almost deformed in a way as they twist in turn towards the sky, as if the light itself was harming them instead of giving them life. They arch over the path here, creating a nice piece of shade. One tree in particular stands out from the rest as it has a sign nailed to its trunk. On another tree is a small nondescript plaque. [Exits: north east south west] A black wolf stands here, snarling at you. <60%hp 100%mn 87%mv> Bayard fades into existence. Bayard's pierce injures the wolf. The wolf is DEAD!! You receive 18 experience points. The wolf's head is shattered, and his brains splash all over you. Bayard gets 4 silver coins from the corpse of the wolf. Bayard sacrifices the corpse of the wolf to the gods. <60%hp 100%mn 87%mv> Bayard peers intently north. <66%hp 100%mn 93%mv> Bayard leaves north. You follow Bayard. Grove of Despair Darker and darker, deeper and deeper. This forest itself gives you the feeling there is no hope left in this world. It saps the strength from you. The trees twine together in their twisted dance towards the sky. [Exits: north east south west] A dark druid's robe lies crumpled in a pile here. ( 3) It appears as though some large bird has lost a claw. ( 2) A thin dagger lies here on the ground. A vest looking to be made from a tree lies here. A huge bat is here. <66%hp 100%mn 91%mv> Bayard leaves north. You follow Bayard. Grove of Despair Trees wrap around each other in a disgusting eternal dance. You stumble blindly over roots that seconds ago you could have sworn weren't there. Strange arcane words reach your ears, warning those who would enter to turn and run while they still hold their lives. [Exits: north east south west] A huge bat is here. A dark guardian of the forest keeps vigilant watch. <66%hp 100%mn 90%mv> Bayard utters the words, 'gorienna tuaog'. Bayard's burning hands DISMEMBERS the forest guardian! <66%hp 100%mn 90%mv> 6 But you are not fighting anyone. <66%hp 100%mn 90%mv> The forest guardian's magic grazes Bayard. Your slash injures the forest guardian. The forest guardian has quite a few wounds. <66%hp 100%mn 90%mv> 6 You circle around the forest guardian to land a critical strike. Your circle stab MUTILATES the forest guardian! The forest guardian is covered in bleeding wounds. <66%hp 100%mn 90%mv> Bayard utters the words, 'gorienna tuaog'. Bayard's burning hands DISEMBOWELS the forest guardian! The forest guardian is gushing blood. <66%hp 100%mn 90%mv> 6 The forest guardian's magic hits Bayard. Your slash injures the forest guardian. Bayard's pierce hits the forest guardian. The forest guardian is screaming in pain. <66%hp 100%mn 90%mv> 6 Bayard utters the words, 'gorienna tuaog'. Bayard's burning hands MUTILATES the forest guardian! The forest guardian is spasming in shock. <66%hp 100%mn 90%mv> Your circle stab misses the forest guardian. The forest guardian is spasming in shock. <66%hp 100%mn 90%mv> Your slash hits the forest guardian. Bayard's pierce hits the forest guardian. The forest guardian is writhing in agony. <66%hp 100%mn 90%mv> 6 Bayard utters the words, 'gorienna tuaog'. The forest guardian is writhing in agony. <66%hp 100%mn 90%mv> The forest guardian's magic injures Bayard. Your slash injures the forest guardian. Your slash wounds the forest guardian. Bayard's pierce misses the forest guardian. The forest guardian is convulsing on the ground. <66%hp 100%mn 90%mv> Your circle stab misses the forest guardian. The forest guardian is convulsing on the ground. <66%hp 100%mn 90%mv> 6 Bayard utters the words, 'gorienna tuaog'. Bayard's burning hands MUTILATES the forest guardian! The forest guardian is DEAD!! You receive 266 experience points. You hear the forest guardian's death cry. Bayard gets 69 silver coins from the corpse of the forest guardian. Bayard sacrifices the corpse of the forest guardian to the gods. <66%hp 100%mn 90%mv> But you are not fighting anyone. <66%hp 100%mn 90%mv> But you are not fighting anyone. <66%hp 100%mn 90%mv> Bayard peers intently east. <66%hp 100%mn 90%mv> Bayard peers intently north. <66%hp 100%mn 90%mv> Bayard leaves east. You follow Bayard. Grove of Despair Trees wrap around each other in a disgusting eternal dance. You stumble blindly over roots that seconds ago you could have sworn weren't there. Strange arcane words reach your ears, warning those who would enter to turn and run while they still hold their lives. [Exits: north east south west] A thin dagger lies here on the ground. A huge bat is here. <66%hp 100%mn 88%mv> Bayard leaves east. You follow Bayard. Grove of Despair Trees wrap around each other in a disgusting eternal dance. You stumble blindly over roots that seconds ago you could have sworn weren't there. Strange arcane words reach your ears, warning those who would enter to turn and run while they still hold their lives. [Exits: north east south west] A thin dagger lies here on the ground. ( 2) It appears as though some large bird has lost a claw. A huge bat is here. <66%hp 100%mn 86%mv> Bayard leaves east. You follow Bayard. Grove of Despair Trees wrap around each other in a disgusting eternal dance. You stumble blindly over roots that seconds ago you could have sworn weren't there. Strange arcane words reach your ears, warning those who would enter to turn and run while they still hold their lives. [Exits: north east south west] A huge bat is here. A wild dog stands here, its eyes glowing with hatred and insanity. A dark druid tends to the trees in the grove. <66%hp 100%mn 84%mv> Bayard utters the word, 'zolgahtljupz'. Bayard makes the earth tremble and shiver. Bayard's earthquake DISMEMBERS a wild dog! Bayard's earthquake DISMEMBERS the druid! <66%hp 100%mn 84%mv> A wild dog's chomp misses Bayard. The druid's punch hits Bayard. Bayard's pierce hits a wild dog. Your slash wounds a wild dog. Your slash injures a wild dog. A wild dog is screaming in pain. <66%hp 100%mn 84%mv> 6 You circle around a wild dog to land a critical strike. Your circle stab DISEMBOWELS a wild dog! A wild dog is convulsing on the ground. <66%hp 100%mn 84%mv> A wild dog's chomp misses Bayard. Your slash injures a wild dog. A wild dog is DEAD!! You receive 86 experience points. A wild dog spills his guts all over the floor. You get 23 silver coins from the corpse of a wild dog. You split 23 silver coins. Your share is 12 silver. The gods give you 39 silver coins for your sacrifice. You split 39 silver coins. Your share is 20 silver. <66%hp 100%mn 84%mv> 6 gtelBut you are not fighting anyone. Bayard utters the words, 'gorienna tuaog'. <66%hp 100%mn 84%mv> l The druid's punch hits Bayard. Bayard's pierce misses the druid. Your slash injures the druid. Your slash hits the druid. The druid has quite a few wounds. <66%hp 100%mn 84%mv> how high Bayard utters the words, 'gorienna tuaog'. Bayard's burning hands wounds the druid. The druid drops, rolls backward, and dodges your slash. Bayard's pierce hits the druid. The druid is covered in bleeding wounds. <70%hp 100%mn 91%mv> till wolf? You tell the group 'how high till wolf?' The druid is covered in bleeding wounds. <70%hp 100%mn 91%mv> 6 You circle around the druid to land a critical strike. Your circle stab DISEMBOWELS the druid! The druid is bleeding profusely. <70%hp 100%mn 91%mv> The druid scrambles backward and dodges your slash. Your slash injures the druid. Bayard's pierce hits the druid. The druid is gushing blood. <70%hp 100%mn 91%mv> The hunter has arrived. The druid is gushing blood. <70%hp 100%mn 91%mv> Bayard utters the words, 'gorienna tuaog'. The druid is gushing blood. <70%hp 100%mn 91%mv> 6 Your slash injures the druid. The druid is screaming in pain. <70%hp 100%mn 91%mv> You circle around the druid to land a critical strike. Your circle stab MUTILATES the druid! The druid is spasming in shock. <70%hp 100%mn 91%mv> Bayard tells the group 'I believe 20th' The druid is spasming in shock. <70%hp 100%mn 91%mv> The druid's punch misses Bayard. Your slash injures the druid. Bayard's pierce hits the druid. The druid is writhing in agony. <70%hp 100%mn 91%mv> Bayard utters the words, 'gorienna tuaog'. Bayard's burning hands MUTILATES the druid! The druid is DEAD!! You receive 249 experience points. The druid spills his guts all over the floor. Bayard gets 42 silver coins from the corpse of the druid. Bayard sacrifices the corpse of the druid to the gods. <70%hp 100%mn 91%mv> 6 The hunter gets a large claw. <70%hp 100%mn 91%mv> But you are not fighting anyone. <70%hp 100%mn 91%mv> Bayard peers intently north. <70%hp 100%mn 91%mv> Bayard leaves north. You follow Bayard. Well of Lost Hope Jutting forth from the ground like a twisted altar, it seems to scream to the sky to be freed from this place. Once, long ago, before the forest was cursed, this was the Well of Hope but the name is now changed to what is more appropriate given its state. Vines snake up through the rocks that make up this well and the bucket to lower down is in shambles. [Exits: north east south west] A huge bat is here. A black wolf stands here, snarling at you. A black wolf stands here, snarling at you. <70%hp 100%mn 89%mv> Bayard's pierce injures the wolf. The wolf is DEAD!! You receive 18 experience points. You hear the wolf's death cry. Bayard gets 3 silver coins from the corpse of the wolf. Bayard sacrifices the corpse of the wolf to the gods. <70%hp 100%mn 89%mv> gtell Bayard's pierce injures the wolf. The wolf is DEAD!! You receive 23 experience points. You hear the wolf's death cry. Bayard gets 4 silver coins from the corpse of the wolf. Bayard sacrifices the corpse of the wolf to the gods. <70%hp 100%mn 89%mv> what does bat do for Bayard leaves north. You follow Bayard. Grove of Despair Rises in the ground seem to abound here, small hills dot the landscape. The smell of mold and mildew floats through the air and the smell of death is heavy. The trunks of the trees have scratch marks on them where something has been sharpening its claws. [Exits: north east south west] A huge bat is here. A dark druid tends to the trees in the grove. <70%hp 100%mn 87%mv> your? You tell the group 'what does bat do for your?' <70%hp 100%mn 87%mv> Bayard utters the words, 'gorienna tuaog'. Bayard's burning hands MUTILATES the druid! <70%hp 100%mn 87%mv> 6 But you are not fighting anyone. <70%hp 100%mn 87%mv> 6 But you are not fighting anyone. <70%hp 100%mn 87%mv> Bayard's pierce misses the druid. Your slash wounds the druid. The druid has quite a few wounds. <70%hp 100%mn 87%mv> 6 Bayard tells the group 'Makes you fly' The druid has quite a few wounds. <70%hp 100%mn 87%mv> Your circle stab misses the druid. The druid has quite a few wounds. <70%hp 100%mn 87%mv> 6 Bayard utters the words, 'gorienna tuaog'. The druid has quite a few wounds. <70%hp 100%mn 87%mv> The druid hops backward and dodges your slash. Bayard's pierce injures the druid. The druid has quite a few wounds. <70%hp 100%mn 87%mv> 6 You circle around the druid to land a critical strike. Your circle stab MUTILATES the druid! The druid is bleeding profusely. <70%hp 100%mn 87%mv> Your slash wounds the druid. Bayard's pierce hits the druid. The druid's punch misses Bayard. The druid is gushing blood. <70%hp 100%mn 87%mv> rep    Bayard utters the words, 'gorienna tuaog'. Bayard's burning hands DISMEMBERS the druid! The druid is spasming in shock. <70%hp 100%mn 87%mv> The druid hops backward and dodges your slash. Bayard's pierce hits the druid. The druid's punch injures Bayard. The druid is spasming in shock. <70%hp 100%mn 87%mv> gtell beYou circle around the druid to land a critical strike. Your circle stab MUTILATES the druid! The druid is writhing in agony. <73%hp 100%mn 94%mv> sides fly Bayard utters the words, 'gorienna tuaog'. Bayard's burning hands mauls the druid. Your slash injures the druid. Your slash injures the druid. The druid is DEAD!! You receive 259 experience points. You hear the druid's death cry. You get 38 silver coins from the corpse of the druid. You split 38 silver coins. Your share is 19 silver. The gods give you 60 silver coins for your sacrifice. You split 60 silver coins. Your share is 30 silver. <73%hp 100%mn 94%mv> ? You tell the group 'besides fly?' <73%hp 100%mn 94%mv> wo You have 0 gold, 2136 silver, and 52691 experience (4549 exp to level). <73%hp 100%mn 94%mv> Bayard tells the group 'thats about it' <73%hp 100%mn 94%mv> Bayard leaves north. You follow Bayard. Dark Woods The canopy of trees weaves together overhead, effectively blocking all light and rain and creating a total absense of light. No breeze stirs the trees or leaves lying on the ground; the air has a strange, thick smell. [Exits: north east south west] A huge bat is here. A trog is here, looming menacingly. <73%hp 100%mn 92%mv> Bayard stops using A leather bound book labelled "missiles". Bayard holds A leather bound book labelled "inferno" in his hands. <73%hp 100%mn 92%mv> gtell can you fly anywhere? You tell the group 'can you fly anywhere?' <73%hp 100%mn 92%mv> Bayard tells the group 'think so' <73%hp 100%mn 92%mv> Bayard utters the word, 'ysudzgtunapz'. Bayard's flamestrike maims the trog. <73%hp 100%mn 92%mv> The trog's slash misses Bayard. Bayard's pierce scratches the trog. The trog ducks and dodges your slash. The trog has some small wounds. <73%hp 100%mn 92%mv> 6 You circle around the trog to land a critical strike. Your circle stab MUTILATES the trog! The trog has quite a few wounds. <73%hp 100%mn 92%mv> 6 The trog's slash misses Bayard. Your slash hits the trog. Bayard's pierce misses the trog. The trog is covered in bleeding wounds. <73%hp 100%mn 92%mv> Bayard utters the word, 'ysudzgtunapz'. Bayard's flamestrike RAZES the trog! The trog is screaming in pain. <73%hp 100%mn 92%mv> You circle around the trog to land a critical strike. Your circle stab MUTILATES the trog! The trog is spasming in shock. <73%hp 100%mn 92%mv> 6 Your slash injures the trog. Your slash misses the trog. Bayard's pierce hits the trog. The trog is writhing in agony. <73%hp 100%mn 92%mv> Your slash misses the trog. The trog is writhing in agony. <76%hp 100%mn 99%mv> You circle around the trog to land a critical strike. Your circle stab DISEMBOWELS the trog! The trog is convulsing on the ground. <76%hp 100%mn 99%mv> 6 Bayard utters the word, 'ysudzgtunapz'. Bayard's flamestrike PULVERIZES the trog! The trog is DEAD!! You receive 298 experience points. You hear the trog's death cry. Bayard gets 50 silver coins from the corpse of the trog. Bayard sacrifices the corpse of the trog to the gods. <76%hp 100%mn 99%mv> But you are not fighting anyone. <76%hp 100%mn 99%mv> Bayard peers intently west. <76%hp 100%mn 99%mv> gtell wh Bayard leaves west. You follow Bayard. Dark Woods The canopy of trees weaves together overhead, effectively blocking all light and rain and creating a total absense of light. No breeze stirs the trees or leaves lying on the ground; the air has a strange, thick smell. You notice that some of the trees have knotholes. Hanging out of a few of them are bits of dead grass, as though birds have turned them into natural bird houses. [Exits: north east south west] A vest looking to be made from a tree lies here. A huge bat is here. A hunter prowls the forest for any type of game, maybe even you. An escaped prisoner stumbles along here, desperately seeking help. Desperately seeking help, an escaped prisoner crashes into trees as he stumbles along his way. <76%hp 100%mn 97%mv> ere are good places to fly to? Bayard utters the word, 'ysudzgtunapz'. The hunter's pierce misses Bayard. <76%hp 100%mn 97%mv> You tell the group 'where are good places to fly to?' The hunter's pierce misses Bayard. Bayard's pierce hits the hunter. Your slash hits the hunter. Your slash wounds the hunter. The hunter has quite a few wounds. <76%hp 100%mn 97%mv> 5 You quickly stick your leg behind the hunter's right leg and trip him! Your trip scratches the hunter. The hunter has quite a few wounds. <76%hp 100%mn 97%mv> The hunter's pierce grazes Bayard. The hunter drops, rolls backward, and dodges your slash. Bayard's pierce misses the hunter. The hunter has quite a few wounds. <76%hp 100%mn 97%mv> 6 Your circle stab misses the hunter. The hunter has quite a few wounds. <76%hp 100%mn 97%mv> Bayard utters the word, 'ysudzgtunapz'. Bayard's flamestrike PULVERIZES the hunter! The hunter is spasming in shock. <76%hp 100%mn 97%mv> The hunter's pierce misses Bayard. Your slash injures the hunter. Your slash hits the hunter. The hunter is convulsing on the ground. <76%hp 100%mn 97%mv> 6 The hunter's pierce misses Bayard. The hunter ducks and dodges your slash. Your slash injures the hunter. The hunter is DEAD!! You receive 56 experience points. The hunter's arm is sliced from his dead body. You get 21 silver coins from the corpse of the hunter. You split 21 silver coins. Your share is 11 silver. The gods give you 36 silver coins for your sacrifice. You split 36 silver coins. Your share is 18 silver. <76%hp 100%mn 97%mv> But you are not fighting anyone. <76%hp 100%mn 97%mv> wo You have 0 gold, 2165 silver, and 53045 experience (4195 exp to level). <76%hp 100%mn 97%mv> Bayard utters the word, 'ysudzgtunapz'. <76%hp 100%mn 97%mv> Bayard's pierce misses the prisoner. Your slash misses the prisoner. The prisoner is in perfect condition. <76%hp 100%mn 97%mv> The prisoner leaves north. The prisoner is in perfect condition. <76%hp 100%mn 97%mv> 6 Your slash misses the prisoner. Your slash misses the prisoner. The prisoner's punch hits Bayard. Bayard's pierce misses the prisoner. The prisoner is in perfect condition. <76%hp 100%mn 97%mv> You circle around the prisoner to land a critical strike. Your circle stab MUTILATES the prisoner! The prisoner has some small wounds. <76%hp 100%mn 97%mv> 6 Bayard utters the word, 'ysudzgtunapz'. The prisoner has some small wounds. <76%hp 100%mn 97%mv> Your slash misses the prisoner. The prisoner's punch misses Bayard. Bayard's pierce misses the prisoner. The prisoner has some small wounds. <80%hp 100%mn 100%mv> 6 You circle around the prisoner to land a critical strike. Your circle stab MUTILATES the prisoner! The prisoner has quite a few wounds. <80%hp 100%mn 100%mv> Your slash hits the prisoner. Bayard's pierce misses the prisoner. The prisoner has quite a few wounds. <80%hp 100%mn 100%mv> 6 Bayard tells the group 'Dirt kick them before circlestabbing' The prisoner has quite a few wounds. <80%hp 100%mn 100%mv> Your slash misses the prisoner. Your slash misses the prisoner. Bayard's pierce misses the prisoner. The prisoner has quite a few wounds. <80%hp 100%mn 100%mv> You circle around the prisoner to land a critical strike. Your circle stab DISEMBOWELS the prisoner! The prisoner is bleeding profusely. <80%hp 100%mn 100%mv> Bayard utters the word, 'ysudzgtunapz'. The prisoner is bleeding profusely. <80%hp 100%mn 100%mv> Your slash injures the prisoner. Bayard's pierce misses the prisoner. The prisoner is gushing blood. <80%hp 100%mn 100%mv> 3 6 You circle around the prisoner to land a critical strike. Your circle stab DISEMBOWELS the prisoner! The prisoner is screaming in pain. <80%hp 100%mn 100%mv> Your slash misses the prisoner. The prisoner's punch misses Bayard. Bayard's pierce misses the prisoner. The prisoner is screaming in pain. <80%hp 100%mn 100%mv> Bayard stops using A leather bound book labelled "inferno". Bayard holds A leather bound book labelled "missiles" in his hands. The prisoner is screaming in pain. <80%hp 100%mn 100%mv> Bayard utters the words, 'gorienna tuaog'. Bayard's burning hands MUTILATES the prisoner! The prisoner is writhing in agony. <80%hp 100%mn 100%mv> Your slash misses the prisoner. Your slash misses the prisoner. The prisoner's punch hits Bayard. Bayard's pierce misses the prisoner. The prisoner is writhing in agony. <80%hp 100%mn 100%mv> Your kicked dirt nicks the prisoner. The prisoner is blinded by the dirt in his eyes! The prisoner is writhing in agony. <80%hp 100%mn 100%mv> Bayard utters the words, 'gorienna tuaog'. The prisoner is writhing in agony. <80%hp 100%mn 100%mv> Your slash misses the prisoner. Bayard's pierce misses the prisoner. The prisoner is writhing in agony. <80%hp 100%mn 100%mv> 6 Your slash misses the prisoner. Bayard's pierce misses the prisoner. The prisoner is writhing in agony. <80%hp 100%mn 100%mv> Bayard utters the words, 'gorienna tuaog'. Bayard's burning hands DISMEMBERS the prisoner! The prisoner is DEAD!! You receive 303 experience points. The prisoner's leg is sliced from his dead body. Bayard gets 16 silver coins from the corpse of the prisoner. Bayard sacrifices the corpse of the prisoner to the gods. <80%hp 100%mn 100%mv> But you are not fighting anyone. <80%hp 100%mn 100%mv> But you are not fighting anyone. <80%hp 100%mn 100%mv> Bayard peers intently west. <80%hp 100%mn 100%mv> Bayard leaves west. You follow Bayard. Dark Woods The canopy of trees weaves together overhead, effectively blocking all light and rain and creating a total absense of light. No breeze stirs the trees or leaves lying on the ground; the air has a strange, thick smell. [Exits: north east south west] A huge bat is here. <80%hp 100%mn 98%mv> Bayard leaves west. You follow Bayard. Dark Woods The canopy of trees weaves together overhead, effectively blocking all light and rain and creating a total absense of light. No breeze stirs the trees or leaves lying on the ground; the air has a strange, thick smell. A number of trees have small knotholes, out of which you notice bits of dead grass hanging. Perhaps some birds have taken advantage of this as they turned the tree trunks into natural bird houses. [Exits: north east south west] A huge bat is here. <80%hp 100%mn 96%mv> Bayard leaves west. You follow Bayard. Dark Woods The canopy of trees weaves together overhead, effectively blocking all light and rain and creating a total absense of light. No breeze stirs the trees or leaves lying on the ground; the air has a strange, thick smell. [Exits: north east south west] ( 2) It appears as though some large bird has lost a claw. A dark druid's robe lies crumpled in a pile here. A huge bat is here. A forest guardian stands here patiently watching the forest. <80%hp 100%mn 94%mv> Bayard utters the words, 'gorienna tuaog'. Bayard's burning hands MUTILATES the forest guardian! <80%hp 100%mn 94%mv> 3 But you are not in combat! <80%hp 100%mn 94%mv> The forest guardian's magic grazes Bayard. Bayard's pierce misses the forest guardian. Your slash hits the forest guardian. The forest guardian has some small wounds. <80%hp 100%mn 94%mv> 3 Your kicked dirt grazes the forest guardian. The forest guardian is blinded by the dirt in his eyes! The forest guardian has quite a few wounds. <80%hp 100%mn 94%mv> 6 Your slash wounds the forest guardian. The forest guardian's magic misses Bayard. Bayard's pierce hits the forest guardian. The forest guardian has quite a few wounds. <80%hp 100%mn 94%mv> Your slash injures the forest guardian. The forest guardian's magic hits Bayard. Bayard's pierce injures the forest guardian. The forest guardian is covered in bleeding wounds. <80%hp 100%mn 94%mv> Bayard tells the group 'There arent great places to fly, it just keeps you more refreshed' The forest guardian is covered in bleeding wounds. <80%hp 100%mn 94%mv> You learn from your mistakes, and your circle stab skill improves. Your circle stab misses the forest guardian. The forest guardian is covered in bleeding wounds. <80%hp 100%mn 94%mv> Bayard utters the words, 'gorienna tuaog'. Bayard's burning hands MUTILATES the forest guardian! The forest guardian is gushing blood. <80%hp 100%mn 94%mv> Your slash injures the forest guardian. Bayard's pierce hits the forest guardian. The forest guardian is screaming in pain. <80%hp 100%mn 94%mv> The forest guardian leans back and dodges your slash. The forest guardian scrambles backward and dodges your slash. The forest guardian's magic hits Bayard. Bayard's pierce injures the forest guardian. The forest guardian is screaming in pain. <83%hp 100%mn 100%mv> 6 You circle around the forest guardian to land a critical strike. Your circle stab MUTILATES the forest guardian! Bayard utters the words, 'gorienna tuaog'. Bayard's burning hands decimates the forest guardian. The forest guardian is writhing in agony. <83%hp 100%mn 100%mv> Your slash injures the forest guardian. The forest guardian is convulsing on the ground. <83%hp 100%mn 100%mv> Bayard utters the words, 'gorienna tuaog'. Bayard's burning hands wounds the forest guardian. The forest guardian is nearly dead. <83%hp 100%mn 100%mv> grell Your slash hits the forest guardian. The forest guardian is DEAD!! You receive 280 experience points. You hear the forest guardian's death cry. You get 26 silver coins from the corpse of the forest guardian. You split 26 silver coins. Your share is 13 silver. The gods give you 60 silver coins for your sacrifice. You split 60 silver coins. Your share is 30 silver. <83%hp 100%mn 100%mv> I Bayard peers intently west. <83%hp 100%mn 100%mv> ^R grell I Huh? <83%hp 100%mn 100%mv> g Bayard peers intently north. <83%hp 100%mn 100%mv> tell Bayard peers intently south. <83%hp 100%mn 100%mv> I s Bayard leaves north. You follow Bayard. Dark Woods You cough and struggle for air as the stench of rot, death, and decay fills your nose and lungs making it almost unbearable to breathe. A constant fire envelopes your nose. The trees here grow closely together and have sharp, short thorns that make travel slow and agonizing. You notice that some of the trees have knotholes, out of which bits of dead grass hang. Maybe some birds have turned these tree trunks into natural bird houses? [Exits: east south west down] A vest looking to be made from a tree lies here. It appears as though some large bird has lost a claw. A very large wooden box with a wide hole in the middle sits here. A huge bat is here. A dark druid stands here, glancing furtively around. A trog is here, looming menacingly. <83%hp 100%mn 98%mv> ee You tell the group 'I see' <83%hp 100%mn 98%mv> Bayard utters the words, 'gorienna tuaog'. The druid's punch injures Bayard. <83%hp 100%mn 98%mv> Bayard's pierce misses the druid. Your slash injures the druid. The druid has a few scratches. <83%hp 100%mn 98%mv> Bayard leaves down. Bayard has fled! The druid has a few scratches. <83%hp 100%mn 98%mv> Your slash injures the druid. Your slash hits the druid. You parry the druid's punch and deflect it to the left. The druid has some small wounds. <83%hp 100%mn 98%mv> Bayard has arrived. The druid has some small wounds. <83%hp 100%mn 98%mv> The druid scrambles backward and dodges your slash. You hop to the left and parry the druid's punch to the right. The druid has some small wounds. <83%hp 100%mn 98%mv> 3 Your kicked dirt scratches the druid. The druid is blinded by the dirt in his eyes! The druid has some small wounds. <83%hp 100%mn 98%mv> 6 Your slash hits the druid. The druid's punch injures you. The druid has some small wounds. <75%hp 100%mn 98%mv> Your slash injures the druid. Bayard's pierce misses the druid. You scramble backward and dodge the druid's punch. Bayard's pierce grazes the druid. The druid has quite a few wounds. <75%hp 100%mn 98%mv> Not while you are defending yourself! The druid has quite a few wounds. <75%hp 100%mn 98%mv> Bayard utters the words, 'gorienna tuaog'. Bayard's burning hands injures the druid. The druid has quite a few wounds. <75%hp 100%mn 98%mv> Your slash hits the druid. Your slash injures the druid. The druid's punch misses you. Bayard's pierce misses the druid. The druid is covered in bleeding wounds. <75%hp 100%mn 98%mv> Bayard utters the words, 'gorienna tuaog'. Bayard's burning hands wounds the druid. The druid is bleeding profusely. <75%hp 100%mn 98%mv> Your slash hits the druid. The druid's punch misses you. Bayard's pierce hits the druid. The druid is bleeding profusely. <75%hp 100%mn 98%mv> 6 Not while you are defending yourself! The druid is bleeding profusely. <75%hp 100%mn 98%mv> Bayard utters the words, 'gorienna tuaog'. Bayard's burning hands devastates the druid. The druid is gushing blood. <75%hp 100%mn 98%mv> Your slash injures the druid. Your slash injures the druid. The druid's punch misses you. Bayard's pierce hits the druid. The druid is screaming in pain. <75%hp 100%mn 98%mv> 6 Not while you are defending yourself! The druid is screaming in pain. <75%hp 100%mn 98%mv> You are hungry. The druid is screaming in pain. <79%hp 100%mn 100%mv> Your slash injures the druid. The druid's punch injures you. Bayard's pierce injures the druid. The druid is spasming in shock. <72%hp 100%mn 100%mv> Your slash injures the druid. The druid's punch injures you. Bayard's pierce hits the druid. The druid is writhing in agony. <65%hp 100%mn 100%mv> Bayard tells the group 'It also protects lashing, tripping, and earthquakes from hitting you' The druid is writhing in agony. <65%hp 100%mn 100%mv> 3 Bayard utters the words, 'gorienna tuaog'. Bayard's burning hands devastates the druid. The druid is convulsing on the ground. <65%hp 100%mn 100%mv> Your kicked dirt scratches the druid. The druid is blinded by the dirt in his eyes! Your slash wounds the druid. The druid is DEAD!! You receive 254 experience points. You hear the druid's death cry. You get 18 silver coins from the corpse of the druid. You split 18 silver coins. Your share is 9 silver. The gods give you 60 silver coins for your sacrifice. You split 60 silver coins. Your share is 30 silver. <65%hp 100%mn 100%mv> Bayard drops a mat made of lion hair. <65%hp 100%mn 100%mv> Bayard goes to sleep on a mat made of lion hair. <65%hp 100%mn 100%mv> Bayard tells the group 'Sleep on the mat' <65%hp 100%mn 100%mv> sleep You go to sleep. <65%hp 100%mn 100%mv> gr Bayard's group: [15 Thi] Zeptaru   65%hp 100%mn 100%mv  3356 tnl [16 Ele] Bayard   12%hp  12%mn 100%mv  4054 tnl <65%hp 100%mn 100%mv> stand You wake and stand up. <65%hp 100%mn 100%mv> sleep mat You go to sleep on a mat made of lion hair. <65%hp 100%mn 100%mv> You are hungry. <89%hp 100%mn 100%mv> gr Bayard's group: [15 Thi] Zeptaru   89%hp 100%mn 100%mv  3356 tnl [16 Ele] Bayard   49%hp  44%mn 100%mv  4054 tnl <89%hp 100%mn 100%mv> You are hungry. <100%hp 100%mn 100%mv> stand You wake and stand up. <100%hp 100%mn 100%mv> get bread hemp You get a warm loaf of bread from a small hemp bag. <100%hp 100%mn 100%mv> eat bread You eat a warm loaf of bread. You are no longer hungry. <100%hp 100%mn 100%mv> inv You are carrying: (10) a bottle of rum a long water flask ( 3) a bladder a canoe a pewter practice flail a steel buckler a bag a small hemp bag a steel-capped practice staff a brown staff a long spear <100%hp 100%mn 100%mv> drink rum You drink rum from a bottle of rum. <100%hp 100%mn 100%mv> drink rum You drink rum from a bottle of rum. You feel drunk. <100%hp 100%mn 100%mv> Bayard wakes and stands up. <100%hp 100%mn 100%mv> Bayard gets a mat made of lion hair. <100%hp 100%mn 100%mv> Bayard utters the words, 'gorienna tuaog'. Bayard's burning hands MUTILATES the trog! <100%hp 100%mn 100%mv> The trog's slash grazes Bayard. Your slash hits the trog. The trog has some small wounds. <100%hp 100%mn 100%mv> 3 Your kicked dirt nicks the trog. The trog is blinded by the dirt in his eyes! The trog has some small wounds. <100%hp 100%mn 100%mv> Your slash misses the trog. Bayard's pierce injures the trog. The trog has quite a few wounds. <100%hp 100%mn 100%mv> 6 Bayard utters the words, 'gorienna tuaog'. Bayard's burning hands MUTILATES the trog! The trog is covered in bleeding wounds. <100%hp 100%mn 100%mv> Your slash wounds the trog. Bayard's pierce misses the trog. The trog is bleeding profusely. <100%hp 100%mn 100%mv> Your circle stab misses the trog. The trog is bleeding profusely. <100%hp 100%mn 100%mv> Bayard utters the words, 'gorienna tuaog'. Bayard's burning hands decimates the trog. Your slash hits the trog. Your slash grazes the trog. Bayard's pierce misses the trog. The trog is gushing blood. <100%hp 100%mn 100%mv> 6 Your slash hits the trog. The trog's slash injures Bayard. Bayard's pierce misses the trog. The trog is gushing blood. <100%hp 100%mn 100%mv> Bayard utters the words, 'gorienna tuaog'. Bayard's burning hands decimates the trog. The trog is screaming in pain. <100%hp 100%mn 100%mv> You circle around the trog to land a critical strike. Your circle stab MUTILATES the trog! The trog is writhing in agony. <100%hp 100%mn 100%mv> Your slash injures the trog. Bayard's pierce grazes the trog. The trog is writhing in agony. <100%hp 100%mn 100%mv> Bayard utters the words, 'gorienna tuaog'. Bayard's burning hands injures the trog. The trog is convulsing on the ground. <100%hp 100%mn 100%mv> 3 6 Your kicked dirt misses the trog. Your slash hits the trog. The trog's slash misses Bayard. Bayard's pierce misses the trog. The trog is convulsing on the ground. <100%hp 100%mn 100%mv> Your slash misses the trog. Bayard's pierce misses the trog. The trog is convulsing on the ground. <100%hp 100%mn 100%mv> Bayard utters the words, 'gorienna tuaog'. Bayard's burning hands MUTILATES the trog! The trog is DEAD!! You receive 284 experience points. You hear the trog's death cry. Bayard gets 94 silver coins from the corpse of the trog. Bayard sacrifices the corpse of the trog to the gods. <100%hp 100%mn 100%mv> But you are not fighting anyone. <100%hp 100%mn 100%mv> Bayard peers intently west. <100%hp 100%mn 100%mv> Bayard leaves west. You follow Bayard. Dark Woods You cough and struggle for air as the stench of rot, death, and decay fills your nose and lungs making it almost unbearable to breathe. A constant fire envelopes your nose. The trees here grow closely together and have sharp, short thorns that make travel slow and agonizing. [Exits: east south west] (Smelly) A huge bat is here. A trog is here, looming menacingly. <100%hp 100%mn 98%mv> Bayard utters the words, 'gorienna tuaog'. Bayard's burning hands thrashes the trog. <100%hp 100%mn 98%mv> Bayard's pierce hits the trog. Your slash misses the trog. The trog has some small wounds. <100%hp 100%mn 98%mv> 3 Your kicked dirt scratches the trog. The trog is blinded by the dirt in his eyes! The trog has some small wounds. <100%hp 100%mn 98%mv> 6 Bayard utters the words, 'gorienna tuaog'. Bayard's burning hands decimates the trog. The trog's slash misses Bayard. The trog scrambles backward and dodges your slash. Bayard's pierce misses the trog. The trog has quite a few wounds. <100%hp 100%mn 98%mv> Your slash hits the trog. Your slash hits the trog. Bayard's pierce misses the trog. The trog has quite a few wounds. <100%hp 100%mn 98%mv> Bayard utters the words, 'gorienna tuaog'. Bayard's burning hands DISMEMBERS the trog! The trog is bleeding profusely. <100%hp 100%mn 98%mv> You circle around the trog to land a critical strike. Your circle stab MUTILATES the trog! The trog is screaming in pain. <100%hp 100%mn 98%mv> 6 The trog's slash misses Bayard. Your slash misses the trog. Bayard's pierce misses the trog. The trog is screaming in pain. <100%hp 100%mn 98%mv> Bayard utters the words, 'gorienna tuaog'. Bayard's burning hands MUTILATES the trog! The trog is spasming in shock. <100%hp 100%mn 98%mv> The trog's slash misses Bayard. Your slash hits the trog. Bayard's pierce scratches the trog. The trog is writhing in agony. <100%hp 100%mn 98%mv> 3 You circle around the trog to land a critical strike. Your circle stab MUTILATES the trog! The trog is convulsing on the ground. <100%hp 100%mn 98%mv> 6 Bayard utters the words, 'gorienna tuaog'. Bayard's burning hands maims the trog. The trog is DEAD!! You receive 247 experience points. The trog's leg is sliced from his dead body. Bayard gets 38 silver coins from the corpse of the trog. Bayard sacrifices the corpse of the trog to the gods. <100%hp 100%mn 98%mv> But you are not in combat! <100%hp 100%mn 98%mv> But you are not fighting anyone. <100%hp 100%mn 98%mv> Bayard leaves west. You follow Bayard. Dark Woods You cough and struggle for air as the stench of rot, death, and decay fills your nose and lungs making it almost unbearable to breathe. A constant fire envelopes your nose. The trees here grow closely together and have sharp, short thorns that make travel slow and agonizing. A few of the tree trunks have small knotholes. Out from the knotholes hang bits of dead grass. It looks as if birds have made natural birdhouses from the trunks. [Exits: east south west] A burnt sword lies here on the ground. A thin dagger lies here on the ground. (Smelly) A huge bat is here. <100%hp 100%mn 96%mv> Bayard leaves west. You follow Bayard. A Dirt Path Halfway into this portion of a forest a dirt path begins and heads toward the north into a heavily shrouded area. Mists seem to snake out from that direction and a cool breeze chills you to the bone. A small sign is stuck in the ground at the beginning of the path, waiting to be read. [Exits: north east south west] ( 2) A thin dagger lies here on the ground. (Smelly) A huge bat is here. A trog is here, looming menacingly. Desperately seeking help, an escaped prisoner crashes into trees as he stumbles along his way. A dark druid tends to the trees in the grove. <100%hp 100%mn 94%mv> Bayard utters the words, 'gorienna tuaog'. Bayard's burning hands devastates the trog. <100%hp 100%mn 100%mv> 3 Bayard's pierce hits the trog. Your slash injures the trog. The trog has some small wounds. <100%hp 100%mn 100%mv> Your kicked dirt scratches the trog. The trog is blinded by the dirt in her eyes! The trog has some small wounds. <100%hp 100%mn 100%mv> Bayard utters the words, 'gorienna tuaog'. Bayard's burning hands thrashes the trog. The trog has quite a few wounds. <100%hp 100%mn 100%mv> 6 The trog's slash misses Bayard. Your slash hits the trog. Your slash hits the trog. Bayard's pierce hits the trog. The trog is covered in bleeding wounds. <100%hp 100%mn 100%mv> Bayard utters the words, 'gorienna tuaog'. Bayard's burning hands MUTILATES the trog! The trog is bleeding profusely. <100%hp 100%mn 100%mv> The trog's slash misses Bayard. Your slash hits the trog. Bayard's pierce hits the trog. The trog is gushing blood. <100%hp 100%mn 100%mv> Your circle stab misses the trog. The trog is gushing blood. <100%hp 100%mn 100%mv> Bayard utters the words, 'gorienna tuaog'. The trog is gushing blood. <100%hp 100%mn 100%mv> 6 The trog's slash misses Bayard. The trog leans to her left and dodges your slash. Bayard's pierce hits the trog. The trog is gushing blood. <100%hp 100%mn 100%mv> The druid leaves east. The trog is gushing blood. <100%hp 100%mn 100%mv> Bayard utters the words, 'gorienna tuaog'. Bayard's burning hands mauls the trog. The trog is screaming in pain. <100%hp 100%mn 100%mv> Your circle stab misses the trog. The trog is screaming in pain. <100%hp 100%mn 100%mv> The trog's slash misses Bayard. Your slash injures the trog. Your slash misses the trog. Bayard's pierce misses the trog. The trog is spasming in shock. <100%hp 100%mn 100%mv> 6 Bayard utters the words, 'gorienna tuaog'. Bayard's burning hands DISEMBOWELS the trog! The trog is writhing in agony. <100%hp 100%mn 100%mv> The trog's slash misses Bayard. Your slash hits the trog. Bayard's pierce misses the trog. The trog is convulsing on the ground. <100%hp 100%mn 100%mv> Your circle stab misses the trog. The trog is convulsing on the ground. <100%hp 100%mn 100%mv> Your slash misses the trog. Bayard's pierce injures the trog. The trog is convulsing on the ground. <100%hp 100%mn 100%mv> Bayard utters the word, 'zolgahtljupz'. Bayard makes the earth tremble and shiver. Bayard's earthquake GORES the trog! The trog is DEAD!! You receive 296 experience points. The trog's leg is sliced from her dead body. Bayard gets 47 silver coins from the corpse of the trog. Bayard sacrifices the corpse of the trog to the gods. Bayard's earthquake GORES the prisoner! <100%hp 100%mn 100%mv> 6 But you are not fighting anyone. <100%hp 100%mn 100%mv> Bayard's pierce misses the prisoner. Your slash misses the prisoner. The prisoner has quite a few wounds. <100%hp 100%mn 100%mv> The prisoner's punch hits Bayard. Your slash misses the prisoner. Bayard's pierce misses the prisoner. The prisoner has quite a few wounds. <100%hp 100%mn 100%mv> g Bayard utters the words, 'gorienna tuaog'. Bayard's burning hands injures the prisoner. The prisoner has quite a few wounds. <100%hp 100%mn 100%mv> r Bayard's group: [15 Thi] Zeptaru  100%hp 100%mn 100%mv  2529 tnl [16 Ele] Bayard   77%hp  35%mn 100%mv  2887 tnl The prisoner has quite a few wounds. <100%hp 100%mn 100%mv> Your slash grazes the prisoner. Your slash injures the prisoner. Bayard's pierce misses the prisoner. The prisoner is covered in bleeding wounds. <100%hp 100%mn 100%mv> 3 Your kicked dirt grazes the prisoner. The prisoner is blinded by the dirt in his eyes! The prisoner is covered in bleeding wounds. <100%hp 100%mn 100%mv> 6 Bayard utters the words, 'gorienna tuaog'. Bayard's burning hands MUTILATES the prisoner! The prisoner is bleeding profusely. <100%hp 100%mn 100%mv> Your slash injures the prisoner. Your slash misses the prisoner. Bayard's pierce misses the prisoner. The prisoner is gushing blood. <100%hp 100%mn 100%mv> Bayard utters the words, 'gorienna tuaog'. Bayard's burning hands mauls the prisoner. The prisoner is screaming in pain. <100%hp 100%mn 100%mv> Your slash misses the prisoner. Bayard's pierce misses the prisoner. The prisoner is screaming in pain. <100%hp 100%mn 100%mv> You circle around the prisoner to land a critical strike. Your circle stab MUTILATES the prisoner! The prisoner is spasming in shock. <100%hp 100%mn 100%mv> Bayard utters the words, 'gorienna tuaog'. Bayard's burning hands MUTILATES the prisoner! The prisoner is writhing in agony. <100%hp 100%mn 100%mv> Your slash misses the prisoner. Bayard's pierce misses the prisoner. The prisoner is writhing in agony. <100%hp 100%mn 100%mv> 3 6 Your slash grazes the prisoner. Your slash misses the prisoner. Bayard's pierce misses the prisoner. The prisoner is writhing in agony. <100%hp 100%mn 100%mv> Your kicked dirt nicks the prisoner. The prisoner is blinded by the dirt in his eyes! The prisoner is writhing in agony. <100%hp 100%mn 100%mv> The wolf has arrived. The prisoner's punch injures Bayard. Your slash misses the prisoner. Bayard's pierce misses the prisoner. The prisoner is writhing in agony. <100%hp 100%mn 100%mv> The prisoner's punch injures Bayard. Your slash misses the prisoner. Bayard's pierce misses the prisoner. The prisoner is writhing in agony. <100%hp 100%mn 100%mv> Your circle stab misses the prisoner. The prisoner is writhing in agony. <100%hp 100%mn 100%mv> Your slash misses the prisoner. Bayard's pierce misses the prisoner. The prisoner is writhing in agony. <100%hp 100%mn 100%mv> 6 You circle around the prisoner to land a critical strike. Your circle stab DISEMBOWELS the prisoner! The prisoner is DEAD!! You receive 289 experience points. You hear the prisoner's death cry. You get 24 silver coins from the corpse of the prisoner. You split 24 silver coins. Your share is 12 silver. The gods give you 60 silver coins for your sacrifice. You split 60 silver coins. Your share is 30 silver. <100%hp 100%mn 100%mv> l A Dirt Path Halfway into this portion of a forest a dirt path begins and heads toward the north into a heavily shrouded area. Mists seem to snake out from that direction and a cool breeze chills you to the bone. A small sign is stuck in the ground at the beginning of the path, waiting to be read. [Exits: north east south west] It appears as though some large bird has lost a claw. A vest looking to be made from a tree lies here. The sliced-off leg of the trog is lying here. ( 2) A thin dagger lies here on the ground. Snarling through sharp teeth, a black wolf considers eating you. A huge bat is here. <100%hp 100%mn 100%mv> l bat Flying in front of you is an oversized chunky bat. Its face squished together, its mouth barely visible. Its eyes glow from surrounding light, its ears sticking straight up from his head. Its wings are about 2 feet across, flapping hard to keep the creature in the air. Its body is covered in short but very clean fur. Bayard is covered in bleeding wounds. Bayard is using: (Glowing) A golden ring emanating magical power a silver ring a thin leather cape a thin leather cape a leather vest a red rose a pair of leather leggings a pair of leather boots a pair of falconer's gloves (Glowing) purple mage's robe (Glowing) (Humming) Enchanted Bracer of Binding a pewter bracer a thin dagger (Glowing) (Humming) A leather bound book labelled "missiles" You peek at the inventory: a mat made of lion hair a leather backpack (Glowing) (Humming) A leather bound book labelled "cure insomnia" (Glowing) (Humming) A leather bound book labelled "inferno" <100%hp 100%mn 100%mv> The druid has arrived. <100%hp 100%mn 100%mv> gr Bayard's group: [15 Thi] Zeptaru  100%hp 100%mn 100%mv  2240 tnl [16 Ele] Bayard   64%hp  29%mn 100%mv  2463 tnl <100%hp 100%mn 100%mv> back druid Your backstab MUTILATES the druid! The druid has some small wounds. <100%hp 100%mn 100%mv> You strike aside the druid's punch. Your slash hits the druid. Bayard's pierce grazes the druid. Bayard's pierce injures the druid. The druid has quite a few wounds. <100%hp 100%mn 100%mv> 3 You lean to the left and dodge the druid's punch. Your slash injures the druid. Bayard's pierce grazes the druid. The druid has quite a few wounds. <100%hp 100%mn 100%mv> Your kicked dirt scratches the druid. The druid is blinded by the dirt in his eyes! The druid is covered in bleeding wounds. <100%hp 100%mn 100%mv> Bayard utters the words, 'gorienna tuaog'. Bayard's burning hands wounds the druid. The druid is covered in bleeding wounds. <100%hp 100%mn 100%mv> The druid's punch hits you. The druid ducks and dodges your slash. Bayard's pierce misses the druid. The druid is covered in bleeding wounds. <95%hp 100%mn 100%mv> 5 Bayard utters the words, 'gorienna tuaog'. Bayard's burning hands decimates the druid. The druid's punch misses you. The druid leans to his left and dodges your slash. Bayard's pierce injures the druid. The druid is bleeding profusely. <95%hp 100%mn 100%mv> You quickly stick your leg behind the druid's left leg and trip him! Your trip scratches the druid. The druid is bleeding profusely. <95%hp 100%mn 100%mv> The druid's punch misses you. Your slash injures the druid. Bayard's pierce misses the druid. The druid is gushing blood. <95%hp 100%mn 100%mv> The druid's punch hits you. Your slash injures the druid. Bayard's pierce hits the druid. The druid is screaming in pain. <90%hp 100%mn 100%mv> 5 You hook the druid's right ankle with your foot and trip him! Your trip grazes the druid. The druid is screaming in pain. <90%hp 100%mn 100%mv> 3 You scramble backward and dodge the druid's punch. Your slash hits the druid. Your slash misses the druid. Bayard's pierce misses the druid. The druid is screaming in pain. <90%hp 100%mn 100%mv> kHe has already been blinded from the dirt in his eyes. The druid is screaming in pain. <90%hp 100%mn 100%mv> ick You drop, roll backward, and dodge the druid's punch. Your slash wounds the druid. Bayard's pierce misses the druid. The druid is spasming in shock. <90%hp 100%mn 100%mv> You raise your leg and kick the druid with your heel! Your kick injures the druid. The druid is spasming in shock. <90%hp 100%mn 100%mv> Bayard tells the group 'ooc Im gonna have a smoke with the GF, be back in a minute' The druid is spasming in shock. <90%hp 100%mn 100%mv> Bayard utters the words, 'gorienna tuaog'. Bayard's burning hands MUTILATES the druid! The druid is convulsing on the ground. <90%hp 100%mn 100%mv> You parry the druid's punch to the left. The druid scrambles backward and dodges your slash. Bayard's pierce hits the druid. The druid is convulsing on the ground. <90%hp 100%mn 100%mv> Bayard utters the words, 'gorienna tuaog'. Bayard's burning hands MUTILATES the druid! The druid is DEAD!! You receive 294 experience points. You hear the druid's death cry. Bayard gets 17 silver coins from the corpse of the druid. Bayard sacrifices the corpse of the druid to the gods. <90%hp 100%mn 100%mv> Bayard utters the word, 'aazagaqasahw'. Bayard fades out of existence. <90%hp 100%mn 100%mv> gtell Someone will be right back! <90%hp 100%mn 100%mv> I Someone has left the realm. You stop following someone. <95%hp 100%mn 100%mv> will smoke too You tell the group 'I will smoke too' <95%hp 100%mn 100%mv> quit 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 29 August 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 Webpage is located at www.darkmists.org 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 PLEASE NOTE: Any form of OOC intolerance, racism or discrimination XX XX either here or on the forum will be met with harshly. We do not XX XX get to choose what people find offensive, so it's best to steer XX XX clear of the language in total. Find new words, or else a new XX XX game to use them in. XX [Hit Return to continue] XX XX XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX Welcome to Dark Mists. Please do not feed the mobiles. A Dirt Path Halfway into this portion of a forest a dirt path begins and heads toward the north into a heavily shrouded area. Mists seem to snake out from that direction and a cool breeze chills you to the bone. A small sign is stuck in the ground at the beginning of the path, waiting to be read. [Exits: north east south west] A dark druid's robe lies crumpled in a pile here. It appears as though some large bird has lost a claw. A vest looking to be made from a tree lies here. ( 2) A thin dagger lies here on the ground. A dark druid tends to the trees in the grove. Snarling through sharp teeth, a black wolf considers eating you. You have no unread notes. <95%hp 100%mn 100%mv> wh [15 Chnge Thi] (PK) Zeptaru the Thief [ Elf ] Luba Sicrayancinar the Hero, the Unusual Alchemical Caregiver [ Dwarf ] Kelthe the Weapon Master [ Human ] [JUSTICAR] Resian the Master of Unarmed Combat [ Grif ] Eyrien the Grand Knight [ D-Elf ] Sorani the Slasher [ G-Elf ] Gajuith the Tranquil [ G-Elf ] Aelson Roush the Monk Hero, Leader of the Neverending Crusades [ Gnome ] Yreobryn the Cardinal of the Earth [ Chnge ] Faeltym the Wizard of Focus [ Half ] Beazer the Sensei, Knight of the Asp [ Half ] Barutis the Adept of Mind [ Giant ] Ralyum the Baron of Meteors [51 Cen Pal] [LIGHT] Barius Bloodmane the Paladin Hero [ Human ] Chaddiru the Adept of Mind Players found: 15 <95%hp 100%mn 100%mv> Someone smiles happily. <95%hp 100%mn 100%mv> Someone beckons for everyone to follow. <95%hp 100%mn 100%mv> follow somone They are not here. <95%hp 100%mn 100%mv> foll someone They are not here. <95%hp 100%mn 100%mv> follow bayard Bayard fades into existence. You now follow Bayard. <95%hp 100%mn 100%mv> Bayard nods. <95%hp 100%mn 100%mv> You join Bayard's group. <95%hp 100%mn 100%mv> 1 The sky appears somewhat cloudy, and it begins to rain. <99%hp 100%mn 100%mv> The shadows here are too natural to blend with. <99%hp 100%mn 100%mv> 4 You attempt to move silently. You begin sneaking. <99%hp 100%mn 100%mv> l Bayard utters the words, 'gorienna tuaog'. Bayard's burning hands decimates the druid. <99%hp 100%mn 100%mv> A Dirt Path Halfway into this portion of a forest a dirt path begins and heads toward the north into a heavily shrouded area. Mists seem to snake out from that direction and a cool breeze chills you to the bone. A small sign is stuck in the ground at the beginning of the path, waiting to be read. [Exits: north east south west] A dark druid's robe lies crumpled in a pile here. It appears as though some large bird has lost a claw. A vest looking to be made from a tree lies here. ( 2) A thin dagger lies here on the ground. Bayard is here, fighting the druid. The druid is here, fighting Bayard. Snarling through sharp teeth, a black wolf considers eating you. <99%hp 100%mn 100%mv> Bayard's pierce hits the druid. You trample around loudly again. Your slash hits the druid. The druid has some small wounds. <99%hp 100%mn 100%mv> 3 Your kicked dirt misses the druid. The druid has some small wounds. <99%hp 100%mn 100%mv> 5 Your slash injures the druid. Your slash injures the druid. Bayard's pierce scratches the druid. The druid has quite a few wounds. <99%hp 100%mn 100%mv> 6 Your slash hits the druid. Your slash hits the druid. Bayard's pierce hits the druid. The druid is covered in bleeding wounds. <99%hp 100%mn 100%mv> 3 You quickly stick your leg behind the druid's right leg and trip him! Your trip scratches the druid. The druid is covered in bleeding wounds. <99%hp 100%mn 100%mv> 6 Your slash injures the druid. Bayard's pierce misses the druid. The druid's punch injures Bayard. The druid is bleeding profusely. <99%hp 100%mn 100%mv> You circle around the druid to land a critical strike. Your circle stab MUTILATES the druid! The druid is gushing blood. <99%hp 100%mn 100%mv> Your slash misses the druid. The druid is gushing blood. <99%hp 100%mn 100%mv> Bayard utters the words, 'gorienna tuaog'. Bayard's burning hands devastates the druid. The druid is spasming in shock. <99%hp 100%mn 100%mv> The druid hops backward and dodges your slash. Your slash injures the druid. Bayard's pierce injures the druid. The druid is spasming in shock. <99%hp 100%mn 100%mv> Your kicked dirt scratches the druid. The druid is blinded by the dirt in his eyes! The druid is writhing in agony. <99%hp 100%mn 100%mv> 3 6 Bayard utters the words, 'gorienna tuaog'. Bayard's burning hands maims the druid. Your slash hits the druid. Your slash injures the druid. The druid is DEAD!! You receive 256 experience points. You hear the druid's death cry. You get 21 silver coins from the corpse of the druid. You split 21 silver coins. Your share is 11 silver. The gods give you 60 silver coins for your sacrifice. You split 60 silver coins. Your share is 30 silver. <99%hp 100%mn 100%mv> drink rum But you are not fighting anyone. <99%hp 100%mn 100%mv> But you are not in combat! <99%hp 100%mn 100%mv> But you are not fighting anyone. <99%hp 100%mn 100%mv> You drink rum from a bottle of rum. You feel drunk. <99%hp 100%mn 100%mv> drink rum You fail to reach your mouth. *Hic* <99%hp 100%mn 100%mv> l A Dirt Path Halfway into this portion of a forest a dirt path begins and heads toward the north into a heavily shrouded area. Mists seem to snake out from that direction and a cool breeze chills you to the bone. A small sign is stuck in the ground at the beginning of the path, waiting to be read. [Exits: north east south west] ( 2) A dark druid's robe lies crumpled in a pile here. It appears as though some large bird has lost a claw. A vest looking to be made from a tree lies here. ( 2) A thin dagger lies here on the ground. A huge bat is here. Snarling through sharp teeth, a black wolf considers eating you. <99%hp 100%mn 100%mv> Bayard leaves west. You follow Bayard. Dark Woods You cough and struggle for air as the stench of rot, death, and decay fills your nose and lungs making it almost unbearable to breathe. A constant fire envelopes your nose. The trees here grow closely together and have sharp, short thorns that make travel slow and agonizing. You see small knotholes in a couple of the trees, a bit of dead grass sticking out of them as though birds have turned them into bird houses. [Exits: east south west] A huge bat is here. Stumbling, an escaped prisoner trips over an exposed root. <100%hp 100%mn 98%mv> back Bayard leaves west. You follow Bayard. Dark Woods You cough and struggle for air as the stench of rot, death, and decay fills your nose and lungs making it almost unbearable to breathe. A constant fire envelopes your nose. The trees here grow closely together and have sharp, short thorns that make travel slow and agonizing. You notice that some of the trees have knotholes, out of which bits of dead grass hang. Maybe some birds have turned these tree trunks into natural bird houses? [Exits: east south west down] ( 3) It appears as though some large bird has lost a claw. ( 2) A vest looking to be made from a tree lies here. A dark druid's robe lies crumpled in a pile here. A very large wooden box with a wide hole in the middle sits here. A huge bat is here. An escaped prisoner stumbles along here, desperately seeking help. <100%hp 100%mn 96%mv> pr  Bayard leaves south. You follow Bayard. Dark Woods The canopy of trees weaves together overhead, effectively blocking all light and rain and creating a total absense of light. No breeze stirs the trees or leaves lying on the ground; the air has a strange, thick smell. [Exits: north east south west] A sharp dagger gleams in the light. ( 3) It appears as though some large bird has lost a claw. A dark druid's robe lies crumpled in a pile here. A huge bat is here. <100%hp 100%mn 94%mv> ^R back       Bayard leaves west. You follow Bayard. Dark Woods The canopy of trees weaves together overhead, effectively blocking all light and rain and creating a total absense of light. No breeze stirs the trees or leaves lying on the ground; the air has a strange, thick smell. [Exits: north east south west] A vest looking to be made from a tree lies here. It appears as though some large bird has lost a claw. A huge bat is here. <100%hp 100%mn 92%mv> <100%hp 100%mn 92%mv> Bayard leaves west. You follow Bayard. Dark Woods The canopy of trees weaves together overhead, effectively blocking all light and rain and creating a total absense of light. No breeze stirs the trees or leaves lying on the ground; the air has a strange, thick smell. You notice that some of the trees have knotholes. Hanging out of a few of them are bits of dead grass, as though birds have turned them into natural bird houses. [Exits: north east south west] A burnt sword lies here on the ground. It appears as though some large bird has lost a claw. A thin dagger lies here on the ground. A vest looking to be made from a tree lies here. A huge bat is here. <100%hp 100%mn 91%mv> Bayard peers intently west. <100%hp 100%mn 91%mv> Bayard leaves west. You follow Bayard. Dark Woods The canopy of trees weaves together overhead, effectively blocking all light and rain and creating a total absense of light. No breeze stirs the trees or leaves lying on the ground; the air has a strange, thick smell. [Exits: north east south west] A huge bat is here. Stumbling, an escaped prisoner trips over an exposed root. <100%hp 100%mn 89%mv> Bayard utters the words, 'gorienna tuaog'. Bayard's burning hands MUTILATES the prisoner! <100%hp 100%mn 89%mv> 3 But you are not in combat! <100%hp 100%mn 89%mv> Bayard's pierce misses the prisoner. Your slash misses the prisoner. The prisoner has some small wounds. <100%hp 100%mn 89%mv> Bayard utters the words, 'gorienna tuaog'. Bayard's burning hands decimates the prisoner. The prisoner has quite a few wounds. <100%hp 100%mn 89%mv> Your slash misses the prisoner. Bayard's pierce misses the prisoner. The prisoner has quite a few wounds. <100%hp 100%mn 89%mv> 6 You circle around the prisoner to land a critical strike. Your circle stab MUTILATES the prisoner! The prisoner is covered in bleeding wounds. <100%hp 100%mn 89%mv> Your slash hits the prisoner. Your slash misses the prisoner. You have become better at second attack! Bayard's pierce misses the prisoner. The prisoner is bleeding profusely. <100%hp 100%mn 89%mv> 3 Your slash hits the prisoner. Bayard's pierce misses the prisoner. The prisoner is bleeding profusely. <100%hp 100%mn 89%mv> Your kicked dirt misses the prisoner. The prisoner is bleeding profusely. <100%hp 100%mn 89%mv> Bayard utters the words, 'gorienna tuaog'. Bayard's burning hands devastates the prisoner. The prisoner is gushing blood. <100%hp 100%mn 89%mv> 3 Your slash misses the prisoner. Bayard's pierce misses the prisoner. The prisoner is gushing blood. <100%hp 100%mn 89%mv> The prisoner scrambles backward and dodges your slash. Your slash misses the prisoner. Bayard's pierce misses the prisoner. The prisoner's punch injures Bayard. The prisoner is gushing blood. <100%hp 100%mn 89%mv> Your kicked dirt scratches the prisoner. The prisoner is blinded by the dirt in his eyes! The prisoner is gushing blood. <100%hp 100%mn 89%mv> Bayard utters the words, 'gorienna tuaog'. Bayard's burning hands maims the prisoner. The prisoner is screaming in pain. <100%hp 100%mn 89%mv> Your slash misses the prisoner. Bayard's pierce misses the prisoner. The prisoner's punch hits Bayard. The prisoner is screaming in pain. <100%hp 100%mn 89%mv> 6 Your slash misses the prisoner. Bayard's pierce hits the prisoner. The prisoner's punch hits Bayard. The prisoner is spasming in shock. <100%hp 100%mn 89%mv> 6 Your circle stab misses the prisoner. The prisoner is screaming in pain. <100%hp 100%mn 95%mv> Your slash misses the prisoner. Your slash misses the prisoner. Bayard's pierce misses the prisoner. The prisoner is screaming in pain. <100%hp 100%mn 95%mv> Bayard utters the words, 'gorienna tuaog'. Bayard's burning hands DISEMBOWELS the prisoner! The prisoner is writhing in agony. <100%hp 100%mn 95%mv> Your slash misses the prisoner. Your slash grazes the prisoner. The prisoner's punch injures Bayard. The prisoner is writhing in agony. <100%hp 100%mn 95%mv> Your circle stab misses the prisoner. The prisoner is writhing in agony. <100%hp 100%mn 95%mv> 6 Your slash misses the prisoner. Bayard's pierce misses the prisoner. The prisoner's punch injures Bayard. The prisoner is writhing in agony. <100%hp 100%mn 95%mv> You circle around the prisoner to land a critical strike. Your circle stab MUTILATES the prisoner! The prisoner is DEAD!! You receive 303 experience points. The prisoner's head is shattered, and his brains splash all over you. You get 15 silver coins from the corpse of the prisoner. You split 15 silver coins. Your share is 8 silver. The gods give you 60 silver coins for your sacrifice. You split 60 silver coins. Your share is 30 silver. <100%hp 100%mn 95%mv> gr Bayard's group: [15 Thi] Zeptaru  100%hp 100%mn  95%mv  1385 tnl [16 Ele] Bayard   53%hp  19%mn 100%mv  1257 tnl <100%hp 100%mn 95%mv> gr me t strike? They are not here. <100%hp 100%mn 95%mv> gr me      tell me t strike You tell the group 'me strike' <100%hp 100%mn 95%mv> gtell ? You tell the group '?' <100%hp 100%mn 100%mv> l Dark Woods The canopy of trees weaves together overhead, effectively blocking all light and rain and creating a total absense of light. No breeze stirs the trees or leaves lying on the ground; the air has a strange, thick smell. [Exits: north east south west] It appears as though some large bird has lost a claw. The splattered brains of the prisoner are lying here. A huge bat is here. <100%hp 100%mn 100%mv> Bayard shrugs helplessly. <100%hp 100%mn 100%mv> Bayard says, 'Ive you want' <100%hp 100%mn 100%mv> Bayard leaves west. You follow Bayard. Dark Woods The canopy of trees weaves together overhead, effectively blocking all light and rain and creating a total absense of light. No breeze stirs the trees or leaves lying on the ground; the air has a strange, thick smell. A number of trees have small knotholes, out of which you notice bits of dead grass hanging. Perhaps some birds have taken advantage of this as they turned the tree trunks into natural bird houses. [Exits: north east south west] A huge bat is here. Stumbling, an escaped prisoner trips over an exposed root. A dark druid tends to the trees in the grove. <100%hp 100%mn 98%mv> say nah You say, 'nah' <100%hp 100%mn 98%mv> Bayard utters the words, 'gorienna tuaog'. Bayard's burning hands devastates the prisoner. <100%hp 100%mn 98%mv> 3 But you are not in combat! <100%hp 100%mn 98%mv> Bayard's pierce misses the prisoner. Your slash misses the prisoner. The prisoner has some small wounds. <100%hp 100%mn 98%mv> 3 Your kicked dirt misses the prisoner. The prisoner has some small wounds. <100%hp 100%mn 98%mv> Your slash hits the prisoner. Your slash misses the prisoner. Bayard's pierce misses the prisoner. The prisoner's punch wounds Bayard. The prisoner has some small wounds. <100%hp 100%mn 98%mv> 3 Bayard tells the group 'I believe you do more damage circlestabbing' The prisoner has some small wounds. <100%hp 100%mn 98%mv> Bayard utters the words, 'gorienna tuaog'. Bayard's burning hands wounds the prisoner. The prisoner has quite a few wounds. <100%hp 100%mn 98%mv> Your slash misses the prisoner. Your slash misses the prisoner. Bayard's pierce misses the prisoner. The prisoner's punch hits Bayard. The prisoner has quite a few wounds. <100%hp 100%mn 98%mv> Your kicked dirt misses the prisoner. The prisoner has quite a few wounds. <100%hp 100%mn 98%mv> Bayard utters the words, 'gorienna tuaog'. Bayard's burning hands DISMEMBERS the prisoner! Your slash misses the prisoner. Bayard's pierce misses the prisoner. The prisoner is covered in bleeding wounds. <100%hp 100%mn 98%mv> 3 Your slash misses the prisoner. Your slash hits the prisoner. Bayard's pierce misses the prisoner. The prisoner's punch misses Bayard. The prisoner is bleeding profusely. <100%hp 100%mn 98%mv> Bayard utters the words, 'gorienna tuaog'. Bayard's burning hands decimates the prisoner. The prisoner is gushing blood. <100%hp 100%mn 98%mv> Your slash misses the prisoner. Bayard's pierce misses the prisoner. The prisoner's punch injures Bayard. The prisoner is gushing blood. <100%hp 100%mn 98%mv> Bayard utters the words, 'gorienna tuaog'. Bayard's burning hands MUTILATES the prisoner! The prisoner is screaming in pain. <100%hp 100%mn 98%mv> Your slash misses the prisoner. Bayard's pierce misses the prisoner. The prisoner is screaming in pain. <100%hp 100%mn 98%mv> Bayard utters the words, 'gorienna tuaog'. Bayard's burning hands wounds the prisoner. The prisoner is spasming in shock. <100%hp 100%mn 98%mv> The prisoner scrambles backward and dodges your slash. Bayard's pierce misses the prisoner. You look up and notice that it is no longer raining. The prisoner is screaming in pain. <100%hp 100%mn 100%mv> Bayard utters the words, 'gorienna tuaog'. Bayard's burning hands MUTILATES the prisoner! The prisoner is writhing in agony. <100%hp 100%mn 100%mv> Your slash misses the prisoner. The prisoner drops, rolls backward, and dodges your slash. Bayard's pierce misses the prisoner. The prisoner's punch hits Bayard. The prisoner is writhing in agony. <100%hp 100%mn 100%mv> Your slash injures the prisoner. Bayard's pierce misses the prisoner. The prisoner is writhing in agony. <100%hp 100%mn 100%mv> Your slash misses the prisoner. Your slash hits the prisoner. Bayard's pierce misses the prisoner. The prisoner is writhing in agony. <100%hp 100%mn 100%mv> Bayard utters the words, 'gorienna tuaog'. Bayard's burning hands DISEMBOWELS the prisoner! The prisoner is DEAD!! You receive 270 experience points. The prisoner's head is shattered, and his brains splash all over you. Bayard gets 12 silver coins from the corpse of the prisoner. Bayard sacrifices the corpse of the prisoner to the gods. <100%hp 100%mn 100%mv> Bayard peers intently west. <100%hp 100%mn 100%mv> Bayard peers intently north. <100%hp 100%mn 100%mv> Bayard peers intently south. <100%hp 100%mn 100%mv> Bayard leaves south. You follow Bayard. Grove of Despair Rises in the ground seem to abound here as small hills dot the landscape. The smell of mold and mildew floats through the air and the smell of death is heavy. The trunks of the trees have scratch marks on them where something has been sharpening its claws. [Exits: north east south west] A huge bat is here. A large wild dog observes you through baleful eyes, its mouth foaming with disease. <100%hp 100%mn 98%mv> Bayard leaves south. You follow Bayard. Grove of Despair Quiet. Very Quiet. No crickets or birds chirp and sounds that you were once used to are now alarmingly gone. The forest grows denser and shrubbery is thicker in this part. The ground is slightly soft as if it was just rained on but everything else is bone dry. It's then that you notice the ground is not wet with rainwater but blood. [Exits: north east south west] ( 2) It appears as though some large bird has lost a claw. ( 2) A dark druid's robe lies crumpled in a pile here. A thin dagger lies here on the ground. A huge bat is here. Snarling, a black wolf considers whether you are worthy prey. <100%hp 100%mn 96%mv> Bayard leaves south. You follow Bayard. Grove of Despair Trees wrap around each other in a disgusting eternal dance. You stumble blindly over roots that seconds ago you could have sworn weren't there. Strange arcane words reach your ears, warning those who would enter to turn and run while they still hold their lives. [Exits: north east south west] It appears as though some large bird has lost a claw. A huge bat is here. <100%hp 100%mn 94%mv> Bayard peers intently south. <100%hp 100%mn 94%mv> Bayard peers intently west. <100%hp 100%mn 94%mv> Bayard peers intently east. <100%hp 100%mn 94%mv> 6 3 6 3 6 3 l But you are not in combat! <100%hp 100%mn 94%mv> But you are not fighting anyone. <100%hp 100%mn 94%mv> But you are not in combat! <100%hp 100%mn 94%mv> But you are not fighting anyone. <100%hp 100%mn 94%mv> Bayard leaves east. You follow Bayard. Grove of Despair Trees wrap around each other in a disgusting eternal dance. You stumble blindly over roots that seconds ago you could have sworn weren't there. Strange arcane words reach your ears, warning those who would enter to turn and run while they still hold their lives. [Exits: north east south west] A thin dagger lies here on the ground. A huge bat is here. A dark guardian of the forest keeps vigilant watch. A forest guardian stands here patiently watching the forest. A green-clad hunter scans the forest for game. <100%hp 100%mn 92%mv> But you are not in combat! <100%hp 100%mn 92%mv> But you are not fighting anyone. <100%hp 100%mn 92%mv> But you are not in combat! <100%hp 100%mn 92%mv> Grove of Despair Trees wrap around each other in a disgusting eternal dance. You stumble blindly over roots that seconds ago you could have sworn weren't there. Strange arcane words reach your ears, warning those who would enter to turn and run while they still hold their lives. [Exits: north east south west] A thin dagger lies here on the ground. A huge bat is here. A dark guardian of the forest keeps vigilant watch. A forest guardian stands here patiently watching the forest. A green-clad hunter scans the forest for game. <100%hp 100%mn 92%mv> Bayard utters the words, 'gorienna tuaog'. Bayard's burning hands devastates the forest guardian. <100%hp 100%mn 92%mv> 3 Bayard's pierce misses the forest guardian. Your slash hits the forest guardian. The forest guardian has some small wounds. <100%hp 100%mn 92%mv> Your kicked dirt nicks the forest guardian. The forest guardian is blinded by the dirt in his eyes! The forest guardian has some small wounds. <100%hp 100%mn 92%mv> 5 Bayard utters the words, 'dueab daggasz'. Bayard opens a small vortex to unleash a volley of magical missiles. Bayard unleashes a magic missile at the forest guardian. Bayard's magic missile grazes the forest guardian. Bayard unleashes a magic missile at the forest guardian. Bayard's magic missile injures the forest guardian. The vortex closes in a flash of light. The forest guardian has quite a few wounds. <100%hp 100%mn 92%mv> Your slash hits the forest guardian. Bayard's pierce hits the forest guardian. The forest guardian has quite a few wounds. <100%hp 100%mn 92%mv> Bayard utters the words, 'dueab daggasz'. Bayard opens a small vortex to unleash a volley of magical missiles. Bayard unleashes a magic missile at the forest guardian. Bayard's magic missile injures the forest guardian. Bayard unleashes a magic missile at the forest guardian. Bayard's magic missile devastates the forest guardian. The vortex closes in a flash of light. The forest guardian is bleeding profusely. <100%hp 100%mn 99%mv> 5 6 The forest guardian leans back and dodges your slash. Bayard's pierce misses the forest guardian. The forest guardian's magic hits Bayard. The forest guardian is bleeding profusely. <100%hp 100%mn 99%mv> You quickly stick your leg behind the forest guardian's right leg and trip him! Your trip nicks the forest guardian. The forest guardian is bleeding profusely. <100%hp 100%mn 99%mv> Bayard utters the words, 'dueab daggasz'. Bayard opens a small vortex to unleash a volley of magical missiles. Bayard unleashes a magic missile at the forest guardian. Bayard's magic missile injures the forest guardian. Bayard unleashes a magic missile at the forest guardian. Bayard's magic missile maims the forest guardian. The vortex closes in a flash of light. The forest guardian is gushing blood. <100%hp 100%mn 99%mv> Your slash injures the forest guardian. Bayard's pierce misses the forest guardian. The forest guardian is screaming in pain. <100%hp 100%mn 99%mv> 6You kick out the forest guardian's left leg and trip him! Your trip grazes the forest guardian. The forest guardian is screaming in pain. <100%hp 100%mn 99%mv> Bayard utters the words, 'dueab daggasz'. Bayard opens a small vortex to unleash a volley of magical missiles. Bayard unleashes a magic missile at the forest guardian. Bayard's magic missile wounds the forest guardian. Bayard unleashes a magic missile at the forest guardian. Bayard's magic missile maims the forest guardian. The vortex closes in a flash of light. The forest guardian is writhing in agony. <100%hp 100%mn 99%mv> Your slash wounds the forest guardian. Your slash injures the forest guardian. Bayard's pierce grazes the forest guardian. The forest guardian is convulsing on the ground. <100%hp 100%mn 99%mv> You circle around the forest guardian to land a critical strike. Your circle stab MUTILATES the forest guardian! The forest guardian is DEAD!! You receive 275 experience points. You hear the forest guardian's death cry. You get 48 silver coins from the corpse of the forest guardian. You split 48 silver coins. Your share is 24 silver. The gods give you 60 silver coins for your sacrifice. You split 60 silver coins. Your share is 30 silver. <100%hp 100%mn 99%mv> Bayard drops a mat made of lion hair. <100%hp 100%mn 99%mv> Bayard goes to sleep on a mat made of lion hair. <100%hp 100%mn 99%mv> gr But you are not fighting anyone. <100%hp 100%mn 99%mv> Bayard tells the group 'I need to heal my mind' Bayard's group: [15 Thi] Zeptaru  100%hp 100%mn  99%mv  840 tnl [16 Ele] Bayard   29%hp  1%mn 100%mv  449 tnl <100%hp 100%mn 99%mv> gtell Aye You tell the group 'Aye' <100%hp 100%mn 99%mv> The forest guardian gets a large claw. <100%hp 100%mn 99%mv> con guardian The forest guardian would not need much help to kill you. The forest guardian grins evilly at you. <100%hp 100%mn 100%mv> The sky appears somewhat cloudy, and it begins to rain. <100%hp 100%mn 100%mv> gr Bayard's group: [15 Thi] Zeptaru  100%hp 100%mn 100%mv  840 tnl [16 Ele] Bayard   75%hp  76%mn 100%mv  449 tnl <100%hp 100%mn 100%mv> The forest guardian leaves north. <100%hp 100%mn 100%mv> gtell where do ye get lembas bread? You tell the group 'where do ye get lembas bread?' <100%hp 100%mn 100%mv> The hunter gets a vest. <100%hp 100%mn 100%mv> gr Bayard's group: [15 Thi] Zeptaru  100%hp 100%mn 100%mv  840 tnl [16 Ele] Bayard  100%hp  95%mn 100%mv  449 tnl <100%hp 100%mn 100%mv> Bayard tells the group 'From Ofcol' <100%hp 100%mn 100%mv> Bayard tells the group 'From the south gate just one north then east' <100%hp 100%mn 100%mv> Bayard wakes and stands up. <100%hp 100%mn 100%mv> Bayard gets a mat made of lion hair. <100%hp 100%mn 100%mv> You look up and notice that it is no longer raining. <100%hp 100%mn 100%mv> Bayard's pierce hits the hunter. <100%hp 100%mn 100%mv> Bayard's pierce injures the hunter. Your slash injures the hunter. The hunter's pierce misses Bayard. The hunter has quite a few wounds. <100%hp 100%mn 100%mv> 3 Your kicked dirt nicks the hunter. The hunter is blinded by the dirt in his eyes! The hunter has quite a few wounds. <100%hp 100%mn 100%mv> 6 Bayard utters the words, 'gorienna tuaog'. Your slash misses the hunter. Bayard's pierce grazes the hunter. The hunter's pierce misses Bayard. The hunter has quite a few wounds. <100%hp 100%mn 100%mv> Your slash misses the hunter. Your slash misses the hunter. Bayard's pierce hits the hunter. The hunter's pierce misses Bayard. The hunter is covered in bleeding wounds. <100%hp 100%mn 100%mv> Bayard utters the words, 'gorienna tuaog'. Bayard's burning hands decimates the hunter. The hunter is gushing blood. <100%hp 100%mn 100%mv> You circle around the hunter to land a critical strike. Your circle stab MUTILATES the hunter! The hunter is writhing in agony. <100%hp 100%mn 100%mv> Your slash injures the hunter. Bayard's pierce hits the hunter. The hunter is DEAD!! You receive 63 experience points. You hear the hunter's death cry. Bayard gets 15 silver coins from the corpse of the hunter. Bayard sacrifices the corpse of the hunter to the gods. <100%hp 100%mn 100%mv> wo You have 0 gold, 2422 silver, and 56463 experience (777 exp to level). <100%hp 100%mn 100%mv> sc You are Zeptaru the Thief. Level 15, 20 years old (45 hours). You are young. You joined Dark Mists 92 days, 1 hours, 33 minutes, and 47 seconds ago. Race: changeling Sex: male Class: thief You have 100% hit, 100% mana, 100% movement. You have 2 practices and 0 training sessions. You are carrying 36/40 items with weight 244/295 pounds. Str: 17(??) Int: 20(??) Wis: 22(??) Dex: 21(??) Con: 15(??) You have scored 56463 exp, and have 0 gold and 2422 silver coins. You need 777 exp to level. Wimpy set to 40% hit points. Hometown is Glyndane. You are standing. You are heavily armored against piercing. You are heavily armored against bashing. You are heavily armored against slashing. You are very well-armored against magic. Hitroll: 12 Damroll: 6 You are neutral, and impulsively inclined. You are not affected by anything. <100%hp 100%mn 100%mv> Bayard leaves west. You follow Bayard. Grove of Despair Trees wrap around each other in a disgusting eternal dance. You stumble blindly over roots that seconds ago you could have sworn weren't there. Strange arcane words reach your ears, warning those who would enter to turn and run while they still hold their lives. [Exits: north east south west] It appears as though some large bird has lost a claw. A huge bat is here. A green-clad hunter scans the forest for game. <100%hp 100%mn 98%mv> The wolf has arrived. <100%hp 100%mn 98%mv> Bayard utters the word, 'zolgahtljupz'. <100%hp 100%mn 98%mv> Bayard utters the word, 'zolgahtljupz'. Bayard makes the earth tremble and shiver. Bayard's earthquake MUTILATES the wolf! The wolf is DEAD!! You receive 18 experience points. The wolf spills his guts all over the floor. Bayard gets 4 silver coins from the corpse of the wolf. Bayard sacrifices the corpse of the wolf to the gods. Bayard's earthquake MUTILATES the hunter! <100%hp 100%mn 100%mv> Bayard's pierce hits the hunter. Your slash wounds the hunter. The hunter leans to his left and dodges your slash. The hunter's pierce misses Bayard. The hunter is bleeding profusely. <100%hp 100%mn 100%mv> 3 Your kicked dirt grazes the hunter. The hunter is blinded by the dirt in his eyes! The hunter is bleeding profusely. <100%hp 100%mn 100%mv> 6 Your slash hits the hunter. Bayard's pierce misses the hunter. The hunter's pierce misses Bayard. The hunter is gushing blood. <100%hp 100%mn 100%mv> Bayard utters the words, 'gorienna tuaog'. Bayard's burning hands devastates the hunter. The hunter is spasming in shock. <100%hp 100%mn 100%mv> Your slash hits the hunter. Your slash injures the hunter. Bayard's pierce injures the hunter. The hunter is DEAD!! You receive 63 experience points. You hear the hunter's death cry. Bayard gets 17 silver coins from the corpse of the hunter. Bayard sacrifices the corpse of the hunter to the gods. <100%hp 100%mn 100%mv> But you are not fighting anyone. <100%hp 100%mn 100%mv> alias kick   Bayard peers intently north. <100%hp 100%mn 100%mv> ^R alias kic   7 Bayard leaves west. You follow Bayard. Grove of Despair Trees wrap around each other in a disgusting eternal dance. You stumble blindly over roots that seconds ago you could have sworn weren't there. Strange arcane words reach your ears, warning those who would enter to turn and run while they still hold their lives. [Exits: north east south west] ( 5) A bloody scroll was ripped from the corpse of the guardian. A huge bat is here. A large wild dog glares at you, mouth foaming, eyes glowing balefully. Scanning for trouble, a forest guardian stands watch patiently. <100%hp 100%mn 98%mv> kick Bayard peers intently north. <100%hp 100%mn 98%mv> 7 is now aliased to 'kick'. <100%hp 100%mn 98%mv> Bayard leaves north. You follow Bayard. Grove of Despair Quiet. Very Quiet. No crickets or birds chirp and sounds that you were once used to are now alarmingly gone. The forest grows denser and shrubbery is thicker in this part. The ground is slightly soft as if it was just rained on but everything else is bone dry. It's then that you notice the ground is not wet with rainwater but blood. [Exits: north east south west] A practice dagger lies here, waiting for a wielder. A huge bat is here. A large wild dog observes you through baleful eyes, its mouth foaming with disease. Balefully staring at you through wild, glowing eyes, a hateful wild dog foams at the mouth. A trog is here, looming menacingly. A dark druid tends to the trees in the grove. A black wolf stands here, snarling at you. <100%hp 100%mn 96%mv> Bayard utters the word, 'zolgahtljupz'. Bayard makes the earth tremble and shiver. Bayard's earthquake MUTILATES the wolf! The wolf is DEAD!! You receive 18 experience points. The wolf's head is shattered, and his brains splash all over you. Bayard gets 6 silver coins from the corpse of the wolf. Bayard sacrifices the corpse of the wolf to the gods. Bayard's earthquake MUTILATES the druid! Bayard's earthquake MUTILATES the trog! Bayard's earthquake MUTILATES a wild dog! Bayard's earthquake MUTILATES a wild dog! <100%hp 100%mn 96%mv> 3 But you are not in combat! <100%hp 100%mn 96%mv> Bayard's pierce hits the druid. Your slash injures the druid. The druid's punch hits Bayard. The trog's slash misses Bayard. A wild dog's chomp grazes Bayard. A wild dog's chomp misses Bayard. A wild dog's chomp misses Bayard. A wild dog's chomp misses Bayard. The druid has quite a few wounds. <100%hp 100%mn 96%mv> 3 Your kicked dirt grazes the druid. The druid is blinded by the dirt in his eyes! The druid has quite a few wounds. <100%hp 100%mn 96%mv> The sky gets very cloudy and a calmness begins here. The druid has quite a few wounds. <100%hp 100%mn 100%mv> 6 Your slash wounds the druid. Bayard's pierce scratches the druid. The trog's slash misses Bayard. A wild dog's chomp misses Bayard. A wild dog's chomp misses Bayard. A wild dog's chomp misses Bayard. A wild dog's chomp misses Bayard. The druid has quite a few wounds. <100%hp 100%mn 100%mv> Bayard utters the word, 'zolgahtljupz'. Bayard makes the earth tremble and shiver. Bayard's earthquake MUTILATES the druid! Bayard's earthquake MUTILATES the trog! Bayard's earthquake MUTILATES a wild dog! Bayard's earthquake MUTILATES a wild dog! The druid is bleeding profusely. <100%hp 100%mn 100%mv> Your slash injures the druid. Your slash hits the druid. Bayard's pierce misses the druid. A wild dog's chomp misses Bayard. A wild dog's chomp misses Bayard. A wild dog's chomp misses Bayard. A wild dog's chomp misses Bayard. The druid is bleeding profusely. <100%hp 100%mn 100%mv> Your circle stab misses the druid. The druid is bleeding profusely. <100%hp 100%mn 100%mv> 7 Your slash wounds the druid. Your slash injures the druid. Bayard's pierce injures the druid. A wild dog's chomp misses Bayard. A wild dog's chomp misses Bayard. The druid is screaming in pain. <100%hp 100%mn 100%mv> 6 Bayard utters the word, 'zolgahtljupz'. Bayard makes the earth tremble and shiver. Bayard's earthquake DISMEMBERS the druid! Bayard's earthquake DISMEMBERS the trog! Bayard's earthquake DISMEMBERS a wild dog! Bayard's earthquake DISMEMBERS a wild dog! The druid is writhing in agony. <100%hp 100%mn 100%mv> Your kick misses the druid. The druid is writhing in agony. <100%hp 100%mn 100%mv> The druid scrambles backward and dodges your slash. Bayard's pierce misses the druid. A wild dog's chomp misses Bayard. A wild dog's chomp misses Bayard. A wild dog's chomp misses Bayard. The druid is writhing in agony. <100%hp 100%mn 100%mv> You circle around the druid to land a critical strike. Your circle stab MUTILATES the druid! The druid is nearly dead. <100%hp 100%mn 100%mv> Your slash grazes the druid. The druid is DEAD!! You receive 287 experience points. The druid hits the ground ... DEAD. You get 45 silver coins from the corpse of the druid. You split 45 silver coins. Your share is 23 silver. The gods give you 60 silver coins for your sacrifice. You split 60 silver coins. Your share is 30 silver. The trog's slash hits Bayard. A wild dog's chomp misses Bayard. A wild dog's chomp misses Bayard. A wild dog's chomp misses Bayard. A wild dog's chomp misses Bayard. <100%hp 100%mn 100%mv> 6 Bayard utters the word, 'zolgahtljupz'. Bayard makes the earth tremble and shiver. Bayard's earthquake DISEMBOWELS the trog! Bayard's earthquake DISEMBOWELS a wild dog! A wild dog is DEAD!! You receive 74 experience points. You hear a wild dog's death cry. Bayard gets 5037 silver coins from the corpse of a wild dog. Bayard sacrifices the corpse of a wild dog to the gods. Bayard's earthquake DISEMBOWELS a wild dog! A wild dog is DEAD!! You receive 79 experience points. You hear a wild dog's death cry. Bayard gets 30 silver coins from the corpse of a wild dog. Bayard sacrifices the corpse of a wild dog to the gods. <100%hp 100%mn 100%mv> Bayard's pierce misses the trog. Your slash injures the trog. The trog is screaming in pain. <100%hp 100%mn 100%mv> Your circle stab misses the trog. The trog is screaming in pain. <100%hp 100%mn 100%mv> Your slash misses the trog. Your slash hits the trog. Bayard's pierce misses the trog. The trog is spasming in shock. <100%hp 100%mn 100%mv> Your slash misses the trog. Bayard's pierce grazes the trog. The trog is spasming in shock. <100%hp 100%mn 100%mv> 3 Your kicked dirt scratches the trog. The trog is blinded by the dirt in his eyes! Your slash misses the trog. Bayard's pierce hits the trog. The trog's slash hits Bayard. The trog is spasming in shock. <100%hp 100%mn 100%mv> Bayard utters the words, 'gorienna tuaog'. The trog is spasming in shock. <100%hp 100%mn 100%mv> 6 7 Your slash injures the trog. Bayard's pierce injures the trog. The trog's slash misses Bayard. The trog is writhing in agony. <100%hp 100%mn 100%mv> Bayard utters the words, 'gorienna tuaog'. Bayard's burning hands MUTILATES the trog! The trog is nearly dead. <100%hp 100%mn 100%mv> Your slash injures the trog. The trog is DEAD!! You receive 266 experience points. You raise a level!! You gain 18/225 hp, 8/223 mana, 6/230 move, and 4/6 practices. You hear the trog's death cry. You get 101 silver coins from the corpse of the trog. You split 101 silver coins. Your share is 51 silver. The gods give you 60 silver coins for your sacrifice. You split 60 silver coins. Your share is 30 silver. <92%hp 96%mn 97%mv> But you are not fighting anyone. <92%hp 96%mn 97%mv> But you are not in combat! <92%hp 96%mn 97%mv> Bayard peers intently north. <92%hp 96%mn 97%mv> Bayard leaves north. You follow Bayard. Cave Entrance In the middle of this small open area is what appears to be a fissure leading down into a cave. Mold grows in the rocks of the entrance, giving it a slick, wet look. Inside, it is ominously dark. [Exits: north east south west down] A dark druid's robe lies crumpled in a pile here. A thin dagger lies here on the ground. A huge bat is here. A charred skeleton lies here, unmoving. A charred skeleton lies here, unmoving. A charred skeleton lies here, unmoving. A charred skeleton lies here, unmoving. A charred skeleton lies here, unmoving. <92%hp 96%mn 95%mv> Bayard utters the word, 'zolgahtljupz'. Bayard makes the earth tremble and shiver. Bayard's earthquake maims the skeleton. Bayard's earthquake maims the skeleton. Bayard's earthquake maims the skeleton. Bayard's earthquake maims the skeleton. Bayard's earthquake maims the skeleton. <92%hp 96%mn 95%mv> 3 But you are not in combat! <96%hp 100%mn 100%mv> Bayard's pierce grazes the skeleton. Your slash injures the skeleton. The skeleton's slash misses Bayard. The skeleton's slash misses Bayard. The skeleton's slash hits Bayard. The skeleton has quite a few wounds. <96%hp 100%mn 100%mv> 6 Your circle stab misses the skeleton. The skeleton has quite a few wounds. <96%hp 100%mn 100%mv> Your slash grazes the skeleton. Bayard's pierce injures the skeleton. The skeleton's slash misses Bayard. The skeleton's slash misses Bayard. The skeleton is covered in bleeding wounds. <96%hp 100%mn 100%mv> 3 Bayard utters the word, 'zolgahtljupz'. Bayard makes the earth tremble and shiver. Bayard's earthquake DISEMBOWELS the skeleton! Bayard's earthquake DISEMBOWELS the skeleton! Bayard's earthquake DISEMBOWELS the skeleton! Bayard's earthquake DISEMBOWELS the skeleton! Bayard's earthquake DISEMBOWELS the skeleton! The skeleton is screaming in pain. <96%hp 100%mn 100%mv> 6 Your slash injures the skeleton. Bayard's pierce hits the skeleton. The skeleton's slash misses Bayard. The skeleton's slash misses Bayard. The skeleton is spasming in shock. <96%hp 100%mn 100%mv> Your kicked dirt scratches the skeleton. The skeleton is blinded by the dirt in his eyes! The skeleton is spasming in shock. <96%hp 100%mn 100%mv> 7 Your slash wounds the skeleton. Bayard's pierce injures the skeleton. The skeleton's slash misses Bayard. The skeleton is convulsing on the ground. <96%hp 100%mn 100%mv> 6 Bayard utters the word, 'zolgahtljupz'. Bayard makes the earth tremble and shiver. Bayard's earthquake MUTILATES the skeleton! The skeleton is DEAD!! You receive 112 experience points. You hear the skeleton's death cry. Bayard gets 19 silver coins from the corpse of the skeleton. Bayard sacrifices the corpse of the skeleton to the gods. Bayard's earthquake MUTILATES the skeleton! Bayard's earthquake MUTILATES the skeleton! Bayard's earthquake MUTILATES the skeleton! Bayard's earthquake MUTILATES the skeleton! <96%hp 100%mn 100%mv> Your slash injures the skeleton. The skeleton's slash misses Bayard. The skeleton's slash misses Bayard. The skeleton's slash misses Bayard. The skeleton is spasming in shock. <96%hp 100%mn 100%mv> You circle around the skeleton to land a critical strike. Your circle stab MUTILATES the skeleton! The skeleton is convulsing on the ground. <96%hp 100%mn 100%mv> Your slash injures the skeleton. The skeleton is DEAD!! You receive 102 experience points. You hear the skeleton's death cry. You get 34 silver coins from the corpse of the skeleton. You split 34 silver coins. Your share is 17 silver. The gods give you 45 silver coins for your sacrifice. You split 45 silver coins. Your share is 23 silver. The skeleton's slash misses Bayard. The skeleton's slash misses Bayard. <96%hp 100%mn 100%mv> 6  Bayard utters the word, 'zolgahtljupz'. Bayard makes the earth tremble and shiver. Bayard's earthquake DISEMBOWELS the skeleton! Bayard's earthquake DISEMBOWELS the skeleton! Bayard's earthquake DISEMBOWELS the skeleton! <96%hp 100%mn 100%mv> But you are not in combat! <96%hp 100%mn 100%mv> But you are not fighting anyone. <96%hp 100%mn 100%mv> Your slash wounds the skeleton. The skeleton scrambles backward and dodges your slash. The skeleton's slash misses Bayard. The skeleton's slash misses Bayard. The skeleton is nearly dead. <96%hp 100%mn 100%mv> 3 Your kicked dirt scratches the skeleton. The skeleton is DEAD!! You receive 105 experience points. The skeleton spills her guts all over the floor. You get 40 silver coins from the corpse of the skeleton. You split 40 silver coins. Your share is 20 silver. The gods give you 45 silver coins for your sacrifice. You split 45 silver coins. Your share is 23 silver. <96%hp 100%mn 100%mv> 6 Your slash wounds the skeleton. The skeleton is DEAD!! You receive 123 experience points. The skeleton's severed head plops on the ground. You get 37 silver coins from the corpse of the skeleton. You split 37 silver coins. Your share is 19 silver. The gods give you 45 silver coins for your sacrifice. You split 45 silver coins. Your share is 23 silver. <96%hp 100%mn 100%mv> But you are not fighting anyone. <96%hp 100%mn 100%mv> Bayard's pierce misses the skeleton. Your slash injures the skeleton. The skeleton's slash misses Bayard. The skeleton is convulsing on the ground. <96%hp 100%mn 100%mv> 3 Your kicked dirt scratches the skeleton. The skeleton is blinded by the dirt in her eyes! The skeleton is nearly dead. <96%hp 100%mn 100%mv> 6 Your slash injures the skeleton. The skeleton is DEAD!! You receive 114 experience points. You hear the skeleton's death cry. You get 24 silver coins from the corpse of the skeleton. You split 24 silver coins. Your share is 12 silver. The gods give you 45 silver coins for your sacrifice. You split 45 silver coins. Your share is 23 silver. <96%hp 100%mn 100%mv> 3 But you are not fighting anyone. <96%hp 100%mn 100%mv> But you are not in combat! <96%hp 100%mn 100%mv> You look up and notice that it is no longer raining. <100%hp 100%mn 100%mv> l Bayard peers intently west. <100%hp 100%mn 100%mv> Cave Entrance In the middle of this small open area is what appears to be a fissure leading down into a cave. Mold grows in the rocks of the entrance, giving it a slick, wet look. Inside, it is ominously dark. [Exits: north east south west down] ( 5) A burnt sword lies here on the ground. The severed head of the skeleton is lying here. A steaming pile of the skeleton's entrails is lying here. A dark druid's robe lies crumpled in a pile here. A thin dagger lies here on the ground. A huge bat is here. <100%hp 100%mn 100%mv> Bayard leaves west. You follow Bayard. Grove of Despair Rises in the ground seem to abound here, small hills dot the landscape. The smell of mold and mildew floats through the air and the smell of death is heavy. The trunks of the trees have scratch marks on them where something has been sharpening its claws. [Exits: north east south west] A huge bat is here. <100%hp 100%mn 98%mv> g Bayard leaves west. You follow Bayard. Grove of Despair Rises in the ground seem to abound here as small hills dot the landscape. The smell of mold and mildew floats through the air and the smell of death is heavy. The trunks of the trees have scratch marks on them where something has been sharpening its claws. [Exits: north east south west] A huge bat is here. A forest guardian stands here patiently watching the forest. <100%hp 100%mn 96%mv> r Bayard's group: [16 Thi] Zeptaru  100%hp 100%mn  96%mv  5536 tnl [17 Ele] Bayard   82%hp  77%mn  97%mv  6063 tnl <100%hp 100%mn 96%mv> Bayard utters the words, 'gorienna tuaog'. The forest guardian's magic hits Bayard. Bayard's pierce misses the forest guardian. The forest guardian drops, rolls backward, and dodges your slash. The forest guardian's magic hits Bayard. The forest guardian is in perfect condition. <100%hp 100%mn 96%mv> 3 Your kicked dirt nicks the forest guardian. The forest guardian is blinded by the dirt in his eyes! The forest guardian has a few scratches. <100%hp 100%mn 96%mv> Your slash hits the forest guardian. Your slash hits the forest guardian. Bayard's pierce misses the forest guardian. The forest guardian has a few bruises. <100%hp 100%mn 96%mv> 6 Bayard utters the words, 'gorienna tuaog'. Bayard's burning hands DISMEMBERS the forest guardian! The forest guardian has quite a few wounds. <100%hp 100%mn 96%mv> Your slash misses the forest guardian. Bayard's pierce misses the forest guardian. The forest guardian's magic hits Bayard. The forest guardian has quite a few wounds. <100%hp 100%mn 96%mv> Bayard utters the words, 'gorienna tuaog'. You are sober. The forest guardian has quite a few wounds. <100%hp 100%mn 100%mv> You circle around the forest guardian to land a critical strike. Your circle stab MUTILATES the forest guardian! The forest guardian is bleeding profusely. <100%hp 100%mn 100%mv> Your slash injures the forest guardian. Bayard's pierce hits the forest guardian. The forest guardian is bleeding profusely. <100%hp 100%mn 100%mv> 3 Bayard utters the words, 'gorienna tuaog'. Bayard's burning hands mauls the forest guardian. The forest guardian is gushing blood. <100%hp 100%mn 100%mv> Your slash hits the forest guardian. Your slash injures the forest guardian. Bayard's pierce misses the forest guardian. The forest guardian is screaming in pain. <100%hp 100%mn 100%mv> Your kicked dirt scratches the forest guardian. The forest guardian is blinded by the dirt in his eyes! The forest guardian is screaming in pain. <100%hp 100%mn 100%mv> 6 Bayard utters the words, 'gorienna tuaog'. Bayard's burning hands MUTILATES the forest guardian! The forest guardian is writhing in agony. <100%hp 100%mn 100%mv> 7 The forest guardian ducks and dodges your slash. Bayard's pierce wounds the forest guardian. The forest guardian's magic injures Bayard. The forest guardian is writhing in agony. <100%hp 100%mn 100%mv> Bayard utters the words, 'gorienna tuaog'. Bayard's burning hands mauls the forest guardian. The forest guardian is convulsing on the ground. <100%hp 100%mn 100%mv> The forest guardian ducks and dodges your slash. Bayard's pierce misses the forest guardian. The forest guardian's magic misses Bayard. The forest guardian is convulsing on the ground. <100%hp 100%mn 100%mv> You circle around the forest guardian to land a critical strike. Your circle stab MUTILATES the forest guardian! The forest guardian is DEAD!! You receive 289 experience points. You hear the forest guardian's death cry. You get 54 silver coins from the corpse of the forest guardian. You split 54 silver coins. Your share is 27 silver. The gods give you 60 silver coins for your sacrifice. You split 60 silver coins. Your share is 30 silver. <100%hp 100%mn 100%mv> drink rum But you are not in combat! <100%hp 100%mn 100%mv> You drink rum from a bottle of rum. You feel drunk. <100%hp 100%mn 100%mv> Bayard peers intently west. <100%hp 100%mn 100%mv> Bayard peers intently east. <100%hp 100%mn 100%mv> Bayard peers intently north. <100%hp 100%mn 100%mv> Bayard peers intently south. <100%hp 100%mn 100%mv> Bayard leaves north. You follow Bayard. Dark Woods The canopy of trees weaves together overhead, effectively blocking all light and rain and creating a total absense of light. No breeze stirs the trees or leaves lying on the ground; the air has a strange, thick smell. You notice that some of the trees have knotholes. Hanging out of a few of them are bits of dead grass, as though birds have turned them into natural bird houses. [Exits: north east south west] A burnt sword lies here on the ground. It appears as though some large bird has lost a claw. A thin dagger lies here on the ground. A vest looking to be made from a tree lies here. A huge bat is here. A dark druid wanders the grove. <100%hp 100%mn 98%mv> Bayard utters the words, 'gorienna tuaog'. Bayard's burning hands DISEMBOWELS the druid! <100%hp 100%mn 98%mv> 3 Bayard's pierce misses the druid. Your slash injures the druid. The druid's punch injures Bayard. The druid has quite a few wounds. <100%hp 100%mn 98%mv> Your kicked dirt scratches the druid. The druid is blinded by the dirt in his eyes! The druid has quite a few wounds. <100%hp 100%mn 98%mv> Bayard utters the words, 'gorienna tuaog'. Bayard's burning hands MUTILATES the druid! The druid is covered in bleeding wounds. <100%hp 100%mn 98%mv> 6 Your slash hits the druid. The druid is covered in bleeding wounds. <100%hp 100%mn 98%mv> Bayard utters the words, 'gorienna tuaog'. Bayard's burning hands MUTILATES the druid! The druid is gushing blood. <100%hp 100%mn 98%mv> Your slash injures the druid. Bayard's pierce hits the druid. The druid's punch misses Bayard. The druid is screaming in pain. <100%hp 100%mn 98%mv> Your circle stab misses the druid. The druid is screaming in pain. <100%hp 100%mn 98%mv> 6 Your slash hits the druid. Bayard's pierce misses the druid. The druid is screaming in pain. <100%hp 100%mn 98%mv> Bayard utters the words, 'gorienna tuaog'. The druid is screaming in pain. <100%hp 100%mn 98%mv> Your circle stab misses the druid. The druid is screaming in pain. <100%hp 100%mn 98%mv> Your slash injures the druid. Bayard's pierce misses the druid. The druid's punch misses Bayard. The druid is screaming in pain. <100%hp 100%mn 98%mv> Your slash wounds the druid. The druid hops backward and dodges your slash. Bayard's pierce misses the druid. The druid is spasming in shock. <100%hp 100%mn 100%mv> 6 Your circle stab misses the druid. The druid is spasming in shock. <100%hp 100%mn 100%mv> Bayard utters the words, 'gorienna tuaog'. Bayard's burning hands decimates the druid. The druid is writhing in agony. <100%hp 100%mn 100%mv> Your slash wounds the druid. Bayard's pierce hits the druid. The druid's punch wounds Bayard. The druid is convulsing on the ground. <100%hp 100%mn 100%mv> The druid is convulsing on the ground. <100%hp 100%mn 100%mv> Your slash hits the druid. Bayard's pierce grazes the druid. The druid is convulsing on the ground. <100%hp 100%mn 100%mv> Your slash injures the druid. The druid is DEAD!! You receive 254 experience points. The druid's head is shattered, and his brains splash all over you. You get 43 silver coins from the corpse of the druid. You split 43 silver coins. Your share is 22 silver. The gods give you 60 silver coins for your sacrifice. You split 60 silver coins. Your share is 30 silver. <100%hp 100%mn 100%mv> wo You have 0 gold, 2825 silver, and 58367 experience (4993 exp to level). <100%hp 100%mn 100%mv> l Dark Woods The canopy of trees weaves together overhead, effectively blocking all light and rain and creating a total absense of light. No breeze stirs the trees or leaves lying on the ground; the air has a strange, thick smell. You notice that some of the trees have knotholes. Hanging out of a few of them are bits of dead grass, as though birds have turned them into natural bird houses. [Exits: north east south west] A dark druid's robe lies crumpled in a pile here. The splattered brains of the druid are lying here. A burnt sword lies here on the ground. It appears as though some large bird has lost a claw. A thin dagger lies here on the ground. A vest looking to be made from a tree lies here. A huge bat is here. <100%hp 100%mn 100%mv> Bayard utters the words, 'aculaictha aazag'. <100%hp 100%mn 100%mv> Bayard utters the words, 'aculaictha aazag'. <100%hp 100%mn 100%mv> You are hungry. <100%hp 100%mn 100%mv> Bayard utters the words, 'bbantisuhz yiio'. A magic mushroom suddenly appears. Bayard allows a magic mushroom to drop to ground. <100%hp 100%mn 100%mv> take mushroo             Bayard drops some coins. <100%hp 100%mn 100%mv> Bayard splits 5000 silver coins. Your share is 2500 silver. <100%hp 100%mn 100%mv> smile You smile happily. <100%hp 100%mn 100%mv> l Dark Woods The canopy of trees weaves together overhead, effectively blocking all light and rain and creating a total absense of light. No breeze stirs the trees or leaves lying on the ground; the air has a strange, thick smell. You notice that some of the trees have knotholes. Hanging out of a few of them are bits of dead grass, as though birds have turned them into natural bird houses. [Exits: north east south west] A pile of silver coins. A delicious magic mushroom is here. A dark druid's robe lies crumpled in a pile here. The splattered brains of the druid are lying here. A burnt sword lies here on the ground. It appears as though some large bird has lost a claw. A thin dagger lies here on the ground. A vest looking to be made from a tree lies here. A huge bat is here. <100%hp 100%mn 100%mv> take mushroom You get a magic mushroom. <100%hp 100%mn 100%mv> eat mushroom You eat a magic mushroom. You are no longer hungry. <100%hp 100%mn 100%mv> take sil Bayard drops some coins. <100%hp 100%mn 100%mv> ver Bayard splits 5000 silver coins. Your share is 2500 silver. <100%hp 100%mn 100%mv> 10000 silver coins: you cannot carry that much weight. <100%hp 100%mn 100%mv> Bayard peers intently west. <100%hp 100%mn 100%mv> s Bayard leaves west. You follow Bayard. Dark Woods The canopy of trees weaves together overhead, effectively blocking all light and rain and creating a total absense of light. No breeze stirs the trees or leaves lying on the ground; the air has a strange, thick smell. [Exits: north east south west] It appears as though some large bird has lost a claw. A huge bat is here. <100%hp 100%mn 98%mv> mile Bayard leaves west. You follow Bayard. Dark Woods The canopy of trees weaves together overhead, effectively blocking all light and rain and creating a total absense of light. No breeze stirs the trees or leaves lying on the ground; the air has a strange, thick smell. A number of trees have small knotholes, out of which you notice bits of dead grass hanging. Perhaps some birds have taken advantage of this as they turned the tree trunks into natural bird houses. [Exits: north east south west] It appears as though some large bird has lost a claw. A huge bat is here. A green-clad hunter with a keen eye looks at you as possible prey. <100%hp 100%mn 98%mv> Bayard leaves west. You follow Bayard. Dark Woods The canopy of trees weaves together overhead, effectively blocking all light and rain and creating a total absense of light. No breeze stirs the trees or leaves lying on the ground; the air has a strange, thick smell. [Exits: north east south west] A sharp dagger gleams in the light. ( 3) It appears as though some large bird has lost a claw. A dark druid's robe lies crumpled in a pile here. A huge bat is here. An escaped prisoner stumbles along here, desperately seeking help. A trog is here, looming menacingly. Stumbling, an escaped prisoner trips over an exposed root. <100%hp 100%mn 96%mv> You smile happily. <100%hp 100%mn 96%mv> Bayard utters the word, 'zolgahtljupz'. <100%hp 100%mn 96%mv> sc You are Zeptaru the Knifer. Level 16, 20 years old (45 hours). You are young. You joined Dark Mists 92 days, 1 hours, 38 minutes, and 47 seconds ago. Race: changeling Sex: male Class: thief You have 100% hit, 100% mana, 96% movement. You have 6 practices and 0 training sessions. You are carrying 36/40 items with weight 298/295 pounds. Str: 17(??) Int: 20(??) Wis: 22(??) Dex: 21(??) Con: 15(??) You have scored 58367 exp, and have 0 gold and 7825 silver coins. You need 4993 exp to level. Wimpy set to 40% hit points. Hometown is Glyndane. You are standing. You are heavily armored against piercing. You are heavily armored against bashing. You are heavily armored against slashing. You are very well-armored against magic. Hitroll: 12 Damroll: 6 You are neutral, and impulsively inclined. You are not affected by anything. <100%hp 100%mn 96%mv> wo You have 0 gold, 7825 silver, and 58367 experience (4993 exp to level). <100%hp 100%mn 96%mv> Bayard utters the word, 'zolgahtljupz'. Bayard makes the earth tremble and shiver. Bayard's earthquake GORES the prisoner! Bayard's earthquake GORES the prisoner! Bayard's earthquake GORES the trog! <100%hp 100%mn 96%mv> Bayard's pierce grazes the prisoner. Your slash misses the prisoner. Your slash misses the prisoner. The trog's slash hits Bayard. The prisoner has quite a few wounds. <100%hp 100%mn 96%mv> 3 Your kicked dirt nicks the prisoner. The prisoner is blinded by the dirt in his eyes! The prisoner has quite a few wounds. <100%hp 100%mn 96%mv> Your slash hits the prisoner. Bayard's pierce misses the prisoner. The prisoner has quite a few wounds. <100%hp 100%mn 96%mv> 6 Bayard utters the word, 'zolgahtljupz'. Bayard makes the earth tremble and shiver. Bayard's earthquake maims the prisoner. Bayard's earthquake maims the prisoner. Bayard's earthquake maims the trog. The prisoner is covered in bleeding wounds. <100%hp 100%mn 96%mv> Your slash grazes the prisoner. Your slash misses the prisoner. Bayard's pierce misses the prisoner. The prisoner's punch hits Bayard. The trog's slash misses Bayard. The prisoner is bleeding profusely. <100%hp 100%mn 96%mv> 3 Your circle stab misses the prisoner. The prisoner is bleeding profusely. <100%hp 100%mn 96%mv> 6 Your slash hits the prisoner. Bayard's pierce misses the prisoner. The prisoner's punch injures Bayard. The prisoner's punch hits Bayard. The trog's slash hits Bayard. The prisoner is bleeding profusely. <100%hp 100%mn 96%mv> 6 Bayard utters the word, 'zolgahtljupz'. Bayard makes the earth tremble and shiver. Bayard's earthquake DISMEMBERS the prisoner! Bayard's earthquake DISMEMBERS the prisoner! Bayard's earthquake DISMEMBERS the trog! He has already been blinded from the dirt in his eyes. Your slash misses the prisoner. Bayard's pierce misses the prisoner. The prisoner is screaming in pain. <100%hp 100%mn 96%mv> You circle around the prisoner to land a critical strike. Your circle stab MUTILATES the prisoner! The prisoner is spasming in shock. <100%hp 100%mn 96%mv> 6 Your slash misses the prisoner. Bayard's pierce misses the prisoner. The prisoner is spasming in shock. <100%hp 100%mn 96%mv> 3 You circle around the prisoner to land a critical strike. Your circle stab MUTILATES the prisoner! The prisoner is convulsing on the ground. <100%hp 100%mn 96%mv> 6 Your slash misses the prisoner. Bayard's pierce misses the prisoner. The prisoner's punch hits Bayard. The trog's slash misses Bayard. The prisoner is convulsing on the ground. <100%hp 100%mn 96%mv> Bayard utters the word, 'zolgahtljupz'. Bayard makes the earth tremble and shiver. Bayard's earthquake MUTILATES the prisoner! The prisoner is DEAD!! You receive 291 experience points. The prisoner's arm is sliced from his dead body. Bayard gets 18 silver coins from the corpse of the prisoner. Bayard sacrifices the corpse of the prisoner to the gods. Bayard's earthquake MUTILATES the prisoner! Bayard's earthquake MUTILATES the trog! <100%hp 100%mn 96%mv> Bayard's pierce misses the prisoner. Your slash misses the prisoner. The prisoner leans to his left and dodges your slash. The trog's slash hits Bayard. The prisoner is screaming in pain. <100%hp 100%mn 96%mv> Your circle stab misses the prisoner. The prisoner is screaming in pain. <100%hp 100%mn 96%mv> 3 Your slash hits the prisoner. Bayard's pierce misses the prisoner. The prisoner's punch injures Bayard. The prisoner is spasming in shock. <100%hp 100%mn 96%mv> 6 Bayard utters the word, 'zolgahtljupz'. Bayard makes the earth tremble and shiver. Bayard's earthquake maims the prisoner. Bayard's earthquake maims the trog. The prisoner is writhing in agony. <100%hp 100%mn 96%mv> Your kicked dirt grazes the prisoner. The prisoner is blinded by the dirt in his eyes! The prisoner is writhing in agony. <100%hp 100%mn 96%mv> 3 Your slash misses the prisoner. Bayard's pierce misses the prisoner. The trog's slash misses Bayard. The prisoner is writhing in agony. <100%hp 100%mn 96%mv> 6 Your slash hits the prisoner. Your slash misses the prisoner. Bayard's pierce misses the prisoner. The prisoner's punch injures Bayard. The trog's slash misses Bayard. The prisoner is writhing in agony. <100%hp 100%mn 100%mv> Bayard utters the words, 'gorienna tuaog'. Bayard's burning hands wounds the prisoner. The prisoner is writhing in agony. <100%hp 100%mn 100%mv> 3 6Your circle stab misses the prisoner. The prisoner is writhing in agony. <100%hp 100%mn 100%mv> Your slash misses the prisoner. Your slash grazes the prisoner. Bayard's pierce grazes the prisoner. The trog's slash misses Bayard. The prisoner is convulsing on the ground. <100%hp 100%mn 100%mv> Bayard utters the words, 'gorienna tuaog'. Bayard's burning hands maims the prisoner. The prisoner is DEAD!! You receive 284 experience points. The prisoner spills his guts all over the floor. Bayard gets 18 silver coins from the corpse of the prisoner. Bayard sacrifices the corpse of the prisoner to the gods. <100%hp 100%mn 100%mv> Bayard's pierce misses the trog. Your slash injures the trog. Your slash misses the trog. The trog is writhing in agony. <100%hp 100%mn 100%mv> Bayard utters the words, 'gorienna tuaog'. Bayard's burning hands MUTILATES the trog! The trog is convulsing on the ground. <100%hp 100%mn 100%mv> 3 Your kicked dirt nicks the trog. The trog is blinded by the dirt in his eyes! The trog is convulsing on the ground. <100%hp 100%mn 100%mv> Your slash injures the trog. The trog is DEAD!! You receive 284 experience points. The trog's head is shattered, and his brains splash all over you. 103 silver coins: you cannot carry that much weight. The gods give you 60 silver coins for your sacrifice. You split 60 silver coins. Your share is 30 silver. <100%hp 100%mn 100%mv> 6 Bayard utters the words, 'bbantisuhz yiio'. A magic mushroom suddenly appears. <100%hp 100%mn 100%mv> But you are not fighting anyone. <100%hp 100%mn 100%mv> But you are not in combat! <100%hp 100%mn 100%mv> But you are not fighting anyone. <100%hp 100%mn 100%mv> But you are not in combat! <100%hp 100%mn 100%mv> But you are not fighting anyone. Bayard utters the words, 'bbantisuhz yiio'. A magic mushroom suddenly appears. <100%hp 100%mn 100%mv> But you are not in combat! <100%hp 100%mn 100%mv> But you are not fighting anyone. <100%hp 100%mn 100%mv> Bayard eats a magic mushroom. <100%hp 100%mn 100%mv> Bayard eats a magic mushroom. <100%hp 100%mn 100%mv> Bayard drops a mat made of lion hair. <100%hp 100%mn 100%mv> Bayard goes to sleep on a mat made of lion hair. <100%hp 100%mn 100%mv> gr Bayard's group: [16 Thi] Zeptaru  100%hp 100%mn 100%mv  4134 tnl [17 Ele] Bayard   17%hp  33%mn 100%mv  4280 tnl <100%hp 100%mn 100%mv> The hunter has arrived. <100%hp 100%mn 100%mv> gr Bayard's group: [16 Thi] Zeptaru  100%hp 100%mn 100%mv  4134 tnl [17 Ele] Bayard   41%hp  70%mn 100%mv  4280 tnl <100%hp 100%mn 100%mv> Bayard wakes and stands up. <100%hp 100%mn 100%mv> Bayard gets a mat made of lion hair. <100%hp 100%mn 100%mv> gr Bayard peers intently north. <100%hp 100%mn 100%mv> Bayard's group: [16 Thi] Zeptaru  100%hp 100%mn 100%mv  4134 tnl [17 Ele] Bayard   78%hp  88%mn 100%mv  4280 tnl <100%hp 100%mn 100%mv> Bayard peers intently west. <100%hp 100%mn 100%mv> Bayard peers intently east. <100%hp 100%mn 100%mv> Bayard peers intently south. <100%hp 100%mn 100%mv> Bayard leaves east. You follow Bayard. Dark Woods The canopy of trees weaves together overhead, effectively blocking all light and rain and creating a total absense of light. No breeze stirs the trees or leaves lying on the ground; the air has a strange, thick smell. A number of trees have small knotholes, out of which you notice bits of dead grass hanging. Perhaps some birds have taken advantage of this as they turned the tree trunks into natural bird houses. [Exits: north east south west] It appears as though some large bird has lost a claw. A huge bat is here. <100%hp 100%mn 98%mv> Bayard leaves west. You follow Bayard. Dark Woods The canopy of trees weaves together overhead, effectively blocking all light and rain and creating a total absense of light. No breeze stirs the trees or leaves lying on the ground; the air has a strange, thick smell. [Exits: north east south west] A pile of silver coins. A vest looking to be made from a tree lies here. ( 6) It appears as though some large bird has lost a claw. The splattered brains of the trog are lying here. A steaming pile of the prisoner's entrails is lying here. The sliced-off arm of the prisoner is lying here. A sharp dagger gleams in the light. A dark druid's robe lies crumpled in a pile here. A huge bat is here. A green-clad hunter with a keen eye looks at you as possible prey. <100%hp 100%mn 96%mv> Bayard leaves south. You follow Bayard. Cave Entrance In the middle of this small open area is what appears to be a fissure leading down into a cave. Mold grows in the rocks of the entrance, giving it a slick, wet look. Inside, it is ominously dark. [Exits: north east south west down] ( 5) A burnt sword lies here on the ground. A dark druid's robe lies crumpled in a pile here. A thin dagger lies here on the ground. A huge bat is here. <100%hp 100%mn 94%mv> Bayard leaves south. You follow Bayard. Grove of Despair Quiet. Very Quiet. No crickets or birds chirp and sounds that you were once used to are now alarmingly gone. The forest grows denser and shrubbery is thicker in this part. The ground is slightly soft as if it was just rained on but everything else is bone dry. It's then that you notice the ground is not wet with rainwater but blood. [Exits: north east south west] ( 4) A vest looking to be made from a tree lies here. ( 2) It appears as though some large bird has lost a claw. A burnt sword lies here on the ground. ( 2) A thin dagger lies here on the ground. A dark druid's robe lies crumpled in a pile here. A practice dagger lies here, waiting for a wielder. A huge bat is here. <100%hp 100%mn 93%mv> Bayard leaves south. You follow Bayard. Grove of Despair Trees wrap around each other in a disgusting eternal dance. You stumble blindly over roots that seconds ago you could have sworn weren't there. Strange arcane words reach your ears, warning those who would enter to turn and run while they still hold their lives. [Exits: north east south west] ( 5) A bloody scroll was ripped from the corpse of the guardian. A huge bat is here. Scanning for trouble, a forest guardian stands watch patiently. <100%hp 100%mn 91%mv> drink rum You drink rum from a bottle of rum. You feel drunk. Bayard utters the words, 'gorienna tuaog'. Bayard's burning hands injures the forest guardian. <100%hp 100%mn 91%mv> 3 But you are not in combat! <100%hp 100%mn 91%mv> Bayard's pierce grazes the forest guardian. Your slash injures the forest guardian. The forest guardian has some small wounds. <100%hp 100%mn 91%mv> Bayard utters the words, 'gorienna tuaog'. Bayard's burning hands maims the forest guardian. The forest guardian has quite a few wounds. <100%hp 100%mn 91%mv> 6 You circle around the forest guardian to land a critical strike. Your circle stab MUTILATES the forest guardian! The forest guardian is covered in bleeding wounds. <100%hp 100%mn 91%mv> Your slash injures the forest guardian. Your slash hits the forest guardian. Bayard's pierce injures the forest guardian. The forest guardian is gushing blood. <100%hp 100%mn 91%mv> 3 Bayard utters the words, 'gorienna tuaog'. Bayard's burning hands decimates the forest guardian. The forest guardian is screaming in pain. <100%hp 100%mn 91%mv> Your slash injures the forest guardian. Bayard's pierce misses the forest guardian. The forest guardian is screaming in pain. <100%hp 100%mn 91%mv> Your kicked dirt nicks the forest guardian. The forest guardian is blinded by the dirt in his eyes! The forest guardian is screaming in pain. <100%hp 100%mn 91%mv> Bayard utters the words, 'gorienna tuaog'. Bayard's burning hands mauls the forest guardian. The forest guardian is spasming in shock. <100%hp 100%mn 91%mv> 6 Your slash hits the forest guardian. Bayard's pierce injures the forest guardian. The forest guardian is writhing in agony. <100%hp 100%mn 91%mv> The forest guardian scrambles backward and dodges your slash. Bayard's pierce misses the forest guardian. The forest guardian's magic misses Bayard. The forest guardian is writhing in agony. <100%hp 100%mn 91%mv> You circle around the forest guardian to land a critical strike. Your circle stab DISEMBOWELS the forest guardian! The forest guardian is DEAD!! You receive 247 experience points. The forest guardian spills his guts all over the floor. 39 silver coins: you cannot carry that much weight. The gods give you 60 silver coins for your sacrifice. You split 60 silver coins. Your share is 30 silver. <100%hp 100%mn 91%mv> sk Your list of skills: Level 1: dagger 87% mace 1% spear 50% sword 1% whip 75% evaluation 100% backstab 80% dodge 100% hide 100% scrolls 75% staves 75% Level 3: dirt kicking 97% Level 4: sneak 100% Level 5: trip 89% Level 6: peek 100% steal 75% Level 7: hand to hand 100% Level 8: haggle 75% Level 10: shapeshift 100% envenom 1% Level 11: parry 76% pick lock 75% Level 12: second attack  77% fast healing 55% Level 13: lash 75% Level 14: shield block 75% circle stab  78% kick 75% Level 15: detect hidden 75% Level 16: plant 1% 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 91%mv> Torrential rain begins to fall as a storm erupts. The crackling sound of thunder booms. <100%hp 100%mn 98%mv> Bayard peers intently east. <100%hp 100%mn 98%mv> Bayard peers intently west. <100%hp 100%mn 98%mv> Bayard peers intently south. <100%hp 100%mn 98%mv> Bayard leaves south. You follow Bayard. SouthEast Corner of the Grove of Despair Blocked by extreme growth to the east and south, this is the southeast corner of the forest. The tree branches twine overhead, filtering out almost all of the sunlight. [Exits: north east south west] A dark druid's robe lies crumpled in a pile here. ( 2) A thin dagger lies here on the ground. ( 2) It appears as though some large bird has lost a claw. A huge bat is here. A forest guardian stands here patiently watching the forest. <100%hp 100%mn 96%mv> ho Bayard utters the words, 'gorienna tuaog'. <100%hp 100%mn 96%mv> ld shie Bayard's pierce misses the forest guardian. Your slash injures the forest guardian. The forest guardian's magic hits Bayard. The forest guardian has a few scratches. <100%hp 100%mn 96%mv> lf d Your hands are full. The forest guardian has a few scratches. <100%hp 100%mn 96%mv> Bayard utters the words, 'gorienna tuaog'. Bayard's burning hands decimates the forest guardian. The forest guardian has some small wounds. <100%hp 100%mn 96%mv> re Your slash misses the forest guardian. Bayard's pierce injures the forest guardian. The forest guardian's magic hits Bayard. The forest guardian has some small wounds. <100%hp 100%mn 96%mv> move torch You stop using a large torch with a magical flame. The forest guardian has some small wounds. <100%hp 100%mn 96%mv> Bayard utters the words, 'gorienna tuaog'. Bayard's burning hands DISMEMBERS the forest guardian! The forest guardian is covered in bleeding wounds. <100%hp 100%mn 96%mv> ho Your slash hits the forest guardian. Bayard's pierce hits the forest guardian. The forest guardian is bleeding profusely. <100%hp 100%mn 96%mv> ld shield You wear a steel buckler as a shield. The forest guardian is bleeding profusely. <100%hp 100%mn 96%mv> 6 You circle around the forest guardian to land a critical strike. Your circle stab MUTILATES the forest guardian! Your slash wounds the forest guardian. Bayard's pierce injures the forest guardian. The forest guardian's magic hits Bayard. The forest guardian is screaming in pain. <100%hp 100%mn 96%mv> Your slash injures the forest guardian. Your slash injures the forest guardian. Bayard's pierce hits the forest guardian. The forest guardian is spasming in shock. <100%hp 100%mn 96%mv> 6 You circle around the forest guardian to land a critical strike. Your circle stab MUTILATES the forest guardian! Bayard utters the words, 'gorienna tuaog'. Bayard's burning hands injures the forest guardian. The forest guardian is DEAD!! You receive 291 experience points. You hear the forest guardian's death cry. Bayard gets 35 silver coins from the corpse of the forest guardian. Bayard sacrifices the corpse of the forest guardian to the gods. <100%hp 100%mn 96%mv> l Bayard peers intently west. <100%hp 100%mn 96%mv> SouthEast Corner of the Grove of Despair Blocked by extreme growth to the east and south, this is the southeast corner of the forest. The tree branches twine overhead, filtering out almost all of the sunlight. [Exits: north east south west] ( 5) It appears as though some large bird has lost a claw. A dark druid's robe lies crumpled in a pile here. ( 2) A thin dagger lies here on the ground. A huge bat is here. <100%hp 100%mn 96%mv> Bayard utters the word, 'aaygruzagaia'. Your eyes glow red. <100%hp 100%mn 96%mv> Bayard leaves west. You follow Bayard. Grove of Despair Seemingly alive, the trees seem to sway and move with a life of their own here within the grove. Could it be the enchantment or just your imagination? They twine together in most spots overhead, effectively blocking a good deal of the sun, or moon, depending on the time. [Exits: north east south west] A huge bat is here. Patiently, a forest guardian watches the forest. Desperately seeking help, an escaped prisoner crashes into trees as he stumbles along his way. The forest guardian leaves south. <100%hp 100%mn 100%mv> Bayard utters the word, 'zolgahtljupz'. Bayard makes the earth tremble and shiver. Bayard's earthquake DISEMBOWELS the prisoner! <100%hp 100%mn 100%mv> 3 But you are not in combat! Bayard's pierce misses the prisoner. Your slash hits the prisoner. Your slash misses the prisoner. The prisoner has quite a few wounds. <100%hp 100%mn 100%mv> 6 You circle around the prisoner to land a critical strike. Your circle stab MUTILATES the prisoner! The prisoner is covered in bleeding wounds. <100%hp 100%mn 100%mv> 3 Your slash misses the prisoner. Bayard's pierce misses the prisoner. The prisoner's punch injures Bayard. The prisoner is covered in bleeding wounds. <100%hp 100%mn 100%mv> 6 Bayard utters the words, 'gorienna tuaog'. Bayard's burning hands DISEMBOWELS the prisoner! The prisoner is gushing blood. <100%hp 100%mn 100%mv> 3 The prisoner hops backward and dodges your slash. Bayard's pierce misses the prisoner. The prisoner is gushing blood. <100%hp 100%mn 100%mv> 6Your kicked dirt nicks the prisoner. The prisoner is blinded by the dirt in his eyes! The prisoner is gushing blood. <100%hp 100%mn 100%mv> Bayard utters the words, 'gorienna tuaog'. Bayard's burning hands decimates the prisoner. The prisoner is screaming in pain. <100%hp 100%mn 100%mv> Your slash misses the prisoner. Your slash misses the prisoner. Bayard's pierce misses the prisoner. The prisoner's punch injures Bayard. The prisoner is screaming in pain. <100%hp 100%mn 100%mv> 6 Bayard utters the words, 'gorienna tuaog'. Bayard's burning hands mauls the prisoner. The prisoner is spasming in shock. <100%hp 100%mn 100%mv> Your slash misses the prisoner. Bayard's pierce misses the prisoner. The prisoner is spasming in shock. <100%hp 100%mn 100%mv> You circle around the prisoner to land a critical strike. Your circle stab MUTILATES the prisoner! The prisoner is writhing in agony. <100%hp 100%mn 100%mv> Bayard utters the words, 'gorienna tuaog'. Bayard's burning hands injures the prisoner. Your slash hits the prisoner. Bayard's pierce misses the prisoner. The prisoner's punch hits Bayard. The prisoner is convulsing on the ground. <100%hp 100%mn 100%mv> 6 He has already been blinded from the dirt in his eyes. The prisoner is convulsing on the ground. <100%hp 100%mn 100%mv> Your circle stab misses the prisoner. The prisoner is convulsing on the ground. <100%hp 100%mn 100%mv> Your slash misses the prisoner. Your slash misses the prisoner. Bayard's pierce misses the prisoner. The prisoner's punch wounds Bayard. The prisoner is convulsing on the ground. <100%hp 100%mn 100%mv> Bayard utters the words, 'gorienna tuaog'. Bayard's burning hands injures the prisoner. The prisoner is nearly dead. <100%hp 100%mn 100%mv> 6 Your slash hits the prisoner. The prisoner is DEAD!! You receive 266 experience points. You hear the prisoner's death cry. 24 silver coins: you cannot carry that much weight. The gods give you 60 silver coins for your sacrifice. You split 60 silver coins. Your share is 30 silver. <100%hp 100%mn 100%mv> Bayard leaves south. You follow Bayard. Southwest Corner of the Grove of Despair Trees and undergrowth bar your passage further west or south. The trees are particulary dense in this part of the forest, growing together so well overhead that barely any light shines through to lighten your path. [Exits: north east] ( 2) A vest looking to be made from a tree lies here. A thin dagger lies here on the ground. A huge bat is here. Patiently, a forest guardian watches the forest. <100%hp 100%mn 98%mv> But you are not fighting anyone. <100%hp 100%mn 98%mv> But you are not fighting anyone. <100%hp 100%mn 98%mv> But you are not fighting anyone. <100%hp 100%mn 98%mv> Bayard utters the words, 'gorienna tuaog'. Bayard's pierce injures the forest guardian. The forest guardian scrambles backward and dodges your slash. The forest guardian's magic hits Bayard. The forest guardian has a few scratches. <100%hp 100%mn 98%mv> 3 Your kicked dirt nicks the forest guardian. The forest guardian is blinded by the dirt in his eyes! The forest guardian has a few bruises. <100%hp 100%mn 98%mv> 6 Your slash injures the forest guardian. Bayard's pierce hits the forest guardian. The forest guardian's magic hits Bayard. The forest guardian has some small wounds. <100%hp 100%mn 98%mv> Bayard utters the words, 'gorienna tuaog'. Bayard's burning hands MUTILATES the forest guardian! The forest guardian has quite a few wounds. <100%hp 100%mn 98%mv> 3 Your slash injures the forest guardian. Bayard's pierce hits the forest guardian. The forest guardian's magic misses Bayard. The forest guardian is covered in bleeding wounds. <100%hp 100%mn 98%mv> 6 Bayard utters the words, 'gorienna tuaog'. Bayard's burning hands MUTILATES the forest guardian! The forest guardian is gushing blood. <100%hp 100%mn 98%mv> You circle around the forest guardian to land a critical strike. Your circle stab DISEMBOWELS the forest guardian! The forest guardian is screaming in pain. <100%hp 100%mn 98%mv> Your slash injures the forest guardian. Your slash injures the forest guardian. The forest guardian is spasming in shock. <100%hp 100%mn 98%mv> Bayard utters the words, 'gorienna tuaog'. Bayard's burning hands MUTILATES the forest guardian! The forest guardian is writhing in agony. <100%hp 100%mn 98%mv> Your slash wounds the forest guardian. Your slash injures the forest guardian. The forest guardian is DEAD!! You receive 240 experience points. You hear the forest guardian's death cry. 49 silver coins: you cannot carry that much weight. The gods give you 60 silver coins for your sacrifice. You split 60 silver coins. Your share is 30 silver. <100%hp 100%mn 98%mv> But you are not in combat! <100%hp 100%mn 98%mv> But you are not fighting anyone. <100%hp 100%mn 100%mv> Bayard peers intently east. <100%hp 100%mn 100%mv> Bayard peers intently north. <100%hp 100%mn 100%mv> Bayard leaves east. You follow Bayard. Beginning of Grove of Despair The forest, if it can be called that, stretches out to the north, east, and west. The trees have a peculiar look to them. No birds chirp and no crickets are singing. The ground is soft to the touch, as if it just rained but there are no tracks from any animals here. [Exits: north east west] A huge bat is here. <100%hp 100%mn 98%mv> Bayard peers intently east. <100%hp 100%mn 98%mv> Bayard leaves east. You follow Bayard. Entrance to the Grove of Despair Tree growth around this area seems to be a bit erratic. The trees look almost deformed in a way as they twist in turn towards the sky, as if the light itself was harming them instead of giving them life. They arch over the path here, creating a nice piece of shade. One tree in particular stands out from the rest as it has a sign nailed to its trunk. On another tree is a small nondescript plaque. [Exits: north east south west] A thin dagger lies here on the ground. ( 3) It appears as though some large bird has lost a claw. A huge bat is here. <100%hp 100%mn 96%mv> Bayard peers intently east. <100%hp 100%mn 96%mv> Bayard peers intently north. <100%hp 100%mn 96%mv> Bayard leaves east. You follow Bayard. Grove of Despair Trees twist and turn around you, the wind blows a slight breeze through the leaves but still the forest has an eternal quiet that seems to hang over it. Some light filters in through the treetops so you can find your way. [Exits: north east west down] A dark druid's robe lies crumpled in a pile here. A huge bat is here. Balefully staring at you through wild, glowing eyes, a hateful wild dog foams at the mouth. <100%hp 100%mn 94%mv> Bayard leaves east. You follow Bayard. Grove of Despair Twisting and turning, these trees seem to grow in no particular direction other than to seek escape from the very forest that brought them to be. Twigs and dead leaves cover the ground while the various trees' roots grow sporadically, seeking nourishment. [Exits: north west] A huge bat is here. Patiently, a forest guardian watches the forest. A trog is here, looming menacingly. <100%hp 100%mn 93%mv> Bayard utters the words, 'gorienna tuaog'. Bayard's burning hands DISEMBOWELS the forest guardian! <100%hp 100%mn 93%mv> Bayard's pierce injures the forest guardian. Your slash wounds the forest guardian. Your slash injures the forest guardian. The forest guardian is covered in bleeding wounds. <100%hp 100%mn 93%mv> Bayard utters the words, 'gorienna tuaog'. Bayard's burning hands devastates the forest guardian. Your slash hits the forest guardian. Your slash injures the forest guardian. Bayard's pierce injures the forest guardian. The forest guardian's magic grazes Bayard. The forest guardian is gushing blood. <100%hp 100%mn 93%mv> 3 6 3 Your kicked dirt scratches the forest guardian. The forest guardian is blinded by the dirt in his eyes! The forest guardian is gushing blood. <100%hp 100%mn 93%mv> Your slash hits the forest guardian. Bayard's pierce misses the forest guardian. The forest guardian's magic misses Bayard. The forest guardian is gushing blood. <100%hp 100%mn 93%mv> Bayard utters the words, 'gorienna tuaog'. Bayard's burning hands mauls the forest guardian. The forest guardian is screaming in pain. <100%hp 100%mn 93%mv> Your slash hits the forest guardian. Bayard's pierce hits the forest guardian. The forest guardian is spasming in shock. <100%hp 100%mn 93%mv> Bayard utters the words, 'gorienna tuaog'. Bayard's burning hands wounds the forest guardian. The forest guardian is spasming in shock. <100%hp 100%mn 93%mv> Your circle stab misses the forest guardian. The forest guardian is spasming in shock. <100%hp 100%mn 93%mv> 6 Your slash hits the forest guardian. Bayard's pierce misses the forest guardian. The forest guardian is writhing in agony. <100%hp 100%mn 93%mv> 3 6 He has already been blinded from the dirt in his eyes. The forest guardian is writhing in agony. <100%hp 100%mn 93%mv> You circle around the forest guardian to land a critical strike. Your circle stab MUTILATES the forest guardian! The forest guardian is convulsing on the ground. <100%hp 100%mn 93%mv> Your slash hits the forest guardian. The forest guardian is DEAD!! You receive 252 experience points. The forest guardian hits the ground ... DEAD. 42 silver coins: you cannot carry that much weight. The gods give you 60 silver coins for your sacrifice. You split 60 silver coins. Your share is 30 silver. <100%hp 100%mn 93%mv> But you are not in combat! <100%hp 100%mn 93%mv> But you are not fighting anyone. <100%hp 100%mn 93%mv> drink rum You fail to reach your mouth. *Hic* <100%hp 100%mn 93%mv> sc You are Zeptaru the Knifer. Level 16, 20 years old (45 hours). You are young. You joined Dark Mists 92 days, 1 hours, 43 minutes, and 28 seconds ago. Race: changeling Sex: male Class: thief You have 100% hit, 100% mana, 93% movement. You have 6 practices and 0 training sessions. You are carrying 36/40 items with weight 300/295 pounds. Str: 17(??) Int: 20(??) Wis: 22(??) Dex: 21(??) Con: 15(??) You have scored 60522 exp, and have 0 gold and 7975 silver coins. You need 2838 exp to level. Wimpy set to 40% hit points. Hometown is Glyndane. You are drunk. You are standing. You are superbly armored against piercing. You are superbly armored against bashing. You are superbly armored against slashing. You are very well-armored against magic. Hitroll: 12 Damroll: 6 You are neutral, and impulsively inclined. You are affected by the following: Infravision <100%hp 100%mn 93%mv> grel   tell what is infra Bayard leaves west. You follow Bayard. Grove of Despair Trees twist and turn around you, the wind blows a slight breeze through the leaves but still the forest has an eternal quiet that seems to hang over it. Some light filters in through the treetops so you can find your way. [Exits: north east west down] A dark druid's robe lies crumpled in a pile here. A huge bat is here. Balefully staring at you through wild, glowing eyes, a hateful wild dog foams at the mouth. <100%hp 100%mn 98%mv> vision Bayard leaves east. You follow Bayard. Grove of Despair Twisting and turning, these trees seem to grow in no particular direction other than to seek escape from the very forest that brought them to be. Twigs and dead leaves cover the ground while the various trees' roots grow sporadically, seeking nourishment. [Exits: north west] A pile of silver coins. ( 3) It appears as though some large bird has lost a claw. A huge bat is here. A trog is here, looming menacingly. <100%hp 100%mn 96%mv> ? You tell the group 'what is infravision?' <100%hp 100%mn 96%mv> Bayard utters the words, 'gorienna tuaog'. Bayard's burning hands MUTILATES the trog! <100%hp 100%mn 96%mv> Bayard's pierce misses the trog. Your slash hits the trog. Your slash hits the trog. The trog's slash misses Bayard. The trog has quite a few wounds. <100%hp 100%mn 96%mv> 3 Your kicked dirt grazes the trog. The trog is blinded by the dirt in her eyes! The trog has quite a few wounds. <100%hp 100%mn 96%mv> 6 Your slash misses the trog. Bayard's pierce misses the trog. The trog's slash hits Bayard. The trog has quite a few wounds. <100%hp 100%mn 96%mv> 3 Bayard tells the group 'Makes you see in the dark... so you dont need the torch' The trog has quite a few wounds. <100%hp 100%mn 96%mv> Your slash injures the trog. Your slash hits the trog. Bayard's pierce misses the trog. The trog's slash misses Bayard. The trog is covered in bleeding wounds. <100%hp 100%mn 96%mv> Bayard utters the words, 'gorienna tuaog'. Bayard's burning hands devastates the trog. The trog is bleeding profusely. <100%hp 100%mn 96%mv> Your circle stab misses the trog. The trog is bleeding profusely. <100%hp 100%mn 96%mv> 6 Your slash injures the trog. Bayard's pierce hits the trog. The trog's slash misses Bayard. The trog is bleeding profusely. <100%hp 100%mn 96%mv> Bayard utters the words, 'gorienna tuaog'. Bayard's burning hands DISMEMBERS the trog! The trog is screaming in pain. <100%hp 100%mn 96%mv> 3 Your slash misses the trog. Bayard's pierce misses the trog. The trog's slash misses Bayard. The trog is screaming in pain. <100%hp 100%mn 96%mv> She has already been blinded from the dirt in her eyes. The trog is screaming in pain. <100%hp 100%mn 96%mv> You circle around the trog to land a critical strike. Your circle stab MUTILATES the trog! The trog is writhing in agony. <100%hp 100%mn 96%mv> Bayard utters the words, 'gorienna tuaog'. Bayard's burning hands MUTILATES the trog! The trog is convulsing on the ground. <100%hp 100%mn 96%mv> 6 The trog leans back and dodges your slash. Your slash injures the trog. The trog is DEAD!! You receive 242 experience points. You hear the trog's death cry. 42 silver coins: you cannot carry that much weight. The gods give you 60 silver coins for your sacrifice. You split 60 silver coins. Your share is 30 silver. <100%hp 100%mn 96%mv> But you are not in combat! <100%hp 100%mn 96%mv> But you are not fighting anyone. <100%hp 100%mn 96%mv> Bayard peers intently north. <100%hp 100%mn 96%mv> Bayard leaves west. You follow Bayard. Grove of Despair Trees twist and turn around you, the wind blows a slight breeze through the leaves but still the forest has an eternal quiet that seems to hang over it. Some light filters in through the treetops so you can find your way. [Exits: north east west down] A dark druid's robe lies crumpled in a pile here. A huge bat is here. Balefully staring at you through wild, glowing eyes, a hateful wild dog foams at the mouth. <100%hp 100%mn 94%mv> Bayard peers intently north. <100%hp 100%mn 94%mv> Bayard leaves west. You follow Bayard. Entrance to the Grove of Despair Tree growth around this area seems to be a bit erratic. The trees look almost deformed in a way as they twist in turn towards the sky, as if the light itself was harming them instead of giving them life. They arch over the path here, creating a nice piece of shade. One tree in particular stands out from the rest as it has a sign nailed to its trunk. On another tree is a small nondescript plaque. [Exits: north east south west] A thin dagger lies here on the ground. ( 3) It appears as though some large bird has lost a claw. A huge bat is here. <100%hp 100%mn 93%mv> Bayard peers intently north. <100%hp 100%mn 93%mv> 3 Bayard peers intently south. <100%hp 100%mn 93%mv> But you are not in combat! <100%hp 100%mn 93%mv> Bayard utters the word, 'aazagaqasahw'. Bayard fades out of existence. <100%hp 100%mn 93%mv> Someone utters the word, 'aazagaqasahw'. You fade out of existence. <100%hp 100%mn 100%mv> Someone leaves south. You follow someone. Edge of the Forest To the north a vast forest stretches out before you. It appears dark and foreboding, perhaps there is a good reason why it is called the Grove of Despair? To the south of you the Northern Reaches sprawl out to the west and east providing a kind of natural barrier from the rest of the world. Where you stand now is the border between the Grove of Despair and the Northern Reaches. It is as if the Gods took a divine blade and made a cut in the ground, right where you stand. For the trees of the Grove of Despair all stop at the same line. [Exits: north up] A stern looking lady stands here examining her surroundings. <100%hp 100%mn 98%mv> Someone tells the group 'Lets let them come back' <100%hp 100%mn 98%mv> Someone leaves up. You follow someone. In the Northern Reaches The path cuts through the shortest part of the Northern Reaches. The path, while difficult to maneuver, is well marked and relatively safe, as is evident by the numerous old campsites. You can follow the path onward to the west or down toward Tyr-Zinet. The Reaches do not rise very high into the sky, but they do prove difficult in climbing, nonetheless. [Exits: south down] <100%hp 100%mn 96%mv> Someone drops a mat made of lion hair. <100%hp 100%mn 96%mv> Someone goes to sleep on a mat made of lion hair. <100%hp 100%mn 96%mv> A fisherwoman has arrived. <100%hp 100%mn 96%mv> 1 The shadows here are too natural to blend with. <100%hp 100%mn 96%mv> A fisherwoman checks the ground for tracks. <100%hp 100%mn 100%mv> A fisherwoman checks the ground for tracks. <100%hp 100%mn 100%mv> Someone tells the group 'ooc afk a minute' <100%hp 100%mn 100%mv> gtell aye You tell the group 'aye' <100%hp 100%mn 100%mv> A fisherwoman checks the ground for tracks. <100%hp 100%mn 100%mv> A fisherwoman checks the ground for tracks. <100%hp 100%mn 100%mv> Torrential rain begins to fall as a storm erupts. The crackling sound of thunder booms. <100%hp 100%mn 100%mv> A fisherwoman checks the ground for tracks. <100%hp 100%mn 100%mv> whe Players near you: (PK) Zeptaru In the Northern Reaches <100%hp 100%mn 100%mv> A fisherwoman checks the ground for tracks. <100%hp 100%mn 100%mv> A fisherwoman checks the ground for tracks. <100%hp 100%mn 100%mv> A fisherwoman checks the ground for tracks. <100%hp 100%mn 100%mv> You are sober. <100%hp 100%mn 100%mv> A fisherwoman checks the ground for tracks. <100%hp 100%mn 100%mv> A fisherwoman checks the ground for tracks. <100%hp 100%mn 100%mv> Someone wakes and stands up. <100%hp 100%mn 100%mv> Someone gets a mat made of lion hair. <100%hp 100%mn 100%mv> Someone leaves down. You follow someone. Edge of the Forest To the north a vast forest stretches out before you. It appears dark and foreboding, perhaps there is a good reason why it is called the Grove of Despair? To the south of you the Northern Reaches sprawl out to the west and east providing a kind of natural barrier from the rest of the world. Where you stand now is the border between the Grove of Despair and the Northern Reaches. It is as if the Gods took a divine blade and made a cut in the ground, right where you stand. For the trees of the Grove of Despair all stop at the same line. [Exits: north up] <100%hp 100%mn 98%mv> Someone peers intently north. <100%hp 100%mn 98%mv> Someone leaves north. You follow someone. Entrance to the Grove of Despair Tree growth around this area seems to be a bit erratic. The trees look almost deformed in a way as they twist in turn towards the sky, as if the light itself was harming them instead of giving them life. They arch over the path here, creating a nice piece of shade. One tree in particular stands out from the rest as it has a sign nailed to its trunk. On another tree is a small nondescript plaque. [Exits: north east south west] A thin dagger lies here on the ground. ( 3) It appears as though some large bird has lost a claw. <100%hp 100%mn 96%mv> l Entrance to the Grove of Despair Tree growth around this area seems to be a bit erratic. The trees look almost deformed in a way as they twist in turn towards the sky, as if the light itself was harming them instead of giving them life. They arch over the path here, creating a nice piece of shade. One tree in particular stands out from the rest as it has a sign nailed to its trunk. On another tree is a small nondescript plaque. [Exits: north east south west] A thin dagger lies here on the ground. ( 3) It appears as though some large bird has lost a claw. <100%hp 100%mn 96%mv> Someone peers intently east. <100%hp 100%mn 96%mv> Someone leaves east. You follow someone. Grove of Despair Trees twist and turn around you, the wind blows a slight breeze through the leaves but still the forest has an eternal quiet that seems to hang over it. Some light filters in through the treetops so you can find your way. [Exits: north east west down] Patiently, a forest guardian watches the forest. Balefully staring at you through wild, glowing eyes, a hateful wild dog foams at the mouth. <100%hp 100%mn 95%mv> drink rum Someone utters the word, 'zolgahtljupz'. <100%hp 100%mn 95%mv> You drink rum from a bottle of rum. You feel drunk. <100%hp 100%mn 95%mv> sk Your list of skills: Level 1: dagger 87% mace 1% spear 50% sword 1% whip 75% evaluation 100% backstab 80% dodge 100% hide 100% scrolls 75% staves 75% Level 3: dirt kicking 97% Level 4: sneak 100% Level 5: trip 89% Level 6: peek 100% steal 75% Level 7: hand to hand 100% Level 8: haggle 75% Level 10: shapeshift 100% envenom 1% Level 11: parry 76% pick lock 75% Level 12: second attack 77% fast healing 55% Level 13: lash 75% Level 14: shield block 75% circle stab 78% kick 75% Level 15: detect hidden 75% Level 16: plant 1% Level 17: disarm n/a meditation n/a Level 20: enhanced damage n/a [Hit Return to continue] Level 21: blackjack n/a Level 25: dual wield n/a third attack n/a spy n/a Level 27: escape n/a Level 28: downstrike n/a Level 30: advanced hide n/a Level 32: dual backstab n/a Level 35: advanced daggers n/a Level 42: expert hide n/a Level 45: expert daggers n/a <100%hp 100%mn 100%mv> Someone utters the word, 'zolgahtljupz'. Someone makes the earth tremble and shiver. Bayard fades into existence. Bayard's earthquake GORES the forest guardian! Bayard's earthquake GORES a wild dog! <100%hp 100%mn 100%mv> Bayard's pierce hits the forest guardian. You fade into existence. Your slash hits the forest guardian. A wild dog's chomp misses Bayard. The forest guardian has quite a few wounds. <100%hp 100%mn 100%mv> 3 Your kicked dirt misses the forest guardian. The forest guardian has quite a few wounds. <100%hp 100%mn 100%mv> 3 The forest guardian's magic injures Bayard. Your slash injures the forest guardian. Bayard's pierce misses the forest guardian. A wild dog's chomp misses Bayard. A wild dog's chomp misses Bayard. The forest guardian is covered in bleeding wounds. <100%hp 100%mn 100%mv> 6 Bayard utters the words, 'gorienna tuaog'. Your slash hits the forest guardian. Your slash hits the forest guardian. A wild dog's chomp misses Bayard. A wild dog's chomp misses Bayard. The forest guardian is bleeding profusely. <100%hp 100%mn 100%mv> Your kicked dirt nicks the forest guardian. The forest guardian is blinded by the dirt in his eyes! The forest guardian is bleeding profusely. <100%hp 100%mn 100%mv> The forest guardian hops backward and dodges your slash. Bayard's pierce injures the forest guardian. A wild dog's chomp misses Bayard. A wild dog's chomp misses Bayard. The forest guardian is bleeding profusely. <100%hp 100%mn 100%mv> Bayard utters the words, 'gorienna tuaog'. Bayard's burning hands decimates the forest guardian. The forest guardian is gushing blood. <100%hp 100%mn 100%mv> The forest guardian's magic hits Bayard. Your slash hits the forest guardian. Bayard's pierce injures the forest guardian. A wild dog's chomp misses Bayard. A wild dog's chomp misses Bayard. The forest guardian is screaming in pain. <100%hp 100%mn 100%mv> Your circle stab misses the forest guardian. The forest guardian is screaming in pain. <100%hp 100%mn 100%mv> 6 The forest guardian's magic misses Bayard. Your slash hits the forest guardian. Bayard's pierce injures the forest guardian. A wild dog's chomp misses Bayard. The forest guardian is screaming in pain. <100%hp 100%mn 100%mv> 6 6 Bayard utters the words, 'gorienna tuaog'. Bayard's burning hands maims the forest guardian. The forest guardian is writhing in agony. <100%hp 100%mn 100%mv> The forest guardian's magic hits Bayard. The forest guardian scrambles backward and dodges your slash. Bayard's pierce injures the forest guardian. A wild dog's chomp misses Bayard. A wild dog's chomp misses Bayard. The forest guardian is writhing in agony. <100%hp 100%mn 100%mv> You circle around the forest guardian to land a critical strike. Your circle stab MUTILATES the forest guardian! The forest guardian is DEAD!! You receive 249 experience points. The forest guardian hits the ground ... DEAD. 28 silver coins: you cannot carry that much weight. The gods give you 60 silver coins for your sacrifice. You split 60 silver coins. Your share is 30 silver. <100%hp 100%mn 100%mv> Bayard's pierce injures a wild dog. Your slash injures a wild dog. A wild dog's chomp misses Bayard. A wild dog's chomp misses Bayard. A wild dog is screaming in pain. <100%hp 100%mn 100%mv> You circle around a wild dog to land a critical strike. Your circle stab DISEMBOWELS a wild dog! A wild dog is convulsing on the ground. <100%hp 100%mn 100%mv> 3 Your slash injures a wild dog. A wild dog is DEAD!! You receive 63 experience points. You hear a wild dog's death cry. 12 silver coins: you cannot carry that much weight. The gods give you 39 silver coins for your sacrifice. You split 39 silver coins. Your share is 20 silver. <100%hp 100%mn 100%mv> lBut you are not fighting anyone. <100%hp 100%mn 100%mv> But you are not in combat! Bayard peers intently east. <100%hp 100%mn 100%mv> Grove of Despair Trees twist and turn around you, the wind blows a slight breeze through the leaves but still the forest has an eternal quiet that seems to hang over it. Some light filters in through the treetops so you can find your way. [Exits: north east west down] ( 2) A pile of silver coins. A dark druid's robe lies crumpled in a pile here. ( 4) It appears as though some large bird has lost a claw. A thin dagger lies here on the ground. A huge bat is here. <100%hp 100%mn 100%mv> Bayard peers intently west. <100%hp 100%mn 100%mv> Bayard peers intently north. <100%hp 100%mn 100%mv> Bayard leaves east. You follow Bayard. Grove of Despair Twisting and turning, these trees seem to grow in no particular direction other than to seek escape from the very forest that brought them to be. Twigs and dead leaves cover the ground while the various trees' roots grow sporadically, seeking nourishment. [Exits: north west] ( 2) A pile of silver coins. ( 4) It appears as though some large bird has lost a claw. A vest looking to be made from a tree lies here. A huge bat is here. <100%hp 100%mn 98%mv> Bayard peers intently north. <100%hp 100%mn 98%mv> Bayard leaves north. You follow Bayard. Grove of Despair Seemingly alive, the trees seem to sway and move with a life of their own here within the grove. Could it be the enchantment or just your imagination? They twine together in most spots overhead, effectively blocking a good deal of the sun, or moon, depending on the time. [Exits: north east south west] A huge bat is here. Snarling through sharp teeth, a black wolf considers eating you. <100%hp 100%mn 98%mv> Bayard peers intently east. <100%hp 100%mn 98%mv> Bayard peers intently west. <100%hp 100%mn 98%mv> Bayard leaves east. You follow Bayard. Grove of Despair Seemingly alive, the trees seem to sway and move with a life of their own here within the grove. Could it be the enchantment or just your imagination? They twine together in most spots overhead, effectively blocking a good deal of the sun, or moon, depending on the time. [Exits: north east south west] A pile of silver coins. A vest looking to be made from a tree lies here. It appears as though some large bird has lost a claw. A huge bat is here. Snarling through sharp teeth, a black wolf considers eating you. Patiently, a forest guardian watches the forest. <100%hp 100%mn 96%mv> Bayard utters the words, 'gorienna tuaog'. Bayard's burning hands DISMEMBERS the forest guardian! Bayard's pierce hits the forest guardian. Your slash hits the forest guardian. The forest guardian has quite a few wounds. <100%hp 100%mn 96%mv> 3 Your kicked dirt misses the forest guardian. The forest guardian has quite a few wounds. <100%hp 100%mn 96%mv> 6 3 The forest guardian's magic injures Bayard. The forest guardian ducks and dodges your slash. Bayard's pierce misses the forest guardian. The forest guardian has quite a few wounds. <100%hp 100%mn 96%mv> 6 Bayard utters the words, 'gorienna tuaog'. Bayard's burning hands MUTILATES the forest guardian! The forest guardian is bleeding profusely. <100%hp 100%mn 96%mv> Your slash hits the forest guardian. Bayard's pierce misses the forest guardian. The forest guardian is bleeding profusely. <100%hp 100%mn 96%mv> Bayard utters the words, 'gorienna tuaog'. Bayard's burning hands mauls the forest guardian. The forest guardian is gushing blood. <100%hp 100%mn 96%mv> You circle around the forest guardian to land a critical strike. Your circle stab MUTILATES the forest guardian! The forest guardian is screaming in pain. <100%hp 100%mn 96%mv> The forest guardian scrambles backward and dodges your slash. Bayard's pierce hits the forest guardian. The forest guardian is spasming in shock. <100%hp 100%mn 96%mv> Bayard utters the words, 'gorienna tuaog'. Bayard's burning hands MUTILATES the forest guardian! The forest guardian is writhing in agony. <100%hp 100%mn 96%mv> Your kicked dirt misses the forest guardian. Your slash injures the forest guardian. Bayard's pierce hits the forest guardian. The forest guardian is convulsing on the ground. <100%hp 100%mn 96%mv> 6 Bayard utters the words, 'gorienna tuaog'. Bayard's burning hands decimates the forest guardian. The forest guardian is DEAD!! You receive 273 experience points. The forest guardian spills his guts all over the floor. Bayard gets 61 silver coins from the corpse of the forest guardian. Bayard sacrifices the corpse of the forest guardian to the gods. <100%hp 100%mn 96%mv> 3 6 The wolf leaves west. <100%hp 100%mn 96%mv> But you are not fighting anyone. <100%hp 100%mn 96%mv> But you are not fighting anyone. <100%hp 100%mn 96%mv> Bayard leaves east. You follow Bayard. SouthEast Corner of the Grove of Despair Blocked by extreme growth to the east and south, this is the southeast corner of the forest. The tree branches twine overhead, filtering out almost all of the sunlight. [Exits: north east south west] ( 5) It appears as though some large bird has lost a claw. A dark druid's robe lies crumpled in a pile here. ( 2) A thin dagger lies here on the ground. A huge bat is here. Vigilantly, a forest guardian scans the forest for trouble. <100%hp 100%mn 94%mv> But you are not in combat! <100%hp 100%mn 94%mv> But you are not fighting anyone. <100%hp 100%mn 94%mv> Bayard utters the words, 'gorienna tuaog'. Bayard's burning hands DISEMBOWELS the forest guardian! <100%hp 100%mn 94%mv> Bayard's pierce hits the forest guardian. Your slash hits the forest guardian. The forest guardian has quite a few wounds. <100%hp 100%mn 94%mv> 3 Your kicked dirt scratches the forest guardian. The forest guardian is blinded by the dirt in his eyes! The forest guardian has quite a few wounds. <100%hp 100%mn 94%mv> 6 Bayard utters the words, 'gorienna tuaog'. Bayard's burning hands decimates the forest guardian. The forest guardian's magic hits Bayard. Your slash hits the forest guardian. Your slash hits the forest guardian. Bayard's pierce misses the forest guardian. The forest guardian is bleeding profusely. <100%hp 100%mn 94%mv> 3 6 Your slash hits the forest guardian. Bayard's pierce injures the forest guardian. The forest guardian is gushing blood. <100%hp 100%mn 94%mv> Bayard utters the words, 'gorienna tuaog'. Bayard's burning hands mauls the forest guardian. The forest guardian is gushing blood. <100%hp 100%mn 94%mv> You circle around the forest guardian to land a critical strike. Your circle stab MUTILATES the forest guardian! The forest guardian is spasming in shock. <100%hp 100%mn 94%mv> The forest guardian's magic misses Bayard. Your slash injures the forest guardian. Your slash misses the forest guardian. Bayard's pierce injures the forest guardian. The forest guardian is writhing in agony. <100%hp 100%mn 94%mv> 3 Bayard utters the words, 'gorienna tuaog'. Bayard's burning hands MUTILATES the forest guardian! The forest guardian is convulsing on the ground. <100%hp 100%mn 94%mv> Your slash injures the forest guardian. The forest guardian is DEAD!! You receive 273 experience points. You hear the forest guardian's death cry. 51 silver coins: you cannot carry that much weight. The gods give you 60 silver coins for your sacrifice. You split 60 silver coins. Your share is 30 silver. <100%hp 100%mn 94%mv> 6 But you are not in combat! <100%hp 100%mn 94%mv> But you are not fighting anyone. <100%hp 100%mn 94%mv> But you are not in combat! <100%hp 100%mn 94%mv> But you are not fighting anyone. <100%hp 100%mn 94%mv> Bayard gets a bladder from a leather backpack. <100%hp 100%mn 100%mv> 3 Bayard drinks water from a bladder. <100%hp 100%mn 100%mv> Bayard drinks water from a bladder. <100%hp 100%mn 100%mv> But you are not in combat! <100%hp 100%mn 100%mv> Bayard peers intently north. <100%hp 100%mn 100%mv> Bayard peers intently south. <100%hp 100%mn 100%mv> Bayard leaves north. You follow Bayard. Grove of Despair Trees wrap around each other in a disgusting eternal dance. You stumble blindly over roots that seconds ago you could have sworn weren't there. Strange arcane words reach your ears, warning those who would enter to turn and run while they still hold their lives. [Exits: north east south west] ( 6) A bloody scroll was ripped from the corpse of the guardian. A huge bat is here. Scanning for trouble, a forest guardian stands watch patiently. A large wild dog observes you through baleful eyes, its mouth foaming with disease. <100%hp 100%mn 98%mv> Bayard utters the words, 'gorienna tuaog'. Bayard's burning hands DISEMBOWELS the forest guardian! Bayard's pierce hits the forest guardian. The forest guardian scrambles backward and dodges your slash. The forest guardian has quite a few wounds. <100%hp 100%mn 98%mv> 3 Your kicked dirt misses the forest guardian. The forest guardian has quite a few wounds. <100%hp 100%mn 98%mv> 6 Your slash injures the forest guardian. Your slash hits the forest guardian. Bayard's pierce misses the forest guardian. The forest guardian has quite a few wounds. <100%hp 100%mn 98%mv> Bayard utters the words, 'gorienna tuaog'. Bayard's burning hands wounds the forest guardian. The forest guardian is covered in bleeding wounds. <100%hp 100%mn 98%mv> 3 Your slash injures the forest guardian. Bayard's pierce injures the forest guardian. The forest guardian is bleeding profusely. <100%hp 100%mn 98%mv> You circle around the forest guardian to land a critical strike. Your circle stab MUTILATES the forest guardian! The forest guardian is gushing blood. <100%hp 100%mn 98%mv> Bayard utters the words, 'gorienna tuaog'. Bayard's burning hands MUTILATES the forest guardian! The forest guardian is spasming in shock. <100%hp 100%mn 98%mv> Your slash injures the forest guardian. Your slash injures the forest guardian. Bayard's pierce hits the forest guardian. The forest guardian is writhing in agony. <100%hp 100%mn 98%mv> 3 6 Your slash hits the forest guardian. Your slash hits the forest guardian. The forest guardian is convulsing on the ground. <100%hp 100%mn 98%mv> Your kicked dirt grazes the forest guardian. The forest guardian is blinded by the dirt in his eyes! The forest guardian is convulsing on the ground. <100%hp 100%mn 98%mv> 3 6 6 The forest guardian leans to his left and dodges your slash. Bayard's pierce hits the forest guardian. The forest guardian is convulsing on the ground. <100%hp 100%mn 98%mv> 6 6 Your slash injures the forest guardian. The forest guardian is DEAD!! You receive 296 experience points. The forest guardian's leg is sliced from his dead body. 109 silver coins: you cannot carry that much weight. The gods give you 60 silver coins for your sacrifice. You split 60 silver coins. Your share is 30 silver. <100%hp 100%mn 98%mv> But you are not in combat! <100%hp 100%mn 98%mv> But you are not fighting anyone. <100%hp 100%mn 98%mv> But you are not in combat! <100%hp 100%mn 98%mv> But you are not fighting anyone. <100%hp 100%mn 98%mv> But you are not fighting anyone. <100%hp 100%mn 98%mv> But you are not fighting anyone. <100%hp 100%mn 98%mv> But you are not fighting anyone. <100%hp 100%mn 98%mv> Bayard peers intently north. <100%hp 100%mn 100%mv> Bayard peers intently west. <100%hp 100%mn 100%mv> Bayard peers intently east. <100%hp 100%mn 100%mv> Bayard peers intently north. <100%hp 100%mn 100%mv> Bayard peers intently south. <100%hp 100%mn 100%mv> Bayard leaves north. You follow Bayard. Grove of Despair Quiet. Very Quiet. No crickets or birds chirp and sounds that you were once used to are now alarmingly gone. The forest grows denser and shrubbery is thicker in this part. The ground is slightly soft as if it was just rained on but everything else is bone dry. It's then that you notice the ground is not wet with rainwater but blood. [Exits: north east south west] ( 4) A vest looking to be made from a tree lies here. ( 2) It appears as though some large bird has lost a claw. A burnt sword lies here on the ground. ( 2) A thin dagger lies here on the ground. A dark druid's robe lies crumpled in a pile here. A practice dagger lies here, waiting for a wielder. A huge bat is here. A dark druid tends to the trees in the grove. <100%hp 100%mn 98%mv> Bayard utters the words, 'gorienna tuaog'. Bayard's burning hands thrashes the druid. <100%hp 100%mn 98%mv> 3 But you are not in combat! <100%hp 100%mn 98%mv> 3 Bayard's pierce hits the druid. Your slash hits the druid. The druid has some small wounds. <100%hp 100%mn 98%mv> Your kicked dirt scratches the druid. The druid is blinded by the dirt in his eyes! The druid has some small wounds. <100%hp 100%mn 98%mv> 6 Bayard utters the words, 'gorienna tuaog'. The druid has some small wounds. <100%hp 100%mn 98%mv> 6 6 6 Your slash hits the druid. Bayard's pierce grazes the druid. The druid has quite a few wounds. <100%hp 100%mn 98%mv> Your slash injures the druid. Your slash hits the druid. Bayard's pierce hits the druid. The druid is covered in bleeding wounds. <100%hp 100%mn 98%mv> You learn from your mistakes, and your circle stab skill improves. Your circle stab misses the druid. The druid is covered in bleeding wounds. <100%hp 100%mn 98%mv> Your slash hits the druid. Bayard's pierce misses the druid. The druid's punch injures Bayard. The druid is covered in bleeding wounds. <100%hp 100%mn 98%mv> 6 Bayard utters the words, 'gorienna tuaog'. Bayard's burning hands DISMEMBERS the druid! The druid is gushing blood. <100%hp 100%mn 98%mv> You circle around the druid to land a critical strike. Your circle stab MUTILATES the druid! The druid is screaming in pain. <100%hp 100%mn 98%mv> The druid scrambles backward and dodges your slash. Bayard's pierce misses the druid. The druid is screaming in pain. <100%hp 100%mn 98%mv> Your slash hits the druid. Bayard's pierce injures the druid. The druid's punch injures Bayard. The druid is spasming in shock. <100%hp 100%mn 98%mv> You circle around the druid to land a critical strike. Your circle stab MUTILATES the druid! The druid is convulsing on the ground. <100%hp 100%mn 98%mv> Bayard utters the words, 'gorienna tuaog'. The druid is convulsing on the ground. <100%hp 100%mn 98%mv> Your slash injures the druid. Your slash misses the druid. Bayard's pierce hits the druid. The druid is DEAD!! You receive 266 experience points. You hear the druid's death cry. Bayard gets 39 silver coins from the corpse of the druid. Bayard sacrifices the corpse of the druid to the gods. <100%hp 100%mn 98%mv> Bayard peers intently west. But you are not fighting anyone. <100%hp 100%mn 98%mv> But you are not fighting anyone. <100%hp 100%mn 98%mv> You look up and notice that it is no longer raining. You are thirsty. <100%hp 100%mn 100%mv> Bayard peers intently east. <100%hp 100%mn 100%mv> Bayard leaves west. You follow Bayard. Well of Lost Hope Jutting forth from the ground like a twisted altar, it seems to scream to the sky to be freed from this place. Once, long ago, before the forest was cursed, this was the Well of Hope but the name is now changed to what is more appropriate given its state. Vines snake up through the rocks that make up this well and the bucket to lower down is in shambles. [Exits: north east south west] A huge bat is here. Snarling, a black wolf considers whether you are worthy prey. A dark druid stands here, glancing furtively around. <100%hp 100%mn 98%mv> Bayard utters the words, 'gorienna tuaog'. <100%hp 100%mn 98%mv> Bayard's pierce injures the druid. Your slash injures the druid. Your slash hits the druid. The druid has some small wounds. <100%hp 100%mn 98%mv> Bayard utters the words, 'gorienna tuaog'. Bayard's burning hands decimates the druid. The druid has quite a few wounds. <100%hp 100%mn 98%mv> 3 Your kicked dirt grazes the druid. The druid is blinded by the dirt in his eyes! The druid has quite a few wounds. <100%hp 100%mn 98%mv> The druid's punch misses Bayard. Your slash wounds the druid. Bayard's pierce scratches the druid. The druid has quite a few wounds. <100%hp 100%mn 98%mv> 6 Bayard utters the words, 'gorienna tuaog'. Bayard's burning hands mauls the druid. The druid is covered in bleeding wounds. <100%hp 100%mn 98%mv> 6 Your slash hits the druid. Bayard's pierce hits the druid. The druid is bleeding profusely. <100%hp 100%mn 98%mv> Bayard utters the words, 'gorienna tuaog'. Bayard's burning hands DISEMBOWELS the druid! The druid is screaming in pain. <100%hp 100%mn 98%mv> You circle around the druid to land a critical strike. Your circle stab DISEMBOWELS the druid! The druid is spasming in shock. <100%hp 100%mn 98%mv> 6 The druid's punch misses Bayard. Your slash hits the druid. Your slash wounds the druid. Bayard's pierce misses the druid. The druid is writhing in agony. <100%hp 100%mn 98%mv> Your slash injures the druid. Your slash hits the druid. Bayard's pierce hits the druid. The druid is convulsing on the ground. <100%hp 100%mn 98%mv> You circle around the druid to land a critical strike. Your circle stab DISEMBOWELS the druid! The druid is DEAD!! You receive 242 experience points. You hear the druid's death cry. 43 silver coins: you cannot carry that much weight. The gods give you 60 silver coins for your sacrifice. You split 60 silver coins. Your share is 30 silver. <100%hp 100%mn 98%mv> But you are not fighting anyone. <100%hp 100%mn 98%mv> wo You have 0 gold, 8145 silver, and 62428 experience (932 exp to level). <100%hp 100%mn 98%mv> The sun slowly disappears in the west. You are thirsty. <100%hp 100%mn 100%mv> Bayard peers intently north. <100%hp 100%mn 100%mv> Bayard leaves north. You follow Bayard. Grove of Despair Rises in the ground seem to abound here, small hills dot the landscape. The smell of mold and mildew floats through the air and the smell of death is heavy. The trunks of the trees have scratch marks on them where something has been sharpening its claws. [Exits: north east south west] A huge bat is here. <100%hp 100%mn 98%mv> Bayard leaves north. You follow Bayard. Dark Woods The canopy of trees weaves together overhead, effectively blocking all light and rain and creating a total absense of light. No breeze stirs the trees or leaves lying on the ground; the air has a strange, thick smell. [Exits: north east south west] A vest looking to be made from a tree lies here. It appears as though some large bird has lost a claw. A huge bat is here. A dark druid wanders the grove. A green-clad hunter with a keen eye looks at you as possible prey. <100%hp 100%mn 96%mv> Bayard utters the words, 'gorienna tuaog'. Bayard's burning hands DISEMBOWELS the druid! <100%hp 100%mn 96%mv> The druid leans to his left and dodges your slash. The druid has some small wounds. <100%hp 100%mn 96%mv> Bayard utters the words, 'gorienna tuaog'. Bayard's burning hands DISMEMBERS the druid! The druid is covered in bleeding wounds. <100%hp 100%mn 96%mv> Your slash injures the druid. Your slash wounds the druid. Bayard's pierce hits the druid. The druid is gushing blood. <100%hp 100%mn 96%mv> The hunter gets a large claw. The druid is gushing blood. <100%hp 100%mn 96%mv> Bayard utters the words, 'gorienna tuaog'. Bayard's burning hands injures the druid. The druid is gushing blood. <100%hp 100%mn 96%mv> The druid scrambles backward and dodges your slash. Your slash injures the druid. Bayard's pierce injures the druid. The druid is screaming in pain. <100%hp 100%mn 96%mv> 3 Your kicked dirt scratches the druid. The druid is blinded by the dirt in his eyes! The druid is screaming in pain. <100%hp 100%mn 96%mv> 5 The druid drops, rolls backward, and dodges your slash. Bayard's pierce hits the druid. The druid is spasming in shock. <100%hp 100%mn 96%mv> 6 Bayard utters the words, 'gorienna tuaog'. Bayard's burning hands DISMEMBERS the druid! The druid is convulsing on the ground. <100%hp 100%mn 96%mv> The druid's punch misses Bayard. Your slash injures the druid. Bayard's pierce injures the druid. The druid is DEAD!! You receive 282 experience points. The druid's heart is torn from his chest. Bayard gets 31 silver coins from the corpse of the druid. Bayard sacrifices the corpse of the druid to the gods. <100%hp 100%mn 96%mv> But you are not fighting anyone! <100%hp 100%mn 96%mv> But you are not fighting anyone. Bayard peers intently west. <100%hp 100%mn 96%mv> wo You have 0 gold, 8145 silver, and 62710 experience (650 exp to level). <100%hp 100%mn 96%mv> Bayard leaves west. You follow Bayard. Dark Woods The canopy of trees weaves together overhead, effectively blocking all light and rain and creating a total absense of light. No breeze stirs the trees or leaves lying on the ground; the air has a strange, thick smell. You notice that some of the trees have knotholes. Hanging out of a few of them are bits of dead grass, as though birds have turned them into natural bird houses. [Exits: north east south west] A pile of silver coins. A dark druid's robe lies crumpled in a pile here. A burnt sword lies here on the ground. It appears as though some large bird has lost a claw. A thin dagger lies here on the ground. A vest looking to be made from a tree lies here. A huge bat is here. Stumbling, an escaped prisoner trips over an exposed root. A dark druid tends to the trees in the grove. <100%hp 100%mn 94%mv> Bayard utters the word, 'zolgahtljupz'. Bayard makes the earth tremble and shiver. Bayard's earthquake GORES the prisoner! Bayard's earthquake GORES the druid! <100%hp 100%mn 94%mv> Bayard's pierce misses the prisoner. Your slash misses the prisoner. The prisoner has quite a few wounds. <100%hp 100%mn 94%mv> 3 Your kicked dirt nicks the prisoner. The prisoner is blinded by the dirt in his eyes! The prisoner has quite a few wounds. <100%hp 100%mn 94%mv> The prisoner's punch misses Bayard. Your slash misses the prisoner. Bayard's pierce misses the prisoner. The prisoner has quite a few wounds. <100%hp 100%mn 94%mv> 6 Bayard utters the words, 'gorienna tuaog'. Bayard's burning hands MUTILATES the prisoner! The prisoner is covered in bleeding wounds. <100%hp 100%mn 94%mv> Your slash misses the prisoner. Your slash misses the prisoner. Bayard's pierce misses the prisoner. The prisoner is covered in bleeding wounds. <100%hp 100%mn 94%mv> 6 You learn from your mistakes, and your circle stab skill improves. Your circle stab misses the prisoner. The prisoner is covered in bleeding wounds. <100%hp 100%mn 94%mv> Bayard utters the words, 'gorienna tuaog'. Bayard's burning hands devastates the prisoner. The prisoner's punch injures Bayard. Your slash hits the prisoner. Bayard's pierce misses the prisoner. The druid's punch wounds Bayard. The prisoner is gushing blood. <100%hp 100%mn 94%mv> 6 Your slash misses the prisoner. Bayard's pierce misses the prisoner. The prisoner is gushing blood. <100%hp 100%mn 94%mv> You circle around the prisoner to land a critical strike. Your circle stab MUTILATES the prisoner! The prisoner is screaming in pain. <100%hp 100%mn 94%mv> Bayard utters the words, 'gorienna tuaog'. Bayard's burning hands MUTILATES the prisoner! The prisoner is writhing in agony. <100%hp 100%mn 94%mv> 6 The trog has arrived. The prisoner's punch hits Bayard. Your slash hits the prisoner. Bayard's pierce misses the prisoner. The sky gets very cloudy and a calmness begins here. You are thirsty. The prisoner is writhing in agony. <100%hp 100%mn 100%mv> 6 Bayard utters the word, 'zolgahtljupz'. Bayard makes the earth tremble and shiver. Bayard's earthquake DISMEMBERS the prisoner! The prisoner is DEAD!! You receive 268 experience points. The prisoner's severed head plops on the ground. Bayard gets 8 silver coins from the corpse of the prisoner. Bayard sacrifices the corpse of the prisoner to the gods. Bayard's earthquake DISMEMBERS the trog! Bayard's earthquake DISMEMBERS the druid! <100%hp 100%mn 100%mv> But you are not fighting anyone. <100%hp 100%mn 100%mv> But you are not fighting anyone. <100%hp 100%mn 100%mv> But you are not fighting anyone. Bayard's pierce injures the trog. Your slash misses the trog. Your slash hits the trog. The druid's punch misses Bayard. The trog has quite a few wounds. <100%hp 100%mn 100%mv> wo The trog's slash misses Bayard. The trog drops, rolls backward, and dodges your slash. Bayard's pierce misses the trog. The trog has quite a few wounds. <100%hp 100%mn 100%mv> You have 0 gold, 8145 silver, and 62980 experience (380 exp to level). The trog has quite a few wounds. <100%hp 100%mn 100%mv> Bayard utters the word, 'zolgahtljupz'. Bayard makes the earth tremble and shiver. Bayard's earthquake GORES the trog! Bayard's earthquake GORES the druid! The trog is gushing blood. <100%hp 100%mn 100%mv> Your slash hits the trog. Your slash hits the trog. Bayard's pierce injures the trog. The trog is screaming in pain. <100%hp 100%mn 100%mv> 3 Your kicked dirt grazes the trog. The trog is blinded by the dirt in her eyes! The trog is screaming in pain. <100%hp 100%mn 100%mv> 6 The trog's slash misses Bayard. Your slash wounds the trog. Bayard's pierce misses the trog. The trog is screaming in pain. <100%hp 100%mn 100%mv> 6 6 6 Bayard utters the word, 'zolgahtljupz'. Bayard makes the earth tremble and shiver. Bayard's earthquake DISEMBOWELS the trog! Bayard's earthquake DISEMBOWELS the druid! The trog is writhing in agony. <100%hp 100%mn 100%mv> The trog's slash misses Bayard. Your slash misses the trog. Bayard's pierce grazes the trog. The trog is writhing in agony. <100%hp 100%mn 100%mv> Your circle stab misses the trog. The trog is writhing in agony. <100%hp 100%mn 100%mv> The trog's slash grazes Bayard. Your slash injures the trog. Your slash injures the trog. Bayard's pierce hits the trog. The trog is DEAD!! You receive 259 experience points. The trog hits the ground ... DEAD. Bayard gets 49 silver coins from the corpse of the trog. Bayard sacrifices the corpse of the trog to the gods. <100%hp 100%mn 100%mv> Bayard utters the words, 'gorienna tuaog'. Bayard's burning hands GORES the druid! The druid is DEAD!! You receive 233 experience points. You raise a level!! You gain 14/239 hp, 7/230 mana, 6/236 move, and 4/10 practices. The druid's arm is sliced from his dead body. Bayard gets 15 silver coins from the corpse of the druid. Bayard sacrifices the corpse of the druid to the gods. <94%hp 96%mn 97%mv> But you are not fighting anyone. <94%hp 96%mn 97%mv> But you are not fighting anyone. <94%hp 96%mn 97%mv> But you are not fighting anyone. <94%hp 96%mn 97%mv> Bayard peers intently east. <94%hp 96%mn 97%mv> Bayard peers intently west. <94%hp 96%mn 97%mv> gr Bayard peers intently north. Bayard's group: [17 Thi] Zeptaru   94%hp  96%mn  97%mv  6296 tnl [18 Ele] Bayard   50%hp  20%mn 100%mv  6318 tnl <94%hp 96%mn 97%mv> Bayard leaves west. You follow Bayard. Dark Woods The canopy of trees weaves together overhead, effectively blocking all light and rain and creating a total absense of light. No breeze stirs the trees or leaves lying on the ground; the air has a strange, thick smell. [Exits: north east south west] It appears as though some large bird has lost a claw. A huge bat is here. <94%hp 96%mn 95%mv> Bayard leaves west. You follow Bayard. Dark Woods The canopy of trees weaves together overhead, effectively blocking all light and rain and creating a total absense of light. No breeze stirs the trees or leaves lying on the ground; the air has a strange, thick smell. A number of trees have small knotholes, out of which you notice bits of dead grass hanging. Perhaps some birds have taken advantage of this as they turned the tree trunks into natural bird houses. [Exits: north east south west] It appears as though some large bird has lost a claw. A huge bat is here. A dark druid wanders the grove. <94%hp 96%mn 94%mv> Bayard utters the words, 'gorienna tuaog'. Bayard's burning hands devastates the druid. <94%hp 96%mn 94%mv> Bayard's pierce misses the druid. Your slash hits the druid. The druid has some small wounds. <94%hp 96%mn 94%mv> 3 Your kicked dirt scratches the druid. The druid is blinded by the dirt in his eyes! The druid has some small wounds. <94%hp 96%mn 94%mv> 6 Bayard utters the words, 'gorienna tuaog'. Bayard's burning hands DISMEMBERS the druid! The druid is covered in bleeding wounds. <94%hp 96%mn 94%mv> 6 6 The druid's punch misses Bayard. Your slash hits the druid. Bayard's pierce grazes the druid. The druid is bleeding profusely. <94%hp 96%mn 94%mv> 6 Your slash hits the druid. Your slash injures the druid. Bayard's pierce misses the druid. The druid is bleeding profusely. <94%hp 96%mn 94%mv> Your circle stab misses the druid. Bayard utters the words, 'gorienna tuaog'. Bayard's burning hands decimates the druid. The druid is gushing blood. <94%hp 96%mn 94%mv> You look up and notice that it is no longer raining. You are sober. You are thirsty. The druid is gushing blood. <96%hp 100%mn 100%mv> 6 The druid's punch misses Bayard. The druid scrambles backward and dodges your slash. Your slash hits the druid. The druid is gushing blood. <96%hp 100%mn 100%mv> 6 You circle around the druid to land a critical strike. Your circle stab MUTILATES the druid! The druid is spasming in shock. <96%hp 100%mn 100%mv> 6 The druid's punch misses Bayard. Your slash wounds the druid. Bayard's pierce hits the druid. The druid is writhing in agony. <96%hp 100%mn 100%mv> Bayard utters the words, 'gorienna tuaog'. Bayard's burning hands MUTILATES the druid! The druid is convulsing on the ground. <96%hp 100%mn 100%mv> The druid's punch injures Bayard. Your slash misses the druid. Bayard's pierce injures the druid. The druid is DEAD!! You receive 277 experience points. The druid's severed head plops on the ground. Bayard gets 26 silver coins from the corpse of the druid. Bayard sacrifices the corpse of the druid to the gods. <96%hp 100%mn 100%mv> But you are not fighting anyone. <96%hp 100%mn 100%mv> But you are not fighting anyone. <96%hp 100%mn 100%mv> But you are not fighting anyone. <96%hp 100%mn 100%mv> But you are not fighting anyone. <96%hp 100%mn 100%mv> But you are not fighting anyone. <96%hp 100%mn 100%mv> Bayard peers intently west. <96%hp 100%mn 100%mv> wo You have 0 gold, 8145 silver, and 63749 experience (6019 exp to level). <96%hp 100%mn 100%mv> Bayard peers intently north. <96%hp 100%mn 100%mv> Bayard leaves north. You follow Bayard. Dark Woods You cough and struggle for air as the stench of rot, death, and decay fills your nose and lungs making it almost unbearable to breathe. A constant fire envelopes your nose. The trees here grow closely together and have sharp, short thorns that make travel slow and agonizing. You see small knotholes in a couple of the trees, a bit of dead grass sticking out of them as though birds have turned them into bird houses. [Exits: east south west] A huge bat is here. Desperately seeking help, an escaped prisoner crashes into trees as he stumbles along his way. A trog is here, looming menacingly. <96%hp 100%mn 98%mv> Bayard utters the word, 'zolgahtljupz'. Bayard makes the earth tremble and shiver. Bayard's earthquake DISEMBOWELS the prisoner! Bayard's earthquake DISEMBOWELS the trog! <96%hp 100%mn 98%mv> The prisoner's punch misses Bayard. Bayard's pierce misses the prisoner. Your slash misses the prisoner. Your slash misses the prisoner. The prisoner has some small wounds. <96%hp 100%mn 98%mv> 3 Your kicked dirt grazes the prisoner. The prisoner is blinded by the dirt in his eyes! The prisoner has some small wounds. <96%hp 100%mn 98%mv> 6 6 6 66 Your slash misses the prisoner. Your slash misses the prisoner. Bayard's pierce misses the prisoner. The trog's slash grazes Bayard. The prisoner has some small wounds. <96%hp 100%mn 98%mv> Bayard utters the word, 'zolgahtljupz'. The prisoner has some small wounds. <96%hp 100%mn 98%mv> The prisoner's punch hits Bayard. The prisoner scrambles backward and dodges your slash. Your slash injures the prisoner. Bayard's pierce misses the prisoner. The prisoner has quite a few wounds. <96%hp 100%mn 98%mv> You circle around the prisoner to land a critical strike. Your circle stab MUTILATES the prisoner! The prisoner is bleeding profusely. <96%hp 100%mn 98%mv> 6 The prisoner's punch hits Bayard. Your slash misses the prisoner. Your slash hits the prisoner. Bayard's pierce misses the prisoner. The trog's slash misses Bayard. The prisoner is bleeding profusely. <96%hp 100%mn 98%mv> Your circle stab misses the prisoner. The prisoner is bleeding profusely. <96%hp 100%mn 98%mv> Bayard utters the words, 'gorienna tuaog'. Bayard's burning hands wounds the prisoner. The prisoner's punch hits Bayard. Your slash grazes the prisoner. Your slash misses the prisoner. Bayard's pierce misses the prisoner. The trog's slash misses Bayard. The prisoner is gushing blood. <96%hp 100%mn 98%mv> 6 Your slash misses the prisoner. Bayard's pierce misses the prisoner. The trog's slash hits Bayard. The prisoner is gushing blood. <96%hp 100%mn 98%mv> Bayard utters the words, 'gorienna tuaog'. Bayard's burning hands decimates the prisoner. The prisoner is gushing blood. <96%hp 100%mn 98%mv> 6 Your circle stab misses the prisoner. The prisoner is gushing blood. <96%hp 100%mn 98%mv> The prisoner's punch injures Bayard. Your slash injures the prisoner. Your slash injures the prisoner. Bayard's pierce misses the prisoner. The trog's slash misses Bayard. The prisoner is screaming in pain. <96%hp 100%mn 98%mv> 6 Huh? Your slash misses the prisoner. Your slash misses the prisoner. Bayard's pierce misses the prisoner. The prisoner is screaming in pain. <96%hp 100%mn 98%mv> Bayard utters the words, 'dueab daggasz'. Bayard opens a small vortex to unleash a volley of magical missiles. Bayard unleashes a magic missile at the prisoner. Bayard's magic missile decimates the prisoner. Bayard unleashes a magic missile at the prisoner. Bayard's magic missile hits the prisoner. The vortex closes in a flash of light. You circle around the prisoner to land a critical strike. Your circle stab MUTILATES the prisoner! The prisoner is convulsing on the ground. <96%hp 100%mn 98%mv> 6 The night has begun. You are sober. You are thirsty. The prisoner is convulsing on the ground. <100%hp 100%mn 100%mv> The prisoner's punch injures Bayard. Your slash misses the prisoner. Bayard's pierce misses the prisoner. The prisoner is convulsing on the ground. <100%hp 100%mn 100%mv> Bayard utters the words, 'dueab daggasz'. Bayard opens a small vortex to unleash a volley of magical missiles. Bayard unleashes a magic missile at the prisoner. Bayard's magic missile maims the prisoner. The prisoner is DEAD!! You receive 228 experience points. The prisoner's leg is sliced from his dead body. Bayard gets 17 silver coins from the corpse of the prisoner. Bayard sacrifices the corpse of the prisoner to the gods. The vortex closes in a flash of light. <100%hp 100%mn 100%mv> 6 But you are not fighting anyone. <100%hp 100%mn 100%mv> But you are not fighting anyone. <100%hp 100%mn 100%mv> But you are not fighting anyone. <100%hp 100%mn 100%mv> But you are not fighting anyone. <100%hp 100%mn 100%mv> But you are not fighting anyone. Bayard's pierce misses the trog. Your slash misses the trog. The trog's slash misses Bayard. The trog has some small wounds. <100%hp 100%mn 100%mv> drin Bayard utters the words, 'dueab daggasz'. Bayard opens a small vortex to unleash a volley of magical missiles. Bayard unleashes a magic missile at the trog. Bayard's magic missile wounds the trog. Bayard unleashes a magic missile at the trog. Bayard's magic missile devastates the trog. The vortex closes in a flash of light. The trog is covered in bleeding wounds. <100%hp 100%mn 100%mv> k ru Your slash injures the trog. Bayard's pierce misses the trog. The trog is covered in bleeding wounds. <100%hp 100%mn 100%mv> m You are too busy fighting to drink anything. The trog is covered in bleeding wounds. <100%hp 100%mn 100%mv> Your slash injures the trog. Bayard's pierce hits the trog. The trog's slash grazes Bayard. The trog is bleeding profusely. <100%hp 100%mn 100%mv> 6 Bayard utters the words, 'dueab daggasz'. Bayard opens a small vortex to unleash a volley of magical missiles. Bayard unleashes a magic missile at the trog. Bayard's magic missile grazes the trog. Bayard unleashes a magic missile at the trog. Bayard's magic missile devastates the trog. The vortex closes in a flash of light. The trog is gushing blood. <100%hp 100%mn 100%mv> You circle around the trog to land a critical strike. Your circle stab MUTILATES the trog! The trog is spasming in shock. <100%hp 100%mn 100%mv> 6 6 Your slash hits the trog. Your slash injures the trog. Bayard's pierce hits the trog. The trog's slash hits Bayard. The trog is writhing in agony. <100%hp 100%mn 100%mv> Bayard utters the words, 'dueab daggasz'. Bayard opens a small vortex to unleash a volley of magical missiles. Bayard unleashes a magic missile at the trog. Bayard's magic missile maims the trog. Bayard unleashes a magic missile at the trog. Bayard's magic missile hits the trog. The trog is DEAD!! You receive 273 experience points. You hear the trog's death cry. Bayard gets 66 silver coins from the corpse of the trog. Bayard sacrifices the corpse of the trog to the gods. The vortex closes in a flash of light. <100%hp 100%mn 100%mv> But you are not fighting anyone. <100%hp 100%mn 100%mv> But you are not fighting anyone. <100%hp 100%mn 100%mv> 6 But you are not fighting anyone. <100%hp 100%mn 100%mv> Bayard drops a mat made of lion hair. <100%hp 100%mn 100%mv> Bayard goes to sleep on a mat made of lion hair. <100%hp 100%mn 100%mv> drink rum You drink rum from a bottle of rum. You are no longer dehydrated. You are thirsty. You feel drunk. <100%hp 100%mn 100%mv> drink bladder You fail to reach your mouth. *Hic* <100%hp 100%mn 100%mv> k You are thirsty. <100%hp 100%mn 100%mv> l Huh? <100%hp 100%mn 100%mv> l Dark Woods You cough and struggle for air as the stench of rot, death, and decay fills your nose and lungs making it almost unbearable to breathe. A constant fire envelopes your nose. The trees here grow closely together and have sharp, short thorns that make travel slow and agonizing. You see small knotholes in a couple of the trees, a bit of dead grass sticking out of them as though birds have turned them into bird houses. [Exits: east south west] A mat made of lion hair lies here. A dark druid's robe lies crumpled in a pile here. ( 2) It appears as though some large bird has lost a claw. A vest looking to be made from a tree lies here. The sliced-off leg of the prisoner is lying here. A huge bat is sleeping on a mat made of lion hair. <100%hp 100%mn 100%mv> You are thirsty. <100%hp 100%mn 100%mv> Bayard wakes and stands up. <100%hp 100%mn 100%mv> Bayard gets a mat made of lion hair. <100%hp 100%mn 100%mv> Bayard peers intently east. <100%hp 100%mn 100%mv> Bayard leaves east. You follow Bayard. A Dirt Path Halfway into this portion of a forest a dirt path begins and heads toward the north into a heavily shrouded area. Mists seem to snake out from that direction and a cool breeze chills you to the bone. A small sign is stuck in the ground at the beginning of the path, waiting to be read. [Exits: north east south west] A huge bat is here. A charred skeleton lies here, unmoving. <100%hp 100%mn 98%mv> Bayard leaves east. You follow Bayard. Dark Woods You cough and struggle for air as the stench of rot, death, and decay fills your nose and lungs making it almost unbearable to breathe. A constant fire envelopes your nose. The trees here grow closely together and have sharp, short thorns that make travel slow and agonizing. A few of the tree trunks have small knotholes. Out from the knotholes hang bits of dead grass. It looks as if birds have made natural birdhouses from the trunks. [Exits: east south west] A burnt sword lies here on the ground. A thin dagger lies here on the ground. A huge bat is here. A large wild dog glares at you, mouth foaming, eyes glowing balefully. A charred skeleton lies here, unmoving. <100%hp 100%mn 96%mv> Bayard leaves east. You follow Bayard. Dark Woods You cough and struggle for air as the stench of rot, death, and decay fills your nose and lungs making it almost unbearable to breathe. A constant fire envelopes your nose. The trees here grow closely together and have sharp, short thorns that make travel slow and agonizing. [Exits: east south west] A vest looking to be made from a tree lies here. It appears as though some large bird has lost a claw. A huge bat is here. A trog is here, looming menacingly. A trog is here, looming menacingly. A charred skeleton lies here, unmoving. <100%hp 100%mn 94%mv> Bayard utters the words, 'gorienna tuaog'. Bayard's burning hands DISMEMBERS the trog! <100%hp 100%mn 94%mv> 2 You do not see that here. <100%hp 100%mn 94%mv> 3 But you are not in combat! <100%hp 100%mn 94%mv> Bayard's pierce injures the trog. Your slash injures the trog. The trog has quite a few wounds. <100%hp 100%mn 94%mv> Bayard utters the words, 'gorienna tuaog'. Bayard's burning hands maims the trog. The trog is bleeding profusely. <100%hp 100%mn 94%mv> Your slash misses the trog. Your slash misses the trog. Bayard's pierce misses the trog. The trog's slash misses Bayard. The trog is bleeding profusely. <100%hp 100%mn 94%mv> Bayard utters the words, 'gorienna tuaog'. Bayard's burning hands GORES the trog! The trog is screaming in pain. <100%hp 100%mn 94%mv> 3 Your kicked dirt nicks the trog. The trog is blinded by the dirt in his eyes! Your slash misses the trog. Bayard's pierce injures the trog. The trog's slash misses Bayard. The trog is screaming in pain. <100%hp 100%mn 94%mv> Bayard utters the words, 'gorienna tuaog'. Bayard's burning hands decimates the trog. The trog is spasming in shock. <100%hp 100%mn 94%mv> 6 Your slash hits the trog. Bayard's pierce misses the trog. The trog's slash misses Bayard. The trog is spasming in shock. <100%hp 100%mn 94%mv> 6 6 6 Your slash misses the trog. Bayard's pierce injures the trog. The trog's slash misses Bayard. The trog is writhing in agony. <100%hp 100%mn 94%mv> You circle around the trog to land a critical strike. Your circle stab MUTILATES the trog! The trog is nearly dead. <100%hp 100%mn 94%mv> Bayard utters the words, 'gorienna tuaog'. Bayard's burning hands DISMEMBERS the trog! The trog is DEAD!! You receive 235 experience points. You hear the trog's death cry. Bayard gets 61 silver coins from the corpse of the trog. Bayard sacrifices the corpse of the trog to the gods. <100%hp 100%mn 94%mv> Bayard utters the words, 'gorienna tuaog'. Bayard's burning hands DISMEMBERS the trog! <100%hp 100%mn 94%mv> But you are not fighting anyone. <100%hp 100%mn 94%mv> But you are not fighting anyone. <100%hp 100%mn 94%mv> But you are not fighting anyone. <100%hp 100%mn 94%mv> 6 But you are not fighting anyone. The trog's slash misses Bayard. Bayard's pierce injures the trog. The trog leans to his right and dodges your slash. Your slash hits the trog. The trog has quite a few wounds. <100%hp 100%mn 94%mv> Bayard utters the words, 'gorienna tuaog'. Bayard's burning hands wounds the trog. The trog is covered in bleeding wounds. <100%hp 100%mn 94%mv> 3 Your kicked dirt scratches the trog. The trog is blinded by the dirt in his eyes! The trog is covered in bleeding wounds. <100%hp 100%mn 94%mv> Your mouth is parched! The trog is covered in bleeding wounds. <100%hp 100%mn 98%mv> 6 The trog's slash hits Bayard. Your slash misses the trog. Your slash injures the trog. Bayard's pierce misses the trog. The trog is covered in bleeding wounds. <100%hp 100%mn 98%mv> 6 Bayard utters the words, 'gorienna tuaog'. Bayard's burning hands devastates the trog. The trog is bleeding profusely. <100%hp 100%mn 98%mv> 6 The trog's slash misses Bayard. Your slash hits the trog. Your slash injures the trog. Bayard's pierce hits the trog. The trog is screaming in pain. <100%hp 100%mn 98%mv> 6 6 You circle around the trog to land a critical strike. Your circle stab DISEMBOWELS the trog! The trog is spasming in shock. <100%hp 100%mn 98%mv> Your slash hits the trog. Your slash hits the trog. Bayard's pierce misses the trog. The trog is writhing in agony. <100%hp 100%mn 98%mv> 6 Bayard utters the words, 'gorienna tuaog'. Bayard's burning hands GORES the trog! The trog is DEAD!! You receive 280 experience points. The trog spills his guts all over the floor. Bayard gets 83 silver coins from the corpse of the trog. Bayard sacrifices the corpse of the trog to the gods. <100%hp 100%mn 98%mv> 6 But you are not fighting anyone. <100%hp 100%mn 98%mv> But you are not fighting anyone. <100%hp 100%mn 98%mv> But you are not fighting anyone. <100%hp 100%mn 98%mv> But you are not fighting anyone. <100%hp 100%mn 98%mv> But you are not fighting anyone. <100%hp 100%mn 98%mv> But you are not fighting anyone. <100%hp 100%mn 98%mv> Bayard peers intently east. <100%hp 100%mn 98%mv> Bayard utters the words, 'gorienna tuaog'. Bayard's burning hands DISEMBOWELS the skeleton! <100%hp 100%mn 98%mv> Bayard's pierce hits the skeleton. Your slash hits the skeleton. The skeleton is covered in bleeding wounds. <100%hp 100%mn 98%mv> Bayard utters the words, 'gorienna tuaog'. The skeleton is covered in bleeding wounds. <100%hp 100%mn 98%mv> The skeleton scrambles backward and dodges your slash. Bayard's pierce hits the skeleton. The skeleton is bleeding profusely. <100%hp 100%mn 98%mv> 3 Your kicked dirt grazes the skeleton. The skeleton is blinded by the dirt in her eyes! The skeleton is bleeding profusely. <100%hp 100%mn 98%mv> 6 6 6 The skeleton's slash misses Bayard. Your slash hits the skeleton. Bayard's pierce injures the skeleton. The skeleton is gushing blood. <100%hp 100%mn 98%mv> 6 6 6 The skeleton's slash misses Bayard. Your slash hits the skeleton. Your slash hits the skeleton. Bayard's pierce hits the skeleton. The skeleton is spasming in shock. <100%hp 100%mn 98%mv> You circle around the skeleton to land a critical strike. Your circle stab MUTILATES the skeleton! The skeleton is DEAD!! You receive 79 experience points. You hear the skeleton's death cry. 22 silver coins: you cannot carry that much weight. The gods give you 45 silver coins for your sacrifice. You split 45 silver coins. Your share is 23 silver. <100%hp 100%mn 98%mv> l But you are not fighting anyone. <100%hp 100%mn 98%mv> But you are not fighting anyone. <100%hp 100%mn 98%mv> But you are not fighting anyone. <100%hp 100%mn 98%mv> But you are not fighting anyone. <100%hp 100%mn 98%mv> But you are not fighting anyone. <100%hp 100%mn 98%mv> Dark Woods You cough and struggle for air as the stench of rot, death, and decay fills your nose and lungs making it almost unbearable to breathe. A constant fire envelopes your nose. The trees here grow closely together and have sharp, short thorns that make travel slow and agonizing. [Exits: east south west] A pile of silver coins. A burnt sword lies here on the ground. ( 3) A vest looking to be made from a tree lies here. A steaming pile of the trog's entrails is lying here. ( 2) It appears as though some large bird has lost a claw. A huge bat is here. <100%hp 100%mn 98%mv> Bayard peers intently east. <100%hp 100%mn 98%mv> You are beginning to dehydrate! <100%hp 100%mn 100%mv> wo You have 0 gold, 8168 silver, and 64844 experience (4924 exp to level). <100%hp 100%mn 100%mv> Bayard leaves west. You follow Bayard. Dark Woods You cough and struggle for air as the stench of rot, death, and decay fills your nose and lungs making it almost unbearable to breathe. A constant fire envelopes your nose. The trees here grow closely together and have sharp, short thorns that make travel slow and agonizing. A few of the tree trunks have small knotholes. Out from the knotholes hang bits of dead grass. It looks as if birds have made natural birdhouses from the trunks. [Exits: east south west] A burnt sword lies here on the ground. A thin dagger lies here on the ground. A huge bat is here. A large wild dog glares at you, mouth foaming, eyes glowing balefully. A charred skeleton lies here, unmoving. <100%hp 100%mn 98%mv> Bayard leaves west. You follow Bayard. A Dirt Path Halfway into this portion of a forest a dirt path begins and heads toward the north into a heavily shrouded area. Mists seem to snake out from that direction and a cool breeze chills you to the bone. A small sign is stuck in the ground at the beginning of the path, waiting to be read. [Exits: north east south west] A huge bat is here. A charred skeleton lies here, unmoving. <100%hp 100%mn 96%mv> Bayard peers intently north. <100%hp 100%mn 96%mv> Bayard peers intently south. <100%hp 100%mn 96%mv> Bayard peers intently west. <100%hp 100%mn 96%mv> Bayard leaves west. You follow Bayard. Dark Woods You cough and struggle for air as the stench of rot, death, and decay fills your nose and lungs making it almost unbearable to breathe. A constant fire envelopes your nose. The trees here grow closely together and have sharp, short thorns that make travel slow and agonizing. You see small knotholes in a couple of the trees, a bit of dead grass sticking out of them as though birds have turned them into bird houses. [Exits: east south west] A dark druid's robe lies crumpled in a pile here. ( 2) It appears as though some large bird has lost a claw. A vest looking to be made from a tree lies here. The sliced-off leg of the prisoner is lying here. A huge bat is here. <100%hp 100%mn 94%mv> Bayard peers intently south. <100%hp 100%mn 94%mv> Bayard leaves west. You follow Bayard. Dark Woods You cough and struggle for air as the stench of rot, death, and decay fills your nose and lungs making it almost unbearable to breathe. A constant fire envelopes your nose. The trees here grow closely together and have sharp, short thorns that make travel slow and agonizing. You notice that some of the trees have knotholes, out of which bits of dead grass hang. Maybe some birds have turned these tree trunks into natural bird houses? [Exits: east south west down] ( 3) It appears as though some large bird has lost a claw. ( 2) A vest looking to be made from a tree lies here. A dark druid's robe lies crumpled in a pile here. A very large wooden box with a wide hole in the middle sits here. A huge bat is here. <100%hp 100%mn 93%mv> Bayard peers intently south. <100%hp 100%mn 93%mv> Bayard peers intently west. <100%hp 100%mn 93%mv> Bayard leaves south. You follow Bayard. Dark Woods The canopy of trees weaves together overhead, effectively blocking all light and rain and creating a total absense of light. No breeze stirs the trees or leaves lying on the ground; the air has a strange, thick smell. [Exits: north east south west] A pile of silver coins. A vest looking to be made from a tree lies here. ( 6) It appears as though some large bird has lost a claw. A sharp dagger gleams in the light. A dark druid's robe lies crumpled in a pile here. A huge bat is here. <100%hp 100%mn 91%mv> Bayard leaves south. You follow Bayard. Cave Entrance In the middle of this small open area is what appears to be a fissure leading down into a cave. Mold grows in the rocks of the entrance, giving it a slick, wet look. Inside, it is ominously dark. [Exits: north east south west down] ( 5) A burnt sword lies here on the ground. A dark druid's robe lies crumpled in a pile here. A thin dagger lies here on the ground. A huge bat is here. A charred skeleton lies here, unmoving. <100%hp 100%mn 89%mv> 3 Bayard leaves south. You follow Bayard. Grove of Despair Quiet. Very Quiet. No crickets or birds chirp and sounds that you were once used to are now alarmingly gone. The forest grows denser and shrubbery is thicker in this part. The ground is slightly soft as if it was just rained on but everything else is bone dry. It's then that you notice the ground is not wet with rainwater but blood. [Exits: north east south west] ( 2) A dark druid's robe lies crumpled in a pile here. ( 4) A vest looking to be made from a tree lies here. ( 2) It appears as though some large bird has lost a claw. A burnt sword lies here on the ground. ( 2) A thin dagger lies here on the ground. A practice dagger lies here, waiting for a wielder. A huge bat is here. <100%hp 100%mn 88%mv> But you are not in combat! <100%hp 100%mn 88%mv> Bayard leaves south. You follow Bayard. Grove of Despair Trees wrap around each other in a disgusting eternal dance. You stumble blindly over roots that seconds ago you could have sworn weren't there. Strange arcane words reach your ears, warning those who would enter to turn and run while they still hold their lives. [Exits: north east south west] A pile of silver coins. ( 7) A bloody scroll was ripped from the corpse of the guardian. A huge bat is here. <100%hp 100%mn 86%mv> Bayard leaves south. You follow Bayard. SouthEast Corner of the Grove of Despair Blocked by extreme growth to the east and south, this is the southeast corner of the forest. The tree branches twine overhead, filtering out almost all of the sunlight. [Exits: north east south west] A pile of silver coins. ( 5) It appears as though some large bird has lost a claw. A dark druid's robe lies crumpled in a pile here. ( 2) A thin dagger lies here on the ground. A huge bat is here. <100%hp 100%mn 84%mv> Bayard utters the word, 'aazagaqasahw'. Bayard fades out of existence. <100%hp 100%mn 84%mv> 6 But you are not fighting anyone. <100%hp 100%mn 84%mv> 6 But you are not fighting anyone. <100%hp 100%mn 84%mv> Someone utters the word, 'aazagaqasahw'. You fade out of existence. <100%hp 100%mn 84%mv> Someone leaves east. You follow someone. Grove of Despair Darker and darker, deeper and deeper. This forest itself gives you the feeling there is no hope left in this world. It saps the strength from you. The trees twine together in their twisted dance towards the sky. [Exits: north east south west] A dark druid's robe lies crumpled in a pile here. ( 2) A thin dagger lies here on the ground. <100%hp 100%mn 83%mv> Someone leaves south. You follow someone. Entrance to the Grove of Despair Tree growth around this area seems to be a bit erratic. The trees look almost deformed in a way as they twist in turn towards the sky, as if the light itself was harming them instead of giving them life. They arch over the path here, creating a nice piece of shade. One tree in particular stands out from the rest as it has a sign nailed to its trunk. On another tree is a small nondescript plaque. [Exits: north east south west] A thin dagger lies here on the ground. ( 2) It appears as though some large bird has lost a claw. Vigilantly, a forest guardian scans the forest for trouble. <100%hp 100%mn 81%mv> Someone leaves south. You follow someone. Edge of the Forest To the north a vast forest stretches out before you. It appears dark and foreboding, perhaps there is a good reason why it is called the Grove of Despair? To the south of you the Northern Reaches sprawl out to the west and east providing a kind of natural barrier from the rest of the world. Where you stand now is the border between the Grove of Despair and the Northern Reaches. It is as if the Gods took a divine blade and made a cut in the ground, right where you stand. For the trees of the Grove of Despair all stop at the same line. [Exits: north up] A stern looking lady stands here examining her surroundings. <100%hp 100%mn 80%mv> Someone leaves up. You follow someone. In the Northern Reaches The path cuts through the shortest part of the Northern Reaches. The path, while difficult to maneuver, is well marked and relatively safe, as is evident by the numerous old campsites. You can follow the path onward to the west or down toward Tyr-Zinet. The Reaches do not rise very high into the sky, but they do prove difficult in climbing, nonetheless. [Exits: south down] <100%hp 100%mn 78%mv> Someone drops a mat made of lion hair. <100%hp 100%mn 78%mv> Someone goes to sleep on a mat made of lion hair. <100%hp 100%mn 78%mv> You are beginning to dehydrate! <100%hp 100%mn 81%mv> A fisherwoman has arrived. <100%hp 100%mn 81%mv> Someone tells the group 'We let them come back' <100%hp 100%mn 81%mv> gr tell aey  ye You tell the group 'aye' <100%hp 100%mn 81%mv> gtell how am i doing? You tell the group 'how am i doing?' <100%hp 100%mn 81%mv> A fisherwoman checks the ground for tracks. <100%hp 100%mn 81%mv> A dark apprentice slowly fades into existence. <100%hp 100%mn 81%mv> wh [ Chnge ] Darthan Serinth the Knight Hero [ Dwarf ] Kelthe the Weapon Master [ Giant ] Gromm the Knight Hero [ Giant ] Rathas the Water Totem Bearer [17 Chnge Thi] (PK) Zeptaru the Quick-Blade [ Chnge ] Spectrus the Archmage of Focus [ Draco ] (CRIMINAL) Zhane the Master of Shadows, Captain of the Bluebeard's Pirates [ Human ] [JUSTICAR] Resian the Master of Unarmed Combat [ Grif ] Eyrien the Master Knight [ D-Elf ] Sorani the Princess of the Night [ Draco ] Siyangephoya the Master Tracker [ Gnome ] Yreobryn the Cardinal of the Winds [ Chnge ] Faeltym the Wizard of Form [ Half ] Barutis the Adept of Mind [ Giant ] Ralyum the Shield Cleaver [ Human ] Chaddiru the Adept of Mind Players found: 16 <100%hp 100%mn 81%mv> whe Players near you: (PK) Zeptaru In the Northern Reaches <100%hp 100%mn 81%mv> l In the Northern Reaches The path cuts through the shortest part of the Northern Reaches. The path, while difficult to maneuver, is well marked and relatively safe, as is evident by the numerous old campsites. You can follow the path onward to the west or down toward Tyr-Zinet. The Reaches do not rise very high into the sky, but they do prove difficult in climbing, nonetheless. [Exits: south down] A mat made of lion hair lies here. A young, dark-clad man is here, looking suspicious. A stern looking lady stands here examining her surroundings. <100%hp 100%mn 81%mv> You are beginning to dehydrate! <100%hp 100%mn 85%mv> A fisherwoman checks the ground for tracks. <100%hp 100%mn 85%mv> drink bladder You drink water from a bladder. You are no longer dehydrated. You are thirsty. <100%hp 100%mn 85%mv> drink bladder It is already empty. <100%hp 100%mn 85%mv> drink 2.bladder You drink water from a bladder. Your thirst is quenched. <100%hp 100%mn 85%mv> drink rum You drink rum from a bottle of rum. Your thirst is quenched. You feel drunk. Someone tells the group 'Well' <100%hp 100%mn 85%mv> A dark apprentice leaves down. <100%hp 100%mn 85%mv> A fisherwoman checks the ground for tracks. <100%hp 100%mn 85%mv> Someone tells the group 'If we had a third it would go much faster' <100%hp 100%mn 85%mv> Someone wakes and stands up. <100%hp 100%mn 85%mv> Someone gets a mat made of lion hair. <100%hp 100%mn 85%mv> drink rum You fail to reach your mouth. *Hic* <100%hp 100%mn 85%mv> A dark apprentice has arrived. <100%hp 100%mn 92%mv> A fisherwoman checks the ground for tracks. <100%hp 100%mn 92%mv> wo You have 0 gold, 8168 silver, and 64844 experience (4924 exp to level). <100%hp 100%mn 92%mv> Someone leaves down. You follow someone. Edge of the Forest To the north a vast forest stretches out before you. It appears dark and foreboding, perhaps there is a good reason why it is called the Grove of Despair? To the south of you the Northern Reaches sprawl out to the west and east providing a kind of natural barrier from the rest of the world. Where you stand now is the border between the Grove of Despair and the Northern Reaches. It is as if the Gods took a divine blade and made a cut in the ground, right where you stand. For the trees of the Grove of Despair all stop at the same line. [Exits: north up] <100%hp 100%mn 90%mv> Someone utters the words, 'aculaictha aazag'. <100%hp 100%mn 90%mv> Someone peers intently north. <100%hp 100%mn 90%mv> Someone leaves north. You follow someone. Entrance to the Grove of Despair Tree growth around this area seems to be a bit erratic. The trees look almost deformed in a way as they twist in turn towards the sky, as if the light itself was harming them instead of giving them life. They arch over the path here, creating a nice piece of shade. One tree in particular stands out from the rest as it has a sign nailed to its trunk. On another tree is a small nondescript plaque. [Exits: north east south west] A thin dagger lies here on the ground. ( 2) It appears as though some large bird has lost a claw. Vigilantly, a forest guardian scans the forest for trouble. <100%hp 100%mn 89%mv> Someone utters the words, 'gorienna tuaog'. Bayard fades into existence. Bayard's burning hands decimates the forest guardian. <100%hp 100%mn 89%mv> 3 But you are not in combat! Bayard's pierce misses the forest guardian. You fade into existence. Your slash hits the forest guardian. The forest guardian has some small wounds. <100%hp 100%mn 89%mv> 6 You circle around the forest guardian to land a critical strike. Your circle stab MUTILATES the forest guardian! The forest guardian has quite a few wounds. <100%hp 100%mn 89%mv> 6 Your slash wounds the forest guardian. Bayard's pierce hits the forest guardian. The forest guardian is covered in bleeding wounds. <100%hp 100%mn 89%mv> 6 7 Bayard utters the words, 'gorienna tuaog'. Bayard's burning hands MUTILATES the forest guardian! The forest guardian is gushing blood. <100%hp 100%mn 89%mv> The forest guardian's magic hits Bayard. Your slash hits the forest guardian. Bayard's pierce hits the forest guardian. The forest guardian is gushing blood. <100%hp 100%mn 89%mv> Your circle stab misses the forest guardian. The forest guardian is gushing blood. <100%hp 100%mn 89%mv> Your slash grazes the forest guardian. Your slash injures the forest guardian. Bayard's pierce hits the forest guardian. The forest guardian is screaming in pain. <100%hp 100%mn 89%mv> Bayard utters the words, 'gorienna tuaog'. The forest guardian is screaming in pain. <100%hp 100%mn 89%mv> You circle around the forest guardian to land a critical strike. Your circle stab MUTILATES the forest guardian! The forest guardian is writhing in agony. <100%hp 100%mn 89%mv> The forest guardian hops backward and dodges your slash. Bayard's pierce injures the forest guardian. The forest guardian is writhing in agony. <100%hp 100%mn 89%mv> Bayard utters the words, 'gorienna tuaog'. Bayard's burning hands DISMEMBERS the forest guardian! The forest guardian is DEAD!! You receive 235 experience points. You hear the forest guardian's death cry. Bayard gets 28 silver coins from the corpse of the forest guardian. Bayard sacrifices the corpse of the forest guardian to the gods. <100%hp 100%mn 89%mv> But you are not in combat! <100%hp 100%mn 96%mv> Bayard leaves north. You follow Bayard. Grove of Despair Darker and darker, deeper and deeper. This forest itself gives you the feeling there is no hope left in this world. It saps the strength from you. The trees twine together in their twisted dance towards the sky. [Exits: north east south west] A dark druid's robe lies crumpled in a pile here. ( 2) A thin dagger lies here on the ground. A huge bat is here. A dark guardian of the forest keeps vigilant watch. <100%hp 100%mn 94%mv> Bayard utters the words, 'gorienna tuaog'. Bayard's burning hands decimates the forest guardian. <100%hp 100%mn 94%mv> 3 But you are not in combat! <100%hp 100%mn 94%mv> Your slash hits the forest guardian. Your slash hits the forest guardian. The forest guardian has some small wounds. <100%hp 100%mn 94%mv> 3 Your kicked dirt scratches the forest guardian. The forest guardian is blinded by the dirt in his eyes! The forest guardian has some small wounds. <100%hp 100%mn 94%mv> Bayard utters the words, 'gorienna tuaog'. Bayard's burning hands maims the forest guardian. The forest guardian has quite a few wounds. <100%hp 100%mn 94%mv> 6 6 6 The forest guardian's magic hits Bayard. Your slash injures the forest guardian. Your slash injures the forest guardian. Bayard's pierce hits the forest guardian. The forest guardian is covered in bleeding wounds. <100%hp 100%mn 94%mv> 7 6 Your slash injures the forest guardian. Bayard's pierce misses the forest guardian. The forest guardian is bleeding profusely. <100%hp 100%mn 94%mv> Your circle stab misses the forest guardian. The forest guardian is bleeding profusely. <100%hp 100%mn 94%mv> Bayard utters the words, 'gorienna tuaog'. Bayard's burning hands decimates the forest guardian. The forest guardian is gushing blood. <100%hp 100%mn 94%mv> The forest guardian's magic hits Bayard. Your slash injures the forest guardian. Bayard's pierce misses the forest guardian. The forest guardian is gushing blood. <100%hp 100%mn 94%mv> You circle around the forest guardian to land a critical strike. You have become better at circle stab! Your circle stab MUTILATES the forest guardian! Your slash misses the forest guardian. Bayard's pierce grazes the forest guardian. The forest guardian is spasming in shock. <100%hp 100%mn 94%mv> Bayard utters the words, 'gorienna tuaog'. The forest guardian is spasming in shock. <100%hp 100%mn 94%mv> The forest guardian's magic hits Bayard. Your slash hits the forest guardian. Your slash wounds the forest guardian. Bayard's pierce misses the forest guardian. The forest guardian is writhing in agony. <100%hp 100%mn 94%mv> You circle around the forest guardian to land a critical strike. Your circle stab MUTILATES the forest guardian! The forest guardian is DEAD!! You receive 242 experience points. The forest guardian's heart is torn from his chest. 54 silver coins: you cannot carry that much weight. The gods give you 60 silver coins for your sacrifice. You split 60 silver coins. Your share is 30 silver. <100%hp 100%mn 94%mv> Bayard peers intently west. <100%hp 100%mn 94%mv> But you are not in combat! <100%hp 100%mn 94%mv> But you are not fighting anyone. Bayard leaves west. You follow Bayard. SouthEast Corner of the Grove of Despair Blocked by extreme growth to the east and south, this is the southeast corner of the forest. The tree branches twine overhead, filtering out almost all of the sunlight. [Exits: north east south west] A pile of silver coins. ( 5) It appears as though some large bird has lost a claw. A dark druid's robe lies crumpled in a pile here. ( 2) A thin dagger lies here on the ground. A huge bat is here. Vigilantly, a forest guardian scans the forest for trouble. Balefully staring at you through wild, glowing eyes, a hateful wild dog foams at the mouth. <100%hp 100%mn 93%mv> Bayard utters the words, 'gorienna tuaog'. Bayard's burning hands decimates the forest guardian. <100%hp 100%mn 93%mv> Bayard's pierce misses the forest guardian. Your slash injures the forest guardian. The forest guardian has some small wounds. <100%hp 100%mn 93%mv> Bayard utters the words, 'gorienna tuaog'. Bayard's burning hands devastates the forest guardian. The forest guardian has quite a few wounds. <100%hp 100%mn 93%mv> The forest guardian's magic hits Bayard. Your slash injures the forest guardian. Bayard's pierce misses the forest guardian. The forest guardian is covered in bleeding wounds. <100%hp 100%mn 93%mv> The forest guardian leans to his right and dodges your slash. Bayard's pierce injures the forest guardian. The forest guardian is covered in bleeding wounds. <100%hp 100%mn 93%mv> Bayard utters the words, 'gorienna tuaog'. Bayard's burning hands MUTILATES the forest guardian! The forest guardian is bleeding profusely. <100%hp 100%mn 93%mv> The forest guardian's magic misses Bayard. Your slash injures the forest guardian. Bayard's pierce misses the forest guardian. The forest guardian is gushing blood. <100%hp 100%mn 93%mv> 3 Your kicked dirt scratches the forest guardian. The forest guardian is blinded by the dirt in his eyes! The forest guardian is gushing blood. <100%hp 100%mn 93%mv> A wild dog leaves east. The forest guardian is gushing blood. <100%hp 100%mn 100%mv> drop Bayard utters the words, 'gorienna tuaog'. Bayard's burning hands MUTILATES the forest guardian! Your slash injures the forest guardian. Your slash hits the forest guardian. Bayard's pierce grazes the forest guardian. The forest guardian is writhing in agony. <100%hp 100%mn 100%mv> staff Your slash hits the forest guardian. Bayard's pierce hits the forest guardian. The forest guardian is writhing in agony. <100%hp 100%mn 100%mv> Bayard utters the words, 'gorienna tuaog'. The forest guardian is writhing in agony. <100%hp 100%mn 100%mv> You drop a steel-capped practice staff. The forest guardian is writhing in agony. <100%hp 100%mn 100%mv> 3 Your kicked dirt scratches the forest guardian. The forest guardian is blinded by the dirt in his eyes! The forest guardian's magic misses Bayard. Your slash injures the forest guardian. Your slash injures the forest guardian. Bayard's pierce hits the forest guardian. The forest guardian is DEAD!! You receive 280 experience points. The forest guardian spills his guts all over the floor. Bayard gets 68 silver coins from the corpse of the forest guardian. Bayard sacrifices the corpse of the forest guardian to the gods. <100%hp 100%mn 100%mv> Bayard peers intently west. <100%hp 100%mn 100%mv> Bayard leaves west. You follow Bayard. Grove of Despair Seemingly alive, the trees seem to sway and move with a life of their own here within the grove. Could it be the enchantment or just your imagination? They twine together in most spots overhead, effectively blocking a good deal of the sun, or moon, depending on the time. [Exits: north east south west] A huge bat is here. A forest guardian stands here patiently watching the forest. A trog is here, looming menacingly. A hunter prowls the forest for any type of game, maybe even you. A green-clad hunter with a keen eye looks at you as possible prey. <100%hp 100%mn 98%mv> sc Bayard utters the words, 'gorienna tuaog'. Bayard's burning hands GORES the forest guardian! Bayard's pierce grazes the forest guardian. Your slash injures the forest guardian. Your slash hits the forest guardian. The forest guardian has quite a few wounds. <100%hp 100%mn 98%mv> You are Zeptaru the Quick-Blade. Level 17, 20 years old (45 hours). You are young. You joined Dark Mists 92 days, 1 hours, 59 minutes, and 59 seconds ago. Race: changeling Sex: male Class: thief You have 100% hit, 100% mana, 98% movement. You have 10 practices and 0 training sessions. You are carrying 35/40 items with weight 291/296 pounds. Str: 17(??) Int: 20(??) Wis: 22(??) Dex: 21(??) Con: 15(??) You have scored 65603 exp, and have 0 gold and 8198 silver coins. You need 4165 exp to level. Wimpy set to 40% hit points. Hometown is Glyndane. You are fighting. You are superbly armored against piercing. You are superbly armored against bashing. You are superbly armored against slashing. You are very well-armored against magic. Hitroll: 12 Damroll: 6 You are neutral, and impulsively inclined. You are affected by the following: Infravision The forest guardian has quite a few wounds. <100%hp 100%mn 98%mv> Your slash wounds the forest guardian. Bayard's pierce hits the forest guardian. The forest guardian is covered in bleeding wounds. <100%hp 100%mn 98%mv> dr Bayard utters the word, 'zolgahtljupz'. Bayard makes the earth tremble and shiver. Bayard's earthquake DISEMBOWELS the forest guardian! Bayard's earthquake DISEMBOWELS the hunter! Bayard's earthquake DISEMBOWELS the trog! Bayard's earthquake DISEMBOWELS the hunter! The forest guardian is gushing blood. <100%hp 100%mn 98%mv> op staf The forest guardian's magic misses Bayard. The hunter's pierce grazes Bayard. The trog's slash misses Bayard. Your slash hits the forest guardian. Bayard's pierce hits the forest guardian. The hunter's pierce misses Bayard. The forest guardian is screaming in pain. <100%hp 100%mn 98%mv> f You drop a brown staff. The forest guardian is screaming in pain. <100%hp 100%mn 98%mv> 3 Your kicked dirt scratches the forest guardian. The forest guardian is blinded by the dirt in his eyes! The forest guardian is screaming in pain. <100%hp 100%mn 98%mv> 6 The forest guardian's magic grazes Bayard. Your slash hits the forest guardian. Bayard's pierce hits the forest guardian. The hunter's pierce misses Bayard. The forest guardian is spasming in shock. <100%hp 100%mn 98%mv> 6 6 6 7 Bayard utters the words, 'gorienna tuaog'. Bayard's burning hands decimates the forest guardian. The forest guardian is spasming in shock. <100%hp 100%mn 98%mv> The forest guardian's magic hits Bayard. The hunter's pierce misses Bayard. The trog's slash misses Bayard. Your slash injures the forest guardian. The hunter's pierce grazes Bayard. The forest guardian is writhing in agony. <100%hp 100%mn 98%mv> You circle around the forest guardian to land a critical strike. Your circle stab MUTILATES the forest guardian! The forest guardian is convulsing on the ground. <100%hp 100%mn 98%mv> Bayard utters the words, 'gorienna tuaog'. Bayard's burning hands MUTILATES the forest guardian! The forest guardian is DEAD!! You receive 231 experience points. The forest guardian spills his guts all over the floor. Bayard gets 40 silver coins from the corpse of the forest guardian. Bayard sacrifices the corpse of the forest guardian to the gods. <100%hp 100%mn 98%mv> The hunter's pierce misses Bayard. The trog's slash grazes Bayard. Bayard's pierce misses the trog. Your slash misses the trog. The trog has some small wounds. <100%hp 100%mn 98%mv> The hunter's pierce misses Bayard. The trog's slash hits Bayard. Your slash injures the trog. Bayard's pierce grazes the trog. The hunter's pierce misses Bayard. The trog has quite a few wounds. <100%hp 100%mn 98%mv> You circle around the trog to land a critical strike. Your circle stab MUTILATES the trog! The trog is bleeding profusely. <100%hp 100%mn 98%mv> The hunter's pierce misses Bayard. The trog's slash misses Bayard. Your slash misses the trog. You have become better at dagger! Your slash hits the trog. Bayard's pierce misses the trog. The hunter's pierce misses Bayard. The trog is bleeding profusely. <100%hp 100%mn 98%mv> Bayard utters the words, 'gorienna tuaog'. Bayard's burning hands devastates the trog. The trog is gushing blood. <100%hp 100%mn 98%mv> You circle around the trog to land a critical strike. Your circle stab MUTILATES the trog! The trog is spasming in shock. <100%hp 100%mn 98%mv> The hunter's pierce misses Bayard. Your slash injures the trog. Bayard's pierce injures the trog. The hunter's pierce misses Bayard. The trog is spasming in shock. <100%hp 100%mn 98%mv> Bayard utters the words, 'gorienna tuaog'. Bayard's burning hands thrashes the trog. The trog is writhing in agony. <100%hp 100%mn 98%mv> The hunter's pierce misses Bayard. Your slash hits the trog. Bayard's pierce hits the trog. The hunter's pierce misses Bayard. You look up and notice that it is no longer raining. The trog is convulsing on the ground. <100%hp 100%mn 100%mv> You circle around the trog to land a critical strike. Your circle stab MUTILATES the trog! The trog is DEAD!! You receive 252 experience points. The trog's severed head plops on the ground. You get 111 silver coins from the corpse of the trog. You split 111 silver coins. Your share is 56 silver. The gods give you 60 silver coins for your sacrifice. You split 60 silver coins. Your share is 30 silver. <100%hp 100%mn 100%mv> 3 Bayard utters the words, 'gorienna tuaog'. Bayard's burning hands DISEMBOWELS the hunter! <100%hp 100%mn 100%mv> The hunter's pierce misses Bayard. Bayard's pierce misses the hunter. Your slash hits the hunter. The hunter's pierce misses Bayard. The hunter is spasming in shock. <100%hp 100%mn 100%mv> 5 6 6 You rear back and kick out at the hunter! Your kick hits the hunter. The hunter is writhing in agony. <100%hp 100%mn 100%mv> 6 The hunter's pierce hits Bayard. Your slash hits the hunter. Bayard's pierce hits the hunter. The hunter's pierce misses Bayard. The hunter is convulsing on the ground. <100%hp 100%mn 100%mv> Bayard utters the words, 'gorienna tuaog'. Bayard's burning hands maims the hunter. The hunter is DEAD!! You receive 21 experience points. The hunter hits the ground ... DEAD. Bayard gets 16 silver coins from the corpse of the hunter. Bayard sacrifices the corpse of the hunter to the gods. <100%hp 100%mn 100%mv> But you are not in combat! Bayard's pierce injures the hunter. Your slash injures the hunter. The hunter is gushing blood. <100%hp 100%mn 100%mv> You hook the hunter's left ankle with your foot and trip him! Your trip scratches the hunter. The hunter is gushing blood. <100%hp 100%mn 100%mv> 3 Bayard utters the words, 'gorienna tuaog'. Bayard's burning hands hits the hunter. The hunter is screaming in pain. <100%hp 100%mn 100%mv> Your slash hits the hunter. Bayard's pierce injures the hunter. The hunter is spasming in shock. <100%hp 100%mn 100%mv> 6 You circle around the hunter to land a critical strike. Your circle stab DISEMBOWELS the hunter! The hunter is DEAD!! You receive 18 experience points. You hear the hunter's death cry. You get 16 silver coins from the corpse of the hunter. You split 16 silver coins. Your share is 8 silver. The gods give you 36 silver coins for your sacrifice. You split 36 silver coins. Your share is 18 silver. <100%hp 100%mn 100%mv> 6 But you are not fighting anyone. Bayard peers intently west. <100%hp 100%mn 100%mv> But you are not fighting anyone. <100%hp 100%mn 100%mv> But you are not in combat! <100%hp 100%mn 100%mv> But you are not fighting anyone. <100%hp 100%mn 100%mv> But you are not fighting anyone. <100%hp 100%mn 100%mv> Bayard peers intently north. <100%hp 100%mn 100%mv> Bayard leaves north. You follow Bayard. Grove of Despair Trees wrap around each other in a disgusting eternal dance. You stumble blindly over roots that seconds ago you could have sworn weren't there. Strange arcane words reach your ears, warning those who would enter to turn and run while they still hold their lives. [Exits: north east south west] A huge bat is here. A dark druid stands here, glancing furtively around. <100%hp 100%mn 98%mv> 3 But you are not in combat! Bayard utters the words, 'gorienna tuaog'. <100%hp 100%mn 98%mv> The druid's punch misses Bayard. Bayard's pierce misses the druid. Your slash injures the druid. The druid has a few scratches. <100%hp 100%mn 98%mv> 3 Your kicked dirt scratches the druid. The druid is blinded by the dirt in his eyes! The druid has a few bruises. <100%hp 100%mn 98%mv> Bayard utters the words, 'gorienna tuaog'. Bayard's burning hands decimates the druid. The druid has some small wounds. <100%hp 100%mn 98%mv> 6 6 The druid's punch misses Bayard. Your slash hits the druid. Bayard's pierce misses the druid. The druid has some small wounds. <100%hp 100%mn 98%mv> 6 6 7 Bayard utters the words, 'gorienna tuaog'. Bayard's burning hands MUTILATES the druid! The druid is covered in bleeding wounds. <100%hp 100%mn 98%mv> Your slash hits the druid. Bayard's pierce misses the druid. The druid is covered in bleeding wounds. <100%hp 100%mn 98%mv> You circle around the druid to land a critical strike. Your circle stab MUTILATES the druid! The druid is bleeding profusely. <100%hp 100%mn 98%mv> The druid's punch misses Bayard. Your slash injures the druid. Your slash injures the druid. Bayard's pierce misses the druid. The druid is gushing blood. <100%hp 100%mn 98%mv> Bayard utters the words, 'gorienna tuaog'. Bayard's burning hands DISMEMBERS the druid! The druid is spasming in shock. <100%hp 100%mn 98%mv> The druid's punch hits Bayard. Your slash hits the druid. Bayard's pierce grazes the druid. The druid is writhing in agony. <100%hp 100%mn 98%mv> You circle around the druid to land a critical strike. Your circle stab MUTILATES the druid! The druid is convulsing on the ground. <100%hp 100%mn 98%mv> Your slash hits the druid. Bayard's pierce hits the druid. The druid is DEAD!! You receive 231 experience points. The druid's arm is sliced from his dead body. Bayard gets 26 silver coins from the corpse of the druid. Bayard sacrifices the corpse of the druid to the gods. <100%hp 100%mn 98%mv> You are hungry. <100%hp 100%mn 100%mv> But you are not fighting anyone. <100%hp 100%mn 100%mv> But you are not fighting anyone. <100%hp 100%mn 100%mv> But you are not in combat! <100%hp 100%mn 100%mv> Bayard peers intently west. <100%hp 100%mn 100%mv> Bayard peers intently east. <100%hp 100%mn 100%mv> Bayard peers intently north. <100%hp 100%mn 100%mv> Bayard leaves east. You follow Bayard. Grove of Despair Trees wrap around each other in a disgusting eternal dance. You stumble blindly over roots that seconds ago you could have sworn weren't there. Strange arcane words reach your ears, warning those who would enter to turn and run while they still hold their lives. [Exits: north east south west] A pile of silver coins. ( 7) A bloody scroll was ripped from the corpse of the guardian. A huge bat is here. A forest guardian stands here patiently watching the forest. <100%hp 100%mn 98%mv> Bayard utters the words, 'gorienna tuaog'. Bayard's burning hands DISEMBOWELS the forest guardian! <100%hp 100%mn 98%mv> The forest guardian's magic hits Bayard. Bayard's pierce misses the forest guardian. Your slash injures the forest guardian. The forest guardian has quite a few wounds. <100%hp 100%mn 98%mv> 3 Your kicked dirt misses the forest guardian. The forest guardian has quite a few wounds. <100%hp 100%mn 98%mv> 3 Your slash injures the forest guardian. Bayard's pierce grazes the forest guardian. The forest guardian has quite a few wounds. <100%hp 100%mn 98%mv> Bayard utters the words, 'gorienna tuaog'. The forest guardian has quite a few wounds. <100%hp 100%mn 98%mv> 6 6 Your slash hits the forest guardian. Your slash wounds the forest guardian. Bayard's pierce hits the forest guardian. The forest guardian is bleeding profusely. <100%hp 100%mn 98%mv> 6 Bayard utters the words, 'gorienna tuaog'. Bayard's burning hands DISMEMBERS the forest guardian! The forest guardian is gushing blood. <100%hp 100%mn 98%mv> Your kicked dirt misses the forest guardian. The forest guardian is gushing blood. <100%hp 100%mn 98%mv> Your slash injures the forest guardian. Your slash hits the forest guardian. Bayard's pierce misses the forest guardian. The forest guardian is screaming in pain. <100%hp 100%mn 98%mv> Bayard utters the words, 'gorienna tuaog'. Bayard's burning hands DISEMBOWELS the forest guardian! The forest guardian is writhing in agony. <100%hp 100%mn 98%mv> Your slash injures the forest guardian. Bayard's pierce hits the forest guardian. The forest guardian is convulsing on the ground. <100%hp 100%mn 98%mv> You circle around the forest guardian to land a critical strike. Your circle stab DISEMBOWELS the forest guardian! The forest guardian is DEAD!! You receive 280 experience points. The forest guardian's head is shattered, and his brains splash all over you. You get 43 silver coins from the corpse of the forest guardian. You split 43 silver coins. Your share is 22 silver. The gods give you 60 silver coins for your sacrifice. You split 60 silver coins. Your share is 30 silver. <100%hp 100%mn 98%mv> Bayard peers intently west. <100%hp 100%mn 98%mv> Bayard peers intently east. <100%hp 100%mn 98%mv> Bayard leaves north. You follow Bayard. Grove of Despair Quiet. Very Quiet. No crickets or birds chirp and sounds that you were once used to are now alarmingly gone. The forest grows denser and shrubbery is thicker in this part. The ground is slightly soft as if it was just rained on but everything else is bone dry. It's then that you notice the ground is not wet with rainwater but blood. [Exits: north east south west] ( 2) A dark druid's robe lies crumpled in a pile here. ( 4) A vest looking to be made from a tree lies here. ( 2) It appears as though some large bird has lost a claw. A burnt sword lies here on the ground. ( 2) A thin dagger lies here on the ground. A practice dagger lies here, waiting for a wielder. A huge bat is here. A large wild dog observes you through baleful eyes, its mouth foaming with disease. <100%hp 100%mn 96%mv> Bayard peers intently west. <100%hp 100%mn 96%mv> But you are not fighting anyone. Bayard peers intently east. <100%hp 100%mn 96%mv> But you are not fighting anyone. <100%hp 100%mn 96%mv> Bayard leaves west. You follow Bayard. Well of Lost Hope Jutting forth from the ground like a twisted altar, it seems to scream to the sky to be freed from this place. Once, long ago, before the forest was cursed, this was the Well of Hope but the name is now changed to what is more appropriate given its state. Vines snake up through the rocks that make up this well and the bucket to lower down is in shambles. [Exits: north east south west] A pile of silver coins. A dark druid's robe lies crumpled in a pile here. A huge bat is here. <100%hp 100%mn 94%mv> Bayard leaves west. You follow Bayard. Grove of Despair Quiet. Very Quiet. No crickets or birds chirp and sounds that you were once used to are now alarmingly gone. The forest grows denser and shrubbery is thicker in this part. The ground is slightly soft as if it was just rained on but everything else is bone dry. It's then that you notice the ground is not wet with rainwater but blood. [Exits: north east south west] A huge bat is here. A trog is here, looming menacingly. A green-clad hunter scans the forest for game. <100%hp 100%mn 93%mv> Bayard utters the word, 'zolgahtljupz'. <100%hp 100%mn 93%mv> Bayard utters the word, 'zolgahtljupz'. <100%hp 100%mn 93%mv> You are hungry. <100%hp 100%mn 100%mv> Bayard utters the words, 'gorienna tuaog'. Bayard's burning hands DISMEMBERS the trog! <100%hp 100%mn 100%mv> The trog's slash hits Bayard. Bayard's pierce hits the trog. Your slash hits the trog. The trog has quite a few wounds. <100%hp 100%mn 100%mv> 3 Your kicked dirt scratches the trog. The trog is blinded by the dirt in her eyes! The trog has quite a few wounds. <100%hp 100%mn 100%mv> Bayard utters the words, 'gorienna tuaog'. Bayard's burning hands DISEMBOWELS the trog! The trog is bleeding profusely. <100%hp 100%mn 100%mv> 6 6 6 The trog's slash misses Bayard. Your slash wounds the trog. Your slash misses the trog. Bayard's pierce hits the trog. The trog is gushing blood. <100%hp 100%mn 100%mv> 6 7 The trog's slash misses Bayard. The trog leans to her left and dodges your slash. Bayard's pierce hits the trog. The trog is gushing blood. <100%hp 100%mn 100%mv> You circle around the trog to land a critical strike. Your circle stab DISEMBOWELS the trog! The trog is spasming in shock. <100%hp 100%mn 100%mv> The trog's slash injures Bayard. Your slash injures the trog. Bayard's pierce misses the trog. The trog is writhing in agony. <100%hp 100%mn 100%mv> Bayard utters the words, 'gorienna tuaog'. Bayard's burning hands DISMEMBERS the trog! The trog is DEAD!! You receive 242 experience points. The trog's leg is sliced from her dead body. Bayard gets 3 silver coins and 1 gold coins from the corpse of the trog. Bayard sacrifices the corpse of the trog to the gods. <100%hp 100%mn 100%mv> But you are not fighting anyone. <100%hp 100%mn 100%mv> But you are not fighting anyone. <100%hp 100%mn 100%mv> But you are not fighting anyone. <100%hp 100%mn 100%mv> But you are not in combat! <100%hp 100%mn 100%mv> Bayard peers intently north. <100%hp 100%mn 100%mv> Bayard leaves north. You follow Bayard. Grove of Despair Rises in the ground seem to abound here as small hills dot the landscape. The smell of mold and mildew floats through the air and the smell of death is heavy. The trunks of the trees have scratch marks on them where something has been sharpening its claws. [Exits: north east south west] A thin dagger lies here on the ground. A burnt sword lies here on the ground. It appears as though some large bird has lost a claw. A huge bat is here. Snarling, a black wolf considers whether you are worthy prey. A charred skeleton lies here, unmoving. <100%hp 100%mn 98%mv> Bayard leaves north. You follow Bayard. Dark Woods The canopy of trees weaves together overhead, effectively blocking all light and rain and creating a total absense of light. No breeze stirs the trees or leaves lying on the ground; the air has a strange, thick smell. You notice that some of the trees have knotholes. Hanging out of a few of them are bits of dead grass, as though birds have turned them into natural bird houses. [Exits: north east south west] ( 2) A dark druid's robe lies crumpled in a pile here. ( 2) A vest looking to be made from a tree lies here. ( 3) It appears as though some large bird has lost a claw. A pile of silver coins. A burnt sword lies here on the ground. A thin dagger lies here on the ground. A huge bat is here. <100%hp 100%mn 96%mv> Bayard leaves north. You follow Bayard. Dark Woods You cough and struggle for air as the stench of rot, death, and decay fills your nose and lungs making it almost unbearable to breathe. A constant fire envelopes your nose. The trees here grow closely together and have sharp, short thorns that make travel slow and agonizing. A few of the tree trunks have small knotholes. Out from the knotholes hang bits of dead grass. It looks as if birds have made natural birdhouses from the trunks. [Exits: east south west] A burnt sword lies here on the ground. A thin dagger lies here on the ground. A huge bat is here. A large wild dog glares at you, mouth foaming, eyes glowing balefully. A dark druid tends to the trees in the grove. A trog is here, looming menacingly. A charred skeleton lies here, unmoving. <100%hp 100%mn 94%mv> Bayard utters the words, 'gorienna tuaog'. Bayard's burning hands DISMEMBERS the trog! <100%hp 100%mn 94%mv> The trog's slash hits Bayard. Bayard's pierce misses the trog. Your slash hits the trog. The trog has quite a few wounds. <100%hp 100%mn 94%mv> 3 Your kicked dirt misses the trog. The trog has quite a few wounds. <100%hp 100%mn 94%mv> 3 Bayard utters the words, 'gorienna tuaog'. Bayard's burning hands MUTILATES the trog! Your slash injures the trog. Bayard's pierce misses the trog. The trog is bleeding profusely. <100%hp 100%mn 94%mv> 6 6 6 7 Your slash hits the trog. Your slash misses the trog. Bayard's pierce misses the trog. The trog is bleeding profusely. <100%hp 100%mn 94%mv> Bayard utters the words, 'gorienna tuaog'. Bayard's burning hands MUTILATES the trog! The trog is gushing blood. <100%hp 100%mn 94%mv> Your kicked dirt scratches the trog. The trog is blinded by the dirt in her eyes! The trog is screaming in pain. <100%hp 100%mn 94%mv> The trog's slash misses Bayard. Your slash hits the trog. Bayard's pierce misses the trog. The trog is screaming in pain. <100%hp 100%mn 94%mv> Bayard utters the words, 'gorienna tuaog'. Bayard's burning hands MUTILATES the trog! The trog is spasming in shock. <100%hp 100%mn 94%mv> The trog's slash misses Bayard. Your slash hits the trog. Your slash injures the trog. Bayard's pierce misses the trog. You are hungry. The trog is writhing in agony. <100%hp 100%mn 100%mv> You circle around the trog to land a critical strike. Your circle stab MUTILATES the trog! The trog is convulsing on the ground. <100%hp 100%mn 100%mv> Bayard utters the words, 'gorienna tuaog'. Bayard's burning hands MUTILATES the trog! The trog is DEAD!! You receive 233 experience points. The trog's heart is torn from her chest. Bayard gets 57 silver coins from the corpse of the trog. Bayard sacrifices the corpse of the trog to the gods. <100%hp 100%mn 100%mv> But you are not fighting anyone. <100%hp 100%mn 100%mv> But you are not fighting anyone. <100%hp 100%mn 100%mv> But you are not in combat! <100%hp 100%mn 100%mv> Bayard utters the words, 'gorienna tuaog'. Bayard's burning hands decimates the druid. <100%hp 100%mn 100%mv> The druid's punch hits Bayard. Bayard's pierce injures the druid. Your slash injures the druid. The druid has some small wounds. <100%hp 100%mn 100%mv> 3 Your kicked dirt scratches the druid. The druid is blinded by the dirt in his eyes! The druid has some small wounds. <100%hp 100%mn 100%mv> 6 The druid's punch misses Bayard. Your slash injures the druid. Bayard's pierce misses the druid. The druid has quite a few wounds. <100%hp 100%mn 100%mv> 6 6 6 7 Your slash injures the druid. Bayard's pierce injures the druid. The druid is covered in bleeding wounds. <100%hp 100%mn 100%mv> You circle around the druid to land a critical strike. You have become better at circle stab! Your circle stab MUTILATES the druid! The druid is bleeding profusely. <100%hp 100%mn 100%mv> Your slash wounds the druid. Bayard's pierce misses the druid. The druid is gushing blood. <100%hp 100%mn 100%mv> Bayard utters the words, 'gorienna tuaog'. Bayard's burning hands DISEMBOWELS the druid! The druid is screaming in pain. <100%hp 100%mn 100%mv> Your slash hits the druid. Your slash hits the druid. Bayard's pierce hits the druid. The druid is writhing in agony. <100%hp 100%mn 100%mv> Your circle stab misses the druid. Bayard utters the words, 'gorienna tuaog'. Bayard's burning hands MUTILATES the druid! The druid is convulsing on the ground. <100%hp 100%mn 100%mv> The druid's punch misses Bayard. Your slash injures the druid. Bayard's pierce hits the druid. The druid is DEAD!! You receive 268 experience points. The druid's heart is torn from his chest. Bayard gets 40 silver coins from the corpse of the druid. Bayard sacrifices the corpse of the druid to the gods. <100%hp 100%mn 100%mv> But you are not fighting anyone. <100%hp 100%mn 100%mv> But you are not fighting anyone. <100%hp 100%mn 100%mv> But you are not in combat! <100%hp 100%mn 100%mv> Bayard peers intently west. <100%hp 100%mn 100%mv> gr Bayard's group: [17 Thi] Zeptaru  100%hp 100%mn 100%mv  2385 tnl [18 Ele] Bayard   38%hp  8%mn 100%mv  1582 tnl <100%hp 100%mn 100%mv> Bayard peers intently east. <100%hp 100%mn 100%mv> Bayard leaves east. You follow Bayard. Dark Woods You cough and struggle for air as the stench of rot, death, and decay fills your nose and lungs making it almost unbearable to breathe. A constant fire envelopes your nose. The trees here grow closely together and have sharp, short thorns that make travel slow and agonizing. [Exits: east south west] A pile of silver coins. A burnt sword lies here on the ground. ( 3) A vest looking to be made from a tree lies here. ( 2) It appears as though some large bird has lost a claw. A huge bat is here. Desperately seeking help, an escaped prisoner crashes into trees as he stumbles along his way. A trog is here, looming menacingly. <100%hp 100%mn 98%mv> Bayard utters the words, 'gorienna tuaog'. Bayard's burning hands MUTILATES the trog! <100%hp 100%mn 98%mv> The trog's slash misses Bayard. Bayard's pierce injures the trog. Your slash hits the trog. The trog has quite a few wounds. <100%hp 100%mn 98%mv> 3 Your kicked dirt scratches the trog. The trog is blinded by the dirt in his eyes! The trog has quite a few wounds. <100%hp 100%mn 98%mv> 6 Bayard utters the words, 'gorienna tuaog'. Bayard's burning hands hits the trog. The trog has quite a few wounds. <100%hp 100%mn 98%mv> The trog's slash hits Bayard. Your slash injures the trog. Your slash wounds the trog. The trog is covered in bleeding wounds. <100%hp 100%mn 98%mv> 6 6 6 6 6 You are hungry. The trog is covered in bleeding wounds. <100%hp 100%mn 100%mv> Bayard utters the words, 'dueab daggasz'. Bayard opens a small vortex to unleash a volley of magical missiles. Bayard unleashes a magic missile at the trog. Bayard's magic missile decimates the trog. Bayard unleashes a magic missile at the trog. Bayard's magic missile injures the trog. The vortex closes in a flash of light. The trog's slash misses Bayard. Your slash injures the trog. Your slash hits the trog. Bayard's pierce misses the trog. The trog is gushing blood. <100%hp 100%mn 100%mv> Your circle stab misses the trog. The trog is gushing blood. <100%hp 100%mn 100%mv> The trog's slash misses Bayard. Your slash misses the trog. Your slash hits the trog. Bayard's pierce misses the trog. The trog is gushing blood. <100%hp 100%mn 100%mv> Bayard utters the words, 'dueab daggasz'. Bayard opens a small vortex to unleash a volley of magical missiles. Bayard unleashes a magic missile at the trog. Bayard's magic missile maims the trog. Bayard unleashes a magic missile at the trog. Bayard's magic missile maims the trog. The vortex closes in a flash of light. The trog is writhing in agony. <100%hp 100%mn 100%mv> You circle around the trog to land a critical strike. Your circle stab DISEMBOWELS the trog! The trog's slash misses Bayard. The trog leans back and dodges your slash. Bayard's pierce hits the trog. The trog is DEAD!! You receive 252 experience points. The trog spills his guts all over the floor. Bayard gets 43 silver coins from the corpse of the trog. Bayard sacrifices the corpse of the trog to the gods. <100%hp 100%mn 100%mv> Bayard drops a mat made of lion hair. <100%hp 100%mn 100%mv> Bayard goes to sleep on a mat made of lion hair. <100%hp 100%mn 100%mv> But you are not fighting anyone. <100%hp 100%mn 100%mv> But you are not fighting anyone. <100%hp 100%mn 100%mv> But you are not fighting anyone. <100%hp 100%mn 100%mv> But you are not fighting anyone. <100%hp 100%mn 100%mv> You are sober. You are hungry. <100%hp 100%mn 100%mv> Bayard wakes and stands up. <100%hp 100%mn 100%mv> g Bayard gets a mat made of lion hair. <100%hp 100%mn 100%mv> et b Bayard utters the words, 'bbantisuhz yiio'. <100%hp 100%mn 100%mv> read hemp You get a warm loaf of bread from a small hemp bag. <100%hp 100%mn 100%mv> eat bread You eat a warm loaf of bread. You are no longer famished. You are hungry. Bayard utters the words, 'bbantisuhz yiio'. <100%hp 100%mn 100%mv> get bread hem Bayard utters the words, 'bbantisuhz yiio'. A magic mushroom suddenly appears. <100%hp 100%mn 100%mv> p You get a warm loaf of bread from a small hemp bag. <100%hp 100%mn 100%mv> eat bread You eat a warm loaf of bread. You are no longer hungry. <100%hp 100%mn 100%mv> Bayard eats a magic mushroom. <100%hp 100%mn 100%mv> Bayard drops a mat made of lion hair. <100%hp 100%mn 100%mv> Bayard goes to sleep on a mat made of lion hair. <100%hp 100%mn 100%mv> get bread hemp You get a warm loaf of bread from a small hemp bag. <100%hp 100%mn 100%mv> eat hemp That is not edible. <100%hp 100%mn 100%mv> eat bread You eat a warm loaf of bread. You are full. <100%hp 100%mn 100%mv> The sky appears somewhat cloudy, and it begins to rain. You are sober. <100%hp 100%mn 100%mv> Bayard wakes and stands up. <100%hp 100%mn 100%mv> Bayard gets a mat made of lion hair. <100%hp 100%mn 100%mv> drink rum It is already empty. <100%hp 100%mn 100%mv> drink 2.rum You drink rum from a bottle of rum. You feel drunk. <100%hp 100%mn 100%mv> l Dark Woods You cough and struggle for air as the stench of rot, death, and decay fills your nose and lungs making it almost unbearable to breathe. A constant fire envelopes your nose. The trees here grow closely together and have sharp, short thorns that make travel slow and agonizing. [Exits: east south west] ( 4) A vest looking to be made from a tree lies here. ( 3) It appears as though some large bird has lost a claw. A steaming pile of the trog's entrails is lying here. A pile of silver coins. A burnt sword lies here on the ground. A huge bat is here. Desperately seeking help, an escaped prisoner crashes into trees as he stumbles along his way. <100%hp 100%mn 100%mv> sk Your list of skills: Level 1: dagger  88% mace 1% spear 50% sword 1% whip 75% evaluation 100% backstab 80% dodge 100% hide 100% scrolls 75% staves 75% Level 3: dirt kicking 97% Level 4: sneak 100% Level 5: trip 89% Level 6: peek 100% steal 75% Level 7: hand to hand 100% Level 8: haggle 75% Level 10: shapeshift 100% envenom 1% Level 11: parry 76% pick lock 75% Level 12: second attack 77% fast healing 55% Level 13: lash 75% Level 14: shield block 75% circle stab  85% kick 75% Level 15: detect hidden 75% Level 16: plant 1% Level 17: disarm 1% meditation 1% Level 20: enhanced damage n/a [Hit Return to continue] Level 21: blackjack n/a Level 25: dual wield n/a third attack n/a spy n/a Level 27: escape n/a Level 28: downstrike n/a Level 30: advanced hide n/a Level 32: dual backstab n/a Level 35: advanced daggers n/a Level 42: expert hide n/a Level 45: expert daggers n/a <100%hp 100%mn 100%mv> The hunter has arrived. You no longer see in the dark. <100%hp 100%mn 100%mv> remove shield You stop using a steel buckler. <100%hp 100%mn 100%mv> hold s torch You light a large torch with a magical flame and hold it. <100%hp 100%mn 100%mv> Bayard peers intently west. <100%hp 100%mn 100%mv> Bayard peers intently east. <100%hp 100%mn 100%mv> Bayard leaves west. You follow Bayard. Dark Woods You cough and struggle for air as the stench of rot, death, and decay fills your nose and lungs making it almost unbearable to breathe. A constant fire envelopes your nose. The trees here grow closely together and have sharp, short thorns that make travel slow and agonizing. A few of the tree trunks have small knotholes. Out from the knotholes hang bits of dead grass. It looks as if birds have made natural birdhouses from the trunks. [Exits: east south west] A dark druid's robe lies crumpled in a pile here. The torn-out heart of the druid is lying here. A vest looking to be made from a tree lies here. The torn-out heart of the trog is lying here. A burnt sword lies here on the ground. A thin dagger lies here on the ground. A huge bat is here. A large wild dog glares at you, mouth foaming, eyes glowing balefully. A charred skeleton lies here, unmoving. <100%hp 100%mn 98%mv> b Bayard peers intently west. <100%hp 100%mn 98%mv> ack dog Your backstab PULVERIZES a wild dog! A wild dog is bleeding profusely. <100%hp 100%mn 98%mv> Bayard leaves west. A wild dog is bleeding profusely. <100%hp 100%mn 98%mv> Bayard has arrived. A wild dog is bleeding profusely. <100%hp 100%mn 98%mv> Your slash injures a wild dog. Your slash injures a wild dog. You have become better at second attack! Bayard's pierce hits a wild dog. Bayard's pierce misses a wild dog. You scramble backward and dodge a wild dog's chomp. A wild dog's chomp misses you. A wild dog is screaming in pain. <100%hp 100%mn 98%mv> Your slash injures a wild dog. Bayard's pierce hits a wild dog. A wild dog's chomp misses you. A wild dog's chomp misses you. A wild dog is writhing in agony. <100%hp 100%mn 98%mv> Your slash hits a wild dog. Bayard's pierce hits a wild dog. You duck and dodge a wild dog's chomp. A wild dog's chomp misses you. A wild dog is convulsing on the ground. <100%hp 100%mn 98%mv> 3 Your kicked dirt scratches a wild dog. A wild dog is blinded by the dirt in his eyes! A wild dog is convulsing on the ground. <100%hp 100%mn 98%mv> 6 You look up and notice that it is no longer raining. The heart of the trog decomposes. A wild dog is convulsing on the ground. <100%hp 100%mn 100%mv> Your slash misses a wild dog. Bayard's pierce hits a wild dog. A wild dog's chomp misses you. A wild dog's chomp misses you. A wild dog is convulsing on the ground. <100%hp 100%mn 100%mv> Your slash wounds a wild dog. A wild dog is DEAD!! You receive 39 experience points. You hear a wild dog's death cry. You get 18 silver coins from the corpse of a wild dog. You split 18 silver coins. Your share is 9 silver. The gods give you 39 silver coins for your sacrifice. You split 39 silver coins. Your share is 20 silver. <100%hp 100%mn 100%mv> But you are not fighting anyone. <100%hp 100%mn 100%mv> gtell ok so ry You tell the group 'ok sry' <100%hp 100%mn 100%mv> Bayard leaves south. You follow Bayard. Dark Woods The canopy of trees weaves together overhead, effectively blocking all light and rain and creating a total absense of light. No breeze stirs the trees or leaves lying on the ground; the air has a strange, thick smell. You notice that some of the trees have knotholes. Hanging out of a few of them are bits of dead grass, as though birds have turned them into natural bird houses. [Exits: north east south west] ( 2) A dark druid's robe lies crumpled in a pile here. ( 2) A vest looking to be made from a tree lies here. ( 3) It appears as though some large bird has lost a claw. A pile of silver coins. A burnt sword lies here on the ground. A thin dagger lies here on the ground. A huge bat is here. <100%hp 100%mn 98%mv> Bayard leaves south. You follow Bayard. Grove of Despair Rises in the ground seem to abound here as small hills dot the landscape. The smell of mold and mildew floats through the air and the smell of death is heavy. The trunks of the trees have scratch marks on them where something has been sharpening its claws. [Exits: north east south west] A thin dagger lies here on the ground. A huge bat is here. Snarling, a black wolf considers whether you are worthy prey. A charred skeleton lies here, unmoving. <100%hp 100%mn 96%mv> Bayard leaves south. You follow Bayard. Grove of Despair Quiet. Very Quiet. No crickets or birds chirp and sounds that you were once used to are now alarmingly gone. The forest grows denser and shrubbery is thicker in this part. The ground is slightly soft as if it was just rained on but everything else is bone dry. It's then that you notice the ground is not wet with rainwater but blood. [Exits: north east south west] A vest looking to be made from a tree lies here. It appears as though some large bird has lost a claw. A huge bat is here. Snarling through sharp teeth, a black wolf considers eating you. <100%hp 100%mn 94%mv> Bayard leaves south. You follow Bayard. Grove of Despair Trees wrap around each other in a disgusting eternal dance. You stumble blindly over roots that seconds ago you could have sworn weren't there. Strange arcane words reach your ears, warning those who would enter to turn and run while they still hold their lives. [Exits: north east south west] A huge bat is here. <100%hp 100%mn 93%mv> Bayard leaves south. You follow Bayard. Grove of Despair Seemingly alive, the trees seem to sway and move with a life of their own here within the grove. Could it be the enchantment or just your imagination? They twine together in most spots overhead, effectively blocking a good deal of the sun, or moon, depending on the time. [Exits: north east south west] A huge bat is here. Snarling through sharp teeth, a black wolf considers eating you. <100%hp 100%mn 91%mv> Bayard leaves south. You follow Bayard. Grove of Despair Twisting and turning, these trees seem to grow in no particular direction other than to seek escape from the very forest that brought them to be. Twigs and dead leaves cover the ground while the various trees' roots grow sporadically, seeking nourishment. [Exits: north west] ( 2) A pile of silver coins. ( 4) It appears as though some large bird has lost a claw. A vest looking to be made from a tree lies here. A huge bat is here. <100%hp 100%mn 89%mv> Bayard leaves west. You follow Bayard. Grove of Despair Trees twist and turn around you, the wind blows a slight breeze through the leaves but still the forest has an eternal quiet that seems to hang over it. Some light filters in through the treetops so you can find your way. [Exits: north east west down] ( 2) A pile of silver coins. A dark druid's robe lies crumpled in a pile here. ( 4) It appears as though some large bird has lost a claw. A thin dagger lies here on the ground. A huge bat is here. <100%hp 100%mn 88%mv> Bayard leaves west. You follow Bayard. Entrance to the Grove of Despair Tree growth around this area seems to be a bit erratic. The trees look almost deformed in a way as they twist in turn towards the sky, as if the light itself was harming them instead of giving them life. They arch over the path here, creating a nice piece of shade. One tree in particular stands out from the rest as it has a sign nailed to its trunk. On another tree is a small nondescript plaque. [Exits: north east south west] ( 3) It appears as though some large bird has lost a claw. A thin dagger lies here on the ground. A huge bat is here. <100%hp 100%mn 86%mv> Bayard peers intently north. <100%hp 100%mn 86%mv> Bayard peers intently west. <100%hp 100%mn 86%mv> Bayard leaves north. You follow Bayard. Grove of Despair Darker and darker, deeper and deeper. This forest itself gives you the feeling there is no hope left in this world. It saps the strength from you. The trees twine together in their twisted dance towards the sky. [Exits: north east south west] A pile of silver coins. A dark druid's robe lies crumpled in a pile here. ( 2) A thin dagger lies here on the ground. A huge bat is here. A trog is here, looming menacingly. <100%hp 100%mn 84%mv> Bayard utters the words, 'gorienna tuaog'. Bayard's burning hands DISEMBOWELS the trog! <100%hp 100%mn 84%mv> The trog's slash misses Bayard. Bayard's pierce misses the trog. Your slash injures the trog. The trog has quite a few wounds. <100%hp 100%mn 84%mv> 3 Your kicked dirt misses the trog. The trog has quite a few wounds. <100%hp 100%mn 84%mv> Bayard utters the words, 'gorienna tuaog'. Your slash injures the trog. Your slash injures the trog. Bayard's pierce injures the trog. The trog is covered in bleeding wounds. <100%hp 100%mn 84%mv> 3 The trog's slash hits Bayard. Your slash injures the trog. Bayard's pierce hits the trog. The trog is bleeding profusely. <100%hp 100%mn 84%mv> Bayard utters the words, 'gorienna tuaog'. Bayard's burning hands DISMEMBERS the trog! The trog is screaming in pain. <100%hp 100%mn 84%mv> Your kicked dirt misses the trog. The trog is screaming in pain. <100%hp 100%mn 84%mv> 6 The trog scrambles backward and dodges your slash. Your slash hits the trog. Bayard's pierce misses the trog. The trog is screaming in pain. <100%hp 100%mn 84%mv> 3 Bayard utters the words, 'gorienna tuaog'. Bayard's burning hands DISEMBOWELS the trog! The trog is writhing in agony. <100%hp 100%mn 84%mv> 6 The trog's slash hits Bayard. Your slash injures the trog. Your slash injures the trog. Bayard's pierce misses the trog. The trog is convulsing on the ground. <100%hp 100%mn 91%mv> You circle around the trog to land a critical strike. Your circle stab MUTILATES the trog! The trog is DEAD!! You receive 270 experience points. You hear the trog's death cry. You get 77 silver coins from the corpse of the trog. You split 77 silver coins. Your share is 39 silver. The gods give you 60 silver coins for your sacrifice. You split 60 silver coins. Your share is 30 silver. <100%hp 100%mn 91%mv> But you are not in combat! <100%hp 100%mn 91%mv> But you are not fighting anyone. <100%hp 100%mn 91%mv> Bayard utters the words, 'bbantisuhz yiio'. A magic mushroom suddenly appears. <100%hp 100%mn 91%mv> Bayard utters the words, 'bbantisuhz yiio'. A magic mushroom suddenly appears. <100%hp 100%mn 91%mv> Bayard eats a magic mushroom. <100%hp 100%mn 91%mv> Bayard eats a magic mushroom. <100%hp 100%mn 91%mv> Bayard tells the group 'I've another place' <100%hp 100%mn 91%mv> Bayard utters the word, 'aazagaqasahw'. Bayard fades out of existence. <100%hp 100%mn 91%mv> Someone utters the word, 'aazagaqasahw'. You fade out of existence. <100%hp 100%mn 91%mv> Someone leaves south. You follow someone. Entrance to the Grove of Despair Tree growth around this area seems to be a bit erratic. The trees look almost deformed in a way as they twist in turn towards the sky, as if the light itself was harming them instead of giving them life. They arch over the path here, creating a nice piece of shade. One tree in particular stands out from the rest as it has a sign nailed to its trunk. On another tree is a small nondescript plaque. [Exits: north east south west] ( 3) It appears as though some large bird has lost a claw. A thin dagger lies here on the ground. <100%hp 100%mn 90%mv> Someone leaves south. You follow someone. Edge of the Forest To the north a vast forest stretches out before you. It appears dark and foreboding, perhaps there is a good reason why it is called the Grove of Despair? To the south of you the Northern Reaches sprawl out to the west and east providing a kind of natural barrier from the rest of the world. Where you stand now is the border between the Grove of Despair and the Northern Reaches. It is as if the Gods took a divine blade and made a cut in the ground, right where you stand. For the trees of the Grove of Despair all stop at the same line. [Exits: north up] A stern looking lady stands here examining her surroundings. <100%hp 100%mn 88%mv> Someone leaves up. You follow someone. In the Northern Reaches The path cuts through the shortest part of the Northern Reaches. The path, while difficult to maneuver, is well marked and relatively safe, as is evident by the numerous old campsites. You can follow the path onward to the west or down toward Tyr-Zinet. The Reaches do not rise very high into the sky, but they do prove difficult in climbing, nonetheless. [Exits: south down] <100%hp 100%mn 87%mv> Someone leaves south. You follow someone. In the Northern Reaches The path cuts through the shortest part of the Northern Reaches. The path, while difficult to maneuver, is well marked and relatively safe, as is evident by the numerous old campsites. You can follow the path onward to the west or down toward Tyr-Zinet. The Reaches do not rise very high into the sky, but they do prove difficult in climbing, nonetheless. [Exits: north east] <100%hp 100%mn 85%mv> Someone leaves east. You follow someone. In the Northern Reaches The path cuts through the shortest part of the Northern Reaches. The path, while difficult to maneuver, is well marked and relatively safe, as is evident by the numerous old campsites. You can follow the path onward to the west or down toward Tyr-Zinet. The Reaches do not rise very high into the sky, but they do prove difficult in climbing, nonetheless. [Exits: west down] (Translucent) (Chromatic Aura) A balding priest stands here bestowing the benedictions of his lord. 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.'' 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 83%mv> mv You say, 'Please, grant me the strength to carry on.' A priest of the Wheel says, 'I am sure you will be able to find your own means of rejuvenation.' A priest of the Wheel says, 'Go with the Gods, traveler.' <100%hp 100%mn 83%mv> mv You say, 'Please, grant me the strength to carry on.' A priest of the Wheel says, 'I am sure you will be able to find your own means of rejuvenation.' A priest of the Wheel says, 'Go with the Gods, traveler.' <100%hp 100%mn 83%mv> Someone leaves down. You follow someone. At the Base of the Northern Reaches To the north are the Northern Reaches, a stretch of hills that extends from the Grove of Despair all the way down to Tyr-Zinet. The Sultan has not ordered or endorsed an expedition into the Reaches, so for anyone that wishes to travel to the Grove of Despair, they must follow this poorly maintained and rarely used path. The path, at this place, no longer follows the foothills but rather enters the Northern Reaches themselves. The path heads up into the Reaches via a series of very steep steps and natural footholds. [Exits: south up] <100%hp 100%mn 81%mv> Someone leaves south. You follow someone. A Makeshift Path To the north and east are the Northern Reaches, a stretch of hills that extends from the Grove of Despair all the way down to Tyr-Zinet. The Sultan has not ordered or endorsed an expedition into the Reaches, so for anyone that wishes to travel to the Grove of Despair, they must follow this poorly maintained and rarely used path. The path follows the foothills of the Reaches at this point and continues to the north and east. To the south the only thing that can be seen is the twinkling golden dome of the Sultan's Palace. [Exits: north east] <100%hp 100%mn 80%mv> Someone leaves east. You follow someone. A Makeshift Path To the north and east are the Northern Reaches, a stretch of hills that extends from the Grove of Despair all the way down to Tyr-Zinet. The Sultan has not ordered or endorsed an expedition into the Reaches, so for anyone that wishes to travel to the Grove of Despair, they must follow this poorly maintained and rarely used path. The path follows the foothills of the Reaches at this point and continues to the south and west. To the south the only thing that can be seen is the twinkling golden dome of the Sultan's Palace. [Exits: south west] <100%hp 100%mn 79%mv> Someone leaves south. You follow someone. A Makeshift Path To the north and east are the Northern Reaches, a stretch of hills that extends from the Grove of Despair all the way down to Tyr-Zinet. The Sultan has not ordered or endorsed an expedition into the Reaches, so for anyone that wishes to travel to the Grove of Despair, they must follow this poorly maintained and rarely used path. The path follows the foothills of the Reaches at this point and continues to the north and south. To the south the only thing that can be seen is the twinkling golden dome of the Sultan's Palace. [Exits: north south] A woman from Glyndane walks about looking for shopping bargains. A middle aged man struggles to continue his journey. <100%hp 100%mn 78%mv> Someone leaves south. You follow someone. A Makeshift Path To the north and east are the Northern Reaches, a stretch of hills that extends from the Grove of Despair all the way down to Tyr-Zinet. The Sultan has not ordered or endorsed an expedition into the Reaches, so for anyone that wishes to travel to the Grove of Despair, they must follow this poorly maintained and rarely used path. The path follows the foothills of the Reaches at this point and continues to the north and east. To the south, the city of Tyr-Zinet and its outlying fishing village can be seen. [Exits: north east] <100%hp 100%mn 85%mv> Someone leaves east. You follow someone. A Makeshift Path To the north and east are the Northern Reaches, a stretch of hills that extends from the Grove of Despair all the way down to Tyr-Zinet. The Sultan has not ordered or endorsed an expedition into the Reaches, so for anyone that wishes to travel to the Grove of Despair, they must follow this poorly maintained and rarely used path. The path follows the foothills of the Reaches at this point and continues to the west and south. To the south and southwest the city of Tyr-Zinet and its outlying fishing village can be seen. [Exits: south west] <100%hp 100%mn 84%mv> Someone leaves south. You follow someone. A Path Less Travelled To the east are the Northern Reaches, a stretch of hills that extends from the Grove of Despair all the way down to Tyr-Zinet. The Sultan has not ordered or endorsed an expedition into the Reaches, so for anyone that wishes to travel to the Grove of Despair, they must follow this poorly maintained and rarely used path. The path follows the foothills of the Reaches at this point and continues to the north and south. To the south and southwest, the city of Tyr-Zinet and its outlying fishing village can be seen as well as distantly heard. [Exits: north south] <100%hp 100%mn 83%mv> Someone leaves south. You follow someone. A Path Less Travelled This path does not bear the marks of wear and tear that the Fisherman's Lament or the Citizen's Way bear. For some reason few people journey down this path, one can only guess why. To the west one can see the arid, desert-like conditions of the surrounding environment. There is no benefit from venturing in that direction. To the east is an open space that several wagons are resting in, apparently travelling merchants looking to sell their wares in the port city of Tyr-Zinet. Beyond the open space the foothills of the Northern Reaches can be seen. The Reaches are a series of hills that stretch all the way from Grove of Despair down to Tyr-Zinet. To the south and the north the rarely travelled path continues. [Exits: north east south] <100%hp 100%mn 82%mv> Someone leaves south. You follow someone. A Path Less Travelled This path does not bear the marks of wear and tear that the Fisherman's Lament or the Citizen's Way bear. For some reason few people journey down this path, one can only guess why. To the west, the massive sandstone walls give way to arid, desert- like conditions. There is no benefit from venturing in that direction. To the east is a humble looking adobe home that could sorely use a new coat of paint and maybe some repairs. To the south and the north the rarely travelled path continues. [Exits: north east south] A vest looking to be made from a tree lies here. <100%hp 100%mn 81%mv> Someone leaves south. You follow someone. A Path Less Travelled This path does not bear the marks of wear and tear that the Fisherman's Lament or the Citizen's Way bear. For some reason few people journey down this path, one can only guess why. To the west is an extension of the massive sandstone walls and thus it prevents any passage in that direction. To the east is an open space that several wagons are resting in, apparently travelling merchants looking to sell their wares in the port city of Tyr-Zinet. To the south the wide path of the Fisherman's Lament can be seen ferrying the masses to and fro. The rarely travelled path continues northward. [Exits: north east south] <100%hp 100%mn 80%mv> Someone leaves south. You follow someone. The Fisherman's Lament This wide path is called the Fisherman's Lament for a reason. For there was a time when the Dragon Sea rose up to punish the fishermen of Tyr-Zinet in the form of massive tidal waves. The fishermen flocked to the safety of the sandstone walls, begging the Sultan to spare their lives. The Sultan tried to let in as many as possible before he was forced to close the gates to prevent the flooding waters from swamping the Palace and the Bazaar. It is said that the cries of woe for those lost to the waters were so loud that it even rose above the storm's own raging voice. And thus, this path has been called the Fisherman's Lament ever since. It is the road that the fishermen generally take to enter the city. It connects the city proper to the docks. A far less travelled path breaks away to the north from this point. [Exits: north east south west] A gaunt man dressed in shoddy clothing mumbles to himself. <100%hp 100%mn 80%mv> Someone leaves west. You follow someone. Outside the Eastern Gate Here you stand in the shadow of the 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 Fisherman's Lament heads off to the east to the piers on the Dragon Sea. To the south is a white, medium sized adobe house that blocks any progress. To the north is an outcropping of the sandstone walls that prevents any move- ment in that direction. [Exits: east west] A young man dressed in lightweight clothing periodically looks up to the sky. <100%hp 100%mn 79%mv> Someone leaves west. You follow someone. 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 man dressed in dusty clothing wanders aimlessly through Tyr-Zinet. 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 78%mv> Someone leaves west. You follow someone. 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 large cockroach scuttles across the ground. A beggar sits on the floor asking for coins. <100%hp 100%mn 77%mv> Someone leaves west. You follow someone. 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 child dressed in rich clothes runs by laughing. <100%hp 100%mn 76%mv> Someone leaves west. You follow someone. 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 large cockroach scuttles across the ground. 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!' The cartographer looks up from his map and nods in greeting. <100%hp 100%mn 75%mv> Someone leaves west. You follow someone. 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 stern looking guard gazes at all that passes by, keeping an eye out for trouble. A large cockroach scuttles across the ground. <100%hp 100%mn 75%mv> Someone leaves west. You follow someone. 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] A child dressed in rich clothes runs by laughing. An exterminator is here, diligently guarding against pests. <100%hp 100%mn 74%mv> Someone leaves west. You follow someone. 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 man is standing here, apparently taking a break from his hectic day. A stern looking guard gazes at all that passes by, keeping an eye out for trouble. <100%hp 100%mn 73%mv> Someone leaves west. You follow someone. 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] A child dressed in rich clothes runs by laughing. A beggar sits on the floor asking for coins. <100%hp 100%mn 72%mv> Someone leaves west. You follow someone. 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 nomad merchant looks you over. A skinny kid wanders around. 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 71%mv> Someone leaves west. You follow someone. 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] <100%hp 100%mn 70%mv> Someone leaves west. You follow someone. 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 69%mv> Someone leaves west. You follow someone. 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 woman strolls through the city, taking in the beauty of it all. <100%hp 100%mn 69%mv> Someone leaves west. You follow someone. 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] <100%hp 100%mn 68%mv> Someone leaves west. You follow someone. 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 dusty, heavily used traveling cloak has been discarded here. A middle aged man struggles to continue his journey. <100%hp 100%mn 67%mv> Someone leaves west. You follow someone. 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 66%mv> Someone leaves up. You follow someone. 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] A brown-haired girl is here, playing with a doll. <100%hp 100%mn 64%mv> Someone leaves west. You follow someone. 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] ( 2) A pile of cloth lies on the ground. A pile of cloth and metal lies on the ground. A pair of boots lies on the ground. <100%hp 100%mn 62%mv> wo Someone leaves north. You follow someone. 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 60%mv> You have 0 gold, 8460 silver, and 67946 experience (1822 exp to level). Someone leaves west. You follow someone. 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 58%mv> Someone leaves west. You follow someone. 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 56%mv> Someone leaves down. You follow someone. 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] A vest of hard leather lies here. A pair of grey soft leather boots was left here. It appears as though some large bird has lost a claw. (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 says, 'Ahh, another traveler, is it? Be welcome. There is room in the back' A gnome vendor says, 'if you need to rest. And if you need, take a look at my wares.' 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.'' A gnome vendor says, 'Ahh, another traveler, is it? Be welcome. There is room in the back' A gnome vendor says, 'if you need to rest. And if you need, take a look at my wares.' 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 54%mv> Someone leaves west. You follow someone. 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 53%mv> Someone leaves west. You follow someone. 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 52%mv> Someone leaves west. You follow someone. 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 52%mv> Someone leaves west. You follow someone. 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 lean stick awaits a new master. A middle aged man struggles to continue his journey. <100%hp 100%mn 51%mv> Someone leaves west. You follow someone. 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 50%mv> Someone leaves north. You follow someone. 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 49%mv> Someone leaves north. You follow someone. 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 48%mv> Someone leaves west. You follow someone. 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 47%mv> Someone leaves west. You follow someone. 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 dusty, heavily used traveling cloak has been discarded here. A middle aged man struggles to continue his journey. <100%hp 100%mn 47%mv> Someone leaves west. You follow someone. 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 46%mv> Someone leaves west. You follow someone. 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 45%mv> Someone leaves west. You follow someone. 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 lean stick awaits a new master. A middle aged man struggles to continue his journey. <100%hp 100%mn 44%mv> Someone leaves west. You follow someone. 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 43%mv> Someone leaves west. You follow someone. 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 42%mv> Someone leaves west. You follow someone. 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 40%mv> Someone leaves west. You follow someone. 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 37%mv> Someone leaves west. You follow someone. 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 33%mv> Someone leaves west. You follow someone. 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 31%mv> Someone leaves west. You follow someone. 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 30%mv> Someone leaves east. You follow someone. 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 30%mv> Someone leaves west. You follow someone. 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 29%mv> Someone leaves west. You follow someone. 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 28%mv> Someone leaves west. You follow someone. 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 27%mv> Someone leaves west. You follow someone. 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 26%mv> Someone leaves west. You follow someone. 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 25%mv> Someone leaves west. You follow someone. 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 25%mv> Someone leaves west. You follow someone. 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 west] A large, mean looking bear is here. Kelthe the Weapon Master is here. An Ethsharian gateguard stands here protecting the citygates. An Ethsharian gateguard stands here protecting the citygates. <100%hp 100%mn 24%mv> Kelthe leaves east. Darthan leaves east. <100%hp 100%mn 24%mv> Someone leaves east. You follow someone. 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 23%mv> Someone leaves east. You follow someone. 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 22%mv> Someone leaves east. You follow someone. 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 21%mv> Someone leaves east. You follow someone. 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] A large, mean looking bear is here. Kelthe the Weapon Master is here. <100%hp 100%mn 20%mv> Kelthe leaves south. Darthan leaves south. <100%hp 100%mn 20%mv> Someone leaves south. You follow someone. 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] A large, mean looking bear is here. Kelthe the Weapon Master is here. <100%hp 100%mn 27%mv> Kelthe leaves south. Darthan leaves south. <100%hp 100%mn 27%mv> Someone leaves south. You follow someone. 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] A large, mean looking bear is here. Kelthe the Weapon Master is here. <100%hp 100%mn 26%mv> Kelthe leaves south. Darthan leaves south. <100%hp 100%mn 26%mv> Siyangephoya has arrived. <100%hp 100%mn 26%mv> Someone leaves south. You follow someone. 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] A pile of white cloth lies here unattended. A pair of white leggings is laid out, ready for wearing. A pair of leather sandals sits in the corner. You see a white robe hanging here. A delicate pair of white gloves lies here. A light but deadly mace lies here. A small book with a handwritten title reading, "Drunk Monk", lies here. <100%hp 100%mn 25%mv> Someone leaves south. You follow someone. 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 24%mv> Someone gets a lembas leaf from a leather backpack. <100%hp 100%mn 24%mv> Someone gives you a lembas leaf. <100%hp 100%mn 24%mv> Someone leaves south. You follow someone. 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] A young clerical student devoutly practices supplications. <100%hp 100%mn 23%mv> Someone leaves south. You follow someone. 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 22%mv> Someone leaves south. You follow someone. 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 22%mv> Someone leaves south. You follow someone. 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] A citizen of Glyndane is here, hurrying along to some important destination. <100%hp 100%mn 21%mv> Someone leaves south. You follow someone. 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 20%mv> eat Someone leaves south. You follow someone. 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 19%mv> Someone leaves south. You follow someone. 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 young clerical student devoutly practices cantrips. A cityguard beats a simple cadence with his front right hoof as you pass by. <100%hp 100%mn 18%mv> Someone leaves south. You follow someone. 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 young student of the arts of war practices sword fighting forms. <100%hp 100%mn 17%mv> ^R eat    Someone leaves south. You follow someone. 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 16%mv> swallow lembas You swallow a lembas leaf. You feel less tired. You feel less tired. <100%hp 100%mn 52%mv> Someone leaves west. You follow someone. Entrance to the Ranger Station The floor is packed dirt, heavily travelled. Along the northern wooden wall is a wooden bench, above which is a trophy of a green dragon's head mounted on polished oak, beneath which is a small plaque bearing the name of the ranger who killed it alone. Over the doorway to the south is a sign. Open doorways lead to the road eastward, and to the small park westward. [Exits: east south west] <100%hp 100%mn 51%mv> Someone leaves east. You follow someone. 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 50%mv> Someone leaves south. You follow someone. Bridge Street You are standing on Bridge Street, a dirty cobblestone road which runs north-south through the city. From the north come the sounds of business as usual in Market Square. East of you is a wall of stone, mortared in place. West is a wooden building, well-kept. You can hear the sounds of drunken revelry, a beer drinking song whose words are too slurred to understand. [Exits: north south] A small bird darts here and there, searching for that juicy worm. A small bird grooms its wing feathers. <100%hp 100%mn 49%mv> Someone leaves south. You follow someone. Summer Square You are standing at the intersection of Bridge Street and Summer Road. From the north come the sounds of business as usual in Market Square. You sense a body of water nearby, you can just about smell it. The cobblestones beneath your feet are dirty, and two of them appear to be chipped. [Exits: north east south west] A suit of chainmail glints in the light. A pair of leather boots with steel toes stands here. You see a pair of steel gauntlets here. A skirt fashioned from metal links is here. A steel sword lies here. <100%hp 100%mn 48%mv> Someone leaves west. You follow someone. Summer Road You are on Summer Road, a narrow, grimy byway of cobblestones running east and west. To the south are docks by the river. You smell the distinctive smell of river water. To the north you see a building whose entrance does not face this road. [Exits: east south west] The tiny head of an insect lies on the ground. <100%hp 100%mn 47%mv> Someone leaves south. You follow someone. On the Docks Wooden docks slope gently down toward the river, which slowly flows from east to west. To the north is the road. The docks extend westward. [Exits: north south west] A large cockroach scuttles across the ground. A citizen of Glyndane is here, hurrying along to some important destination. <100%hp 100%mn 46%mv> Someone leaves west. You follow someone. On the Docks Wooden docks slope gently down toward the river, which slowly flows from east to west. To the north is the road. The docks extend eastward and westward. [Exits: north east south west] A child sits on the ground here, playing with a rag doll. <100%hp 100%mn 45%mv> Someone leaves south. You follow someone. On the River The river flows from east to west. To the north you see the access docks and the city rising up beyond them. The ramparts to the south are too steep to climb. To the east you see a bridge spanning the river. [Exits: north east west] A drunk is here, weaving as he walks. <100%hp 100%mn 44%mv> Someone leaves west. You follow someone. On the River The river flows from east to west. To the north you see the access docks and the city rising up beyond them. The ramparts to the south are too steep to climb. To the east you see a bridge spanning the river. [Exits: north east west] <100%hp 100%mn 44%mv> Someone leaves west. You follow someone. On the River The river flows from east to west. To the north you see the city rising up beyond some undeveloped land. The banks are too steep to climb. [Exits: east west] <100%hp 100%mn 44%mv> Someone leaves west. You follow someone. On the River The river flows from east to west. To the north you see the city rising up beyond some undeveloped land. The banks are too steep to climb. The ramparts to the south are also too steep to climb. [Exits: east west] <100%hp 100%mn 43%mv> Someone leaves west. You follow someone. On the River The river flows from east to west. Here you see where it flows beneath the ramparts which surround the city. The banks are too steep to climb. The high protective wall to the south is also too steep to climb. A hole in the wall at the river's edge allows the river to flow under and down, somehow. Perhaps it is someone's attempt to bring water to the desert to the south? [Exits: east south west] <100%hp 100%mn 43%mv> Someone leaves west. You follow someone. Under the Ramparts You are on the Midgaard River as it flows under the western ramparts surrounding the city of Glyndane. Looking at the walls to the north and south, you marvel at how well-formed they are, to prevent anyone from using them to climb up and surprise any guards who might be patrolling above. [Exits: east west] A fish swims in the river here. A fish swims in the river here. A fish swims in the river here. <100%hp 100%mn 42%mv> Someone leaves west. You follow someone. On the River The calmly flowing Midgaard River flows from a well-built arch in the wall to the east, toward the west. Northward you see small trees, and to the south, sand as far as the eye can see. [Exits: east west] <100%hp 100%mn 42%mv> Someone leaves west. You follow someone. On the River The Midgaard River flows calmly. To the south is a sandy bank which seems to extend southward forever. The northern bank is thick with small trees. To the east you see a wall surrounding a city. [Exits: east west] A fish swims in the river. A fish swims in the river here. A fish swims in the river here. <100%hp 100%mn 41%mv> Someone leaves west. You follow someone. On the River The Midgaard River is calm here. To the south is a sandy bank which seems to extend forever. To the north are small trees. The river flows from east to west toward a quickening, where old rubble from the fall of Midgaard still causes a foaming and rapid movement for dangerous river navigation. [Exits: east west] A mangy dog wanders along, looking for food. A fish swims in the river. A fish swims here in the river. A fish swims in the river here. <100%hp 100%mn 41%mv> Someone leaves west. You follow someone. On the River The Midgaard River approaches a rapids caused by strewn rubble, causing white water and swift movement (dangerous). To the west you see a greater danger in the form of huge boulders. To the east, the river is calmer, and the surface does not betray the remnants of the old city wall. [Exits: east west] A fish swims in the river. <100%hp 100%mn 41%mv> Someone leaves west. You follow someone. On the River Rapids Beneath you, the white water rapids through the rubble continue to take you swiftly along. The river twists and turns around huge boulders which once were part of the wall around the old city of Midgaard. [Exits: east south] A fish swims in the river here. <100%hp 100%mn 40%mv> Someone leaves south. You follow someone. On the River The Midgaard River has turned into a twisty turny white water rapids. To the east you see a rocky outcropping with an entrance, through which the river flows, and to the north the river continues its rapid pace, forking past a huge boulder. [Exits: north east west down] A fish swims in the river. A fish swims in the river here. A fish swims in the river here. <100%hp 100%mn 40%mv> Someone leaves west. You follow someone. On the River The river pushes past the eastern wall of Ethshar. Rubble in the water from when the old city of Midgaard fell causes some white water rapids and a somewhat dangerous journey. Sticking out of the water, still attached to a huge bit of stone, is a twisted iron bar, one of several that used to block the hole in the wall through which the river flowed, when Midgaard was a living city. [Exits: east west down] A fish swims in the river. A small snail crawls along under the wall. A small snail crawls along under the wall. A small snail crawls along under the wall. <100%hp 100%mn 39%mv> Someone leaves west. You follow someone. On the River You see the ruins on the northern riverbank. East of here the river passes under the eastern wall and through its rubble, creating a bit of white water among the rocks, some of which have been chipped away with time. [Exits: east west down] A fish swims in the river. A fish swims in the river here. <100%hp 100%mn 39%mv> Someone leaves west. You follow someone. On the River The levee is directly north of here, and a small boat landing used at one time for Kate's Diner (you can see the old sign still standing!) is to the south. The river flows in an east west direction. [Exits: east west down] <100%hp 100%mn 38%mv> Someone leaves west. You follow someone. On the River North of here you see the dump. The river flows from east to west. The riverbanks are too steep to climb. A bridge passes overhead, torn and riddled with gaping holes from a disaster. The supports for this bridge look no better. It's a wonder the thing still stands, and is still used. It's a health hazard! An accident waiting to happen! [Exits: east west up down] A fish swims in the river. A small snail crawls along the bridge support. A small snail crawls along the bridge support. A small snail crawls along the bridge support. <100%hp 100%mn 38%mv> Someone leaves west. You follow someone. On the River North of here you see the miserable buildings of the poor alley. The river flows west towards the bridge. The riverbanks are too steep to climb. [Exits: east west down] <100%hp 100%mn 38%mv> Someone leaves west. You follow someone. Under the Bridge The arch under the bridge is covered by riverweed for one foot above the surface of the river. The water gently flows through an opening in the lower part of the city wall. [Exits: east west up down] A fish swims here in the river. A fish swims here in the river. A small snail crawls along under the wall. A small snail crawls along under the wall. A small snail crawls along under the wall. <100%hp 100%mn 37%mv> Someone leaves west. You follow someone. On the Dark River The River flows to the east past the wall of Ethshar. Rubble and ruin from the fall of old Midgaard still make the river navigation dangerous. Westward through the boulders and chunks of rock which were once the wall of the old city, the river snakes through a dark forest. [Exits: east west down] A fish swims here in the river. <100%hp 100%mn 37%mv> Someone leaves west. You follow someone. On the Dark River The River continues east and west, flowing swiftly past boulders and chunks of rock, remnants of the once great wall surrounding the city of Midgaard. White water rapids make the journey swift and somewhat dangerous. The new wall of Ethshar which has risen in its place speaks of the spirit of the people in the face of desolation. Unfortunately, the imperial coffers did not pay to have the river dredged. [Exits: east west down] A fish swims here in the river. <100%hp 100%mn 36%mv> Someone leaves west. You follow someone. On the Dark River East and west the river continues to meander through the woods. The rubble here does not break the surface and cause white wate rapids, as it does to the east, but you can tell looking at the water's surface that there are dangerous sharp stones beneath the water waiting to rip into what carries you over the river. You hear the sounds of chopping wood far off in the distance. The river itself forks, part of it flowing northward. [Exits: north east west down] A fish swims here in the river. A fish swims in the river. <100%hp 100%mn 36%mv> Someone leaves north. You follow someone. A junction on the river bank in the deep, dark forest You are by a junction where three paths meet. Ancient, grey trees seem to observe you silently you from all around. To the south a dark river flows from east to west through the forest. Paths lead north, east and west. [Exits: north east south west] <100%hp 100%mn 35%mv> Someone leaves west. You follow someone. A small path on the river bank in the deep, dark forest You are on a narrow path leading through the deep, dark forest. Ancient grey trees loom everywhere. To the south you smell marsh gas. The path continues north and east. [Exits: north east south] A long, grey branch rests heavily on the ground. A large, black wolf is here, glaring hungrily at you. <100%hp 100%mn 41%mv> Someone leaves south. You follow someone. Muddy Path This section of the path is slowly being drowned by the nearby swamp to the south, which is creeping slowly inland. Several caved-in buildings sprawl here, torn apart both by battle and the elements. [Exits: north south] A rather large python rests in a coil here. A marsh wolf sniffing the ground has followed your scent. <100%hp 100%mn 39%mv> wh [ Human ] Raidoh the Adept of Mind [ Ilthd ] Azhytarzikh the Archmage of Absorption [ Chnge ] Aydra Laefsor the Archon of Light, Poet Laureate of the Sublime Chord [ Dwarf ] Keleus the Knight Templar [ Chnge ] Darthan Serinth the Knight Hero [ Dwarf ] Kelthe the Weapon Master [ Giant ] Gromm the Knight Hero [17 Chnge Thi] (PK) Zeptaru the Quick-Blade [ Chnge ] Spectrus the Archmage of Focus [ Draco ] (CRIMINAL) Zhane the Master of Shadows, Captain of the Bluebeard's Pirates [ Human ] [JUSTICAR] Resian the Master of Unarmed Combat [ D-Elf ] Sorani the Queen of the Night [ Draco ] Siyangephoya the Master Tracker [ Gnome ] Yreobryn the Cardinal of the Fire [ Chnge ] Faeltym the Wizard of Space [ Half ] Barutis the Adept of Mind [ Giant ] Ralyum the Student of War Players found: 17 <100%hp 100%mn 39%mv> Someone leaves south. You follow someone. Swamp's Edge Briars and marsh plants stick to your boots and clothes, and clouds cover the skies above the murky marsh, leaving the path before you dark and sinister. You see some disturbances in the marsh, but after a few strangled screams, the sounds stop. [Exits: north east south] A rather small beast cringes in terror as it notices you. A marsh wolf sniffing the ground has followed your scent. <100%hp 100%mn 38%mv> Someone leaves east. You follow someone. Marshy Forest This area is by no means a forest, but for those who dwell in these sparse trees it is one. Occasionally you see a whole humanoid form floating face down in the water, but mostly you only find pieces. You hear a loud bellow in the distance. And feel fear creep into your heart. [Exits: east west] A rather small beast cringes in terror as it notices you. A huge hairy beast shambles towards you with death in his eyes. A Marsh Hag is here. A swamp troll charges towards you. A huge hairy beast's claw misses you. A huge hairy beast tries to disarm you, but fails. A huge hairy beast is in perfect condition. <100%hp 100%mn 36%mv> You fade into existence. Your slash misses a huge hairy beast. Your slash misses a huge hairy beast. Bayard fades into existence. Bayard's pierce hits a huge hairy beast. Bayard's pierce hits a huge hairy beast. A huge hairy beast's claw hits you. A huge hairy beast has a few bruises. <96%hp 100%mn 36%mv> 3 Your kicked dirt grazes a huge hairy beast. A huge hairy beast is blinded by the dirt in his eyes! A huge hairy beast has a few bruises. <96%hp 100%mn 36%mv> Bayard utters the words, 'dueab daggasz'. Bayard opens a small vortex to unleash a volley of magical missiles. Bayard unleashes a magic missile at a huge hairy beast. Bayard's magic missile injures a huge hairy beast. Bayard unleashes a magic missile at a huge hairy beast. Bayard's magic missile grazes a huge hairy beast. The vortex closes in a flash of light. A huge hairy beast has some small wounds. <96%hp 100%mn 36%mv> Your slash misses a huge hairy beast. Bayard's pierce misses a huge hairy beast. A huge hairy beast's claw misses you. A huge hairy beast has some small wounds. <96%hp 100%mn 36%mv> 6 6 6 6 Bayard utters the words, 'dueab daggasz'. Bayard opens a small vortex to unleash a volley of magical missiles. Bayard unleashes a magic missile at a huge hairy beast. Bayard's magic missile injures a huge hairy beast. Bayard unleashes a magic missile at a huge hairy beast. Bayard's magic missile decimates a huge hairy beast. The vortex closes in a flash of light. A huge hairy beast has quite a few wounds. <96%hp 100%mn 36%mv> Your slash injures a huge hairy beast. Bayard's pierce misses a huge hairy beast. You hop backward and parry a huge hairy beast's claw. A huge hairy beast is covered in bleeding wounds. <96%hp 100%mn 36%mv> Not while you are defending yourself! A huge hairy beast is covered in bleeding wounds. <96%hp 100%mn 36%mv> Not while you are defending yourself! A huge hairy beast is covered in bleeding wounds. <96%hp 100%mn 36%mv> Not while you are defending yourself! A huge hairy beast is covered in bleeding wounds. <96%hp 100%mn 36%mv> Bayard utters the words, 'dueab daggasz'. Bayard opens a small vortex to unleash a volley of magical missiles. Bayard unleashes a magic missile at a huge hairy beast. Bayard's magic missile thrashes a huge hairy beast. Bayard unleashes a magic missile at a huge hairy beast. Bayard's magic missile decimates a huge hairy beast. The vortex closes in a flash of light. A huge hairy beast is bleeding profusely. <96%hp 100%mn 36%mv> Your slash hits a huge hairy beast. Bayard's pierce hits a huge hairy beast. A huge hairy beast's claw misses you. A huge hairy beast is gushing blood. <96%hp 100%mn 36%mv> Bayard utters the words, 'gorienna tuaog'. Bayard's burning hands MUTILATES a huge hairy beast! Your slash injures a huge hairy beast. Bayard's pierce hits a huge hairy beast. A huge hairy beast's claw misses you. A huge hairy beast is spasming in shock. <96%hp 100%mn 36%mv> 6 Huh? A huge hairy beast is spasming in shock. <96%hp 100%mn 36%mv> Your slash hits a huge hairy beast. Your slash injures a huge hairy beast. Bayard's pierce injures a huge hairy beast. A huge hairy beast's claw misses you. A huge hairy beast is writhing in agony. <96%hp 100%mn 36%mv> 3 He has already been blinded from the dirt in his eyes. Bayard utters the words, 'gorienna tuaog'. Bayard's burning hands DISMEMBERS a huge hairy beast! A huge hairy beast is DEAD!! You receive 291 experience points. A huge hairy beast's head is shattered, and his brains splash all over you. Bayard gets 28 silver coins from the corpse of a huge hairy beast. Bayard sacrifices the corpse of a huge hairy beast to the gods. <96%hp 100%mn 36%mv> Bayard peers intently east. <96%hp 100%mn 36%mv> Bayard leaves east. You follow Bayard. An Oozing Bog You stand in an oozing quagmire. A creaking beat fills the air, accompanied by groans and soughing of the air. Several large winged beasts flap over you and send chilling glares your way. You feel out of place, and feel that the occupants of this realm will soon have you for a feast. [Exits: east west] A huge bat is here. A rather large python rests in a coil here. A marsh wolf sniffing the ground has followed your scent. There is a mean looking gnoll here. A monstrous snake slithers towards you, thinking 'breakfast'. An ogre stands here getting ready to beat in your face. An ogre's crush hits you. An ogre is in perfect condition. <92%hp 100%mn 35%mv> 3 There is not any dirt to kick. An ogre is in perfect condition. <92%hp 100%mn 35%mv> Your slash injures an ogre. Bayard's pierce misses an ogre. An ogre's crush misses you. An ogre has a few scratches. <92%hp 100%mn 35%mv> Bayard utters the words, 'gorienna tuaog'. Bayard's burning hands MUTILATES an ogre! An ogre has some small wounds. <92%hp 100%mn 35%mv> 3 There is not any dirt to kick. An ogre has some small wounds. <92%hp 100%mn 35%mv> 6 Your slash injures an ogre. Bayard's pierce hits an ogre. An ogre's crush misses you. An ogre has quite a few wounds. <92%hp 100%mn 35%mv> Not while you are defending yourself! An ogre has quite a few wounds. <92%hp 100%mn 35%mv> Bayard utters the words, 'gorienna tuaog'. Bayard's burning hands decimates an ogre. An ogre is covered in bleeding wounds. <92%hp 100%mn 35%mv> Your slash wounds an ogre. Your slash misses an ogre. Bayard's pierce grazes an ogre. An ogre's crush misses you. An ogre is bleeding profusely. <92%hp 100%mn 35%mv> Bayard utters the words, 'gorienna tuaog'. Bayard's burning hands MUTILATES an ogre! An ogre is gushing blood. <92%hp 100%mn 35%mv> 3 There is not any dirt to kick. An ogre is gushing blood. <92%hp 100%mn 35%mv> Your slash injures an ogre. Your slash hits an ogre. Bayard's pierce misses an ogre. An ogre's crush misses you. An ogre is screaming in pain. <92%hp 100%mn 35%mv> Bayard utters the words, 'gorienna tuaog'. An ogre is screaming in pain. <92%hp 100%mn 35%mv> 7 Your kick misses an ogre. An ogre is screaming in pain. <92%hp 100%mn 35%mv> Your slash injures an ogre. An ogre's crush misses you. An ogre is screaming in pain. <92%hp 100%mn 35%mv> You are sober. An ogre is screaming in pain. <94%hp 100%mn 42%mv> 7 Bayard utters the words, 'gorienna tuaog'. Bayard's burning hands MUTILATES an ogre! An ogre is writhing in agony. <94%hp 100%mn 42%mv> Your kick misses an ogre. An ogre hops backward and dodges your slash. An ogre's crush hits you. An ogre is writhing in agony. <90%hp 100%mn 42%mv> Bayard utters the words, 'gorienna tuaog'. Bayard's burning hands MUTILATES an ogre! An ogre is convulsing on the ground. <90%hp 100%mn 42%mv> 7 Your slash injures an ogre. An ogre is DEAD!! You receive 231 experience points. You hear an ogre's death cry. You get 64 silver coins from the corpse of an ogre. You split 64 silver coins. Your share is 32 silver. The gods give you 60 silver coins for your sacrifice. You split 60 silver coins. Your share is 30 silver. <90%hp 100%mn 42%mv> But you are not in combat! <90%hp 100%mn 42%mv> Bayard leaves east. You follow Bayard. An Oozing Bog The ground here is soft and oozing. You feel slimy water seeping into your boots. Better stop and check for leeches when you get out of here. [Exits: east west] A huge bat is here. A green troll attempts to get a hold on you. A green troll's pierce misses you. A green troll is in perfect condition. <90%hp 100%mn 40%mv> 7 You raise your leg and kick a green troll with your heel! Your kick hits a green troll. A green troll has a few bruises. <90%hp 100%mn 40%mv> Your slash injures a green troll. Bayard's pierce misses a green troll. Bayard's pierce hits a green troll. You hop to the left and parry a green troll's pierce to the right. A green troll has some small wounds. <90%hp 100%mn 40%mv> 7 3 Your kick misses a green troll. A green troll has some small wounds. <90%hp 100%mn 40%mv> Your slash injures a green troll. Bayard's pierce grazes a green troll. A green troll's pierce misses you. A green troll is covered in bleeding wounds. <90%hp 100%mn 40%mv> Your kicked dirt scratches a green troll. A green troll is blinded by the dirt in his eyes! Your slash hits a green troll. Bayard's pierce grazes a green troll. A green troll's pierce misses you. A green troll is bleeding profusely. <90%hp 100%mn 40%mv> Bayard utters the words, 'gorienna tuaog'. Bayard's burning hands mauls a green troll. A green troll is gushing blood. <90%hp 100%mn 40%mv> Your slash hits a green troll. Bayard's pierce grazes a green troll. A green troll's pierce misses you. A green troll is screaming in pain. <90%hp 100%mn 40%mv> Bayard utters the words, 'gorienna tuaog'. Bayard's burning hands DISEMBOWELS a green troll! A green troll is convulsing on the ground. <90%hp 100%mn 40%mv> 3 Your slash hits a green troll. A green troll is DEAD!! You receive 53 experience points. You hear a green troll's death cry. You get 23 silver coins from the corpse of a green troll. You split 23 silver coins. Your share is 12 silver. The gods give you 42 silver coins for your sacrifice. You split 42 silver coins. Your share is 21 silver. <90%hp 100%mn 40%mv> But you are not in combat! <90%hp 100%mn 40%mv> Bayard leaves east. You follow Bayard. Into the darkest part of the swamp You stand before land that leads deeper into the depths of swampland. Twisted large willows arch all around, blocking much of the light. Mud, sludge, grime, and murky water ooze all around. Large bugs chirp and buzz at a deafening tone. Creatures of all types slither, waddle, and struggle their way through challenging landscape. [Exits: east west] A huge bat is here. Halfway submerged, a crocodile eyes you hungrily. A dragonfly buzzes annoyingly around you. <90%hp 100%mn 39%mv> Bayard's pierce hits a dragonfly. <90%hp 100%mn 39%mv> 3 Bayard's pierce injures a dragonfly. Your slash hits a dragonfly. Your slash injures a dragonfly. A dragonfly's sting misses Bayard. A dragonfly's sting misses Bayard. A dragonfly has quite a few wounds. <90%hp 100%mn 39%mv> Your kicked dirt misses a dragonfly. A dragonfly has quite a few wounds. <90%hp 100%mn 39%mv> Bayard utters the words, 'gorienna tuaog'. Bayard's burning hands mauls a dragonfly. A dragonfly is covered in bleeding wounds. <90%hp 100%mn 39%mv> The sky gets very cloudy and a calmness begins here. You are sober. A dragonfly is covered in bleeding wounds. <93%hp 100%mn 46%mv> 6 Your slash wounds a dragonfly. Your slash misses a dragonfly. Bayard's pierce hits a dragonfly. A dragonfly's sting misses Bayard. A dragonfly is bleeding profusely. <93%hp 100%mn 46%mv> 6 Bayard utters the words, 'gorienna tuaog'. Bayard's burning hands wounds a dragonfly. A dragonfly is screaming in pain. <93%hp 100%mn 46%mv> Your slash injures a dragonfly. Your slash injures a dragonfly. Bayard's pierce misses a dragonfly. A dragonfly's sting grazes Bayard. A dragonfly's sting misses Bayard. A dragonfly is spasming in shock. <93%hp 100%mn 46%mv> You circle around a dragonfly to land a critical strike. Your circle stab MUTILATES a dragonfly! A dragonfly is convulsing on the ground. <93%hp 100%mn 46%mv> Your slash injures a dragonfly. A dragonfly is DEAD!! You receive 95 experience points. A dragonfly spills his guts all over the floor. The gods give you 45 silver coins for your sacrifice. You split 45 silver coins. Your share is 23 silver. <93%hp 100%mn 46%mv> Bayard leaves east. You follow Bayard. In the swamp You stand in the mists of marshland. Reeds of tall sharp grass and bamboo poke out from the soggy ground. The scent of mud and grime is carried by the light breeze. Insects buzz and chirp from all directions. Muck and sludge seem to seep into everything. [Exits: east south west] A huge bat is here. A dragonfly buzzes annoyingly around you. <93%hp 100%mn 44%mv> Bayard leaves east. You follow Bayard. In the swamp Swampland engulfs this region. Large willow trees loom over the murky swamp. Dark green and brown moss hang from the trees. The land is filtered from sunlight, darkened from the trees and marsh fog. Mud, slime, and all sorts of critters thrive here. [Exits: east south west] A huge bat is here. <93%hp 100%mn 43%mv> But you are not fighting anyone. <93%hp 100%mn 43%mv> Bayard leaves east. You follow Bayard. In the swamp Stumps and floating logs are scattered around the marshland. The green colored bog of swamp murk makes travel slow and difficult. A pungent odor of wet mud rises from the saturated land. Slime, grasses, roots, and tall willow trees form natural obstacles. [Exits: east south west] A huge bat is here. Halfway submerged, a crocodile eyes you hungrily. A python slithers nearby, searching for food. <93%hp 100%mn 41%mv> Bayard leaves east. You follow Bayard. In the swamp A maze of swampland stretches as far as the eye can reach. The sky can barely be seen due to the thick ceiling of gnarled foilage. Twisted and contored trees as well as the constant flow of sledge beneath you makes orientation difficult. The swampland seems to thrive with life as insects buzz and hidden creatures waddle in the murky water. [Exits: east south west] A huge bat is here. A dragonfly buzzes annoyingly around you. A water moccasin swims through the murky water. A large toad eyes you balefully. <93%hp 100%mn 39%mv> Bayard utters the words, 'gorienna tuaog'. Bayard's burning hands maims a toad. <93%hp 100%mn 39%mv> 3 But you are not in combat! Bayard's pierce hits a toad. Your slash injures a toad. A toad's thwack misses Bayard. A toad has quite a few wounds. <93%hp 100%mn 39%mv> Bayard utters the words, 'gorienna tuaog'. Bayard's burning hands DISMEMBERS a toad! A toad is bleeding profusely. <93%hp 100%mn 39%mv> Your slash wounds a toad. A toad's thwack misses Bayard. A toad is gushing blood. <93%hp 100%mn 39%mv> 3 Your kicked dirt misses a toad. A toad is gushing blood. <93%hp 100%mn 39%mv> Bayard utters the words, 'gorienna tuaog'. Bayard's burning hands decimates a toad. A toad is screaming in pain. <93%hp 100%mn 39%mv> 6 Your slash injures a toad. Bayard's pierce injures a toad. A toad's thwack misses Bayard. A toad is spasming in shock. <93%hp 100%mn 39%mv> 6 Bayard utters the words, 'gorienna tuaog'. Bayard's burning hands DISMEMBERS a toad! A toad is nearly dead. <93%hp 100%mn 39%mv> Your slash hits a toad. A toad is DEAD!! You receive 219 experience points. A toad's severed head plops on the ground. The gods give you 54 silver coins for your sacrifice. You split 54 silver coins. Your share is 27 silver. <93%hp 100%mn 39%mv> But you are not fighting anyone. <93%hp 100%mn 39%mv> But you are not fighting anyone. <93%hp 100%mn 39%mv> Bayard peers intently east. <93%hp 100%mn 39%mv> Bayard leaves east. You follow Bayard. In the swamp You stand in the mists of marshland. Reeds of tall sharp grass and bamboo poke out from the soggy ground. The scent of mud and grime is carried by the light breeze. Insects buzz and chirp from all directions. Muck and sludge seem to seep into everything. [Exits: east south west] A huge bat is here. Halfway submerged, a crocodile eyes you hungrily. Halfway submerged, a crocodile eyes you hungrily. <93%hp 100%mn 38%mv> Bayard leaves east. You follow Bayard. In the swamp Swampland engulfs this region. Large willow trees loom over the murky swamp. Dark green and brown moss hang from the trees. The land is filtered from sunlight, darkened from the trees and marsh fog. Mud, slime, and all sorts of critters thrive here. [Exits: east south west] A huge bat is here. A dragonfly buzzes annoyingly around you. <93%hp 100%mn 36%mv> Bayard leaves east. You follow Bayard. In the swamp Stumps and floating logs are scattered around the marshland. The green colored bog of swamp murk makes travel slow and difficult. A pungent odor of wet mud rises from the saturated land. Slime, grasses, roots, and tall willow trees form natural obstacles. [Exits: east south west] A huge bat is here. A dragonfly buzzes annoyingly around you. A python slithers nearby, searching for food. <93%hp 100%mn 34%mv> Bayard peers intently east. <93%hp 100%mn 34%mv> Bayard leaves east. You follow Bayard. In the swamp A maze of swampland stretches as far as the eye can reach. The sky can barely be seen due to the thick ceiling of gnarled foilage. Twisted and contored trees as well as the constant flow of sledge beneath you makes orientation difficult. The swampland seems to thrive with life as insects buzz and hidden creatures waddle in the murky water. [Exits: east south west] A huge bat is here. A large toad eyes you balefully. <93%hp 100%mn 33%mv> 3 You look up and notice that it is no longer raining. You are sober. <97%hp 100%mn 40%mv> Bayard leaves east. You follow Bayard. In the swamp You stand in the mists of marshland. Reeds of tall sharp grass and bamboo poke out from the soggy ground. The scent of mud and grime is carried by the light breeze. Insects buzz and chirp from all directions. Muck and sludge seem to seep into everything. [Exits: east south west] A huge bat is here. A warthog snuffles along the swampy trail. A dragonfly buzzes annoyingly around you. A water moccasin swims through the murky water. <97%hp 100%mn 38%mv> Bayard utters the words, 'gorienna tuaog'. Bayard's burning hands decimates a warthog. <97%hp 100%mn 38%mv> But you are not in combat! <97%hp 100%mn 38%mv> 3 But you are not in combat! Bayard's pierce misses a warthog. A warthog leans to his left and dodges your slash. A warthog has a few bruises. <97%hp 100%mn 38%mv> 6 Bayard utters the words, 'yuzyaz yabantis'. A warthog is surrounded by a pink outline. You circle around a warthog to land a critical strike. Your circle stab MUTILATES a warthog! A warthog has some small wounds. <97%hp 100%mn 38%mv> 3 Your slash injures a warthog. Bayard's pierce injures a warthog. A warthog's charge misses Bayard. A warthog has some small wounds. <97%hp 100%mn 38%mv> Bayard utters the words, 'gorienna tuaog'. Bayard's burning hands wounds a warthog. A warthog has quite a few wounds. <97%hp 100%mn 38%mv> Your slash injures a warthog. Your slash hits a warthog. Bayard's pierce injures a warthog. A warthog has quite a few wounds. <97%hp 100%mn 38%mv> 3 Bayard utters the words, 'gorienna tuaog'. Bayard's burning hands devastates a warthog. A warthog is covered in bleeding wounds. <97%hp 100%mn 38%mv> Your slash injures a warthog. Your slash injures a warthog. Bayard's pierce hits a warthog. A warthog is bleeding profusely. <97%hp 100%mn 38%mv> 6 Huh? A warthog is bleeding profusely. <97%hp 100%mn 38%mv> 3 Your kicked dirt grazes a warthog. A warthog is blinded by the dirt in his eyes! A warthog is bleeding profusely. <97%hp 100%mn 38%mv> Bayard utters the words, 'gorienna tuaog'. Bayard's burning hands DISEMBOWELS a warthog! Your slash injures a warthog. Bayard's pierce hits a warthog. A warthog's charge misses Bayard. A warthog is gushing blood. <97%hp 100%mn 38%mv> whe Your slash hits a warthog. Your slash injures a warthog. Bayard's pierce grazes a warthog. A warthog's charge misses Bayard. A warthog is screaming in pain. <97%hp 100%mn 38%mv> Bayard utters the words, 'gorienna tuaog'. Bayard's burning hands MUTILATES a warthog! A warthog is spasming in shock. <97%hp 100%mn 38%mv> Players near you: (PK) Zeptaru In the swamp (PK) Bayard In the swamp A warthog is spasming in shock. <97%hp 100%mn 38%mv> Your slash injures a warthog. Bayard's pierce hits a warthog. A warthog's charge injures Bayard. A warthog is spasming in shock. <97%hp 100%mn 38%mv> Bayard utters the words, 'gorienna tuaog'. Bayard's burning hands injures a warthog. A warthog is spasming in shock. <97%hp 100%mn 38%mv> Your slash wounds a warthog. Bayard's pierce hits a warthog. A warthog's charge misses Bayard. A warthog falls flat on his face. A warthog is writhing in agony. <97%hp 100%mn 38%mv> 3 He has already been blinded from the dirt in his eyes. Your slash injures a warthog. Bayard's pierce wounds a warthog. A warthog's charge misses Bayard. A warthog is writhing in agony. <97%hp 100%mn 38%mv> 6 6Your circle stab misses a warthog. A warthog is writhing in agony. <97%hp 100%mn 38%mv> Your slash injures a warthog. Your slash grazes a warthog. Bayard's pierce injures a warthog. A warthog's charge misses Bayard. A warthog is convulsing on the ground. <97%hp 100%mn 38%mv> Bayard utters the words, 'gorienna tuaog'. A warthog is convulsing on the ground. <97%hp 100%mn 38%mv> 6 Your slash wounds a warthog. Bayard's pierce misses a warthog. A warthog's charge hits Bayard. A warthog is convulsing on the ground. <97%hp 100%mn 38%mv> You circle around a warthog to land a critical strike. Your circle stab MUTILATES a warthog! A warthog is DEAD!! You receive 284 experience points. You hear a warthog's death cry. The gods give you 66 silver coins for your sacrifice. You split 66 silver coins. Your share is 33 silver. <97%hp 100%mn 38%mv> You are sober. <100%hp 100%mn 45%mv> wo But you are not fighting anyone. <100%hp 100%mn 45%mv> You have 0 gold, 8638 silver, and 69119 experience (649 exp to level). <100%hp 100%mn 45%mv> Bayard utters the words, 'yuzyaz yabantis'. A water moccasin is surrounded by a pink outline. A water moccasin's bite hits Bayard. <100%hp 100%mn 45%mv> Bayard's pierce hits a water moccasin. A water moccasin hops backward and dodges your slash. A water moccasin's bite injures Bayard. A water moccasin has a few scratches. <100%hp 100%mn 45%mv> Bayard utters the words, 'gorienna tuaog'. Bayard's burning hands decimates a water moccasin. A water moccasin has a few bruises. <100%hp 100%mn 45%mv> 3 Your kicked dirt grazes a water moccasin. A water moccasin is blinded by the dirt in her eyes! A water moccasin has a few bruises. <100%hp 100%mn 45%mv> A water moccasin hops backward and dodges your slash. Bayard's pierce hits a water moccasin. A water moccasin's bite misses Bayard. A water moccasin has some small wounds. <100%hp 100%mn 45%mv> Bayard utters the words, 'gorienna tuaog'. A water moccasin has some small wounds. <100%hp 100%mn 45%mv> 6 6 Your slash injures a water moccasin. A water moccasin's bite misses Bayard. A water moccasin has some small wounds. <100%hp 100%mn 45%mv> Bayard utters the words, 'gorienna tuaog'. Bayard's burning hands MUTILATES a water moccasin! A water moccasin has quite a few wounds. <100%hp 100%mn 45%mv> Your circle stab misses a water moccasin. A water moccasin has quite a few wounds. <100%hp 100%mn 45%mv> Your slash hits a water moccasin. Bayard's pierce injures a water moccasin. A water moccasin's bite hits Bayard. A water moccasin has quite a few wounds. <100%hp 100%mn 45%mv> 6 Bayard utters the words, 'gorienna tuaog'. Bayard's burning hands DISMEMBERS a water moccasin! A water moccasin is covered in bleeding wounds. <100%hp 100%mn 45%mv> Your slash injures a water moccasin. Bayard's pierce hits a water moccasin. A water moccasin's bite misses Bayard. A water moccasin is bleeding profusely. <100%hp 100%mn 45%mv> 6 You circle around a water moccasin to land a critical strike. Your circle stab MUTILATES a water moccasin! Bayard utters the words, 'gorienna tuaog'. Bayard's burning hands wounds a water moccasin. A water moccasin is gushing blood. <100%hp 100%mn 45%mv> Your slash injures a water moccasin. A water moccasin leans back and dodges your slash. Bayard's pierce grazes a water moccasin. A water moccasin's bite misses Bayard. A water moccasin is gushing blood. <100%hp 100%mn 45%mv> Bayard utters the words, 'gorienna tuaog'. A water moccasin is gushing blood. <100%hp 100%mn 45%mv> Your slash injures a water moccasin. Bayard's pierce hits a water moccasin. A water moccasin's bite injures Bayard. A water moccasin is screaming in pain. <100%hp 100%mn 45%mv> Your circle stab misses a water moccasin. A water moccasin is screaming in pain. <100%hp 100%mn 45%mv> Your slash injures a water moccasin. Your slash injures a water moccasin. Bayard's pierce grazes a water moccasin. A water moccasin is spasming in shock. <100%hp 100%mn 45%mv> Bayard utters the words, 'gorienna tuaog'. Bayard's burning hands decimates a water moccasin. A water moccasin is spasming in shock. <100%hp 100%mn 45%mv> You circle around a water moccasin to land a critical strike. Your circle stab DISEMBOWELS a water moccasin! A water moccasin is writhing in agony. <100%hp 100%mn 45%mv> A water moccasin scrambles backward and dodges your slash. Bayard's pierce hits a water moccasin. A water moccasin's bite misses Bayard. A water moccasin is writhing in agony. <100%hp 100%mn 45%mv> 6 The day has begun. The sky gets very cloudy and a calmness begins here. You are sober. A water moccasin is writhing in agony. <100%hp 100%mn 52%mv> Bayard utters the words, 'gorienna tuaog'. Bayard's burning hands DISMEMBERS a water moccasin! Your slash injures a water moccasin. A water moccasin is DEAD!! You receive 378 experience points. A water moccasin's heart is torn from her chest. The gods give you 75 silver coins for your sacrifice. You split 75 silver coins. Your share is 38 silver. <100%hp 100%mn 52%mv> But you are not fighting anyone. <100%hp 100%mn 52%mv> wo You have 0 gold, 8676 silver, and 69497 experience (271 exp to level). <100%hp 100%mn 52%mv> smi Bayard drops a mat made of lion hair. <100%hp 100%mn 52%mv> le Bayard goes to sleep on a mat made of lion hair. <100%hp 100%mn 52%mv> You smile happily. <100%hp 100%mn 52%mv> Bayard tells the group 'A moment fo rmy mind' <100%hp 100%mn 52%mv> gr Bayard's group: [17 Thi] Zeptaru  100%hp 100%mn  52%mv  271 tnl [19 Ele] Bayard   71%hp  7%mn  88%mv  7312 tnl <100%hp 100%mn 52%mv> gtell A Aye You tell the group 'Aye' <100%hp 100%mn 52%mv> l You look up and notice that it is no longer raining. <100%hp 100%mn 60%mv> In the swamp You stand in the mists of marshland. Reeds of tall sharp grass and bamboo poke out from the soggy ground. The scent of mud and grime is carried by the light breeze. Insects buzz and chirp from all directions. Muck and sludge seem to seep into everything. [Exits: east south west] A mat made of lion hair lies here. The torn-out heart of a water moccasin is lying here. A huge bat is sleeping on a mat made of lion hair. A dragonfly buzzes annoyingly around you. <100%hp 100%mn 60%mv> gtell ist  the point to get as high as you can before trying to do quests, usually? You tell the group 'is the point to get as high as you can before trying to do quests, usually?' <100%hp 100%mn 60%mv> Bayard tells the group 'Depends on the quest' <100%hp 100%mn 67%mv> Bayard wakes and stands up. <100%hp 100%mn 67%mv> Bayard gets a mat made of lion hair. <100%hp 100%mn 67%mv> g Bayard peers intently east. <100%hp 100%mn 67%mv> tell Bayard leaves east. You follow Bayard. In the swamp Swampland engulfs this region. Large willow trees loom over the murky swamp. Dark green and brown moss hang from the trees. The land is filtered from sunlight, darkened from the trees and marsh fog. Mud, slime, and all sorts of critters thrive here. [Exits: east south west] A huge bat is here. A python slithers nearby, searching for food. <100%hp 100%mn 65%mv> how do i get Bayard leaves east. You follow Bayard. In the swamp Stumps and floating logs are scattered around the marshland. The green colored bog of swamp murk makes travel slow and difficult. A pungent odor of wet mud rises from the saturated land. Slime, grasses, roots, and tall willow trees form natural obstacles. [Exits: south west] A huge bat is here. <100%hp 100%mn 63%mv> the Bayard peers intently south. <100%hp 100%mn 63%mv> mayo Bayard leaves south. You follow Bayard. In the swamp Swampland engulfs this region. Large willow trees loom over the murky swamp. Dark green and brown moss hang from the trees. The land is filtered from sunlight, darkened from the trees and marsh fog. Mud, slime, and all sorts of critters thrive here. [Exits: north south west] A huge bat is here. <100%hp 100%mn 62%mv> r's Bayard peers intently west. <100%hp 100%mn 62%mv> d tea? You tell the group 'how do i get the mayor's tea?' <100%hp 100%mn 62%mv> Bayard leaves west. You follow Bayard. In the swamp You stand in the mists of marshland. Reeds of tall sharp grass and bamboo poke out from the soggy ground. The scent of mud and grime is carried by the light breeze. Insects buzz and chirp from all directions. Muck and sludge seem to seep into everything. [Exits: north east south west] A huge bat is here. Halfway submerged, a crocodile eyes you hungrily. Ranger Jim hobbles through the woods, searching for something. A python slithers nearby, searching for food. <100%hp 100%mn 60%mv> Bayard leaves west. You follow Bayard. In the swamp A maze of swampland stretches as far as the eye can reach. The sky can barely be seen due to the thick ceiling of gnarled foilage. Twisted and contored trees as well as the constand flow of sledge beneath you makes orientation difficult. The swampland seems to thrive with life as insects buzz and hidden creatures waddle in the murky water. [Exits: north east south west] A huge bat is here. A water moccasin swims through the murky water. <100%hp 100%mn 58%mv> Bayard tells the group 'Im unsure' <100%hp 100%mn 58%mv> Bayard utters the words, 'gorienna tuaog'. Bayard's burning hands MUTILATES a water moccasin! <100%hp 100%mn 58%mv> Bayard's pierce injures a water moccasin. Your slash injures a water moccasin. A water moccasin has some small wounds. <100%hp 100%mn 58%mv> 3 Bayard utters the words, 'gorienna tuaog'. Bayard's burning hands DISEMBOWELS a water moccasin! Your kicked dirt nicks a water moccasin. A water moccasin is blinded by the dirt in her eyes! A water moccasin has quite a few wounds. <100%hp 100%mn 58%mv> Your slash injures a water moccasin. Your slash injures a water moccasin. Bayard's pierce misses a water moccasin. A water moccasin's bite misses Bayard. A water moccasin is covered in bleeding wounds. <100%hp 100%mn 58%mv> 6 6 Bayard utters the words, 'gorienna tuaog'. Bayard's burning hands MUTILATES a water moccasin! A water moccasin is bleeding profusely. <100%hp 100%mn 58%mv> 6 Your slash misses a water moccasin. Bayard's pierce misses a water moccasin. A water moccasin's bite misses Bayard. A water moccasin is bleeding profusely. <100%hp 100%mn 58%mv> Your circle stab misses a water moccasin. A water moccasin is bleeding profusely. <100%hp 100%mn 58%mv> Bayard utters the word, 'ysudzgtunapz'. Bayard's flamestrike RAZES a water moccasin! A water moccasin is gushing blood. <100%hp 100%mn 58%mv> Your slash injures a water moccasin. Your slash wounds a water moccasin. Bayard's pierce misses a water moccasin. A water moccasin's bite misses Bayard. A water moccasin is screaming in pain. <100%hp 100%mn 58%mv> Your slash injures a water moccasin. Bayard's pierce hits a water moccasin. A water moccasin's bite misses Bayard. A water moccasin is screaming in pain. <100%hp 100%mn 58%mv> You circle around a water moccasin to land a critical strike. Your circle stab MUTILATES a water moccasin! A water moccasin is spasming in shock. <100%hp 100%mn 58%mv> The sun rises in the east. A water moccasin is spasming in shock. <100%hp 100%mn 66%mv> Bayard utters the word, 'ysudzgtunapz'. A water moccasin is spasming in shock. <100%hp 100%mn 66%mv> A water moccasin ducks and dodges your slash. Your slash hits a water moccasin. Bayard's pierce hits a water moccasin. A water moccasin's bite misses Bayard. A water moccasin is writhing in agony. <100%hp 100%mn 66%mv> You circle around a water moccasin to land a critical strike. Your circle stab MUTILATES a water moccasin! A water moccasin is writhing in agony. <100%hp 100%mn 66%mv> Your slash wounds a water moccasin. Bayard's pierce misses a water moccasin. A water moccasin's bite misses Bayard. A water moccasin is convulsing on the ground. <100%hp 100%mn 66%mv> 6 Bayard utters the words, 'gorienna tuaog'. Bayard's burning hands MUTILATES a water moccasin! A water moccasin is DEAD!! You receive 380 experience points. You raise a level!! You gain 16/255 hp, 7/237 mana, 6/242 move, and 4/14 practices. A water moccasin spills her guts all over the floor. Bayard sacrifices the corpse of a water moccasin to the gods. <93%hp 97%mn 64%mv> But you are not fighting anyone. <93%hp 97%mn 64%mv> Bayard leaves west. You follow Bayard. In the swamp Stumps and floating logs are scattered around the marshland. The green colored bog of swamp murk makes travel slow and difficult. A pungent odor of wet mud rises from the saturated land. Slime, grasses, roots, and tall willow trees form natural obstacles. [Exits: north east south west] A huge bat is here. Halfway submerged, a crocodile eyes you hungrily. Halfway submerged, a crocodile eyes you hungrily. <93%hp 97%mn 62%mv> Bayard leaves west. You follow Bayard. In the swamp Swampland engulfs this region. Large willow trees loom over the murky swamp. Dark green and brown moss hang from the trees. The land is filtered from sunlight, darkened from the trees and marsh fog. Mud, slime, and all sorts of critters thrive here. [Exits: north east south west] A huge bat is here. A warthog snuffles along the swampy trail. A water moccasin swims through the murky water. A large toad eyes you balefully. A python slithers nearby, searching for food. <93%hp 97%mn 61%mv> Bayard utters the words, 'gorienna tuaog'. Bayard's burning hands DISEMBOWELS a water moccasin! <93%hp 97%mn 61%mv> 3 Bayard's pierce misses a water moccasin. Your slash hits a water moccasin. A water moccasin's bite misses Bayard. A water moccasin has some small wounds. <93%hp 97%mn 61%mv> Your kicked dirt misses a water moccasin. A water moccasin has some small wounds. <93%hp 97%mn 61%mv> 3 Bayard utters the words, 'gorienna tuaog'. A water moccasin has some small wounds. <93%hp 97%mn 61%mv> A water moccasin leans to her left and dodges your slash. Your slash injures a water moccasin. Bayard's pierce misses a water moccasin. A water moccasin's bite injures Bayard. A water moccasin has some small wounds. <93%hp 97%mn 61%mv> 6 Your slash misses a water moccasin. Bayard's pierce misses a water moccasin. A water moccasin's bite wounds Bayard. A water moccasin has some small wounds. <93%hp 97%mn 61%mv> 6 Your kicked dirt nicks a water moccasin. A water moccasin is blinded by the dirt in her eyes! A water moccasin has some small wounds. <93%hp 97%mn 61%mv> 6 Your slash hits a water moccasin. Bayard's pierce injures a water moccasin. A water moccasin's bite misses Bayard. A water moccasin has quite a few wounds. <93%hp 97%mn 61%mv> 6 Bayard utters the words, 'gorienna tuaog'. Bayard's burning hands decimates a water moccasin. A water moccasin has quite a few wounds. <93%hp 97%mn 61%mv> Your slash injures a water moccasin. Bayard's pierce hits a water moccasin. A water moccasin's bite misses Bayard. A water moccasin is covered in bleeding wounds. <93%hp 97%mn 61%mv> Your circle stab misses a water moccasin. A water moccasin is covered in bleeding wounds. <93%hp 97%mn 61%mv> 3 6 Your slash wounds a water moccasin. Your slash injures a water moccasin. Bayard's pierce injures a water moccasin. A water moccasin's bite misses Bayard. A water moccasin is covered in bleeding wounds. <93%hp 97%mn 61%mv> You circle around a water moccasin to land a critical strike. Your circle stab MUTILATES a water moccasin! A water moccasin is bleeding profusely. <93%hp 97%mn 61%mv> Your slash injures a water moccasin. Bayard's pierce hits a water moccasin. A water moccasin's bite misses Bayard. A water moccasin is gushing blood. <93%hp 97%mn 61%mv> 3 Bayard utters the words, 'gorienna tuaog'. Bayard's burning hands MUTILATES a water moccasin! A water moccasin is screaming in pain. <93%hp 97%mn 61%mv> Your slash hits a water moccasin. Bayard's pierce injures a water moccasin. A water moccasin is screaming in pain. <93%hp 97%mn 61%mv> 6 You circle around a water moccasin to land a critical strike. Your circle stab MUTILATES a water moccasin! A water moccasin is spasming in shock. <93%hp 97%mn 61%mv> Your slash injures a water moccasin. Your slash injures a water moccasin. Bayard's pierce misses a water moccasin. A water moccasin is writhing in agony. <96%hp 100%mn 68%mv> Bayard utters the words, 'gorienna tuaog'. Bayard's burning hands maims a water moccasin. A water moccasin is writhing in agony. <96%hp 100%mn 68%mv> Your circle stab misses a water moccasin. Your slash wounds a water moccasin. A water moccasin's bite hits Bayard. A water moccasin is convulsing on the ground. <96%hp 100%mn 68%mv> Your slash wounds a water moccasin. Your slash injures a water moccasin. Bayard's pierce misses a water moccasin. A water moccasin is convulsing on the ground. <96%hp 100%mn 68%mv> Your kicked dirt grazes a water moccasin. A water moccasin is blinded by the dirt in her eyes! A water moccasin is convulsing on the ground. <96%hp 100%mn 68%mv> Your slash injures a water moccasin. A water moccasin is DEAD!! You receive 350 experience points. A water moccasin spills her guts all over the floor. The gods give you 75 silver coins for your sacrifice. You split 75 silver coins. Your share is 38 silver. <96%hp 100%mn 68%mv> But you are not fighting anyone. <96%hp 100%mn 68%mv> But you are not in combat! <96%hp 100%mn 68%mv> Bayard utters the words, 'gorienna tuaog'. Bayard's burning hands MUTILATES a python! But you are not fighting anyone. <96%hp 100%mn 68%mv> Bayard's pierce hits a python. A python leans to his left and dodges your slash. A python's crush mauls Bayard. A python has a few bruises. <96%hp 100%mn 68%mv> A python leans to his left and dodges your slash. Bayard's pierce misses a python. A python has a few bruises. <96%hp 100%mn 68%mv> 3 Bayard utters the words, 'yuzyaz yabantis'. A python has a few bruises. <96%hp 100%mn 68%mv> Your kicked dirt scratches a python. A python is blinded by the dirt in his eyes! A python has a few bruises. <96%hp 100%mn 68%mv> 6 Your slash hits a python. Bayard's pierce injures a python. A python's crush wounds Bayard. A python has a few bruises. <96%hp 100%mn 68%mv> 3 Bayard utters the words, 'gorienna tuaog'. Bayard's burning hands MUTILATES a python! A python has some small wounds. <96%hp 100%mn 68%mv> 6 A python leans to his left and dodges your slash. Your slash misses a python. Bayard's pierce misses a python. A python has some small wounds. <96%hp 100%mn 68%mv> You circle around a python to land a critical strike. Your circle stab MUTILATES a python! A python has quite a few wounds. <96%hp 100%mn 68%mv> Bayard utters the words, 'gorienna tuaog'. A python has quite a few wounds. <96%hp 100%mn 68%mv> A python leans back and dodges your slash. A python ducks and dodges your slash. Bayard's pierce hits a python. A python's crush decimates Bayard. A python has quite a few wounds. <96%hp 100%mn 68%mv> Bayard utters the words, 'gorienna tuaog'. Bayard's burning hands thrashes a python. A python has quite a few wounds. <96%hp 100%mn 68%mv> He has already been blinded from the dirt in his eyes. Your slash injures a python. Bayard's pierce hits a python. A python's crush misses Bayard. A python has quite a few wounds. <96%hp 100%mn 68%mv> You circle around a python to land a critical strike. Your circle stab DISEMBOWELS a python! A python is covered in bleeding wounds. <96%hp 100%mn 68%mv> 3 6 Bayard utters the word, 'ysudzgtunapz'. Bayard's flamestrike maims a python. A python is covered in bleeding wounds. <96%hp 100%mn 68%mv> Your slash hits a python. Bayard's pierce misses a python. A python is bleeding profusely. <96%hp 100%mn 68%mv> He has already been blinded from the dirt in his eyes. A python is bleeding profusely. <96%hp 100%mn 68%mv> You circle around a python to land a critical strike. Your circle stab MUTILATES a python! A python is bleeding profusely. <96%hp 100%mn 68%mv> Your slash injures a python. Your slash hits a python. Bayard's pierce injures a python. A python's crush misses Bayard. A python is gushing blood. <96%hp 100%mn 68%mv> Bayard utters the word, 'ysudzgtunapz'. Your slash grazes a python. Bayard's pierce misses a python. A python's crush thrashes Bayard. A python is gushing blood. <96%hp 100%mn 68%mv> 3 A python leans back and dodges your slash. Bayard's pierce misses a python. A python is gushing blood. <98%hp 100%mn 76%mv> Your kicked dirt grazes a python. A python is blinded by the dirt in his eyes! A python is gushing blood. <98%hp 100%mn 76%mv> 6 Your slash hits a python. Bayard's pierce hits a python. A python is gushing blood. <98%hp 100%mn 76%mv> Bayard stops using A leather bound book labelled "missiles". Bayard holds A leather bound book labelled "inferno" in his hands. A python is gushing blood. <98%hp 100%mn 76%mv> Bayard utters the word, 'ysudzgtunapz'. Bayard's flamestrike GORES a python! A python is screaming in pain. <98%hp 100%mn 76%mv> 6 Your slash hits a python. Your slash injures a python. Bayard's pierce hits a python. A python's crush misses Bayard. A python is screaming in pain. <98%hp 100%mn 76%mv> Your circle stab misses a python. A python is screaming in pain. <98%hp 100%mn 76%mv> Your slash misses a python. A python is screaming in pain. <98%hp 100%mn 76%mv> Bayard utters the word, 'ysudzgtunapz'. A python is screaming in pain. <98%hp 100%mn 76%mv> You circle around a python to land a critical strike. Your circle stab DISEMBOWELS a python! A python is spasming in shock. <98%hp 100%mn 76%mv> A python leans back and dodges your slash. A python is spasming in shock. <98%hp 100%mn 76%mv> Your slash hits a python. Bayard's pierce hits a python. A python's crush thrashes Bayard. A python is spasming in shock. <98%hp 100%mn 76%mv> Bayard utters the word, 'ysudzgtunapz'. Bayard's flamestrike PULVERIZES a python! A python is writhing in agony. <98%hp 100%mn 76%mv> Your slash misses a python. Bayard's pierce grazes a python. A python is writhing in agony. <98%hp 100%mn 76%mv> 3 He has already been blinded from the dirt in his eyes. A python is writhing in agony. <98%hp 100%mn 76%mv> 6 Your slash misses a python. Your slash hits a python. Bayard's pierce injures a python. A python is writhing in agony. <98%hp 100%mn 76%mv> You circle around a python to land a critical strike. Your circle stab MUTILATES a python! A python is convulsing on the ground. <98%hp 100%mn 76%mv> 6 Bayard utters the word, 'ysudzgtunapz'. A python is convulsing on the ground. <98%hp 100%mn 76%mv> Your slash wounds a python. Bayard's pierce hits a python. A python's crush wounds Bayard. A python is convulsing on the ground. <98%hp 100%mn 76%mv> 6 Your circle stab misses a python. A python is convulsing on the ground. <98%hp 100%mn 76%mv> Your slash injures a python. A python is DEAD!! You receive 466 experience points. You hear a python's death cry. The gods give you 90 silver coins for your sacrifice. You split 90 silver coins. Your share is 45 silver. <98%hp 100%mn 76%mv> wo But you are not fighting anyone. <98%hp 100%mn 76%mv> You have 0 gold, 8759 silver, and 70693 experience (5771 exp to level). <98%hp 100%mn 76%mv> Bayard peers intently west. <98%hp 100%mn 76%mv> Bayard leaves west. You follow Bayard. In the swamp You stand in the mists of marshland. Reeds of tall sharp grass and bamboo poke out from the soggy ground. The scent of mud and grime is carried by the light breeze. Insects buzz and chirp from all directions. Muck and sludge seem to seep into everything. [Exits: north east south west] A huge bat is here. <98%hp 100%mn 74%mv> Bayard leaves west. You follow Bayard. In the swamp A maze of swampland stretches as far as the eye can reach. The sky can barely be seen due to the thick ceiling of gnarled foilage. Twisted and contored trees as well as the constant flow of sledge beneath you makes orientation difficult. The swampland seems to thrive with life as insects buzz and hidden creatures waddle in the murky water. [Exits: north east south west] A huge bat is here. A python slithers nearby, searching for food. A water moccasin swims through the murky water. <98%hp 100%mn 72%mv> Bayard utters the words, 'gorienna tuaog'. Bayard's burning hands wounds a water moccasin. <98%hp 100%mn 72%mv> Bayard's pierce grazes a water moccasin. Your slash misses a water moccasin. Your slash injures a water moccasin. A water moccasin has a few bruises. <100%hp 100%mn 80%mv> Bayard stops using A leather bound book labelled "inferno". Bayard holds A leather bound book labelled "missiles" in his hands. A water moccasin has a few bruises. <100%hp 100%mn 80%mv> 3 Bayard utters the words, 'gorienna tuaog'. Bayard's burning hands wounds a water moccasin. Your kicked dirt misses a water moccasin. A water moccasin has a few bruises. <100%hp 100%mn 80%mv> Your slash wounds a water moccasin. Bayard's pierce injures a water moccasin. A water moccasin's bite misses Bayard. A water moccasin has some small wounds. <100%hp 100%mn 80%mv> 6 Bayard utters the words, 'gorienna tuaog'. Bayard's burning hands decimates a water moccasin. A water moccasin has quite a few wounds. <100%hp 100%mn 80%mv> 6 Your slash injures a water moccasin. A water moccasin has quite a few wounds. <100%hp 100%mn 80%mv> 3 Your circle stab misses a water moccasin. A water moccasin has quite a few wounds. <100%hp 100%mn 80%mv> 6 Your slash wounds a water moccasin. Your slash injures a water moccasin. Bayard's pierce misses a water moccasin. A water moccasin's bite injures Bayard. A water moccasin is covered in bleeding wounds. <100%hp 100%mn 80%mv> Bayard utters the words, 'gorienna tuaog'. Bayard's burning hands decimates a water moccasin. A water moccasin is covered in bleeding wounds. <100%hp 100%mn 80%mv> Your slash injures a water moccasin. A water moccasin's bite injures Bayard. A water moccasin is covered in bleeding wounds. <100%hp 100%mn 80%mv> You circle around a water moccasin to land a critical strike. Your circle stab MUTILATES a water moccasin! Bayard utters the words, 'gorienna tuaog'. A water moccasin is bleeding profusely. <100%hp 100%mn 80%mv> 3 6 Your slash hits a water moccasin. Your slash injures a water moccasin. Bayard's pierce hits a water moccasin. A water moccasin is gushing blood. <100%hp 100%mn 80%mv> Bayard utters the words, 'gorienna tuaog'. Bayard's burning hands DISMEMBERS a water moccasin! A water moccasin is screaming in pain. <100%hp 100%mn 80%mv> Your kicked dirt grazes a water moccasin. A water moccasin is blinded by the dirt in his eyes! A water moccasin is screaming in pain. <100%hp 100%mn 80%mv> Your slash injures a water moccasin. Bayard's pierce hits a water moccasin. A water moccasin's bite misses Bayard. A water moccasin is spasming in shock. <100%hp 100%mn 80%mv> Bayard utters the words, 'gorienna tuaog'. Bayard's burning hands devastates a water moccasin. A water moccasin is spasming in shock. <100%hp 100%mn 80%mv> 3 6 Your slash injures a water moccasin. Your slash hits a water moccasin. Bayard's pierce hits a water moccasin. A water moccasin's bite misses Bayard. A water moccasin is writhing in agony. <100%hp 100%mn 80%mv> Bayard utters the words, 'gorienna tuaog'. Bayard's burning hands DISEMBOWELS a water moccasin! A water moccasin is convulsing on the ground. <100%hp 100%mn 80%mv> 6 Your circle stab misses a water moccasin. A water moccasin is convulsing on the ground. <100%hp 100%mn 80%mv> 6 Your slash injures a water moccasin. Bayard's pierce misses a water moccasin. A water moccasin is convulsing on the ground. <100%hp 100%mn 80%mv> Bayard utters the words, 'gorienna tuaog'. Bayard's burning hands wounds a water moccasin. A water moccasin is DEAD!! You receive 343 experience points. You hear a water moccasin's death cry. Bayard sacrifices the corpse of a water moccasin to the gods. <100%hp 100%mn 80%mv> 7 But you are not in combat! <100%hp 100%mn 80%mv> But you are not fighting anyone. <100%hp 100%mn 80%mv> But you are not in combat! Bayard drops a mat made of lion hair. <100%hp 100%mn 80%mv> Bayard goes to sleep on a mat made of lion hair. But you are not fighting anyone. <100%hp 100%mn 80%mv> But you are not fighting anyone. <100%hp 100%mn 80%mv> But you are not fighting anyone. <100%hp 100%mn 80%mv> But you are not in combat! <100%hp 100%mn 80%mv> wo You have 0 gold, 8759 silver, and 71036 experience (5428 exp to level). <100%hp 100%mn 80%mv> sk Your list of skills: Level 1: dagger 88% mace 1% spear 50% sword 1% whip 75% evaluation 100% backstab 80% dodge 100% hide 100% scrolls 75% staves 75% Level 3: dirt kicking 97% Level 4: sneak 100% Level 5: trip 89% Level 6: peek 100% steal 75% Level 7: hand to hand 100% Level 8: haggle 75% Level 10: shapeshift 100% envenom 1% Level 11: parry 76% pick lock 75% Level 12: second attack  78% fast healing 55% Level 13: lash 75% Level 14: shield block 75% circle stab 85% kick 75% Level 15: detect hidden 75% Level 16: plant 1% Level 17: disarm 1% meditation 1% 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 80%mv> drink rum It is already empty. <100%hp 100%mn 87%mv> drink 3.  2.rum You drink rum from a bottle of rum. <100%hp 100%mn 87%mv> drink 2.rum m You drink rum from a bottle of rum. You feel drunk. <100%hp 100%mn 87%mv> gr Bayard's group: [18 Thi] Zeptaru  100%hp 100%mn  87%mv  5428 tnl [19 Ele] Bayard   35%hp  44%mn 100%mv  5970 tnl <100%hp 100%mn 87%mv> l In the swamp A maze of swampland stretches as far as the eye can reach. The sky can barely be seen due to the thick ceiling of gnarled foilage. Twisted and contored trees as well as the constant flow of sledge beneath you makes orientation difficult. The swampland seems to thrive with life as insects buzz and hidden creatures waddle in the murky water. [Exits: north east south west] A mat made of lion hair lies here. A huge bat is sleeping on a mat made of lion hair. A python slithers nearby, searching for food. <100%hp 100%mn 87%mv> con python You must have a fascination with death. A python seems indifferent towards you. <100%hp 100%mn 87%mv> Bayard wakes and stands up. <100%hp 100%mn 87%mv> Bayard gets a mat made of lion hair. <100%hp 100%mn 87%mv> Bayard leaves west. You follow Bayard. In the swamp Stumps and floating logs are scattered around the marshland. The green colored bog of swamp murk makes travel slow and difficult. A pungent odor of wet mud rises from the saturated land. Slime, grasses, roots, and tall willow trees form natural obstacles. [Exits: north east south west] A huge bat is here. A python slithers nearby, searching for food. A large toad eyes you balefully. <100%hp 100%mn 85%mv> Bayard leaves west. You follow Bayard. In the swamp Swampland engulfs this region. Large willow trees loom over the murky swamp. Dark green and brown moss hang from the trees. The land is filtered from sunlight, darkened from the trees and marsh fog. Mud, slime, and all sorts of critters thrive here. [Exits: north east south west] A huge bat is here. A dragonfly buzzes annoyingly around you. <100%hp 100%mn 91%mv> Bayard leaves west. You follow Bayard. In the swamp You stand in the mists of marshland. Reeds of tall sharp grass and bamboo poke out from the soggy ground. The scent of mud and grime is carried by the light breeze. Insects buzz and chirp from all directions. Muck and sludge seem to seep into everything. [Exits: north east west] A huge bat is here. <100%hp 100%mn 90%mv> Bayard leaves west. You follow Bayard. In the swamp A maze of swampland stretches as far as the eye can reach. The sky can barely be seen due to the thick ceiling of gnarled foilage. Twisted and contored trees as well as the constant flow of sledge beneath you makes orientation difficult. The swampland seems to thrive with life as insects buzz and hidden creatures waddle in the murky water. [Exits: north east] A huge bat is here. A dragonfly buzzes annoyingly around you. <100%hp 100%mn 88%mv> Bayard leaves east. You follow Bayard. In the swamp You stand in the mists of marshland. Reeds of tall sharp grass and bamboo poke out from the soggy ground. The scent of mud and grime is carried by the light breeze. Insects buzz and chirp from all directions. Muck and sludge seem to seep into everything. [Exits: north east west] A huge bat is here. <100%hp 100%mn 86%mv> Bayard leaves east. You follow Bayard. In the swamp Swampland engulfs this region. Large willow trees loom over the murky swamp. Dark green and brown moss hang from the trees. The land is filtered from sunlight, darkened from the trees and marsh fog. Mud, slime, and all sorts of critters thrive here. [Exits: north east south west] A huge bat is here. A dragonfly buzzes annoyingly around you. <100%hp 100%mn 85%mv> Bayard leaves south. You follow Bayard. In the swamp Stumps and floating logs are scattered around the marshland. The green colored bog of swamp murk makes travel slow and difficult. A pungent odor of wet mud rises from the saturated land. Slime, grasses, roots, and tall willow trees form natural obstacles. [Exits: north east] A huge bat is here. A large toad eyes you balefully. <100%hp 100%mn 83%mv> Bayard leaves east. You follow Bayard. In the swamp A maze of swampland stretches as far as the eye can reach. The sky can barely be seen due to the thick ceiling of gnarled foilage. Twisted and contored trees as well as the constand flow of sledge beneath you makes orientation difficult. The swampland seems to thrive with life as insects buzz and hidden creatures waddle in the murky water. [Exits: north east west] A huge bat is here. A dragonfly buzzes annoyingly around you. A water moccasin swims through the murky water. <100%hp 100%mn 81%mv> Bayard utters the words, 'gorienna tuaog'. Bayard's burning hands MUTILATES a water moccasin! <100%hp 100%mn 81%mv> Bayard's pierce misses a water moccasin. Your slash injures a water moccasin. A water moccasin's bite misses Bayard. A water moccasin has some small wounds. <100%hp 100%mn 81%mv> Bayard utters the words, 'gorienna tuaog'. Bayard's burning hands DISEMBOWELS a water moccasin! A water moccasin has quite a few wounds. <100%hp 100%mn 81%mv> Your slash injures a water moccasin. Bayard's pierce scratches a water moccasin. A water moccasin's bite hits Bayard. A water moccasin has quite a few wounds. <100%hp 100%mn 81%mv> A water moccasin hops backward and dodges your slash. Bayard's pierce misses a water moccasin. A water moccasin has quite a few wounds. <100%hp 100%mn 81%mv> Bayard tells the group 'This will have to be my last ranking for the night' A water moccasin has quite a few wounds. <100%hp 100%mn 81%mv> Your slash wounds a water moccasin. Your slash injures a water moccasin. You have become better at second attack! A water moccasin is covered in bleeding wounds. <100%hp 100%mn 81%mv> Bayard utters the words, 'gorienna tuaog'. Bayard's burning hands maims a water moccasin. A water moccasin is covered in bleeding wounds. <100%hp 100%mn 81%mv> Your slash injures a water moccasin. A water moccasin leans to his left and dodges your slash. Bayard's pierce injures a water moccasin. A water moccasin's bite hits Bayard. A water moccasin is bleeding profusely. <100%hp 100%mn 81%mv> 3 Bayard utters the words, 'gorienna tuaog'. Bayard's burning hands DISMEMBERS a water moccasin! A water moccasin is gushing blood. <100%hp 100%mn 81%mv> Your kicked dirt nicks a water moccasin. A water moccasin is blinded by the dirt in his eyes! A water moccasin is gushing blood. <100%hp 100%mn 81%mv> Your slash injures a water moccasin. Bayard's pierce hits a water moccasin. A water moccasin's bite misses Bayard. A water moccasin is screaming in pain. <100%hp 100%mn 81%mv> 3 Bayard utters the words, 'gorienna tuaog'. A water moccasin is screaming in pain. <100%hp 100%mn 81%mv> A dragonfly has arrived. Your slash injures a water moccasin. Bayard's pierce misses a water moccasin. A water moccasin's bite misses Bayard. A water moccasin is screaming in pain. <100%hp 100%mn 81%mv> gr He has already been blinded from the dirt in his eyes. A water moccasin is screaming in pain. <100%hp 100%mn 81%mv> Bayard's group: [18 Thi] Zeptaru  100%hp 100%mn  81%mv  5426 tnl [19 Ele] Bayard   31%hp  36%mn  93%mv  5970 tnl A water moccasin is screaming in pain. <100%hp 100%mn 81%mv> Bayard utters the words, 'gorienna tuaog'. Bayard's burning hands thrashes a water moccasin. Your slash injures a water moccasin. Bayard's pierce hits a water moccasin. A water moccasin's bite misses Bayard. A water moccasin is spasming in shock. <100%hp 100%mn 81%mv> re Your slash misses a water moccasin. Your slash injures a water moccasin. Bayard's pierce injures a water moccasin. A water moccasin's bite misses Bayard. A water moccasin is writhing in agony. <100%hp 100%mn 81%mv> Bayard utters the words, 'gorienna tuaog'. Bayard's burning hands MUTILATES a water moccasin! A water moccasin is writhing in agony. <100%hp 100%mn 81%mv> ^R r  A water moccasin is writhing in agony. <100%hp 100%mn 81%mv> gtel A water moccasin leans to his left and dodges your slash. Bayard's pierce scratches a water moccasin. A water moccasin's bite misses Bayard. A water moccasin is writhing in agony. <100%hp 100%mn 89%mv> l A Bayard utters the words, 'gorienna tuaog'. Bayard's burning hands DISEMBOWELS a water moccasin! A water moccasin is convulsing on the ground. <100%hp 100%mn 89%mv> ye Your slash wounds a water moccasin. A water moccasin is DEAD!! You receive 361 experience points. You hear a water moccasin's death cry. The gods give you 75 silver coins for your sacrifice. You split 75 silver coins. Your share is 38 silver. <100%hp 100%mn 89%mv> You tell the group 'Aye' <100%hp 100%mn 89%mv> Bayard leaves east. You follow Bayard. In the swamp You stand in the mists of marshland. Reeds of tall sharp grass and bamboo poke out from the soggy ground. The scent of mud and grime is carried by the light breeze. Insects buzz and chirp from all directions. Muck and sludge seem to seep into everything. [Exits: north east west] A huge bat is here. A dragonfly buzzes annoyingly around you. A large toad eyes you balefully. <100%hp 100%mn 87%mv> Bayard leaves east. You follow Bayard. In the swamp Swampland engulfs this region. Large willow trees loom over the murky swamp. Dark green and brown moss hang from the trees. The land is filtered from sunlight, darkened from the trees and marsh fog. Mud, slime, and all sorts of critters thrive here. [Exits: north east south west] A huge bat is here. A python slithers nearby, searching for food. A water moccasin swims through the murky water. A large toad eyes you balefully. <100%hp 100%mn 85%mv> Bayard utters the words, 'gorienna tuaog'. Bayard's burning hands maims a water moccasin. <100%hp 100%mn 85%mv> whe Players near you: (PK) Zeptaru In the swamp (PK) Bayard In the swamp Bayard's pierce hits a water moccasin. Your slash injures a water moccasin. A water moccasin's bite misses Bayard. A water moccasin has some small wounds. <100%hp 100%mn 85%mv> Bayard utters the words, 'gorienna tuaog'. Bayard's burning hands decimates a water moccasin. A water moccasin has some small wounds. <100%hp 100%mn 85%mv> 3 Your kicked dirt scratches a water moccasin. A water moccasin is blinded by the dirt in his eyes! A water moccasin has some small wounds. <100%hp 100%mn 85%mv> Your slash wounds a water moccasin. Bayard's pierce misses a water moccasin. A water moccasin's bite hits Bayard. A water moccasin has quite a few wounds. <100%hp 100%mn 85%mv> Bayard utters the words, 'gorienna tuaog'. Bayard's burning hands maims a water moccasin. A water moccasin has quite a few wounds. <100%hp 100%mn 85%mv> Your slash injures a water moccasin. Your slash hits a water moccasin. Bayard's pierce misses a water moccasin. A water moccasin is covered in bleeding wounds. <100%hp 100%mn 85%mv> Bayard utters the words, 'gorienna tuaog'. A water moccasin is covered in bleeding wounds. <100%hp 100%mn 85%mv> Your slash injures a water moccasin. Your slash hits a water moccasin. Bayard's pierce injures a water moccasin. A water moccasin's bite misses Bayard. A water moccasin is bleeding profusely. <100%hp 100%mn 85%mv> Bayard utters the words, 'gorienna tuaog'. Bayard's burning hands devastates a water moccasin. A water moccasin is bleeding profusely. <100%hp 100%mn 85%mv> 3 He has already been blinded from the dirt in his eyes. Your slash wounds a water moccasin. Bayard's pierce grazes a water moccasin. A water moccasin's bite misses Bayard. A water moccasin is gushing blood. <100%hp 100%mn 85%mv> 6 Your circle stab misses a water moccasin. A water moccasin is gushing blood. <100%hp 100%mn 85%mv> 6 6 6 Your slash wounds a water moccasin. A water moccasin's bite misses Bayard. A water moccasin is gushing blood. <100%hp 100%mn 85%mv> You circle around a water moccasin to land a critical strike. Your circle stab MUTILATES a water moccasin! A water moccasin is screaming in pain. <100%hp 100%mn 85%mv> Your slash injures a water moccasin. Your slash injures a water moccasin. Bayard's pierce misses a water moccasin. A water moccasin's bite misses Bayard. A water moccasin is screaming in pain. <100%hp 100%mn 85%mv> Your slash injures a water moccasin. Bayard's pierce hits a water moccasin. A water moccasin's bite misses Bayard. A water moccasin is spasming in shock. <100%hp 100%mn 85%mv> 6 You circle around a water moccasin to land a critical strike. Your circle stab MUTILATES a water moccasin! A water moccasin is writhing in agony. <100%hp 100%mn 85%mv> Your slash injures a water moccasin. Bayard's pierce grazes a water moccasin. A water moccasin is writhing in agony. <100%hp 100%mn 93%mv> Bayard tells the group 'Actually I'll have to stop now... I'll bring you to Ethshar' A water moccasin is writhing in agony. <100%hp 100%mn 93%mv> Bayard utters the words, 'gorienna tuaog'. Bayard's burning hands decimates a water moccasin. A water moccasin is convulsing on the ground. <100%hp 100%mn 93%mv> Your slash injures a water moccasin. Your slash injures a water moccasin. A water moccasin's bite misses Bayard. A water moccasin is convulsing on the ground. <100%hp 100%mn 93%mv> You circle around a water moccasin to land a critical strike. Your circle stab DISEMBOWELS a water moccasin! A water moccasin is DEAD!! You receive 347 experience points. A water moccasin's severed head plops on the ground. The gods give you 75 silver coins for your sacrifice. You split 75 silver coins. Your share is 38 silver. <100%hp 100%mn 93%mv> Bayard leaves north. You follow Bayard. In the swamp You stand in the mists of marshland. Reeds of tall sharp grass and bamboo poke out from the soggy ground. The scent of mud and grime is carried by the light breeze. Insects buzz and chirp from all directions. Muck and sludge seem to seep into everything. [Exits: north east south west] A huge bat is here. <100%hp 100%mn 91%mv> Bayard leaves north. You follow Bayard. In the swamp Swampland engulfs this region. Large willow trees loom over the murky swamp. Dark green and brown moss hang from the trees. The land is filtered from sunlight, darkened from the trees and marsh fog. Mud, slime, and all sorts of critters thrive here. [Exits: east south west] A huge bat is here. <100%hp 100%mn 90%mv> Bayard leaves west. You follow Bayard. In the swamp You stand in the mists of marshland. Reeds of tall sharp grass and bamboo poke out from the soggy ground. The scent of mud and grime is carried by the light breeze. Insects buzz and chirp from all directions. Muck and sludge seem to seep into everything. [Exits: east south west] A huge bat is here. Halfway submerged, a crocodile eyes you hungrily. <100%hp 100%mn 88%mv> Bayard leaves west. You follow Bayard. In the swamp A maze of swampland stretches as far as the eye can reach. The sky can barely be seen due to the thick ceiling of gnarled foilage. Twisted and contored trees as well as the constant flow of sledge beneath you makes orientation difficult. The swampland seems to thrive with life as insects buzz and hidden creatures waddle in the murky water. [Exits: east south west] A huge bat is here. Halfway submerged, a crocodile eyes you hungrily. Halfway submerged, a crocodile eyes you hungrily. A large toad eyes you balefully. A water moccasin swims through the murky water. <100%hp 100%mn 86%mv> But you are not fighting anyone. <100%hp 100%mn 86%mv> g Bayard leaves west. You follow Bayard. In the swamp Stumps and floating logs are scattered around the marshland. The green colored bog of swamp murk makes travel slow and difficult. A pungent odor of wet mud rises from the saturated land. Slime, grasses, roots, and tall willow trees form natural obstacles. [Exits: east south west] A huge bat is here. A dragonfly buzzes annoyingly around you. Halfway submerged, a crocodile eyes you hungrily. A python slithers nearby, searching for food. <100%hp 100%mn 85%mv> tel Bayard leaves west. You follow Bayard. In the swamp Swampland engulfs this region. Large willow trees loom over the murky swamp. Dark green and brown moss hang from the trees. The land is filtered from sunlight, darkened from the trees and marsh fog. Mud, slime, and all sorts of critters thrive here. [Exits: east south west] A huge bat is here. <100%hp 100%mn 83%mv> l a Bayard leaves west. You follow Bayard. In the swamp You stand in the mists of marshland. Reeds of tall sharp grass and bamboo poke out from the soggy ground. The scent of mud and grime is carried by the light breeze. Insects buzz and chirp from all directions. Muck and sludge seem to seep into everything. [Exits: east south west] A huge bat is here. A dragonfly buzzes annoyingly around you. <100%hp 100%mn 81%mv> ey Bayard leaves west. You follow Bayard. Into the darkest part of the swamp You stand before land that leads deeper into the depths of swampland. Twisted large willows arch all around, blocking much of the light. Mud, sludge, grime, and murky water ooze all around. Large bugs chirp and buzz at a deafening tone. Creatures of all types slither, waddle, and struggle their way through challenging landscape. [Exits: east west] A huge bat is here. Halfway submerged, a crocodile eyes you hungrily. <100%hp 100%mn 80%mv> You tell the group 'aey' <100%hp 100%mn 80%mv> Bayard leaves west. You follow Bayard. An Oozing Bog The ground here is soft and oozing. You feel slimy water seeping into your boots. Better stop and check for leeches when you get out of here. [Exits: east west] A huge bat is here. <100%hp 100%mn 78%mv> Bayard leaves west. You follow Bayard. An Oozing Bog You stand in an oozing quagmire. A creaking beat fills the air, accompanied by groans and soughing of the air. Several large winged beasts flap over you and send chilling glares your way. You feel out of place, and feel that the occupants of this realm will soon have you for a feast. [Exits: east west] A huge bat is here. A rather large python rests in a coil here. A monstrous snake slithers towards you, thinking 'breakfast'. A rather small beast cringes in terror as it notices you. A marsh wolf sniffing the ground has followed your scent. <100%hp 100%mn 77%mv> Bayard leaves west. You follow Bayard. Marshy Forest This area is by no means a forest, but for those who dwell in these sparse trees it is one. Occasionally you see a whole humanoid form floating face down in the water, but mostly you only find pieces. You hear a loud bellow in the distance. And feel fear creep into your heart. [Exits: east west] A huge bat is here. A Marsh Hag is here. There is a mean looking gnoll here. A marsh wolf sniffing the ground has followed your scent. An ogre stands here getting ready to beat in your face. A swamp troll charges towards you. An ogre's crush misses Bayard. A swamp troll's claw grazes you. A swamp troll is in perfect condition. <98%hp 100%mn 75%mv> An ogre's crush injures Bayard. Your slash hits a swamp troll. Your slash hits a swamp troll. A swamp troll's claw misses you. A swamp troll has a few bruises. <98%hp 100%mn 75%mv> Bayard utters the words, 'yuzyaz yabantis'. An ogre is surrounded by a pink outline. A swamp troll has a few bruises. <98%hp 100%mn 75%mv> An ogre's crush misses Bayard. Your slash injures a swamp troll. Your slash hits a swamp troll. Bayard's pierce wounds an ogre. A swamp troll's claw misses you. A swamp troll has some small wounds. <98%hp 100%mn 75%mv> 3 Your kicked dirt grazes a swamp troll. A swamp troll is blinded by the dirt in his eyes! A swamp troll has some small wounds. <98%hp 100%mn 75%mv> An ogre's crush misses Bayard. Your slash grazes a swamp troll. Bayard's pierce injures an ogre. A swamp troll's claw misses you. A swamp troll has quite a few wounds. <98%hp 100%mn 75%mv> 3 Bayard utters the words, 'gorienna tuaog'. Bayard's burning hands MUTILATES an ogre! A swamp troll has quite a few wounds. <98%hp 100%mn 75%mv> The Marsh Hag leaves west. Your slash injures a swamp troll. Bayard's pierce misses an ogre. A swamp troll's claw misses you. A swamp troll has quite a few wounds. <98%hp 100%mn 75%mv> 7 He has already been blinded from the dirt in his eyes. Bayard utters the words, 'gorienna tuaog'. Bayard's burning hands mauls an ogre. A swamp troll has quite a few wounds. <98%hp 100%mn 75%mv> You rear back and kick out at a swamp troll! Your kick injures a swamp troll. A swamp troll is covered in bleeding wounds. <98%hp 100%mn 75%mv> An ogre's crush misses Bayard. An ogre tries to disarm Bayard, but fails. Your slash hits a swamp troll. Your slash grazes a swamp troll. Bayard's pierce injures an ogre. A swamp troll's claw misses you. A swamp troll is bleeding profusely. <98%hp 100%mn 75%mv> Bayard utters the words, 'gorienna tuaog'. Bayard's burning hands decimates an ogre. A swamp troll is bleeding profusely. <98%hp 100%mn 75%mv> Your slash hits a swamp troll. Bayard's pierce misses an ogre. A swamp troll's claw misses you. A swamp troll is bleeding profusely. <98%hp 100%mn 75%mv> Bayard utters the words, 'gorienna tuaog'. Bayard's burning hands DISMEMBERS an ogre! An ogre's crush misses Bayard. Your slash hits a swamp troll. Your slash hits a swamp troll. Bayard's pierce misses an ogre. A swamp troll's claw misses you. A swamp troll is gushing blood. <98%hp 100%mn 75%mv> 7 An ogre's crush misses Bayard. Your slash injures a swamp troll. A swamp troll drops, rolls backward, and dodges your slash. Bayard's pierce injures an ogre. A swamp troll's claw misses you. A swamp troll is screaming in pain. <98%hp 100%mn 75%mv> Bayard utters the words, 'dueab daggasz'. Bayard opens a small vortex to unleash a volley of magical missiles. Bayard unleashes a magic missile at an ogre. Bayard's magic missile decimates an ogre. Bayard unleashes a magic missile at an ogre. Bayard's magic missile hits an ogre. The vortex closes in a flash of light. Your kick misses a swamp troll. A swamp troll is screaming in pain. <98%hp 100%mn 75%mv> Your slash misses a swamp troll. Bayard's pierce hits an ogre. A swamp troll's claw misses you. A swamp troll is screaming in pain. <98%hp 100%mn 75%mv> Bayard utters the words, 'dueab daggasz'. Bayard opens a small vortex to unleash a volley of magical missiles. Bayard unleashes a magic missile at an ogre. Bayard's magic missile decimates an ogre. Bayard unleashes a magic missile at an ogre. Bayard's magic missile maims an ogre. An ogre is DEAD!! You receive 200 experience points. You hear an ogre's death cry. Bayard gets 60 silver coins from the corpse of an ogre. Bayard sacrifices the corpse of an ogre to the gods. The vortex closes in a flash of light. A swamp troll is screaming in pain. <98%hp 100%mn 75%mv> The sky appears somewhat cloudy, and it begins to rain. A swamp troll is gushing blood. <100%hp 100%mn 83%mv> 7 You rear back and kick out at a swamp troll! Your kick injures a swamp troll. A swamp troll is screaming in pain. <100%hp 100%mn 83%mv> Your slash misses a swamp troll. Bayard's pierce misses a swamp troll. Bayard's pierce hits a swamp troll. A swamp troll's claw misses you. A swamp troll tries to disarm you, but fails. A swamp troll is screaming in pain. <100%hp 100%mn 83%mv> Your slash hits a swamp troll. Bayard's pierce grazes a swamp troll. A swamp troll's claw misses you. A swamp troll is spasming in shock. <100%hp 100%mn 83%mv> 6 Not while you are defending yourself! A swamp troll is spasming in shock. <100%hp 100%mn 83%mv> A marsh wolf leaves east. A swamp troll hops backward and dodges your slash. Your slash hits a swamp troll. A swamp troll's claw misses you. A swamp troll is writhing in agony. <100%hp 100%mn 83%mv> 7 You attack a swamp troll with a stomp kick! Your kick injures a swamp troll. A swamp troll is writhing in agony. <100%hp 100%mn 83%mv> Bayard utters the words, 'dueab daggasz'. Bayard opens a small vortex to unleash a volley of magical missiles. Bayard unleashes a magic missile at a swamp troll. Bayard's magic missile MUTILATES a swamp troll! A swamp troll is DEAD!! You receive 91 experience points. A swamp troll's head is shattered, and his brains splash all over you. Bayard gets 46 silver coins from the corpse of a swamp troll. Bayard sacrifices the corpse of a swamp troll to the gods. The vortex closes in a flash of light. <100%hp 100%mn 83%mv> Bayard utters the word, 'aazagaqasahw'. Bayard fades out of existence. <100%hp 100%mn 83%mv> gr someone's group: [18 Thi] Zeptaru  100%hp 100%mn  83%mv  4427 tnl [19 Ele] Someone   29%hp  8%mn  98%mv  4959 tnl <100%hp 100%mn 83%mv> Someone utters the word, 'aazagaqasahw'. You fade out of existence. <100%hp 100%mn 83%mv> Someone leaves west. You follow someone. Swamp's Edge Briars and marsh plants stick to your boots and clothes, and clouds cover the skies above the murky marsh, leaving the path before you dark and sinister. You see some disturbances in the marsh, but after a few strangled screams, the sounds stop. [Exits: north east south] A Marsh Hag is here. A huge hairy beast shambles towards you with death in his eyes. A rather large python rests in a coil here. A rather small beast cringes in terror as it notices you. A huge hairy beast's claw hits someone. <100%hp 100%mn 81%mv> l A huge hairy beast's claw misses someone. Bayard fades into existence. Bayard's pierce injures a huge hairy beast. You fade into existence. Your slash injures a huge hairy beast. A huge hairy beast has a few bruises. <100%hp 100%mn 81%mv> Swamp's Edge Briars and marsh plants stick to your boots and clothes, and clouds cover the skies above the murky marsh, leaving the path before you dark and sinister. You see some disturbances in the marsh, but after a few strangled screams, the sounds stop. [Exits: north east south] Bayard is here, fighting a huge hairy beast. A Marsh Hag is here. A huge hairy beast is here, fighting Bayard. A rather large python rests in a coil here. A rather small beast cringes in terror as it notices you. A huge hairy beast has a few bruises. <100%hp 100%mn 81%mv> Bayard utters the words, 'dueab daggasz'. Bayard opens a small vortex to unleash a volley of magical missiles. Bayard unleashes a magic missile at a huge hairy beast. Bayard's magic missile maims a huge hairy beast. Bayard unleashes a magic missile at a huge hairy beast. Bayard's magic missile grazes a huge hairy beast. The vortex closes in a flash of light. A huge hairy beast has quite a few wounds. <100%hp 100%mn 81%mv> Your slash injures a huge hairy beast. Bayard's pierce misses a huge hairy beast. A huge hairy beast has quite a few wounds. <100%hp 100%mn 81%mv> 7 You attack a huge hairy beast with a stomp kick! Your kick injures a huge hairy beast. A huge hairy beast has quite a few wounds. <100%hp 100%mn 81%mv> 7 Bayard utters the words, 'dueab daggasz'. Bayard opens a small vortex to unleash a volley of magical missiles. Bayard unleashes a magic missile at a huge hairy beast. Bayard's magic missile injures a huge hairy beast. Bayard unleashes a magic missile at a huge hairy beast. Bayard's magic missile decimates a huge hairy beast. The vortex closes in a flash of light. A huge hairy beast is bleeding profusely. <100%hp 100%mn 81%mv> Your slash wounds a huge hairy beast. Bayard's pierce misses a huge hairy beast. A huge hairy beast is bleeding profusely. <100%hp 100%mn 81%mv> You rear back and strike a huge hairy beast with a powerful low kick! Your kick wounds a huge hairy beast. A huge hairy beast is gushing blood. <100%hp 100%mn 81%mv> Bayard utters the words, 'dueab daggasz'. Bayard opens a small vortex to unleash a volley of magical missiles. Bayard unleashes a magic missile at a huge hairy beast. Bayard's magic missile hits a huge hairy beast. Bayard unleashes a magic missile at a huge hairy beast. Bayard's magic missile injures a huge hairy beast. The vortex closes in a flash of light. A huge hairy beast is screaming in pain. <100%hp 100%mn 81%mv> A huge hairy beast scrambles backward and dodges your slash. Your slash injures a huge hairy beast. Bayard's pierce misses a huge hairy beast. A huge hairy beast is screaming in pain. <100%hp 100%mn 81%mv> Bayard utters the words, 'dueab daggasz'. Bayard opens a small vortex to unleash a volley of magical missiles. Bayard unleashes a magic missile at a huge hairy beast. Bayard's magic missile maims a huge hairy beast. Bayard unleashes a magic missile at a huge hairy beast. Bayard's magic missile decimates a huge hairy beast. The vortex closes in a flash of light. Your slash misses a huge hairy beast. Bayard's pierce injures a huge hairy beast. A huge hairy beast is writhing in agony. <100%hp 100%mn 81%mv> Your slash hits a huge hairy beast. Bayard's pierce misses a huge hairy beast. A huge hairy beast is convulsing on the ground. <100%hp 100%mn 81%mv> Bayard utters the words, 'dueab daggasz'. Bayard opens a small vortex to unleash a volley of magical missiles. Bayard unleashes a magic missile at a huge hairy beast. Bayard's magic missile decimates a huge hairy beast. Bayard unleashes a magic missile at a huge hairy beast. Bayard's magic missile maims a huge hairy beast. A huge hairy beast is DEAD!! You receive 247 experience points. You hear a huge hairy beast's death cry. Bayard gets 61 silver coins from the corpse of a huge hairy beast. Bayard sacrifices the corpse of a huge hairy beast to the gods. The vortex closes in a flash of light. <100%hp 100%mn 81%mv> Bayard leaves north. You follow Bayard. Muddy Path This section of the path is slowly being drowned by the nearby swamp to the south, which is creeping slowly inland. Several caved-in buildings sprawl here, torn apart both by battle and the elements. [Exits: north south] A huge bat is here. A marsh wolf sniffing the ground has followed your scent. <100%hp 100%mn 87%mv> Bayard leaves north. You follow Bayard. A small path on the river bank in the deep, dark forest You are on a narrow path leading through the deep, dark forest. Ancient grey trees loom everywhere. To the south you smell marsh gas. The path continues north and east. [Exits: north east south] A long, grey branch rests heavily on the ground. A huge bat is here. <100%hp 100%mn 86%mv> Bayard leaves east. You follow Bayard. A junction on the river bank in the deep, dark forest You are by a junction where three paths meet. Ancient, grey trees seem to observe you silently you from all around. To the south a dark river flows from east to west through the forest. Paths lead north, east and west. [Exits: north east south west] A huge bat is here. A large, black wolf is here, glaring hungrily at you. <100%hp 100%mn 84%mv> Bayard leaves south. You follow Bayard. On the Dark River East and west the river continues to meander through the woods. The rubble here does not break the surface and cause white wate rapids, as it does to the east, but you can tell looking at the water's surface that there are dangerous sharp stones beneath the water waiting to rip into what carries you over the river. You hear the sounds of chopping wood far off in the distance. The river itself forks, part of it flowing northward. [Exits: north east west down] A huge bat is here. A fish swims here in the river. <100%hp 100%mn 83%mv> Bayard leaves east. You follow Bayard. On the Dark River The River continues east and west, flowing swiftly past boulders and chunks of rock, remnants of the once great wall surrounding the city of Midgaard. White water rapids make the journey swift and somewhat dangerous. The new wall of Ethshar which has risen in its place speaks of the spirit of the people in the face of desolation. Unfortunately, the imperial coffers did not pay to have the river dredged. [Exits: east west down] A huge bat is here. A fish swims in the river. <100%hp 100%mn 83%mv> Bayard leaves east. You follow Bayard. On the Dark River The River flows to the east past the wall of Ethshar. Rubble and ruin from the fall of old Midgaard still make the river navigation dangerous. Westward through the boulders and chunks of rock which were once the wall of the old city, the river snakes through a dark forest. [Exits: east west down] A huge bat is here. A fish swims here in the river. A fish swims here in the river. A fish swims here in the river. A fish swims here in the river. <100%hp 100%mn 83%mv> Bayard leaves east. You follow Bayard. Under the Bridge The arch under the bridge is covered by riverweed for one foot above the surface of the river. The water gently flows through an opening in the lower part of the city wall. [Exits: east west up down] A huge bat is here. A small snail crawls along under the wall. A small snail crawls along under the wall. A small snail crawls along under the wall. <100%hp 100%mn 82%mv> Bayard leaves east. You follow Bayard. On the River North of here you see the miserable buildings of the poor alley. The river flows west towards the bridge. The riverbanks are too steep to climb. [Exits: east west down] A huge bat is here. <100%hp 100%mn 82%mv> Bayard leaves east. You follow Bayard. On the River North of here you see the dump. The river flows from east to west. The riverbanks are too steep to climb. A bridge passes overhead, torn and riddled with gaping holes from a disaster. The supports for this bridge look no better. It's a wonder the thing still stands, and is still used. It's a health hazard! An accident waiting to happen! [Exits: east west up down] A huge bat is here. A fish swims in the river. A small snail crawls along the bridge support. A small snail crawls along the bridge support. A small snail crawls along the bridge support. <100%hp 100%mn 81%mv> Bayard leaves up. You follow Bayard. 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 huge bat is here. 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 80%mv> Bayard leaves north. You follow Bayard. 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 huge bat is here. A citizen of Ethshar stops and watches people on the road. A large cockroach scuttles across the ground. <100%hp 100%mn 80%mv> Bayard nods. <100%hp 100%mn 80%mv> Bayard bows deeply. <100%hp 100%mn 80%mv> follo Bayard leaves south. You follow Bayard. 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 huge bat is here. 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 79%mv> w se Bayard leaves south. You follow Bayard. 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] A huge bat is here. <100%hp 100%mn 78%mv> lf Bayard leaves west. You follow Bayard. Professional Lane West The road is rather new looking and clean, paved with large granite blocks. The buildings around you are all made of clean, sturdy marble. The Temple of Stupid is to the south. Professional Lane continues to the west and Professional Square is to the east. [Exits: east south west] A huge bat is here. <100%hp 100%mn 77%mv> You stop following Bayard. <100%hp 100%mn 77%mv> Bayard leaves west. <100%hp 100%mn 77%mv> w Professional Lane West The road is rather new looking and clean, paved with large granite blocks. The buildings around you are all made of clean, sturdy marble. The boat shop is to the south. Professional Lane continues to the east and west. [Exits: east south west] A huge bat is here. A citizen of Ethshar walks along the road. <100%hp 100%mn 76%mv> Bayard leaves east. <100%hp 100%mn 76%mv> bow You bow deeply. <100%hp 100%mn 76%mv> e Professional Lane West The road is rather new looking and clean, paved with large granite blocks. The buildings around you are all made of clean, sturdy marble. The Temple of Stupid is to the south. Professional Lane continues to the west and Professional Square is to the east. [Exits: east south west] <100%hp 100%mn 76%mv> bow You bow deeply. <100%hp 100%mn 76%mv> e 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 75%mv> w Professional Lane West The road is rather new looking and clean, paved with large granite blocks. The buildings around you are all made of clean, sturdy marble. The Temple of Stupid is to the south. Professional Lane continues to the west and Professional Square is to the east. [Exits: east south west] <100%hp 100%mn 74%mv> w Professional Lane West The road is rather new looking and clean, paved with large granite blocks. The buildings around you are all made of clean, sturdy marble. The boat shop is to the south. Professional Lane continues to the east and west. [Exits: east south west] A citizen of Ethshar walks along the road. <100%hp 100%mn 73%mv> tell      gtell bow You tell the group 'bow' <100%hp 100%mn 73%mv> 1 You attempt to hide. <100%hp 100%mn 73%mv> 4 You attempt to move silently. You begin sneaking. <100%hp 100%mn 73%mv> You look up and notice that it is no longer raining. <100%hp 100%mn 80%mv> l Professional Lane West The road is rather new looking and clean, paved with large granite blocks. The buildings around you are all made of clean, sturdy marble. The boat shop is to the south. Professional Lane continues to the east and west. [Exits: east south west] A citizen of Ethshar walks along the road. <100%hp 100%mn 80%mv> gtell Fare well You tell the group 'Fare well' <100%hp 100%mn 80%mv> wo ho [ Chnge ] Zewskor the Knight of the Inverted Cross [ Human ] Raidoh the Adept of Mind [ Ilthd ] Azhytarzikh the Archmage of Absorption [ Dwarf ] Keleus the Knight Templar [ Chnge ] Darthan Serinth the Knight Hero [ Dwarf ] Kelthe the Weapon Master [18 Chnge Thi] (PK) Zeptaru the Killer [ Chnge ] Spectrus the Archmage of Focus [ Chnge ] (PK) Bayard the Elemental Apprentice [ G-Elf ] Aelson Roush the Monk Hero, Leader of the Neverending Crusades [ Gnome ] Yreobryn the Cardinal of the Fire [ Half ] Barutis the Adept of Mind [ Human ] Chaddiru the Adept of Mind Players found: 13 <100%hp 100%mn 80%mv> w Professional Lane West The road is rather new looking and clean, paved with large granite blocks. The buildings around you are all made of clean, sturdy marble. The First National Bank of Ethshar is to the south. Professional Lane continues to the east while the corner of the Assassins Row and Professional is to the west. [Exits: east south west] <100%hp 100%mn 80%mv> w Corner of Professional and Assassin The road is rather new looking and clean, paved with large granite blocks. The buildings around you are all made of clean, sturdy marble. Assassins Row heads to the north while Professional Lane goes off to the east. [Exits: north east] A hefty woman patrols the streets of Ethshar, keeping the peace. <100%hp 100%mn 79%mv> n Assassins Row The road is rather new looking and clean, paved with large granite blocks. The buildings around you are all made of clean, sturdy marble. The thieves guild is to the west. Assassins Row continues to the north while the Professional Lane and Assassins Row meet to the south. [Exits: north south west] A vest of hard leather lies here. <100%hp 100%mn 78%mv> n Assassins Row The road is rather new looking and clean, paved with large granite blocks. The buildings around you are all made of clean, sturdy marble. Oddly enough, the building to the west has a strange room jutting out from the second floor. This strange room covers the entrance of to the guild and does not look too sturdy from your vantage point. The nightwalkers guild is to the west. Assassins Row continues to the north and south. [Exits: north south west] <100%hp 100%mn 77%mv> w You are not allowed in there. <100%hp 100%mn 77%mv> s Assassins Row The road is rather new looking and clean, paved with large granite blocks. The buildings around you are all made of clean, sturdy marble. The thieves guild is to the west. Assassins Row continues to the north while the Professional Lane and Assassins Row meet to the south. [Exits: north south west] A vest of hard leather lies here. <100%hp 100%mn 76%mv> w Thief Guild Dark blue marble makes up the walls of the guild, which appear to be enhanced by white silver streaked through the marble. There are small busts of thieves long gone, lining the walls, who have accomplished great things and have stolen even more. Overshining these busts are complete statues of Thieves who served among the Syndicate Family and paid the final price in blood. There are dimmed windows all around, casting shadowed light over the room. To the east you can exit to Assassin's Row, or go south and see the bar and the guildmaster. [Exits: east south] <100%hp 100%mn 76%mv> s Thief Guild Dark blue marble makes up the walls of the guild, enhanced by streaks of white silver. There are dimmed windows all around, casting shadowed light over the room. The room is full of small tables and a large bar, where many a thief have come to boast about himself and slug down a beer. Surrounding the bar are paintings of the Gods of Syndicate, each appearing to be gazing down at the bar itself. The exit to the south goes to the guildmaster, and to the north the foyer. [Exits: north south] Several tables and chairs fill the room. A bartender stands here ready to serve you. <100%hp 100%mn 75%mv> s Thief Guild Dark blue marble makes up the walls of the guild, enhanced by streaks of white silver. There are newer practice mats on the floor, however the room stinks of sweat. There are dimmed windows all around, casting shadowed light over the room. The eastern wall has a lot of fresh scrapes and chips cut out of the marble (the vault of the bank is on the other side, but the wall is too thick to get through). On the south wall is an immaculate painting of the Godfather of the Syndicate. The only exit is north to the bar. [Exits: north] A thief stands here examining his envenomed dagger. <100%hp 100%mn 75%mv> prac shapeshift 100% detect hidden 75% dagger 88% mace 1% shield block 75% spear 50% sword 1% whip 75% lash 75% evaluation 100% backstab 80% circle stab 85% dirt kicking 97% disarm 1% dodge 100% envenom 1% hand to hand 100% kick 75% parry 76% trip 89% second attack  79% fast healing 55% haggle 75% hide 100% meditation 1% peek 100% pick lock 75% sneak 100% steal 75% plant 1% scrolls 75% staves 75% You have 14 practice sessions left. <100%hp 100%mn 75%mv> prac disarm You step out of the shadows. You practice disarm. <100%hp 100%mn 82%mv> prac disarm You are now learned at disarm. <100%hp 100%mn 82%mv> prac plant You practice plant. <100%hp 100%mn 82%mv> prac plant You are now learned at plant. <100%hp 100%mn 82%mv> prac mace You practice mace. <100%hp 100%mn 90%mv> prac mas ce You are now learned at mace. <100%hp 100%mn 90%mv> prac sword You practice sword. <100%hp 100%mn 90%mv> prac sword You are now learned at sword. <100%hp 100%mn 90%mv> prac plant You are already learned at plant. <100%hp 100%mn 90%mv> pr  sk Your list of skills: Level 1: dagger 88% mace 75% spear 50% sword 75% whip 75% evaluation 100% backstab 80% dodge 100% hide 100% scrolls 75% staves 75% Level 3: dirt kicking 97% Level 4: sneak 100% Level 5: trip 89% Level 6: peek 100% steal 75% Level 7: hand to hand 100% Level 8: haggle 75% Level 10: shapeshift 100% envenom 1% Level 11: parry 76% pick lock 75% Level 12: second attack 79% fast healing 55% Level 13: lash 75% Level 14: shield block 75% circle stab 85% kick 75% Level 15: detect hidden 75% Level 16: plant 75% Level 17: disarm 75% meditation 1% 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 90%mv> prac meditation You practice meditation. <100%hp 100%mn 90%mv> prac meditation You practice meditation. <100%hp 100%mn 90%mv> l Thief Guild Dark blue marble makes up the walls of the guild, enhanced by streaks of white silver. There are newer practice mats on the floor, however the room stinks of sweat. There are dimmed windows all around, casting shadowed light over the room. The eastern wall has a lot of fresh scrapes and chips cut out of the marble (the vault of the bank is on the other side, but the wall is too thick to get through). On the south wall is an immaculate painting of the Godfather of the Syndicate. The only exit is north to the bar. [Exits: north] A thief stands here examining his envenomed dagger. <100%hp 100%mn 90%mv> prac shapeshift 100% detect hidden 75% dagger 88% mace 75% shield block 75% spear 50% sword 75% whip 75% lash 75% evaluation 100% backstab 80% circle stab 85% dirt kicking 97% disarm 75% dodge 100% envenom 1% hand to hand 100% kick 75% parry 76% trip 89% second attack 79% fast healing 55% haggle 75% hide 100% meditation 49% peek 100% pick lock 75% sneak 100% steal 75% plant 75% scrolls 75% staves 75% You have 4 practice sessions left. <100%hp 100%mn 90%mv> prac envenom           rac shapeshift 100% detect hidden 75% dagger 88% mace 75% shield block 75% spear 50% sword 75% whip 75% lash 75% evaluation 100% backstab 80% circle stab 85% dirt kicking 97% disarm 75% dodge 100% envenom 1% hand to hand 100% kick 75% parry 76% trip 89% second attack 79% fast healing 55% haggle 75% hide 100% meditation 49% peek 100% pick lock 75% sneak 100% steal 75% plant 75% scrolls 75% staves 75% You have 4 practice sessions left. <100%hp 100%mn 97%mv> sk Your list of skills: Level 1: dagger 88% mace 75% spear 50% sword 75% whip 75% evaluation 100% backstab 80% dodge 100% hide 100% scrolls 75% staves 75% Level 3: dirt kicking 97% Level 4: sneak 100% Level 5: trip 89% Level 6: peek 100% steal 75% Level 7: hand to hand 100% Level 8: haggle 75% Level 10: shapeshift 100% envenom 1% Level 11: parry 76% pick lock 75% Level 12: second attack 79% fast healing 55% Level 13: lash 75% Level 14: shield block 75% circle stab 85% kick 75% Level 15: detect hidden 75% Level 16: plant 75% Level 17: disarm 75% meditation 49% 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 97%mv> prac meditation You practice meditation. <100%hp 100%mn 97%mv> prac meditation You are now learned at meditation. <100%hp 100%mn 97%mv> l Thief Guild Dark blue marble makes up the walls of the guild, enhanced by streaks of white silver. There are newer practice mats on the floor, however the room stinks of sweat. There are dimmed windows all around, casting shadowed light over the room. The eastern wall has a lot of fresh scrapes and chips cut out of the marble (the vault of the bank is on the other side, but the wall is too thick to get through). On the south wall is an immaculate painting of the Godfather of the Syndicate. The only exit is north to the bar. [Exits: north] A thief stands here examining his envenomed dagger. <100%hp 100%mn 97%mv> prac shapeshift 100% detect hidden 75% dagger 88% mace 75% shield block 75% spear 50% sword 75% whip 75% lash 75% evaluation 100% backstab 80% circle stab 85% dirt kicking 97% disarm 75% dodge 100% envenom 1% hand to hand 100% kick 75% parry 76% trip 89% second attack 79% fast healing 55% haggle 75% hide 100% meditation 75% peek 100% pick lock 75% sneak 100% steal 75% plant 75% scrolls 75% staves 75% You have 2 practice sessions left. <100%hp 100%mn 97%mv> sk Your list of skills: Level 1: dagger 88% mace 75% spear 50% sword 75% whip 75% evaluation 100% backstab 80% dodge 100% hide 100% scrolls 75% staves 75% Level 3: dirt kicking 97% Level 4: sneak 100% Level 5: trip 89% Level 6: peek 100% steal 75% Level 7: hand to hand 100% Level 8: haggle 75% Level 10: shapeshift 100% envenom 1% Level 11: parry 76% pick lock 75% Level 12: second attack 79% fast healing 55% Level 13: lash 75% Level 14: shield block 75% circle stab 85% kick 75% Level 15: detect hidden 75% Level 16: plant 75% Level 17: disarm 75% meditation 75% Level 20: enhanced damage n/a [Hit Return to continue] Level 21: blackjack n/a Level 25: dual wield n/a third attack n/a spy n/a Level 27: escape n/a Level 28: downstrike n/a Level 30: advanced hide n/a Level 32: dual backstab n/a Level 35: advanced daggers n/a Level 42: expert hide n/a Level 45: expert daggers n/a <100%hp 100%mn 100%mv> wh [51 Cen Pal] [LIGHT] Barius Bloodmane the Paladin Hero [ Giant ] Moko the Combatant [ Draco ] Zaga the Apprentice of Magic [ Chnge ] Zewskor the Knight of the Inverted Cross [ Human ] Raidoh the Adept of Mind [ Ilthd ] Azhytarzikh the Archmage of Absorption [ Chnge ] Darthan Serinth the Knight Hero [ Dwarf ] Kelthe the Weapon Master [18 Chnge Thi] (PK) Zeptaru the Killer [ Chnge ] Spectrus the Archmage of Focus [ Draco ] (CRIMINAL) Zhane the Master of Shadows, Captain of the Bluebeard's Pirates [ Draco ] Siyangephoya the Master Tracker [ G-Elf ] Aelson Roush the Monk Hero, Leader of the Neverending Crusades [ Gnome ] Yreobryn the Cardinal of the Fire [ Half ] Barutis the Adept of Mind [ Human ] Chaddiru the Adept of Mind Players found: 16 <100%hp 100%mn 100%mv> You are sober. <100%hp 100%mn 100%mv> 1 You attempt to hide. <100%hp 100%mn 100%mv> 4 You attempt to move silently. <100%hp 100%mn 100%mv> s Alas, you cannot go that way. <100%hp 100%mn 100%mv> l Thief Guild Dark blue marble makes up the walls of the guild, enhanced by streaks of white silver. There are newer practice mats on the floor, however the room stinks of sweat. There are dimmed windows all around, casting shadowed light over the room. The eastern wall has a lot of fresh scrapes and chips cut out of the marble (the vault of the bank is on the other side, but the wall is too thick to get through). On the south wall is an immaculate painting of the Godfather of the Syndicate. The only exit is north to the bar. [Exits: north] A thief stands here examining his envenomed dagger. <100%hp 100%mn 100%mv> You are sober. <100%hp 100%mn 100%mv> helper Huh? <100%hp 100%mn 100%mv> help Your research into that topic reveals the following: Ah! Another mortal, seeking adventure. You should go through the Mountain of Trails first, to gain experience to learn the ways of the world. Be sure to practice a weapon at the temple, or your stay with us shall be very short indeed. Type 'equipment' to see what your are wielding, 'spells' to see your spells, 'skills' to see your skills, and 'commands' for a list of commands. Help is available on most commands and abilities. Below you will find a list of the most common commands you may be curious about: SOME THINGS TO KEEP IN MIND: recent changes rules* PK story experience houses brands clans RP death philosophy immortal shrine race age class (undead drain) multichar honors level rules motd discrimination story story2 story3 rom diku modified merc honors lottery MOVEMENT COMMANDS - These commands control the movement of your character. (Directional Commands) North South East West Up Down Exit (Positional Commands) Sleep Stand Sit Rest [Hit Return to continue] SCORE INFORMATION: hitroll damroll (armor class) con str int wis dex STORE COMMANDS: buy sell list value BANK COMMANDS: balance withdraw deposit GUILD COMMANDS: learn train practice gain PET COMMANDS: order release INVENTORY COMMANDS: [Hit Return to continue] inventory open close pour take wear equipment put fill quaff zap recite brandish assess hold drop give eat compare examine use wield remove drink swallow INFORMATION COMMANDS: who whois wizlist where worth count areas help score skills spells 'who group' CHARACTER MAINTENANCE COMMANDS: psych desc info delete storage delete password save hometown alias quit unalias banking CHARACTER COMMANDS: look exits visible wake [Hit Return to continue] sleep vote split follow group scan recall glance heal affect scroll read dip dice view instruct VERBAL AND NONVERBAL COMMUNICATIONS: social ooctell housetell reply ignore question answer auction order request emote pmote pose replay pray quiet deaf clantell emote gtell replay ignore report channels yell say whisper WRITTEN COMMUNICATIONS: note news changes bug typo idea unread bank criminal [Hit Return to continue] AUTOMATIC ACTIONS - These are various actions that can be set to happen automatically or not. autoassist autoexit autosplit autogold autoloot autosac notransfer autolist color brief combine compact nosummon nofollow COMBAT SKILLS - These are various skills that can be used in combat kill - Used to kill a creature. ex. kill mist murder - Used to kill another player. ex. murder freddy (the murder command must be spelled out fully) hit - Used to redirect your attacks to another target that is attacking you. ex. hit mist(if both freddy and mist are attacking you and freddy is taking your attacks.) consider flee wimpy evaluate <100%hp 100%mn 100%mv> recent Huh? <100%hp 100%mn 100%mv> glance Glance at whom? <100%hp 100%mn 100%mv> help g You are sober. <100%hp 100%mn 100%mv> lance Your research into that topic reveals nothing. <100%hp 100%mn 100%mv> glance guildmaster A thief guildmaster is in perfect condition. <100%hp 100%mn 100%mv> l guilm dmaster He is short and scrawny, and seems rather uninterested in you, but if you ask him he'll teach you his ways. A thief guildmaster is in perfect condition. You peek at the inventory: Nothing. 1 gold coins, and 4 silver coins. <100%hp 100%mn 100%mv> say te      say You are sober. <100%hp 100%mn 100%mv> Teach me You say, 'Teach me' <100%hp 100%mn 100%mv> ask Huh? <100%hp 100%mn 100%mv> 1 You attempt to hide. <100%hp 100%mn 100%mv> 4 You attempt to move silently. <100%hp 100%mn 100%mv> stor a rage You are nowhere near worthy enough to be stored. <100%hp 100%mn 100%mv> You are sober. <100%hp 100%mn 100%mv> experience Huh? <100%hp 100%mn 100%mv> gain A thief guildmaster says, 'Pardon me?' <100%hp 100%mn 100%mv> l Thief Guild Dark blue marble makes up the walls of the guild, enhanced by streaks of white silver. There are newer practice mats on the floor, however the room stinks of sweat. There are dimmed windows all around, casting shadowed light over the room. The eastern wall has a lot of fresh scrapes and chips cut out of the marble (the vault of the bank is on the other side, but the wall is too thick to get through). On the south wall is an immaculate painting of the Godfather of the Syndicate. The only exit is north to the bar. [Exits: north] A thief stands here examining his envenomed dagger. <100%hp 100%mn 100%mv> help gain Your research into that topic reveals the following: GAIN CONVERT Syntax: gain convert gain revert We do not allow skill gaining here since we prefer not to have warriors who summon, mages who dual wield, etc. Training can be done in nearly all the guilds in Thera. Not all guilds will allow this, so you may have to travel to another guild to convert your trains. When you 'gain convert' you convert 10 practices into 1 train. And if you 'gain revert' you convert 1 train into 10 practices. <100%hp 100%mn 100%mv> 1 You attempt to hide. <100%hp 100%mn 100%mv> 5 4 You attempt to move silently. <100%hp 100%mn 100%mv> whe Players near you: (PK) Zeptaru Thief Guild Chaddiru Monk Guild <100%hp 100%mn 100%mv> help s psych Your research into that topic reveals the following: PSYCHOLOGICAL DESCRIPTION Syntax: psych psych (parameters) psych clear Clears your description. psych show Shows your description. psych format This will wordwrap your description at 80 characters per line. psych showlines Shows your description with line numbers. psych + (string) psych ++ (string) example: psych 5 ++ He has a pure heart. Would insert 'He has a pure heart.' before the fifth line. Number can be between 1 and the number of lines in your description. If is ommitted, it adds to the end. ++ is identical to +, but ++ will not show you your description [Hit Return to continue] after every line you add. psych - psych -- example: psych 5 -- This would remove the fifth line of your description. example: psych 3 - This would remove the third line of your description. If is omitted, it will remove the last line of your description. Your psychological description tells of your character's beliefs, alignments, preferences, and psychological oddities. It is only viewable by you and immortals. Psychological descriptions should be completed before: 1) You apply for a House. 2) You apply for a brand. 3) You reach rank thirty. Psychological descriptions do not need to be in any specific structure as long as they communicate your character's beliefs. For example: [Hit Return to continue] -Hates gnomes -Eats only red meat -Worships Rungekutta -Grew up in the troll city of Varggin Shih This description can change as your character develops as well. Perhaps your character is at the receiving end of a gang attack by Ancient... he or she may develop a vendetta against that House and do everything in his or her power to fight the Ancients. -Mommy and Daddy were killed by mages so I want to be a Crusader will probably catch the attention of Crusader immortals and ensure that you do not become a Crusader, but this is where that sentiment would belong. Keep in mind that immortals do view psychological descriptions. You may be judged on how you roleplay the beliefs presented in this profile or your character. Also keep in mind that it must be completed by rank thirty. <100%hp 100%mn 100%mv> noaum  You are thirsty. <100%hp 100%mn 100%mv> ^R noa summon You may now be summoned by anyone. <100%hp 100%mn 100%mv> nosummon You may only be summoned by those in PK. <100%hp 100%mn 100%mv> d You are thirsty. <100%hp 100%mn 100%mv> ip You step out of the shadows. Fill what writing instrument? <100%hp 100%mn 100%mv> 1 You attempt to hide. <100%hp 100%mn 100%mv> You are thirsty. You no longer feel stealthy. <100%hp 100%mn 100%mv> dice How many dice do you want to roll? <100%hp 100%mn 100%mv> dice 2 You are not carrying any dice. <100%hp 100%mn 100%mv> You are thirsty. You are hungry. <100%hp 100%mn 100%mv> hitroll Huh? <100%hp 100%mn 100%mv> drink bladder You step out of the shadows. It is already empty. <100%hp 100%mn 100%mv> drink 2.bladder You drink water from a bladder. Your thirst is quenched. <100%hp 100%mn 100%mv> drink 2.bladder You drink water from a bladder. Your thirst is quenched. <100%hp 100%mn 100%mv> l Thief Guild Dark blue marble makes up the walls of the guild, enhanced by streaks of white silver. There are newer practice mats on the floor, however the room stinks of sweat. There are dimmed windows all around, casting shadowed light over the room. The eastern wall has a lot of fresh scrapes and chips cut out of the marble (the vault of the bank is on the other side, but the wall is too thick to get through). On the south wall is an immaculate painting of the Godfather of the Syndicate. The only exit is north to the bar. [Exits: north] A thief stands here examining his envenomed dagger. <100%hp 100%mn 100%mv> get bread ss ack I see no sack here. <100%hp 100%mn 100%mv> get bread You are hungry. <100%hp 100%mn 100%mv> hemp You get a warm loaf of bread from a small hemp bag. <100%hp 100%mn 100%mv> eat bread You eat a warm loaf of bread. You are no longer hungry. <100%hp 100%mn 100%mv> l get bread hemp You get a warm loaf of bread from a small hemp bag. <100%hp 100%mn 100%mv> eat bread You eat a warm loaf of bread. You are full. <100%hp 100%mn 100%mv> l Thief Guild Dark blue marble makes up the walls of the guild, enhanced by streaks of white silver. There are newer practice mats on the floor, however the room stinks of sweat. There are dimmed windows all around, casting shadowed light over the room. The eastern wall has a lot of fresh scrapes and chips cut out of the marble (the vault of the bank is on the other side, but the wall is too thick to get through). On the south wall is an immaculate painting of the Godfather of the Syndicate. The only exit is north to the bar. [Exits: north] A thief stands here examining his envenomed dagger. <100%hp 100%mn 100%mv> envenom dagger You fail to envenom dagger. <100%hp 100%mn 100%mv> envenom   dagger You fail to envenom dagger. <100%hp 100%mn 100%mv> ev nev  v dagger You fail to envenom dagger. <100%hp 100%mn 100%mv> env dagger You fail to envenom dagger. <100%hp 100%mn 100%mv> en dagger You fail to envenom dagger. <100%hp 100%mn 100%mv> en dagge You do not have that item. <100%hp 100%mn 100%mv> en dagger You fail to envenom dagger. <100%hp 100%mn 100%mv> en dagger You fail to envenom dagger. <100%hp 100%mn 100%mv> de  en dagger You fail to envenom dagger. <100%hp 100%mn 100%mv> en dagger You fail to envenom dagger. <100%hp 100%mn 100%mv> alias en en dagger en is now aliased to 'en dagger'. <100%hp 100%mn 100%mv> en You fail to envenom dagger. <100%hp 100%mn 100%mv> en en You fail to envenom dagger. <100%hp 100%mn 100%mv> unlaisYou fail to envenom dagger. <100%hp 100%mn 100%mv> ^R unlai    nalias en Alias removed. <100%hp 100%mn 100%mv> alias .   / ' enven  enom dagger That alias is not defined. <100%hp 100%mn 100%mv> ' 'What do you wish to say? <100%hp 100%mn 100%mv> alias x envenom dagger You say, 'alias x envenom dagger' <100%hp 100%mn 100%mv> unl ail  lias x Alias removed. <100%hp 100%mn 100%mv> alias x ev nvenom dagger x is now aliased to 'envenom dagger'. <100%hp 100%mn 100%mv> x You fail to envenom dagger. <100%hp 100%mn 100%mv> x x  You fail to envenom dagger. <100%hp 100%mn 100%mv> x You fail to envenom dagger. <100%hp 100%mn 100%mv> x You fail to envenom dagger. <100%hp 100%mn 100%mv> x You fail to envenom dagger. <100%hp 100%mn 100%mv> x You fail to envenom dagger. <100%hp 100%mn 100%mv> x You fail to envenom dagger. <100%hp 100%mn 100%mv> x You fail to envenom dagger. <100%hp 100%mn 100%mv> sk Your list of skills: Level 1: dagger 88% mace 75% spear 50% sword 75% whip 75% evaluation 100% backstab 80% dodge 100% hide 100% scrolls 75% staves 75% Level 3: dirt kicking 97% Level 4: sneak 100% Level 5: trip 89% Level 6: peek 100% steal 75% Level 7: hand to hand 100% Level 8: haggle 75% Level 10: shapeshift 100% envenom 1% Level 11: parry 76% pick lock 75% Level 12: second attack 79% fast healing 55% Level 13: lash 75% Level 14: shield block 75% circle stab 85% kick 75% Level 15: detect hidden 75% Level 16: plant 75% Level 17: disarm 75% meditation 75% Level 20: enhanced damage n/a [Hit Return to continue] Level 21: blackjack n/a Level 25: dual wield n/a third attack n/a spy n/a Level 27: escape n/a Level 28: downstrike n/a Level 30: advanced hide n/a Level 32: dual backstab n/a Level 35: advanced daggers n/a Level 42: expert hide n/a Level 45: expert daggers n/a <100%hp 100%mn 100%mv> meditate You assume a very comfortable position and begin to meditate. <100%hp 100%mn 100%mv> sc You are Zeptaru the Killer. Level 18, 20 years old (46 hours). You are young. You joined Dark Mists 92 days, 2 hours, 37 minutes, and 4 seconds ago. Race: changeling Sex: male Class: thief You have 100% hit, 100% mana, 100% movement. You have 2 practices and 0 training sessions. You are carrying 34/40 items with weight 291/297 pounds. Str: 17(??) Int: 20(??) Wis: 22(??) Dex: 21(??) Con: 15(??) You have scored 72284 exp, and have 0 gold and 8835 silver coins. You need 4180 exp to level. Wimpy set to 40% hit points. Hometown is Glyndane. You are standing. You are heavily armored against piercing. You are heavily armored against bashing. You are heavily armored against slashing. You are very well-armored against magic. Hitroll: 12 Damroll: 6 You are neutral, and impulsively inclined. You are not affected by anything. <100%hp 100%mn 100%mv> unl alias x Alias removed. <100%hp 100%mn 100%mv> alias x meditate x is now aliased to 'meditate'. <100%hp 100%mn 100%mv> x You assume a very comfortable position and begin to meditate. <100%hp 100%mn 100%mv> x You assume a very comfortable position and begin to meditate. <100%hp 100%mn 100%mv> x You assume a very comfortable position and begin to meditate. <100%hp 100%mn 100%mv> x You assume a very comfortable position and begin to meditate. <100%hp 100%mn 100%mv> x You assume a very comfortable position and begin to meditate. <100%hp 100%mn 100%mv> x You assume a very comfortable position and begin to meditate. <100%hp 100%mn 100%mv> x You assume a very comfortable position and begin to meditate. <100%hp 100%mn 100%mv> sk Your list of skills: Level 1: dagger 88% mace 75% spear 50% sword 75% whip 75% evaluation 100% backstab 80% dodge 100% hide 100% scrolls 75% staves 75% Level 3: dirt kicking 97% Level 4: sneak 100% Level 5: trip 89% Level 6: peek 100% steal 75% Level 7: hand to hand 100% Level 8: haggle 75% Level 10: shapeshift 100% envenom 1% Level 11: parry 76% pick lock 75% Level 12: second attack 79% fast healing 55% Level 13: lash 75% Level 14: shield block 75% circle stab 85% kick 75% Level 15: detect hidden 75% Level 16: plant 75% Level 17: disarm 75% meditation 75% Level 20: enhanced damage n/a [Hit Return to continue] Level 21: blackjack n/a Level 25: dual wield n/a third attack n/a spy n/a Level 27: escape n/a Level 28: downstrike n/a Level 30: advanced hide n/a Level 32: dual backstab n/a Level 35: advanced daggers n/a Level 42: expert hide n/a Level 45: expert daggers n/a <100%hp 100%mn 100%mv> sc You are Zeptaru the Killer. Level 18, 20 years old (46 hours). You are young. You joined Dark Mists 92 days, 2 hours, 37 minutes, and 25 seconds ago. Race: changeling Sex: male Class: thief You have 100% hit, 100% mana, 100% movement. You have 2 practices and 0 training sessions. You are carrying 34/40 items with weight 291/297 pounds. Str: 17(??) Int: 20(??) Wis: 22(??) Dex: 21(??) Con: 15(??) You have scored 72284 exp, and have 0 gold and 8835 silver coins. You need 4180 exp to level. Wimpy set to 40% hit points. Hometown is Glyndane. You are standing. You are heavily armored against piercing. You are heavily armored against bashing. You are heavily armored against slashing. You are very well-armored against magic. Hitroll: 12 Damroll: 6 You are neutral, and impulsively inclined. You are not affected by anything. <100%hp 100%mn 100%mv> x You assume a very comfortable position and begin to meditate. <100%hp 100%mn 100%mv> x You assume a very comfortable position and begin to meditate. <100%hp 100%mn 100%mv> x You assume a very comfortable position and begin to meditate. <100%hp 100%mn 100%mv> help meditate Your research into that topic reveals nothing. <100%hp 100%mn 100%mv> l Thief Guild Dark blue marble makes up the walls of the guild, enhanced by streaks of white silver. There are newer practice mats on the floor, however the room stinks of sweat. There are dimmed windows all around, casting shadowed light over the room. The eastern wall has a lot of fresh scrapes and chips cut out of the marble (the vault of the bank is on the other side, but the wall is too thick to get through). On the south wall is an immaculate painting of the Godfather of the Syndicate. The only exit is north to the bar. [Exits: north] A thief stands here examining his envenomed dagger. <100%hp 100%mn 100%mv> wh [51 Cen Pal] [LIGHT] Barius Bloodmane the Paladin Hero [ Giant ] Moko the Combatant [ Giant ] Rathas the Water Totem Bearer [18 Chnge Thi] (PK) Zeptaru the Killer [ Chnge ] Spectrus the Archmage of Focus [ Draco ] Siyangephoya the Master Tracker [ G-Elf ] Aelson Roush the Monk Hero, Leader of the Neverending Crusades [ Gnome ] Yreobryn the Cardinal of the Fire [ Chnge ] Faeltym the Wizard of Space [ Half ] Barutis the Adept of Mind [ Giant ] (CRIMINAL) Ralyum the Student of War [ Human ] Chaddiru the Adept of Mind Players found: 12 <100%hp 100%mn 100%mv> newbietalk You are now listening to the newbietalk channel. Please use OOCtell or tell, when appropriate, to reply to the newbie that is asking the questions. We appreciate your participation in lending a hand to those not familiar with Dark Mists. <100%hp 100%mn 100%mv> l Thief Guild Dark blue marble makes up the walls of the guild, enhanced by streaks of white silver. There are newer practice mats on the floor, however the room stinks of sweat. There are dimmed windows all around, casting shadowed light over the room. The eastern wall has a lot of fresh scrapes and chips cut out of the marble (the vault of the bank is on the other side, but the wall is too thick to get through). On the south wall is an immaculate painting of the Godfather of the Syndicate. The only exit is north to the bar. [Exits: north] A thief stands here examining his envenomed dagger. <100%hp 100%mn 100%mv> w Alas, you cannot go that way. <100%hp 100%mn 100%mv> wh [51 Cen Pal] [LIGHT] Barius Bloodmane the Paladin Hero [ Giant ] Moko the Combatant [ Giant ] Rathas the Water Totem Bearer [18 Chnge Thi] (PK) [Helper] Zeptaru the Killer [ Chnge ] Spectrus the Archmage of Focus [ Draco ] Siyangephoya the Master Tracker [ G-Elf ] Aelson Roush the Monk Hero, Leader of the Neverending Crusades [ Gnome ] Yreobryn the Cardinal of the Fire [ Chnge ] Faeltym the Wizard of Space [ Half ] Barutis the Adept of Mind [ Giant ] (CRIMINAL) Ralyum the Student of War [ Human ] Chaddiru the Adept of Mind Players found: 12 <100%hp 100%mn 100%mv> quit Alas, all good things must come to an end. Connection closed by foreign host. you have mail in /mail/zeptar $ pine  PINE 4.64 MAIN MENU Folder: (CLOSED) No Msgs  ? HELP - Get help using Pine   C COMPOSE MESSAGE - Compose and send/post a message   I MESSAGE INDEX - View messages in current folder   L FOLDER LIST - Select a folder OR news group to view   A ADDRESS BOOK - Update address book   S SETUP - Configure Pine Options   Q QUIT - Leave the Pine program Copyright 1989-2005. PINE is a trademark of the University of Washington.? Help P PrevCmd R RelNotes O OTHER CMDS > [ListFldrs] N NextCmd K KBLock [Opening "INBOX" ]<-> PINE 4.64 MAIN MENU Folder: INBOX 13 Messages [Moved 23833 bytes of new mail to /arpa/tz/z/zeptar/mbox from /var/mail/zeptar] PINE 4.64 MESSAGE INDEX Folder: INBOX Message 8 of 13 NEW  1 Jul 28 Kristy Winfrey (12K) Torn Toenail First Aid-dogs  2 Jul 31 Stephen Jones (1842) SDF Astrogallery, Comp IV and Store Su+ 3 Aug 8 To: zeptar@sdf.lone (2.3M) COMMODE DUMP - Taken at 23:19:16  4 Aug 15 Stephen Jones (2397) [SDF] Future donations/dues payments t 5 Aug 16 Kristy Winfrey (3203) Yay!!  6 Aug 22 HOPE Forums Mailer (2412) Welcome to HOPE Forums!  7 Aug 27 CacheFly Billing (13K) Your CacheFly Invoice  N 8 Aug 27 Kim Martin (10K) Fw: My Care Counts Call to Action  A 9 Aug 27 Kristy Winfrey (2429) I miss you :(  N 10 Sep 1 iheartspain@gmail.c (3578) A toad is in pretty bad shape.  11 Sep 2 Kristy Winfrey (2630) i love you  N 12 Sep 2 Facebook (2578) Dan Hogan wrote on your Wall...  N 13 Sep 3 slashdot@slashdot.o (22K) [Slashdot] Stories for 2007-09-03 [ 28;1H< FldrList P PrevMsg - PrevPage D Delete R Reply > [ViewMsg] N NextMsg Spc NextPage U Undelete F Forward Really quit pine?  Y [Yes] N No Yes[Closing "INBOX"...]Pine finished -- Closed folder "INBOX". Kept all 13 messages. $ clear $ com COMMODE (c)1994 smj@sdf.lonestar.org - Version 14 Type 'h' for Commands room-name # created time topic -------------------------------------------------------------------------------- bar 11 25-Aug-07 01:13:50 Hot MOMs on IRC only! lobby 1 26-Jun-07 21:56:34 The Welcoming Room cave 0 03-Sep-07 03:49:28 Colossal Cave m4ts4dw8 0 03-Sep-07 03:34:57 Testing Room coding 0 30-Aug-07 11:25:02 Advanced web applications freebsd 0 02-Sep-07 18:27:32 wonko has defected -------------------------------------------------------------------------------- TIP: Use 'I' to query idle time of a user. TIP: Press [RETURN] to Speak. [you are in 'lobby' among 2] polli@vinland zeptar@sdf Welcome to COM MODE. This room is a starting place where new folks can ask questions and get help from experienced users. Abuse of new users in this room will not be tolerated and can be reported to 'abuse@freeshell.org'. :goto> bar [you are in 'bar' among 12] dhbarr@otaku kamel123@vinland marquis@otaku thom@otaku eamonnw@otaku kered557@sdf nugol@sdf wonko@faeroes kamel123@sdf m4ts4dw8@faeroes randy@faeroes zeptar@sdf As you walk around the street you /================================\ suddenly sense a strange light and || \\~~~~~~// @Moody's 24/7: || you notice that you are glowing. || \\ o // || You look up and see a glowing neon || \\ .// Coctails || sign: "@Moody's" || \\// || You hesitate for a moment and then|| || Dancer's || step in, trying to look like you || || || actually belong to this place... || || A Friendly place! || As you open the door, a nice scent|| ******** || hits your nose: Females? \================================/ --Beginning-Review-------------------------------------------------------------- --- sjhs@sdf ------------------------------------------- [wliao] oooh... [sjhs] serves me right [sjhs] if only there were a way to copy the escapes [sjhs] or maybe smj locked it [sjhs] bah [04:21:13] sjhs@sdf has left bar [21:34:05] vn@sdf has left bar [04:34:24] wonko@faeroes has joined bar from lobby [23:49:05] randy@faeroes leaves for cave [23:49:19] randy@faeroes has joined bar from cave [05:01:52] c0dej0ne@faeroes has joined bar from lobby [00:07:29] wliao@vinland has left bar [05:09:42] c0dej0ne@faeroes has left bar [05:11:13] zeptar@sdf has joined bar from lobby --Review-Complete--------------------------------------------------------------- [zeptar] woop wh oo --  --ooh ooh :lines> 100 --Beginning-Review-------------------------------------------------------------- note over its antenna. now it's struggling to get free [03:45:11] m4ts4dw8@faeroes leaves for m4ts4dw8 [wliao] is it cute like the kitty? [bigwilbr] WOW RANDY That sounds actually FUN, paid to torture bugs [wliao] was it you? or thom? that had the roach in a jar... [randy] it's not cute. if it was i wouldn't be torturing it [03:46:50] sjhs@sdf has joined bar from m4ts4dw8 [22:47:05] wliao@vinland leaves for m4ts4dw8 [randy] it was me. it lived for a week, theni started messing with it and it died [22:47:26] wliao@vinland has joined bar from m4ts4dw8 [03:48:47] m4ts4dw8@faeroes has joined bar from m4ts4dw8 [20:49:15] vn@sdf has joined bar from lobby [03:49:27] sjhs@sdf leaves for cave [wliao] that's pretty...odd...randy [03:51:16] thankyou@otaku has left bar [03:51:19] sjhs@sdf has joined bar from cave [m4ts4dw8] Randy is pretty odd... [sjhs] randy seems like the normalest one here [wliao] he probably tortured and killed th ecat... [randy] by 'messing with it', i mean tried to tie a rope made of my own hair around its body to form a sort of roach leash [wliao] put tape on its ear [sjhs] haha cute [wliao] taped the tail to the back [malloc] wow you guys are boring nerds lmao [wliao] ok, that's really creepy... [wliao] the your own hair part [dhbarr] Did you breed a sort of snow-roach to win a tiny Iditarod? [malloc] what? [sjhs] well whose else is he gonna use wl? [wliao] thread... [sjhs] that's a waste of thread [sjhs] aie [m4ts4dw8] thats sick... [wliao] put in a spider... [03:55:33] m4ts4dw8@faeroes leaves for m4ts4dw8 [03:55:34] roint@otaku has left bar [04:55:43] eamonnw@otaku has joined bar from lobby [03:56:10] sjhs@sdf leaves for cave [randy] only two or so minutes until a new xkcd. i hope it's about insects and putting them in things [03:57:19] wonko@faeroes has joined bar from lobby [wliao] hehe.. [03:57:37] wonko@faeroes has left bar [wliao] ever see those pages about stacking things on cats? [03:57:50] sjhs@sdf has joined bar from cave [randy] no, but i want to [wliao] you should do that with the roach [malloc] what is it when you read a UNIX domain socket? [malloc] what do you get back, when you cat it? [ or (Q)UIT ] [04:01:51] m4ts4dw8@faeroes has joined bar from cave [16:02:33] thom@otaku has joined bar from lobby [randy] dang, it was about that crazy chick from Serenity kicking ass [wliao] huh...you don't see that in a domain socket everyday... [04:06:09] kamel123@sdf has left bar [04:06:19] mani@sdf has joined bar from lobby [04:06:24] kamel123@sdf has joined bar from lobby [randy] yeah, they really need to update those man pages.. [04:09:29] mani@sdf takes a dump [04:09:52] malloc@sdf has left bar [04:09:57] mani@sdf has left bar [04:10:15] malloc@sdf has joined bar from lobby [04:11:29] bigwilbr@otaku has left bar [04:15:30] malloc@sdf has left bar [04:17:31] sjhs@sdf sets the TOPOGRAPHY for bar [sjhs] ;-( [sjhs] i just spent 20 minutes colorizing the topo and i get --- sjhs@sdf ------------------------------------------- /usr/pkg/lib/commode.ksh[2069]: cannot create /com/commode/bar/.desc: Permission denied --- sjhs@sdf ------------------------------------------- [wliao] oooh... [sjhs] serves me right [sjhs] if only there were a way to copy the escapes [sjhs] or maybe smj locked it [sjhs] bah [04:21:13] sjhs@sdf has left bar [21:34:05] vn@sdf has left bar [04:34:24] wonko@faeroes has joined bar from lobby [23:49:05] randy@faeroes leaves for cave [23:49:19] randy@faeroes has joined bar from cave [05:01:52] c0dej0ne@faeroes has joined bar from lobby [00:07:29] wliao@vinland has left bar [05:09:42] c0dej0ne@faeroes has left bar [05:11:13] zeptar@sdf has joined bar from lobby [zeptar] woop woo --ooh ooh --Review-Complete--------------------------------------------------------------- Unlinking TTY .. $ exit Script done on Mon Sep 3 05:12:50 2007