Script started on Tue Sep 4 23:31:34 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. 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] You have no unread notes. <94%hp 94%mn 88%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 98%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] <100%hp 100%mn 96%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 94%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 93%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 91%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 90%mv> You are thirsty. <100%hp 100%mn 100%mv> Thoren has arrived. <100%hp 100%mn 100%mv> Thoren leaves west. <100%hp 100%mn 100%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 99%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 98%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] <100%hp 100%mn 97%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 97%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 96%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 child sits on the ground playing with a handful of small shiny stones. <100%hp 100%mn 95%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] <100%hp 100%mn 94%mv> 1 You are thirsty. <100%hp 100%mn 100%mv> You attempt to hide. <100%hp 100%mn 100%mv> 4 You attempt to move silently. You begin sneaking. <100%hp 100%mn 100%mv> The sky gets very cloudy and a calmness begins here. You are thirsty. <100%hp 100%mn 100%mv> The sun slowly disappears in the west. You are sober. You are thirsty. <100%hp 100%mn 100%mv> drink bladder You step out of the shadows. You drink water from a bladder. Your thirst is quenched. <100%hp 100%mn 100%mv> l 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 100%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 child sits on the ground playing with a handful of small shiny stones. <100%hp 100%mn 99%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 98%mv> n 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 child sits on the ground playing with a handful of small shiny stones. <100%hp 100%mn 97%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 97%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 96%mv> s sBridge 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 95%mv> 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 child sits on the ground playing with a handful of small shiny stones. <100%hp 100%mn 94%mv> remove all You stop using some scale mail leggings. You stop using a brass bracer. You stop using some polished steel bracers. You stop using a pair of falconer's gloves. You stop using a silver belt with an opal embedded in the buckle. You stop using an elite guard's boots. You stop using an elite guard's turban. You stop using a ring of striking. You stop using an elemental amulet. You stop using an opal set in a silver ring. You stop using an onyx bracelet. You stop using silver breastplate. You stop using a purple cloak. You stop using a thin leather cape. <105%hp 105%mn 100%mv> bat You go into a trance as your form shifts. You concentrate a moment and fluidly change your form! Your feet rise off the ground as you change into bat form. <105%hp 90%mn 100%mv> wera all Huh? <105%hp 90%mn 100%mv> wear all You wear a steel buckler as a shield. You wear some scale mail leggings on your legs. You wield a pewter practice mace. You are skilled with a pewter practice mace. You wear a small hemp bag about your body. You wear a brass bracer around your left wrist. You wear some polished steel bracers on your arms. You wear a pair of falconer's gloves on your hands. You wear a silver belt with an opal embedded in the buckle about your waist. You wear an elite guard's boots on your feet. You wear an elite guard's turban on your head. You wear a ring of striking on your left finger. You wear an elemental amulet around your neck. You wear an opal set in a silver ring on your right finger. You wear an onyx bracelet around your right wrist. You wear silver breastplate on your torso. You wear a thin leather cape around your neck. <100%hp 85%mn 100%mv> ls  sl You look up and notice that it is no longer raining. You are sober. <100%hp 95%mn 100%mv> ^R l self It appears to be a large bat with a wingspan of at least five feet. The texture of its wings seem somewhat rough and slightly furry. The colour of this bat appears to be a purplish tint that blends in and out of the available lighting. Its face is a peculiar shape, similar to that of a fox. Its head is completely covered in a dark alder fur with a purple crown of fur blending around its head. It has long and pointy ears, as those of a lynx, with tufts of purple fur swaying slightly in the breeze. It has a long nose and high cheekbones. You notice its sharp claws and fangs, which are a very deep purple colour. Zeptaru is in perfect condition. Zeptaru is using: a ring of striking an opal set in a silver ring (Glowing) an elemental amulet a thin leather cape silver breastplate an elite guard's turban some scale mail leggings an elite guard's boots a pair of falconer's gloves some polished steel bracers a steel buckler a small hemp bag a silver belt with an opal embedded in the buckle a brass bracer an onyx bracelet a pewter practice mace <100%hp 95%mn 100%mv> in  remove mace           inv You are carrying: a pewter practice sword a leather practice whip a long water flask a bottle of rum an elite guard's leg guards ( 3) a bladder a leather backpack a purple cloak a steel buckler <100%hp 95%mn 100%mv> wear leg You stop using some scale mail leggings. You wear an elite guard's leg guards on your legs. <100%hp 95%mn 94%mv> drop scale You drop some scale mail leggings. <100%hp 95%mn 94%mv> n wear cla oak You stop using a small hemp bag. You wear a purple cloak about your body. <100%hp 95%mn 89%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 95%mn 89%mv> c Cast which what where? <100%hp 95%mn 89%mv> sc You are Zeptaru the Master of Smell. Level 28, 21 years old (54 hours). You are mature. You joined Dark Mists 93 days, 21 hours, 4 minutes, and 58 seconds ago. Race: changeling Sex: male Class: thief You have 100% hit, 95% mana, 89% movement. You have 8 practices and 0 training sessions. You are carrying 26/45 items with weight 217/305 pounds. Str: 17(17) Int: 24(24) Wis: 22(22) Dex: 21(25) Con: 15(12) You have scored 152738 exp, and have 0 gold and 2986 silver coins. You need 6526 exp to level. Wimpy set to 40% hit points. Hometown is Glyndane. You are standing. Armor: pierce: -135 bash: -140 slash: -136 magic: -43 You are divinely armored against piercing. You are divinely armored against bashing. You are divinely armored against slashing. You are heavily armored against magic. Hitroll: 14 Damroll: 18 You are neutral, and impulsively inclined. <100%hp 95%mn 89%mv> l self It appears to be a large bat with a wingspan of at least five feet. The texture of its wings seem somewhat rough and slightly furry. The colour of this bat appears to be a purplish tint that blends in and out of the available lighting. Its face is a peculiar shape, similar to that of a fox. Its head is completely covered in a dark alder fur with a purple crown of fur blending around its head. It has long and pointy ears, as those of a lynx, with tufts of purple fur swaying slightly in the breeze. It has a long nose and high cheekbones. You notice its sharp claws and fangs, which are a very deep purple colour. Zeptaru is in perfect condition. Zeptaru is using: a ring of striking an opal set in a silver ring (Glowing) an elemental amulet a thin leather cape silver breastplate an elite guard's turban an elite guard's leg guards an elite guard's boots a pair of falconer's gloves some polished steel bracers a steel buckler a purple cloak a silver belt with an opal embedded in the buckle a brass bracer an onyx bracelet a pewter practice mace <100%hp 95%mn 89%mv> ho You look up and notice that it is no longer raining. You are sober. <100%hp 100%mn 98%mv> ld whip You stop using a pewter practice mace. You wield a leather practice whip. You are skilled with a leather practice whip. <100%hp 100%mn 98%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 98%mv> n Outside the North Gate Just south of you is the great northern gate, on either side of which is a tall tower, above which fly the flags of the city. Beyond the towers, running east and west, are the great stone battlements which surround the city and were erected for defense against outside invasion. To the north is a well-worn dirt road. [Exits: north south] <100%hp 100%mn 98%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 97%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 97%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 97%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 96%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 96%mv> e 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 96%mv> eAlong the Eastern Road The Eastern Road slowly continues to the east and west from here. To the north, the trees of Silverwood can be seen off in the distance. To the south, the rolling plains appear to continue onward unabated. You can feel the heat lazily radiating off the road, an indicator of what the climate may be like further to the east. To the west, the Eastern Road heads back toward cooler climates as you head toward the cities of Glyndane and Ethshar. [Exits: east west] <100%hp 100%mn 95%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 93%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 91%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 90%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 90%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 90%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 89%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 89%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 89%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 88%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 88%mv> e 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 88%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 87%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 87%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 86%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 86%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 86%mv> e At the Foot of the Sultan's Guard The hills known as the Sultan's Guard rise up before you to the east. There is a path that leads up to it to the east that was carved out by Sultan's engineers in the hopes of continuing trade with the western cities of Ethshar and Glyndane. The air feels cool beneath the hills, and for the first time you realize just how hot it really is away from the protection of Sultan's Guard. You are not the only one to notice this effect. By the side of the road, a vendor has set up a makeshift shop beneath a large canvas. The canopy extends to the north a bit, providing an excellent place to rest and recover from the long journey. [Exits: north west up] (Translucent) (Chromatic Aura) A small gnome fans himself while he waits for customers. (Translucent) (Chromatic Aura) A balding priest stands here bestowing the benedictions of his lord. A gnome vendor 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 85%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 85%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 84%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 83%mv> The night has begun. You are sober. <100%hp 100%mn 92%mv> e Alas, you cannot go that way. <100%hp 100%mn 92%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] <100%hp 100%mn 91%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 90%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] <100%hp 100%mn 89%mv> d 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] (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.'' <100%hp 100%mn 88%mv> e Alas, you cannot go that way. <100%hp 100%mn 88%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 87%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 86%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 85%mv> e Alas, you cannot go that way. <100%hp 100%mn 85%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] <100%hp 100%mn 84%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 83%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 woman strolls through the city, taking in the beauty of it all. <100%hp 100%mn 82%mv> e On Sultan's Tears The ground of Sultan's Tears is paved with a mosaic of sandstones. It is said that the Sultan was so distraught over the loss of his trade route with the western cities that he cried to the Gods to show pity on his people. As the story goes, his tears flowed from his palace toward the west to the hills. Thusly, the path you now walk along is the said to be the exact same path the tears took to the hills. The path is protected on the northern and southern side by palm trees. Luckily, too, from the look of the surroundings, the harsh arid sun would have taken its toll by now if the trees were not providing a measure of shade. To the west, the Sultan's Guard can be seen, the low riding foothills of Tyr-Zinet. To the east, the Sultan's palace can be seen sticking out of the ground like an enormous shining shell on an even more enormous beach. [Exits: east west] A middle aged man struggles to continue his journey. <100%hp 100%mn 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 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 man is standing here, apparently taking a break from his hectic day. <100%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, 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 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, 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 stern looking guard gazes at all that passes by, keeping an eye out for trouble. 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. <100%hp 100%mn 81%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 strong human man is carrying a heavy looking box. A stern looking guard gazes at all that passes by, keeping an eye out for trouble. A large cockroach scuttles across the ground. A woman from Glyndane walks about looking for shopping bargains. <100%hp 100%mn 80%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. <100%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. To the west, you can see the enormous stone gates of the Western Gate. [Exits: north east west] A man dressed in dusty clothing wanders aimlessly through Tyr-Zinet. A beggar sits on the floor asking for coins. <100%hp 100%mn 80%mv> e 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 79%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 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. A finely dressed gnome woman casually strolls by. An exterminator is here, diligently guarding against pests. <100%hp 100%mn 79%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] <100%hp 100%mn 79%mv> You look up and notice that it is no longer raining. You are sober. <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. [Exits: north east west] A stern looking guard gazes at all that passes by, keeping an eye out for trouble. A nomad merchant looks you over. A cartographer stands here, scribbling intently on a map. <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. [Exits: north east west] <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 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 87%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 muscled man is lugging a heavy suitcase on his back. A small harmless feline searches for food. 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 87%mv> l guard Despite the stern looking armor and weapons, this guard does not have a serious expression on her face. Though she is alert as she watches over the crowds of people that visit Tyr-Zinet, she is not above being friendly, and smiles every so often at a random stranger or winks at a particularly attractive porter or wealthy nobleman. A Tyr-Zinet gate guard is in perfect condition. A Tyr-Zinet gate guard is using: a suit of studded leather armor a round shield a scimitar You peek at the inventory: Nothing. <100%hp 100%mn 87%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 child dressed in rich clothes runs by laughing. A man is standing here, apparently taking a break from his hectic day. A man is standing here, apparently taking a break from his hectic day. 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 86%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 finely dressed gnome man casually strolls by. A gaunt man dressed in shoddy clothing mumbles to himself. <100%hp 100%mn 86%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 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 86%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] <100%hp 100%mn 85%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] A stern looking guard gazes at all that passes by, keeping an eye out for trouble. A man is standing here, apparently taking a break from his hectic day. <100%hp 100%mn 85%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 85%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] A nomad merchant looks you over. <100%hp 100%mn 84%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 large cockroach scuttles across the ground. <100%hp 100%mn 84%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. A cockroach has arrived. <100%hp 100%mn 84%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 83%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 93%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 92%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 92%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 91%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 90%mv> n Alas, you cannot go that way. <100%hp 100%mn 90%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] <100%hp 100%mn 89%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] <100%hp 100%mn 88%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] A trog is here, looming menacingly. <100%hp 100%mn 88%mv> con trog The trog would not last long against you. The trog grins evilly at you. <100%hp 100%mn 88%mv> kill trog You trample around loudly again. Your sting wounds the trog. The trog has a few bruises. <100%hp 100%mn 88%mv> Your sting injures the trog. Your sting wounds the trog. The trog's slash misses you. The trog has some small wounds. <100%hp 100%mn 88%mv> 3 Your kicked dirt grazes the trog. The trog is blinded by the dirt in her eyes! Your sting decimates the trog. Your sting injures the trog. The trog's slash misses you. The trog is covered in bleeding wounds. <100%hp 100%mn 88%mv> Your sting wounds the trog. The trog's slash misses you. The trog is covered in bleeding wounds. <100%hp 100%mn 88%mv> Your sting injures the trog. The trog's slash misses you. The trog is bleeding profusely. <100%hp 100%mn 88%mv> Your sting injures the trog. Your sting mauls the trog. Your sting thrashes the trog. The trog's slash misses you. The trog is screaming in pain. <100%hp 100%mn 88%mv> Your sting wounds the trog. You hop backward and dodge the trog's slash. The trog is screaming in pain. <100%hp 100%mn 97%mv> Your sting wounds the trog. Your sting wounds the trog. You parry the trog's slash to the right. The trog is spasming in shock. <100%hp 100%mn 97%mv> Your sting wounds the trog. Your sting injures the trog. The trog's slash misses you. The trog is writhing in agony. <100%hp 100%mn 97%mv> Your sting wounds the trog. Your sting wounds the trog. You lean to the left and dodge the trog's slash. The trog is nearly dead. <100%hp 100%mn 97%mv> 8 You lash the trog's legs, sending her crashing to the ground. Your lash grazes the trog. The trog is DEAD!! You receive 2 experience points. The trog's arm is sliced from her dead body. You get a large claw from the corpse of the trog. You get a vest from the corpse of the trog. You get 60 silver coins from the corpse of the trog. The gods give you 60 silver coins for your sacrifice. <100%hp 100%mn 97%mv> drink rum You drink rum from a bottle of rum. Your thirst is quenched. <100%hp 100%mn 97%mv> drink rum You drink rum from a bottle of rum. Your thirst is quenched. You feel drunk. <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 96%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 dark druid wanders the grove. <100%hp 100%mn 96%mv> con druid The druid would not last long against you. The druid grins evilly at you. <100%hp 100%mn 96%mv> kill druid Your sting mauls the druid. The druid has a few bruises. <100%hp 100%mn 96%mv> Your sting wounds the druid. You scramble backward and dodge the druid's punch. The druid has some small wounds. <100%hp 100%mn 96%mv> Your sting decimates the druid. You parry the druid's punch and deflect it to the left. The druid has quite a few wounds. <100%hp 100%mn 96%mv> Your sting wounds the druid. The druid's punch misses you. The druid has quite a few wounds. <100%hp 100%mn 96%mv> Your sting wounds the druid. You strike aside the druid's punch. The druid is covered in bleeding wounds. <100%hp 100%mn 100%mv> Your sting wounds the druid. You drop, roll backward, and dodge the druid's punch. The druid is covered in bleeding wounds. <100%hp 100%mn 100%mv> Your sting thrashes the druid. You parry the druid's punch and deflect it to the left. The druid is bleeding profusely. <100%hp 100%mn 100%mv> Your sting wounds the druid. Your sting wounds the druid. Your sting injures the druid. The druid's punch hits you. The druid is screaming in pain. <97%hp 100%mn 100%mv> l self It appears to be a large bat with a wingspan of at least five feet. The texture of its wings seem somewhat rough and slightly furry. The colour of this bat appears to be a purplish tint that blends in and out of the available lighting. Its face is a peculiar shape, similar to that of a fox. Its head is completely covered in a dark alder fur with a purple crown of fur blending around its head. It has long and pointy ears, as those of a lynx, with tufts of purple fur swaying slightly in the breeze. It has a long nose and high cheekbones. You notice its sharp claws and fangs, which are a very deep purple colour. Zeptaru has a few scratches. Zeptaru is using: a ring of striking an opal set in a silver ring (Glowing) an elemental amulet a thin leather cape silver breastplate an elite guard's turban an elite guard's leg guards an elite guard's boots a pair of falconer's gloves some polished steel bracers a steel buckler a purple cloak a silver belt with an opal embedded in the buckle a brass bracer an onyx bracelet a leather practice whip The druid is screaming in pain. <97%hp 100%mn 100%mv> Your sting mauls the druid. You parry the druid's punch to the left. The druid is spasming in shock. <97%hp 100%mn 100%mv> wea  ie Your sting wounds the druid. You lean back and dodge the druid's punch. The druid is spasming in shock. <97%hp 100%mn 100%mv> ld The trog has arrived. The druid is spasming in shock. <97%hp 100%mn 100%mv> mace You stop using a leather practice whip. You wield a pewter practice mace. You are skilled with a pewter practice mace. The druid is spasming in shock. <97%hp 100%mn 100%mv> Your smash injures the druid. You parry the druid's punch to the left. The druid is writhing in agony. <97%hp 100%mn 100%mv> Your smash mauls the druid. The druid's punch misses you. The druid is writhing in agony. <97%hp 100%mn 100%mv> Your smash misses the druid. You parry the druid's punch and deflect it to the left. The druid is writhing in agony. <97%hp 100%mn 100%mv> The druid hops backward and dodges your smash. Your smash decimates the druid. You scramble backward and dodge the druid's punch. The druid is convulsing on the ground. <97%hp 100%mn 100%mv> Your smash wounds the druid. The druid is DEAD!! You receive 2 experience points. The druid's leg is sliced from his dead body. You get a druidian robe from the corpse of the druid. You get 34 silver coins from the corpse of the druid. The gods give you 60 silver coins for your sacrifice. <97%hp 100%mn 100%mv> revert Your wings fold away and you slowly reform yourself. <97%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] The sliced-off leg of the druid is lying here. A trog is here, looming menacingly. <97%hp 100%mn 100%mv> hold You look up and notice that it is no longer raining. <99%hp 100%mn 100%mv> mace You do not have that item. <99%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] The sliced-off leg of the druid is lying here. A trog is here, looming menacingly. <99%hp 100%mn 100%mv> inv You are carrying: a druidian robe a vest a large claw a pewter practice sword a leather practice whip a long water flask a bottle of rum a small hemp bag ( 3) a bladder a leather backpack a steel buckler <99%hp 100%mn 100%mv> hold whip You stop using a pewter practice mace. You wield a leather practice whip. You are skilled with a leather practice whip. <99%hp 100%mn 100%mv> hold w sword You stop using a leather practice whip. You wield a pewter practice sword. You are skilled with a pewter practice sword. <99%hp 100%mn 100%mv> l self The trog leaves north. <99%hp 100%mn 100%mv> He looks human-like except for his yellow eyes and purple skin. His large bushy eyebrows droop heavily above his glowing, lemon colored eyes. They hang nearly down and connect with his thin, dark-brown beard. His hair is dark alder in color hangs from the crow peak on his forehead to rest peacefully on his shoulders. It also flows and mingles with his beard. His skin is purple and the light catches hard around his facial features. He looks like a man with high cheeckbones, lips and hard jaw which are visible where the beard connects to his purple skin. His purple skin looks smooth and shiny in this light. He is average height compared to a human. Zeptaru has a few scratches. Zeptaru is using: a ring of striking an opal set in a silver ring (Glowing) an elemental amulet a thin leather cape silver breastplate an elite guard's turban an elite guard's leg guards an elite guard's boots a pair of falconer's gloves some polished steel bracers a steel buckler a purple cloak a silver belt with an opal embedded in the buckle a brass bracer an onyx bracelet a pewter practice sword <99%hp 100%mn 100%mv> remove steel You stop using a steel buckler. <99%hp 100%mn 100%mv> hold s whip You dual wield a leather practice whip. You are skilled with a leather practice whip. <99%hp 100%mn 100%mv> inv The sky appears somewhat cloudy, and it begins to rain. <100%hp 100%mn 100%mv> You are carrying: a druidian robe a vest a large claw ( 2) a steel buckler a pewter practice mace a long water flask a bottle of rum a small hemp bag ( 3) a bladder a leather backpack <100%hp 100%mn 100%mv> drop robe You drop a druidian robe. <100%hp 100%mn 100%mv> drop vest You drop a vest. <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 ring of striking an opal set in a silver ring (Glowing) an elemental amulet a thin leather cape silver breastplate an elite guard's turban an elite guard's leg guards an elite guard's boots a pair of falconer's gloves some polished steel bracers a purple cloak a silver belt with an opal embedded in the buckle a brass bracer an onyx bracelet a pewter practice sword a leather practice whip <100%hp 100%mn 100%mv> l se    sc You are Zeptaru the Master of Smell. Level 28, 21 years old (54 hours). You are mature. You joined Dark Mists 93 days, 21 hours, 10 minutes, and 6 seconds ago. Race: changeling Sex: male Class: thief You have 100% hit, 100% mana, 100% movement. You have 8 practices and 0 training sessions. You are carrying 27/45 items with weight 221/305 pounds. Str: 17(17) Int: 24(24) Wis: 22(22) Dex: 21(25) Con: 15(12) You have scored 152742 exp, and have 0 gold and 3200 silver coins. You need 6522 exp to level. Wimpy set to 40% hit points. Hometown is Glyndane. You are drunk. You are standing. Armor: pierce: -119 bash: -124 slash: -120 magic: -36 You are divinely armored against piercing. You are divinely armored against bashing. You are divinely armored against slashing. You are very well-armored against magic. Hitroll: 19 Damroll: 18 You are neutral, and impulsively inclined. <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] A vest looking to be made from a tree lies here. A dark druid's robe lies crumpled in a pile here. The sliced-off leg of the druid is lying here. <100%hp 100%mn 100%mv> autoloot Autolooting removed. <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] A vest looking to be made from a tree lies here. A dark druid's robe lies crumpled in a pile here. The sliced-off leg of the druid is lying here. <100%hp 100%mn 100%mv> n 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] 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> bac   kill r      lash prisoner You lash the prisoner's legs, sending him crashing to the ground. Your lash scratches the prisoner. The prisoner has a few scratches. <100%hp 100%mn 98%mv> Your slash injures the prisoner. Your sting injures the prisoner. Your sting injures the prisoner. The prisoner's punch grazes you. The prisoner has some small wounds. <98%hp 100%mn 98%mv> Your slash mauls the prisoner. The prisoner's punch grazes you. The prisoner has quite a few wounds. <98%hp 100%mn 100%mv> Your slash wounds the prisoner. Your sting injures the prisoner. You hop to the left and parry the prisoner's punch to the right. The prisoner is covered in bleeding wounds. <98%hp 100%mn 100%mv> Your slash wounds the prisoner. Your slash injures the prisoner. Your sting hits the prisoner. You parry the prisoner's punch and deflect it to the left. The prisoner is bleeding profusely. <98%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 bleeding profusely. <98%hp 100%mn 100%mv> Your slash wounds the prisoner. Your sting injures the prisoner. Your sting injures the prisoner. The prisoner's punch hits you. The prisoner is screaming in pain. <95%hp 100%mn 100%mv> Your slash injures the prisoner. Your slash injures the prisoner. You have become better at second attack! Your slash wounds the prisoner. Your sting hits the prisoner. The prisoner's punch hits you. The prisoner is spasming in shock. <92%hp 100%mn 100%mv> Your slash injures the prisoner. Your slash injures the prisoner. You scramble backward and dodge the prisoner's punch. The prisoner is writhing in agony. <92%hp 100%mn 100%mv> Your slash wounds the prisoner. Your slash injures the prisoner. Your sting injures the prisoner. The prisoner is DEAD!! You receive 2 experience points. The prisoner spills his guts all over the floor. You get 12 silver coins from the corpse of the prisoner. The gods give you 60 silver coins for your sacrifice. <92%hp 100%mn 100%mv> drink rum You fail to reach your mouth. *Hic* <92%hp 100%mn 100%mv> l 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] It appears as though some large bird has lost a claw. A steaming pile of the prisoner's entrails is lying here. A trog is here, looming menacingly. <92%hp 100%mn 100%mv> b kill trog Your slash decimates the trog. Your sting injures the trog. Your slash injures the trog. Your sting wounds the trog. The trog's slash grazes you. The trog has quite a few wounds. <90%hp 100%mn 100%mv> Your slash thrashes the trog. The trog's slash hits you. The trog is covered in bleeding wounds. <88%hp 100%mn 100%mv> Your slash misses the trog. Your slash injures the trog. Your sting mauls the trog. Your slash injures the trog. You strike aside the trog's slash. The trog is bleeding profusely. <88%hp 100%mn 100%mv> Your slash misses the trog. You hop to the left and parry the trog's slash to the right. The trog is bleeding profusely. <88%hp 100%mn 100%mv> Your slash wounds the trog. Your slash wounds the trog. Your sting misses the trog. You drop, roll backward, and dodge the trog's slash. The trog is gushing blood. <88%hp 100%mn 100%mv> Your slash wounds the trog. Your sting wounds the trog. You hop to the right and parry the trog's slash to the left. The trog is screaming in pain. <90%hp 100%mn 100%mv> Your slash wounds the trog. Your slash injures the trog. Your slash wounds the trog. The trog's slash misses you. The trog is writhing in agony. <90%hp 100%mn 100%mv> Your slash wounds the trog. Your slash injures the trog. Your sting wounds the trog. The trog is DEAD!! You receive 2 experience points. You hear the trog's death cry. You get 52 silver coins from the corpse of the trog. The gods give you 60 silver coins for your sacrifice. <90%hp 100%mn 100%mv> remove all You stop using a pewter practice sword. You stop using a leather practice whip. You stop using a brass bracer. You stop using some polished steel bracers. You stop using a pair of falconer's gloves. You stop using a silver belt with an opal embedded in the buckle. You stop using an elite guard's boots. You stop using an elite guard's turban. You stop using an elite guard's leg guards. You stop using a ring of striking. You stop using an elemental amulet. <95%hp 105%mn 105%mv> bat You are wearing items which disrupt the flow of shapeshifting to that shape. <95%hp 105%mn 105%mv> wear all You wear an elemental amulet around your neck. You wear a steel buckler as a shield. <95%hp 105%mn 105%mv> we  wear all You wield a large claw. You are zapped by a large claw and drop it. You wield a pewter practice mace. You are skilled with a pewter practice mace. You wear a brass bracer around your left wrist. You wear some polished steel bracers on your arms. You wear a pair of falconer's gloves on your hands. You wear a silver belt with an opal embedded in the buckle about your waist. You wear an elite guard's boots on your feet. You wear an elite guard's turban on your head. You wear an elite guard's leg guards on your legs. You wear a ring of striking on your left finger. <90%hp 100%mn 100%mv> remove steel You stop using some polished steel bracers. <90%hp 100%mn 100%mv> hold steel You stop using a steel buckler. You wear a steel buckler as a shield. <90%hp 100%mn 100%mv> re  remove steel You stop using a steel buckler. <92%hp 100%mn 100%mv> wear bracers You wear some polished steel bracers on your arms. <92%hp 100%mn 100%mv> l 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] ( 3) It appears as though some large bird has lost a claw. A vest looking to be made from a tree lies here. A steaming pile of the prisoner's entrails is lying here. <92%hp 100%mn 100%mv> whe Players near you: (PK) Zeptaru Grove of Despair <92%hp 100%mn 100%mv> inv You are carrying: ( 2) a steel buckler a pewter practice sword a leather practice whip a long water flask a bottle of rum a small hemp bag ( 3) a bladder a leather backpack <92%hp 100%mn 100%mv> drop steel You drop a steel buckler. <92%hp 100%mn 100%mv> drop steel You drop a steel buckler. <92%hp 100%mn 100%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 vest looking to be made from a tree lies here. A dark druid's robe lies crumpled in a pile here. The sliced-off leg of the druid is lying here. <92%hp 100%mn 98%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] <92%hp 100%mn 97%mv> s 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] <92%hp 100%mn 95%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] <92%hp 100%mn 94%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. A dark druid's robe lies crumpled in a pile here. The sliced-off leg of the druid is lying here. <92%hp 100%mn 93%mv> The hunter has arrived. <92%hp 100%mn 93%mv> take      n 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 round shield lies here. ( 3) It appears as though some large bird has lost a claw. A vest looking to be made from a tree lies here. A steaming pile of the prisoner's entrails is lying here. <92%hp 100%mn 91%mv> take all.shield You get a steel buckler. You get a steel buckler. <92%hp 100%mn 91%mv> l slef You do not see that here. <92%hp 100%mn 91%mv> l self He looks human-like except for his yellow eyes and purple skin. His large bushy eyebrows droop heavily above his glowing, lemon colored eyes. They hang nearly down and connect with his thin, dark-brown beard. His hair is dark alder in color hangs from the crow peak on his forehead to rest peacefully on his shoulders. It also flows and mingles with his beard. His skin is purple and the light catches hard around his facial features. He looks like a man with high cheeckbones, lips and hard jaw which are visible where the beard connects to his purple skin. His purple skin looks smooth and shiny in this light. He is average height compared to a human. Zeptaru has a few scratches. Zeptaru is using: a ring of striking an opal set in a silver ring (Glowing) an elemental amulet a thin leather cape silver breastplate an elite guard's turban an elite guard's leg guards an elite guard's boots a pair of falconer's gloves some polished steel bracers a purple cloak a silver belt with an opal embedded in the buckle a brass bracer an onyx bracelet a pewter practice mace <95%hp 100%mn 100%mv> remove all You stop using a pewter practice mace. You stop using a brass bracer. You stop using some polished steel bracers. You stop using a pair of falconer's gloves. You stop using a silver belt with an opal embedded in the buckle. You stop using an elite guard's boots. You stop using an elite guard's turban. You stop using an elite guard's leg guards. You stop using a ring of striking. You stop using an elemental amulet. <101%hp 105%mn 105%mv> bat You are wearing items which disrupt the flow of shapeshifting to that shape. <101%hp 105%mn 105%mv> remo    wear amulet You wear an elemental amulet around your neck. <101%hp 105%mn 105%mv> l sl    bat You are wearing items which disrupt the flow of shapeshifting to that shape. <101%hp 105%mn 105%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: an opal set in a silver ring (Glowing) an elemental amulet a thin leather cape silver breastplate a purple cloak an onyx bracelet <101%hp 105%mn 105%mv> remove breastplate You stop using silver breastplate. <101%hp 105%mn 105%mv> bat You go into a trance as your form shifts. You concentrate a moment and fluidly change your form! Your feet rise off the ground as you change into bat form. <101%hp 90%mn 105%mv> wear all You wear a steel buckler as a shield. You wield a pewter practice mace. You are skilled with a pewter practice mace. You wear a brass bracer around your left wrist. You wear some polished steel bracers on your arms. You wear a pair of falconer's gloves on your hands. You wear a silver belt with an opal embedded in the buckle about your waist. You wear an elite guard's boots on your feet. You wear an elite guard's turban on your head. You wear an elite guard's leg guards on your legs. You wear a ring of striking on your left finger. You wear silver breastplate on your torso. <95%hp 85%mn 100%mv> remove shield You stop using a steel buckler. You look up and notice that it is no longer raining. <99%hp 94%mn 100%mv> l 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] ( 3) It appears as though some large bird has lost a claw. A vest looking to be made from a tree lies here. A steaming pile of the prisoner's entrails is lying here. <99%hp 94%mn 100%mv> inv You are carrying: ( 2) a steel buckler a pewter practice sword a leather practice whip a long water flask a bottle of rum a small hemp bag ( 3) a bladder a leather backpack <99%hp 94%mn 100%mv> hold ship You do not have that item. <99%hp 94%mn 100%mv> hold whip You dual wield a leather practice whip. You are skilled with a leather practice whip. <99%hp 94%mn 100%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 vest looking to be made from a tree lies here. A dark druid's robe lies crumpled in a pile here. A green-clad hunter scans the forest for game. <99%hp 94%mn 99%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] <99%hp 94%mn 98%mv> s 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] <99%hp 94%mn 97%mv> s 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] <99%hp 94%mn 97%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] <99%hp 94%mn 96%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] <99%hp 94%mn 95%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] <99%hp 94%mn 94%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.'' <99%hp 94%mn 93%mv> s Alas, you cannot go that way. <99%hp 94%mn 93%mv> e Alas, you cannot go that way. <99%hp 94%mn 93%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. <99%hp 94%mn 93%mv> s 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] <99%hp 94%mn 93%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] <99%hp 94%mn 92%mv> s Alas, you cannot go that way. <99%hp 94%mn 92%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] <99%hp 94%mn 92%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. <99%hp 94%mn 92%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 nomad merchant looks you over. A large cockroach scuttles across the ground. <99%hp 94%mn 91%mv> s Alas, you cannot go that way. <99%hp 94%mn 91%mv> d Alas, you cannot go that way. <99%hp 94%mn 91%mv> A nomad merchant slowly reaches around with his left hand and touches his back, as if making sure something is there. <100%hp 100%mn 100%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 99%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 99%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] A stern looking guard gazes at all that passes by, keeping an eye out for trouble. <100%hp 100%mn 98%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 man is standing here, apparently taking a break from his hectic day. <100%hp 100%mn 98%mv> <100%hp 100%mn 98%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] A man is standing here, apparently taking a break from his hectic day. <100%hp 100%mn 98%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 child dressed in rich clothes runs by laughing. A gaunt man dressed in shoddy clothing mumbles to himself. <100%hp 100%mn 97%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 97%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 muscled man is lugging a heavy suitcase on his back. 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 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. To the east, you can see the enormous stone gates of the Eastern Gate. [Exits: north east west] A man is standing here, apparently taking a break from his hectic day. A small harmless feline searches for food. A beggar sits on the floor asking for coins. <100%hp 100%mn 96%mv> 1 You attempt to hide. <100%hp 100%mn 96%mv> 4 You attempt to move silently. You begin sneaking. <100%hp 100%mn 96%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] <100%hp 100%mn 96%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 nomad merchant looks you over. A cartographer stands here, scribbling intently on a map. <100%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] A child dressed in rich clothes runs by laughing. A woman from Glyndane walks about looking for shopping bargains. A child dressed in rich clothes runs by laughing. A nomad merchant looks you over. A man dressed in dusty clothing wanders aimlessly through Tyr-Zinet. <100%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. <100%hp 100%mn 95%mv> w 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] <100%hp 100%mn 95%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. <100%hp 100%mn 94%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 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 94%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 large cockroach scuttles across the ground. <100%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, 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 stern looking guard gazes at all that passes by, keeping an eye out for trouble. A woman from Glyndane walks about looking for shopping bargains. 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. <100%hp 100%mn 93%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] <100%hp 100%mn 93%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] <100%hp 100%mn 93%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 woman strolls through the city, taking in the beauty of it all. A man is standing here, apparently taking a break from his hectic day. A middle aged man struggles to continue his journey. <100%hp 100%mn 92%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] <100%hp 100%mn 92%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. <100%hp 100%mn 92%mv> u Alas, you cannot go that way. <100%hp 100%mn 92%mv> w Alas, you cannot go that way. <100%hp 100%mn 92%mv> l 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. <100%hp 100%mn 92%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] <100%hp 100%mn 91%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 91%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] <100%hp 100%mn 90%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 98%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] <100%hp 100%mn 97%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 96%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] (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.'' <100%hp 100%mn 95%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] <100%hp 100%mn 95%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] <100%hp 100%mn 95%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] <100%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. 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 94%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] <100%hp 100%mn 94%mv> w Alas, you cannot go that way. <100%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 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 93%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] <100%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] <100%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. 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 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 can be seen in all its majesty. [Exits: east west] <100%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 can be seen in all its majesty. [Exits: east west] <100%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 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 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 retreating yet further away from the Eastern Road. [Exits: east west] <100%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 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 91%mv> <100%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 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 90%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] <100%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] <100%hp 100%mn 86%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. <100%hp 100%mn 85%mv> w Along the Eastern Road You have covered about a quarter of the distance between the cities of Ethshar and Tyr-Zinet. The air is getting drier as you near the barren wastes of the Sands of Sorrow. A well-kept cobblestone path leads to the north. [Exits: north east west] <100%hp 100%mn 85%mv> w Along the Eastern Road You have covered about a quarter of the distance between the cities of Ethshar and Tyr-Zinet. The air is getting drier as you near the barren wastes of the Sands of Sorrow. To the west is the dirt path leading to Glyndane and further west the glorious city of Ethshar. To the east the long trek to Tyr-Zinet winds its way through desert and hills. [Exits: east west] <100%hp 100%mn 84%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] <100%hp 100%mn 84%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 84%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 83%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] <100%hp 100%mn 83%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 83%mv> 1 You attempt to hide. <100%hp 100%mn 83%mv> 4 You attempt to move silently. <100%hp 100%mn 83%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 82%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 child sits on the ground playing with a handful of small shiny stones. <100%hp 100%mn 82%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 young clerical student devoutly practices cantrips. <100%hp 100%mn 91%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] <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] <100%hp 100%mn 91%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] You see a grey skirt here. A pair of soft grey gloves are barely visible. A lightweight grey vest lies here. A pair of grey soft leather boots was left here. <100%hp 100%mn 90%mv> wo You have 0 gold, 3384 silver, and 152748 experience (6516 exp to level). <100%hp 100%mn 90%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 90%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 90%mv> n Winter Square You are standing at the intersection of Bridge Street and Winter Road. The street intersection is busy here, but the real noise comes from farther to the south at Market Square. The cobblestones beneath your feet are dirty, with hard-packed dirt and grime between the stones. In the back of your mind you realize that this dirt was probably there since before the fall of Arcana. [Exits: north east south west] A young clerical student devoutly practices cantrips. <100%hp 100%mn 89%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] <100%hp 100%mn 89%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 89%mv> deo posit all.gold You step out of the shadows. Deposit how much of which type of coin? <100%hp 100%mn 89%mv> depos     wo You have 0 gold, 3384 silver, and 152748 experience (6516 exp to level). <100%hp 100%mn 89%mv> deposit 3000 silver You deposit 3000 silver. Your new balance is 111 gold, 6275 silver. <100%hp 100%mn 89%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] <100%hp 100%mn 88%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] A young clerical student devoutly practices cantrips. <100%hp 100%mn 88%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] <100%hp 100%mn 88%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 supplications. <100%hp 100%mn 87%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] You see a grey skirt here. A pair of soft grey gloves are barely visible. A lightweight grey vest lies here. A pair of grey soft leather boots was left here. <100%hp 100%mn 87%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] (Recruited) A Justicar defender is standing here. (Translucent) Drehse the Armor Splitter is here. A cityguard stands vigil watching for wrongdoing in the city. <100%hp 100%mn 86%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 86%mv> s The Butcher's Chop The smell of freshly slaughtered animals is strong here. Select cuts of meat are displayed under glass in an innovative counter structured of stone and glass. From hooks in the ceiling hang sides of beef and other large animals recently slaughtered but not yet cut down to easily-cooked size. The small counter where the butcher wraps and sells the meat is somewhat stained with blood. Behind the counter is a sign. [Exits: north] ( 4) A dark bottle of rum has been left here. A young clerical student devoutly practices supplications. A man behind the counter is chopping a side of beef into cubes. Butcher grins. Butcher tells you, 'Welcome to my shoppe. What would you like?' Butcher tells you, 'Please check the list to see what I'm selling today.' <100%hp 100%mn 86%mv> You are sober. <100%hp 100%mn 95%mv> list [Lv Price Qty] Item [ 1 143 -- ] tripas [ 1 130 -- ] roast heart [ 1 117 -- ] fried gizzards [ 1 65 -- ] fried steak [ 1 58 -- ] fried chicken [ 1 52 -- ] fried fish <100%hp 100%mn 95%mv> wo You have 0 gold, 384 silver, and 152748 experience (6516 exp to level). <100%hp 100%mn 95%mv> n 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 95%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] (Recruited) A Justicar defender is standing here. (Translucent) Drehse the Armor Splitter is here. A cityguard stands vigil watching for wrongdoing in the city. <100%hp 100%mn 95%mv> e Main Street You are standing on Main Street, a cobblestone road crossing through the city. It extends to the east. To the west is the Market Square. North is a pet shop, and south is a two-story building, the general store below and the Hammer & Anvil above. You can see the wooden sign with the hammer and anvil devices, and a mug of beer between them, jutting out from the second storey next to a grime-covered window. [Exits: north east south west] <100%hp 100%mn 94%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 94%mv> n Weapons Shop You are in the weapons shop. Many different implements of war are hung on the walls with care, polished to a blinding shine. Next to each one is a small plaque explaining what weapon they are and from what part of the world. You can also tell from looking at them that they are not for sale, but are the proud possessions of the shopkeeper. The weapons for sale are kept in a rack behind the counter. To the south is the main street. On the counter is a stained sign. [Exits: south] A large strong man paces behind the counter. <100%hp 100%mn 94%mv> list [Lv Price Qty] Item [35 13370 1 ] a sturdy iron hatchet [20 1488 1 ] a long staff [31 28022 2 ] a steel imperial sword [ 9 30 -- ] a wooden staff [12 47 -- ] a long sword [ 8 28 -- ] a mace [10 98 -- ] a battle axe [10 84 -- ] a spear [ 6 7 -- ] a club [ 4 28 -- ] a hand axe [ 1 14 -- ] a flail [10 30 -- ] a small sword [10 350 -- ] an oaken bow [10 158 -- ] a small bundle of oakwood arrows <100%hp 100%mn 94%mv> sell shield The weaponsmith looks uninterested in a steel buckler. <100%hp 100%mn 94%mv> drop shield You drop a steel buckler. <100%hp 100%mn 94%mv> drop shield You drop a steel buckler. <100%hp 100%mn 94%mv> s 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 93%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] <100%hp 100%mn 93%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] (Recruited) A Justicar defender is standing here. (Translucent) Drehse the Armor Splitter is here. A cityguard stands vigil watching for wrongdoing in the city. <100%hp 100%mn 93%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] <100%hp 100%mn 92%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] (Recruited) A Justicar defender is standing here. (Translucent) Drehse the Armor Splitter is here. A cityguard stands vigil watching for wrongdoing in the city. <100%hp 100%mn 92%mv> bow You bow deeply. <100%hp 100%mn 92%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] <100%hp 100%mn 92%mv> s Bridge Street You are standing on Bridge Street, a grimy cobblestone road which runs north-south through the city. From the north you near the noisy bustle of business as usual at Market Square. To the east is a small road. From the west comes the distinctive odor of a stew cooking, and the chirping of birds and other sounds indicative of small woodland creatures. [Exits: north east south west] <100%hp 100%mn 91%mv> s Bridge Street You are standing on Bridge Street, a dirty cobblestone road which runs north-south through the city. From the north come the sounds of business as usual in Market Square. East of you is a wall of stone, mortared in place. West is a wooden building, well-kept. You can hear the sounds of drunken revelry, a beer drinking song whose words are too slurred to understand. [Exits: north south] A young thief practices hiding and sneaking in the shadows. A citizen of Glyndane is here, walking slowly and studying the road. <100%hp 100%mn 91%mv> s 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] <100%hp 100%mn 91%mv> w 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] <100%hp 100%mn 90%mv> s 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] <100%hp 100%mn 90%mv> s On the River The river flows from east to west. To the northwest you see the access docks and the city rising up beyond them. The ramparts to the southwest are too steep to climb. Rising up above is the bridge which spans the river. [Exits: north east west] A young thief practices hiding and sneaking in the shadows. You are sober. <100%hp 100%mn 99%mv> w 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 99%mv> w 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 99%mv> w 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 99%mv> w 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 99%mv> w 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 99%mv> w 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 small redbird sings a complicated song while watching you from one eye. A fish swims in the river here. A fish swims in the river. <100%hp 100%mn 99%mv> s Alas, you cannot go that way. <100%hp 100%mn 99%mv> w 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] A fish swims here in the river. A fish swims in the river. A fish swims in the river here. A fish swims in the river here. <100%hp 100%mn 99%mv> w 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. <100%hp 100%mn 99%mv> w 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 fish swims in the river here. <100%hp 100%mn 99%mv> w 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. A fish swims in the river here. <100%hp 100%mn 99%mv> w 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. A fish swims in the river here. <100%hp 100%mn 99%mv> w Alas, you cannot go that way. <100%hp 100%mn 99%mv> w Alas, you cannot go that way. <100%hp 100%mn 99%mv> s 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] <100%hp 100%mn 99%mv> w 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 fish swims in the river here. A fish swims in the river here. 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 99%mv> w 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. A fish swims in the river. <100%hp 100%mn 99%mv> w 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 99%mv> w 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 fish swims here in the river. A fish swims in the river. A fish swims here 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 99%mv> w 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 fish swims here in the river. <100%hp 100%mn 99%mv> w 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 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 99%mv> w 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 99%mv> w 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 99%mv> w 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. <100%hp 100%mn 99%mv> n 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 99%mv> w 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. <100%hp 100%mn 98%mv> w Alas, you cannot go that way. <100%hp 100%mn 98%mv> e 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 97%mv> e A narrow path in the deep, dark forest This is a narrow path leading through the deep, dark forest. The ancient trees stand so close that the path disappears between the dusty roots. To the south a breathtakingly beautiful tower of white marble stands. Its wide gate is unbarred by a portcullis, open to all. The dusty trail continues westward through the forest. [Exits: south west] <100%hp 100%mn 97%mv> s The White Tower This tower is constructed of seamless, flawless, white marble. The stone glows with inner light, and the whorls present within the walls make the tower seem alive. Strangely, the beautiful surroundings seem melancholy and deserted. Not a sound can be heard from the entire tower. Runes of brilliant quicksilver are inscribed in the eastern wall. [Exits: north up] <100%hp 100%mn 96%mv> You are sober. <100%hp 100%mn 100%mv> u Within the White Tower The beauty of this tower is breathtaking, but the sense of sadness that emanates from all around puts a damper on the experience. Silence reigns supreme as the marble stairs leading up into the tower gleam brightly with energy. [Exits: up down] <100%hp 100%mn 100%mv> d The White Tower This tower is constructed of seamless, flawless, white marble. The stone glows with inner light, and the whorls present within the walls make the tower seem alive. Strangely, the beautiful surroundings seem melancholy and deserted. Not a sound can be heard from the entire tower. Runes of brilliant quicksilver are inscribed in the eastern wall. [Exits: north up] <100%hp 100%mn 100%mv> n A narrow path in the deep, dark forest This is a narrow path leading through the deep, dark forest. The ancient trees stand so close that the path disappears between the dusty roots. To the south a breathtakingly beautiful tower of white marble stands. Its wide gate is unbarred by a portcullis, open to all. The dusty trail continues westward through the forest. [Exits: south west] <100%hp 100%mn 99%mv> w 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 98%mv> n A small path in the deep, dark forest You are on a narrow path leading through the deep, dark forest. Giant, grey trees loom ominously all around. The path continues east and south. [Exits: east south] A large toadstool grows nearby. <100%hp 100%mn 98%mv> e A junction in the deep, dark forest You are by a junction where three paths meet. Ancient grey trees tower above you on all sides. Paths lead north, east and west. [Exits: north east west] <100%hp 100%mn 97%mv> e A small path in the deep, dark forest You are on a narrow path leading through the deep, dark forest. You feel as if the ancient trees observe you in watchful silence. The path continues north and west. [Exits: north west] <100%hp 100%mn 96%mv> remove all You stop using a pewter practice mace. You stop using a leather practice whip. You stop using a brass bracer. You stop using some polished steel bracers. You stop using a pair of falconer's gloves. You stop using a silver belt with an opal embedded in the buckle. You stop using an elite guard's boots. You stop using an elite guard's turban. You stop using an elite guard's leg guards. You stop using a ring of striking. You stop using an elemental amulet. <105%hp 105%mn 102%mv> wolf You are wearing items which disrupt the flow of shapeshifting to that shape. <105%hp 105%mn 102%mv> wear    wear amulet You wear an elemental amulet around your neck. <105%hp 105%mn 102%mv> l self It appears to be a large bat with a wingspan of at least five feet. The texture of its wings seem somewhat rough and slightly furry. The colour of this bat appears to be a purplish tint that blends in and out of the available lighting. Its face is a peculiar shape, similar to that of a fox. Its head is completely covered in a dark alder fur with a purple crown of fur blending around its head. It has long and pointy ears, as those of a lynx, with tufts of purple fur swaying slightly in the breeze. It has a long nose and high cheekbones. You notice its sharp claws and fangs, which are a very deep purple colour. Zeptaru is in perfect condition. Zeptaru is using: an opal set in a silver ring (Glowing) an elemental amulet a thin leather cape silver breastplate a purple cloak an onyx bracelet <105%hp 105%mn 102%mv> remove torso You do not have that item. <105%hp 105%mn 102%mv> remove bra  reastplate You are sober. <100%hp 100%mn 100%mv> You stop using silver breastplate. <100%hp 100%mn 100%mv> l A small path in the deep, dark forest You are on a narrow path leading through the deep, dark forest. You feel as if the ancient trees observe you in watchful silence. The path continues north and west. [Exits: north west] <100%hp 100%mn 100%mv> wolf Your wings fold away and you slowly reform yourself. You go into a trance as your form shifts. You concentrate a moment and fluidly change your form! You feel yourself moving faster in wolf form. <100%hp 85%mn 100%mv> wear all You wield a pewter practice mace. You are skilled with a pewter practice mace. You dual wield a leather practice whip. You are skilled with a leather practice whip. You wear a brass bracer around your left wrist. You wear some polished steel bracers on your arms. You wear a pair of falconer's gloves on your hands. You wear a silver belt with an opal embedded in the buckle about your waist. You wear an elite guard's boots on your feet. You wear an elite guard's turban on your head. You wear an elite guard's leg guards on your legs. You wear a ring of striking on your left finger. You wear silver breastplate on your torso. <94%hp 80%mn 94%mv> l self Its face looks strong and lean. About six foot long and four feet high it stands. Thick, neatly spiked purple fur covers its body. It has yellow, lemon colored (glowing) eyes. This large, purple wolf weighs at least 300lbs. It reminds you of a large dog as it stands on its four large paws Sharp purple claws protrued from the thick fur on its paws Zeptaru has a few bruises. Zeptaru is using: a ring of striking an opal set in a silver ring (Glowing) an elemental amulet a thin leather cape silver breastplate an elite guard's turban an elite guard's leg guards an elite guard's boots a pair of falconer's gloves some polished steel bracers a purple cloak a silver belt with an opal embedded in the buckle a brass bracer an onyx bracelet a pewter practice mace a leather practice whip <94%hp 80%mn 94%mv> remoe    ve mace You stop using a pewter practice mace. <94%hp 80%mn 94%mv> remove whip You stop using a leather practice whip. <94%hp 80%mn 94%mv> put mace backpack You put a pewter practice mace in a leather backpack. <94%hp 80%mn 94%mv> pur mace backpack Huh? <94%hp 80%mn 94%mv> put mace backpack You do not have that item. You are sober. <95%hp 85%mn 100%mv> l A small path in the deep, dark forest You are on a narrow path leading through the deep, dark forest. You feel as if the ancient trees observe you in watchful silence. The path continues north and west. [Exits: north west] <95%hp 85%mn 100%mv> e quit Alas, all good things must come to an end. Connection closed by foreign host. $ exit Script done on Wed Sep 5 00:01:38 2007