Script started on Wed Sep 5 12:21:38 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. 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] You have 1 new note waiting. <100%hp 100%mn 100%mv> The sky gets very cloudy and a calmness begins here. <100%hp 100%mn 100%mv> note [ 17] Nasir: The Syndicate Wants You* Wed Sep 5 06:54:19 2007 To: All Anyone interested in joining the Greatest Family of Thera** is welcome to send an application, along with a 500 gold handling fee, to the Syndicate Family. Please be sure to fill out all forms properly. All forms must include: - Name - Guild Profession - Station in said Guild - Net Worth - What you can and will bring to benefit the Godfather - Any other points of interest *You is designated as anyone of value to the Syndicate. Those who are of another House of Thera or who are below the 20th guild promotion do not qualify. **Greatest Family in Thera is trademark Nasir Nwagi, copyright y115, and cannot be used by any Mortal in writing without direct written permission from the Godfather of Syndicate. All rights reserved. We are looking for three right now, so be sure to submit your applications quickly as they will be considered in the order they are addressed. *Stamped with approval by the Godfather* <100%hp 100%mn 100%mv> You look up and notice that it is no longer raining. <100%hp 100%mn 100%mv> wh [28 Chnge Thi] (PK) [Helper] Zeptaru the Master of Smell [ Troll ] (PK) Reider the Baron of Storms Players found: 2 <100%hp 100%mn 100%mv> l 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 100%mv> 1 You attempt to hide. <100%hp 100%mn 100%mv> 4 You attempt to move silently. <100%hp 100%mn 100%mv> whe Players near you: (PK) Zeptaru Summer Square <100%hp 100%mn 100%mv> s Approaching the Bridge You are standing on Bridge Street, a dirty cobblestone road which runs north-south through the city. To the south is the bridge itself, and heading north one would approach one of the busiest places in Glyndane: Market Square. [Exits: north south] <100%hp 100%mn 99%mv> s Glyndane Bridge Rising high above the river is the Glyndane Bridge. It was made by crude masons who knew how to put stones together to make a bridge but had not enough craftsmanship to fashion anything aesthetic from it. The walking surface is smooth enough, worn from generations of feet passing over it. The dirt between the stones shows how often the bridge gets cleaned. You can look out over either side and see the river. On the north banks, you see docks where some people are fishing. [Exits: north south] A citizen of Glyndane is here, enjoying the fresh air. <100%hp 100%mn 99%mv> n Approaching the Bridge You are standing on Bridge Street, a dirty cobblestone road which runs north-south through the city. To the south is the bridge itself, and heading north one would approach one of the busiest places in Glyndane: Market Square. [Exits: north south] <100%hp 100%mn 98%mv> n 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 98%mv> n 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] <100%hp 100%mn 98%mv> n Bridge Street You are standing on Bridge Street, a grimy cobblestone road which runs north-south through the city. From the north you near the noisy bustle of business as usual at Market Square. To the east is a small road. From the west comes the distinctive odor of a stew cooking, and the chirping of birds and other sounds indicative of small woodland creatures. [Exits: north east south west] A large cockroach scuttles across the ground. (Hide) A young thief practices hiding and sneaking in the shadows. <100%hp 100%mn 97%mv> n Bridge Street You are standing on Bridge Street, a cobblestone road which runs north-south through the city. Just north is noisy Market Square. To the east is a building with the sign: General Store ----->. To the west is a building bearing a sign: <--- Fresh Butchered Meats. [Exits: north south] <100%hp 100%mn 97%mv> n Market Square You are standing in Market Square, a dirty intersection in the cobblestone roadway equidistant from four of the main shops in town. Main Street extends eastward and westward, while Bridge Street stretches on towards the north and south. A stone stair off to the side leads upward. Along the side of the stone stair is a bronze plaque. A tree off to the side bears a news scroll. The weathered parchment is crudely nailed to the trunk of the tree with metallic nails. [Exits: north east south west up] A young student of the arts of war practices sword fighting forms. A cityguard stands vigil watching for wrongdoing in the city. <100%hp 100%mn 97%mv> The sun slowly disappears in the west. <100%hp 100%mn 100%mv> whe Players near you: (PK) Zeptaru Market Square <100%hp 100%mn 100%mv> wh [28 Chnge Thi] (PK) [Helper] Zeptaru the Master of Smell [ Troll ] (PK) Reider the Baron of Storms Players found: 2 <100%hp 100%mn 100%mv> l Market Square You are standing in Market Square, a dirty intersection in the cobblestone roadway equidistant from four of the main shops in town. Main Street extends eastward and westward, while Bridge Street stretches on towards the north and south. A stone stair off to the side leads upward. Along the side of the stone stair is a bronze plaque. A tree off to the side bears a news scroll. The weathered parchment is crudely nailed to the trunk of the tree with metallic nails. [Exits: north east south west up] A young student of the arts of war practices sword fighting forms. A cityguard stands vigil watching for wrongdoing in the city. <100%hp 100%mn 100%mv> wh [28 Chnge Thi] (PK) [Helper] Zeptaru the Master of Smell [ Troll ] (PK) Reider the Baron of Storms Players found: 2 <100%hp 100%mn 100%mv> You look up and notice that it is no longer raining. <100%hp 100%mn 100%mv> wh [28 Chnge Thi] (PK) [Helper] Zeptaru the Master of Smell [ Troll ] (PK) Reider the Baron of Storms Players found: 2 <100%hp 100%mn 100%mv> The night has begun. <100%hp 100%mn 100%mv> l Market Square You are standing in Market Square, a dirty intersection in the cobblestone roadway equidistant from four of the main shops in town. Main Street extends eastward and westward, while Bridge Street stretches on towards the north and south. A stone stair off to the side leads upward. Along the side of the stone stair is a bronze plaque. A tree off to the side bears a news scroll. The weathered parchment is crudely nailed to the trunk of the tree with metallic nails. [Exits: north east south west up] A young student of the arts of war practices sword fighting forms. A cityguard stands vigil watching for wrongdoing in the city. <100%hp 100%mn 100%mv> whe Players near you: (PK) Zeptaru Market Square <100%hp 100%mn 100%mv> l Market Square You are standing in Market Square, a dirty intersection in the cobblestone roadway equidistant from four of the main shops in town. Main Street extends eastward and westward, while Bridge Street stretches on towards the north and south. A stone stair off to the side leads upward. Along the side of the stone stair is a bronze plaque. A tree off to the side bears a news scroll. The weathered parchment is crudely nailed to the trunk of the tree with metallic nails. [Exits: north east south west up] A young student of the arts of war practices sword fighting forms. A cityguard stands vigil watching for wrongdoing in the city. <100%hp 100%mn 100%mv> e Main Street You are standing on Main Street, a cobblestone road crossing through the city. It extends to the east. To the west is the Market Square. North is a pet shop, and south is a two-story building, the general store below and the Hammer & Anvil above. You can see the wooden sign with the hammer and anvil devices, and a mug of beer between them, jutting out from the second storey next to a grime-covered window. [Exits: north east south west] <100%hp 100%mn 99%mv> e Main Street You are standing on Main Street, a dirty cobblestone road crossing through the city. It extends to the east and west. From the west you hear the noise from the Market Square. North is a weapons shop, and south is the armory. [Exits: north east south west] <100%hp 100%mn 99%mv> e Main Street You are standing on Main Street, a grimy cobblestone road crossing through the city. It extends to the east and west. From the west you hear the noise from the Market Square. North and south are buildings whose entrances open to another street. [Exits: east west] <100%hp 100%mn 98%mv> e Spring Square You are at the intersection of Main Street and Spring Road. The street intersection is busy here, but the real noise comes from farther to the west at Market Square. Beneath you, the cobblestones of the roads' intersection are grimy, and the spaces between the stones are filled with dirt, probably some of it there since before the fall of Arcana. [Exits: north east south west] A cityguard beats a simple cadence with his front right hoof as you pass by. <100%hp 100%mn 98%mv> e Main Street You are standing on Main Street, a dirt encrusted cobblestone road crossing through the city. It extends to the east and west. From the west you hear the noise from the Market Square and the busy intersection just to the west where Spring Square intersects. To the north is a small office with a big giant sitting behind a desk. [Exits: north east west] <100%hp 100%mn 98%mv> e Main Street You are standing on Main Street, a dirty cobblestone road crossing through the city. It extends to the east and west. From the west you hear the noise from the Market Square. To the east is the East Gate of Glyndane. [Exits: east west] <100%hp 100%mn 97%mv> e Inside the East Gate The great eastern gate opens the great battlements for travel passage. Many a merchant enters at this gate and marches down Main Street to the Market Square. To the north and south you see the great battlements extending. Near the gate itself is a stone stair leading to the top where the guards keep watch and defend when necessary. [Exits: east west up] <100%hp 100%mn 97%mv> e Outside the East Gate The great eastern gate of Glyndane leads west into the city beyond the great battlements. On either side of it is a tower, above which fly the flags of the city. A well-kept road winds its way eastward and far on the horizon you can see what appears to be a manor of some sort. [Exits: east west] <100%hp 100%mn 97%mv> e Small Road A small road paved with cobblestones leads toward Glyndane to the west. You see the tall towers on either side of the city gates. Between the stones in the road are grains of sand, blown in from the Sands of Sorrow to the south. [Exits: east west] <100%hp 100%mn 96%mv> e You step out of the shadows. Small Road A small road has been paved with cobblestones, leading toward Glyndane to the west. The Sands of Sorrow are nearby. You see some sand building up between the stones in the road, having blown in from the south. [Exits: east west] <100%hp 100%mn 96%mv> e Small Road A small road has been paved with cobblestones, leading toward Glyndane to the west. The Sands of Sorrow are nearby. You see some sand building up between the stones in the road, having blown in from the south. To the south, a small path leads toward the wasteland. [Exits: south west] <100%hp 100%mn 96%mv> s Path in the Desert A path lined with rocks leads through the outskirts of the Sands of Sorrow. Sand has blown in from the south to finely cover the road. You see a myriad of footprints here but cannot make out whose they are. You hear an occasional splash. [Exits: north east] <100%hp 100%mn 95%mv> e Path in the Desert A path lined with rocks leads through the outskirts of the Sands of Sorrow. Sand has blown in from the south to finely cover the road. You see a myriad of footprints here but cannot make out whose they are. You hear an occasional splash. [Exits: south west] <100%hp 100%mn 95%mv> s Path in the Desert A path lined with rocks leads through the outskirts of the Sands of Sorrow. Sand has blown in from the south to finely cover the road. You see a myriad of footprints here but cannot make out whose they are. You hear an occasional splash. To the south is a wooden bridge. [Exits: north south] <100%hp 100%mn 94%mv> s Bridge A small wooden bridge spans the river. It appears to have been newly constructed, and well-constructed at that, sturdy despite its size. [Exits: north south] <100%hp 100%mn 94%mv> s Path in the Desert A path lined with rocks leads through the outskirts of the Sands of Sorrow. Sand has blown in from the south to finely cover the road. You see a myriad of footprints here but cannot make out whose they are. You hear an occasional splash. To the north is a wooden bridge. [Exits: north east] <100%hp 100%mn 94%mv> e Path in the Desert A path lined with rocks leads through the outskirts of the Sands of Sorrow. Sand has blown in from the south to finely cover the road. You see a myriad of footprints here but cannot make out whose they are. You hear an occasional splash. [Exits: south west] <100%hp 100%mn 93%mv> s Path in the Desert A path lined with rocks leads through the outskirts of the Sands of Sorrow. Sand has blown in from the south to finely cover the road. You see a myriad of footprints here but cannot make out whose they are. You hear an occasional splash. Looking across some of the barren land you see a line of shrubs or maybe trees, but the land between this path and that not quite natural wall is very sandy and difficult to traverse. Sticking with the path makes more sense here. [Exits: north south] <100%hp 100%mn 99%mv> s Path in the Desert A path lined with rocks leads through the outskirts of the Sands of Sorrow. Sand has blown in from the south to finely cover the road. You see a myriad of footprints here but cannot make out whose they are. Looking across some of the barren land you see a line of shrubs or maybe trees, but the land between this path and that not quite natural wall is very sandy and difficult to traverse. Sticking with the path makes more sense here. [Exits: north south] <100%hp 100%mn 99%mv> s Path in the Desert You walk upon a well-trodden path, darker soil mixed with sand from the desert to the south and lined by a neat row of stones. The path turns here, stretching to the north and to the east. Looking east, you see a gate. Southeast you see a line of thick shrubs. [Exits: north east] <100%hp 100%mn 98%mv> e By the White-Washed Gate Two white-washed poles rise from the ground on either side of the path, and between them is a wooden gate, also white-washed. Across the top is a sign suspended from the two poles by a couple of chains, swinging gently in the breeze. Beyond the gate the path continues, and you can see past the thick row of shrubs to see a field of crops to the north of the path, and a pasture and a barn to the south. The path leads westward away from the gate. [Exits: east west] Standing tall, a young serf guards the entrance to the Manor. A serf bows deeply. A serf says, 'Hail! Welcome to the Manor, Zeptaru. Please do not take that which is ' A serf says, 'not given to you, lest you dishonor our Lord and Lady.' <100%hp 100%mn 98%mv> e By the White-Washed Gate To the west is a white-washed gate between two tall white poles. A sign suspended between the poles above you swings gently in the breeze. Nothing is written on the sign that you can see. To the north is a crop field, to the south pasture. The path of dark soil well trod upon extends eastward through this manor, and through and past the gate to the west. [Exits: north east south west] <100%hp 100%mn 98%mv> e On a Well-Trodden Path You walk upon a well-trodden path within the manor. Small stones line the path, and the dark soil is mixed with sand from the desert beyond this amazing oasis. To the north is a field of crops, to the south a pasture. [Exits: north east south west] <100%hp 100%mn 97%mv> e e On a Well-Trodden Path You walk upon a well-trodden path within the manor. Small stones line the path, and the dark soil is mixed with sand from the desert beyond this amazing oasis. To the north is a field of crops, to the south a pasture. [Exits: north east south west] <100%hp 100%mn 97%mv> On a Well-Trodden Path You walk upon a well-trodden path within the manor. Small stones line the path, and the dark soil is mixed with sand from the desert beyond this amazing oasis. To the north is a field of crops, to the south a pasture. [Exits: north east south west] With a lilting voice, a serf sings a folk song and works here. A serf smiles at you. <100%hp 100%mn 97%mv> e On a Well-Trodden Path You walk upon a well-trodden path within the manor. Small stones line the path, and the dark soil is mixed with sand from the desert beyond this amazing oasis. To the north is a field of crops, to the south a pasture. [Exits: north east south west] A sheep is grazing. <100%hp 100%mn 96%mv> e On a Well-Trodden Path You walk upon a well-trodden path within the manor. Small stones line the path, and the dark soil is mixed with sand from the desert beyond this amazing oasis. To the north is a field of crops and beyond, a silo. To the south you see a pasture. [Exits: north east south west] A shaggy sheepdog watches the sheep. <100%hp 100%mn 96%mv> e On a Well-Trodden Path You walk upon a well-trodden path within the manor. Small stones line the path, and the dark soil is mixed with sand from the desert beyond this amazing oasis. To the north is a thick, impassable row of trees and shrubs, to the south a row of very small houses. [Exits: east west] <100%hp 100%mn 96%mv> e On a Well-Trodden Path You walk upon a well-trodden path within the manor. Small stones line the path, and the dark soil is mixed with sand from the desert to the south of this lush oasis. To the east is an intersection of paths. [Exits: east west] <100%hp 100%mn 95%mv> e Intersection In all four directions the path extends, intersecting here. To the east you see a great house, to the west the small houses, the pasture, barns, and fields. Looking northward, you see a small building on either side of the path. Gazing to the south, you see a chapel. [Exits: north east south west] <100%hp 100%mn 95%mv> e On a Well-Trodden Path You walk upon a well-trodden path within the manor. Small stones line the path, and the dark soil is mixed with sand from the desert to the south. Looking eastward you see a great house, and to the west is an intersection of paths. [Exits: east west] <100%hp 100%mn 94%mv> e Before the Great House You stand upon a well-trodden path just outside the great house. Small stones line the path, and the dark soil is mixed with sand from the desert to the south. Looking to the east you see the entrance to the house. The path extends westward. [Exits: west] <100%hp 100%mn 94%mv> e The door is closed. <100%hp 100%mn 94%mv> e The door is closed. <100%hp 100%mn 94%mv> pick e *Click* <100%hp 100%mn 94%mv> open e Ok. <100%hp 100%mn 94%mv> e Entrance to the Great House The great house is richly furnished with the finery the Lord collected during his youth as a Crusader. While he no longer serves the Crusade actively, he has not given up his beliefs in the purity of a soul untainted by magic, and a body well- honed by hard work and physical exertion. On the wall near the door is a tapestry with words woven in gold thread on a dark blue background, framed with green vines and leaves. To the north is the library, to the south a sitting room. [Exits: north east south west] <100%hp 100%mn 94%mv> close w Ok. <100%hp 100%mn 94%mv> lock e You cannot do that. <100%hp 100%mn 100%mv> 1 You attempt to hide. <100%hp 100%mn 100%mv> 4 You attempt to move silently. <100%hp 100%mn 100%mv> ex Obvious exits: North - Library East - Hall South - Sitting Room <100%hp 100%mn 100%mv> n Library Among the books on the table in this finely decorated room are 'Animal Husbandry', 'Crop Rotation Theory', 'Natural and Forced Irrigation', and 'Life Without Magic'. The library extends to the east. A wooden plaque hangs on the northern wall. On the western wall near the window is a faded parchment in a weathered frame. The ink near the top is faded and old, the ink near the bottom fresh and dark looking. [Exits: east south] A grey leather-bound book with clean vellum pages rests upon the ground. A book entitled, 'Life Without Magic' is on the table. <100%hp 100%mn 100%mv> take 2.book You step out of the shadows. You get book entitled, 'Life Without Magic'. <100%hp 100%mn 100%mv> read 2.book Read what? <100%hp 100%mn 100%mv> o opn en    read book On Magic and a Call to Return to the Natural Order is closed. <100%hp 100%mn 100%mv> open book That's not a container. <100%hp 100%mn 100%mv> exam book You open the book to a page and begin to read: 'The gods gave you fine muscles, and they did not mean for you to waste your time quaffing potions, shaking sticks, or reciting mumbo-jumbo words as seen on rolled parchments, much less uttering arcane phrases only the gods should understand. Use your time wisely: practice your skills, strengthen your muscles and your mind. Breathe in the fresh air, enjoy the raindrops. The true strength and wonder of a person comes from within, not from hocus- pocus and power that only the gods should wield. 'Waste not the power which belongs to the heavens, spend your time being you and not pretending to be a god, for to do so is blasphemous in the eyes of the gods. A body untainted by magic is a body fit to survive this land and these times. If you find yourself faltering in your faith, seek wisdom with the Crusade, for they who live by the Code, who have forsaken magic in exchange for honor and valor, are the true winners in this world.' <100%hp 100%mn 100%mv> exam 2 book You do not see that here. <100%hp 100%mn 100%mv> b exam book 2 You open the book to a page and begin to read: 'The gods gave you fine muscles, and they did not mean for you to waste your time quaffing potions, shaking sticks, or reciting mumbo-jumbo words as seen on rolled parchments, much less uttering arcane phrases only the gods should understand. Use your time wisely: practice your skills, strengthen your muscles and your mind. Breathe in the fresh air, enjoy the raindrops. The true strength and wonder of a person comes from within, not from hocus- pocus and power that only the gods should wield. 'Waste not the power which belongs to the heavens, spend your time being you and not pretending to be a god, for to do so is blasphemous in the eyes of the gods. A body untainted by magic is a body fit to survive this land and these times. If you find yourself faltering in your faith, seek wisdom with the Crusade, for they who live by the Code, who have forsaken magic in exchange for honor and valor, are the true winners in this world.' <100%hp 100%mn 100%mv> drop book You drop book entitled, 'Life Without Magic'. Book entitled, 'Life Without Magic' dissolves into smoke. <100%hp 100%mn 100%mv> l Library Among the books on the table in this finely decorated room are 'Animal Husbandry', 'Crop Rotation Theory', 'Natural and Forced Irrigation', and 'Life Without Magic'. The library extends to the east. A wooden plaque hangs on the northern wall. On the western wall near the window is a faded parchment in a weathered frame. The ink near the top is faded and old, the ink near the bottom fresh and dark looking. [Exits: east south] A grey leather-bound book with clean vellum pages rests upon the ground. <100%hp 100%mn 100%mv> take book You get On Magic and a Call to Return to the Natural Order. <100%hp 100%mn 100%mv> exam book You look upon the grey leather-bound book and see words in an elvish hand burnt into the leather: On Magic and A Call to Return to the Natural Order by Jojain of Dhaes Drae Aesilon Fifth Edition <100%hp 100%mn 100%mv> exam chapter 2 You do not see that here. <100%hp 100%mn 100%mv> exab m book 2 You look upon the grey leather-bound book and see words in an elvish hand burnt into the leather: On Magic and A Call to Return to the Natural Order by Jojain of Dhaes Drae Aesilon Fifth Edition <100%hp 100%mn 100%mv> exam 2.book You only see one book here. <100%hp 100%mn 100%mv> open book You open On Magic and a Call to Return to the Natural Order and flip to page 1. <100%hp 100%mn 100%mv> exam bok ok You look upon the grey leather-bound book and see words in an elvish hand burnt into the leather: On Magic and A Call to Return to the Natural Order by Jojain of Dhaes Drae Aesilon Fifth Edition <100%hp 100%mn 100%mv> open book 2 You open On Magic and a Call to Return to the Natural Order to page 2. <100%hp 100%mn 100%mv> exam book You look upon the grey leather-bound book and see words in an elvish hand burnt into the leather: On Magic and A Call to Return to the Natural Order by Jojain of Dhaes Drae Aesilon Fifth Edition <100%hp 100%mn 100%mv> exam book 2 You look upon the grey leather-bound book and see words in an elvish hand burnt into the leather: On Magic and A Call to Return to the Natural Order by Jojain of Dhaes Drae Aesilon Fifth Edition <100%hp 100%mn 100%mv> open book 2 You open On Magic and a Call to Return to the Natural Order to page 2. <100%hp 100%mn 100%mv> read book You begin reading 2. On the Nature of Gifts A. The Gift Itself from On Magic and a Call to Return to the Natural Order. What is a gift? It is something given from one to another. It canst be a good thing, or it canst be a bad thing, or it canst be both good and bad. Wherefore something is given to another canst determine whether the gift is a good or bad thing. Relating the gift to that which thou already possessest canst determine whether the gift is a good or bad thing. For example, thou possessest a powerful sword. It hath a very sharp blade and cutteth through some of the toughest armor. A geong person giveth thee a sword taken from the cold dead hands of a goblin soldier. This sword is not of the finest make, and it doth not cut through mediocre armor, much less the toughest armor in the world. Relating the gift to what thou already possessest, it is a bad thing. If thou art required to use this gift, thou willst find thyself in trouble, for the older sword is better and willt do thee more good in a fight than the newer sword gifted thee by the geong person. <100%hp 100%mn 100%mv> open book 3 You open On Magic and a Call to Return to the Natural Order to page 3. <100%hp 100%mn 100%mv> read book You begin reading 2. On the Nature of Gifts B. How One Useth Gifts from On Magic and a Call to Return to the Natural Order. Let us suppose that the gift thou wert given is a powerful sword, better than the one thou hast previously possessed and used. Naturally, thou wishest to use the more powerful sword. So thou wieldest it, and settest the other, lesser blade, aside. Art thou required to use this sword at every opportunity, every waking moment of thy life? It is a gift, it is powerful, it hath its good qualities, it is helpful. But is it necessary to use it always? Art thou always battling something or someone? Doth thou hold this sword in thine hand while eating or drinking? (If so, how often hast thou nicked the tip of thy nose while feeding thyself? Or, if thou holdest the blade away from thee, how often hast thou cut thy companion with it while drinking?) Dost thou give hugs while wielding the blade? How dost thou give a proper hug if thine hand is occupied holding a sword hilt? If thou art thinking I am crazy for suggesting this, take a moment to reflect. Maybe thou art one who constantly wieldeth weapons. But there be a time for wielding, and a time for sheathing. Dost thou know the difference? Now, replace the sword with magic. Magic is a powerful gift. Sometimes it is more powerful than we art, and it doth good for us. Sometimes it is less powerful than we art, and it doth ill for us. A powerful blade in the right hands willt do more damage to an enemy than a magic missile. Admittedly, a [Hit Return to continue] well-aimed concatenation of magical energies willt do more damage than a powerful blade sometimes. If thou dost cast magic, dost thou do so at every waking moment? Dost thou need to cast while eating and drinking? While hugging a friend or kinsman? <100%hp 100%mn 100%mv> open book 4 You open On Magic and a Call to Return to the Natural Order to page 4. <100%hp 100%mn 100%mv> read book You begin reading 2. On the Nature of Gifts C. Offending Others, and Excusing Bad Manners from On Magic and a Call to Return to the Natural Order. The scene is a familiar one. Thou art standing at Market Square in Glyndane and thou art not alone. Among the others present art those who cast magic, and those who have lived a life pure of it and who take offense when the arcane words art uttered. One of the warriors who doth not use magic saith, 'No magic, please.' Shortly thereafter, someone who heard the words casteth a spell. This is the oft repeated action and reaction which have resulted in the generalization that all mages art disrespectful and rude. I know from experience that all mages art not disrespectful and rude, but enough of them art that it begetteth trouble. I have heard the excuse made that magic is a gift and therefore it sholde be used at any time the caster wisheth to use it, no matter that it offendeth some. I have heard the defenders of magic refer to the casters of magic as innocents. There is nothing innocent about premeditated rudeness. The gift of magic is not a thing which is necessary for continued living in the same way that breathing is, and therefore, it is not necessary for anyone to cast a spell after being politely asked not to. Many argue that the offended one (the warrior who hath asked that magic not be used in his presence) sholde leave and stand somewhere else. I ask, wherefore? Is Market Square a place for mages only? Do others have not the same rights to stand in town where they wish? When they stand [Hit Return to continue] in a public place, is it necessary for rudeness to win over courtesy? Not that I condone the use of the gift, I do not, but what is wrong with the mage stepping aside to cast and then returning after the spell hath been cast, such that it wast not cast in the presence of those who art offended? Much blodshed colde be avoided. <100%hp 100%mn 100%mv> open book 5 You open On Magic and a Call to Return to the Natural Order to page 5. <100%hp 100%mn 100%mv> read book You begin reading 2. On the Nature of Gifts C. Offending Others, and Excusing Bad Manners (cont.) from On Magic and a Call to Return to the Natural Order. I have also heard that the use of any skills to protect the pure from the taint of magic is an offense to others to behold. Again I ask, wherefore? Those who have kept themselves pure of the taint must needs do all they can to protect themselves, since the world is full of rude mages who give no thought to the wishes of others. Simply because at a given time there art no mages in the presence of the pure one, doth not mean a mage willt not use a magical gate to travel to that spot and cause mayhem. The pure of body, mind, and soul can never be too careful. I call upon the reader of this treatise to keep common sense and courtesy in mind when performing any task, be it casting magic if the reader doth insist, or waving a sharp blade. It is my hope that by the time the reader hath finished reading this treatise, he willt know that the use of magic resulteth in more harm than good, and he willt give it up. <100%hp 100%mn 100%mv> open book 6 You open On Magic and a Call to Return to the Natural Order to page 6. <100%hp 100%mn 100%mv> read book You begin reading 3. On Magic A. What is Magic? from On Magic and a Call to Return to the Natural Order. We do not understand everything. What it is that giveth us life, animateth us, alloweth us to think and reason better than the beasts, is unknown to us. It is a power of the gods instilled in us to give us this life, these abilities. That which we do not fully understand the workings of, is magic. An unexplainable power which wast given us by the Heavens. That we each have a little of that life magic within us is natural, without it we wolde not be alive. But that is all the magic that we need. History telleth us that the rebel goddess bestowed more than just the life magic upon us, giving us access to the same power that the gods use to maintain the world. All it taketh is to utter a word or two or three. Or to quaff a potion. Or recite the words written in runes and sigils upon a scroll. Or shake a stick imbued with this power. Canst anyone explain how it is that quaffing a potion willt take one from a castle courtyard near Vela Rofoge to the pit room of the temple in Elvenhame? It is magic, and it is not a natural thing, this magic, for common sense clearly pointeth out that one needeth to put one foot on front of the other to get from one place to the next, or in the case of flying creatures, to flap the wings and exert other body parts to move through the air. Physical exertion is natural to travel. Quaffing potions, or uttering words, is unnatural, and encourageth laziness and a weakening of the body and mind and soul. Besides, how doth one fully appreciate the world around [Hit Return to continue] us if we use a power to bypass the fields and streams, glades and forests? It is fast, it is convenient, but we pay a price for taking the short cut through magic. The body becometh tainted, weakened, and with the weakening of the body, the mind becometh weakened, and the soul as well. <100%hp 100%mn 100%mv> open book 7 You open On Magic and a Call to Return to the Natural Order to page 7. <100%hp 100%mn 100%mv> read book You begin reading 3. On Magic A. What is Magic? (cont.) from On Magic and a Call to Return to the Natural Order. If thou dost not believe this, try an experiment. Stop eating and drinking for a long time. Do not sleep. What resulteth? Your stomach protesteth with loud noise, eventually thou feelest pain and art less likely to endure a sudden battle sholde one happen. As the pain of hunger/starvation weakeneth thy body, thou art distracted and thy mind is weakened. Thy mind needeth the nourishment of food and drink as much as the body doth, and starving the mind also weakeneth it. Now weakened in both body and mind, canst the soul be far behind? How doth thou feel when pained by starvation as well as what pain is inflicted on thee as thou pittest thyself against the might of another? Dost thou feel that thou art capable of winning? Or art thou disheartened by thine weakness, afraid that it willt weorc in favor of thine opponent in addition to his strengths, rendering thee incapable of a victory? Some may argue that magic hath its good uses. Behold the paladins and clerics who use the godly power to speed up the healing process. How, thou mayest ask, canst this be detrimental? By the very fact that thy body cannot learn to overcome illness and weakness on its own, that it is disallowed the act of strengthening itself on its own so that thou mayest be the stronger for it. As the saying goeth, that which doth not kill me maketh me to be stronger. But thou canst not endure and become stronger if someone useth short-cuts to bypass the body's natural ability to gain strength. What about bandages and herbal remedies, thou askest? They art [Hit Return to continue] natural, physical aids to the body, and do not interfere with the body's ability to heal itself. Likewise the chi healing taught as a mental discipline to the monks of the Crane School. They use their minds to direct their bodies to heal faster. This mental power is so strong they can use it to help direct another's body to heal faster. It is completely natural. So what of the laying of hands ceremony which the paladins use? By using this method, they instill faith in a person that he can heal himself, thereby encouraging the body to heal. Again it is a case of mind over matter, a strengthened, healthy mind directing the body to heal. <100%hp 100%mn 100%mv> opn en book 8 You open On Magic and a Call to Return to the Natural Order to page 8. <100%hp 100%mn 100%mv> read book You begin reading 3. On Magic B. Why is Magic Not Meant For Mortals? from On Magic and a Call to Return to the Natural Order. As stated in the previous chapter, magic serveth to weaken the body, which in turn weakeneth the mind and the soul. That alone sholde be reason enough to conclude that magic is not meant for mortals. But there art other uses for magic which art also good reasons to argue it is not meant for mortals. Thinking beings wert not meant to be slaves. Magic is oft used to enslave the minds of others, to force them into servitude against their will. Behold the magic-enslaved animals and sentient beings sold into slavery by Jeaves in Elvenhame, for instance. Along the same lines, there art dark sorcerors who art capable of enslaving a man's mind and dragging him to the music guild in Elvenhame, and there forcing him to practice something he wisheth not to practice. Or forcing him to strip himself naked and drop all his possessions, that others may take from him without a fight. Think thee hard about this. Woldest thou wish to be the man so ensorcelled who droppeth all his possessions and loseth everything he hath worked for? Or woldest thou wish to be forced into practicing that which thou considerest worthless, thereby losing valuable class time with thy guildmaster which thou hast saved for something thou hast a need to learn? From mine own experience as an enchanter, I watched how the use of [Hit Return to continue] magic destroyed things around me. Things which wert crafted by blacksmiths, jewelers, or other artisans, wolde explode, evaporate, or turn to goo because the magic I wielded, even when I had mastered it, wast not perfect. When used by the gods, the magic is perfect and its yield is perfect. When used by mortals, the power is corrupted and imperfect, and the results art not dependable, unless thou art depending upon exploding, evaporating, or turning something to goo. <100%hp 100%mn 100%mv> oe pen book 9 You open On Magic and a Call to Return to the Natural Order to page 9. <100%hp 100%mn 100%mv> read book You begin reading 3. On Magic C. Lord Maelstrom's Discovery from On Magic and a Call to Return to the Natural Order. Researching history, I have found a passage which referreth to the discovery of Lord Maelstrom concerning the magical weave, the power of magic available to the gods, and the power of magic used by mortals. Lord Maelstrom discovered that, as mortals wert unwise in their use of the power, using it all the time for no reason at all except to use it, they drew from the supply of mana available to all in the world and the heavens, for the magical weave is shared by mortal and immortal alike. The supply of mana is finite. That is to say, there is a set amount of it in the world. If all the world wert mages and everyone cast a spell at the same time, the mana supply wolde be severely lowered, until such time as Lady Xyza, Goddess of Magic, colde renew it. In sooth, much of the world is populated by mages, and if not mages, then people who cast spells, quaff potions, shake sticks, recite scrolls. They might not all do these things at the same time, but most all of them do it a lot. As soon as that white aura dissipateth, someone is rushing to renew it, as though the gods owe them protection. Likewise, as soon as any magical protection fadeth away, mortals with a small grasp of the power grab it and pull it to them again, all the while drawing upon the mana supply. As powerful as Lady Xyza is, she cannot keep up with the drain upon the mana supply, and the more magic is used in the world, the weaker that supply becometh, and the less is there for the gods to use in maintaining the world. For many years this wast the sole reason the Crusaders of [Hit Return to continue] You feel less aware of your surroundings. [Hit Return to continue] Valor fought mages and sought to destroy them, for Lord Maelstrom, fearing that the mana supply wolde be destroyed by the unwise over-use of magic, ordered them to prevent this disaster. As little as the Lady Xyza is seen in the world, one canst only conclude that she is very hard at weorc keeping the mana supply from falling too low. <100%hp 100%mn 100%mv> detect Your awareness improves. <100%hp 100%mn 100%mv> sc You are Zeptaru the Master of Smell. Level 28, 21 years old (56 hours). You are mature. You joined Dark Mists 94 days, 10 hours, 6 minutes, and 28 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 26/45 items with weight 151/305 pounds. Str: 17(17) Int: 24(24) Wis: 22(22) Dex: 21(25) Con: 15(13) You have scored 156287 exp, and have 0 gold and 1156 silver coins. You need 2977 exp to level. Wimpy set to 25% hit points. Hometown is Glyndane. You are standing. Armor: pierce: -113 bash: -118 slash: -114 magic: -38 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: 13 Damroll: 18 You are neutral, and impulsively inclined. <100%hp 100%mn 100%mv> l Library Among the books on the table in this finely decorated room are 'Animal Husbandry', 'Crop Rotation Theory', 'Natural and Forced Irrigation', and 'Life Without Magic'. The library extends to the east. A wooden plaque hangs on the northern wall. On the western wall near the window is a faded parchment in a weathered frame. The ink near the top is faded and old, the ink near the bottom fresh and dark looking. [Exits: east south] <100%hp 100%mn 100%mv> 1 You attempt to hide. <100%hp 100%mn 100%mv> 4 You attempt to move silently. <100%hp 100%mn 100%mv> sc You are Zeptaru the Master of Smell. Level 28, 21 years old (56 hours). You are mature. You joined Dark Mists 94 days, 10 hours, 6 minutes, and 40 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 26/45 items with weight 151/305 pounds. Str: 17(17) Int: 24(24) Wis: 22(22) Dex: 21(25) Con: 15(13) You have scored 156287 exp, and have 0 gold and 1156 silver coins. You need 2977 exp to level. Wimpy set to 25% hit points. Hometown is Glyndane. You are standing. Armor: pierce: -113 bash: -118 slash: -114 magic: -38 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: 13 Damroll: 18 You are neutral, and impulsively inclined. <100%hp 100%mn 100%mv> <100%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 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 small hemp bag a silver belt with an opal embedded in the buckle a brass bracer an onyx bracelet dagger <100%hp 100%mn 100%mv> wear dagger You step out of the shadows. You dual wield dagger. Dagger feels like a part of you! <99%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 small hemp bag a silver belt with an opal embedded in the buckle a brass bracer an onyx bracelet dagger dagger <99%hp 100%mn 100%mv> 1 You attempt to hide. <99%hp 100%mn 100%mv> 4 You attempt to move silently. <99%hp 100%mn 100%mv> l Library Among the books on the table in this finely decorated room are 'Animal Husbandry', 'Crop Rotation Theory', 'Natural and Forced Irrigation', and 'Life Without Magic'. The library extends to the east. A wooden plaque hangs on the northern wall. On the western wall near the window is a faded parchment in a weathered frame. The ink near the top is faded and old, the ink near the bottom fresh and dark looking. [Exits: east south] <99%hp 100%mn 100%mv> read book You step out of the shadows. You begin reading 3. On Magic C. Lord Maelstrom's Discovery from On Magic and a Call to Return to the Natural Order. Researching history, I have found a passage which referreth to the discovery of Lord Maelstrom concerning the magical weave, the power of magic available to the gods, and the power of magic used by mortals. Lord Maelstrom discovered that, as mortals wert unwise in their use of the power, using it all the time for no reason at all except to use it, they drew from the supply of mana available to all in the world and the heavens, for the magical weave is shared by mortal and immortal alike. The supply of mana is finite. That is to say, there is a set amount of it in the world. If all the world wert mages and everyone cast a spell at the same time, the mana supply wolde be severely lowered, until such time as Lady Xyza, Goddess of Magic, colde renew it. In sooth, much of the world is populated by mages, and if not mages, then people who cast spells, quaff potions, shake sticks, recite scrolls. They might not all do these things at the same time, but most all of them do it a lot. As soon as that white aura dissipateth, someone is rushing to renew it, as though the gods owe them protection. Likewise, as soon as any magical protection fadeth away, mortals with a small grasp of the power grab it and pull it to them again, all the while drawing upon the mana supply. As powerful as Lady Xyza is, she cannot keep up with the drain upon the mana supply, and the more magic is used in the world, the weaker that supply becometh, and the less is there for the gods to use in maintaining the world. For many years this wast the sole reason the Crusaders of [Hit Return to continue] Valor fought mages and sought to destroy them, for Lord Maelstrom, fearing that the mana supply wolde be destroyed by the unwise over-use of magic, ordered them to prevent this disaster. As little as the Lady Xyza is seen in the world, one canst only conclude that she is very hard at weorc keeping the mana supply from falling too low. <100%hp 100%mn 100%mv> open book 9 You open On Magic and a Call to Return to the Natural Order to page 9. <100%hp 100%mn 100%mv> read book You begin reading 3. On Magic C. Lord Maelstrom's Discovery from On Magic and a Call to Return to the Natural Order. Researching history, I have found a passage which referreth to the discovery of Lord Maelstrom concerning the magical weave, the power of magic available to the gods, and the power of magic used by mortals. Lord Maelstrom discovered that, as mortals wert unwise in their use of the power, using it all the time for no reason at all except to use it, they drew from the supply of mana available to all in the world and the heavens, for the magical weave is shared by mortal and immortal alike. The supply of mana is finite. That is to say, there is a set amount of it in the world. If all the world wert mages and everyone cast a spell at the same time, the mana supply wolde be severely lowered, until such time as Lady Xyza, Goddess of Magic, colde renew it. In sooth, much of the world is populated by mages, and if not mages, then people who cast spells, quaff potions, shake sticks, recite scrolls. They might not all do these things at the same time, but most all of them do it a lot. As soon as that white aura dissipateth, someone is rushing to renew it, as though the gods owe them protection. Likewise, as soon as any magical protection fadeth away, mortals with a small grasp of the power grab it and pull it to them again, all the while drawing upon the mana supply. As powerful as Lady Xyza is, she cannot keep up with the drain upon the mana supply, and the more magic is used in the world, the weaker that supply becometh, and the less is there for the gods to use in maintaining the world. For many years this wast the sole reason the Crusaders of [Hit Return to continue] Valor fought mages and sought to destroy them, for Lord Maelstrom, fearing that the mana supply wolde be destroyed by the unwise over-use of magic, ordered them to prevent this disaster. As little as the Lady Xyza is seen in the world, one canst only conclude that she is very hard at weorc keeping the mana supply from falling too low. <100%hp 100%mn 100%mv> open book 1- 0 You open On Magic and a Call to Return to the Natural Order to page 10. <100%hp 100%mn 100%mv> read book You begin reading 3. On Magic C. Lord Maelstrom's Discovery (cont.) from On Magic and a Call to Return to the Natural Order. Around the time of my becoming Leader of the Crusades, I had a talk with one of the Lady's Knights of the Lemniscate, Radik. He informed me that he hadst seen the Lady and that she wast not well. He wast very worried, and it seemed to me that Lord Maelstrom's prediction hath progressed beyond merely a tired and overworked goddess. In part this is due to the increased use of mana and magic in the world. In part this is due to the influence of those known as the Brethren of the Nine Hells, whose power cometh from her but is twisted by other dark forces before coming to them. The spellbane granted by the Steel Clan's Lords doth not weorc against this twisted and very tainted magic. The dark forces of the Brethren suck the very life from the Magical Weave to produce a little of their twisted form, and the results promise to be disastrous. I do not know if the chosen of the Lady art warning those who cast of the danger, but I think it wolde not hurt if the ones learning to 'control' the tainted Gift wolde cut down their usage to help their Lady. Even if thou intendest to continue to cast for the rest of thy life, use the tainted Gift only when absolutely necessary, for the sake of she who gave it. I doubt that the Brethren, whose intent to destroy our world, will oblige to aid the Lady. 'Tis up to those who revere her to give aid. I know this soundeth strange coming from a Crusader, but the Steel Clan doth not hate the Lady, and we acknowledge her place in the heavens and her role in keeping us all alive. <100%hp 100%mn 100%mv> open book 11 You open On Magic and a Call to Return to the Natural Order to page 11. <100%hp 100%mn 100%mv> read book You begin reading 4. On the Natural Order A. Magic is Natural... in a way from On Magic and a Call to Return to the Natural Order. Earlier I stated that the power which giveth life to different sentient beings is magical, and it is all the magical power one needeth to survive. That power which causeth the heart to beat, which causeth thee to breathe or digest food, aye, even to think ... this is magic, and it is natural. All things in this world have some degree of magic within them which is part of what maketh up the things, whether they be living like bunnies and elves and giants, or non-living like rocks and sand and water. But the natural magic is only enough to make things what they art. In certain circles there art conversations and discussions about the basic building blocks, for lack of a better term, of things. What, for instance, is a sheet of parchment truly made of? One canst take a round glass and look at it and see tiny fibres. The naked eye seeth those fibres not. If one wert to take a stronger round glass, one colde see what the fibres wert formed of. Eventually, what wolde one see, that maketh up the parchment? Whatever it is, it wolde not resemble a sheet of parchment. And how small doth it get before it is simply not seen? In sooth, the smaller things become, beyond the natural eyesight, the less likely we have a recognizable word for them. What holdeth everything together? Some might argue gravity, but if that wert true, one colde not hold the sheet of parchment, for it wolde fall apart in its effort to reach the ground. Another force holdeth the pieces together. I do not believe that we will ever understand what that force is, though we may [Hit Return to continue] weorc it out in our minds and attempt experiments to isolate it and define it. Strongly do I suspect, that the force which holdeth the smallest parts of a thing together is magic. Sholde I be right and this is what holdeth everything together, it is all the magic we require. <100%hp 100%mn 100%mv> open book 12 You open On Magic and a Call to Return to the Natural Order to page 12. <100%hp 100%mn 100%mv> read book You begin reading 4. On the Natural Order B. The Nature of Mortals from On Magic and a Call to Return to the Natural Order. By definition, mortals art beings who will eventually die and not recover from the death. Our physical bodies art not designed to withstand the infusion of too much power. Thus the thrust of a sword between the ribs willt cause damage, likewise concatenated energy aimed at a person. It causeth the weakening of the body, which, too much weakening causeth death. No matter what one doth to avoid the infusion of too much power, chances art good that everyone willt someday suffer the consequences of it. No defense is perfect. <100%hp 100%mn 100%mv> You no longer feel stealthy. <100%hp 100%mn 100%mv> oe pen book 13 You open On Magic and a Call to Return to the Natural Order to page 13. <100%hp 100%mn 100%mv> read book You begin reading 4. On the Natural Order C. The Nature of Immortals from On Magic and a Call to Return to the Natural Order. By definition, immortals art beings who will not die. They live forever. The infusion of power doth not affect them to the point of weakening or killing them, though they may give the impression that it doth. Wielding power is something they do well, without error in the execution. <100%hp 100%mn 100%mv> open book 14 You open On Magic and a Call to Return to the Natural Order to page 14. <100%hp 100%mn 100%mv> read book You begin reading 4. On the Natural Order D. Put Magic Behind Us, Innovation and Nature Ahead of Us from On Magic and a Call to Return to the Natural Order. Realizing the difference between mortals and immortals, mortality and immortality, we can only conclude that magic is not meant to be wielded by mortals. It is a power that is meant for, and weorceth best by, the gods. The sooner we put behind us the study of magic, the sooner we study the natural world and how to use what we learn of nature, the sooner we will move forward and make true progress. Magic stunteth the growth of the mind and the intellect. Those who wield the power seek not to understand the natural world and weorc with it, but to draw from the power of the gods to interfere with nature. Long ago when magic wast not yet a gift given to mortals, mortalkind observed nature and put it to weorc. Hence we invented the wheel, learned to use and control the elements of fire and water, air and earth. These things wert known to us from the earliest of times, times not recorded, for when mortalkind invented symbols by which to record thoughts for posterity, these things wert already understood. I believe there is no reason to depend upon the god's magic power to allow a human or an elf to fly. Nature hath granted wings to the birds and dragons. There art natural laws which define how those wings weorc to lift a being and transport that being through the air. All it taketh is for someone not ensorcelled by magic to weorc out a way to build [Hit Return to continue] wings for those beings who wert not gifted with wings by nature, that those who art now landbound may rise and share the air with those who art natural flyers. <100%hp 100%mn 100%mv> open book 15 You open On Magic and a Call to Return to the Natural Order to page 15. <100%hp 100%mn 100%mv> read book You begin reading 4. On the Natural Order D. Put Magic Behind Us, Innovation and Nature Ahead of Us (cont.) from On Magic and a Call to Return to the Natural Order. Herbs exist which will cure poisons and plagues, but not all poisons and not all plagues, or we know of them not. Exploration of our world sholde produce the antidote to many of the ills of the world. Until we turn our backs on magic as a cure for all problems, we will never discover those cures and be able to take care of ourselves without stealing the power of the gods. The gods have set within our world the answers to all questions, but until we ask those questions and seek the answers within the natural world, we will never progress. We must preserve nature to the best of our ability, so that the answers will always be there for us when we art ready to discover them. <100%hp 100%mn 100%mv> open book 16 You open On Magic and a Call to Return to the Natural Order to page 16. <100%hp 100%mn 100%mv> read book You begin reading 5. On Purification A. What It Is from On Magic and a Call to Return to the Natural Order. Purification is the process of removing the taint of magic from a person. History hath not recorded many mages who undertook the purification process. I know I am not the first, but I have not seen anything written anywhere about anyone who came before me. The process of purification beginneth with a mage deciding that it is right to remove the taint from his or her person. The mage must needs be fully dedicated to the removal of the taint. A series of quests, performed under great limitations, prepareth the mage for the final ceremony, which can only be performed by a god. Lord Darkwood used to perform the ceremony. Shortly after the ascension of Lord Nixalis, Lord Darkwood passed all the purification quests and ceremonies to Lord Nixalis. As time passed, Sir Nixalis found himself busy with other matters and passed all the purification quests and ceremonies to me. (Aye, I have since become one of the heavens myself, and have purified several wise people who have learned of the problems with mortals using magic.) <100%hp 100%mn 100%mv> open book 17 You open On Magic and a Call to Return to the Natural Order to page 17. <100%hp 100%mn 100%mv> read book You begin reading 5. On Purification B. How Hard is the Process? from On Magic and a Call to Return to the Natural Order. The process is only as hard as one perceiveth it. I personally did not think it wast that hard, but there wert aspects of it which inspired frustration and despair. The first directive and limitation is to remain outside the guild, never entering, never learning a new spell. The second directive is to stop casting spells, stop using potions, wands, staves, scrolls. The third directive is to shed all worldly possessions, except for a huge robe to cover the body, and a simple weapon for defense. The mage may keep a supply of food and drink, but they must not be magical in nature. Then come the quests. The first quest is likely to be one that requireth much time and repetition. This encourageth meditation and reflection. Upon completion of the quest, under the watch of the Lord, whatever hath been collected in quantity is sacrificed ceremoniously. The quests which follow will be related to purification in some manner. The difficulty factor is related to how highly ranked in the guild the mage is. I have heard it said that the higher the rank of the mage, the closer to impossible purification willt be. I myself underwent the purification process when I held the forty-seventh rank in the guild of channelers, specializing in enchantment. As [Hit Return to continue] befit my rank, the quests following the first quest wert set for a difficulty level beyond anything I had ever undertaken. The challenge wast huge. Lord Darkwood tested me as well as quested me, and his tests wert difficult, but not impossible. Part of the reason for giving difficult quests is to test the devotion of the mage questing. One doth not appreciate things which come easily. <100%hp 100%mn 100%mv> open book 18 You open On Magic and a Call to Return to the Natural Order to page 18. <100%hp 100%mn 100%mv> read book You begin reading 5. On Purification C. What art the Benefits? from On Magic and a Call to Return to the Natural Order. I can only relate those benefits which I experienced from the purification process, but I think some art general enough that anyone undergoing the process willt experience. First, I learned who my true friends wert. Those who supported me in mine endeavor wert truly my friends. They wert there to give me moral support when I was frustrated and despairing. One of the lessons learned during the early parts of the purification process is that mages art taught little in the way of physical education, and as a result the body doth not react properly to what it endureth. Healing is slow, reaction time is slow, ability to stand and defend is inferior. Without natural defenses, the mage is weak and can do little for himself or for others. True friends do not expect the mage to continue as he hadst been, using magic to add a quick repair to physical weakness. True friends watch the mage's progress and report upon the positive things, overlooking the negative aspects. Second, and perhaps most important, I discovered mine own limitations. Growing up as a mage, it wast easy for me to overlook the shortcomings of the curriculum in the guild. But as I grew and learned, I discerned the problems with the methods of teaching and with the subject itself. Living without the magic during the purification process made clear to me that there wast everything wrong with the way mages art taught, and [Hit Return to continue] with the fact that magic is taught to mortals at all. (Refer to the chapter on magic.) Third, I slowly weorced with my limitations and grew in self confidence. This wast in part because my friends helped me overcome the frustration and despair of being weak, and forced me to look at my personal strengths. In part it wast because the quests given me wert designed to test my personal strengths and make known to me and others that I had these strengths. <100%hp 100%mn 100%mv> open book 19 You open On Magic and a Call to Return to the Natural Order to page 19. <100%hp 100%mn 100%mv> read book You begin reading 5. On Purification D. What art the Detriments? from On Magic and a Call to Return to the Natural Order. For those who cannot deal with the reality, it seemeth detrimental to lose the power of the gods which is tapped through the magical weave given us by the goddess of magic. It is certainly detrimental to some to learn that those counted as friends now turn against them. The taunting and the arguments designed to foster doubt grow with each passing day, and some may not be strong enough to withstand the pressure and the guilt so induced. For those who have no friends to lend support, the weakness overcometh, and with ease the mage slippeth back to the ald magical ways. <100%hp 100%mn 100%mv> open book 20 You open On Magic and a Call to Return to the Natural Order to page 20. <100%hp 100%mn 100%mv> read book You begin reading 6. In Conclusion A. Who Canst Be Purified? from On Magic and a Call to Return to the Natural Order. Any mage who wisheth in sooth to be rid of the taint of magic, any warrior who hath tainted himself and wisheth to rid himself of that taint, canst be purified. It mattereth not what social status or even what rank in the guild. What mattereth is what is in the heart. If the heart is ready to put magic aside forever, then the purification process canst begin. Seek Lady Joja. Be prepared with thy new faith to seek the unknown. For each the process is different, personal to the person seeking purification. Know that thou art not alone. Thy friends willt support thee, and those who art pure will support thee, and those who have walked the path of the purification process will support thee. <100%hp 100%mn 100%mv> open book 21 You open On Magic and a Call to Return to the Natural Order to page 21. <100%hp 100%mn 100%mv> read book You begin reading 6. In Conclusion B. The Path Rarely Taken from On Magic and a Call to Return to the Natural Order. Every day I walk that path, the path rarely taken. Every day I can look back and remember what I was, what I did. I remember magic for what it is, I remember it for what it doth. Those of ye who use the magic also know what it is and what it doth. Ye all know of other things as well. That those who live a life of purity and honor and personal integrity art among the finest people in Thera. These art people who can be trusted. They art the staunchest friends and allies, the best of friends, the truest of brothers and sisters. The future of Thera dependeth upon us all. Those who embrace magic art harming Thera and its people, and its gods and goddesses. We must embrace the natural order and bring purification to the peoples and other living creatures of Thera. Only then canst our world heal itself. Only then canst the people heal themselves. Life willt improve for all. Magic belongeth to the Lords and Ladies of the Heavens. To us belong the fruits of an honest day's weorc, be it tilling the soil, studying books, or ruling a kingdom. Magic is not necessary for us to fulfill our duties. Indeed, it is more important that we perform our duties without magic. Let us bring back the natural order to Thera, that our [Hit Return to continue] lands and seas be filled with teeming life, and clouds may be filled with clean rain to wash the land periodically. A balance is required for a healthy world. There is too much mortal magic permeating everything, weakening it. The time for change hath come. I have made the change for the better, for the natural order. The change continueth with thee. (signed) Joja Jojain of Dhaes Drae Aesilon on this the Day of the Great Gods, 26th the Month of the Ald Forces at 3:00 a.m. Appended on this Day of Freedom, 4th the Month of the Sun, at 9:00 p.m. (signed) Joja Jojain of Dhaes Drae Aesilon Leader of the Crusades <100%hp 100%mn 100%mv> l Library Among the books on the table in this finely decorated room are 'Animal Husbandry', 'Crop Rotation Theory', 'Natural and Forced Irrigation', and 'Life Without Magic'. The library extends to the east. A wooden plaque hangs on the northern wall. On the western wall near the window is a faded parchment in a weathered frame. The ink near the top is faded and old, the ink near the bottom fresh and dark looking. [Exits: east south] <100%hp 100%mn 100%mv> open book 22 On Magic and a Call to Return to the Natural Order does not have that many pages. <100%hp 100%mn 100%mv> drop      drop book You drop On Magic and a Call to Return to the Natural Order. <100%hp 100%mn 100%mv> l Library Among the books on the table in this finely decorated room are 'Animal Husbandry', 'Crop Rotation Theory', 'Natural and Forced Irrigation', and 'Life Without Magic'. The library extends to the east. A wooden plaque hangs on the northern wall. On the western wall near the window is a faded parchment in a weathered frame. The ink near the top is faded and old, the ink near the bottom fresh and dark looking. [Exits: east south] A grey leather-bound book with clean vellum pages rests upon the ground. <100%hp 100%mn 100%mv> You are thirsty. <100%hp 100%mn 100%mv> e Study The library to the west is part of this room, but here there is only a song book, and near a small wooden stool is a large lute. A cross-stitched bit of cloth framed in oak hangs from the eastern wall. A large oaken door is to the east, right by that cross-stitched plaque. [Exits: east south west] You see a picture of Jisl the Honorbound hanging on the wall. The Lord of the Manor is here watching you suspiciously. The Lord of the Manor says, 'Welcome to my home.' The Lord of the Manor bows deeply. <100%hp 100%mn 100%mv> 1 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> vis You trample around loudly again. You step out of the shadows. <100%hp 100%mn 100%mv> g drink bladder It is already empty. <100%hp 100%mn 100%mv> bow lord You bow before him. The Lord of the Manor bows before you. <100%hp 100%mn 100%mv> l Study The library to the west is part of this room, but here there is only a song book, and near a small wooden stool is a large lute. A cross-stitched bit of cloth framed in oak hangs from the eastern wall. A large oaken door is to the east, right by that cross-stitched plaque. [Exits: east south west] You see a picture of Jisl the Honorbound hanging on the wall. The Lord of the Manor is here watching you suspiciously. <100%hp 100%mn 100%mv> l picture The picture appears to have been painted with some rich dyes and inks. The brush strokes are just a little uneven in places, but they add to the texture. Jisl the Honorbound is well-represented and looks almost true-to-life. The artist commissioned to paint this work was a genius. <100%hp 100%mn 100%mv> e Bedroom This is obviously the Lord and Lady's bedroom. A huge bed dominates the room, a small table on either side of the headboard. Upon each small table is a partly burned candle in a graceful candle holder. [Exits: west] A partly burned candle waits to be lit. <100%hp 100%mn 100%mv> l candle A partly burned candle waits to be lit. <100%hp 100%mn 100%mv> You are thirsty. <100%hp 100%mn 100%mv> drink bladder It is already empty. <100%hp 100%mn 100%mv> drink 2.bladder You drink water from a bladder. Your thirst is quenched. <100%hp 100%mn 100%mv> w Study The library to the west is part of this room, but here there is only a song book, and near a small wooden stool is a large lute. A cross-stitched bit of cloth framed in oak hangs from the eastern wall. A large oaken door is to the east, right by that cross-stitched plaque. [Exits: east south west] You see a picture of Jisl the Honorbound hanging on the wall. The Lord of the Manor is here watching you suspiciously. The Lord of the Manor says, 'Welcome to my home.' The Lord of the Manor bows deeply. <100%hp 100%mn 100%mv> s Hall The great house is richly furnished with the finery the Lord collected during his youth as a Crusader. To the north is a study, to the south a dining room, and to the east a bedroom. Westward is the entrance to the great house. Near one of the arched entranceways is a small plaque. [Exits: north east south west] <100%hp 100%mn 100%mv> e Bedroom This bedroom is a child's bedroom. A small bed sits against the eastern wall. Near it is a small table, upon which is a nearly spent candle in a small dish, the wax about to drip over the edges. There are toys on the floor. The door is hooked to the wall, remaining open. Perhaps the child once locked himself in and the Lord and Lady wish to prevent another such occurrance? [Exits: west] A toy wheelbarrow is here, waiting to haul something small for a child. A young boy fights imaginary monsters with a wooden sword. <100%hp 100%mn 100%mv> w Hall The great house is richly furnished with the finery the Lord collected during his youth as a Crusader. To the north is a study, to the south a dining room, and to the east a bedroom. Westward is the entrance to the great house. Near one of the arched entranceways is a small plaque. [Exits: north east south west] <100%hp 100%mn 100%mv> w Entrance to the Great House The great house is richly furnished with the finery the Lord collected during his youth as a Crusader. While he no longer serves the Crusade actively, he has not given up his beliefs in the purity of a soul untainted by magic, and a body well- honed by hard work and physical exertion. On the wall near the door is a tapestry with words woven in gold thread on a dark blue background, framed with green vines and leaves. To the north is the library, to the south a sitting room. [Exits: north east south] <100%hp 100%mn 100%mv> s Sitting Room Perhaps this room would be better described as a spinning and weaving room. In the southwest corner is a spinning wheel, next to which are spools of thread and piles of flax. By the southern wall is a medium-sized loom. The Lady of the Manor is apparently an excellent spinner and weaver. Draped over one chair is a flaxen tunic, its material soft to the touch. [Exits: north] You see an old wicker basket on the floor. The Lady of the Manor looks up at your intrusion. The Lady of the Manor stands up and curtseys. The Lady of the Manor says, 'Welcome to my home.' The Lady of the Manor sits down by her loom again. The Lady of the Manor says, 'Please do not use magic in my presence.' The Lady of the Manor looks around her, at the loom, on the floor by the loom. The Lady of the Manor says, 'I wonder where I left my spool of flaxen thread.' The Lady of the Manor says, 'If I had it, I could weave some fine cloth.' The Lady of the Manor sighs. You have discovered a new quest! Quest 2701 "Lady's Missing Spool" updated! <100%hp 100%mn 100%mv> You are hungry. <100%hp 100%mn 100%mv> get chicken hemp I see nothing like that in the hemp. <100%hp 100%mn 100%mv> ea  get chicken backpack You get fried chicken from a leather backpack. <100%hp 100%mn 100%mv> eat chicken You eat fried chicken. You are no longer hungry. <100%hp 100%mn 100%mv> exam hemp A small bag made of hemp lies here. A small hemp bag holds: a leather practice whip ( 3) a bottle of rum a small green pill <100%hp 100%mn 100%mv> l Sitting Room Perhaps this room would be better described as a spinning and weaving room. In the southwest corner is a spinning wheel, next to which are spools of thread and piles of flax. By the southern wall is a medium-sized loom. The Lady of the Manor is apparently an excellent spinner and weaver. Draped over one chair is a flaxen tunic, its material soft to the touch. [Exits: north] You see an old wicker basket on the floor. The Lady of the Manor looks up at your intrusion. <100%hp 100%mn 100%mv> inv You are carrying: a pewter practice sword a leather practice whip a long water flask a bottle of rum ( 3) a bladder a leather backpack a purple cloak <100%hp 100%mn 100%mv> put whip hemp You put a leather practice whip in a small hemp bag. <100%hp 100%mn 100%mv> put     wear cloak You stop using a small hemp bag. You wear a purple cloak about your body. <100%hp 100%mn 94%mv> l Sitting Room Perhaps this room would be better described as a spinning and weaving room. In the southwest corner is a spinning wheel, next to which are spools of thread and piles of flax. By the southern wall is a medium-sized loom. The Lady of the Manor is apparently an excellent spinner and weaver. Draped over one chair is a flaxen tunic, its material soft to the touch. [Exits: north] You see an old wicker basket on the floor. The Lady of the Manor looks up at your intrusion. <100%hp 100%mn 94%mv> exam hemp A small bag made of hemp lies here. A small hemp bag holds: ( 2) a leather practice whip ( 3) a bottle of rum a small green pill <100%hp 100%mn 94%mv> get w     l Sitting Room Perhaps this room would be better described as a spinning and weaving room. In the southwest corner is a spinning wheel, next to which are spools of thread and piles of flax. By the southern wall is a medium-sized loom. The Lady of the Manor is apparently an excellent spinner and weaver. Draped over one chair is a flaxen tunic, its material soft to the touch. [Exits: north] You see an old wicker basket on the floor. The Lady of the Manor looks up at your intrusion. <100%hp 100%mn 94%mv> quest NAME quest - accesses the quest system SYNOPSIS quest COMMANDS quest help Shows the commands available for this topic. quest current Lists your current quests. quest old Lists your completed quests. quest read Views history of a quest specified by number. <100%hp 100%mn 94%mv> quest current You look into your quest journal and see... Quest Title Summary ----- -------------------- ----------------------------------------- 8700 The Mayor's Tea Bring the Mayor a flagon of tea. 2703 Home-Made Breeches The serf offered to sew me some breeches. 2701 Lady's Missing Spool I need to find her spool of thread. <100%hp 100%mn 94%mv> n Entrance to the Great House The great house is richly furnished with the finery the Lord collected during his youth as a Crusader. While he no longer serves the Crusade actively, he has not given up his beliefs in the purity of a soul untainted by magic, and a body well- honed by hard work and physical exertion. On the wall near the door is a tapestry with words woven in gold thread on a dark blue background, framed with green vines and leaves. To the north is the library, to the south a sitting room. [Exits: north east south] <100%hp 100%mn 100%mv> e Hall The great house is richly furnished with the finery the Lord collected during his youth as a Crusader. To the north is a study, to the south a dining room, and to the east a bedroom. Westward is the entrance to the great house. Near one of the arched entranceways is a small plaque. [Exits: north east south west] <100%hp 100%mn 100%mv> s Dining Room A huge table surrounded by chairs dominates this room. To the east is the kitchen. You know this because there are delicious odors coming from that direction. [Exits: north east] <100%hp 100%mn 100%mv> e Kitchen Tables for chopping vegetables line one wall, tables for cutting meat line another. In the center is an open fire, above which is a metallic cone supported by three cast iron posts. A pipe leads from the cone to the ceiling, and out through the roof. Two sturdy posts support a bar from which hangs a cauldron. [Exits: west] An overweight woman with a motherly smile looks up from stirring the cauldron. The Cook looks up from her duties. She barely sees you but that you stand there and look hungry. The cook tells you, 'You look hungry, child. If you bring me some eggs, I will fix you a nice meal.' You have discovered a new quest! <100%hp 100%mn 100%mv> quest current You look into your quest journal and see... Quest Title Summary ----- -------------------- ----------------------------------------- 8700 The Mayor's Tea Bring the Mayor a flagon of tea. 2703 Home-Made Breeches The serf offered to sew me some breeches. 2701 Lady's Missing Spool I need to find her spool of thread. 2700 A Nice Meal Have the Manor Cook fix me a nice meal. <100%hp 100%mn 100%mv> l Kitchen Tables for chopping vegetables line one wall, tables for cutting meat line another. In the center is an open fire, above which is a metallic cone supported by three cast iron posts. A pipe leads from the cone to the ceiling, and out through the roof. Two sturdy posts support a bar from which hangs a cauldron. [Exits: west] An overweight woman with a motherly smile looks up from stirring the cauldron. <100%hp 100%mn 100%mv> w Dining Room A huge table surrounded by chairs dominates this room. To the east is the kitchen. You know this because there are delicious odors coming from that direction. [Exits: north east] <100%hp 100%mn 100%mv> n Hall The great house is richly furnished with the finery the Lord collected during his youth as a Crusader. To the north is a study, to the south a dining room, and to the east a bedroom. Westward is the entrance to the great house. Near one of the arched entranceways is a small plaque. [Exits: north east south west] <100%hp 100%mn 100%mv> e Bedroom This bedroom is a child's bedroom. A small bed sits against the eastern wall. Near it is a small table, upon which is a nearly spent candle in a small dish, the wax about to drip over the edges. There are toys on the floor. The door is hooked to the wall, remaining open. Perhaps the child once locked himself in and the Lord and Lady wish to prevent another such occurrance? [Exits: west] A toy wheelbarrow is here, waiting to haul something small for a child. A young boy fights imaginary monsters with a wooden sword. <100%hp 100%mn 100%mv> l toy You do not see that here. <100%hp 100%mn 100%mv> l wheelbarrow A toy wheelbarrow is here, waiting to haul something small for a child. <100%hp 100%mn 100%mv> exam wheelbarrow A toy wheelbarrow is here, waiting to haul something small for a child. A wheelbarrow holds: Nothing. <100%hp 100%mn 100%mv> w Hall The great house is richly furnished with the finery the Lord collected during his youth as a Crusader. To the north is a study, to the south a dining room, and to the east a bedroom. Westward is the entrance to the great house. Near one of the arched entranceways is a small plaque. [Exits: north east south west] <100%hp 100%mn 100%mv> n Study The library to the west is part of this room, but here there is only a song book, and near a small wooden stool is a large lute. A cross-stitched bit of cloth framed in oak hangs from the eastern wall. A large oaken door is to the east, right by that cross-stitched plaque. [Exits: east south west] You see a picture of Jisl the Honorbound hanging on the wall. The Lord of the Manor is here watching you suspiciously. The Lord of the Manor says, 'Welcome to my home.' The Lord of the Manor bows deeply. <100%hp 100%mn 100%mv> s Hall The great house is richly furnished with the finery the Lord collected during his youth as a Crusader. To the north is a study, to the south a dining room, and to the east a bedroom. Westward is the entrance to the great house. Near one of the arched entranceways is a small plaque. [Exits: north east south west] <100%hp 100%mn 100%mv> w Entrance to the Great House The great house is richly furnished with the finery the Lord collected during his youth as a Crusader. While he no longer serves the Crusade actively, he has not given up his beliefs in the purity of a soul untainted by magic, and a body well- honed by hard work and physical exertion. On the wall near the door is a tapestry with words woven in gold thread on a dark blue background, framed with green vines and leaves. To the north is the library, to the south a sitting room. [Exits: north east south] <100%hp 100%mn 100%mv> w The door is closed. <100%hp 100%mn 100%mv> open w It is locked. <100%hp 100%mn 100%mv> pick Pick what? <100%hp 100%mn 100%mv> pick w You failed. <100%hp 100%mn 100%mv> pick w *Click* <100%hp 100%mn 100%mv> open w Ok. <100%hp 100%mn 100%mv> w Before the Great House You stand upon a well-trodden path just outside the great house. Small stones line the path, and the dark soil is mixed with sand from the desert to the south. Looking to the east you see the entrance to the house. The path extends westward. [Exits: east west] <100%hp 100%mn 99%mv> w On a Well-Trodden Path You walk upon a well-trodden path within the manor. Small stones line the path, and the dark soil is mixed with sand from the desert to the south. Looking eastward you see a great house, and to the west is an intersection of paths. [Exits: east west] <100%hp 100%mn 99%mv> w Intersection In all four directions the path extends, intersecting here. To the east you see a great house, to the west the small houses, the pasture, barns, and fields. Looking northward, you see a small building on either side of the path. Gazing to the south, you see a chapel. [Exits: north east south west] <100%hp 100%mn 98%mv> s On a Path This path appears to lead to a chapel to the south. The path itself is well-trodden, with sand mixing with the dark soil. Looking beyond the chapel you can see the wasteland of the Sands of Sorrow. [Exits: north south] <100%hp 100%mn 98%mv> s On a Path This path appears to lead to a chapel to the south. The path itself is well-trodden, with sand mixing with the dark soil. Looking beyond the chapel you can see the wasteland of the Sands of Sorrow. [Exits: north south] <100%hp 100%mn 98%mv> s Before the Chapel You stand on a well-trodden path leading up to a small chapel. The door to the chapel is to the east. Looking south you can see the wasteland of the Sands of Sorrow. [Exits: north east] <100%hp 100%mn 97%mv> e Chapel Well-constructed pews of oak wood are here for the few faithful of the Manor to sit while attending worship. [Exits: east south west] <100%hp 100%mn 97%mv> e Chapel A small but nice oaken altar is here. The symbols carved lovingly into its sides appear to be swords. On a happy banner hanging behind the altar are the words: Valor, Honor, Glory. [Exits: east west] <100%hp 100%mn 100%mv> e Private Room This room behind the altar room seems to be the dwelling place of a Monk. It is sparsely furnished with a simple bed formed of rushes on the floor, and a low table holds a small goblet. [Exits: west] You have become better at detect hidden! (Hide) A monk meditates in the corner, practicing martial arts. <100%hp 100%mn 100%mv> detect You are already as alert as you can be. <100%hp 100%mn 100%mv> l monk He wears all white with a black belt loosely tied around his waist. His expression is one of concentration. Steely blue eyes concentrate on something that is not tangible in the room. A thought? Something hidden in the shadows? Maybe neither. His bald head is slightly moist with perspiration. Someone is in perfect condition. The monk is using: holy book You peek at the inventory: Nothing. <100%hp 100%mn 100%mv> e Alas, you cannot go that way. <100%hp 100%mn 100%mv> l Private Room This room behind the altar room seems to be the dwelling place of a Monk. It is sparsely furnished with a simple bed formed of rushes on the floor, and a low table holds a small goblet. [Exits: west] (Hide) A monk meditates in the corner, practicing martial arts. <100%hp 100%mn 100%mv> w Chapel A small but nice oaken altar is here. The symbols carved lovingly into its sides appear to be swords. On a happy banner hanging behind the altar are the words: Valor, Honor, Glory. [Exits: east west] <100%hp 100%mn 100%mv> w Chapel Well-constructed pews of oak wood are here for the few faithful of the Manor to sit while attending worship. [Exits: east south west] <100%hp 100%mn 100%mv> s Small Graveyard Here there are a few gravestones marking the final resting places of various people who worked to build and maintain the Manor. One gravestone stands out beyond the others. The graveyard extends to the east, and to the north is a door into the chapel. [Exits: north east] <100%hp 100%mn 99%mv> e Small Graveyard Here there are a few gravestones marking the final resting places of various people who worked to build and maintain the Manor. One gravestone sits upon a small grassy mound. The graveyard extends to the west. [Exits: west] <100%hp 100%mn 99%mv> w Small Graveyard Here there are a few gravestones marking the final resting places of various people who worked to build and maintain the Manor. One gravestone stands out beyond the others. The graveyard extends to the east, and to the north is a door into the chapel. [Exits: north east] <100%hp 100%mn 98%mv> s e Small Graveyard Here there are a few gravestones marking the final resting places of various people who worked to build and maintain the Manor. One gravestone sits upon a small grassy mound. The graveyard extends to the west. [Exits: west] <100%hp 100%mn 98%mv> w Small Graveyard Here there are a few gravestones marking the final resting places of various people who worked to build and maintain the Manor. One gravestone stands out beyond the others. The graveyard extends to the east, and to the north is a door into the chapel. [Exits: north east] <100%hp 100%mn 99%mv> n Chapel Well-constructed pews of oak wood are here for the few faithful of the Manor to sit while attending worship. [Exits: east south west] <100%hp 100%mn 99%mv> n w Before the Chapel You stand on a well-trodden path leading up to a small chapel. The door to the chapel is to the east. Looking south you can see the wasteland of the Sands of Sorrow. [Exits: north east] <100%hp 100%mn 98%mv> n On a Path This path appears to lead to a chapel to the south. The path itself is well-trodden, with sand mixing with the dark soil. Looking beyond the chapel you can see the wasteland of the Sands of Sorrow. [Exits: north south] <100%hp 100%mn 98%mv> n On a Path This path appears to lead to a chapel to the south. The path itself is well-trodden, with sand mixing with the dark soil. Looking beyond the chapel you can see the wasteland of the Sands of Sorrow. [Exits: north south] <100%hp 100%mn 98%mv> n Intersection In all four directions the path extends, intersecting here. To the east you see a great house, to the west the small houses, the pasture, barns, and fields. Looking northward, you see a small building on either side of the path. Gazing to the south, you see a chapel. [Exits: north east south west] <100%hp 100%mn 97%mv> w On a Well-Trodden Path You walk upon a well-trodden path within the manor. Small stones line the path, and the dark soil is mixed with sand from the desert to the south of this lush oasis. To the east is an intersection of paths. [Exits: east west] <100%hp 100%mn 97%mv> w On a Well-Trodden Path You walk upon a well-trodden path within the manor. Small stones line the path, and the dark soil is mixed with sand from the desert beyond this amazing oasis. To the north is a thick, impassable row of trees and shrubs, to the south a row of very small houses. [Exits: east west] <100%hp 100%mn 97%mv> w On a Well-Trodden Path You walk upon a well-trodden path within the manor. Small stones line the path, and the dark soil is mixed with sand from the desert beyond this amazing oasis. To the north is a field of crops and beyond, a silo. To the south you see a pasture. [Exits: north east south west] <100%hp 100%mn 96%mv> s Pasture Through the enlightened methods of irrigation, the Lord of the Manor was able to turn this edge of the desert into a lush pasture for the use of his cattle and sheep. To the north is the path through the Manor. The pasture extends south and west. To the east is a small house, its door hanging open. [Exits: north east south west] <100%hp 100%mn 96%mv> s Pasture Through the enlightened methods of irrigation, the Lord of the Manor was able to turn this edge of the desert into a lush pasture for the use of his cattle and sheep. Far to the west is the barn. To the south are houses, and to the east, one small house with its door hanging open. [Exits: north east south west] Whistling, a serf works here. A serf smiles at you. <100%hp 100%mn 96%mv> l serf This serf doesn't look all that special. What serf does? This is just another drudge worker on the Manor who earns his right to live by toiling for the Lord. A serf is in perfect condition. A serf is using: wooden rake You peek at the inventory: Nothing. <100%hp 100%mn 96%mv> s Pasture Through the enlightened methods of irrigation, the Lord of the Manor was able to turn this edge of the desert into a lush pasture for the use of his cattle and sheep. To the far west is the barn. To the south and the east is a small house, its door hanging open. [Exits: north east south west] <100%hp 100%mn 95%mv> s House It is a modest little dwelling, with rushes on the ground for beds. In one corner you see a pile of rags. [Exits: north] Sewing in the corner, a plain-looking woman concentrates on her handiwork. <100%hp 100%mn 95%mv> l woman You do not see that here. <100%hp 100%mn 100%mv> l l House It is a modest little dwelling, with rushes on the ground for beds. In one corner you see a pile of rags. [Exits: north] Sewing in the corner, a plain-looking woman concentrates on her handiwork. <100%hp 100%mn 100%mv> l woman You do not see that here. <100%hp 100%mn 100%mv> l plain You do not see that here. <100%hp 100%mn 100%mv> l sweing You do not see that here. <100%hp 100%mn 100%mv> l House It is a modest little dwelling, with rushes on the ground for beds. In one corner you see a pile of rags. [Exits: north] Sewing in the corner, a plain-looking woman concentrates on her handiwork. <100%hp 100%mn 100%mv> n Pasture Through the enlightened methods of irrigation, the Lord of the Manor was able to turn this edge of the desert into a lush pasture for the use of his cattle and sheep. To the far west is the barn. To the south and the east is a small house, its door hanging open. [Exits: north east south west] <100%hp 100%mn 99%mv> w Pasture Through the enlightened methods of irrigation, the Lord of the Manor was able to turn this edge of the desert into a lush pasture for the use of his cattle and sheep. To the west is the barn, to the east, houses. To the south is a small house, its door hanging open. [Exits: north east south west] A cow is here, chewing her cud. <100%hp 100%mn 99%mv> l cow She is black and white, a fine looking bovine specimen. Her flesh might even make a fine roast someday, but right now she appears to be a source of milk. She has a nice pair of horns, dull at the tips but they could still cause some pain. A cow is in perfect condition. You peek at the inventory: Nothing. <100%hp 100%mn 99%mv> s House It is a modest little dwelling, with rushes on the ground for beds. In one corner you see a pile of rags. [Exits: north] <100%hp 100%mn 98%mv> n open s I see no door s here. <100%hp 100%mn 98%mv> open e I see no door e here. <100%hp 100%mn 98%mv> open w I see no door w here. <100%hp 100%mn 98%mv> n Pasture Through the enlightened methods of irrigation, the Lord of the Manor was able to turn this edge of the desert into a lush pasture for the use of his cattle and sheep. To the west is the barn, to the east, houses. To the south is a small house, its door hanging open. [Exits: north east south west] A cow is here, chewing her cud. The thunderclap from the storm seems to cease. <100%hp 100%mn 100%mv> w Pasture Through the enlightened methods of irrigation, the Lord of the Manor was able to turn this edge of the desert into a lush pasture for the use of his cattle and sheep. To the west is the barn, far to the east, houses. To the south is a small house, its door hanging open. [Exits: north east south west] The bull watches you, strongly considering how you would feel under hoof. <100%hp 100%mn 99%mv> l bull He is a huge bovine monster, with horns that extend forward at least four handsbreadths. His eyes glow red, and he really does consider how good it would feel to stomp all over your broken body. A bull is in perfect condition. You peek at the inventory: Nothing. <100%hp 100%mn 99%mv> con bull Your sneeze would kill a bull. A bull grins evilly at you. <100%hp 100%mn 99%mv> s House It is a modest little dwelling, with rushes on the ground for beds. In one corner you see a pile of rags. [Exits: north] A plain-looking woman sews in the corner. A sewing serf tells you, 'Hello! If you bring me a bolt of cloth, I'll sew you a fine cloak.' You have discovered a new quest! <100%hp 100%mn 99%mv> quest current You look into your quest journal and see... Quest Title Summary ----- -------------------- ----------------------------------------- 8700 The Mayor's Tea Bring the Mayor a flagon of tea. 2703 Home-Made Breeches The serf offered to sew me some breeches. 2701 Lady's Missing Spool I need to find her spool of thread. 2700 A Nice Meal Have the Manor Cook fix me a nice meal. 2704 Home-Made Cloak The serf promises to sew me a cloak. <100%hp 100%mn 99%mv> s Alas, you cannot go that way. <100%hp 100%mn 99%mv> n Pasture Through the enlightened methods of irrigation, the Lord of the Manor was able to turn this edge of the desert into a lush pasture for the use of his cattle and sheep. To the west is the barn, far to the east, houses. To the south is a small house, its door hanging open. [Exits: north east south west] The bull watches you, strongly considering how you would feel under hoof. <100%hp 100%mn 98%mv> w Pasture Through the enlightened methods of irrigation, the Lord of the Manor was able to turn this edge of the desert into a lush pasture for the use of his cattle and sheep. To the west is the barn, far to the east, houses. [Exits: north east south west] <100%hp 100%mn 98%mv> s Pasture Through the enlightened methods of irrigation, the Lord of the Manor was able to turn this edge of the desert into a lush pasture for the use of his cattle and sheep. To the west is the sheep barn, to the east houses. Shrubs and trees line the south as a windblock. [Exits: north west] <100%hp 100%mn 98%mv> w Pasture Through the enlightened methods of irrigation, the Lord of the Manor was able to turn this edge of the desert into a lush pasture for the use of his cattle and sheep. To the west is the sheep barn, to the east houses. Shrubs and trees line the south as a windblock. [Exits: north east west] A cow is here, chewing her cud. A sheep is grazing. <100%hp 100%mn 99%mv> l sheep Its body is covered with thick curly wool. It won't be long before someone applies a pair of shears to that coat. A sheep is in perfect condition. You peek at the inventory: Nothing. 0 gold coins, and 0 silver coins. <100%hp 100%mn 99%mv> w Sheep Barn Here is where the sheep are put when the weather turns foul. It seems rather small for the flock usually grazing on the manor. The roof looks as though it could use a little repair, and a chill breeze blows through cracks in the walls. [Exits: east] A sheep is grazing. <100%hp 100%mn 99%mv> e Pasture Through the enlightened methods of irrigation, the Lord of the Manor was able to turn this edge of the desert into a lush pasture for the use of his cattle and sheep. To the west is the sheep barn, to the east houses. Shrubs and trees line the south as a windblock. [Exits: north east west] A cow is here, chewing her cud. A sheep is grazing. <100%hp 100%mn 98%mv> e Pasture Through the enlightened methods of irrigation, the Lord of the Manor was able to turn this edge of the desert into a lush pasture for the use of his cattle and sheep. To the west is the sheep barn, to the east houses. Shrubs and trees line the south as a windblock. [Exits: north west] <100%hp 100%mn 98%mv> n Pasture Through the enlightened methods of irrigation, the Lord of the Manor was able to turn this edge of the desert into a lush pasture for the use of his cattle and sheep. To the west is the barn, far to the east, houses. [Exits: north east south west] <100%hp 100%mn 98%mv> n Pasture Through the enlightened methods of irrigation, the Lord of the Manor was able to turn this edge of the desert into a lush pasture for the use of his cattle and sheep. To the west is the barn, far to the east, houses. [Exits: north east south west] <100%hp 100%mn 97%mv> n Pasture Through the enlightened methods of irrigation, the Lord of the Manor was able to turn this edge of the desert into a lush pasture for the use of his cattle and sheep. To the north is the path through the Manor. The pasture extends south, east, and west. [Exits: north east south west] A young red-haired man watchs the sheep. A shepherd smiles at you. <100%hp 100%mn 97%mv> l man You do not see that here. <100%hp 100%mn 97%mv> n On a Well-Trodden Path You walk upon a well-trodden path within the manor. Small stones line the path, and the dark soil is mixed with sand from the desert beyond this amazing oasis. To the north is a field of crops, to the south a pasture. [Exits: north east south west] <100%hp 100%mn 97%mv> w On a Well-Trodden Path You walk upon a well-trodden path within the manor. Small stones line the path, and the dark soil is mixed with sand from the desert beyond this amazing oasis. To the north is a field of crops, to the south a pasture. [Exits: north east south west] A sheep is grazing. A serf is here, working hard. A serf smiles at you. <100%hp 100%mn 96%mv> w By the White-Washed Gate To the west is a white-washed gate between two tall white poles. A sign suspended between the poles above you swings gently in the breeze. Nothing is written on the sign that you can see. To the north is a crop field, to the south pasture. The path of dark soil well trod upon extends eastward through this manor, and through and past the gate to the west. [Exits: north east south west] <100%hp 100%mn 96%mv> w By the White-Washed Gate Two white-washed poles rise from the ground on either side of the path, and between them is a wooden gate, also white-washed. Across the top is a sign suspended from the two poles by a couple of chains, swinging gently in the breeze. Beyond the gate the path continues, and you can see past the thick row of shrubs to see a field of crops to the north of the path, and a pasture and a barn to the south. The path leads westward away from the gate. [Exits: east west] Standing tall, a young serf guards the entrance to the Manor. A serf bows deeply. A serf says, 'Hail! Welcome to the Manor, Zeptaru. Please do not take that which is ' A serf says, 'not given to you, lest you dishonor our Lord and Lady.' <100%hp 100%mn 96%mv> l serf Although most serfs look indistinguishable from one another, this young one standing guard by the entrance to the Manor is dressed in bright and happy clothing. Expression one of mild distrust, the young sentinel looks you over. A serf is in perfect condition. A serf is using: key You peek at the inventory: Nothing. <100%hp 100%mn 96%mv> con serf Your sneeze would kill a serf. A serf smiles happily at you. <100%hp 100%mn 100%mv> w Path in the Desert You walk upon a well-trodden path, darker soil mixed with sand from the desert to the south and lined by a neat row of stones. The path turns here, stretching to the north and to the east. Looking east, you see a gate. Southeast you see a line of thick shrubs. [Exits: north east] <100%hp 100%mn 99%mv> n Path in the Desert A path lined with rocks leads through the outskirts of the Sands of Sorrow. Sand has blown in from the south to finely cover the road. You see a myriad of footprints here but cannot make out whose they are. Looking across some of the barren land you see a line of shrubs or maybe trees, but the land between this path and that not quite natural wall is very sandy and difficult to traverse. Sticking with the path makes more sense here. [Exits: north south] <100%hp 100%mn 99%mv> n Path in the Desert A path lined with rocks leads through the outskirts of the Sands of Sorrow. Sand has blown in from the south to finely cover the road. You see a myriad of footprints here but cannot make out whose they are. You hear an occasional splash. Looking across some of the barren land you see a line of shrubs or maybe trees, but the land between this path and that not quite natural wall is very sandy and difficult to traverse. Sticking with the path makes more sense here. [Exits: north south] <100%hp 100%mn 98%mv> n Path in the Desert A path lined with rocks leads through the outskirts of the Sands of Sorrow. Sand has blown in from the south to finely cover the road. You see a myriad of footprints here but cannot make out whose they are. You hear an occasional splash. [Exits: south west] <100%hp 100%mn 98%mv> n w Path in the Desert A path lined with rocks leads through the outskirts of the Sands of Sorrow. Sand has blown in from the south to finely cover the road. You see a myriad of footprints here but cannot make out whose they are. You hear an occasional splash. To the north is a wooden bridge. [Exits: north east] <100%hp 100%mn 98%mv> n Bridge A small wooden bridge spans the river. It appears to have been newly constructed, and well-constructed at that, sturdy despite its size. [Exits: north south] <100%hp 100%mn 97%mv> n Path in the Desert A path lined with rocks leads through the outskirts of the Sands of Sorrow. Sand has blown in from the south to finely cover the road. You see a myriad of footprints here but cannot make out whose they are. You hear an occasional splash. To the south is a wooden bridge. [Exits: north south] <100%hp 100%mn 97%mv> n Path in the Desert A path lined with rocks leads through the outskirts of the Sands of Sorrow. Sand has blown in from the south to finely cover the road. You see a myriad of footprints here but cannot make out whose they are. You hear an occasional splash. [Exits: south west] <100%hp 100%mn 97%mv> w Path in the Desert A path lined with rocks leads through the outskirts of the Sands of Sorrow. Sand has blown in from the south to finely cover the road. You see a myriad of footprints here but cannot make out whose they are. You hear an occasional splash. [Exits: north east] <100%hp 100%mn 96%mv> w n Small Road A small road has been paved with cobblestones, leading toward Glyndane to the west. The Sands of Sorrow are nearby. You see some sand building up between the stones in the road, having blown in from the south. To the south, a small path leads toward the wasteland. [Exits: south west] <100%hp 100%mn 96%mv> w Small Road A small road has been paved with cobblestones, leading toward Glyndane to the west. The Sands of Sorrow are nearby. You see some sand building up between the stones in the road, having blown in from the south. [Exits: east west] <100%hp 100%mn 96%mv> w Small Road A small road paved with cobblestones leads toward Glyndane to the west. You see the tall towers on either side of the city gates. Between the stones in the road are grains of sand, blown in from the Sands of Sorrow to the south. [Exits: east west] <100%hp 100%mn 95%mv> w Outside the East Gate The great eastern gate of Glyndane leads west into the city beyond the great battlements. On either side of it is a tower, above which fly the flags of the city. A well-kept road winds its way eastward and far on the horizon you can see what appears to be a manor of some sort. [Exits: east west] <100%hp 100%mn 95%mv> w Inside the East Gate The great eastern gate opens the great battlements for travel passage. Many a merchant enters at this gate and marches down Main Street to the Market Square. To the north and south you see the great battlements extending. Near the gate itself is a stone stair leading to the top where the guards keep watch and defend when necessary. [Exits: east west up] <100%hp 100%mn 95%mv> 1 You attempt to hide. <100%hp 100%mn 95%mv> 4 You attempt to move silently. You begin sneaking. <100%hp 100%mn 95%mv> w Main Street You are standing on Main Street, a dirty cobblestone road crossing through the city. It extends to the east and west. From the west you hear the noise from the Market Square. To the east is the East Gate of Glyndane. [Exits: east west] <100%hp 100%mn 94%mv> w Main Street You are standing on Main Street, a dirt encrusted cobblestone road crossing through the city. It extends to the east and west. From the west you hear the noise from the Market Square and the busy intersection just to the west where Spring Square intersects. To the north is a small office with a big giant sitting behind a desk. [Exits: north east west] <100%hp 100%mn 94%mv> w Spring Square You are at the intersection of Main Street and Spring Road. The street intersection is busy here, but the real noise comes from farther to the west at Market Square. Beneath you, the cobblestones of the roads' intersection are grimy, and the spaces between the stones are filled with dirt, probably some of it there since before the fall of Arcana. [Exits: north east south west] A cityguard beats a simple cadence with his front right hoof as you pass by. <100%hp 100%mn 94%mv> w Main Street You are standing on Main Street, a grimy cobblestone road crossing through the city. It extends to the east and west. From the west you hear the noise from the Market Square. North and south are buildings whose entrances open to another street. [Exits: east west] (Hide) A young thief practices hiding and sneaking in the shadows. <100%hp 100%mn 99%mv> whe Players near you: (PK) Adelaide Ye Olde Bakery (PK) Zeptaru Main Street <100%hp 100%mn 99%mv> w Main Street You are standing on Main Street, a dirty cobblestone road crossing through the city. It extends to the east and west. From the west you hear the noise from the Market Square. North is a weapons shop, and south is the armory. [Exits: north east south west] <100%hp 100%mn 99%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 98%mv> n Alas, you cannot go that way. <100%hp 100%mn 98%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 98%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 98%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] (Hide) A young thief practices hiding and sneaking in the shadows. A cityguard stands vigil watching for wrongdoing in the city. <100%hp 100%mn 97%mv> who [ Human ] (PK) Adelaide the Student of Focus [ Grif ] [JUSTICAR] Mayari the Champion of the Templars [ Dwarf ] [JUSTICAR] Kelthe Gar'Voule the Knight Hero [28 Chnge Thi] (PK) [Helper] Zeptaru the Master of Smell [ Troll ] (PK) Reider the Baron of Storms Players found: 5 <100%hp 100%mn 97%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 99%mv> e Main Street You are standing on Main Street, a dirty cobblestone road crossing through the city. It extends to the east and west. From the west you hear the noise from the Market Square. North is a weapons shop, and south is the armory. [Exits: north east south west] <100%hp 100%mn 99%mv> quit Alas, all good things must come to an end. Connection closed by foreign host. $ telnet telnet> open (to) darkmists.org 2222 Trying 70.159.81.38... Connected to darkmists.org. Escape character is '^]'. _/ , . , -' ) ( \-------.,') (\_________________________ , ,-/ | /\_) ) \/ ,' _.----------------------,\ ,', /, | / >--. ,) / /\\ / , //|,' /' '\--'\\) /,'##\\ ` ` , / , //#|| ,' (.--^( `') //#####\\ \ ( , //##||,___,-' (___\\ '^^^' //#######\\ , \ //###||--.__ ( \`^--) _____.-'/#########\\ ` >'/####||, ( \|_(\-' ,'###########\\ \, /,'#####|| \ \ / #############\\ (/#######|| \ ) ,'( ####`#####`####\\ , `#######||\ \ ) ,' /_ )################\\ \ ######|| `. `. ,' /( `.\##\#,#\#\,#######\\ , `#####|| (_`. ` .' .' ) `)'############,###\\ ####|| (_ `-v------- ^--v' , ) #################'\\, ####|| ( , _,- / -./ )' `) `###'| ), ,' ' )' ROM Version 2.4 beta ' ; / ,' ,' /,' / / ' / , - --- . Original DikuMUD by \| / ( ,' ' `. Hans Staerfeldt, Katja (' ,' `. " / ,' \ Nyboe, Tom Madsen, ,' \ ,/,' '`) (_ ) Michael Seifert, and / \ , /' , / / Sebastian Hammer . ) , , ' / Based on MERC 2.1 code ) , / by Hatchet, Furey, and . ' `| ,' / Kahn ' | / ,' |\ | < ______,---' ROM 2.4 copyright (c) ` \ ',' ( 1993-1996 Russ Taylor \ ' /(____ ,`-._,-. `. / `._, )---) Welcome to Dark Mists `-------'\ `/ \ (darkmists.org port 2222) Implementors: Riallus WindGust, Lord of Virtue, Justice, Knowledge, Neutrality Xyza, The One True Spell, Goddess of Magic and Wisdom (xyza@darkmists.org) This is a role-playing mud, choose a name that is appropriate to a medieval setting. Using multiple sessions to roll characters is cheating and will be dealt with as such. Do not string two names together. (i.e. SunStarer) Do not use names with multiple capitalization. (i.e. McNeil) Do not use bad names such as Dragonslayer, Goddess, or Megaman. The theme here is medieval fantasy. If you roll with a bad name, we will make you reroll your character. We will deny on sight, no questions. Rules and laws are fully enforced. Heed them. Welcome to the Mists. By what name do you wish to be known? Zeptaru Password: XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX XX XX XX Hear Ye, Hear Ye! Citizens of Thera pay heed. These are the standing XX XX notices of the land as of 29 August 2007: XX XX XX XX o If you are new to Dark Mists, please use the following commands to XX XX get accustomed to the way the game is run: XX XX XX XX help newbie XX XX help rules XX XX help multichar XX XX XX XX o The official Dark Mists Webpage is located at www.darkmists.org XX XX XX XX o The official Dark Mists forum is located at www.darkmists.org/forum XX XX and you can register for a forum account by using the 'forum' XX XX command. XX XX XX XX o PLEASE NOTE: Any form of OOC intolerance, racism or discrimination XX XX either here or on the forum will be met with harshly. We do not XX XX get to choose what people find offensive, so it's best to steer XX XX clear of the language in total. Find new words, or else a new XX XX game to use them in. XX [Hit Return to continue] XX XX XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX Welcome to Dark Mists. Please do not feed the mobiles. 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] You have no unread notes. <100%hp 100%mn 99%mv> l 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 100%mv> who [28 Chnge Thi] (PK) [Helper] Zeptaru the Master of Smell [ Troll ] (PK) Reider the Baron of Storms [ Human ] Myung the Adept of Thought [ Grif ] [JUSTICAR] Mayari the Champion of the Templars Players found: 4 <100%hp 100%mn 100%mv> wo You have 0 gold, 1023 silver, and 156289 experience (2975 exp to level). <100%hp 100%mn 100%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 99%mv> n 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 99%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 98%mv> w Market Square You are standing in Market Square, a dirty intersection in the cobblestone roadway equidistant from four of the main shops in town. Main Street extends eastward and westward, while Bridge Street stretches on towards the north and south. A stone stair off to the side leads upward. Along the side of the stone stair is a bronze plaque. A tree off to the side bears a news scroll. The weathered parchment is crudely nailed to the trunk of the tree with metallic nails. [Exits: north east south west up] A cityguard stands vigil watching for wrongdoing in the city. <100%hp 100%mn 98%mv> 1 You attempt to hide. <100%hp 100%mn 98%mv> 4 You attempt to move silently. <100%hp 100%mn 98%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 98%mv> n Ye Olde Bakery The sweet fragrance of baked goods assails you as you enter this shop. On various counters along the walls are bread, cakes, cookies, and other pastries. There is flour on the wooden floor. On the wall behind the wooden counter is a sign. [Exits: south] The baker pulls another loaf of bread from his hot oven. <100%hp 100%mn 97%mv> s Main Street You are standing on Main Street, a cobblestone road crossing through the city. It extends to the west. To the east is the Market Square. North is a bakery, and south is the butcher's. [Exits: north east south west] <100%hp 100%mn 97%mv> e Market Square You are standing in Market Square, a dirty intersection in the cobblestone roadway equidistant from four of the main shops in town. Main Street extends eastward and westward, while Bridge Street stretches on towards the north and south. A stone stair off to the side leads upward. Along the side of the stone stair is a bronze plaque. A tree off to the side bears a news scroll. The weathered parchment is crudely nailed to the trunk of the tree with metallic nails. [Exits: north east south west up] A cityguard stands vigil watching for wrongdoing in the city. <100%hp 100%mn 97%mv> n Bridge Street You are standing on Bridge Street, a cobblestone road which runs north-south through the city. Just south is noisy Market Square. To the east is a building with the sign: Pet Shop ----->. To the west is a building bearing a sign: <--- Ye Olde Bakery. [Exits: north south] A young student of the arts of war practices sword fighting forms. A young student practices graceful fighting forms. <100%hp 100%mn 96%mv> <100%hp 100%mn 96%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 96%mv> e Entrance to the Seminary With entrances facing both the pit room and the road, this room is well-aired. The floor is of light wood, scuffed badly but kept clean by young students of the cloth. The Seminary itself is to the north. A plain bench against the south wall invites the weary traveller to rest a little. [Exits: north east west] <100%hp 100%mn 96%mv> e Temple of Balance Donation Room A donation pit in the southeast corner is the focus of many in this room. Above the pit, on the rock wall to the south, is a sign. [Exits: north west] A cruel looking flail with sharp bits of studded silver is here. A pit for sacrifices is here. A huge cityguard walks along the streets, watching for trouble. <100%hp 100%mn 95%mv> drop 500 silver OK. <100%hp 100%mn 100%mv> l Temple of Balance Donation Room A donation pit in the southeast corner is the focus of many in this room. Above the pit, on the rock wall to the south, is a sign. [Exits: north west] A pile of silver coins. A cruel looking flail with sharp bits of studded silver is here. A pit for sacrifices is here. A huge cityguard walks along the streets, watching for trouble. <100%hp 100%mn 100%mv> 1 You attempt to hide. <100%hp 100%mn 100%mv> 4 You attempt to move silently. <100%hp 100%mn 100%mv> wh [28 Chnge Thi] (PK) [Helper] Zeptaru the Master of Smell [ Troll ] (PK) Reider the Baron of Storms [ Human ] Myung the Adept of Thought [ Grif ] [JUSTICAR] Mayari the Champion of the Templars Players found: 4 <100%hp 100%mn 100%mv> get whip hemp You step out of the shadows. You get a leather practice whip from a small hemp bag. <100%hp 100%mn 100%mv> drop hem   whip You drop a leather practice whip. <100%hp 100%mn 100%mv> 1 You attempt to hide. <100%hp 100%mn 100%mv> 4 You attempt to move silently. <100%hp 100%mn 100%mv> inv You are carrying: a pewter practice sword a long water flask a bottle of rum a small hemp bag ( 3) a bladder a leather backpack <100%hp 100%mn 100%mv> exam backpack Its straps allow you to wear it about your body if you so choose, but you leave yourself open to frontal attack if you do. A leather backpack holds: a pewter practice mace ( 4) fried chicken a sharp knife a small lantern a seashell ring a warm loaf of bread (Glowing) a large torch with a magical flame <100%hp 100%mn 100%mv> get mace backpack You step out of the shadows. You get a pewter practice mace from a leather backpack. <100%hp 100%mn 100%mv> drop mace You drop a pewter practice mace. <100%hp 100%mn 100%mv> l Temple of Balance Donation Room A donation pit in the southeast corner is the focus of many in this room. Above the pit, on the rock wall to the south, is a sign. [Exits: north west] A practice mace lies here, waiting for a wielder. A practice whip lies here, waiting for a wielder. A pile of silver coins. A cruel looking flail with sharp bits of studded silver is here. A pit for sacrifices is here. A huge cityguard walks along the streets, watching for trouble. <100%hp 100%mn 100%mv> sacrifice mace The gods give you 0 silver coins for your sacrifice. <100%hp 100%mn 100%mv> sca  acrifice whip The gods give you 0 silver coins for your sacrifice. <100%hp 100%mn 100%mv> l Temple of Balance Donation Room A donation pit in the southeast corner is the focus of many in this room. Above the pit, on the rock wall to the south, is a sign. [Exits: north west] A pile of silver coins. A cruel looking flail with sharp bits of studded silver is here. A pit for sacrifices is here. A huge cityguard walks along the streets, watching for trouble. <100%hp 100%mn 100%mv> 1 You attempt to hide. <100%hp 100%mn 100%mv> 4 You attempt to move silently. <100%hp 100%mn 100%mv> ea xam hemp A small bag made of hemp lies here. A small hemp bag holds: a leather practice whip ( 3) a bottle of rum a small green pill <100%hp 100%mn 100%mv> inv You are carrying: a pewter practice sword 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 sword You drop a pewter practice sword. <100%hp 100%mn 100%mv> a sacrifice sword You step out of the shadows. The gods give you 0 silver coins for your sacrifice. <100%hp 100%mn 100%mv> 1 4You attempt to hide. <100%hp 100%mn 100%mv> You attempt to move silently. <100%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 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 dagger dagger <100%hp 100%mn 100%mv> sc You are Zeptaru the Master of Smell. Level 28, 21 years old (56 hours). You are mature. You joined Dark Mists 94 days, 10 hours, 37 minutes, and 18 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 23/45 items with weight 127/305 pounds. Str: 17(17) Int: 24(24) Wis: 22(22) Dex: 21(25) Con: 15(13) You have scored 156289 exp, and have 0 gold and 523 silver coins. You need 2975 exp to level. Wimpy set to 25% hit points. Hometown is Glyndane. You are standing. Armor: pierce: -121 bash: -126 slash: -122 magic: -38 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: 15 Damroll: 20 You are neutral, and impulsively inclined. <100%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 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 dagger dagger <100%hp 100%mn 100%mv> evnev    nvenom dagger You step out of the shadows. Dagger is already envenomed. <100%hp 100%mn 100%mv> d envenom 2.dagger Dagger is already envenomed. <100%hp 100%mn 100%mv> 1 You attempt to hide. <100%hp 100%mn 100%mv> 4 You attempt to move silently. <100%hp 100%mn 100%mv> l Temple of Balance Donation Room A donation pit in the southeast corner is the focus of many in this room. Above the pit, on the rock wall to the south, is a sign. [Exits: north west] A pile of silver coins. A cruel looking flail with sharp bits of studded silver is here. A pit for sacrifices is here. A huge cityguard walks along the streets, watching for trouble. <100%hp 100%mn 100%mv> detect You are already as alert as you can be. <100%hp 100%mn 100%mv> l Temple of Balance Donation Room A donation pit in the southeast corner is the focus of many in this room. Above the pit, on the rock wall to the south, is a sign. [Exits: north west] A pile of silver coins. A cruel looking flail with sharp bits of studded silver is here. A pit for sacrifices is here. A huge cityguard walks along the streets, watching for trouble. <100%hp 100%mn 100%mv> sc You are Zeptaru the Master of Smell. Level 28, 21 years old (56 hours). You are mature. You joined Dark Mists 94 days, 10 hours, 37 minutes, and 59 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 23/45 items with weight 127/305 pounds. Str: 17(17) Int: 24(24) Wis: 22(22) Dex: 21(25) Con: 15(13) You have scored 156289 exp, and have 0 gold and 523 silver coins. You need 2975 exp to level. Wimpy set to 25% hit points. Hometown is Glyndane. You are standing. Armor: pierce: -121 bash: -126 slash: -122 magic: -38 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: 15 Damroll: 20 You are neutral, and impulsively inclined. <100%hp 100%mn 100%mv> w Entrance to the Seminary With entrances facing both the pit room and the road, this room is well-aired. The floor is of light wood, scuffed badly but kept clean by young students of the cloth. The Seminary itself is to the north. A plain bench against the south wall invites the weary traveller to rest a little. [Exits: north east west] <100%hp 100%mn 99%mv> w Bridge Street You are standing on Bridge Street, a dirty cobblestone road which runs north-south through the city. From the south come noises from Market Square. To the west you see a plain building with a sign over the open entrance. To the east is a building with more decorative stone work, above its open entrance a silver plaque. [Exits: north east south west] <100%hp 100%mn 99%mv> s Bridge Street You are standing on Bridge Street, a cobblestone road which runs north-south through the city. Just south is noisy Market Square. To the east is a building with the sign: Pet Shop ----->. To the west is a building bearing a sign: <--- Ye Olde Bakery. [Exits: north south] A young student of the arts of war practices sword fighting forms. A young student practices graceful fighting forms. <100%hp 100%mn 98%mv> s Market Square You are standing in Market Square, a dirty intersection in the cobblestone roadway equidistant from four of the main shops in town. Main Street extends eastward and westward, while Bridge Street stretches on towards the north and south. A stone stair off to the side leads upward. Along the side of the stone stair is a bronze plaque. A tree off to the side bears a news scroll. The weathered parchment is crudely nailed to the trunk of the tree with metallic nails. [Exits: north east south west up] A cityguard stands vigil watching for wrongdoing in the city. <100%hp 100%mn 98%mv> 1 You attempt to hide. <100%hp 100%mn 98%mv> 4 You attempt to move silently. <100%hp 100%mn 98%mv> remove bracers You step out of the shadows. You stop using some polished steel bracers. <100%hp 100%mn 98%mv> remove breastplate You stop using silver breastplate. <100%hp 100%mn 98%mv> bat You are wearing items which disrupt the flow of shapeshifting to that shape. <100%hp 100%mn 98%mv> l Market Square You are standing in Market Square, a dirty intersection in the cobblestone roadway equidistant from four of the main shops in town. Main Street extends eastward and westward, while Bridge Street stretches on towards the north and south. A stone stair off to the side leads upward. Along the side of the stone stair is a bronze plaque. A tree off to the side bears a news scroll. The weathered parchment is crudely nailed to the trunk of the tree with metallic nails. [Exits: north east south west up] A cityguard stands vigil watching for wrongdoing in the city. <100%hp 100%mn 98%mv> inv You are carrying: silver breastplate some polished steel bracers a long water flask a bottle of rum a small hemp bag ( 3) a bladder a leather backpack <100%hp 100%mn 98%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 an elite guard's turban an elite guard's leg guards an elite guard's boots a pair of falconer's gloves a purple cloak a silver belt with an opal embedded in the buckle a brass bracer an onyx bracelet dagger dagger <100%hp 100%mn 98%mv> remove cloak You stop using a purple cloak. <100%hp 100%mn 103%mv> bat You are wearing items which disrupt the flow of shapeshifting to that shape. <100%hp 100%mn 103%mv> remove a Young student of the School of the Crane has arrived. <100%hp 100%mn 100%mv> ll You stop using an elite guard's turban. You stop using dagger. You stop using dagger. You stop using a brass bracer. 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 leg guards. 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 a thin leather cape. <106%hp 105%mn 105%mv> ba Adelaide has arrived. <106%hp 105%mn 105%mv> t 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! Your feet rise off the ground as you change into bat form. <106%hp 90%mn 105%mv> wear all You wear silver breastplate on your torso. You wear some polished steel bracers on your arms. You wear an elite guard's turban on your head. You wield dagger. Dagger feels like a part of you! You dual wield dagger. Dagger feels like a part of you! You wear a small hemp bag about your body. You wear a brass bracer around your left wrist. 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 leg guards on your legs. 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 a thin leather cape around your neck. <100%hp 85%mn 100%mv> wear cape   loak You stop using a small hemp bag. You wear a purple cloak about your body. <100%hp 85%mn 94%mv> bo  w Adelaide tells you, 'tidings!' <100%hp 85%mn 94%mv> adelaide You bow before her. <100%hp 85%mn 94%mv> reply Hail, what can I do for ye/ ? You tell Adelaide, 'Hail, what can I do for ye?' <100%hp 85%mn 94%mv> wh Adelaide kisses your hand. How continental! <100%hp 85%mn 94%mv> [ Human ] (PK) Adelaide the Student of Focus [ D-Elf ] Sorani the Queen of the Night [28 Chnge Thi] (PK) [Helper] Zeptaru the Master of Smell [ Troll ] (PK) Reider the Baron of Storms [ Grif ] [JUSTICAR] Mayari the Champion of the Templars Players found: 5 <100%hp 85%mn 94%mv> blush Your cheeks are burning. <100%hp 85%mn 94%mv> Adelaide now follows you. <100%hp 91%mn 100%mv> g say Can ye make me invisible? You say, 'Can ye make me invisible?' <100%hp 91%mn 100%mv> Adelaide nods at you in agreement. <100%hp 91%mn 100%mv> Adelaide utters the word, 'aazagaqasahw'. Adelaide fades out of existence. <100%hp 91%mn 100%mv> Someone utters the word, 'abzsuabz'. You yell in panic, 'Die, someone, you sorcerous dog!' Someone throws forth a shard of sharp ice at you! Adelaide fades into existence. Adelaide's icelance devastates you. Adelaide is in perfect condition. <91%hp 91%mn 100%mv> You lean to the right and dodge Adelaide's punch. You trample around loudly again. Adelaide stops following you. Your slash decimates Adelaide. Adelaide ducks and dodges your slash. Adelaide has a few bruises. <91%hp 91%mn 100%mv> flee n You escape in that direction and begin to run... Bridge Street You are standing on Bridge Street, a cobblestone road which runs north-south through the city. Just south is noisy Market Square. To the east is a building with the sign: Pet Shop ----->. To the west is a building bearing a sign: <--- Ye Olde Bakery. [Exits: north south] A young student of the arts of war practices sword fighting forms. You flee from combat! You lost 10 exp. <91%hp 91%mn 99%mv> The sun slowly disappears in the west. <93%hp 96%mn 100%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] Adelaide the Student of Focus is here. A young student practices graceful fighting forms. A cityguard stands vigil watching for wrongdoing in the city. <93%hp 96%mn 99%mv> yell     <93%hp 96%mn 99%mv> Adelaide utters the word, 'aazagaqasahw'. <93%hp 96%mn 99%mv> Adelaide utters the word, 'aazagaqasahw'. <93%hp 96%mn 99%mv> Adelaide utters the word, 'aazagaqasahw'. <93%hp 96%mn 99%mv> gr Adelaide utters the word, 'aazagaqasahw'. You fade out of existence. <93%hp 96%mn 99%mv> adel    ^R gr   <93%hp 96%mn 99%mv> n Bridge Street You are standing on Bridge Street, a cobblestone road which runs north-south through the city. Just south is noisy Market Square. To the east is a building with the sign: Pet Shop ----->. To the west is a building bearing a sign: <--- Ye Olde Bakery. [Exits: north south] A young student of the arts of war practices sword fighting forms. <93%hp 96%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 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] <93%hp 96%mn 98%mv> n Bridge Street You are standing on Bridge Street, a grime-covered cobblestone road which runs north-south through the city. From the south come noises from Market Square. To the east and west are walls to buildings whose entrances do not face this street. [Exits: north south] A child plays here, pretending to be a great warrior. <93%hp 96%mn 98%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] <93%hp 96%mn 98%mv> n Bridge Street You are standing just north of the intersection of Bridge Street and Winter Square, a noisy place, and yet the noise from farther south at Market Square is still audible. The cobblestones beneath your feet are encrusted with dirt and grime. Beyond to the north the street continues, and to the east and west are buildings, the entrances to which do not open to this street. [Exits: north south] A young clerical student devoutly practices cantrips. <93%hp 96%mn 97%mv> s sWinter 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] <96%hp 100%mn 99%mv> sBridge Street You are standing on Bridge Street, a grime-covered cobblestone road which runs north-south through the city. From the south come noises from Market Square. To the east and west are walls to buildings whose entrances do not face this street. [Exits: north south] A child plays here, pretending to be a great warrior. <96%hp 100%mn 99%mv> Bridge Street You are standing on Bridge Street, a dirty cobblestone road which runs north-south through the city. From the south come noises from Market Square. To the west you see a plain building with a sign over the open entrance. To the east is a building with more decorative stone work, above its open entrance a silver plaque. [Exits: north east south west] <96%hp 100%mn 98%mv> s Bridge Street You are standing on Bridge Street, a cobblestone road which runs north-south through the city. Just south is noisy Market Square. To the east is a building with the sign: Pet Shop ----->. To the west is a building bearing a sign: <--- Ye Olde Bakery. [Exits: north south] A young student of the arts of war practices sword fighting forms. Adelaide has arrived. <96%hp 100%mn 98%mv> beckon adelaide You beckon for Adelaide to follow! <96%hp 100%mn 98%mv> Adelaide leaves north. <96%hp 100%mn 98%mv> vis You fade into existence. <96%hp 100%mn 98%mv> n Bridge Street You are standing on Bridge Street, a dirty cobblestone road which runs north-south through the city. From the south come noises from Market Square. To the west you see a plain building with a sign over the open entrance. To the east is a building with more decorative stone work, above its open entrance a silver plaque. [Exits: north east south west] <96%hp 100%mn 98%mv> n Bridge Street You are standing on Bridge Street, a grime-covered cobblestone road which runs north-south through the city. From the south come noises from Market Square. To the east and west are walls to buildings whose entrances do not face this street. [Exits: north south] A child plays here, pretending to be a great warrior. <96%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 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] <96%hp 100%mn 97%mv> s Bridge Street You are standing on Bridge Street, a cobblestone road which runs north-south through the city. Just south is noisy Market Square. To the east is a building with the sign: Pet Shop ----->. To the west is a building bearing a sign: <--- Ye Olde Bakery. [Exits: north south] A young student of the arts of war practices sword fighting forms. <96%hp 100%mn 97%mv> s Market Square You are standing in Market Square, a dirty intersection in the cobblestone roadway equidistant from four of the main shops in town. Main Street extends eastward and westward, while Bridge Street stretches on towards the north and south. A stone stair off to the side leads upward. Along the side of the stone stair is a bronze plaque. A tree off to the side bears a news scroll. The weathered parchment is crudely nailed to the trunk of the tree with metallic nails. [Exits: north east south west up] A young student practices graceful fighting forms. A cityguard stands vigil watching for wrongdoing in the city. <96%hp 100%mn 96%mv> n Bridge Street You are standing on Bridge Street, a cobblestone road which runs north-south through the city. Just south is noisy Market Square. To the east is a building with the sign: Pet Shop ----->. To the west is a building bearing a sign: <--- Ye Olde Bakery. [Exits: north south] A young student of the arts of war practices sword fighting forms. <96%hp 100%mn 96%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] <96%hp 100%mn 96%mv> n Bridge Street You are standing on Bridge Street, a grime-covered cobblestone road which runs north-south through the city. From the south come noises from Market Square. To the east and west are walls to buildings whose entrances do not face this street. [Exits: north south] A child plays here, pretending to be a great warrior. <96%hp 100%mn 95%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] <96%hp 100%mn 95%mv> n Bridge Street You are standing just north of the intersection of Bridge Street and Winter Square, a noisy place, and yet the noise from farther south at Market Square is still audible. The cobblestones beneath your feet are encrusted with dirt and grime. Beyond to the north the street continues, and to the east and west are buildings, the entrances to which do not open to this street. [Exits: north south] A young clerical student devoutly practices cantrips. <96%hp 100%mn 95%mv> s 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] <96%hp 100%mn 94%mv> s sBridge Street You are standing on Bridge Street, a grime-covered cobblestone road which runs north-south through the city. From the south come noises from Market Square. To the east and west are walls to buildings whose entrances do not face this street. [Exits: north south] A child plays here, pretending to be a great warrior. <96%hp 100%mn 94%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] <96%hp 100%mn 94%mv> s Bridge Street You are standing on Bridge Street, a cobblestone road which runs north-south through the city. Just south is noisy Market Square. To the east is a building with the sign: Pet Shop ----->. To the west is a building bearing a sign: <--- Ye Olde Bakery. [Exits: north south] A young student of the arts of war practices sword fighting forms. <96%hp 100%mn 93%mv> Market Square You are standing in Market Square, a dirty intersection in the cobblestone roadway equidistant from four of the main shops in town. Main Street extends eastward and westward, while Bridge Street stretches on towards the north and south. A stone stair off to the side leads upward. Along the side of the stone stair is a bronze plaque. A tree off to the side bears a news scroll. The weathered parchment is crudely nailed to the trunk of the tree with metallic nails. [Exits: north east south west up] A young student practices graceful fighting forms. A cityguard stands vigil watching for wrongdoing in the city. <96%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] A young student of the arts of war practices sword fighting forms. <96%hp 100%mn 93%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] <96%hp 100%mn 92%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] <96%hp 100%mn 92%mv> You feel less aware of your surroundings. <99%hp 100%mn 100%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] <99%hp 100%mn 99%mv> detect nYour awareness improves. <99%hp 100%mn 99%mv> 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] <99%hp 100%mn 99%mv> n nBridge Street You are standing on Bridge Street, a grimy cobblestone road which runs north-south through the city. From the north you near the noisy bustle of business as usual at Market Square. To the east is a small road. From the west comes the distinctive odor of a stew cooking, and the chirping of birds and other sounds indicative of small woodland creatures. [Exits: north east south west] <99%hp 100%mn 98%mv> Bridge Street You are standing on Bridge Street, a cobblestone road which runs north-south through the city. Just north is noisy Market Square. To the east is a building with the sign: General Store ----->. To the west is a building bearing a sign: <--- Fresh Butchered Meats. [Exits: north south] A young student of the arts of war practices sword fighting forms. (Hide) A young thief practices hiding and sneaking in the shadows. <99%hp 100%mn 98%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] Adelaide the Student of Focus is here. A young student practices graceful fighting forms. A cityguard stands vigil watching for wrongdoing in the city. <99%hp 100%mn 98%mv> Adelaide now follows you. <99%hp 100%mn 98%mv> Adelaide utters the word, 'aazagaqasahw'. <99%hp 100%mn 98%mv> Adelaide utters the word, 'aazagaqasahw'. You fade out of existence. <99%hp 100%mn 98%mv> Adelaide utters the word, 'aazagaqasahw'. Adelaide fades out of existence. <99%hp 100%mn 98%mv> 4 You attempt to move silently. You begin sneaking. <99%hp 100%mn 98%mv> n Bridge Street You are standing on Bridge Street, a cobblestone road which runs north-south through the city. Just south is noisy Market Square. To the east is a building with the sign: Pet Shop ----->. To the west is a building bearing a sign: <--- Ye Olde Bakery. [Exits: north south] A young student of the arts of war practices sword fighting forms. Someone has arrived. <99%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 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] Someone has arrived. <99%hp 100%mn 97%mv> n Bridge Street You are standing on Bridge Street, a grime-covered cobblestone road which runs north-south through the city. From the south come noises from Market Square. To the east and west are walls to buildings whose entrances do not face this street. [Exits: north south] A child plays here, pretending to be a great warrior. Someone has arrived. <99%hp 100%mn 97%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] Someone has arrived. <99%hp 100%mn 96%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] Someone has arrived. <99%hp 100%mn 96%mv> n Bridge Street You are standing on Bridge Street, a dirty cobblestone road which runs north-south through the city. From the south come faint noises from Market Square. To the north is the great northern gate in the battlements surrounding the city. [Exits: north south] A young clerical student devoutly practices cantrips. Someone has arrived. <99%hp 100%mn 96%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] Someone has arrived. <99%hp 100%mn 95%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] Someone has arrived. <99%hp 100%mn 95%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] Someone has arrived. <99%hp 100%mn 95%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] Someone has arrived. <99%hp 100%mn 94%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] Someone has arrived. The night has begun. <100%hp 100%mn 100%mv> w Along the Eastern Road You are walking along a well-traveled road between Ethshar and the lands east. A northern road crosses this one to the west, towards Ethshar. You hear faint whispers coming from the north. [Exits: north east west] Someone has arrived. <100%hp 100%mn 99%mv> w The Cross Roads Here, the great eastern road intersects with an older road between the mines of Moria and the ruined city of Thalos. The outskirts of Ethshar lie to your west, and the highway continues to the east. An old northern road leads to the dwarven kingdom and the abandoned mines of Moria, while the southern road shows the scars of the war which destroyed Thalos. [Exits: north east south west] Someone has arrived. <100%hp 100%mn 99%mv> n The Lane You are strolling along a pleasant, shady lane. The road is lined on both sides by tall, stately trees which lend the scene with a sense of quiet serenity. You can follow the road north or south, or take a small dirt path west. [Exits: north south west] Someone has arrived. <100%hp 100%mn 98%mv> n The Plains You are standing on the plains. This is a vast desolate place where the wind can howl undisturbed since nothing but you bars its way. However, you are not the first to wander here. Before you, somebody has already traveled to this small path. The path looks rather bewildered and is not the kind of path to lead to anywhere significant or important, but it seems to have made up its mind to enter the hills far away north. [Exits: north south] Someone has arrived. <100%hp 100%mn 98%mv> n The hills You are on a small bewildered path winding its way between the hills in lack of better things to do. To the south you have a splendid view over the flat, vast, desolate plains. To the north the hills grow steadily darker and foreboding. This is the cause of no sunset, it is rather the power of evil penetrating these quiet hills. Glancing around you notice only a single bird. The mountains of the dwarven kingdom rise up to your east, you can barely make out the queen's mines from here. [Exits: north east south] Someone has arrived. <100%hp 100%mn 97%mv> n The hills You are surrounded by dark and sinister hills. Although they seemed fairly small from a distance you now get the feeling that they're closing in on you, towering over you, overwhelming you ... The small path seems to have second thoughts about these hills because it starts winding unnecessarily, turning several times around itself. To the south the hills have a lighter hue of dark. To the north however, the hills have become nightblack holes in the distant mountains. [Exits: north south] Someone has arrived. <100%hp 100%mn 96%mv> n End of the path At this point the path has had enough. With a terrified shudder it cowers to the ground, only staying here because you're standing on it. with a slight feeling of unease you look around noticing only a few bushes and a large sign carved into the mountain. You feel you can hear the cry of help from a thousand silent voices all coming from an even darker hole in the mountain to the north marking the entrance to a cave. You begin to feel the dark influence of Malignus, Lord of Spiders. [Exits: north south] Someone has arrived. <100%hp 100%mn 95%mv> n The cave You are in a large cave. The ceiling is lost somewhere above the reach of your light. The floor, however, is highly illuminated, your light flickering over several tombstones. Only one is whole, the rest have been shattered by some savage blow. The remaining tombstone looks disturbingly new... A small breeze of fresh air enters from the south (probably lost too). Take a good breath, it may be your last mouthful of air in a long, long time that others haven't breathed before you. To the north a small tunnel continues into the mountain. [Exits: north south] A creepy crawly spider scuttles out from under some debris. Someone has arrived. <100%hp 100%mn 94%mv> n The tunnel You squeeze your way through a small, narrow tunnel. The sharp-edged rocks protruding from the walls threaten to scratch and cut you. To the south you sense a freshness in the air which is rather unusual in these damp, stuffy tunnels. To the north the tunnel continues. [Exits: north south] Someone has arrived. <100%hp 100%mn 93%mv> s The cave You are in a large cave. The ceiling is lost somewhere above the reach of your light. The floor, however, is highly illuminated, your light flickering over several tombstones. Only one is whole, the rest have been shattered by some savage blow. The remaining tombstone looks disturbingly new... A small breeze of fresh air enters from the south (probably lost too). Take a good breath, it may be your last mouthful of air in a long, long time that others haven't breathed before you. To the north a small tunnel continues into the mountain. [Exits: north south] A creepy crawly spider scuttles out from under some debris. Someone has arrived. <100%hp 100%mn 92%mv> s End of the path At this point the path has had enough. With a terrified shudder it cowers to the ground, only staying here because you're standing on it. with a slight feeling of unease you look around noticing only a few bushes and a large sign carved into the mountain. You feel you can hear the cry of help from a thousand silent voices all coming from an even darker hole in the mountain to the north marking the entrance to a cave. You begin to feel the dark influence of Malignus, Lord of Spiders. [Exits: north south] Someone has arrived. <100%hp 100%mn 91%mv> s The hills You are surrounded by dark and sinister hills. Although they seemed fairly small from a distance you now get the feeling that they're closing in on you, towering over you, overwhelming you ... The small path seems to have second thoughts about these hills because it starts winding unnecessarily, turning several times around itself. To the south the hills have a lighter hue of dark. To the north however, the hills have become nightblack holes in the distant mountains. [Exits: north south] Someone has arrived. <100%hp 100%mn 90%mv> s The hills You are on a small bewildered path winding its way between the hills in lack of better things to do. To the south you have a splendid view over the flat, vast, desolate plains. To the north the hills grow steadily darker and foreboding. This is the cause of no sunset, it is rather the power of evil penetrating these quiet hills. Glancing around you notice only a single bird. The mountains of the dwarven kingdom rise up to your east, you can barely make out the queen's mines from here. [Exits: north east south] Someone has arrived. <100%hp 100%mn 89%mv> s The Plains You are standing on the plains. This is a vast desolate place where the wind can howl undisturbed since nothing but you bars its way. However, you are not the first to wander here. Before you, somebody has already traveled to this small path. The path looks rather bewildered and is not the kind of path to lead to anywhere significant or important, but it seems to have made up its mind to enter the hills far away north. [Exits: north south] Someone has arrived. <100%hp 100%mn 89%mv> s The Lane You are strolling along a pleasant, shady lane. The road is lined on both sides by tall, stately trees which lend the scene with a sense of quiet serenity. You can follow the road north or south, or take a small dirt path west. [Exits: north south west] Someone has arrived. <100%hp 100%mn 88%mv> s w On a beaten path You are on a worn and well travelled pathway surrounded by low rolling hills. Signs of animals are evident by the large droppings and tracks in the dirt, and there is the distinct smell of wildlife in the air. To the east the path heads into a T-junction, or you can go westwards along it. [Exits: east west] Someone has arrived. <100%hp 100%mn 88%mv> Someone eats a fried, stuffed egg. <100%hp 100%mn 88%mv> w On a well travelled path You are at a bend on a well travelled path of dirt and pebbles. Small trees and bushes line the path and low lying hills surround you in a comforting embrace of earth. The path heads east or north. [Exits: north east] A deer is standing here chewing idly upon some grass. Someone has arrived. <100%hp 100%mn 88%mv> n On a well travelled path You stand on a path that shows signs of much use. Many footprints and wagon marks have been etched deep into the dirt, and the remains of discarded meals still lie rotting beside the track. You can follow the path north or south. [Exits: north south] Someone has arrived. <100%hp 100%mn 87%mv> n A bend in a well travelled path You are at a bend in the pathway used for commerce between the cities of Ofcol, Ethshar and Tyr-Zinet. The path shows signs of frequent use, even though other routes between the cities do exist. You can follow the dirt path south or west. [Exits: south west] Someone has arrived. <100%hp 100%mn 87%mv> w A junction on the pathway You are at a junction in the pathway through the hills. Lots of rotting old food lies beside the pathway, indicating that this is a popular stopping place for the traders who use it. To the west you can see the path heading out into the wide open plains of the north, while north and east it winds off into the distance. [Exits: north east west] A large wooden sign is here. A bored looking guard is here watching for any problems. Someone has arrived. <100%hp 100%mn 86%mv> w On a beaten path You are on a small badly maintained pathway. To the west you can see the plains of the north stretching out before you, while east of here the path heads into some low lying hills. [Exits: east west] Someone has arrived. <100%hp 100%mn 86%mv> e A junction on the pathway You are at a junction in the pathway through the hills. Lots of rotting old food lies beside the pathway, indicating that this is a popular stopping place for the traders who use it. To the west you can see the path heading out into the wide open plains of the north, while north and east it winds off into the distance. [Exits: north east west] A large wooden sign is here. A bored looking guard is here watching for any problems. Someone has arrived. <100%hp 100%mn 86%mv> n On a well travelled path You are on a path through the low lying hills between Ethshar and Ofcol. Here traders move their wares between the cities in hopes of making a living. Deep tracks and hundreds of footprints clearly mark out the pathway, and rubbish from careless travellers litter the way. The path leads north or south. [Exits: north south] Someone has arrived. <100%hp 100%mn 85%mv> n On a well travelled path You are on a path through the low lying hills between Ethshar and Ofcol. Here traders move their wares between the cities in hopes of making a living. Deep tracks and hundreds of footprints clearly mark out the pathway, and rubbish from careless travellers litter the way. The path leads north or south. [Exits: north south] A broken cart is here, left to rot beside the path. Someone has arrived. <100%hp 100%mn 85%mv> n On a well travelled path You are on a path through the low lying hills between Ethshar and Ofcol. Here traders move their wares between the cities in hopes of making a living. Deep tracks and hundreds of footprints clearly mark out the pathway, and rubbish from careless travellers litter the way. To the north you can see a junction in the path. You can also head southwards along it. [Exits: north south] Someone has arrived. <100%hp 100%mn 85%mv> n Torrential rain begins to fall as a storm erupts. The crackling sound of thunder booms. <100%hp 100%mn 94%mv> A junction in the pathway You are at a small branch in the main pathway between Ofcol and Ethshar. To the east you can see Aselan Keep, which is open to visitors to stay in overnight while travelling through. The path heads north, south and west. [Exits: north east south west] A broken wooden sign is here. A bored looking guard is here watching for any problems. Someone has arrived. <100%hp 100%mn 94%mv> n On a well travelled path You are on a path through the low lying hills between Ethshar and Ofcol. Here traders move their wares between the cities in hopes of making a living. Deep tracks and hundreds of footprints clearly mark out the pathway, and rubbish from careless travellers litter the way. The path heads north and south. [Exits: north south] Someone has arrived. <100%hp 100%mn 94%mv> n On a well travelled path You are on a path through the low lying hills between Ethshar and Ofcol. Here traders move their wares between the cities in hopes of making a living. Deep tracks and hundreds of footprints clearly mark out the pathway, and rubbish from careless travellers litter the way. To the north you can see a junction in the path. You can also head southwards along it. [Exits: north south] Someone has arrived. <100%hp 100%mn 93%mv> n A T-junction in the pathway You stand at a junction along a well worn pathway through the low lying hills. The path heads east towards some darker mountains, south along the main route, and west towards Ofcol. [Exits: east south west] A well kept signpost is here. Someone has arrived. <100%hp 100%mn 93%mv> e On a dark pathway The pathway here is dark and poorly maintained. Very few travellers seem to have used it lately, and small signs have been posted warning people to go back. The path heads east or west, towards a t-junction. [Exits: east west] Someone has arrived. <100%hp 100%mn 93%mv> e At a bend on a dark pathway The pathway here is dark and poorly maintained. Very few travellers seem to have used it lately, and small signs have been posted warning people to go back. The path heads north or west. [Exits: north west] A small rabbit twitches its nose and hops about you. Someone has arrived. <100%hp 100%mn 93%mv> n On a dark pathway The pathway here is dark and poorly maintained. Very few travellers seem to have used it lately, and small signs have been posted warning people to go back. The path heads east towards some dark mountains, or south. [Exits: east south] A man with a backpack is here walking along the pathway. Someone has arrived. <100%hp 100%mn 93%mv> n Alas, you cannot go that way. <100%hp 100%mn 93%mv> s At a bend on a dark pathway The pathway here is dark and poorly maintained. Very few travellers seem to have used it lately, and small signs have been posted warning people to go back. The path heads north or west. [Exits: north west] A small rabbit twitches its nose and hops about you. Someone has arrived. <100%hp 100%mn 93%mv> w On a dark pathway The pathway here is dark and poorly maintained. Very few travellers seem to have used it lately, and small signs have been posted warning people to go back. The path heads east or west, towards a t-junction. [Exits: east west] Someone has arrived. <100%hp 100%mn 93%mv> w A T-junction in the pathway You stand at a junction along a well worn pathway through the low lying hills. The path heads east towards some darker mountains, south along the main route, and west towards Ofcol. [Exits: east south west] A well kept signpost is here. Someone has arrived. <100%hp 100%mn 92%mv> e On a dark pathway The pathway here is dark and poorly maintained. Very few travellers seem to have used it lately, and small signs have been posted warning people to go back. The path heads east or west, towards a t-junction. [Exits: east west] Someone has arrived. <100%hp 100%mn 92%mv> e At a bend on a dark pathway The pathway here is dark and poorly maintained. Very few travellers seem to have used it lately, and small signs have been posted warning people to go back. The path heads north or west. [Exits: north west] A small rabbit twitches its nose and hops about you. Someone has arrived. <100%hp 100%mn 92%mv> n On a dark pathway The pathway here is dark and poorly maintained. Very few travellers seem to have used it lately, and small signs have been posted warning people to go back. The path heads east towards some dark mountains, or south. [Exits: east south] A man with a backpack is here walking along the pathway. Someone has arrived. <100%hp 100%mn 92%mv> l man This man seems to be enjoying the easy walk from Ofcol to Ethshar, and appears to have no worries in the world. A traveller is in perfect condition. You peek at the inventory: Nothing. <100%hp 100%mn 92%mv> l man This man seems to be enjoying the easy walk from Ofcol to Ethshar, and appears to have no worries in the world. A traveller is in perfect condition. You peek at the inventory: Nothing. 0 gold coins, and 12 silver coins. <100%hp 100%mn 92%mv> l On a dark pathway The pathway here is dark and poorly maintained. Very few travellers seem to have used it lately, and small signs have been posted warning people to go back. The path heads east towards some dark mountains, or south. [Exits: east south] A man with a backpack is here walking along the pathway. <100%hp 100%mn 92%mv> s At a bend on a dark pathway The pathway here is dark and poorly maintained. Very few travellers seem to have used it lately, and small signs have been posted warning people to go back. The path heads north or west. [Exits: north west] A small rabbit twitches its nose and hops about you. Someone has arrived. <100%hp 100%mn 92%mv> w On a dark pathway The pathway here is dark and poorly maintained. Very few travellers seem to have used it lately, and small signs have been posted warning people to go back. The path heads east or west, towards a t-junction. [Exits: east west] Someone has arrived. <100%hp 100%mn 92%mv> w A T-junction in the pathway You stand at a junction along a well worn pathway through the low lying hills. The path heads east towards some darker mountains, south along the main route, and west towards Ofcol. [Exits: east south west] A well kept signpost is here. Someone has arrived. <100%hp 100%mn 92%mv> w On the path to Ofcol You are on a well kept, tidy dirt pathway. The trees on the side of the path are pruned back and low cut, allowing ample sunlight to shine upon those who travel along it. The path continues east, to a t-junction, and west. [Exits: east west] Someone has arrived. <100%hp 100%mn 99%mv> w On the path to Ofcol You are on a well kept, tidy dirt pathway. The trees on the side of the path are pruned back and low cut, allowing ample sunlight to shine upon those who travel along it. The path continues east and west. [Exits: east west] Someone has arrived. <100%hp 100%mn 99%mv> w On the path to Ofcol You are on a well kept, tidy dirt pathway through a pasture. The trees on the side of the path are pruned back and low cut, allowing ample sunlight to shine upon those who travel along it. The path continues northwards towards Ofcol through a pastureland to the north. An orchard grows to the west, behind a low rock wall, and fields of grain grow to the northeast. [Exits: north east] A man with a backpack is here walking along the pathway. A bored looking guard is here watching for any problems. Someone has arrived. <100%hp 100%mn 99%mv> n Path in the Pasture A bit of the grass has been trampled down through use as a path toward Aselan to the south, and Ofcol to the north. Some of the grass here still stands, a number of the leaves growing tall through lack of a cow or sheep to graze upon them. To the west is a low rock wall, beyond which is an orchard. [Exits: north east south] Someone has arrived. <100%hp 100%mn 99%mv> n Path in the Pasture A bit of the grass has been trampled down through use as a path toward Aselan to the south, and Ofcol to the north. Some of the grass here still stands, a number of the leaves growing tall through lack of a cow or sheep to graze upon them. To the west you see a low rock wall, beyond which is an orchard. A gate in the wall allows passage to the west. Northwest is the rangers' area. [Exits: north east south] Someone has arrived. <100%hp 100%mn 98%mv> n Along the Dirt Road The dirt road here comes to an abrupt end, and the farms of the peasants can be seen in the surrounding hills. A small village can be seen where the peasants live. To the west is a building, its door closed. On the wooden shingle hanging above the door is a simple picture of a lone tree. [Exits: north south west] Someone has arrived. <100%hp 100%mn 98%mv> n Along the Dirt Road The dirt road closely follows the south wall of Ofcol to the west, but veers off into the hills to the south beyond this point. Peasant farmers can be seen along it wheeling carts of various goods for sale in the city. [Exits: south west] Someone has arrived. <100%hp 100%mn 98%mv> n Alas, you cannot go that way. <100%hp 100%mn 98%mv> w Along the Dirt Road The dirt road closely follows the south wall of Ofcol, and leads off into the countryside. Peasant farmers can be seen along it wheeling carts of various goods for sale in the city. [Exits: east west] Someone has arrived. <100%hp 100%mn 97%mv> w Along the trail south of the South Gate of Ofcol The trail to the west is very dark, to the east it turns into a dirt road which winds through the surrounding hills. The South Gate of Ofcol is just to the north with its massive iron gate hung open allowing passage through the massive stone walls. [Exits: north east west] Someone has arrived. <100%hp 100%mn 97%mv> n Inside the South Gate You stand just south of Impy Way, within the gates at the south end of Ofcol. Many farmers pass through the gates to their farms to the south carrying supplies for the shops of Ofcol. A massive iron door hangs open, allowing passage outward, and a ladder leads up to the wall above. [Exits: north south up] A strong human in a cityguard uniform keeps watch by the Gate. Watching vigilantly, a strong human cityguard stands watch by the Gate. Someone has arrived. <100%hp 100%mn 97%mv> n Impy Way You are on Impy Way. The road bustles with peasants and citizens going about their lifes in the city, and is obviously the heart of Ofcol's business. [Exits: north east south west] A strong human in cityguard armor patrols the streets. Someone has arrived. <100%hp 100%mn 96%mv> e n Impy Way You are on Impy Way. The road bustles with peasants and citizens going about their lifes in the city, and is obviously the heart of Ofcol's business. [Exits: north east south west] Running, a citizen of Ofcol rushes to attend to his business. Ever vigilant, a strong human cityguard patrols the streets. Someone has arrived. <100%hp 100%mn 96%mv> n nImpy Way You are on Impy Way. The road bustles with peasants and citizens going about their lifes in the city, and is obviously the heart of Ofcol's business. [Exits: north east south west] Ever vigilant, a strong human cityguard patrols the streets. Someone has arrived. <100%hp 100%mn 96%mv> The Big Intersection You are on the intersection of Impy Way and Raff Way. Impy Way extends northward and southward, while Raff way runs east and west. The citizens often bump into each other here as they pass busily along the two roads. [Exits: north east south west] A strong human cityguard strolls by, watching for crime in the streets. Someone has arrived. <100%hp 100%mn 95%mv> n Impy Way You are on Impy Way. The road bustles with peasants and citizens going about their lifes in the city, and is obviously the heart of Ofcol's business. [Exits: north south] Ever vigilant, a strong human cityguard patrols the streets. Someone has arrived. <100%hp 100%mn 95%mv> n Impy Way You are on Impy Way. The road bustles with peasants and citizens going about their lifes in the city, and is obviously the heart of Ofcol's business. [Exits: north east south west] A strong human cityguard regards you solemnly as he patrols the streets. Someone has arrived. <100%hp 100%mn 95%mv> n Impy Way You are on Impy Way. The road bustles with peasants and citizens going about their lifes in the city, and is obviously the heart of Ofcol's business. [Exits: north south] Someone has arrived. <100%hp 100%mn 94%mv> n The Big Intersection You are on the intersection of Impy Way and Swiftest Way. Impy Way extends northward and southward, while Swiftest way runs east and west. The citizens often bump into each other here as they pass busily along the two roads. [Exits: north east south west] A strong human cityguard strolls by, watching for crime in the streets. Someone has arrived. <100%hp 100%mn 94%mv> n Impy Way You are on Impy Way. The road bustles with peasants and citizens going about their lifes in the city, and is obviously the heart of Ofcol's business. [Exits: north south] An old lady is here, wobbling as she slowly walks. A smiling merchant wanders along the streets of Ofcol. A strong human in cityguard armor patrols the streets. Someone has arrived. <100%hp 100%mn 94%mv> n Inside the North Gate You stand just north of Impy Way, within the gates at the north end of Ofcol. Very few people pass in and out of the gates, onto a trail which leads north out of the ruined town. A massive iron door hangs open, allowing passage outward, and a ladder leads up to the wall above. [Exits: north south up] A strong human in a cityguard uniform keeps watch by the Gate. Watching vigilantly, a strong human cityguard stands watch by the Gate. Sternly, a strong human cityguard stands watch by the Gate. Sternly, a strong human cityguard stands watch by the Gate. A strong human in a cityguard uniform keeps watch by the Gate. A strong human in a cityguard uniform keeps watch by the Gate. Watching vigilantly, a strong human cityguard stands watch by the Gate. A strong human cityguard stands by the Gate, watching for crime and danger. A strong human cityguard stands by the Gate, watching for crime and danger. Someone has arrived. <100%hp 100%mn 93%mv> n Outside the North Gate You stand just north of the gate, at the north end of Ofcol. Very few people pass in and out of the gates, onto a trail which leads north out of the city. You can head back into the city to the south through a well-guarded gate in the massive stone wall which surrounds the rebuilt city of Ofcol. [Exits: north south] A brown-haired girl is here, playing with a doll. Someone has arrived. <100%hp 100%mn 93%mv> n A Dark Trail The trees all around you howl as you walk on this dark and lonely trail. Leaves swirl in tornadoes and the wind tears at your clothing, making you want badly to rest on a nearby tree stump. High above dark clouds thunder and lightning crackles. You notice further to the north that the trail begins to ascend into the mountains. [Exits: north south] Running, a citizen of Ofcol rushes to attend to his business. A woman going about her business here does not notice you. A large troll sneers at you, guarding the king's lair with his life. Someone has arrived. <100%hp 100%mn 92%mv> An Ofcol citizen has arrived. <100%hp 100%mn 92%mv> n A Dark Trail The forest that once surrounded this trail seems less dense in this part. Rocks and boulders rest around you and loose dirts slides down the path leading up the mountain. Large howls from mountain wolves can be heard in the distance, though no direction can be guessed which way it actually originated from. To the south the trail continues while you may climb up the mountain here. [Exits: south up] Someone has arrived. <100%hp 100%mn 92%mv> u The Mountain Trail The trail that leads around this mountain is very rocky and the loose dirt makes it increasingly difficult to walk. Few trees surround this trail and speckle the landscape below. Mostly pine, you notice that none have grown very well. The dark clouds above may be the reason, although you wonder what could be causing the constant darkness. [Exits: east west down] A boy from Ofcol plays roughly in the streets. Someone has arrived. <100%hp 100%mn 90%mv> e The Mountain Trail The trail that leads around this mountain is very rocky and the loose dirt makes it increasingly difficult to walk. Few trees surround this trail and speckle the landscape below. Mostly pine, you notice that none have grown very well. The dark clouds above may be the reason, although you wonder what could be causing the constant darkness. [Exits: west up] Someone has arrived. <100%hp 100%mn 98%mv> u The Mountain Trail The trail that leads around this mountain is very rocky and the loose dirt makes it increasingly difficult to walk. Few trees surround this trail and speckle the landscape below. Mostly pine, you notice that none have grown very well. The dark clouds above may be the reason, although you wonder what could be causing the constant darkness. [Exits: north down] Someone has arrived. <100%hp 100%mn 96%mv> n The Mountain Trail The trail that leads around this mountain is very rocky and the loose dirt makes it increasingly difficult to walk. Few trees surround this trail and speckle the landscape below. Mostly pine, you notice that none have grown very well. The dark clouds above may be the reason, although you wonder what could be causing the constant darkness. [Exits: south up] Someone has arrived. <100%hp 100%mn 94%mv> u The Mountain Trail The trail that leads around this mountain is very rocky and the loose dirt makes it increasingly difficult to walk. Few trees surround this trail and speckle the landscape below. Mostly pine, you notice that none have grown very well. The dark clouds above may be the reason, although you wonder what could be causing the constant darkness. [Exits: north down] Someone has arrived. <100%hp 100%mn 93%mv> n The Mountain Trail The trail that leads around this mountain is very rocky and the loose dirt makes it increasingly difficult to walk. Few trees surround this trail and speckle the landscape below. Mostly pine, you notice that none have grown very well. The dark clouds above may be the reason, although you wonder what could be causing the constant darkness. [Exits: north south] Someone has arrived. <100%hp 100%mn 91%mv> n The Mountain Trail The trail that leads around this mountain is very rocky and the loose dirt makes it increasingly difficult to walk. Few trees surround this trail and speckle the landscape below. Mostly pine, you notice that none have grown very well. The dark clouds above may be the reason, although you wonder what could be causing the constant darkness. [Exits: south west] Someone has arrived. <100%hp 100%mn 89%mv> w The Mountain Trail The trail that leads around this mountain is very rocky and the loose dirt makes it increasingly difficult to walk. Few trees surround this trail and speckle the landscape below. Mostly pine, you notice that none have grown very well. The dark clouds above may be the reason, although you wonder what could be causing the constant darkness. [Exits: east down] Someone has arrived. <100%hp 100%mn 88%mv> d The Mountain Trail The trail that leads around this mountain is very rocky and the loose dirt makes it increasingly difficult to walk. Few trees surround this trail and speckle the landscape below. Mostly pine, you notice that none have grown very well. The dark clouds above may be the reason, although you wonder what could be causing the constant darkness. [Exits: north up] Someone has arrived. <100%hp 100%mn 86%mv> n The Mountain Trail The trail that leads around this mountain is very rocky and the loose dirt makes it increasingly difficult to walk. Few trees surround this trail and speckle the landscape below. Mostly pine, you notice that none have grown very well. The dark clouds above may be the reason, although you wonder what could be causing the constant darkness. You notice the trail leads down to a large clearing. [Exits: south down] Someone has arrived. <100%hp 100%mn 84%mv> s The Mountain Trail The trail that leads around this mountain is very rocky and the loose dirt makes it increasingly difficult to walk. Few trees surround this trail and speckle the landscape below. Mostly pine, you notice that none have grown very well. The dark clouds above may be the reason, although you wonder what could be causing the constant darkness. [Exits: north up] Someone has arrived. <100%hp 100%mn 82%mv> u The Mountain Trail The trail that leads around this mountain is very rocky and the loose dirt makes it increasingly difficult to walk. Few trees surround this trail and speckle the landscape below. Mostly pine, you notice that none have grown very well. The dark clouds above may be the reason, although you wonder what could be causing the constant darkness. [Exits: east down] Someone has arrived. <100%hp 100%mn 81%mv> e The Mountain Trail The trail that leads around this mountain is very rocky and the loose dirt makes it increasingly difficult to walk. Few trees surround this trail and speckle the landscape below. Mostly pine, you notice that none have grown very well. The dark clouds above may be the reason, although you wonder what could be causing the constant darkness. [Exits: south west] Someone has arrived. <100%hp 100%mn 79%mv> s The Mountain Trail The trail that leads around this mountain is very rocky and the loose dirt makes it increasingly difficult to walk. Few trees surround this trail and speckle the landscape below. Mostly pine, you notice that none have grown very well. The dark clouds above may be the reason, although you wonder what could be causing the constant darkness. [Exits: north south] Someone has arrived. <100%hp 100%mn 77%mv> n The Mountain Trail The trail that leads around this mountain is very rocky and the loose dirt makes it increasingly difficult to walk. Few trees surround this trail and speckle the landscape below. Mostly pine, you notice that none have grown very well. The dark clouds above may be the reason, although you wonder what could be causing the constant darkness. [Exits: south west] Someone has arrived. <100%hp 100%mn 76%mv> n Alas, you cannot go that way. <100%hp 100%mn 76%mv> w The Mountain Trail The trail that leads around this mountain is very rocky and the loose dirt makes it increasingly difficult to walk. Few trees surround this trail and speckle the landscape below. Mostly pine, you notice that none have grown very well. The dark clouds above may be the reason, although you wonder what could be causing the constant darkness. [Exits: east down] Someone has arrived. <100%hp 100%mn 74%mv> d The Mountain Trail The trail that leads around this mountain is very rocky and the loose dirt makes it increasingly difficult to walk. Few trees surround this trail and speckle the landscape below. Mostly pine, you notice that none have grown very well. The dark clouds above may be the reason, although you wonder what could be causing the constant darkness. [Exits: north up] Someone has arrived. <100%hp 100%mn 72%mv> n The Mountain Trail The trail that leads around this mountain is very rocky and the loose dirt makes it increasingly difficult to walk. Few trees surround this trail and speckle the landscape below. Mostly pine, you notice that none have grown very well. The dark clouds above may be the reason, although you wonder what could be causing the constant darkness. You notice the trail leads down to a large clearing. [Exits: south down] Someone has arrived. <100%hp 100%mn 70%mv> d The Clearing Like the mountain above, the rocks here are scattered about the area. The clearing seems to look almost like the beginnings of a road leading north, where you notice a large town surrounded by an iron wall. You notice the weather above and around the town is just as it was leading here: cloudy and dark, although the mountains seem to look more inviting. [Exits: north east up] Someone has arrived. <100%hp 100%mn 69%mv> e Entrance to the Troll Cemetary You stand on the way to a cemetary of trolls. This road leads to that legendary place where those hulking beasts get buried, those that aren't eaten by something or destroyed anyway. Up north you see the gates to the cemetary. [Exits: north west] Someone has arrived. <100%hp 100%mn 79%mv> n At the Cemetary Gates You stand before a large gate and connected to this gate is a very large fence. Apparently it was designed for trolls, possibly preventing any of their undead brethren from coming out. A grinning groundskeeper waves his large shovel at you, but you don't seem to know what he's implying. [Exits: south] The groundskeeper stands here, waving at you with his shovel. Someone has arrived. <100%hp 100%mn 78%mv> open n Ok. <100%hp 100%mn 78%mv> say Go ye north You say, 'Go ye north' <100%hp 100%mn 78%mv> Someone leaves north. <100%hp 100%mn 78%mv> n Just Inside the Cemetary Gates Splayed out before you are multitudes of crooked headstones, dotting the cemetary like teeth. The graves seem to be clustered together in patches, with a path acting as a link between everything. Out of a corner of your eye you notice some movement behind a headstone, but when you turn and look, you see nothing. Perhaps it was just your imagination. [Exits: north east south west] A large mummified corpse wanders around here. A large decaying skeleton staggers around the cemetary. <100%hp 100%mn 78%mv> quit You do not feel safe enough to quit yet! <100%hp 100%mn 78%mv> Adelaide fades into existence. Adelaide's punch misses a troll skeleton. <100%hp 100%mn 78%mv> Adelaide utters the words, 'laisenna qish'. Adelaide's lightning bolt decimates a troll skeleton. <100%hp 100%mn 78%mv> Adelaide's punch thrashes a troll skeleton. <100%hp 100%mn 78%mv> Adelaide's punch wounds a troll skeleton. A troll skeleton's slash wounds Adelaide. <100%hp 100%mn 78%mv> Adelaide's punch misses a troll skeleton. A troll skeleton's slash thrashes Adelaide. You look up and notice that it is no longer raining. <100%hp 100%mn 88%mv> Adelaide's punch misses a troll skeleton. A troll skeleton's slash thrashes Adelaide. <100%hp 100%mn 88%mv> Adelaide's punch mauls a troll skeleton. A troll skeleton's slash injures Adelaide. <100%hp 100%mn 88%mv> Adelaide utters the words, 'gtibpaae egrugr'. Adelaide's punch injures a troll skeleton. A troll skeleton's slash wounds Adelaide. <100%hp 100%mn 88%mv> Adelaide's punch wounds a troll skeleton. A troll skeleton's slash thrashes Adelaide. <100%hp 100%mn 88%mv> Adelaide utters the words, 'gtibpaae egrugr'. Adelaide's shocking grasp injures a troll skeleton. <100%hp 100%mn 88%mv> Adelaide's punch misses a troll skeleton. A troll skeleton's slash wounds Adelaide. <100%hp 100%mn 88%mv> Adelaide utters the words, 'btuaa laisenna'. A lightning bolt leaps from Adelaide's hand and arcs to a troll skeleton. Adelaide's lightning mauls a troll skeleton. The bolt hits you! You yell in panic, 'Die, Adelaide, you sorcerous dog!' Adelaide's lightning mauls you. The bolt arcs to a troll mummy! Adelaide's lightning wounds a troll mummy. The bolt arcs to a troll skeleton! Adelaide's lightning injures a troll skeleton. The bolt hits you! Adelaide's lightning injures you. The bolt arcs to a troll mummy! Adelaide's lightning mauls a troll mummy. The bolt arcs to a troll skeleton! Adelaide's lightning grazes a troll skeleton. Adelaide is bleeding profusely. <89%hp 100%mn 88%mv> Adelaide's punch misses a troll skeleton. You fade into existence. You trample around loudly again. Adelaide stops following you. Your slash maims Adelaide. Your slash devastates Adelaide. Adelaide is screaming in pain. <89%hp 100%mn 88%mv> Adelaide's punch wounds a troll skeleton. Your slash decimates Adelaide. Your slash decimates Adelaide. A troll skeleton's slash mauls Adelaide. Adelaide is writhing in agony. <89%hp 100%mn 88%mv> kill se keleton Adelaide's punch misses a troll skeleton. Adelaide scrambles backward and dodges your slash. A troll mummy's pound maims Adelaide. Adelaide is stunned, but will probably recover. A troll skeleton's slash maims Adelaide. Adelaide is DEAD!! You hear Adelaide's death cry. <89%hp 100%mn 88%mv> Your slash wounds a troll skeleton. Your slash hits a troll skeleton. A troll skeleton has quite a few wounds. <89%hp 100%mn 88%mv> Your slash wounds a troll skeleton. Your slash wounds a troll skeleton. A troll skeleton is poisoned by the venom on dagger. A troll skeleton scrambles backward and dodges your slash. A troll skeleton's slash misses you. A troll skeleton is covered in bleeding wounds. <89%hp 100%mn 88%mv> 6 Not while you are defending yourself! A troll skeleton is covered in bleeding wounds. <89%hp 100%mn 88%mv> Your slash wounds a troll skeleton. Your slash wounds a troll skeleton. A troll skeleton is poisoned by the venom on dagger. A troll skeleton's slash misses you. A troll skeleton is covered in bleeding wounds. <89%hp 100%mn 88%mv> 5 Your trip misses a troll skeleton. A troll skeleton is covered in bleeding wounds. <89%hp 100%mn 88%mv> 5 Your slash injures a troll skeleton. Your slash wounds a troll skeleton. Your slash injures a troll skeleton. A troll skeleton's slash misses you. A troll skeleton is bleeding profusely. <89%hp 100%mn 88%mv> 3You kick out a troll skeleton's left leg and trip him! Your trip nicks a troll skeleton. A troll skeleton is bleeding profusely. <89%hp 100%mn 88%mv> Your slash wounds a troll skeleton. Your slash wounds a troll skeleton. Your slash injures a troll skeleton. A troll skeleton is poisoned by the venom on dagger. You strike aside a troll skeleton's slash. A troll skeleton is gushing blood. <89%hp 100%mn 88%mv> Your kicked dirt scratches a troll skeleton. A troll skeleton is blinded by the dirt in his eyes! A troll skeleton is gushing blood. <89%hp 100%mn 88%mv> Your slash injures a troll skeleton. Your slash thrashes a troll skeleton. Your slash injures a troll skeleton. A troll skeleton's slash misses you. A troll skeleton is gushing blood. <89%hp 100%mn 88%mv> A troll skeleton shivers and suffers. A troll skeleton's poison grazes him. A troll skeleton is gushing blood. <91%hp 100%mn 97%mv> Your slash injures a troll skeleton. You lean to the right and dodge a troll skeleton's slash. A troll skeleton is gushing blood. <91%hp 100%mn 97%mv> A troll skeleton leans to his left and dodges your slash. You lean to the right and dodge a troll skeleton's slash. A troll skeleton is gushing blood. <91%hp 100%mn 97%mv> 7 Your kick misses a troll skeleton. A troll skeleton is gushing blood. <91%hp 100%mn 97%mv> Your slash injures a troll skeleton. Your slash thrashes a troll skeleton. Your slash injures a troll skeleton. A troll skeleton is poisoned by the venom on dagger. Your slash wounds a troll skeleton. A troll skeleton's slash injures you. A troll skeleton is screaming in pain. <88%hp 100%mn 97%mv> Your slash wounds a troll skeleton. Your slash thrashes a troll skeleton. You hop to the left and parry a troll skeleton's slash to the right. A troll skeleton is spasming in shock. <88%hp 100%mn 97%mv> Your slash thrashes a troll skeleton. You hop to the left and parry a troll skeleton's slash to the right. A troll skeleton is spasming in shock. <88%hp 100%mn 97%mv> Your slash wounds a troll skeleton. A troll skeleton's slash misses you. A troll skeleton is spasming in shock. <88%hp 100%mn 97%mv> Your slash injures a troll skeleton. Your slash wounds a troll skeleton. A troll skeleton is poisoned by the venom on dagger. A troll skeleton's slash misses you. A troll skeleton is writhing in agony. <88%hp 100%mn 97%mv> Your slash wounds a troll skeleton. A troll skeleton ducks and dodges your slash. A troll skeleton's slash misses you. A troll skeleton is writhing in agony. <88%hp 100%mn 97%mv> Your slash wounds a troll skeleton. Your slash injures a troll skeleton. Your slash wounds a troll skeleton. Your slash wounds a troll skeleton. A troll skeleton's slash misses you. A troll skeleton is convulsing on the ground. <88%hp 100%mn 97%mv> Your slash injures a troll skeleton. Your slash injures a troll skeleton. You strike aside a troll skeleton's slash. A troll skeleton is convulsing on the ground. <88%hp 100%mn 97%mv> 3 Your kicked dirt nicks a troll skeleton. A troll skeleton is blinded by the dirt in his eyes! A troll skeleton is convulsing on the ground. <88%hp 100%mn 97%mv> Your slash wounds a troll skeleton. Your slash wounds a troll skeleton. A troll skeleton is DEAD!! You receive 137 experience points. A troll skeleton's arm is sliced from his dead body. The gods give you 90 silver coins for your sacrifice. <88%hp 100%mn 97%mv> exam corpse The corpse of Adelaide is lying here. The corpse of Adelaide holds: ( 2) a bag ( 2) a bladder a belt of steel links (Glowing) leather shirt ( 2) a small torch ( 2) a bark-covered flagon a pewter bracer a pair of eelskin gloves ( 2) a city guard ring chainmail leggings ( 2) a purple cloak a leather practice whip ring of grace (Glowing) a hardened leather vest a pair of eelskin boots a coral dagger a shark bone bracer a gold ring with emerald clusters a silver ring 290 silver coins and 6 gold coins <88%hp 100%mn 97%mv> take all corpse You get a bag from the corpse of Adelaide. You get a bladder from the corpse of Adelaide. You get a bladder from the corpse of Adelaide. You get a belt of steel links from the corpse of Adelaide. You get leather shirt from the corpse of Adelaide. You get a small torch from the corpse of Adelaide. You get a bark-covered flagon from the corpse of Adelaide. You get a pewter bracer from the corpse of Adelaide. You get a pair of eelskin gloves from the corpse of Adelaide. You get a city guard ring from the corpse of Adelaide. You get chainmail leggings from the corpse of Adelaide. You get a small torch from the corpse of Adelaide. You get a purple cloak from the corpse of Adelaide. You get a leather practice whip from the corpse of Adelaide. You get a bag from the corpse of Adelaide. You get ring of grace from the corpse of Adelaide. You get a hardened leather vest from the corpse of Adelaide. You get a pair of eelskin boots from the corpse of Adelaide. You get a bark-covered flagon from the corpse of Adelaide. You get a coral dagger from the corpse of Adelaide. You get a shark bone bracer from the corpse of Adelaide. You get a gold ring with emerald clusters from the corpse of Adelaide. A city guard ring: you cannot carry that many items. <90%hp 100%mn 100%mv> drop bladder You drop a bladder. <90%hp 100%mn 100%mv> drop bladder You drop a bladder. <90%hp 100%mn 100%mv> take all corpse You get a city guard ring from the corpse of Adelaide. You get a silver ring from the corpse of Adelaide. A purple cloak: you cannot carry that many items. <90%hp 100%mn 100%mv> exam corpse The corpse of Adelaide is lying here. The corpse of Adelaide holds: a purple cloak 290 silver coins and 6 gold coins <90%hp 100%mn 100%mv> drop torch You drop a small torch. <90%hp 100%mn 100%mv> drop cloak You drop a purple cloak. <90%hp 100%mn 100%mv> loot corpse Huh? <94%hp 100%mn 100%mv> take all corpse You get a purple cloak from the corpse of Adelaide. You get 290 silver coins and 6 gold coins from the corpse of Adelaide. <94%hp 100%mn 100%mv> l Just Inside the Cemetary Gates Splayed out before you are multitudes of crooked headstones, dotting the cemetary like teeth. The graves seem to be clustered together in patches, with a path acting as a link between everything. Out of a corner of your eye you notice some movement behind a headstone, but when you turn and look, you see nothing. Perhaps it was just your imagination. [Exits: north east west] A purple cloak of fine satin lies here. A small torch is on the ground. ( 2) A bladder of water is on the floor. The sliced-off arm of a troll skeleton is lying here. The corpse of Adelaide is lying here. A large mummified corpse wanders around here. <94%hp 100%mn 100%mv> s The door is closed. <94%hp 100%mn 100%mv> open s Ok. <94%hp 100%mn 100%mv> s At the Cemetary Gates You stand before a large gate and connected to this gate is a very large fence. Apparently it was designed for trolls, possibly preventing any of their undead brethren from coming out. A grinning groundskeeper waves his large shovel at you, but you don't seem to know what he's implying. [Exits: north south] The groundskeeper stands here, waving at you with his shovel. <94%hp 100%mn 99%mv> get pill hemp You get a small green pill from a small hemp bag. <94%hp 100%mn 99%mv> swall  ow pill You swallow a small green pill. Temple of Balance Donation Room A donation pit in the southeast corner is the focus of many in this room. Above the pit, on the rock wall to the south, is a sign. [Exits: north west] A pit for sacrifices is here. Adelaide the Student of Focus is resting here. A huge cityguard walks along the streets, watching for trouble. <94%hp 100%mn 49%mv> l adelaide Adelaide possesses eyes the color of the bluest sea. She has dark, thin eyebrows and thin, deep pink lips. Her straight hair falls far past her broad shoulders matching the color of the deepest brown tree. Her fair skin has a healthy complexion. She is of medium height with an athletic, womanly figure. She has two wide scars on her left forearm that extend the width of her arm. Her legs appear sturdy and swift. Adelaide is covered in bleeding wounds. You peek at the inventory: a flail studded with shards of silver <94%hp 100%mn 49%mv> frow Adelaide looks at you. <94%hp 100%mn 49%mv> n You frown disapprovingly. <94%hp 100%mn 49%mv> Adelaide bows deeply. <94%hp 100%mn 49%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 purple cloak a silver belt with an opal embedded in the buckle a brass bracer an onyx bracelet dagger dagger <96%hp 100%mn 59%mv> inv You are carrying: a purple cloak a silver ring ( 2) a city guard ring a gold ring with emerald clusters a shark bone bracer a coral dagger ( 2) a bark-covered flagon a pair of eelskin boots (Glowing) a hardened leather vest ring of grace ( 2) a bag a leather practice whip chainmail leggings a pair of eelskin gloves a pewter bracer a small torch (Glowing) leather shirt a belt of steel links a long water flask a bottle of rum a small hemp bag ( 3) a bladder a leather backpack <96%hp 100%mn 59%mv> give o boots a            give boots adelaide You give a pair of eelskin boots to Adelaide. <96%hp 100%mn 59%mv> give bracer adelaide You give a shark bone bracer to Adelaide. <96%hp 100%mn 59%mv> Adelaide wears a pair of eelskin boots on her feet. <96%hp 100%mn 59%mv> give a da Adelaide wears a shark bone bracer around her left wrist. <96%hp 100%mn 59%mv> gger adelaide You give a coral dagger to Adelaide. <96%hp 100%mn 59%mv> give belt adelaide You give a belt of steel links to Adelaide. <96%hp 100%mn 59%mv> give shirt adelaide You give leather shirt to Adelaide. Adelaide wields a coral dagger. <96%hp 100%mn 59%mv> give gloves ade Adelaide wears a belt of steel links about her waist. <96%hp 100%mn 59%mv> laide You give a pair of eelskin gloves to Adelaide. <96%hp 100%mn 59%mv> Adelaide wears leather shirt on her torso. <96%hp 100%mn 59%mv> give bracer adel Adelaide wears a pair of eelskin gloves on her hands. <100%hp 100%mn 68%mv> aide You give a pewter bracer to Adelaide. <100%hp 100%mn 68%mv> give bl  bla Adelaide wears a pewter bracer around her right wrist. <100%hp 100%mn 68%mv> dder adelaide You give a bladder to Adelaide. <100%hp 100%mn 68%mv> iinv Huh? <100%hp 100%mn 68%mv> inv You are carrying: a purple cloak a silver ring ( 2) a city guard ring a gold ring with emerald clusters ( 2) a bark-covered flagon (Glowing) a hardened leather vest ring of grace ( 2) a bag a leather practice whip chainmail leggings a small torch a long water flask a bottle of rum a small hemp bag a leather backpack ( 2) a bladder <100%hp 100%mn 68%mv> give cloak adelaide You give a purple cloak to Adelaide. <100%hp 100%mn 68%mv> give Adelaide wears a purple cloak about her body. <100%hp 100%mn 68%mv> all.rign  ng adelaide You do not have that item. <100%hp 100%mn 68%mv> give ring an delaide You give a silver ring to Adelaide. <100%hp 100%mn 68%mv> ! You give a city guard ring to Adelaide. <100%hp 100%mn 68%mv> ! You give a gold ring with emerald clusters to Adelaide. <100%hp 100%mn 68%mv> Adelaide wears a gold ring with emerald clusters on her left finger. <100%hp 100%mn 68%mv> give flagon adelaide You give a bark-covered flagon to Adelaide. <100%hp 100%mn 68%mv> give flagon adelaide You give a bark-covered flagon to Adelaide. <100%hp 100%mn 78%mv> give ring adelaide You give ring of grace to Adelaide. <100%hp 100%mn 78%mv> give      exam bag A small bag. A bag holds: a pewter practice dagger (15) a warm loaf of bread ( 9) a blue potion a wand of cause serious a wooden rattle a wand of plague (Humming) a white wand a pale blue stone <100%hp 100%mn 78%mv> give bag adelaide You give a bag to Adelaide. <100%hp 100%mn 78%mv> give bag adelaide You give a bag to Adelaide. <100%hp 100%mn 78%mv> inv You are carrying: (Glowing) a hardened leather vest a leather practice whip chainmail leggings a city guard ring a small torch a long water flask a bottle of rum a small hemp bag a leather backpack ( 2) a bladder <100%hp 100%mn 78%mv> give vest adelaide You give a hardened leather vest to Adelaide. <100%hp 100%mn 78%mv> give leggings ade Adelaide stops using leather shirt. Adelaide wears a hardened leather vest on her torso. <100%hp 100%mn 78%mv> laide You give chainmail leggings to Adelaide. <100%hp 100%mn 88%mv> Adelaide wears chainmail leggings on her legs. <100%hp 100%mn 88%mv> give ring adelai Adelaide looks at you. <100%hp 100%mn 88%mv> de You give a city guard ring to Adelaide. <100%hp 100%mn 88%mv> give torch adelaide You give a small torch to Adelaide. <100%hp 100%mn 88%mv> l Temple of Balance Donation Room A donation pit in the southeast corner is the focus of many in this room. Above the pit, on the rock wall to the south, is a sign. [Exits: north west] A pit for sacrifices is here. Adelaide the Student of Focus is resting here. A huge cityguard walks along the streets, watching for trouble. <100%hp 100%mn 88%mv> inv You are carrying: a leather practice whip a long water flask a bottle of rum a small hemp bag a leather backpack ( 2) a bladder <100%hp 100%mn 88%mv> give whip adelaide You give a leather practice whip to Adelaide. <100%hp 100%mn 88%mv> wo You have 6 gold, 903 silver, and 156416 experience (2848 exp to level). <100%hp 100%mn 88%mv> give Adelaide puts a city guard ring in a bag. <100%hp 100%mn 88%mv> Adelaide puts ring of grace in a bag. <100%hp 100%mn 88%mv> 1 gold adel           ^R give     <100%hp 100%mn 97%mv> give 2 gold adelaide You give Adelaide 2 gold. <100%hp 100%mn 97%mv> give 500 Adelaide bows deeply. <100%hp 100%mn 97%mv> silver adelaide You give Adelaide 500 silver. <100%hp 100%mn 97%mv> wo You have 4 gold, 403 silver, and 156416 experience (2848 exp to level). <100%hp 100%mn 97%mv> Adelaide bows deeply. <100%hp 100%mn 97%mv> Adelaide kisses you. <100%hp 100%mn 97%mv> t say Adelaide licks her mouth and smiles. <100%hp 100%mn 97%mv> Ye be more Adelaide licks you. <100%hp 100%mn 97%mv> careflu  ul, eh? The sky appears somewhat cloudy, and it begins to rain. <100%hp 100%mn 100%mv> You say, 'Ye be more careful, eh?' <100%hp 100%mn 100%mv> Adelaide stands up. <100%hp 100%mn 100%mv> Adelaide utters the word, 'aazagaqasahw'. <100%hp 100%mn 100%mv> Adelaide utters the word, 'aazagaqasahw'. You fade out of existence. <100%hp 100%mn 100%mv> l Temple of Balance Donation Room A donation pit in the southeast corner is the focus of many in this room. Above the pit, on the rock wall to the south, is a sign. [Exits: north west] A pit for sacrifices is here. Adelaide the Student of Focus is here. A huge cityguard walks along the streets, watching for trouble. <100%hp 100%mn 100%mv> quit You do not feel safe enough to quit yet! <100%hp 100%mn 100%mv> w Entrance to the Seminary With entrances facing both the pit room and the road, this room is well-aired. The floor is of light wood, scuffed badly but kept clean by young students of the cloth. The Seminary itself is to the north. A plain bench against the south wall invites the weary traveller to rest a little. [Exits: north east west] <100%hp 100%mn 99%mv> w Bridge Street You are standing on Bridge Street, a dirty cobblestone road which runs north-south through the city. From the south come noises from Market Square. To the west you see a plain building with a sign over the open entrance. To the east is a building with more decorative stone work, above its open entrance a silver plaque. [Exits: north east south west] <100%hp 100%mn 99%mv> s Bridge Street You are standing on Bridge Street, a cobblestone road which runs north-south through the city. Just south is noisy Market Square. To the east is a building with the sign: Pet Shop ----->. To the west is a building bearing a sign: <--- Ye Olde Bakery. [Exits: north south] A young student practices graceful fighting forms. A young student of the arts of war practices sword fighting forms. <100%hp 100%mn 98%mv> n Bridge Street You are standing on Bridge Street, a dirty cobblestone road which runs north-south through the city. From the south come noises from Market Square. To the west you see a plain building with a sign over the open entrance. To the east is a building with more decorative stone work, above its open entrance a silver plaque. [Exits: north east south west] <100%hp 100%mn 98%mv> e Entrance to the Seminary With entrances facing both the pit room and the road, this room is well-aired. The floor is of light wood, scuffed badly but kept clean by young students of the cloth. The Seminary itself is to the north. A plain bench against the south wall invites the weary traveller to rest a little. [Exits: north east west] <100%hp 100%mn 98%mv> e Temple of Balance Donation Room A donation pit in the southeast corner is the focus of many in this room. Above the pit, on the rock wall to the south, is a sign. [Exits: north west] A pit for sacrifices is here. Adelaide the Student of Focus is here. A huge cityguard walks along the streets, watching for trouble. <100%hp 100%mn 97%mv> Adelaide utters the word, 'olgabar'. <100%hp 100%mn 97%mv> wh [ Human ] Trats the Temporal Archmage [ Human ] (PK) Adelaide the Student of Focus [ D-Elf ] Sorani the Queen of the Night [28 Chnge Thi] (PK) [Helper] Zeptaru the Master of Smell [ Troll ] (PK) Reider the Baron of Storms Players found: 5 <100%hp 100%mn 100%mv> Adelaide leaves north. <100%hp 100%mn 100%mv> Adelaide has arrived. <100%hp 100%mn 100%mv> Adelaide leaves north. <100%hp 100%mn 100%mv> Adelaide has arrived. <100%hp 100%mn 100%mv> Adelaide leaves north. <100%hp 100%mn 100%mv> Adelaide has arrived. <100%hp 100%mn 100%mv> Adelaide leaves north. <100%hp 100%mn 100%mv> Adelaide has arrived. <100%hp 100%mn 100%mv> Adelaide leaves north. <100%hp 100%mn 100%mv> Adelaide has arrived. <100%hp 100%mn 100%mv> Adelaide leaves north. <100%hp 100%mn 100%mv> s You look up and notice that it is no longer raining. <100%hp 100%mn 100%mv> mell Adelaide has arrived. Huh? <100%hp 100%mn 100%mv> Adelaide leaves west. <100%hp 100%mn 100%mv> w Entrance to the Seminary With entrances facing both the pit room and the road, this room is well-aired. The floor is of light wood, scuffed badly but kept clean by young students of the cloth. The Seminary itself is to the north. A plain bench against the south wall invites the weary traveller to rest a little. [Exits: north east west] <100%hp 100%mn 99%mv> w Bridge Street You are standing on Bridge Street, a dirty cobblestone road which runs north-south through the city. From the south come noises from Market Square. To the west you see a plain building with a sign over the open entrance. To the east is a building with more decorative stone work, above its open entrance a silver plaque. [Exits: north east south west] Adelaide the Student of Focus is here. <100%hp 100%mn 99%mv> s Adelaide utters the word, 'aazagaqasahw'. Bridge Street You are standing on Bridge Street, a cobblestone road which runs north-south through the city. Just south is noisy Market Square. To the east is a building with the sign: Pet Shop ----->. To the west is a building bearing a sign: <--- Ye Olde Bakery. [Exits: north south] A young student practices graceful fighting forms. A young student of the arts of war practices sword fighting forms. <100%hp 100%mn 98%mv> s Market Square You are standing in Market Square, a dirty intersection in the cobblestone roadway equidistant from four of the main shops in town. Main Street extends eastward and westward, while Bridge Street stretches on towards the north and south. A stone stair off to the side leads upward. Along the side of the stone stair is a bronze plaque. A tree off to the side bears a news scroll. The weathered parchment is crudely nailed to the trunk of the tree with metallic nails. [Exits: north east south west up] (Hide) A young thief practices hiding and sneaking in the shadows. A cityguard stands vigil watching for wrongdoing in the city. <100%hp 100%mn 98%mv> l thief She is well-cloaked against most eyes, but you can make out her mischievous smile, her sparkling eyes showing a little wisdom to the ways of the street if not to life itself. Despite the air of street-smarts about her, you are taken by her sheer elvish beauty and lose your own wariness. Have you checked your on-hand gold and silver lately? (Do you care?) A young student of the art of intrigue and thievery is in perfect condition. You peek at the inventory: Nothing. 84 gold coins, and 253 silver coins. <100%hp 100%mn 98%mv> steal gold thief Bingo! You got 50 silver and 35 gold coins. <100%hp 98%mn 98%mv> n Bridge Street You are standing on Bridge Street, a cobblestone road which runs north-south through the city. Just south is noisy Market Square. To the east is a building with the sign: Pet Shop ----->. To the west is a building bearing a sign: <--- Ye Olde Bakery. [Exits: north south] A young student practices graceful fighting forms. A young student of the arts of war practices sword fighting forms. <100%hp 98%mn 98%mv> n Bridge Street You are standing on Bridge Street, a dirty cobblestone road which runs north-south through the city. From the south come noises from Market Square. To the west you see a plain building with a sign over the open entrance. To the east is a building with more decorative stone work, above its open entrance a silver plaque. [Exits: north east south west] <100%hp 98%mn 97%mv> Someone leaves south. <100%hp 98%mn 97%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 98%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 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 large, mean looking bear is here. <100%hp 98%mn 97%mv> s Bridge Street You are standing on Bridge Street, a cobblestone road which runs north-south through the city. Just south is noisy Market Square. To the east is a building with the sign: Pet Shop ----->. To the west is a building bearing a sign: <--- Ye Olde Bakery. [Exits: north south] A young student practices graceful fighting forms. A young student of the arts of war practices sword fighting forms. <100%hp 98%mn 96%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] (Hide) A young thief practices hiding and sneaking in the shadows. A cityguard stands vigil watching for wrongdoing in the city. <100%hp 98%mn 96%mv> n Bridge Street You are standing on Bridge Street, a cobblestone road which runs north-south through the city. Just south is noisy Market Square. To the east is a building with the sign: Pet Shop ----->. To the west is a building bearing a sign: <--- Ye Olde Bakery. [Exits: north south] A young student practices graceful fighting forms. A young student of the arts of war practices sword fighting forms. <100%hp 98%mn 96%mv> n You look up and notice that it is no longer raining. <100%hp 100%mn 100%mv> Bridge Street You are standing on Bridge Street, a dirty cobblestone road which runs north-south through the city. From the south come noises from Market Square. To the west you see a plain building with a sign over the open entrance. To the east is a building with more decorative stone work, above its open entrance a silver plaque. [Exits: north east south west] <100%hp 100%mn 99%mv> s Bridge Street You are standing on Bridge Street, a cobblestone road which runs north-south through the city. Just south is noisy Market Square. To the east is a building with the sign: Pet Shop ----->. To the west is a building bearing a sign: <--- Ye Olde Bakery. [Exits: north south] A young student practices graceful fighting forms. A young student of the arts of war practices sword fighting forms. <100%hp 100%mn 99%mv> vis You fade into existence. <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 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 98%mv> n Bridge Street You are standing on Bridge Street, a grime-covered cobblestone road which runs north-south through the city. From the south come noises from Market Square. To the east and west are walls to buildings whose entrances do not face this street. [Exits: north south] <100%hp 100%mn 98%mv> n Winter Square You are standing at the intersection of Bridge Street and Winter Road. The street intersection is busy here, but the real noise comes from farther to the south at Market Square. The cobblestones beneath your feet are dirty, with hard-packed dirt and grime between the stones. In the back of your mind you realize that this dirt was probably there since before the fall of Arcana. [Exits: north east south west] <100%hp 100%mn 98%mv> n Bridge Street You are standing just north of the intersection of Bridge Street and Winter Square, a noisy place, and yet the noise from farther south at Market Square is still audible. The cobblestones beneath your feet are encrusted with dirt and grime. Beyond to the north the street continues, and to the east and west are buildings, the entrances to which do not open to this street. [Exits: north south] A young clerical student devoutly practices cantrips. <100%hp 100%mn 97%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 97%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 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 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 96%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] (Hide) A young thief practices hiding and sneaking in the shadows. A young student practices graceful fighting forms. A young student of the arts of war practices sword fighting forms. <100%hp 100%mn 96%mv> y Adelaide fades into existence. <100%hp 100%mn 96%mv> ell     ^R <100%hp 100%mn 96%mv> give 10 gold al delaide You give Adelaide 10 gold. <100%hp 100%mn 96%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 96%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 95%mv> n Winter Square You are standing at the intersection of Bridge Street and Winter Road. The street intersection is busy here, but the real noise comes from farther to the south at Market Square. The cobblestones beneath your feet are dirty, with hard-packed dirt and grime between the stones. In the back of your mind you realize that this dirt was probably there since before the fall of Arcana. [Exits: north east south west] <100%hp 100%mn 95%mv> e Winter Road You are on Winter Road, a narrow byway of dirty cobblestones running east and west. To the north you see a stately building with an open door and nice carpeting on the floor. There is a sign above the open doorway. To the south is another building, but its entrance does not open to this road. [Exits: north east west] A child plays here, pretending to be a great warrior. <100%hp 100%mn 95%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 94%mv> wo You have 27 gold, 422 silver, and 156416 experience (2848 exp to level). <100%hp 100%mn 94%mv> deposit 27 gold You deposit 27 gold. Your new balance is 138 gold, 6275 silver. <100%hp 100%mn 94%mv> exit    quit You do not feel safe enough to quit yet! <100%hp 100%mn 100%mv> 1 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> You are thirsty. <100%hp 100%mn 100%mv> You are thirsty. You are hungry. <100%hp 100%mn 100%mv> A child has arrived. <100%hp 100%mn 100%mv> You are thirsty. You are hungry. <100%hp 100%mn 100%mv> You are thirsty. You are hungry. <100%hp 100%mn 100%mv> quit You do not feel safe enough to quit yet! <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> eat You are hungry. <100%hp 100%mn 100%mv> chicken You do not have that item. <100%hp 100%mn 100%mv> get chicken backpack You get fried chicken from a leather backpack. <100%hp 100%mn 100%mv> eat chickent  You eat fried chicken. You are no longer hungry. <100%hp 100%mn 100%mv> l First Bank of Thera, Glyndane Branch From the moment you entered this building you knew you were in the presence of rich. The carpet is woven of the finest crimson, gold, and silver threads, with golden tassles lining the edges near the walls. The walls themselves are of dark marble, with brass (or is it gold?) sconces bearing carved candles glowing low but steadily. A triangular window near the ceiling of both the east and west walls lets in light. A finely chiseled marble bench and table in the northeast corner, and a matching one in the northwest corner, hold scrolls and bound vellum. Against the eastern wall is a huge vault, in which it is said that 50% of all the gold in Thera sits. [Exits: south] A child plays here, pretending to be a great warrior. Your financial advisor is here, waiting to help you invest your gold. <100%hp 100%mn 100%mv> 1 You attempt to hide. <100%hp 100%mn 100%mv> 4 You attempt to move silently. <100%hp 100%mn 100%mv> quit You do not feel safe enough to quit yet! <100%hp 100%mn 100%mv> You feel less aware of your surroundings. <100%hp 100%mn 100%mv> A child leaves south. <100%hp 100%mn 100%mv> You disappear into the void. Alas, all good things must come to an end. Connection closed by foreign host. you have mail in /mail/zeptar $ pine \ PINE 4.64 MAIN MENU Folder: (CLOSED) No Msgs  ? HELP - Get help using Pine   C COMPOSE MESSAGE - Compose and send/post a message   I MESSAGE INDEX - View messages in current folder   L FOLDER LIST - Select a folder OR news group to view   A ADDRESS BOOK - Update address book   S SETUP - Configure Pine Options   Q QUIT - Leave the Pine program Copyright 1989-2005. PINE is a trademark of the University of Washington.? Help P PrevCmd R RelNotes O OTHER CMDS > [ListFldrs] N NextCmd K KBLock [Opening "INBOX" ] PINE 4.64 MAIN MENU Folder: INBOX 10 Messages [Moved 2604 bytes of new mail to /arpa/tz/z/zeptar/mbox from /var/mail/zeptar] PINE 4.64 MESSAGE INDEX Folder: INBOX Message 10 of 10 NEW  1 Jul 28 Kristy Winfrey (12K) Torn Toenail First Aid-dogs  2 Jul 31 Stephen Jones (1842) SDF Astrogallery, Comp IV and Store Summer Sale + 3 Aug 8 To: zeptar@sdf.lonestar.org (2.3M) COMMODE DUMP - Taken at 23:19:16  4 Aug 15 Stephen Jones (2397) [SDF] Future donations/dues payments to SDF  5 Aug 16 Kristy Winfrey (3203) Yay!!  6 Aug 22 HOPE Forums Mailer (2412) Welcome to HOPE Forums!  7 Aug 27 CacheFly Billing (13K) Your CacheFly Invoice + 8 Sep 4 Stephen Jones (1195) Re: compilation iv  9 Sep 4 Stephanie Zerkel (939K) Fwd: Cavern of Terror Ad  N 10 Sep 5 Facebook (2576) Dan Hogan wrote on your Wall... < FldrList P PrevMsg - PrevPage D Delete R Reply > [ViewMsg] N NextMsg Spc NextPage U Undelete F Forward [Command "\" not defined for this screen. Use ? for help] *  *  *  *  *  *  *  *  *  *  *  *  *  *  *  *  *  *  *  PINE 4.64 MESSAGE INDEX Folder: INBOX Message 10 of 11 NEW  N 11 Sep 5 YouTube Service (6081) [iso-8859-1] New comment on "Demise of the CHAIR" [New mail! From YouTube Service as respects [iso-8859-1] New comment on "Demise of the CHAIR"] *  *  *  *  *  *  *  *  *  *  *  *  *  * [48 ;1H *  *  *  *  *  *  *  *  *  *  *  *  *  *  *  *  *  *  *  PINE 4.64 MESSAGE INDEX Folder: INBOX Message 10 of 12 NEW  N 12 Sep 5 YouTube Se rvice (6053) [iso-8859-1] New comment on "Sublime - What I Got" [2 new messages! Most recent from YouTube Service] *  PINE 4.64 MESSAGE INDEX Folder: INBOX Message 10 of 13 NEW  N 13 Sep 5 YouTube Service (6053) [iso-8859-1] New comment on "Sublime - What I Got" 3 *  *  *  *  *  *  *  *  *  * [4 8;1H *  *  *  *  *  *  *  *  *  *  *  *  *  *  *  *  *  *  *  *  *  *  * [1 ;1H *  *  *  *  *  *  *  *  *  *  *  *  *  *  *  *  *  *  *  *  *  *