Script started on Thu Dec 6 21:30:45 2007 [0:tz/z/zeptar> 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? Tar ar The Dark Mists naming policy - please take heed: > This is an RP mud, so choose a name that is appropriate to a medieval setting. > 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. >> If you roll with a bad name, we will make you reroll your character. We will deny on sight, no questions. Did I get that right, Taar (Y/N)? y New character. Please pick a surname: (Just return for no surname)'  Really choose no surname? You will not get another chance. (Yes/No)? y Give me a password for Taar: Are you completely new to mudding and need help in learning how to get started here? Or are you a returning player with a new character (New/Returning)? new Time to define your character! Are your morals generally GOOD, EVIL, or NEUTRAL (G/E/N)? n Do you METHODICALLY organize your actions, IMPULSIVELY do whatever you feel, or NEUTRALLY make decisions (M/I/N)? i What race are you? Extra experience needed per level: ------------------------------------------ human costs 0 experience points. dwarf costs 500 experience points. grey-elf costs 400 experience points. giant costs 400 experience points. gnome costs 400 experience points. changeling costs 300 experience points. halfling costs 300 experience points. minotaur costs 300 experience points. ------------------------------------------ Races: [ human dwarf grey-elf giant gnome changeling halfling minotaur ] What is your race (HELP for more information, LIST for races)? changeling Are you MALE or FEMALE (M/F)? m What class are you? Extra experience needed per level: ------------------------------------------ warrior costs 0 experience points. thief costs 0 experience points. channeler costs 250 experience points. elementalist costs 250 experience points. ------------------------------------------ Classes: [ warrior thief channeler elementalist ] What is your class (HELP for more information, LIST for classes)? thief Thief subclasses are as follows. ------------------------------------------------------------------- Swashbuckler: A flashy fighter who relies on his speed and agility. Highwayman : A thief that prefers the roads between cities to alleyways. Subclasses: [ Swashbuckler, Highwayman, or None ] The highwayman subclass costs 200 extra experience points. The Swashbuckler/Pirate subclass costs 250 extra experience points. Which subclass do you wish to join (HELP for information, LIST for subclasses)? none You will have no subclass, then. You may select one weapon that your character will be proficient with. This weapon should be considered your primary weapon of choice, and the skill will automatically be at a learned (75%) level after you finish creating your character. What weapon do you wish to be proficient in? (sword, mace, dagger, spear, whip) - dagger You have selected 'dagger' as your weapon profiency. How well have you trained your abilities? - Strength affects basic muscle power. - Intelligence influences mana usage and rate of training. - Wisdom determines overall knowledge and ability to learn. - Dexterity governs agility and speed. - Constitution alters health and hardiness. [R]oll stats - Achieve maximum rolling potential (random rolls) [P]oint sacrifice - Max rolling potential minus 3 points of your choice (fast) How will you train abilities [R, P]? r Rolling... Strength: 14 Intelligence: 20 Wisdom: 12 Dexterity: 21 Constitution: 15 Do these reflect your training (Y/N)? n Rolling... Strength: 15 Intelligence: 13 Wisdom: 18 Dexterity: 15 Constitution: 14 Do these reflect your training (Y/N)? n Rolling... Strength: 16 Intelligence: 20 Wisdom: 19 Dexterity: 15 Constitution: 14 Do these reflect your training (Y/N)? n Rolling... Strength: 15 Intelligence: 16 Wisdom: 15 Dexterity: 20 Constitution: 12 Do these reflect your training (Y/N)? n Rolling... Strength: 14 Intelligence: 15 Wisdom: 17 Dexterity: 12 Constitution: 14 Do these reflect your training (Y/N)? n Rolling... Strength: 12 Intelligence: 17 Wisdom: 18 Dexterity: 17 Constitution: 12 Do these reflect your training (Y/N)? n Rolling... Strength: 15 Intelligence: 18 Wisdom: 14 Dexterity: 15 Constitution: 13 Do these reflect your training (Y/N)? n Rolling... Strength: 17 Intelligence: 14 Wisdom: 20 Dexterity: 20 Constitution: 14 Do these reflect your training (Y/N)? y Which city or town would you consider as your home? If you 'recall', this place holds the temple to where you will be brought back after death. Adventurers from all walks of life can find a home in Glyndane, Elvenhame, Tyr-Zinet, or Ethshar. Those of good morals tend to congregate most in the city of Ofcol or Dhaes Drae Aesilon, while those of an evil persuasion are most often found in Arkham or Sheqeston. Most new adventurers are from Glyndane or Ethshar since these two are centrally located in Thera; other cities or towns are better suited for more experienced travelers. Glyndane (glyn) Elvenhame (elv ) Tyr-Zinet (tz ) Ethshar (eth ) What would you like your hometown to be? glyndan    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 27 September 2007: XX XX XX XX o A number of new changes have been implemented. Please see the XX XX forum. 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 [Hit Return to continue] 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 XX XX XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX Welcome to Dark Mists. Please do not feed the mobiles. The Gods bless you with some maps of Thera! Your research into that topic reveals the following: NEWBIETALK NEW PLAYER syntax: newbietalk You can use this command to ask registered newbie helpers on Dark Mists a question. This is the easiest way to seek assistance if you are stumped. ---------------------------------------------------------- HELPER syntax: newbietalk Enables or disables the newbietalk channel. Enabling the newbietalk channel registers you as a newbie helper. SEE ALSO: Help Helper. Altar of Summoning This tall, expansive room is totally bare. The room is vaguely cube- shaped, though rounded at each corner, and the walls have been crafted from a seamless, perfectly smooth white stone. The white walls glow a bit, still infused with whatever strange power has drawn you here, though their light is slowly fading. An octagonal dais rises from the floor in the center of the room- made from the same white stone, the dais also glows with this strange light. A circular hole in the northern wall allows exit- simply type "north" to proceed in that direction and begin learning about the vast world of Thera in the Halls of Revelation. [Exits: north] There are 58 changes waiting to be read. You have 3 new notes waiting. <100%hp 100%mn 100%mv> north Halls of Revelation This dimly lit space is defined by only two walls. A flat pane of perfectly smooth, white stone stands southward, and a circular area in the middle of the wall glows with a soft, pulsing white light. To the north stands a wall of reddish-brown brick, a rectangular hole cut in its base to serve as a large door. Weak, flickering torchlight beyond the door illuminates a small foyer on the other side. The light shows very little of this room, though, perhaps because there is so little to show- save for the two walls, the room is defined only by a dark, solid, slowly swirling mist on every side. Amid the mist rests a simple chair of rough-cut wood, its ordinary nature standing in sharp contrast to the strange surroundings. [Exits: north] A chair is here. An old man stands here, leaning heavily on a twisted staff. The Guide bows slightly, touching a hand to his forehead. The Guide says, 'Greetings, traveler, and welcome to our world.' The Guide says, 'I shall serve as your Guide during your first steps in this land.' The Guide says, 'Follow my instructions, and you shall quickly discover all you need to know.' The Guide says, 'If you are new to the lands and are willing to learn, type "say yes".' The Guide tells you, 'Taar, if you are an experienced traveler' The Guide tells you, 'you can proceed directly to Toriath by saying "proceed"' The Guide tells you, 'or you can reach the portal to the mists by saying "portal".' <100%hp 100%mn 99%mv> say proceed You say, 'proceed' A pair of acolytes enter through a hidden door to usher you away. A mountainous path This small clearing is nestled within a cleft in a mountain that rises high overhead. Tall walls of the mountain's rock loom to the east and west, craggy and rough. A wall stands to the north as well, though it is much smoother- the only crack in that direction is shaped vaguely like the outline of the door, but the wall is unyielding. Bushes cling to the rocks to the south, as the mountain descends in that direction to allow passage. The air is shrouded in a still and silent grey mist, and everything is perfectly quiet. A small wooden sign has been driven into the ground. [Exits: south] A sign is attached to the mountainside. <100%hp 100%mn 99%mv> s Entering a thick forest The path continues to hug the southern side of the mountain above, running east and down to the west. The downward path becomes very broad, and the incline more gentle as the road leads down into the dense forest that fills the valley to the south. The northward path runs back up the mountainside, quickly becoming narrow and steep. The mist that envelops the heights of the surrounding mountains has begun to thin here at the lower altitude, and the surrounding forest seems brighter accordingly. What mist remains is tinted different colors by the light- faint green and blue hues shine out from the swirling vapor. A sign has been posted in the middle of the path. [Exits: north down] A sign has been posted in the middle of the path. A large groundhog snuffles along with his nose to the ground. A fluffy rabbit nibbles a small tuft of grass. A small squirrel darts across the path. <100%hp 100%mn 95%mv> The sun rises in the east. <100%hp 100%mn 100%mv> back    con squirrel The perfect match! A squirrel seems indifferent towards you. <100%hp 100%mn 100%mv> ba  kill squirrel Your pierce nicks a squirrel. A squirrel has some small wounds. <100%hp 100%mn 100%mv> Your pierce misses a squirrel. A squirrel's bite misses you. A squirrel has some small wounds. <100%hp 100%mn 100%mv> Your pierce grazes a squirrel. A squirrel's bite misses you. A squirrel has some nasty cuts. <100%hp 100%mn 100%mv> Your pierce scratches a squirrel. A squirrel's bite misses you. A squirrel is screaming in pain. <100%hp 100%mn 100%mv> Your pierce grazes a squirrel. A squirrel is DEAD!! You receive 108 experience points. You hear a squirrel's death cry. <100%hp 100%mn 100%mv> s Alas, you cannot go that way. <100%hp 100%mn 100%mv> sc You are Taar the Pilferer. Level 1, 15 years old (0 hours). You are young. You joined Dark Mists 1 minutes and 41 seconds ago. Race: changeling Sex: male Class: thief You have 100% hit, 100% mana, 100% movement. You have 5 practices and 3 training sessions. You are carrying 7/37 items with weight 27/284 pounds. Str: 17(??) Int: 14(??) Wis: 20(??) Dex: 20(??) Con: 14(??) You have scored 108 exp, and have 0 gold and 0 silver coins. You need 1692 exp to level. Wimpy set to 0% hit points. Hometown is Glyndane. You are standing. You are slightly armored against piercing. You are slightly armored against bashing. You are slightly armored against slashing. You are slightly armored against magic. You are neutral, and impulsively inclined. You are currently NOT participating in PK. You are not affected by anything. <100%hp 100%mn 100%mv> l Entering a thick forest The path continues to hug the southern side of the mountain above, running east and down to the west. The downward path becomes very broad, and the incline more gentle as the road leads down into the dense forest that fills the valley to the south. The northward path runs back up the mountainside, quickly becoming narrow and steep. The mist that envelops the heights of the surrounding mountains has begun to thin here at the lower altitude, and the surrounding forest seems brighter accordingly. What mist remains is tinted different colors by the light- faint green and blue hues shine out from the swirling vapor. A sign has been posted in the middle of the path. [Exits: north down] The corpse of a squirrel is lying here. A sign has been posted in the middle of the path. A large groundhog snuffles along with his nose to the ground. A fluffy rabbit nibbles a small tuft of grass. <100%hp 100%mn 100%mv> sac corpes  se The gods give you 3 silver coins for your sacrifice. <100%hp 100%mn 100%mv> l Entering a thick forest The path continues to hug the southern side of the mountain above, running east and down to the west. The downward path becomes very broad, and the incline more gentle as the road leads down into the dense forest that fills the valley to the south. The northward path runs back up the mountainside, quickly becoming narrow and steep. The mist that envelops the heights of the surrounding mountains has begun to thin here at the lower altitude, and the surrounding forest seems brighter accordingly. What mist remains is tinted different colors by the light- faint green and blue hues shine out from the swirling vapor. A sign has been posted in the middle of the path. [Exits: north down] A sign has been posted in the middle of the path. A small squirrel darts across the path. A large groundhog snuffles along with his nose to the ground. A fluffy rabbit nibbles a small tuft of grass. <100%hp 100%mn 100%mv> d A path through thick forest The path continues to slope downward from the mountain above, but the hard rock to the north gives way here to soft, rich soil, and thick vegetation has sprung up all around. Through the trees to the south, the rock walls of a small town can be seen. From the sound of it, the town is busy with activity. Voices ring out from behind the walls, though difficult to understand at this distance. A wooden sign has been posted here, nailed to a particularly broad oak tree at the side of the road. Near the right edge of the sign, an unfurled scroll has been carefully tacked to the wood to prevent the parchment from being windswept. The path leads south toward the walls of the town, or up along the lonely mountainside. [Exits: south up] Near the right edge of the sign, a scroll has been tacked to the wood. A wooden sign has been posted here. A fluffy rabbit nibbles a small tuft of grass. A small squirrel darts across the path. The Guide tells you, 'I'm going to assign you a quest!' You have discovered a new quest! The Guide tells you, 'Read the scroll here to find out more about your quest journal.' The Guide tells you, 'If you need help out there, "say help" anywhere and I'll help you out.' <100%hp 100%mn 96%mv> s A path through thick forest The dense surrounding forest stops short here, brushing up against a solid wall of plain grey stone that stands before you. The thick stone wall disappears into the forest to the east and west, barring passage in those directions, save through a pair of wrought-iron gates to the south that cuts through the rocky wall and forms a massive archway. The archway's iron gates hang next to a plaque mounted prominently beside the arch that reads, "Welcome, adventurer, to Toriath". A broad path offers passage to the north through the trees back to the forest, and the chatter of unseen woodland animals sounds in that direction. A large sign has been placed directly in the middle of the pathway, apparently to ensure that travelers do not miss it. [Exits: north] A large sign has been placed directly in the middle of the pathway. A large groundhog snuffles along with his nose to the ground. A small squirrel darts across the path. The Guide tells you, 'South lies the small town where the next part of your learning will take place.' The Guide tells you, 'It is made up mostly of 'guilds', with a merchant's shop in the town square.' The Guide tells you, 'As a reminder, your first task should be to find the merchant and buy some food.' The Guide tells you, 'Once you've found the merchant and picked up some supplies, the next task' The Guide tells you, 'is to visit your guild to begin learning the techniques you'll need to survive.' The Guide tells you, 'Try "look sign" for details on proceeding further.' <100%hp 100%mn 92%mv> s The door is closed. <100%hp 100%mn 92%mv> open s Ok. <100%hp 100%mn 92%mv> s North gate of Toriath This area stands in the shadow of a massive pair of wrought-iron gates that hang in a huge archway to the north. The arch has been cut through a thick wall of plain grey stone that surrounds the small town stretching out to the south. The town of Toriath specializes in finding new recruits for each of the many guilds of Thera and guiding them through the first steps of their training. As such, the town's broad, cobbled square is ringed by guildhalls of all shapes and sizes, and the cool mountain breeze carries the sounds of recruiters' calls to the young passersby that wander through the town. [Exits: north south] An acolyte of the Halls stands here, giving you a warm welcome. An acolyte bows before you. An acolyte gives you a bowl of soup. The Guide tells you, 'Nice to see you have made it this far, Taar.' <100%hp 100%mn 89%mv> s Toriath Square The expansive square of Toriath is paved with smooth cobbled stone, and enclosed by low, squat walls of grey stone. Beyond the walls on all sides, mountain peaks thrust high into the skies as if shielding this town from the rest of Thera. Guilds ring the square to the east and west, offering solace and learning to their members. The air here has a peculiar odor- the fresh scent of thriving plantlife wafts from the east, but is offset by the smell of death and decay that hangs in the air to the west. The cobbled square extends in each of those directions, and leads north and south as well. [Exits: north east south west] A sentry of the Justicars stands here to warn new travelers of the Law. A Justicar sentry tells you, 'Greetings, adventurer.' A Justicar sentry tells you, 'I am here to warn you that you will be judged by the laws of Justicar...' A Justicar sentry tells you, 'So make certain to read "help law" when you are done in Toriath.' A Justicar sentry tells you, 'Abide always by the law of the land, and you shall prosper.' <100%hp 100%mn 87%mv> s Toriath Square The expansive square of Toriath is paved with smooth cobbled stone, and enclosed by low, squat walls of grey stone. Beyond the walls on all sides, mountain peaks thrust high into the skies as if shielding this town from the rest of Thera. Eleven different guilds ring the square to the east and west, their doors always open to new minds willing to embrace their respective philosophies, offering places of solace and learning to their members. A large fountain is set in the square to the south, and the square leads off to the north, east and west as well. [Exits: north east south west] <100%hp 100%mn 85%mv> s Toriath Square The expansive square of Toriath is paved with smooth cobbled stone, and enclosed by low, squat walls of grey stone. Beyond the walls on all sides, mountain peaks thrust high into the skies as if shielding this town from the rest of Thera. Guilds ring the square to the east and west, offering solace and learning to their members. A simple fountain has been erected in the square here, offering cool drinks to young adventurers that seek a respite from their learning for a time. The cobblestone of the square continues in all directions around the marble basin of the fountain. [Exits: north east south west] A large marble fountain sits in the center of the square. <100%hp 100%mn 83%mv> s Toriath Square The expansive square of Toriath is paved with smooth cobbled stone, and enclosed by low, squat walls of grey stone. Beyond the walls on all sides, mountain peaks thrust high into the skies as if shielding this town from the rest of Thera. Guilds ring the square to the east and west, offering solace and learning to their members. Here in the center of the square, the calls of recruitment ring from every side- guild members extoling the virtues of their respective paths to anyone willing to stop and have a listen. The square continues in all directions, most notably towards a large iron gate far northward, and a small temple to the south. [Exits: north east south west] <100%hp 100%mn 81%mv> s Toriath Square The expansive square of Toriath is paved with smooth cobbled stone, and enclosed by low, squat walls of grey stone. Beyond the walls on all sides, mountain peaks thrust high into the skies as if shielding this town from the rest of Thera. Guilds ring the square to the east and west, offering solace and learning to their members. Eastward, rather than yet another guild, a wooden stand has been constructed against the wall of the city to allow a shopkeep to display and peddle their wares. The square continues off in other directions, and a low temple can be seen upon a raised dais southward. [Exits: north east south west] The Guide tells you, 'Remember, Taar, you need to find the merchant first, then visit your guild.' The Guide tells you, 'To learn more about 'guilds', "say guild" now.' The Guide tells you, 'Also, try 'scan' in different directions to find where you need to go.' <100%hp 100%mn 79%mv> <100%hp 100%mn 79%mv> w Toriath Square The smooth rock wall that lines the western portion of the square is here broken by a beautiful assortment of divine likenesses carved into the stone, surrounding a grand double door that stands open to the west. Five gods occupy the place of prominence directly above the door- a human wreathed in flame, a beautiful elven woman with deep, mournful eyes, a robed draconian superimposed over a waning moon, a dark drow with fist clenched, and a furry-faced creature with mischief in his eyes. Other members of the pantheon surround the door as well, their images looking warily down upon potential followers that may soon seek to share in their power as a cleric. The square stretches off to the north, east and south. [Exits: north east south west] A grey-elf priest is here to speak of the cleric's guild. <100%hp 100%mn 77%mv> e Toriath Square The expansive square of Toriath is paved with smooth cobbled stone, and enclosed by low, squat walls of grey stone. Beyond the walls on all sides, mountain peaks thrust high into the skies as if shielding this town from the rest of Thera. Guilds ring the square to the east and west, offering solace and learning to their members. Eastward, rather than yet another guild, a wooden stand has been constructed against the wall of the city to allow a shopkeep to display and peddle their wares. The square continues off in other directions, and a low temple can be seen upon a raised dais southward. [Exits: north east south west] The Guide tells you, 'Remember, Taar, you need to find the merchant first, then visit your guild.' The Guide tells you, 'To learn more about 'guilds', "say guild" now.' The Guide tells you, 'Also, try 'scan' in different directions to find where you need to go.' <100%hp 100%mn 75%mv> s Toriath Square The expansive square of Toriath is paved with smooth cobbled stone, and enclosed by low, squat walls of grey stone. Beyond the walls on all sides, mountain peaks thrust high into the skies as if shielding this town from the rest of Thera. Guilds ring the square to the east and west, offering solace and learning to their members. Southward, atop a dais raised several feet above the surrounding square, stands a humble little thatch-roofed temple. The temple offers healing and monetary aid to travelers new to the realm. Broad stone stairs surround the dais, allowing access south to any who desire a blessing or alms from the healer's hand. The square extends north, west, and east. [Exits: north east south west] Nailed to the squat wall is a metal plaque. A large shimmering portal has been opened here. <100%hp 100%mn 73%mv> s A Small Temple This alcove is formed by three walls of roughly-hewn flagstone, stacked atop one another like bricks and held together with a dark grey mortar. Wooden rafters arch overhead, supporting a thin ceiling of thatch, and the northern face of the building is open to the square of the little town of Toriath. The calls of the guildsmen in the town square come floating in, but do little to disturb the peace of this simple little sanctuary. A pit has been hewn in the hard, rocky dirt floor to hold little trinkets for the neediest supplicants at this temple. A wooden sign hangs from the rough wall. [Exits: north] A wooden sign hangs from the rough wall. A healer stands here clad in simple robes, offering help to the needy. The Guide tells you, 'Don't forget the quest I gave you earlier, Taar!' The Guide tells you, 'As a reminder, "quest current" will show you a list of all quests' The Guide tells you, 'in your quest journal that you're still working on. Notice the number' The Guide tells you, 'of the quest that was assigned to you. Type "quest read " ' The Guide tells you, 'to read the details written in your quest journal.' The Guide tells you, 'If at any time you need to return to the Halls of Revelation' The Guide tells you, 'to go over your lessons once more, merely go to the temple and "say halls".' The healer smiles at you. The healer says, 'To use my services, read the sign for details.' <100%hp 100%mn 71%mv> scan You look up and notice that it is no longer raining. <100%hp 100%mn 86%mv> w You peer intently west. <100%hp 100%mn 86%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 86%mv> quest current You look into your quest journal and see... Quest Title Summary ----- ---------------- ---------------------------- 61000 In the Beginning Given two tasks by the Guide <100%hp 100%mn 86%mv> quest read 61000 You flip to the page in your quest journal and begin reading... 05:27:00 am, Day of Deception, 17th the Month of the Grand Struggle, in the year 122 "In the Beginning" Once I had exited the Halls of Revelation and entered the foggy mountain- scape outside, the Guide of those halls gave me two tasks to complete. He asked me to travel down this path to find the small town of Toriath and: 1) Purchase some food from a merchant in the town 2) Find my guild and report to the guildmaster ELAPSED QUEST TIME: 45 seconds <100%hp 100%mn 86%mv> s Alas, you cannot go that way. <100%hp 100%mn 86%mv> l A Small Temple This alcove is formed by three walls of roughly-hewn flagstone, stacked atop one another like bricks and held together with a dark grey mortar. Wooden rafters arch overhead, supporting a thin ceiling of thatch, and the northern face of the building is open to the square of the little town of Toriath. The calls of the guildsmen in the town square come floating in, but do little to disturb the peace of this simple little sanctuary. A pit has been hewn in the hard, rocky dirt floor to hold little trinkets for the neediest supplicants at this temple. A wooden sign hangs from the rough wall. [Exits: north] A wooden sign hangs from the rough wall. A healer stands here clad in simple robes, offering help to the needy. <100%hp 100%mn 86%mv> n Toriath Square The expansive square of Toriath is paved with smooth cobbled stone, and enclosed by low, squat walls of grey stone. Beyond the walls on all sides, mountain peaks thrust high into the skies as if shielding this town from the rest of Thera. Guilds ring the square to the east and west, offering solace and learning to their members. Southward, atop a dais raised several feet above the surrounding square, stands a humble little thatch-roofed temple. The temple offers healing and monetary aid to travelers new to the realm. Broad stone stairs surround the dais, allowing access south to any who desire a blessing or alms from the healer's hand. The square extends north, west, and east. [Exits: north east south west] Nailed to the squat wall is a metal plaque. A large shimmering portal has been opened here. <100%hp 100%mn 84%mv> scan e You peer intently east. === 1 east === A short, stocky human stands here, searching for monk recruits. <100%hp 100%mn 84%mv> n Toriath Square The expansive square of Toriath is paved with smooth cobbled stone, and enclosed by low, squat walls of grey stone. Beyond the walls on all sides, mountain peaks thrust high into the skies as if shielding this town from the rest of Thera. Guilds ring the square to the east and west, offering solace and learning to their members. Eastward, rather than yet another guild, a wooden stand has been constructed against the wall of the city to allow a shopkeep to display and peddle their wares. The square continues off in other directions, and a low temple can be seen upon a raised dais southward. [Exits: north east south west] The Guide tells you, 'Remember, Taar, you need to find the merchant first, then visit your guild.' The Guide tells you, 'To learn more about 'guilds', "say guild" now.' The Guide tells you, 'Also, try 'scan' in different directions to find where you need to go.' <100%hp 100%mn 82%mv> scan e You peer intently east. === 1 east === A human merchant has a stand here, selling basic supplies. <100%hp 100%mn 82%mv> e Toriath Square Thrusting out from the stone wall to the east is a haphazardly-built merchant's stand. Its proprietor's business must not be thriving, because the counter space afforded by the rickety structure lies mostly barren- nothing is currently being displayed except a couple old and cracking skins of water and some hard wayfarer's bread rations. The stand is sheltered from the passing elements by an awning of tacky green and pink-striped cloth, stretched over a frame that looks ready to fall at any moment- shoppers would be well-advised to conclude their business quickly, before the awning decides to give way completely. A sign stands off to one side, and the square leads north, south and west. [Exits: north south west] A sign stands off to one side of the awning. A human merchant has a stand here, selling basic supplies. A merchant nods at you. A merchant says, 'The sign here is important. Do not miss it.' <100%hp 100%mn 80%mv> list [Lv Price Qty] Item [ 1 1 -- ] a hard loaf of bread [ 1 1 -- ] a tough waterskin <100%hp 100%mn 80%mv> buy waterskin The Guide tells you, 'Good, you could always use some spare water.' The Guide tells you, 'Make sure to "drink waterskin" next time you feel thirsty...' The Guide tells you, '..and 'drink ' if you find different liquids as you travel.' You buy a tough waterskin for 1 silver. <100%hp 100%mn 80%mv> buy 2*bread The Guide tells you, 'Now you have some food in your inventory.' The Guide tells you, 'Use "eat bread" to satisfy yourself the next time you get hungry...' The Guide tells you, '..and 'eat ' when you find different foods to eat.' Quest 61000 "In the Beginning" updated! You buy a hard loaf of bread[2] for 2 silver. <100%hp 100%mn 80%mv> w Toriath Square The expansive square of Toriath is paved with smooth cobbled stone, and enclosed by low, squat walls of grey stone. Beyond the walls on all sides, mountain peaks thrust high into the skies as if shielding this town from the rest of Thera. Guilds ring the square to the east and west, offering solace and learning to their members. Eastward, rather than yet another guild, a wooden stand has been constructed against the wall of the city to allow a shopkeep to display and peddle their wares. The square continues off in other directions, and a low temple can be seen upon a raised dais southward. [Exits: north east south west] <100%hp 100%mn 78%mv> n Toriath Square The expansive square of Toriath is paved with smooth cobbled stone, and enclosed by low, squat walls of grey stone. Beyond the walls on all sides, mountain peaks thrust high into the skies as if shielding this town from the rest of Thera. Guilds ring the square to the east and west, offering solace and learning to their members. Here in the center of the square, the calls of recruitment ring from every side- guild members extoling the virtues of their respective paths to anyone willing to stop and have a listen. The square continues in all directions, most notably towards a large iron gate far northward, and a small temple to the south. [Exits: north east south west] <100%hp 100%mn 91%mv> scan w You peer intently west. === 1 west === A large bear spreads the word about the elementalist's guild. === 2 west === <100%hp 100%mn 91%mv> scn an e You peer intently east. === 1 east === A huge giant is here, demonstrating techniques of the warrior guild. === 2 east === <100%hp 100%mn 91%mv> n Toriath Square The expansive square of Toriath is paved with smooth cobbled stone, and enclosed by low, squat walls of grey stone. Beyond the walls on all sides, mountain peaks thrust high into the skies as if shielding this town from the rest of Thera. Guilds ring the square to the east and west, offering solace and learning to their members. A simple fountain has been erected in the square here, offering cool drinks to young adventurers that seek a respite from their learning for a time. The cobblestone of the square continues in all directions around the marble basin of the fountain. [Exits: north east south west] A large marble fountain sits in the center of the square. <100%hp 100%mn 89%mv> scna  an e You peer intently east. === 1 east === A centaur paladin stands here, wearing a bright silver breastplate. === 2 east === <100%hp 100%mn 89%mv> scan w You peer intently west. === 1 west === A black minotaur represents the dark guild of the anti-paladins. === 2 west === <100%hp 100%mn 89%mv> n Toriath Square The expansive square of Toriath is paved with smooth cobbled stone, and enclosed by low, squat walls of grey stone. Beyond the walls on all sides, mountain peaks thrust high into the skies as if shielding this town from the rest of Thera. Eleven different guilds ring the square to the east and west, their doors always open to new minds willing to embrace their respective philosophies, offering places of solace and learning to their members. A large fountain is set in the square to the south, and the square leads off to the north, east and west as well. [Exits: north east south west] <100%hp 100%mn 87%mv> scan e You peer intently east. === 1 east === A halfling thief stands here, recruiting for his guild. === 2 east === <100%hp 100%mn 87%mv> e Toriath Square There is a low door in the wall to the east, though it is somewhat difficult to make out. A simple, broad wooden awning has been constructed above the door, blocking out much of the light from the sky above. The resulting shadows in the immediate area seem strange somehow, less... stationary than they ought to be. It may be a trick of the light, or it may be some of the elusive members of the thieves' guild, practicing their arts of stealth and secrecy. Members of the guild may enter those shadows to continue their learning eastward- others may continue north, west or south along the streets of Toriath. [Exits: north east south west] A halfling thief stands here, recruiting for his guild. <100%hp 100%mn 85%mv> scan n You peer intently north. === 1 north === A woodsman dwarf rests here, speaking about the guild of the rangers. === 2 north === <100%hp 100%mn 85%mv> scan e You peer intently east. === 1 east === <100%hp 100%mn 85%mv> e Thief Guild This room has been decorated to showcase the success of the thieves trained in this guild, and to offer thieves-in-training a taste of the riches they might enjoy if they work hard on their skills. The walls are hung with lavish silks of many different colors, and a variety of treasures are hung along the walls- an ornamental shield of silver inlaid with pearl (that looks suspiciously like something found in the nearby paladins' guild), a golden crown set with a large ruby, and more such trinkets. All these valuables are bolted firmly to the stone beneath the silks on the walls, however- the thieves know better than to trust their own. A single torch burns on the wall, keeping all the opulence in the shadow that thieves are most comfortable with. The town square lies to the west, and the guildhall opens northward. [Exits: north west] <100%hp 100%mn 83%mv> n Thief Guild The northern corner of the thieves' guildhall is, as expected, very shadowy- a torch burns low on the eastern wall, providing a very unsteady light. Beneath the torch rests a low, circular table surrounded by four chairs. Three of the chairs are built of plain wood, but the fourth is plush, and upholstered with red leather- a place of honor for the master of this guild to rest in, when he is not busy teaching his students all he knows of secrecy and stealth. A deck of playing cards is scattered across the table, offering a recreational respite to those thieves that have been training too long and too hard. The shadows of the guild continue to the south, and an oak door is set in the northern wall- dark, ancient-looking, and polished as if it has been pushed open by countless hands over time. A sign hangs next to the door. [Exits: south] A sign hangs next to the door. A chair is here. A slight halfling slips from the shadows to demonstrate the elite arts. The Guide tells you, 'Good, you've found your guildmaster, and completed my quest!' You have completed a quest! You have earned 100 experience points! The Guide tells you, 'Make sure to 'train' first, then 'practice' here.' The Guide tells you, 'Use "help train" and "help practice" for more information.' The Guide tells you, 'When you're done with that, read the sign I've placed here for you.' <100%hp 100%mn 81%mv> train You have 3 training sessions. You can train: int wis dex con hp mana. <100%hp 100%mn 96%mv> train wi        help wis Your research into that topic reveals the following: WIS - Wisdom Your wisdom score is a reflection of your common sense and ability to understand others and their interactions. This score determines how many practice sessions you get per level. This is the prime statistic for clerics and is very important for paladins because the higher your wis, the harder your supplications will hit. <100%hp 100%mn 96%mv> train wi The thief guildmaster produces a dagger from some hidden fold of his cloak, flipping it idly. <100%hp 100%mn 96%mv> s Your wisdom increases! <100%hp 100%mn 96%mv> train wis Your wisdom increases! <100%hp 100%mn 96%mv> train wis Your wisdom is already at maximum. <100%hp 100%mn 96%mv> train You have 1 training sessions. You can train: int dex con hp mana. <100%hp 100%mn 96%mv> sc You are Taar the Pilferer. Level 1, 15 years old (0 hours). You are young. You joined Dark Mists 4 minutes and 28 seconds ago. Race: changeling Sex: male Class: thief You have 100% hit, 100% mana, 96% movement. You have 5 practices and 1 training sessions. You are carrying 11/37 items with weight 27/284 pounds. Str: 17(??) Int: 14(??) Wis: 22(??) Dex: 20(??) Con: 14(??) You have scored 208 exp, and have 0 gold and 0 silver coins. You need 1592 exp to level. Wimpy set to 0% hit points. Hometown is Glyndane. You are standing. You are slightly armored against piercing. You are slightly armored against bashing. You are slightly armored against slashing. You are slightly armored against magic. You are neutral, and impulsively inclined. You are currently NOT participating in PK. You are not affected by anything. <100%hp 100%mn 96%mv> help str Your research into that topic reveals the following: STR - Strength The strength statistic is a rating of your muscle mass and how strong you are. The greater the number, the stronger you are. Your strength score determines how much weight you can carry and affects how much damage you inflict with your weapon. This statistic is very important for warriors and other melee dependent classes. <100%hp 100%mn 100%mv> help dex Your research into that topic reveals the following: DEX - Dexterity Your dexterity statistic is a way of telling how fast and deft you are with your bodily movements. The higher the number, the faster you are. This statistic determines how many attacks you get per round of combat, what order you fight in that round, and your ability to dodge attacks during a fight. Thieves and monks rely heavily upon this attribute to survive. <100%hp 100%mn 100%mv> train dex Your dexterity increases! <100%hp 100%mn 100%mv> sc You are Taar the Pilferer. Level 1, 15 years old (0 hours). You are young. You joined Dark Mists 4 minutes and 58 seconds ago. Race: changeling Sex: male Class: thief You have 100% hit, 100% mana, 100% movement. You have 5 practices and 0 training sessions. You are carrying 11/38 items with weight 27/284 pounds. Str: 17(??) Int: 14(??) Wis: 22(??) Dex: 21(??) Con: 14(??) You have scored 208 exp, and have 0 gold and 0 silver coins. You need 1592 exp to level. Wimpy set to 0% hit points. Hometown is Glyndane. You are standing. You are somewhat armored against piercing. You are somewhat armored against bashing. You are somewhat armored against slashing. You are slightly armored against magic. You are neutral, and impulsively inclined. You are currently NOT participating in PK. You are not affected by anything. <100%hp 100%mn 100%mv> l Thief Guild The northern corner of the thieves' guildhall is, as expected, very shadowy- a torch burns low on the eastern wall, providing a very unsteady light. Beneath the torch rests a low, circular table surrounded by four chairs. Three of the chairs are built of plain wood, but the fourth is plush, and upholstered with red leather- a place of honor for the master of this guild to rest in, when he is not busy teaching his students all he knows of secrecy and stealth. A deck of playing cards is scattered across the table, offering a recreational respite to those thieves that have been training too long and too hard. The shadows of the guild continue to the south, and an oak door is set in the northern wall- dark, ancient-looking, and polished as if it has been pushed open by countless hands over time. A sign hangs next to the door. [Exits: south] A sign hangs next to the door. A chair is here. A slight halfling slips from the shadows to demonstrate the elite arts. <100%hp 100%mn 100%mv> prac list Level 1: dagger 75% mace 1% spear 1% sword 1% whip 1% evaluation 1% backstab 1% dodge 1% hide 1% scrolls 1% staves 1% recall 75% 12 Total skills, 13.33% learned. 2 practiced skills, 75.00% learned. 0 total skills mastered, 0.00% total mastery. 0 total spells mastered, 0.00% total mastery. 0 total mastered, 0.00% total mastery. <100%hp 100%mn 100%mv> The thief guildmaster produces a dagger from some hidden fold of his cloak, flipping it idly. <100%hp 100%mn 100%mv> prac eval The thief guildmaster picks a small round pebble up from the ground, dropping it in a heavy-looking sack. <100%hp 100%mn 100%mv> ^R prac eva   dod         <100%hp 100%mn 100%mv> l Thief Guild The northern corner of the thieves' guildhall is, as expected, very shadowy- a torch burns low on the eastern wall, providing a very unsteady light. Beneath the torch rests a low, circular table surrounded by four chairs. Three of the chairs are built of plain wood, but the fourth is plush, and upholstered with red leather- a place of honor for the master of this guild to rest in, when he is not busy teaching his students all he knows of secrecy and stealth. A deck of playing cards is scattered across the table, offering a recreational respite to those thieves that have been training too long and too hard. The shadows of the guild continue to the south, and an oak door is set in the northern wall- dark, ancient-looking, and polished as if it has been pushed open by countless hands over time. A sign hangs next to the door. [Exits: south] A sign hangs next to the door. A chair is here. A slight halfling slips from the shadows to demonstrate the elite arts. <100%hp 100%mn 100%mv> sc You are Taar the Pilferer. Level 1, 15 years old (0 hours). You are young. You joined Dark Mists 6 minutes and 40 seconds ago. Race: changeling Sex: male Class: thief You have 100% hit, 100% mana, 100% movement. You have 5 practices and 0 training sessions. You are carrying 11/38 items with weight 27/284 pounds. Str: 17(??) Int: 14(??) Wis: 22(??) Dex: 21(??) Con: 14(??) You have scored 208 exp, and have 0 gold and 0 silver coins. You need 1592 exp to level. Wimpy set to 0% hit points. Hometown is Glyndane. You are standing. You are somewhat armored against piercing. You are somewhat armored against bashing. You are somewhat armored against slashing. You are slightly armored against magic. You are neutral, and impulsively inclined. You are currently NOT participating in PK. You are not affected by anything. <100%hp 100%mn 100%mv> inv You are carrying: ( 2) a hard loaf of bread a tough waterskin a bowl of soup a parchment containing a map map of western Thera map of eastern Thera a light wooden shield <100%hp 100%mn 100%mv> l Thief Guild The northern corner of the thieves' guildhall is, as expected, very shadowy- a torch burns low on the eastern wall, providing a very unsteady light. Beneath the torch rests a low, circular table surrounded by four chairs. Three of the chairs are built of plain wood, but the fourth is plush, and upholstered with red leather- a place of honor for the master of this guild to rest in, when he is not busy teaching his students all he knows of secrecy and stealth. A deck of playing cards is scattered across the table, offering a recreational respite to those thieves that have been training too long and too hard. The shadows of the guild continue to the south, and an oak door is set in the northern wall- dark, ancient-looking, and polished as if it has been pushed open by countless hands over time. A sign hangs next to the door. [Exits: south] A sign hangs next to the door. A chair is here. A slight halfling slips from the shadows to demonstrate the elite arts. <100%hp 100%mn 100%mv> prac list Level 1: dagger 75% mace 1% spear 1% sword 1% whip 1% evaluation 1% backstab 1% dodge 1% hide 1% scrolls 1% staves 1% recall 75% 12 Total skills, 13.33% learned. 2 practiced skills, 75.00% learned. 0 total skills mastered, 0.00% total mastery. 0 total spells mastered, 0.00% total mastery. 0 total mastered, 0.00% total mastery. <100%hp 100%mn 100%mv> prac backstab You practice backstab. <100%hp 100%mn 100%mv> prac backstab You practice backstab. <100%hp 100%mn 100%mv> prac backsp tab You are now learned at backstab. <100%hp 100%mn 100%mv> prac list Level 1: dagger 75% mace 1% spear 1% sword 1% whip 1% evaluation 1% backstab 75% dodge 1% hide 1% scrolls 1% staves 1% recall 75% 12 Total skills, 19.50% learned. 3 practiced skills, 75.00% learned. 0 total skills mastered, 0.00% total mastery. 0 total spells mastered, 0.00% total mastery. 0 total mastered, 0.00% total mastery. <100%hp 100%mn 100%mv> prac dodge You practice dodge. <100%hp 100%mn 100%mv> prac dodge You practice dodge. <100%hp 100%mn 100%mv> prac dagger 75% mace 1% spear 1% sword 1% whip 1% evaluation 1% backstab 75% dodge 57% hide 1% scrolls 1% staves 1% recall 75% You have 0 practice sessions left. <100%hp 100%mn 100%mv> l Thief Guild The northern corner of the thieves' guildhall is, as expected, very shadowy- a torch burns low on the eastern wall, providing a very unsteady light. Beneath the torch rests a low, circular table surrounded by four chairs. Three of the chairs are built of plain wood, but the fourth is plush, and upholstered with red leather- a place of honor for the master of this guild to rest in, when he is not busy teaching his students all he knows of secrecy and stealth. A deck of playing cards is scattered across the table, offering a recreational respite to those thieves that have been training too long and too hard. The shadows of the guild continue to the south, and an oak door is set in the northern wall- dark, ancient-looking, and polished as if it has been pushed open by countless hands over time. A sign hangs next to the door. [Exits: south] A sign hangs next to the door. A chair is here. A slight halfling slips from the shadows to demonstrate the elite arts. <100%hp 100%mn 100%mv> open n Ok. <100%hp 100%mn 100%mv> n Entrance to the Gymnasium The stained hardwood floors shine in the light of the candles held in sconces on the east and west walls. The door to the tower is south. To the north is an open doorway leading to a road. Likewise, a doorway to the east opens to a road. To the west, through another open doorway, is a shimmering light. A glowing marble stairway leads upward. Near the door to the south, a receptionist sits behind a desk in the corner. There is a sign on the wall. Next to the sign is a shiny golden plaque. [Exits: north east west up] A neatly dressed young woman smiles at you from behind her desk. A cartographer stands here, scribbling intently on a map. A receptionist smiles happily. The cartographer looks up from his map and nods in greeting. The cartographer tells you, 'Welcome, Taar.' The cartographer tells you, 'I'm studying to be a mapmaker, so I know this area pretty well.' The cartographer tells you, 'This gymnasium is connected to almost every major city in Thera.' The cartographer tells you, 'If you need directions to Glyndane, Elvenhame, the gymnasium, Ethshar or Tyr-Zinet...' The cartographer tells you, '...or maybe even Arkham, New Ofcol, Aesil am Boovair in DDA, or even Sheqeston...' The cartographer tells you, '..just say so, and I can probably help you out!' <100%hp 100%mn 98%mv> request key woman A receptionist says, 'You are unworthy to ask for anything!' You yell 'Help! I am being attacked by a receptionist!' A receptionist's punch misses you. A receptionist is in perfect condition. <100%hp 100%mn 98%mv> Your pierce scratches a receptionist. A receptionist's punch misses you. A receptionist has some nasty cuts. <100%hp 100%mn 98%mv> eval Your pierce misses a receptionist. A receptionist's punch misses you. A receptionist has some nasty cuts. <100%hp 100%mn 98%mv> You now attempt to evaluate your opponent's wounds. You lose concentration and stop evaluating your opponents. You learn from your mistakes, and your evaluation skill improves. A receptionist has some nasty cuts. <100%hp 100%mn 98%mv> eval You now attempt to evaluate your opponent's wounds. You lose concentration and stop evaluating your opponents. You learn from your mistakes, and your evaluation skill improves. A receptionist has some nasty cuts. <100%hp 100%mn 98%mv> eval Your pierce scratches a receptionist. A receptionist's punch misses you. A receptionist has some nasty cuts. <100%hp 100%mn 100%mv> You now attempt to evaluate your opponent's wounds. You lose concentration and stop evaluating your opponents. You learn from your mistakes, and your evaluation skill improves. A receptionist has some nasty cuts. <100%hp 100%mn 100%mv> eval You now attempt to evaluate your opponent's wounds. You lose concentration and stop evaluating your opponents. You learn from your mistakes, and your evaluation skill improves. A receptionist has some nasty cuts. <100%hp 100%mn 100%mv> eval Your pierce misses a receptionist. A receptionist's punch misses you. A receptionist has some nasty cuts. <100%hp 100%mn 100%mv> You now attempt to evaluate your opponent's wounds. You lose concentration and stop evaluating your opponents. You learn from your mistakes, and your evaluation skill improves. A receptionist has some nasty cuts. <100%hp 100%mn 100%mv> eval You now attempt to evaluate your opponent's wounds. You lose concentration and stop evaluating your opponents. You learn from your mistakes, and your evaluation skill improves. A receptionist has some nasty cuts. <100%hp 100%mn 100%mv> eval Your pierce grazes a receptionist. You scramble backward and dodge a receptionist's punch. A receptionist is screaming in pain. <100%hp 100%mn 100%mv> eval You now attempt to evaluate your opponent's wounds. You lose concentration and stop evaluating your opponents. You learn from your mistakes, and your evaluation skill improves. A receptionist is screaming in pain. <100%hp 100%mn 100%mv> You now attempt to evaluate your opponent's wounds. You lose concentration and stop evaluating your opponents. You learn from your mistakes, and your evaluation skill improves. A receptionist is screaming in pain. <100%hp 100%mn 100%mv> Your pierce scratches a receptionist. A receptionist is DEAD!! You receive 88 experience points. You hear a receptionist's death cry. <100%hp 100%mn 100%mv> e take all You get the corpse of a receptionist. <100%hp 100%mn 100%mv> drop s corpse You drop the corpse of a receptionist. <100%hp 100%mn 100%mv> take all.corpse You get the corpse of a receptionist. <100%hp 100%mn 100%mv> drop corpse You drop the corpse of a receptionist. <100%hp 100%mn 100%mv> loot Huh? <100%hp 100%mn 100%mv> loot corpse Huh? <100%hp 100%mn 100%mv> exam corpse The corpse of a receptionist is lying here. The corpse of a receptionist holds: ( 2) a small key 80 silver coins <100%hp 100%mn 100%mv> take all corpse You get a small key from the corpse of a receptionist. You get a small key from the corpse of a receptionist. You get 80 silver coins from the corpse of a receptionist. <100%hp 100%mn 100%mv> sac corpse The gods give you 3 silver coins for your sacrifice. <100%hp 100%mn 100%mv> unlock s *Click* <100%hp 100%mn 100%mv> s The door is closed. <100%hp 100%mn 100%mv> open s Ok. <100%hp 100%mn 100%mv> s Hallway Emerald green carpet extends from wall to wall. On the east and west walls are doors. To the north is a door leading to the entrance, to the south the hallway extends. [Exits: north south] <100%hp 100%mn 99%mv> close n Ok. <100%hp 100%mn 99%mv> lock n *Click* <100%hp 100%mn 99%mv> s Hallway Emerald green carpet extends from wall to wall. On the east and west walls are doors. To the north and south the hallway extends. [Exits: north south] <100%hp 100%mn 98%mv> s Hallway Emerald green carpet extends from wall to wall. On the east and west walls are doors. To the north and south the hallway extends to a stairwell. [Exits: north south] <100%hp 100%mn 97%mv> open w Ok. <100%hp 100%mn 97%mv> w Training Room The room is dark, the lights of a few candles in sconces on the walls giving off minimum light, enough to see a dark mat on the floor, and mats against the walls. There is a door to the east. [Exits: east] A clumsy young warrior student brandishes a practice weapon. A clumsy young warrior student brandishes a practice weapon. A young warrior student clumsily brandishes a practice weapon. <100%hp 100%mn 96%mv> e Hallway Emerald green carpet extends from wall to wall. On the east and west walls are doors. To the north and south the hallway extends to a stairwell. [Exits: north south west] <100%hp 100%mn 95%mv> close e It is already closed. <100%hp 100%mn 95%mv> e c open e Ok. <100%hp 100%mn 95%mv> e Training Room Chains run across the ceiling, with links leading down, at the end of which are brass lamps with lit candles enclosed in crystal. These lamps light up the room so that you can see the mat on the floor, the mats against the walls. To the west you see a door. [Exits: west] A young draconian student of combat practices here. A draconian warrior student tests his axe in one hand and then the other.. A draconian warrior student brandishes a bloody axe. <100%hp 100%mn 94%mv> close w Ok. <100%hp 100%mn 94%mv> back student Your backstab scratches young draconian warrior student. Your pierce misses young draconian warrior student. Young draconian warrior student's cleave misses you. Young draconian warrior student's cleave misses you. Young draconian warrior student has some nasty cuts. <100%hp 100%mn 94%mv> eval Young draconian warrior student ducks and dodges your pierce. Young draconian warrior student's cleave misses you. Young draconian warrior student's cleave misses you. Young draconian warrior student has some small wounds. <100%hp 100%mn 100%mv> color Your pierce scratches young draconian warrior student. Young draconian warrior student's cleave misses you. Young draconian warrior student's cleave misses you. Young draconian warrior student has some nasty cuts. <100%hp 100%mn 100%mv> You now attempt to evaluate your opponent's wounds. You lose concentration and stop evaluating your opponents. You learn from your mistakes, and your evaluation skill improves. Young draconian warrior student has some nasty cuts. <100%hp 100%mn 100%mv> You now see color. You can further customize the amount of color - see 'help color'. Young draconian warrior student has some nasty cuts. <100%hp 100%mn 100%mv> Your pierce scratches young draconian warrior student. Young draconian warrior student's cleave misses you. Young draconian warrior student's cleave misses you. Young draconian warrior student is bleeding profusely. <100%hp 100%mn 100%mv> eval You now attempt to evaluate your opponent's wounds. Young draconian warrior student is screaming in pain. <100%hp 100%mn 100%mv> eval You no longer attempt to evaluate your opponent's wounds. Young draconian warrior student is bleeding profusely. <100%hp 100%mn 100%mv> Your pierce scratches young draconian warrior student. Young draconian warrior student's cleave misses you. You scramble backward and dodge young draconian warrior student's cleave. Young draconian warrior student's cleave nicks you. Young draconian warrior student is in pretty bad shape. <90%hp 100%mn 100%mv> eval You now attempt to evaluate your opponent's wounds. You lose concentration and stop evaluating your opponents. You learn from your mistakes, and your evaluation skill improves. Young draconian warrior student is in pretty bad shape. <90%hp 100%mn 100%mv> Your pierce grazes young draconian warrior student. Young draconian warrior student is DEAD!! You receive 77 experience points. You hear young draconian warrior student's death cry. <90%hp 100%mn 100%mv> take a  ll corpse You get 51 silver coins from the corpse of young draconian warrior student. <90%hp 100%mn 100%mv> sac corpse The gods give you 3 silver coins for your sacrifice. <90%hp 100%mn 100%mv> autoloot Automatic corpse looting set. <90%hp 100%mn 100%mv> autosac Automatic corpse sacrificing set. <90%hp 100%mn 100%mv> l Training Room Chains run across the ceiling, with links leading down, at the end of which are brass lamps with lit candles enclosed in crystal. These lamps light up the room so that you can see the mat on the floor, the mats against the walls. To the west you see a door. [Exits: none] A draconian warrior student tests his axe in one hand and then the other.. A draconian warrior student brandishes a bloody axe. <90%hp 100%mn 100%mv> back student Your backstab hits young draconian warrior student. Young draconian warrior student is screaming in pain. <90%hp 100%mn 100%mv> Your pierce misses young draconian warrior student. Young draconian warrior student's cleave nicks you. You lean to the right and dodge young draconian warrior student's cleave. Young draconian warrior student tries to disarm you, but fails. Young draconian warrior student is screaming in pain. <85%hp 100%mn 100%mv> Your pierce scratches young draconian warrior student. Young draconian warrior student is DEAD!! You receive 93 experience points. Young draconian warrior student's severed head plops on the ground. You get 114 silver coins from the corpse of young draconian warrior student. The gods give you 3 silver coins for your sacrifice. <100%hp 100%mn 100%mv> l Training Room Chains run across the ceiling, with links leading down, at the end of which are brass lamps with lit candles enclosed in crystal. These lamps light up the room so that you can see the mat on the floor, the mats against the walls. To the west you see a door. [Exits: none] The severed head of young draconian warrior student is lying here. A draconian warrior student brandishes a bloody axe. <100%hp 100%mn 100%mv> back student Your backstab grazes young draconian warrior student. Young draconian warrior student is bleeding profusely. <100%hp 100%mn 100%mv> Young draconian warrior student scrambles backward and dodges your pierce. Young draconian warrior student's cleave misses you. Young draconian warrior student's cleave misses you. Young draconian warrior student is bleeding profusely. <100%hp 100%mn 100%mv> Your pierce scratches young draconian warrior student. Young draconian warrior student's cleave misses you. Young draconian warrior student's cleave nicks you. Young draconian warrior student is in pretty bad shape. <95%hp 100%mn 100%mv> Your pierce nicks young draconian warrior student. Young draconian warrior student is DEAD!! You receive 80 experience points. You hear young draconian warrior student's death cry. You get 73 silver coins from the corpse of young draconian warrior student. The gods give you 3 silver coins for your sacrifice. <95%hp 100%mn 100%mv> l Training Room Chains run across the ceiling, with links leading down, at the end of which are brass lamps with lit candles enclosed in crystal. These lamps light up the room so that you can see the mat on the floor, the mats against the walls. To the west you see a door. [Exits: none] The severed head of young draconian warrior student is lying here. <95%hp 100%mn 100%mv> wo You have 0 gold, 330 silver, and 546 experience (1254 exp to level). <95%hp 100%mn 100%mv> l Training Room Chains run across the ceiling, with links leading down, at the end of which are brass lamps with lit candles enclosed in crystal. These lamps light up the room so that you can see the mat on the floor, the mats against the walls. To the west you see a door. [Exits: none] The severed head of young draconian warrior student is lying here. <95%hp 100%mn 100%mv> l self You see nothing special about him. Taar is in perfect condition. Taar is using: a small torch a leather vest a bronze dagger <100%hp 100%mn 100%mv> wh [ G-Elf ] Parnika Woodmind the Holy Heroine [ D-Elf ] [Helper] Padorach Ilgisney, He Who Heard Nothing [ Dwarf ] Thrax the Mercenary [ 1 Chnge Thi] (PK) Taar the Pilferer [ Cen ] (CRIMINAL) Odyssi Goldhoof, The Half-Mad Centaur [ Draco ] Shanavera the White Belt [ D-Elf ] (CRIMINAL) Acobek the Holy Hero, Leader of Cult of the Worm [ Elf ] Caden the Questor [ Chnge ] Senifo the Robber [ Half ] Carak Paur the Monk Hero [52 Dwarf AVA] [Helper] [CONCLAVE] Glod Glodsson, the Lord Alchemist Players found: 11 <100%hp 100%mn 100%mv> l Training Room Chains run across the ceiling, with links leading down, at the end of which are brass lamps with lit candles enclosed in crystal. These lamps light up the room so that you can see the mat on the floor, the mats against the walls. To the west you see a door. [Exits: none] The severed head of young draconian warrior student is lying here. A draconian warrior student tests his axe in one hand and then the other.. A young draconian student of combat practices here. A draconian warrior student brandishes a bloody axe. <100%hp 100%mn 100%mv> back student Your backstab misses young draconian warrior student. Young draconian warrior student is in perfect condition. <100%hp 100%mn 100%mv> Young draconian warrior student's cleave misses you. Young draconian warrior student's cleave misses you. Your pierce misses young draconian warrior student. Young draconian warrior student is in perfect condition. <100%hp 100%mn 100%mv> eval Young draconian warrior student's cleave nicks you. Young draconian warrior student's cleave misses you. Your pierce grazes young draconian warrior student. Young draconian warrior student has some nasty cuts. <90%hp 100%mn 100%mv> You now attempt to evaluate your opponent's wounds. You lose concentration and stop evaluating your opponents. You learn from your mistakes, and your evaluation skill improves. Young draconian warrior student has some nasty cuts. <90%hp 100%mn 100%mv> Young draconian warrior student's cleave misses you. Young draconian warrior student's cleave misses you. Your pierce misses young draconian warrior student. Young draconian warrior student has some nasty cuts. <90%hp 100%mn 100%mv> eval You now attempt to evaluate your opponent's wounds. You lose concentration and stop evaluating your opponents. You learn from your mistakes, and your evaluation skill improves. Young draconian warrior student has some nasty cuts. <90%hp 100%mn 100%mv> Young draconian warrior student's cleave nicks you. Young draconian warrior student's cleave misses you. Your pierce misses young draconian warrior student. Young draconian warrior student has some nasty cuts. <85%hp 100%mn 100%mv> Young draconian warrior student's cleave misses you. Young draconian warrior student's cleave misses you. Your pierce grazes young draconian warrior student. Young draconian warrior student is screaming in pain. <85%hp 100%mn 100%mv> Young draconian warrior student's cleave misses you. Young draconian warrior student's cleave misses you. Your pierce nicks young draconian warrior student. Young draconian warrior student is DEAD!! You receive 89 experience points. Young draconian warrior student's head is shattered, and his brains splash all over you. You get 128 silver coins from the corpse of young draconian warrior student. The gods give you 3 silver coins for your sacrifice. <85%hp 100%mn 100%mv> l Training Room Chains run across the ceiling, with links leading down, at the end of which are brass lamps with lit candles enclosed in crystal. These lamps light up the room so that you can see the mat on the floor, the mats against the walls. To the west you see a door. [Exits: none] The splattered brains of young draconian warrior student are lying here. The severed head of young draconian warrior student is lying here. A young draconian student of combat practices here. A draconian warrior student brandishes a bloody axe. <85%hp 100%mn 100%mv> back student Your backstab misses young draconian warrior student. Young draconian warrior student is in perfect condition. <85%hp 100%mn 100%mv> Young draconian warrior student's cleave misses you. Young draconian warrior student's cleave misses you. Your pierce misses young draconian warrior student. Young draconian warrior student is in perfect condition. <85%hp 100%mn 100%mv> Young draconian warrior student's cleave misses you. Young draconian warrior student's cleave misses you. Your pierce scratches young draconian warrior student. Young draconian warrior student has some nasty cuts. <85%hp 100%mn 100%mv> Young draconian warrior student's cleave misses you. Young draconian warrior student's cleave misses you. Your pierce misses young draconian warrior student. Young draconian warrior student has some nasty cuts. <85%hp 100%mn 100%mv> Young draconian warrior student's cleave misses you. Young draconian warrior student's cleave misses you. Young draconian warrior student's cleave misses you. Your pierce scratches young draconian warrior student. Young draconian warrior student has some nasty cuts. <85%hp 100%mn 100%mv> Young draconian warrior student's cleave misses you. Young draconian warrior student's cleave misses you. Your pierce scratches young draconian warrior student. Young draconian warrior student is screaming in pain. <100%hp 100%mn 100%mv> Young draconian warrior student's cleave misses you. Young draconian warrior student's cleave misses you. Your pierce scratches young draconian warrior student. Young draconian warrior student is DEAD!! You receive 93 experience points. You hear young draconian warrior student's death cry. You get 99 silver coins from the corpse of young draconian warrior student. The gods give you 3 silver coins for your sacrifice. <100%hp 100%mn 100%mv> back student Your backstab scratches young draconian warrior student. Young draconian warrior student has some nasty cuts. <100%hp 100%mn 100%mv> Young draconian warrior student's cleave misses you. Young draconian warrior student's cleave misses you. Your pierce nicks young draconian warrior student. Young draconian warrior student has some nasty cuts. <100%hp 100%mn 100%mv> ee val Young draconian warrior student's cleave misses you. Young draconian warrior student's cleave misses you. Your pierce misses young draconian warrior student. Young draconian warrior student has some nasty cuts. <100%hp 100%mn 100%mv> You now attempt to evaluate your opponent's wounds. You lose concentration and stop evaluating your opponents. You learn from your mistakes, and your evaluation skill improves. Young draconian warrior student has some nasty cuts. <100%hp 100%mn 100%mv> You lean back and dodge young draconian warrior student's cleave. Young draconian warrior student's cleave misses you. Young draconian warrior student drops, rolls backward, and dodges your pierce. Young draconian warrior student has some nasty cuts. <100%hp 100%mn 100%mv> Young draconian warrior student's cleave misses you. Young draconian warrior student's cleave misses you. Your pierce scratches young draconian warrior student. Young draconian warrior student is screaming in pain. <100%hp 100%mn 100%mv> Young draconian warrior student's cleave misses you. Young draconian warrior student's cleave misses you. Your pierce scratches young draconian warrior student. Young draconian warrior student is DEAD!! You receive 84 experience points. You hear young draconian warrior student's death cry. You get 50 silver coins and 1 gold coins from the corpse of young draconian warrior student. The gods give you 3 silver coins for your sacrifice. <100%hp 100%mn 100%mv> l Training Room Chains run across the ceiling, with links leading down, at the end of which are brass lamps with lit candles enclosed in crystal. These lamps light up the room so that you can see the mat on the floor, the mats against the walls. To the west you see a door. [Exits: none] The splattered brains of young draconian warrior student are lying here. The severed head of young draconian warrior student is lying here. <100%hp 100%mn 100%mv> wo You have 1 gold, 616 silver, and 812 experience (988 exp to level). <100%hp 100%mn 100%mv> The head of young draconian warrior student crumbles into dust. <100%hp 100%mn 100%mv> l Training Room Chains run across the ceiling, with links leading down, at the end of which are brass lamps with lit candles enclosed in crystal. These lamps light up the room so that you can see the mat on the floor, the mats against the walls. To the west you see a door. [Exits: none] The splattered brains of young draconian warrior student are lying here. <100%hp 100%mn 100%mv> l Training Room Chains run across the ceiling, with links leading down, at the end of which are brass lamps with lit candles enclosed in crystal. These lamps light up the room so that you can see the mat on the floor, the mats against the walls. To the west you see a door. [Exits: none] The splattered brains of young draconian warrior student are lying here. <100%hp 100%mn 100%mv> l Training Room Chains run across the ceiling, with links leading down, at the end of which are brass lamps with lit candles enclosed in crystal. These lamps light up the room so that you can see the mat on the floor, the mats against the walls. To the west you see a door. [Exits: none] The splattered brains of young draconian warrior student are lying here. <100%hp 100%mn 100%mv> open w Ok. <100%hp 100%mn 100%mv> l Training Room Chains run across the ceiling, with links leading down, at the end of which are brass lamps with lit candles enclosed in crystal. These lamps light up the room so that you can see the mat on the floor, the mats against the walls. To the west you see a door. [Exits: west] The splattered brains of young draconian warrior student are lying here. <100%hp 100%mn 100%mv> close w Ok. <100%hp 100%mn 100%mv> sit You sit down. <100%hp 100%mn 100%mv> l Training Room Chains run across the ceiling, with links leading down, at the end of which are brass lamps with lit candles enclosed in crystal. These lamps light up the room so that you can see the mat on the floor, the mats against the walls. To the west you see a door. [Exits: none] The splattered brains of young draconian warrior student are lying here. <100%hp 100%mn 100%mv> stand You stand up. <100%hp 100%mn 100%mv> l Training Room Chains run across the ceiling, with links leading down, at the end of which are brass lamps with lit candles enclosed in crystal. These lamps light up the room so that you can see the mat on the floor, the mats against the walls. To the west you see a door. [Exits: none] The splattered brains of young draconian warrior student are lying here. <100%hp 100%mn 100%mv> l Training Room Chains run across the ceiling, with links leading down, at the end of which are brass lamps with lit candles enclosed in crystal. These lamps light up the room so that you can see the mat on the floor, the mats against the walls. To the west you see a door. [Exits: none] The splattered brains of young draconian warrior student are lying here. <100%hp 100%mn 100%mv> l Training Room Chains run across the ceiling, with links leading down, at the end of which are brass lamps with lit candles enclosed in crystal. These lamps light up the room so that you can see the mat on the floor, the mats against the walls. To the west you see a door. [Exits: none] The splattered brains of young draconian warrior student are lying here. <100%hp 100%mn 100%mv> l Training Room Chains run across the ceiling, with links leading down, at the end of which are brass lamps with lit candles enclosed in crystal. These lamps light up the room so that you can see the mat on the floor, the mats against the walls. To the west you see a door. [Exits: none] The splattered brains of young draconian warrior student are lying here. <100%hp 100%mn 100%mv> l Training Room Chains run across the ceiling, with links leading down, at the end of which are brass lamps with lit candles enclosed in crystal. These lamps light up the room so that you can see the mat on the floor, the mats against the walls. To the west you see a door. [Exits: none] The splattered brains of young draconian warrior student are lying here. <100%hp 100%mn 100%mv> l Training Room Chains run across the ceiling, with links leading down, at the end of which are brass lamps with lit candles enclosed in crystal. These lamps light up the room so that you can see the mat on the floor, the mats against the walls. To the west you see a door. [Exits: none] The splattered brains of young draconian warrior student are lying here. <100%hp 100%mn 100%mv> l Training Room Chains run across the ceiling, with links leading down, at the end of which are brass lamps with lit candles enclosed in crystal. These lamps light up the room so that you can see the mat on the floor, the mats against the walls. To the west you see a door. [Exits: none] The splattered brains of young draconian warrior student are lying here. <100%hp 100%mn 100%mv> l Training Room Chains run across the ceiling, with links leading down, at the end of which are brass lamps with lit candles enclosed in crystal. These lamps light up the room so that you can see the mat on the floor, the mats against the walls. To the west you see a door. [Exits: none] The splattered brains of young draconian warrior student are lying here. <100%hp 100%mn 100%mv> l Training Room Chains run across the ceiling, with links leading down, at the end of which are brass lamps with lit candles enclosed in crystal. These lamps light up the room so that you can see the mat on the floor, the mats against the walls. To the west you see a door. [Exits: none] The splattered brains of young draconian warrior student are lying here. <100%hp 100%mn 100%mv> l Training Room Chains run across the ceiling, with links leading down, at the end of which are brass lamps with lit candles enclosed in crystal. These lamps light up the room so that you can see the mat on the floor, the mats against the walls. To the west you see a door. [Exits: none] The splattered brains of young draconian warrior student are lying here. <100%hp 100%mn 100%mv> l Training Room Chains run across the ceiling, with links leading down, at the end of which are brass lamps with lit candles enclosed in crystal. These lamps light up the room so that you can see the mat on the floor, the mats against the walls. To the west you see a door. [Exits: none] The splattered brains of young draconian warrior student are lying here. <100%hp 100%mn 100%mv> l Training Room Chains run across the ceiling, with links leading down, at the end of which are brass lamps with lit candles enclosed in crystal. These lamps light up the room so that you can see the mat on the floor, the mats against the walls. To the west you see a door. [Exits: none] The splattered brains of young draconian warrior student are lying here. <100%hp 100%mn 100%mv> wh [ G-Elf ] Parnika Woodmind the Holy Heroine [ Draco ] Ishtar the Apprentice of Magic [ Ilthd ] Gankie the Assassin [ Dwarf ] Thrax the Mercenary [ 1 Chnge Thi] (PK) Taar the Pilferer [ Cen ] (CRIMINAL) Odyssi Goldhoof, The Half-Mad Centaur [ Draco ] Shanavera the White Belt [ D-Elf ] (CRIMINAL) Acobek the Holy Hero, Leader of Cult of the Worm [ Elf ] Caden the Questor [ Draco ] (CRIMINAL) Zeomar the Unheard [ Half ] Carak Paur the Monk Hero [52 Dwarf AVA] [Helper] [CONCLAVE] Glod Glodsson, the Lord Alchemist Players found: 12 <100%hp 100%mn 100%mv> l Training Room Chains run across the ceiling, with links leading down, at the end of which are brass lamps with lit candles enclosed in crystal. These lamps light up the room so that you can see the mat on the floor, the mats against the walls. To the west you see a door. [Exits: none] The splattered brains of young draconian warrior student are lying here. <100%hp 100%mn 100%mv> l Training Room Chains run across the ceiling, with links leading down, at the end of which are brass lamps with lit candles enclosed in crystal. These lamps light up the room so that you can see the mat on the floor, the mats against the walls. To the west you see a door. [Exits: none] The splattered brains of young draconian warrior student are lying here. <100%hp 100%mn 100%mv> open w Ok. <100%hp 100%mn 100%mv> w Hallway Emerald green carpet extends from wall to wall. On the east and west walls are doors. To the north and south the hallway extends to a stairwell. [Exits: north east south] <100%hp 100%mn 99%mv> e Training Room Chains run across the ceiling, with links leading down, at the end of which are brass lamps with lit candles enclosed in crystal. These lamps light up the room so that you can see the mat on the floor, the mats against the walls. To the west you see a door. [Exits: west] The splattered brains of young draconian warrior student are lying here. <100%hp 100%mn 98%mv> w Hallway Emerald green carpet extends from wall to wall. On the east and west walls are doors. To the north and south the hallway extends to a stairwell. [Exits: north east south] <100%hp 100%mn 97%mv> s Stairwell The stair spirals upward. To the north is a hallway with green carpeting. [Exits: north up] <100%hp 100%mn 96%mv> u Stairwell The stair spirals upward and downward. To the north is a hallway with purple and red carpeting. [Exits: north up down] <100%hp 100%mn 95%mv> n Hallway Deep purple and red carpet extends from wall to wall. On the east and west walls are doors. The hallway extends northward. To the south is a stairwell. [Exits: north south] <100%hp 100%mn 94%mv> open w Ok. <100%hp 100%mn 94%mv> w Training Room The room is dark, the lights of a few candles in brass sconces on the walls giving off minimum light, enough to see a dark mat on the floor, and mats against the walls. The east wall is broken by a door. [Exits: east] A young centaur practices his longsword techniques. A young centaur practices his longsword techniques. A young centaur studying the art of weaponry tries out a longsword. <100%hp 100%mn 93%mv> con centaur Young centaur warrior student looks just a little tough. Young centaur warrior student smiles happily at you. <100%hp 100%mn 93%mv> e Hallway Deep purple and red carpet extends from wall to wall. On the east and west walls are doors. The hallway extends northward. To the south is a stairwell. [Exits: north south west] <100%hp 100%mn 99%mv> s Stairwell The stair spirals upward and downward. To the north is a hallway with purple and red carpeting. [Exits: north up down] <100%hp 100%mn 98%mv> d Stairwell The stair spirals upward. To the north is a hallway with green carpeting. [Exits: north up] <100%hp 100%mn 97%mv> n Hallway Emerald green carpet extends from wall to wall. On the east and west walls are doors. To the north and south the hallway extends to a stairwell. [Exits: north east south] <100%hp 100%mn 96%mv> n Hallway Emerald green carpet extends from wall to wall. On the east and west walls are doors. To the north and south the hallway extends. [Exits: north south] <100%hp 100%mn 95%mv> You hear something's death cry. <100%hp 100%mn 95%mv> s Hallway Emerald green carpet extends from wall to wall. On the east and west walls are doors. To the north and south the hallway extends to a stairwell. [Exits: north east south] <100%hp 100%mn 94%mv> open e It is already open. <100%hp 100%mn 94%mv> e Training Room Chains run across the ceiling, with links leading down, at the end of which are brass lamps with lit candles enclosed in crystal. These lamps light up the room so that you can see the mat on the floor, the mats against the walls. To the west you see a door. [Exits: west] <100%hp 100%mn 93%mv> w Hallway Emerald green carpet extends from wall to wall. On the east and west walls are doors. To the north and south the hallway extends to a stairwell. [Exits: north east south] <100%hp 100%mn 92%mv> n Hallway Emerald green carpet extends from wall to wall. On the east and west walls are doors. To the north and south the hallway extends. [Exits: north south] <100%hp 100%mn 91%mv> open e eOk. <100%hp 100%mn 91%mv> Training Room Chains run across the ceiling, with links leading down, at the end of which are bronze lamps with lit candles enclosed in crystal. These lamps light up the room so that you can see the mat on the floor, the mats against the walls. In the western wall is a door. [Exits: west] A steaming pile of a fourth year student of hand-to-hand combat's entrails is lying here. Shanavera the White Belt is here. <100%hp 100%mn 90%mv> l shanavera You see nothing special about her. Shanavera has a few scratches. Shanavera is using: a small torch a rough-steel ring a rough-steel ring a wool cloak a wool cloak some boiled leather armor a leather helmet a pair of silver glasses some dark leather leggings a pair of leather boots a pair of leather gloves some dark leather armguards a thin cape a leather belt a bronze bracer a bronze bracer a pewter practice sword <100%hp 100%mn 90%mv> e Alas, you cannot go that way. <100%hp 100%mn 90%mv> w Hallway Emerald green carpet extends from wall to wall. On the east and west walls are doors. To the north and south the hallway extends. [Exits: north east south] <100%hp 100%mn 89%mv> n Hallway Emerald green carpet extends from wall to wall. On the east and west walls are doors. To the north is a door leading to the entrance, to the south the hallway extends. [Exits: south] <100%hp 100%mn 88%mv> n The door is closed. <100%hp 100%mn 88%mv> open n It is locked. <100%hp 100%mn 88%mv> e The door is closed. <100%hp 100%mn 88%mv> l unlock n *Click* <100%hp 100%mn 100%mv> n The door is closed. <100%hp 100%mn 100%mv> open n Ok. <100%hp 100%mn 100%mv> n Entrance to the Gymnasium The stained hardwood floors shine in the light of the candles held in sconces on the east and west walls. The door to the tower is south. To the north is an open doorway leading to a road. Likewise, a doorway to the east opens to a road. To the west, through another open doorway, is a shimmering light. A glowing marble stairway leads upward. Near the door to the south, a receptionist sits behind a desk in the corner. There is a sign on the wall. Next to the sign is a shiny golden plaque. [Exits: north east south west up] A young woman sitting behind a desk looks up from her reading. A cartographer stands here, scribbling intently on a map. A receptionist smiles happily. The cartographer looks up from his map and nods in greeting. The cartographer tells you, 'Welcome, Taar.' The cartographer tells you, 'I'm studying to be a mapmaker, so I know this area pretty well.' The cartographer tells you, 'This gymnasium is connected to almost every major city in Thera.' The cartographer tells you, 'If you need directions to Glyndane, Elvenhame, the gymnasium, Ethshar or Tyr-Zinet...' The cartographer tells you, '...or maybe even Arkham, New Ofcol, Aesil am Boovair in DDA, or even Sheqeston...' The cartographer tells you, '..just say so, and I can probably help you out!' <100%hp 100%mn 99%mv> n East Main Street You are on the eastern part of the Main Road in Elvenhame. Fiery-red-leafed maple trees line the road, at the bases of which grow small lavender flowers. Beneath your feet are smooth cobblestones. To the north is a small building constructed of evenly formed logs. It has a sloped roof covered with tiles of wood treated with some colorful waxy substance, the result of which being that while rain and weather cannot seep in and rot the tiles, bits of branches and leaves stick to it, and the occasional small stone. Above the entrance is a sign with a picture upon it, no words. The picture is of a sheet of paper with a purple stick figure drawn upon it, and a purple crayon off to the upper right, tilted as though about to draw hair on the hairless stick figure. To the south is a building with a sign hanging over the door which reads, 'GYMNASIUM'. [Exits: north east south west] An engraved plaque is here affixed to the entrance of the Gymnasium. <100%hp 100%mn 97%mv> n The Art Shoppe Inside the small log building you see shelves of boxes holding crayons. Each box holds a different color crayon. There is also a shelf holding blank books for people to use for drawing in. Another shelf holds frames with canvas stretched on it for use as a place to draw or paint. As for paint, there is a shelf devoted to paint brushes and jars of paint. In the midst of all the art supplies is a decorated counter with a small, locked money box upon it. There is a sign on the wall behind the counter. [Exits: south] De'Bairon P'Gille, the stationer, sits quietly behind the counter and patiently waits for you to buy something. De'Bairon P'Gille, the stationer says, 'Greetings! Feel free to look around. Let me know if you wish to buy anything.' <100%hp 100%mn 95%mv> s East Main Street You are on the eastern part of the Main Road in Elvenhame. Fiery-red-leafed maple trees line the road, at the bases of which grow small lavender flowers. Beneath your feet are smooth cobblestones. To the north is a small building constructed of evenly formed logs. It has a sloped roof covered with tiles of wood treated with some colorful waxy substance, the result of which being that while rain and weather cannot seep in and rot the tiles, bits of branches and leaves stick to it, and the occasional small stone. Above the entrance is a sign with a picture upon it, no words. The picture is of a sheet of paper with a purple stick figure drawn upon it, and a purple crayon off to the upper right, tilted as though about to draw hair on the hairless stick figure. To the south is a building with a sign hanging over the door which reads, 'GYMNASIUM'. [Exits: north east south west] An engraved plaque is here affixed to the entrance of the Gymnasium. <100%hp 100%mn 93%mv> e East Main Road You are on the eastern part of the Main Road in Elvenhame. Fiery-red-leafed maple trees line the road, at the bases of which grow small lavender flowers. North and south are buildings, but their doors do not face this road. Beneath your feet are smooth cobblestones. [Exits: east west] <100%hp 100%mn 91%mv> n Alas, you cannot go that way. <100%hp 100%mn 91%mv> e Guild Square Guild Square is the intersection of Main Road and Guild Road. Lined with fiery-red-leaved maple trees and lavender flowers, this intersection is one of the busiest in Elvenhame. Beneath your feet are smooth cobblestones. [Exits: north east south west] The grey-elven child is here, pretending to be a Snake Monk. <100%hp 100%mn 89%mv> n Guild Road You are on Guild Road. To the east you see a neatly painted building surrounded by little red and blue flowers. Upon a sign hanging over the doorway is a golden harp on a green field. To the west you see a dark building surrounded by wild flowers and poorly landscaped. The sign above the doorway is of a bony white skull and withered hand on a field sable. Beneath your feet are smooth cobblestones. [Exits: north east south west] The cityguard patroller regards you with interest as you pass by. A grey-elven citizen whirls about, showing off her new robe. The cityguard patroller regards you with interest as you pass by. <100%hp 100%mn 87%mv> n Guild Road You are on Guild Road. The road is lined with fiery-red leaved maple trees and lavender flowers. Beneath your feet are smooth cobblestones. To the east is a store with a large sign on the door. Guild Road continues north and south. [Exits: north south] The grey-elven child is here, playing with a small ball. A grey-elven citizen is here, minding his business and hoping that you mind yours. <100%hp 100%mn 85%mv> n Guild Road You are on Guild Road. The road is lined with fiery-red leaved maple trees and lavender flowers. Beneath your feet are smooth cobblestones. [Exits: north east south] <100%hp 100%mn 83%mv> n Guild Road You are on Guild Road. To the north and south you see more of the road. The road is lined with fiery-red leaved maple trees and lavender flowers. Beneath your feet are smooth cobblestones. [Exits: north east south] A grey-elven citizen is here, minding his business and hoping that you mind yours. A large cockroach scuttles across the ground. <100%hp 100%mn 81%mv> n Guild Road You are on Guild Road. The road is lined with fiery-red leaved maple trees and lavender flowers. Beneath your feet are smooth cobblestones. [Exits: north south] <100%hp 100%mn 79%mv> n Guild Road You are on Guild Road. The road is lined with fiery-red leaved maple trees and lavender flowers. Beneath your feet are smooth cobblestones. [Exits: north south] A large cockroach scuttles across the ground. <100%hp 100%mn 77%mv> n Guild Road You are on Guild Road. The road is lined with fiery-red leaved maple trees and lavender flowers. To the east you see a tower, the great Observatory of the Astrologers. Beneath your feet are smooth cobblestones. [Exits: east south] <100%hp 100%mn 75%mv> e Entrance to the Observatory (Astrologers Guild) You are at the entrance to the Observatory where the Astrologers observe the movements in the heavens. On the walls are fine tapestries depicting the most popular of constellations in the night sky. [Exits: west up] <100%hp 100%mn 73%mv> w Guild Road You are on Guild Road. The road is lined with fiery-red leaved maple trees and lavender flowers. To the east you see a tower, the great Observatory of the Astrologers. Beneath your feet are smooth cobblestones. [Exits: east south] <100%hp 100%mn 86%mv> whe Players near you: (PK) Taar Guild Road <100%hp 100%mn 86%mv> s Guild Road You are on Guild Road. The road is lined with fiery-red leaved maple trees and lavender flowers. Beneath your feet are smooth cobblestones. [Exits: north south] A large cockroach scuttles across the ground. <100%hp 100%mn 84%mv> s Guild Road You are on Guild Road. The road is lined with fiery-red leaved maple trees and lavender flowers. Beneath your feet are smooth cobblestones. [Exits: north south] <100%hp 100%mn 82%mv> s Guild Road You are on Guild Road. To the north and south you see more of the road. The road is lined with fiery-red leaved maple trees and lavender flowers. Beneath your feet are smooth cobblestones. [Exits: north east south] A grey-elven citizen is here, minding his business and hoping that you mind yours. A large cockroach scuttles across the ground. <100%hp 100%mn 80%mv> l citizen Wearing a blue robe, this citizen appears to be one of the many magic users who lives in the city. He does not much like being stared at, and considers weaving a spell to keep you from harming him. In hopes of preserving his mental power, he smiles at you, hoping that you are friendly. A citizen is in perfect condition. <100%hp 100%mn 80%mv> e small house A small one-room house is all most elves need for shelter. This one is nicely furnished with beds along the north wall and a fireplace with a nice counter nearby and butcher-block along the south wall. Above the fire is a metal construct which allows the family which lives here to place pots, pans, and other cooking vessels. The house door was left open because, well, the citizens of Elvenhame expect that they are safe here and that there is nothing to steal or harm. [Exits: west] You see a decorated fir tree sitting in a pot in the corner. The grey-elven child is here, playing with a small ball. <100%hp 100%mn 78%mv> w Guild Road You are on Guild Road. To the north and south you see more of the road. The road is lined with fiery-red leaved maple trees and lavender flowers. Beneath your feet are smooth cobblestones. [Exits: north east south] A grey-elven citizen is here, minding his business and hoping that you mind yours. A large cockroach scuttles across the ground. <100%hp 100%mn 76%mv> s Guild Road You are on Guild Road. The road is lined with fiery-red leaved maple trees and lavender flowers. Beneath your feet are smooth cobblestones. [Exits: north east south] <100%hp 100%mn 74%mv> s Guild Road You are on Guild Road. The road is lined with fiery-red leaved maple trees and lavender flowers. Beneath your feet are smooth cobblestones. To the east is a store with a large sign on the door. Guild Road continues north and south. [Exits: north south] The grey-elven child is here, playing with a small ball. A grey-elven citizen is here, minding his business and hoping that you mind yours. <100%hp 100%mn 72%mv> s Guild Road You are on Guild Road. To the east you see a neatly painted building surrounded by little red and blue flowers. Upon a sign hanging over the doorway is a golden harp on a green field. To the west you see a dark building surrounded by wild flowers and poorly landscaped. The sign above the doorway is of a bony white skull and withered hand on a field sable. Beneath your feet are smooth cobblestones. [Exits: north east south west] The cityguard patroller regards you with interest as you pass by. A grey-elven citizen whirls about, showing off her new robe. The cityguard patroller regards you with interest as you pass by. <100%hp 100%mn 70%mv> s Guild Square Guild Square is the intersection of Main Road and Guild Road. Lined with fiery-red-leaved maple trees and lavender flowers, this intersection is one of the busiest in Elvenhame. Beneath your feet are smooth cobblestones. [Exits: north east south west] The grey-elven child is here, pretending to be a Snake Monk. <100%hp 100%mn 68%mv> s You look up and notice that it is no longer raining. <100%hp 100%mn 83%mv> Guild Road You are on Guild Road. The road is lined with fiery-leaved maple trees and lavender flowers. To the east is a building from which you hear the sound of metal clashing. Above the door is a sign, shield-shaped, crimson, with a longsword and an axe crossed, their business ends upward. Looking westward, you see a glowing building. The sign above its doorway is deep turquoise in hue, with an open hand, from the fingertips of which spring golden bolts of lightning. Beneath your feet are smooth cobblestones. [Exits: north east south west] The cityguard patroller walks the roadway and watching for trouble. <100%hp 100%mn 81%mv> s Guild Road You are on Guild Road. The road is lined with fiery-red leaved maple trees and lavender flowers. Looking westward, you see a finely constructed building. It glows with power. The diamond-shaped sign above the door is divided in four parts. At the very top is a flame of gold on a field azure. To the left and below, a tornado of black on a field blanc. Next to the tornado, to the right, a blue drop of water on a field auric. At the bottom is a red gem on a field sable. Beneath your feet are smooth cobblestones. To the east is a small field of grass and wildflowers. [Exits: north south west] A short-haired gold and brown kitten is here. The cityguard stands ready to defend the lawful. <100%hp 100%mn 79%mv> s Guild Road You are on Guild Road. The road is lined with fiery-red leaved maple trees and lavender flowers. To the east is a building with a sign above the door. The sign is round and black, and a bright crimson pentagram seems to glow menacingly on it. To the west you see a building whose sign displays an open hand on a scarlet background. Beneath your feet are smooth cobblestones. [Exits: north east south west] <100%hp 100%mn 77%mv> s Guild Road You are on Guild Road. The road is lined with fiery-red leaved maple trees and small lavender flowers. Beneath your feet are smooth cobblestones. [Exits: north] The tiny head of an insect lies on the ground. <100%hp 100%mn 75%mv> s Alas, you cannot go that way. <100%hp 100%mn 75%mv> n Guild Road You are on Guild Road. The road is lined with fiery-red leaved maple trees and lavender flowers. To the east is a building with a sign above the door. The sign is round and black, and a bright crimson pentagram seems to glow menacingly on it. To the west you see a building whose sign displays an open hand on a scarlet background. Beneath your feet are smooth cobblestones. [Exits: north east south west] <100%hp 100%mn 73%mv> scan e You peer intently east. === 1 east === (Holy Aura) The guildmaster sits at the harpsichord, playing a very long piece of music. <100%hp 100%mn 73%mv> scan w You peer intently west. === 1 west === The cityguard patrols the road, keen eyes watching everything. (Chromatic Aura) Your Shihan is here, focusing his chi. <100%hp 100%mn 73%mv> w You are not allowed in there. <100%hp 100%mn 73%mv> n Guild Road You are on Guild Road. The road is lined with fiery-red leaved maple trees and lavender flowers. Looking westward, you see a finely constructed building. It glows with power. The diamond-shaped sign above the door is divided in four parts. At the very top is a flame of gold on a field azure. To the left and below, a tornado of black on a field blanc. Next to the tornado, to the right, a blue drop of water on a field auric. At the bottom is a red gem on a field sable. Beneath your feet are smooth cobblestones. To the east is a small field of grass and wildflowers. [Exits: north south west] A short-haired gold and brown kitten is here. The cityguard stands ready to defend the lawful. <100%hp 100%mn 71%mv> scan e You peer intently east. <100%hp 100%mn 71%mv> scan w You peer intently west. === 1 west === (Chromatic Aura) Your guildmaster stands here, patiently waiting to teach you. <100%hp 100%mn 71%mv> w You are not allowed in there. <100%hp 100%mn 71%mv> l Guild Road You are on Guild Road. The road is lined with fiery-red leaved maple trees and lavender flowers. Looking westward, you see a finely constructed building. It glows with power. The diamond-shaped sign above the door is divided in four parts. At the very top is a flame of gold on a field azure. To the left and below, a tornado of black on a field blanc. Next to the tornado, to the right, a blue drop of water on a field auric. At the bottom is a red gem on a field sable. Beneath your feet are smooth cobblestones. To the east is a small field of grass and wildflowers. [Exits: north south west] A short-haired gold and brown kitten is here. The cityguard stands ready to defend the lawful. <100%hp 100%mn 71%mv> n Guild Road You are on Guild Road. The road is lined with fiery-leaved maple trees and lavender flowers. To the east is a building from which you hear the sound of metal clashing. Above the door is a sign, shield-shaped, crimson, with a longsword and an axe crossed, their business ends upward. Looking westward, you see a glowing building. The sign above its doorway is deep turquoise in hue, with an open hand, from the fingertips of which spring golden bolts of lightning. Beneath your feet are smooth cobblestones. [Exits: north east south west] <100%hp 100%mn 69%mv> scan e The sky gets very cloudy and a calmness begins here. <100%hp 100%mn 84%mv> You peer intently east. === 1 east === The cityguard patroller regards you with interest as you pass by. (Chromatic Aura) Your guildmaster, the Master of Weapons, stands here, patiently waiting to teach you. <100%hp 100%mn 84%mv> scan w You peer intently west. === 1 west === The cityguard patroller walks the roadway and watching for trouble. (Chromatic Aura) Your guildmaster stands here, glowing with energies he is channeling from the floor upon which he stands. <100%hp 100%mn 84%mv> e You are not allowed in there. <100%hp 100%mn 84%mv> n Guild Square Guild Square is the intersection of Main Road and Guild Road. Lined with fiery-red-leaved maple trees and lavender flowers, this intersection is one of the busiest in Elvenhame. Beneath your feet are smooth cobblestones. [Exits: north east south west] The grey-elven child is here, pretending to be a Snake Monk. <100%hp 100%mn 82%mv> scan e You peer intently east. === 1 east === <100%hp 100%mn 82%mv> scan w You peer intently west. === 1 west === <100%hp 100%mn 82%mv> w e East Main Road You are on the eastern part of the Main Road in Elvenhame. Fiery-red-leafed maple trees line the road, at the bases of which grow small lavender flowers. North and south you see buildings, but the doors must be on other sides. Beneath your feet are smooth cobblestones. [Exits: east west] <100%hp 100%mn 80%mv> e East Main Road You are on the eastern part of the Main Road in Elvenhame. Fiery-red-leafed maple trees line the road, at the bases of which grow small lavender flowers. To the south you see a nice building with a sign above the door: "Necromancers' Supply Shoppe". Beneath your feet are smooth cobblestones. [Exits: east south west] <100%hp 100%mn 78%mv> e East Main Road You are on the eastern part of the Main Road in Elvenhame. Fiery-red-leafed maple trees line the road, at the bases of which grow small lavender flowers. To the east is the East Gate. Beneath your feet are smooth cobblestones. [Exits: east west] <100%hp 100%mn 76%mv> e Inside the East Gate of Elvenhame You are inside the East Gate of Elvenhame. To the west is the Elven city, with its magnificent buildings and wonderful plant life. To the east is the plains. The gate itself is made of a silvery metal, thick, with sparkling runes engraved upon it. Above are the battlements. Beneath your feet are smooth cobblestones. [Exits: east west up] The battlement guard stands watch against invaders. The gate guard stands watch against invaders. The gate guard stands watch against invaders. <100%hp 100%mn 74%mv> e Outside the East Gate of Elvenhame You are outside the East Gate of Elvenhame. To the west is the gate itself. To the east are rolling plains, and if you squint and look hard enough, you can see the execution area: Gallow Hill. Beneath your feet are smooth cobblestones. [Exits: east west] The battlement guard stands watch against invaders. The gate guard stands watch against invaders. <100%hp 100%mn 72%mv> e You look up and notice that it is no longer raining. The gate guard shivers and suffers. The gate guard's poison maims him. <100%hp 100%mn 87%mv> A CheckPoint You come upon one of the Covenant's various checkpoints. Knights wearing the mark of the Covenant approach you, checking for contraband and identification. Seeing all papers are in order, they let you pass. [Exits: north east south west] <100%hp 100%mn 83%mv> e Gallow hill You walk in the grassy plains. On this little hill you can see two gallows, with rotting human tissue hanging from the ropes. Off to the side a ways is a statue of immense proportion standing upon a huge granite pedestal. It is of an elvish lord being ripped at by taloned fingers of several demons from Hell. Your eyes stray to the plaque, and you read, "The Immortal Imrazor, Forgotten Lord of Numenor, eternally loses his life after a tirade upon the citizens of Thera in Midgaard. -- The high gods and goddess overlook the destruction of one who slaughtered mortals." Suddenly you see images of the others: Styx, Awrathre, Xyza, Thrym, Ceran, Adorno, Taerin, Julive, Jansen, all watching... and the statue comes to life, screaming for mercy and fighting the sharp talons ripping its flesh away. You blink... and it is a lifeless statue again, a moment in the eternal torture of Imrazor captured in stone. Midgaard no longer exists, a new city has arisen in its place, but the fear and horror of Imrazor's tortures and cruelty remain in the memory of the peoples of Thera. [Exits: north east south west] <100%hp 100%mn 78%mv> s Path in the plains You are walking on a path situated in the rough plains. You feel the strong winds blow through your hair as you study the beautiful landscaping here. To the east, north and west the plains continue. To the south is the north gate of Ethshar. [Exits: north east south west] <100%hp 100%mn 74%mv> s Outer Northern Gates The grand gates of the Syndicate City of New Ethshar are here to the south. The gates are attached to a large marble wall that extends around the city, protecting it from wild creatures outside. To the north, a path through the plains stretches out before you. To the south is the city. [Exits: north] An Ethsharian gateguard stands here protecting the citygates. An Ethsharian gateguard stands here protecting the citygates. <100%hp 100%mn 72%mv> s An Ethsharian gateguard steps in front of you. An Ethsharian gateguard patiently says, 'To enter the glorious city of Ethshar you need to pay the 2 silver fee.' <100%hp 100%mn 72%mv> wo You have 1 gold, 616 silver, and 812 experience (988 exp to level). <100%hp 100%mn 72%mv> pay g     give guard 2*silver You do not have that item. <100%hp 100%mn 72%mv> give      wo You have 1 gold, 616 silver, and 812 experience (988 exp to level). <100%hp 100%mn 72%mv> give guard 2 silver You do not have that item. <100%hp 100%mn 72%mv> give guard2    @ 2*coins You do not have that item. <100%hp 100%mn 87%mv> l Outer Northern Gates The grand gates of the Syndicate City of New Ethshar are here to the south. The gates are attached to a large marble wall that extends around the city, protecting it from wild creatures outside. To the north, a path through the plains stretches out before you. To the south is the city. [Exits: north] An Ethsharian gateguard stands here protecting the citygates. An Ethsharian gateguard stands here protecting the citygates. <100%hp 100%mn 87%mv> give 2*silver guard You do not have that item. <100%hp 100%mn 87%mv> guve 2     ive 2 silver guard You give an Ethsharian gateguard 2 silver. An Ethsharian gateguard quickly pockets the coins and nods. An Ethsharian gateguard opens the grand gate. An Ethsharian gateguard ushers your party into Ethshar. Inner Northern Gates The wall stops here and has a large gap where some large swinging gates are held open to allow people to pass through. The path to the north leads to the outer gates and to the outside beyond. Wall Road continues to the east and west, and the inner city is to the south. [Exits: north east south west] The grand gate closes. <100%hp 100%mn 87%mv> s Northern Road The road is rather new looking and clean, paved with fine brick. The buildings around you are all made of clean, sturdy marble. The northern gates are to found to the north and the Square of the Shield is to the south. [Exits: north south] <100%hp 100%mn 85%mv> s Northern Road - Square of the Shield You are in a large square busy with people moving all around. The square under you is made of a huge solid block of white marble. Merchants are going south to the inner city to sell their goods, while others are going east and west to their guilds. A few people are going north towards the Northern Gates to leave the city. Combatant Avenue heads west while Celestial Way heads east. The Northern Road goes south towards the merchants quarters and north towards the Northern Gate from here. [Exits: north east south west] <100%hp 100%mn 83%mv> e Celestial Way The road is rather new looking and clean, paved with large granite blocks. The buildings around you are all made of clean, sturdy marble. To the north a small alley runs between two buildings. Celestial Way continues to the east while the Square of the Shield can be seen to the west. [Exits: north east west] <100%hp 100%mn 81%mv> e Celestial Way The road is rather new looking and clean, paved with large granite blocks. The buildings around you are all made of clean, sturdy marble. The clerics guild is to the north while Celestial Way continues to the east and west. [Exits: north east west] <100%hp 100%mn 79%mv> e Celestial Way The road is rather new looking and clean, paved with large granite blocks. The buildings around you are all made of clean, sturdy marble. To the north is the paladins guild. Celestial Way continues to the west while the Corner of Celestial Way and Elemental Avenue is found to the east. [Exits: north east west] <100%hp 100%mn 77%mv> e Corner of Celestial and Elemental The road is rather new looking and clean, paved with large granite blocks. The buildings around you are all made of clean, sturdy marble. Celestial Way extends to the west while Elemental Avenue heads to the south. [Exits: south west] A hefty woman patrols the streets of Ethshar, keeping the peace. <100%hp 100%mn 75%mv> e s Elemental Avenue The road is rather new looking and clean, paved with large granite blocks. The buildings around you are all made of clean, sturdy marble. To the north is the corner where Celestial Avenue meets up with Elemental Avenue from the south. [Exits: north south] <100%hp 100%mn 73%mv> s Elemental Avenue The road is rather new looking and clean, paved with large granite blocks. The buildings around you are all made of clean, sturdy marble. To the east is the elementalists guild. Elemental Avenue continues to the north and south. [Exits: north east south] <100%hp 100%mn 71%mv> s Elemental Avenue The road is rather new looking and clean, paved with large granite blocks. The buildings around you are all made of clean, sturdy marble. The channelers guild is to the east. Elemental Avenue continues to the north while East Main Street is to the south. [Exits: north east south] <100%hp 100%mn 69%mv> s East Main Street - Square of Arcani You are on the main street that runs through the center of Ethshar. This wide street, made of granite, meets the brick-covered roads of Elemental Avenue from the north and the Road of Dark Magic from the south, to form a small square. Citizens of Ethshar walk through this small square as they go about their daily duties. To the east is the Eastern Gate of Ethshar, while to the west is the center of the city. [Exits: north east south west] <100%hp 100%mn 67%mv> e East Main Street You are on the main street that runs through the center of Ethshar. The granite street majestically winds its way between the guild houses that reside to the north and south of this part of the street. To the east the Eastern Gate of Ethshar can be easily seen, while to the far west can be found the center of the city. [Exits: east west] <100%hp 100%mn 65%mv> e Inner Eastern Gates The wall of the guild houses stops here and a large gap continues where the walls intersect. This large gap is needed to accommodate the Eastern Gates when they are fully opened. The granite street continues, not only west and east from this spot, but also north and south, as Wall Road. To the east, the Outer Eastern Gates are easily seen, and the Eastern Road lies beyond them. [Exits: north south west] <100%hp 100%mn 78%mv> e The grand gate is closed. <100%hp 100%mn 78%mv> e The grand gate is closed. <100%hp 100%mn 78%mv> open e Ok. <100%hp 100%mn 78%mv> e Outer Eastern Gates The grand gates of the Syndicate City of New Ethshar are here to the west. The gates are attached to a large marble wall that extends around the city, protecting it from wild creatures outside. To the east is the Eastern road. The way west leads to the city. [Exits: east west] An Ethsharian gateguard stands here protecting the citygates. An Ethsharian gateguard stands here protecting the citygates. <100%hp 100%mn 76%mv> e City Entrance You stand on the outskirts of a large city-- Ethshar, the Imperial City, built upon the ruins of the old capital, Midgaard. The road leads east into the peace and quiet - and dangers - of the forest; to the west it becomes the city of Ethshar. [Exits: east west] <100%hp 100%mn 74%mv> e The Cross Roads Here, the great eastern road intersects with an older road between the mines of Moria and the ruined city of Thalos. The outskirts of Ethshar lie to your west, and the highway continues to the east. An old northern road leads to the dwarven kingdom and the abandoned mines of Moria, while the southern road shows the scars of the war which destroyed Thalos. [Exits: north east south west] <100%hp 100%mn 72%mv> e Along the Eastern Road You are walking along a well-traveled road between Ethshar and the lands east. A northern road crosses this one to the west, towards Ethshar. You hear faint whispers coming from the north. [Exits: north east west] <100%hp 100%mn 70%mv> e Along the Eastern Road You are traveling down the eastern road between Ethshar and the eastern lands. The road back to Ethshar is west of you while the Eastern Road winds onward to the east. You see a beautiful grove of trees up north, and a dirt path wanders off to the south. [Exits: north east south west] <100%hp 100%mn 68%mv> e Along the Eastern Road You have covered about a quarter of the distance between the cities of Ethshar and Tyr-Zinet. The air is getting drier as you near the barren wastes of the Sands of Sorrow. To the west is the dirt path leading to Glyndane and further west the glorious city of Ethshar. To the east the long trek to Tyr-Zinet winds its way through desert and hills. [Exits: east west] <100%hp 100%mn 66%mv> w Along the Eastern Road You are traveling down the eastern road between Ethshar and the eastern lands. The road back to Ethshar is west of you while the Eastern Road winds onward to the east. You see a beautiful grove of trees up north, and a dirt path wanders off to the south. [Exits: north east south west] <100%hp 100%mn 64%mv> s Dirt path You are traveling on a dirt path. To the south, you hear the sounds of construction, the yells of construction workers and overseers. Toward the north is the main road and a lovely grove of trees. [Exits: north south] <100%hp 100%mn 62%mv> s Dirt path You are traveling on a dirt path which leads north and south. To the south you see tall twin towers and a gate leading to Glyndane, a walled-in city with high hopes of avoiding the fate which hit old Midgaard. [Exits: north south] <100%hp 100%mn 60%mv> s Outside the North Gate Just south of you is the great northern gate, on either side of which is a tall tower, above which fly the flags of the city. Beyond the towers, running east and west, are the great stone battlements which surround the city and were erected for defense against outside invasion. To the north is a well-worn dirt road. [Exits: north south] <100%hp 100%mn 58%mv> s Inside the North Gate Just north of where you stand is the North Gate of Glyndane, on either side of which (east-west) are high towers, flying the flags of the city. Beyond them are the battlements, a high stone wall to help fortify the city against invasion. You can access the top of the wall by climbing the stone stair just off to the side of the gate. [Exits: north south up] <100%hp 100%mn 56%mv> s Bridge Street You are standing on Bridge Street, a dirty cobblestone road which runs north-south through the city. From the south come faint noises from Market Square. To the north is the great northern gate in the battlements surrounding the city. [Exits: north south] <100%hp 100%mn 54%mv> s Bridge Street You are standing just north of the intersection of Bridge Street and Winter Square, a noisy place, and yet the noise from farther south at Market Square is still audible. The cobblestones beneath your feet are encrusted with dirt and grime. Beyond to the north the street continues, and to the east and west are buildings, the entrances to which do not open to this street. [Exits: north south] <100%hp 100%mn 52%mv> s Winter Square You are standing at the intersection of Bridge Street and Winter Road. The street intersection is busy here, but the real noise comes from farther to the south at Market Square. The cobblestones beneath your feet are dirty, with hard-packed dirt and grime between the stones. In the back of your mind you realize that this dirt was probably there since before the fall of Arcana. [Exits: north east south west] A young clerical student devoutly practices cantrips. A young clerical student devoutly practices supplications. <100%hp 100%mn 50%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 48%mv> s Bridge Street You are standing on Bridge Street, a dirty cobblestone road which runs north-south through the city. From the south come noises from Market Square. To the west you see a plain building with a sign over the open entrance. To the east is a building with more decorative stone work, above its open entrance a silver plaque. [Exits: north east south west] A young student of the arts of war practices sword fighting forms. <100%hp 100%mn 46%mv> s Bridge Street You are standing on Bridge Street, a cobblestone road which runs north-south through the city. Just south is noisy Market Square. To the east is a building with the sign: Pet Shop ----->. To the west is a building bearing a sign: <--- Ye Olde Bakery. [Exits: north south] <100%hp 100%mn 44%mv> Ghearin has arrived. <100%hp 100%mn 44%mv> Ghearin leaves north. <100%hp 100%mn 44%mv> s Ghearin has arrived. 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 stoutly stands vigil against lawlessness in Glyndane. The road sweeper keeps the roads clean. <100%hp 100%mn 42%mv> Ghearin has arrived. <100%hp 100%mn 42%mv> Ghearin looks at you. <100%hp 100%mn 42%mv> l ghearin Before you is a small ugly creature with long tentacles dangling from it's face. It's skin is a disgusting, slime covered mauve, very thin but with few wounds. The being appears to be hovering a short distance off the ground and almost all of it's armor seems to be glowing and has a strange hum to it. It is wielding a long deadly looking whip with a sharp piercing end and a black handling that is clutched between two long boney fingers. Ghearin is in perfect condition. Ghearin is using: a leather vest a jewel-encrusted earring a jewel-encrusted earring a pair of red sleeves a cow skin a pair of thin bracers a pair of thick bracers a leather practice whip (Glowing) (Humming) A leather bound book labelled "missiles" <100%hp 100%mn 42%mv> The sky appears somewhat cloudy, and it begins to rain. <100%hp 100%mn 57%mv> nod g Ghearin leaves north. <100%hp 100%mn 57%mv> hearin They are not here. <100%hp 100%mn 57%mv> s Bridge Street You are standing on Bridge Street, a cobblestone road which runs north-south through the city. Just north is noisy Market Square. To the east is a building with the sign: General Store ----->. To the west is a building bearing a sign: <--- Fresh Butchered Meats. [Exits: north south] <100%hp 100%mn 55%mv> n Market Square You are standing in Market Square, a dirty intersection in the cobblestone roadway equidistant from four of the main shops in town. Main Street extends eastward and westward, while Bridge Street stretches on towards the north and south. A stone stair off to the side leads upward. Along the side of the stone stair is a bronze plaque. A tree off to the side bears a news scroll. The weathered parchment is crudely nailed to the trunk of the tree with metallic nails. [Exits: north east south west up] A cityguard stoutly stands vigil against lawlessness in Glyndane. The road sweeper keeps the roads clean. <100%hp 100%mn 53%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 51%mv> w Main Street You are standing on Main Street, a dirt-encrusted cobblestone road crossing through the city. It extends to the west and east. You can hear the bustle of business to the east. North is the wizard's wands and staves shop, south is the Alchemist's. [Exits: north east south west] <100%hp 100%mn 49%mv> w Main Street You are standing on Main Street, a cobblestone road crossing through the city. Its grimy surface extends to the east and west. You can hear the bustle of business to the east. North and south are the walls of buildings whose entrances do not open to this street. [Exits: east west] <100%hp 100%mn 47%mv> w Autumn Square You are standing at the intersection of Main Street and Autumn Road. Autumn Road extends north and south. To the northwest where once stood the Palace of Legion, now stands the Imperial Senate building. The intersection is busy here, but the real noise comes from farther to the east at Market Square. The cobblestones beneath your feet are encrusted with dirt, some of it probably dating back to before the fall of Arcana. [Exits: north east south west] A cityguard beats a simple cadence with his front right hoof as you pass by. <100%hp 100%mn 45%mv> <100%hp 100%mn 45%mv> s Autumn Road You are on Autumn Road, a narrow, dirt-encrusted cobblestone byway running north and south. From the east you hear a myriad of sounds: rushing winds, water, crackling fire, the grating of rock. A sign hangs above the arched doorway. To the west is a building with the word 'GYMNASIUM' carved above the doorway. [Exits: north east south west] An engraved plaque is here affixed to the entrance of the Gymnasium. <100%hp 100%mn 43%mv> w Entrance to the Gymnasium The stained hardwood floors shine in the light of the candles held in sconces on the east and west walls. The door to the tower is south. To the north is an open doorway leading to a road. Likewise, a doorway to the east opens to a road. To the west, through another open doorway, is a shimmering light. A glowing marble stairway leads upward. Near the door to the south, a receptionist sits behind a desk in the corner. There is a sign on the wall. Next to the sign is a shiny golden plaque. [Exits: north east west up] A young woman sitting behind a desk looks up from her reading. A cartographer stands here, scribbling intently on a map. A receptionist smiles happily. The cartographer looks up from his map and nods in greeting. The cartographer tells you, 'Welcome, Taar.' The cartographer tells you, 'I'm studying to be a mapmaker, so I know this area pretty well.' The cartographer tells you, 'This gymnasium is connected to almost every major city in Thera.' The cartographer tells you, 'If you need directions to Glyndane, Elvenhame, the gymnasium, Ethshar or Tyr-Zinet...' The cartographer tells you, '...or maybe even Arkham, New Ofcol, Aesil am Boovair in DDA, or even Sheqeston...' The cartographer tells you, '..just say so, and I can probably help you out!' <100%hp 100%mn 41%mv> unlock s *Click* <100%hp 100%mn 41%mv> s The door is closed. <100%hp 100%mn 41%mv> open s Ok. <100%hp 100%mn 41%mv> s Hallway Emerald green carpet extends from wall to wall. On the east and west walls are doors. To the north is a door leading to the entrance, to the south the hallway extends. [Exits: north south] <100%hp 100%mn 40%mv> close n Ok. <100%hp 100%mn 40%mv> s Hallway Emerald green carpet extends from wall to wall. On the east and west walls are doors. To the north and south the hallway extends. [Exits: north south] <100%hp 100%mn 39%mv> s Hallway Emerald green carpet extends from wall to wall. On the east and west walls are doors. To the north and south the hallway extends to a stairwell. [Exits: north south] <100%hp 100%mn 38%mv> open e Ok. <100%hp 100%mn 38%mv> e Training Room Chains run across the ceiling, with links leading down, at the end of which are brass lamps with lit candles enclosed in crystal. These lamps light up the room so that you can see the mat on the floor, the mats against the walls. To the west you see a door. [Exits: west] A young draconian student of combat practices here. A draconian warrior student tests his axe in one hand and then the other.. A young draconian student of combat practices here. <100%hp 100%mn 37%mv> close w Ok. <100%hp 100%mn 37%mv> back student Your backstab hits young draconian warrior student. Young draconian warrior student is in pretty bad shape. <100%hp 100%mn 37%mv> Young draconian warrior student's cleave misses you. Young draconian warrior student's cleave misses you. Your pierce scratches young draconian warrior student. Young draconian warrior student is DEAD!! You receive 93 experience points. You hear young draconian warrior student's death cry. You get 114 silver coins from the corpse of young draconian warrior student. The gods give you 3 silver coins for your sacrifice. <100%hp 100%mn 52%mv> back    l Training Room Chains run across the ceiling, with links leading down, at the end of which are brass lamps with lit candles enclosed in crystal. These lamps light up the room so that you can see the mat on the floor, the mats against the walls. To the west you see a door. [Exits: none] A draconian warrior student tests his axe in one hand and then the other.. A young draconian student of combat practices here. <100%hp 100%mn 52%mv> wo You have 1 gold, 731 silver, and 905 experience (895 exp to level). <100%hp 100%mn 52%mv> back student Your backstab hits young draconian warrior student. Young draconian warrior student is bleeding profusely. <100%hp 100%mn 52%mv> Young draconian warrior student's cleave nicks you. Young draconian warrior student's cleave misses you. Your pierce misses young draconian warrior student. Young draconian warrior student is bleeding profusely. <95%hp 100%mn 52%mv> Young draconian warrior student's cleave misses you. Young draconian warrior student's cleave misses you. Your pierce scratches young draconian warrior student. Young draconian warrior student is bleeding profusely. <95%hp 100%mn 52%mv> Young draconian warrior student's cleave misses you. Young draconian warrior student's cleave misses you. Your pierce scratches young draconian warrior student. Young draconian warrior student is in pretty bad shape. <95%hp 100%mn 52%mv> Young draconian warrior student's cleave misses you. Young draconian warrior student's cleave misses you. Your pierce scratches young draconian warrior student. Young draconian warrior student is DEAD!! You receive 93 experience points. You hear young draconian warrior student's death cry. You get 128 silver coins from the corpse of young draconian warrior student. The gods give you 3 silver coins for your sacrifice. <95%hp 100%mn 52%mv> l Training Room Chains run across the ceiling, with links leading down, at the end of which are brass lamps with lit candles enclosed in crystal. These lamps light up the room so that you can see the mat on the floor, the mats against the walls. To the west you see a door. [Exits: none] A young draconian student of combat practices here. <95%hp 100%mn 52%mv> back student Your backstab grazes young draconian warrior student. Young draconian warrior student has some nasty cuts. <95%hp 100%mn 52%mv> Young draconian warrior student's cleave nicks you. Young draconian warrior student's cleave misses you. Your pierce grazes young draconian warrior student. Young draconian warrior student is in pretty bad shape. <90%hp 100%mn 52%mv> Young draconian warrior student's cleave misses you. Young draconian warrior student's cleave misses you. Your pierce scratches young draconian warrior student. Young draconian warrior student is DEAD!! You receive 94 experience points. You hear young draconian warrior student's death cry. You get 54 silver coins from the corpse of young draconian warrior student. The gods give you 3 silver coins for your sacrifice. <90%hp 100%mn 52%mv> l Training Room Chains run across the ceiling, with links leading down, at the end of which are brass lamps with lit candles enclosed in crystal. These lamps light up the room so that you can see the mat on the floor, the mats against the walls. To the west you see a door. [Exits: none] <90%hp 100%mn 52%mv> open w Ok. <100%hp 100%mn 67%mv> w Hallway Emerald green carpet extends from wall to wall. On the east and west walls are doors. To the north and south the hallway extends to a stairwell. [Exits: north east south] <100%hp 100%mn 66%mv> n Hallway Emerald green carpet extends from wall to wall. On the east and west walls are doors. To the north and south the hallway extends. [Exits: north south] <100%hp 100%mn 65%mv> n Hallway Emerald green carpet extends from wall to wall. On the east and west walls are doors. To the north is a door leading to the entrance, to the south the hallway extends. [Exits: south] <100%hp 100%mn 64%mv> open s n Ok. <100%hp 100%mn 64%mv> n Entrance to the Gymnasium The stained hardwood floors shine in the light of the candles held in sconces on the east and west walls. The door to the tower is south. To the north is an open doorway leading to a road. Likewise, a doorway to the east opens to a road. To the west, through another open doorway, is a shimmering light. A glowing marble stairway leads upward. Near the door to the south, a receptionist sits behind a desk in the corner. There is a sign on the wall. Next to the sign is a shiny golden plaque. [Exits: north east south west up] A young woman sitting behind a desk looks up from her reading. A cartographer stands here, scribbling intently on a map. A receptionist smiles happily. The cartographer looks up from his map and nods in greeting. The cartographer tells you, 'Welcome, Taar.' The cartographer tells you, 'I'm studying to be a mapmaker, so I know this area pretty well.' The cartographer tells you, 'This gymnasium is connected to almost every major city in Thera.' The cartographer tells you, 'If you need directions to Glyndane, Elvenhame, the gymnasium, Ethshar or Tyr-Zinet...' The cartographer tells you, '...or maybe even Arkham, New Ofcol, Aesil am Boovair in DDA, or even Sheqeston...' The cartographer tells you, '..just say so, and I can probably help you out!' <100%hp 100%mn 63%mv> e Autumn Road You are on Autumn Road, a narrow, dirt-encrusted cobblestone byway running north and south. From the east you hear a myriad of sounds: rushing winds, water, crackling fire, the grating of rock. A sign hangs above the arched doorway. To the west is a building with the word 'GYMNASIUM' carved above the doorway. [Exits: north east south west] An engraved plaque is here affixed to the entrance of the Gymnasium. <100%hp 100%mn 61%mv> n Autumn Square You are standing at the intersection of Main Street and Autumn Road. Autumn Road extends north and south. To the northwest where once stood the Palace of Legion, now stands the Imperial Senate building. The intersection is busy here, but the real noise comes from farther to the east at Market Square. The cobblestones beneath your feet are encrusted with dirt, some of it probably dating back to before the fall of Arcana. [Exits: north east south west] A cityguard beats a simple cadence with his front right hoof as you pass by. <100%hp 100%mn 59%mv> n Autumn Road You are on Autumn Road, a narrow byway of grime-covered cobblestones running north and south. To the west you can see a grand structure of marble and stonework. Guards patrol atop the walls here, watching over the building, and streets below. From where you stand, you hear the distinctive sound of crackling energy coming from the east, and you see a magical glow emanating from the building there, a fine light marble structure with a bluish-green glow. A sign hangs over the beveled archway. [Exits: north east south] <100%hp 100%mn 57%mv> s Autumn Square You are standing at the intersection of Main Street and Autumn Road. Autumn Road extends north and south. To the northwest where once stood the Palace of Legion, now stands the Imperial Senate building. The intersection is busy here, but the real noise comes from farther to the east at Market Square. The cobblestones beneath your feet are encrusted with dirt, some of it probably dating back to before the fall of Arcana. [Exits: north east south west] A cityguard beats a simple cadence with his front right hoof as you pass by. <100%hp 100%mn 55%mv> e Main Street You are standing on Main Street, a cobblestone road crossing through the city. Its grimy surface extends to the east and west. You can hear the bustle of business to the east. North and south are the walls of buildings whose entrances do not open to this street. [Exits: east west] <100%hp 100%mn 53%mv> e Main Street You are standing on Main Street, a dirt-encrusted cobblestone road crossing through the city. It extends to the west and east. You can hear the bustle of business to the east. North is the wizard's wands and staves shop, south is the Alchemist's. [Exits: north east south west] <100%hp 100%mn 51%mv> e Main Street You are standing on Main Street, a cobblestone road crossing through the city. It extends to the west. To the east is the Market Square. North is a bakery, and south is the butcher's. [Exits: north east south west] <100%hp 100%mn 49%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 stoutly stands vigil against lawlessness in Glyndane. The road sweeper keeps the roads clean. <100%hp 100%mn 47%mv> n Bridge Street You are standing on Bridge Street, a cobblestone road which runs north-south through the city. Just south is noisy Market Square. To the east is a building with the sign: Pet Shop ----->. To the west is a building bearing a sign: <--- Ye Olde Bakery. [Exits: north south] <100%hp 100%mn 45%mv> n Bridge Street You are standing on Bridge Street, a dirty cobblestone road which runs north-south through the city. From the south come noises from Market Square. To the west you see a plain building with a sign over the open entrance. To the east is a building with more decorative stone work, above its open entrance a silver plaque. [Exits: north east south west] A young clerical student devoutly practices supplications. A young student of the arts of war practices sword fighting forms. <100%hp 100%mn 43%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 41%mv> n Winter Square You are standing at the intersection of Bridge Street and Winter Road. The street intersection is busy here, but the real noise comes from farther to the south at Market Square. The cobblestones beneath your feet are dirty, with hard-packed dirt and grime between the stones. In the back of your mind you realize that this dirt was probably there since before the fall of Arcana. [Exits: north east south west] A citizen of Glyndane is here, enjoying the fresh air. A young clerical student devoutly practices cantrips. <100%hp 100%mn 39%mv> n Bridge Street You are standing just north of the intersection of Bridge Street and Winter Square, a noisy place, and yet the noise from farther south at Market Square is still audible. The cobblestones beneath your feet are encrusted with dirt and grime. Beyond to the north the street continues, and to the east and west are buildings, the entrances to which do not open to this street. [Exits: north south] <100%hp 100%mn 37%mv> n Bridge Street You are standing on Bridge Street, a dirty cobblestone road which runs north-south through the city. From the south come faint noises from Market Square. To the north is the great northern gate in the battlements surrounding the city. [Exits: north south] <100%hp 100%mn 35%mv> n Inside the North Gate Just north of where you stand is the North Gate of Glyndane, on either side of which (east-west) are high towers, flying the flags of the city. Beyond them are the battlements, a high stone wall to help fortify the city against invasion. You can access the top of the wall by climbing the stone stair just off to the side of the gate. [Exits: north south up] <100%hp 100%mn 33%mv> n Outside the North Gate Just south of you is the great northern gate, on either side of which is a tall tower, above which fly the flags of the city. Beyond the towers, running east and west, are the great stone battlements which surround the city and were erected for defense against outside invasion. To the north is a well-worn dirt road. [Exits: north south] <100%hp 100%mn 31%mv> n Dirt path You are traveling on a dirt path which leads north and south. To the south you see tall twin towers and a gate leading to Glyndane, a walled-in city with high hopes of avoiding the fate which hit old Midgaard. [Exits: north south] <100%hp 100%mn 29%mv> n Dirt path You are traveling on a dirt path. To the south, you hear the sounds of construction, the yells of construction workers and overseers. Toward the north is the main road and a lovely grove of trees. [Exits: north south] <100%hp 100%mn 42%mv> n Along the Eastern Road You are traveling down the eastern road between Ethshar and the eastern lands. The road back to Ethshar is west of you while the Eastern Road winds onward to the east. You see a beautiful grove of trees up north, and a dirt path wanders off to the south. [Exits: north east south west] <100%hp 100%mn 40%mv> n At the edge of the grove You are standing at the entrance of a beautiful grove of trees, and your heart is filled with pure, peaceful thoughts. This looks like a safe place to recover from the wounds of adventuring. A faint path through the grove lies to the north, and you can see the eastern road to the south. [Exits: north south] <100%hp 100%mn 37%mv> n Inside the grove As you walk among the stately oaks of this grove, you feel at peace and in harmony with this beautiful forest. If only the rest of the lands were so tranquil. The trail turns towards the east, leading into the secluded trees of the druids' holy grove, and a path back to the eastern road lies south. A large pile of dirt rises from the center of the knoll here, leading into musty subterranean depths. [Exits: east south down] <100%hp 100%mn 33%mv> d A Crumbling Tunnel This tunnel seems to have been clawed straight into the ground by a strong force of many, many workers. A ladder made of flimsy wood provides passage downward into the torch-lit depths. The tunnels below smell of moist earth, and the mutterings of some type of creature echo upward. A large plaque is present in between the rungs of the wooden ladder. [Exits: up down] <100%hp 100%mn 29%mv> d A Crumbling Tunnel As the tunnel delves deeper into the ground, the temperature drastically cools. A breeze funnels down from the surface above, further lowering the temperature of the earthen pathway. The flimsy ladder of wood continues to provide a way up or down. [Exits: up down] <100%hp 100%mn 24%mv> d Before a Landing Just below lies a soft patch of muddy earth. Claw-like footprints are present in the soft earth, which often receives rain from the surface. A burnt-out torch lies in a scone on the northern wall below. The wooden ladder gives out about four feet from the bottom of the shaft. [Exits: up down] <100%hp 100%mn 19%mv> d A Muddy Landing The squishy mud here holds countless imprints of clawed feet, along with a few booted ones. The tunnels are well lit, as burning scones line the walls at an interval of every twenty feet. Though the tunnels appear sturdy, refuse and discarded items lie about, all but hiding the foundation and supports. [Exits: south up] <100%hp 100%mn 14%mv> s The Kobold Tunnels All manner of refuse lines the floor and sides of these tunnels. Ancient discarded weapons, crumbling armor, children's toys, and pieces of wood and stone make up only a fraction of the junk lying about. The kobolds living in these tunnels are obviously avid scavengers. [Exits: north east west] A scarlet-furred kobold howls disturbingly here. <100%hp 100%mn 9%mv> con kobold The scarlet kobold would not need much help to kill you. The scarlet kobold grins evilly at you. <100%hp 100%mn 9%mv> n A Muddy Landing The squishy mud here holds countless imprints of clawed feet, along with a few booted ones. The tunnels are well lit, as burning scones line the walls at an interval of every twenty feet. Though the tunnels appear sturdy, refuse and discarded items lie about, all but hiding the foundation and supports. [Exits: south up] <100%hp 100%mn 4%mv> u You are too exhausted. <100%hp 100%mn 4%mv> sit You sit down. <100%hp 100%mn 4%mv> Ghearin mentally projects to you, 'Greetings what rank do you currently hold?' <100%hp 100%mn 19%mv> reply I am of the 1st rankning \You tell Ghearin, 'I am of the 1st rankning' <100%hp 100%mn 34%mv> Ghearin mentally projects to you, 'aye' <100%hp 100%mn 34%mv> wh Huh? <100%hp 100%mn 34%mv> who [ Chnge ] Alexzy the Spy [ Ilthd ] Ghearin the Master Scribe [ Chnge ] [Helper] Sinadan the Master of the Elements [ G-Elf ] Parnika Woodmind the Holy Heroine [ Ilthd ] Gankie the Assassin [ 1 Chnge Thi] (PK) Taar the Pilferer [ Cen ] (CRIMINAL) Odyssi Goldhoof, The Half-Mad Centaur [ Elf ] Caden the Questor [ Half ] Carak Paur the Monk Hero Players found: 9 <100%hp 100%mn 49%mv> l A Muddy Landing The squishy mud here holds countless imprints of clawed feet, along with a few booted ones. The tunnels are well lit, as burning scones line the walls at an interval of every twenty feet. Though the tunnels appear sturdy, refuse and discarded items lie about, all but hiding the foundation and supports. [Exits: south up] <100%hp 100%mn 49%mv> u Better stand up first. <100%hp 100%mn 64%mv> sn =tan    tand You stand up. <100%hp 100%mn 64%mv> u Before a Landing Just below lies a soft patch of muddy earth. Claw-like footprints are present in the soft earth, which often receives rain from the surface. A burnt-out torch lies in a scone on the northern wall below. The wooden ladder gives out about four feet from the bottom of the shaft. [Exits: up down] <100%hp 100%mn 59%mv> u A Crumbling Tunnel As the tunnel delves deeper into the ground, the temperature drastically cools. A breeze funnels down from the surface above, further lowering the temperature of the earthen pathway. The flimsy ladder of wood continues to provide a way up or down. [Exits: up down] <100%hp 100%mn 54%mv> u A Crumbling Tunnel This tunnel seems to have been clawed straight into the ground by a strong force of many, many workers. A ladder made of flimsy wood provides passage downward into the torch-lit depths. The tunnels below smell of moist earth, and the mutterings of some type of creature echo upward. A large plaque is present in between the rungs of the wooden ladder. [Exits: up down] <100%hp 100%mn 49%mv> u Inside the grove As you walk among the stately oaks of this grove, you feel at peace and in harmony with this beautiful forest. If only the rest of the lands were so tranquil. The trail turns towards the east, leading into the secluded trees of the druids' holy grove, and a path back to the eastern road lies south. A large pile of dirt rises from the center of the knoll here, leading into musty subterranean depths. [Exits: east south down] <100%hp 100%mn 45%mv> You look up and notice that it is no longer raining. <100%hp 100%mn 60%mv> s At the edge of the grove You are standing at the entrance of a beautiful grove of trees, and your heart is filled with pure, peaceful thoughts. This looks like a safe place to recover from the wounds of adventuring. A faint path through the grove lies to the north, and you can see the eastern road to the south. [Exits: north south] <100%hp 100%mn 56%mv> s Along the Eastern Road You are traveling down the eastern road between Ethshar and the eastern lands. The road back to Ethshar is west of you while the Eastern Road winds onward to the east. You see a beautiful grove of trees up north, and a dirt path wanders off to the south. [Exits: north east south west] <100%hp 100%mn 53%mv> s Dirt path You are traveling on a dirt path. To the south, you hear the sounds of construction, the yells of construction workers and overseers. Toward the north is the main road and a lovely grove of trees. [Exits: north south] <100%hp 100%mn 51%mv> s Dirt path You are traveling on a dirt path which leads north and south. To the south you see tall twin towers and a gate leading to Glyndane, a walled-in city with high hopes of avoiding the fate which hit old Midgaard. [Exits: north south] <100%hp 100%mn 49%mv> s Outside the North Gate Just south of you is the great northern gate, on either side of which is a tall tower, above which fly the flags of the city. Beyond the towers, running east and west, are the great stone battlements which surround the city and were erected for defense against outside invasion. To the north is a well-worn dirt road. [Exits: north south] <100%hp 100%mn 47%mv> s Inside the North Gate Just north of where you stand is the North Gate of Glyndane, on either side of which (east-west) are high towers, flying the flags of the city. Beyond them are the battlements, a high stone wall to help fortify the city against invasion. You can access the top of the wall by climbing the stone stair just off to the side of the gate. [Exits: north south up] <100%hp 100%mn 45%mv> s Bridge Street You are standing on Bridge Street, a dirty cobblestone road which runs north-south through the city. From the south come faint noises from Market Square. To the north is the great northern gate in the battlements surrounding the city. [Exits: north south] <100%hp 100%mn 43%mv> s Bridge Street You are standing just north of the intersection of Bridge Street and Winter Square, a noisy place, and yet the noise from farther south at Market Square is still audible. The cobblestones beneath your feet are encrusted with dirt and grime. Beyond to the north the street continues, and to the east and west are buildings, the entrances to which do not open to this street. [Exits: north south] A young clerical student devoutly practices cantrips. <100%hp 100%mn 41%mv> s Winter Square You are standing at the intersection of Bridge Street and Winter Road. The street intersection is busy here, but the real noise comes from farther to the south at Market Square. The cobblestones beneath your feet are dirty, with hard-packed dirt and grime between the stones. In the back of your mind you realize that this dirt was probably there since before the fall of Arcana. [Exits: north east south west] A citizen of Glyndane is here, enjoying the fresh air. <100%hp 100%mn 54%mv> The sun slowly disappears in the west. The sky gets very cloudy and a calmness begins here. <100%hp 100%mn 69%mv> A citizen leaves east. <100%hp 100%mn 69%mv> You look up and notice that it is no longer raining. <100%hp 100%mn 84%mv> The night has begun. <100%hp 100%mn 100%mv> You are thirsty. You are hungry. <100%hp 100%mn 100%mv> Ghearin has arrived. <100%hp 100%mn 100%mv> Ghearin leaves north. <100%hp 100%mn 100%mv> You are thirsty. You are hungry. <100%hp 100%mn 100%mv> The sky appears somewhat cloudy, and it begins to rain. You are thirsty. You are hungry. <100%hp 100%mn 100%mv> Ghearin has arrived. <100%hp 100%mn 100%mv> Ghearin leaves north. <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> A citizen 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> A citizen leaves west. <100%hp 100%mn 100%mv> You look up and notice that it is no longer raining. You disappear into the void. Alas, all good things must come to an end. Connection closed by foreign host. [1:tz/z/zeptar>