Script started on Thu Feb 9 09:38:30 2012 bash-3.2$ telnet telnet> open (to) darkmists.org 2222 Trying 24.217.21.230... 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) Implementor: Xyza, The One True Spell, Goddess of Magic and Wisdom (xyza@darkmists.org) Welcome to the Dark Mists, a medieval fantasy role-playing and PK MUD! Please choose a good name for role-playing. Do not string two names together (SunStarer), use names with multiple capitalization (McNeil), use famous names (Bilbo, Megaman), or string together common words (Dragonslayer, Goddess, Killyouall). DM is anti-multicharring; please do not play with more than one session. By what name do you wish to be known? Traz Password: XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX XX XX XX Hear Ye, Hear Ye! Citizens of Thera pay heed. These are the standing XX XX notices of the land as of 5 September 2010: XX XX XX XX o HELP MULTICHAR has been updated! Read! 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 Visit the Official Dark Mists WebPage at http://www.darkmists.org XX XX XX XX o Use the 'forum' command to register for the Offical Dark Mists Forum XX XX at http://www.darkmists.org/forum XX XX XX XX o Updated maps of major cities are now located on the forum as well. XX XX XX XX o PLEASE NOTE: We do not tolerate racism or discrimination here. XX XX XX [Hit Return to continue] XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX Welcome to Dark Mists. Please do not feed the mobiles. Market Square You are standing in Market Square, a dirty intersection in the cobblestone roadway equidistant from four of the main shops in town. Main Street extends eastward and westward, while Bridge Street stretches on towards the north and south. A stone stair off to the side leads upward. Along the side of the stone stair is a bronze plaque. A tree off to the side bears a news scroll. The weathered parchment is crudely nailed to the trunk of the tree with metallic nails. A second scroll, much newer than the first, is carefully attached to a low limb so as not to harm the tree. [Exits: north east south west] The road sweeper keeps the roads clean. A cityguard beats a simple cadence with his front right hoof as you pass by. You have no unread notes. <100%hp 100%mn 100%mv> A young student of the arts of war has arrived. <100%hp 100%mn 100%mv> l Market Square You are standing in Market Square, a dirty intersection in the cobblestone roadway equidistant from four of the main shops in town. Main Street extends eastward and westward, while Bridge Street stretches on towards the north and south. A stone stair off to the side leads upward. Along the side of the stone stair is a bronze plaque. A tree off to the side bears a news scroll. The weathered parchment is crudely nailed to the trunk of the tree with metallic nails. A second scroll, much newer than the first, is carefully attached to a low limb so as not to harm the tree. [Exits: north east south west] A young student of the arts of war practices sword fighting forms. The road sweeper keeps the roads clean. A cityguard beats a simple cadence with his front right hoof as you pass by. <100%hp 100%mn 100%mv> con cityguard The perfect match! A Glyndane cityguard seems indifferent towards you. <100%hp 100%mn 100%mv> back s cityguard You claim a Glyndane cityguard. Your backstab misses a Glyndane cityguard. A Glyndane cityguard is in perfect condition. (100%) <100%hp 100%mn 100%mv> A Glyndane cityguard hops to his right and parries your pierce to his left. Your pierce thrashes a Glyndane cityguard. You duck and dodge a Glyndane cityguard's beating. You parry a Glyndane cityguard's beating and deflect it downward. A Glyndane cityguard has a few scratches. (97%) <100%hp 100%mn 100%mv> Your pierce mauls a Glyndane cityguard. Your pierce mauls a Glyndane cityguard. You lean to the right and dodge a Glyndane cityguard's beating. A Glyndane cityguard's beating injures you. A Glyndane cityguard has a few scratches. (90%) <94%hp 100%mn 100%mv> dirt Your kicked dirt scratches a Glyndane cityguard. A Glyndane cityguard is blinded by the dirt in his eyes! A Glyndane cityguard has a few scratches. (90%) <94%hp 100%mn 100%mv> Your pierce wounds a Glyndane cityguard. Your pierce wounds a Glyndane cityguard. Your pierce wounds a Glyndane cityguard. You parry a Glyndane cityguard's beating to the right. You learn from your mistakes, and your parry skill improves. You scramble backward and dodge a Glyndane cityguard's beating. A Glyndane cityguard has some small wounds. (82%) <94%hp 100%mn 100%mv> Your pierce mauls a Glyndane cityguard. Your pierce wounds a Glyndane cityguard. You strike aside a Glyndane cityguard's beating. You parry a Glyndane cityguard's beating to the left. A Glyndane cityguard has some small wounds. (77%) <94%hp 100%mn 100%mv> Your pierce wounds a Glyndane cityguard. Your pierce thrashes a Glyndane cityguard. Your pierce wounds a Glyndane cityguard. A Glyndane cityguard's beating injures you. A Glyndane cityguard's beating injures you. A Glyndane cityguard has some nasty cuts. (69%) <84%hp 100%mn 100%mv> Your pierce misses a Glyndane cityguard. Your pierce wounds a Glyndane cityguard. You hop backward and parry a Glyndane cityguard's beating. You hop to the right and parry a Glyndane cityguard's beating to the left. A Glyndane cityguard has some nasty cuts. (66%) <84%hp 100%mn 100%mv> s dirt He has already been blinded from the dirt in his eyes. A Glyndane cityguard has some nasty cuts. (66%) <84%hp 100%mn 100%mv> Your pierce thrashes a Glyndane cityguard. Your pierce misses a Glyndane cityguard. You parry a Glyndane cityguard's beating and deflect it to the left. A Glyndane cityguard's beating wounds you. A Glyndane cityguard has some nasty cuts. (63%) <78%hp 100%mn 100%mv> Your pierce wounds a Glyndane cityguard. Your pierce misses a Glyndane cityguard. A Glyndane cityguard's beating wounds you. You scramble backward and dodge a Glyndane cityguard's beating. A Glyndane cityguard has some nasty cuts. (61%) <72%hp 100%mn 100%mv> A Glyndane cityguard ducks and parries your pierce. Your pierce mauls a Glyndane cityguard. You parry a Glyndane cityguard's beating and deflect it to the left. You have become better at parry! You lean back and dodge a Glyndane cityguard's beating. A Glyndane cityguard has some nasty cuts. (58%) <72%hp 100%mn 100%mv> A Glyndane cityguard leans to his right and dodges your pierce. Your pierce mauls a Glyndane cityguard. You hop to the right and parry a Glyndane cityguard's beating to the left. A Glyndane cityguard's beating injures you. A Glyndane cityguard has some nasty cuts. (55%) <66%hp 100%mn 100%mv> dirt He has already been blinded from the dirt in his eyes. A Glyndane cityguard has some nasty cuts. (55%) <66%hp 100%mn 100%mv> Your pierce wounds a Glyndane cityguard. Your pierce wounds a Glyndane cityguard. Your pierce decimates a Glyndane cityguard. A Glyndane cityguard's beating hits you. You duck and parry a Glyndane cityguard's beating. A Glyndane cityguard gets a wild look in his eyes. A Glyndane cityguard is bleeding profusely. (52%) <63%hp 100%mn 100%mv> Your pierce decimates a Glyndane cityguard. Your pierce thrashes a Glyndane cityguard. You parry a Glyndane cityguard's beating and deflect it to the left. You strike aside a Glyndane cityguard's beating. A Glyndane cityguard is bleeding profusely. (45%) <63%hp 100%mn 100%mv> Your pierce mauls a Glyndane cityguard. A Glyndane cityguard hops to his left and parries your pierce to his right. You lean back and dodge a Glyndane cityguard's beating. A Glyndane cityguard's beating injures you. A Glyndane cityguard is bleeding profusely. (43%) <59%hp 100%mn 100%mv> Your pierce mauls a Glyndane cityguard. Your pierce wounds a Glyndane cityguard. Your pierce wounds a Glyndane cityguard. A Glyndane cityguard's beating mauls you. A Glyndane cityguard's beating wounds you. A Glyndane cityguard is spurting blood. (34%) <44%hp 100%mn 100%mv> Your pierce decimates a Glyndane cityguard. Your pierce mauls a Glyndane cityguard. Your pierce wounds a Glyndane cityguard. A Glyndane cityguard's beating injures you. You parry a Glyndane cityguard's beating and deflect it downward. A Glyndane cityguard's kick misses you. A Glyndane cityguard is spurting blood. (25%) <39%hp 100%mn 100%mv> wipmy A Glyndane cityguard parries your pierce and deflects it downward. Your pierce mauls a Glyndane cityguard. A Glyndane cityguard's beating wounds you. A Glyndane cityguard's beating wounds you. A Glyndane cityguard is spurting blood. (22%) <26%hp 100%mn 100%mv> ^R wipm  mpy 10 Wimpy set to 10% hit points. A Glyndane cityguard is spurting blood. (22%) <26%hp 100%mn 100%mv> Your pierce thrashes a Glyndane cityguard. Your pierce misses a Glyndane cityguard. A Glyndane cityguard's beating wounds you. You sure are BLEEDING! You parry a Glyndane cityguard's beating and deflect it to the left. A Glyndane cityguard is in pretty bad shape. (19%) <20%hp 100%mn 100%mv> Your pierce thrashes a Glyndane cityguard. Your pierce thrashes a Glyndane cityguard. You parry a Glyndane cityguard's beating and deflect it downward. A Glyndane cityguard's beating thrashes you. You sure are BLEEDING! A Glyndane cityguard is in pretty bad shape. (13%) <13%hp 100%mn 100%mv> Your pierce wounds a Glyndane cityguard. Your pierce wounds a Glyndane cityguard. You parry a Glyndane cityguard's beating and deflect it upward. You scramble backward and dodge a Glyndane cityguard's beating. A Glyndane cityguard is in pretty bad shape. (8%) <13%hp 100%mn 100%mv> flee w You choose a direction at random and begin to run... Alas, you cannot go that way. You end up right back where you started! Uh oh! You choose a direction at random and begin to run... Main Street You are standing on Main Street, a cobblestone road crossing through the city. It extends to the east. To the west is the Market Square. North is a pet shop, and south is a two-story building, the general store below and the Hammer & Anvil above. You can see the wooden sign with the hammer and anvil devices, and a mug of beer between them, jutting out from the second storey next to a grime-covered window. [Exits: north east south west] A small red-tipped blackbird chirps and trills as he seeks a mate. You flee from combat! You lost 10 exp. <13%hp 100%mn 99%mv> A Glyndane cityguard has arrived. A Glyndane cityguard yells, 'Traz, now you die!' A Glyndane cityguard's beating wounds you. You sure are BLEEDING! You choose a direction at random and begin to run... Main Street You are standing on Main Street, a dirty cobblestone road crossing through the city. It extends to the east and west. From the west you hear the noise from the Market Square. North is a weapons shop, and south is the armory. [Exits: north east south west] You flee from combat! You lost 10 exp. <7%hp 100%mn 99%mv> hide You attempt to hide. <7%hp 100%mn 99%mv> z You attempt to hide. <7%hp 100%mn 99%mv> A Glyndane cityguard has arrived. A Glyndane cityguard yells, 'Traz, now you die!' A Glyndane cityguard's beating wounds you. You sure are BLEEDING! You choose a direction at random and begin to run... You step out of the shadows. Main Street You are standing on Main Street, a cobblestone road crossing through the city. It extends to the east. To the west is the Market Square. North is a pet shop, and south is a two-story building, the general store below and the Hammer & Anvil above. You can see the wooden sign with the hammer and anvil devices, and a mug of beer between them, jutting out from the second storey next to a grime-covered window. [Exits: north east south west] A small red-tipped blackbird chirps and trills as he seeks a mate. You flee from combat! You lost 10 exp. <2%hp 100%mn 99%mv> z You attempt to hide. <2%hp 100%mn 99%mv> z You attempt to hide. <2%hp 100%mn 99%mv> x You attempt to move silently. <2%hp 100%mn 99%mv> A Glyndane cityguard has arrived. A Glyndane cityguard yells, 'Traz, now you die!' You parry a Glyndane cityguard's beating to the left. A Glyndane cityguard's beating wounds you. You have been KILLED!! [Achievement] Better Luck Next Time - You died to a denizen of the Dark Mists. You have died and turned into an invincible ghost for a few minutes. Temple of Balance Donation Room A donation pit in the southeast corner is the focus of many in this room. Above the pit, on the rock wall to the south, is a sign. [Exits: north west] A pit for sacrifices is here. A huge cityguard scrutinizes you as he strolls by. <49%hp 49%mn 50%mv> w Nah... You feel too relaxed... <49%hp 49%mn 50%mv> w stand You stand up. <49%hp 49%mn 50%mv> w You step out of the shadows. Entrance to the Seminary With entrances facing both the pit room and the road, this room is well-aired. The floor is of light wood, scuffed badly but kept clean by young students of the cloth. The Seminary itself is to the north. A plain bench against the south wall invites the weary traveller to rest a little. [Exits: north east west] <49%hp 49%mn 49%mv> w Bridge Street You are standing on Bridge Street, a dirty cobblestone road which runs north-south through the city. From the south come noises from Market Square. To the west you see a plain building with a sign over the open entrance. To the east is a building with more decorative stone work, above its open entrance a silver plaque. [Exits: north east south west] <49%hp 49%mn 49%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] <49%hp 49%mn 48%mv> s Market Square You are standing in Market Square, a dirty intersection in the cobblestone roadway equidistant from four of the main shops in town. Main Street extends eastward and westward, while Bridge Street stretches on towards the north and south. A stone stair off to the side leads upward. Along the side of the stone stair is a bronze plaque. A tree off to the side bears a news scroll. The weathered parchment is crudely nailed to the trunk of the tree with metallic nails. A second scroll, much newer than the first, is carefully attached to a low limb so as not to harm the tree. [Exits: north east south west] A young student of the arts of war practices sword fighting forms. The road sweeper keeps the roads clean. <49%hp 49%mn 48%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] <49%hp 49%mn 47%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] <49%hp 49%mn 47%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] <49%hp 49%mn 46%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. A second scroll, much newer than the first, is carefully attached to a low limb so as not to harm the tree. [Exits: north east south west] A young student of the arts of war practices sword fighting forms. The road sweeper keeps the roads clean. <49%hp 49%mn 46%mv> e Main Street You are standing on Main Street, a cobblestone road crossing through the city. It extends to the east. To the west is the Market Square. North is a pet shop, and south is a two-story building, the general store below and the Hammer & Anvil above. You can see the wooden sign with the hammer and anvil devices, and a mug of beer between them, jutting out from the second storey next to a grime-covered window. [Exits: north east south west] The corpse of Traz is lying here. [Yours] A cityguard beats a simple cadence with his front right hoof as you pass by. A small red-tipped blackbird chirps and trills as he seeks a mate. <49%hp 49%mn 46%mv> w Market Square You are standing in Market Square, a dirty intersection in the cobblestone roadway equidistant from four of the main shops in town. Main Street extends eastward and westward, while Bridge Street stretches on towards the north and south. A stone stair off to the side leads upward. Along the side of the stone stair is a bronze plaque. A tree off to the side bears a news scroll. The weathered parchment is crudely nailed to the trunk of the tree with metallic nails. A second scroll, much newer than the first, is carefully attached to a low limb so as not to harm the tree. [Exits: north east south west] A young student of the arts of war practices sword fighting forms. The road sweeper keeps the roads clean. <49%hp 49%mn 45%mv> z You attempt to hide. <52%hp 55%mn 55%mv> x You attempt to move silently. <52%hp 55%mn 55%mv> e You step out of the shadows. Main Street You are standing on Main Street, a cobblestone road crossing through the city. It extends to the east. To the west is the Market Square. North is a pet shop, and south is a two-story building, the general store below and the Hammer & Anvil above. You can see the wooden sign with the hammer and anvil devices, and a mug of beer between them, jutting out from the second storey next to a grime-covered window. [Exits: north east south west] The corpse of Traz is lying here. [Yours] A cityguard beats a simple cadence with his front right hoof as you pass by. A small red-tipped blackbird chirps and trills as he seeks a mate. <52%hp 55%mn 55%mv> take all corpse You get a bladder from the corpse of Traz. You get a bag from the corpse of Traz. You get a bladder from the corpse of Traz. You get a bladder from the corpse of Traz. You get a bladder from the corpse of Traz. You get a bladder from the corpse of Traz. You get a bladder from the corpse of Traz. You get some magical herbs from the corpse of Traz. You get some magical herbs from the corpse of Traz. You get an envelope containing a note of introduction from the corpse of Traz. You get A steel helm from the corpse of Traz. You get a pewter bracer from the corpse of Traz. You get a pewter bracer from the corpse of Traz. You get a purple cloak from the corpse of Traz. You get a thin leather cape from the corpse of Traz. You get a thin leather cape from the corpse of Traz. You get a small lantern from the corpse of Traz. You get a small lantern from the corpse of Traz. You get a bladder from the corpse of Traz. You get a dagger named 'naga-slayer' from the corpse of Traz. You get a silver belt with an opal embedded in the buckle from the corpse of Traz. You get a razor-edged ring from the corpse of Traz. You get a razor-edged ring from the corpse of Traz. You get a pair of leggings from the corpse of Traz. You get a vest from the corpse of Traz. You get a pair of nyad leather boots from the corpse of Traz. You get some dragonfly wing clippings from the corpse of Traz. You get a seashell ring from the corpse of Traz. You get a pair of falconer's gloves from the corpse of Traz. You get a jagged, iron knife from the corpse of Traz. You get A thin iron bracer from the corpse of Traz. You get a silver ring from the corpse of Traz. You get a tiny cockroach head from the corpse of Traz. You get a brown cloak from the corpse of Traz. You get elven chainmail from the corpse of Traz. You get 122 silver coins and 6 gold coins from the corpse of Traz. <52%hp 55%mn 55%mv> hide You attempt to hide. <52%hp 55%mn 55%mv> A small bird leaves east. <56%hp 60%mn 65%mv> l Main Street You are standing on Main Street, a cobblestone road crossing through the city. It extends to the east. To the west is the Market Square. North is a pet shop, and south is a two-story building, the general store below and the Hammer & Anvil above. You can see the wooden sign with the hammer and anvil devices, and a mug of beer between them, jutting out from the second storey next to a grime-covered window. [Exits: north east south west] The corpse of Traz is lying here. [Yours] A cityguard beats a simple cadence with his front right hoof as you pass by. <63%hp 72%mn 84%mv> l cityguard You see a centaur, half human-half beast, wearing the uniform of a cityguard (made to his form). He does his best to keep law and order. You see on his face a look of chiseled determination against the forces of chaos and crime, but also a look of need. Since the Glyndane aldermen lowered the pay of the cityguards, the old guards left and these new hires are not quite as buff against the forces of crime and chaos. Maybe the Mayor should have raised the taxes after all? A Glyndane cityguard is in pretty bad shape. (16%) You peek at the inventory: Nothing. 0 gold coins, and 0 silver coins. <63%hp 72%mn 84%mv> inv You are carrying: elven chainmail a brown cloak a tiny cockroach head a silver ring A thin iron bracer (Humming) a jagged, iron knife a pair of falconer's gloves a seashell ring some dragonfly wing clippings a pair of nyad leather boots a vest a pair of leggings ( 2) a razor-edged ring a silver belt with an opal embedded in the buckle (Glowing) a dagger named 'naga-slayer' ( 7) a bladder ( 2) a small lantern ( 2) a thin leather cape a purple cloak ( 2) a pewter bracer A steel helm an envelope containing a note of introduction ( 2) some magical herbs a bag <63%hp 72%mn 84%mv> wear all You step out of the shadows. You wear elven chainmail on your torso. You wear a brown cloak around your neck. You wear a silver ring on your left finger. You wear A thin iron bracer around your left wrist. You wield a jagged, iron knife. You feel quite confident with a jagged, iron knife. You wear a pair of falconer's gloves on your hands. You wear a seashell ring on your right finger. You wear a pair of nyad leather boots on your feet. You wear a pair of leggings on your legs. You wear a silver belt with an opal embedded in the buckle about your waist. You light a small lantern and hold it. You wear a thin leather cape around your neck. You wear a purple cloak about your body. You wear a pewter bracer around your right wrist. You wear A steel helm on your head. <55%hp 66%mn 74%mv> sc You are Traz the Master Spy. Level 23, 17 years old (19 hours). You are young. You joined Dark Mists 27 days, 19 hours, 11 minutes, and 10 seconds ago. Race: changeling Sex: male Class: thief You have 55% hit, 66% mana, 74% movement. You have 12 practices, 0 training sessions, and 0 fate points. You are carrying 35/46 items with weight 136/301 pounds. Str: 17(17) Int: 17(17) Wis: 21(21) Dex: 21(24) Con: 12(12) You have scored 106466 exp, and have 6 gold and 122 silver coins. You need 7798 exp to level. Wimpy set to 10% hit points. Hometown is Glyndane. You are standing. You are somewhat armored against piercing. You are somewhat armored against bashing. You are armored against slashing. You are slightly armored against magic. Hitroll: 9 Damroll: 7 You are neutral, and impulsively inclined. You have requested no immortal role-play interaction. You are affected by the following: Pass door : modifies none by 0 for about 5 hrs and 18 mins Fly : modifies none by 0 for about 5 hrs and 18 mins Infravision : modifies none by 0 for about 5 hrs and 18 mins <55%hp 66%mn 74%mv> inv You are carrying: a tiny cockroach head some dragonfly wing clippings a vest ( 2) a razor-edged ring (Glowing) a dagger named 'naga-slayer' ( 7) a bladder a small lantern a thin leather cape a pewter bracer an envelope containing a note of introduction ( 2) some magical herbs a bag <55%hp 66%mn 74%mv> wear vest You stop using elven chainmail. You wear a vest on your torso. <58%hp 73%mn 83%mv> sc You are Traz the Master Spy. Level 23, 17 years old (19 hours). You are young. You joined Dark Mists 27 days, 19 hours, 11 minutes, and 21 seconds ago. Race: changeling Sex: male Class: thief You have 58% hit, 73% mana, 83% movement. You have 12 practices, 0 training sessions, and 0 fate points. You are carrying 35/47 items with weight 136/301 pounds. Str: 17(17) Int: 17(18) Wis: 21(21) Dex: 21(25) Con: 12(13) You have scored 106466 exp, and have 6 gold and 122 silver coins. You need 7798 exp to level. Wimpy set to 10% hit points. Hometown is Glyndane. You are standing. You are armored against piercing. You are armored against bashing. You are armored against slashing. You are somewhat armored against magic. Hitroll: 9 Damroll: 7 You are neutral, and impulsively inclined. You have requested no immortal role-play interaction. You are affected by the following: Pass door : modifies none by 0 for about 5 hrs Fly : modifies none by 0 for about 5 hrs Infravision : modifies none by 0 for about 5 hrs <58%hp 73%mn 83%mv> inv You are carrying: elven chainmail a tiny cockroach head some dragonfly wing clippings ( 2) a razor-edged ring (Glowing) a dagger named 'naga-slayer' ( 7) a bladder a small lantern a thin leather cape a pewter bracer an envelope containing a note of introduction ( 2) some magical herbs a bag <58%hp 73%mn 83%mv> wear cape You stop using a brown cloak. You wear a thin leather cape around your neck. <58%hp 73%mn 83%mv> sc You are Traz the Master Spy. Level 23, 17 years old (19 hours). You are young. You joined Dark Mists 27 days, 19 hours, 11 minutes, and 37 seconds ago. Race: changeling Sex: male Class: thief You have 58% hit, 73% mana, 83% movement. You have 12 practices, 0 training sessions, and 0 fate points. You are carrying 35/47 items with weight 136/301 pounds. Str: 17(17) Int: 17(18) Wis: 21(21) Dex: 21(25) Con: 12(13) You have scored 106466 exp, and have 6 gold and 122 silver coins. You need 7798 exp to level. Wimpy set to 10% hit points. Hometown is Glyndane. You are standing. You are armored against piercing. You are armored against bashing. You are armored against slashing. You are somewhat armored against magic. Hitroll: 10 Damroll: 7 You are neutral, and impulsively inclined. You have requested no immortal role-play interaction. You are affected by the following: Pass door : modifies none by 0 for about 5 hrs Fly : modifies none by 0 for about 5 hrs Infravision : modifies none by 0 for about 5 hrs <58%hp 73%mn 83%mv> l self You see a man with purple skin. It flitters in the light. He has yellow eyes and very dark brown hair that hangs past his shoulders. He has a slight beard that is very neatly trimmed. His fingernails are surprisingly clean and his hands shift in the shadows He is an average height around 6 feet tall. He has a scar on his left wrist from an unknown skirmish that happened when he was young. Traz has some nasty cuts. (58%) Traz is using: a small lantern a silver ring a seashell ring a thin leather cape a thin leather cape a vest A steel helm a pair of leggings a pair of nyad leather boots a pair of falconer's gloves a purple cloak a silver belt with an opal embedded in the buckle A thin iron bracer a pewter bracer (Humming) a jagged, iron knife <58%hp 73%mn 83%mv> inv You are carrying: elven chainmail a brown cloak a tiny cockroach head some dragonfly wing clippings ( 2) a razor-edged ring (Glowing) a dagger named 'naga-slayer' ( 7) a bladder a small lantern a pewter bracer an envelope containing a note of introduction ( 2) some magical herbs a bag <58%hp 73%mn 83%mv> wear pewter You stop using A thin iron bracer. You wear a pewter bracer around your left wrist. <61%hp 73%mn 83%mv> You look up and notice that it is no longer raining. <64%hp 78%mn 91%mv> sc You are Traz the Master Spy. Level 23, 17 years old (19 hours). You are young. You joined Dark Mists 27 days, 19 hours, 11 minutes, and 59 seconds ago. Race: changeling Sex: male Class: thief You have 64% hit, 78% mana, 91% movement. You have 12 practices, 0 training sessions, and 0 fate points. You are carrying 35/47 items with weight 136/301 pounds. Str: 17(17) Int: 17(18) Wis: 21(21) Dex: 21(25) Con: 12(13) You have scored 106466 exp, and have 6 gold and 122 silver coins. You need 7798 exp to level. Wimpy set to 10% hit points. Hometown is Glyndane. You are standing. You are armored against piercing. You are armored against bashing. You are armored against slashing. You are somewhat armored against magic. Hitroll: 11 Damroll: 7 You are neutral, and impulsively inclined. You have requested no immortal role-play interaction. You are affected by the following: Pass door : modifies none by 0 for about 4 hrs and 54 mins Fly : modifies none by 0 for about 4 hrs and 54 mins Infravision : modifies none by 0 for about 4 hrs and 54 mins <64%hp 78%mn 91%mv> inv You are carrying: elven chainmail a brown cloak a tiny cockroach head A thin iron bracer some dragonfly wing clippings ( 2) a razor-edged ring (Glowing) a dagger named 'naga-slayer' ( 7) a bladder a small lantern an envelope containing a note of introduction ( 2) some magical herbs a bag <64%hp 78%mn 91%mv> wear brown You stop using a thin leather cape. You wear a brown cloak around your neck. <64%hp 78%mn 91%mv> sc You are Traz the Master Spy. Level 23, 17 years old (19 hours). You are young. You joined Dark Mists 27 days, 19 hours, 12 minutes, and 9 seconds ago. Race: changeling Sex: male Class: thief You have 64% hit, 78% mana, 91% movement. You have 12 practices, 0 training sessions, and 0 fate points. You are carrying 35/47 items with weight 136/301 pounds. Str: 17(17) Int: 17(18) Wis: 21(21) Dex: 21(25) Con: 12(13) You have scored 106466 exp, and have 6 gold and 122 silver coins. You need 7798 exp to level. Wimpy set to 10% hit points. Hometown is Glyndane. You are standing. You are armored against piercing. You are armored against bashing. You are armored against slashing. You are somewhat armored against magic. Hitroll: 10 Damroll: 7 You are neutral, and impulsively inclined. You have requested no immortal role-play interaction. You are affected by the following: Pass door : modifies none by 0 for about 4 hrs and 54 mins Fly : modifies none by 0 for about 4 hrs and 54 mins Infravision : modifies none by 0 for about 4 hrs and 54 mins <64%hp 78%mn 91%mv> wear leather You stop using a brown cloak. You wear a thin leather cape around your neck. <64%hp 78%mn 91%mv> sc You are Traz the Master Spy. Level 23, 17 years old (19 hours). You are young. You joined Dark Mists 27 days, 19 hours, 12 minutes, and 17 seconds ago. Race: changeling Sex: male Class: thief You have 64% hit, 78% mana, 91% movement. You have 12 practices, 0 training sessions, and 0 fate points. You are carrying 35/47 items with weight 136/301 pounds. Str: 17(17) Int: 17(18) Wis: 21(21) Dex: 21(25) Con: 12(13) You have scored 106466 exp, and have 6 gold and 122 silver coins. You need 7798 exp to level. Wimpy set to 10% hit points. Hometown is Glyndane. You are standing. You are armored against piercing. You are armored against bashing. You are armored against slashing. You are somewhat armored against magic. Hitroll: 11 Damroll: 7 You are neutral, and impulsively inclined. You have requested no immortal role-play interaction. You are affected by the following: Pass door : modifies none by 0 for about 4 hrs and 36 mins Fly : modifies none by 0 for about 4 hrs and 36 mins Infravision : modifies none by 0 for about 4 hrs and 36 mins <64%hp 78%mn 91%mv> l Main Street You are standing on Main Street, a cobblestone road crossing through the city. It extends to the east. To the west is the Market Square. North is a pet shop, and south is a two-story building, the general store below and the Hammer & Anvil above. You can see the wooden sign with the hammer and anvil devices, and a mug of beer between them, jutting out from the second storey next to a grime-covered window. [Exits: north east south west] The corpse of Traz is lying here. A cityguard beats a simple cadence with his front right hoof as you pass by. <64%hp 78%mn 91%mv> remove all You stop using a silver ring. You stop using a jagged, iron knife. You stop using a pair of falconer's gloves. You stop using a seashell ring. You stop using a pair of nyad leather boots. You stop using a vest. You stop using a pair of leggings. You stop using a silver belt with an opal embedded in the buckle. You stop using a small lantern. You stop using a thin leather cape. You stop using a thin leather cape. You stop using a purple cloak. You stop using a pewter bracer. You stop using a pewter bracer. You stop using A steel helm. <70%hp 85%mn 104%mv> shapeshift wolf You go into a trance as your form shifts. You concentrate a moment and fluidly change your form! You feel yourself moving faster in wolf form. <70%hp 66%mn 104%mv> wear all You wear elven chainmail on your torso. You wear a brown cloak around your neck. You wear a silver ring on your left finger. You wear A thin iron bracer around your left wrist. You wield a jagged, iron knife. You feel quite confident with a jagged, iron knife. You wear a pair of falconer's gloves on your hands. You wear a seashell ring on your right finger. You wear a pair of nyad leather boots on your feet. You wear a pair of leggings on your legs. You wear a silver belt with an opal embedded in the buckle about your waist. You light a small lantern and hold it. You wear a thin leather cape around your neck. You wear a purple cloak about your body. You wear a pewter bracer around your right wrist. You wear A steel helm on your head. <62%hp 60%mn 91%mv> l self This wolf has large fluffy purple fur Yellow eyes pierce your gaze as the wolf scans around His fur is long It has large claws and a patch of missing fur on its left wrist Its large purple snout is clean and you see a glimmer of sharp fangs It has large paws with tuffs of fur sticking out from its pads Traz has some nasty cuts. (62%) Traz is using: a small lantern a silver ring a seashell ring a brown cloak a thin leather cape elven chainmail A steel helm a pair of leggings a pair of nyad leather boots a pair of falconer's gloves a purple cloak a silver belt with an opal embedded in the buckle A thin iron bracer a pewter bracer (Humming) a jagged, iron knife <62%hp 60%mn 91%mv> sc You are Traz the Master Spy. Level 23, 17 years old (19 hours). You are young. You joined Dark Mists 27 days, 19 hours, 12 minutes, and 41 seconds ago. Race: changeling Sex: male Class: thief You have 63% hit, 63% mana, 100% movement. You have 12 practices, 0 training sessions, and 0 fate points. You are carrying 35/46 items with weight 136/301 pounds. Str: 17(17) Int: 17(17) Wis: 21(21) Dex: 21(24) Con: 12(12) You have scored 106466 exp, and have 6 gold and 122 silver coins. You need 7798 exp to level. Wimpy set to 10% hit points. Hometown is Glyndane. You are standing. You are somewhat armored against piercing. You are somewhat armored against bashing. You are armored against slashing. You are slightly armored against magic. Hitroll: 9 Damroll: 7 You are neutral, and impulsively inclined. You have requested no immortal role-play interaction. You are affected by the following: Shapeshift : modifies none by 0 permanently : modifies form by 12 permanently Pass door : modifies none by 0 for about 4 hrs and 36 mins Fly : modifies none by 0 for about 4 hrs and 36 mins Infravision : modifies none by 0 for about 4 hrs and 36 mins <63%hp 63%mn 100%mv> inv You are carrying: a tiny cockroach head some dragonfly wing clippings a vest ( 2) a razor-edged ring (Glowing) a dagger named 'naga-slayer' ( 7) a bladder a small lantern a thin leather cape a pewter bracer an envelope containing a note of introduction ( 2) some magical herbs a bag <63%hp 63%mn 100%mv> wear vest You stop using elven chainmail. You wear a vest on your torso. <63%hp 63%mn 100%mv> sc You are Traz the Master Spy. Level 23, 17 years old (19 hours). You are young. You joined Dark Mists 27 days, 19 hours, 12 minutes, and 48 seconds ago. Race: changeling Sex: male Class: thief You have 63% hit, 63% mana, 100% movement. You have 12 practices, 0 training sessions, and 0 fate points. You are carrying 35/47 items with weight 136/301 pounds. Str: 17(17) Int: 17(18) Wis: 21(21) Dex: 21(25) Con: 12(13) You have scored 106466 exp, and have 6 gold and 122 silver coins. You need 7798 exp to level. Wimpy set to 10% hit points. Hometown is Glyndane. You are standing. You are armored against piercing. You are armored against bashing. You are armored against slashing. You are somewhat armored against magic. Hitroll: 9 Damroll: 7 You are neutral, and impulsively inclined. You have requested no immortal role-play interaction. You are affected by the following: Shapeshift : modifies none by 0 permanently : modifies form by 12 permanently Pass door : modifies none by 0 for about 4 hrs and 18 mins Fly : modifies none by 0 for about 4 hrs and 18 mins Infravision : modifies none by 0 for about 4 hrs and 18 mins <63%hp 63%mn 100%mv> wear chainmail You stop using a vest. You wear elven chainmail on your torso. <63%hp 63%mn 100%mv> sc You are Traz the Master Spy. Level 23, 17 years old (19 hours). You are young. You joined Dark Mists 27 days, 19 hours, 12 minutes, and 57 seconds ago. Race: changeling Sex: male Class: thief You have 63% hit, 63% mana, 100% movement. You have 12 practices, 0 training sessions, and 0 fate points. You are carrying 35/46 items with weight 136/301 pounds. Str: 17(17) Int: 17(17) Wis: 21(21) Dex: 21(24) Con: 12(12) You have scored 106466 exp, and have 6 gold and 122 silver coins. You need 7798 exp to level. Wimpy set to 10% hit points. Hometown is Glyndane. You are standing. You are somewhat armored against piercing. You are somewhat armored against bashing. You are armored against slashing. You are slightly armored against magic. Hitroll: 9 Damroll: 7 You are neutral, and impulsively inclined. You have requested no immortal role-play interaction. You are affected by the following: Shapeshift : modifies none by 0 permanently : modifies form by 12 permanently Pass door : modifies none by 0 for about 4 hrs and 18 mins Fly : modifies none by 0 for about 4 hrs and 18 mins Infravision : modifies none by 0 for about 4 hrs and 18 mins <63%hp 63%mn 100%mv> wear vest You stop using elven chainmail. You wear a vest on your torso. <63%hp 63%mn 100%mv> sc You are Traz the Master Spy. Level 23, 17 years old (19 hours). You are young. You joined Dark Mists 27 days, 19 hours, 13 minutes, and 3 seconds ago. Race: changeling Sex: male Class: thief You have 63% hit, 63% mana, 100% movement. You have 12 practices, 0 training sessions, and 0 fate points. You are carrying 35/47 items with weight 136/301 pounds. Str: 17(17) Int: 17(18) Wis: 21(21) Dex: 21(25) Con: 12(13) You have scored 106466 exp, and have 6 gold and 122 silver coins. You need 7798 exp to level. Wimpy set to 10% hit points. Hometown is Glyndane. You are standing. You are armored against piercing. You are armored against bashing. You are armored against slashing. You are somewhat armored against magic. Hitroll: 9 Damroll: 7 You are neutral, and impulsively inclined. You have requested no immortal role-play interaction. You are affected by the following: Shapeshift : modifies none by 0 permanently : modifies form by 12 permanently Pass door : modifies none by 0 for about 4 hrs and 18 mins Fly : modifies none by 0 for about 4 hrs and 18 mins Infravision : modifies none by 0 for about 4 hrs and 18 mins <63%hp 63%mn 100%mv> inv You are carrying: elven chainmail a tiny cockroach head some dragonfly wing clippings ( 2) a razor-edged ring (Glowing) a dagger named 'naga-slayer' ( 7) a bladder a small lantern a thin leather cape a pewter bracer an envelope containing a note of introduction ( 2) some magical herbs a bag <63%hp 63%mn 100%mv> wear pewter You stop using A thin iron bracer. You wear a pewter bracer around your left wrist. <66%hp 63%mn 100%mv> wear ring You stop using a silver ring. You wear a razor-edged ring on your left finger. <66%hp 64%mn 100%mv> wear ring You stop using a razor-edged ring. You wear a silver ring on your left finger. <66%hp 63%mn 100%mv> w The sky gets very cloudy and a calmness begins here. <67%hp 66%mn 100%mv> ear ring You stop using a silver ring. You wear a razor-edged ring on your left finger. <67%hp 67%mn 100%mv> l self This wolf has large fluffy purple fur Yellow eyes pierce your gaze as the wolf scans around His fur is long It has large claws and a patch of missing fur on its left wrist Its large purple snout is clean and you see a glimmer of sharp fangs It has large paws with tuffs of fur sticking out from its pads Traz has some nasty cuts. (67%) Traz is using: a small lantern a razor-edged ring a seashell ring a brown cloak a thin leather cape a vest A steel helm a pair of leggings a pair of nyad leather boots a pair of falconer's gloves a purple cloak a silver belt with an opal embedded in the buckle a pewter bracer a pewter bracer (Humming) a jagged, iron knife <67%hp 67%mn 100%mv> remove seashell You stop using a seashell ring. <67%hp 67%mn 100%mv> wear razor-edged You wear a razor-edged ring on your right finger. <67%hp 67%mn 100%mv> sc You are Traz the Master Spy. Level 23, 17 years old (19 hours). You are young. You joined Dark Mists 27 days, 19 hours, 13 minutes, and 39 seconds ago. Race: changeling Sex: male Class: thief You have 67% hit, 67% mana, 100% movement. You have 12 practices, 0 training sessions, and 0 fate points. You are carrying 35/47 items with weight 136/301 pounds. Str: 17(17) Int: 17(18) Wis: 21(21) Dex: 21(25) Con: 12(13) You have scored 106466 exp, and have 6 gold and 122 silver coins. You need 7798 exp to level. Wimpy set to 10% hit points. Hometown is Glyndane. You are standing. You are armored against piercing. You are armored against bashing. You are armored against slashing. You are somewhat armored against magic. Hitroll: 10 Damroll: 13 You are neutral, and impulsively inclined. You have requested no immortal role-play interaction. You are affected by the following: Shapeshift : modifies none by 0 permanently : modifies form by 12 permanently Pass door : modifies none by 0 for about 4 hrs Fly : modifies none by 0 for about 4 hrs Infravision : modifies none by 0 for about 4 hrs <67%hp 67%mn 100%mv> l Main Street You are standing on Main Street, a cobblestone road crossing through the city. It extends to the east. To the west is the Market Square. North is a pet shop, and south is a two-story building, the general store below and the Hammer & Anvil above. You can see the wooden sign with the hammer and anvil devices, and a mug of beer between them, jutting out from the second storey next to a grime-covered window. [Exits: north east south west] The corpse of Traz is lying here. A cityguard beats a simple cadence with his front right hoof as you pass by. <67%hp 67%mn 100%mv> l cityguard You see a centaur, half human-half beast, wearing the uniform of a cityguard (made to his form). He does his best to keep law and order. You see on his face a look of chiseled determination against the forces of chaos and crime, but also a look of need. Since the Glyndane aldermen lowered the pay of the cityguards, the old guards left and these new hires are not quite as buff against the forces of crime and chaos. Maybe the Mayor should have raised the taxes after all? A Glyndane cityguard is spurting blood. (23%) You peek at the inventory: Nothing. <67%hp 67%mn 100%mv> back cityguard A Glyndane cityguard is hurt and suspicious ... you cannot sneak up. <67%hp 67%mn 100%mv> circle cityguard You cannot circle someone like that. <67%hp 67%mn 100%mv> m kill cityguard You claim a Glyndane cityguard. A Glyndane cityguard hops backward and dodges your pierce. A Glyndane cityguard drops, rolls backward, and dodges your pierce. A Glyndane cityguard hops backward and dodges your pierce. A Glyndane cityguard is spurting blood. (25%) <68%hp 70%mn 100%mv> Your pierce decimates a Glyndane cityguard. Your pierce mauls a Glyndane cityguard. You scramble backward and dodge a Glyndane cityguard's beating. A Glyndane cityguard's beating injures you. A Glyndane cityguard strikes at your torso with a heel kick! A Glyndane cityguard's kick thrashes you. A Glyndane cityguard is in pretty bad shape. (18%) <56%hp 70%mn 100%mv> A Glyndane cityguard hops backward and dodges your pierce. Your pierce thrashes a Glyndane cityguard. Your pierce thrashes a Glyndane cityguard. You parry a Glyndane cityguard's beating to the left. You drop, roll backward, and dodge a Glyndane cityguard's beating. A Glyndane cityguard is in pretty bad shape. (12%) <56%hp 70%mn 100%mv> dirt Your kicked dirt misses a Glyndane cityguard. A Glyndane cityguard is in pretty bad shape. (12%) <56%hp 70%mn 100%mv> Your pierce wounds a Glyndane cityguard. A Glyndane cityguard strikes aside your pierce. A Glyndane cityguard's beating wounds you. You scramble backward and dodge a Glyndane cityguard's beating. A Glyndane cityguard is in pretty bad shape. (10%) <50%hp 70%mn 100%mv> dirt Your pierce mauls a Glyndane cityguard. Your pierce wounds a Glyndane cityguard. Your pierce thrashes a Glyndane cityguard. A Glyndane cityguard's beating misses you. You duck and dodge a Glyndane cityguard's beating. A Glyndane cityguard tries to disarm you, but fails. A Glyndane cityguard is in pretty bad shape. (1%) <50%hp 70%mn 100%mv> Your kicked dirt misses a Glyndane cityguard. A Glyndane cityguard is in pretty bad shape. (1%) <50%hp 70%mn 100%mv> dir Your pierce wounds a Glyndane cityguard. A Glyndane cityguard is DEAD!! You receive 115 experience points. A Glyndane cityguard's leg is sliced from his dead body. <50%hp 70%mn 100%mv> t But you are not in combat! <50%hp 70%mn 100%mv> l Main Street You are standing on Main Street, a cobblestone road crossing through the city. It extends to the east. To the west is the Market Square. North is a pet shop, and south is a two-story building, the general store below and the Hammer & Anvil above. You can see the wooden sign with the hammer and anvil devices, and a mug of beer between them, jutting out from the second storey next to a grime-covered window. [Exits: north east south west] The corpse of a Glyndane cityguard is lying here. The sliced-off leg of a Glyndane cityguard is lying here. The corpse of Traz is lying here. <50%hp 70%mn 100%mv> l   exm am corpse The corpse of a Glyndane cityguard is lying here. The corpse of a Glyndane cityguard holds: Nothing. <50%hp 70%mn 100%mv> sac corpse The gods give you 69 silver coins for your sacrifice. <50%hp 70%mn 100%mv> z You attempt to hide. <51%hp 72%mn 100%mv> x You attempt to move silently. You begin sneaking. <51%hp 72%mn 100%mv> You look up and notice that it is no longer raining. <52%hp 75%mn 100%mv> The sky gets very cloudy and a calmness begins here. <54%hp 78%mn 100%mv> You look up and notice that it is no longer raining. <58%hp 86%mn 100%mv> soc gack kiss bounce sneer smile dance cackle laugh giggle shake handshake puke growl scream comfort sigh sulk hug snuggle cuddle nuzzle cry poke accuse grin egrin bow applaud blush burp chuckle clap cough curtsey fart frown gasp glare groan hiccup lick love moan nibble pout ruffle shiver shrug sing slap smirk snap sneeze snicker sniff snore squeeze stare strut thank twiddle wave whistle wiggle wink yawn french comb massage tickle pat patronize curse beg cringe daydream fume grovel hop nudge ponder punch snarl handkiss faint pinch apologize stagger snort slobber blink flirt tip flutter howl babble ramble hush threaten roll swoon eyebrow serenade grimace boggle beckon wonder worry drool nod enternod purr point rub bleed highfive propose peer worship bearhug innocent collapse stretch boast squirm wince type brb mutter rofl sob whine flex embrace duck bonk squeal tackle spit flinch tweak peck explode raspberry view grumble cheer plead charge criticize run judge insane cover flare head cower noogie pissed passout adjust scratch meditate bkiss tag tank starve aargh yae lightbulb confused beam bite scuff whap lag chortle zerbert twitch leer polite mischievous accept anticipate shudder powertrip mull wait bat sage contemplate agree conspire support pound wrist cramp sweep buff wrestle tight yowl silly salute kneel1 kneel2 bunnyhop gocrazy caress buss <58%hp 86%mn 100%mv> spit You step out of the shadows. You spit in utter disgust. <58%hp 86%mn 100%mv> The day has begun. The leg of a Glyndane cityguard decomposes. <60%hp 88%mn 100%mv> bat Huh? <60%hp 88%mn 100%mv> bat Huh? <60%hp 88%mn 100%mv> pound You make vague pounding motions with your fist at the thought. <60%hp 88%mn 100%mv> charge Huh? <61%hp 91%mn 100%mv> flare You flare your nostrils disdainfully. <61%hp 91%mn 100%mv> confused Your confusion is showing. <61%hp 91%mn 100%mv> The sun rises in the east. <65%hp 96%mn 100%mv> You feel solid again. You slowly float to the ground. You no longer see in the dark. <67%hp 100%mn 100%mv> The sky appears somewhat cloudy, and it begins to rain. <72%hp 100%mn 100%mv> bunnyhop You hop around like a bunny. <72%hp 100%mn 100%mv> You look up and notice that it is no longer raining. <75%hp 100%mn 100%mv> wrestle wliao They are not here. <75%hp 100%mn 100%mv> wrestle Who do you want to wrestle? <75%hp 100%mn 100%mv> soc gack kiss bounce sneer smile dance cackle laugh giggle shake handshake puke growl scream comfort sigh sulk hug snuggle cuddle nuzzle cry poke accuse grin egrin bow applaud blush burp chuckle clap cough curtsey fart frown gasp glare groan hiccup lick love moan nibble pout ruffle shiver shrug sing slap smirk snap sneeze snicker sniff snore squeeze stare strut thank twiddle wave whistle wiggle wink yawn french comb massage tickle pat patronize curse beg cringe daydream fume grovel hop nudge ponder punch snarl handkiss faint pinch apologize stagger snort slobber blink flirt tip flutter howl babble ramble hush threaten roll swoon eyebrow serenade grimace boggle beckon wonder worry drool nod enternod purr point rub bleed highfive propose peer worship bearhug innocent collapse stretch boast squirm wince type brb mutter rofl sob whine flex embrace duck bonk squeal tackle spit flinch tweak peck explode raspberry view grumble cheer plead charge criticize run judge insane cover flare head cower noogie pissed passout adjust scratch meditate bkiss tag tank starve aargh yae lightbulb confused beam bite scuff whap lag chortle zerbert twitch leer polite mischievous accept anticipate shudder powertrip mull wait bat sage contemplate agree conspire support pound wrist cramp sweep buff wrestle tight yowl silly salute kneel1 kneel2 bunnyhop gocrazy caress buss <75%hp 100%mn 100%mv> p daydream You dream of better times. <75%hp 100%mn 100%mv> lag Yes, yes. <77%hp 100%mn 100%mv> l Main Street You are standing on Main Street, a cobblestone road crossing through the city. It extends to the east. To the west is the Market Square. North is a pet shop, and south is a two-story building, the general store below and the Hammer & Anvil above. You can see the wooden sign with the hammer and anvil devices, and a mug of beer between them, jutting out from the second storey next to a grime-covered window. [Exits: north east south west] The corpse of Traz is lying here. <77%hp 100%mn 100%mv> sac corpse The gods would not like that. <77%hp 100%mn 100%mv> get corpse You cannot take that. <79%hp 100%mn 100%mv> take corpse You cannot take that. <79%hp 100%mn 100%mv> You feel the blessing of Isimsiz overwhelm you. <77%hp 100%mn 100%mv> bow You bow deeply. <78%hp 100%mn 100%mv> who [ Chnge ] Rosalyn the Mystic [ Cen ] Niloi the Master of War [23 Chnge Thi] (PK) [Helper] Traz the Master Spy [ Dwarf ] Laramel Boltbellows the Barbarian Hero, Taskmaster of Ancient [ Ilthd ] Lilo the Elemental Hero Players found: 5 <78%hp 100%mn 100%mv> psych Your psychological description, which is too short, is: Grew up on the streets of Glyndane Seeks riches and a life of luxory Will do good deeds for no reward <78%hp 100%mn 100%mv> psch ++     ych ++ Likes magical herbs Your psychological description, which is too short, is: Grew up on the streets of Glyndane Seeks riches and a life of luxory Will do good deeds for no reward Likes magical herbs <79%hp 100%mn 100%mv> psych ++ The sky gets very cloudy and a calmness begins here. The corpse of Traz decays into dust. <80%hp 100%mn 100%mv> Doesn't drink alcho  ohol anymore You no longer feel stealthy. <82%hp 100%mn 100%mv> Your psychological description, which is too short, is: Grew up on the streets of Glyndane Seeks riches and a life of luxory Will do good deeds for no reward Likes magical herbs Doesn't drink alcohol anymore <82%hp 100%mn 100%mv> psyc ++ x Likes to pick locks and explore   You look up and notice that it is no longer raining. <83%hp 100%mn 100%mv> Your psychological description, which is too short, is: Grew up on the streets of Glyndane Seeks riches and a life of luxory Will do good deeds for no reward Likes magical herbs Doesn't drink alcohol anymore Likes to pick locks and explore <83%hp 100%mn 100%mv> psych ++ Is cautious of all others Your psychological description, which is too short, is: Grew up on the streets of Glyndane Seeks riches and a life of luxory Will do good deeds for no reward Likes magical herbs Doesn't drink alcohol anymore Likes to pick locks and explore Is cautious of all others <83%hp 100%mn 100%mv> psych ++ Desires to be a master thief Your psychological description, which is too short, is: Grew up on the streets of Glyndane Seeks riches and a life of luxory Will do good deeds for no reward Likes magical herbs Doesn't drink alcohol anymore Likes to pick locks and explore Is cautious of all others Desires to be a master thief <83%hp 100%mn 100%mv> psych ++ Would l       Likes to shapeshif The sky gets very cloudy and a calmness begins here. <85%hp 100%mn 100%mv> t and spy on people Your psychological description, which is too short, is: Grew up on the streets of Glyndane Seeks riches and a life of luxory Will do good deeds for no reward Likes magical herbs Doesn't drink alcohol anymore Likes to pick locks and explore Is cautious of all others Desires to be a master thief Likes to shapeshift and spy on people <85%hp 100%mn 100%mv> psych ++ You look up and notice that it is no longer raining. <87%hp 100%mn 100%mv> Seeks the b     adventure and interaction with others Your psychological description is: Grew up on the streets of Glyndane Seeks riches and a life of luxory Will do good deeds for no reward Likes magical herbs Doesn't drink alcohol anymore Likes to pick locks and explore Is cautious of all others Desires to be a master thief Likes to shapeshift and spy on people Seeks adventure and interaction with others <88%hp 100%mn 100%mv> l Main Street You are standing on Main Street, a cobblestone road crossing through the city. It extends to the east. To the west is the Market Square. North is a pet shop, and south is a two-story building, the general store below and the Hammer & Anvil above. You can see the wooden sign with the hammer and anvil devices, and a mug of beer between them, jutting out from the second storey next to a grime-covered window. [Exits: north east south west] <89%hp 100%mn 100%mv> w Market Square You are standing in Market Square, a dirty intersection in the cobblestone roadway equidistant from four of the main shops in town. Main Street extends eastward and westward, while Bridge Street stretches on towards the north and south. A stone stair off to the side leads upward. Along the side of the stone stair is a bronze plaque. A tree off to the side bears a news scroll. The weathered parchment is crudely nailed to the trunk of the tree with metallic nails. A second scroll, much newer than the first, is carefully attached to a low limb so as not to harm the tree. [Exits: north east south west] A cityguard stoutly stands vigil against lawlessness in Glyndane. The road sweeper keeps the roads clean. <89%hp 100%mn 99%mv> e Main Street You are standing on Main Street, a cobblestone road crossing through the city. It extends to the east. To the west is the Market Square. North is a pet shop, and south is a two-story building, the general store below and the Hammer & Anvil above. You can see the wooden sign with the hammer and anvil devices, and a mug of beer between them, jutting out from the second storey next to a grime-covered window. [Exits: north east south west] <89%hp 100%mn 99%mv> w Market Square You are standing in Market Square, a dirty intersection in the cobblestone roadway equidistant from four of the main shops in town. Main Street extends eastward and westward, while Bridge Street stretches on towards the north and south. A stone stair off to the side leads upward. Along the side of the stone stair is a bronze plaque. A tree off to the side bears a news scroll. The weathered parchment is crudely nailed to the trunk of the tree with metallic nails. A second scroll, much newer than the first, is carefully attached to a low limb so as not to harm the tree. [Exits: north east south west] A cityguard stoutly stands vigil against lawlessness in Glyndane. The road sweeper keeps the roads clean. <89%hp 100%mn 98%mv> z xYou attempt to hide. <89%hp 100%mn 98%mv> You attempt to move silently. You begin sneaking. <89%hp 100%mn 98%mv> z You attempt to hide. <89%hp 100%mn 98%mv> x cYou attempt to move silently. <89%hp 100%mn 98%mv> You trample around loudly again. You step out of the shadows. <89%hp 100%mn 98%mv> z You attempt to hide. <89%hp 100%mn 98%mv> x You attempt to move silently. You begin sneaking. <89%hp 100%mn 98%mv> c zYou trample around loudly again. You step out of the shadows. <89%hp 100%mn 98%mv> You attempt to hide. <89%hp 100%mn 98%mv> x cYou attempt to move silently. You begin sneaking. <89%hp 100%mn 98%mv> You trample around loudly again. You step out of the shadows. <89%hp 100%mn 98%mv> z xYou attempt to hide. <89%hp 100%mn 98%mv> cYou attempt to move silently. You begin sneaking. <89%hp 100%mn 98%mv> You trample around loudly again. You step out of the shadows. <89%hp 100%mn 98%mv> z xYou attempt to hide. <89%hp 100%mn 98%mv> cYou attempt to move silently. You begin sneaking. <89%hp 100%mn 98%mv> You trample around loudly again. <89%hp 100%mn 98%mv> z xYou attempt to hide. <89%hp 100%mn 98%mv> cYou attempt to move silently. <89%hp 100%mn 98%mv> zYou step out of the shadows. <89%hp 100%mn 98%mv> xYou attempt to hide. <89%hp 100%mn 98%mv> cYou attempt to move silently. <89%hp 100%mn 98%mv> zYou step out of the shadows. <89%hp 100%mn 98%mv> xYou attempt to hide. <89%hp 100%mn 98%mv> c Huh? <89%hp 100%mn 98%mv> z You attempt to hide. <89%hp 100%mn 98%mv> zx Huh? <89%hp 100%mn 98%mv> c You step out of the shadows. <89%hp 100%mn 98%mv> z You attempt to hide. <89%hp 100%mn 98%mv> x cYou attempt to move silently. <89%hp 100%mn 98%mv> z You step out of the shadows. <89%hp 100%mn 98%mv> xYou attempt to hide. <89%hp 100%mn 98%mv> c <89%hp 100%mn 98%mv> z Huh? <89%hp 100%mn 98%mv> xxYou attempt to hide. <89%hp 100%mn 98%mv> cHuh? <89%hp 100%mn 98%mv> zYou step out of the shadows. <89%hp 100%mn 98%mv> zYou attempt to hide. <89%hp 100%mn 98%mv> x c Huh? <89%hp 100%mn 98%mv> z x <89%hp 100%mn 98%mv> cYou attempt to hide. <89%hp 100%mn 98%mv> z You attempt to move silently. <89%hp 100%mn 98%mv> x Huh? <89%hp 100%mn 98%mv> c zYou attempt to move silently. You begin sneaking. <89%hp 100%mn 98%mv> You trample around loudly again. You step out of the shadows. <89%hp 100%mn 98%mv> zx cYou attempt to hide. <89%hp 100%mn 98%mv> zHuh? <89%hp 100%mn 98%mv> You step out of the shadows. <89%hp 100%mn 98%mv> w Huh? <89%hp 100%mn 98%mv> w Main Street You are standing on Main Street, a cobblestone road crossing through the city. It extends to the west. To the east is the Market Square. North is a bakery, and south is the butcher's. [Exits: north east south west] <89%hp 100%mn 98%mv> z You attempt to hide. <89%hp 100%mn 98%mv> x zYou attempt to move silently. You begin sneaking. <89%hp 100%mn 98%mv> xYou attempt to hide. <89%hp 100%mn 98%mv> z Huh? <89%hp 100%mn 98%mv> xz Huh? <89%hp 100%mn 98%mv> z You attempt to hide. <89%hp 100%mn 98%mv> x You attempt to move silently. <89%hp 100%mn 98%mv> c zYou trample around loudly again. You step out of the shadows. <89%hp 100%mn 98%mv> You attempt to hide. <89%hp 100%mn 98%mv> x cYou attempt to move silently. You begin sneaking. <89%hp 100%mn 98%mv> You trample around loudly again. You step out of the shadows. <89%hp 100%mn 98%mv> z You attempt to hide. <89%hp 100%mn 98%mv> x cYou attempt to move silently. You begin sneaking. <89%hp 100%mn 98%mv> z You trample around loudly again. <89%hp 100%mn 98%mv> xYou attempt to hide. <89%hp 100%mn 98%mv> You attempt to move silently. You begin sneaking. <89%hp 100%mn 98%mv> c zYou trample around loudly again. You step out of the shadows. <89%hp 100%mn 98%mv> You attempt to hide. <89%hp 100%mn 98%mv> x cYou attempt to move silently. <89%hp 100%mn 98%mv> You step out of the shadows. <89%hp 100%mn 98%mv> z x c z x c You attempt to hide. <91%hp 100%mn 100%mv> zYou attempt to move silently. <91%hp 100%mn 100%mv> <91%hp 100%mn 100%mv> xYou attempt to hide. <91%hp 100%mn 100%mv> cYou attempt to move silently. You begin sneaking. <91%hp 100%mn 100%mv> You trample around loudly again. You step out of the shadows. <91%hp 100%mn 100%mv> z You attempt to hide. <91%hp 100%mn 100%mv> xYou attempt to move silently. You begin sneaking. <91%hp 100%mn 100%mv> cYou trample around loudly again. <91%hp 100%mn 100%mv> zYou attempt to hide. <91%hp 100%mn 100%mv> You attempt to move silently. <91%hp 100%mn 100%mv> x <91%hp 100%mn 100%mv> You attempt to hide. <91%hp 100%mn 100%mv> c Huh? <91%hp 100%mn 100%mv> z You attempt to hide. <91%hp 100%mn 100%mv> x You attempt to move silently. <91%hp 100%mn 100%mv> c You step out of the shadows. <91%hp 100%mn 100%mv> z You attempt to hide. <91%hp 100%mn 100%mv> x You attempt to move silently. You begin sneaking. <91%hp 100%mn 100%mv> c You trample around loudly again. <91%hp 100%mn 100%mv> z You attempt to hide. <91%hp 100%mn 100%mv> x You attempt to move silently. You begin sneaking. <91%hp 100%mn 100%mv> c You trample around loudly again. <91%hp 100%mn 100%mv> z You attempt to hide. <91%hp 100%mn 100%mv> x You attempt to move silently. You begin sneaking. <91%hp 100%mn 100%mv> c You trample around loudly again. You step out of the shadows. <91%hp 100%mn 100%mv> z You attempt to hide. <91%hp 100%mn 100%mv> x You attempt to move silently. You begin sneaking. <91%hp 100%mn 100%mv> c You trample around loudly again. You step out of the shadows. <91%hp 100%mn 100%mv> z You attempt to hide. <91%hp 100%mn 100%mv> x cYou attempt to move silently. You begin sneaking. <91%hp 100%mn 100%mv> You trample around loudly again. <91%hp 100%mn 100%mv> z You attempt to hide. <91%hp 100%mn 100%mv> x You attempt to move silently. <91%hp 100%mn 100%mv> c zYou step out of the shadows. <91%hp 100%mn 100%mv> xYou attempt to hide. <91%hp 100%mn 100%mv> c Huh? <91%hp 100%mn 100%mv> z You attempt to hide. <91%hp 100%mn 100%mv> x You attempt to move silently. <91%hp 100%mn 100%mv> c zYou step out of the shadows. <91%hp 100%mn 100%mv> xYou attempt to hide. <91%hp 100%mn 100%mv> cYou attempt to move silently. <91%hp 100%mn 100%mv> z xHuh? <91%hp 100%mn 100%mv> cYou attempt to move silently. You begin sneaking. <91%hp 100%mn 100%mv> You trample around loudly again. You step out of the shadows. <91%hp 100%mn 100%mv> z xYou attempt to hide. <91%hp 100%mn 100%mv> You attempt to move silently. You begin sneaking. <91%hp 100%mn 100%mv> c You trample around loudly again. You step out of the shadows. <91%hp 100%mn 100%mv> z xYou attempt to hide. <91%hp 100%mn 100%mv> x Huh? <91%hp 100%mn 100%mv> c You step out of the shadows. <91%hp 100%mn 100%mv> z You attempt to hide. <91%hp 100%mn 100%mv> x You attempt to move silently. You begin sneaking. <91%hp 100%mn 100%mv> c You trample around loudly again. You step out of the shadows. <91%hp 100%mn 100%mv> z You attempt to hide. <91%hp 100%mn 100%mv> x You attempt to move silently. You begin sneaking. <91%hp 100%mn 100%mv> c You trample around loudly again. <91%hp 100%mn 100%mv> z You attempt to hide. <91%hp 100%mn 100%mv> x You attempt to move silently. <91%hp 100%mn 100%mv> c You step out of the shadows. <91%hp 100%mn 100%mv> z You attempt to hide. <91%hp 100%mn 100%mv> x You attempt to move silently. You begin sneaking. <91%hp 100%mn 100%mv> c You trample around loudly again. You step out of the shadows. <91%hp 100%mn 100%mv> z You attempt to hide. <91%hp 100%mn 100%mv> x You attempt to move silently. You begin sneaking. <91%hp 100%mn 100%mv> c zYou trample around loudly again. You step out of the shadows. <91%hp 100%mn 100%mv> You attempt to hide. <91%hp 100%mn 100%mv> x You attempt to move silently. <91%hp 100%mn 100%mv> c You step out of the shadows. <91%hp 100%mn 100%mv> z You attempt to hide. <91%hp 100%mn 100%mv> x You attempt to move silently. <91%hp 100%mn 100%mv> c You step out of the shadows. <91%hp 100%mn 100%mv> z xYou attempt to hide. <91%hp 100%mn 100%mv> c Huh? <91%hp 100%mn 100%mv> z You attempt to hide. <91%hp 100%mn 100%mv> x You attempt to move silently. <91%hp 100%mn 100%mv> c You step out of the shadows. <91%hp 100%mn 100%mv> z You attempt to hide. <91%hp 100%mn 100%mv> x You attempt to move silently. <91%hp 100%mn 100%mv> c You step out of the shadows. <91%hp 100%mn 100%mv> z You attempt to hide. <91%hp 100%mn 100%mv> x cYou attempt to move silently. You begin sneaking. <92%hp 100%mn 100%mv> You trample around loudly again. You step out of the shadows. <92%hp 100%mn 100%mv> z You attempt to hide. <92%hp 100%mn 100%mv> x You attempt to move silently. You begin sneaking. <92%hp 100%mn 100%mv> c You trample around loudly again. <92%hp 100%mn 100%mv> z You attempt to hide. <92%hp 100%mn 100%mv> x You attempt to move silently. You begin sneaking. <92%hp 100%mn 100%mv> c You trample around loudly again. You step out of the shadows. <92%hp 100%mn 100%mv> z You attempt to hide. <92%hp 100%mn 100%mv> x You attempt to move silently. You begin sneaking. <92%hp 100%mn 100%mv> c zYou trample around loudly again. You step out of the shadows. <92%hp 100%mn 100%mv> You attempt to hide. <92%hp 100%mn 100%mv> x cYou attempt to move silently. You begin sneaking. <92%hp 100%mn 100%mv> You trample around loudly again. <92%hp 100%mn 100%mv> z You attempt to hide. <92%hp 100%mn 100%mv> x You attempt to move silently. <92%hp 100%mn 100%mv> c <92%hp 100%mn 100%mv> z You attempt to hide. <92%hp 100%mn 100%mv> x cYou attempt to move silently. You begin sneaking. <92%hp 100%mn 100%mv> You trample around loudly again. You step out of the shadows. <92%hp 100%mn 100%mv> z You attempt to hide. <92%hp 100%mn 100%mv> x cYou attempt to move silently. You begin sneaking. <92%hp 100%mn 100%mv> zYou trample around loudly again. <92%hp 100%mn 100%mv> You attempt to hide. <92%hp 100%mn 100%mv> x You attempt to move silently. You begin sneaking. <92%hp 100%mn 100%mv> c zYou trample around loudly again. You step out of the shadows. <92%hp 100%mn 100%mv> You attempt to hide. <92%hp 100%mn 100%mv> x You attempt to move silently. <92%hp 100%mn 100%mv> c You step out of the shadows. <92%hp 100%mn 100%mv> z xYou attempt to hide. <92%hp 100%mn 100%mv> cYou attempt to move silently. You begin sneaking. <92%hp 100%mn 100%mv> You trample around loudly again. You step out of the shadows. <92%hp 100%mn 100%mv> z You attempt to hide. <92%hp 100%mn 100%mv> x You attempt to move silently. <92%hp 100%mn 100%mv> c <92%hp 100%mn 100%mv> z You attempt to hide. <92%hp 100%mn 100%mv> x You attempt to move silently. You begin sneaking. <92%hp 100%mn 100%mv> c You trample around loudly again. You step out of the shadows. <92%hp 100%mn 100%mv> z You attempt to hide. <92%hp 100%mn 100%mv> x You attempt to move silently. You begin sneaking. <92%hp 100%mn 100%mv> c You trample around loudly again. You step out of the shadows. <92%hp 100%mn 100%mv> z You attempt to hide. <92%hp 100%mn 100%mv> x You attempt to move silently. <92%hp 100%mn 100%mv> c You step out of the shadows. <92%hp 100%mn 100%mv> z You attempt to hide. <92%hp 100%mn 100%mv> x You attempt to move silently. You begin sneaking. <92%hp 100%mn 100%mv> c You trample around loudly again. You step out of the shadows. <92%hp 100%mn 100%mv> z You attempt to hide. <92%hp 100%mn 100%mv> x cYou attempt to move silently. You begin sneaking. <92%hp 100%mn 100%mv> You trample around loudly again. You step out of the shadows. <92%hp 100%mn 100%mv> z You attempt to hide. <92%hp 100%mn 100%mv> sk Your list of skills: Level 1: dagger  89% mace 75% spear 75% sword 75% whip 75% evaluation 100% backstab  79% dodge 86% hide 87% scrolls 1% staves 1% Level 3: dirt kicking 84% Level 4: sneak 77% Level 5: trip 80% Level 6: peek 75% steal 75% Level 7: hand to hand 78% Level 8: haggle 55% Level 10: shapeshift 100% envenom 75% Level 11: parry  79% pick lock 75% Level 12: second attack  77% fast healing  42% Level 13: lash 75% Level 14: shield block 75% circle stab  78% kick 75% Level 15: detect hidden 75% Level 16: plant 75% Level 17: disarm 75% meditation 37% Level 20: enhanced damage  81% [Hit Return to continue] The sky appears somewhat cloudy, and it begins to rain. [Hit Return to continue] Level 21: blackjack 1% Level 25: dual wield n/a third attack n/a spy n/a Level 27: escape n/a Level 28: downstrike n/a Level 30: advanced hide n/a Level 32: dual backstab n/a Level 34: cower n/a Level 35: advanced daggers n/a Level 40: academia n/a Level 42: expert hide n/a Level 45: expert daggers n/a <93%hp 100%mn 100%mv> z You attempt to hide. <93%hp 100%mn 100%mv> x You attempt to move silently. <93%hp 100%mn 100%mv> c zYou step out of the shadows. <93%hp 100%mn 100%mv> You attempt to hide. <93%hp 100%mn 100%mv> x cYou attempt to move silently. You begin sneaking. <93%hp 100%mn 100%mv> zYou trample around loudly again. You step out of the shadows. <93%hp 100%mn 100%mv> You attempt to hide. <93%hp 100%mn 100%mv> x c You attempt to move silently. You begin sneaking. <93%hp 100%mn 100%mv> zYou trample around loudly again. You step out of the shadows. <93%hp 100%mn 100%mv> xYou attempt to hide. <93%hp 100%mn 100%mv> cYou attempt to move silently. You begin sneaking. <93%hp 100%mn 100%mv> c You step out of the shadows. Huh? <93%hp 100%mn 100%mv> z You attempt to hide. <93%hp 100%mn 100%mv> x You attempt to move silently. <93%hp 100%mn 100%mv> c zYou trample around loudly again. You step out of the shadows. <93%hp 100%mn 100%mv> xYou attempt to hide. <93%hp 100%mn 100%mv> You attempt to move silently. <93%hp 100%mn 100%mv> c You step out of the shadows. <93%hp 100%mn 100%mv> z xYou attempt to hide. <93%hp 100%mn 100%mv> cYou attempt to move silently. You begin sneaking. <93%hp 100%mn 100%mv> zYou trample around loudly again. <93%hp 100%mn 100%mv> xYou attempt to hide. <93%hp 100%mn 100%mv> cYou attempt to move silently. You begin sneaking. <93%hp 100%mn 100%mv> You trample around loudly again. <93%hp 100%mn 100%mv> z You attempt to hide. <93%hp 100%mn 100%mv> x c You attempt to move silently. You begin sneaking. <93%hp 100%mn 100%mv> zYou trample around loudly again. You step out of the shadows. <93%hp 100%mn 100%mv> x cYou attempt to hide. You are thirsty. You are hungry. <94%hp 100%mn 100%mv> You attempt to move silently. You begin sneaking. <94%hp 100%mn 100%mv> zYou trample around loudly again. You step out of the shadows. <94%hp 100%mn 100%mv> xYou attempt to hide. <94%hp 100%mn 100%mv> cYou attempt to move silently. You begin sneaking. <94%hp 100%mn 100%mv> zYou trample around loudly again. You step out of the shadows. <94%hp 100%mn 100%mv> You attempt to hide. <94%hp 100%mn 100%mv> x You attempt to move silently. You begin sneaking. <94%hp 100%mn 100%mv> c zYou trample around loudly again. You step out of the shadows. <94%hp 100%mn 100%mv> You attempt to hide. <94%hp 100%mn 100%mv> x <94%hp 100%mn 100%mv> c You attempt to move silently. You begin sneaking. <94%hp 100%mn 100%mv> z You trample around loudly again. You step out of the shadows. <94%hp 100%mn 100%mv> x You attempt to hide. <94%hp 100%mn 100%mv> c You attempt to move silently. You begin sneaking. <94%hp 100%mn 100%mv> z You trample around loudly again. You step out of the shadows. <94%hp 100%mn 100%mv> x You attempt to hide. <94%hp 100%mn 100%mv> c You attempt to move silently. You begin sneaking. <94%hp 100%mn 100%mv> zYou trample around loudly again. You step out of the shadows. <94%hp 100%mn 100%mv> xYou attempt to hide. <94%hp 100%mn 100%mv> cYou attempt to move silently. You begin sneaking. <94%hp 100%mn 100%mv> zYou trample around loudly again. You step out of the shadows. <94%hp 100%mn 100%mv> xYou attempt to hide. <94%hp 100%mn 100%mv> cYou attempt to move silently. <94%hp 100%mn 100%mv> zYou step out of the shadows. <94%hp 100%mn 100%mv> xYou attempt to hide. <94%hp 100%mn 100%mv> cYou attempt to move silently. You begin sneaking. <94%hp 100%mn 100%mv> z You trample around loudly again. You step out of the shadows. <94%hp 100%mn 100%mv> You attempt to hide. <94%hp 100%mn 100%mv> x c <94%hp 100%mn 100%mv> You attempt to move silently. You begin sneaking. <94%hp 100%mn 100%mv> z You trample around loudly again. You step out of the shadows. <94%hp 100%mn 100%mv> x You attempt to hide. <94%hp 100%mn 100%mv> c You attempt to move silently. <94%hp 100%mn 100%mv> z You step out of the shadows. <94%hp 100%mn 100%mv> x You attempt to hide. <94%hp 100%mn 100%mv> cYou attempt to move silently. <94%hp 100%mn 100%mv> zYou step out of the shadows. <94%hp 100%mn 100%mv> xYou attempt to hide. <94%hp 100%mn 100%mv> You attempt to move silently. You begin sneaking. <94%hp 100%mn 100%mv> c You trample around loudly again. You step out of the shadows. <94%hp 100%mn 100%mv> z You attempt to hide. <94%hp 100%mn 100%mv> x c You attempt to move silently. <94%hp 100%mn 100%mv> zYou step out of the shadows. <94%hp 100%mn 100%mv> You attempt to hide. <94%hp 100%mn 100%mv> x You attempt to move silently. You begin sneaking. <94%hp 100%mn 100%mv> c z You trample around loudly again. You step out of the shadows. <94%hp 100%mn 100%mv> xYou attempt to hide. <94%hp 100%mn 100%mv> You attempt to move silently. You begin sneaking. <94%hp 100%mn 100%mv> c z You trample around loudly again. You step out of the shadows. <94%hp 100%mn 100%mv> xYou attempt to hide. <94%hp 100%mn 100%mv> You attempt to move silently. You begin sneaking. <94%hp 100%mn 100%mv> c You trample around loudly again. You step out of the shadows. <94%hp 100%mn 100%mv> z zYou attempt to hide. <94%hp 100%mn 100%mv> xYou attempt to hide. <94%hp 100%mn 100%mv> You attempt to move silently. You begin sneaking. <94%hp 100%mn 100%mv> c You trample around loudly again. You step out of the shadows. <94%hp 100%mn 100%mv> z xYou attempt to hide. <94%hp 100%mn 100%mv> You attempt to move silently. <94%hp 100%mn 100%mv> c You step out of the shadows. <94%hp 100%mn 100%mv> z xYou attempt to hide. <94%hp 100%mn 100%mv> You attempt to move silently. You begin sneaking. <94%hp 100%mn 100%mv> xc Huh? <94%hp 100%mn 100%mv> z You attempt to hide. <94%hp 100%mn 100%mv> x cYou attempt to move silently. <94%hp 100%mn 100%mv> You trample around loudly again. You step out of the shadows. <94%hp 100%mn 100%mv> z xYou attempt to hide. <94%hp 100%mn 100%mv> You attempt to move silently. You begin sneaking. <94%hp 100%mn 100%mv> xc Huh? <94%hp 100%mn 100%mv> z xYou attempt to hide. <94%hp 100%mn 100%mv> You attempt to move silently. <94%hp 100%mn 100%mv> c You trample around loudly again. You step out of the shadows. <94%hp 100%mn 100%mv> z You attempt to hide. <94%hp 100%mn 100%mv> x You attempt to move silently. You begin sneaking. <94%hp 100%mn 100%mv> c zYou trample around loudly again. You step out of the shadows. <94%hp 100%mn 100%mv> You attempt to hide. <94%hp 100%mn 100%mv> x You attempt to move silently. <94%hp 100%mn 100%mv> c zYou step out of the shadows. <94%hp 100%mn 100%mv> You attempt to hide. <94%hp 100%mn 100%mv> x cYou attempt to move silently. You begin sneaking. <94%hp 100%mn 100%mv> zYou trample around loudly again. You step out of the shadows. <94%hp 100%mn 100%mv> You attempt to hide. <94%hp 100%mn 100%mv> x You attempt to move silently. You begin sneaking. <94%hp 100%mn 100%mv> c You trample around loudly again. You step out of the shadows. <94%hp 100%mn 100%mv> z You attempt to hide. <94%hp 100%mn 100%mv> x You attempt to move silently. You begin sneaking. <94%hp 100%mn 100%mv> c zYou trample around loudly again. You step out of the shadows. <94%hp 100%mn 100%mv> You attempt to hide. <94%hp 100%mn 100%mv> x cYou attempt to move silently. You begin sneaking. <94%hp 100%mn 100%mv> You trample around loudly again. You step out of the shadows. <94%hp 100%mn 100%mv> z You attempt to hide. <94%hp 100%mn 100%mv> x cYou attempt to move silently. You begin sneaking. <94%hp 100%mn 100%mv> You trample around loudly again. You step out of the shadows. <94%hp 100%mn 100%mv> z xYou attempt to hide. <94%hp 100%mn 100%mv> You attempt to move silently. You begin sneaking. <94%hp 100%mn 100%mv> c zYou trample around loudly again. You step out of the shadows. <94%hp 100%mn 100%mv> xYou attempt to hide. <94%hp 100%mn 100%mv> cYou attempt to move silently. You begin sneaking. <94%hp 100%mn 100%mv> You trample around loudly again. You step out of the shadows. <94%hp 100%mn 100%mv> z xYou attempt to hide. <94%hp 100%mn 100%mv> cYou attempt to move silently. <94%hp 100%mn 100%mv> zYou step out of the shadows. <94%hp 100%mn 100%mv> You attempt to hide. <94%hp 100%mn 100%mv> x You attempt to move silently. <94%hp 100%mn 100%mv> c z You step out of the shadows. <94%hp 100%mn 100%mv> xYou attempt to hide. <94%hp 100%mn 100%mv> cYou attempt to move silently. <94%hp 100%mn 100%mv> zYou step out of the shadows. <94%hp 100%mn 100%mv> You attempt to hide. <94%hp 100%mn 100%mv> x You attempt to move silently. <94%hp 100%mn 100%mv> c z <94%hp 100%mn 100%mv> xYou attempt to hide. <94%hp 100%mn 100%mv> cYou attempt to move silently. You begin sneaking. <94%hp 100%mn 100%mv> You trample around loudly again. You step out of the shadows. <94%hp 100%mn 100%mv> z You attempt to hide. <94%hp 100%mn 100%mv> x xYou attempt to move silently. You begin sneaking. <94%hp 100%mn 100%mv> c Huh? <94%hp 100%mn 100%mv> z You attempt to hide. <94%hp 100%mn 100%mv> x c You attempt to move silently. <94%hp 100%mn 100%mv> zYou trample around loudly again. You step out of the shadows. <94%hp 100%mn 100%mv> zYou attempt to hide. <94%hp 100%mn 100%mv> xYou attempt to hide. <94%hp 100%mn 100%mv> cYou attempt to move silently. You begin sneaking. <94%hp 100%mn 100%mv> zYou trample around loudly again. You step out of the shadows. <94%hp 100%mn 100%mv> x You attempt to hide. You are thirsty. You are hungry. <95%hp 100%mn 100%mv> You attempt to move silently. You begin sneaking. <95%hp 100%mn 100%mv> c You trample around loudly again. You step out of the shadows. <95%hp 100%mn 100%mv> z x You attempt to hide. <95%hp 100%mn 100%mv> You attempt to move silently. You begin sneaking. <95%hp 100%mn 100%mv> c <95%hp 100%mn 100%mv> zYou trample around loudly again. You step out of the shadows. <95%hp 100%mn 100%mv> zYou attempt to hide. <95%hp 100%mn 100%mv> xYou attempt to hide. <95%hp 100%mn 100%mv> You attempt to move silently. You begin sneaking. <95%hp 100%mn 100%mv> c You trample around loudly again. You step out of the shadows. <95%hp 100%mn 100%mv> z You attempt to hide. <95%hp 100%mn 100%mv> x You attempt to move silently. You begin sneaking. <95%hp 100%mn 100%mv> c zYou trample around loudly again. You step out of the shadows. <95%hp 100%mn 100%mv> You attempt to hide. <95%hp 100%mn 100%mv> z You attempt to hide. <95%hp 100%mn 100%mv> x You attempt to move silently. You begin sneaking. <95%hp 100%mn 100%mv> c You trample around loudly again. You step out of the shadows. <95%hp 100%mn 100%mv> z You attempt to hide. <95%hp 100%mn 100%mv> x You attempt to move silently. You begin sneaking. <95%hp 100%mn 100%mv> c z You trample around loudly again. <95%hp 100%mn 100%mv> xYou attempt to hide. <95%hp 100%mn 100%mv> cYou attempt to move silently. <95%hp 100%mn 100%mv> z <95%hp 100%mn 100%mv> You attempt to hide. <95%hp 100%mn 100%mv> c zYou step out of the shadows. <95%hp 100%mn 100%mv> xYou attempt to hide. <95%hp 100%mn 100%mv> cYou attempt to move silently. You begin sneaking. You look up and notice that it is no longer raining. You are thirsty. You are hungry. <96%hp 100%mn 100%mv> z You trample around loudly again. You step out of the shadows. <96%hp 100%mn 100%mv> xYou attempt to hide. <96%hp 100%mn 100%mv> cYou attempt to move silently. You begin sneaking. <96%hp 100%mn 100%mv> zYou trample around loudly again. You step out of the shadows. <96%hp 100%mn 100%mv> drink bladder Huh? <96%hp 100%mn 100%mv> drink bladder It is already empty. <96%hp 100%mn 100%mv> drink 2.bladder You drink murky water from a bladder. Your thirst is quenched. <96%hp 100%mn 100%mv> get bread bag You get a warm loaf of bread from a bag. <96%hp 100%mn 100%mv> eat bread You eat a warm loaf of bread. <96%hp 100%mn 100%mv> exam bag A small bag. A bag holds: ( 6) a warm loaf of bread ( 2) a small green pill <96%hp 100%mn 100%mv> Torrential rain begins to fall as a storm erupts. The crackling sound of thunder booms. <100%hp 100%mn 100%mv> The thunderclap from the storm seems to cease. <100%hp 100%mn 100%mv> The sun slowly disappears in the west. <100%hp 100%mn 100%mv> A small bird has arrived. <100%hp 100%mn 100%mv> You disappear into the void. Alas, all good things must come to an end. Connection closed by foreign host. bash-3.2$ telnet telnet> open (to) darkmists.org 2222 Trying 24.217.21.230... 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) Implementor: Xyza, The One True Spell, Goddess of Magic and Wisdom (xyza@darkmists.org) Welcome to the Dark Mists, a medieval fantasy role-playing and PK MUD! Please choose a good name for role-playing. Do not string two names together (SunStarer), use names with multiple capitalization (McNeil), use famous names (Bilbo, Megaman), or string together common words (Dragonslayer, Goddess, Killyouall). DM is anti-multicharring; please do not play with more than one session. By what name do you wish to be known? Traz Password: XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX XX XX XX Hear Ye, Hear Ye! Citizens of Thera pay heed. These are the standing XX XX notices of the land as of 5 September 2010: XX XX XX XX o HELP MULTICHAR has been updated! Read! 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 Visit the Official Dark Mists WebPage at http://www.darkmists.org XX XX XX XX o Use the 'forum' command to register for the Offical Dark Mists Forum XX XX at http://www.darkmists.org/forum XX XX XX XX o Updated maps of major cities are now located on the forum as well. XX XX XX XX o PLEASE NOTE: We do not tolerate racism or discrimination here. XX XX XX [Hit Return to continue] XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX Welcome to Dark Mists. Please do not feed the mobiles. Main Street You are standing on Main Street, a cobblestone road crossing through the city. It extends to the west. To the east is the Market Square. North is a bakery, and south is the butcher's. [Exits: north east south west] A small bird grooms its wing feathers. You have no unread notes. <100%hp 100%mn 100%mv> soc gack kiss bounce sneer smile dance cackle laugh giggle shake handshake puke growl scream comfort sigh sulk hug snuggle cuddle nuzzle cry poke accuse grin egrin bow applaud blush burp chuckle clap cough curtsey fart frown gasp glare groan hiccup lick love moan nibble pout ruffle shiver shrug sing slap smirk snap sneeze snicker sniff snore squeeze stare strut thank twiddle wave whistle wiggle wink yawn french comb massage tickle pat patronize curse beg cringe daydream fume grovel hop nudge ponder punch snarl handkiss faint pinch apologize stagger snort slobber blink flirt tip flutter howl babble ramble hush threaten roll swoon eyebrow serenade grimace boggle beckon wonder worry drool nod enternod purr point rub bleed highfive propose peer worship bearhug innocent collapse stretch boast squirm wince type brb mutter rofl sob whine flex embrace duck bonk squeal tackle spit flinch tweak peck explode raspberry view grumble cheer plead charge criticize run judge insane cover flare head cower noogie pissed passout adjust scratch meditate bkiss tag tank starve aargh yae lightbulb confused beam bite scuff whap lag chortle zerbert twitch leer polite mischievous accept anticipate shudder powertrip mull wait bat sage contemplate agree conspire support pound wrist cramp sweep buff wrestle tight yowl silly salute kneel1 kneel2 bunnyhop gocrazy caress buss <100%hp 100%mn 100%mv> sw queeze Where, what, how, WHO ??? <100%hp 100%mn 100%mv> wink Have you got something in your eye? <100%hp 100%mn 100%mv> snarl You grizzle your teeth and look mean. <100%hp 100%mn 100%mv> A small bird leaves east. <100%hp 100%mn 100%mv> innon cent You innocently whistle a tune. <100%hp 100%mn 100%mv> You feel your divine protection fade. <102%hp 100%mn 100%mv> The sky appears somewhat cloudy, and it begins to rain. <100%hp 100%mn 100%mv> You feel the blessing of Isimsiz overwhelm you. <98%hp 100%mn 100%mv> You look up and notice that it is no longer raining. <99%hp 100%mn 100%mv> The sky gets very cloudy and a calmness begins here. <100%hp 100%mn 100%mv> You look up and notice that it is no longer raining. <100%hp 100%mn 100%mv> You disappear into the void. Alas, all good things must come to an end. Connection closed by foreign host. bash-3.2$ tlenelnet telnet> open (to) darkmists.org 2222 Trying 24.217.21.230... 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) Implementor: Xyza, The One True Spell, Goddess of Magic and Wisdom (xyza@darkmists.org) Welcome to the Dark Mists, a medieval fantasy role-playing and PK MUD! Please choose a good name for role-playing. Do not string two names together (SunStarer), use names with multiple capitalization (McNeil), use famous names (Bilbo, Megaman), or string together common words (Dragonslayer, Goddess, Killyouall). DM is anti-multicharring; please do not play with more than one session. By what name do you wish to be known? Traz Password: XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX XX XX XX Hear Ye, Hear Ye! Citizens of Thera pay heed. These are the standing XX XX notices of the land as of 5 September 2010: XX XX XX XX o HELP MULTICHAR has been updated! Read! 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 Visit the Official Dark Mists WebPage at http://www.darkmists.org XX XX XX XX o Use the 'forum' command to register for the Offical Dark Mists Forum XX XX at http://www.darkmists.org/forum XX XX XX XX o Updated maps of major cities are now located on the forum as well. XX XX XX XX o PLEASE NOTE: We do not tolerate racism or discrimination here. XX XX XX [Hit Return to continue] XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX Welcome to Dark Mists. Please do not feed the mobiles. Market Square You are standing in Market Square, a dirty intersection in the cobblestone roadway equidistant from four of the main shops in town. Main Street extends eastward and westward, while Bridge Street stretches on towards the north and south. A stone stair off to the side leads upward. Along the side of the stone stair is a bronze plaque. A tree off to the side bears a news scroll. The weathered parchment is crudely nailed to the trunk of the tree with metallic nails. A second scroll, much newer than the first, is carefully attached to a low limb so as not to harm the tree. [Exits: north east south west] A cityguard stoutly stands vigil against lawlessness in Glyndane. The road sweeper keeps the roads clean. You have 1 new note waiting. <100%hp 100%mn 100%mv> note [ 0] Quenton: Thu Feb 9 16:24:52 2012 To: All Greetings, The Conclave of Wizardry once more seeks apprentices. All paths and classes are desired. Quenton Beckon Master of the Tower Candy Dragon First Class Chosen of the Magical Keebler Elf Goddess <100%hp 100%mn 100%mv> You are beginning to starve! <100%hp 100%mn 100%mv> get bread bag You get a warm loaf of bread from a bag. <100%hp 100%mn 100%mv> eat bread You eat a warm loaf of bread. You are no longer starving. You are hungry. <100%hp 100%mn 100%mv> e get bread bag You get a warm loaf of bread from a bag. <100%hp 100%mn 100%mv> eat bread You eat a warm loaf of bread. You are no longer hungry. <100%hp 100%mn 100%mv> l 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. A second scroll, much newer than the first, is carefully attached to a low limb so as not to harm the tree. [Exits: north east south west] A cityguard stoutly stands vigil against lawlessness in Glyndane. The road sweeper keeps the roads clean. <100%hp 100%mn 100%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 99%mv> e Market Square You are standing in Market Square, a dirty intersection in the cobblestone roadway equidistant from four of the main shops in town. Main Street extends eastward and westward, while Bridge Street stretches on towards the north and south. A stone stair off to the side leads upward. Along the side of the stone stair is a bronze plaque. A tree off to the side bears a news scroll. The weathered parchment is crudely nailed to the trunk of the tree with metallic nails. A second scroll, much newer than the first, is carefully attached to a low limb so as not to harm the tree. [Exits: north east south west] A cityguard stoutly stands vigil against lawlessness in Glyndane. The road sweeper keeps the roads clean. <100%hp 100%mn 99%mv> w Main Street You are standing on Main Street, a cobblestone road crossing through the city. It extends to the west. To the east is the Market Square. North is a bakery, and south is the butcher's. [Exits: north east south west] <100%hp 100%mn 98%mv> n Ye Olde Bakery The sweet fragrance of baked goods assails you as you enter this shop. On various counters along the walls are bread, cakes, cookies, and other pastries. There is flour on the wooden floor. On the wall behind the wooden counter is a sign. [Exits: south] A child plays here, pretending to be a famous and powerful mage. The baker pulls another loaf of bread from his hot oven. <100%hp 100%mn 98%mv> list [Lv Price Qty] Item [ 1 97 -- ] a fried, stuffed egg [ 1 97 -- ] a sweet fried stuffed egg [ 1 156 -- ] chireseye [ 0 11 -- ] a warm loaf of bread [ 0 14 -- ] a batch of cookies [ 0 6 -- ] a blueberry danish [ 0 20 -- ] a cinnamon roll <100%hp 100%mn 98%mv> wo You have 6 gold, 191 silver, and 106581 experience (7683 exp to level). <100%hp 100%mn 98%mv> buy 15*bread You cannot carry that many items. <100%hp 100%mn 98%mv> inv You are carrying: elven chainmail a tiny cockroach head a silver ring A thin iron bracer a seashell ring some dragonfly wing clippings (Glowing) a dagger named 'naga-slayer' ( 7) a bladder a small lantern a thin leather cape an envelope containing a note of introduction ( 2) some magical herbs a bag <100%hp 100%mn 98%mv> drop chainmail You drop elven chainmail. <100%hp 100%mn 98%mv> drop cockroach You drop a tiny cockroach head. <100%hp 100%mn 100%mv> drop dragonfly You drop some dragonfly wing clippings. <100%hp 100%mn 100%mv> put dagger bag That item is too powerful to be contained. <100%hp 100%mn 100%mv> wear cape You stop using a brown cloak. You wear a thin leather cape around your neck. <100%hp 100%mn 100%mv> wear cloak You stop using a thin leather cape. You wear a brown cloak around your neck. <100%hp 100%mn 100%mv> drop cape You drop a thin leather cape. <100%hp 100%mn 100%mv> l Ye Olde Bakery The sweet fragrance of baked goods assails you as you enter this shop. On various counters along the walls are bread, cakes, cookies, and other pastries. There is flour on the wooden floor. On the wall behind the wooden counter is a sign. [Exits: south] A leather cape lies here, folded. Some small ethereal wings lie in a heap here. The tiny head of an insect lies on the ground. A shiny metallic shirt is on the floor. A child plays here, pretending to be a famous and powerful mage. The baker pulls another loaf of bread from his hot oven. <100%hp 100%mn 100%mv> inv You are carrying: a silver ring A thin iron bracer a seashell ring (Glowing) a dagger named 'naga-slayer' ( 7) a bladder a small lantern an envelope containing a note of introduction ( 2) some magical herbs a bag <100%hp 100%mn 100%mv> drop bracer You drop A thin iron bracer. <100%hp 100%mn 100%mv> drop envelope You drop an envelope containing a note of introduction. <100%hp 100%mn 100%mv> inv You are carrying: a silver ring a seashell ring (Glowing) a dagger named 'naga-slayer' ( 7) a bladder a small lantern ( 2) some magical herbs a bag <100%hp 100%mn 100%mv> drop silver You drop a silver ring. <100%hp 100%mn 100%mv> sc You are Traz the Master Spy. Level 23, 17 years old (20 hours). You are young. You joined Dark Mists 28 days, 2 hours, 7 minutes, and 35 seconds ago. Race: changeling Sex: male Class: thief You have 100% hit, 100% mana, 100% movement. You have 12 practices, 0 training sessions, and 0 fate points. You are carrying 28/47 items with weight 105/301 pounds. Str: 17(17) Int: 17(18) Wis: 21(21) Dex: 21(25) Con: 12(13) You have scored 106581 exp, and have 6 gold and 191 silver coins. You need 7683 exp to level. Wimpy set to 10% hit points. Hometown is Glyndane. You are standing. You are armored against piercing. You are armored against bashing. You are armored against slashing. You are somewhat armored against magic. Hitroll: 10 Damroll: 13 You are neutral, and impulsively inclined. You have requested no immortal role-play interaction. You are affected by the following: Blessing : modifies hp by 10 for about 3 hrs and 36 mins Shapeshift : modifies form by 12 permanently : modifies none by 0 permanently Sneak : modifies none by 0 for about 3 hrs <100%hp 100%mn 100%mv> A child gets A thin iron bracer. <100%hp 100%mn 100%mv> l child This one is much too busy at play to pay attention to you. A child is in perfect condition. (100%) You peek at the inventory: A thin iron bracer 0 gold coins, and 9 silver coins. <100%hp 100%mn 100%mv> con child Your sneeze would kill a child. A child seems indifferent towards you. <100%hp 100%mn 100%mv> l Ye Olde Bakery The sweet fragrance of baked goods assails you as you enter this shop. On various counters along the walls are bread, cakes, cookies, and other pastries. There is flour on the wooden floor. On the wall behind the wooden counter is a sign. [Exits: south] A small ring of silver lies here. An envelope is here. A leather cape lies here, folded. Some small ethereal wings lie in a heap here. The tiny head of an insect lies on the ground. A shiny metallic shirt is on the floor. A child plays here, pretending to be a famous and powerful mage. The baker pulls another loaf of bread from his hot oven. <100%hp 100%mn 100%mv> l sac ring The gods give you 15 silver coins for your sacrifice. <100%hp 100%mn 100%mv> A child gets elven chainmail. <100%hp 100%mn 100%mv> kill child You trample around loudly again. You claim a child. Your pierce thrashes a child. Your pierce mauls a child. Your pierce mauls a child. A child is spurting blood. (31%) <100%hp 100%mn 100%mv> Your pierce mauls a child. Your pierce wounds a child. A child is DEAD!! You receive 0 experience points. A child's arm is sliced from her dead body. You get A thin iron bracer from the corpse of a child. You get elven chainmail from the corpse of a child. <100%hp 100%mn 100%mv> drop chainmail You drop elven chainmail. <100%hp 100%mn 100%mv> drop i bracer You drop A thin iron bracer. <100%hp 100%mn 100%mv> sac bracer The gods give you 93 silver coins for your sacrifice. <100%hp 100%mn 100%mv> sac chainmail The gods give you 9 silver coins for your sacrifice. <100%hp 100%mn 100%mv> inv   l Ye Olde Bakery The sweet fragrance of baked goods assails you as you enter this shop. On various counters along the walls are bread, cakes, cookies, and other pastries. There is flour on the wooden floor. On the wall behind the wooden counter is a sign. [Exits: south] The corpse of a child is lying here. The sliced-off arm of a child is lying here. An envelope is here. A leather cape lies here, folded. Some small ethereal wings lie in a heap here. The tiny head of an insect lies on the ground. The baker pulls another loaf of bread from his hot oven. <100%hp 100%mn 100%mv> sac corpse The gods give you 27 silver coins for your sacrifice. <100%hp 100%mn 100%mv> sac envelope The gods give you one silver coin for your sacrifice. <100%hp 100%mn 100%mv> da  sac cape The gods give you 12 silver coins for your sacrifice. <100%hp 100%mn 100%mv> ; sac head The gods give you one silver coin for your sacrifice. <100%hp 100%mn 100%mv> l Ye Olde Bakery The sweet fragrance of baked goods assails you as you enter this shop. On various counters along the walls are bread, cakes, cookies, and other pastries. There is flour on the wooden floor. On the wall behind the wooden counter is a sign. [Exits: south] A pile of silver coins. The sliced-off arm of a child is lying here. Some small ethereal wings lie in a heap here. The baker pulls another loaf of bread from his hot oven. <100%hp 100%mn 100%mv> sac wings You cannot find it. <100%hp 100%mn 100%mv> sac wing The gods give you one silver coin for your sacrifice. <100%hp 100%mn 100%mv> list [Lv Price Qty] Item [ 1 97 -- ] a fried, stuffed egg [ 1 97 -- ] a sweet fried stuffed egg [ 1 156 -- ] chireseye [ 0 11 -- ] a warm loaf of bread [ 0 14 -- ] a batch of cookies [ 0 6 -- ] a blueberry danish [ 0 20 -- ] a cinnamon roll <100%hp 100%mn 100%mv> buy 15*bread You haggle with the Baker. You buy a warm loaf of bread[15] for 120 silver. <100%hp 100%mn 100%mv> put all.bread bag You put a warm loaf of bread in a bag. You put a warm loaf of bread in a bag. You put a warm loaf of bread in a bag. You put a warm loaf of bread in a bag. You put a warm loaf of bread in a bag. You put a warm loaf of bread in a bag. You put a warm loaf of bread in a bag. You put a warm loaf of bread in a bag. You put a warm loaf of bread in a bag. You put a warm loaf of bread in a bag. You put a warm loaf of bread in a bag. You put a warm loaf of bread in a bag. You put a warm loaf of bread in a bag. You put a warm loaf of bread in a bag. You put a warm loaf of bread in a bag. <100%hp 100%mn 100%mv> exam bag A small bag. A bag holds: (19) a warm loaf of bread ( 2) a small green pill <100%hp 100%mn 100%mv> wo You have 6 gold, 228 silver, and 106581 experience (7683 exp to level). <100%hp 100%mn 100%mv> sc You are Traz the Master Spy. Level 23, 17 years old (20 hours). You are young. You joined Dark Mists 28 days, 2 hours, 9 minutes, and 37 seconds ago. Race: changeling Sex: male Class: thief You have 100% hit, 100% mana, 100% movement. You have 12 practices, 0 training sessions, and 0 fate points. You are carrying 28/47 items with weight 120/301 pounds. Str: 17(17) Int: 17(18) Wis: 21(21) Dex: 21(25) Con: 12(13) You have scored 106581 exp, and have 6 gold and 228 silver coins. You need 7683 exp to level. Wimpy set to 10% hit points. Hometown is Glyndane. You are standing. You are armored against piercing. You are armored against bashing. You are armored against slashing. You are somewhat armored against magic. Hitroll: 10 Damroll: 13 You are neutral, and impulsively inclined. You have requested no immortal role-play interaction. You are affected by the following: Blessing : modifies hp by 10 for about 2 hrs and 36 mins Shapeshift : modifies form by 12 permanently : modifies none by 0 permanently <100%hp 100%mn 100%mv> l Ye Olde Bakery The sweet fragrance of baked goods assails you as you enter this shop. On various counters along the walls are bread, cakes, cookies, and other pastries. There is flour on the wooden floor. On the wall behind the wooden counter is a sign. [Exits: south] A pile of silver coins. The sliced-off arm of a child is lying here. The baker pulls another loaf of bread from his hot oven. <100%hp 100%mn 100%mv> s Main Street You are standing on Main Street, a cobblestone road crossing through the city. It extends to the west. To the east is the Market Square. North is a bakery, and south is the butcher's. [Exits: north east south west] <100%hp 100%mn 99%mv> e Market Square You are standing in Market Square, a dirty intersection in the cobblestone roadway equidistant from four of the main shops in town. Main Street extends eastward and westward, while Bridge Street stretches on towards the north and south. A stone stair off to the side leads upward. Along the side of the stone stair is a bronze plaque. A tree off to the side bears a news scroll. The weathered parchment is crudely nailed to the trunk of the tree with metallic nails. A second scroll, much newer than the first, is carefully attached to a low limb so as not to harm the tree. [Exits: north east south west] A cityguard stoutly stands vigil against lawlessness in Glyndane. The road sweeper keeps the roads clean. <100%hp 100%mn 99%mv> s Bridge Street You are standing on Bridge Street, a cobblestone road which runs north-south through the city. Just 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 98%mv> s Bridge Street You are standing on Bridge Street, a grimy cobblestone road which runs north-south through the city. From the north you near the noisy bustle of business as usual at Market Square. To the east is a small road. From the west comes the distinctive odor of a stew cooking, and the chirping of birds and other sounds indicative of small woodland creatures. [Exits: north east south west] A child plays here, pretending to be a famous and powerful mage. <100%hp 100%mn 98%mv> e Small Road This small road leads to somewhere that has a dreadful stench. You sense that the really bad stink comes from the south. [Exits: south west] A bleary-eyed man with a paunch belly weaves as he walks by. A young student of the arts of war practices sword fighting forms. <100%hp 100%mn 98%mv> s The Dump Ewwwww... This place stinks so badly that the gagging reflex is activated. Get away now before you puke all over the place, adding to the stench... On the ground you barely make out a manhole cover, it is so covered with filth. [Exits: north east] A man reeking of liquor lifts a bottle-shaped plain brown sack to his mouth. <100%hp 100%mn 97%mv> open d Ok. <100%hp 100%mn 97%mv> d Quadruple junction in the dark The smell of garbage is strong here, and the darkness extends in all four cardinal directions. The ceiling is low, and you can touch it with your hand. It feels crowded in here. [Exits: north east south west up] A large cockroach scuttles across the ground. <100%hp 100%mn 96%mv> s A dark passage The dark passage extends north and south. From the north you detect the distinct odor of garbage on the otherwise stale air. The walls seem to close in on you. [Exits: north south] <100%hp 100%mn 95%mv> s A dark passage The passage turns here, heading north and east. The air is stale, and it seems the dirty walls are closing in on you. [Exits: north east] <100%hp 100%mn 94%mv> e A dark passage The passage extends east and west. From the north you hear low voices. Looking north you see light, but for some reason it does not fall out here to aid your vision. The air is stale here, and the walls are dirty and seem to close in on you. [Exits: north east west] A small snake slithers here. <100%hp 100%mn 93%mv> n Hall of Mirrors Mirrors cover the walls and ceiling, and yes, a shiny metal surface reflects as a mirror on the floor, giving you the sense that this room is larger than it is. You are forced to look at yourself and others in the room, a feeling that you find somewhat uncomfortable. In the center of the room, hanging from the ceiling, is a ring of iron which holds four lit torches, balanced. The light reflects back and forth, lighting everything. [Exits: north east south west up down] <100%hp 100%mn 92%mv> e Thieves' Underground Candlelight brightens the place, giving an almost festive appearance. Rich tapestries line the walls, a carpet of gold and crimson covers the floor. In one corner, a card game is underway. In another, members of the guild are shooting dice. [Exits: west] A spigotted keg in the corner dispenses ale. A rat is here, watching you through beady red eyes. (Chromatic Aura) The guildmaster is training young ones in the art of stealing without being seen. <100%hp 100%mn 92%mv> train convert You can train: int wis dex con hp mana. <100%hp 100%mn 92%mv> convert practice Huh? <100%hp 100%mn 92%mv> cont vert You are thirsty. <100%hp 100%mn 100%mv> train Huh? <100%hp 100%mn 100%mv> drink 2.bladder You drink murky water from a bladder. Your thirst is quenched. <100%hp 100%mn 100%mv> help convert Your research into that topic reveals the following: GAIN CONVERT Syntax: gain convert gain revert We do not allow skill gaining here since we prefer not to have warriors who summon, mages who dual wield, etc. Training can be done in nearly all the guilds in Thera. Not all guilds will allow this, so you may have to travel to another guild to convert your trains. When you 'gain convert' you convert 10 practices into 1 train. And if you 'gain revert' you convert 1 train into 10 practices. <100%hp 100%mn 100%mv> gain convert Thief guildmaster helps you apply your practice to training. <100%hp 100%mn 100%mv> train str Your strength is already at maximum. <100%hp 100%mn 100%mv> train You have 1 training sessions. You can train: int wis dex con hp mana. <100%hp 100%mn 100%mv> train dex Your dexterity increases! <100%hp 100%mn 100%mv> w Hall of Mirrors Mirrors cover the walls and ceiling, and yes, a shiny metal surface reflects as a mirror on the floor, giving you the sense that this room is larger than it is. You are forced to look at yourself and others in the room, a feeling that you find somewhat uncomfortable. In the center of the room, hanging from the ceiling, is a ring of iron which holds four lit torches, balanced. The light reflects back and forth, lighting everything. [Exits: north east south west up down] <100%hp 100%mn 100%mv> s A dark passage The passage extends east and west. From the north you hear low voices. Looking north you see light, but for some reason it does not fall out here to aid your vision. The air is stale here, and the walls are dirty and seem to close in on you. [Exits: north east west] A small snake slithers here. <100%hp 100%mn 99%mv> w A dark passage The passage turns here, heading north and east. The air is stale, and it seems the dirty walls are closing in on you. [Exits: north east] <100%hp 100%mn 98%mv> n A dark passage The dark passage extends north and south. From the north you detect the distinct odor of garbage on the otherwise stale air. The walls seem to close in on you. [Exits: north south] <100%hp 100%mn 96%mv> n Quadruple junction in the dark The smell of garbage is strong here, and the darkness extends in all four cardinal directions. The ceiling is low, and you can touch it with your hand. It feels crowded in here. [Exits: north east south west] A large cockroach scuttles across the ground. <100%hp 100%mn 95%mv> open u Ok. <100%hp 100%mn 95%mv> u The Dump Ewwwww... This place stinks so badly that the gagging reflex is activated. Get away now before you puke all over the place, adding to the stench... On the ground you barely make out a manhole cover, it is so covered with filth. [Exits: north east down] A man reeking of liquor lifts a bottle-shaped plain brown sack to his mouth. <100%hp 100%mn 95%mv> con man They are not here. <100%hp 100%mn 95%mv> con reeking They are not here. <100%hp 100%mn 95%mv> l man You do not see that here. <100%hp 100%mn 95%mv> l The Dump Ewwwww... This place stinks so badly that the gagging reflex is activated. Get away now before you puke all over the place, adding to the stench... On the ground you barely make out a manhole cover, it is so covered with filth. [Exits: north east down] A man reeking of liquor lifts a bottle-shaped plain brown sack to his mouth. <100%hp 100%mn 95%mv> e Temple of Darkness The obsidian floor is well polished but a trail of scuff-marks shows where people have heavily travelled this holy place. In the southwest corner is an altar carved from obsidian. From the west comes a smell that is not pleasant, not at all pleasant. [Exits: north east south west] A small redbird sings a complicated song while watching you from one eye. The road sweeper keeps the roads clean. (Holy Aura) The city's evil healer-adept dispenses cures and blessings here. <100%hp 100%mn 94%mv> e By the Fountain A fountain of obsidian sprays clear water into the air. It splashes down into the pool below. To the north is a building, whose entrance you do not see. Eastward is the road, westward the temple, and to the south, a rock wall. An obsidian plaque hangs over the entry to the temple. [Exits: east west] A fountain is here, spraying water up into the air. A large cockroach scuttles across the ground. A cityguard strolls by, vigilant against crime in the streets. <100%hp 100%mn 94%mv> fill bal  ladder The sky gets very cloudy and a calmness begins here. <100%hp 100%mn 100%mv> You fill a bladder with water from a fountain. <100%hp 100%mn 100%mv> fill 2.bladder There is already another liquid in it. <100%hp 100%mn 100%mv> pour 2.bladder Pour what into what? <100%hp 100%mn 100%mv> pour out 2.bladder You do not have that item. <100%hp 100%mn 100%mv> pour 2.bladder out You invert a bladder, spilling murky water all over the ground. <100%hp 100%mn 100%mv> fill 2.bladder You fill a bladder with water from a fountain. <100%hp 100%mn 100%mv> fill 3.bladder You fill a bladder with water from a fountain. <100%hp 100%mn 100%mv> fill 4.bladder Your container is full. <100%hp 100%mn 100%mv> l By the Fountain A fountain of obsidian sprays clear water into the air. It splashes down into the pool below. To the north is a building, whose entrance you do not see. Eastward is the road, westward the temple, and to the south, a rock wall. An obsidian plaque hangs over the entry to the temple. [Exits: east west] A fountain is here, spraying water up into the air. A large cockroach scuttles across the ground. A cityguard strolls by, vigilant against crime in the streets. <100%hp 100%mn 100%mv> w Temple of Darkness The obsidian floor is well polished but a trail of scuff-marks shows where people have heavily travelled this holy place. In the southwest corner is an altar carved from obsidian. From the west comes a smell that is not pleasant, not at all pleasant. [Exits: north east south west] A small redbird sings a complicated song while watching you from one eye. The road sweeper keeps the roads clean. (Holy Aura) The city's evil healer-adept dispenses cures and blessings here. <100%hp 100%mn 99%mv> w The Dump Ewwwww... This place stinks so badly that the gagging reflex is activated. Get away now before you puke all over the place, adding to the stench... On the ground you barely make out a manhole cover, it is so covered with filth. [Exits: north east down] A man reeking of liquor lifts a bottle-shaped plain brown sack to his mouth. <100%hp 100%mn 99%mv> w Alas, you cannot go that way. <100%hp 100%mn 99%mv> n The night has begun. <100%hp 100%mn 100%mv> Small Road This small road leads to somewhere that has a dreadful stench. You sense that the really bad stink comes from the south. [Exits: south west] A bleary-eyed man with a paunch belly weaves as he walks by. A young student of the arts of war practices sword fighting forms. <100%hp 100%mn 99%mv> w Bridge Street You are standing on Bridge Street, a grimy cobblestone road which runs north-south through the city. From the north you near the noisy bustle of business as usual at Market Square. To the east is a small road. From the west comes the distinctive odor of a stew cooking, and the chirping of birds and other sounds indicative of small woodland creatures. [Exits: north east south west] A child plays here, pretending to be a famous and powerful mage. <100%hp 100%mn 99%mv> n Bridge Street You are standing on Bridge Street, a cobblestone road which runs north-south through the city. Just north is noisy Market Square. To the east is a building with the sign: General Store ----->. To the west is a building bearing a sign: <--- Fresh Butchered Meats. [Exits: north south] <100%hp 100%mn 98%mv> n Market Square You are standing in Market Square, a dirty intersection in the cobblestone roadway equidistant from four of the main shops in town. Main Street extends eastward and westward, while Bridge Street stretches on towards the north and south. A stone stair off to the side leads upward. Along the side of the stone stair is a bronze plaque. A tree off to the side bears a news scroll. The weathered parchment is crudely nailed to the trunk of the tree with metallic nails. A second scroll, much newer than the first, is carefully attached to a low limb so as not to harm the tree. [Exits: north east south west] A cityguard stoutly stands vigil against lawlessness in Glyndane. The road sweeper keeps the roads clean. <100%hp 100%mn 98%mv> z You attempt to hide. <100%hp 100%mn 98%mv> x You attempt to move silently. You begin sneaking. <100%hp 100%mn 98%mv> n Bridge Street You are standing on Bridge Street, a cobblestone road which runs north-south through the city. Just south is noisy Market Square. To the east is a building with the sign: Pet Shop ----->. To the west is a building bearing a sign: <--- Ye Olde Bakery. [Exits: north south] <100%hp 100%mn 98%mv> n Bridge Street You are standing on Bridge Street, a dirty cobblestone road which runs north-south through the city. From the south come noises from Market Square. To the west you see a plain building with a sign over the open entrance. To the east is a building with more decorative stone work, above its open entrance a silver plaque. [Exits: north east south west] A young student of the arts of war practices sword fighting forms. <100%hp 100%mn 97%mv> n Bridge Street You are standing on Bridge Street, a grime-covered cobblestone road which runs north-south through the city. From the south come noises from Market Square. To the east and west are walls to buildings whose entrances do not face this street. [Exits: north south] <100%hp 100%mn 97%mv> A small bird has arrived. <100%hp 100%mn 97%mv> n Winter Square You are standing at the intersection of Bridge Street and Winter Road. The street intersection is busy here, but the real noise comes from farther to the south at Market Square. The cobblestones beneath your feet are dirty, with hard-packed dirt and grime between the stones. In the back of your mind you realize that this dirt was probably there since before the fall of Arcana. [Exits: north east south west] <100%hp 100%mn 96%mv> n Bridge Street You are standing just north of the intersection of Bridge Street and Winter Square, a noisy place, and yet the noise from farther south at Market Square is still audible. The cobblestones beneath your feet are encrusted with dirt and grime. Beyond to the north the street continues, and to the east and west are buildings, the entrances to which do not open to this street. [Exits: north south] A young clerical student devoutly practices supplications. <100%hp 100%mn 96%mv> n Bridge Street You are standing on Bridge Street, a dirty cobblestone road which runs north-south through the city. From the south come faint noises from Market Square. To the north is the great northern gate in the battlements surrounding the city. [Exits: north south] <100%hp 100%mn 96%mv> 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] A smiling merchant wanders along the streets. <100%hp 100%mn 95%mv> You look up and notice that it is no longer raining. <100%hp 100%mn 100%mv> forum To create a forum account, you must first set your email address. You can set your email address by entering in 'email
'. Then, you can create the account by entering in 'forum confirm'. You can attempt to restore your forum account privileges by entering in 'forum restore'. <100%hp 100%mn 100%mv> email troyareed@gmail.com Your email address is set to troyareed@gmail.com. <100%hp 100%mn 100%mv> forum confim rm Welcome to the Official Dark Mists Forum! You can visit the forum by going to http://www.darkmists.org/forum Your forum login and password is the same as your character's for Dark Mists. <100%hp 100%mn 100%mv> You step out of the shadows. You yell in panic, 'Help! I am being attacked by someone!' A young student of the art of intrigue and thievery steps out of the shadows. You claim a young student of the art of intrigue and thievery. You parry a young student of the art of intrigue and thievery's slash and deflect it to the left. You trample around loudly again. A young student of the art of intrigue and thievery leans to his left and dodges your pierce. Your pierce misses a young student of the art of intrigue and thievery. A young student of the art of intrigue and thievery hops backward and dodges your pierce. You drop, roll backward, and dodge a young student of the art of intrigue and thievery's slash. A young student of the art of intrigue and thievery is in perfect condition. (100%) <100%hp 100%mn 100%mv> Your pierce decimates a young student of the art of intrigue and thievery. Your pierce devastates a young student of the art of intrigue and thievery. A young student of the art of intrigue and thievery's slash nicks you. A young student of the art of intrigue and thievery has some nasty cuts. (69%) <99%hp 100%mn 100%mv> dirt A young student of the art of intrigue and thievery rips apart your coin purse, spilling your gold! A young student of the art of intrigue and thievery has some small wounds. (71%) <100%hp 100%mn 100%mv> Your kicked dirt scratches a young student of the art of intrigue and thievery. A young student of the art of intrigue and thievery is blinded by the dirt in his eyes! A young student of the art of intrigue and thievery has some small wounds. (70%) <100%hp 100%mn 100%mv> Your pierce devastates a young student of the art of intrigue and thievery. Your pierce devastates a young student of the art of intrigue and thievery. Your pierce misses a young student of the art of intrigue and thievery. A young student of the art of intrigue and thievery's slash misses you. A young student of the art of intrigue and thievery is spurting blood. (36%) <100%hp 100%mn 100%mv> A young student of the art of intrigue and thievery rips apart your coin purse, spilling your gold! A young student of the art of intrigue and thievery is spurting blood. (36%) <100%hp 100%mn 100%mv> Your pierce decimates a young student of the art of intrigue and thievery. Your pierce decimates a young student of the art of intrigue and thievery. A young student of the art of intrigue and thievery's slash grazes you. A young student of the art of intrigue and thievery is in pretty bad shape. (6%) <98%hp 100%mn 100%mv> Your pierce mauls a young student of the art of intrigue and thievery. A young student of the art of intrigue and thievery is DEAD!! You receive 3 experience points. A young student of the art of intrigue and thievery's head is shattered, and his brains splash all over you. <98%hp 100%mn 100%mv> l 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] The corpse of a young student of the art of intrigue and thievery is lying here. The splattered brains of a young student of the art of intrigue and thievery are lying here. A smiling merchant wanders along the streets. <98%hp 100%mn 100%mv> take all.  corpse You get 23 silver coins from the corpse of a young student of the art of intrigue and thievery. <98%hp 100%mn 100%mv> wo You have 6 gold, 251 silver, and 106584 experience (7680 exp to level). <98%hp 100%mn 100%mv> l 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] The corpse of a young student of the art of intrigue and thievery is lying here. The splattered brains of a young student of the art of intrigue and thievery are lying here. A smiling merchant wanders along the streets. <98%hp 100%mn 100%mv> sac corpse The gods give you 45 silver coins for your sacrifice. <98%hp 100%mn 100%mv> z You attempt to hide. <98%hp 100%mn 100%mv> x You attempt to move silently. <98%hp 100%mn 100%mv> The sky appears somewhat cloudy, and it begins to rain. <99%hp 100%mn 100%mv> n A citizen has arrived. You feel your divine protection fade. <102%hp 100%mn 100%mv> You step out of the shadows. Outside the North Gate Just south of you is the great northern gate, on either side of which is a tall tower, above which fly the flags of the city. Beyond the towers, running east and west, are the great stone battlements which surround the city and were erected for defense against outside invasion. To the north is a well-worn dirt road. [Exits: north south] A citizen of Glyndane is here, enjoying the fresh air. <102%hp 100%mn 99%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] <102%hp 100%mn 99%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] <102%hp 100%mn 98%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] <102%hp 100%mn 98%mv> w Along the Eastern Road You are walking along a well-traveled road between Ethshar and the lands east. A northern road crosses this one to the west, towards Ethshar. You hear faint whispers coming from the north. [Exits: north east west] <102%hp 100%mn 98%mv> w The Cross Roads Here, the great eastern road intersects with an older road between the mines of Moria and the ruined city of Thalos. The outskirts of Ethshar lie to your west, and the highway continues to the east. An old northern road leads to the dwarven kingdom and the abandoned mines of Moria, while the southern road shows the scars of the war which destroyed Thalos. [Exits: north east south west] <102%hp 100%mn 97%mv> w City Entrance You stand on the outskirts of a large city-- Ethshar, the Imperial City, built upon the ruins of the old capital, Midgaard. The road leads east into the peace and quiet - and dangers - of the forest; to the west it becomes the city of Ethshar. [Exits: east west] <102%hp 100%mn 97%mv> w Outer Eastern Gates The grand gates of the 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] <102%hp 100%mn 96%mv> w 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 east south west] <102%hp 100%mn 96%mv> n Wall Road - East You stand on the road that is between the wall that protects Ethshar and the buildings within the city. The wall is tall and made of white marble, and the street has been paved with granite slabs. The road runs along the wall leading to the north and south. [Exits: north south] <102%hp 100%mn 96%mv> n Wall Road - East You stand on the road that is between the wall that protects Ethshar and the buildings within the city. The wall is tall and made of white marble, and the street has been paved with granite slabs. The road runs along the wall leading to the north and south. [Exits: north south] <102%hp 100%mn 95%mv> n Wall Road - East You stand on the road that is between the wall that protects Ethshar and the buildings within the city. The wall is tall and made of white marble, and the street has been paved with granite slabs. The road runs along the wall leading to the north and south. [Exits: north south] <102%hp 100%mn 95%mv> n Wall Road - East You stand on the road that is between the wall that protects Ethshar and the buildings within the city. The wall is tall and made of white marble, and the street has been paved with granite slabs. The road runs along the wall leading to the north and south. [Exits: north south] <102%hp 100%mn 95%mv> n Wall Road - East You stand on the road that is between the wall that protects Ethshar and the buildings within the city. The wall is tall and made of white marble, and the street has been paved with granite slabs. The road runs along the wall leading to the north and south. [Exits: north south] A hefty woman patrols the streets of Ethshar, keeping the peace. <102%hp 100%mn 94%mv> n Wall Road - North East Corner You stand on the road that is between the wall that protects Ethshar and the buildings within the city. The wall is tall and made of white marble, and the street has been paved with granite slabs. The road runs along the wall leading to the west and south. [Exits: south west] <102%hp 100%mn 94%mv> n w Wall Road - North A wall made of large sections of white marble make up the wall that is separating you from the outside world. A simple gravel road runs along the wall leading to the east and west. [Exits: east west] <102%hp 100%mn 93%mv> w Wall Road - North You stand on the road that is between the wall that protects Ethshar and the buildings within the city. The wall is tall and made of white marble, and the street has been paved with granite slabs. The road runs along the wall leading to the east and west. [Exits: east west] <102%hp 100%mn 93%mv> w Wall Road - North You stand on the road that is between the wall that protects Ethshar and the buildings within the city. The wall is tall and made of white marble, and the street has been paved with granite slabs. The road runs along the wall leading to the east and west. [Exits: east west] A large cockroach scuttles across the ground. <102%hp 100%mn 93%mv> w Wall Road - North You stand on the road that is between the wall that protects Ethshar and the buildings within the city. The wall is tall and made of white marble, and the street has been paved with granite slabs. The road runs along the wall leading to the east and west. [Exits: east west] <102%hp 100%mn 92%mv> w Wall Road - North You stand on the road that is between the wall that protects Ethshar and the buildings within the city. The wall is tall and made of white marble, and the street has been paved with granite slabs. The road runs along the wall leading to the east and west. [Exits: east west] <102%hp 100%mn 92%mv> w 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] <102%hp 100%mn 92%mv> n Outer Northern Gates The grand gates of the 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 south] A large cockroach scuttles across the ground. <102%hp 100%mn 91%mv> n Path in the plains You are on a path situated in the rough plains. Strong winds blow at you as you study the beautiful landscape. To the north, west, and east, the plains continue. Southward is the north gate of the City of Ethshar. [Exits: north east south west] <102%hp 100%mn 91%mv> sca e w You peer intently west. === 1 west === <100%hp 100%mn 100%mv> n Gallow hill You are on a hill 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, and most of the deities depicted here no longer interact with the mortals of this world, yet 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 99%mv> scan w You peer intently west. === 1 west === === 2 west === === 3 west === === 4 west === The battlement guard stands watch against invaders. <100%hp 100%mn 99%mv> w A CheckPoint You have come upon a checkpoint, seemingly in the middle of nowhere, yet close enough a city that its presence makes some sense. From the look of the building and its various aging signs, you can tell that this checkpoint has been in existence for a very long time, and that long ago, a unit known as the Dark Covenant at one time commanded this checkpoint. Knights wearing various devices and showing allegiance to no current entity approach travellers, checking for contraband and identification. Seeing that all papers are in order, they grant passage to the travellers. You are among the lucky ones. [Exits: north east south west] <100%hp 100%mn 98%mv> w 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] <100%hp 100%mn 97%mv> w 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] <100%hp 100%mn 99%mv> w 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] The battlement guard stands watch against invaders. <100%hp 100%mn 99%mv> w 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 98%mv> w 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] An elvish citizen regards you with suspicion. The battlement guard stands watch against invaders. <100%hp 100%mn 98%mv> w 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] <100%hp 100%mn 98%mv> w 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 99%mv> w 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 west] An engraved plaque is here affixed to the entrance of the Gymnasium. <100%hp 100%mn 99%mv> w East Main Road You are on the main road in Elvenhame. This stretch of road is lined with dark green leafed trees offset with dainty white and pink flowers. At the base of these trees are Elven Paint Brush flowers, a native strain. Beneath your feet are smooth cobblestones. To the north is a small building made of logs. [Exits: north east west] The cityguard patrols the road, keen eyes watching everything. <100%hp 100%mn 98%mv> w East Main Road You are on the main road in Elvenhame. This stretch of road is lined with dark green leafed trees offset with dainty white and pink flowers. At the base of these trees are Elven Paint Brush flowers, a native strain. To the north is a temple bathed in a good and decent glow. Looking south, you see a temple glowing with a magical aura. Beneath your feet are smooth cobblestones. [Exits: north east south west] <100%hp 100%mn 98%mv> w East Main Road You are on the main road in Elvenhame. This stretch of road is lined with dark green leafed trees offset with dainty white and pink flowers. At the base of these trees are Elven Paint Brush flowers, a native strain. The sound of splashing water greets your ears from north and south. Beneath your feet are smooth cobblestones. [Exits: north east south west] <100%hp 100%mn 98%mv> w Center Square Center Square is one of the busiest intersections in Elvenhame. It is equidistant from the fountains and the temples in the center of the city. Beneath your feet are smooth cobblestones. A tree off to the side bears a news scroll, a weathered parchment nailed crudely to its trunk with metallic nails. A new parchment dangles from a low limb, carefully attached so as not to harm the tree. [Exits: north east south west] <100%hp 100%mn 97%mv> n Middle Road (north) When the weather is bright this stretch of road is bathed in sunlight. No trees line the road, but flowers of every color of the rainbow. You even recognize some herbs among them. From the east you hear the sound of water splashing. West of you is a building with a simple sign over the door: A gloved hand holding what appears to be a large and bulky sack. Beneath your feet are smooth cobblestones. [Exits: north east south west] <100%hp 100%mn 97%mv> n Middle Road (north) When the weather is bright this stretch of road is bathed in sunlight. No trees line the road, but flowers of every color of the rainbow. You even recognize some herbs among them. A building bathed in a glow of goodness is to the east. A shield-shaped plaque next to the door is deep blue, with a white rose in full bloom in the center. Beneath your feet are smooth cobblestones. [Exits: north east south] The battlement guard stands watch against invaders. <100%hp 100%mn 96%mv> n Middle Road (north) When the weather is bright this stretch of road is bathed in sunlight. No trees line the road, but flowers of every color of the rainbow. You even recognize some herbs among them. West is the entrance to the park. To the east is a building simple in structure, yet strong in appearance. A shield- shaped plaque of deep blue is next to the door. Upon it is a white rose in full bloom. Beneath your feet are smooth cobblestones. [Exits: north east south west] A drow citizen is here, showing off her new whip. <100%hp 100%mn 99%mv> n Middle Road (north) When the weather is bright this stretch of road is bathed in sunlight. No trees line the road, but flowers of every color of the rainbow. You even recognize some herbs among them. Beneath your feet are smooth cobblestones. [Exits: north south] The cityguard watches for crime on the streets. <100%hp 100%mn 99%mv> n Middle Road (north) When the weather is bright this stretch of road is bathed in sunlight. No trees line the road, but flowers of every color of the rainbow. You even recognize some herbs among them. Beneath your feet are smooth cobblestones. [Exits: north east south west] A bright yellow bird sings nearby. <100%hp 100%mn 98%mv> n Middle Road (north) When the weather is bright this stretch of road is bathed in sunlight. No trees line the road, but flowers of every color of the rainbow. You even recognize some herbs among them. Beneath your feet are smooth cobblestones. [Exits: north south] <100%hp 100%mn 98%mv> n Inside the North Gate of Elvenhame The gate is of a silvery metal, thick, with sparkling runes engraved upon it. To the north is plains and a valley, to the south the city of Elvenhame. You can access the Northern Battlements by climbing up the stair. Beneath your feet are smooth cobblestones. [Exits: north south up] A man with bloodshot eyes walks with uncertainty. An elvish citizen is here, showing off her new robe. <100%hp 100%mn 98%mv> con citizen Your sneeze would kill a citizen. A citizen smiles happily at you. <100%hp 100%mn 98%mv> con man Your sneeze would kill the drunk. The drunk grins evilly at you. <100%hp 100%mn 98%mv> n Outside the North Gate of Elvenhame Beyond this gate to the south is elven civilization as we know it, the city of the elves. To the north is rolling plains and a valley. Beneath your feet are smooth cobblestones. [Exits: north south] <100%hp 100%mn 97%mv> n Start of a Path This is the beginning of a well maintained north-south path through the wooded area. Tall trees line the path and obsure your view to the east and to the west. You can see a large rounded building to the north. There is a sign attached to a tree here. [Exits: north south] A large cockroach scuttles across the ground. <100%hp 100%mn 97%mv> n Path Through Light Brush The north-south path continues and turns from a dirt trail to the south to a brick walkway to the north. Tall trees line the path and obsure your view to the east and to the west. You can see a large rounded building to the north. [Exits: north south] <100%hp 100%mn 96%mv> s Start of a Path This is the beginning of a well maintained north-south path through the wooded area. Tall trees line the path and obsure your view to the east and to the west. You can see a large rounded building to the north. There is a sign attached to a tree here. [Exits: north south] A large cockroach scuttles across the ground. <100%hp 100%mn 96%mv> s Outside the North Gate of Elvenhame Beyond this gate to the south is elven civilization as we know it, the city of the elves. To the north is rolling plains and a valley. Beneath your feet are smooth cobblestones. [Exits: north south] <100%hp 100%mn 96%mv> s Inside the North Gate of Elvenhame The gate is of a silvery metal, thick, with sparkling runes engraved upon it. To the north is plains and a valley, to the south the city of Elvenhame. You can access the Northern Battlements by climbing up the stair. Beneath your feet are smooth cobblestones. [Exits: north south up] A man with bloodshot eyes walks with uncertainty. An elvish citizen is here, showing off her new robe. <100%hp 100%mn 95%mv> n Outside the North Gate of Elvenhame Beyond this gate to the south is elven civilization as we know it, the city of the elves. To the north is rolling plains and a valley. Beneath your feet are smooth cobblestones. [Exits: north south] <100%hp 100%mn 95%mv> n Start of a Path This is the beginning of a well maintained north-south path through the wooded area. Tall trees line the path and obsure your view to the east and to the west. You can see a large rounded building to the north. There is a sign attached to a tree here. [Exits: north south] A large cockroach scuttles across the ground. <100%hp 100%mn 99%mv> n Path Through Light Brush The north-south path continues and turns from a dirt trail to the south to a brick walkway to the north. Tall trees line the path and obsure your view to the east and to the west. You can see a large rounded building to the north. [Exits: north south] <100%hp 100%mn 99%mv> n A T-Intersection in the Path The brick walkway comes to a T-intersection here. Short shrubs prevent you from going north onto a beautifully manicured lawn. You can continue towards the building by following the path to the east or to the west. [Exits: east south west] <100%hp 100%mn 98%mv> w Path Through Light Brush The brick walkway here runs between an intersection to the east and a turn to the west. Short hedges prevent you from going north onto the lawn and tall trees block the way south. [Exits: east west] <100%hp 100%mn 98%mv> w Turn in the Path Here the walkway turns north towards the building. Tall trees prevent you from seeing or traveling to the west and to the south. [Exits: north east] <100%hp 100%mn 98%mv> n Before the Theater Entrance Tall arches to the north mark the western entrance to the building. Up close you realize just how big it is. Sounds of a gathering crowd come from the north. [Exits: north south] <100%hp 100%mn 97%mv> n Western Theater Entrance A high ceiling and arches adorn this room. The floor is the same brick as the walkway outdoors. To the east and north, this brick floor continues into the yard where the audience members are of lower social standing. A stairwell leads up into the galleries. [Exits: north east south up] <100%hp 100%mn 97%mv> n The Yard Open to the sky above, the brick floor here is still damp from the last rainfall. As you scan around the yard, you notice picnickers and other groups of people milling around. Circling the yard are two stories of covered seats know as the galleries. The stage lies to the northeast. [Exits: north east south] <100%hp 100%mn 96%mv> n The Yard Open to the sky above, the brick floor here is still damp from the last rainfall. As you scan around the yard, you notice picnickers and other groups of people milling around. Circling the yard are two stories of covered seats know as the galleries. The stage lies to the east. [Exits: east south] An elf commoner is here, holding a rotten tomato. <100%hp 100%mn 96%mv> con commoner An elf commoner looks just a little tough. An elf commoner smiles happily at you. <100%hp 100%mn 100%mv> e The Yard Open to the sky above, the brick floor here is still damp from the last rainfall. As you scan around the yard, you notice picnickers and other groups of people milling around. Circling the yard are two stories of covered seats know as the galleries. The stage lies to the east. [Exits: east south west] An elf commoner is here enjoying the show. An elf commoner is here enjoying the show. <100%hp 100%mn 99%mv> e The Yard Open to the sky above, the brick floor here is still damp from the last rainfall. As you scan around the yard, you notice picnickers and other groups of people milling around. Circling the yard are two stories of covered seats know as the galleries. The stage lies up some stairs to the east. [Exits: east south west] <100%hp 100%mn 99%mv> e The Stage Rising about four feet above the floor of the yard, the stage gives an excellent view of the theater. The polished wooden floor is spotless and kept away from the weather due to the structure overhead. Two pillars at the southern corners of the stage give support to the overhang. [Exits: north east west] An elf clad in stage makeup dances here. The director yells, 'Hey, Traz, get off the stage!' <100%hp 100%mn 98%mv> w The Yard Open to the sky above, the brick floor here is still damp from the last rainfall. As you scan around the yard, you notice picnickers and other groups of people milling around. Circling the yard are two stories of covered seats know as the galleries. The stage lies up some stairs to the east. [Exits: east south west] <100%hp 100%mn 98%mv> e The Stage Rising about four feet above the floor of the yard, the stage gives an excellent view of the theater. The polished wooden floor is spotless and kept away from the weather due to the structure overhead. Two pillars at the southern corners of the stage give support to the overhang. [Exits: north east west] An elf clad in stage makeup dances here. <100%hp 100%mn 98%mv> con elf An actor would not need much help to kill you. An actor smiles happily at you. <100%hp 100%mn 98%mv> e The Stage Rising about four feet above the floor of the yard, the stage gives an excellent view of the theater. The polished wooden floor is spotless and kept away from the weather due to the structure overhead. Two pillars at the southern corners of the stage give support to the overhang. [Exits: north east west] <100%hp 100%mn 100%mv> e The Yard Open to the sky above, the brick floor here is still damp from the last rainfall. As you scan around the yard, you notice picnickers and other groups of people milling around. Circling the yard are two stories of covered seats know as the galleries. The stage lies to the west. [Exits: east south west] <100%hp 100%mn 99%mv> e The Yard Open to the sky above, the brick floor here is still damp from the last rainfall. As you scan around the yard, you notice picnickers and other groups of people milling around. Circling the yard are two stories of covered seats know as the galleries. The stage lies to the west. [Exits: east south west] An elf commoner is here enjoying the show. <100%hp 100%mn 99%mv> s The Yard Open to the sky above, the brick floor here is still damp from the last rainfall. As you scan around the yard, you notice picnickers and other groups of people milling around. Circling the yard are two stories of covered seats know as the galleries. The stage lies to the northwest. [Exits: north east south west] <100%hp 100%mn 98%mv> s The Yard Open to the sky above, the brick floor here is still damp from the last rainfall. As you scan around the yard, you notice picnickers and other groups of people milling around. Circling the yard are two stories of covered seats know as the galleries. The stage lies to the northwest. [Exits: north east west] An elf commoner is here enjoying the show. <100%hp 100%mn 98%mv> s e Eastern Theater Entrance A high ceiling and arches adorn this room. The floor is the same brick as the walkway outdoors. To the west and north, this brick floor continues into the yard where the audience members are of lower social standing. A stairwell leads up into the galleries. [Exits: north south west up] An elf commoner is here enjoying the show. <100%hp 100%mn 98%mv> s Before the Theater Entrance Tall arches to the north mark the eastern entrance to the building. Up close you realize just how big it is. Sounds of a gathering crowd come from the north. [Exits: north south] <100%hp 100%mn 97%mv> s Path Through Light Brush The brick walkway here runs between an intersection to the east and a turn to the west. Short hedges prevent you from going north onto the lawn and tall trees block the way south. [Exits: north west] <100%hp 100%mn 99%mv> w Path Through Light Brush The brick walkway here runs between an intersection to the east and a turn to the west. Short hedges prevent you from going north onto the lawn and tall trees block the way south. [Exits: east west] <100%hp 100%mn 99%mv> w Path Through Light Brush The brick walkway here runs between an intersection to the east and a turn to the west. Short hedges prevent you from going north onto the lawn and tall trees block the way west. [Exits: east south] <100%hp 100%mn 98%mv> s A Turn in the Path Here the walkway turns north towards the building. Tall trees prevent you from seeing or traveling to the east and to the south. [Exits: north west] <100%hp 100%mn 98%mv> w Path Through Light Brush The brick walkway here runs between an intersection to the west and a turn to the east. Short hedges prevent you from going north onto the lawn and tall trees block the way south. [Exits: east west] <100%hp 100%mn 98%mv> w A T-Intersection in the Path The brick walkway comes to a T-intersection here. Short shrubs prevent you from going north onto a beautifully manicured lawn. You can continue towards the building by following the path to the east or to the west. [Exits: east south west] <100%hp 100%mn 97%mv> s Path Through Light Brush The north-south path continues and turns from a dirt trail to the south to a brick walkway to the north. Tall trees line the path and obsure your view to the east and to the west. You can see a large rounded building to the north. [Exits: north south] <100%hp 100%mn 97%mv> s Start of a Path This is the beginning of a well maintained north-south path through the wooded area. Tall trees line the path and obsure your view to the east and to the west. You can see a large rounded building to the north. There is a sign attached to a tree here. [Exits: north south] A large cockroach scuttles across the ground. <100%hp 100%mn 96%mv> s Outside the North Gate of Elvenhame Beyond this gate to the south is elven civilization as we know it, the city of the elves. To the north is rolling plains and a valley. Beneath your feet are smooth cobblestones. [Exits: north south] An elvish citizen is here, showing off her new robe. <100%hp 100%mn 96%mv> s Inside the North Gate of Elvenhame The gate is of a silvery metal, thick, with sparkling runes engraved upon it. To the north is plains and a valley, to the south the city of Elvenhame. You can access the Northern Battlements by climbing up the stair. Beneath your feet are smooth cobblestones. [Exits: north south up] <100%hp 100%mn 96%mv> n Outside the North Gate of Elvenhame Beyond this gate to the south is elven civilization as we know it, the city of the elves. To the north is rolling plains and a valley. Beneath your feet are smooth cobblestones. [Exits: north south] An elvish citizen is here, showing off her new robe. <100%hp 100%mn 95%mv> con citizen Your sneeze would kill a citizen. A citizen smiles happily at you. <100%hp 100%mn 95%mv> back s citizen You claim a citizen. Your backstab *** DEVASTATES *** a citizen! A citizen is DEAD!! You receive 0 experience points. You hear a citizen's death cry. <100%hp 100%mn 95%mv> take all corpse You get 98 silver coins from the corpse of a citizen. <100%hp 100%mn 95%mv> l Outside the North Gate of Elvenhame Beyond this gate to the south is elven civilization as we know it, the city of the elves. To the north is rolling plains and a valley. Beneath your feet are smooth cobblestones. [Exits: north south] The corpse of a citizen lies here face down, a fatal wound gaping in its back <100%hp 100%mn 95%mv> sac corpse The gods give you 39 silver coins for your sacrifice. <100%hp 100%mn 100%mv> s Inside the North Gate of Elvenhame The gate is of a silvery metal, thick, with sparkling runes engraved upon it. To the north is plains and a valley, to the south the city of Elvenhame. You can access the Northern Battlements by climbing up the stair. Beneath your feet are smooth cobblestones. [Exits: north south up] <100%hp 100%mn 99%mv> <100%hp 100%mn 99%mv> s Middle Road (north) When the weather is bright this stretch of road is bathed in sunlight. No trees line the road, but flowers of every color of the rainbow. You even recognize some herbs among them. Beneath your feet are smooth cobblestones. [Exits: north south] A man with bloodshot eyes walks with uncertainty. <100%hp 100%mn 99%mv> s Middle Road (north) When the weather is bright this stretch of road is bathed in sunlight. No trees line the road, but flowers of every color of the rainbow. You even recognize some herbs among them. Beneath your feet are smooth cobblestones. [Exits: north east south west] A bright yellow bird sings nearby. <100%hp 100%mn 98%mv> s Middle Road (north) When the weather is bright this stretch of road is bathed in sunlight. No trees line the road, but flowers of every color of the rainbow. You even recognize some herbs among them. Beneath your feet are smooth cobblestones. [Exits: north south] The battlement guard stands watch against invaders. The cityguard watches for crime on the streets. <100%hp 100%mn 98%mv> s Middle Road (north) When the weather is bright this stretch of road is bathed in sunlight. No trees line the road, but flowers of every color of the rainbow. You even recognize some herbs among them. West is the entrance to the park. To the east is a building simple in structure, yet strong in appearance. A shield- shaped plaque of deep blue is next to the door. Upon it is a white rose in full bloom. Beneath your feet are smooth cobblestones. [Exits: north east south west] The cityguard walks along the road, watching everyone vigilantly. <100%hp 100%mn 98%mv> s Middle Road (north) When the weather is bright this stretch of road is bathed in sunlight. No trees line the road, but flowers of every color of the rainbow. You even recognize some herbs among them. A building bathed in a glow of goodness is to the east. A shield-shaped plaque next to the door is deep blue, with a white rose in full bloom in the center. Beneath your feet are smooth cobblestones. [Exits: north east south] <100%hp 100%mn 97%mv> s Middle Road (north) When the weather is bright this stretch of road is bathed in sunlight. No trees line the road, but flowers of every color of the rainbow. You even recognize some herbs among them. From the east you hear the sound of water splashing. West of you is a building with a simple sign over the door: A gloved hand holding what appears to be a large and bulky sack. Beneath your feet are smooth cobblestones. [Exits: north east south west] <100%hp 100%mn 97%mv> s Center Square Center Square is one of the busiest intersections in Elvenhame. It is equidistant from the fountains and the temples in the center of the city. Beneath your feet are smooth cobblestones. A tree off to the side bears a news scroll, a weathered parchment nailed crudely to its trunk with metallic nails. A new parchment dangles from a low limb, carefully attached so as not to harm the tree. [Exits: north east south west] <100%hp 100%mn 96%mv> e East Main Road You are on the main road in Elvenhame. This stretch of road is lined with dark green leafed trees offset with dainty white and pink flowers. At the base of these trees are Elven Paint Brush flowers, a native strain. The sound of splashing water greets your ears from north and south. Beneath your feet are smooth cobblestones. [Exits: north east south west] <100%hp 100%mn 96%mv> e East Main Road You are on the main road in Elvenhame. This stretch of road is lined with dark green leafed trees offset with dainty white and pink flowers. At the base of these trees are Elven Paint Brush flowers, a native strain. To the north is a temple bathed in a good and decent glow. Looking south, you see a temple glowing with a magical aura. Beneath your feet are smooth cobblestones. [Exits: north east south west] <100%hp 100%mn 96%mv> e East Main Road You are on the main road in Elvenhame. This stretch of road is lined with dark green leafed trees offset with dainty white and pink flowers. At the base of these trees are Elven Paint Brush flowers, a native strain. Beneath your feet are smooth cobblestones. To the north is a small building made of logs. [Exits: north east west] The cityguard patrols the road, keen eyes watching everything. <100%hp 100%mn 95%mv> e 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 west] An engraved plaque is here affixed to the entrance of the Gymnasium. A bright yellow bird sings nearby. <100%hp 100%mn 95%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 95%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] <100%hp 100%mn 94%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 you see buildings, but the doors must be on other sides. Beneath your feet are smooth cobblestones. [Exits: east west] An elvish citizen regards you with suspicion. The battlement guard stands watch against invaders. <100%hp 100%mn 94%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 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. To the east is the East Gate. Beneath your feet are smooth cobblestones. [Exits: east west] The battlement guard stands watch against invaders. The battlement guard stands watch against invaders. <100%hp 100%mn 93%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] <100%hp 100%mn 93%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] <100%hp 100%mn 92%mv> e A CheckPoint You have come upon a checkpoint, seemingly in the middle of nowhere, yet close enough a city that its presence makes some sense. From the look of the building and its various aging signs, you can tell that this checkpoint has been in existence for a very long time, and that long ago, a unit known as the Dark Covenant at one time commanded this checkpoint. Knights wearing various devices and showing allegiance to no current entity approach travellers, checking for contraband and identification. Seeing that all papers are in order, they grant passage to the travellers. You are among the lucky ones. [Exits: north east south west] <100%hp 100%mn 92%mv> e Gallow hill You are on a hill 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, and most of the deities depicted here no longer interact with the mortals of this world, yet 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 90%mv> s Path in the plains You are on a path situated in the rough plains. Strong winds blow at you as you study the beautiful landscape. To the north, west, and east, the plains continue. Southward is the north gate of the City of Ethshar. [Exits: north east south west] <100%hp 100%mn 90%mv> s Outer Northern Gates The grand gates of the 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 south] A large cockroach scuttles across the ground. <100%hp 100%mn 89%mv> s 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] <100%hp 100%mn 89%mv> z You attempt to hide. <100%hp 100%mn 89%mv> x You attempt to move silently. You begin sneaking. <100%hp 100%mn 89%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 89%mv> n 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] <100%hp 100%mn 88%mv> e Wall Road - North You stand on the road that is between the wall that protects Ethshar and the buildings within the city. The wall is tall and made of white marble, and the street has been paved with granite slabs. The road runs along the wall leading to the east and west. [Exits: east west] <100%hp 100%mn 88%mv> e Wall Road - North You stand on the road that is between the wall that protects Ethshar and the buildings within the city. The wall is tall and made of white marble, and the street has been paved with granite slabs. The road runs along the wall leading to the east and west. [Exits: east west] <100%hp 100%mn 99%mv> e Wall Road - North You stand on the road that is between the wall that protects Ethshar and the buildings within the city. The wall is tall and made of white marble, and the street has been paved with granite slabs. The road runs along the wall leading to the east and west. [Exits: east west] A large cockroach scuttles across the ground. <100%hp 100%mn 99%mv> e Wall Road - North You stand on the road that is between the wall that protects Ethshar and the buildings within the city. The wall is tall and made of white marble, and the street has been paved with granite slabs. The road runs along the wall leading to the east and west. [Exits: east west] <100%hp 100%mn 98%mv> e Wall Road - North A wall made of large sections of white marble make up the wall that is separating you from the outside world. A simple gravel road runs along the wall leading to the east and west. [Exits: east west] <100%hp 100%mn 98%mv> e Wall Road - North East Corner You stand on the road that is between the wall that protects Ethshar and the buildings within the city. The wall is tall and made of white marble, and the street has been paved with granite slabs. The road runs along the wall leading to the west and south. [Exits: south west] <100%hp 100%mn 98%mv> e Alas, you cannot go that way. <100%hp 100%mn 98%mv> s Wall Road - East You stand on the road that is between the wall that protects Ethshar and the buildings within the city. The wall is tall and made of white marble, and the street has been paved with granite slabs. The road runs along the wall leading to the north and south. [Exits: north south] A hefty woman patrols the streets of Ethshar, keeping the peace. <100%hp 100%mn 97%mv> s Wall Road - East You stand on the road that is between the wall that protects Ethshar and the buildings within the city. The wall is tall and made of white marble, and the street has been paved with granite slabs. The road runs along the wall leading to the north and south. [Exits: north south] <100%hp 100%mn 97%mv> s Wall Road - East You stand on the road that is between the wall that protects Ethshar and the buildings within the city. The wall is tall and made of white marble, and the street has been paved with granite slabs. The road runs along the wall leading to the north and south. [Exits: north south] <100%hp 100%mn 96%mv> s Wall Road - East You stand on the road that is between the wall that protects Ethshar and the buildings within the city. The wall is tall and made of white marble, and the street has been paved with granite slabs. The road runs along the wall leading to the north and south. [Exits: north south] <100%hp 100%mn 96%mv> s Wall Road - East You stand on the road that is between the wall that protects Ethshar and the buildings within the city. The wall is tall and made of white marble, and the street has been paved with granite slabs. The road runs along the wall leading to the north and south. [Exits: north south] <100%hp 100%mn 96%mv> s 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 east south west] <100%hp 100%mn 95%mv> s Wall Road - East You stand on the road that is between the wall that protects Ethshar and the buildings within the city. The wall is tall and made of white marble, and the street has been paved with granite slabs. The road runs along the wall leading to the north and south. A tall, arched doorway in the eastern wall leads to a strange-smelling shop. [Exits: north east south] <100%hp 100%mn 95%mv> n 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 east south west] <100%hp 100%mn 95%mv> e Outer Eastern Gates The grand gates of the 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] <100%hp 100%mn 94%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 94%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 93%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 93%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 93%mv> s You step out of the shadows. 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 92%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 92%mv> s Outside the North Gate Just south of you is the great northern gate, on either side of which is a tall tower, above which fly the flags of the city. Beyond the towers, running east and west, are the great stone battlements which surround the city and were erected for defense against outside invasion. To the north is a well-worn dirt road. [Exits: north south] A citizen of Glyndane is here, hurrying along to some important destination. A citizen of Glyndane is here, enjoying the fresh air. <100%hp 100%mn 92%mv> z You attempt to hide. <100%hp 100%mn 92%mv> x You attempt to move silently. <100%hp 100%mn 92%mv> con citizn A citizen leaves south. <100%hp 100%mn 92%mv> e ^R con citizen Your sneeze would kill a citizen. A citizen seems indifferent towards you. <100%hp 100%mn 92%mv> back citizen You step out of the shadows. You trample around loudly again. You claim a citizen. Your backstab RAZES a citizen! A citizen is spurting blood. (23%) <100%hp 100%mn 92%mv> Your pierce mauls a citizen. Your pierce thrashes a citizen. A citizen is DEAD!! You receive 0 experience points. You hear a citizen's death cry. <100%hp 100%mn 92%mv> take all corpse You get 27 silver coins from the corpse of a citizen. <100%hp 100%mn 92%mv> sac corpse The gods give you 39 silver coins for your sacrifice. <100%hp 100%mn 100%mv> l Outside the North Gate Just south of you is the great northern gate, on either side of which is a tall tower, above which fly the flags of the city. Beyond the towers, running east and west, are the great stone battlements which surround the city and were erected for defense against outside invasion. To the north is a well-worn dirt road. [Exits: north south] <100%hp 100%mn 100%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] A citizen of Glyndane is here, hurrying along to some important destination. <100%hp 100%mn 99%mv> s Bridge Street You are standing on Bridge Street, a dirty cobblestone road which runs north-south through the city. From the south come faint noises from Market Square. To the north is the great northern gate in the battlements surrounding the city. [Exits: north south] A smiling merchant wanders along the streets. <100%hp 100%mn 99%mv> s Bridge Street You are standing just north of the intersection of Bridge Street and Winter Square, a noisy place, and yet the noise from farther south at Market Square is still audible. The cobblestones beneath your feet are encrusted with dirt and grime. Beyond to the north the street continues, and to the east and west are buildings, the entrances to which do not open to this street. [Exits: north south] A young clerical student devoutly practices supplications. <100%hp 100%mn 98%mv> s Winter Square You are standing at the intersection of Bridge Street and Winter Road. The street intersection is busy here, but the real noise comes from farther to the south at Market Square. The cobblestones beneath your feet are dirty, with hard-packed dirt and grime between the stones. In the back of your mind you realize that this dirt was probably there since before the fall of Arcana. [Exits: north east south west] <100%hp 100%mn 98%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 98%mv> s Bridge Street You are standing on Bridge Street, a dirty cobblestone road which runs north-south through the city. From the south come noises from Market Square. To the west you see a plain building with a sign over the open entrance. To the east is a building with more decorative stone work, above its open entrance a silver plaque. [Exits: north east south west] A small bird grooms its wing feathers. A young student of the arts of war practices sword fighting forms. <100%hp 100%mn 97%mv> s Bridge Street You are standing on Bridge Street, a cobblestone road which runs north-south through the city. Just south is noisy Market Square. To the east is a building with the sign: Pet Shop ----->. To the west is a building bearing a sign: <--- Ye Olde Bakery. [Exits: north south] A child plays here, pretending to be a thief. A young student of the arts of war practices sword fighting forms. <100%hp 100%mn 97%mv> s Market Square You are standing in Market Square, a dirty intersection in the cobblestone roadway equidistant from four of the main shops in town. Main Street extends eastward and westward, while Bridge Street stretches on towards the north and south. A stone stair off to the side leads upward. Along the side of the stone stair is a bronze plaque. A tree off to the side bears a news scroll. The weathered parchment is crudely nailed to the trunk of the tree with metallic nails. A second scroll, much newer than the first, is carefully attached to a low limb so as not to harm the tree. [Exits: north east south west] A cityguard stoutly stands vigil against lawlessness in Glyndane. The road sweeper keeps the roads clean. <100%hp 100%mn 96%mv> s Bridge Street You are standing on Bridge Street, a cobblestone road which runs north-south through the city. Just north is noisy Market Square. To the east is a building with the sign: General Store ----->. To the west is a building bearing a sign: <--- Fresh Butchered Meats. [Exits: north south] A small red-tipped blackbird chirps and trills as he seeks a mate. <100%hp 100%mn 96%mv> <100%hp 100%mn 96%mv> exam    l self This wolf has large fluffy purple fur Yellow eyes pierce your gaze as the wolf scans around His fur is long It has large claws and a patch of missing fur on its left wrist Its large purple snout is clean and you see a glimmer of sharp fangs It has large paws with tuffs of fur sticking out from its pads Traz is in perfect condition. (100%) Traz is using: a small lantern a razor-edged ring a razor-edged ring a brown cloak a thin leather cape a vest A steel helm a pair of leggings a pair of nyad leather boots a pair of falconer's gloves a purple cloak a silver belt with an opal embedded in the buckle a pewter bracer a pewter bracer (Humming) a jagged, iron knife <100%hp 100%mn 96%mv> wear seashell You stop using a razor-edged ring. You wear a seashell ring on your left finger. <100%hp 100%mn 96%mv> sc You are Traz the Master Spy. Level 23, 17 years old (20 hours). You are young. You joined Dark Mists 28 days, 2 hours, 23 minutes, and 49 seconds ago. Race: changeling Sex: male Class: thief You have 100% hit, 100% mana, 96% movement. You have 2 practices, 0 training sessions, and 0 fate points. You are carrying 28/47 items with weight 123/301 pounds. Str: 17(17) Int: 17(18) Wis: 21(21) Dex: 22(25) Con: 12(13) You have scored 106584 exp, and have 6 gold and 499 silver coins. You need 7680 exp to level. Wimpy set to 10% hit points. Hometown is Glyndane. You are standing. You are armored against piercing. You are armored against bashing. You are armored against slashing. You are somewhat armored against magic. Hitroll: 10 Damroll: 10 You are neutral, and impulsively inclined. You have requested no immortal role-play interaction. You are affected by the following: Shapeshift : modifies form by 12 permanently : modifies none by 0 permanently <100%hp 100%mn 96%mv> <100%hp 100%mn 96%mv> l Bridge Street You are standing on Bridge Street, a cobblestone road which runs north-south through the city. Just north is noisy Market Square. To the east is a building with the sign: General Store ----->. To the west is a building bearing a sign: <--- Fresh Butchered Meats. [Exits: north south] A small red-tipped blackbird chirps and trills as he seeks a mate. <100%hp 100%mn 96%mv> s Bridge Street You are standing on Bridge Street, a grimy cobblestone road which runs north-south through the city. From the north you near the noisy bustle of business as usual at Market Square. To the east is a small road. From the west comes the distinctive odor of a stew cooking, and the chirping of birds and other sounds indicative of small woodland creatures. [Exits: north east south west] <100%hp 100%mn 96%mv> s Bridge Street You are standing on Bridge Street, a dirty cobblestone road which runs north-south through the city. From the north come the sounds of business as usual in Market Square. East of you is a wall of stone, mortared in place. West is a wooden building, well-kept. You can hear the sounds of drunken revelry, a beer drinking song whose words are too slurred to understand. [Exits: north south] A child plays here, pretending to be a famous and powerful mage. <100%hp 100%mn 100%mv> s Summer Square You are standing at the intersection of Bridge Street and Summer Road. From the north come the sounds of business as usual in Market Square. You sense a body of water nearby, you can just about smell it. The cobblestones beneath your feet are dirty, and two of them appear to be chipped. [Exits: north east south west] <100%hp 100%mn 99%mv> s Approaching the Bridge You are standing on Bridge Street, a dirty cobblestone road which runs north-south through the city. To the south is the bridge itself, and heading north one would approach one of the busiest places in Glyndane: Market Square. [Exits: north south] <100%hp 100%mn 99%mv> s Glyndane Bridge Rising high above the river is the Glyndane Bridge. It was made by crude masons who knew how to put stones together to make a bridge but had not enough craftsmanship to fashion anything aesthetic from it. The walking surface is smooth enough, worn from generations of feet passing over it. The dirt between the stones shows how often the bridge gets cleaned. You can look out over either side and see the river. On the north banks, you see docks where some people are fishing. [Exits: north south] A short man stands at the edge of the bridge, fishing. A fisherman tells you, 'Hey there, Traz. Don' min' me, I'm jus' standin' here fishin'.' A fisherman tells you, 'Only way I get to eat around here, ya know?' <100%hp 100%mn 98%mv> A fisherman looks hard at you, as though trying to decide how to continue. A fisherman tells you, 'I heard about ya lately, ya been making a name for yerself.' A fisherman tells you, 'Me, I have a name but it ain' well-known around these parts.' A fisherman tells you, 'See, I don' come from here. No. I used t' live in a whole' A fisherman tells you, ''nother place. Huge continent. Sunny skies, though lots o'' A fisherman tells you, 'ice an' snow. I lived on the coast, an' that was a great' A fisherman tells you, 'place t' live. Back then, I made my livin' catchin' king' A fisherman tells you, 'crabs an' sellin' the things t' the local eateries.' <100%hp 100%mn 98%mv> A fisherman smiles at his memories. <100%hp 100%mn 98%mv> A fisherman tells you, 'Oh, how I loved the taste o' king crab legs. Boiled jus'' A fisherman tells you, 'right in a boilin' pot, with lots o' spices an' herbs. Ya' A fisherman tells you, 'didn' need any cocktail sauce or tarta' sauce with it, was' A fisherman tells you, 'jus' perfect like it was.' <100%hp 100%mn 98%mv> s Inside the South Gate Just south of the bridge is the South Gate of Glyndane, on either side of which (east-west) are the battlements, a high stone wall to help fortify the city against invasion. You can access the top of the wall by climbing the stone stair just off to the side of the gate. [Exits: north south up] <100%hp 100%mn 98%mv> A fisherman tells you, 'But all that's gone now that I ended up here, pas' the' A fisherman tells you, 'mists where all o' them spiders and strange walkin' plants' A fisherman tells you, 'and snakes are. Ya know the place? Maybe ya seen that ol'' A fisherman tells you, 'bald-headed priest feller jus' standin' there like nobody's' A fisherman tells you, 'business healin' folk and sellin' water an' stuff?' <100%hp 100%mn 98%mv> s Outside the South Gate The great wall surrounding Glyndane opens here with a gate. To either side (east-west) you can see the great stone wall built to help fortify the city against invasion. To the south is barren land, beyond which, the Sands of Sorrow. A crude path beaten into the barren land leads south. This is the path used by caravans of merchants coming to trade in Glyndane. [Exits: north south] <100%hp 100%mn 98%mv> A fisherman tells you, 'Yeah, ya know the place. Well, I hightailed it out o' there' A fisherman tells you, 'fast as I could. I don' like snakes an' spiders, not that' A fisherman tells you, 'size o' them. I can handle the garden variety ones, ya know' A fisherman tells you, 'what I mean? The little ones just a wee bit the size o' my' A fisherman tells you, 'pinky fingernail. That's the spiders. The snakes are a little' A fisherman tells you, 'bigger where I come from, but they don' come out when there's' A fisherman tells you, 'all that snow an' ice on the ground.' <100%hp 100%mn 98%mv> s You look up and notice that it is no longer raining. You are hungry. <100%hp 100%mn 100%mv> Path through barren land To the north is the wall of Glyndane, and its gate, ever open to receive visitors. To the south the land is hard packed dirt with sand blowing over it, and few specimens of plant life. Way to the south is the desert known to all as the Sands of Sorrow. To the west is a rocky hill with a cave entrance leading into darkness. You see where the workmen who built the wall left bits of unusable stone and broken tools. [Exits: north south west] A man reeking of liquor lifts a bottle-shaped plain brown sack to his mouth. <100%hp 100%mn 99%mv> A fisherman tells you, 'I'm jus' not a killer like you are, Traz. I'm never gon' make a' A fisherman tells you, 'name for myself the way you are. I jus' canna bring myself t'' A fisherman tells you, 'kill livin' things, though I can eat 'em well enough when' A fisherman tells you, 'they're good an' dead an' prepared right. That's why I'm here' A fisherman tells you, 'in this here protected city of Glyndane. I done made this' A fisherman tells you, 'place my home away from home, an' since I'm not much good at' A fisherman tells you, 'anythin' other than catchin' crabs, well, here I be fishin'' A fisherman tells you, 'off this bridge. Sometimes I catch me a trout, sometimes a' A fisherman tells you, 'perch, and most o' the time nothin' at all, an' I got t' go' A fisherman tells you, 'out and steal an apple off a tree or a carrot from someone's' A fisherman tells you, 'garden. I ain' got the heart t' kill anyone's chickens or' A fisherman tells you, 'calves and dress 'em up and cook 'em. Too messy, and those big' A fisherman tells you, 'calf eyes would just kill me if I hurt one o' them. ' <100%hp 100%mn 99%mv> n Outside the South Gate The great wall surrounding Glyndane opens here with a gate. To either side (east-west) you can see the great stone wall built to help fortify the city against invasion. To the south is barren land, beyond which, the Sands of Sorrow. A crude path beaten into the barren land leads south. This is the path used by caravans of merchants coming to trade in Glyndane. [Exits: north south] <100%hp 100%mn 98%mv> n Inside the South Gate Just south of the bridge is the South Gate of Glyndane, on either side of which (east-west) are the battlements, a high stone wall to help fortify the city against invasion. You can access the top of the wall by climbing the stone stair just off to the side of the gate. [Exits: north south up] <100%hp 100%mn 98%mv> n Glyndane Bridge Rising high above the river is the Glyndane Bridge. It was made by crude masons who knew how to put stones together to make a bridge but had not enough craftsmanship to fashion anything aesthetic from it. The walking surface is smooth enough, worn from generations of feet passing over it. The dirt between the stones shows how often the bridge gets cleaned. You can look out over either side and see the river. On the north banks, you see docks where some people are fishing. [Exits: north south] A short man stands at the edge of the bridge, fishing. <100%hp 100%mn 97%mv> d Alas, you cannot go that way. <100%hp 100%mn 97%mv> n Approaching the Bridge You are standing on Bridge Street, a dirty cobblestone road which runs north-south through the city. To the south is the bridge itself, and heading north one would approach one of the busiest places in Glyndane: Market Square. [Exits: north south] <100%hp 100%mn 97%mv> n Summer Square You are standing at the intersection of Bridge Street and Summer Road. From the north come the sounds of business as usual in Market Square. You sense a body of water nearby, you can just about smell it. The cobblestones beneath your feet are dirty, and two of them appear to be chipped. [Exits: north east south west] <100%hp 100%mn 96%mv> w Summer Road You are on Summer Road, a narrow, grimy byway of cobblestones running east and west. To the south are docks by the river. You smell the distinctive smell of river water. To the north you see a building whose entrance does not face this road. [Exits: east south west] A sick-looking dog sniffs the ground, seeking food. <100%hp 100%mn 96%mv> s A fisherman tells you, 'Now sometimes someone is real nice and shares a bit of beef or' A fisherman tells you, 'chicken with me, but what I'm really cravin' is some king crab' A fisherman tells you, 'legs, boiled jus' right with the spices an' stuff. I'm not sure' A fisherman tells you, 'exac'ly what spices go in, because the cooks where I'm from always' A fisherman tells you, 'say it's 'secret ingredients'.' <100%hp 100%mn 96%mv> On the Docks Wooden docks slope gently down toward the river, which slowly flows from east to west. To the north is the road. The docks extend westward. [Exits: north south west] <100%hp 100%mn 96%mv> s On the River The river flows from east to west. To the northwest you see the access docks and the city rising up beyond them. The ramparts to the southwest are too steep to climb. Rising up above is the bridge which spans the river. [Exits: north east west] <100%hp 100%mn 95%mv> w On the River The river flows from east to west. To the north you see the access docks and the city rising up beyond them. The ramparts to the south are too steep to climb. To the east you see a bridge spanning the river. [Exits: north east west] <100%hp 100%mn 95%mv> w On the River The river flows from east to west. To the north you see the access docks and the city rising up beyond them. The ramparts to the south are too steep to climb. To the east you see a bridge spanning the river. [Exits: north east west] A citizen of Glyndane is here, hurrying along to some important destination. A large cockroach scuttles across the ground. <100%hp 100%mn 95%mv> w On the River The river flows from east to west. To the north you see the city rising up beyond some undeveloped land. The banks are too steep to climb. [Exits: east west] <100%hp 100%mn 95%mv> A fisherman tells you, 'So I wonder, Traz, would ya get me some good ol' king crab legs an'' A fisherman tells you, 'some 'secret ingredients'? Heh, I'm not sure what those 'secret' A fisherman tells you, 'ingredients' are myself, but I hear tell someone sells 'em. Out' A fisherman tells you, 'west in a place called Sheqeston? Is that the name of it? I think' A fisherman tells you, 'that's what I heard someone say.' <100%hp 100%mn 95%mv> w On the River The river flows from east to west. To the north you see the city rising up beyond some undeveloped land. The banks are too steep to climb. The ramparts to the south are also too steep to climb. [Exits: east west] A young thief practices hiding and sneaking in the shadows. <100%hp 100%mn 95%mv> w On the River The river flows from east to west. Here you see where it flows beneath the ramparts which surround the city. The banks are too steep to climb. The high protective wall to the south is also too steep to climb. A hole in the wall at the river's edge allows the river to flow under and down, somehow. Perhaps it is someone's attempt to bring water to the desert to the south? [Exits: east south west] <100%hp 100%mn 95%mv> w Under the Ramparts You are on the Midgaard River as it flows under the western ramparts surrounding the city of Glyndane. Looking at the walls to the north and south, you marvel at how well-formed they are, to prevent anyone from using them to climb up and surprise any guards who might be patrolling above. [Exits: east west] <100%hp 100%mn 95%mv> w On the River The calmly flowing Midgaard River flows from a well-built arch in the wall to the east, toward the west. You see the edge of the hull of flat bottomed boat to the north that seems to be docked on the edge of the river. Northward you see small trees, and to the south, sand as far as the eye can see. [Exits: east west] A fish swims in the river. <100%hp 100%mn 95%mv> w You are hungry. <100%hp 100%mn 100%mv> On the River The Midgaard River flows calmly. To the south is a sandy bank which seems to extend southward forever. To the north is a small shack that seems to have been built upon a flat bottom boat. The northern bank is thick with small trees. To the east you see a wall surrounding a city. [Exits: east west] A fish swims here in the river. A fish swims in the river here. A fish swims in the river here. <100%hp 100%mn 100%mv> ge A fisherman tells you, 'As for the crab legs themselves, well, make sure they're in good' A fisherman tells you, 'shape. Don' go crushing them so they're no good. Get me some good' A fisherman tells you, 'legs. Now, I heard there's king crab t' be found in a place called' A fisherman tells you, 'the 'Desolate Beach'. Nice name for a place, huh? There's sand' A fisherman tells you, 'people there, sand warriors, sand knights, I guess that's the sort' A fisherman tells you, 'o' place I'd never survive. But you, with yer good name an' that' A fisherman tells you, 'armor an' weapon stuff, I bet ya those sand folk wouldn' survive' A fisherman tells you, 'long agains' ya. 'Course, the king crabs over there aren' quite' A fisherman tells you, 'the same as the ones I knew. I hear these stand about two foot tall.' A fisherman tells you, 'Now that's a KING crab, yeah. Maybe that's why the beach is so' A fisherman tells you, 'desolate, nobody wan's t' live there with all those crabs.' <100%hp 100%mn 100%mv> t bread bag You get a warm loaf of bread from a bag. <100%hp 100%mn 100%mv> A trout has arrived. <100%hp 100%mn 100%mv> eat bread You eat a warm loaf of bread. You are no longer hungry. <100%hp 100%mn 100%mv> l On the River The Midgaard River flows calmly. To the south is a sandy bank which seems to extend southward forever. To the north is a small shack that seems to have been built upon a flat bottom boat. The northern bank is thick with small trees. To the east you see a wall surrounding a city. [Exits: east west] A fish swims in the river. A fish swims here in the river. A fish swims in the river here. A fish swims in the river here. <100%hp 100%mn 100%mv> A fisherman tells you, 'If ya bring me eight king crab legs in perfect condition and some ' A fisherman tells you, ''secret ingredients', I'll boil ya up some crab legs along with my ' A fisherman tells you, 'own, and we can both eat hearty. What do ya say, Traz? Ya in with me?' <100%hp 100%mn 100%mv> kill fish You claim a trout. Your pierce wounds a trout. Your pierce wounds a trout. A trout is bleeding profusely. (53%) <100%hp 100%mn 100%mv> Your pierce decimates a trout. Your pierce mauls a trout. A trout is DEAD!! You receive 0 experience points. A trout spills her guts all over the floor. You get filet of trout from the corpse of a trout. <100%hp 100%mn 100%mv> You have discovered a new quest! <100%hp 100%mn 100%mv> l On the River The Midgaard River flows calmly. To the south is a sandy bank which seems to extend southward forever. To the north is a small shack that seems to have been built upon a flat bottom boat. The northern bank is thick with small trees. To the east you see a wall surrounding a city. [Exits: east west] The corpse of a trout is lying here. A steaming pile of a trout's entrails is lying here. A fish swims here in the river. A fish swims in the river here. A fish swims in the river here. <100%hp 100%mn 100%mv> sac corpse The gods give you 21 silver coins for your sacrifice. <100%hp 100%mn 100%mv> back fish You claim a bass. Your backstab GORES a bass! Your pierce devastates a bass. Your pierce decimates a bass. A bass is DEAD!! You receive 0 experience points. You hear a bass's death cry. You get filet of bass from the corpse of a bass. <100%hp 100%mn 100%mv> back fish You claim a perch. Your backstab misses a perch. A perch is in perfect condition. (100%) <100%hp 100%mn 100%mv> Your pierce decimates a perch. Your pierce devastates a perch. A perch is DEAD!! You receive 0 experience points. You hear a perch's death cry. <100%hp 100%mn 100%mv> l On the River The Midgaard River flows calmly. To the south is a sandy bank which seems to extend southward forever. To the north is a small shack that seems to have been built upon a flat bottom boat. The northern bank is thick with small trees. To the east you see a wall surrounding a city. [Exits: east west] The corpse of a perch is lying here. The corpse of a bass is lying here. A pile of silver coins. A steaming pile of a trout's entrails is lying here. A fish swims in the river here. <100%hp 100%mn 100%mv> sac corpse The gods give you 12 silver coins for your sacrifice. <100%hp 100%mn 100%mv> sac corpse The gods give you 30 silver coins for your sacrifice. <100%hp 100%mn 100%mv> back fish You claim a perch. Your backstab PULVERIZES a perch! A perch is DEAD!! You receive 0 experience points. You hear a perch's death cry. You get filet of perch from the corpse of a perch. <100%hp 100%mn 100%mv> inv You are carrying: filet of perch filet of bass filet of trout a razor-edged ring (Glowing) a dagger named 'naga-slayer' ( 7) a bladder a small lantern ( 2) some magical herbs a bag <100%hp 100%mn 100%mv> put filet bag You put filet of perch in a bag. <100%hp 100%mn 100%mv> put filet bag You put filet of bass in a bag. <100%hp 100%mn 100%mv> put filet bab I see no bab here. <100%hp 100%mn 100%mv> put filet bag You put filet of trout in a bag. <100%hp 100%mn 100%mv> l On the River The Midgaard River flows calmly. To the south is a sandy bank which seems to extend southward forever. To the north is a small shack that seems to have been built upon a flat bottom boat. The northern bank is thick with small trees. To the east you see a wall surrounding a city. [Exits: east west] The corpse of a perch lies here face down, a fatal wound gaping in its back ( 3) A pile of silver coins. A steaming pile of a trout's entrails is lying here. <100%hp 100%mn 100%mv> take coins You get 8 silver coins. <100%hp 100%mn 100%mv> l On the River The Midgaard River flows calmly. To the south is a sandy bank which seems to extend southward forever. To the north is a small shack that seems to have been built upon a flat bottom boat. The northern bank is thick with small trees. To the east you see a wall surrounding a city. [Exits: east west] The corpse of a perch lies here face down, a fatal wound gaping in its back ( 2) A pile of silver coins. A steaming pile of a trout's entrails is lying here. <100%hp 100%mn 100%mv> take all.coins You get 4 silver coins. You get 2 silver coins. <100%hp 100%mn 100%mv> l On the River The Midgaard River flows calmly. To the south is a sandy bank which seems to extend southward forever. To the north is a small shack that seems to have been built upon a flat bottom boat. The northern bank is thick with small trees. To the east you see a wall surrounding a city. [Exits: east west] The corpse of a perch lies here face down, a fatal wound gaping in its back A steaming pile of a trout's entrails is lying here. <100%hp 100%mn 100%mv> sac corpse The gods give you 12 silver coins for your sacrifice. <100%hp 100%mn 100%mv> l On the River The Midgaard River flows calmly. To the south is a sandy bank which seems to extend southward forever. To the north is a small shack that seems to have been built upon a flat bottom boat. The northern bank is thick with small trees. To the east you see a wall surrounding a city. [Exits: east west] A pile of silver coins. A steaming pile of a trout's entrails is lying here. <100%hp 100%mn 100%mv> w On the River The Midgaard River is calm here. To the south is a sandy bank which seems to extend forever. To the north is a fairly large flat bottomed boat, docked at the edge of the river, attached to a tree with some hemp rope. There is a small ladder than dangles precariously over the side of the boat, allowing you to climb aboard. The water can be heard splashing against the wooden hull, covered in pitch allowing it stay afloat. The river flows from east to west toward a quickening, where old rubble from the fall of Midgaard still causes a foaming and rapid movement for dangerous river navigation. [Exits: north east west] A fish swims in the river here. <100%hp 100%mn 100%mv> w On the River The Midgaard River approaches a rapids caused by strewn rubble, causing white water and swift movement (dangerous). To the west you see a greater danger in the form of huge boulders. To the east, the river is calmer, and the surface does not betray the remnants of the old city wall. [Exits: east west] A fish swims in the river here. A fish swims in the river here. <100%hp 100%mn 100%mv> A perch leaves west. <100%hp 100%mn 100%mv> w On the River Rapids Beneath you, the white water rapids through the rubble continue to take you swiftly along. The river twists and turns around huge boulders which once were part of the wall around the old city of Midgaard. [Exits: east south] A fish swims in the river here. A fish swims in the river here. A fish swims in the river. <100%hp 100%mn 100%mv> w Alas, you cannot go that way. <100%hp 100%mn 100%mv> s On the River The Midgaard River has turned into a twisty turny white water rapids. To the east you see a rocky outcropping with an entrance, through which the river flows, and to the north the river continues its rapid pace, forking past a huge boulder. [Exits: north east west down] A fish swims in the river. A fish swims in the river here. A fish swims in the river here. <100%hp 100%mn 100%mv> w On the River The river pushes past the eastern wall of Ethshar. Rubble in the water from when the old city of Midgaard fell causes some white water rapids and a somewhat dangerous journey. Sticking out of the water, still attached to a huge bit of stone, is a twisted iron bar, one of several that used to block the hole in the wall through which the river flowed, when Midgaard was a living city. [Exits: east west down] A fish swims in the river. A fish swims in the river. A small snail crawls along under the wall. A small snail crawls along under the wall. A small snail crawls along under the wall. <100%hp 100%mn 100%mv> w On the River You see the ruins on the northern riverbank. East of here the river passes under the eastern wall and through its rubble, creating a bit of white water among the rocks, some of which have been chipped away with time. [Exits: east west down] <100%hp 100%mn 100%mv> w On the River The levee is directly north of here, and a small boat landing used at one time for Kate's Diner (you can see the old sign still standing!) is to the south. The river flows in an east west direction. [Exits: east west down] <100%hp 100%mn 100%mv> w On the River North of here you see the dump. The river flows from east to west. The riverbanks are too steep to climb. A bridge passes overhead, torn and riddled with gaping holes from a disaster. The supports for this bridge look no better. The path up the bridge is sealed shut by a rusting iron wrought gate. It's a wonder the thing still stands, and is still used. It's a health hazard! An accident waiting to happen! [Exits: east west down] A fish swims here in the river. A fish swims in the river. A small snail crawls along the bridge support. A small snail crawls along the bridge support. A small snail crawls along the bridge support. <100%hp 100%mn 100%mv> w On the River North of here you see the miserable buildings of the poor alley. The river flows west towards the bridge. The riverbanks are too steep to climb. [Exits: east west down] A fish swims in the river. <100%hp 100%mn 100%mv> w Under the Bridge The arch under the bridge is covered by riverweed for one foot above the surface of the river. The water gently flows through an opening in the lower part of the city wall. The opening has an iron wrought gate that can opened and closed, guarding the entrance to the city. [Exits: east west down] A fish swims in the river. A small snail crawls along under the wall. A small snail crawls along under the wall. A small snail crawls along under the wall. <100%hp 100%mn 100%mv> w On the Dark River The River flows to the east past the wall of Ethshar. Rubble and ruin from the fall of old Midgaard still make the river navigation dangerous. Westward through the boulders and chunks of rock which were once the wall of the old city, the river snakes through a dark forest. [Exits: east west down] A fish swims here in the river. A fish swims here in the river. A fish swims in the river. <100%hp 100%mn 100%mv> w On the Dark River The River continues east and west, flowing swiftly past boulders and chunks of rock, remnants of the once great wall surrounding the city of Midgaard. White water rapids make the journey swift and somewhat dangerous. The new wall of Ethshar which has risen in its place speaks of the spirit of the people in the face of desolation. Unfortunately, the imperial coffers did not pay to have the river dredged. [Exits: east west down] A fish swims in the river. <100%hp 100%mn 100%mv> w On the Dark River East and west the river continues to meander through the woods. The rubble here does not break the surface and cause white wate rapids, as it does to the east, but you can tell looking at the water's surface that there are dangerous sharp stones beneath the water waiting to rip into what carries you over the river. You hear the sounds of chopping wood far off in the distance. The river itself forks, part of it flowing northward. [Exits: north east west down] A fish swims here in the river. A fish swims here in the river. A fish swims here in the river. <100%hp 100%mn 100%mv> w The Dark River The river continues meandering through the woods. The chirping of birds in the nearby trees makes the river journey a pleasant one. [Exits: east west down] <100%hp 100%mn 100%mv> w On the Dark River The river continues east meandering through the woods. [Exits: east west] <100%hp 100%mn 100%mv> w On the Dark River The river continues to meander through the woods. You smell a faint odor of salt water in the air. [Exits: east west] <100%hp 100%mn 100%mv> w On the Dark River You are on the Dark River... to the south you see a mist rising over the river, but here you can see the river itself and the surrounding area. You smell salt water in the air. Looking north you see trees. [Exits: east south] <100%hp 100%mn 100%mv> w Alas, you cannot go that way. <100%hp 100%mn 100%mv> s Misty River You are on the Misty River. The waters are warmer than the air, and as a result, the air is filled with a dark cloudy mist that somewhat obscures your vision. You smell salt water in the air. [Exits: north south west] <100%hp 100%mn 100%mv> s Near the Southern Sea The mists clear as the river takes you closer to where the salty odor in the air is stronger... The river broadens here. Looking south, you see the water expand to fill the horizon. You hear the faint sound of waves lapping against the shore. [Exits: north south] <100%hp 100%mn 100%mv> n Misty River You are on the Misty River. The waters are warmer than the air, and as a result, the air is filled with a dark cloudy mist that somewhat obscures your vision. You smell salt water in the air. [Exits: north south west] <100%hp 100%mn 100%mv> w Misty River You are on the Misty River. The waters are warmer than the air, and as a result, the air is filled with a dark cloudy mist that somewhat obscures your vision. You smell salt water in the air. [Exits: east west] <100%hp 100%mn 100%mv> w Misty River You are on the Misty River. The waters are warmer than the air, and as a result, the air is filled with a dark cloudy mist that somewhat obscures your vision. The croaking of frogs can be heard from the north. [Exits: east west] <100%hp 100%mn 100%mv> w Misty River You are on the Misty River. The waters are warmer than the air, and as a result, the air is filled with a dark cloudy mist that somewhat obscures your vision. The croaking of frogs can be heard from the north. [Exits: east west] <100%hp 100%mn 100%mv> w Misty River You are on the Misty River. The waters are warmer than the air, and as a result, the air is filled with a dark cloudy mist that somewhat obscures your vision. The croaking of frogs can be heard from the north where the river bank slopes gently upwards. [Exits: north east west] <100%hp 100%mn 100%mv> n On the banks of a misty river Mist swirls gently around you and rises up from the river to the south in thick tendrils. The sounds of frogs and river birds echo faintly all around you, and greyed light filters down through the overhead tree canopy. The river bank heads east and the actual river flows south of here. [Exits: east south] <100%hp 100%mn 99%mv> e On the banks of a misty river Mist swirls gently around you and rises up from the river to the south in thick tendrils. The sounds of frogs and river birds echo faintly all around you, and greyed light filters down through the overhead tree canopy. The river bank heads east and west. [Exits: east west] <100%hp 100%mn 99%mv> e On the banks of a misty river Mist swirls gently around you and rises up from the river to the south in thick tendrils. The sounds of frogs and river birds echo faintly all around you, and greyed light filters down through the overhead tree canopy. The river bank heads west, while the actual river lies to the south. North of here you can hear the sounds of bells and muted voices. [Exits: north west] <100%hp 100%mn 98%mv> n On a muddy path Thick mist covers the muddy pathway here. The path seems clear and there is little vegetation growing on or around it, yet there are also no signs of recent passage by other people. To the south the sounds of a river can be heard, while north of here there seems to be a large clearing with tents and stalls. [Exits: north south] <100%hp 100%mn 98%mv> n Southern clearing of the Carnival Mist hangs low over the ground and wet dew soaks your clothes and clings to your hair. Decayed old bits of festive decoration and food lie scattered around, but there is little else to indicate any real life in this carnival. [Exits: north east south west] <100%hp 100%mn 98%mv> e SE corner of the Carnival Mist hangs low over the ground and wet dew soaks your clothes and clings to your hair. Decayed old bits of festive decoration and food lie scattered around, but there is little else to indicate any real life in this carnival. [Exits: north east west] <100%hp 100%mn 97%mv> e Amidst the Stalls The mist in this place sends cold chills through you as it slowly rises around you. There is almost no noise to be heard, certainly not what you would expect from a normal carnival. Yet strangely enough there are stalls and tents erected, and motion can be seen within them. [Exits: north south west] <100%hp 100%mn 97%mv> You look up and notice that it is no longer raining. <100%hp 100%mn 100%mv> e Alas, you cannot go that way. <100%hp 100%mn 100%mv> s In a Blood-stained Stall Blood and guts are spattered all over the stall walls, and drenched into the ground. A sign reads: 'Amazing Blood Brothers! See them drink the blood from an entire human being in one minute!'. [Exits: north] (Chromatic Aura) A man wearing sharp spikes is here making violent motions. (Chromatic Aura) A strange figure in brown robes stands here. You yell in panic, 'Help! I am being attacked by a Blood-brother Monk!' You claim a Blood-brother Monk. A Blood-brother Monk's punch GORES you! A Blood-brother Monk's punch GORES you! You yell in panic, 'Help! I am being attacked by a Blood-brother Monk!' You lean to the right and dodge a Blood-brother Monk's punch. A Blood-brother Monk's punch GORES you! A Blood-brother Monk attacks you with a stomp kick! A Blood-brother Monk's kick MUTILATES you! You sure are BLEEDING! A Blood-brother Monk is in perfect condition. (100%) <16%hp 100%mn 99%mv> Your pierce misses a Blood-brother Monk. Your pierce misses a Blood-brother Monk. A Blood-brother Monk's punch GORES you! You have been KILLED!! You have died and turned into an invincible ghost for a few minutes. Temple of Balance Donation Room A donation pit in the southeast corner is the focus of many in this room. Above the pit, on the rock wall to the south, is a sign. [Exits: north west] A pit for sacrifices is here. (Translucent) Zuldari the Master of Sortilege is resting here. A huge cityguard scrutinizes you as he strolls by. <49%hp 49%mn 50%mv> Zuldari stands up. <49%hp 49%mn 50%mv> Zuldari utters the words, 'biahaajus lais'. <49%hp 49%mn 50%mv> Zuldari utters the words, 'biahaajus lais'. Zuldari twiddles his thumbs and a bright ball of light appears. <49%hp 49%mn 50%mv> stand You stand up. <49%hp 49%mn 50%mv> Zuldari utters the words, 'biahaajus lais'. Zuldari twiddles his thumbs and a bright ball of light appears. <49%hp 49%mn 50%mv> l Temple of Balance Donation Room A donation pit in the southeast corner is the focus of many in this room. Above the pit, on the rock wall to the south, is a sign. [Exits: north west] ( 2) (Glowing) A bright ball of light shimmers in the air. A pit for sacrifices is here. (Translucent) Zuldari the Master of Sortilege is here. A huge cityguard scrutinizes you as he strolls by. <49%hp 49%mn 50%mv> Zuldari utters the words, 'biahaajus lais'. Zuldari twiddles his thumbs and a bright ball of light appears. <49%hp 49%mn 50%mv> l Zuldari utters the words, 'biahaajus lais'. Zuldari twiddles his thumbs and a bright ball of light appears. <52%hp 55%mn 59%mv> zuldari The elf before you is thin and tall. His thinning blond hair is cut short. Grey eyes squint out from behind his spectacles. The grey robe he wears is neat and clean, but appears to be a size too large. His pockets bulge, and assorted odds and ends poke out. Upon inspection, his boots both seem to made for left feet. Zuldari has some small wounds. (72%) Zuldari is using: a small copper ring You peek at the inventory: Nothing. 0 gold coins, and 0 silver coins. <52%hp 55%mn 59%mv> Zuldari utters the words, 'biahaajus lais'. Zuldari twiddles his thumbs and a bright ball of light appears. <52%hp 55%mn 59%mv> Zuldari utters the words, 'biahaajus lais'. Zuldari twiddles his thumbs and a bright ball of light appears. <52%hp 55%mn 59%mv> w Entrance to the Seminary With entrances facing both the pit room and the road, this room is well-aired. The floor is of light wood, scuffed badly but kept clean by young students of the cloth. The Seminary itself is to the north. A plain bench against the south wall invites the weary traveller to rest a little. [Exits: north east west] A young student of the arts of war practices sword fighting forms. <52%hp 55%mn 59%mv> w Bridge Street You are standing on Bridge Street, a dirty cobblestone road which runs north-south through the city. From the south come noises from Market Square. To the west you see a plain building with a sign over the open entrance. To the east is a building with more decorative stone work, above its open entrance a silver plaque. [Exits: north east south west] A young clerical student devoutly practices supplications. <52%hp 55%mn 59%mv> s Bridge Street You are standing on Bridge Street, a cobblestone road which runs north-south through the city. Just south is noisy Market Square. To the east is a building with the sign: Pet Shop ----->. To the west is a building bearing a sign: <--- Ye Olde Bakery. [Exits: north south] A child plays here, pretending to be a thief. <52%hp 55%mn 58%mv> s Market Square You are standing in Market Square, a dirty intersection in the cobblestone roadway equidistant from four of the main shops in town. Main Street extends eastward and westward, while Bridge Street stretches on towards the north and south. A stone stair off to the side leads upward. Along the side of the stone stair is a bronze plaque. A tree off to the side bears a news scroll. The weathered parchment is crudely nailed to the trunk of the tree with metallic nails. A second scroll, much newer than the first, is carefully attached to a low limb so as not to harm the tree. [Exits: north east south west] A cityguard stoutly stands vigil against lawlessness in Glyndane. The road sweeper keeps the roads clean. <52%hp 55%mn 58%mv> s Bridge Street You are standing on Bridge Street, a cobblestone road which runs north-south through the city. Just north is noisy Market Square. To the east is a building with the sign: General Store ----->. To the west is a building bearing a sign: <--- Fresh Butchered Meats. [Exits: north south] A small red-tipped blackbird chirps and trills as he seeks a mate. <52%hp 55%mn 57%mv> s Bridge Street You are standing on Bridge Street, a grimy cobblestone road which runs north-south through the city. From the north you near the noisy bustle of business as usual at Market Square. To the east is a small road. From the west comes the distinctive odor of a stew cooking, and the chirping of birds and other sounds indicative of small woodland creatures. [Exits: north east south west] A bleary-eyed man with a paunch belly weaves as he walks by. <52%hp 55%mn 57%mv> s Bridge Street You are standing on Bridge Street, a dirty cobblestone road which runs north-south through the city. From the north come the sounds of business as usual in Market Square. East of you is a wall of stone, mortared in place. West is a wooden building, well-kept. You can hear the sounds of drunken revelry, a beer drinking song whose words are too slurred to understand. [Exits: north south] <52%hp 55%mn 56%mv> s Summer Square You are standing at the intersection of Bridge Street and Summer Road. From the north come the sounds of business as usual in Market Square. You sense a body of water nearby, you can just about smell it. The cobblestones beneath your feet are dirty, and two of them appear to be chipped. [Exits: north east south west] A sick-looking dog sniffs the ground, seeking food. <52%hp 55%mn 56%mv> s w Summer Road You are on Summer Road, a narrow, grimy byway of cobblestones running east and west. To the south are docks by the river. You smell the distinctive smell of river water. To the north you see a building whose entrance does not face this road. [Exits: east south west] <52%hp 55%mn 56%mv> s On the Docks Wooden docks slope gently down toward the river, which slowly flows from east to west. To the north is the road. The docks extend westward. [Exits: north south west] <52%hp 55%mn 55%mv> s On the River The river flows from east to west. To the northwest you see the access docks and the city rising up beyond them. The ramparts to the southwest are too steep to climb. Rising up above is the bridge which spans the river. [Exits: north east west] <52%hp 55%mn 55%mv> w On the River The river flows from east to west. To the north you see the access docks and the city rising up beyond them. The ramparts to the south are too steep to climb. To the east you see a bridge spanning the river. [Exits: north east west] <52%hp 55%mn 55%mv> w On the River The river flows from east to west. To the north you see the access docks and the city rising up beyond them. The ramparts to the south are too steep to climb. To the east you see a bridge spanning the river. [Exits: north east west] <52%hp 55%mn 55%mv> w On the River The river flows from east to west. To the north you see the city rising up beyond some undeveloped land. The banks are too steep to climb. [Exits: east west] A large cockroach scuttles across the ground. <52%hp 55%mn 55%mv> w On the River The river flows from east to west. To the north you see the city rising up beyond some undeveloped land. The banks are too steep to climb. The ramparts to the south are also too steep to climb. [Exits: east west] A large cockroach scuttles across the ground. A young thief practices hiding and sneaking in the shadows. <52%hp 55%mn 55%mv> w On the River The river flows from east to west. Here you see where it flows beneath the ramparts which surround the city. The banks are too steep to climb. The high protective wall to the south is also too steep to climb. A hole in the wall at the river's edge allows the river to flow under and down, somehow. Perhaps it is someone's attempt to bring water to the desert to the south? [Exits: east south west] <52%hp 55%mn 55%mv> w Under the Ramparts You are on the Midgaard River as it flows under the western ramparts surrounding the city of Glyndane. Looking at the walls to the north and south, you marvel at how well-formed they are, to prevent anyone from using them to climb up and surprise any guards who might be patrolling above. [Exits: east west] A fish swims in the river. <52%hp 55%mn 55%mv> w On the River The calmly flowing Midgaard River flows from a well-built arch in the wall to the east, toward the west. You see the edge of the hull of flat bottomed boat to the north that seems to be docked on the edge of the river. Northward you see small trees, and to the south, sand as far as the eye can see. [Exits: east west] <52%hp 55%mn 55%mv> w On the River The Midgaard River flows calmly. To the south is a sandy bank which seems to extend southward forever. To the north is a small shack that seems to have been built upon a flat bottom boat. The northern bank is thick with small trees. To the east you see a wall surrounding a city. [Exits: east west] A pile of silver coins. <52%hp 55%mn 55%mv> w On the River The Midgaard River is calm here. To the south is a sandy bank which seems to extend forever. To the north is a fairly large flat bottomed boat, docked at the edge of the river, attached to a tree with some hemp rope. There is a small ladder than dangles precariously over the side of the boat, allowing you to climb aboard. The water can be heard splashing against the wooden hull, covered in pitch allowing it stay afloat. The river flows from east to west toward a quickening, where old rubble from the fall of Midgaard still causes a foaming and rapid movement for dangerous river navigation. [Exits: north east west] A fish swims in the river here. A fish swims in the river here. <52%hp 55%mn 55%mv> w On the River The Midgaard River approaches a rapids caused by strewn rubble, causing white water and swift movement (dangerous). To the west you see a greater danger in the form of huge boulders. To the east, the river is calmer, and the surface does not betray the remnants of the old city wall. [Exits: east west] A fish swims in the river here. A fish swims in the river here. <52%hp 55%mn 55%mv> w On the River Rapids Beneath you, the white water rapids through the rubble continue to take you swiftly along. The river twists and turns around huge boulders which once were part of the wall around the old city of Midgaard. [Exits: east south] A fish swims in the river here. <52%hp 55%mn 55%mv> w Alas, you cannot go that way. <52%hp 55%mn 55%mv> s On the River The Midgaard River has turned into a twisty turny white water rapids. To the east you see a rocky outcropping with an entrance, through which the river flows, and to the north the river continues its rapid pace, forking past a huge boulder. [Exits: north east west down] A fish swims in the river. A fish swims in the river. A fish swims in the river here. A fish swims in the river here. <52%hp 55%mn 55%mv> The sky gets very cloudy and a calmness begins here. <55%hp 60%mn 65%mv> w On the River The river pushes past the eastern wall of Ethshar. Rubble in the water from when the old city of Midgaard fell causes some white water rapids and a somewhat dangerous journey. Sticking out of the water, still attached to a huge bit of stone, is a twisted iron bar, one of several that used to block the hole in the wall through which the river flowed, when Midgaard was a living city. [Exits: east west down] A fish swims in the river. A fish swims in the river. A small snail crawls along under the wall. A small snail crawls along under the wall. A small snail crawls along under the wall. <55%hp 60%mn 65%mv> w On the River You see the ruins on the northern riverbank. East of here the river passes under the eastern wall and through its rubble, creating a bit of white water among the rocks, some of which have been chipped away with time. [Exits: east west down] <55%hp 60%mn 65%mv> w On the River The levee is directly north of here, and a small boat landing used at one time for Kate's Diner (you can see the old sign still standing!) is to the south. The river flows in an east west direction. [Exits: east west down] <55%hp 60%mn 65%mv> w On the River North of here you see the dump. The river flows from east to west. The riverbanks are too steep to climb. A bridge passes overhead, torn and riddled with gaping holes from a disaster. The supports for this bridge look no better. The path up the bridge is sealed shut by a rusting iron wrought gate. It's a wonder the thing still stands, and is still used. It's a health hazard! An accident waiting to happen! [Exits: east west down] A fish swims here in the river. A fish swims in the river. A small snail crawls along the bridge support. A small snail crawls along the bridge support. A small snail crawls along the bridge support. <55%hp 60%mn 65%mv> e On the River The levee is directly north of here, and a small boat landing used at one time for Kate's Diner (you can see the old sign still standing!) is to the south. The river flows in an east west direction. [Exits: east west down] <55%hp 60%mn 65%mv> e On the River You see the ruins on the northern riverbank. East of here the river passes under the eastern wall and through its rubble, creating a bit of white water among the rocks, some of which have been chipped away with time. [Exits: east west down] <55%hp 60%mn 65%mv> e On the River The river pushes past the eastern wall of Ethshar. Rubble in the water from when the old city of Midgaard fell causes some white water rapids and a somewhat dangerous journey. Sticking out of the water, still attached to a huge bit of stone, is a twisted iron bar, one of several that used to block the hole in the wall through which the river flowed, when Midgaard was a living city. [Exits: east west down] A fish swims in the river. A fish swims in the river. A small snail crawls along under the wall. A small snail crawls along under the wall. A small snail crawls along under the wall. <55%hp 60%mn 65%mv> w On the River You see the ruins on the northern riverbank. East of here the river passes under the eastern wall and through its rubble, creating a bit of white water among the rocks, some of which have been chipped away with time. [Exits: east west down] <55%hp 60%mn 65%mv> w On the River The levee is directly north of here, and a small boat landing used at one time for Kate's Diner (you can see the old sign still standing!) is to the south. The river flows in an east west direction. [Exits: east west down] <55%hp 60%mn 65%mv> w On the River North of here you see the dump. The river flows from east to west. The riverbanks are too steep to climb. A bridge passes overhead, torn and riddled with gaping holes from a disaster. The supports for this bridge look no better. The path up the bridge is sealed shut by a rusting iron wrought gate. It's a wonder the thing still stands, and is still used. It's a health hazard! An accident waiting to happen! [Exits: east west down] A fish swims here in the river. A fish swims in the river. A small snail crawls along the bridge support. A small snail crawls along the bridge support. A small snail crawls along the bridge support. <55%hp 60%mn 65%mv> w On the River North of here you see the miserable buildings of the poor alley. The river flows west towards the bridge. The riverbanks are too steep to climb. [Exits: east west down] A fish swims in the river. <55%hp 60%mn 65%mv> w Under the Bridge The arch under the bridge is covered by riverweed for one foot above the surface of the river. The water gently flows through an opening in the lower part of the city wall. The opening has an iron wrought gate that can opened and closed, guarding the entrance to the city. [Exits: east west down] A small snail crawls along under the wall. A small snail crawls along under the wall. A small snail crawls along under the wall. <55%hp 60%mn 65%mv> w On the Dark River The River flows to the east past the wall of Ethshar. Rubble and ruin from the fall of old Midgaard still make the river navigation dangerous. Westward through the boulders and chunks of rock which were once the wall of the old city, the river snakes through a dark forest. [Exits: east west down] A fish swims in the river. A fish swims here in the river. A fish swims here in the river. A fish swims in the river. <55%hp 60%mn 65%mv> w On the Dark River The River continues east and west, flowing swiftly past boulders and chunks of rock, remnants of the once great wall surrounding the city of Midgaard. White water rapids make the journey swift and somewhat dangerous. The new wall of Ethshar which has risen in its place speaks of the spirit of the people in the face of desolation. Unfortunately, the imperial coffers did not pay to have the river dredged. [Exits: east west down] A fish swims in the river. <55%hp 60%mn 65%mv> w On the Dark River East and west the river continues to meander through the woods. The rubble here does not break the surface and cause white wate rapids, as it does to the east, but you can tell looking at the water's surface that there are dangerous sharp stones beneath the water waiting to rip into what carries you over the river. You hear the sounds of chopping wood far off in the distance. The river itself forks, part of it flowing northward. [Exits: north east west down] A fish swims here in the river. <55%hp 60%mn 65%mv> w The Dark River The river continues meandering through the woods. The chirping of birds in the nearby trees makes the river journey a pleasant one. [Exits: east west down] A fish swims here in the river. A fish swims here in the river. <55%hp 60%mn 65%mv> w On the Dark River The river continues east meandering through the woods. [Exits: east west] <55%hp 60%mn 65%mv> w On the Dark River The river continues to meander through the woods. You smell a faint odor of salt water in the air. [Exits: east west] <55%hp 60%mn 65%mv> w On the Dark River You are on the Dark River... to the south you see a mist rising over the river, but here you can see the river itself and the surrounding area. You smell salt water in the air. Looking north you see trees. [Exits: east south] <55%hp 60%mn 65%mv> w Alas, you cannot go that way. <55%hp 60%mn 65%mv> s Misty River You are on the Misty River. The waters are warmer than the air, and as a result, the air is filled with a dark cloudy mist that somewhat obscures your vision. You smell salt water in the air. [Exits: north south west] <55%hp 60%mn 65%mv> w Misty River You are on the Misty River. The waters are warmer than the air, and as a result, the air is filled with a dark cloudy mist that somewhat obscures your vision. You smell salt water in the air. [Exits: east west] <55%hp 60%mn 65%mv> w Misty River You are on the Misty River. The waters are warmer than the air, and as a result, the air is filled with a dark cloudy mist that somewhat obscures your vision. The croaking of frogs can be heard from the north. [Exits: east west] <55%hp 60%mn 65%mv> w Misty River You are on the Misty River. The waters are warmer than the air, and as a result, the air is filled with a dark cloudy mist that somewhat obscures your vision. The croaking of frogs can be heard from the north. [Exits: east west] <55%hp 60%mn 65%mv> w Misty River You are on the Misty River. The waters are warmer than the air, and as a result, the air is filled with a dark cloudy mist that somewhat obscures your vision. The croaking of frogs can be heard from the north where the river bank slopes gently upwards. [Exits: north east west] <55%hp 60%mn 65%mv> n On the banks of a misty river Mist swirls gently around you and rises up from the river to the south in thick tendrils. The sounds of frogs and river birds echo faintly all around you, and greyed light filters down through the overhead tree canopy. The river bank heads east and the actual river flows south of here. [Exits: east south] <55%hp 60%mn 64%mv> e On the banks of a misty river Mist swirls gently around you and rises up from the river to the south in thick tendrils. The sounds of frogs and river birds echo faintly all around you, and greyed light filters down through the overhead tree canopy. The river bank heads east and west. [Exits: east west] <58%hp 65%mn 74%mv> e On the banks of a misty river Mist swirls gently around you and rises up from the river to the south in thick tendrils. The sounds of frogs and river birds echo faintly all around you, and greyed light filters down through the overhead tree canopy. The river bank heads west, while the actual river lies to the south. North of here you can hear the sounds of bells and muted voices. [Exits: north west] <58%hp 65%mn 73%mv> n On a muddy path Thick mist covers the muddy pathway here. The path seems clear and there is little vegetation growing on or around it, yet there are also no signs of recent passage by other people. To the south the sounds of a river can be heard, while north of here there seems to be a large clearing with tents and stalls. [Exits: north south] <58%hp 65%mn 73%mv> n Southern clearing of the Carnival Mist hangs low over the ground and wet dew soaks your clothes and clings to your hair. Decayed old bits of festive decoration and food lie scattered around, but there is little else to indicate any real life in this carnival. [Exits: north east south west] <58%hp 65%mn 72%mv> z The shadows here are too natural to blend with. <58%hp 65%mn 72%mv> x e SE corner of the Carnival Mist hangs low over the ground and wet dew soaks your clothes and clings to your hair. Decayed old bits of festive decoration and food lie scattered around, but there is little else to indicate any real life in this carnival. [Exits: north east west] <58%hp 65%mn 72%mv> e Amidst the Stalls The mist in this place sends cold chills through you as it slowly rises around you. There is almost no noise to be heard, certainly not what you would expect from a normal carnival. Yet strangely enough there are stalls and tents erected, and motion can be seen within them. [Exits: north south west] <58%hp 65%mn 71%mv> n Amidst the Stalls The mist in this place sends cold chills through you as it slowly rises around you. There is almost no noise to be heard, certainly not what you would expect from a normal carnival. Yet strangely enough there are stalls and tents erected, and motion can be seen within them. [Exits: north east south] <58%hp 65%mn 71%mv> n Amidst the Stalls The mist in this place sends cold chills through you as it slowly rises around you. There is almost no noise to be heard, certainly not what you would expect from a normal carnival. Yet strangely enough there are stalls and tents erected, and motion can be seen within them. [Exits: east south west] <58%hp 65%mn 71%mv> s Amidst the Stalls The mist in this place sends cold chills through you as it slowly rises around you. There is almost no noise to be heard, certainly not what you would expect from a normal carnival. Yet strangely enough there are stalls and tents erected, and motion can be seen within them. [Exits: north east south] <58%hp 65%mn 70%mv> s Amidst the Stalls The mist in this place sends cold chills through you as it slowly rises around you. There is almost no noise to be heard, certainly not what you would expect from a normal carnival. Yet strangely enough there are stalls and tents erected, and motion can be seen within them. [Exits: north south west] <58%hp 65%mn 70%mv> n Amidst the Stalls The mist in this place sends cold chills through you as it slowly rises around you. There is almost no noise to be heard, certainly not what you would expect from a normal carnival. Yet strangely enough there are stalls and tents erected, and motion can be seen within them. [Exits: north east south] <58%hp 65%mn 69%mv> s Amidst the Stalls The mist in this place sends cold chills through you as it slowly rises around you. There is almost no noise to be heard, certainly not what you would expect from a normal carnival. Yet strangely enough there are stalls and tents erected, and motion can be seen within them. [Exits: north south west] <58%hp 65%mn 69%mv> s In a Blood-stained Stall Blood and guts are spattered all over the stall walls, and drenched into the ground. A sign reads: 'Amazing Blood Brothers! See them drink the blood from an entire human being in one minute!'. [Exits: north] The corpse of Traz is lying here. [Yours] (Chromatic Aura) A man wearing sharp spikes is here making violent motions. (Chromatic Aura) A strange figure in brown robes stands here. <58%hp 65%mn 68%mv> take all corpse You get a bladder from the corpse of Traz. You get a bag from the corpse of Traz. You get a bladder from the corpse of Traz. You get a bladder from the corpse of Traz. You get a bladder from the corpse of Traz. You get a bladder from the corpse of Traz. You get a bladder from the corpse of Traz. You get some magical herbs from the corpse of Traz. You get some magical herbs from the corpse of Traz. You get A steel helm from the corpse of Traz. You get a pewter bracer from the corpse of Traz. You get a pewter bracer from the corpse of Traz. You get a purple cloak from the corpse of Traz. You get a thin leather cape from the corpse of Traz. You get a small lantern from the corpse of Traz. You get a small lantern from the corpse of Traz. You get a bladder from the corpse of Traz. You get a dagger named 'naga-slayer' from the corpse of Traz. You get a silver belt with an opal embedded in the buckle from the corpse of Traz. You get a razor-edged ring from the corpse of Traz. You get a razor-edged ring from the corpse of Traz. You get a pair of leggings from the corpse of Traz. You get a vest from the corpse of Traz. You get a pair of nyad leather boots from the corpse of Traz. You get a seashell ring from the corpse of Traz. You get a pair of falconer's gloves from the corpse of Traz. You get a jagged, iron knife from the corpse of Traz. You get a brown cloak from the corpse of Traz. You get 588 silver coins and 6 gold coins from the corpse of Traz. <58%hp 65%mn 68%mv> w Alas, you cannot go that way. <58%hp 65%mn 68%mv> e Alas, you cannot go that way. <58%hp 65%mn 68%mv> s Alas, you cannot go that way. <62%hp 71%mn 78%mv> n Amidst the Stalls The mist in this place sends cold chills through you as it slowly rises around you. There is almost no noise to be heard, certainly not what you would expect from a normal carnival. Yet strangely enough there are stalls and tents erected, and motion can be seen within them. [Exits: north south west] <62%hp 71%mn 78%mv> w SE corner of the Carnival Mist hangs low over the ground and wet dew soaks your clothes and clings to your hair. Decayed old bits of festive decoration and food lie scattered around, but there is little else to indicate any real life in this carnival. [Exits: north east west] <62%hp 71%mn 78%mv> w Southern clearing of the Carnival Mist hangs low over the ground and wet dew soaks your clothes and clings to your hair. Decayed old bits of festive decoration and food lie scattered around, but there is little else to indicate any real life in this carnival. [Exits: north east south west] <62%hp 71%mn 77%mv> s On a muddy path Thick mist covers the muddy pathway here. The path seems clear and there is little vegetation growing on or around it, yet there are also no signs of recent passage by other people. To the south the sounds of a river can be heard, while north of here there seems to be a large clearing with tents and stalls. [Exits: north south] <62%hp 71%mn 77%mv> s On the banks of a misty river Mist swirls gently around you and rises up from the river to the south in thick tendrils. The sounds of frogs and river birds echo faintly all around you, and greyed light filters down through the overhead tree canopy. The river bank heads west, while the actual river lies to the south. North of here you can hear the sounds of bells and muted voices. [Exits: north west] <62%hp 71%mn 76%mv> w On the banks of a misty river Mist swirls gently around you and rises up from the river to the south in thick tendrils. The sounds of frogs and river birds echo faintly all around you, and greyed light filters down through the overhead tree canopy. The river bank heads east and west. [Exits: east west] <62%hp 71%mn 76%mv> w On the banks of a misty river Mist swirls gently around you and rises up from the river to the south in thick tendrils. The sounds of frogs and river birds echo faintly all around you, and greyed light filters down through the overhead tree canopy. The river bank heads east and the actual river flows south of here. [Exits: east south] <62%hp 71%mn 75%mv> s Misty River You are on the Misty River. The waters are warmer than the air, and as a result, the air is filled with a dark cloudy mist that somewhat obscures your vision. The croaking of frogs can be heard from the north where the river bank slopes gently upwards. [Exits: north east west] <62%hp 71%mn 75%mv> w Misty River You are on the Misty River. The waters are warmer than the air, and as a result, the air is filled with a dark cloudy mist that somewhat obscures your vision. The sounds of frogs croaking reach your ears from the north. [Exits: east south west] <62%hp 71%mn 75%mv> w Misty River You are on the Misty River. The waters are warmer than the air, and as a result, the air is filled with a dark cloudy mist that somewhat obscures your vision. The sounds of little splashes reaches your ears. [Exits: north east] <62%hp 71%mn 75%mv> n Misty River You are on the Misty River. The waters are warmer than the air, and as a result, the air is filled with a dark cloudy mist that somewhat obscures your vision. You hear voices from the north, but you cannot make out if they are angry or just discussing something. [Exits: south west] <62%hp 71%mn 75%mv> w Misty River You are on the Misty River. The waters are warmer than the air, and as a result, the air is filled with a dark cloudy mist that somewhat obscures your vision. [Exits: east west] <62%hp 71%mn 75%mv> w Misty River You are on the Misty River. The waters are warmer than the air, and as a result, the air is filled with a dark cloudy mist that somewhat obscures your vision. You hear little splashes in the water around you. [Exits: north east] <62%hp 71%mn 75%mv> w n Misty River You are on the Misty River. The waters are warmer than the air, and as a result, the air is filled with a dark cloudy mist that somewhat obscures your vision. You hear faint singing from the west. [Exits: south west] <62%hp 71%mn 75%mv> w Misty River You are on the Misty River. The waters are warmer than the air, and as a result, the air is filled with a dark cloudy mist that somewhat obscures your vision. From the west come the words and an off key melody: a rousing beer drinking song. [Exits: north east] <62%hp 71%mn 75%mv> n Misty River You are on the Misty River. The waters are warmer than the air, and as a result, the air is filled with a dark cloudy mist that somewhat obscures your vision. [Exits: south west] <62%hp 71%mn 75%mv> w Misty River You are on the Misty River. The waters are warmer than the air, and as a result, the air is filled with a dark cloudy mist that somewhat obscures your vision. From the south come the words and off-key melody of a rousing beer-drinking song. [Exits: east west] <62%hp 71%mn 75%mv> w Misty River You are on the Misty River. The waters are warmer than the air, and as a result, the air is filled with a dark cloudy mist that somewhat obscures your vision. Looking up, you see darkness: a bridge crosses the river here. From the southeast you hear the strains of a rousing beer-drinking song. [Exits: east west] <62%hp 71%mn 75%mv> w Misty River You are on the Misty River. The waters are warmer than the air, and as a result, the air is filled with a dark cloudy mist that somewhat obscures your vision. [Exits: north east south] <62%hp 71%mn 75%mv> The sky gets very cloudy and a calmness begins here. <66%hp 76%mn 85%mv> w s Misty River You are on the Misty River. The waters are warmer than the air, and as a result, the air is filled with a dark cloudy mist that somewhat obscures your vision. To the east you can vaguely make out a few people with fishing poles standing on a dock. [Exits: north east west] A small dog is foaming at the mouth! A troll watchman strolls along, watching for trouble. <66%hp 76%mn 85%mv> con troll You must have a fascination with death. Watchman grins evilly at you. <66%hp 76%mn 85%mv> con dog Your sneeze would kill a rabid dog. A rabid dog grins evilly at you. <66%hp 76%mn 85%mv> l Misty River You are on the Misty River. The waters are warmer than the air, and as a result, the air is filled with a dark cloudy mist that somewhat obscures your vision. To the east you can vaguely make out a few people with fishing poles standing on a dock. [Exits: north east west] A small dog is foaming at the mouth! A troll watchman strolls along, watching for trouble. <66%hp 76%mn 85%mv> w Misty River You are on the Misty River. The waters are warmer than the air, and as a result, the air is filled with a dark cloudy mist that somewhat obscures your vision. You hear little splashes in the water. [Exits: east south] <66%hp 76%mn 85%mv> s Northern Outskirts of the Draghir Forest Here, land meets water as the northern end of the Draghir Forest meets the ancient Misty River. The waters of the river are fairly still, and a thick fog of mist hangs in the air, giving the area a ghostly and timeless feel. Across the water, the outline of the city Shequeston looms on the horizon. To the south, a dirt path leads into the depths of the Draghir Forest, a woods so ancient and ghostly that few ever traverse its depths. [Exits: north south] <66%hp 76%mn 84%mv> s A Thin Trail Leading Into the Forest This is a thin dirt path which leads north and south through the thick foliage of the Draghir Forest. Spider webbing and overgrown brush abound, making entrance to the forest extremely taxing. The trees mesh thickly overhead, creating a canopy of treetops which allows only a few piercing rays of light entrance. The rush of a great river can be heard coming from the north, and to the south the path widens a bit as it intersects with the Archer's Trail. [Exits: north south] <66%hp 76%mn 84%mv> s Along the Archer's Trail This is a thin, barely discernible path which weaves between the massive trees of the Draghir Forest. The forest floor is covered in a blanket of fallen leaves and pine needles, and is moist in some spots. Hardly any sunlight manages to creep through the thick canopy of trees which roofs this area, and a thick mist rolls along the ground as well, further hindering visibility. This path seems to be rarely used and is overrun with vines, roots, and occasionally a large spider web. The trail continues to the north and south, and there is a break in the trees to the east. [Exits: north south] <66%hp 76%mn 83%mv> n A Thin Trail Leading Into the Forest This is a thin dirt path which leads north and south through the thick foliage of the Draghir Forest. Spider webbing and overgrown brush abound, making entrance to the forest extremely taxing. The trees mesh thickly overhead, creating a canopy of treetops which allows only a few piercing rays of light entrance. The rush of a great river can be heard coming from the north, and to the south the path widens a bit as it intersects with the Archer's Trail. [Exits: north south] <66%hp 76%mn 82%mv> n Northern Outskirts of the Draghir Forest Here, land meets water as the northern end of the Draghir Forest meets the ancient Misty River. The waters of the river are fairly still, and a thick fog of mist hangs in the air, giving the area a ghostly and timeless feel. Across the water, the outline of the city Shequeston looms on the horizon. To the south, a dirt path leads into the depths of the Draghir Forest, a woods so ancient and ghostly that few ever traverse its depths. [Exits: north south] <66%hp 76%mn 81%mv> n Misty River You are on the Misty River. The waters are warmer than the air, and as a result, the air is filled with a dark cloudy mist that somewhat obscures your vision. You hear little splashes in the water. [Exits: east south] <66%hp 76%mn 81%mv> e Misty River You are on the Misty River. The waters are warmer than the air, and as a result, the air is filled with a dark cloudy mist that somewhat obscures your vision. To the east you can vaguely make out a few people with fishing poles standing on a dock. [Exits: north east west] A small dog is foaming at the mouth! A troll watchman strolls along, watching for trouble. <66%hp 76%mn 81%mv> e On the dock You see a couple of people fishing off the dock. The Misty River sends up dark cloudy mists of fog, so it is hard to tell who exactly is fishing. You barely see a bridge to the north, and a dark road to the south. From the east you hear the merry off-key beer songs of a group of drunken revellers. [Exits: north east south west] A skunk is here, but then, you smelled it already. <66%hp 76%mn 80%mv> e The Burning Paladin This tavern is a favorite of the locals, not only because of its name but also because the liquor keeps flowing and the gambling tables are always open to another player. Some of the locals are clinking mugs and singing a rousing beer drinking song. The tavernkeeper grins evilly at you, patiently waiting for you to order a drink. He knows you will. [Exits: west] The tavernkeeper prepares several shots of vodka. <66%hp 76%mn 80%mv> e w On the dock You see a couple of people fishing off the dock. The Misty River sends up dark cloudy mists of fog, so it is hard to tell who exactly is fishing. You barely see a bridge to the north, and a dark road to the south. From the east you hear the merry off-key beer songs of a group of drunken revellers. [Exits: north east south west] A skunk is here, but then, you smelled it already. <69%hp 81%mn 89%mv> n On the bridge As you walk the bridge which crosses the Misty River, you watch the swirls of dark cloudy mist rise up from the river. The bridge itself is made of wood, with a high rail through which you can look and watch the mists rise. Seeing the river itself is not easy, for the fog just above it is rather thick. [Exits: north south] <69%hp 81%mn 89%mv> n Thieves Row The road here is dark from the mists rising off the warm Misty River to the south. To the west you can barely make out a dock, and to the east are trees enshrouded in swirling dark mist. To the south is a bridge over the Misty River, you can see the high railing faintly through the swirling fog. [Exits: north east south west] <69%hp 81%mn 88%mv> z You attempt to hide. <69%hp 81%mn 88%mv> x You attempt to move silently. You begin sneaking. <69%hp 81%mn 88%mv> ca  sa ca e You peer intently east. === 1 east === The translucent spirit of Kwyztlyn floats here, haunting Sheqeston! A bat flutters its wings as it makes its way through the misty shadows. === 2 east === === 3 east === === 4 east === <69%hp 81%mn 88%mv> scan w You peer intently west. === 1 west === <69%hp 81%mn 88%mv> l Thieves Row The road here is dark from the mists rising off the warm Misty River to the south. To the west you can barely make out a dock, and to the east are trees enshrouded in swirling dark mist. To the south is a bridge over the Misty River, you can see the high railing faintly through the swirling fog. [Exits: north east south west] <69%hp 81%mn 88%mv> s On the bridge As you walk the bridge which crosses the Misty River, you watch the swirls of dark cloudy mist rise up from the river. The bridge itself is made of wood, with a high rail through which you can look and watch the mists rise. Seeing the river itself is not easy, for the fog just above it is rather thick. [Exits: north south] <69%hp 81%mn 88%mv> s On the dock You see a couple of people fishing off the dock. The Misty River sends up dark cloudy mists of fog, so it is hard to tell who exactly is fishing. You barely see a bridge to the north, and a dark road to the south. From the east you hear the merry off-key beer songs of a group of drunken revellers. [Exits: north east south west] A skunk is here, but then, you smelled it already. <69%hp 81%mn 87%mv> e The Burning Paladin This tavern is a favorite of the locals, not only because of its name but also because the liquor keeps flowing and the gambling tables are always open to another player. Some of the locals are clinking mugs and singing a rousing beer drinking song. The tavernkeeper grins evilly at you, patiently waiting for you to order a drink. He knows you will. [Exits: west] The tavernkeeper prepares several shots of vodka. <69%hp 81%mn 87%mv> w On the dock You see a couple of people fishing off the dock. The Misty River sends up dark cloudy mists of fog, so it is hard to tell who exactly is fishing. You barely see a bridge to the north, and a dark road to the south. From the east you hear the merry off-key beer songs of a group of drunken revellers. [Exits: north east south west] A skunk is here, but then, you smelled it already. <69%hp 81%mn 87%mv> s Thieves Row The road here is shrouded in shadow and dark cloudy mists from the Misty River. You peer to the east and see a building rising out of the mists. [Exits: north south] A small dog is foaming at the mouth! <69%hp 81%mn 86%mv> s Dead End The road here is shrouded in shadow and dark cloudy mists from the Misty River. You peer to the east and see a building rising out of the mists, but you cannot read the sign above the door. [Exits: north east] A draconian patrolman guards the streets. <69%hp 81%mn 86%mv> The sun rises in the east. <73%hp 87%mn 96%mv> z You attempt to hide. <73%hp 87%mn 96%mv> x You attempt to move silently. <73%hp 87%mn 96%mv> You feel the blessing of Isimsiz overwhelm you. <70%hp 87%mn 96%mv> bow ISimeiz They are not here. <70%hp 87%mn 96%mv> bow You bow deeply. <70%hp 87%mn 96%mv> w The sky gets very cloudy and a calmness begins here. <73%hp 92%mn 100%mv> ho [ Mino ] Palaremzi Dediler the Paladin Hero [ D-Elf ] Anatrois Tristris the Hero of the Dark [23 Chnge Thi] (PK) [Helper] Traz the Master Spy [ Chnge ] Eclavang the Meek-Slayer [ Chnge ] Quenton "Candy Dragon" Beck, Master of the Tower, Leader of The Knights of the Lemniscate [ G-Elf ] Zuldari the Master of Sortilege Players found: 6 <73%hp 92%mn 100%mv> z You attempt to hide. <73%hp 92%mn 100%mv> x You attempt to move silently. <73%hp 92%mn 100%mv> z You attempt to hide. <73%hp 92%mn 100%mv> sc You are Traz the Master Spy. Level 23, 17 years old (20 hours). You are young. You joined Dark Mists 28 days, 2 hours, 34 minutes, and 11 seconds ago. Race: changeling Sex: male Class: thief You have 73% hit, 92% mana, 100% movement. You have 2 practices, 0 training sessions, and 0 fate points. You are carrying 28/44 items with weight 126/301 pounds. Str: 17(17) Int: 17(17) Wis: 21(21) Dex: 22(22) Con: 12(12) You have scored 104100 exp, and have 6 gold and 588 silver coins. You need 10164 exp to level. Wimpy set to 10% hit points. Hometown is Glyndane. You are standing. You are hopelessly vulnerable to piercing. You are hopelessly vulnerable to bashing. You are hopelessly vulnerable to slashing. You are hopelessly vulnerable to magic. Hitroll: 2 Damroll: 3 You are neutral, and impulsively inclined. You have requested no immortal role-play interaction. You are affected by the following: Blessing : modifies hp by 10 for about 9 hrs and 36 mins Sneak : modifies none by 0 for about 7 hrs Pass door : modifies none by 0 for about 4 hrs Fly : modifies none by 0 for about 4 hrs Infravision : modifies none by 0 for about 4 hrs <73%hp 92%mn 100%mv> Patrolman leaves east. You look up and notice that it is no longer raining. <82%hp 100%mn 100%mv> The sky appears cloudy, and it begins to rain. <85%hp 100%mn 100%mv> You look up and notice that it is no longer raining. <94%hp 100%mn 100%mv> The sky gets very cloudy and a calmness begins here. <100%hp 100%mn 100%mv> l Dead End The road here is shrouded in shadow and dark cloudy mists from the Misty River. You peer to the east and see a building rising out of the mists, but you cannot read the sign above the door. [Exits: north east] <100%hp 100%mn 100%mv> z You attempt to hide. <100%hp 100%mn 100%mv> x You attempt to move silently. <100%hp 100%mn 100%mv> e Entrance to the Den of Thieves You are in a sparsely furnished room. The few benches along the wall are carved of granite, and the floor is of polished wood (with a few scuff marks that visitors have left behind). To the north is the Den of Thieves, into which you may enter only if you are a thief. [Exits: north west] <100%hp 100%mn 99%mv> n Den of Thieves This private tavern for the dark thieves of Thera is richly furnished. The bar itself is of gold, and the bar stools upholstered in the finest brocade. On the walls are famous tapestries once housed in great palaces of great rulers, lifted at one time by the greatest of thieves and given to the guild for the enjoyment of all (well, all dark thieves). In one corner a tarok game is underway, the players seriously considering their bets and their chances. In another corner, a dicing game has the attention of a few gamblers. [Exits: south] A draconian patrolman guards the streets. The bartender waits impatiently for you to make up your mind what drink you want. The thief guildmaster is here throwing daggers at a target on the wall. <100%hp 100%mn 99%mv> s Entrance to the Den of Thieves You are in a sparsely furnished room. The few benches along the wall are carved of granite, and the floor is of polished wood (with a few scuff marks that visitors have left behind). To the north is the Den of Thieves, into which you may enter only if you are a thief. [Exits: north west] <100%hp 100%mn 99%mv> w Dead End The road here is shrouded in shadow and dark cloudy mists from the Misty River. You peer to the east and see a building rising out of the mists, but you cannot read the sign above the door. [Exits: north east] <100%hp 100%mn 99%mv> e Entrance to the Den of Thieves You are in a sparsely furnished room. The few benches along the wall are carved of granite, and the floor is of polished wood (with a few scuff marks that visitors have left behind). To the north is the Den of Thieves, into which you may enter only if you are a thief. [Exits: north west] <100%hp 100%mn 98%mv> e Alas, you cannot go that way. <100%hp 100%mn 98%mv> n Den of Thieves This private tavern for the dark thieves of Thera is richly furnished. The bar itself is of gold, and the bar stools upholstered in the finest brocade. On the walls are famous tapestries once housed in great palaces of great rulers, lifted at one time by the greatest of thieves and given to the guild for the enjoyment of all (well, all dark thieves). In one corner a tarok game is underway, the players seriously considering their bets and their chances. In another corner, a dicing game has the attention of a few gamblers. [Exits: south] A draconian patrolman guards the streets. The bartender waits impatiently for you to make up your mind what drink you want. The thief guildmaster is here throwing daggers at a target on the wall. <100%hp 100%mn 98%mv> s Entrance to the Den of Thieves You are in a sparsely furnished room. The few benches along the wall are carved of granite, and the floor is of polished wood (with a few scuff marks that visitors have left behind). To the north is the Den of Thieves, into which you may enter only if you are a thief. [Exits: north west] <100%hp 100%mn 98%mv> w Dead End The road here is shrouded in shadow and dark cloudy mists from the Misty River. You peer to the east and see a building rising out of the mists, but you cannot read the sign above the door. [Exits: north east] <100%hp 100%mn 98%mv> n Thieves Row The road here is shrouded in shadow and dark cloudy mists from the Misty River. You peer to the east and see a building rising out of the mists. [Exits: north south] A skunk is here, but then, you smelled it already. <100%hp 100%mn 99%mv> n On the dock You see a couple of people fishing off the dock. The Misty River sends up dark cloudy mists of fog, so it is hard to tell who exactly is fishing. You barely see a bridge to the north, and a dark road to the south. From the east you hear the merry off-key beer songs of a group of drunken revellers. [Exits: north east south west] <100%hp 100%mn 99%mv> w e The Burning Paladin This tavern is a favorite of the locals, not only because of its name but also because the liquor keeps flowing and the gambling tables are always open to another player. Some of the locals are clinking mugs and singing a rousing beer drinking song. The tavernkeeper grins evilly at you, patiently waiting for you to order a drink. He knows you will. [Exits: west] The tavernkeeper prepares several shots of vodka. <100%hp 100%mn 98%mv> e Alas, you cannot go that way. <100%hp 100%mn 98%mv> w On the dock You see a couple of people fishing off the dock. The Misty River sends up dark cloudy mists of fog, so it is hard to tell who exactly is fishing. You barely see a bridge to the north, and a dark road to the south. From the east you hear the merry off-key beer songs of a group of drunken revellers. [Exits: north east south west] <100%hp 100%mn 98%mv> n On the bridge As you walk the bridge which crosses the Misty River, you watch the swirls of dark cloudy mist rise up from the river. The bridge itself is made of wood, with a high rail through which you can look and watch the mists rise. Seeing the river itself is not easy, for the fog just above it is rather thick. [Exits: north south] <100%hp 100%mn 97%mv> n Thieves Row The road here is dark from the mists rising off the warm Misty River to the south. To the west you can barely make out a dock, and to the east are trees enshrouded in swirling dark mist. To the south is a bridge over the Misty River, you can see the high railing faintly through the swirling fog. [Exits: north east south west] <100%hp 100%mn 97%mv> w On the dock A boat dock here allows people to take to the Misty River, from which they may reach the Dragon Sea if they sail west. The mist from the river climbs up the dock and causes your vision to cloud. To the east is a road, and to the north a building from which you hear the sound of hammering. You notice some bright red graffiti has been scrawled on the boards of the dock. [Exits: north east south] <100%hp 100%mn 96%mv> s You step out of the shadows. Misty River You are on the Misty River. The waters are warmer than the air, and as a result, the air is filled with a dark cloudy mist that somewhat obscures your vision. [Exits: north east south] A small dog is foaming at the mouth! <100%hp 100%mn 96%mv> s Misty River You are on the Misty River. The waters are warmer than the air, and as a result, the air is filled with a dark cloudy mist that somewhat obscures your vision. To the east you can vaguely make out a few people with fishing poles standing on a dock. [Exits: north east west] A small dog is foaming at the mouth! <100%hp 100%mn 96%mv> e On the dock You see a couple of people fishing off the dock. The Misty River sends up dark cloudy mists of fog, so it is hard to tell who exactly is fishing. You barely see a bridge to the north, and a dark road to the south. From the east you hear the merry off-key beer songs of a group of drunken revellers. [Exits: north east south west] <100%hp 100%mn 96%mv> e The Burning Paladin This tavern is a favorite of the locals, not only because of its name but also because the liquor keeps flowing and the gambling tables are always open to another player. Some of the locals are clinking mugs and singing a rousing beer drinking song. The tavernkeeper grins evilly at you, patiently waiting for you to order a drink. He knows you will. [Exits: west] The tavernkeeper prepares several shots of vodka. <100%hp 100%mn 95%mv> w On the dock You see a couple of people fishing off the dock. The Misty River sends up dark cloudy mists of fog, so it is hard to tell who exactly is fishing. You barely see a bridge to the north, and a dark road to the south. From the east you hear the merry off-key beer songs of a group of drunken revellers. [Exits: north east south west] <100%hp 100%mn 95%mv> w Misty River You are on the Misty River. The waters are warmer than the air, and as a result, the air is filled with a dark cloudy mist that somewhat obscures your vision. To the east you can vaguely make out a few people with fishing poles standing on a dock. [Exits: north east west] A small dog is foaming at the mouth! <100%hp 100%mn 94%mv> w n Misty River You are on the Misty River. The waters are warmer than the air, and as a result, the air is filled with a dark cloudy mist that somewhat obscures your vision. [Exits: north east south] A small dog is foaming at the mouth! <100%hp 100%mn 94%mv> e Misty River You are on the Misty River. The waters are warmer than the air, and as a result, the air is filled with a dark cloudy mist that somewhat obscures your vision. Looking up, you see darkness: a bridge crosses the river here. From the southeast you hear the strains of a rousing beer-drinking song. [Exits: east west] <100%hp 100%mn 94%mv> e Misty River You are on the Misty River. The waters are warmer than the air, and as a result, the air is filled with a dark cloudy mist that somewhat obscures your vision. From the south come the words and off-key melody of a rousing beer-drinking song. [Exits: east west] <100%hp 100%mn 94%mv> e Misty River You are on the Misty River. The waters are warmer than the air, and as a result, the air is filled with a dark cloudy mist that somewhat obscures your vision. [Exits: south west] <100%hp 100%mn 94%mv> e Alas, you cannot go that way. <100%hp 100%mn 100%mv> s Misty River You are on the Misty River. The waters are warmer than the air, and as a result, the air is filled with a dark cloudy mist that somewhat obscures your vision. From the west come the words and an off key melody: a rousing beer drinking song. [Exits: north east] <100%hp 100%mn 100%mv> e Misty River You are on the Misty River. The waters are warmer than the air, and as a result, the air is filled with a dark cloudy mist that somewhat obscures your vision. You hear faint singing from the west. [Exits: south west] <100%hp 100%mn 100%mv> s Misty River You are on the Misty River. The waters are warmer than the air, and as a result, the air is filled with a dark cloudy mist that somewhat obscures your vision. You hear little splashes in the water around you. [Exits: north east] <100%hp 100%mn 100%mv> e Misty River You are on the Misty River. The waters are warmer than the air, and as a result, the air is filled with a dark cloudy mist that somewhat obscures your vision. [Exits: east west] <100%hp 100%mn 100%mv> e Misty River You are on the Misty River. The waters are warmer than the air, and as a result, the air is filled with a dark cloudy mist that somewhat obscures your vision. You hear voices from the north, but you cannot make out if they are angry or just discussing something. [Exits: south west] <100%hp 100%mn 100%mv> s Misty River You are on the Misty River. The waters are warmer than the air, and as a result, the air is filled with a dark cloudy mist that somewhat obscures your vision. The sounds of little splashes reaches your ears. [Exits: north east] <100%hp 100%mn 100%mv> e Misty River You are on the Misty River. The waters are warmer than the air, and as a result, the air is filled with a dark cloudy mist that somewhat obscures your vision. The sounds of frogs croaking reach your ears from the north. [Exits: east south west] <100%hp 100%mn 100%mv> e Misty River You are on the Misty River. The waters are warmer than the air, and as a result, the air is filled with a dark cloudy mist that somewhat obscures your vision. The croaking of frogs can be heard from the north where the river bank slopes gently upwards. [Exits: north east west] <100%hp 100%mn 100%mv> e Misty River You are on the Misty River. The waters are warmer than the air, and as a result, the air is filled with a dark cloudy mist that somewhat obscures your vision. The croaking of frogs can be heard from the north. [Exits: east west] <100%hp 100%mn 100%mv> e Misty River You are on the Misty River. The waters are warmer than the air, and as a result, the air is filled with a dark cloudy mist that somewhat obscures your vision. The croaking of frogs can be heard from the north. [Exits: east west] <100%hp 100%mn 100%mv> e Misty River You are on the Misty River. The waters are warmer than the air, and as a result, the air is filled with a dark cloudy mist that somewhat obscures your vision. You smell salt water in the air. [Exits: east west] <100%hp 100%mn 100%mv> e Misty River You are on the Misty River. The waters are warmer than the air, and as a result, the air is filled with a dark cloudy mist that somewhat obscures your vision. You smell salt water in the air. [Exits: north south west] <100%hp 100%mn 100%mv> s Near the Southern Sea The mists clear as the river takes you closer to where the salty odor in the air is stronger... The river broadens here. Looking south, you see the water expand to fill the horizon. You hear the faint sound of waves lapping against the shore. [Exits: north south] <100%hp 100%mn 100%mv> n Misty River You are on the Misty River. The waters are warmer than the air, and as a result, the air is filled with a dark cloudy mist that somewhat obscures your vision. You smell salt water in the air. [Exits: north south west] <100%hp 100%mn 100%mv> w Misty River You are on the Misty River. The waters are warmer than the air, and as a result, the air is filled with a dark cloudy mist that somewhat obscures your vision. You smell salt water in the air. [Exits: east west] <100%hp 100%mn 100%mv> e Misty River You are on the Misty River. The waters are warmer than the air, and as a result, the air is filled with a dark cloudy mist that somewhat obscures your vision. You smell salt water in the air. [Exits: north south west] <100%hp 100%mn 100%mv> n On the Dark River You are on the Dark River... to the south you see a mist rising over the river, but here you can see the river itself and the surrounding area. You smell salt water in the air. Looking north you see trees. [Exits: east south] <100%hp 100%mn 100%mv> e On the Dark River The river continues to meander through the woods. You smell a faint odor of salt water in the air. [Exits: east west] <100%hp 100%mn 100%mv> e On the Dark River The river continues east meandering through the woods. [Exits: east west] <100%hp 100%mn 100%mv> e The Dark River The river continues meandering through the woods. The chirping of birds in the nearby trees makes the river journey a pleasant one. [Exits: east west down] A fish swims here in the river. <100%hp 100%mn 100%mv> e On the Dark River East and west the river continues to meander through the woods. The rubble here does not break the surface and cause white wate rapids, as it does to the east, but you can tell looking at the water's surface that there are dangerous sharp stones beneath the water waiting to rip into what carries you over the river. You hear the sounds of chopping wood far off in the distance. The river itself forks, part of it flowing northward. [Exits: north east west down] A fish swims here in the river. A fish swims here in the river. <100%hp 100%mn 100%mv> e On the Dark River The River continues east and west, flowing swiftly past boulders and chunks of rock, remnants of the once great wall surrounding the city of Midgaard. White water rapids make the journey swift and somewhat dangerous. The new wall of Ethshar which has risen in its place speaks of the spirit of the people in the face of desolation. Unfortunately, the imperial coffers did not pay to have the river dredged. [Exits: east west down] A fish swims in the river. <100%hp 100%mn 100%mv> e On the Dark River The River flows to the east past the wall of Ethshar. Rubble and ruin from the fall of old Midgaard still make the river navigation dangerous. Westward through the boulders and chunks of rock which were once the wall of the old city, the river snakes through a dark forest. [Exits: east west down] A fish swims here in the river. <100%hp 100%mn 100%mv> e Under the Bridge The arch under the bridge is covered by riverweed for one foot above the surface of the river. The water gently flows through an opening in the lower part of the city wall. The opening has an iron wrought gate that can opened and closed, guarding the entrance to the city. [Exits: east west down] A small snail crawls along under the wall. A small snail crawls along under the wall. A small snail crawls along under the wall. <100%hp 100%mn 100%mv> e On the River North of here you see the miserable buildings of the poor alley. The river flows west towards the bridge. The riverbanks are too steep to climb. [Exits: east west down] A fish swims in the river. A fish swims here in the river. A fish swims in the river. A fish swims in the river. <100%hp 100%mn 100%mv> e On the River North of here you see the dump. The river flows from east to west. The riverbanks are too steep to climb. A bridge passes overhead, torn and riddled with gaping holes from a disaster. The supports for this bridge look no better. The path up the bridge is sealed shut by a rusting iron wrought gate. It's a wonder the thing still stands, and is still used. It's a health hazard! An accident waiting to happen! [Exits: east west down] A fish swims in the river. A fish swims here in the river. A small snail crawls along the bridge support. A small snail crawls along the bridge support. A small snail crawls along the bridge support. <100%hp 100%mn 100%mv> e On the River The levee is directly north of here, and a small boat landing used at one time for Kate's Diner (you can see the old sign still standing!) is to the south. The river flows in an east west direction. [Exits: east west down] <100%hp 100%mn 100%mv> e On the River You see the ruins on the northern riverbank. East of here the river passes under the eastern wall and through its rubble, creating a bit of white water among the rocks, some of which have been chipped away with time. [Exits: east west down] A fish swims in the river. <100%hp 100%mn 100%mv> e On the River The river pushes past the eastern wall of Ethshar. Rubble in the water from when the old city of Midgaard fell causes some white water rapids and a somewhat dangerous journey. Sticking out of the water, still attached to a huge bit of stone, is a twisted iron bar, one of several that used to block the hole in the wall through which the river flowed, when Midgaard was a living city. [Exits: east west down] A small snail crawls along under the wall. A small snail crawls along under the wall. A small snail crawls along under the wall. <100%hp 100%mn 100%mv> e On the River The Midgaard River has turned into a twisty turny white water rapids. To the east you see a rocky outcropping with an entrance, through which the river flows, and to the north the river continues its rapid pace, forking past a huge boulder. [Exits: north east west down] A fish swims in the river. A fish swims in the river here. A fish swims in the river. A fish swims in the river here. <100%hp 100%mn 100%mv> e A long tunnel You encounter some rapids as you enter this tunnel cut out of the rocky outcropping by the river. You navigate as carefully as you can to keep from crashing into the sides of the tunnel. [Exits: east] <100%hp 100%mn 100%mv> e A long tunnel The water runs swiftly through a rocky tunnel. It is dark and dangerous in here. You detect sharp rocks sticking up from the rush of water and navigate to avoid a nasty crash. [Exits: east] <100%hp 100%mn 100%mv> e A long tunnel The water rushes through the tunnel at a quick speed, taking you with it. Navigation is tricky to avoid crashing into the sides of the tunnel or the occasional rock which sticks up out of the water. [Exits: east] <100%hp 100%mn 100%mv> e You feel solid again. You slowly float to the ground. You no longer see in the dark. <100%hp 100%mn 100%mv> It is pitch black ... <100%hp 100%mn 99%mv> hold lantern You light a small lantern and hold it. <100%hp 100%mn 99%mv> l self You see a man with purple skin. It flitters in the light. He has yellow eyes and very dark brown hair that hangs past his shoulders. He has a slight beard that is very neatly trimmed. His fingernails are surprisingly clean and his hands shift in the shadows He is an average height around 6 feet tall. He has a scar on his left wrist from an unknown skirmish that happened when he was young. Traz is in perfect condition. (100%) Traz is using: a small lantern <100%hp 100%mn 99%mv> wear all You wear a brown cloak around your neck. You wield a jagged, iron knife. You feel quite confident with a jagged, iron knife. You wear a pair of falconer's gloves on your hands. You wear a seashell ring on your left finger. You wear a pair of nyad leather boots on your feet. You wear a vest on your torso. You wear a pair of leggings on your legs. You wear a razor-edged ring on your right finger. You wear a silver belt with an opal embedded in the buckle about your waist. You wear a thin leather cape around your neck. You wear a purple cloak about your body. You wear a pewter bracer around your left wrist. You wear a pewter bracer around your right wrist. You wear A steel helm on your head. <92%hp 93%mn 87%mv> l A long tunnel Swiftly rushing through the tunnel, the water is joined by water from the north. Moving northward would take much effort, but it is possible. You sense that the water toward the north is exposed to daylight. [Exits: north east] <92%hp 93%mn 87%mv> inv You are carrying: a razor-edged ring (Glowing) a dagger named 'naga-slayer' ( 7) a bladder a small lantern ( 2) some magical herbs a bag <92%hp 93%mn 87%mv> l A long tunnel Swiftly rushing through the tunnel, the water is joined by water from the north. Moving northward would take much effort, but it is possible. You sense that the water toward the north is exposed to daylight. [Exits: north east] <92%hp 93%mn 87%mv> e An underground lake You are floating upon a jet-black underground lake fed by the waters from the west. The tunnel continues to the east, with the water moving much less rapidly. To the west is the rushing river, and it is not possible to navigate back against it. To the south is a ledge and a hole in the rock large enough to crawl through. [Exits: east south] A small bird darts here and there, searching for that juicy worm. <92%hp 93%mn 86%mv> e A long narrow tunnel The river flows slower from the lake to the west. Far to the east you think you see a light. [Exits: east west] <92%hp 93%mn 86%mv> e A wide tunnel The tunnel continues east and west. To the east the tunnel rises up to a lighted way. The river seems to well up into another lake, and you find yourself floating in a spin, as though the water were draining below but not fast enough to suck you under. You can continue to the east and dry hard ground, or to the west and the river and another lake. [Exits: east west] <92%hp 93%mn 86%mv> e Dry tunnel The tunnel here is dry, hard, rocky. To the east you see a bright light, and the air seems fresher here. To the west is a small lake within the tunnel. [Exits: east west] <92%hp 93%mn 84%mv> e At the mouth of a cave Here you find rubble, discards from the building of the great wall around Glyndane. Nothing you find here is useful, you walk around it gingerly, avoiding a twisted ankle. From the east you hear the sounds of a city, and from the west comes the sound of water rushing, and the unmistakable smell of river water. [Exits: east west] <92%hp 93%mn 82%mv> e Path through barren land To the north is the wall of Glyndane, and its gate, ever open to receive visitors. To the south the land is hard packed dirt with sand blowing over it, and few specimens of plant life. Way to the south is the desert known to all as the Sands of Sorrow. To the west is a rocky hill with a cave entrance leading into darkness. You see where the workmen who built the wall left bits of unusable stone and broken tools. [Exits: north south west] The raggity dervish walks on aimlessly. <92%hp 93%mn 80%mv> n Outside the South Gate The great wall surrounding Glyndane opens here with a gate. To either side (east-west) you can see the great stone wall built to help fortify the city against invasion. To the south is barren land, beyond which, the Sands of Sorrow. A crude path beaten into the barren land leads south. This is the path used by caravans of merchants coming to trade in Glyndane. [Exits: north south] <92%hp 93%mn 78%mv> n Inside the South Gate Just south of the bridge is the South Gate of Glyndane, on either side of which (east-west) are the battlements, a high stone wall to help fortify the city against invasion. You can access the top of the wall by climbing the stone stair just off to the side of the gate. [Exits: north south up] A large cockroach scuttles across the ground. <95%hp 98%mn 86%mv> n Glyndane Bridge Rising high above the river is the Glyndane Bridge. It was made by crude masons who knew how to put stones together to make a bridge but had not enough craftsmanship to fashion anything aesthetic from it. The walking surface is smooth enough, worn from generations of feet passing over it. The dirt between the stones shows how often the bridge gets cleaned. You can look out over either side and see the river. On the north banks, you see docks where some people are fishing. [Exits: north south] A short man stands at the edge of the bridge, fishing. A fisherman tells you, 'Ya got my king crab legs yet?' <95%hp 98%mn 86%mv> z You attempt to hide. <95%hp 98%mn 86%mv> x You attempt to move silently. <95%hp 98%mn 86%mv> n Approaching the Bridge You are standing on Bridge Street, a dirty cobblestone road which runs north-south through the city. To the south is the bridge itself, and heading north one would approach one of the busiest places in Glyndane: Market Square. [Exits: north south] <95%hp 98%mn 85%mv> n Summer Square You are standing at the intersection of Bridge Street and Summer Road. From the north come the sounds of business as usual in Market Square. You sense a body of water nearby, you can just about smell it. The cobblestones beneath your feet are dirty, and two of them appear to be chipped. [Exits: north east south west] A sick-looking dog sniffs the ground, seeking food. <95%hp 98%mn 84%mv> You look up and notice that it is no longer raining. <97%hp 100%mn 93%mv> who [ Chnge ] Eclavang the Meek-Slayer [ Mino ] Palaremzi Dediler the Paladin Hero [ D-Elf ] Anatrois Tristris the Hero of the Dark [23 Chnge Thi] (PK) [Helper] Traz the Master Spy [ Chnge ] Quenton "Candy Dragon" Beck, Master of the Tower, Leader of The Knights of the Lemniscate [ G-Elf ] Zuldari the Master of Sortilege Players found: 6 <97%hp 100%mn 93%mv> You have become better at fast healing! <100%hp 100%mn 100%mv> sk Your list of skills: Level 1: dagger 89% mace 75% spear 75% sword 75% whip 75% evaluation 100% backstab 79% dodge 86% hide 87% scrolls 1% staves 1% Level 3: dirt kicking 84% Level 4: sneak 77% Level 5: trip 80% Level 6: peek 75% steal 75% Level 7: hand to hand 78% Level 8: haggle 55% Level 10: shapeshift 100% envenom 75% Level 11: parry 79% pick lock 75% Level 12: second attack 77% fast healing  43% Level 13: lash 75% Level 14: shield block 75% circle stab 78% kick 75% Level 15: detect hidden 75% Level 16: plant 75% Level 17: disarm 75% meditation 37% Level 20: enhanced damage 81% [Hit Return to continue] Level 21: blackjack 1% Level 25: dual wield n/a third attack n/a spy n/a Level 27: escape n/a Level 28: downstrike n/a Level 30: advanced hide n/a Level 32: dual backstab n/a Level 34: cower n/a Level 35: advanced daggers n/a Level 40: academia n/a Level 42: expert hide n/a Level 45: expert daggers n/a <100%hp 100%mn 100%mv> The sky gets very cloudy and a calmness begins here. <100%hp 100%mn 100%mv> s Approaching the Bridge You are standing on Bridge Street, a dirty cobblestone road which runs north-south through the city. To the south is the bridge itself, and heading north one would approach one of the busiest places in Glyndane: Market Square. [Exits: north south] <100%hp 100%mn 99%mv> s Glyndane Bridge Rising high above the river is the Glyndane Bridge. It was made by crude masons who knew how to put stones together to make a bridge but had not enough craftsmanship to fashion anything aesthetic from it. The walking surface is smooth enough, worn from generations of feet passing over it. The dirt between the stones shows how often the bridge gets cleaned. You can look out over either side and see the river. On the north banks, you see docks where some people are fishing. [Exits: north south] A short man stands at the edge of the bridge, fishing. A fisherman tells you, 'Ya got my king crab legs yet?' <100%hp 100%mn 98%mv> s Inside the South Gate Just south of the bridge is the South Gate of Glyndane, on either side of which (east-west) are the battlements, a high stone wall to help fortify the city against invasion. You can access the top of the wall by climbing the stone stair just off to the side of the gate. [Exits: north south up] A large cockroach scuttles across the ground. <100%hp 100%mn 97%mv> s Outside the South Gate The great wall surrounding Glyndane opens here with a gate. To either side (east-west) you can see the great stone wall built to help fortify the city against invasion. To the south is barren land, beyond which, the Sands of Sorrow. A crude path beaten into the barren land leads south. This is the path used by caravans of merchants coming to trade in Glyndane. [Exits: north south] <100%hp 100%mn 100%mv> s You step out of the shadows. Path through barren land To the north is the wall of Glyndane, and its gate, ever open to receive visitors. To the south the land is hard packed dirt with sand blowing over it, and few specimens of plant life. Way to the south is the desert known to all as the Sands of Sorrow. To the west is a rocky hill with a cave entrance leading into darkness. You see where the workmen who built the wall left bits of unusable stone and broken tools. [Exits: north south west] <100%hp 100%mn 98%mv> n Outside the South Gate The great wall surrounding Glyndane opens here with a gate. To either side (east-west) you can see the great stone wall built to help fortify the city against invasion. To the south is barren land, beyond which, the Sands of Sorrow. A crude path beaten into the barren land leads south. This is the path used by caravans of merchants coming to trade in Glyndane. [Exits: north south] <100%hp 100%mn 96%mv> n Inside the South Gate Just south of the bridge is the South Gate of Glyndane, on either side of which (east-west) are the battlements, a high stone wall to help fortify the city against invasion. You can access the top of the wall by climbing the stone stair just off to the side of the gate. [Exits: north south up] A large cockroach scuttles across the ground. <100%hp 100%mn 96%mv> n Glyndane Bridge Rising high above the river is the Glyndane Bridge. It was made by crude masons who knew how to put stones together to make a bridge but had not enough craftsmanship to fashion anything aesthetic from it. The walking surface is smooth enough, worn from generations of feet passing over it. The dirt between the stones shows how often the bridge gets cleaned. You can look out over either side and see the river. On the north banks, you see docks where some people are fishing. [Exits: north south] A short man stands at the edge of the bridge, fishing. A fisherman tells you, 'Ya got my king crab legs yet?' <100%hp 100%mn 95%mv> n Approaching the Bridge You are standing on Bridge Street, a dirty cobblestone road which runs north-south through the city. To the south is the bridge itself, and heading north one would approach one of the busiest places in Glyndane: Market Square. [Exits: north south] <100%hp 100%mn 94%mv> n Summer Square You are standing at the intersection of Bridge Street and Summer Road. From the north come the sounds of business as usual in Market Square. You sense a body of water nearby, you can just about smell it. The cobblestones beneath your feet are dirty, and two of them appear to be chipped. [Exits: north east south west] A sick-looking dog sniffs the ground, seeking food. <100%hp 100%mn 93%mv> w Summer Road You are on Summer Road, a narrow, grimy byway of cobblestones running east and west. To the south are docks by the river. You smell the distinctive smell of river water. To the north you see a building whose entrance does not face this road. [Exits: east south west] <100%hp 100%mn 93%mv> s On the Docks Wooden docks slope gently down toward the river, which slowly flows from east to west. To the north is the road. The docks extend westward. [Exits: north south west] <100%hp 100%mn 92%mv> s On the River The river flows from east to west. To the northwest you see the access docks and the city rising up beyond them. The ramparts to the southwest are too steep to climb. Rising up above is the bridge which spans the river. [Exits: north east west] <100%hp 100%mn 91%mv> w e On the River The river flows from east to west. To the northeast you see the access docks and the city rising up beyond them. The ramparts to the southeast are too steep to climb. Rising up above is the bridge which spans the river. [Exits: north east west] A bleary-eyed man with a paunch belly weaves as he walks by. <100%hp 100%mn 99%mv> e On the River The river flows from east to west. To the north you see the access docks and the city rising up beyond them. The ramparts to the south are too steep to climb. To the west you see a bridge spanning the river. [Exits: north east west] A young thief practices hiding and sneaking in the shadows. <100%hp 100%mn 99%mv> e On the River The river flows from east to west. To the north you see the access docks and the city rising up beyond them. The ramparts to the south are too steep to climb. To the west you see a bridge spanning the river. [Exits: north east west] <100%hp 100%mn 98%mv> e On the River The river flows from east to west. To the north you see the city rising up beyond some undeveloped land. The banks are too steep to climb. The ramparts to the south are also too steep to climb. [Exits: east west] A large cockroach scuttles across the ground. <100%hp 100%mn 98%mv> e On the River The river flows from east to west. To the north you see the city rising up beyond some undeveloped land. The banks are too steep to climb. The ramparts to the south are also too steep to climb. [Exits: east west] A sick-looking dog sniffs the ground, seeking food. <100%hp 100%mn 98%mv> w On the River The river flows from east to west. To the north you see the city rising up beyond some undeveloped land. The banks are too steep to climb. The ramparts to the south are also too steep to climb. [Exits: east west] A large cockroach scuttles across the ground. <100%hp 100%mn 97%mv> w On the River The river flows from east to west. To the north you see the access docks and the city rising up beyond them. The ramparts to the south are too steep to climb. To the west you see a bridge spanning the river. [Exits: north east west] <100%hp 100%mn 97%mv> w On the River The river flows from east to west. To the north you see the access docks and the city rising up beyond them. The ramparts to the south are too steep to climb. To the west you see a bridge spanning the river. [Exits: north east west] A young thief practices hiding and sneaking in the shadows. <100%hp 100%mn 96%mv> w On the River The river flows from east to west. To the northeast you see the access docks and the city rising up beyond them. The ramparts to the southeast are too steep to climb. Rising up above is the bridge which spans the river. [Exits: north east west] A bleary-eyed man with a paunch belly weaves as he walks by. <100%hp 100%mn 96%mv> w On the River The river flows from east to west. To the northwest you see the access docks and the city rising up beyond them. The ramparts to the southwest are too steep to climb. Rising up above is the bridge which spans the river. [Exits: north east west] <100%hp 100%mn 96%mv> You look up and notice that it is no longer raining. <100%hp 100%mn 100%mv> w On the River The river flows from east to west. To the north you see the access docks and the city rising up beyond them. The ramparts to the south are too steep to climb. To the east you see a bridge spanning the river. [Exits: north east west] A citizen of Glyndane is here, hurrying along to some important destination. <100%hp 100%mn 99%mv> w On the River The river flows from east to west. To the north you see the access docks and the city rising up beyond them. The ramparts to the south are too steep to climb. To the east you see a bridge spanning the river. [Exits: north east west] <100%hp 100%mn 99%mv> w On the River The river flows from east to west. To the north you see the city rising up beyond some undeveloped land. The banks are too steep to climb. [Exits: east west] A large cockroach scuttles across the ground. A large cockroach scuttles across the ground. <100%hp 100%mn 98%mv> w On the River The river flows from east to west. To the north you see the city rising up beyond some undeveloped land. The banks are too steep to climb. The ramparts to the south are also too steep to climb. [Exits: east west] <100%hp 100%mn 98%mv> w On the River The river flows from east to west. Here you see where it flows beneath the ramparts which surround the city. The banks are too steep to climb. The high protective wall to the south is also too steep to climb. A hole in the wall at the river's edge allows the river to flow under and down, somehow. Perhaps it is someone's attempt to bring water to the desert to the south? [Exits: east south west] A young thief practices hiding and sneaking in the shadows. <100%hp 100%mn 98%mv> You no longer feel stealthy. <100%hp 100%mn 100%mv> x You attempt to move silently. You begin sneaking. <100%hp 100%mn 100%mv> w Under the Ramparts You are on the Midgaard River as it flows under the western ramparts surrounding the city of Glyndane. Looking at the walls to the north and south, you marvel at how well-formed they are, to prevent anyone from using them to climb up and surprise any guards who might be patrolling above. [Exits: east west] A fish swims in the river here. A fish swims in the river here. A fish swims in the river. <100%hp 100%mn 99%mv> w On the River The calmly flowing Midgaard River flows from a well-built arch in the wall to the east, toward the west. You see the edge of the hull of flat bottomed boat to the north that seems to be docked on the edge of the river. Northward you see small trees, and to the south, sand as far as the eye can see. [Exits: east west] <100%hp 100%mn 99%mv> w On the River The Midgaard River flows calmly. To the south is a sandy bank which seems to extend southward forever. To the north is a small shack that seems to have been built upon a flat bottom boat. The northern bank is thick with small trees. To the east you see a wall surrounding a city. [Exits: east west] A pile of silver coins. A fish swims in the river here. A fish swims in the river here. <100%hp 100%mn 98%mv> You look up and notice that it is no longer raining. <100%hp 100%mn 100%mv> w On the River The Midgaard River is calm here. To the south is a sandy bank which seems to extend forever. To the north is a fairly large flat bottomed boat, docked at the edge of the river, attached to a tree with some hemp rope. There is a small ladder than dangles precariously over the side of the boat, allowing you to climb aboard. The water can be heard splashing against the wooden hull, covered in pitch allowing it stay afloat. The river flows from east to west toward a quickening, where old rubble from the fall of Midgaard still causes a foaming and rapid movement for dangerous river navigation. [Exits: north east west] A fish swims here in the river. A fish swims in the river here. <100%hp 100%mn 99%mv> w On the River The Midgaard River approaches a rapids caused by strewn rubble, causing white water and swift movement (dangerous). To the west you see a greater danger in the form of huge boulders. To the east, the river is calmer, and the surface does not betray the remnants of the old city wall. [Exits: east west] A fish swims in the river. A fish swims in the river here. A fish swims in the river here. <100%hp 100%mn 99%mv> e On the River The Midgaard River is calm here. To the south is a sandy bank which seems to extend forever. To the north is a fairly large flat bottomed boat, docked at the edge of the river, attached to a tree with some hemp rope. There is a small ladder than dangles precariously over the side of the boat, allowing you to climb aboard. The water can be heard splashing against the wooden hull, covered in pitch allowing it stay afloat. The river flows from east to west toward a quickening, where old rubble from the fall of Midgaard still causes a foaming and rapid movement for dangerous river navigation. [Exits: north east west] A fish swims here in the river. A fish swims in the river here. <100%hp 100%mn 98%mv> n On the Deck of the Flat Bottomed Boat You are standing the back part of the flat bottomed boat. The smell of fish oil permeates the windy breeze that gently rocks the boat as it floats upon the river. Fish scales and skeletal remains of water life are strewn about on the deck. The slick, slimy feel as you walk about the deck of the boat is unsettling, almost causing you to slide off the edge and into the river below. There is a small shack that lies east on the deck with the sounds of chopping coming out from it. [Exits: east south] A fish swims in the river here. <100%hp 100%mn 98%mv> s On the River The Midgaard River is calm here. To the south is a sandy bank which seems to extend forever. To the north is a fairly large flat bottomed boat, docked at the edge of the river, attached to a tree with some hemp rope. There is a small ladder than dangles precariously over the side of the boat, allowing you to climb aboard. The water can be heard splashing against the wooden hull, covered in pitch allowing it stay afloat. The river flows from east to west toward a quickening, where old rubble from the fall of Midgaard still causes a foaming and rapid movement for dangerous river navigation. [Exits: north east west] A fish swims here in the river. A fish swims in the river here. <100%hp 100%mn 97%mv> w On the River The Midgaard River approaches a rapids caused by strewn rubble, causing white water and swift movement (dangerous). To the west you see a greater danger in the form of huge boulders. To the east, the river is calmer, and the surface does not betray the remnants of the old city wall. [Exits: east west] A fish swims in the river. A fish swims in the river here. A fish swims in the river here. <100%hp 100%mn 96%mv> w On the River Rapids Beneath you, the white water rapids through the rubble continue to take you swiftly along. The river twists and turns around huge boulders which once were part of the wall around the old city of Midgaard. [Exits: east south] A fish swims in the river here. <100%hp 100%mn 96%mv> w Alas, you cannot go that way. <100%hp 100%mn 96%mv> s On the River The Midgaard River has turned into a twisty turny white water rapids. To the east you see a rocky outcropping with an entrance, through which the river flows, and to the north the river continues its rapid pace, forking past a huge boulder. [Exits: north east west down] <100%hp 100%mn 96%mv> w On the River The river pushes past the eastern wall of Ethshar. Rubble in the water from when the old city of Midgaard fell causes some white water rapids and a somewhat dangerous journey. Sticking out of the water, still attached to a huge bit of stone, is a twisted iron bar, one of several that used to block the hole in the wall through which the river flowed, when Midgaard was a living city. [Exits: east west down] A fish swims in the river. A fish swims in the river here. A fish swims in the river. A small snail crawls along under the wall. A small snail crawls along under the wall. A small snail crawls along under the wall. <100%hp 100%mn 99%mv> w On the River You see the ruins on the northern riverbank. East of here the river passes under the eastern wall and through its rubble, creating a bit of white water among the rocks, some of which have been chipped away with time. [Exits: east west down] A fish swims in the river. <100%hp 100%mn 99%mv> w On the River The levee is directly north of here, and a small boat landing used at one time for Kate's Diner (you can see the old sign still standing!) is to the south. The river flows in an east west direction. [Exits: east west down] <100%hp 100%mn 99%mv> w On the River North of here you see the dump. The river flows from east to west. The riverbanks are too steep to climb. A bridge passes overhead, torn and riddled with gaping holes from a disaster. The supports for this bridge look no better. The path up the bridge is sealed shut by a rusting iron wrought gate. It's a wonder the thing still stands, and is still used. It's a health hazard! An accident waiting to happen! [Exits: east west down] A fish swims in the river. A fish swims in the river. A fish swims here in the river. A small snail crawls along the bridge support. A small snail crawls along the bridge support. A small snail crawls along the bridge support. <100%hp 100%mn 99%mv> w On the River North of here you see the miserable buildings of the poor alley. The river flows west towards the bridge. The riverbanks are too steep to climb. [Exits: east west down] A fish swims here in the river. <100%hp 100%mn 98%mv> w Under the Bridge The arch under the bridge is covered by riverweed for one foot above the surface of the river. The water gently flows through an opening in the lower part of the city wall. The opening has an iron wrought gate that can opened and closed, guarding the entrance to the city. [Exits: east west down] A fish swims in the river. A fish swims in the river. A small snail crawls along under the wall. A small snail crawls along under the wall. A small snail crawls along under the wall. <100%hp 100%mn 98%mv> w On the Dark River The River flows to the east past the wall of Ethshar. Rubble and ruin from the fall of old Midgaard still make the river navigation dangerous. Westward through the boulders and chunks of rock which were once the wall of the old city, the river snakes through a dark forest. [Exits: east west down] A fish swims here in the river. <100%hp 100%mn 99%mv> w On the Dark River The River continues east and west, flowing swiftly past boulders and chunks of rock, remnants of the once great wall surrounding the city of Midgaard. White water rapids make the journey swift and somewhat dangerous. The new wall of Ethshar which has risen in its place speaks of the spirit of the people in the face of desolation. Unfortunately, the imperial coffers did not pay to have the river dredged. [Exits: east west down] A fish swims here in the river. <100%hp 100%mn 99%mv> w On the Dark River East and west the river continues to meander through the woods. The rubble here does not break the surface and cause white wate rapids, as it does to the east, but you can tell looking at the water's surface that there are dangerous sharp stones beneath the water waiting to rip into what carries you over the river. You hear the sounds of chopping wood far off in the distance. The river itself forks, part of it flowing northward. [Exits: north east west down] A fish swims here in the river. A fish swims here in the river. <100%hp 100%mn 98%mv> n A junction on the river bank in the deep, dark forest You are by a junction where three paths meet. Ancient, grey trees seem to observe you silently you from all around. To the south a dark river flows from east to west through the forest. Paths lead north, east and west. [Exits: north east south west] A large, grey wolf is here, glaring hungrily at you. <100%hp 100%mn 99%mv> con wo  grey Your sneeze would kill the large, grey wolf. The large, grey wolf grins evilly at you. <100%hp 100%mn 99%mv> back grey You trample around loudly again. You claim the large, grey wolf. Your backstab PULVERIZES the large, grey wolf! The large, grey wolf is DEAD!! You receive 0 experience points. You hear the large, grey wolf's death cry. <100%hp 100%mn 99%mv> sac corpse The gods give you 9 silver coins for your sacrifice. <100%hp 100%mn 99%mv> s On the Dark River East and west the river continues to meander through the woods. The rubble here does not break the surface and cause white wate rapids, as it does to the east, but you can tell looking at the water's surface that there are dangerous sharp stones beneath the water waiting to rip into what carries you over the river. You hear the sounds of chopping wood far off in the distance. The river itself forks, part of it flowing northward. [Exits: north east west down] A fish swims here in the river. A fish swims here in the river. <100%hp 100%mn 99%mv> w The Dark River The river continues meandering through the woods. The chirping of birds in the nearby trees makes the river journey a pleasant one. [Exits: east west down] A fish swims in the river. A fish swims here in the river. <100%hp 100%mn 98%mv> w On the Dark River The river continues east meandering through the woods. [Exits: east west] <100%hp 100%mn 98%mv> e The Dark River The river continues meandering through the woods. The chirping of birds in the nearby trees makes the river journey a pleasant one. [Exits: east west down] A fish swims in the river. A fish swims here in the river. <100%hp 100%mn 98%mv> w On the Dark River The river continues east meandering through the woods. [Exits: east west] <100%hp 100%mn 97%mv> w On the Dark River The river continues to meander through the woods. You smell a faint odor of salt water in the air. [Exits: east west] <100%hp 100%mn 99%mv> e On the Dark River The river continues east meandering through the woods. [Exits: east west] <100%hp 100%mn 99%mv> e The Dark River The river continues meandering through the woods. The chirping of birds in the nearby trees makes the river journey a pleasant one. [Exits: east west down] A fish swims in the river. A fish swims here in the river. <100%hp 100%mn 98%mv> d Below the Surface of the Dark River Below any slow moving body of water is more water, and that is what you have here. Above, below, water, water, everywhere. If you are not a fish, natural breathing will be difficult. [Exits: east up down] <100%hp 100%mn 96%mv> u The Dark River The river continues meandering through the woods. The chirping of birds in the nearby trees makes the river journey a pleasant one. [Exits: east west down] A fish swims in the river. A fish swims here in the river. <100%hp 100%mn 94%mv> w On the Dark River The river continues east meandering through the woods. [Exits: east west] <100%hp 100%mn 93%mv> w On the Dark River The river continues to meander through the woods. You smell a faint odor of salt water in the air. [Exits: east west] <100%hp 100%mn 93%mv> w On the Dark River You are on the Dark River... to the south you see a mist rising over the river, but here you can see the river itself and the surrounding area. You smell salt water in the air. Looking north you see trees. [Exits: east south] <100%hp 100%mn 93%mv> e On the Dark River The river continues to meander through the woods. You smell a faint odor of salt water in the air. [Exits: east west] <100%hp 100%mn 92%mv> e On the Dark River The river continues east meandering through the woods. [Exits: east west] <100%hp 100%mn 92%mv> e The Dark River The river continues meandering through the woods. The chirping of birds in the nearby trees makes the river journey a pleasant one. [Exits: east west down] A fish swims in the river. A fish swims here in the river. <100%hp 100%mn 92%mv> e On the Dark River East and west the river continues to meander through the woods. The rubble here does not break the surface and cause white wate rapids, as it does to the east, but you can tell looking at the water's surface that there are dangerous sharp stones beneath the water waiting to rip into what carries you over the river. You hear the sounds of chopping wood far off in the distance. The river itself forks, part of it flowing northward. [Exits: north east west down] A fish swims here in the river. A fish swims here in the river. <100%hp 100%mn 91%mv> You feel your divine protection fade. <102%hp 100%mn 100%mv> n A junction on the river bank in the deep, dark forest You are by a junction where three paths meet. Ancient, grey trees seem to observe you silently you from all around. To the south a dark river flows from east to west through the forest. Paths lead north, east and west. [Exits: north east south west] <102%hp 100%mn 99%mv> s On the Dark River East and west the river continues to meander through the woods. The rubble here does not break the surface and cause white wate rapids, as it does to the east, but you can tell looking at the water's surface that there are dangerous sharp stones beneath the water waiting to rip into what carries you over the river. You hear the sounds of chopping wood far off in the distance. The river itself forks, part of it flowing northward. [Exits: north east west down] A fish swims here in the river. A fish swims here in the river. <102%hp 100%mn 98%mv> w The Dark River The river continues meandering through the woods. The chirping of birds in the nearby trees makes the river journey a pleasant one. [Exits: east west down] A fish swims in the river. A fish swims here in the river. <102%hp 100%mn 98%mv> w On the Dark River The river continues east meandering through the woods. [Exits: east west] <102%hp 100%mn 97%mv> w On the Dark River The river continues to meander through the woods. You smell a faint odor of salt water in the air. [Exits: east west] <100%hp 100%mn 99%mv> w On the Dark River You are on the Dark River... to the south you see a mist rising over the river, but here you can see the river itself and the surrounding area. You smell salt water in the air. Looking north you see trees. [Exits: east south] <100%hp 100%mn 99%mv> <100%hp 100%mn 99%mv> e On the Dark River The river continues to meander through the woods. You smell a faint odor of salt water in the air. [Exits: east west] <100%hp 100%mn 98%mv> e On the Dark River The river continues east meandering through the woods. [Exits: east west] <100%hp 100%mn 98%mv> e The Dark River The river continues meandering through the woods. The chirping of birds in the nearby trees makes the river journey a pleasant one. [Exits: east west down] A fish swims in the river. A fish swims here in the river. <100%hp 100%mn 98%mv> e On the Dark River East and west the river continues to meander through the woods. The rubble here does not break the surface and cause white wate rapids, as it does to the east, but you can tell looking at the water's surface that there are dangerous sharp stones beneath the water waiting to rip into what carries you over the river. You hear the sounds of chopping wood far off in the distance. The river itself forks, part of it flowing northward. [Exits: north east west down] A fish swims here in the river. A fish swims here in the river. <100%hp 100%mn 97%mv> n A junction on the river bank in the deep, dark forest You are by a junction where three paths meet. Ancient, grey trees seem to observe you silently you from all around. To the south a dark river flows from east to west through the forest. Paths lead north, east and west. [Exits: north east south west] <100%hp 100%mn 96%mv> n A small path in the deep, dark forest You are on a narrow path leading through the deep, dark forest. Giant, grey trees loom ominously all around. The path continues east and south. [Exits: east south] A large toadstool grows nearby. <100%hp 100%mn 98%mv> s A junction on the river bank in the deep, dark forest You are by a junction where three paths meet. Ancient, grey trees seem to observe you silently you from all around. To the south a dark river flows from east to west through the forest. Paths lead north, east and west. [Exits: north east south west] <100%hp 100%mn 96%mv> e A narrow path in the deep, dark forest This is a narrow path leading through the deep, dark forest. The ancient trees stand so close that the path disappears between the dusty roots. To the south a breathtakingly beautiful tower of white marble stands. Its wide gate is unbarred by a portcullis, open to all. The dusty trail continues westward through the forest. [Exits: south west] <100%hp 100%mn 95%mv> w A junction on the river bank in the deep, dark forest You are by a junction where three paths meet. Ancient, grey trees seem to observe you silently you from all around. To the south a dark river flows from east to west through the forest. Paths lead north, east and west. [Exits: north east south west] <100%hp 100%mn 93%mv> w A small path on the river bank in the deep, dark forest You are on a narrow path leading through the deep, dark forest. Ancient grey trees loom everywhere. To the south you smell marsh gas. The path continues north and east. [Exits: north east south] A long, grey branch rests heavily on the ground. <100%hp 100%mn 92%mv> n A narrow trail through the deep, dark forest You are on a dusty trail winding its way between huge, ancient trees standing close on all sides. The trail leads north and west, and to the south a frail path leads away from the trail. [Exits: north south west] A ferocious warg is here, snarling angrily at you. <100%hp 100%mn 90%mv> s A small path on the river bank in the deep, dark forest You are on a narrow path leading through the deep, dark forest. Ancient grey trees loom everywhere. To the south you smell marsh gas. The path continues north and east. [Exits: north east south] A long, grey branch rests heavily on the ground. <100%hp 100%mn 98%mv> s Muddy Path This section of the path is slowly being drowned by the nearby swamp to the south, which is creeping slowly inland. Several caved-in buildings sprawl here, torn apart both by battle and the elements. [Exits: north south] <100%hp 100%mn 96%mv> s Swamp's Edge Briars and marsh plants stick to your boots and clothes, and clouds cover the skies above the murky marsh, leaving the path before you dark and sinister. You see some disturbances in the marsh, but after a few strangled screams, the sounds stop. [Exits: north east south] An ogre stands here getting ready to beat in your face. A rather large python rests in a coil here. A rather small beast cringes in terror as it notices you. A Death Slaad is standing here distraught. He seems lost. You claim an ogre. An ogre's crush hits you. An ogre is in perfect condition. (100%) <97%hp 100%mn 95%mv> Your pierce decimates an ogre. Your pierce wounds an ogre. You have become better at second attack! An ogre's crush misses you. An ogre has a few scratches. (85%) <97%hp 100%mn 95%mv> dirt Your kicked dirt scratches an ogre. An ogre is blinded by the dirt in his eyes! An ogre has some small wounds. (84%) <97%hp 100%mn 95%mv> Your pierce mauls an ogre. An ogre's crush misses you. An ogre has some small wounds. (76%) <97%hp 100%mn 95%mv> Your pierce decimates an ogre. Your pierce thrashes an ogre. An ogre's crush misses you. An ogre has some nasty cuts. (60%) <97%hp 100%mn 95%mv> Your pierce decimates an ogre. An ogre's crush misses you. An ogre's trip misses you. An ogre is bleeding profusely. (51%) <97%hp 100%mn 95%mv> kick You strike at an ogre's torso with a heel kick! Your kick wounds an ogre. An ogre is bleeding profusely. (45%) <97%hp 100%mn 95%mv> Your pierce mauls an ogre. Your pierce thrashes an ogre. An ogre's crush misses you. An ogre is spurting blood. (29%) <97%hp 100%mn 95%mv> Your pierce mauls an ogre. An ogre's crush misses you. An ogre is spurting blood. (22%) <97%hp 100%mn 95%mv> Your pierce wounds an ogre. An ogre's crush misses you. An ogre is in pretty bad shape. (15%) <97%hp 100%mn 95%mv> Your pierce mauls an ogre. An ogre's crush grazes you. The sky appears somewhat cloudy, and it begins to rain. An ogre is in pretty bad shape. (9%) <96%hp 100%mn 100%mv> Your pierce wounds an ogre. An ogre's crush misses you. An ogre is in pretty bad shape. (3%) <96%hp 100%mn 100%mv> Your pierce mauls an ogre. An ogre is DEAD!! You receive 45 experience points. You hear an ogre's death cry. <96%hp 100%mn 100%mv> l Swamp's Edge Briars and marsh plants stick to your boots and clothes, and clouds cover the skies above the murky marsh, leaving the path before you dark and sinister. You see some disturbances in the marsh, but after a few strangled screams, the sounds stop. [Exits: north east south] The corpse of an ogre is lying here. A rather large python rests in a coil here. A rather small beast cringes in terror as it notices you. A Death Slaad is standing here distraught. He seems lost. <96%hp 100%mn 100%mv> take all corpse You get 25 silver coins from the corpse of an ogre. <96%hp 100%mn 100%mv> sac corpse The gods give you 60 silver coins for your sacrifice. <96%hp 100%mn 100%mv> con python Your sneeze would kill a large snake. A large snake grins evilly at you. <96%hp 100%mn 100%mv> back python You claim a large snake. Your backstab misses a large snake. A large snake is in perfect condition. (100%) <96%hp 100%mn 100%mv> Your pierce wounds a large snake. You have become better at dagger! Your pierce thrashes a large snake. A large snake's bite misses you. A large snake has some nasty cuts. (68%) <96%hp 100%mn 100%mv> Your pierce devastates a large snake. A large snake's bite misses you. A large snake is bleeding profusely. (41%) <96%hp 100%mn 100%mv> Your pierce mauls a large snake. Your pierce thrashes a large snake. A large snake's bite misses you. A large snake is in pretty bad shape. (4%) <96%hp 100%mn 100%mv> Your pierce mauls a large snake. A large snake is DEAD!! You receive 0 experience points. A large snake's heart is torn from her chest. <96%hp 100%mn 100%mv> l Swamp's Edge Briars and marsh plants stick to your boots and clothes, and clouds cover the skies above the murky marsh, leaving the path before you dark and sinister. You see some disturbances in the marsh, but after a few strangled screams, the sounds stop. [Exits: north east south] The corpse of a large snake is lying here. The torn-out heart of a large snake is lying here. A rather small beast cringes in terror as it notices you. A Death Slaad is standing here distraught. He seems lost. <99%hp 100%mn 100%mv> con beast Your sneeze would kill a rather small beast. A rather small beast seems indifferent towards you. <99%hp 100%mn 100%mv> back beast You claim a rather small beast. Your backstab misses a rather small beast. A rather small beast is in perfect condition. (100%) <99%hp 100%mn 100%mv> Your pierce decimates a rather small beast. A rather small beast's claw misses you. A rather small beast is in pretty bad shape. (13%) <99%hp 100%mn 100%mv> Your pierce wounds a rather small beast. A rather small beast is DEAD!! You receive 0 experience points. A rather small beast's severed head plops on the ground. <99%hp 100%mn 100%mv> con death A Death Slaad looks like an easy kill. A Death Slaad grins evilly at you. <99%hp 100%mn 100%mv> back death You claim a Death Slaad. Your backstab misses a Death Slaad. A Death Slaad is in perfect condition. (100%) <99%hp 100%mn 100%mv> Your pierce thrashes a Death Slaad. Your pierce wounds a Death Slaad. You parry a Death Slaad's slice to the left. A Death Slaad has a few scratches. (87%) <99%hp 100%mn 100%mv> Your pierce decimates a Death Slaad. Your pierce mauls a Death Slaad. A Death Slaad's slice misses you. A Death Slaad's trip misses you. A Death Slaad has some small wounds. (71%) <99%hp 100%mn 100%mv> A Death Slaad utters the word, 'rsuejz'. You scream in agony as plague sores erupt from your skin. Your pierce wounds a Death Slaad. A Death Slaad's slice misses you. A Death Slaad has some nasty cuts. (65%) <99%hp 100%mn 100%mv> You have become better at enhanced damage! Your pierce injures a Death Slaad. A Death Slaad's slice misses you. A Death Slaad has some nasty cuts. (61%) <99%hp 100%mn 100%mv> Your pierce wounds a Death Slaad. You parry a Death Slaad's slice to the left. A Death Slaad has some nasty cuts. (55%) <99%hp 100%mn 100%mv> The sun slowly disappears in the west. You are thirsty. You are hungry. You writhe in agony from the plague. Your sickness injures you. A Death Slaad has some nasty cuts. (57%) <94%hp 100%mn 100%mv> Your pierce wounds a Death Slaad. Your pierce thrashes a Death Slaad. You hop to the right and parry a Death Slaad's slice to the left. A Death Slaad is bleeding profusely. (44%) <94%hp 100%mn 100%mv> A Death Slaad utters the word, 'tolgad'. A Death Slaad's divine strike MUTILATES you! A Death Slaad hops backward and dodges your pierce. You lean to the left and dodge a Death Slaad's slice. A Death Slaad is bleeding profusely. (44%) <79%hp 100%mn 100%mv> Your pierce hits a Death Slaad. You hop to the left and parry a Death Slaad's slice to the right. A Death Slaad's trip misses you. A Death Slaad is bleeding profusely. (41%) <79%hp 100%mn 100%mv> A green troll has arrived. A Death Slaad is bleeding profusely. (41%) <79%hp 100%mn 100%mv> Your pierce injures a Death Slaad. Your pierce injures a Death Slaad. You parry a Death Slaad's slice and deflect it upward. A Death Slaad is spurting blood. (32%) <79%hp 100%mn 100%mv> Your pierce injures a Death Slaad. You parry a Death Slaad's slice to the right. A Death Slaad is spurting blood. (27%) <79%hp 100%mn 100%mv> Your pierce mauls a Death Slaad. You duck and dodge a Death Slaad's slice. A Death Slaad is spurting blood. (20%) <79%hp 100%mn 100%mv> Your pierce hits a Death Slaad. You parry a Death Slaad's slice and deflect it downward. A Death Slaad is in pretty bad shape. (16%) <79%hp 100%mn 100%mv> Your pierce wounds a Death Slaad. You drop, roll backward, and dodge a Death Slaad's slice. A Death Slaad is in pretty bad shape. (10%) <79%hp 100%mn 100%mv> Your pierce wounds a Death Slaad. A Death Slaad's slice misses you. A Death Slaad is in pretty bad shape. (5%) <79%hp 100%mn 100%mv> Your pierce thrashes a Death Slaad. A Death Slaad is DEAD!! You receive 43 experience points. You hear a Death Slaad's death cry. You get a dark horned helmet from the corpse of a Death Slaad. You get a huge, wicked-looking scythe from the corpse of a Death Slaad. <79%hp 100%mn 100%mv> You look up and notice that it is no longer raining. You are thirsty. You are hungry. You writhe in agony from the plague. A green troll shivers and looks very ill. Your sickness injures you. A green troll writhes in agony as plague sores erupt from his skin. A green troll's sickness hits him. <75%hp 100%mn 100%mv> who [ Mino ] Palaremzi Dediler the Paladin Hero [ Chnge ] Eclavang the Meek-Slayer [ D-Elf ] Anatrois Tristris the Hero of the Dark [23 Chnge Thi] (PK) [Helper] Traz the Master Spy [ Chnge ] Quenton "Candy Dragon" Beck, Master of the Tower, Leader of The Knights of the Lemniscate [ G-Elf ] Zuldari the Wizard Players found: 6 <75%hp 100%mn 100%mv> l Swamp's Edge Briars and marsh plants stick to your boots and clothes, and clouds cover the skies above the murky marsh, leaving the path before you dark and sinister. You see some disturbances in the marsh, but after a few strangled screams, the sounds stop. [Exits: north east south] The corpse of a Death Slaad is lying here. The corpse of a rather small beast is lying here. The severed head of a rather small beast is lying here. The corpse of a large snake is lying here. The torn-out heart of a large snake is lying here. A green troll attempts to get a hold on you. <75%hp 100%mn 100%mv> back troll You claim a green troll. Your backstab misses a green troll. A green troll has a few scratches. (95%) <75%hp 100%mn 100%mv> Your pierce misses a green troll. A green troll's pierce misses you. A green troll has a few scratches. (95%) <75%hp 100%mn 100%mv> Your pierce injures a green troll. Your pierce injures a green troll. A green troll's pierce misses you. A green troll has some small wounds. (79%) <75%hp 100%mn 100%mv> Your pierce injures a green troll. A green troll's pierce misses you. A green troll has some small wounds. (72%) <75%hp 100%mn 100%mv> Your pierce injures a green troll. A green troll's pierce misses you. A green troll has some nasty cuts. (65%) <75%hp 100%mn 100%mv> dirt You are thirsty. You are hungry. You writhe in agony from the plague. Your sickness injures you. A green troll writhes in agony as plague sores erupt from his skin. A green troll's sickness hits him. A green troll has some nasty cuts. (61%) <71%hp 100%mn 100%mv> Your kicked dirt nicks a green troll. A green troll is blinded by the dirt in his eyes! A green troll has some nasty cuts. (60%) <71%hp 100%mn 100%mv> Your pierce hits a green troll. Your pierce misses a green troll. A green troll's pierce misses you. A green troll is bleeding profusely. (54%) <71%hp 100%mn 100%mv> Your pierce injures a green troll. Your pierce injures a green troll. A green troll's pierce misses you. A green troll is spurting blood. (39%) <71%hp 100%mn 100%mv> Your pierce hits a green troll. A green troll's pierce misses you. A green troll is spurting blood. (33%) <71%hp 100%mn 100%mv> Your pierce hits a green troll. Your pierce hits a green troll. A green troll's pierce misses you. A green troll is spurting blood. (22%) <71%hp 100%mn 100%mv> Your pierce hits a green troll. A green troll's pierce misses you. A green troll is in pretty bad shape. (15%) <71%hp 100%mn 100%mv> Your pierce hits a green troll. Your pierce hits a green troll. A green troll's pierce misses you. A green troll is in pretty bad shape. (6%) <71%hp 100%mn 100%mv> Your pierce hits a green troll. A green troll's pierce misses you. A green troll is in pretty bad shape. (1%) <71%hp 100%mn 100%mv> Your pierce hits a green troll. A green troll is DEAD!! You receive 2 experience points. You hear a green troll's death cry. <71%hp 100%mn 100%mv> l Swamp's Edge Briars and marsh plants stick to your boots and clothes, and clouds cover the skies above the murky marsh, leaving the path before you dark and sinister. You see some disturbances in the marsh, but after a few strangled screams, the sounds stop. [Exits: north east south] The corpse of a green troll is lying here. The corpse of a Death Slaad is lying here. The corpse of a rather small beast is lying here. The severed head of a rather small beast is lying here. The corpse of a large snake is lying here. The torn-out heart of a large snake is lying here. <71%hp 100%mn 100%mv> e Marshy Forest This area is by no means a forest, but for those who dwell in these sparse trees it is one. Occasionally you see a whole humanoid form floating face down in the water, but mostly you only find pieces. You hear a loud bellow in the distance. And feel fear creep into your heart. [Exits: east west] A marsh wolf sniffing the ground has followed your scent. A rather small beast cringes in terror as it notices you. A marsh wolf sniffing the ground has followed your scent. A swamp troll charges towards you. <71%hp 100%mn 98%mv> con w marsh Your sneeze would kill a marsh wolf. A marsh wolf grins evilly at you. <71%hp 100%mn 98%mv> con troll A swamp troll would not last long against you. A swamp troll grins evilly at you. <71%hp 100%mn 98%mv> w Swamp's Edge Briars and marsh plants stick to your boots and clothes, and clouds cover the skies above the murky marsh, leaving the path before you dark and sinister. You see some disturbances in the marsh, but after a few strangled screams, the sounds stop. [Exits: north east south] The corpse of a green troll is lying here. The corpse of a Death Slaad is lying here. The corpse of a rather small beast is lying here. The severed head of a rather small beast is lying here. The corpse of a large snake is lying here. The torn-out heart of a large snake is lying here. <71%hp 100%mn 96%mv> e Marshy Forest This area is by no means a forest, but for those who dwell in these sparse trees it is one. Occasionally you see a whole humanoid form floating face down in the water, but mostly you only find pieces. You hear a loud bellow in the distance. And feel fear creep into your heart. [Exits: east west] A marsh wolf sniffing the ground has followed your scent. A rather small beast cringes in terror as it notices you. A marsh wolf sniffing the ground has followed your scent. A swamp troll charges towards you. <71%hp 100%mn 95%mv> e The night has begun. You are thirsty. You are hungry. You writhe in agony from the plague. Your sickness injures you. <67%hp 100%mn 96%mv> An Oozing Bog You stand in an oozing quagmire. A creaking beat fills the air, accompanied by groans and soughing of the air. Several large winged beasts flap over you and send chilling glares your way. You feel out of place, and feel that the occupants of this realm will soon have you for a feast. [Exits: east west] A green troll attempts to get a hold on you. A monstrous snake slithers towards you, thinking 'breakfast'. <67%hp 100%mn 94%mv> e An Oozing Bog The ground here is soft and oozing. You feel slimy water seeping into your boots. Better stop and check for leeches when you get out of here. [Exits: east west] A rather large python rests in a coil here. <67%hp 100%mn 93%mv> e Into the darkest part of the swamp You stand before land that leads deeper into the depths of swampland. Twisted large willows arch all around, blocking much of the light. Mud, sludge, grime, and murky water ooze all around. Large bugs chirp and buzz at a deafening tone. Creatures of all types slither, waddle, and struggle their way through challenging landscape. [Exits: east west] A dragonfly buzzes annoyingly around you. <67%hp 100%mn 92%mv> con dragonfly A dragonfly would not last long against you. A dragonfly seems indifferent towards you. <67%hp 100%mn 92%mv> e In the swamp You stand in the mists of marshland. Reeds of tall sharp grass and bamboo poke out from the soggy ground. The scent of mud and grime is carried by the light breeze. Insects buzz and chirp from all directions. Muck and sludge seem to seep into everything. [Exits: east south west] Halfway submerged, a crocodile eyes you hungrily. <67%hp 100%mn 90%mv> con crocol dile You must have a fascination with death. A crocodile seems indifferent towards you. <67%hp 100%mn 90%mv> e In the swamp Swampland engulfs this region. Large willow trees loom over the murky swamp. Dark green and brown moss hang from the trees. The land is filtered from sunlight, darkened from the trees and marsh fog. Mud, slime, and all sorts of critters thrive here. [Exits: east south west] A dragonfly buzzes annoyingly around you. A warthog snuffles along the swampy trail. <67%hp 100%mn 89%mv> con warthog The perfect match! A warthog seems indifferent towards you. <67%hp 100%mn 89%mv> get pill bag You get a small green pill from a bag. <67%hp 100%mn 89%mv> swallow pill You swallow a small green pill. Temple of Balance Donation Room A donation pit in the southeast corner is the focus of many in this room. Above the pit, on the rock wall to the south, is a sign. [Exits: north west] (29) (Glowing) A bright ball of light shimmers in the air. A pit for sacrifices is here. A huge cityguard scrutinizes you as he strolls by. <67%hp 100%mn 44%mv> wh You yell in panic, 'Help! I am being attacked by someone!' A young student of the art of intrigue and thievery steps out of the shadows. You claim a young student of the art of intrigue and thievery. You scramble backward and dodge a young student of the art of intrigue and thievery's slash. A young student of the art of intrigue and thievery is in perfect condition. (100%) <67%hp 100%mn 44%mv> o [ Mino ] Palaremzi Dediler the Paladin Hero [ Chnge ] Eclavang the Meek-Slayer [23 Chnge Thi] (PK) [Helper] Traz the Master Spy [ Chnge ] Quenton "Candy Dragon" Beck, Master of the Tower, Leader of The Knights of the Lemniscate [ G-Elf ] Zuldari the Wizard Players found: 5 A young student of the art of intrigue and thievery is in perfect condition. (100%) <67%hp 100%mn 44%mv> A young student of the art of intrigue and thievery's slash scratches you. You scramble backward and dodge a young student of the art of intrigue and thievery's slash. Your pierce decimates a young student of the art of intrigue and thievery. A young student of the art of intrigue and thievery has a few scratches. (87%) <66%hp 100%mn 44%mv> dirt You duck and dodge a young student of the art of intrigue and thievery's slash. Your pierce wounds a young student of the art of intrigue and thievery. You are thirsty. You are hungry. You writhe in agony from the plague. Your sickness hits you. A young student of the art of intrigue and thievery has some small wounds. (80%) <62%hp 100%mn 45%mv> Your kicked dirt nicks a young student of the art of intrigue and thievery. A young student of the art of intrigue and thievery is blinded by the dirt in his eyes! A young student of the art of intrigue and thievery has some small wounds. (79%) <62%hp 100%mn 45%mv> A young student of the art of intrigue and thievery's slash misses you. You strike aside a young student of the art of intrigue and thievery's slash. Your pierce mauls a young student of the art of intrigue and thievery. Your pierce thrashes a young student of the art of intrigue and thievery. A young student of the art of intrigue and thievery has some nasty cuts. (57%) <62%hp 100%mn 45%mv> A young student of the art of intrigue and thievery's slash misses you. Your pierce decimates a young student of the art of intrigue and thievery. A young student of the art of intrigue and thievery is bleeding profusely. (42%) <62%hp 100%mn 45%mv> A young student of the art of intrigue and thievery's slash misses you. Your pierce decimates a young student of the art of intrigue and thievery. Your pierce decimates a young student of the art of intrigue and thievery. A young student of the art of intrigue and thievery is in pretty bad shape. (15%) <62%hp 100%mn 45%mv> A young student of the art of intrigue and thievery leaves north. A young student of the art of intrigue and thievery has fled! <62%hp 100%mn 45%mv> n Temple of Balance The granite floor is well polished, and a light blue carpet, worn in places, covers the most heavily travelled routes. In the northwest corner is a granite altar, beautifully carved and sparkly in the candle light. [Exits: east south] [Yours] A young thief practices hiding and sneaking in the shadows. The road sweeper keeps the roads clean. (Holy Aura) The city's neutral healer-adept dispenses cures and blessings here. <62%hp 100%mn 44%mv> bac   kill thief Your pierce decimates a young student of the art of intrigue and thievery. Your pierce decimates a young student of the art of intrigue and thievery. A young student of the art of intrigue and thievery is DEAD!! You receive 3 experience points. You hear a young student of the art of intrigue and thievery's death cry. <62%hp 100%mn 44%mv> The road sweeper gets the corpse of a young student of the art of intrigue and thievery. The road sweeper picks up some trash. <62%hp 100%mn 44%mv> who [ Mino ] Palaremzi Dediler the Paladin Hero [ Chnge ] Eclavang the Meek-Slayer [23 Chnge Thi] (PK) [Helper] Traz the Master Spy [ Chnge ] Quenton "Candy Dragon" Beck, Master of the Tower, Leader of The Knights of the Lemniscate [ G-Elf ] Zuldari the Wizard Players found: 5 <62%hp 100%mn 44%mv> ooc Eclav         say    Your mouth is parched! You are famished! You writhe in agony from the plague. Your sickness hits you. <58%hp 100%mn 44%mv> ^R s  <58%hp 100%mn 44%mv> tell To whom do you wish to tell something? <58%hp 100%mn 44%mv> tell Eclavang Help, I've been cursed with a sickness and I do not know how fo  to cure myself. Woulds't thou be of assistance to me? You tell Eclavang, 'Help, I've been cursed with a sickness and I do not know how to cure myself. Woulds't thou be of assistance to me?' <58%hp 100%mn 44%mv> You are beginning to dehydrate! You are famished! You writhe in agony from the plague. Your sickness hits you. <55%hp 100%mn 44%mv> drink bladder You drink water from a bladder. You are no longer dehydrated. You are thirsty. <55%hp 100%mn 44%mv> get bread bag You get a warm loaf of bread from a bag. <55%hp 100%mn 44%mv> eat bread You eat a warm loaf of bread. You are no longer famished. You are hungry. <55%hp 100%mn 44%mv> get bread bag You get a warm loaf of bread from a bag. <55%hp 100%mn 44%mv> newbie        help newbie 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. Note: The newbietalk channel is an OOC (out of character) channel, so you can more easily make your request for information from other players. ---------------------------------------------------------- HELPER Syntax: newbietalk [response] The 'newbietalk' command serves two purposes. Without a response, it will enable or remove your status a newbie helper. Your status as a newbie helper is visible to newbies when they type 'who'. [Hit Return to continue] If you specify a response, you can then communicate with newbies and other newbie helpers for aide purposes only. See HELP HELPER for more guidance. Note: The newbietalk channel is an OOC (out of character) channel, so you can more easily provide information to new players. <55%hp 100%mn 44%mv> newbiew talk You feel the blessing of Isimsiz overwhelm you. You are thirsty. You are hungry. You writhe in agony from the plague. Your sickness hits you. <50%hp 100%mn 45%mv> Help, I have been cursed by a sickness and I don't know wh  how to cure myself [NEWBIE] Traz: Help, I have been cursed by a sickness and I don't know how to cure myself <50%hp 100%mn 45%mv> newbietak lk it is killing me ... [NEWBIE] Traz: it is killing me ... <50%hp 100%mn 45%mv> You are thirsty. You are hungry. You writhe in agony from the plague. The road sweeper shivers and looks very ill. Your sickness hits you. The road sweeper writhes in agony as plague sores erupt from his skin. The road sweeper's sickness hits him. <46%hp 100%mn 46%mv> drink bladder You drink water from a bladder. You are no longer dehydrated. You are thirsty. <46%hp 100%mn 46%mv> drink bladder You drink water from a bladder. Your thirst is quenched. <46%hp 100%mn 46%mv> get bread bag You get a warm loaf of bread from a bag. <46%hp 100%mn 46%mv> eat bead   read You eat a warm loaf of bread. You are no longer famished. You are hungry. <46%hp 100%mn 46%mv> get bread bag You get a warm loaf of bread from a bag. <46%hp 100%mn 46%mv> eat bread You eat a warm loaf of bread. You are no longer hungry. <46%hp 100%mn 46%mv> swallow mushroom You do not have that item. You writhe in agony from the plague. Your sickness hits you. The road sweeper writhes in agony as plague sores erupt from his skin. The road sweeper's sickness hits him. <43%hp 100%mn 46%mv> inv You are carrying: a warm loaf of bread a huge, wicked-looking scythe a dark horned helmet a razor-edged ring (Glowing) a dagger named 'naga-slayer' ( 7) a bladder a small lantern ( 2) some magical herbs a bag <43%hp 100%mn 46%mv> swallow herb You swallow some magical herbs. You feel better! You feel better! <47%hp 100%mn 46%mv> [NEWBIE] Quenton: what is the affect? <47%hp 100%mn 46%mv> newbietalk plague sores erupting from my skin [NEWBIE] Traz: plague sores erupting from my skin <47%hp 100%mn 46%mv> [NEWBIE] Quenton: you've been plagued <47%hp 100%mn 46%mv> You writhe in agony from the plague. Your sickness hits you. The road sweeper writhes in agony as plague sores erupt from his skin. The road sweeper's sickness hits him. <44%hp 100%mn 47%mv> [NEWBIE] Quenton: you need to find a healer, and use <44%hp 100%mn 47%mv> [NEWBIE] Quenton: heal disease <44%hp 100%mn 47%mv> newbietalk I don't know where a healer is ... [NEWBIE] Traz: I don't know where a healer is ... <44%hp 100%mn 47%mv> [NEWBIE] Quenton: should fix you up <44%hp 100%mn 47%mv> [NEWBIE] Quenton: where are you? <44%hp 100%mn 47%mv> l Temple of Balance The granite floor is well polished, and a light blue carpet, worn in places, covers the most heavily travelled routes. In the northwest corner is a granite altar, beautifully carved and sparkly in the candle light. [Exits: east south] The road sweeper keeps the roads clean. (Holy Aura) The city's neutral healer-adept dispenses cures and blessings here. <44%hp 100%mn 47%mv> w Alas, you cannot go that way. <44%hp 100%mn 47%mv> w Alas, you cannot go that way. <44%hp 100%mn 47%mv> s Temple of Balance Donation Room A donation pit in the southeast corner is the focus of many in this room. Above the pit, on the rock wall to the south, is a sign. [Exits: north west] (29) (Glowing) A bright ball of light shimmers in the air. A pit for sacrifices is here. A young clerical student devoutly practices supplications. A huge cityguard scrutinizes you as he strolls by. <44%hp 100%mn 46%mv> w Entrance to the Seminary With entrances facing both the pit room and the road, this room is well-aired. The floor is of light wood, scuffed badly but kept clean by young students of the cloth. The Seminary itself is to the north. A plain bench against the south wall invites the weary traveller to rest a little. [Exits: north east west] <44%hp 100%mn 46%mv> w Bridge Street You are standing on Bridge Street, a dirty cobblestone road which runs north-south through the city. From the south come noises from Market Square. To the west you see a plain building with a sign over the open entrance. To the east is a building with more decorative stone work, above its open entrance a silver plaque. [Exits: north east south west] <44%hp 100%mn 45%mv> s Bridge Street You are standing on Bridge Street, a cobblestone road which runs north-south through the city. Just south is noisy Market Square. To the east is a building with the sign: Pet Shop ----->. To the west is a building bearing a sign: <--- Ye Olde Bakery. [Exits: north south] A small red-tipped blackbird chirps and trills as he seeks a mate. <44%hp 100%mn 44%mv> s Market Square You are standing in Market Square, a dirty intersection in the cobblestone roadway equidistant from four of the main shops in town. Main Street extends eastward and westward, while Bridge Street stretches on towards the north and south. A stone stair off to the side leads upward. Along the side of the stone stair is a bronze plaque. A tree off to the side bears a news scroll. The weathered parchment is crudely nailed to the trunk of the tree with metallic nails. A second scroll, much newer than the first, is carefully attached to a low limb so as not to harm the tree. [Exits: north east south west] A cityguard stoutly stands vigil against lawlessness in Glyndane. The road sweeper keeps the roads clean. <44%hp 100%mn 43%mv> newbietalk glync dane You writhe in agony from the plague. Your sickness hits you. <41%hp 100%mn 44%mv> market square [NEWBIE] Traz: glyndane market square <41%hp 100%mn 44%mv> [NEWBIE] Quenton: from there, go 2 north, 2 east, 1 north <41%hp 100%mn 44%mv> n Bridge Street You are standing on Bridge Street, a cobblestone road which runs north-south through the city. Just south is noisy Market Square. To the east is a building with the sign: Pet Shop ----->. To the west is a building bearing a sign: <--- Ye Olde Bakery. [Exits: north south] A small red-tipped blackbird chirps and trills as he seeks a mate. <41%hp 100%mn 43%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] <41%hp 100%mn 43%mv> e Entrance to the Seminary With entrances facing both the pit room and the road, this room is well-aired. The floor is of light wood, scuffed badly but kept clean by young students of the cloth. The Seminary itself is to the north. A plain bench against the south wall invites the weary traveller to rest a little. [Exits: north east west] <41%hp 100%mn 42%mv> e Temple of Balance Donation Room A donation pit in the southeast corner is the focus of many in this room. Above the pit, on the rock wall to the south, is a sign. [Exits: north west] (29) (Glowing) A bright ball of light shimmers in the air. A pit for sacrifices is here. A young clerical student devoutly practices supplications. A huge cityguard scrutinizes you as he strolls by. <41%hp 100%mn 41%mv> [NEWBIE] Quenton: should be a healer <41%hp 100%mn 41%mv> n Temple of Balance The granite floor is well polished, and a light blue carpet, worn in places, covers the most heavily travelled routes. In the northwest corner is a granite altar, beautifully carved and sparkly in the candle light. [Exits: east south] The road sweeper keeps the roads clean. (Holy Aura) The city's neutral healer-adept dispenses cures and blessings here. <41%hp 100%mn 40%mv> You writhe in agony from the plague. Your sickness hits you. The road sweeper writhes in agony as plague sores erupt from his skin. The road sweeper's sickness hits him. <39%hp 100%mn 41%mv> heal disease The healer-adept says, 'You do not have enough gold for my services.' <39%hp 100%mn 41%mv> s Temple of Balance Donation Room A donation pit in the southeast corner is the focus of many in this room. Above the pit, on the rock wall to the south, is a sign. [Exits: north west] (29) (Glowing) A bright ball of light shimmers in the air. A pit for sacrifices is here. A young clerical student devoutly practices supplications. A huge cityguard scrutinizes you as he strolls by. <39%hp 100%mn 40%mv> w Entrance to the Seminary With entrances facing both the pit room and the road, this room is well-aired. The floor is of light wood, scuffed badly but kept clean by young students of the cloth. The Seminary itself is to the north. A plain bench against the south wall invites the weary traveller to rest a little. [Exits: north east west] <39%hp 100%mn 40%mv> w Bridge Street You are standing on Bridge Street, a dirty cobblestone road which runs north-south through the city. From the south come noises from Market Square. To the west you see a plain building with a sign over the open entrance. To the east is a building with more decorative stone work, above its open entrance a silver plaque. [Exits: north east south west] <39%hp 100%mn 39%mv> s Bridge Street You are standing on Bridge Street, a cobblestone road which runs north-south through the city. Just south is noisy Market Square. To the east is a building with the sign: Pet Shop ----->. To the west is a building bearing a sign: <--- Ye Olde Bakery. [Exits: north south] A small red-tipped blackbird chirps and trills as he seeks a mate. <39%hp 100%mn 38%mv> s Market Square You are standing in Market Square, a dirty intersection in the cobblestone roadway equidistant from four of the main shops in town. Main Street extends eastward and westward, while Bridge Street stretches on towards the north and south. A stone stair off to the side leads upward. Along the side of the stone stair is a bronze plaque. A tree off to the side bears a news scroll. The weathered parchment is crudely nailed to the trunk of the tree with metallic nails. A second scroll, much newer than the first, is carefully attached to a low limb so as not to harm the tree. [Exits: north east south west] A cityguard stoutly stands vigil against lawlessness in Glyndane. The road sweeper keeps the roads clean. <39%hp 100%mn 37%mv> n Bridge Street You are standing on Bridge Street, a cobblestone road which runs north-south through the city. Just south is noisy Market Square. To the east is a building with the sign: Pet Shop ----->. To the west is a building bearing a sign: <--- Ye Olde Bakery. [Exits: north south] A small red-tipped blackbird chirps and trills as he seeks a mate. <39%hp 100%mn 36%mv> n Bridge Street You are standing on Bridge Street, a dirty cobblestone road which runs north-south through the city. From the south come noises from Market Square. To the west you see a plain building with a sign over the open entrance. To the east is a building with more decorative stone work, above its open entrance a silver plaque. [Exits: north east south west] <39%hp 100%mn 36%mv> n Bridge Street You are standing on Bridge Street, a grime-covered cobblestone road which runs north-south through the city. From the south come noises from Market Square. To the east and west are walls to buildings whose entrances do not face this street. [Exits: north south] A child plays here, pretending to be a thief. <39%hp 100%mn 35%mv> n Winter Square You are standing at the intersection of Bridge Street and Winter Road. The street intersection is busy here, but the real noise comes from farther to the south at Market Square. The cobblestones beneath your feet are dirty, with hard-packed dirt and grime between the stones. In the back of your mind you realize that this dirt was probably there since before the fall of Arcana. [Exits: north east south west] A young clerical student devoutly practices supplications. <39%hp 100%mn 34%mv> e Winter Road You are on Winter Road, a narrow byway of dirty cobblestones running east and west. To the north you see a stately building with an open door and nice carpeting on the floor. There is a sign above the open doorway. To the south is another building, but its entrance does not open to this road. [Exits: north east west] <39%hp 100%mn 33%mv> n First Bank of Thera, Glyndane Branch From the moment you entered this building you knew you were in the presence of rich. The carpet is woven of the finest crimson, gold, and silver threads, with golden tassles lining the edges near the walls. The walls themselves are of dark marble, with brass (or is it gold?) sconces bearing carved candles glowing low but steadily. A triangular window near the ceiling of both the east and west walls lets in light. A finely chiseled marble bench and table in the northeast corner, and a matching one in the northwest corner, hold scrolls and bound vellum. Against the eastern wall is a huge vault, in which it is said that 50% of all the gold in Thera sits. [Exits: south] Your financial advisor is here, waiting to help you invest your gold. <39%hp 100%mn 33%mv> balance You have 2009 gold coins and 9950 silver in your account. <39%hp 100%mn 33%mv> withdraw 200 gold You withdraw 200 gold and were charged an additional fee of 10 gold. The total amount withdrawn was 210 gold. <39%hp 100%mn 33%mv> s Winter Road You are on Winter Road, a narrow byway of dirty cobblestones running east and west. To the north you see a stately building with an open door and nice carpeting on the floor. There is a sign above the open doorway. To the south is another building, but its entrance does not open to this road. [Exits: north east west] <39%hp 100%mn 32%mv> w Winter Square You are standing at the intersection of Bridge Street and Winter Road. The street intersection is busy here, but the real noise comes from farther to the south at Market Square. The cobblestones beneath your feet are dirty, with hard-packed dirt and grime between the stones. In the back of your mind you realize that this dirt was probably there since before the fall of Arcana. [Exits: north east south west] A young clerical student devoutly practices supplications. <39%hp 100%mn 31%mv> s Bridge Street You are standing on Bridge Street, a grime-covered cobblestone road which runs north-south through the city. From the south come noises from Market Square. To the east and west are walls to buildings whose entrances do not face this street. [Exits: north south] A child plays here, pretending to be a thief. <39%hp 100%mn 30%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] <39%hp 100%mn 30%mv> s You writhe in agony from the plague. Your sickness hits you. <36%hp 100%mn 30%mv> Bridge Street You are standing on Bridge Street, a cobblestone road which runs north-south through the city. Just south is noisy Market Square. To the east is a building with the sign: Pet Shop ----->. To the west is a building bearing a sign: <--- Ye Olde Bakery. [Exits: north south] A small red-tipped blackbird chirps and trills as he seeks a mate. <36%hp 100%mn 30%mv> s Market Square You are standing in Market Square, a dirty intersection in the cobblestone roadway equidistant from four of the main shops in town. Main Street extends eastward and westward, while Bridge Street stretches on towards the north and south. A stone stair off to the side leads upward. Along the side of the stone stair is a bronze plaque. A tree off to the side bears a news scroll. The weathered parchment is crudely nailed to the trunk of the tree with metallic nails. A second scroll, much newer than the first, is carefully attached to a low limb so as not to harm the tree. [Exits: north east south west] A cityguard stoutly stands vigil against lawlessness in Glyndane. The road sweeper keeps the roads clean. <36%hp 100%mn 29%mv> n Bridge Street You are standing on Bridge Street, a cobblestone road which runs north-south through the city. Just south is noisy Market Square. To the east is a building with the sign: Pet Shop ----->. To the west is a building bearing a sign: <--- Ye Olde Bakery. [Exits: north south] A small red-tipped blackbird chirps and trills as he seeks a mate. <36%hp 100%mn 28%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] <36%hp 100%mn 27%mv> e Entrance to the Seminary With entrances facing both the pit room and the road, this room is well-aired. The floor is of light wood, scuffed badly but kept clean by young students of the cloth. The Seminary itself is to the north. A plain bench against the south wall invites the weary traveller to rest a little. [Exits: north east west] <36%hp 100%mn 27%mv> e Temple of Balance Donation Room A donation pit in the southeast corner is the focus of many in this room. Above the pit, on the rock wall to the south, is a sign. [Exits: north west] (29) (Glowing) A bright ball of light shimmers in the air. A pit for sacrifices is here. A young clerical student devoutly practices supplications. A huge cityguard scrutinizes you as he strolls by. <36%hp 100%mn 26%mv> n Temple of Balance The granite floor is well polished, and a light blue carpet, worn in places, covers the most heavily travelled routes. In the northwest corner is a granite altar, beautifully carved and sparkly in the candle light. [Exits: east south] The road sweeper keeps the roads clean. (Holy Aura) The city's neutral healer-adept dispenses cures and blessings here. <36%hp 100%mn 25%mv> heal disease The healer-adept recites a prayer to his god, 'folibantis oagzugz'. Your sores vanish. <36%hp 100%mn 25%mv> newbietalk Thanks al    lot! I got it! [NEWBIE] Traz: Thanks a lot! I got it! <36%hp 100%mn 25%mv> [NEWBIE] Quenton: no problem <36%hp 100%mn 25%mv> The road sweeper writhes in agony as plague sores erupt from his skin. The road sweeper's sickness hits him. <40%hp 100%mn 34%mv> s [NEWBIE] Quenton: you can just type heal at a healer <40%hp 100%mn 34%mv> Temple of Balance Donation Room A donation pit in the southeast corner is the focus of many in this room. Above the pit, on the rock wall to the south, is a sign. [Exits: north west] (29) (Glowing) A bright ball of light shimmers in the air. A pit for sacrifices is here. A young clerical student devoutly practices supplications. A huge cityguard scrutinizes you as he strolls by. <40%hp 100%mn 33%mv> w Entrance to the Seminary With entrances facing both the pit room and the road, this room is well-aired. The floor is of light wood, scuffed badly but kept clean by young students of the cloth. The Seminary itself is to the north. A plain bench against the south wall invites the weary traveller to rest a little. [Exits: north east west] <40%hp 100%mn 32%mv> w Bridge Street You are standing on Bridge Street, a dirty cobblestone road which runs north-south through the city. From the south come noises from Market Square. To the west you see a plain building with a sign over the open entrance. To the east is a building with more decorative stone work, above its open entrance a silver plaque. [Exits: north east south west] <40%hp 100%mn 32%mv> s Bridge Street You are standing on Bridge Street, a cobblestone road which runs north-south through the city. Just south is noisy Market Square. To the east is a building with the sign: Pet Shop ----->. To the west is a building bearing a sign: <--- Ye Olde Bakery. [Exits: north south] A small red-tipped blackbird chirps and trills as he seeks a mate. <40%hp 100%mn 31%mv> s Market Square You are standing in Market Square, a dirty intersection in the cobblestone roadway equidistant from four of the main shops in town. Main Street extends eastward and westward, while Bridge Street stretches on towards the north and south. A stone stair off to the side leads upward. Along the side of the stone stair is a bronze plaque. A tree off to the side bears a news scroll. The weathered parchment is crudely nailed to the trunk of the tree with metallic nails. A second scroll, much newer than the first, is carefully attached to a low limb so as not to harm the tree. [Exits: north east south west] A cityguard stoutly stands vigil against lawlessness in Glyndane. The road sweeper keeps the roads clean. <40%hp 100%mn 30%mv> z [NEWBIE] Quenton: to see what the healer can cure <40%hp 100%mn 30%mv> You attempt to hide. <40%hp 100%mn 30%mv> x You attempt to move silently. You begin sneaking. <40%hp 100%mn 30%mv> wo You have 197 gold, 82 silver, and 104203 experience (10061 exp to level). <42%hp 100%mn 39%mv> n Bridge Street You are standing on Bridge Street, a cobblestone road which runs north-south through the city. Just south is noisy Market Square. To the east is a building with the sign: Pet Shop ----->. To the west is a building bearing a sign: <--- Ye Olde Bakery. [Exits: north south] A small red-tipped blackbird chirps and trills as he seeks a mate. <42%hp 100%mn 38%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] <42%hp 100%mn 37%mv> n Bridge Street You are standing on Bridge Street, a grime-covered cobblestone road which runs north-south through the city. From the south come noises from Market Square. To the east and west are walls to buildings whose entrances do not face this street. [Exits: north south] A child plays here, pretending to be a thief. <42%hp 100%mn 36%mv> n Winter Square You are standing at the intersection of Bridge Street and Winter Road. The street intersection is busy here, but the real noise comes from farther to the south at Market Square. The cobblestones beneath your feet are dirty, with hard-packed dirt and grime between the stones. In the back of your mind you realize that this dirt was probably there since before the fall of Arcana. [Exits: north east south west] A young clerical student devoutly practices supplications. <42%hp 100%mn 36%mv> [NEWBIE] Quenton: healing mana, is pretty much a waste of gold, but allt he other healings have a useful purpose <42%hp 100%mn 36%mv> [NEWBIE] Quenton: and they can heal your health, if you fight in town and have enough gold for it <42%hp 100%mn 36%mv> [NEWBIE] Quenton: especially useful for a thief <42%hp 100%mn 36%mv> [NEWBIE] Quenton: good luck <42%hp 100%mn 36%mv> newbiew talk thanks again [NEWBIE] Traz: thanks again <45%hp 100%mn 44%mv> n s Bridge Street You are standing on Bridge Street, a grime-covered cobblestone road which runs north-south through the city. From the south come noises from Market Square. To the east and west are walls to buildings whose entrances do not face this street. [Exits: north south] A child plays here, pretending to be a thief. <45%hp 100%mn 44%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] <45%hp 100%mn 43%mv> s Bridge Street You are standing on Bridge Street, a cobblestone road which runs north-south through the city. Just south is noisy Market Square. To the east is a building with the sign: Pet Shop ----->. To the west is a building bearing a sign: <--- Ye Olde Bakery. [Exits: north south] A small red-tipped blackbird chirps and trills as he seeks a mate. <45%hp 100%mn 42%mv> s Market Square You are standing in Market Square, a dirty intersection in the cobblestone roadway equidistant from four of the main shops in town. Main Street extends eastward and westward, while Bridge Street stretches on towards the north and south. A stone stair off to the side leads upward. Along the side of the stone stair is a bronze plaque. A tree off to the side bears a news scroll. The weathered parchment is crudely nailed to the trunk of the tree with metallic nails. A second scroll, much newer than the first, is carefully attached to a low limb so as not to harm the tree. [Exits: north east south west] A cityguard stoutly stands vigil against lawlessness in Glyndane. The road sweeper keeps the roads clean. <45%hp 100%mn 41%mv> n Bridge Street You are standing on Bridge Street, a cobblestone road which runs north-south through the city. Just south is noisy Market Square. To the east is a building with the sign: Pet Shop ----->. To the west is a building bearing a sign: <--- Ye Olde Bakery. [Exits: north south] A small red-tipped blackbird chirps and trills as he seeks a mate. <45%hp 100%mn 41%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] <45%hp 100%mn 40%mv> e Entrance to the Seminary With entrances facing both the pit room and the road, this room is well-aired. The floor is of light wood, scuffed badly but kept clean by young students of the cloth. The Seminary itself is to the north. A plain bench against the south wall invites the weary traveller to rest a little. [Exits: north east west] <45%hp 100%mn 39%mv> e Temple of Balance Donation Room A donation pit in the southeast corner is the focus of many in this room. Above the pit, on the rock wall to the south, is a sign. [Exits: north west] (29) (Glowing) A bright ball of light shimmers in the air. A pit for sacrifices is here. A young clerical student devoutly practices supplications. A huge cityguard scrutinizes you as he strolls by. <45%hp 100%mn 38%mv> [NEWBIE] Quenton: *nods* <45%hp 100%mn 38%mv> n Temple of Balance The granite floor is well polished, and a light blue carpet, worn in places, covers the most heavily travelled routes. In the northwest corner is a granite altar, beautifully carved and sparkly in the candle light. [Exits: east south] The road sweeper keeps the roads clean. (Holy Aura) The city's neutral healer-adept dispenses cures and blessings here. <45%hp 100%mn 38%mv> list You cannot do that here. <45%hp 100%mn 38%mv> list healing You cannot do that here. <45%hp 100%mn 38%mv> heal The road sweeper writhes in agony as plague sores erupt from his skin. The road sweeper's sickness hits him. <48%hp 100%mn 46%mv> health The healer-adept says, 'Type 'heal' for a list of spells.' <48%hp 100%mn 46%mv> heal The healer-adept says, 'I offer the following spells:' light : cure light wounds 10 gold serious : cure serious wounds 15 gold critic : cure critical wounds 25 gold mending : mend open wounds 100 gold heal : healing spell 50 gold blind : cure blindness 20 gold disease : cure disease 15 gold poison : cure poison 25 gold uncurse : remove curse 50 gold restoration : restoration 100 gold refresh : restore movement 5 gold mana : restore mana 10 gold grmana : greater mana restore 30 gold - Type 'heal ' to be healed. <48%hp 100%mn 46%mv> heal serious The healer-adept recites a prayer to his god, 'folibantis gzyaijg'. You feel better! <60%hp 100%mn 46%mv> wo You have 182 gold, 82 silver, and 104203 experience (10061 exp to level). <60%hp 100%mn 46%mv> The road sweeper writhes in agony as plague sores erupt from his skin. The road sweeper's sickness hits him. <63%hp 100%mn 55%mv> con sweeper The road sweeper looks like an easy kill. The road sweeper seems indifferent towards you. <63%hp 100%mn 55%mv> back sweeper You step out of the shadows. The road sweeper is hurt and suspicious ... you cannot sneak up. <63%hp 100%mn 55%mv> kill sweeper You trample around loudly again. You claim the road sweeper. Your pierce thrashes the road sweeper. Your pierce wounds the road sweeper. You lean to the right and dodge the road sweeper's thwack. The road sweeper gets a wild look in his eyes. The road sweeper has some nasty cuts. (68%) <63%hp 100%mn 55%mv> Your pierce wounds the road sweeper. Your pierce thrashes the road sweeper. The road sweeper's thwack misses you. The road sweeper is bleeding profusely. (54%) <63%hp 100%mn 55%mv> dirt Your kicked dirt scratches the road sweeper. The road sweeper is blinded by the dirt in his eyes! The road sweeper is bleeding profusely. (53%) <63%hp 100%mn 55%mv> The road sweeper parries your pierce and deflects it upward. Your pierce decimates the road sweeper. The road sweeper's thwack misses you. The road sweeper is bleeding profusely. (45%) <63%hp 100%mn 55%mv> Your pierce misses the road sweeper. Your pierce decimates the road sweeper. The road sweeper's thwack hits you. The road sweeper is spurting blood. (37%) <60%hp 100%mn 55%mv> Your pierce decimates the road sweeper. The road sweeper's thwack misses you. The road sweeper is spurting blood. (28%) <60%hp 100%mn 55%mv> The road sweeper parries your pierce and deflects it away from himself. The road sweeper's thwack hits you. The road sweeper's kicked dirt nicks you. The road sweeper kicks dirt in your eyes! You cannot see a thing! <57%hp 100%mn 55%mv> Your pierce wounds someone. Someone's thwack hits you. <54%hp 100%mn 55%mv> Your pierce mauls someone. Someone's thwack misses you. <54%hp 100%mn 55%mv> Your pierce devastates someone. Someone's thwack hits you. <51%hp 100%mn 55%mv> Someone ducks and dodges your pierce. Someone's thwack hits you. You rub the dirt out of your eyes. The road sweeper writhes in agony as plague sores erupt from his skin. The road sweeper's sickness hits him. The road sweeper is in pretty bad shape. (1%) <50%hp 100%mn 64%mv> The road sweeper parries your pierce and deflects it away from himself. You scramble backward and dodge the road sweeper's thwack. The road sweeper is in pretty bad shape. (1%) <50%hp 100%mn 64%mv> Your pierce mauls the road sweeper. The road sweeper is DEAD!! You receive 45 experience points. The road sweeper spills his guts all over the floor. You get a straw broom from the corpse of the road sweeper. <50%hp 100%mn 64%mv> drop broom You drop a straw broom. <50%hp 100%mn 64%mv> s Temple of Balance Donation Room A donation pit in the southeast corner is the focus of many in this room. Above the pit, on the rock wall to the south, is a sign. [Exits: north west] (29) (Glowing) A bright ball of light shimmers in the air. A pit for sacrifices is here. A young clerical student devoutly practices supplications. A huge cityguard scrutinizes you as he strolls by. <50%hp 100%mn 63%mv> [OOC] Quenton: http://dmfreedomforum.proboards.com/index.cgi <50%hp 100%mn 63%mv> [OOC] Quenton: that site has some useful info as well <50%hp 100%mn 63%mv> newbietalk thanks that lookl s helpful also [NEWBIE] Traz: thanks that looks helpful also <53%hp 100%mn 72%mv> You look up and notice that it is no longer raining. <56%hp 100%mn 80%mv> [NEWBIE] Quenton: *nods* <56%hp 100%mn 80%mv> l Temple of Balance Donation Room A donation pit in the southeast corner is the focus of many in this room. Above the pit, on the rock wall to the south, is a sign. [Exits: north west] (29) (Glowing) A bright ball of light shimmers in the air. A pit for sacrifices is here. A young clerical student devoutly practices supplications. A huge cityguard scrutinizes you as he strolls by. <58%hp 100%mn 89%mv> w Entrance to the Seminary With entrances facing both the pit room and the road, this room is well-aired. The floor is of light wood, scuffed badly but kept clean by young students of the cloth. The Seminary itself is to the north. A plain bench against the south wall invites the weary traveller to rest a little. [Exits: north east west] <58%hp 100%mn 88%mv> w Bridge Street You are standing on Bridge Street, a dirty cobblestone road which runs north-south through the city. From the south come noises from Market Square. To the west you see a plain building with a sign over the open entrance. To the east is a building with more decorative stone work, above its open entrance a silver plaque. [Exits: north east south west] <58%hp 100%mn 87%mv> n Bridge Street You are standing on Bridge Street, a grime-covered cobblestone road which runs north-south through the city. From the south come noises from Market Square. To the east and west are walls to buildings whose entrances do not face this street. [Exits: north south] A child plays here, pretending to be a thief. <58%hp 100%mn 87%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] <58%hp 100%mn 86%mv> n Bridge Street You are standing just north of the intersection of Bridge Street and Winter Square, a noisy place, and yet the noise from farther south at Market Square is still audible. The cobblestones beneath your feet are encrusted with dirt and grime. Beyond to the north the street continues, and to the east and west are buildings, the entrances to which do not open to this street. [Exits: north south] A young clerical student devoutly practices supplications. <58%hp 100%mn 85%mv> n Bridge Street You are standing on Bridge Street, a dirty cobblestone road which runs north-south through the city. From the south come faint noises from Market Square. To the north is the great northern gate in the battlements surrounding the city. [Exits: north south] A citizen of Glyndane is here, hurrying along to some important destination. <61%hp 100%mn 93%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] <61%hp 100%mn 92%mv> s Bridge Street You are standing on Bridge Street, a dirty cobblestone road which runs north-south through the city. From the south come faint noises from Market Square. To the north is the great northern gate in the battlements surrounding the city. [Exits: north south] A citizen of Glyndane is here, hurrying along to some important destination. <61%hp 100%mn 92%mv> s Bridge Street You are standing just north of the intersection of Bridge Street and Winter Square, a noisy place, and yet the noise from farther south at Market Square is still audible. The cobblestones beneath your feet are encrusted with dirt and grime. Beyond to the north the street continues, and to the east and west are buildings, the entrances to which do not open to this street. [Exits: north south] A young clerical student devoutly practices supplications. <61%hp 100%mn 91%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] <61%hp 100%mn 90%mv> w Winter Road You are on Winter Road, a narrow byway of dirt-encrusted cobblestones running east and west. From the north you hear the sound of people raising their voices. The one clear voice that you hear above all others is saying, "I assure you, we will not raise the taxes!" Now you know why the stronger cityguards left the city and the weaker ones are doing their jobs. You get what you pay for. [Exits: north east west] A cartographer stands here, scribbling intently on a map. <61%hp 100%mn 89%mv> e Winter Square You are standing at the intersection of Bridge Street and Winter Road. The street intersection is busy here, but the real noise comes from farther to the south at Market Square. The cobblestones beneath your feet are dirty, with hard-packed dirt and grime between the stones. In the back of your mind you realize that this dirt was probably there since before the fall of Arcana. [Exits: north east south west] <61%hp 100%mn 89%mv> e Winter Road You are on Winter Road, a narrow byway of dirty cobblestones running east and west. To the north you see a stately building with an open door and nice carpeting on the floor. There is a sign above the open doorway. To the south is another building, but its entrance does not open to this road. [Exits: north east west] <61%hp 100%mn 88%mv> n First Bank of Thera, Glyndane Branch From the moment you entered this building you knew you were in the presence of rich. The carpet is woven of the finest crimson, gold, and silver threads, with golden tassles lining the edges near the walls. The walls themselves are of dark marble, with brass (or is it gold?) sconces bearing carved candles glowing low but steadily. A triangular window near the ceiling of both the east and west walls lets in light. A finely chiseled marble bench and table in the northeast corner, and a matching one in the northwest corner, hold scrolls and bound vellum. Against the eastern wall is a huge vault, in which it is said that 50% of all the gold in Thera sits. [Exits: south] Your financial advisor is here, waiting to help you invest your gold. <61%hp 100%mn 87%mv> wo You have 182 gold, 82 silver, and 104248 experience (10016 exp to level). <61%hp 100%mn 87%mv> deposit 180 gold You deposit 180 gold. Your new balance is 1979 gold, 9950 silver. <61%hp 100%mn 87%mv> s Winter Road You are on Winter Road, a narrow byway of dirty cobblestones running east and west. To the north you see a stately building with an open door and nice carpeting on the floor. There is a sign above the open doorway. To the south is another building, but its entrance does not open to this road. [Exits: north east west] <61%hp 100%mn 86%mv> w Winter Square You are standing at the intersection of Bridge Street and Winter Road. The street intersection is busy here, but the real noise comes from farther to the south at Market Square. The cobblestones beneath your feet are dirty, with hard-packed dirt and grime between the stones. In the back of your mind you realize that this dirt was probably there since before the fall of Arcana. [Exits: north east south west] <61%hp 100%mn 86%mv> w Winter Road You are on Winter Road, a narrow byway of dirt-encrusted cobblestones running east and west. From the north you hear the sound of people raising their voices. The one clear voice that you hear above all others is saying, "I assure you, we will not raise the taxes!" Now you know why the stronger cityguards left the city and the weaker ones are doing their jobs. You get what you pay for. [Exits: north east west] A cartographer stands here, scribbling intently on a map. <61%hp 100%mn 85%mv> You yell in panic, 'Help! I am being attacked by someone!' A young student of the art of intrigue and thievery steps out of the shadows. You claim a young student of the art of intrigue and thievery. A young student of the art of intrigue and thievery's slash grazes you. A young student of the art of intrigue and thievery is in perfect condition. (100%) <59%hp 100%mn 85%mv> Your pierce MUTILATES a young student of the art of intrigue and thievery! You duck and dodge a young student of the art of intrigue and thievery's slash. A young student of the art of intrigue and thievery has some small wounds. (78%) <59%hp 100%mn 85%mv> dirt Your kicked dirt scratches a young student of the art of intrigue and thievery. A young student of the art of intrigue and thievery is blinded by the dirt in his eyes! A young student of the art of intrigue and thievery has some small wounds. (76%) <59%hp 100%mn 85%mv> Your pierce decimates a young student of the art of intrigue and thievery. A young student of the art of intrigue and thievery's slash misses you. A young student of the art of intrigue and thievery has some nasty cuts. (63%) <59%hp 100%mn 85%mv> Your pierce thrashes a young student of the art of intrigue and thievery. A young student of the art of intrigue and thievery's slash misses you. A young student of the art of intrigue and thievery is bleeding profusely. (52%) <59%hp 100%mn 85%mv> A young student of the art of intrigue and thievery leaves north. A young student of the art of intrigue and thievery has fled! <59%hp 100%mn 85%mv> n City Hall This building is filled with tables and parchments covered with writing and official looking seals. The overall tone in here is argumentative among those officials who work here. On the western wall is a tapestry of the mayor sitting at his desk looking very official. On the northern wall is a tapestry of all the aldermen standing together and faking smiles. [Exits: south] [Yours] A young thief practices hiding and sneaking in the shadows. A smiling merchant wanders along the streets. <59%hp 100%mn 84%mv> murder thief A young student of the art of intrigue and thievery yells, 'Help! Traz is attacking me!' Your pierce misses a young student of the art of intrigue and thievery. Your pierce decimates a young student of the art of intrigue and thievery. A young student of the art of intrigue and thievery is bleeding profusely. (43%) <62%hp 100%mn 93%mv> Your pierce devastates a young student of the art of intrigue and thievery. You parry a young student of the art of intrigue and thievery's slash to the right. A young student of the art of intrigue and thievery is spurting blood. (27%) <62%hp 100%mn 93%mv> Your pierce devastates a young student of the art of intrigue and thievery. You lean back and dodge a young student of the art of intrigue and thievery's slash. A young student of the art of intrigue and thievery is in pretty bad shape. (12%) <62%hp 100%mn 93%mv> Your pierce MUTILATES a young student of the art of intrigue and thievery! A young student of the art of intrigue and thievery is DEAD!! You receive 3 experience points. A young student of the art of intrigue and thievery's heart is torn from his chest. <62%hp 100%mn 93%mv> z You attempt to hide. <65%hp 100%mn 100%mv> x You attempt to move silently. You begin sneaking. <65%hp 100%mn 100%mv> The corpse of a young student of the art of intrigue and thievery decays into dust. <76%hp 100%mn 100%mv> You are hungry. <79%hp 100%mn 100%mv> You are hungry. The heart of a young student of the art of intrigue and thievery decomposes. <82%hp 100%mn 100%mv> You are hungry. <85%hp 100%mn 100%mv> You are hungry. <88%hp 100%mn 100%mv> You are hungry. <90%hp 100%mn 100%mv> You are famished! <91%hp 100%mn 100%mv> get bread bag You step out of the shadows. You get a warm loaf of bread from a bag. <91%hp 100%mn 100%mv> eat bread You eat a warm loaf of bread. You are no longer famished. You are hungry. <91%hp 100%mn 100%mv> get bread bag You get a warm loaf of bread from a bag. <91%hp 100%mn 100%mv> eat bread You eat a warm loaf of bread. You are no longer hungry. <91%hp 100%mn 100%mv> z You attempt to hide. <95%hp 100%mn 100%mv> x You attempt to move silently. <95%hp 100%mn 100%mv> x You attempt to move silently. <95%hp 100%mn 100%mv> x You attempt to move silently. <95%hp 100%mn 100%mv> x You attempt to move silently. <95%hp 100%mn 100%mv> x You attempt to move silently. <95%hp 100%mn 100%mv> x You attempt to move silently. <95%hp 100%mn 100%mv> x You attempt to move silently. <95%hp 100%mn 100%mv> x You attempt to move silently. <95%hp 100%mn 100%mv> x You attempt to move silently. <95%hp 100%mn 100%mv> x You attempt to move silently. <95%hp 100%mn 100%mv> x You attempt to move silently. <95%hp 100%mn 100%mv> x You attempt to move silently. <95%hp 100%mn 100%mv> x You attempt to move silently. <95%hp 100%mn 100%mv> x You attempt to move silently. <95%hp 100%mn 100%mv> z You attempt to hide. <95%hp 100%mn 100%mv> x You attempt to move silently. <95%hp 100%mn 100%mv> sc You are Traz the Master Spy. Level 23, 17 years old (21 hours). You are young. You joined Dark Mists 28 days, 3 hours, 24 minutes, and 21 seconds ago. Race: changeling Sex: male Class: thief You have 95% hit, 100% mana, 100% movement. You have 2 practices, 0 training sessions, and 0 fate points. You are carrying 30/47 items with weight 144/301 pounds. Str: 17(17) Int: 17(18) Wis: 21(21) Dex: 22(25) Con: 12(13) You have scored 104251 exp, and have 2 gold and 82 silver coins. You need 10013 exp to level. Wimpy set to 10% hit points. Hometown is Glyndane. You are standing. You are armored against piercing. You are armored against bashing. You are armored against slashing. You are somewhat armored against magic. Hitroll: 10 Damroll: 10 You are neutral, and impulsively inclined. You have requested no immortal role-play interaction. You are affected by the following: Sneak : modifies none by 0 for about 4 hrs Blessing : modifies hp by 10 for no time at all <95%hp 100%mn 100%mv> You feel your divine protection fade. <100%hp 100%mn 100%mv> A young student of the ways of the divine has arrived. <100%hp 100%mn 100%mv> l City Hall This building is filled with tables and parchments covered with writing and official looking seals. The overall tone in here is argumentative among those officials who work here. On the western wall is a tapestry of the mayor sitting at his desk looking very official. On the northern wall is a tapestry of all the aldermen standing together and faking smiles. [Exits: south] A young clerical student devoutly practices supplications. A smiling merchant wanders along the streets. <100%hp 100%mn 100%mv> sc You are Traz the Master Spy. Level 23, 17 years old (21 hours). You are young. You joined Dark Mists 28 days, 3 hours, 28 minutes, and 37 seconds ago. Race: changeling Sex: male Class: thief You have 100% hit, 100% mana, 100% movement. You have 2 practices, 0 training sessions, and 0 fate points. You are carrying 30/47 items with weight 144/301 pounds. Str: 17(17) Int: 17(18) Wis: 21(21) Dex: 22(25) Con: 12(13) You have scored 104251 exp, and have 2 gold and 82 silver coins. You need 10013 exp to level. Wimpy set to 10% hit points. Hometown is Glyndane. You are standing. You are armored against piercing. You are armored against bashing. You are armored against slashing. You are somewhat armored against magic. Hitroll: 10 Damroll: 10 You are neutral, and impulsively inclined. You have requested no immortal role-play interaction. You are affected by the following: Sneak : modifies none by 0 for about 2 hrs <100%hp 100%mn 100%mv> x You attempt to move silently. <100%hp 100%mn 100%mv> sc You are Traz the Master Spy. Level 23, 17 years old (21 hours). You are young. You joined Dark Mists 28 days, 3 hours, 28 minutes, and 44 seconds ago. Race: changeling Sex: male Class: thief You have 100% hit, 100% mana, 100% movement. You have 2 practices, 0 training sessions, and 0 fate points. You are carrying 30/47 items with weight 144/301 pounds. Str: 17(17) Int: 17(18) Wis: 21(21) Dex: 22(25) Con: 12(13) You have scored 104251 exp, and have 2 gold and 82 silver coins. You need 10013 exp to level. Wimpy set to 10% hit points. Hometown is Glyndane. You are standing. You are armored against piercing. You are armored against bashing. You are armored against slashing. You are somewhat armored against magic. Hitroll: 10 Damroll: 10 You are neutral, and impulsively inclined. You have requested no immortal role-play interaction. You are affected by the following: Sneak : modifies none by 0 for about 1 hr and 54 mins <100%hp 100%mn 100%mv> help immortal Your research into that topic reveals the following: IMMORTAL 'Immortal' (often, simply, 'imm') refers to mortals who have reached the highest attainable levels in the game. Here, anyone of level 52 or higher is an 'immortal.' Immortals are capable of exceeding the set laws of the universe. It has been rumored that 'immortals' can jump in and out of any room, hide themselves from mortal sight, smite a normal mortal with a word, and strike someone dumb and mute. Although these may just be rumors, it is best NOT to test an 'immortal'. These are people who have contributed time to the MUD and are some of the best, show them respect, and they in turn will respect you. If for any reason you have a problem with an 'immortal' then send a note to all of the Imps outlining your complaint and it will be dealt with. If you have a complaint about an IMP then its probably best to play somewhere else. Since immortals can wreak havoc with game balance, they are a carefully chosen and policed group. An absolute rule of immortal behavior is that no immortal can aid or assist any player without explicit permission from the higher ranks; in other words, please don't ask an immortal to help you kill a mob, gather EQ, etc, or you'll likely be either politely or rudely refused, or referred to this file. [Hit Return to continue] There is a heirarchy among the immortals that is strictly adhered to. Starting from the most powerful it is: Implementor : level 60 Supremacy : level 59 Creator : level 58 Deity : level 57 God : level 56 Immortal : level 55 Demi-God : level 54 Angel : level 53 Avatar : level 52 <100%hp 100%mn 100%mv> You no longer feel stealthy. <100%hp 100%mn 100%mv> x You attempt to move silently. You begin sneaking. <100%hp 100%mn 100%mv> You feel the blessing of Isimsiz overwhelm you. <97%hp 100%mn 100%mv> You are thirsty. <100%hp 100%mn 100%mv> You are thirsty. <100%hp 100%mn 100%mv> You are thirsty. <100%hp 100%mn 100%mv> You are thirsty. <100%hp 100%mn 100%mv> You are thirsty. <100%hp 100%mn 100%mv> Your mouth is parched! You are hungry. <100%hp 100%mn 100%mv> A wandering merchant leaves south. <100%hp 100%mn 100%mv> You are beginning to dehydrate! You are hungry. <100%hp 100%mn 100%mv> You are beginning to dehydrate! You are hungry. <100%hp 100%mn 100%mv> You are beginning to dehydrate! You are hungry. <100%hp 100%mn 100%mv> You disappear into the void. Alas, all good things must come to an end. Connection closed by foreign host. bash-3.2$ exit exit Script done on Thu Feb 9 18:28:53 2012