The death of [40 Storm Magi] Jalast (Human)

in A Dirty Hovel

from the perspective of [40 Storm Magi] Jalast (Human)

<worn as a badge>    the insignia of swirling feathers and flowing water
<worn on head>       a golden crown of the Sultan
<worn in ear>        a small couatl scale [superior]
<worn in ear>        a small couatl scale [poor] (illuminating) [89%]             
<worn on face>       a frost-rimed steel mask from Rift Valley Jungle
<worn around neck>   a beautiful copper charm from Rift Valley Jungle
<worn around neck>   a hardened emerald medallion from Rift Valley Jungle
<worn on body>       a pitted obsidian ringmail from Rift Valley Jungle
<worn about body>    a well-used gem cloak from The Jade Empire [89%]             
<worn about waist>   an unearthly flesh girth from Rift Valley Jungle [71%]             
<worn on belt buckle>a patched leather belt buckle from Rift Valley Jungle
<held as shield>     the shield of Hope
<worn around wrist>  a twisted dragonscale wristguard from The Desert City of Venan'Trut
<worn around wrist>  a well-used adamantium bracelet from Verspin
<worn on hands>      some blood-stained ivory gauntlets from Rift Valley Jungle
<worn on finger>     a ring of sand blasting (magic)
<worn on finger>     a sinister crystal signet from Rift Valley Jungle
<held>               a ball of burning flame (magic) (illuminating)
<worn on legs>       some hardened granite pants from IceCrag Castle
<worn on feet>       some jeweled flippers (glowing)

You quickly scan the area.
A tinker who is a brief walk away to your east.
A filthy peasant who is close by to your south.
A wretched vagabond who is not far off to your south.
A desert peasant who is not far off to your south.
A filthy vagabond who is rather far off to your south.
A burly guard who is close by to your west.
A burly guard who is close by to your west.
A burly guard who is close by to your west.
Burnn who is not far off to your west.

< 410h/487H 221v/234V Pos: standing >
Before the Gates of House Lo'Ushuur
   Two huge rusted iron gates are here. They are the entrance to the house of
Lo'Ushuur, the most powerful house within the desert city. It is controlled
by the powerful count Vernadad Lo'Ushuur. Vernadad isn't a native of this
land, it is rumored that he came from lands to the east, with a much
different climate, however, in all climates money stays the same. It is said
that his family had vast sums of money. Just how they earned there money is
left open for iterpretation. Vernadad came to this city some years ago and
built a powerful house, a house powerful enough to overthrow the sultan some
say. Vernadad's resources extend great distances and his influence can be
felt all through the city.
Obvious exits: -North# -East -West#
Puddles of fresh blood cover the ground.
Shattered bits of ice are scattered about the area.
A burly guard forbids entry into the complex.(Red Aura)
A burly guard forbids entry into the complex.(Red Aura)
A burly guard forbids entry into the complex.(Red Aura)
You drag the corpse of a burly guard along behind you.

< 410h/487H 215v/234V Pos: standing >
You don't find anything you didn't see before.

< 411h/487H 221v/234V Pos: standing >
You start chanting...

< 412h/487H 226v/234V Pos: standing >
You feel your skill in clerical spell knowledge improving.

< 413h/487H 228v/234V Pos: standing >
Casting: ethereal recharge *

< 413h/487H 229v/234V Pos: standing >
You complete your spell...
You feel ethereal power recharge you!

< 487h/487H 230v/234V Pos: standing >
Experience till level: 6477847

< 487h/487H 231v/234V Pos: standing >
Saving Jalast.

< 487h/487H 232v/234V Pos: standing >
But you aren't fighting anything!

< 487h/487H 232v/234V Pos: standing >
You sit down and relax.

< 487h/487H 232v/234V Pos: sitting >
You currently have the following spell slots available:
  1st circle: 10 of 10
  2nd circle:  9 of  9
  3rd circle:  8 of  9   (   2 seconds)
  4th circle:  8 of  8
  5th circle:  7 of  7
  6th circle:  6 of  6
  7th circle:  1 of  5   (  16 seconds)
  8th circle:  0 of  4   (  17 seconds)

Your mind drifts into a deep meditation and the spirits of storms and ice speak to you.

< 487h/487H 232v/234V Pos: sitting >

< 487h/487H 233v/234V Pos: sitting >
You start meditating...

< 487h/487H 234v/234V Pos: sitting >
Ethereal essences flow into you, restoring your 8th circle powers!

< 487h/487H 234v/234V Pos: sitting >
Ethereal essences flow into you, restoring your 8th circle powers!

< 487h/487H 234v/234V Pos: sitting >
Ethereal essences flow into you, restoring your 8th circle powers!

< 487h/487H 234v/234V Pos: sitting >
Ethereal essences flow into you, restoring your 8th circle powers!

< 487h/487H 234v/234V Pos: sitting >
You stop meditating.
A burly guard appears to be Barbarian and is in excellent condition.
He's medium in size.


< 487h/487H 234v/234V Pos: sitting >
Experience till level: 6477847

< 487h/487H 234v/234V Pos: sitting >
Saving Jalast.

< 487h/487H 234v/234V Pos: sitting >
Ethereal essences flow into you, restoring your 7th circle powers!

< 487h/487H 234v/234V Pos: sitting >
Before the Gates of House Lo'Ushuur
Obvious exits: -North# -East -West#
The corpse of a burly guard is lying here.
Shattered bits of ice are scattered about the area.
A burly guard forbids entry into the complex.(Red Aura)
A burly guard forbids entry into the complex.(Red Aura)
A burly guard forbids entry into the complex.(Red Aura)

< 487h/487H 234v/234V Pos: sitting >
A burly guard appears to be Barbarian and is in awful condition.
He's medium in size.


< 487h/487H 234v/234V Pos: sitting >
Ethereal essences flow into you, restoring your 7th circle powers!

< 487h/487H 234v/234V Pos: sitting >
Experience till level: 6477847

< 487h/487H 234v/234V Pos: sitting >
Saving Jalast.

< 487h/487H 234v/234V Pos: sitting >

		Score information for Jalast

Level: 40   Race: Human   Class: Ethermancer Sorcerer Sex: Male
Hit points: 487(487)  Moves: 234(234)
Coins carried:   26 platinum   158 gold     0 silver     0 copper
Coins in bank:  537 platinum   512 gold   621 silver     0 copper
Playing time: 0 days / 22 hours/ 47 minutes
Received data: 0.1874 MB this session.
Send data:     0.0066 MB this session.
Compression ratio: 81%
81%
Status:  Sitting around, resting.
         Praying
Epic points(total): 9(9)
Epic Bonus: Experience Bonus (0.06%)
Frags:   -0.50   Deaths:   4
Detecting:       Evil Good Magic Life Heat
Protected from:  Evil Good Fire Cold Lightning Low Circle spells
Protected by:    Slow Poison
Enchantments:    Fly Armor Aware Invisibility Waterbreathing
Bartender Quests Remaining: 4
Combat Pulse:   17 Spell Pulse:  1.00 
Leaderboard Points:  355 

Active Spells:
--------------
bless (28 minutes)
stone skin (3 minutes)
storm empathy (38 minutes)
strength (22 minutes)
agility (21 minutes)
spirit armor (17 minutes)
vapor armor (18 minutes)
ethereal form (10 minutes)
well-rested bonus (80 minutes)
pantherspeed (18 minutes)


< 487h/487H 234v/234V Pos: sitting >
Maybe you should get on your feet first?

< 487h/487H 234v/234V Pos: sitting >
You currently have the following spell slots available:
  1st circle: 10 of 10
  2nd circle:  9 of  9
  3rd circle:  8 of  9   (   2 seconds)
  4th circle:  8 of  8
  5th circle:  7 of  7
  6th circle:  6 of  6
  7th circle:  3 of  5   (   8 seconds)
  8th circle:  4 of  4

Your mind drifts into a deep meditation and the spirits of storms and ice speak to you.

< 487h/487H 234v/234V Pos: sitting >
You start meditating...

< 487h/487H 234v/234V Pos: sitting >
Ethereal essences flow into you, restoring your 7th circle powers!

< 487h/487H 234v/234V Pos: sitting >

< 487h/487H 234v/234V Pos: sitting >
Ethereal essences flow into you, restoring your 7th circle powers!

< 487h/487H 234v/234V Pos: sitting >
Ethereal essences flow into you, restoring your 3rd circle powers!
You feel fully infused...
The spirits recede, leaving you in a momentary state of lethargy.

< 487h/487H 234v/234V Pos: sitting >
You are already awake...

< 487h/487H 234v/234V Pos: sitting >
You clamber to your feet.

< 487h/487H 234v/234V Pos: standing >
Before the Gates of House Lo'Ushuur
Obvious exits: -North# -East -West#
The corpse of a burly guard is lying here.
Shattered bits of ice are scattered about the area.
A burly guard forbids entry into the complex.(Red Aura)
A burly guard forbids entry into the complex.(Red Aura)
A burly guard forbids entry into the complex.(Red Aura)

< 487h/487H 234v/234V Pos: standing >
A burly guard appears to be Barbarian and is in awful condition.
He's medium in size.


< 487h/487H 234v/234V Pos: standing >
You start chanting...
You snap into visibility.
A burly guard suddenly attacks YOU!
You feel your skin soften and return to normal.
You snap into visibility.
-=[A burly guard's crude slash grazes you.]=-

< 485h/487H 234v/234V Pos: standing >
< T: Jalast TP: sta TC:few scratches E: burly sta EP:  awful >
 You snap into visibility.
You complete your spell...
[Damage:  4 ] You send a bolt of chilling frost streaking towards a burly guard, which shatters on impact.

< 485h/487H 234v/234V Pos: standing >
< T: Jalast TP: sta TC:few scratches E: burly sta EP:  awful >
 A burly guard assists a burly guard heroically.
In his haste to slam you around, a burly guard slips and falls!
A burly guard is stunned!

< 485h/487H 234v/234V Pos: standing >
< T: Jalast TP: sta TC:few scratches E: burly sta EP:  awful >
 You attempt to flee...
Your body vibrates as you fan out your molecules.
An Armor Shoppe
   This is the armor shop that the guild members of Lo'Ushuur go to. It sells
a variety of armor and strange items gathered from afar. Vernadad, the house
founder, selected Burnn to run the shop because of his candor and respect for
the power of the house. He deals in armor all across the city to get the
greatest quality items to sell to these members. Burnn grew up in a small
town outside of the great city Tharnadia. He's used to city life and dealing
with merchants to buy the greatest quality armor. Burnn once served under a
forger inside of Tharnadia as well, which makes him able to repair items.
There are a great number of armaments inside this room, from far away places.
Obvious exits: -East#
Burnn the dealer is ready for a transaction.
You flee westward!

< 485h/487H 204v/234V Pos: standing >
Saving Jalast.

< 485h/487H 204v/234V Pos: standing >
Your body vibrates as you fan out your molecules.
Before the Gates of House Lo'Ushuur
   Two huge rusted iron gates are here. They are the entrance to the house of
Lo'Ushuur, the most powerful house within the desert city. It is controlled
by the powerful count Vernadad Lo'Ushuur. Vernadad isn't a native of this
land, it is rumored that he came from lands to the east, with a much
different climate, however, in all climates money stays the same. It is said
that his family had vast sums of money. Just how they earned there money is
left open for iterpretation. Vernadad came to this city some years ago and
built a powerful house, a house powerful enough to overthrow the sultan some
say. Vernadad's resources extend great distances and his influence can be
felt all through the city.
Obvious exits: -North# -East -West#
The corpse of a burly guard is lying here.
[2] Shattered bits of ice are scattered about the area.
A burly guard forbids entry into the complex.(Red Aura)
A burly guard is lying with a stunned look here.(Red Aura)
A burly guard forbids entry into the complex.(Red Aura)

< 485h/487H 204v/234V Pos: standing >
A Narrow Cobblestone Road
   Cobblestones make up this road. The Sultan made this road out of this
easily obtainable stone because it's easy to maintain and it's very cheap.
Caravans and travelers can walk a little more easily than if the Sultan had
not thrown this cobblestone onto the desert. These stone allow for simple and
easy travelling. There are tents on either side of the narrow road. Nomads have
set up their tents in one of the most vacant parts of the city, and appreciate
their solitude more than most, they simply do not want to be disturbed. The
night air is especially cold in this region of the city, for it is the lowest
part. The cold night air settles all too readily here, the situation of the
cliffs sees to that. There are no posts, there are no lanterns, so the night
must be real dark, with only the moonlight to keep one company.
Obvious exits: -East -South -West

< 485h/487H 203v/234V Pos: standing >
A Narrow Cobblestone Road
   Cobblestones make up this road. The Sultan made this road out of this
easily obtainable stone because it's easy to maintain and it's very cheap.
Caravans and travelers can walk a little more easily than if the Sultan had
not thrown this cobblestone onto the desert. These stone allow for simple and
easy travelling. There are tents on either side of the narrow road. Nomads have
set up their tents in one of the most vacant parts of the city, and appreciate
their solitude more than most, they simply do not want to be disturbed. The
night air is especially cold in this region of the city, for it is the lowest
part. The cold night air settles all too readily here, the situation of the
cliffs sees to that. There are no posts, there are no lanterns, so the night
must be real dark, with only the moonlight to keep one company.
Obvious exits: -East -West

< 485h/487H 203v/234V Pos: standing >
You snap into visibility.
[Damage:  3 ] You send a bolt of chilling frost streaking towards a burly guard, which shatters on impact.

< 485h/487H 204v/234V Pos: standing >
Your flesh magically hardens, turning to stone.
The spirits of Rift Valley Jungle grant you their protection.

< 485h/487H 204v/234V Pos: standing >
You kneel.

< 485h/487H 205v/234V Pos: kneeling >
You snap into visibility.

< 486h/487H 207v/234V Pos: kneeling >

< 486h/487H 207v/234V Pos: kneeling >
A burly guard enters from the west.

< 486h/487H 208v/234V Pos: kneeling >
A burly guard suddenly attacks YOU!
-=[A burly guard's weak slash grazes you.]=-

< 485h/487H 208v/234V Pos: kneeling >
< T: Jalast TP: kne TC:few scratches E: burly sta EP:  awful >
 You rise to your feet.

< 485h/487H 208v/234V Pos: standing >
< T: Jalast TP: sta TC:few scratches E: burly sta EP:  awful >
 You start chanting...

< 485h/487H 208v/234V Pos: standing >
< T: Jalast TP: sta TC:few scratches E: burly sta EP:  awful >
 [Damage:  3 ] You send a bolt of chilling frost streaking towards a burly guard, which shatters on impact.

< 485h/487H 208v/234V Pos: standing >
< T: Jalast TP: sta TC:few scratches E: burly sta EP:  awful >
 Casting: bigbys clenched fist ***

< 485h/487H 208v/234V Pos: standing >
< T: Jalast TP: sta TC:few scratches E: burly sta EP:  awful >
 Casting: bigbys clenched fist **

< 485h/487H 208v/234V Pos: standing >
< T: Jalast TP: sta TC:few scratches E: burly sta EP:  awful >
 Casting: bigbys clenched fist *
-=[A burly guard's crude slash grazes you.]=-
-=[A burly guard's fine slash wounds you.]=-
-=[A burly guard's slash wounds you.]=-
A burly guard tackles you square in the chest knocking the wind out of you!
You suddenly don't have the energy to fight!

< 473h/487H 208v/234V Pos: sitting >
< T: Jalast TP: sit TC:few scratches E: burly sta EP:  awful >
 You can't do this sitting!
You abort your prayer before it's done!

< 473h/487H 208v/234V Pos: sitting >
< T: someone TP: sit TC:few scratches E: burly sta EP:  awful >
 You miss a burly guard.
You snap into visibility.

< 473h/487H 208v/234V Pos: sitting >
< T: Jalast TP: sit TC:few scratches E: burly sta EP:  awful >
 -=[A burly guard's impressive slash wounds you.]=-
-=[A burly guard's impressive slash wounds you.]=-
Your well-used gem cloak from the Jade Empire was damaged from the massive blow!
-=[A burly guard's weak slash grazes you.]=-
-=[A burly guard's slash wounds you.]=-

< 445h/487H 208v/234V Pos: sitting >
< T: Jalast TP: sit TC:few scratches E: burly sta EP:  awful >
 You miss a burly guard.
-=[A burly guard's weak slash grazes you.]=-
-=[A burly guard's fine slash wounds you.]=-
-=[A burly guard's decent slash grazes you.]=-
-=[A burly guard's weak slash grazes you.]=-

< 435h/487H 208v/234V Pos: sitting >
< T: Jalast TP: sit TC: small wounds E: burly sta EP:  awful >
 You clamber to your feet.

< 435h/487H 208v/234V Pos: standing >
< T: Jalast TP: sta TC: small wounds E: burly sta EP:  awful >
 You start chanting...

< 435h/487H 208v/234V Pos: standing >
< T: Jalast TP: sta TC: small wounds E: burly sta EP:  awful >
 Casting: bigbys clenched fist **

< 435h/487H 208v/234V Pos: standing >
< T: Jalast TP: sta TC: small wounds E: burly sta EP:  awful >
 Casting: bigbys clenched fist *

< 435h/487H 208v/234V Pos: standing >
< T: Jalast TP: sta TC: small wounds E: burly sta EP:  awful >
 -=[A burly guard's fine slash wounds you.]=-
You feel your skin soften and return to normal.
You snap into visibility.
-=[A burly guard's decent slash grazes you.]=-
-=[A burly guard's powerful slash strikes you.]=-
-=[A burly guard's fine slash wounds you.]=-

< 400h/487H 208v/234V Pos: standing >
< T: Jalast TP: sta TC: small wounds E: burly sta EP:  awful >
 You complete your spell...
[Damage: 113 ] Your giant fist of force causes a burly guard to stagger in agony!

< 400h/487H 208v/234V Pos: standing >
< T: someone TP: sta TC: small wounds E: burly sta EP:  awful >
 You miss a burly guard.
You miss a burly guard.
You snap into visibility.

< 400h/487H 208v/234V Pos: standing >
< T: Jalast TP: sta TC: small wounds E: burly sta EP:  awful >
 Sorry, you aren't allowed to do that in combat.

< 400h/487H 208v/234V Pos: standing >
< T: Jalast TP: sta TC: small wounds E: burly sta EP:  awful >
 You start chanting...

< 400h/487H 208v/234V Pos: standing >
< T: Jalast TP: sta TC: small wounds E: burly sta EP:  awful >
 Casting: bigbys clenched fist *

< 400h/487H 208v/234V Pos: standing >
< T: Jalast TP: sta TC: small wounds E: burly sta EP:  awful >
 You complete your spell...
[Damage: 111 ] Your giant fist of force causes a burly guard to stagger in agony!

< 400h/487H 208v/234V Pos: standing >
< T: Jalast TP: sta TC: small wounds E: burly sta EP:  awful >
 -=[A burly guard's mighty slash strikes you very hard.]=-
-=[A burly guard's slash strikes you.]=-
You dodge a burly guard's vicious attack.
-=[A burly guard's mighty slash strikes you very hard.]=-

< 290h/487H 208v/234V Pos: standing >
< T: Jalast TP: sta TC: few wounds E: burly sta EP:  awful >
 You miss a burly guard.
You miss a burly guard.
You start chanting...

< 290h/487H 208v/234V Pos: standing >
< T: Jalast TP: sta TC: few wounds E: burly sta EP:  awful >
 Casting: bigbys clenched fist ***

< 290h/487H 208v/234V Pos: standing >
< T: Jalast TP: sta TC: few wounds E: burly sta EP:  awful >
 Casting: bigbys clenched fist **

< 290h/487H 208v/234V Pos: standing >
< T: Jalast TP: sta TC: few wounds E: burly sta EP:  awful >
 -=[A burly guard's impressive slash strikes you.]=-
-=[A burly guard's impressive slash strikes you.]=-
-=[A burly guard's powerful slash strikes you hard.]=-
-=[A burly guard's powerful slash strikes you.]=-
A burly guard tries to tackle you and misses completely, making a nice dent in his forehead and the ground!

< 227h/487H 208v/234V Pos: standing >
< T: Jalast TP: sta TC: nasty wounds E: burly ass EP:  awful >
 You complete your spell...
[Damage: 112 ] Your giant fist of force causes a burly guard to stagger in agony!

< 227h/487H 208v/234V Pos: standing >
< T: Jalast TP: sta TC: nasty wounds E: burly ass EP:  awful >
 You miss a burly guard.
You miss a burly guard.
You start chanting...

< 227h/487H 208v/234V Pos: standing >
< T: Jalast TP: sta TC: nasty wounds E: burly ass EP:  awful >
 Casting: fireball **

< 227h/487H 208v/234V Pos: standing >
< T: Jalast TP: sta TC: nasty wounds E: burly ass EP:  awful >
 Casting: fireball *

< 227h/487H 208v/234V Pos: standing >
< T: Jalast TP: sta TC: nasty wounds E: burly ass EP:  awful >
 -=[A burly guard's fine slash wounds you.]=-
-=[A burly guard's fine slash strikes you.]=-

< 213h/487H 208v/234V Pos: standing >
< T: Jalast TP: sta TC: nasty wounds E: burly ass EP:  awful >
 You complete your spell...
[Damage: 150 ] Your fireball hits a burly guard with full force, causing an immediate death.
A burly guard is dead! R.I.P.
You receive your share of experience.
The smell of fresh blood enters your body, infusing you with power!
The unmistakable scent of fresh blood can be smelled as a burly guard dies in agony.

< 213h/487H 208v/234V Pos: standing >
You start chanting...

< 213h/487H 208v/234V Pos: standing >
Casting: ethereal recharge 

< 213h/487H 208v/234V Pos: standing >
You complete your spell...
You feel ethereal power recharge you!

< 261h/487H 208v/234V Pos: standing >
You get a small pile of coins from the corpse of a burly guard.
There were: 5 platinum coins, 27 gold coins. 

< 261h/487H 208v/234V Pos: standing >
It appears to be the corpse of a burly guard.
a razor-sharp longsword of blue steel [superior]
a razor-sharp longsword of blue steel

< 261h/487H 208v/234V Pos: standing >
You don't find anything you didn't see before.

< 261h/487H 208v/234V Pos: standing >
The night has begun.

< 262h/487H 213v/234V Pos: standing >
You don't find anything you didn't see before.

< 262h/487H 214v/234V Pos: standing >
A Narrow Cobblestone Road
   Cobblestones make up this road. The Sultan made this road out of this
easily obtainable stone because it's easy to maintain and it's very cheap.
Caravans and travelers can walk a little more easily than if the Sultan had
not thrown this cobblestone onto the desert. These stone allow for simple and
easy travelling. There are tents on either side of the narrow road. Nomads have
set up their tents in one of the most vacant parts of the city, and appreciate
their solitude more than most, they simply do not want to be disturbed. The
night air is especially cold in this region of the city, for it is the lowest
part. The cold night air settles all too readily here, the situation of the
cliffs sees to that. There are no posts, there are no lanterns, so the night
must be real dark, with only the moonlight to keep one company.
Obvious exits: -East -South -West
A few drops of fresh blood are scattered around the area.
Oops, trying to juggle too many loose coins, you drop a few.
You drag the corpse of a burly guard along behind you.

< 263h/487H 213v/234V Pos: standing >
Before the Gates of House Lo'Ushuur
   Two huge rusted iron gates are here. They are the entrance to the house of
Lo'Ushuur, the most powerful house within the desert city. It is controlled
by the powerful count Vernadad Lo'Ushuur. Vernadad isn't a native of this
land, it is rumored that he came from lands to the east, with a much
different climate, however, in all climates money stays the same. It is said
that his family had vast sums of money. Just how they earned there money is
left open for iterpretation. Vernadad came to this city some years ago and
built a powerful house, a house powerful enough to overthrow the sultan some
say. Vernadad's resources extend great distances and his influence can be
felt all through the city.
Obvious exits: -North# -East -West#
Fresh blood covers everything in the area.
The corpse of a burly guard is lying here.
Shattered bits of ice are scattered about the area.
A burly guard forbids entry into the complex.(Red Aura)
A burly guard forbids entry into the complex.(Red Aura)
You drag the corpse of a burly guard along behind you.

< 264h/487H 213v/234V Pos: standing >
Your body vibrates as you fan out your molecules.
An Armor Shoppe
   This is the armor shop that the guild members of Lo'Ushuur go to. It sells
a variety of armor and strange items gathered from afar. Vernadad, the house
founder, selected Burnn to run the shop because of his candor and respect for
the power of the house. He deals in armor all across the city to get the
greatest quality items to sell to these members. Burnn grew up in a small
town outside of the great city Tharnadia. He's used to city life and dealing
with merchants to buy the greatest quality armor. Burnn once served under a
forger inside of Tharnadia as well, which makes him able to repair items.
There are a great number of armaments inside this room, from far away places.
Obvious exits: -East#
Burnn the dealer is ready for a transaction.
You drag the corpse of a burly guard along behind you.

< 265h/487H 212v/234V Pos: standing >
Your flesh magically hardens, turning to stone.
The spirits of Rift Valley Jungle grant you their protection.

< 266h/487H 217v/234V Pos: standing >
You do not see a coins here.

< 266h/487H 218v/234V Pos: standing >
Ok.
You put 31 platinum, 151 gold, 0 silver, and 0 copper coins into a rugged adventurers satchel.

< 266h/487H 218v/234V Pos: standing >
You quickly scan the area.
A burly guard who is close by to your east.
A burly guard who is close by to your east.
A tinker who is in the distance to your east.

< 266h/487H 219v/234V Pos: standing >
Your body vibrates as you fan out your molecules.
Before the Gates of House Lo'Ushuur
   Two huge rusted iron gates are here. They are the entrance to the house of
Lo'Ushuur, the most powerful house within the desert city. It is controlled
by the powerful count Vernadad Lo'Ushuur. Vernadad isn't a native of this
land, it is rumored that he came from lands to the east, with a much
different climate, however, in all climates money stays the same. It is said
that his family had vast sums of money. Just how they earned there money is
left open for iterpretation. Vernadad came to this city some years ago and
built a powerful house, a house powerful enough to overthrow the sultan some
say. Vernadad's resources extend great distances and his influence can be
felt all through the city.
Obvious exits: -North# -East -West#
Fresh blood covers everything in the area.
The corpse of a burly guard is lying here.
Shattered bits of ice are scattered about the area.
A burly guard forbids entry into the complex.(Red Aura)
A burly guard forbids entry into the complex.(Red Aura)

< 266h/487H 218v/234V Pos: standing >
You don't find anything you didn't see before.

< 266h/487H 218v/234V Pos: standing >
Your body vibrates as you fan out your molecules.
An Armor Shoppe
   This is the armor shop that the guild members of Lo'Ushuur go to. It sells
a variety of armor and strange items gathered from afar. Vernadad, the house
founder, selected Burnn to run the shop because of his candor and respect for
the power of the house. He deals in armor all across the city to get the
greatest quality items to sell to these members. Burnn grew up in a small
town outside of the great city Tharnadia. He's used to city life and dealing
with merchants to buy the greatest quality armor. Burnn once served under a
forger inside of Tharnadia as well, which makes him able to repair items.
There are a great number of armaments inside this room, from far away places.
Obvious exits: -East#
The corpse of a burly guard is lying here.
Burnn the dealer is ready for a transaction.
You drag the corpse of a burly guard along behind you.

< 267h/487H 218v/234V Pos: standing >
Your body vibrates as you fan out your molecules.
Before the Gates of House Lo'Ushuur
   Two huge rusted iron gates are here. They are the entrance to the house of
Lo'Ushuur, the most powerful house within the desert city. It is controlled
by the powerful count Vernadad Lo'Ushuur. Vernadad isn't a native of this
land, it is rumored that he came from lands to the east, with a much
different climate, however, in all climates money stays the same. It is said
that his family had vast sums of money. Just how they earned there money is
left open for iterpretation. Vernadad came to this city some years ago and
built a powerful house, a house powerful enough to overthrow the sultan some
say. Vernadad's resources extend great distances and his influence can be
felt all through the city.
Obvious exits: -North# -East -West#
Fresh blood covers everything in the area.
Shattered bits of ice are scattered about the area.
A burly guard forbids entry into the complex.(Red Aura)
A burly guard forbids entry into the complex.(Red Aura)

< 268h/487H 222v/234V Pos: standing >
A Narrow Cobblestone Road
   Cobblestones make up this road. The Sultan made this road out of this
easily obtainable stone because it's easy to maintain and it's very cheap.
Caravans and travelers can walk a little more easily than if the Sultan had
not thrown this cobblestone onto the desert. These stone allow for simple and
easy travelling. There are tents on either side of the narrow road. Nomads have
set up their tents in one of the most vacant parts of the city, and appreciate
their solitude more than most, they simply do not want to be disturbed. The
night air is especially cold in this region of the city, for it is the lowest
part. The cold night air settles all too readily here, the situation of the
cliffs sees to that. There are no posts, there are no lanterns, so the night
must be real dark, with only the moonlight to keep one company.
Obvious exits: -East -South -West
A small pile of coins lies here.
A few drops of fresh blood are scattered around the area.

< 268h/487H 222v/234V Pos: standing >
You get a small pile of coins.
There were: 34 gold coins. 

< 269h/487H 224v/234V Pos: standing >
A Narrow Cobblestone Road
   Cobblestones make up this road. The Sultan made this road out of this
easily obtainable stone because it's easy to maintain and it's very cheap.
Caravans and travelers can walk a little more easily than if the Sultan had
not thrown this cobblestone onto the desert. These stone allow for simple and
easy travelling. There are tents on either side of the narrow road. Nomads have
set up their tents in one of the most vacant parts of the city, and appreciate
their solitude more than most, they simply do not want to be disturbed. The
night air is especially cold in this region of the city, for it is the lowest
part. The cold night air settles all too readily here, the situation of the
cliffs sees to that. There are no posts, there are no lanterns, so the night
must be real dark, with only the moonlight to keep one company.
Obvious exits: -East -West
Fresh blood splatters cover the area.

< 269h/487H 223v/234V Pos: standing >
Your lucidity is not sufficient enough to cast that spell.

< 269h/487H 225v/234V Pos: standing >
A Narrow Cobblestone Road
   Cobblestones make up this road. The Sultan made this road out of this
easily obtainable stone because it's easy to maintain and it's very cheap.
Caravans and travelers can walk a little more easily then if the Sultan had
not thrown this cobblestone onto the desert. These stone allow for simple and
easy travelling. There are tents on either side of the narrow road. Nomads have
set up their tents in one of the most vacant parts of the city, and appreciate
their solitude more than most, they simply do not want to be disturbed. The
night air is especially cold in this region of the city, for it is the lowest
part. The cold night air settles all too readily here, the situation of the
cliffs sees to that. There are no posts, there are no lanterns, so the night
must be real dark, with only the moonlight to keep one company.
Obvious exits: -East -West

< 269h/487H 225v/234V Pos: standing >
A Narrow Cobblestone Road
   Cobblestones make up this road. The Sultan made this road out of this
easily obtainable stone because it's easy to maintain and it's very cheap.
Caravans and travelers can walk a little more easily than if the Sultan had
not thrown this cobblestone onto the desert. These stone allow for simple and
easy travelling. There are tents on either side of the narrow road. Nomads have
set up their tents in one of the most vacant parts of the city, and appreciate
their solitude more than most, they simply do not want to be disturbed. The
night air is especially cold in this region of the city, for it is the lowest
part. The cold night air settles all too readily here, the situation of the
cliffs sees to that. There are no posts, there are no lanterns, so the night
must be real dark, with only the moonlight to keep one company.
Obvious exits: -East -West
Fresh blood splatters cover the area.

< 269h/487H 225v/234V Pos: standing >
A Narrow Cobblestone Road
   Cobblestones make up this road. The Sultan made this road out of this
easily obtainable stone because it's easy to maintain and it's very cheap.
Caravans and travelers can walk a little more easily than if the Sultan had
not thrown this cobblestone onto the desert. These stone allow for simple and
easy travelling. There are tents on either side of the narrow road. Nomads have
set up their tents in one of the most vacant parts of the city, and appreciate
their solitude more than most, they simply do not want to be disturbed. The
night air is especially cold in this region of the city, for it is the lowest
part. The cold night air settles all too readily here, the situation of the
cliffs sees to that. There are no posts, there are no lanterns, so the night
must be real dark, with only the moonlight to keep one company.
Obvious exits: -East -South -West
A few drops of fresh blood are scattered around the area.

< 269h/487H 224v/234V Pos: standing >
A Lightly Pebbled Gravel Road
   This lightly pebbled road cuts along the northern cliff of the desert city,
winding its way along the cold stone like a vicious desert snake. Sand blows
in small patches along the walkway, but most is kept from the city by the
walls and special barricades that line its perimeter. Squat huts and clay
houses of a varying size have been built along the road, taking up every
available space and leaving little room for alleys and yards. The occasional
hardy shrub grows up from the dry ground, but for the most part this region
is barren of plant and animal life. Only the tiniest pebble stirs here, as the
wind gently blows it along the winding desert city tracks. During the daytime,
this is the most blistering part of the city, and during the night it could be
mistaken for a barren wasteland, truly the most vacant section of the city.
Obvious exits: -North -South
A filthy peasant begs for spare change.

< 270h/487H 224v/234V Pos: standing >
A Lightly Pebbled Gravel Road
   This lightly pebbled road cuts along the northern cliff of the desert city,
winding its way along the cold stone like a vicious desert snake. Sand blows
in small patches along the walkway, but most is kept from the city by the
walls and special barricades that line its perimeter. Squat huts and clay
houses of a varying size have been built along the road, taking up every
available space and leaving little room for alleys and yards. The occasional
hardy shrub grows up from the dry ground, but for the most part this region
is barren of plant and animal life. Only the tiniest pebble stirs here, as the
wind gently blows it along the winding desert city tracks. During the daytime,
this is the most blistering part of the city, and during the night it could be
mistaken for a barren wasteland, truly the most vacant section of the city.
Obvious exits: -North -South
A filthy vagabond begs for some food.
A wretched vagabond begs for some food.(Red Aura)
A desert peasant sinks deeper into his tent.

< 270h/487H 223v/234V Pos: standing >
Alas, you cannot go that way. . . .

< 270h/487H 224v/234V Pos: standing >
A Lightly Pebbled Gravel Road
   This lightly pebbled road cuts along the northern cliff of the desert city,
winding its way along the cold stone like a vicious desert snake. Sand blows
in small patches along the walkway, but most is kept from the city by the
walls and special barricades that line its perimeter. Squat huts and clay
houses of a varying size have been built along the road, taking up every
available space and leaving little room for alleys and yards. The occasional
hardy shrub grows up from the dry ground, but for the most part this region
is barren of plant and animal life. Only the tiniest pebble stirs here, as the
wind gently blows it along the winding desert city tracks. During the daytime,
this is the most blistering part of the city, and during the night it could be
mistaken for a barren wasteland, truly the most vacant section of the city.
Obvious exits: -North -East -South -West#

< 270h/487H 223v/234V Pos: standing >
Your body vibrates as you fan out your molecules.
A Dirty Hovel
   Puddles of water pool up along the wooden floor, having collected after
the last rain. It seems to always be wet here, due to the half missing roof.
Even the part that remains still leaks. Foul garbage has collected in piles
around this small house, due to thee occupant's loss of hope. The bums and
street urchins that dwell here care little for life, spending no time cleaning
up after themselves. Rats can be heard scurrying through the walls, their sheer
number most likely uncountable.
Obvious exits: -East#

< 270h/487H 223v/234V Pos: standing >
But you aren't fighting anything!

< 270h/487H 224v/234V Pos: standing >
You sit down and relax.

< 270h/487H 224v/234V Pos: sitting >
You currently have the following spell slots available:
  1st circle: 10 of 10
  2nd circle:  9 of  9
  3rd circle:  8 of  9   (   2 seconds)
  4th circle:  8 of  8
  5th circle:  7 of  7
  6th circle:  6 of  6
  7th circle:  4 of  5   (   4 seconds)
  8th circle:  0 of  4   (  17 seconds)

Your mind drifts into a deep meditation and the spirits of storms and ice speak to you.

< 270h/487H 225v/234V Pos: sitting >

< 270h/487H 225v/234V Pos: sitting >

		Score information for Jalast

Level: 40   Race: Human   Class: Ethermancer Sorcerer Sex: Male
Hit points: 270(487)  Moves: 227(234)
Coins carried:    0 platinum    34 gold     0 silver     0 copper
Coins in bank:  537 platinum   512 gold   621 silver     0 copper
Playing time: 0 days / 22 hours/ 49 minutes
Received data: 0.1966 MB this session.
Send data:     0.0069 MB this session.
Compression ratio: 81%
81%
Status:  Sitting around, resting.
         Praying
Epic points(total): 9(9)
Epic Bonus: Experience Bonus (0.06%)
Frags:   -0.50   Deaths:   4
Detecting:       Evil Good Magic Life Heat
Protected from:  Evil Good Fire Cold Lightning Low Circle spells
Protected by:    Slow Poison
Enchantments:    Fly Armor Invisibility Waterbreathing
Bartender Quests Remaining: 4
Combat Pulse:   17 Spell Pulse:  1.00 
Leaderboard Points:  355 

Active Spells:
--------------
stone skin (3 minutes)
bless (26 minutes)
storm empathy (36 minutes)
strength (20 minutes)
agility (19 minutes)
spirit armor (15 minutes)
vapor armor (16 minutes)
ethereal form (8 minutes)
well-rested bonus (78 minutes)
pantherspeed (16 minutes)


< 270h/487H 227v/234V Pos: sitting >
Ethereal essences flow into you, restoring your 8th circle powers!

< 271h/487H 231v/234V Pos: sitting >
Experience till level: 5686853

< 271h/487H 232v/234V Pos: sitting >
Saving Jalast.

< 271h/487H 233v/234V Pos: sitting >
You start meditating...

< 271h/487H 234v/234V Pos: sitting >
Ethereal essences flow into you, restoring your 8th circle powers!

< 272h/487H 234v/234V Pos: sitting >
Ethereal essences flow into you, restoring your 8th circle powers!

< 274h/487H 234v/234V Pos: sitting >
Ethereal essences flow into you, restoring your 8th circle powers!

< 275h/487H 234v/234V Pos: sitting >
Maybe you should get on your feet first?

< 275h/487H 234v/234V Pos: sitting >
Ethereal essences flow into you, restoring your 7th circle powers!

< 275h/487H 234v/234V Pos: sitting >
Ethereal essences flow into you, restoring your 3rd circle powers!
You feel fully infused...
The spirits recede, leaving you in a momentary state of lethargy.

< 276h/487H 234v/234V Pos: sitting >
You are already awake...

< 276h/487H 234v/234V Pos: sitting >
You clamber to your feet.

< 276h/487H 234v/234V Pos: standing >
A Githyanki snaps into visibility.

< 277h/487H 234v/234V Pos: standing >
That last attack was particularly invasive, and you feel your collective intelligence decrease.
You snap into visibility.
As your body is consumed with pain, pain, and more pain, you briefly go to that 'happy place' inside.
YIKES!  Another hit like that, and you've had it!!

< 84h/487H 234v/234V Pos: standing >
<You miss a Githyanki.
You snap into visibility.

< 84h/487H 234v/234V Pos: standing >
< T: Jalast TP: sta TC:pretty hurt E: A Githyanki sta EP: few scratches >
 You snap into visibility.
You crumple to the ground, blood seeping from your ears as your mind is torn to pieces.
Your frozen marble visor from the Motte and Bailey of Duke Delwyn shattered in bits as the tortured body spasms and quivers!