<worn around neck> a light blue scarf
<worn on body> some gorilla-skin armor [poor]
<worn on hands> some ghastly electrum claws from Abandoned Elven Homestead.
<worn on feet> a pair of tight black slippers
...^^.^^MM.
...^^^MM.
Endless Plains of Grassy Pastures
Obvious exits: -North -East -South -West
< 178h/178H 3v/114V Pos: standing >
......^
........^
.....^...MM
.......^.^.M.
......@...MM.
........^MM..
.......^^MM^.
..^^.^^MM.^
..^^^MM.^
Endless Plains of Grassy Pastures
Obvious exits: -North -East -South -West
< 178h/178H 2v/114V Pos: standing >
......^^
........^M
.....^...MM^
......^.^.M.^
......@..MM.^
.......^MM..^
......^^MM^..
.^^.^^MM.^.
.^^^MM.^.
Endless Plains of Grassy Pastures
Obvious exits: -North -East -South -West
< 178h/178H 0v/114V Pos: standing >
......^^
........^M
.....^...MM^
......^.^.M.^
......@..MM.^
.......^MM..^
......^^MM^..
.^^.^^MM.^.
.^^^MM.^.
Endless Plains of Grassy Pastures
Obvious exits: -North -East -South -West
< 178h/178H 2v/114V Pos: standing >
......^^
........^M
.....^...MM^
......^.^.M.^
......@..MM.^
.......^MM..^
......^^MM^..
.^^.^^MM.^.
.^^^MM.^.
Endless Plains of Grassy Pastures
Obvious exits: -North -East -South -West
< 178h/178H 3v/114V Pos: standing >
......^^M
........^M^
.....^...MM^.
.....^.^.M.^^
......@.MM.^^
......^MM..^.
.....^^MM^...
^^.^^MM.^.^
^^^MM.^.^
Endless Plains of Grassy Pastures
Obvious exits: -North -East -South -West
< 178h/178H 2v/114V Pos: standing >
.....^^MM
.......^M^^
....^...MM^.^
....^.^.M.^^.
......@MM.^^^
.....^MM..^..
....^^MM^...M
^.^^MM.^.^.
^^MM.^.^^
Endless Plains of Grassy Pastures
Obvious exits: -North -East -South -West
< 178h/178H 1v/114V Pos: standing >
You're too exhausted.
< 178h/178H 1v/114V Pos: standing >
You're too exhausted.
< 178h/178H 1v/114V Pos: standing >
......**M
......^^MMM
........^M^^^
....^...MM^.^
....^.@.M.^^.
.......MM.^^^
.....^MM..^..
...^^MM^...
.^^MM.^.^
Rocky Hillside of the Eagle Ridge Mountains
Obvious exits: -North -East -South -West
< 178h/178H 0v/114V Pos: standing >
You're too exhausted.
< 178h/178H 1v/114V Pos: standing >
You're too exhausted.
< 178h/178H 1v/114V Pos: standing >
You sit down and relax.
< 178h/178H 4v/114V Pos: sitting >
You stop sitting around and lay down.
< 178h/178H 7v/114V Pos: on your ass >
......**M
......^^MMM
........^M^^^
....^...MM^.^
....^.@.M.^^.
.......MM.^^^
.....^MM..^..
...^^MM^...
.^^MM.^.^
Rocky Hillside of the Eagle Ridge Mountains
Obvious exits: -North -East -South -West
< 178h/178H 22v/114V Pos: on your ass >
You clamber to your feet.
< 178h/178H 24v/114V Pos: standing >
M.^^.^^M
......**M^
......^^MMM^
........^M^^^
....^.@.MM^.^
....^.^.M.^^.
.......MM.^^^
....^MM..^.
..^^MM^..
Endless Plains of Grassy Pastures
Obvious exits: -North -East -South -West
< 178h/178H 23v/114V Pos: standing >
......^M
M.^^.^^MM
......**M^^
......^^MMM^
......@.^M^^^
....^...MM^.^
....^.^.M.^^.
......MM.^^
...^MM..^
Endless Plains of Grassy Pastures
Obvious exits: -North -East -South -West
< 178h/178H 21v/114V Pos: standing >
......^
M ......^MM
M M.^^.^^MM^
......**M^^
.....@^^MMM^
........^M^^^
....^...MM^.^
...^.^.M.^^
.....MM.^
Endless Plains of Grassy Pastures
Obvious exits: -North -East -South -West
< 178h/178H 20v/114V Pos: standing >
......^M
......^MM^
M.^^.^^MM^+
......**M^^M
......@^MMM^+
.......^M^^^+
...^...MM^.^+
..^.^.M.^^.
....MM.^^
Rocky Hillside of the Eagle Ridge Mountains
Obvious exits: -North -East -South -West
< 178h/178H 18v/114V Pos: standing >
Beginning of a Narrow Mountain Pass
There is a small and narrow path that leads through the mountains. There
are small rocks and stones lying on the ground making this trail seem very
unused. There are some small shrubs dotting the landscape to your west and
east. The path leads into some very tight rock formations that could make one
feel very claustrophobic. Little wind comes to this very well protected area.
One may look back to the south and see the fields of the farming community of
Salol. The main trail leads to the north or south from this point.
Obvious exits: -North -South -West
< 178h/178H 16v/114V Pos: standing >
Alas, you cannot go that way. . . .
< 178h/178H 16v/114V Pos: standing >
Alas, you cannot go that way. . . .
< 178h/178H 17v/114V Pos: standing >
Rocky Path Through the Mountains
The path continues its northward course. The trail has become even rougher
than the previous trail. The sheer rock walls on either side loom over ten
feet over the paths bottom. There is some small tufts of grass poking through
the few places they can. There is a small skeleton lying on the ground that
appears to be a long dead bird. The path continues to the north and south.
Obvious exits: -North -South
A goat trots through the mountain pass.
< 178h/178H 14v/114V Pos: standing >
Sharp Turn on the Mountain Path
The path makes a very, very sharp turn here. In fact, the turn actually
turns south briefly before continuing onto the west. There are small scraps of
rotten wood lying randomly on the path. Several larger rocks have landed here
after landslides or other natural phenomenon. There is a few small weeds that
grow in a lower spot on the trail. This trail continues onto the west and the
south.
Obvious exits: -South -West
< 178h/178H 12v/114V Pos: standing >
Alas, you cannot go that way. . . .
< 178h/178H 12v/114V Pos: standing >
Alas, you cannot go that way. . . .
< 178h/178H 12v/114V Pos: standing >
Alas, you cannot go that way. . . .
< 178h/178H 13v/114V Pos: standing >
On a Very Thin Ledge
A very long drop abruptly appears before here. Many hundred feet lie over
this edge. The view us unbelieveable as one can gaze over the beautiful canyon
below. The ledge is very small and precarious at only seven inches at its
widest. The winds can freely whip and attack one as they try to make their way
down this narrow ledge. The ledge continues onto the north and the trail goes
to the east.
Obvious exits: -North -East
< 178h/178H 10v/114V Pos: standing >
On a Wider Stone Platform
This ledge is much safer than the other ledges upon this trail. This ledge
widens out to over five feet wide offering a very safe perch. High above the
canyon below, you can see very far to the west. There is a very high rock wall
looming to your north. Several bird perches can be seen growing out of the
rock. The small trees have amazingly found a home in the very sparse soil that
can be found in these high altitudes. The rocky path continues on again to the
east. To the south is the very narrow perch you originally came from.
Obvious exits: -East -South
A rock lizard walks across the sides of the mountain.
< 178h/178H 7v/114V Pos: standing >
Alas, you cannot go that way. . . .
< 178h/178H 8v/114V Pos: standing >
Alas, you cannot go that way. . . .
< 178h/178H 8v/114V Pos: standing >
Alas, you cannot go that way. . . .
< 178h/178H 8v/114V Pos: standing >
On a Rocky Pass Through the Mountains
The path resumes its snake like pattern through the mountain side. There
are several dislodged rocks lying in the path. There is a small patch of moss
on the eastern wall that looks like it is almost alive. The stone walls to the
east and south loom high above you blocking out much of the light. There is a
sense of serenity on this trail as it seems to have not been touched by any
creature but the birds. The rocky train continues to the north and the rocky
ledge is to the west.
Obvious exits: -North -West
< 178h/178H 8v/114V Pos: standing >
Alas, you cannot go that way. . . .
< 178h/178H 8v/114V Pos: standing >
Rocky Trail Leading North
The path continues in its general direction and condition. There are a
few small pebbles in the path but nothing to impede easy traveling. The rocks
here are white and have been polished by the constant pounding of the various
elemental forces of nature. There is a small tuft of grass growing from the
fertile soil that has gathered in a small depression. The path continues onto
the north and south.
Obvious exits: -North -South
< 178h/178H 6v/114V Pos: standing >
Narrow Path Trough a Tight Passage
The birds have marked this part of the trail well with their waste. The
filth here is rather disgusting. There are several small rocks in the path but
they offer little resistence to casual travelers. There is a fair amount of
mud in the lower parts of the trail. There are small holes in the sheer rock
faces to your west and east that house the various birds that are common to the
mountain regions. The path continues to the north and south.
Obvious exits: -North -South
A rock lizard walks across the sides of the mountain.
A goat trots through the mountain pass.
A bright eagle with majestic feathers soars through the mountains.
< 178h/178H 3v/114V Pos: standing >
On the Edge of a Long Drop
The rocky trail has lead to this point. There is a sheer cliff face to the
north leading to an almost certain painful death. There is a lot of small rock
and stone here making footing somewhat perilous. One can see for miles over
the large canyon this ledge looks over. There is a narrow ledge that leads to
the east.
Obvious exits: -East -South -DownD
A mountain lion walks through this mountain pass.
< 178h/178H 1v/114V Pos: standing >
You're too exhausted.
< 178h/178H 2v/114V Pos: standing >
You're too exhausted.
< 178h/178H 2v/114V Pos: standing >
On a Very Narrow Ledge
This ledge is terribly narrow. It is only a few inches wide and at times
there is no ledge at all. The rock face is sheer and offers little in the way
of hand holds. The deep gorge below you seems surreal as one can see it by
looking through their own legs. One can shuffle to the west or east on this
narrow ledge.
Obvious exits: -East -West
< 178h/178H 0v/114V Pos: standing >
You're too exhausted.
< 178h/178H 0v/114V Pos: standing >
You sit down and relax.
< 178h/178H 2v/114V Pos: sitting >
You stop sitting around and lay down.
< 178h/178H 6v/114V Pos: on your ass >
< 178h/178H 9v/114V Pos: on your ass >
< 178h/178H 50v/114V Pos: on your ass >
You clamber to your feet.
< 178h/178H 51v/114V Pos: standing >
Narrow Stone Walkway
The ledge continues to be obscenely narrow. Small birds have made their
nests high above. There is a layer of bird droppings covering the small ledge
making the narrow walkway even more perilous. The rapids below in the canyon
roar with fury as they cut their path through the base of the mountains. The
snow tipped top of Mount Dravanlo looms to the north. The narrow ledge keeps
its course to the east and west.
Obvious exits: -East -West
< 178h/178H 52v/114V Pos: standing >
Narrow Ledge On the Mountainside
There is a large gap in the narrow ledge. The full four feet has to be
carefully traversed by the various hand holds that have been pounded into the
stone. The metal hand holds have been carefully placed in order to best cross
the gap. The ledge on either side of the gap is very narrow. The barely two
inches offer little more than a toe hold. The rock face to your south has very
rough and large stones jutting out and making traveling difficult. The ledge
continues on to the west or east.
Obvious exits: -East -West
< 178h/178H 49v/114V Pos: standing >
< 178h/178H 55v/114V Pos: standing >
Narrow Ledge Above a Deep Gorge
The narrow ledge is very hard to stay on. There isi only about two inches
of room for your feet but the handholds here are more numerous. Although the
hand holds offer some support it is still a very perilous situation. The
cavern floor is several hundred feet below and it's all rock. You can see
several vultures and other scavenger birds circling high above the cavern. One
could wonder whether they are circling around someone who fell off or if they
are waiting for someone currently on the ledge. The narrow walkway continues
to the west and the rockiy trail begins again to the east.
Obvious exits: -North -West
< 178h/178H 52v/114V Pos: standing >
Alas, you cannot go that way. . . .
< 178h/178H 53v/114V Pos: standing >
Rocky Trail Through the Mountains
The narrow ledge has been left behind to the west. The trail again snakes
through the mountain rock. The trail here has been cleared of all extra stones
and pebbles. The side walls aren't as high as the previous ones but they still
block out any rain or snow. To the north the trail continues onto a city wall
and to the west is the narrow ledge.
Obvious exits: -North -South
< 178h/178H 51v/114V Pos: standing >
Before the City Gates
Three large stone walls deny travel in any direction but south. The huge
stone wall to the north has a large double gate in the middle of it to deny
access to the unwanted visitors. The high stone walls to your left and right
prevent any travel or offensive trickery around the city. The stone path here
has been well maintained and cleared of extra debris. You can travel to the
south freely but need to get through the gates before you can travel north.
Obvious exits: -North# -South
< 178h/178H 48v/114V Pos: standing >
The gate seems to be closed.
< 178h/178H 48v/114V Pos: standing >
The gate seems to be closed.
< 178h/178H 49v/114V Pos: standing >
Ok.
< 178h/178H 52v/114V Pos: standing >
Hint: The 'who' command can sort players by name, level, race, class or specialization.
The Central Path of Tentro
The mountain village of Tentro opens up before you here. The splendid view
us unmatched in all of the mountain towns. The town is world reknown for its
Battle School and amazing Zoo of exotic animals. The town is currently
inhabited by a large portion of humans native to this region. The large iron
gates to the south keep out the unwanted peoples that wander through the rocky
areas surrounding the village. The mayor of this village is a noble man and
pays his village guards well. One may travel north into the village or south
back into the mountains.
Obvious exits: -North -South
An older gentleman stands guard here, protecting Tentro
< 178h/178H 50v/114V Pos: standing >
Ok.
< 178h/178H 53v/114V Pos: standing >
On the Stone Path of Tentro
This is the first large square in the mountain village of Tentro. The
city of Tentro itself is a peaceful and secluded place. It's a place of poets
and of lovers, a place of dreams and of new beginnings. There is always a
chance for a new opportunity in Tentro. There are many buildings in the town,
all densely packed together. The city is protected from the wild and deadly
creatures of the mountains by a huge city wall, constructed by a troupe of
highly skilled mountain dwarves. The streets here are paved with smooth stones
and mortar, a combination that stands up to any weather condition. There is
much to see and do in Tentro such as: attend the grand cathedral, share a pint
in the large pub, browse rare and exotic goods in the merchants tent, relax in
the bath house of Tentro, take the children to the zoo or even just watch the
people walk by in one of the many city squares. One may travel in any of the
directions from this point in the city of Tentro.
Obvious exits: -North -East -South -West
A simple fountain made of stone has been constructed here.
< 178h/178H 53v/114V Pos: standing >
A Narrow Side Street Between the City Wall and Some Buildings
This narrow side street runs between the villages protective wall and a
wide assortment of different kinds of stone buildings to the north. This small
walkway was once used only in times of war to transport both troops and water
along the cities wall. The troops were often quickly rushed to the eastern
walls where invasions were the most likely. The water was used when smarter
invaders would shoot flaming arrows over the wall and onto the wooden buildings
causing a great deal of havoc and general danger to the citizens. The road is
now used as any other road, for the transportation of goods and people. The
road is partially paved, but, for the most part, it is just paved with various
cobblestones. One may travel west to the central path or east along the wall
road.
Obvious exits: -East -West
< 178h/178H 52v/114V Pos: standing >
A Side Path Between the City Wall and Buildings
This side street runs in between the large building to the north and the
enormous city wall to the south. Although this alley is paved with stones, it
has fallen into a pitiful state. There has been a lot of trash thrown here by
both the guards who walk the wall above here and the passers by who drop any
garbage they happen to be carrying. The men and women who goven this great
town have ordered the city maintenance people to sweep the trash up against the
city wall and then covered with straw or tarps. One may travel either west or
east.
Obvious exits: -East -West
< 178h/178H 51v/114V Pos: standing >
The Southern Walk of Tentro
This small road runs parallel to the large stone barricade that protects
the mountain village. The small street is paved with well hewn stones and a
thick mortar to seal them together. The street is quite clean and well
maintained by the many village workers. There is a tight and dark alley that
heads between the buildings located to the north. The tall village wall is
to your south and it looms over twenty feet tall at this point. One may travel
to the north, east or west.
Obvious exits: -North -East -West
< 178h/178H 50v/114V Pos: standing >
The Southern Walk of Tentro
The southern walk of Tentro is a very boring place. There are no buildings
to speak of located here, just a loose assortment of shantys and of course the
southern wall of Tentro, a large and sturdy means of protection for the city.
The street itself is paved, but not well maintained. There are many large
cracks and pieces of the pavement that have been removed completely. The wall
casts its long shadow over this stret the majority of the time. Small tufts
of grass grow near the structure to the north. One may travel to the east or
south on the southern walk of Tentro.
Obvious exits: -East -West
A meek looking shaman wanders around here.
< 178h/178H 50v/114V Pos: standing >
Tentro's Southern Walkway
The southern road continues here as it travels along the city wall. The
road is covered with various forms of trash, some of which appear to have been
sitting here in the elements for months. There are some tall tufts of weeds
that grow near to the wall. Due to the fact there are so many buildings to
the north, this road is generally cool and protected from the beating power of
the sun. The road is generally full of traders and merchants, but as of late
the amount of new trade that comes in is nearly non-existant. One may travel
west or east from this point.
Obvious exits: -East -West
A loyal street sweeper of Tentro walks here doing her job
A common citizen walks through the streets here.
< 178h/178H 49v/114V Pos: standing >
A Four-Way Intersection on Green Plum Avenue
Green Plum Avenue meets two other streets at this intersection: The
southern walk of Tentro and All Saints Boulevard. This large square formed by
the converging streets is a popular place for people to hang out in. There
are many benches one may rest and converse on. Large buildings loom in three
directions and the city wall rises to the southwest, the best protection one
can have from the savage forces located outside of Tentro. Many strange smells
come from a nearby food vendor. Many scholars claim that the original wall
that surrounded Tentro was located here, the part of the village to the south
was located outside of the protective wall. That ancient wall has been long
gone and the nice intersection remains. One may travel in any direction.
Obvious exits: -North -East -South -West
An apprentice priest walks through the streets preaching his gospel.
< 178h/178H 48v/114V Pos: standing >
The Beginning of All Saints Boulevard
All Saints Boulevard was first called that because of the tendancy of the
holy priests from the cathedral was to come to this small side street and bear
witness to those who had not yet met their God. The extensive preaching that
the priests did led many of the citizens of this village out of the darkness
they once felt and gave them hope. The street has been very meticulously
cleaned by the younger members of the church as a display of respect for the
long passed-away priests. There are many nice shade trees and benches that
make this place very nice to walk around in. One may travel east or west.
Obvious exits: -East -West
< 178h/178H 47v/114V Pos: standing >
Along All Saints Boulevard
The grand boulevard continues here in front of the large merchants tent.
The tent is a large temporary structure made from thick rawhide and leather.
The tent is normally filled with merchants selling their goods from all over
the face of Duris. The large tent flap is fastened open to allow customers in
at any time of the day. Any grasses growing here have been trampled by the
steady flow of shoppers and browsers as the economy here in Tentro is very
well established. One may enter the tent to the south or travel east or west
on this particular road.
Obvious exits: -East -South -West
< 178h/178H 47v/114V Pos: standing >
The Intersection of All Saints Boulevard and Longbow Avenue
Longbow Avenue and All Saints Boulevard meet here in front of the eastern
gate of Tentro. The wall affords a great deal of safety from the wild animals
and creatures that roam on the grassy plain. There is a guards station on
either side of the large gate, proof positive of the steadfast determination
to keep Tentro a free and safe haven for those in need. There are no permanent
wooden buildings here, only stone, to prevent any fires from breaking out this
near to such an important gate. One may travel in any direction from this
point or east out of the gate and into the plain.
Obvious exits: -North -East# -South -West
A common citizen walks through the streets here.
< 178h/178H 47v/114V Pos: standing >
The gate seems to be closed.
< 178h/178H 47v/114V Pos: standing >
The gate seems to be closed.
< 178h/178H 47v/114V Pos: standing >
The gate seems to be closed.
< 178h/178H 48v/114V Pos: standing >
The gate seems to be closed.
< 178h/178H 48v/114V Pos: standing >
A commoner leaves north.
< 178h/178H 50v/114V Pos: standing >
< 178h/178H 59v/114V Pos: standing >
Ok.
< 178h/178H 62v/114V Pos: standing >
Near the Eastern Wall of Tentro
This large grassy field is a wild and untamed place. The laws of nature
apply here, where the strong survive and the weak get devoured. What lies
beyond the protective walls of Tentro can be deemed as unsafe. The prairie
grasses that grow here are untouched by both man and iron plow. The wild
nature of this field prevents any farming from taking place, its just too
risky. The field stretches off into the distance, a hill dominating the
horizon. One may travel back into Tentro through the gate to the west. One
may travel to the east or north on the plain.
Obvious exits: -North -East -West
< 178h/178H 62v/114V Pos: standing >
Ok.
< 178h/178H 64v/114V Pos: standing >
Halfling
=========================================
Halflings are remarkably small humanoids that are renowned for being goodhearted
and naive. Customarily rogues by nature, halflings are much weaker than humans,
but possess impressive dexterity, agility, and luck and often have a penchant
towards meticulousness. Unfortunately for other beings who must deal with them,
they also have a tendency toward kleptomania. They also possess infravision,
keen eyes, and recover movement quickly if their large hairy feet are not
squished into a boot.
==See also==
* Innate
* Races
* Woodseer
==Class list==
* Warrior : Swordsman, Guardian
* Ranger : Blademaster, Huntsman, Marshall
* Cleric : Zealot, Healer, Holyman
* Druid : Forest Druid, Storm Druid
* Shaman : Elementalist, Spiritualist, Animalist
* Sorcerer : Wildmage, Wizard, Shadowmage
* Conjurer : Air Magus, Water Magus, Fire Magus, Earth Magus
* Rogue : Assassin, Thief
* Mercenary : Brigand, Bounty Hunter
* Bard : Disharmonist, Scoundrel, Minstrel
* Illusionist : Magician, Dark Dreamer
* Ethermancer : Tempest Magus, Frost Magus, Star Magus
* Summoner : Controller, Mentalist, Naturalist
==Racial Statistics==
Strength : 95
Agility : 125
Dexterity : 130
Constitution: 95
Power : 80
Intelligence: 100
Wisdom : 115
Charisma : 110
Luck : 120
Karma : 100
==Racial Traits==
Combat Pulse : good
Spell Pulse : awesome
==Innate abilities==
burrow
*perception (obtained at level 11)
*quick thinker
*gamblers luck (obtained at level 26)
'*' Designates passive ability.
Halfling
=========================================
Halflings are remarkably small humanoids that are renowned for being goodhearted
and naive. Customarily rogues by nature, halflings are much weaker than humans,
but possess impressive dexterity, agility, and luck and often have a penchant
towards meticulousness. Unfortunately for other beings who must deal with them,
they also have a tendency toward kleptomania. They also possess infravision,
keen eyes, and recover movement quickly if their large hairy feet are not
squished into a boot.
==See also==
* Innate
* Races
* Woodseer
==Class list==
* Warrior : Swordsman, Guardian
* Ranger : Blademaster, Huntsman, Marshall
* Cleric : Zealot, Healer, Holyman
* Druid : Forest Druid, Storm Druid
* Shaman : Elementalist, Spiritualist, Animalist
* Sorcerer : Wildmage, Wizard, Shadowmage
* Conjurer : Air Magus, Water Magus, Fire Magus, Earth Magus
* Rogue : Assassin, Thief
* Mercenary : Brigand, Bounty Hunter
* Bard : Disharmonist, Scoundrel, Minstrel
* Illusionist : Magician, Dark Dreamer
* Ethermancer : Tempest Magus, Frost Magus, Star Magus
* Summoner : Controller, Mentalist, Naturalist
==Racial Statistics==
Strength : 95
Agility : 125
Dexterity : 130
Constitution: 95
Power : 80
Intelligence: 100
Wisdom : 115
Charisma : 110
Luck : 120
Karma : 100
==Racial Traits==
Combat Pulse : good
Spell Pulse : awesome
==Innate abilities==
burrow
*perception (obtained at level 11)
*quick thinker
*gamblers luck (obtained at level 26)
'*' Designates passive ability.
< 178h/178H 74v/114V Pos: standing >
You are not a member of any associations.
< 178h/178H 82v/114V Pos: standing >
< 178h/178H 86v/114V Pos: standing >
< 178h/178H 87v/114V Pos: standing >
On the Grassy Plain Outside of Tentro
The wall of Tentro rises high to the east preventing any invading forces
from gaining any ground within the city itself. The plain here is a wild and
untamed place, filled with uncertainty and danger for those not ready to battle
nature itself. The grasses here grow long as they have never been touched by
sickle or plow. There are many small game trails twisting and turning across
the plain, fading as they near the horizon. The wall to the west appears to
be constructed of solid stone, an impressive structure to build so close to the
frontier. One may travel to the east or south from this point.
Obvious exits: -East -South
< 178h/178H 86v/114V Pos: standing >
The Edge of a Great Wide Plain
A large and spacious field opens up before you here. The field is long and
very wide. There are many tufts of lush green grass that can be seen even at
a very great distance. The sky opens very wide above the field as there are
no trees at all to break up the skyline. One can see many miles of open prairie
to the north. One may travel to the north into the field or south out of the
entire bowl shaped area.
Obvious exits: -North -South -West
A young buffalo runs gaily through the prairie.
A wild horse stands here ready to go for a run.
A large and very shaggy buffalo grazes on the prairie.
A wild horse stands here ready to go for a run.
A large and very shaggy buffalo grazes on the prairie.
A sparrow hops about the ground here.
< 178h/178H 84v/114V Pos: standing >
1st CIRCLE:
detect magic [in spellbook]
magic missile [in spellbook]
minor creation [in spellbook]
2nd CIRCLE:
burning hands [in spellbook]
chill touch [in spellbook]
mirror image [in spellbook]
sleep [in spellbook]
3rd CIRCLE:
acidimmolate [in spellbook]
agility [in spellbook]
concealment [in spellbook]
dispel magic [in spellbook]
mage flame [in spellbook]
shocking grasp [in spellbook]
strength [in spellbook]
4th CIRCLE:
infravision [in spellbook]
levitate [in spellbook]
lightning bolt [in spellbook]
ray of enfeeblement [in spellbook]
reveal true name [in spellbook]
wall of force [in spellbook]
weapon enchantment [in spellbook]
5th CIRCLE:
coldshield [in spellbook]
conjure elemental [in spellbook]
fireshield [in spellbook]
identify [in spellbook]
sense follower [in spellbook]
slowness [in spellbook]
wall of stone [in spellbook]
6th CIRCLE:
color spray
feeblemind
minor globe of invulnerability
stone skin
teleport
wall of iron
7th CIRCLE:
airy water
cone of cold
dimension door
fireball
haste
ice storm
stornogs metamagic shroud
wall of flames
wall of ice
web
8th CIRCLE:
detect invisibility
disintegrate
globe of invulnerability
improved invisibility
prismatic spray
9th CIRCLE:
fly
gate
relocate
10th CIRCLE:
farsee
group stone skin
stornogs shimmering starshell
11th CIRCLE:
conjure greater elemental
group globe of invulnerability
prismatic cube
stornogs spheres
12th CIRCLE:
group stornogs spheres
1st CIRCLE:
detect magic [in spellbook]
magic missile [in spellbook]
minor creation [in spellbook]
2nd CIRCLE:
burning hands [in spellbook]
chill touch [in spellbook]
mirror image [in spellbook]
sleep [in spellbook]
3rd CIRCLE:
acidimmolate [in spellbook]
agility [in spellbook]
concealment [in spellbook]
dispel magic [in spellbook]
mage flame [in spellbook]
shocking grasp [in spellbook]
strength [in spellbook]
4th CIRCLE:
infravision [in spellbook]
levitate [in spellbook]
lightning bolt [in spellbook]
ray of enfeeblement [in spellbook]
reveal true name [in spellbook]
wall of force [in spellbook]
weapon enchantment [in spellbook]
5th CIRCLE:
coldshield [in spellbook]
conjure elemental [in spellbook]
fireshield [in spellbook]
identify [in spellbook]
sense follower [in spellbook]
slowness [in spellbook]
wall of stone [in spellbook]
6th CIRCLE:
color spray
feeblemind
minor globe of invulnerability
stone skin
teleport
wall of iron
7th CIRCLE:
airy water
cone of cold
dimension door
fireball
haste
ice storm
stornogs metamagic shroud
wall of flames
wall of ice
web
8th CIRCLE:
detect invisibility
disintegrate
globe of invulnerability
improved invisibility
prismatic spray
9th CIRCLE:
fly
gate
relocate
10th CIRCLE:
farsee
group stone skin
stornogs shimmering starshell
11th CIRCLE:
conjure greater elemental
group globe of invulnerability
prismatic cube
stornogs spheres
12th CIRCLE:
group stornogs spheres
< 178h/178H 96v/114V Pos: standing >
< 178h/178H 101v/114V Pos: standing >
You start chanting...
< 178h/178H 106v/114V Pos: standing >
A sparrow leaves north.
< 178h/178H 107v/114V Pos: standing >
Casting: conjure elemental ***
< 178h/178H 107v/114V Pos: standing >
Casting: conjure elemental **
< 178h/178H 108v/114V Pos: standing >
Casting: conjure elemental *
< 178h/178H 109v/114V Pos: standing >
You complete your spell...
An earth elemental forms from beneath your feet.
An earth elemental sulkily says 'Your wish is my command, master!'
An earth elemental starts following you.
< 178h/178H 111v/114V Pos: standing >
an earth elemental's skin seems to turn to stone.
< 178h/178H 112v/114V Pos: standing >
Hint: Type toggle group to let others know that you're interested in grouping.
< 178h/178H 114v/114V Pos: standing >
An earth elemental is now a member of your group.
< 178h/178H 114v/114V Pos: standing >
The Edge of a Great Wide Plain
Obvious exits: -North -South -West
An earth elemental stands here, looking like a living rock. (minion)
A young buffalo runs gaily through the prairie.
A wild horse stands here ready to go for a run.
A large and very shaggy buffalo grazes on the prairie.
A wild horse stands here ready to go for a run.
A large and very shaggy buffalo grazes on the prairie.
< 178h/178H 114v/114V Pos: standing >
Ok.
An earth elemental suddenly attacks a young buffalo!
An earth elemental's crush wounds a young buffalo.
< 178h/178H 114v/114V Pos: standing >
A young buffalo's feeble bite grazes an earth elemental.
A young buffalo's feeble bite grazes an earth elemental.
A young buffalo kicks an earth elemental in the side with a hefty roundhouse kick.
A young buffalo dodges an earth elemental's attack.
< 178h/178H 114v/114V Pos: standing >
You assist an earth elemental heroically.
You score a CRITICAL HIT!!!!!
[Damage: 5 ] Your fine bludgeon wounds a young buffalo.
< 178h/178H 114v/114V Pos: standing >
< T: earth TP: sta TC:few scratches E: young sta EP: few scratches >
You miss a young buffalo.
< 178h/178H 114v/114V Pos: standing >
< T: earth TP: sta TC:few scratches E: young sta EP: few scratches >
Excuse me?
< 178h/178H 114v/114V Pos: standing >
< T: earth TP: sta TC:few scratches E: young sta EP: few scratches >
Excuse me?
< 178h/178H 114v/114V Pos: standing >
< T: earth TP: sta TC:few scratches E: young sta EP: few scratches >
Sorry, you spelled it wrong!
< 178h/178H 114v/114V Pos: standing >
< T: earth TP: sta TC:few scratches E: young sta EP: few scratches >
Sorry, typo, try again!
< 178h/178H 114v/114V Pos: standing >
< T: earth TP: sta TC:few scratches E: young sta EP: few scratches >
You ok??
< 178h/178H 114v/114V Pos: standing >
< T: earth TP: sta TC:few scratches E: young sta EP: few scratches >
A young buffalo's feeble bite grazes an earth elemental.
A young buffalo's feeble bite grazes an earth elemental.
An earth elemental misses a young buffalo.
An earth elemental's crude crush wounds a young buffalo.
< 178h/178H 114v/114V Pos: standing >
< T: earth TP: sta TC:few scratches E: young sta EP: few scratches >
A young buffalo dodges your futile attack.
< 178h/178H 114v/114V Pos: standing >
< T: earth TP: sta TC:few scratches E: young sta EP: few scratches >
You start chanting...
< 178h/178H 114v/114V Pos: standing >
< T: earth TP: sta TC:few scratches E: young sta EP: few scratches >
A young buffalo's feeble bite grazes an earth elemental.
A young buffalo's feeble bite grazes an earth elemental.
An earth elemental's crude crush wounds a young buffalo.
< 178h/178H 114v/114V Pos: standing >
< T: earth TP: sta TC:few scratches E: young sta EP: few scratches >
Casting: lightning bolt
< 178h/178H 114v/114V Pos: standing >
< T: earth TP: sta TC:few scratches E: young sta EP: few scratches >
You complete your spell...
[Damage: 55 ] The lightning bolt hits a young buffalo with full impact.
< 178h/178H 114v/114V Pos: standing >
< T: earth TP: sta TC:few scratches E: young sta EP: few wounds >
A young buffalo dodges your futile attack.
< 178h/178H 114v/114V Pos: standing >
< T: earth TP: sta TC:few scratches E: young sta EP: few wounds >
A wild horse leaves north.
You start chanting...
You feel your skill in quick chant improving.
< 178h/178H 114v/114V Pos: standing >
< T: earth TP: sta TC:few scratches E: young sta EP: few wounds >
You complete your spell...
[Damage: 43 ] The lightning bolt hits a young buffalo with full impact.
< 178h/178H 114v/114V Pos: standing >
< T: earth TP: sta TC:few scratches E: young sta EP: few wounds >
A large buffalo leaves north.
< 178h/178H 114v/114V Pos: standing >
< T: earth TP: sta TC:few scratches E: young sta EP: few wounds >
A young buffalo's bite grazes an earth elemental.
A young buffalo misses an earth elemental.
A young buffalo kicks an earth elemental in the foot, causing an earth elemental to hop around in pain.
A young buffalo dodges an earth elemental's attack.
You start chanting...
< 178h/178H 114v/114V Pos: standing >
< T: earth TP: sta TC:few scratches E: young sta EP: few wounds >
You complete your spell...
[Damage: 37 ] The lightning bolt hits a young buffalo with full impact.
< 178h/178H 114v/114V Pos: standing >
< T: earth TP: sta TC:few scratches E: young sta EP: nasty wounds >
You start chanting...
< 178h/178H 114v/114V Pos: standing >
< T: earth TP: sta TC:few scratches E: young sta EP: nasty wounds >
A young buffalo's weak bite grazes an earth elemental.
A young buffalo's feeble bite grazes an earth elemental.
An earth elemental misses a young buffalo.
An earth elemental misses a young buffalo.
< 178h/178H 114v/114V Pos: standing >
< T: earth TP: sta TC:few scratches E: young sta EP: nasty wounds >
You complete your spell...
[Damage: 29 ] The lightning bolt hits a young buffalo with full impact.
A young buffalo dodges your futile attack.
< 178h/178H 114v/114V Pos: standing >
< T: earth TP: sta TC:few scratches E: young sta EP: pretty hurt >
A young buffalo's bite grazes an earth elemental.
A young buffalo's bite wounds an earth elemental.
An earth elemental misses a young buffalo.
< 178h/178H 114v/114V Pos: standing >
< T: earth TP: sta TC:few scratches E: young sta EP: pretty hurt >
You start chanting...
< 178h/178H 114v/114V Pos: standing >
< T: earth TP: sta TC:few scratches E: young sta EP: pretty hurt >
You complete your spell...
[Damage: 38 ] The lightning bolt hits a young buffalo with full impact.
< 178h/178H 114v/114V Pos: standing >
< T: earth TP: sta TC:few scratches E: young sta EP: awful >
You don't have that spell memorized.
< 178h/178H 114v/114V Pos: standing >
< T: earth TP: sta TC:few scratches E: young sta EP: awful >
A young buffalo's decent bite wounds an earth elemental.
A young buffalo's fine bite strikes an earth elemental.
An earth elemental misses a young buffalo.
< 178h/178H 114v/114V Pos: standing >
< T: earth TP: sta TC: small wounds E: young sta EP: awful >
A young buffalo dodges your futile attack.
< 178h/178H 114v/114V Pos: standing >
< T: earth TP: sta TC: small wounds E: young sta EP: awful >
A wild horse leaves north.
An earth elemental dodges a young buffalo's attack.
A young buffalo kicks an earth elemental in the foot, causing an earth elemental to hop around in pain.
A young buffalo dodges an earth elemental's attack.
< 178h/178H 114v/114V Pos: standing >
< T: earth TP: sta TC: small wounds E: young sta EP: awful >
You start chanting...
< 178h/178H 114v/114V Pos: standing >
< T: earth TP: sta TC: small wounds E: young sta EP: awful >
You complete your spell...
[Damage: 11 ] You chill a young buffalo.
< 178h/178H 114v/114V Pos: standing >
< T: earth TP: sta TC: small wounds E: young sta EP: awful >
You miss a young buffalo.
< 178h/178H 114v/114V Pos: standing >
< T: earth TP: sta TC: small wounds E: young sta EP: awful >
You start chanting...
< 178h/178H 114v/114V Pos: standing >
< T: earth TP: sta TC: small wounds E: young sta EP: awful >
You complete your spell...
[Damage: 23 ] You chill a young buffalo. Remember to put flowers on his grave.
A young buffalo is dead! R.I.P.
You receive your share of experience.
The smell of fresh blood enters your body, infusing you with power!
You feel a carnal satisfaction as a young buffalo's gurgling and choking signals his demise.
< 178h/178H 114v/114V Pos: standing >
an earth elemental's skin seems to turn to stone.
< 178h/178H 114v/114V Pos: standing >
A Troll's powerful pierce seriously wounds you.
OUCH! That really did HURT!
< 143h/178H 114v/114V Pos: standing >
< T: Nirolc TP: sta TC: small wounds E: A Troll sta EP: excellent >
You're too busy fighting to be pulling things out of bags!
< 143h/178H 114v/114V Pos: standing >
< T: Nirolc TP: sta TC: small wounds E: A Troll sta EP: excellent >
A Troll tackles you square in the chest knocking the wind out of you!
You suddenly don't have the energy to fight!
< 143h/178H 114v/114V Pos: sitting >
< T: Nirolc TP: sit TC: small wounds E: A Troll sta EP: excellent >
A Drow Elf snaps into visibility.
< 143h/178H 114v/114V Pos: sitting >
< T: Nirolc TP: sit TC: small wounds E: A Troll sta EP: excellent >
A Drow Elf completes his spell...
A Drow Elf utters the words 'abrauztg gpahhzfuio uqzbarr'
A Drow Elf points at you.
As a Drow Elf's iceball shatters in your face, you swear you hear taps..
Your tiger thigh bone [superior] freezes and shatters into million pieces from the intense cold!
Your twined leather bodycloak from Rift Valley Jungle freezes and shatters into million pieces from the intense cold!
Your light blue scarf freezes and shatters into million pieces from the intense cold!
Your brutal dragonscale pants from Mitashi - Capital City of the Jade Empire freezes and shatters into million pieces from the intense cold!
Your fragile glass stud freezes and shatters into million pieces from the intense cold!
Your transparent ectoplasmatic belt freezes and shatters into million pieces from the intense cold!