The death of [23 Conjurer] Taselis (Grey Elf)

in The Northeastern Corner of the Court of the Icess

from the perspective of [23 Conjurer] Taselis (Grey Elf)

<worn on head>       a shimmering granite hood
<worn on eyes>       a legendary limestone eyepatch
<worn in ear>        a birdfeather earring
<worn in ear>        a pair of silver earrings with red rubies
<worn on face>       a fanged jaw piece
<worn around neck>   an icy iron choker from Rift Valley Jungle
<worn on body>       some robes of sand weaving
<worn about body>    a hardened copper cloak
<worn on back>       an eagle feather backpack (illuminating)
<worn as quiver>     a gleaming leather quiver from Rift Valley Jungle
<worn on belt buckle>a burnt out brazier long past forgotten (glowing)
<attached to belt>   a stylish limestone belt buckle
<attached to belt>   a rugged adventurers satchel (illuminating)
<worn on arms>       a pair of worn leather sleeves
<worn around wrist>  some enchanted wristguards
<worn around wrist>  a cracked bone wristguard from Rift Valley Jungle
<worn on hands>      some dark bronze talons from The City of Winterhaven
<worn on finger>     a gold ring with diamonds (illuminating)
<primary weapon>     a skin-wrapped emerald scythe
<worn on legs>       some unearthly granite pants from The Prisons of Carthapia
<worn on feet>       some pitted granite moccasins

A rogue coyote searches for scraps.

< 175h/175H 73v/148V Pos: standing >
The coyote enters from below.

< 175h/175H 73v/148V Pos: standing >
The coyote suddenly attacks YOU!
The coyote misses you.

< 175h/175H 73v/148V Pos: standing >
< T: Taselis TP: sta TC:excellent E: coyote sta EP: excellent >
 The coyote suddenly attacks YOU!
The coyote misses you.

< 175h/175H 73v/148V Pos: standing >
< T: Taselis TP: sta TC:excellent E: coyote sta EP: excellent >
 You start chanting...

< 175h/175H 73v/148V Pos: standing >
< T: Taselis TP: sta TC:excellent E: coyote sta EP: excellent >
 Casting: chill touch 

< 175h/175H 73v/148V Pos: standing >
< T: Taselis TP: sta TC:excellent E: coyote sta EP: excellent >
 You complete your spell...
[Damage: 23 ] You chill the coyote.
The chilling cold causes the coyote to stammer, apparently weakened.

< 175h/175H 73v/148V Pos: standing >
< T: Taselis TP: sta TC:excellent E: coyote sta EP:  bleeding, close to death >
 The coyote dodges your futile attack.

< 175h/175H 73v/148V Pos: standing >
< T: Taselis TP: sta TC:excellent E: coyote sta EP:  bleeding, close to death >
 You dodge the coyote's vicious attack.
The coyote misses you.

< 175h/175H 73v/148V Pos: standing >
< T: Taselis TP: sta TC:excellent E: coyote sta EP:  bleeding, close to death >
 You dodge the coyote's vicious attack.
The coyote misses you.

< 175h/175H 73v/148V Pos: standing >
< T: Taselis TP: sta TC:excellent E: coyote sta EP:  bleeding, close to death >
 [Damage:  1 ] Your weak slash strikes the coyote very hard.
The coyote is stunned!
The coyote laughs at your feeble attempt to kick him from behind.

< 175h/175H 73v/148V Pos: standing >
< T: Taselis TP: sta TC:excellent E: coyote sta EP:  bleeding, close to death >
 You dodge the coyote's vicious attack.
The coyote misses you.
You dodge the coyote's vicious attack.
You dodge the coyote's vicious attack.

< 175h/175H 73v/148V Pos: standing >
< T: Taselis TP: sta TC:excellent E: coyote sta EP:  bleeding, close to death >
 The coyote dodges your futile attack.

< 175h/175H 73v/148V Pos: standing >
< T: Taselis TP: sta TC:excellent E: coyote sta EP:  bleeding, close to death >
 You dodge the coyote's vicious attack.
The coyote stumbles, hitting himself!
The coyote suddenly attacks YOU!
The coyote misses you.
You dodge the coyote's vicious attack.
The coyote misses you.
You start chanting...

< 175h/175H 73v/148V Pos: standing >
< T: Taselis TP: sta TC:excellent E: coyote sta EP:  bleeding, close to death >
 Casting: chill touch 

< 175h/175H 73v/148V Pos: standing >
< T: Taselis TP: sta TC:excellent E: coyote sta EP:  bleeding, close to death >
 You complete your spell...
[Damage: 24 ] You chill the coyote.  Remember to put flowers on his grave.
The coyote is dead! R.I.P.
You receive your share of experience.
You feel a carnal satisfaction as the coyote's gurgling and choking signals his demise.

< 175h/175H 73v/148V Pos: standing >
It appears to be the corpse of the coyote.
Nothing.

< 175h/175H 73v/148V Pos: standing >
the corpse of the coyote does not contain the coins.

< 175h/175H 73v/148V Pos: standing >
You stop using a rugged adventurers satchel.

< 175h/175H 73v/148V Pos: standing >
Into what?

< 175h/175H 73v/148V Pos: standing >
You don't have anything to put in it.

< 175h/175H 73v/148V Pos: standing >
Into what?

< 175h/175H 73v/148V Pos: standing >
You attach a rugged adventurers satchel to your belt.
It glows brightly.

< 175h/175H 74v/148V Pos: standing >
The coyote misses you.
The coyote misses you.
Sorry, you aren't allowed to do that in combat.

< 175h/175H 74v/148V Pos: standing >
< T: Taselis TP: sta TC:excellent E: coyote sta EP: excellent >
 Sorry, you aren't allowed to do that in combat.

< 175h/175H 74v/148V Pos: standing >
< T: Taselis TP: sta TC:excellent E: coyote sta EP: excellent >
 The coyote dodges your futile attack.

< 175h/175H 74v/148V Pos: standing >
< T: Taselis TP: sta TC:excellent E: coyote sta EP: excellent >
 You start chanting...

< 175h/175H 74v/148V Pos: standing >
< T: Taselis TP: sta TC:excellent E: coyote sta EP: excellent >
 You complete your spell...
[Damage:  3 ] You watch with self-pride as the magic missile hits the coyote.
[Damage:  3 ] You watch with self-pride as the magic missile hits the coyote.
[Damage:  3 ] You watch with self-pride as the magic missile hits the coyote.
[Damage:  3 ] You watch with self-pride as the magic missile hits the coyote.
[Damage:  3 ] You watch with self-pride as the magic missile hits the coyote.

< 175h/175H 74v/148V Pos: standing >
< T: Taselis TP: sta TC:excellent E: coyote sta EP:  nasty wounds >
 You dodge the coyote's vicious attack.
The coyote misses you.

< 175h/175H 74v/148V Pos: standing >
< T: Taselis TP: sta TC:excellent E: coyote sta EP:  nasty wounds >
 Hint: At level 30 you get the option to adopt a class specialization if you choose.  Check the help files for your class to see what's available.

< 175h/175H 74v/148V Pos: standing >
< T: Taselis TP: sta TC:excellent E: coyote sta EP:  nasty wounds >
 The coyote dodges your futile attack.
You start chanting...

< 175h/175H 74v/148V Pos: standing >
< T: Taselis TP: sta TC:excellent E: coyote sta EP:  nasty wounds >
 Casting: chill touch 

< 175h/175H 74v/148V Pos: standing >
< T: Taselis TP: sta TC:excellent E: coyote sta EP:  nasty wounds >
 You complete your spell...
[Damage: 22 ] You chill the coyote.  Remember to put flowers on his grave.
The coyote is dead! R.I.P.
You receive your share of experience.
You feel a carnal satisfaction as the coyote's gurgling and choking signals his demise.

< 175h/175H 74v/148V Pos: standing >
It appears to be the corpse of the coyote.
Nothing.

< 175h/175H 74v/148V Pos: standing >
the corpse of the coyote does not contain the coins.

< 175h/175H 74v/148V Pos: standing >
You stop using a rugged adventurers satchel.

< 175h/175H 74v/148V Pos: standing >
Into what?

< 175h/175H 74v/148V Pos: standing >
You don't have anything to put in it.

< 175h/175H 74v/148V Pos: standing >
Into what?

< 175h/175H 74v/148V Pos: standing >
You attach a rugged adventurers satchel to your belt.
It glows brightly.

< 175h/175H 75v/148V Pos: standing >
Nearing the Edge Of the Ice Flow
Obvious exits: -North -Down
A few drops of fresh blood are scattered around the area.
[2] The corpse of the coyote is lying here.

< 175h/175H 75v/148V Pos: standing >
Bend In the Path Around the Ice Flow
   This is the northern end of the ice flow.  The path continues east 
towards the cliff face and south around the ice flow.  The trail starts to 
look more like a road again here, and the going gets a little easier.  The ice 
flow appears to be quite dirty at this end, and there are many stones and 
large rocks near the surface of the ice, though mud and dirt blocks sight any 
deeper into the ice.  The corpse of a huge pack horse lies on the trail here.  
The animal has a visibly broken front leg and bears a massive gash to the 
neck, presumably a mercy blow. Blood from the neck wound forms a morbid frozen 
puddle next to the body.
Obvious exits: -East -South
The bloody and mangled corpse of a pack horse lies still.

< 175h/175H 74v/148V Pos: standing >
Alas, you cannot go that way. . . .

< 175h/175H 75v/148V Pos: standing >
Alas, you cannot go that way. . . .

< 175h/175H 75v/148V Pos: standing >
Alas, you cannot go that way. . . .

< 175h/175H 75v/148V Pos: standing >
Alas, you cannot go that way. . . .

< 175h/175H 76v/148V Pos: standing >
The Road Alongside the Cliff Face
   Wagon tracks are visible here on the road.  The trail is now once again a 
well kept road and no more obstructions bar the way.  The cliffs lie directly 
to the east and the ice flow to the south and southwest.  The going is much 
easier here, and the ice flow provides some shelter from the winds.  The road 
continues up and to the north.
Obvious exits: -West -Up

< 175h/175H 75v/148V Pos: standing >
Alas, you cannot go that way. . . .

< 175h/175H 75v/148V Pos: standing >
Alas, you cannot go that way. . . .

< 175h/175H 75v/148V Pos: standing >
Alas, you cannot go that way. . . .

< 175h/175H 76v/148V Pos: standing >
Alas, you cannot go that way. . . .

< 175h/175H 76v/148V Pos: standing >
A Steep Rise In the Road Along the Cliff Face
   The road rises sharply again, making the travel very straining.  The face 
of the rock here takes on a shiny reflective surface, and a vein of a
different rock streaks through from high on the right to way down below the 
surface of the ground on the left.  The ground falls away to the west down 
into a vale that forms between the northern section of cliff ahead, and the 
hill this road lies on.  The clouds appear to be very close now, and the top 
of the cliffs start to peek through.
Obvious exits: -Up -Down

< 175h/175H 75v/148V Pos: standing >
A Steep Rise In the Road Along the Cliff Face
   The grade continues to rise in angle, making the climb progressively 
difficult.  Neat little piles of debris and snow are lined up against the 
rocks; another sign of maintenance  The mineral streak in the rock face 
becomes more pronounced here, making for a dazzling display when the bright 
winter sun is out.  The sheltered vale below no doubt provides a home for a 
wide variety of creatures, a wise traveler would be wary.  A light grey mist 
snals the start of the clouds, and foreshadows the top of the cliffs.
Obvious exits: -Up -Down
A snowfox waits patiently for hapless prey to wander by.

< 175h/175H 74v/148V Pos: standing >
A Landing Near the Top of the Cliffs
   This area forms a landing between an upward grade and a short jaunt to the 
east.  The road travels east and down in a southerly direction here. The 
ground sweeps away to the west down into the vale.  The cliffs peak is very 
close now, it looks like the top could be reached in a few minutes from here.  
The view of the surrounding countryside is obscured by a cloud  that hovers 
over the road like a canopy  The road leads east and down to the south.
Obvious exits: -East -Down

< 175h/175H 72v/148V Pos: standing >
Alas, you cannot go that way. . . .

< 175h/175H 72v/148V Pos: standing >
The snowfox enters from below.

< 175h/175H 74v/148V Pos: standing >
The Final Rise To the Top
   This section of the well kept road leads up and to the north, and appears 
to be the last stretch before the summit of the Ice Crag Cliffs.  To the west 
is almost a straight drop now, as the edge of the hill this road lies on pulls 
closer.  The vale below is no longer visible; it is hidden by a thick cloud 
cover.  The road has begun to take on more uniformity here, and appears to be 
groomed on a regular basis.  The scrub brush growing out of the cliff face has 
been cut away and the cliff face cleaned of dirt and ice for several tens of 
feet off the ground.  Leading upward and north, the road continues.
Obvious exits: -West -Up

< 175h/175H 72v/148V Pos: standing >
Just Beneath the Edge
   The edge of the cliffs is now completely visible.  Just beyond this stretch 
is the top at long last.  Looking back down to the south, it's amazing how 
fast the road climbs.  The clouds are so close, they obscure the drop into the 
vale below.  If one were not aware of the drop, it's quite conceivable that 
one could fall in.  Perfection is the only way to describe the landscaping of 
the road from here on out.  The snow and ice are clean swept from the road, 
aside from the inch or two from the last hour, and the face of the rock is 
free of ice and scrub.  Leading upward and north, the road reaches the summit.
Obvious exits: -Up -Down

< 175h/175H 72v/148V Pos: standing >
The Edge of Ice Crag Cliffs
   Being so high, this vantage point allows one to see past the cloud cover 
directly below.  The view is just short of infinite, but beyond fantastic.  
Mt. Gandar looms imperiously to the south, and if it weren't for mortal 
limitations, the Calimshan Desert would be visible past that.  Skeldrach lake 
shines a deep black in the foreground of Gandar.  To the north the cliffs 
surface appears to be a vast wasteland of ice and snow, except for the 
magnificent castle in the middle of perfect nothingness.  Leading towards the 
castle lies an immaculate road of stone laid in a carved ice path.  Flags line 
the sides of the road bearing a symbol, but they are to far away to determine 
what it is.
Obvious exits: -North -Down

< 175h/175H 72v/148V Pos: standing >
Alas, you cannot go that way. . . .

< 175h/175H 72v/148V Pos: standing >
Alas, you cannot go that way. . . .

< 175h/175H 73v/148V Pos: standing >
Alas, you cannot go that way. . . .

< 175h/175H 73v/148V Pos: standing >
An Immaculate Road Carved Through the Ice
   The path leading towards the castle is obviously maintained on a daily 
basis.  The snow has been swept off the path, and the ice chipped away to make 
it easy to walk over.  The stones that line the ground here have been inset 
into the ice and then glossed over with water to fill the gaps in between.  
The workmanship is comparable to the best dwarven masonry.  Flags fly from 
ashen posts in the snow every twenty feet.  Very clearly, the symbol of Auril, 
the Frostmaiden, can be seen embroidered on each flag, a perfectly symmetrical 
snowflake on a brilliant blue diamond background.  The road leads northward 
towards the castle, and south to the edge of the Ice Crag Cliffs.
Obvious exits: -North -South

< 175h/175H 73v/148V Pos: standing >
An Immaculate Road Carved Through the Ice
   Why anyone would build such a castle in isolation as intense as this is 
beyond logic and rational.  Obviously the inhabitant is veralthy and not 
to mention quite loyal to Auril judging from the flags.  A large path has been 
trodden down the side of the road in the snow.  It looks as though a large 
group of people have been walking back and forth next to the road.  Why they 
chose to walk in the snow rather than on the road is not apparent.  The road 
leads northward towards the castle, and south to the edge of the Ice Crag 
Cliffs.
Obvious exits: -North -South

< 175h/175H 73v/148V Pos: standing >
Approaching the Castle
   It was not clear from the edge of the cliffs exactly how large the castle 
truly is, as there is nothing on the horizon with which to compare.  The walls 
of the structure must be blindingly bright in the winter sun, as they are 
constructed with brilliant white transluscent stone.  If the setting were 
different, high on a lush green hillside perhaps, the castle might be a 
breathtaking sight.  But here, in the grip of the frostmaiden, it prompts one 
to pull up the fur against the cold abrasive winter gusts.  The only comfort 
the sight of the castle provides is the promise of warmth, though one has to 
wonder if it might not be warmer, and safer, out here.  The road leads 
northward onto a bridge, and south to the edge of the Ice Crag Cliffs.
Obvious exits: -North -South

< 175h/175H 72v/148V Pos: standing >
An Arch of Solid Ice Crossing a Strange Moat
   A deep blue emanates from inside the arch, somewhere near the center, 
pulsing in unison with some unseen heart.  The arch itself stems out of the 
ice and snow on either side of the moat.  Its approximately ten feet thick at 
the ends where it attaches to the land, and amazingly enough, only six inches 
thick in the middle.  The ice is very slippery and it takes a lot of effort 
to cross the bridge safely.  Below the arch, even though the ground appears 
to be flat here, the icy waters of the moat rush past from left to right in a 
horrifying torrent of ice and mist.  The water is clean and clear, however the 
bottom of the moat is not visible.  A huge set of double doors can be seen to 
the north.  The immaculate road leads south towards the edge of the cliffs.
Obvious exits: -North -South
A warmly dressed sentry obediantly follows the Sergeant.(Red Aura)
A warmly dressed sentry obediantly follows the Sergeant.(Red Aura)
An exhausted sentry reluctantly follows the Sergeant.(Red Aura)
(Q)The sergeant effectively leads his patrol in search of intruders.(Red Aura)
An exhausted sentry reluctantly follows the Sergeant.(Red Aura)

< 175h/175H 71v/148V Pos: standing >
Before the Doors of Ice Crag Castle
   The majestic double doors bearing the symbol of Auril are closed and have 
no obvious keyhole.  The grand doors open towards the bridge presumably for 
security purposes.  Giant iron pins form the hinges connected directly to the 
iron frame work of the door, which in turn is fastened to the stone by smaller 
iron shafts driven through the frame and into the wall.  The stonework is as 
impressive as the walkway that leads up to the castle.  Each stone set on the 
one below with precision to make sure no ledges are formed which could be used 
as hand holds to climb with.  The wall rises perhaps thirty feet into the 
bleak gray sky above.  On each of the two visible corners there are towers 
that rise a few floors above the rest of the castle.  All around the top of 
the castle, waving proudly from parapets of stone, fly banners and flags also 
bearing the symbol of Auril, the Frostmaiden.
Obvious exits: -North# -South
An engraved plaque is embedded in the doors.

< 175h/175H 69v/148V Pos: standing >
The double seems to be closed.

< 175h/175H 69v/148V Pos: standing >
The double seems to be closed.

< 175h/175H 69v/148V Pos: standing >
It seems to be locked.

< 175h/175H 73v/148V Pos: standing >
The double seems to be closed.

< 175h/175H 73v/148V Pos: standing >
You say in elven 'auril'
The double begins to hum, then glow brightly.
A magical force unlocks the double.

< 175h/175H 78v/148V Pos: standing >
Ok.

< 175h/175H 79v/148V Pos: standing >
The Southern End of the Grand Foyer
   A morbid grayish-black light descends upon this cavernous room, from a 
grotesque bone chandelier, like a fog rolling out of the foothills of the 
Spine mountains.  The lighting seems backwards, as if the room were already 
lit, and the flame was throwing darkness.  The chandelier hangs high in the 
ceiling above the fountain in the center of the foyer.  The floor is a bright 
blue, somewhat dulled by the grim lighting, with strange white lines 
intersecting at all sorts of geometric angles.  The cathedral ceiling rises 
all the way to what appears to be the roof of the castle itself.  It starts 
lower on the sides and rises to a domed zenith where the vile light source 
resides.  To the north a fountain sits in the center of the room, and to
either side the foyer continues.
Obvious exits: -North -East -South -West
(Q)A meekly dressed servant of the castle lowers her head in your presence.

< 175h/175H 79v/148V Pos: standing >
Ok.

< 175h/175H 80v/148V Pos: standing >
You quickly scan the area.
A guest of the banquet who is close by to your west.

< 175h/175H 82v/148V Pos: standing >
You start chanting...

< 175h/175H 84v/148V Pos: standing >
Casting: conjure elemental *

< 175h/175H 86v/148V Pos: standing >
A servant leaves west.

< 175h/175H 87v/148V Pos: standing >
Casting: conjure elemental 

< 175h/175H 88v/148V Pos: standing >
You complete your spell...
A gust of wind solidifies into an air elemental.
An air elemental sulkily says 'Your wish is my command, master!'
An air elemental starts following you.

< 175h/175H 88v/148V Pos: standing >
Ok.
An air elemental says in elven 'I have 223 (223) hits, and 156 (156) movement points.'

< 175h/175H 92v/148V Pos: standing >

		Score information for Taselis

Level: 23   Race: Grey Elf   Class: Conjurer Sex: Male
Hit points: 175(175)  Moves: 93(148)
Coins carried:    0 platinum     0 gold     0 silver     0 copper
Coins in bank:   35 platinum   472 gold     3 silver     0 copper
Playing time: 1 days / 6 hours/ 32 minutes
Received data: 0.0986 MB this session.
Send data:     0.0019 MB this session.
Compression ratio: 83%
83%
Followers:
   an air elemental
Status:  Standing.
Epic points(total): 0(0)
Epic Bonus: No Epic Bonus (0.00%)
Frags:   +0.00   Deaths:   2
Detecting:       Evil Good Life Heat
Protected from:  Low Circle spells
Protected by:    Slow Poison
Enchantments:    Armor Levitation
Bartender Quests Remaining: 8
Combat Pulse:   17 Spell Pulse:  0.82 
Leaderboard Points:  229 

Active Spells:
--------------
Auctions Disabled (2 minutes)
levitate (14 minutes)
sense follower (4 minutes)
armor (3 minutes)
bless (8 minutes)
accelerated healing (26 minutes)


< 175h/175H 93v/148V Pos: standing >
The Southern End of the Grand Foyer
Obvious exits: -North -East -South# -West
An air elemental is here looking like a small living tornado. (minion) 

< 175h/175H 93v/148V Pos: standing >
An air elemental is now a member of your group.

< 175h/175H 96v/148V Pos: standing >
An air elemental fades from your mortal viewing...

< 175h/175H 97v/148V Pos: standing >
The Southwestern Corner of the Grand Foyer
   Fancy wrought iron benches dominate this corner of the Foyer, where the
grey light starts to lose its power.  The giant benches are covered in swirls
and loops, with all manner of little demons and devils formed into the spires
of the backrests.  Painted in dark icy blue, they are a vulgar contrast from
the rest of the dull scene.  There appears to be a fountain in the center of
the foyer, but what form it takes is difficult to tell in this awful lighting.
To the north and the east the foyer continues, and to the west is a door with
a small barred window in it.
Obvious exits: -North -East -West#
(Q)A meekly dressed servant of the castle lowers her head in your presence.
An impatient guest of the Banquet paces, awaiting the start of the festivities.(Red Aura)
An air elemental enters from the east.

< 175h/175H 97v/148V Pos: standing >
A guest of the banquet leaves north.

< 175h/175H 98v/148V Pos: standing >
   She is a small human female that is probably the wife of one of the
Guard's Walk patrolmen.  Dressed in unimpressive clothes, she is no
different than servants around the world.
A servant appears to be Humanoid and is in excellent condition.
He's medium in size.

<worn on body>       a meek brown dress

< 175h/175H 101v/148V Pos: standing >
Autosaving...

< 175h/175H 102v/148V Pos: standing >
The Southern End of the Grand Foyer
   A morbid grayish-black light descends upon this cavernous room, from a 
grotesque bone chandelier, like a fog rolling out of the foothills of the 
Spine mountains.  The lighting seems backwards, as if the room were already 
lit, and the flame was throwing darkness.  The chandelier hangs high in the 
ceiling above the fountain in the center of the foyer.  The floor is a bright 
blue, somewhat dulled by the grim lighting, with strange white lines 
intersecting at all sorts of geometric angles.  The cathedral ceiling rises 
all the way to what appears to be the roof of the castle itself.  It starts 
lower on the sides and rises to a domed zenith where the vile light source 
resides.  To the north a fountain sits in the center of the room, and to
either side the foyer continues.
Obvious exits: -North -East -South# -West
An air elemental enters from the west.

< 175h/175H 104v/148V Pos: standing >
The Southeastern Corner of the Grand Foyer
   The geometric white lines start to become more sparce, here in the corner
of the foyer.  There are several wrought iron benches formed in the gothic
style against the east and south walls.  Painted in ice blue, they stand out
in the dim grey light.  Portraits of several famous faces hang on the south
wall above the benches, a testament to the people who have visited the castle.
To the north and the west the foyer continues, and to the east is a door with
a small barred window in it.
Obvious exits: -North -East# -West
An air elemental enters from the west.

< 175h/175H 103v/148V Pos: standing >
The Eastern End of the Grand Foyer
   A large and terribly garish wall hanging takes up a large portion of the 
east wall here.  A deep, soft, purple knap with black and teal characters make 
up the surface.  It is much like the carpet across the foyer, in that its 
oriental in design.  What it means or symbolizes is not clear, but it makes 
for quite a beautiful sight.  A particularly large wall mural dominates the 
foyer to the north.  To the west a fountain sits in the center of the room, 
and to the north and south the foyer continues.
Obvious exits: -North -South -West
You sense a lifeform nearby.
An air elemental enters from the south.

< 175h/175H 105v/148V Pos: standing >
You don't find anything you didn't see before.

< 175h/175H 109v/148V Pos: standing >
You don't find anything you didn't see before.

< 175h/175H 113v/148V Pos: standing >
Hint: You can turn off room descriptions with 'toggle brief', but you might miss some zone clues.
You don't find anything you didn't see before.

< 175h/175H 118v/148V Pos: standing >
You sit down and relax.

< 175h/175H 122v/148V Pos: sitting >
You have memorized the following spells:
( 5th circle)  1 - coldshield
               1 - sense follower
( 4th circle)  3 - lightning bolt
               1 - ray of enfeeblement
               1 - levitate
( 3rd circle)  4 - shocking grasp
               2 - acidimmolate
( 2nd circle)  3 - burning hands
( 1st circle)  5 - magic missile

And you are currently memorizing the following spells:
   16 seconds:  ( 5th) wall of stone
   24 seconds:  ( 1st) magic missile
   31 seconds:  ( 1st) magic missile
   42 seconds:  ( 2nd) chill touch
   52 seconds:  ( 2nd) chill touch
   63 seconds:  ( 2nd) chill touch
   70 seconds:  ( 1st) magic missile
   81 seconds:  ( 2nd) chill touch
   98 seconds:  ( 5th) conjure elemental

You can memorize no more spells.
You continue your study.

< 175h/175H 123v/148V Pos: sitting >
You start meditating...

< 175h/175H 123v/148V Pos: sitting >
You feel your skill in meditate improving.
You have finished memorizing wall of stone.

< 175h/175H 148v/148V Pos: sitting >
You have finished memorizing magic missile.

< 175h/175H 148v/148V Pos: sitting >
You have finished memorizing magic missile.

< 175h/175H 148v/148V Pos: sitting >
You have finished memorizing chill touch.

< 175h/175H 148v/148V Pos: sitting >
You have finished memorizing chill touch.

< 175h/175H 148v/148V Pos: sitting >
You have finished memorizing chill touch.

< 175h/175H 148v/148V Pos: sitting >
You have finished memorizing magic missile.

< 175h/175H 148v/148V Pos: sitting >
You have finished memorizing chill touch.

< 175h/175H 148v/148V Pos: sitting >
Hint: The 'who' command can sort players by name, level, race, class or specialization.

< 175h/175H 148v/148V Pos: sitting >
You have finished memorizing conjure elemental.
Your studies are complete.

< 175h/175H 148v/148V Pos: sitting >
You clamber to your feet.

< 175h/175H 148v/148V Pos: standing >
The Eastern End of the Grand Foyer
Obvious exits: -North -South -West
*An air elemental is here looking like a small living tornado. (minion) 

< 175h/175H 148v/148V Pos: standing >
The Northeastern Corner of the Grand Foyer
   The giant mural here on the wall to the north, is visible from all parts of 
the foyer.  Its granduer is staggering up close, but far more impressive is 
the detail.  The nests of absent animals rest in tree branches, and in the few 
places where the ground is visible, there are animal burrows and scatter
underbrush.  Footprints trample a path from the far right all the way through 
to the gazebo, just visible to the west.  Covering the footprints, a light 
flurry of snow lies down on the surface of all in sight.  To the south and the 
west the foyer continues, and to the east is a door accessing the east hall.
Obvious exits: -East# -South -West
An air elemental enters from the south.

< 175h/175H 147v/148V Pos: standing >
Alas, you cannot go that way. . . .

< 175h/175H 147v/148V Pos: standing >
The Eastern End of the Grand Foyer
   A large and terribly garish wall hanging takes up a large portion of the 
east wall here.  A deep, soft, purple knap with black and teal characters make 
up the surface.  It is much like the carpet across the foyer, in that its 
oriental in design.  What it means or symbolizes is not clear, but it makes 
for quite a beautiful sight.  A particularly large wall mural dominates the 
foyer to the north.  To the west a fountain sits in the center of the room, 
and to the north and south the foyer continues.
Obvious exits: -North -South -West
An air elemental enters from the north.

< 175h/175H 146v/148V Pos: standing >
The Southeastern Corner of the Grand Foyer
   The geometric white lines start to become more sparce, here in the corner
of the foyer.  There are several wrought iron benches formed in the gothic
style against the east and south walls.  Painted in ice blue, they stand out
in the dim grey light.  Portraits of several famous faces hang on the south
wall above the benches, a testament to the people who have visited the castle.
To the north and the west the foyer continues, and to the east is a door with
a small barred window in it.
Obvious exits: -North -East# -West
You sense a lifeform nearby.
An air elemental enters from the north.

< 175h/175H 145v/148V Pos: standing >
You find a quiet guest of the castle lurking here!

< 175h/175H 148v/148V Pos: standing >
The Southern End of the Grand Foyer
   A morbid grayish-black light descends upon this cavernous room, from a 
grotesque bone chandelier, like a fog rolling out of the foothills of the 
Spine mountains.  The lighting seems backwards, as if the room were already 
lit, and the flame was throwing darkness.  The chandelier hangs high in the 
ceiling above the fountain in the center of the foyer.  The floor is a bright 
blue, somewhat dulled by the grim lighting, with strange white lines 
intersecting at all sorts of geometric angles.  The cathedral ceiling rises 
all the way to what appears to be the roof of the castle itself.  It starts 
lower on the sides and rises to a domed zenith where the vile light source 
resides.  To the north a fountain sits in the center of the room, and to
either side the foyer continues.
Obvious exits: -North -East -South# -West
You sense a lifeform nearby.
An air elemental enters from the east.

< 175h/175H 147v/148V Pos: standing >
The Center of the Grand Foyer
   A gigantic circular basin carved out of glacial ice sits flush against the 
floor forming the base of a fountain.  Within the basin is a hot, thick, blood 
red substance that bubbles and steams as it swirls in a violent maelstrom, 
pouring into an unseen drain at the bottom of the fountain.  The pool is fed 
by a constant gush from a wound in one of the figures in the statue.  Of the 
two figures in the scene, the female is far more powerful a sight.  She stands 
well over six feet tall, and has the build of a barbarian highlander.  
Standing over the fallen male figure, she is wrenching her axe from his 
sundered neck.  Unlike the basin, the figures are carved from a bluish mineral 
rock of some sort, in stark contrast of the gushing red.
   A chandelier hangs high in the ceiling above the fountain.  The floor is a 
bright blue, somewhat dulled by the grim lighting, with strange white lines 
intersecting at all sorts of geometric angles.  The cathedral ceiling rises 
all the way to what appears to be the roof of the castle itself.  It starts 
lower on the sides and rises to a domed zenith where the vile light source 
resides.  The grand foyer continues in all directions.
Obvious exits: -North -East -South -West -Up
Thick red fluid swirls into a maelstrom within the fountains basin.
You sense a lifeform nearby.
An impatient guest of the Banquet paces, awaiting the start of the festivities.(Red Aura)
An air elemental enters from the south.

< 175h/175H 146v/148V Pos: standing >
You don't find anything you didn't see before.

< 175h/175H 148v/148V Pos: standing >
A Kobold enters from the south.
A Kobold enters from the south.
A Kobold enters from the south.
A Kobold enters from the south.

< 175h/175H 148v/148V Pos: standing >
A Kobold snaps into visibility.

< 175h/175H 148v/148V Pos: standing >
You don't find anything you didn't see before.

< 175h/175H 148v/148V Pos: standing >
A Kobold completes his spell...
A Kobold utters the word 'aqueuwwarahz'
A bubbling spray of goo spews from a Kobold striking you full on!
OUCH!  That really did HURT!

< 143h/175H 148v/148V Pos: standing >
< T: Taselis TP: sta TC: small wounds E: A Kobold sta EP: excellent >
 A Kobold starts casting an offensive spell.

< 143h/175H 148v/148V Pos: standing >
< T: Taselis TP: sta TC: small wounds E: A Kobold sta EP: excellent >
 You miss a Kobold.

< 143h/175H 148v/148V Pos: standing >
< T: Taselis TP: sta TC: small wounds E: A Kobold sta EP: excellent >
 A huge furry ram enters from the south.
A Kobold completes his spell...
A Kobold utters the word 'aqueuwwarahz'
A bubbling spray of goo spews from a Kobold striking you full on!
OUCH!  That really did HURT!

< 106h/175H 148v/148V Pos: standing >
< T: Taselis TP: sta TC: few wounds E: A Kobold sta EP: excellent >
 Green slime eats away at your skin!
Sorry, you aren't allowed to do that in combat.

< 105h/175H 148v/148V Pos: standing >
< T: Taselis TP: sta TC: few wounds E: A Kobold sta EP: excellent >
 You attempt to flee...
PANIC!  You couldn't escape!
A Kobold starts casting an offensive spell.

< 105h/175H 148v/148V Pos: standing >
< T: Taselis TP: sta TC: few wounds E: A Kobold sta EP: excellent >
 A Kobold suddenly attacks YOU!
A Kobold misses you.

< 105h/175H 148v/148V Pos: standing >
< T: Taselis TP: sta TC: few wounds E: A Kobold sta EP: excellent >
 A Kobold suddenly attacks YOU!
A Kobold misses you.

< 105h/175H 148v/148V Pos: standing >
< T: Taselis TP: sta TC: few wounds E: A Kobold sta EP: excellent >
 Sorry, you aren't allowed to do that in combat.

< 105h/175H 148v/148V Pos: standing >
< T: Taselis TP: sta TC: few wounds E: A Kobold sta EP: excellent >
 An air elemental says in elven 'Today is a good day to die!'
An air elemental suddenly attacks a Kobold!
An air elemental snaps into visibility.
An air elemental misses a Kobold.
A Kobold completes his spell...
A Kobold utters the word 'aqueuwwarahz'
A bubbling spray of goo spews from a Kobold striking you full on!
OUCH!  That really did HURT!
Your eagle feather backpack was corroded by acid.
Your legendary limestone eyepatch was corroded by acid.

< 57h/175H 148v/148V Pos: standing >
< T: Taselis TP: sta TC: nasty wounds E: A Kobold sta EP: excellent >
 You attempt to flee...
The Southern End of the Grand Foyer
   A morbid grayish-black light descends upon this cavernous room, from a 
grotesque bone chandelier, like a fog rolling out of the foothills of the 
Spine mountains.  The lighting seems backwards, as if the room were already 
lit, and the flame was throwing darkness.  The chandelier hangs high in the 
ceiling above the fountain in the center of the foyer.  The floor is a bright 
blue, somewhat dulled by the grim lighting, with strange white lines 
intersecting at all sorts of geometric angles.  The cathedral ceiling rises 
all the way to what appears to be the roof of the castle itself.  It starts 
lower on the sides and rises to a domed zenith where the vile light source 
resides.  To the north a fountain sits in the center of the room, and to
either side the foyer continues.
Obvious exits: -North -East -South# -West
You flee southward!

< 57h/175H 126v/148V Pos: standing >
Green slime eats away at your skin!

< 56h/175H 126v/148V Pos: standing >
Green slime eats away at your skin!

< 56h/175H 126v/148V Pos: standing >
A Kobold enters from the north.
A Kobold enters from the north.
A Kobold enters from the north.

< 57h/175H 127v/148V Pos: standing >
The double seems to be closed.
A Kobold suddenly attacks YOU!
A Kobold misses you.

< 57h/175H 127v/148V Pos: standing >
< T: Taselis TP: sta TC: nasty wounds E: A Kobold sta EP: excellent >
 Sorry, you aren't allowed to do that in combat.

< 58h/175H 127v/148V Pos: standing >
< T: Taselis TP: sta TC: nasty wounds E: A Kobold sta EP: excellent >
 Sorry, you aren't allowed to do that in combat.

< 58h/175H 127v/148V Pos: standing >
<Green slime eats away at your skin!
Sorry, you aren't allowed to do that in combat.

< 57h/175H 127v/148V Pos: standing >
<Green slime eats away at your skin!
Your cracked bone wristguard from Rift Valley Jungle was corroded by acid.
Sorry, you aren't allowed to do that in combat.

< 56h/175H 127v/148V Pos: standing >
<You attempt to flee...
The Southwestern Corner of the Grand Foyer
   Fancy wrought iron benches dominate this corner of the Foyer, where the
grey light starts to lose its power.  The giant benches are covered in swirls
and loops, with all manner of little demons and devils formed into the spires
of the backrests.  Painted in dark icy blue, they are a vulgar contrast from
the rest of the dull scene.  There appears to be a fountain in the center of
the foyer, but what form it takes is difficult to tell in this awful lighting.
To the north and the east the foyer continues, and to the west is a door with
a small barred window in it.
Obvious exits: -North -East -West#
You flee westward!

< 56h/175H 98v/148V Pos: standing >
Green slime eats away at your skin!
OUCH!  That really did HURT!
Your enchanted wristguards was corroded by acid.

< 38h/175H 98v/148V Pos: standing >
The Western End of the Grand Foyer
   A large black carpet hangs on the west wall, taking up most of the surface.
It appears to be an oriental design with a lot of teal and purple patterns 
adorning the face of it.  The material is plush and warm, much like a quilt, 
but the stiff backing clearly identifies it as a wall drape carpet.  The 
purple and teal jump off the carpet as if they were alive, probably an effect 
of the strange lighting.  All the way across the foyer, another carpet is 
visible on the other wall.  To the east a fountain sits in the center of the 
room, and to the north and south the foyer continues.
Obvious exits: -North -East -South
A few drops of fresh blood are scattered around the area.
A huge, furry ram trots across the frozen plains.
(Q)A meekly dressed servant of the castle lowers her head in your presence.

< 38h/175H 97v/148V Pos: standing >
The Northwestern Corner of the Grand Foyer
   A magnificent wall mural takes up the entire northern wall from top to 
bottom, and stretches across the foyer to the east.  It depicts a what appears 
to be a frozen rain forest.  Gothic benches of iron, and sculpted ice thrones 
lie throughout the scene.  A sculpture of a young woman stands in the center, 
with something at her feet but the foliage blocks the view.  She seems to be 
gazing up, past the castle walls, towards a point in the sky only she can 
identify.  Off to the east, a small wooden gazebo can be seen amidst the 
foliage.  To the south and the east the foyer continues, and to the west is a 
door accessing the west hall.
Obvious exits: -East -South -West#

< 39h/175H 96v/148V Pos: standing >
Alas, you cannot go that way. . . .

< 39h/175H 97v/148V Pos: standing >
The door seems to be closed.

< 41h/175H 98v/148V Pos: standing >
Green slime eats away at your skin!
The door seems to be closed.

< 41h/175H 98v/148V Pos: standing >
The door seems to be closed.

< 42h/175H 98v/148V Pos: standing >
Green slime eats away at your skin!
OUCH!  That really did HURT!

< 25h/175H 99v/148V Pos: standing >
Ok.

< 25h/175H 99v/148V Pos: standing >
A servant enters from the south.

< 26h/175H 100v/148V Pos: standing >
Green slime eats away at your skin!
You wish that your wounds would stop BLEEDING so much!
The West Hall
   A giant white fur covered throne is depicted here in a mural, and a 
powerful looking woman sits comfortably in it before a grand court full of
people.  Men and women alike, vye for her attention, like peasants pleading
with an indifferent king.  Her air of impunity and arrogance makes it all the
more frustrating for them.  The air moves swiftly here, carrying away the
billowing clouds of pitch smoke that rise from the torches.  A long black line
runs down the ceiling, marking the well traveled path of the smoke and soot.
The hall runs north and south, while the Grand Foyer is accessible through a
door in the east wall.  An arched portal leads to the west, into the Court of
the Icess.
Obvious exits: -North -East -South -West
Fresh blood covers everything in the area.
A private in the Guard's Walk Patrol marches back and forth.(Red Aura)
A proud member of the Court Patrol surveys his territory.(Red Aura)

< 14h/175H 99v/148V Pos: standing >
The Northeastern Corner of the Court of the Icess
   This is the Court of the Icess.  At the north end of this court sits her 
throne, where she spends very little time these days.  The ceiling here is 
higher than average, but not cathedral proportions.  Ambient light is provided 
from a white hot flame atop an onyx pedestal in the center of the court.  The 
floor here is devoid of symbols unlike most of the castle.  The walls however 
do have banners bearing the symbol of Auril, but they are smaller than others 
in the castle.  It is apparent that this room is dedicated to someone other 
than the goddess Auril.  The court continues to the west and south.  A door 
leads to the north, and an arched portal leads east to the West Hall.
Obvious exits: -North# -East -South -West
Puddles of fresh blood cover the ground.
One of the Archivist's understudies is taking a rest from the books.(Red Aura)
A snooty merchant's wife is here admiring the decor.(Red Aura)

< 15h/175H 98v/148V Pos: standing >
A Kobold enters from the east.
A Kobold enters from the east.
A Kobold enters from the east.

< 16h/175H 99v/148V Pos: standing >
A Malevolent Pedestal in the Court of the Icess
   Evil emanates from this pedestal in massive waves that are so powerful, 
they are almost visible.  A feeling of pure terror hangs in the air 
proclaiming its presence with authority.  The white hot flame, changes color 
periodically, changing from bright white through all the shades of gray, and 
finally to black.  It stays in each color for only a second, and then fades 
to a new one.  Nothing else is here, only the pedestal and the mesmerizing 
flame.
Obvious exits: -North -East -South -West
Puddles of fresh blood cover the ground.
A malevolant onyx pedestal throws darkness on the room.
(Q)A meekly dressed servant of the castle lowers her head in your presence.

< 17h/175H 98v/148V Pos: standing >
Green slime eats away at your skin!
Your blood rushes out of your veins, as you slowly run out of life.
Blood pours from your many serious wounds and your strength fails.
You realize this may have been your last battle, and prepare for oblivion.

< -2h/175H 98v/148V Pos: standing >
The slime consuming your flesh devours you completely!
Your fragile copper tower shield melted corroded by the acid.
Your strange mithral medallion melted corroded by the acid.
Your soft leather belt melted corroded by the acid.
Your sinister limestone badge melted corroded by the acid.