<worn as a badge> a pitted granite badge from Rift Valley Jungle
<worn on head> a well-crafted leather helmet
<worn in ear> a brutal glass stud from The Great Realm of Duris
<worn in ear> a pitted cured leather stud from Desolate
<worn around neck> a ghastly bamboo choker from The Great Realm of Duris
<worn around neck> a patched bamboo pendant
<worn on body> a ghastly glass tunic from Rift Valley Jungle
<worn about body> a soft skin cloak
<worn on back> a large leather backpack
<held as shield> a spiked stone tower shield
<worn on hands> a pair of thick hydra-hide gloves [superior]
<worn on legs> some boreal limestone greaves
<worn on feet> some dented steel shoes from The Motte and Bailey of Duke Delwyn
MM^^...
M^.@...
^.....M
....^
The Searing Sands of the Calimshan Desert
Obvious exits: -North -East -South -West
< 151h/151H 36v/120V Pos: standing >
+MM^M
M^M^^M.
MM^@...
M^.....
.....
Sand Dunes of the Calimshan Desert
Obvious exits: -North -East -South -West
< 151h/151H 32v/120V Pos: standing >
MM^M^
^M^^M..
M^^@...
^......
....M
The Searing Sands of the Calimshan Desert
Obvious exits: -North -East -South -West
< 151h/151H 29v/120V Pos: standing >
M^M^.
M^^M..^
^^.@..^
......^
...M.
The Searing Sands of the Calimshan Desert
Obvious exits: -North -East -South -West
< 151h/151H 25v/120V Pos: standing >
^M^.^
^^M..^^
^..@.^^
.....^^
..M.^
The Searing Sands of the Calimshan Desert
Obvious exits: -North -East -South -West
< 151h/151H 21v/120V Pos: standing >
^**^^
M^M^.^^
^^M@.^^
^....^^
....^
The Searing Sands of the Calimshan Desert
Obvious exits: -North -East -South -West
< 151h/151H 16v/120V Pos: standing >
The Road to Desolate
Though the road remains the constant gravel path, that seems
to be used quite frequently here, there is an obvious change in
the terrain just up ahead. In contrast to the arid Calimshan, with
a quick look before one, a large, lush, forest seems to spring
up almost out of nowhere. Though the deep Calimshan is quite a distance
to the south, it is still strange to see so much greenery so
quickly. The road heads north.
Obvious exits: -North -South
A stout cudgel carved from oak wood lies here.
A warhammer with a sturdy-looking steel head lies here.
< 151h/151H 12v/120V Pos: standing >
A squirrel enters from the north.
< 151h/151H 35v/120V Pos: standing >
The Road to Desolate
The road continues here, now into and through the forest itself,
the forest that the village of Desolate rests peacefully in. Many
years ago, before there even was a road, Desolate was just a small
logging camp, isolated and alone in the woods. Now, it has become
an extremely popular location for travellers and adventurers. The
gravel road leads north deeper into the forest.
Obvious exits: -North -South
A little robin hops through the forest here.
< 151h/151H 35v/120V Pos: standing >
The Road to Desolate
The gravel road continues here, with tall willow trees growing
just along the edge, half inside the dense forest and half out. Wagon
tracks and horse prints make for easy tracks in the gravel. Squirrels
and rabbits and other forest critters appear skitiring in and out
of the tree line, and the noises of the forest are quickly becoming
much louder.
Obvious exits: -North -South
A tall willow tree grows on the side of the road here.
< 151h/151H 33v/120V Pos: standing >
The Road to Desolate
The gravel road turns east here as the forest suddenly seems to
engulf everything around one. The rocky earth of the road leading
to the Savannah seems but a distant memory once at this turn in the
road, as the forest becomes so vibrant and alive. It is hard to have
even imagined that there is an arid desert a short distance to the
south.
Obvious exits: -East -South
A little robin hops through the forest here.
< 151h/151H 32v/120V Pos: standing >
The Road to Desolate
The gravel road continues here, with tall willow trees growing
just along the edge, half inside the dense forest and half out. Wagon
tracks and horse prints make for easy tracks in the gravel. Squirrels
and rabbits and other forest critters appear skitiring in and out
of the tree line, and the noises of the forest are quickly becoming
much louder.
Obvious exits: -East -West
A tall willow tree grows on the side of the road here.
< 151h/151H 30v/120V Pos: standing >
The Road to Desolate
The road continues here, now into and through the forest itself,
the forest that the village of Desolate rests peacefully in. Many
years ago, before there even was a road, Desolate was just a small
logging camp, isolated and alone in the woods. Now, it has become
an extremely popular location for travellers and adventurers. A
large, draft horse stands on the edge of the road, causally chewing
on some grass. To the east one can see what looks to be a halted
wagon.
Obvious exits: -East -West
A cute little bunny rabbit wanders on the path here.
A cute little squirrel is busy collecting nuts here.
< 151h/151H 28v/120V Pos: standing >
The Road to Desolate
The road turns north again here, heading into deeper into the
forest the encompasses the village of Desolate and all the functions
that are held within. Rabbits and squirrels become more abundent,
and the noises of the birds in the trees grows much louded. Even
the smell of campfire smoke causes a twitch in the nose. A wagon
seems to have lost a wheel here while travelling north to the village.
The owner stands next to the wagon looking rather annoyed with the
thing, and continues to frown at an obviously broken wheel.
Obvious exits: -North -West
A large wagon with a missing wheel is stuck on the road here.
A cute little bunny rabbit wanders on the path here.
The driver of the wagon stands here, looking frustrated and upset.(Gold Aura)
A draft horse stands here, looking rather timid.
A tall willow tree grows on the side of the road here.
< 151h/151H 26v/120V Pos: standing >
The Road to Desolate
Just to the north here lies an intersection the road. The forest
continues to block the view of anything other than the road directly
ahead and behind. The regular sounds of the forest are drowned out
here by multitudes of voices of many different languages, some shouting,
some cursing, some just talking, all seem very close by. The little
forest wildlife that scampers around ones feet seem especially
frightened of the noises coming from the nearby forest.
Obvious exits: -North -South
A tall willow tree grows on the side of the road here.
< 151h/151H 25v/120V Pos: standing >
An Intersection in the Road
The road splits off in four directions here. The main, well-
beaten gravel road continues north and south, the east and west
routes aren't as kept up though still show heavy signs of travel.
To the south the terrain changes quickly, the forest that is
around this part vanishes quickly and is replaced by much less
vegetation and much rockier soil. There is a sign placed beside
the road here that has directions on it.
Obvious exits: -North -East -South -West
A large sign is stuck into the earth here.
< 151h/151H 23v/120V Pos: standing >
The Road to Desolate
The road continues in a northernly direction after the intersection
just to the south and comes to a small hill. The hill doesn't seem
extremely steep from here, in fact, just by tilting ones head up one
can see the top, and since the forest becomes too dense in other
directions, the road was built over the hill and not around it.
Obvious exits: -South -Up
< 151h/151H 21v/120V Pos: standing >
The Road to Desolate
The road continues to wind itself up over the hill here. The
occassional traveller waves hello at most anyone except the meanest
looking of ogres. The sounds of the camping grounds and jousting
competition become fainter the higher one climbs. Though it isn't
extremely steep, it still makes for some good exercise. A tall
mercenary stands here, looking below as if scanning the forest for
something.
Obvious exits: -North -Down
An Empyrean Dawn mercenary stands here, looking lost.
< 151h/151H 19v/120V Pos: standing >
The Road to Desolate
The road continues to wind itself up over the hill here. The
occassional traveller waves hello at most anyone except the meanest
looking of ogres. The sounds of the camping grounds and jousting
competition become fainter the higher one climbs. Though it isn't
extremely steep, it still makes for some good exercise.
Obvious exits: -East -South
< 151h/151H 16v/120V Pos: standing >
The Road to Desolate
The road continues to wind itself up over the hill here. The
occassional traveller waves hello at most anyone except the meanest
looking of ogres. The sounds of the camping grounds and jousting
competition become fainter the higher one climbs. Though it isn't
extremely steep, it still makes for some good exercise. The summit
of the small hill is just above.
Obvious exits: -West -Up
< 151h/151H 13v/120V Pos: standing >
The Road to Desolate
This is the top of the small hill within the forest. Though
it isn't very high, one can still see much of the surrounding area
from this location. The road behind one stretches out quite a
distance and though forest covers most of the area, it is still
easy to make out the village of Desolate, the Jousting Grounds,
and a great distance to the south, the Savannah of Sorrow. There
is a sign nailed on a tree here.
Obvious exits: -North -Down
A small sign has been nailed to a tree here.
A patrol guard watches the road here.(Gold Aura)
< 151h/151H 9v/120V Pos: standing >
That's impossible, I'm afraid.
< 151h/151H 10v/120V Pos: standing >
The Road to Desolate
This is the top of the small hill within the forest. Though
it isn't very high, one can still see much of the surrounding area
from this location. The road behind one stretches out quite a
distance and though forest covers most of the area, it is still
easy to make out the village of Desolate, the Jousting Grounds,
though the Savannah is now completely out of sight, as summit
of the hill has been crossed, hindering vision southward.
Obvious exits: -North -South
A cute little bunny rabbit wanders on the path here.
A citizen from Desolate wanders down the road here.
< 151h/151H 7v/120V Pos: standing >
The Road to Desolate
This is the top of the small hill within the forest. Though
it isn't very high, one can still see much of the surrounding area
from this location. The road behind one stretches out quite a
distance and though forest covers most of the area, it is still
easy to make out the village of Desolate, the Jousting Grounds,
though the Savannah is now completely out of sight, as summit
of the hill has been crossed, hindering vision southward.
Obvious exits: -North -South
< 151h/151H 4v/120V Pos: standing >
The Road to Desolate
This is the top of the small hill within the forest. Though
it isn't very high, one can still see much of the surrounding area
from this location. The road begins the descent down the this
side of the hill here, winding around rocks or vegetation too large
to move. Just to the east is a ledge on the hill, that is often used
as a rest stop for the hikers and travellers.
Obvious exits: -East -South -Down
< 151h/151H 1v/120V Pos: standing >
Alas, you cannot go that way. . . .
< 151h/151H 2v/120V Pos: standing >
The Road to Desolate
The road continues to wind down the hill here, stretching out
across the little plateaus that are quite frequent. Looking ahead,
the forest and the road can be seen continuing in a fairly even
L-shape, leading to the village in the northeast. The gravel road
is packed quite tightly by regular use. Just to the east here,
built on another ledge on the side of the hill, is a small temple,
primarily used by the monks and clerics of the village for a
place to pray.
Obvious exits: -North -East # -Up
< 151h/151H 0v/120V Pos: standing >
You're too exhausted.
< 151h/151H 0v/120V Pos: standing >
You're too exhausted.
< 151h/151H 0v/120V Pos: standing >
The door seems to be closed.
< 151h/151H 1v/120V Pos: standing >
Alas, you cannot go that way. . . .
< 151h/151H 1v/120V Pos: standing >
You're too exhausted.
< 151h/151H 1v/120V Pos: standing >
The Road to Desolate
Obvious exits: -North -East # -Up
< 151h/151H 10v/120V Pos: standing >
The taste of blood slowly fades from your body.
< 151h/151H 21v/120V Pos: standing >
The Road to Desolate
The road over the hill continues here, crossing the rocky
terrain that isn't that steep but still involves effort. Closer
one gets to Desolate the more people can be seen wandering
down the path including the local patrol militia watching out
for evil-doers.
Obvious exits: -North -South
< 151h/151H 25v/120V Pos: standing >
The Road to Desolate
The road over the hill continues here, crossing the rocky
terrain that isn't that steep but still involves effort. Closer
one gets to Desolate the more people can be seen wandering
down the path including the local patrol militia watching out
for evil-doers.
Obvious exits: -East -South
< 151h/151H 23v/120V Pos: standing >
Alas, you cannot go that way. . . .
< 151h/151H 24v/120V Pos: standing >
The Road to Desolate
The road over the hill continues here, crossing the rocky
terrain that isn't that steep but still involves effort. Closer
one gets to Desolate the more people can be seen wandering
down the path including the local patrol militia watching out
for evil-doers. The hill ends just below this ledge and the
road continues again through the lush forest.
Obvious exits: -West -Down
A patrol guard watches the road here.(Gold Aura)
A patrol guard watches the road here.(Gold Aura)
A patrol leader protects the road and watches for invaders.(Gold Aura)
A cute little squirrel is busy collecting nuts here.
< 151h/151H 21v/120V Pos: standing >
The Road to Desolate
The road over the hill continues here, crossing the rocky
terrain that isn't that steep but still involves effort. Closer
one gets to Desolate the more people can be seen wandering
down the path including the local patrol militia watching out
for evil-doers.
Obvious exits: -East -South
< 151h/151H 31v/120V Pos: standing >
The Road to Desolate
The road over the hill continues here, crossing the rocky
terrain that isn't that steep but still involves effort. Closer
one gets to Desolate the more people can be seen wandering
down the path including the local patrol militia watching out
for evil-doers.
Obvious exits: -North -South
< 151h/151H 29v/120V Pos: standing >
The Road to Desolate
The road continues to wind down the hill here, stretching out
across the little plateaus that are quite frequent. Looking ahead,
the forest and the road can be seen continuing in a fairly even
L-shape, leading to the village in the northeast. The gravel road
is packed quite tightly by regular use. Just to the east here,
built on another ledge on the side of the hill, is a small temple,
primarily used by the monks and clerics of the village for a
place to pray.
Obvious exits: -North -East # -Up
< 151h/151H 28v/120V Pos: standing >
Autosaving...
< 151h/151H 28v/120V Pos: standing >
The Road to Desolate
This is the top of the small hill within the forest. Though
it isn't very high, one can still see much of the surrounding area
from this location. The road begins the descent down the this
side of the hill here, winding around rocks or vegetation too large
to move. Just to the east is a ledge on the hill, that is often used
as a rest stop for the hikers and travellers.
Obvious exits: -East -South -Down
< 151h/151H 27v/120V Pos: standing >
At a Ledge Atop the Hill
This is a small ledge just off to the side of the main gravel
road that winds up and over the hill in the forest. It is hard
to see anything from this location as the forest becomes increasingly
thick, though the guard towers of Desolate can still be seen
rising up just above the tree line. This area is often used by
hikers for a spot to rest. There is a note nailed to one of trees
here warning about heading east.
Obvious exits: -East -West
A small note is nailed to a tree here.
A tired Halfling rests on the side of the road here.(Gold Aura)
< 151h/151H 28v/120V Pos: standing >
a small note
______________
| o |
| Warning |
| Dangerous |
| Slope |
| East! |
| |
|____________|
< 151h/151H 34v/120V Pos: standing >
The Road to Desolate
This is the top of the small hill within the forest. Though
it isn't very high, one can still see much of the surrounding area
from this location. The road begins the descent down the this
side of the hill here, winding around rocks or vegetation too large
to move. Just to the east is a ledge on the hill, that is often used
as a rest stop for the hikers and travellers.
Obvious exits: -East -South -Down
< 151h/151H 38v/120V Pos: standing >
The Road to Desolate
The road continues to wind down the hill here, stretching out
across the little plateaus that are quite frequent. Looking ahead,
the forest and the road can be seen continuing in a fairly even
L-shape, leading to the village in the northeast. The gravel road
is packed quite tightly by regular use. Just to the east here,
built on another ledge on the side of the hill, is a small temple,
primarily used by the monks and clerics of the village for a
place to pray.
Obvious exits: -North -East # -Up
< 151h/151H 38v/120V Pos: standing >
The Road to Desolate
The road over the hill continues here, crossing the rocky
terrain that isn't that steep but still involves effort. Closer
one gets to Desolate the more people can be seen wandering
down the path including the local patrol militia watching out
for evil-doers.
Obvious exits: -North -South
< 151h/151H 37v/120V Pos: standing >
The Road to Desolate
The road over the hill continues here, crossing the rocky
terrain that isn't that steep but still involves effort. Closer
one gets to Desolate the more people can be seen wandering
down the path including the local patrol militia watching out
for evil-doers.
Obvious exits: -East -South
< 151h/151H 36v/120V Pos: standing >
The Road to Desolate
The road over the hill continues here, crossing the rocky
terrain that isn't that steep but still involves effort. Closer
one gets to Desolate the more people can be seen wandering
down the path including the local patrol militia watching out
for evil-doers. The hill ends just below this ledge and the
road continues again through the lush forest.
Obvious exits: -West -Down
A patrol guard watches the road here.(Gold Aura)
A patrol guard watches the road here.(Gold Aura)
A patrol leader protects the road and watches for invaders.(Gold Aura)
A cute little squirrel is busy collecting nuts here.
< 151h/151H 34v/120V Pos: standing >
The Road to Desolate
The road continues here at the base of the hill, heading up
will lead over the hill itself and into the forest on the other
side, while north leads onward to Desolate. The forest continues
to rise up on all sides of the road, but both to the east and
west a sizable portion has been cut away, perhaps from logging.
The clearing in either direction serves travellers a nice place
to rest from the hike over the hill, or for those just wishing
to find some serenity apart from the busy village or the noisy
camping grounds.
Obvious exits: -North -East -West -Up
< 151h/151H 35v/120V Pos: standing >
The Road to Desolate
The gravel road continues north here, with the forest rising
up on either side high into the sky. The wildlife and birds
create a musical sound in the air, which is amazingly crisp and
clean, without even the faintest taint from the campfires to
the south. The village of Desolate lies not that far off as
the road continues onward.
Obvious exits: -North -South
A cute little squirrel is busy collecting nuts here.
< 151h/151H 36v/120V Pos: standing >
The Road to Desolate
The gravel road continues north here, with the forest rising
up on either side high into the sky. The wildlife and birds
create a musical sound in the air, which is amazingly crisp and
clean, without even the faintest taint from the campfires to
the south. The village of Desolate lies not that far off as
the road continues onward. A clearing path in the forest lies
just to the northeast here, where the sounds of laughter and
human voices can be heard.
Obvious exits: -North -South -Northeast
A tall willow tree grows on the side of the road here.
< 151h/151H 36v/120V Pos: standing >
A Gathering of Guilds
This is a small clearing just off of the main road to Desolate,
which continues to run northeast to the village itself, and southwest
to the Savannah. Currently, this clearing is being used as a
gathering place for a few of the more popular mercenary guilds,
a fairly secluded and protected spot for them to discuss matters
of business. Usually, when these fellows get together, however,
it is not business they discuss, but more of how many pints of
ale each can drink without passing out.
Obvious exits: -Southwest -Northeast
An extremely heavy keg of ale has been brought here.
You sense a lifeform nearby.
A bored Wild Card mercenary rests against a large tree here.
(Q)An Eclipse mercenary complains about the price of ale here.
A Soldier of Fortune mercenary talks about his girlfriend here.
A Wild Card mercenary stands chatting with his comrades here.
< 151h/151H 37v/120V Pos: standing >
The Road to Desolate
The road ends just east of here, before the main gates of Desolate.
The forest continues to spread out all around one, and it is quite
difficult to see anything beyond the road. Two men stand here,
causing quite a stir as they argue loudly about something. The
village guard towers can be seen from here, rising up above the tree
line.
Obvious exits: -East -West -Southwest
A traveller from Myrabolus bickers with a local patrol guard.(Gold Aura)
A patrol leader stands here, arguing with the Myrabolan.(Gold Aura)
< 151h/151H 40v/120V Pos: standing >
The Gates of Desolate
Here lie the gates to the fine village of Desolate. Just above
the gates are a pair of watch towers that rise up just above the
treeline of the forest and serve both as archery posts and lookout
stations. The gates, like the wall and the majority of the village
itself is all made from oak timber, thick strong wood, perfect
for buildings. There is a sign just above the gates that reads:
No Magic Allowed Within City Proper.
One would expect that the several guards on post here at the gates
would most likely enforce the law of the sign. North and South lead
up to the watch towers, while east leads into the village itself.
Obvious exits: -North# -East # -South# -West
An alley cat saunters down the road here.
A gate guard of Desolate stands on watch here.(Gold Aura)
A gate guard of Desolate stands on watch here.(Gold Aura)
A gate guard of Desolate stands on watch here.(Gold Aura)
< 151h/151H 46v/120V Pos: standing >
Ok.
< 151h/151H 47v/120V Pos: standing >
Base of a Watch Tower
This is the base of the south watch tower. As well as several
well-trained archers, Garth and Beal, the two captains of the Desolate
militia, patrol the gate and tower area, on the lookout for trouble.
The tower itself has been made by tall logs of oak, raising up
above the forest and village itself. A wooden staircase leads up
to the next level, where a sky bridge connects both of the two
watch towers.
Obvious exits: -North -Up
< 151h/151H 46v/120V Pos: standing >
It's already open!
< 151h/151H 47v/120V Pos: standing >
The Gates of Desolate
Here lie the gates to the fine village of Desolate. Just above
the gates are a pair of watch towers that rise up just above the
treeline of the forest and serve both as archery posts and lookout
stations. The gates, like the wall and the majority of the village
itself is all made from oak timber, thick strong wood, perfect
for buildings. There is a sign just above the gates that reads:
No Magic Allowed Within City Proper.
One would expect that the several guards on post here at the gates
would most likely enforce the law of the sign. North and South lead
up to the watch towers, while east leads into the village itself.
Obvious exits: -North# -East # -South -West
An alley cat saunters down the road here.
A gate guard of Desolate stands on watch here.(Gold Aura)
A gate guard of Desolate stands on watch here.(Gold Aura)
A gate guard of Desolate stands on watch here.(Gold Aura)
< 151h/151H 47v/120V Pos: standing >
The gates seems to be closed.
< 151h/151H 47v/120V Pos: standing >
Ok.
< 151h/151H 47v/120V Pos: standing >
Main Street
The main street of Desolate runs straight east from the village
gates until a fountain splits the path in a north and south direction.
The street is made from packed gravel and all along side it are
oak buildings. Special glyphs placed over the main streets here
prevent the use of magic, as the mayor predicts it keeps trouble out
as well. Patrol guards who roam the city, also do their best to
keep the arcane arts out. The gates of the village lie to the west
while scanning straight down Main Street the central fountain can be
be seen a distance in the east.
Obvious exits: -East -West
< 151h/151H 46v/120V Pos: standing >
Main Street
The main street of Desolate runs straight east from the village
gates until a fountain splits the path in a north and south direction.
The street is made from packed gravel and all along side it are
oak buildings. Special glyphs placed over the main streets here
prevent the use of magic, as the mayor predicts it keeps trouble out
as well. Patrol guards who roam the city, also do their best to
keep the arcane arts out. A sturdy oak residence lies just to the
south.
Obvious exits: -East -South# -West
< 151h/151H 46v/120V Pos: standing >
Ok.
< 151h/151H 46v/120V Pos: standing >
A Commoner's Dwelling
This is just a simple commoners dwelling. Though each of them
are furnished differently, they all offer the same basic layout and
build. They all have been constructed solid oak, and lie just off
the road. Most of the citizens that live here in these dwellings
are loggers, and come home only to sleep, as most of their leisure
time is spent at the Lustful Logger. The furnishings are usually
kept to a minimum, as there isn't that much room, despite that fact
though, most of the commoners of Desolate are quite happy with each
of their homes.
Obvious exits: -North
A sleeping commoner is stretched out, sound asleep.
A sleeping commoner is stretched out, sound asleep.
An alley cat saunters down the road here.
A young zebra runs through the Savannah here.
< 151h/151H 45v/120V Pos: standing >
Ok.
< 151h/151H 51v/120V Pos: standing >
Now where did that chicken go?
< 151h/151H 56v/120V Pos: standing >
Are you mad!?
< 151h/151H 66v/120V Pos: standing >
You are already standing.
< 151h/151H 74v/120V Pos: standing >
You start chanting...
< 151h/151H 74v/120V Pos: standing >
You complete your spell...
Your spell disturbs a sleeping commoner's beauty sleep!
Your blast of cold strikes a sleeping commoner dead on, who shudders from the pain.
You dodge a sleeping commoner's vicious attack.
A sleeping commoner clambers to his feet.
You dodge a sleeping commoner's feeble leg sweep.
< 151h/151H 76v/120V Pos: standing >
< T: Elund TP: sta TC:excellent E: commoner sta EP: small wounds >
You are already standing.
< 151h/151H 76v/120V Pos: standing >
< T: Elund TP: sta TC:excellent E: commoner sta EP: small wounds >
You start chanting...
< 151h/151H 76v/120V Pos: standing >
< T: Elund TP: sta TC:excellent E: commoner sta EP: small wounds >
Casting: cone of cold
< 151h/151H 76v/120V Pos: standing >
< T: Elund TP: sta TC:excellent E: commoner sta EP: small wounds >
You complete your spell...
Your blast of cold strikes a sleeping commoner dead on, who shudders from the pain.
< 151h/151H 76v/120V Pos: standing >
< T: Elund TP: sta TC:excellent E: commoner sta EP: few wounds >
You are already standing.
< 151h/151H 76v/120V Pos: standing >
< T: Elund TP: sta TC:excellent E: commoner sta EP: few wounds >
You miss a sleeping commoner.
You dodge a sleeping commoner's vicious attack.
You dodge a sleeping commoner's vicious attack.
You start chanting...
< 151h/151H 76v/120V Pos: standing >
< T: Elund TP: sta TC:excellent E: commoner sta EP: few wounds >
You complete your spell...
Your blast of cold strikes a sleeping commoner dead on, who shudders from the pain.
< 151h/151H 76v/120V Pos: standing >
< T: Elund TP: sta TC:excellent E: commoner sta EP: nasty wounds >
You are already standing.
< 151h/151H 76v/120V Pos: standing >
< T: Elund TP: sta TC:excellent E: commoner sta EP: nasty wounds >
You start chanting...
< 151h/151H 76v/120V Pos: standing >
< T: Elund TP: sta TC:excellent E: commoner sta EP: nasty wounds >
Casting: cone of cold *
< 151h/151H 76v/120V Pos: standing >
< T: Elund TP: sta TC:excellent E: commoner sta EP: nasty wounds >
You dodge a sleeping commoner's vicious attack.
A sleeping commoner's kick hits you directly in the face.
< 142h/151H 76v/120V Pos: standing >
< T: Elund TP: sta TC:few scratches E: commoner sta EP: nasty wounds >
Casting: cone of cold
< 142h/151H 76v/120V Pos: standing >
< T: Elund TP: sta TC:few scratches E: commoner sta EP: nasty wounds >
You complete your spell...
Your blast of cold strikes a sleeping commoner dead on, who shudders from the pain.
< 142h/151H 76v/120V Pos: standing >
< T: Elund TP: sta TC:few scratches E: commoner sta EP: nasty wounds >
You are already standing.
< 142h/151H 76v/120V Pos: standing >
< T: Elund TP: sta TC:few scratches E: commoner sta EP: nasty wounds >
You start chanting...
< 142h/151H 76v/120V Pos: standing >
< T: Elund TP: sta TC:few scratches E: commoner sta EP: nasty wounds >
A sleeping commoner misses you.
< 142h/151H 76v/120V Pos: standing >
< T: Elund TP: sta TC:few scratches E: commoner sta EP: nasty wounds >
You complete your spell...
Your blast of cold strikes a sleeping commoner dead on, who shudders from the pain.
< 142h/151H 76v/120V Pos: standing >
< T: Elund TP: sta TC:few scratches E: commoner sta EP: pretty hurt >
You are already standing.
< 142h/151H 76v/120V Pos: standing >
< T: Elund TP: sta TC:few scratches E: commoner sta EP: pretty hurt >
You don't have that spell memorized.
< 142h/151H 76v/120V Pos: standing >
< T: Elund TP: sta TC:few scratches E: commoner sta EP: pretty hurt >
You are already standing.
< 142h/151H 76v/120V Pos: standing >
< T: Elund TP: sta TC:few scratches E: commoner sta EP: pretty hurt >
You don't have that spell memorized.
< 142h/151H 76v/120V Pos: standing >
< T: Elund TP: sta TC:few scratches E: commoner sta EP: pretty hurt >
You are already standing.
< 142h/151H 76v/120V Pos: standing >
< T: Elund TP: sta TC:few scratches E: commoner sta EP: pretty hurt >
You start chanting...
< 142h/151H 76v/120V Pos: standing >
< T: Elund TP: sta TC:few scratches E: commoner sta EP: pretty hurt >
Casting: magic missile
< 142h/151H 76v/120V Pos: standing >
< T: Elund TP: sta TC:few scratches E: commoner sta EP: pretty hurt >
You complete your spell...
You watch with self-pride as the magic missile hits a sleeping commoner.
You watch with self-pride as the magic missile hits a sleeping commoner.
You watch with self-pride as the magic missile hits a sleeping commoner.
You watch with self-pride as the magic missile hits a sleeping commoner.
You watch with self-pride as the magic missile hits a sleeping commoner.
You miss a sleeping commoner.
You dodge a sleeping commoner's vicious attack.
You dodge a sleeping commoner's vicious attack.
You block a sleeping commoner's feeble kick with your arm.
< 142h/151H 76v/120V Pos: standing >
< T: Elund TP: sta TC:few scratches E: commoner sta EP: awful >
You are already standing.
< 142h/151H 76v/120V Pos: standing >
< T: Elund TP: sta TC:few scratches E: commoner sta EP: awful >
You start chanting...
< 142h/151H 76v/120V Pos: standing >
< T: Elund TP: sta TC:few scratches E: commoner sta EP: awful >
You complete your spell...
You watch with self-pride as the magic missile hits a sleeping commoner.
You watch with self-pride as the magic missile hits a sleeping commoner.
You watch with self-pride as the magic missile hits a sleeping commoner.
You watch with self-pride as the magic missile hits a sleeping commoner.
A sleeping commoner is stunned!
You watch with self-pride as the magic missile hits a sleeping commoner.
A sleeping commoner is mortally wounded, and will die soon, if not aided.
< 142h/151H 76v/120V Pos: standing >
<You are already standing.
< 142h/151H 76v/120V Pos: standing >
<You start chanting...
< 142h/151H 76v/120V Pos: standing >
<Casting: magic missile
< 142h/151H 76v/120V Pos: standing >
<You complete your spell...
The magic missile tears away the remaining life of a sleeping commoner.
A sleeping commoner 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 sleeping commoner dies in agony.
< 142h/151H 76v/120V Pos: standing >
You are already standing.
< 142h/151H 76v/120V Pos: standing >
You failed.
< 142h/151H 77v/120V Pos: standing >
You are already standing.
< 142h/151H 77v/120V Pos: standing >
You failed.
< 142h/151H 77v/120V Pos: standing >
You are already standing.
< 142h/151H 77v/120V Pos: standing >
You failed.
< 142h/151H 78v/120V Pos: standing >
You get a handful of coins from the corpse of a sleeping commoner.
There were: 1 platinum coin, 6 gold coins.
< 142h/151H 78v/120V Pos: standing >
You stop using a large leather backpack.
< 142h/151H 78v/120V Pos: standing >
Ok.
You put 1 platinum, 6 gold, 0 silver, and 0 copper coins into a large leather backpack.
< 142h/151H 78v/120V Pos: standing >
You strap a large leather backpack on your back.
< 142h/151H 79v/120V Pos: standing >
You are still a very long way from your next level.
< 142h/151H 79v/120V Pos: standing >
You sit down and relax.
< 142h/151H 79v/120V Pos: sitting >
You have memorized the following spells:
( 4th circle) 4 - lightning bolt
1 - farsee
1 - levitate
( 3rd circle) 7 - shocking grasp
( 2nd circle) 7 - burning hands
( 1st circle) 1 - minor creation
4 - magic missile
And you are currently memorizing the following spells:
16 seconds: ( 5th) cone of cold
32 seconds: ( 5th) cone of cold
48 seconds: ( 5th) cone of cold
65 seconds: ( 5th) cone of cold
81 seconds: ( 5th) cone of cold
88 seconds: ( 1st) magic missile
95 seconds: ( 1st) magic missile
103 seconds: ( 1st) magic missile
You can memorize no more spells.
You continue your study.
< 142h/151H 80v/120V Pos: sitting >
You say in elven '103 seconds.'
< 142h/151H 81v/120V Pos: sitting >
You start meditating...
< 142h/151H 82v/120V Pos: sitting >
You stop meditating.
You appear to be Grey Elf and has a few scratches.
He's medium in size.
<worn as a badge> a pitted granite badge from Rift Valley Jungle
<worn on head> a well-crafted leather helmet
<worn in ear> a brutal glass stud from The Great Realm of Duris
<worn in ear> a pitted cured leather stud from Desolate
<worn around neck> a ghastly bamboo choker from The Great Realm of Duris
<worn around neck> a patched bamboo pendant
<worn on body> a ghastly glass tunic from Rift Valley Jungle
<worn about body> a soft skin cloak
<worn on back> a large leather backpack
<worn about waist> a legendary hide girth from The Great Realm of Duris
<held as shield> a spiked stone tower shield
<worn on hands> a pair of thick hydra-hide gloves [superior]
<worn on finger> a dented ring [superior]
<primary weapon> a spiked limestone sickle
<worn on legs> some boreal limestone greaves
<worn on feet> some dented steel shoes from The Motte and Bailey of Duke Delwyn
< 144h/151H 95v/120V Pos: sitting >
You start meditating...
< 144h/151H 96v/120V Pos: sitting >
You have finished memorizing cone of cold.
< 147h/151H 120v/120V Pos: sitting >
You have finished memorizing cone of cold.
< 149h/151H 120v/120V Pos: sitting >
Named Equipment
=========================================
Some zones contain mobs that drop named gear. (i.e. a pair of boots, vs. a pair of boots from Rift Valley Jungle). When a player collects and wears this gear in certain quantities, it will gift him with self-renewing buffs such as bless or stoneskin.
The following is a list, in alphabetical order, of the zones throughout Duris that contain this gear and the benefits gained from seeking out each:
1. Ako Village - 6 pieces = stoneskin
2. An Ancient Bridge - 6 pieces = stoneskin
3. Arachdrathos Wilderness - 6 pieces = stoneskin
4. Arcium, the Plagued Kingdom - 6 pieces = stoneskin
5. The Astral Plane - 6 pieces = stoneskin
6. Arena of the Elder Brain - 6 pieces = stoneskin
7. Bahamut's Palace - 6 pieces = stoneskin
8. The Bloody Plains - 6 pieces = stoneskin
9. Caves of Mt. Skelenak - 6 pieces = stoneskin
10. Charing - 6 pieces = stoneskin
11. The Citadel - 6 pieces = stoneskin
12. Clan Stoutdorf Settlement - 6 pieces = stoneskin
13. Desolate - 6 pieces = stonskin
14. Domain of Lost Souls - 6 pieces = stoneskin
15. Dragonnia - 6 pieces = stoneskin
16. Drifting Realm - 6 pieces = stoneskin
17. Du'Maathe Castle - 6 pieces = stoneskin
18. Faang - 6 pieces = stoneskin
19. Faerie Realm - 6 pieces = stoneskin
20. Father Tel's Holy Cloister - 6 pieces = stoneskin
21. The Fields Between - 6 pieces = stoneskin
22. The Forest City of Aravne - 6 pieces = stoneskin
23. Forest of Mir - 6 pieces = stoneskin
24. Fort Marigot - 6 pieces = stoneskin
25. The Great Shaboath - 6 pieces = stoneskin
26. Guildhalls - 6 pieces = stoneskin
27. The Halfcut Hills - 6 pieces = stoneskin
28. Harrow -The Gnome Village - 4 pieces = armor
29. Hell, Avernus - 6 pieces = stoneskin
30. Ixarkon - 6 pieces = stoneskin
31. Jotunheim - 6 pieces = stoneskin
32. The Keep of Evil - 6 pieces = stoneskin
33. Khildarak Stronghold - 4 pieces = armor; 8 pieces = strength
34. Killing Fields - 6 pieces = stoneskin
35. Kimordril - 6 pieces = stoneskin
36. The Kingdom of Torg - 6 pieces = stoneskin
37. Krethik Keep - 6 pieces = stoneskin
38. Kobold Settlement 6 pieces = stoneskin
39. Labyrinth of No Return - 6 pieces = stoneskin
40. The Lizardman Swamps of Clavikord - 5 pieces = bless
41. Lost Temple of Tikitzopl - 6 pieces = stoneskin
42. Mazzolin - 6 pieces = stoneskin
43. Moonshae Island - 6 pieces = stoneskin
44. The Mountain of the Banished - 6 pieces = stoneskin
45. The Mountain Settlement of the Harpies - 6 pieces = stoneskin
46. Myconid Mushroom Forest - 6 pieces = stoneskin
47. Nakral's Crypt - 6 pieces = stoneskin
48. Nax - 6 pieces = stoneskin
49. Negative Material Plane - 6 pieces = stoneskin
50. New Cave city - 6 pieces = stoneskin
51. The Obsidian Citadel - 6 pieces = stoneskin
52. The Outcasts Tower - 6 pieces = stoneskin
53. Pharr Valley - 6 pieces = stoneskin
54. Pine Hollow - 6 pieces = stoneskin
55. Pit of Dragons - 6 pieces = stoneskin
56. Pits of Cerberus - 6 pieces = stoneskin
57. Plane of Air - 6 pieces = stoneskin
58. Plane of Earth - 6 pieces = stoneskin
59. Plane of Fire, Brass - 6 pieces = stoneskin
60. Plane of Water - 6 pieces = stoneskin
61. Pragtog's Domain - 6 pieces = stoneskin
62. The Prisons of Carthapia - 6 pieces = stoneskin
63. Rift Valley Jungle - 5 pieces = bless; 8 pieces = stoneskin
64. Rogue Plains - 6 pieces = stoneskin
65. The Ruins of Tharnadia's Old Quarter - 6 pieces = stoneskin
66. Sarmiz'Duul - 6 pieces = stoneskin
67. Sea Kingdom - 6 pieces = stoneskin
68. Shady Grove - 5 pieces = armor
69. Shairak and Smokeveil Forest - 6 pieces = stoneskin
70. Storm Port - 6 pieces = stoneskin
71. Storm Port Stronghold - 6 pieces = stoneskin
72. Strathor Valley of the Storm Giants - 6 pieces = stoneskin
73. Swamp - 6 pieces = stoneskin
74. Taliccicopiid - 6 pieces = stoneskin
75. Temple of the Sun, The - 6 pieces = stoneskin
76. Tharnadia - City of Humans - City of Humans - 4 pieces = armor
77. Tiamat - 6 pieces = stoneskin
78. Tower of High Sorcery - 6 pieces = stoneskin
79. The Town of Breale - 6 pieces = stoneskin
80. The Town of Moregeeth - 4 pieces = armor
81. The Transparent Tower - 6 pieces = stoneskin
82. The Troll Hills - 6 pieces = stoneskin
83. Ugta - 6 pieces = stoneskin
84. The Undead Outpost - 6 pieces = stoneskin
85. Valley of Crushk - 6 pieces = stonskin
86. Vargan - 6 pieces = stoneskin
87. Vast Hidden Grove - 6 pieces = stoneskin
88. Vella's Bordello - 6 pieces = stoneskin
89. Village of Split Shield - 6 pieces = stoneskin
90. Woodseer - 4 pieces = barkskin; 8 pieces = bless
< 151h/151H 120v/120V Pos: sitting >
You have finished memorizing cone of cold.
< 151h/151H 120v/120V Pos: sitting >
You have finished memorizing cone of cold.
< 151h/151H 120v/120V Pos: sitting >
You have finished memorizing cone of cold.
< 151h/151H 120v/120V Pos: sitting >
You have finished memorizing magic missile.
< 151h/151H 120v/120V Pos: sitting >
You have finished memorizing magic missile.
< 151h/151H 120v/120V Pos: sitting >
You have finished memorizing magic missile.
Your studies are complete.
< 151h/151H 120v/120V Pos: sitting >
You clamber to your feet.
< 151h/151H 120v/120V Pos: standing >
You are still a very long way from your next level.
< 151h/151H 120v/120V Pos: standing >
< 151h/151H 120v/120V Pos: standing >
A Dracolich sneaks in from the north.
< 151h/151H 120v/120V Pos: standing >
Out of nowhere, a Dracolich stabs you in the back.
OUCH! That really did HURT!
Out of nowhere, a Dracolich stabs you in the back.
OUCH! That really did HURT!
< 53h/151H 120v/120V Pos: standing >
< T: Elund TP: sta TC: nasty wounds E: A Dracolich sta EP: excellent >
A sleeping commoner awakens.
< 53h/151H 120v/120V Pos: standing >
< T: Elund TP: sta TC: nasty wounds E: A Dracolich sta EP: excellent >
You are already standing.
< 53h/151H 120v/120V Pos: standing >
< T: Elund TP: sta TC: nasty wounds E: A Dracolich sta EP: excellent >
A Dracolich parries your futile lunge at him.
You attempt to flee...
Main Street
The main street of Desolate runs straight east from the village
gates until a fountain splits the path in a north and south direction.
The street is made from packed gravel and all along side it are
oak buildings. Special glyphs placed over the main streets here
prevent the use of magic, as the mayor predicts it keeps trouble out
as well. Patrol guards who roam the city, also do their best to
keep the arcane arts out. A sturdy oak residence lies just to the
south.
Obvious exits: -East -South -West
You flee northward!
< 53h/151H 99v/120V Pos: standing >
A Dracolich enters from the south.
< 53h/151H 99v/120V Pos: standing >
A Dracolich leaves south.
< 53h/151H 99v/120V Pos: standing >
A Dracolich enters from the south.
< 53h/151H 100v/120V Pos: standing >
Out of nowhere, a Dracolich stabs you in the back.
YIKES! Another hit like that, and you've had it!!
You wish that your wounds would stop BLEEDING so much!
Out of nowhere, a Dracolich stabs you in the back, RIP...
Your spiked limestone sickle was completely destroyed by the massive blow!
Your dented ring [superior] was completely destroyed by the massive blow!
Your legendary hide girth from the Great Realm of Duris was completely destroyed by the massive blow!