<worn around neck> a black mystic's cloak [poor]
<worn around neck> a necklace of elven ears [poor]
<worn as quiver> a light hide quiver
<worn on finger> a satanic band [poor]
<primary weapon> a sleek athame [poor]
<worn on feet> a pair of raw leather boots
A troglodyte berserker charges through the tunnels here.
A large and burly troglodyte sentinel stands here dutifully.
< 211h/211H 126v/128V Pos: standing >
< 211h/211H 126v/128V Pos: standing >
< 211h/211H 126v/128V Pos: standing >
You say in goblin 'or mura'
< 211h/211H 126v/128V Pos: standing >
< 211h/211H 126v/128V Pos: standing >
In the Dark Troglodyte Caves
Obvious exits: -East -Up
Bisil (Kobold)(small) stands, floating here.
Cy (Ogre)(huge) stands, floating here.
A troglodyte berserker charges through the tunnels here.
A large and burly troglodyte sentinel stands here dutifully.
< 211h/211H 126v/128V Pos: standing >
In the Dark Troglodyte Caves
The troglodyte caves continue to wind through the hard stone that lies
far below the surface. The stone is very rough and sharp in places, not by
design, but the original state as when this cavern was formed. The tunnels of
the troglodyte caves twist and turn in many directions, sometimes seemingly
doubling back or going in circles. Making navigation even more difficult is
the fact that both echoes and light seem to reflect differently here than in
normal cave conditions. The air is thick and musky making it sometimes quite
hard to breathe. The ground is a very unforgiving monster, the sharp stones
and pebbles acting as a dangerous hazard. One wrong step could seriously
injure even the thickest skinned creature. The cave system here is at least
twenty feet above the tunnel that is located down from this point. One may
travel down or west from this point.
Obvious exits: -West -Down
Cy floats in from below.
< 211h/211H 124v/128V Pos: standing >
In the Dark Troglodyte Caves
The pitch black nature of the troglodyte cave system makes it impossible
to keep ones bearings. The cave system is a random, twisting monster that
makes navigation nearly impossible. The cave is a natural occurrence and thus
is bound to no city plan or layout. The black stone seems to absorb any light
that it comes in contact with making torches and even magical light almost
useless. In many places the ceiling hangs down very low, only the masters of
this cave can safely navigate through such perils. The air is very musty and
warm feeling, an oddity for this far below the surface. There are no markings
or indications as to the correct path to choose. Perhaps the safest bet would
be to come back the way one came, if of course that is even possible anymore.
One may travel to the north, south or east from this point in the troglodyte
cave system.
Obvious exits: -North -East -South
A troglodyte berserker charges through the tunnels here.
A large and burly troglodyte sentinel stands here dutifully.
Cy enters from the east.
< 211h/211H 122v/128V Pos: standing >
In the Dark Troglodyte Caves
These dark caves are filled with the entire troglodyte settlement. The
nature of the troglodytes makes living in these caves essential as it is their
only possible habitat. The night is the only time these creatures can come out
of hiding and when they do they search for human flesh. The cave itself is a
natural formation, the stone still in its crude natural state. There may have
been some mining or rock work done, but it was minimal as the troglodytes can
live withouth the luxury of smooth stone. The air is very musty, a smell only
found with large colonies of lizards or troglodytes. The temperature is always
warm, how the caves are kept this warm is a mystery to the outside world. The
caves twist and turn as they travel through this underground labrynth. One may
travel to the north or south from this point in the troglodyte caves.
Obvious exits: -North -South
Cy enters from the north.
< 211h/211H 122v/128V Pos: standing >
In the Dark Troglodyte Caves
The further into the troglodyte caves the more disorienting it becomes.
Even creatures with phenomenal infravision find this place to be a complex and
confusing cave system. The darkness, combined with the horrible smells that
the troglodytes release from their glands, makes the air seem to be thick like
water. The rocks are cold and wet and sound does not seem to carry very well
this far down. Normally there would be an echo, but here there is none. It
is as if a shadow of darkness has stolen all the light and sound from this
place. Even with a torch one cannot see very far ahead. Shadows seem to dance
and merge into the stone. Or perhaps the troglodyte warriors are preparing to
attack. The troglodytes posses an innate ability to change the color and tone
of their flesh to fit in with their surroundings. It is safe to assume that an
adult troglodyte could blend in with the black rock and stand there invisible
to someone who walked by. One may walk north, south or west. The darkness
makes it hard to determine which is the main path.
Obvious exits: -North -South -West
A troglodyte female wanders around snarling.
Cy enters from the north.
< 211h/211H 121v/128V Pos: standing >
In the Dark Troglodyte Caves
This dark and scary cave is inhabited by a race of highly effective and
deadly fighters. The troglodyte race is savage and can easily overcome an
unready opponent. The warriors of the clan are trained from an early age how
to fully use all of their weapons including their long tail. This cave is the
perfect lair for such a race. Because the darkness is so complete, ambushes
can and will happen as one goes further into this place. The advanced eyes of
the troglodyte race has developed a superior form of infravision which allows
them to best take advantage of these surroundings. The smell is horrible,
emitted from their glands and pores as yet another deterrent from this place.
The stone would look very black in the light of day, but here everything looks
like darkness. One may travel west or north in the troglodyte cave system.
Obvious exits: -North -West
A large and burly troglodyte sentinel stands here dutifully.
A large and burly troglodyte sentinel stands here dutifully.
Cy enters from the north.
< 211h/211H 120v/128V Pos: standing >
The Entrance to the Troglodyte Caves
This small and highly defendable room is the entrance to the troglodyte
cave system. This clan of lizard-like humanoids was thought to be some kind of
old myth that parents told their children to scare them. It is, in fact, very
real and very dangerous to anyone foolish enough to intrude. The cave is dark
and filled with many of the vile troglodyte warriors. The troglodytes are a
savage people who crave human flesh and often will raid the surrounding areas
for food and other valuables. This cave is well hidden beneath the Black Dog
Mountains. The entire clan of creatures lives off of the success of their
raiding abillity. The cave smells very bad as the creatures themselves give
off a repelant odor. The gloom that hangs over this place is hard to see very
far into. This is the entrance to the troglodyte caves. One may travel east
or down back into the water.
Obvious exits: -East -Down
A greyish stone wall is here to the down.
A large and burly troglodyte sentinel stands here dutifully.
Cy enters from the east.
< 211h/211H 119v/128V Pos: standing >
Bisil starts casting an offensive spell.
< 211h/211H 120v/128V Pos: standing >
Hint: Warriors and other classes can use the 'rescue' command if a mob starts attacking a weaker player.
You sit down and relax.
< 211h/211H 120v/128V Pos: sitting >
You currently have the following spell slots available:
1st circle: 9 of 9
2nd circle: 8 of 8
3rd circle: 7 of 7
4th circle: 6 of 6
5th circle: 5 of 5
6th circle: 1 of 1
< 211h/211H 121v/128V Pos: sitting >
You start meditating...
< 211h/211H 121v/128V Pos: sitting >
Bisil completes his spell...
A greyish stone wall crumbles to dust and blows away.
< 211h/211H 124v/128V Pos: sitting >
You stop meditating.
You clamber to your feet.
< 211h/211H 128v/128V Pos: standing >
The Entrance to the Troglodyte Caves
Obvious exits: -East -Down
Cy (Ogre)(huge) stands, floating here.
Bisil (Kobold)(small) stands, floating here.
A large and burly troglodyte sentinel stands here dutifully.
< 211h/211H 128v/128V Pos: standing >
< 211h/211H 128v/128V Pos: standing >
Inside the Dark Passageway
The cold watery passage ends here abruptly. The well crafted walls end
here underneath a medium sized opening above. It is difficult to tell what is
located above, it could just be a continuation of this tunnel. The water is
very dirty here as if someone had deficated here in the water. It seems that
this area is not naturally formed. There is deffinetly signs that the masonry
was done by skilled craftsman, but it seems unlikely that this area underneath
the Black Dog Mountains is inhabited by any 'civilized' group or race. The
feeling of dread grows and grows. There are small rocks and pebbles lying all
over on the ground, as if part of some large object. A thin layer of slime has
formed on the northern wall. One may return to the south or travel up into the
further darkness.
Obvious exits: -South -Up
A HUGE stone golem stands here protecting the passageway.
Bisil swims in from above.
Cy swims in from above.
< 211h/211H 126v/128V Pos: standing >
You begin to hold your breath...
< 211h/211H 126v/128V Pos: standing >
In an Underwater Passage
The water here turns very cold. There appears to be a stone passage here
heading to the north. The water is very dark as no light reaches this region.
There appears to be a large doorway to the north, more than likely to some kind
of subterranean city. The watery cave has an odd and out of place feeling.
The stone walls have been magically sealed together and no mortar has been used
in the construction of this hallway. There is a thick layer of silt formed on
the floor of this passageway. One may travel back to the south to leave this
passageway or north through the gate and into the darkness.
Obvious exits: -North -South
Bisil swims in from the north.
Cy swims in from the north.
< 211h/211H 124v/128V Pos: standing >
< 211h/211H 124v/128V Pos: standing >
Underwater in the Clean Pool
The cool waters could knock the breath out of the strongest creature.
The muddy banks of the pool are slick and covered with a thick layer of slime.
The nature of the water causes any light that enters the pool to twirl and
shimmer like some kind of ethereal pulse of energy. The water is rather clear
and clean, unlike many of the rivers near the larger cities of the realms. A
pool this large without any fish or other aquatic life is odd, but that's the
truth of this place. One may travel to the north or up from this point.
Obvious exits: -North -Up
Bisil swims in from the north.
Cy swims in from the north.
< 211h/211H 122v/128V Pos: standing >
There is no pool here.
< 211h/211H 122v/128V Pos: standing >
The Site of a Watering Hole
The grassy plains are very flat but a naturally formed depression has
formed this clear pool of water. The pool is only a few feet deep but over
twenty feet wide. All of the various animals that live on the Field of Endolin
must frequent this place as it is the main source of water on the prairie. The
trails all seem to lead here and travel in many random directions. The pools
surface is calm and undisturbed. The Black Dog Mountains loom in the distance
to the north and east. One may travel to the west or south.
Obvious exits: -South -West
The watering hole is filled with cool water.
You take a deep breath of fresh air.
Bisil floats in from elsewhere.
Cy floats in from elsewhere.
< 211h/211H 120v/128V Pos: standing >
You take a deep breath of fresh air.
< 211h/211H 120v/128V Pos: standing >
On The Grasses of the Vast Prairie
There are many small trails leading to the east, seeming to randomly start
and end. There seems to be a great deal of animals grazing here, more than
likely because of the close proximity to the watering hole. The Field of
Endolin is a vast prairie, reaching far and wide. The dark mass of the Black
Dog Mountains can be seen to the northeast, an ominous reminder of the danger
of this place. The rumors that surround those mountains are more than a little
scary. One may travel in any direction on the grassy plain.
Obvious exits: -North -East -South -West
A golden prairie dog sits here looking at your queerly.
A large and very shaggy buffalo grazes on the prairie.
Bisil enters from the east.
Cy enters from the east.
< 211h/211H 118v/128V Pos: standing >
Surrounded By the Natural Beauty of the Prairie
The Field of Endolin is very unique in the realms for its natural beauty.
The vast prairie lands here are covered with thick and hearty grasses that the
numerous animals graze upon year round. There is no need for the animals to
migrate for they have everything they need here on the prairie. The climate
here is not too cold or too hot for the animals, primarily the buffalo. The
fields stretch for many many miles. One may travel in any direction.
Obvious exits: -North -East -South -West
Bisil enters from the east.
Cy enters from the east.
< 211h/211H 116v/128V Pos: standing >
By a Weedy Section of The Grassy Plains
The grassy plains stretch for miles and miles here. The resilience of the
prairie grasses is well known as the grasses are sometimes cut from the ground
and replanted elsewhere when grass is needed. This section of the plain was
once stripped of its sod. The open soil provided a fresh place for these many
weeds that grow here. The weeds are very colorful and add an extra amount of
life to the prairie. There are still some open places where the black topsoil
can be seen. One may travel in any direction.
Obvious exits: -North -East -South -West
A large and very shaggy buffalo grazes on the prairie.
A filthy vulture flies above you.
Bisil enters from the north.
Cy enters from the north.
< 211h/211H 115v/128V Pos: standing >
< 211h/211H 117v/128V Pos: standing >
Standing On the Thick Sod of the Prairie
The soil here is very far below the surface. The sod on this part of the
prairie is much like the other parts in that it is very thick and would take a
fair amount of digging to reach it. There are some weeds growing amongst the
tall prairie grasses but they are few and far between. There are several small
prairie dog holes that appear to be fresh. The holes are surrounded by small
piles of dirt, which were thrown there by the industrious little rodents. One
may travel in any direction.
Obvious exits: -North -East -South -West
A small rabbit bounds over the prairie here.
A field mouse scurries through the grass here.
A wild horse stands here ready to go for a run.
A large and very shaggy buffalo grazes on the prairie.
Bisil enters from the north.
Cy enters from the north.
< 211h/211H 117v/128V Pos: standing >
On the Prairie Grasses
The grasses of the prairie are very lush and green here. They stretch out
for miles and miles in every direction. The field is full of wildlife. You
can see many animals running freely across the plain. There are many different
kinds of animals that live on this plain. One can see many small prairie dog
holes dotting the field. There are also signs of larger animals as there are
quite a few large piles of waste. One may travel in any direction.
Obvious exits: -North -East -South -West
Bisil enters from the north.
Cy enters from the north.
< 211h/211H 115v/128V Pos: standing >
Standing On the Thick Sod of the Prairie
The soil here is very far below the surface. The sod on this part of the
prairie is much like the other parts in that it is very thick and would take a
fair amount of digging to reach it. There are some weeds growing amongst the
tall prairie grasses but they are few and far between. There are several small
prairie dog holes that appear to be fresh. The holes are surrounded by small
piles of dirt, which were thrown there by the industrious little rodents. One
may travel in any direction.
Obvious exits: -North -East -South -West
A small rabbit bounds over the prairie here.
A field mouse scurries through the grass here.
A wild horse stands here ready to go for a run.
A large and very shaggy buffalo grazes on the prairie.
Bisil enters from the south.
Cy enters from the south.
< 211h/211H 114v/128V Pos: standing >
A black wolf enters from the west.
< 211h/211H 115v/128V Pos: standing >
A small rabbit leaves north.
< 211h/211H 116v/128V Pos: standing >
A wild horse leaves west.
< 211h/211H 116v/128V Pos: standing >
You say in goblin 'try hose'
< 211h/211H 117v/128V Pos: standing >
A black wolf enters from the east.
< 211h/211H 117v/128V Pos: standing >
Standing On the Thick Sod of the Prairie
Obvious exits: -North -East -South -West
A starving looking black wolf prowls the prairie here.
A starving looking black wolf prowls the prairie here.
Cy (Ogre)(huge) stands, floating here.
Bisil (Kobold)(small) stands, floating here.
A field mouse scurries through the grass here.
A large and very shaggy buffalo grazes on the prairie.
< 211h/211H 120v/128V Pos: standing >
On the Prairie Grasses
The grasses of the prairie are very lush and green here. They stretch out
for miles and miles in every direction. The field is full of wildlife. You
can see many animals running freely across the plain. There are many different
kinds of animals that live on this plain. One can see many small prairie dog
holes dotting the field. There are also signs of larger animals as there are
quite a few large piles of waste. One may travel in any direction.
Obvious exits: -North -East -South -West
Bisil enters from the north.
Cy enters from the north.
< 211h/211H 120v/128V Pos: standing >
Surrounded By Miles and Miles of Open Prairie
The miles and miles of lush green grass stretched in every direction. It
is as if this part of the field is the exact center of a huge, green disk. The
amount of grass here is staggering. There are several small prairie dog holes
that have been recently dug. Small piles of dirt surround each hole. The sky
is wide open above your head. There are some game trails heading off to the
north. One may travel in any direction from this point.
Obvious exits: -North -East -South -West
A golden prairie dog sits here looking at your queerly.
A filthy vulture flies above you.
A large and very shaggy buffalo grazes on the prairie.
A killer mosquito flies through the air here.
Bisil enters from the north.
Cy enters from the north.
< 211h/211H 119v/128V Pos: standing >
Upon the Field of Endolin
The Field of Endolin is a very lush and healthy prairie. The sod here has
grown solid with a tough looking grass. The grass is a dark green and very
strong. There are many trails leading off further onto the field. There are
some buffalo chips lying on the ground. It has been said by the older native
barbarians that the buffalo chips can be used as a fire starter. There are
miles of prairie stretching out to the north. One may travel in any direction.
Obvious exits: -North -East -South -West
A large and very shaggy buffalo grazes on the prairie.
A killer mosquito flies through the air here.
Bisil enters from the north.
Cy enters from the north.
< 211h/211H 118v/128V Pos: standing >
A large buffalo enters from the west.
< 211h/211H 119v/128V Pos: standing >
You quickly scan the area.
A prairie dog who is close by to your north.
A filthy vulture who is close by to your north.
A large buffalo who is close by to your north.
A black wolf who is a brief walk away to your north.
A black wolf who is a brief walk away to your north.
A field mouse who is a brief walk away to your north.
A large buffalo who is a brief walk away to your north.
A large buffalo who is rather far off to your north.
A filthy vulture who is rather far off to your north.
A large buffalo who is in the distance to your north.
A large buffalo who is close by to your east.
A small rabbit who is close by to your south.
A prairie dog who is close by to your south.
A small rabbit who is close by to your west.
A black wolf who is close by to your west.
< 211h/211H 122v/128V 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 small rabbit bounds over the prairie here.
A golden prairie dog sits here looking at your queerly.
Bisil enters from the north.
Cy enters from the north.
< 211h/211H 120v/128V Pos: standing >
Bisil climbs on and rides a prairie dog.
< 211h/211H 122v/128V Pos: standing >
On the Vast Grassy Plain of Tentro
This grassy plain seems to go on forever. To the north the plain seems
to dip down into a depression, a bowl shaped area. The region is normally
filled with wild animals, from buffalo to wild horses. Most animals stay clear
of the city of Tentro for fear of being hunted. Most people from Tentro do not
themselves hunt, but travelers and explorers often will leave the safety of the
city walls for the thrill of the hunt. The city wall is still visible from
here, a large and impressive structure. No trees grow on this vast prairie,
the sod is too thick to let any new plants come in. There are some thin trails
leading to the north. One may travel to the north or west from this point.
Obvious exits: -North -West
Bisil rides in on a prairie dog from the north.
Cy enters from the north.
< 211h/211H 121v/128V 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 #
Bisil rides in on a prairie dog from the east.
Cy enters from the east.
< 211h/211H 120v/128V Pos: standing >
Ok.
< 211h/211H 122v/128V 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
Bisil rides in on a prairie dog from the east.
Cy enters from the east.
< 211h/211H 120v/128V 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
A loyal street sweeper of Tentro walks here doing her job
Bisil rides in on a prairie dog from the east.
Cy enters from the east.
< 211h/211H 119v/128V 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
A meek looking shaman wanders around here.
Bisil rides in on a prairie dog from the east.
Cy enters from the east.
< 211h/211H 119v/128V 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
Bisil rides in on a prairie dog from the east.
Cy enters from the east.
< 211h/211H 119v/128V 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
Bisil rides in on a prairie dog from the east.
Cy enters from the east.
< 211h/211H 118v/128V Pos: standing >
Alas, you cannot go that way. . . .
< 211h/211H 119v/128V 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 small cow is here looking rather bored.
Bisil rides in on a prairie dog from the east.
Cy enters from the east.
< 211h/211H 118v/128V Pos: standing >
Alas, you cannot go that way. . . .
< 211h/211H 119v/128V 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
Bisil rides in on a prairie dog from the east.
Cy enters from the east.
< 211h/211H 118v/128V Pos: standing >
Alas, you cannot go that way. . . .
< 211h/211H 119v/128V Pos: standing >
A commoner enters from the west.
< 211h/211H 119v/128V 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
Bisil rides in on a prairie dog from the east.
Cy enters from the east.
< 211h/211H 119v/128V Pos: standing >
Alas, you cannot go that way. . . .
< 211h/211H 119v/128V 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
Bisil rides in on a prairie dog from the east.
Cy enters from the east.
< 211h/211H 119v/128V Pos: standing >
Alas, you cannot go that way. . . .
< 211h/211H 119v/128V 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.
Bisil rides in on a prairie dog from the east.
Cy enters from the east.
< 211h/211H 119v/128V Pos: standing >
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#
Anatolian, a Paladin of the _-=(Holy Order)=-_ walks here.
An older gentleman stands guard here, protecting Tentro
Bisil rides in on a prairie dog from the north.
Cy enters from the north.
< 211h/211H 118v/128V Pos: standing >
The double seems to be closed.
< 211h/211H 119v/128V Pos: standing >
Ok.
< 211h/211H 120v/128V 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
A greyish stone wall is here to the south.
A Grey Elf (medium) stands, floating here.
A Barbarian (large) stands, floating here.
A Gnome (small) stands, floating here.
A Grey Elf (medium) stands, floating here.
Bisil rides in on a prairie dog from the north.
Cy enters from the north.
< 211h/211H 119v/128V Pos: standing >
In his haste to slam Bisil around, a Barbarian slips and falls!
< 211h/211H 119v/128V Pos: standing >
Oof! You bump into a greyish stone wall...
< 211h/211H 120v/128V Pos: standing >
Oof! You bump into a greyish stone wall...
A Grey Elf closes the gate.
< 211h/211H 120v/128V Pos: standing >
The first hint of daylight can be seen on the northern horizon.
Oof! You bump into a greyish stone wall...
A Grey Elf starts casting an offensive spell.
< 211h/211H 121v/128V Pos: standing >
The gate seems to be closed.
< 211h/211H 122v/128V Pos: standing >
Alas, you cannot go that way. . . .
< 211h/211H 122v/128V Pos: standing >
A Grey Elf completes his spell...
A Grey Elf utters the word 'blindness'
< 211h/211H 122v/128V Pos: standing >
Bisil opens the gate.
It's already open!
A Gnome starts casting an offensive spell.
< 211h/211H 123v/128V Pos: standing >
Bisil leaves north riding on a prairie dog.
A Grey Elf starts casting an offensive spell.
< 211h/211H 124v/128V Pos: standing >
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
Bisil (Kobold)(small), floating sits atop a prairie dog.
Anatolian, a Paladin of the _-=(Holy Order)=-_ walks here.
An older gentleman stands guard here, protecting Tentro
Cy enters from the south.
< 211h/211H 122v/128V Pos: standing >
Bisil wavers under the impact of the lightning bolt sent by a Gnome.
< 211h/211H 123v/128V Pos: standing >
Ok.
< 211h/211H 124v/128V Pos: standing >
The Central Path of Tentro
Obvious exits: -North -South#
Cy (Ogre)(huge) stands, floating here.
Bisil (Kobold)(small), floating sits atop a prairie dog.
Anatolian, a Paladin of the _-=(Holy Order)=-_ walks here.
An older gentleman stands guard here, protecting Tentro
< 211h/211H 125v/128V Pos: standing >
A Grey Elf enters from the south.
A Gnome enters from the south.
A Grey Elf enters from the south.
< 211h/211H 126v/128V Pos: standing >
Cy suddenly attacks a Gnome!
Cy misses a Gnome.
Everything is blurry after a Grey Elf's head came crashing into your skull.
Wow! Look at all those stars!
The world starts spinning, and your ears are ringing!
< 191h/211H 126v/128V Pos: standing >
A Grey Elf starts casting an offensive spell called 'blindness'.
< 191h/211H 126v/128V Pos: standing >
Bisil leaves north riding on a prairie dog.
A Gnome starts casting an offensive spell.
< 191h/211H 126v/128V Pos: standing >
The world stops spinning.
Ok.
< 191h/211H 126v/128V Pos: standing >
Alas, you cannot go that way. . . .
< 191h/211H 126v/128V Pos: standing >
A Gnome completes his spell...
A Gnome utters the words 'diesilla barh'
YOU'RE HIT! A lightning bolt from a Gnome starts your skin smoking.
OUCH! That really did HURT!
A Gnome dodges your futile attack.
< 156h/211H 126v/128V Pos: standing >
< T: Cy TP: sta TC:excellent E: A Gnome sta EP: excellent >
A Grey Elf completes his spell...
A Grey Elf utters the word 'noselacri'
< 156h/211H 126v/128V Pos: standing >
< T: Cy TP: sta TC:excellent E: A Gnome sta EP: excellent >
A Gnome misses Cy.
Bisil rides in on a prairie dog from the north.
A Gnome starts casting a spell.
< 156h/211H 126v/128V Pos: standing >
< T: Cy TP: sta TC:excellent E: A Gnome sta EP: excellent >
A Grey Elf starts casting an offensive spell.
< 156h/211H 126v/128V Pos: standing >
< T: Cy TP: sta TC:excellent E: A Gnome sta EP: excellent >
You start chanting...
< 156h/211H 126v/128V Pos: standing >
< T: Cy TP: sta TC:excellent E: A Gnome sta EP: excellent >
Cy's slash strikes a Gnome.
Cy's impressive whip strikes a Gnome.
< 156h/211H 126v/128V Pos: standing >
< T: Cy TP: sta TC:excellent E: A Gnome sta EP: few scratches >
You complete your spell...
[Damage: 40 ] Your blast of cold strikes a Gnome dead on, who shudders from the pain.
A Gnome dodges your futile attack.
Bisil leaves north riding on a prairie dog.
A Grey Elf tries to tackle you and misses completely, making a nice dent in his forehead and the ground!
< 156h/211H 126v/128V Pos: standing >
< T: Cy TP: sta TC:excellent E: A Gnome sta EP: small wounds >
< 156h/211H 126v/128V Pos: standing >
< T: Cy TP: sta TC:excellent E: A Gnome sta EP: small wounds >
A Barbarian enters from the south.
< 156h/211H 126v/128V Pos: standing >
< T: Cy TP: sta TC:excellent E: A Gnome sta EP: small wounds >
Bisil enters from the north.
< 156h/211H 126v/128V Pos: standing >
< T: Cy TP: sta TC:excellent E: A Gnome sta EP: small wounds >
A Gnome completes his spell...
A Gnome utters the words 'wuffaf uwaoz'
A spitting image of a Gnome suddenly rises from the ground!
A spitting image of a Gnome suddenly rises from the ground!
A spitting image of a Gnome suddenly rises from the ground!
A spitting image of a Gnome suddenly rises from the ground!
You start chanting...
< 156h/211H 126v/128V Pos: standing >
< T: Cy TP: sta TC:excellent E: A Gnome sta EP: small wounds >
A Grey Elf completes his spell...
A Grey Elf utters the word 'noselacri'
Cy seems to be blinded!
< 156h/211H 126v/128V Pos: standing >
< T: Cy TP: sta TC:excellent E: A Gnome sta EP: small wounds >
A Gnome misses Cy.
< 156h/211H 126v/128V Pos: standing >
< T: Cy TP: sta TC:excellent E: A Gnome sta EP: small wounds >
A Gnome starts casting an offensive spell.
A Barbarian suddenly attacks Bisil!
A Barbarian's slash strikes Bisil.
< 156h/211H 126v/128V Pos: standing >
< T: Cy TP: sta TC:excellent E: A Gnome sta EP: small wounds >
You complete your spell...
[Damage: 12 ] Your blast of cold strikes a Gnome dead on, who shudders from the pain.
Upon being struck, a Gnome disappears into thin air.
A Gnome stops following a Gnome.
< 156h/211H 126v/128V Pos: standing >
< T: Cy TP: sta TC:excellent E: A Gnome sta EP: small wounds >
A Grey Elf's fine slash strikes you.
< 150h/211H 126v/128V Pos: standing >
< T: Cy TP: sta TC:excellent E: A Gnome sta EP: small wounds >
Bisil attempts to flee.
Bisil leaves north.
< 150h/211H 126v/128V Pos: standing >
< T: Cy TP: sta TC:excellent E: A Gnome sta EP: small wounds >
A Gnome completes his spell...
A Gnome utters the words 'diesilla barh'
You start chanting...
< 150h/211H 126v/128V Pos: standing >
< T: Cy TP: sta TC:excellent E: A Gnome sta EP: small wounds >
A Gnome's weak punch grazes Cy.
Cy misses a Gnome.
Cy misses a Gnome.
A Gnome starts casting an offensive spell.
A Grey Elf starts casting a spell.
< 150h/211H 126v/128V Pos: standing >
< T: Cy TP: sta TC:few scratches E: A Gnome sta EP: small wounds >
You complete your spell...
[Damage: 12 ] Your blast of cold strikes a Gnome dead on, who shudders from the pain.
Upon being struck, a Gnome disappears into thin air.
A Gnome stops following a Gnome.
A Grey Elf stops chanting abruptly!
< 150h/211H 126v/128V Pos: standing >
< T: Cy TP: sta TC:few scratches E: A Gnome sta EP: small wounds >
An old guard watches the area, making sure the battle does not get out of hand.
A Gnome dodges your futile attack.
A Gnome dodges your futile attack.
< 150h/211H 126v/128V Pos: standing >
< T: Cy TP: sta TC:few scratches E: A Gnome sta EP: small wounds >
You start chanting...
< 150h/211H 126v/128V Pos: standing >
< T: Cy TP: sta TC:few scratches E: A Gnome sta EP: small wounds >
A Barbarian suddenly attacks YOU!
A Barbarian's fine slash strikes you.
< 144h/211H 126v/128V Pos: standing >
< T: Cy TP: sta TC:few scratches E: A Gnome sta EP: small wounds >
A Gnome completes his spell...
A Gnome utters the words 'diesilla barh'
YOU'RE HIT! A lightning bolt from a Gnome starts your skin smoking.
OUCH! That really did HURT!
< 97h/211H 126v/128V Pos: standing >
< T: Cy TP: sta TC:few scratches E: A Gnome sta EP: small wounds >
Anatolian watches the area, making sure the battle does not get out of hand.
Anatolian leaves north.
A Grey Elf's fine slash strikes you.
A Grey Elf misses you.
< 91h/211H 126v/128V Pos: standing >
< T: Cy TP: sta TC:few scratches E: A Gnome sta EP: small wounds >
A Grey Elf rises to his feet.
< 91h/211H 126v/128V Pos: standing >
< T: Cy TP: sta TC:few scratches E: A Gnome sta EP: small wounds >
Casting: cone of cold *
Everything is blurry after a Grey Elf's head came crashing into your skull.
Wow! Look at all those stars!
< 72h/211H 126v/128V Pos: standing >
< T: Cy TP: sta TC:few scratches E: A Gnome sta EP: small wounds >
A Gnome suddenly attacks YOU!
A Gnome misses you.
A Gnome starts casting an offensive spell.
< 72h/211H 126v/128V Pos: standing >
< T: Cy TP: sta TC:few scratches E: A Gnome sta EP: small wounds >
A Gnome suddenly attacks YOU!
A Gnome misses you.
< 72h/211H 126v/128V Pos: standing >
< T: Cy TP: sta TC:few scratches E: A Gnome sta EP: small wounds >
A Gnome completes his spell...
A Gnome utters the words 'diesilla barh'
YOU'RE HIT! A lightning bolt from a Gnome starts your skin smoking.
YIKES! Another hit like that, and you've had it!!
You complete your spell...
[Damage: 12 ] Your blast of cold strikes a Gnome dead on, who shudders from the pain.
Upon being struck, a Gnome disappears into thin air.
A Gnome stops following a Gnome.
You miss a Gnome.
You miss a Gnome.
A Gnome misses Cy.
< 29h/211H 126v/128V Pos: standing >
< T: Cy TP: sta TC:few scratches E: A Gnome sta EP: small wounds >
A Grey Elf starts casting a spell.
< 29h/211H 126v/128V Pos: standing >
< T: Cy TP: sta TC:few scratches E: A Gnome sta EP: small wounds >
You start chanting...
< 29h/211H 126v/128V Pos: standing >
< T: Cy TP: sta TC:few scratches E: A Gnome sta EP: small wounds >
Cy's powerful slash strikes a Gnome hard.
Cy misses a Gnome.
A Gnome's pupils dialate and return to normal.
A Grey Elf's pupils dialate and return to normal.
A Barbarian's pupils dialate and return to normal.
A Grey Elf's pupils dialate and return to normal.
A Gnome starts casting an offensive spell.
< 29h/211H 126v/128V Pos: standing >
< T: Cy TP: sta TC:few scratches E: A Gnome sta EP: few wounds >
A Gnome misses you.
Hint: Killing other players and taking their equipment is completely legal, but so is retribution! Beware of your victims' allies.
< 29h/211H 126v/128V Pos: standing >
< T: Cy TP: sta TC:few scratches E: A Gnome sta EP: few wounds >
You dodge a Barbarian's vicious attack.
< 29h/211H 126v/128V Pos: standing >
< T: Cy TP: sta TC:few scratches E: A Gnome sta EP: few wounds >
Casting: cone of cold
< 29h/211H 126v/128V Pos: standing >
< T: Cy TP: sta TC:few scratches E: A Gnome sta EP: few wounds >
A Grey Elf completes his spell...
A Grey Elf utters the word 'heal'
Healing energy flows from a Grey Elf into a Gnome's body!
You complete your spell...
[Damage: 39 ] Your blast of cold strikes a Gnome dead on, who shudders from the pain.
< 29h/211H 126v/128V Pos: standing >
< T: Cy TP: sta TC:few scratches E: A Gnome sta EP: small wounds >
A Gnome completes his spell...
A Gnome utters the words 'gpaqtuio ofags'
You get a shock as a Gnome gets too close to you.
Your human-made cured leather robe exploded spreading charges of electrical energy!
Your small diamond ring exploded spreading charges of electrical energy!