The death of [56 Naturalist] Neowen (Githzerai)

in A Recently Rebuilt Stone Highway

from the perspective of [56 Naturalist] Neowen (Githzerai)

<worn as a badge>    a blood red tear insignia
<worn around neck>   an icy copper collar from Bandit Camp
<worn about body>    a hard leather cloak
<worn on back>       a large leather backpack
<worn about waist>   a thin leather belt
<worn on belt buckle>a glowing quill (glowing)
<worn around wrist>  a twisted obsidian bracelet
<worn around wrist>  a sparkling marble bracer
<worn on hands>      a pair of brown leather gloves
<worn on finger>     an iron ring of lesser physical resistance
<primary weapon>     a steel dagger
<held>               a small round wooden shield
<worn on feet>       some stylish steel shoes

The Ogre's Foot Inn
   A large counter sits nestled against the east wall here, accompanied by a
huge rack behind it.  It appears that this is where tired and worn out
adventurers can come to get a good nights rest before continuing on the next
day.  A spiral oak staircase leads downwards to the inn's lounge, where most
of the city's warriors wait for work.  Attached to the front of the counter is
a large sign.
Obvious exits: -West  -Down 
A large sign hangs from the front of the counter here.
A tharnadian illusionist stands here watching for intruders.
A tough looking warrior is scanning the landscape beyond the walls.
A tough looking warrior is scanning the landscape beyond the walls.
The receptionist stands here behind the counter, waiting to help someone.

< 291h/291H 126v/136V Pos: standing >
The receptionist starts casting a spell.
The receptionist completes her spell...
The receptionist utters the word 'zuharuhl'
The receptionist looks vitalized.

< 291h/291H 128v/136V Pos: standing >
The Ogre's Foot Lounge
   One-hundred feet square, this lounge makes up the lower floor of the Ogre's
Foot Inn.  A slatestone hearth is built into the east wall, to warm the inn on
those frigid nights associated with the northern climates.  Four plush leather
couches encircle the fireplace, creating an area where patrons and adventurers
gather to share tales and ale.  A small bar runs along the southern wall,
around which some warriors wait looking for work.  At the room's center, an
ornate oak staircase spirals in through the ceiling, its wooden steps leading
to the inn upstairs.
Obvious exits: -North# -Up    -Down 
A large portal leading to the arena floats here. (glowing)
A stone hearth is set in the wall.
A mighty board stands here held up by great swords reading 'Flame Board.'

< 291h/291H 130v/136V Pos: standing >
You are using:
<worn as a badge>    a blood red tear insignia
<worn on head>       a humming gem coif
<worn around neck>   an icy copper collar from Bandit Camp
<worn about body>    a hard leather cloak
<worn on back>       a large leather backpack
<worn about waist>   a thin leather belt
<worn on belt buckle>a glowing quill (glowing)
<worn around wrist>  a twisted obsidian bracelet
<worn around wrist>  a sparkling marble bracer
<worn on hands>      a pair of brown leather gloves
<worn on finger>     a frost-rimed brass signet
<worn on finger>     an iron ring of lesser physical resistance
<primary weapon>     a steel dagger
<held>               a small round wooden shield
<worn on feet>       some stylish steel shoes

< 291h/291H 136v/136V Pos: standing >

1st CIRCLE:
detect magic                [in spellbook]
magic missile               [in spellbook]
minor creation              [in spellbook]

2nd CIRCLE:
burning hands               [in spellbook]
chill touch                 [in spellbook]
mirror image                [in spellbook]
sleep                       [in spellbook]

3rd CIRCLE:
agility                     [in spellbook]
concealment                 [in spellbook]
dispel magic                [in spellbook]
mage flame                  [in spellbook]
shocking grasp              [in spellbook]
strength                    [in spellbook]

4th CIRCLE:
enchant weapon              [in spellbook]
infravision                 [in spellbook]
levitate                    [in spellbook]
lightning bolt              [in spellbook]
ray of enfeeblement         [in spellbook]
reveal true name            [in spellbook]
wall of force               [in spellbook]

5th CIRCLE:
coldshield                  [in spellbook]
contain being               [in spellbook]
fireshield                  [in spellbook]
identify                    [in spellbook]
sense follower              [in spellbook]
slowness                    [in spellbook]

6th CIRCLE:
color spray                 [in spellbook]
feeblemind                  [in spellbook]
minor globe of invulnerability   [in spellbook]
stone skin                  [in spellbook]
teleport                    [in spellbook]

7th CIRCLE:
airy water                  [in spellbook]
cone of cold                [in spellbook]
dimension door              [in spellbook]
fireball                    [in spellbook]
haste                       [in spellbook]
ice storm                   [in spellbook]
wall of flames              [in spellbook]
wall of ice                 [in spellbook]
web                         [in spellbook]

8th CIRCLE:
detect invisibility         [in spellbook]
globe of invulnerability    [in spellbook]
improved invisibility       [in spellbook]
prismatic spray             [in spellbook]

9th CIRCLE:
acidimmolate               
fly                        
gate                       
prismatic ray              
relocate                   

10th CIRCLE:
farsee                     
group stone skin           

11th CIRCLE:
group globe of invulnerability  
prismatic cube             


1st CIRCLE:
detect magic                [in spellbook]
magic missile               [in spellbook]
minor creation              [in spellbook]

2nd CIRCLE:
burning hands               [in spellbook]
chill touch                 [in spellbook]
mirror image                [in spellbook]
sleep                       [in spellbook]

3rd CIRCLE:
agility                     [in spellbook]
concealment                 [in spellbook]
dispel magic                [in spellbook]
mage flame                  [in spellbook]
shocking grasp              [in spellbook]
strength                    [in spellbook]

4th CIRCLE:
enchant weapon              [in spellbook]
infravision                 [in spellbook]
levitate                    [in spellbook]
lightning bolt              [in spellbook]
ray of enfeeblement         [in spellbook]
reveal true name            [in spellbook]
wall of force               [in spellbook]

5th CIRCLE:
coldshield                  [in spellbook]
contain being               [in spellbook]
fireshield                  [in spellbook]
identify                    [in spellbook]
sense follower              [in spellbook]
slowness                    [in spellbook]

6th CIRCLE:
color spray                 [in spellbook]
feeblemind                  [in spellbook]
minor globe of invulnerability   [in spellbook]
stone skin                  [in spellbook]
teleport                    [in spellbook]

7th CIRCLE:
airy water                  [in spellbook]
cone of cold                [in spellbook]
dimension door              [in spellbook]
fireball                    [in spellbook]
haste                       [in spellbook]
ice storm                   [in spellbook]
wall of flames              [in spellbook]
wall of ice                 [in spellbook]
web                         [in spellbook]

8th CIRCLE:
detect invisibility         [in spellbook]
globe of invulnerability    [in spellbook]
improved invisibility       [in spellbook]
prismatic spray             [in spellbook]

9th CIRCLE:
acidimmolate               
fly                        
gate                       
prismatic ray              
relocate                   

10th CIRCLE:
farsee                     
group stone skin           

11th CIRCLE:
group globe of invulnerability  
prismatic cube             


< 291h/291H 136v/136V Pos: standing >
The Ogre's Foot Lounge
Obvious exits: -North# -Up    -Down 
A large portal leading to the arena floats here. (glowing)
A stone hearth is set in the wall.
A mighty board stands here held up by great swords reading 'Flame Board.'

< 291h/291H 136v/136V Pos: standing >
The door seems to be closed.

< 291h/291H 136v/136V Pos: standing >
Ok.

< 291h/291H 136v/136V Pos: standing >
The Great Fountain of Tharnadia
   An immense fountain, thirty feet in diameter, rests here in a large plaza
near the center of the city of Tharnadia.  The fountains pristine waters are
quite inviting, crystal clear and about two feet deep.  You can see some grey
fish swimming lazily about the fountain's bottom.  The Great Tharnadian Way
runs west of here, while to the east it intersects with Keats street.  A tall
two story building rises to the south of here, its sides made of adobe and
wood.  An oak shingle in the shape of a foot hangs from its front, proclaiming
the structure as the Ogre's Foot Inn.  From here, you can see the high city
walls in all directions off in the distance.  There is a large plaque fastened
to one edge of the fountain here with some lines of text printed on it.
Obvious exits: -North -East  -South -West 
A swirling rift shifts and howls here.
A swirling rift shifts and howls here.
A shingle hangs over the door to the south.
Before you stands a huge board containing news and feedback.
An onyx plaque can be seen written on the fountain.
A beautifully sculpted ivory fountain rests here.
A large rat is scurrying about here.
A young man in leather armor seems to be patrolling the area.
The Tharnadian Quartermaster stands here.
A young man in leather armor seems to be patrolling the area.
A young man in leather armor seems to be patrolling the area.
A young man in leather armor seems to be patrolling the area.
The town crier is standing here, eagerly awaiting to perform his duties.
The Great Fountain of Tharnadia
   An immense fountain, thirty feet in diameter, rests here in a large plaza
near the center of the city of Tharnadia.  The fountains pristine waters are
quite inviting, crystal clear and about two feet deep.  You can see some grey
fish swimming lazily about the fountain's bottom.  The Great Tharnadian Way
runs west of here, while to the east it intersects with Keats street.  A tall
two story building rises to the south of here, its sides made of adobe and
wood.  An oak shingle in the shape of a foot hangs from its front, proclaiming
the structure as the Ogre's Foot Inn.  From here, you can see the high city
walls in all directions off in the distance.  There is a large plaque fastened
to one edge of the fountain here with some lines of text printed on it.
Obvious exits: -North -East  -South -West 
A swirling rift shifts and howls here.
A swirling rift shifts and howls here.
A shingle hangs over the door to the south.
Before you stands a huge board containing news and feedback.
An onyx plaque can be seen written on the fountain.
A beautifully sculpted ivory fountain rests here.
A large rat is scurrying about here.
A young man in leather armor seems to be patrolling the area.
A large rat enters from the east.
A militia guard enters from the west.

< 291h/291H 135v/136V Pos: standing >
The town crier shouts in common 'If you're in need of healing just go to the hospital.'
The town crier shouts in common 'The doctors will take great care of you there .. For a price.'
The Tharnadia-Keats Intersection
   This T intersection connects the Grand Tharnadian Way with Keats street,
forming a small plaza.  The crimson cobblestone's of of Tharnadian intermingle
with the sable stones of Keats in an elaborate pattern, forming the city's
sigil.  Keats street continues its march north and south, while the Grand
Tharnadian Way heads off to the fountain west of here.  To the east lies
the Tharnadian combat arena.
Obvious exits: -North -East # -South -West 
A large wandering dog is here, growling at you.
A large rat is scurrying about here.
A young man in leather armor seems to be patrolling the area.

< 291h/291H 134v/136V Pos: standing >
Keats Street
   A major road only by convenience, Keats street biscects the city from north
to south.  Originally its sable cobblestones were meant to serve as a patrol
path for the city guard.  As the cities construction neared its end, Lord
Kaynor revised building plans to extend the city farther to the east.  This
is the reason few of the buildings exit onto this street.  In the years since
it has been repaved with onyx stones replacing the original sienna-hued cobble
that composed this avenue.   The road continues to an intersection both north
and south of here.  To the west, a small storefront faces the street.
Obvious exits: -North -South -West 
A large wandering dog is here, growling at you.
A young man in leather armor seems to be patrolling the walls.

< 291h/291H 135v/136V Pos: standing >
The Northern Keats Intersection
   This enclosed intersection is where the northern wall road meets with Keats
street.  The sable cobblestones of Keats street come to a definate border with
the larger sienna-hued stones of the northern road.  The city's defensive
walls rise fifty feet in the air, protecting against the local creatures and
bandits of the wilds.  Overhead a steel ladder hangs down from the tower
that guards the eastern end of the northern gates.
Obvious exits: -East  -South -West  -Up   

< 291h/291H 134v/136V Pos: standing >
The Northern Wall Road
   This moderately sized road runs along the inner edge of the high city walls
where, paved with large flat slabs of granite. The defensive walls rise up
nearly fifty feet here, and are almost ten feet thick. When Lord Kaynor had
the city built he made sure it was protected, even though the twin keeps were
built as the last mainstay of defense for the people.  The road continues
east, while to the west it intersects with Keats street.  To the south the
Tharnadian stables open to the road.
Obvious exits: -East  -South -West 

< 291h/291H 135v/136V Pos: standing >
The Northern Wall Road
   This moderately sized road runs along the inner edge of the high city walls
here, paved with large flat slabs of granite.  When Lord Kaynor had the city
constructed he made sure it was protected, even though the twin keeps were
built as the last mainstay of defense for the people.  The defensive walls
rise up nearly fifty feet here, and are almost ten feet thick.  A large arch
to the north leads to the path of the Holy Warrior.  The road continues to the
west and to the east.
Obvious exits: -North -East  -West 
A young man in leather armor seems to be patrolling the walls.
A tharnadian thief-hunter watches over the town streets intently.

< 291h/291H 134v/136V Pos: standing >
You are carrying: (6/11)
a spellbook
[3] a spellbook
a small leather-bound book
a small leather bag

< 291h/291H 136v/136V Pos: standing >
A Bend in the Wall Road
   This moderately sized road runs along the inner edge of the high city walls
here, paved with large flat slabs of granite.  The defensive walls rise up
nearly fifty feet here, and are almost ten feet thick.  When Lord Kaynor had
the city built he made sure it was protected, even though the twin keeps were
built as the last mainstay of defense for the people.  To the west a small
dwelling sags between its neighbors.  The road continues west, while to the
east it bends south.
Obvious exits: -South -West 

< 291h/291H 135v/136V Pos: standing >
Alas, you cannot go that way. . . .

< 291h/291H 135v/136V Pos: standing >
A Bend in the Wall Road
   This moderately sized road runs along the inner edge of the high city walls
here, paved with large flat slabs of granite.  When Lord Kaynor had the city
constructed he made sure it was protected, even though the twin keeps were
built as the last mainstay of defense for the people.  The defensive walls
rise up nearly fifty feet here, and are almost ten feet thick.  The city bank
lies to the north, its ornate ivory entrance seems out of place in this part
of the city.  The road continues to the east and to the north.  There is a
burned-out home to the south.
Obvious exits: -North -East  -South
A stray tomcat is darting after rodents, here.

< 291h/291H 134v/136V Pos: standing >
A stray dog enters from the east.
A Burned-out Home
   This house was destroyed by a large fire from the looks of it, and has yet
to be repaired or renovated.  There isn't anything left inside, just the
cracked and charred floors and walls, with the faint smell of burnt wood
permeating the air.  The northern wall road can be seen through the destroyed
doorway.
Obvious exits: -North

< 291h/291H 133v/136V Pos: standing >
A Bend in the Wall Road
   This moderately sized road runs along the inner edge of the high city walls
here, paved with large flat slabs of granite.  When Lord Kaynor had the city
constructed he made sure it was protected, even though the twin keeps were
built as the last mainstay of defense for the people.  The defensive walls
rise up nearly fifty feet here, and are almost ten feet thick.  The city bank
lies to the north, its ornate ivory entrance seems out of place in this part
of the city.  The road continues to the east and to the north.  There is a
burned-out home to the south.
Obvious exits: -North -East  -South
A large wandering dog is here, growling at you.
A stray tomcat is darting after rodents, here.

< 291h/291H 134v/136V Pos: standing >
The Northern Wall Road
   This moderately sized road runs along the inner edge of the high city walls
here, paved with large flat slabs of granite.  The defensive walls rise up
nearly fifty feet here, and are almost ten feet thick.  When Lord Kaynor had
the city built he made sure it was protected, even though the twin keeps were
built as the last mainstay of defense for the people.  To the west a small
dwelling sags between its neighbors.  The road continues west, while to the
east it bends south.
Obvious exits: -East  -West 
A young man in leather armor seems to be patrolling the walls.

< 291h/291H 134v/136V Pos: standing >
A Bend in the Wall Road
   This moderately sized road runs along the inner edge of the high city walls
here, paved with large flat slabs of granite.  When Lord Kaynor had the city
constructed he made sure it was protected, even though the twin keeps were
built as the last mainstay of defense for the people.  The defensive walls
rise up nearly fifty feet here, and are almost ten feet thick.  The city bank
lies to the north, its ornate ivory entrance seems out of place in this part
of the city.  The road continues to the west and to the south.
Obvious exits: -North# -South -West 

< 291h/291H 133v/136V Pos: standing >
Road Beneath the Gate Tower
   This moderately sized road runs along the inner edge of the high city walls
here, paved with large flat slabs of granite.  The defensive walls rise up
nearly fifty feet here, and are almost ten feet thick.  When Lord Kaynor had
the city built he made sure it was protected, even though the twin keeps were
built as the last mainstay of defense for the people.  This portion of the
road is enclosed by a tower which rises overhead.  A long steel ladder pokes
out through the ceiling, allowing access to the northern defense tower of the
Tharnadian eastern gates.  To the west a small dwelling sags between its
neighbors.  The road continues north, while the city gates lie to the south.
Obvious exits: -North -South -West # -Up   
A street sweeper is cleaning here, singing songs of labor.

< 291h/291H 134v/136V Pos: standing >
Hint: When out on the maps, avoid walking in hills (marked with ^) and mountains (marked with M) as they will fatigue you more quickly. Flying in these areas will not fatigue you as quickly.

< 291h/291H 135v/136V Pos: standing >
Inside the Eastern City Gates
   Two huge ironbound gates guard the eastern entrance to Tharnadia here,
standing nearly twenty feet tall.  The gates are fastened to huge stone towers
on either side, making this entrance seem very secure and protected.  A system
of ropes and pulleys hold the door up, reducing its weight and making it
easily opened and closed by a single operator.  The Great Tharnadian Way leads
away to the west into the heart of the city, while the gateway exits out into
a vast grassy plains with mountains in the distance.  The wall road leads to
the north and to the south.
Obvious exits: -North -East # -South -West 
A stray tomcat is darting after rodents, here.
A young man in leather armor seems to be patrolling the walls.
A large wandering dog is here, growling at you.
A tharnadian thief-hunter watches over the town streets intently.
A tharnadian thief-hunter watches over the town streets intently.
A tharnadian thief-hunter watches over the town streets intently. (casting) 
A tharnadian thief-hunter watches over the town streets intently.
A tough looking warrior is scanning the landscape beyond the walls.
A tough looking warrior is scanning the landscape beyond the walls.
A tough looking warrior is scanning the landscape beyond the walls.
A tharnadian thief-hunter watches over the town streets intently. (casting) 
Inside the Eastern City Gates
   Two huge ironbound gates guard the eastern entrance to Tharnadia here,
standing nearly twenty feet tall.  The gates are fastened to huge stone towers
on either side, making this entrance seem very secure and protected.  A system
of ropes and pulleys hold the door up, reducing its weight and making it
easily opened and closed by a single operator.  The Great Tharnadian Way leads
away to the west into the heart of the city, while the gateway exits out into
a vast grassy plains with mountains in the distance.  The wall road leads to
the north and to the south.
Obvious exits: -North -East # -South -West 
A stray tomcat is darting after rodents, here.
A young man in leather armor seems to be patrolling the walls.
A large wandering dog is here, growling at you.
A tharnadian thief-hunter watches over the town streets intently.
A tharnadian thief-hunter watches over the town streets intently.
A tharnadian thief-hunter watches over the town streets intently. (casting) 
A tharnadian thief-hunter watches over the town streets intently.
A tough looking warrior is scanning the landscape beyond the walls.
A tough looking warrior is scanning the landscape beyond the walls.
A tough looking warrior is scanning the landscape beyond the walls.
A tharnadian thief-hunter completes his spell...
A tharnadian thief-hunter utters the word 'fido'
A tharnadian thief-hunter completes his spell...
A tharnadian thief-hunter utters the word 'abrazak'
A tharnadian thief-hunter watches over the town streets intently. (casting) 

< 291h/291H 135v/136V Pos: standing >
A tharnadian thief-hunter starts casting a spell.

< 291h/291H 135v/136V Pos: standing >
The iron seems to be closed.

< 291h/291H 135v/136V Pos: standing >
A tharnadian thief-hunter starts casting a spell.

< 291h/291H 135v/136V Pos: standing >
A tharnadian thief-hunter completes his spell...
A tharnadian thief-hunter utters the word 'fido'

< 291h/291H 136v/136V Pos: standing >
A tharnadian thief-hunter completes his spell...
A tharnadian thief-hunter utters the word 'fido'

< 291h/291H 136v/136V Pos: standing >
Ok.

< 291h/291H 136v/136V Pos: standing >
Outside the Eastern City Gates
   Two huge ironbound gates mark the eastern entrance to Tharnadia here,
standing twenty feet high, and surrounded by two fifty foot stone towers.  The
city seems quite well protected behind this great display of defensive might,
with arrow slits and defensive measures lining the towers.  The city walls
extend to the north and south for quite a distance, completely surrounding the
city up to the large cliffs upon which the twin keeps are built.  A dirt road
leads away to the east toward a stone ramp and the plains beyond.
Obvious exits: -East  -West 
An ivory statue of a regal woman stands here.
An ivory statue of a noble looking man stands here.
A tough looking warrior is scanning the landscape beyond the walls.
A tough looking warrior is scanning the landscape beyond the walls.
A tough looking warrior is scanning the landscape beyond the walls.
A tough looking warrior is scanning the landscape beyond the walls.
A tharnadian illusionist stands here watching for intruders.
A controller stands here, scanning the traffic for contraband.
A tough looking warrior is scanning the landscape beyond the walls.

< 291h/291H 135v/136V Pos: standing >
The Road Leading From Tharnadia
   This road leads away from Tharnadia, toward the lands east.  This section
of earth is lower than the areas flanking the Tharnadian countryside, the
result of an earthquake many centuries ago.  Green grasses flank the road, and
a small forest opens to the south and north.  The road continues west toward
the city gates, and east toward a stone ramp.
Obvious exits: -East  -South -West 

< 291h/291H 133v/136V Pos: standing >
The Road Leading From Tharnadia
   This road leads away from Tharnadia, toward the lands east.  This section
of earth is lower than the areas flanking the Tharnadian countryside, the
result of an earthquake many centuries ago.  Green grasses flank the road, and
a small forest opens to the south and north.  The road continues west toward
the city gates, and east toward a stone ramp.
Obvious exits: -East  -West 
A young man in leather armor seems to be patrolling outside the gates.
A young man in leather armor seems to be patrolling outside the gates.

< 291h/291H 132v/136V Pos: standing >
The Road Leading From Tharnadia
   This road leads away from Tharnadia, toward the lands east.  This section
of earth is lower than the areas flanking the Tharnadian countryside, the
result of an earthquake many centuries ago.  Green grasses flank the road, and
a small forest opens to the south and north.  The road continues west toward
the city gates, and east toward a stone ramp.
Obvious exits: -North -West 
A young man in leather armor seems to be patrolling outside the gates.

< 291h/291H 131v/136V Pos: standing >
Alas, you cannot go that way. . . .

< 291h/291H 132v/136V Pos: standing >
The Road Leading From Tharnadia
   This road leads away from Tharnadia, toward the lands east.  This section
of earth is lower than the areas flanking the Tharnadian countryside, the
result of an earthquake many centuries ago.  Green grasses flank the road, and
a small forest opens to the south and north.  The road continues west toward
the city gates, and east toward a stone ramp.
Obvious exits: -East  -South
A large rat is scurrying about here.

< 291h/291H 133v/136V Pos: standing >
These are the mystical commands for conjuring:
(conjure stat <number> - reveal statistical properties about this minion.)
(conjure summon <number> - call the minion into existence.)
(conjure remove <number> - permanently remove the minion from your book.)
You have learned the following Mobs:
----------------------------------------------------------------------------
 Mob Number              Mob Name                     Lvl Classes
   400003    a lesser conjured being                   25 War
----------------------------------------------------------------------------
    80039    the azurian                               30 War
----------------------------------------------------------------------------
    53008    a fiery-eyed nightmare                    32 War
----------------------------------------------------------------------------
    53002    a saber-toothed tiger                     30 War
----------------------------------------------------------------------------
    53006    a hairless, translucent mammoth           30 War
----------------------------------------------------------------------------
    53010    a large blue monkey                       24 War
----------------------------------------------------------------------------
     7123    a frenzied unicorn                        23 Cle
----------------------------------------------------------------------------
     7122    a horse                                   18 War
----------------------------------------------------------------------------
     4029    the green slime                            8 None
----------------------------------------------------------------------------
    69062    a simurgh                                 30 War
----------------------------------------------------------------------------
    69063    a phouka                                  30 War
----------------------------------------------------------------------------
    69054    a manticore                               30 War
----------------------------------------------------------------------------
    69053    a chimera                                 30 War
----------------------------------------------------------------------------
    69056    a satyr                                   30 War
----------------------------------------------------------------------------
    69055    a lamia                                   30 War
----------------------------------------------------------------------------
    69058    a diatryma                                30 War
----------------------------------------------------------------------------
These are the mystical commands for conjuring:
(conjure stat <number> - reveal statistical properties about this minion.)
(conjure summon <number> - call the minion into existence.)
(conjure remove <number> - permanently remove the minion from your book.)
You have learned the following Mobs:
----------------------------------------------------------------------------
 Mob Number              Mob Name                     Lvl Classes
   400003    a lesser conjured being                   25 War
----------------------------------------------------------------------------
    80039    the azurian                               30 War
----------------------------------------------------------------------------
    53008    a fiery-eyed nightmare                    32 War
----------------------------------------------------------------------------
    53002    a saber-toothed tiger                     30 War
----------------------------------------------------------------------------
    53006    a hairless, translucent mammoth           30 War
----------------------------------------------------------------------------
    53010    a large blue monkey                       24 War
----------------------------------------------------------------------------
     7123    a frenzied unicorn                        23 Cle
----------------------------------------------------------------------------
     7122    a horse                                   18 War
----------------------------------------------------------------------------
     4029    the green slime                            8 None
----------------------------------------------------------------------------
    69062    a simurgh                                 30 War
----------------------------------------------------------------------------
    69063    a phouka                                  30 War
----------------------------------------------------------------------------
    69054    a manticore                               30 War
----------------------------------------------------------------------------
    69053    a chimera                                 30 War
----------------------------------------------------------------------------
    69056    a satyr                                   30 War
----------------------------------------------------------------------------
    69055    a lamia                                   30 War
----------------------------------------------------------------------------
    69058    a diatryma                                30 War
----------------------------------------------------------------------------

< 291h/291H 136v/136V Pos: standing >
A large rat leaves east.

< 291h/291H 136v/136V Pos: standing >
It rains a bit harder.

< 291h/291H 136v/136V Pos: standing >
A large rat enters from the east.

< 291h/291H 136v/136V Pos: standing >
You feel heavier and stop levitating.

< 291h/291H 136v/136V Pos: standing >
Hint: -- MONEY -- Get a pick from a shop and go find mines on the map. They are shown as little m's. Type mine with the pick wielded. When you discover ore, you can sell it at shops throughout duris. Some shops pay more for the ore! By the way, you can go to a weaponsmith shopkeeper to repair the pick, which is far more cost effective than purchasing a new one.

< 291h/291H 136v/136V Pos: standing >
A large rat enters from the east.

< 291h/291H 136v/136V Pos: standing >
You feel a brief tinge of magical power engulf you as you fail to call forth your minion.

< 291h/291H 136v/136V Pos: standing >
The Road Leading From Tharnadia
Obvious exits: -East  -South
A large rat is scurrying about here.
A large rat is scurrying about here.

< 291h/291H 136v/136V Pos: standing >
The Road Leading From Tharnadia
   This road leads away from Tharnadia, toward the lands east.  This section
of earth is lower than the areas flanking the Tharnadian countryside, the
result of an earthquake many centuries ago.  Green grasses flank the road, and
a small forest opens to the south and north.  The road continues west toward
the city gates, and east toward a stone ramp.
Obvious exits: -East  -West 
An odd little man, with a shaved head and an orange robe, hums something.

< 291h/291H 134v/136V Pos: standing >
The Road Leading From Tharnadia
   This road leads away from Tharnadia, toward the lands east.  This section
of earth is lower than the areas flanking the Tharnadian countryside, the
result of an earthquake many centuries ago.  Green grasses flank the road, and
a small forest opens to the south and north.  The road continues west toward
the city gates, and east toward a stone ramp.
Obvious exits: -West  -Up   

< 291h/291H 132v/136V Pos: standing >
The Road Leading From Tharnadia
   This road leads away from Tharnadia, toward the lands east.  This section
of earth is lower than the areas flanking the Tharnadian countryside, the
result of an earthquake many centuries ago.  Green grasses flank the road, and
a small forest opens to the south and north.  The road continues west toward
the city gates, and east toward a stone ramp.
Obvious exits: -East  -Down 
A homeless peasant is here, looking lost and hungry.

< 291h/291H 129v/136V Pos: standing >
The Road Leading From Tharnadia
   This road leads away from Tharnadia, toward the lands east.  This section
of earth is lower than the areas flanking the Tharnadian countryside, the
result of an earthquake many centuries ago.  Green grasses flank the road, and
a small forest opens to the south and north.  The road continues west toward
the city gates, and east toward a stone ramp.
Obvious exits: -East  -West 

< 291h/291H 128v/136V Pos: standing >
You must wait a short time before calling another minion into existence.

< 291h/291H 131v/136V Pos: standing >
The Road Leading From Tharnadia
   This road leads away from Tharnadia, toward the lands east.  This section
of earth is lower than the areas flanking the Tharnadian countryside, the
result of an earthquake many centuries ago.  Green grasses flank the road, and
a small forest opens to the south and north.  The road continues west toward
the city gates, and east toward a stone ramp.
Obvious exits: -East  -West 

< 291h/291H 130v/136V Pos: standing >
The Great Crossroad
   The Great Crossroads separate the mighty city of Tharnadia from the wilderness
and the dangers of the outside world.  The spires of the city can be seen off in
the distance to the west, while a mighty fortress rises up just to the east of
here.  All newcomers to the Realms are warned about leaving the protection of the
city, and should do so only when they feel confident.  A tall sign points in
every direction here, listing off points of interest and some of the other major
hometowns that lie scattered across this contintent.
A bright light fills this area.
Obvious exits: -East  -West 
A tough looking warrior is scanning the landscape beyond the walls.

< 291h/291H 132v/136V Pos: standing >
 
  M^**^*.^^   
   *******..  
    *M+**^**  
     ^@+++++  
    *M+*^*.*  
   M^******.  
  MMM^***^.   
A Recently Rebuilt Stone Highway
Obvious exits: -North -East  -South -West 
A Decorated Town Guardian stands watch over the city gates.
A Decorated Town Guardian stands watch over the city gates.

< 291h/291H 133v/136V Pos: standing >
You must wait a short time before calling another minion into existence.

< 291h/291H 136v/136V Pos: standing >
 
  ^**^*.^^.   
  *******...  
   *M+**^**.  
    ^M@+++++  
   *M+*^*.**  
  M^******..  
  MM^***^..   
A Recently Rebuilt Stone Highway
Obvious exits: -North -East  -South -West 

< 291h/291H 135v/136V Pos: standing >
You must wait a short time before calling another minion into existence.

< 291h/291H 135v/136V Pos: standing >
 
  **^*.^^.M   
 *******....  
  *M+**^**.^  
   ^M+@+++++  
  *M+*^*.***  
 M^******...  
  M^***^..^   
A Recently Rebuilt Stone Highway
Obvious exits: -North -East  -South -West 

< 291h/291H 134v/136V Pos: standing >
A Troll snaps into visibility.
Out of nowhere, a Troll stabs you in the back.
OUCH!  That really did HURT!

< 176h/291H 135v/136V Pos: standing >
< T: Neowen TP: sta TC: few wounds E: A Troll sta EP: excellent >
 A Troll dodges your futile attack.
A Troll snaps into visibility.
A Troll's powerful slash strikes you very hard.
A Troll's powerful slash seriously wounds you.
A Troll's mighty pierce causes you to grimace in pain.
OUCH!  That really did HURT!
You dodge a Troll's vicious attack.
You dodge a Troll's vicious attack.
A Troll's powerful slash enshrouds you in a mist of blood.
A Troll's powerful slash causes you to grimace in pain.
YIKES!  Another hit like that, and you've had it!!
You wish that your wounds would stop BLEEDING so much!

< 13h/291H 135v/136V Pos: standing >
< T: Neowen TP: sta TC: awful E: A Troll sta EP: excellent >
 You must wait a short time before calling another minion into existence.

< 13h/291H 135v/136V Pos: standing >
< T: Neowen TP: sta TC: awful E: someone sta EP: excellent >
 A Troll snaps into visibility.
A Troll tackles you square in the chest knocking the wind out of you!
You suddenly don't have the energy to fight!

< 13h/291H 135v/136V Pos: sitting >
< T: Neowen TP: sit TC: awful E: A Troll sta EP: excellent >
 A Troll snaps into visibility.
A Troll's powerful slash hits you.
Your humming gem coif was completely destroyed by the massive blow!
Your frost-rimed brass signet was completely destroyed by the massive blow!