<worn as a badge> an unearthly bone badge [89%]
<worn on head> a sun halo (glowing)
<worn in ear> a dangling chain crucifix (glowing)
<worn in ear> a steel hoop earring [poor]
<worn on face> some stretched illithid skin
<worn around neck> a sandstone choker
<worn around neck> the neck-charm of Savannah of Broken Trusts
<worn on body> some robes of sand weaving [78%]
<worn on horse body> a glossy riding saddle
<worn about body> a cloak of cured leather
<worn about waist> a vorhide belt [superior]
<worn on belt buckle>a glowing quill (glowing)
<attached to belt> a rugged adventurers satchel (illuminating) [88%]
<worn on arms> a pair of drow and illithid-skin armguards (glowing)
<worn around wrist> a stylish marble bracelet
<worn around wrist> an angelic crystal wristguard
<worn on finger> a silver ring encrusted with a black sapphire (humming)
<worn on finger> a ring of the hierophant
<held> a totem of gold and ice
The path turns sharply here. To the west goes back into the town,
and to the south you can see overgrown fields of corn and wheat. As
you walk south, the small animal sounds that were missing in town
become louder.
Obvious exits: -South -West
A little blue snake slithers through the grass.
A little blue snake slithers through the grass.
A little blue snake slithers through the grass.
A little blue snake slithers through the grass.
< 590h/590H 251v/257V Pos: standing >
Alas, you cannot go that way. . . .
< 590h/590H 251v/257V Pos: standing >
The Path Continues..
The path wanders through the town, going east and west. Ahead to
the east you can see where the path curves southwards. The houses
are in worse condition north and south than the ones previous, making
you think this was perhaps the lower class part of town.
Obvious exits: -North -East -South -West
A little blue snake slithers through the grass.
A little blue snake slithers through the grass.
< 590h/590H 252v/257V Pos: standing >
A Path Covered With Grass
The path continues east and west, the dirt and ruts covered over by
long stems of brambles and weeds. To the north is the burned out shell of
a house, and to the south you can see the remnants of a shattered home.
Obvious exits: -North -East -South -West
A ragged black squirrel shuffles slowly through the grass.
A little blue snake slithers through the grass.
< 590h/590H 251v/257V Pos: standing >
Through the Center of the Village
You can tell, by the ruts in the path here, that this was the
main thoroughfare for the village. Now, however, those ruts are
grown in with brambles and grasses with the only trace of habita-
tion towards the North through a doorway. Exits lead North into a
luxurious home, South to an empty house, East continuing on the path,
and Westwards towards the Market.
Obvious exits: -North -East -South -West
< 590h/590H 250v/257V Pos: standing >
A Dusty Path
This dusty path has recently been walked on, as evidenced by the
footprints marring the surface. To the west is a corner, to the
North is an empty house, South is also a disheveled house, and east
goes to more houses...
Obvious exits: -North -East -South -West
< 590h/590H 250v/257V Pos: standing >
A Bend in the Village Path
The path takes a turn here, going either to the east towards several
old battered houses, or to the north to the startlingly unharmed
building. The air here is quite still, and the silence is foreboding.
Exits are to the North, East or South.
Obvious exits: -North -East -South
< 590h/590H 249v/257V Pos: standing >
Alas, you cannot go that way. . . .
< 590h/590H 249v/257V Pos: standing >
Alas, you cannot go that way. . . .
< 590h/590H 249v/257V Pos: standing >
Alas, you cannot go that way. . . .
< 590h/590H 250v/257V Pos: standing >
Alas, you cannot go that way. . . .
< 590h/590H 250v/257V Pos: standing >
Alas, you cannot go that way. . . .
< 590h/590H 250v/257V Pos: standing >
A Totally Unharmed Shop.
This shop has managed somehow to remain completely unharmed by whatever
it was that destroyed most of the rest of the town. Here, you see tubs
of pickles, bolts of cloth, stacks of sacks of grain, almost all the
items in total disarray due to neglect and lack of customers. The
shopkeeper Anguinel looks up in near shock at your entry.
Obvious exits: -South
(Q)The Shopkeeper Anguinel looks up at your entry in surprise.
< 590h/590H 250v/257V Pos: standing >
Alas, you cannot go that way. . . .
< 590h/590H 251v/257V Pos: standing >
a green linen bag does not contain the gold.
< 590h/590H 252v/257V Pos: standing >
The shopkeeper Anguinel says 'I won't buy that, Jixam.'
< 590h/590H 254v/257V Pos: standing >
You are carrying: (6/10)
a shield with a tree on its front
a glossy riding saddle
a buckler
a hardened gold robe
a green linen bag (glowing)
a firwood bear totem
< 590h/590H 254v/257V Pos: standing >
a totem of gold and ice
This beautiful hand held statuette appears to be molded out of both gold and
living ice. The totem is crafted in the shape of a small drake and it glows
with a fluctuating light that seems to coincide with the beating of its
holder's heart.
This item is from the zone: Heaven.
'a hardened gold robe'
Weight 22, Item type: TRASH
Item is: NOREPAIR FLOAT
This item will also affect your SV_BREATH positively.
A hardened gold robe has an item value of 63.
A hardened gold robe is made of gold and appears to be of average quality.
A hardened gold robe has an item value of 63.
< 590h/590H 256v/257V Pos: standing >
< 590h/590H 257v/257V Pos: standing >
< 590h/590H 257v/257V Pos: standing >
< 590h/590H 257v/257V Pos: standing >
A Bend in the Village Path
The path takes a turn here, going either to the east towards several
old battered houses, or to the north to the startlingly unharmed
building. The air here is quite still, and the silence is foreboding.
Exits are to the North, East or South.
Obvious exits: -North -East -South
< 590h/590H 256v/257V Pos: standing >
A Dusty Path
This dusty path has recently been walked on, as evidenced by the
footprints marring the surface. To the west is a corner, to the
North is an empty house, South is also a disheveled house, and east
goes to more houses...
Obvious exits: -North -East -South -West
< 590h/590H 255v/257V Pos: standing >
Through the Center of the Village
You can tell, by the ruts in the path here, that this was the
main thoroughfare for the village. Now, however, those ruts are
grown in with brambles and grasses with the only trace of habita-
tion towards the North through a doorway. Exits lead North into a
luxurious home, South to an empty house, East continuing on the path,
and Westwards towards the Market.
Obvious exits: -North -East -South -West
< 590h/590H 254v/257V Pos: standing >
A Path Covered With Grass
The path continues east and west, the dirt and ruts covered over by
long stems of brambles and weeds. To the north is the burned out shell of
a house, and to the south you can see the remnants of a shattered home.
Obvious exits: -North -East -South -West
A ragged black squirrel shuffles slowly through the grass.
A little blue snake slithers through the grass.
< 590h/590H 253v/257V Pos: standing >
< 590h/590H 253v/257V Pos: standing >
A Burned Out Husk of a House
This house was once home to a well-to-do farmer. Now, however,
it is a burned-out husk of its former glory, merely home to rats
and mice that scurry through the rubble in search of whatever it
is rodents seek.
The only exit is to the south.
Obvious exits: -South
A rat squeaks and sits up on its haunches to sniff the air.
A rat squeaks and sits up on its haunches to sniff the air.
A rat squeaks and sits up on its haunches to sniff the air.
A rat squeaks and sits up on its haunches to sniff the air.
A small black mouse scurries over the floor, continuing as tho still alive.
A small black mouse scurries over the floor, continuing as tho still alive.
< 590h/590H 253v/257V Pos: standing >
< 590h/590H 253v/257V Pos: standing >
Sorry, but you cannot do that here!
< 590h/590H 254v/257V Pos: standing >
You drop a hardened gold robe.
< 590h/590H 257v/257V Pos: standing >
You should level anytime now!
< 590h/590H 257v/257V Pos: standing >
You should level anytime now!
< 590h/590H 257v/257V Pos: standing >
< 590h/590H 257v/257V Pos: standing >
You are carrying: (5/10)
a shield with a tree on its front
a glossy riding saddle
a buckler
a green linen bag (glowing)
a firwood bear totem
< 590h/590H 257v/257V Pos: standing >
You should level anytime now!
< 590h/590H 257v/257V Pos: standing >
Alas, you cannot go that way. . . .
< 590h/590H 257v/257V Pos: standing >
a glossy riding saddle
This saddle is a beautiful example of a leather-worker's skills.
Embossed on the saddle-horn are Runes of protection,
while the stirrups are etched with delicate glyphs of endurance.
The seat is padded and looks quite comfortable.
A glossy riding saddle is made of cured leather and appears to be excellently made.
A glossy riding saddle has an item value of 26.
< 590h/590H 257v/257V Pos: standing >
a buckler
This is a simple oval shaped buckler, adjustable leather straps attach the
shield to the arm.
A buckler is made of chitin and appears to be of slightly above average quality.
A buckler has an item value of 1.
< 590h/590H 257v/257V Pos: standing >
You are carrying: (5/10)
a shield with a tree on its front
a glossy riding saddle
a buckler
a green linen bag (glowing)
a firwood bear totem
< 590h/590H 257v/257V Pos: standing >
a large shield
This is a large triangle shaped shield, adjustable leather straps attach the
shield to the arm.
A shield with a tree on its front is made of steel and appears to be of average quality.
A shield with a tree on its front has an item value of 6.
< 590h/590H 257v/257V Pos: standing >
You are already standing.
< 590h/590H 257v/257V Pos: standing >
You get a pile of coins from your green linen bag.
There were: 1754 platinum coins, 140 gold coins, 7 silver coins, 8 copper coins.
< 590h/590H 257v/257V Pos: standing >
Autosaving...
< 590h/590H 257v/257V Pos: standing >
Your pockets feel lighter.
Your enhancement is a success! You now have a blacksteel shield!
< 590h/590H 257v/257V Pos: standing >
a large shield
This is a large triangle shaped shield, adjustable leather straps attach the
shield to the arm.
A blacksteel shield is made of steel and appears to be of average quality.
A blacksteel shield has an item value of 7.
< 590h/590H 257v/257V Pos: standing >
This item is from the zone: Arcorar - the Great King Forest.
That's all you can recall about this item.
< 590h/590H 257v/257V Pos: standing >
A tiny bony chipmunk enters from the south.
< 590h/590H 257v/257V Pos: standing >
You are using:
<worn as a badge> an unearthly bone badge [89%]
<worn on head> a sun halo (glowing)
<worn in ear> a dangling chain crucifix (glowing)
<worn in ear> a steel hoop earring [poor]
<worn on face> some stretched illithid skin
<worn around neck> a sandstone choker
<worn around neck> the neck-charm of Savannah of Broken Trusts
<worn on body> some robes of sand weaving [78%]
<worn on horse body> a glossy riding saddle
<worn about body> a cloak of cured leather
<worn about waist> a vorhide belt [superior]
<worn on belt buckle>a glowing quill (glowing)
<attached to belt> a rugged adventurers satchel (illuminating) [88%]
<worn on arms> a pair of drow and illithid-skin armguards (glowing)
<held as shield> a large shield
<worn around wrist> a stylish marble bracelet
<worn around wrist> an angelic crystal wristguard
<worn on finger> a silver ring encrusted with a black sapphire (humming)
<worn on finger> a ring of the hierophant
<held> a totem of gold and ice
< 590h/590H 257v/257V Pos: standing >
You stop using a large shield.
< 590h/590H 257v/257V Pos: standing >
Character attributes for Jixam
Level: 33 Race: Centaur Class: Shaman / Elementalist
Age: 23 yrs / 9 mths Height: 69 inches Weight: 487 lbs Size: large
Actual (Base) Actual (Base)
Str: 130 ( 93) Pow: 66 (102)
Dex: 81 ( 90) Int: 72 ( 90)
Agi: 86 ( 96) Wis: 91 (101)
Con: 157 (101) Cha: 75 ( 83) Luk: 83 ( 92)
Equipped Items: 18 Carried weight: 61
Armor Points: -60 Reduces melee damage taken by 6.0%
Melee Critical Percentage(int): 8%
Max Spell Damage Reduction Percent(wis): 0%
Calming Chance(cha): 8%
HP Vamp Cap Percentage(pow): 110%
Spell Damage Modifier(str): 110%
Bloodlust Damage Bonus(vs mob only): 0%
Hitroll: 7 Damroll: 17
Alignment: 998 (-1000 to 1000)
Saving Throws: PAR[32] FEA[72]
BRE[33] SPE[18]
Load carried: Paltry
< 590h/590H 257v/257V Pos: standing >
Pardon?
< 590h/590H 257v/257V Pos: standing >
You strap a large shield to your arm.
< 590h/590H 257v/257V Pos: standing >
Character attributes for Jixam
Level: 33 Race: Centaur Class: Shaman / Elementalist
Age: 23 yrs / 9 mths Height: 69 inches Weight: 487 lbs Size: large
Actual (Base) Actual (Base)
Str: 130 ( 93) Pow: 66 (102)
Dex: 81 ( 90) Int: 72 ( 90)
Agi: 86 ( 96) Wis: 91 (101)
Con: 157 (101) Cha: 75 ( 83) Luk: 83 ( 92)
Equipped Items: 19 Carried weight: 51
Armor Points: -109 Reduces melee damage taken by 10.9%
Melee Critical Percentage(int): 8%
Max Spell Damage Reduction Percent(wis): 0%
Calming Chance(cha): 8%
HP Vamp Cap Percentage(pow): 110%
Spell Damage Modifier(str): 110%
Bloodlust Damage Bonus(vs mob only): 0%
Hitroll: 7 Damroll: 17
Alignment: 998 (-1000 to 1000)
Saving Throws: PAR[32] FEA[72]
BRE[33] SPE[18]
Load carried: Paltry
< 590h/590H 257v/257V Pos: standing >
You stop using a large shield.
< 590h/590H 257v/257V Pos: standing >
You strap a blacksteel shield to your arm.
< 590h/590H 257v/257V Pos: standing >
Character attributes for Jixam
Level: 33 Race: Centaur Class: Shaman / Elementalist
Age: 23 yrs / 9 mths Height: 69 inches Weight: 487 lbs Size: large
Actual (Base) Actual (Base)
Str: 133 ( 95) Pow: 66 (102)
Dex: 81 ( 90) Int: 72 ( 90)
Agi: 86 ( 96) Wis: 91 (101)
Con: 157 (101) Cha: 75 ( 83) Luk: 83 ( 92)
Equipped Items: 19 Carried weight: 51
Armor Points: -105 Reduces melee damage taken by 10.5%
Melee Critical Percentage(int): 8%
Max Spell Damage Reduction Percent(wis): 0%
Calming Chance(cha): 8%
HP Vamp Cap Percentage(pow): 110%
Spell Damage Modifier(str): 110%
Bloodlust Damage Bonus(vs mob only): 0%
Hitroll: 7 Damroll: 18
Alignment: 998 (-1000 to 1000)
Saving Throws: PAR[32] FEA[72]
BRE[33] SPE[18]
Load carried: Paltry
< 590h/590H 257v/257V Pos: standing >
You stop using a blacksteel shield.
< 590h/590H 257v/257V Pos: standing >
Ok.
You put 1754 platinum, 130 gold, 7 silver, and 8 copper coins into a green linen bag.
< 590h/590H 257v/257V Pos: standing >
A Burned Out Husk of a House
Obvious exits: -South
A hardened gold robe lies here on the ground.
A tiny bony chipmunk darts around with tail aflicker.
A rat squeaks and sits up on its haunches to sniff the air.
A rat squeaks and sits up on its haunches to sniff the air.
A rat squeaks and sits up on its haunches to sniff the air.
A rat squeaks and sits up on its haunches to sniff the air.
A small black mouse scurries over the floor, continuing as tho still alive.
A small black mouse scurries over the floor, continuing as tho still alive.
< 590h/590H 257v/257V Pos: standing >
< 590h/590H 257v/257V Pos: standing >
A Path Covered With Grass
The path continues east and west, the dirt and ruts covered over by
long stems of brambles and weeds. To the north is the burned out shell of
a house, and to the south you can see the remnants of a shattered home.
Obvious exits: -North -East -South -West
A ragged black squirrel shuffles slowly through the grass.
< 590h/590H 256v/257V Pos: standing >
Through the Center of the Village
You can tell, by the ruts in the path here, that this was the
main thoroughfare for the village. Now, however, those ruts are
grown in with brambles and grasses with the only trace of habita-
tion towards the North through a doorway. Exits lead North into a
luxurious home, South to an empty house, East continuing on the path,
and Westwards towards the Market.
Obvious exits: -North -East -South -West
< 590h/590H 255v/257V Pos: standing >
A Dusty Path
This dusty path has recently been walked on, as evidenced by the
footprints marring the surface. To the west is a corner, to the
North is an empty house, South is also a disheveled house, and east
goes to more houses...
Obvious exits: -North -East -South -West
A little blue snake slithers through the grass.
< 590h/590H 254v/257V Pos: standing >
A Bend in the Village Path
The path takes a turn here, going either to the east towards several
old battered houses, or to the north to the startlingly unharmed
building. The air here is quite still, and the silence is foreboding.
Exits are to the North, East or South.
Obvious exits: -North -East -South
< 590h/590H 253v/257V Pos: standing >
Alas, you cannot go that way. . . .
< 590h/590H 253v/257V Pos: standing >
Alas, you cannot go that way. . . .
< 590h/590H 253v/257V Pos: standing >
Market Square
This is the small square where the villagers used to ply their wares.
But, alas, with the coming of troubles, the market benches are scattered
in broken heaps around the area, rotted husks and produce petrified on
the ground. Under one cart you can see white bones gleaming in the
dim light. In the center is a dried up well. The exits you see are
to the North towards the undamaged building, to the west to a shack, and
to the east to another shack, as well as south to exit the village.
Obvious exits: -North -East -South -West
an old well has dried up here.
A strangely white screech owl searches for a meal.
< 590h/590H 253v/257V Pos: standing >
An Intersection of Paths
The path splits off here in different directions. A bit to the north,
you can see the surprisingly complete front of a building, to the
west you see a broken down shack, and to the east leads a path
towards a building that would have been imposing if it weren't
for the fact that all windows were missing and the roof was
half-collapsed on itself. The way out of this foreboding area
is to the south.
Obvious exits: -North -East -South -West
A tiny bony chipmunk darts around with tail aflicker.
< 590h/590H 252v/257V Pos: standing >
Pitted Path Leading to the Village
This path is pocked and pitted with old ruts. The ruts are mostly
grown in with thick bunches of thistles and weeds, while to the sides
you can hear the soft squeaks and chitters of various creatures.
Obvious exits: -North -South
A bushy-tailed fox shambles down the path
A tiny bony chipmunk darts around with tail aflicker.
< 590h/590H 253v/257V Pos: standing >
Entrance of a Small Abandoned Settlement
The trail abruptly stops at the edge of a clearing. Dead and dying
bushes surround the clearing, lending the air a decayed look along with
the gaping black doorways, windows and fallen roofs of the
buildings.
A broken gate leans to the side here.
Obvious exits: -North -South
A spellbook has been tossed aside here.
An amber-colored metallic rod lies here.
a broken wooden gate lies to the side here.
A ragged black squirrel shuffles slowly through the grass.
A ragged black squirrel shuffles slowly through the grass.
A tiny bony chipmunk darts around with tail aflicker.
< 590h/590H 252v/257V Pos: standing >
A Dusty Trail
This seems to be a short trail that has been long abandoned. Small
clouds of dust rise in the air with each step you take, obscuring
any trace of previous passersby. The sky is a dull cloudy grey, with
the faintest traces of mist floating on the horizon. Ahead, you
see a small clearing surrounded by dead and dying trees.
Obvious exits: -North -Up
< 590h/590H 251v/257V Pos: standing >
Alas, you cannot go that way. . . .
< 590h/590H 251v/257V Pos: standing >
Alas, you cannot go that way. . . .
< 590h/590H 254v/257V Pos: standing >
Alas, you cannot go that way. . . .
< 590h/590H 255v/257V Pos: standing >
A Dusty Trail
This seems to be a short trail that has been long abandoned. Small
clouds of dust rise in the air with each step you take, obscuring
any trace of previous passersby. The sky is a dull cloudy grey, with
the faintest traces of mist floating on the horizon. Ahead, you
see a small clearing surrounded by dead and dying trees.
Obvious exits: -Up -Down
< 590h/590H 252v/257V Pos: standing >
A Dusty Trail
This seems to be a short trail that has been long abandoned. Small
clouds of dust rise in the air with each step you take, obscuring
any trace of previous passersby. The sky is a dull cloudy grey, with
the faintest traces of mist floating on the horizon. Ahead, you
see a small clearing surrounded by dead and dying trees.
Obvious exits: -Up -Down
A tiny bony chipmunk darts around with tail aflicker.
The skeleton of a red-tailed hawk somehow soars overhead.
< 590h/590H 249v/257V Pos: standing >
A Dusty Trail
This seems to be a short trail that has been long abandoned. Small
clouds of dust rise in the air with each step you take, obscuring
any trace of previous passersby. The sky is a dull cloudy grey, with
the faintest traces of mist floating on the horizon. Ahead, you
see a small clearing surrounded by dead and dying trees.
Obvious exits: -North -East -Down
< 590h/590H 247v/257V Pos: standing >
Alas, you cannot go that way. . . .
< 590h/590H 247v/257V Pos: standing >
Alas, you cannot go that way. . . .
< 590h/590H 247v/257V Pos: standing >
Alas, you cannot go that way. . . .
< 590h/590H 247v/257V Pos: standing >
Alas, you cannot go that way. . . .
< 590h/590H 248v/257V Pos: standing >
^^^**
M^@^*
MM^^^
Grassy Hills Covered with Exotic Shrubs
Obvious exits: -North -East -South -West
< 590h/590H 246v/257V Pos: standing >
^^***
^^@**
M^^^*
Grassy Hills Covered with Exotic Shrubs
Obvious exits: -North -East -South -West
< 590h/590H 243v/257V Pos: standing >
^..^^
^^@**
^^^**
The Tropical Jungles of Khomani-Khan
Obvious exits: -North -East -South -West
< 590h/590H 242v/257V Pos: standing >
^^^^.
^.@^^
^^***
The Lush Grasslands of Khomani-Khan
Obvious exits: -North -East -South -West
< 590h/590H 240v/257V Pos: standing >
^....
^^@^.
^..^^
Grassy Hills Covered with Exotic Shrubs
Obvious exits: -North -East -South -West
< 590h/590H 239v/257V Pos: standing >
^....
^.@..
^^^^.
The Lush Grasslands of Khomani-Khan
Obvious exits: -North -East -South -West
< 590h/590H 237v/257V Pos: standing >
^^...
^^@..
^^^^^
The Lush Grasslands of Khomani-Khan
Obvious exits: -North -East -South -West
< 590h/590H 236v/257V Pos: standing >
Along a Game Trail
Scattered animal prints lay on the ground marking this as a game trail of
sorts. The variety of the marks is uncanny, it is obvious that this is a well
traveled path by the animals. Sounds of animal life stir through the air. Many
of the trees are darkened from years of lack of sunlight. The trees are
however still alive. the denseness of the forest can be attributed to the
trees being so dark, since they are the only factor preventing sunlight from
reaching the earth here. The trail is very wide and it is unmarked by
conventional methods of travel such as caravans and booted footprints.
Obvious exits: -East -West
< 590h/590H 235v/257V Pos: standing >
Near a Log Cabin
The weeds and vegetation has grown out of control and plague the footsteps
of the cabin. It is obvious that this place has somehow been deserted. The
cabin stands a little over fifteen feet tall and looks to have been constructed
well. A small chimney is visible and emits no smoke, furthering signs of
abandonment. Two small windows were built on either side of the doorway, they
are however too dirty to see through. The roof of the cabin looks to house
many of the bird life of the forest, and snakes can be heard rattling their
tails in defiance. The cabin was made of a good lumber and it's obvious from
its size that many tree's had to fall in order to build it.
Obvious exits: -North# -East -South
< 590h/590H 234v/257V Pos: standing >
Alas, you cannot go that way. . . .
< 590h/590H 234v/257V Pos: standing >
Alas, you cannot go that way. . . .
< 590h/590H 235v/257V Pos: standing >
A Dense Forest
The denseness of the forest forbids sunlight from even reaching the ground.
The eerieness of the darken wood seems to spell danger of sorts. the darkened
trees may be the product of ears of little to no sunlight, the trees are
however, living. The game trails on the ground are beginning to thin out a
little, they are still numerous thought. The darkened trees look as black as
coal. A few of t he trees have roots sticking out of the ground further
providing evidence of their ancientness. Owls whoot during the night, giving
an unwelcomed noise to those who reside in the town visible to the west.
Obvious exits: -North -West
< 590h/590H 234v/257V Pos: standing >
Nearing a River
Wild life can be heard nearby but they remain unseen however, for the
forestation is very thick. The trees grow an incredible height here and they
block out the sunlight that is the demise of so many nocturnal creatures. A
river is faintly visible towards the west. Many game trails are visible to the
east however, as well to the west. It is obvious that this particular section
of the forest is a hot spot amongst the animals for it provides about the
only drinking water readily available in the region. One thing the river
isn't to those who dwell in this region is safe to travel.
Obvious exits: -East -West
< 590h/590H 233v/257V Pos: standing >
Along a River
The forest thins out to reveal a river in its mist. Much of the ground is
wet for reasons undoubtedly caused by the water of the river. Weeds and
vegetation plague the river's edge and the bushes make great abodes for snakes
and other reptiles. Sounds of the river fill the air as well a the smell that
rapids normally bring, the smell of rain. Animals often come here to drink.
A hill slopes downward towards the river and it still rises to the east. The
white water of the river is caused by the ferociousness of the current
colliding with the rocks underneath that one rarely sees. A large rope and
wooden bridge is anchored by two boulders on this side and two boulders on the
other side. A forest opens up to the east.
Obvious exits: -East -West
Two large boulders with rope strung around them anchor a bridge.
A bulky minotaur guard protects the settlement.
A bulky minotaur guard protects the settlement.
A bulky minotaur guard protects the settlement.
A bulky minotaur guard protects the settlement.
A bulky minotaur guard protects the settlement.
A bulky minotaur guard protects the settlement.
< 590h/590H 232v/257V Pos: standing >
Above a River on a Rope Bridge
A strong current allows this river to turn into a white water rapid
that runs towards the southeast. Rocks are visible among the river, for they
are the reason the water runs white. Strong currents provide a fast means of
travel for those who would risk the chance of navigating the river. First jump
out into the river, whether one would survive on their own is left up to the
gods. Only those unafraid of dying should even attempt this.
Obvious exits: -East -West -Down
< 590h/590H 232v/257V Pos: standing >
You rediscover the law of gravity...
...the hard way!
< 590h/590H 232v/257V Pos: standing >
You land with stunning force!
The world starts spinning, and your ears are ringing!
Alas, you cannot go that way. . . .
< 572h/590H 232v/257V Pos: kneeling >
Alas, you cannot go that way. . . .
< 572h/590H 233v/257V Pos: kneeling >
Alas, you cannot go that way. . . .
< 572h/590H 233v/257V Pos: kneeling >
Alas, you cannot go that way. . . .
< 573h/590H 233v/257V Pos: kneeling >
Alas, you cannot go that way. . . .
< 573h/590H 233v/257V Pos: kneeling >
The world stops spinning.
< 577h/590H 233v/257V Pos: kneeling >
You purge 'greater soul disturbance' from your thoughts.
< 582h/590H 236v/257V Pos: kneeling >
You are not comfortable enough to study. (try sitting/resting)
< 584h/590H 237v/257V Pos: kneeling >
< 584h/590H 238v/257V Pos: kneeling >
You slump and relax your posture.
< 585h/590H 238v/257V Pos: sitting >
You have memorized the following spells:
( 7th circle) 2 - greater soul disturbance
( 6th circle) 4 - greater mending
( 5th circle) 1 - shrewtameness
1 - malison
4 - molten spray
( 4th circle) 1 - pantherspeed
1 - hawkvision
5 - mending
( 3rd circle) 6 - pythonsting
1 - cold ward
1 - fire ward
( 2nd circle) 9 - flameburst
( 1st circle) 7 - ice missile
3 - spirit armor
You can memorize 1 7th circle spell(s).
< 586h/590H 239v/257V Pos: sitting >
You start meditating...
< 587h/590H 241v/257V Pos: sitting >
You are memorizing ravenflight, which will take about 11 seconds.
< 590h/590H 254v/257V Pos: sitting >
You have memorized the following spells:
( 7th circle) 2 - greater soul disturbance
( 6th circle) 4 - greater mending
( 5th circle) 1 - shrewtameness
1 - malison
4 - molten spray
( 4th circle) 1 - pantherspeed
1 - hawkvision
5 - mending
( 3rd circle) 6 - pythonsting
1 - cold ward
1 - fire ward
( 2nd circle) 9 - flameburst
( 1st circle) 7 - ice missile
3 - spirit armor
And you are currently memorizing the following spells:
10 seconds: ( 7th) ravenflight
You can memorize no more spells.
< 590h/590H 254v/257V Pos: sitting >
You have finished memorizing ravenflight.
You snap out of your meditative trance, memorization complete.
< 590h/590H 257v/257V Pos: sitting >
< 590h/590H 257v/257V Pos: sitting >
It's hot out here.
< 590h/590H 257v/257V Pos: sitting >
< 590h/590H 257v/257V Pos: sitting >
You clamber to your feet.
< 590h/590H 257v/257V Pos: standing >
Wild Rapid
Obvious exits: -North -South -Up
< 590h/590H 257v/257V Pos: standing >
You are already standing.
< 590h/590H 257v/257V Pos: standing >
< 590h/590H 257v/257V Pos: standing >
< 590h/590H 257v/257V Pos: standing >
< 590h/590H 257v/257V Pos: standing >
Wild Rapid
Obvious exits: -North -South -Up
< 590h/590H 257v/257V Pos: standing >
Wild Rapid
Obvious exits: -North -South -Up
< 590h/590H 257v/257V Pos: standing >
You should level anytime now!
< 590h/590H 257v/257V Pos: standing >
You are carrying: (5/10)
a blacksteel shield
a large shield
a glossy riding saddle
a green linen bag (glowing)
a firwood bear totem
< 590h/590H 257v/257V Pos: standing >
Above a River on a Rope Bridge
A strong current allows this river to turn into a white water rapid
that runs towards the southeast. Rocks are visible among the river, for they
are the reason the water runs white. Strong currents provide a fast means of
travel for those who would risk the chance of navigating the river. First jump
out into the river, whether one would survive on their own is left up to the
gods. Only those unafraid of dying should even attempt this.
Obvious exits: -East -West -Down
< 590h/590H 256v/257V Pos: standing >
Wild Rapid
This rapidly moving river is flowing south. One could be possibly killed
if they attempted to traverse this white rapid. If the river doesn't get them
then surely the flesh eating fish surely Whatever the case, one should not
stay here very long for it could prove fatal.
Obvious exits: -North -South -Up
< 590h/590H 255v/257V Pos: standing >
You stop using a totem of gold and ice.
< 580h/580H 257v/257V Pos: standing >
You hold a firwood bear totem.
< 580h/580H 257v/257V Pos: standing >
You are already standing.
< 580h/580H 257v/257V Pos: standing >
You start chanting...
< 580h/580H 257v/257V Pos: standing >
Casting: ravenflight **
< 580h/580H 257v/257V Pos: standing >
Casting: ravenflight *
< 580h/580H 257v/257V Pos: standing >
Casting: ravenflight
< 580h/580H 257v/257V Pos: standing >
You complete your spell...
You feel a strange sensation in the back of your shoulders.
Suddenly, you feel yourself floating up into the air, free as a bird!
< 580h/580H 257v/257V Pos: standing >
You stop using a firwood bear totem.
< 580h/580H 257v/257V Pos: standing >
You sit down and relax.
< 580h/580H 257v/257V Pos: sitting >
You hold a totem of gold and ice.
< 580h/580H 257v/257V Pos: sitting >
You are already resting.
< 590h/590H 257v/257V Pos: sitting >
You have memorized the following spells:
( 7th circle) 2 - greater soul disturbance
( 6th circle) 4 - greater mending
( 5th circle) 1 - shrewtameness
1 - malison
4 - molten spray
( 4th circle) 1 - pantherspeed
1 - hawkvision
5 - mending
( 3rd circle) 6 - pythonsting
1 - cold ward
1 - fire ward
( 2nd circle) 9 - flameburst
( 1st circle) 7 - ice missile
3 - spirit armor
And you are currently memorizing the following spells:
11 seconds: ( 7th) ravenflight
You can memorize no more spells.
You continue your study.
< 590h/590H 257v/257V Pos: sitting >
A Minotaur falls in from above, landing in a crumpled heap!
A Minotaur is stunned!
< 590h/590H 257v/257V Pos: sitting >
You clamber to your feet.
You abandon your meditative trance.
< 590h/590H 257v/257V Pos: standing >
You miss a Minotaur.
< 590h/590H 257v/257V Pos: standing >
< T: Jixam TP: sta TC:excellent E: A Minotaur ass EP: few wounds >
A Minotaur seems to be trying to shake off his woozy feeling.
< 590h/590H 257v/257V Pos: standing >
< T: Jixam TP: sta TC:excellent E: A Minotaur ass EP: few wounds >
A Minotaur stares at the sky.
< 590h/590H 257v/257V Pos: standing >
< T: Jixam TP: sta TC:excellent E: A Minotaur ass EP: few wounds >
You start chanting...
< 590h/590H 257v/257V Pos: standing >
< T: Jixam TP: sta TC:excellent E: A Minotaur ass EP: few wounds >
You lost your concentration!
You abort your spell before it's done!
You miss a Minotaur.
< 590h/590H 257v/257V Pos: standing >
< T: Jixam TP: sta TC:excellent E: A Minotaur ass EP: few wounds >
You dodge a Minotaur's vicious attack.
< 590h/590H 257v/257V Pos: standing >
< T: Jixam TP: sta TC:excellent E: A Minotaur ass EP: few wounds >
A Minotaur twibbles around aimlessly.
< 590h/590H 257v/257V Pos: standing >
< T: Jixam TP: sta TC:excellent E: A Minotaur ass EP: few wounds >
You miss a Minotaur.
< 590h/590H 257v/257V Pos: standing >
< T: Jixam TP: sta TC:excellent E: A Minotaur ass EP: few wounds >
You start chanting...
< 590h/590H 257v/257V Pos: standing >
< T: Jixam TP: sta TC:excellent E: A Minotaur ass EP: few wounds >
You dodge a Minotaur's vicious attack.
< 590h/590H 257v/257V Pos: standing >
< T: Jixam TP: sta TC:excellent E: A Minotaur ass EP: few wounds >
Casting: flameburst *
< 590h/590H 257v/257V Pos: standing >
< T: Jixam TP: sta TC:excellent E: A Minotaur ass EP: few wounds >
A Minotaur seems to be trying to shake off his woozy feeling.
< 590h/590H 257v/257V Pos: standing >
< T: Jixam TP: sta TC:excellent E: A Minotaur ass EP: few wounds >
Casting: flameburst
< 590h/590H 257v/257V Pos: standing >
< T: Jixam TP: sta TC:excellent E: A Minotaur ass EP: few wounds >
You complete your spell...
You point at a Minotaur.
[Damage: 26 ] Your flameburst collides silently with a Minotaur, who screams out in sudden pain.
A Minotaur's hard leather cloak melted from the intense heat!
A Minotaur's light blue scarf melted from the intense heat!
A Minotaur is dead! R.I.P.
You receive your share of experience.