The death of [ 1 Illusionist] Calok (Shade)

in In the Muck

from the perspective of [ 1 Illusionist] Calok (Shade)

<worn around neck>   a light blue scarf
<worn around neck>   a light blue scarf
<worn on body>       a shabby alligator skin jerkin
<worn about body>    a reptile skin cloak
<worn about waist>   a belt of sewn ratskins
<worn on belt buckle>a quill
<worn on arms>       a pair of studded leather sleeves
<held as shield>     a small round wooden shield
<worn on hands>      a pair of brown leather gloves
<primary weapon>     an amber-colored rod
<worn on legs>       a pair of studded leather leggings
<worn on feet>       a pair of tight black slippers

Mock Combat Chamber
   A huge ring is erected in the center of the chamber. On either side of it
benches are ready to give a tired warrior a rest. The ring has a diameter of
ten feet. Inside the ring, warriors fight in mock combat. Many of them are
breathing heavily. the ring of steel fills the area as they battle. A huge rack
of mock combat weapons remains dormant along the northern wall of the chamber.
Obvious exits: -West 
[15] A small bandage rests upon the ground here.
[3] A durable looking footman's flail lies discarded here.
[3] A large black leather whip lies coiled here.
[3] A warhammer with a sturdy-looking steel head lies here.
[3] A large two-handed sword has been left here.
[3] A large two-handed sword has been left here.
[3] A great flail has been carelessly left here.
[4] A steel dagger about a foot in length lies here.
[4] A gnoby piece of wood, perhaps a small mace, lies here.
[4] A sturdy looking wooden club has been left here.
[4] A stout cudgel carved from oak wood lies here.
[4] A steel long sword has been left here.
[4] A steel short sword lies discarded here.
[4] A long steel sword is here in the dirt.
[4] A steel dagger has been tossed aside here.
A sparring warrior battles another minotaur.
A sparring warrior battles another minotaur.
A training warrior practices in mock combat.
You shrug into a shabby alligator skin jerkin.
You slide your legs into a pair of studded leather leggings.
You cover your arms with a pair of studded leather sleeves.
You clasp a belt of sewn ratskins around your waist.
You pull a pair of brown leather gloves onto your hands.
You place a pair of tight black slippers on your feet.
You strap a small round wooden shield to your arm.
You duck your head and place a light blue scarf around your neck.
You duck your head and place a light blue scarf around your neck.
You wear a reptile skin cloak about your body.
You wield an amber-colored rod.
You can't use a steel warhammer.
You can't use a steel warhammer.
You can't use a steel warhammer.
You attach a quill to your belt.
Your hands are full.
You will no longer automatically 'wear all' when you enter the game once you reach level 3.

< 17h/17H 120v/120V Pos: standing >
You have now turned Paging mode off.

< 17h/17H 120v/120V Pos: standing >
Compact mode on.

< 17h/17H 120v/120V Pos: standing >
You turn on the display of pet damage.

< 17h/17H 120v/120V Pos: standing >
Hints are now turned OFF.

< 17h/17H 120v/120V Pos: standing >
You will now see kingdom areas on the map.

< 17h/17H 120v/120V Pos: standing >

< 17h/17H 120v/120V Pos: standing >
Shade - Last Edited: 2022-10-28 01:09:17 by ashyel
==================================================
A Shade can arise from any living being. Shades possess physical bodies that
look, act and feel similar to their original race, at least superficially.



The Shade's body is composed of memory rather than flesh and blood.
     
==See also==
* Innate
* Races 
==Class list==
* Warrior     : Swordsman, Guardian
* Cleric      : Zealot, Healer, Holyman
* Shaman      : Elementalist, Spiritualist, Animalist
* Sorcerer    : Wildmage, Wizard, Shadowmage
* Conjurer    : Air Magus, Water Magus, Fire Magus, Earth Magus
* Rogue       : Assassin, Thief
* Mercenary   : Brigand, Bounty Hunter
* Bard        : Disharmonist, Scoundrel, Minstrel
* Illusionist : Magician, Dark Dreamer
* Ethermancer : Tempest Magus, Frost Magus, Star Magus

==Racial Statistics==
Strength    : 110
Agility     : 115
Dexterity   : 115
Constitution: 95
Power       : 100
Intelligence: 110
Wisdom      : 100
Charisma    : 85
Luck        : 85
Karma       : 100

==Racial Traits==
Combat Pulse : below average
Spell Pulse  : awesome

==Innate abilities==
 darkness
*ultravision
*vulnerable to fire
'*' Designates passive ability.


< 17h/17H 120v/120V Pos: standing >
You are carrying: (8/11)
a spellbook
a large moth-eaten leather sack
a steel warhammer
a thin steel dagger
a steel dagger
a small wooden mace
a stout oaken cudgel
a sturdy wooden club

< 17h/17H 120v/120V Pos: standing >
You are using:
<worn around neck>   a light blue scarf
<worn around neck>   a light blue scarf
<worn on body>       a shabby alligator skin jerkin
<worn about body>    a reptile skin cloak
<worn about waist>   a belt of sewn ratskins
<worn on belt buckle>a quill
<worn on arms>       a pair of studded leather sleeves
<held as shield>     a small round wooden shield
<worn on hands>      a pair of brown leather gloves
<primary weapon>     an amber-colored rod
<worn on legs>       a pair of studded leather leggings
<worn on feet>       a pair of tight black slippers

< 17h/17H 120v/120V Pos: standing >
Your innate abilities: ('*' marked innates are always active)
   darkness
  *ultravision
  *vulnerable to fire

< 17h/17H 120v/120V Pos: standing >
You are carrying: (8/11)
a spellbook
a large moth-eaten leather sack
a steel warhammer
a thin steel dagger
a steel dagger
a small wooden mace
a stout oaken cudgel
a sturdy wooden club

< 17h/17H 120v/120V Pos: standing >
You put 7 items into a large moth-eaten leather sack.

< 17h/17H 120v/120V Pos: standing >
You get a spellbook from a large moth-eaten leather sack.

< 17h/17H 120v/120V Pos: standing >

You can memorize 1 1st circle spell(s).

< 17h/17H 120v/120V Pos: standing >

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

2nd CIRCLE:
burning hands              
continual light            
darkness                   
dispel magic               

3rd CIRCLE:
blindness                  
concealment                
mirror image               
shadow monster             

4th CIRCLE:
farsee                     
infravision                
insects                    
levitate                   
sleep                      

5th CIRCLE:
boulder                    
illusionary wall           
shadow travel              

6th CIRCLE:
nightmare                  
reflection                 
stunning visions           

7th CIRCLE:
dispel invisible           
hammer                     
reveal true name           

8th CIRCLE:
fly                        
mask                       
shadow shield              
vanish                     

9th CIRCLE:
asphyxiate                 
detect illusion            
dream travel               
mass invisibility          

10th CIRCLE:
clone form                 
delirium                   
imprisonment               

11th CIRCLE:
flicker                    
nonexistence               
titan                      

12th CIRCLE:
dragon                     
mirage                     


< 17h/17H 120v/120V Pos: standing >
You sit down and relax.

< 17h/17H 120v/120V Pos: sitting >
You are memorizing magic missile, which will take about 8 seconds.

< 17h/17H 120v/120V Pos: sitting >
You start meditating...

< 17h/17H 120v/120V Pos: sitting >
You have finished memorizing magic missile.
Your studies are complete.

< 17h/17H 120v/120V Pos: sitting >
You clamber to your feet.

< 17h/17H 120v/120V Pos: standing >
Mock Combat Chamber
Obvious exits: -West 
[15] A small bandage rests upon the ground here.
[3] A durable looking footman's flail lies discarded here.
[3] A large black leather whip lies coiled here.
[3] A warhammer with a sturdy-looking steel head lies here.
[3] A large two-handed sword has been left here.
[3] A large two-handed sword has been left here.
[3] A great flail has been carelessly left here.
[4] A steel dagger about a foot in length lies here.
[4] A gnoby piece of wood, perhaps a small mace, lies here.
[4] A sturdy looking wooden club has been left here.
[4] A stout cudgel carved from oak wood lies here.
[4] A steel long sword has been left here.
[4] A steel short sword lies discarded here.
[4] A long steel sword is here in the dirt.
[4] A steel dagger has been tossed aside here.
A sparring warrior battles another minotaur.
A sparring warrior battles another minotaur.
A training warrior practices in mock combat.

< 17h/17H 120v/120V Pos: standing >
A War Room
   The room is majestically clean, however, a few blood stains are visible
on the mock combat mat in the center of the room. Obviously, Ackum, the
master warrior, knows about hygiene. The stench that was once overwhelming is
now none existent. The cleanliness of this mock combat chamber also attests to
his hygiene a proficiency. Huge racks of weapons, mock combat weapons, are
leaning up against the norther wall. Mock combat armor hangs next to that. The
area is filled with sounds of clashing. The clashing sound is coming from the
east, while the weapon's shop lays to the west.
Obvious exits: -East  -South# -West 
A sturdy looking wooden club has been left here.
A stout cudgel carved from oak wood lies here.
A gnoby piece of wood, perhaps a small mace, lies here.
A durable looking footman's flail lies discarded here.
A large black leather whip lies coiled here.
A warhammer with a sturdy-looking steel head lies here.
A great flail has been carelessly left here.
Ackum, the master warrior, is here.

< 17h/17H 119v/120V Pos: standing >
Ok.

< 17h/17H 119v/120V Pos: standing >
A Narrow Corridor
   Accumulated moisture and slime cover the corridor. It is inherently suspect
whether or not the corridor is ten feet underground. No heat inhabits its
halls, only residue and a foul smell. From the ceiling to the floor the
corridor is about eight feet high, giving more than enough room for a minotaur
to traverse it. However, a huge wooden door stands to the north, looking
to forbid any unwanted intruder. Audible voices emanate from within, the
sounds of steel clashing rings through the air.
Obvious exits: -North -South

< 17h/17H 118v/120V Pos: standing >
Ok.

< 17h/17H 118v/120V Pos: standing >
Before a Narrow Staircase
   The staircase lies in the corner of the corridor, it looks to go up quite
a ways. this hallway is narrow and rugged, it is only seven feet in width and
doesn't suit big parties coming and going all at once. Slime and refuse, from
the outside layer of dirt, make the place a hazard. The corridor is likely
ten feet underground, which accounts for the chill in the air. No fire place
warms the area, however, it is suspect the no warrior who comes to train here
ever complains about it. The corridor leads northward, to a huge wooden door.
Obvious exits: -North -Up   

< 17h/17H 118v/120V Pos: standing >
A Narrow Staircase
   Railing on top of the staircase helps with footing and gives the impression
that a cow would need on the returning trip up. Some broken plank on the
staircase hints a great amount of weight must be carried up and down these
steps a day. The steps are made of the strongest wood around, ocimian oak.
This oak was used for building temporarily during the cataclysmic wars
between the ogres and minotaurs. These two barbaric races had neither
the resources or the man power to build them themselves, so they higher
a lot of orcish and duergar engineers and laborers to do the work.
Obvious exits: -West # -Down 

< 17h/17H 119v/120V Pos: standing >
Ok.

< 17h/17H 119v/120V Pos: standing >
Before the Warrior Brigade
   Huge buildings surround the wide cobblestone road. With a width of about
fifteen feet and with nothing but air standing in-between the houses and walls,
the road is easily navigable as opposed to the poverty stricken majority
slum holes. The buildings on either side of the road are unique to the other
buildings of the city for they were constructed in earnest, with careful
precision not seen in the other parts of the city. Signs hang from each of
their doorways, some more legible than others. The roof tops touch the sky,
while off to the north and south the road continues.
Obvious exits: -North -East  -South -West 

< 17h/17H 118v/120V Pos: standing >
Ok.

< 17h/17H 119v/120V Pos: standing >
Bloody Brick Way
   Huge buildings are on either side of the road. The paved cobblestone road
almost seems like someone dragged a few tons of bricks upon it, it's very
smooth. The buildings are crumbling slightly, however, little piles of brick
and mortar inhabit the road. Broken swords and piles of clothes and furniture
can be seen. From the walls to the buildings the road stretches about fifteen
feet, allowing access to be easy on an otherwise narrow road.  Huge city
structures can be seen above the roof tops, while city life can be heard.
Obvious exits: -North -East  -South -West 

< 17h/17H 118v/120V Pos: standing >
Bloody Brick Way
   Huge buildings are on either side of the road. The paved cobblestone road
almost seems like someone dragged a few tons of bricks upon it, it's very
smooth. The buildings are crumbling slightly, however, little piles of brick
and mortar inhabit the road. Broken swords and piles of clothes and furniture
can be seen. From the walls to the buildings the road stretches about fifteen
feet, allowing access to be easy on an otherwise narrow road.  Huge city
structures can be seen above the roof tops, while city life can be heard.
Obvious exits: -North -East  -South -West 

< 17h/17H 118v/120V Pos: standing >
Bloody Brick Way
   Huge buildings are on either side of the road. The paved cobblestone road
almost seems like someone dragged a few tons of bricks upon it, it's very
smooth. The buildings are crumbling slightly, however, little piles of brick
and mortar inhabit the road. Broken swords and piles of clothes and furniture
can be seen. From the walls to the buildings the road stretches about fifteen
feet, allowing access to be easy on an otherwise narrow road.  Huge city
structures can be seen above the roof tops, while city life can be heard.
Obvious exits: -North -East  -South -West 
An commoner walks the road, intent on his destination.

< 17h/17H 117v/120V Pos: standing >
An Intersection of Roads
   The small cobblestones that have been laid some time ago to create this
road are paved and provide an easy traversing. Wheels glide over this section
of the town quite easily one would think. The dirt off the side of the road
and in-between the cracks of the stones would often times become airborne by
the wind during the day. It would pick up ever so slightly and collide with
a traveler or a building of some sort. The wind when it does this makes a
sharply pitched noise, an eerie noise during the night. There are no poles,
no lanterns, nor any sort of evidence that this road is difficult to travel
during the night, unaccomplished travelers need not worry. The road continues
to the east and west. The northern street, along either side, has nearly
collapsed buildings just ready to succumb to the weight of gravity.
Obvious exits: -North -East  -West 

< 17h/17H 117v/120V Pos: standing >
Alas, you cannot go that way. . . .

< 17h/17H 117v/120V Pos: standing >
A Cobblestone Road
   The small cobblestones that have been laid some time ago to create this
road are paved and provide an easy traversing. Wheels glide over this section
of the town quite easily one would think. The dirt off the side of the road
and in-between the cracks of the stones would often times become airborne by
the wind during the day. It would pick up ever so slightly and collide with
a traveler or a building of some sort. The wind when it does this makes a
sharply pitched noise, an eerie noise during the night. There are no poles,
no lanterns, nor any sort of evidence that this road is difficult to travel
during the night, unaccomplished travelers need not worry.
Obvious exits: -East  -West 
An commoner walks the road, intent on his destination.

< 17h/17H 117v/120V Pos: standing >
A Cobblestone Road
   The small cobblestones that have been laid some time ago to create this
road are paved and provide an easy traversing. Wheels glide over this section
of the town quite easily one would think. The dirt off the side of the road
and in-between the cracks of the stones would often times become airborne by
the wind during the day. It would pick up ever so slightly and collide with
a traveler or a building of some sort. The wind when it does this makes a
sharply pitched noise, an eerie noise during the night. There are no poles,
no lanterns, nor any sort of evidence that this road is difficult to travel
during the night, unaccomplished travelers need not worry.
Obvious exits: -South -West 

< 17h/17H 116v/120V Pos: standing >
Alas, you cannot go that way. . . .

< 17h/17H 117v/120V Pos: standing >
Alas, you cannot go that way. . . .

< 17h/17H 117v/120V Pos: standing >
Alas, you cannot go that way. . . .

< 17h/17H 117v/120V Pos: standing >
Alas, you cannot go that way. . . .

< 17h/17H 118v/120V Pos: standing >
A Cobblestone Road
   The small cobblestones that have been laid some time ago to create this
road are paved and provide an easy traversing. Wheels glide over this section
of the town quite easily one would think. The dirt off the side of the road
and in-between the cracks of the stones would often times become airborne by
the wind during the day. It would pick up ever so slightly and collide with
a traveler or a building of some sort. The wind when it does this makes a
sharply pitched noise, an eerie noise during the night. There are no poles,
no lanterns, nor any sort of evidence that this road is difficult to travel
during the night, unaccomplished travelers need not worry.
Obvious exits: -North -South
An agitated commoner walks the road.

< 17h/17H 117v/120V Pos: standing >
A Cobblestone Road
   The small cobblestones that have been laid some time ago to create this
road are paved and provide an easy traversing. Wheels glide over this section
of the town quite easily one would think. The dirt off the side of the road
and in-between the cracks of the stones would often times become airborne by
the wind during the day. It would pick up ever so slightly and collide with
a traveler or a building of some sort. The wind when it does this makes a
sharply pitched noise, an eerie noise during the night. There are no poles,
no lanterns, nor any sort of evidence that this road is difficult to travel
during the night, unaccomplished travelers need not worry.
Obvious exits: -North -East 

< 17h/17H 117v/120V Pos: standing >
Alas, you cannot go that way. . . .

< 17h/17H 118v/120V Pos: standing >
A Cobblestone Road
   The small cobblestones that have been laid some time ago to create this
road are paved and provide an easy traversing. Wheels glide over this section
of the town quite easily one would think. The dirt off the side of the road
and in-between the cracks of the stones would often times become airborne by
the wind during the day. It would pick up ever so slightly and collide with
a traveler or a building of some sort. The wind when it does this makes a
sharply pitched noise, an eerie noise during the night. There are no poles,
no lanterns, nor any sort of evidence that this road is difficult to travel
during the night, unaccomplished travelers need not worry.
Obvious exits: -East  -West 

< 17h/17H 117v/120V Pos: standing >
A Path of Dirt
   Some little rocks are visible along this dirt road. Mud doesn't totally
eclipse them just yet, however, the once totally enveloping trail to the east
has transformed into something that of a road of rocks, paved rocks. These
rocks seem to be made of cobblestone and provide easy access for all of those
who wish to traverse it. Weathering seems to have no hold upon these rocks,
for they have truly survived the test of time. Brushes and large patches of
weeds lay on either side of the path, guarding the algae covered water. Dead
trees lay about the area, however, all are out of reach and lay in shallow
pools of water that makes up the swamp to the east.
Obvious exits: -East  -West 

< 17h/17H 117v/120V Pos: standing >
A Muddy Trail
   Sounds of the town to the west fill the air. Everything in the swampy forest
to the east seems to stir stir ever so slightly when anyone enters their waste
land. Many types of tracks lay below in the muck, some of these tracks were
made by minotaurs, however, many were made by reptiles. Mud inhibits travelling
tand makes progress very difficult. On either side of the pathway of mud lay
the dead swamp aspect of the area. Water envelopes most of the swamp forest's
ground, with a large number of standing and fallen trees alike. Back to the
west, a cobblestone road opens up and leads toward the town.
Obvious exits: -East  -West 

< 17h/17H 116v/120V Pos: standing >
In the Muck
   Two large totems stand on either side of the path, both of them the beholder
of heads. The heads lay impaled upon the totems, a warning to all those who
would attempt to traverse this swamp. They've been there a while one would
suppose, simply because nearly all of the flesh has rotten away exposing the
skull underneath. Flies swarm the area, small ponds of water alongside many
dead tress outline the area. Below, the ground is very soggy, the muck slows
progress to nearly a standstill. A small path opens up to the west, which
leads toward civilization.
Obvious exits: -North -South -West 
A sturdy looking wooden club has been left here.
A stout cudgel carved from oak wood lies here.
A gnoby piece of wood, perhaps a small mace, lies here.
A steel long sword has been left here.
A steel short sword lies discarded here.
A long steel sword is here in the dirt.
A steel dagger about a foot in length lies here.
A steel dagger has been tossed aside here.
A durable looking footman's flail lies discarded here.
A large black leather whip lies coiled here.
A warhammer with a sturdy-looking steel head lies here.
A large two-handed sword has been left here.
A large two-handed sword has been left here.
A great flail has been carelessly left here.

< 17h/17H 115v/120V Pos: standing >
Alas, you cannot go that way. . . .

< 17h/17H 116v/120V Pos: standing >
You don't know that spell!

< 17h/17H 116v/120V Pos: standing >
Alas, you cannot go that way. . . .

< 17h/17H 118v/120V Pos: standing >
A Kobold enters from the north.

< 17h/17H 120v/120V Pos: standing >
A Kobold leaves west.

< 17h/17H 120v/120V Pos: standing >
A Kobold enters from the west.

< 17h/17H 120v/120V Pos: standing >
A Kobold starts casting an offensive spell.

< 17h/17H 120v/120V Pos: standing >
A Kobold completes his spell...
A Kobold utters the words 'greater soul disturbance'
A Kobold points at you.

< 17h/17H 120v/120V Pos: standing >
A Kobold starts casting an offensive spell.

< 17h/17H 120v/120V Pos: standing >
A Kobold completes his spell...
A Kobold utters the words 'molten spray'
A Kobold points at you.
The flames cause your skin to smoke!
-=[A Kobold fires a blast of molten spray at you, causing unbearable pain.]=-