The death of [31 Necromancer] Grazzo - The Shadow Guild (Goblin)

in Red Brick Road

from the perspective of [31 Necromancer] Grazzo - The Shadow Guild (Goblin)

<worn on head>       an unique hardwood helm
<worn on eyes>       a bugbear-skin eyepatch [superior]
<worn in ear>        a jeweled gold stud
<worn on face>       a mask of sewn flesh
<worn around neck>   a chain of orcish holy beads [poor]
<worn around neck>   a stylish ivory necklace
<worn on body>       a ghastly rubber chainmail
<worn on back>       a large leather backpack
<worn on belt buckle>a rugged adventurers satchel
<attached to belt>   a rugged adventurers satchel
<worn on arms>       some stylish cured leather arm plates
<worn around wrist>  a dark crystal bracelet
<worn around wrist>  an orcish-woven bracelet
<worn on finger>     a silvery ring studded with gems
<worn on finger>     a shiny golden ring [superior]
<worn on legs>       some light flesh leggings


< 216h/197H 110v/110V Pos: standing >
[Damage:  5 ] Your kick crashes into a sergeant of the regular guard's chest.
A sergeant of the regular guard is dead! R.I.P.
You receive your share of experience.
The smell of fresh blood enters your body, infusing you with power!
A look of horror and a silent scream are a sergeant of the regular guard's last actions in this world.

< 216h/197H 110v/110V Pos: standing >
You get a few coins from the corpse of a sergeant of the regular guard.
There were: 20 gold coins. 

< 216h/197H 110v/110V Pos: standing >
Ok.
You put 0 platinum, 20 gold, 0 silver, and 0 copper coins into a large leather backpack.

< 216h/197H 110v/110V Pos: standing >
Into what?

< 216h/197H 110v/110V Pos: standing >
It appears to be the corpse of a sergeant of the regular guard.
an obsidian and steel barrel helm [superior]

< 216h/197H 110v/110V Pos: standing >
You get an obsidian and steel barrel helm [superior] from the corpse of a sergeant of the regular guard.

< 216h/197H 110v/110V Pos: standing >
You don't have anything to put in it.

< 216h/197H 110v/110V Pos: standing >
You start chanting...

< 216h/197H 110v/110V Pos: standing >
Casting: embalm *

< 216h/197H 110v/110V Pos: standing >
Casting: embalm 

< 216h/197H 110v/110V Pos: standing >
You complete your spell...
The corpse of a sergeant of the regular guard is preserved for an additional 62 hours.

< 216h/197H 110v/110V Pos: standing >
You start chanting...

< 216h/197H 110v/110V Pos: standing >
Casting: embalm *

< 216h/197H 110v/110V Pos: standing >
Casting: embalm 

< 216h/197H 110v/110V Pos: standing >
You complete your spell...
The corpse of a sergeant of the regular guard is preserved for an additional 62 hours.

< 216h/197H 110v/110V Pos: standing >
The first hint of daylight can be seen on the northern horizon.

< 216h/197H 110v/110V Pos: standing >
A Paved Obsidian Road
Obvious exits: -North# -East  -South -West 
A few drops of fresh blood are scattered around the area.
The corpse of a sergeant of the regular guard is lying here.
The corpse of a dirty beggar is lying here.
The corpse of the beggar leader is lying here.
A dirty beggar is lying here, incapacitated.
A dirty beggar is lying here, mortally wounded.
The zombie of an orcish adventurer stands here. (minion) 

< 216h/197H 110v/110V Pos: standing >
You start chanting...

< 216h/197H 110v/110V Pos: standing >
Casting: embalm *

< 216h/197H 110v/110V Pos: standing >
You complete your spell...
The corpse of a sergeant of the regular guard is preserved for an additional 62 hours.

< 216h/197H 110v/110V Pos: standing >
You start chanting...

< 216h/197H 110v/110V Pos: standing >
You complete your spell...
The corpse of a sergeant of the regular guard is preserved for an additional 62 hours.

< 216h/197H 110v/110V Pos: standing >
You don't have that spell memorized.

< 216h/197H 110v/110V Pos: standing >
You start chanting...

< 215h/197H 110v/110V Pos: standing >
You complete your spell...
You are not powerful enough to animate that corpse!

< 215h/197H 110v/110V Pos: standing >
No one here by that name.

< 215h/197H 110v/110V Pos: standing >
A Paved Obsidian Road
Obvious exits: -North# -East  -South -West 
A few drops of fresh blood are scattered around the area.
The corpse of a sergeant of the regular guard is lying here.
The corpse of a dirty beggar is lying here.
The corpse of the beggar leader is lying here.
A dirty beggar is lying here, incapacitated.
A dirty beggar is lying here, mortally wounded.
The zombie of an orcish adventurer stands here. (minion) 

< 215h/197H 110v/110V Pos: standing >
You have gained some progress, but still have a ways to go yet towards your next level.

< 215h/197H 110v/110V Pos: standing >
A Paved Obsidian Road
Obvious exits: -North# -East  -South -West 
A few drops of fresh blood are scattered around the area.
The corpse of a sergeant of the regular guard is lying here.
The corpse of a dirty beggar is lying here.
The corpse of the beggar leader is lying here.
A dirty beggar is lying here, incapacitated.
A dirty beggar is lying here, mortally wounded.
The zombie of an orcish adventurer stands here. (minion) 

< 215h/197H 110v/110V Pos: standing >
You don't have that spell memorized.

< 215h/197H 110v/110V Pos: standing >
You sit down and relax.

< 215h/197H 110v/110V Pos: sitting >
A large leather backpack appears to be empty.

< 215h/197H 110v/110V Pos: sitting >
You have memorized the following spells:
( 6th circle)  1 - cone of cold
( 5th circle)  1 - levitate
               2 - heal undead
               1 - raise spectre
( 4th circle)  4 - life leech
( 3rd circle)  2 - animate dead
               1 - sense follower
( 2nd circle)  6 - chill touch
               1 - vampiric touch
               1 - protection from living
( 1st circle)  2 - minor creation
               1 - protection from undead
               6 - slashing darkness

And you are currently memorizing the following spells:
   10 seconds:  ( 6th) cone of cold
   21 seconds:  ( 6th) cone of cold
   31 seconds:  ( 5th) heal undead
   40 seconds:  ( 4th) life leech
   48 seconds:  ( 4th) life leech
   57 seconds:  ( 4th) life leech
   67 seconds:  ( 5th) heal undead
   78 seconds:  ( 6th) cone of cold
   85 seconds:  ( 3rd) embalm
   93 seconds:  ( 3rd) embalm
  100 seconds:  ( 3rd) embalm
  108 seconds:  ( 3rd) embalm
  119 seconds:  ( 7th) raise wraith

You can memorize 1 2nd and 1 3rd circle spell(s).
You continue your study.
You have memorized the following spells:
( 6th circle)  1 - cone of cold
( 5th circle)  1 - levitate
               2 - heal undead
               1 - raise spectre
( 4th circle)  4 - life leech
( 3rd circle)  2 - animate dead
               1 - sense follower
( 2nd circle)  6 - chill touch
               1 - vampiric touch
               1 - protection from living
( 1st circle)  2 - minor creation
               1 - protection from undead
               6 - slashing darkness

And you are currently memorizing the following spells:
   10 seconds:  ( 6th) cone of cold
   21 seconds:  ( 6th) cone of cold
   31 seconds:  ( 5th) heal undead
   40 seconds:  ( 4th) life leech

< 215h/197H 110v/110V Pos: sitting >
You start meditating...

< 215h/197H 110v/110V Pos: sitting >
A commoner enters from the south.
You have finished memorizing cone of cold.

< 215h/197H 110v/110V Pos: sitting >
The first rays of sunlight signal that day is approaching.

< 215h/197H 110v/110V Pos: sitting >
You have finished memorizing cone of cold.

< 215h/197H 110v/110V Pos: sitting >
You have finished memorizing heal undead.

< 215h/197H 110v/110V Pos: sitting >
You have finished memorizing life leech.

< 215h/197H 110v/110V Pos: sitting >
You have finished memorizing life leech.

< 215h/197H 110v/110V Pos: sitting >
A commoner leaves west.

< 215h/197H 110v/110V Pos: sitting >
You have finished memorizing life leech.

< 214h/197H 110v/110V Pos: sitting >

< 214h/197H 110v/110V Pos: sitting >
You have finished memorizing heal undead.

< 214h/197H 110v/110V Pos: sitting >
It's nice and warm out.

< 214h/197H 110v/110V Pos: sitting >
You are already meditating.

< 214h/197H 110v/110V Pos: sitting >
A half-orc warrior enters from the east.

< 214h/197H 110v/110V Pos: sitting >
You have finished memorizing cone of cold.

< 214h/197H 110v/110V Pos: sitting >
You have finished memorizing embalm.

< 214h/197H 110v/110V Pos: sitting >
You have finished memorizing embalm.

< 214h/197H 110v/110V Pos: sitting >
You have finished memorizing embalm.

< 214h/197H 110v/110V Pos: sitting >
A dirty beggar is dead! R.I.P.
A look of horror and a silent scream are a dirty beggar's last actions in this world.

< 214h/197H 110v/110V Pos: sitting >

< 214h/197H 110v/110V Pos: sitting >
A half-orc warrior leaves south.

< 214h/197H 110v/110V Pos: sitting >
You have finished memorizing embalm.

< 214h/197H 110v/110V Pos: sitting >
You have finished memorizing raise wraith.
Your studies are complete.

< 214h/197H 110v/110V Pos: sitting >
You clamber to your feet.

< 214h/197H 110v/110V Pos: standing >
You put 3 book(s) into a large leather backpack.

< 214h/197H 110v/110V Pos: standing >
A Paved Obsidian Road
Obvious exits: -North# -East  -South -West 
Puddles of fresh blood cover the ground.
The corpse of a dirty beggar is lying here.
The corpse of a sergeant of the regular guard is lying here.
The corpse of a dirty beggar is lying here.
The corpse of the beggar leader is lying here.
A dirty beggar is lying here, mortally wounded.
The zombie of an orcish adventurer stands here. (minion) 

< 214h/197H 110v/110V Pos: standing >

< 214h/197H 110v/110V Pos: standing >
You start chanting...

< 214h/197H 110v/110V Pos: standing >
Casting: embalm *

< 214h/197H 110v/110V Pos: standing >
You complete your spell...
The corpse of a dirty beggar is preserved for an additional 62 hours.

< 213h/197H 110v/110V Pos: standing >
You start chanting...

< 213h/197H 110v/110V Pos: standing >
Casting: raise wraith *

< 213h/197H 110v/110V Pos: standing >
You complete your spell...
The corpse is too weak to rise as undead!

< 213h/197H 110v/110V Pos: standing >
You start chanting...

< 213h/197H 110v/110V Pos: standing >
Casting: raise spectre *

< 213h/197H 110v/110V Pos: standing >
You complete your spell...
The corpse is too weak to rise as undead!

< 213h/197H 110v/110V Pos: standing >

< 213h/197H 110v/110V Pos: standing >

< 213h/197H 110v/110V Pos: standing >
You start chanting...

< 213h/197H 110v/110V Pos: standing >

< 213h/197H 110v/110V Pos: standing >
You complete your spell...
The corpse is too weak to rise as undead!

< 213h/197H 110v/110V Pos: standing >

< 213h/197H 110v/110V Pos: standing >

< 213h/197H 110v/110V Pos: standing >

< 213h/197H 110v/110V Pos: standing >
A Paved Obsidian Road
Obvious exits: -North# -East  -South -West 
Puddles of fresh blood cover the ground.
The corpse of a dirty beggar is lying here.
The corpse of a sergeant of the regular guard is lying here.
The corpse of a dirty beggar is lying here.
The corpse of the beggar leader is lying here.
A dirty beggar is lying here, mortally wounded.
The zombie of an orcish adventurer stands here. (minion) 

< 213h/197H 110v/110V Pos: standing >
A Solid Wooden Bridge
   This wide wooden bridge spans the Mixag River, which splits the city into
two literal towns.  The bridge is sturdy enough to permit both cargo and
people to cross easily.  The bridge arches up at a slight angle, allowing
skiffs to pass underneath, but not enough to allow any real transport craft
to navigate.  This prevents private merchants from using the river to bypass
any taxation that the city commands from any merchant to transport goods
through the city.  It is also effective for preventing a sea-based invasion
to attack the city at its interior.
Obvious exits: -East  -West 
The zombie of an orcish adventurer enters from the west.

< 213h/197H 109v/110V Pos: standing >
A Solid Wooden Bridge
   This wide wooden bridge spans the Mixag River, which splits the city into
two literal towns.  The bridge is sturdy enough to permit both cargo and
people to cross easily.  The bridge arches up at a slight angle, allowing
skiffs to pass underneath, but not enough to allow any real transport craft
to navigate.  This prevents private merchants from using the river to bypass
any taxation that the city commands from any merchant to transport goods
through the city.  It is also effective for preventing a sea-based invasion
to attack the city at its interior.
Obvious exits: -West 
The zombie of an orcish adventurer enters from the west.

< 213h/197H 108v/110V Pos: standing >
A Solid Wooden Bridge
   This wide wooden bridge spans the Mixag River, which splits the city into
two literal towns.  The bridge is sturdy enough to permit both cargo and
people to cross easily.  The bridge arches up at a slight angle, allowing
skiffs to pass underneath, but not enough to allow any real transport craft
to navigate.  This prevents private merchants from using the river to bypass
any taxation that the city commands from any merchant to transport goods
through the city.  It is also effective for preventing a sea-based invasion
to attack the city at its interior.
Obvious exits: -East  -West 
The zombie of an orcish adventurer enters from the east.

< 213h/197H 109v/110V Pos: standing >
A Paved Obsidian Road
   This road appears to be one long piece of obsidian.  Upon closer
inspection, it can be determined that the road is made from an unlikely
mixture of obsidian and concrete.  The road is flat and even, allowing for
excellent travel along it.
Obvious exits: -North# -East  -South -West 
The corpse of a dirty beggar is lying here.
The corpse of a sergeant of the regular guard is lying here.
The corpse of a dirty beggar is lying here.
The corpse of the beggar leader is lying here.
A dirty beggar is lying here, mortally wounded.
The zombie of an orcish adventurer enters from the east.

< 213h/197H 108v/110V Pos: standing >
A Paved Obsidian Road
   This road appears to be one long piece of obsidian.  Upon closer
inspection, it can be determined that the road is made from an unlikely
mixture of obsidian and concrete.  The road is flat and even, allowing for
excellent travel along it.
Obvious exits: -North -East  -South -West 
The zombie of an orcish adventurer enters from the east.

< 213h/197H 108v/110V Pos: standing >
A Paved Obsidian Road
   This road appears to be one long piece of obsidian.  Upon closer
inspection, it can be determined that the road is made from an unlikely
mixture of obsidian and concrete.  The road is flat and even, allowing for
excellent travel along it.
Obvious exits: -North -South
The zombie of an orcish adventurer enters from the south.

< 213h/197H 109v/110V Pos: standing >
A Paved Obsidian Road
   This road appears to be one long piece of obsidian.  Upon closer
inspection, it can be determined that the road is made from an unlikely
mixture of obsidian and concrete.  The road is flat and even, allowing for
excellent travel along it.
Obvious exits: -North -South -West 
The zombie of an orcish adventurer enters from the south.

< 213h/197H 108v/110V Pos: standing >
A Paved Obsidian Road
   This road appears to be one long piece of obsidian.  Upon closer
inspection, it can be determined that the road is made from an unlikely
mixture of obsidian and concrete.  The road is flat and even, allowing for
excellent travel along it.
Obvious exits: -North -East  -South
The zombie of an orcish adventurer enters from the south.

< 213h/197H 108v/110V Pos: standing >
A Commoners Dwelling
   This is a simple commoners dwelling.  All the modern half-orc conveniences
are available in this modest dwelling, including a small slab and bucket
affair for relieving oneself.  Small, thick glassed windows allow sunlight
to come in without making the home too lit.
Obvious exits: -West 
An aging but brawny half-orc stands here enjoying life.
A sleeping commoner is stretched out, sound asleep.
The zombie of an orcish adventurer enters from the west.

< 213h/197H 109v/110V Pos: standing >
Are you mad!?

< 213h/197H 110v/110V Pos: standing >
A Paved Obsidian Road
   This road appears to be one long piece of obsidian.  Upon closer
inspection, it can be determined that the road is made from an unlikely
mixture of obsidian and concrete.  The road is flat and even, allowing for
excellent travel along it.
Obvious exits: -North -East  -South
A Sarmiz'Duul peacekeeper stands here, keeping the peace.
A Sarmiz'Duul peacekeeper stands here, keeping the peace.
The zombie of an orcish adventurer enters from the east.

< 212h/197H 109v/110V Pos: standing >
Autosaving...

< 212h/197H 109v/110V Pos: standing >
A Paved Obsidian Road
   This road appears to be one long piece of obsidian.  Upon closer
inspection, it can be determined that the road is made from an unlikely
mixture of obsidian and concrete.  The road is flat and even, allowing for
excellent travel along it.
Obvious exits: -North -South -West 
The zombie of an orcish adventurer enters from the south.

< 212h/197H 108v/110V Pos: standing >
A Cobblestone Road
   This road is made from a patchwork of cobblestones planted close together
in the ground.  There doesn't appear to be a definative edge to the road,
rather it looks as if the builders just quit when they got tired.  Although
it is easy to walk or ride along, using a cart on this road gives a very
bumpy ride.
Obvious exits: -East  -West 
The zombie of an orcish adventurer enters from the east.

< 212h/197H 109v/110V Pos: standing >
A Cobblestone Road
   This road is made from a patchwork of cobblestones planted close together
in the ground.  There doesn't appear to be a definative edge to the road,
rather it looks as if the builders just quit when they got tired.  Although
it is easy to walk or ride along, using a cart on this road gives a very
bumpy ride.
Obvious exits: -East  -West 
The zombie of an orcish adventurer enters from the east.

< 212h/197H 108v/110V Pos: standing >
A Paved Obsidian Road
   This road appears to be one long piece of obsidian.  Upon closer
inspection, it can be determined that the road is made from an unlikely
mixture of obsidian and concrete.  The road is flat and even, allowing for
excellent travel along it.
Obvious exits: -North -East  -South -West 
A male commoner stands here.
The zombie of an orcish adventurer enters from the east.

< 212h/197H 107v/110V Pos: standing >
You quickly scan the area.
A commoner who is rather far off to your south.
A commoner who is in the distance to your south.
An orcish adventurer who is close by to your west.

< 212h/197H 110v/110V Pos: standing >
A Paved Obsidian Road
   This road appears to be one long piece of obsidian.  Upon closer
inspection, it can be determined that the road is made from an unlikely
mixture of obsidian and concrete.  The road is flat and even, allowing for
excellent travel along it.
Obvious exits: -North -East  -South
The zombie of an orcish adventurer enters from the south.

< 212h/197H 109v/110V Pos: standing >
A Paved Obsidian Road
   This road appears to be one long piece of obsidian.  Upon closer
inspection, it can be determined that the road is made from an unlikely
mixture of obsidian and concrete.  The road is flat and even, allowing for
excellent travel along it.
Obvious exits: -East  -South -West 
The zombie of an orcish adventurer enters from the south.

< 212h/197H 108v/110V Pos: standing >
Alas, you cannot go that way. . . .

< 212h/197H 108v/110V Pos: standing >
Lawter's Fine Weapons
   This shop is bristling with tools to make and repair weapons.  Raw steel
rods are stack against the wall, piles of obsidian in all shapes and sizes
rest in a bin against the back wall, a large forge and bellows stands next
to a 30 pound anvil.  Obsidian dust hangs in the air, while the sharp tang
of molten steel permeates the shop.  A large counter sits near the door,
displaying the goods that Yawter has to offer.
Obvious exits: -East 
(Q)Lawter, the weaponsmith, stands here.
The zombie of an orcish adventurer enters from the east.

< 212h/197H 108v/110V Pos: standing >
A Paved Obsidian Road
   This road appears to be one long piece of obsidian.  Upon closer
inspection, it can be determined that the road is made from an unlikely
mixture of obsidian and concrete.  The road is flat and even, allowing for
excellent travel along it.
Obvious exits: -East  -South -West 
The zombie of an orcish adventurer enters from the west.

< 212h/197H 109v/110V Pos: standing >
A Paved Obsidian Road
   This road appears to be one long piece of obsidian.  Upon closer
inspection, it can be determined that the road is made from an unlikely
mixture of obsidian and concrete.  The road is flat and even, allowing for
excellent travel along it.
Obvious exits: -North -West 
A male commoner stands here.
The zombie of an orcish adventurer enters from the west.

< 212h/197H 108v/110V Pos: standing >
A Paved Obsidian Road
   This road appears to be one long piece of obsidian.  Upon closer
inspection, it can be determined that the road is made from an unlikely
mixture of obsidian and concrete.  The road is flat and even, allowing for
excellent travel along it.
Obvious exits: -North -East  -South -West 
The zombie of an orcish adventurer enters from the south.

< 212h/197H 109v/110V Pos: standing >
A Commoners Dwelling
   This is a simple commoners dwelling.  All the modern half-orc conveniences
are available in this modest dwelling, including a small slab and bucket
affair for relieving oneself.  Small, thick glassed windows allow sunlight
to come in without making the home too lit.
Obvious exits: -North -East 
The zombie of an orcish adventurer enters from the east.

< 212h/197H 108v/110V Pos: standing >
A Cobblestone Road
   This road is made from a patchwork of cobblestones planted close together
in the ground.  There doesn't appear to be a definative edge to the road,
rather it looks as if the builders just quit when they got tired.  Although
it is easy to walk or ride along, using a cart on this road gives a very
bumpy ride.
Obvious exits: -North -South -West 
The zombie of an orcish adventurer enters from the south.

< 212h/197H 109v/110V Pos: standing >
A Cobblestone Road
   This road is made from a patchwork of cobblestones planted close together
in the ground.  There doesn't appear to be a definative edge to the road,
rather it looks as if the builders just quit when they got tired.  Although
it is easy to walk or ride along, using a cart on this road gives a very
bumpy ride.
Obvious exits: -North -East  -South
The zombie of an orcish adventurer enters from the east.

< 212h/197H 108v/110V Pos: standing >
A Cobblestone Road
   This road is made from a patchwork of cobblestones planted close together
in the ground.  There doesn't appear to be a definative edge to the road,
rather it looks as if the builders just quit when they got tired.  Although
it is easy to walk or ride along, using a cart on this road gives a very
bumpy ride.
Obvious exits: -North -West 
The zombie of an orcish adventurer enters from the north.

< 212h/197H 109v/110V Pos: standing >
A Cobblestone Road
   This road is made from a patchwork of cobblestones planted close together
in the ground.  There doesn't appear to be a definative edge to the road,
rather it looks as if the builders just quit when they got tired.  Although
it is easy to walk or ride along, using a cart on this road gives a very
bumpy ride.
Obvious exits: -North -East  -South
The zombie of an orcish adventurer enters from the east.

< 212h/197H 108v/110V Pos: standing >
Alas, you cannot go that way. . . .

< 212h/197H 108v/110V Pos: standing >
The Cheshire Inn
   This large, multi-level building is used as the Inn for the town.  Having
the reputation as a quiet place where a citizen can get good food and better
spirits, it has a steady clientele of workers and families looking to treat
themselves.  Thick furs cover the ground, sturdy wooden tables are placed
around, and a large central fireplace offer a cozy atmoshpere.
Obvious exits: -South
A commoner stands here having a good time.
A commoner stands here having a good time.
A commoner stands here having a good time.
A commoner stands here having a good time.
The zombie of an orcish adventurer enters from the south.

< 212h/197H 109v/110V Pos: standing >
A Cobblestone Road
   This road is made from a patchwork of cobblestones planted close together
in the ground.  There doesn't appear to be a definative edge to the road,
rather it looks as if the builders just quit when they got tired.  Although
it is easy to walk or ride along, using a cart on this road gives a very
bumpy ride.
Obvious exits: -North -East  -South
The zombie of an orcish adventurer enters from the north.

< 212h/197H 108v/110V Pos: standing >
Alas, you cannot go that way. . . .

< 212h/197H 108v/110V Pos: standing >
A Cobblestone Road
   This road is made from a patchwork of cobblestones planted close together
in the ground.  There doesn't appear to be a definative edge to the road,
rather it looks as if the builders just quit when they got tired.  Although
it is easy to walk or ride along, using a cart on this road gives a very
bumpy ride.
Obvious exits: -North -West 
The zombie of an orcish adventurer enters from the north.

< 212h/197H 108v/110V Pos: standing >
A commoner enters from the west.

< 212h/197H 108v/110V Pos: standing >
A Cobblestone Road
   This road is made from a patchwork of cobblestones planted close together
in the ground.  There doesn't appear to be a definative edge to the road,
rather it looks as if the builders just quit when they got tired.  Although
it is easy to walk or ride along, using a cart on this road gives a very
bumpy ride.
Obvious exits: -East  -West 
The zombie of an orcish adventurer enters from the east.

< 212h/197H 108v/110V Pos: standing >
A Cobblestone Road
   This road is made from a patchwork of cobblestones planted close together
in the ground.  There doesn't appear to be a definative edge to the road,
rather it looks as if the builders just quit when they got tired.  Although
it is easy to walk or ride along, using a cart on this road gives a very
bumpy ride.
Obvious exits: -North -East  -South
The zombie of an orcish adventurer enters from the east.

< 212h/197H 108v/110V Pos: standing >
You quickly scan the area.
Hudak who is close by to your north.
A commoner who is not far off to your east.

< 212h/197H 110v/110V Pos: standing >
Alas, you cannot go that way. . . .

< 212h/197H 110v/110V Pos: standing >
A Cobblestone Road
   This road is made from a patchwork of cobblestones planted close together
in the ground.  There doesn't appear to be a definative edge to the road,
rather it looks as if the builders just quit when they got tired.  Although
it is easy to walk or ride along, using a cart on this road gives a very
bumpy ride.
Obvious exits: -North -West 
The zombie of an orcish adventurer enters from the north.

< 212h/197H 109v/110V Pos: standing >
A Cobblestone Road
   This road is made from a patchwork of cobblestones planted close together
in the ground.  There doesn't appear to be a definative edge to the road,
rather it looks as if the builders just quit when they got tired.  Although
it is easy to walk or ride along, using a cart on this road gives a very
bumpy ride.
Obvious exits: -East  -West 
The zombie of an orcish adventurer enters from the east.

< 212h/197H 108v/110V Pos: standing >
A Cobblestone Road
   This road is made from a patchwork of cobblestones planted close together
in the ground.  There doesn't appear to be a definative edge to the road,
rather it looks as if the builders just quit when they got tired.  Although
it is easy to walk or ride along, using a cart on this road gives a very
bumpy ride.
Obvious exits: -East  -West 
An aging but brawny half-orc stands here enjoying life.
The zombie of an orcish adventurer enters from the east.

< 212h/197H 107v/110V Pos: standing >
A Cobblestone Road
   This road is made from a patchwork of cobblestones planted close together
in the ground.  There doesn't appear to be a definative edge to the road,
rather it looks as if the builders just quit when they got tired.  Although
it is easy to walk or ride along, using a cart on this road gives a very
bumpy ride.
Obvious exits: -North -East  -South -West 
The zombie of an orcish adventurer enters from the east.

< 212h/197H 108v/110V Pos: standing >
You quickly scan the area.
A retired soldier who is close by to your east.
A sergeant of the regular guard who is a brief walk away to your south.
An elite bodyguard who is rather far off to your south.
An elite bodyguard who is rather far off to your south.
An elite bodyguard who is rather far off to your south.
Aria who is rather far off to your south.
A member of the regular guard who is in the distance to your south.
A member of the regular guard who is not far off to your west.

< 212h/197H 110v/110V Pos: standing >
A Cobblestone Road
   This road is made from a patchwork of cobblestones planted close together
in the ground.  There doesn't appear to be a definative edge to the road,
rather it looks as if the builders just quit when they got tired.  Although
it is easy to walk or ride along, using a cart on this road gives a very
bumpy ride.
Obvious exits: -North -East  -South -West 
The zombie of an orcish adventurer enters from the south.

< 212h/197H 109v/110V Pos: standing >
A Commoners Dwelling
   This is a simple commoners dwelling.  All the modern half-orc conveniences
are available in this modest dwelling, including a small slab and bucket
affair for relieving oneself.  Small, thick glassed windows allow sunlight
to come in without making the home too lit.
Obvious exits: -East 
The zombie of an orcish adventurer enters from the east.

< 212h/197H 108v/110V Pos: standing >
Alas, you cannot go that way. . . .

< 212h/197H 108v/110V Pos: standing >
A Cobblestone Road
   This road is made from a patchwork of cobblestones planted close together
in the ground.  There doesn't appear to be a definative edge to the road,
rather it looks as if the builders just quit when they got tired.  Although
it is easy to walk or ride along, using a cart on this road gives a very
bumpy ride.
Obvious exits: -North -East  -South -West 
The zombie of an orcish adventurer enters from the west.

< 212h/197H 109v/110V Pos: standing >
A Cobblestone Road
   This road is made from a patchwork of cobblestones planted close together
in the ground.  There doesn't appear to be a definative edge to the road,
rather it looks as if the builders just quit when they got tired.  Although
it is easy to walk or ride along, using a cart on this road gives a very
bumpy ride.
Obvious exits: -North -East  -South -West 
The zombie of an orcish adventurer enters from the north.

< 212h/197H 108v/110V Pos: standing >
A Cobblestone Road
   This road is made from a patchwork of cobblestones planted close together
in the ground.  There doesn't appear to be a definative edge to the road,
rather it looks as if the builders just quit when they got tired.  Although
it is easy to walk or ride along, using a cart on this road gives a very
bumpy ride.
Obvious exits: -East  -West 
The zombie of an orcish adventurer enters from the east.

< 212h/197H 107v/110V Pos: standing >
A Cobblestone Road
   This road is made from a patchwork of cobblestones planted close together
in the ground.  There doesn't appear to be a definative edge to the road,
rather it looks as if the builders just quit when they got tired.  Although
it is easy to walk or ride along, using a cart on this road gives a very
bumpy ride.
Obvious exits: -East  -West 
A member of the city's regular guard stands here.
The zombie of an orcish adventurer enters from the east.

< 212h/197H 107v/110V Pos: standing >
Red Brick Road
   This road is defined by many rows red bricks that have been planted into
the ground.  Holding the bricks in place appears to be a mortar made from
obsidian mixed with clay.  The road appears to be heavily traveled, as
evidenced by many cracks and chipping in the bricks themselves. However, the
road looks to be fairly well maintained, and offers a firm footing for all
who travel it.
Obvious exits: -North -East  -South -West #
The zombie of an orcish adventurer enters from the east.

< 212h/197H 106v/110V Pos: standing >
Ok.

< 212h/197H 109v/110V Pos: standing >
Guards Barracks
   This room is small, clean, and very spartan.  The floor is made from hard
packed earth with a light coating of obsidian powder that keeps the ground
smoothed over with a minumum of maintenance.  The walls are made from wooden
planks treated with some sticky brownish substance that appears to protect it
from rot, and acts as a water and air sealant.
Obvious exits: -East  -West 
An officer of the city's regular guard stands here.
The zombie of an orcish adventurer enters from the east.

< 211h/197H 108v/110V Pos: standing >
Guards Barracks
   This room is small, clean, and very spartan.  The floor is made from hard
packed earth with a light coating of obsidian powder that keeps the ground
smoothed over with a minumum of maintenance.  The walls are made from wooden
planks treated with some sticky brownish substance that appears to protect it
from rot, and acts as a water and air sealant.
Obvious exits: -North -East  -South
A member of the city's regular guard stands here.
A member of the city's regular guard stands here.
The zombie of an orcish adventurer enters from the east.

< 211h/197H 109v/110V Pos: standing >
You could do it with a needle!

< 211h/197H 109v/110V Pos: standing >
Guards Barracks
   This room is small, clean, and very spartan.  The floor is made from hard
packed earth with a light coating of obsidian powder that keeps the ground
smoothed over with a minumum of maintenance.  The walls are made from wooden
planks treated with some sticky brownish substance that appears to protect it
from rot, and acts as a water and air sealant.
Obvious exits: -East  -West 
An officer of the city's regular guard stands here.
The zombie of an orcish adventurer enters from the west.

< 211h/197H 108v/110V Pos: standing >
Red Brick Road
   This road is defined by many rows red bricks that have been planted into
the ground.  Holding the bricks in place appears to be a mortar made from
obsidian mixed with clay.  The road appears to be heavily traveled, as
evidenced by many cracks and chipping in the bricks themselves. However, the
road looks to be fairly well maintained, and offers a firm footing for all
who travel it.
Obvious exits: -North -East  -South -West 
The zombie of an orcish adventurer enters from the west.

< 211h/197H 108v/110V Pos: standing >
Ok.

< 211h/197H 110v/110V Pos: standing >
Red Brick Road
   This road is defined by many rows red bricks that have been planted into
the ground.  Holding the bricks in place appears to be a mortar made from
obsidian mixed with clay.  The road appears to be heavily traveled, as
evidenced by many cracks and chipping in the bricks themselves. However, the
road looks to be fairly well maintained, and offers a firm footing for all
who travel it.
Obvious exits: -North -South -West #
The zombie of an orcish adventurer enters from the south.

< 211h/197H 109v/110V Pos: standing >
You quickly scan the area.
A member of the regular guard who is not far off to your north.
A retired soldier who is rather far off to your north.
A commoner who is rather far off to your north.
A burly half-orc gate guard who is rather far off to your north.
A burly half-orc gate guard who is rather far off to your north.
A burly half-orc gate guard who is rather far off to your north.
A burly half-orc gate guard who is rather far off to your north.
A burly half-orc gate guard who is rather far off to your north.
A burly half-orc gate guard who is rather far off to your north.

< 211h/197H 109v/110V Pos: standing >
You sit down and relax.

< 211h/197H 109v/110V Pos: sitting >
You get a spellbook from a large leather backpack.
You get a spellbook from a large leather backpack.
You get a spellbook from a large leather backpack.

< 211h/197H 109v/110V Pos: sitting >
You have memorized the following spells:
( 6th circle)  4 - cone of cold
( 5th circle)  1 - levitate
               4 - heal undead
( 4th circle)  7 - life leech
( 3rd circle)  1 - animate dead
               3 - embalm
               1 - sense follower
( 2nd circle)  6 - chill touch
               1 - vampiric touch
               1 - protection from living
( 1st circle)  2 - minor creation
               1 - protection from undead
               6 - slashing darkness

And you are currently memorizing the following spells:
    7 seconds:  ( 3rd) embalm
   19 seconds:  ( 7th) raise wraith
   29 seconds:  ( 5th) raise spectre
   36 seconds:  ( 3rd) animate dead

You can memorize 1 2nd and 1 3rd circle spell(s).
You continue your study.
You have memorized the following spells:
( 6th circle)  4 - cone of cold
( 5th circle)  1 - levitate
               4 - heal undead
( 4th circle)  7 - life leech
( 3rd circle)  1 - animate dead
               3 - embalm
               1 - sense follower
( 2nd circle)  6 - chill touch
               1 - vampiric touch
               1 - protection from living
( 1st circle)  2 - minor creation
               1 - protection from undead
               6 - slashing darkness

And you are currently memorizing the following spells:
    7 seconds:  ( 3rd) embalm
   19 seconds:  ( 7th) raise wraith
   29 seconds:  ( 5th) raise spectre
   36 seconds:  ( 3rd) animate dead

< 211h/197H 110v/110V Pos: sitting >
You start meditating...

< 211h/197H 110v/110V Pos: sitting >
A Shade enters from the south.

< 211h/197H 110v/110V Pos: sitting >
A Shade leaves north.

< 211h/197H 110v/110V Pos: sitting >
You have finished memorizing embalm.

< 211h/197H 110v/110V Pos: sitting >
You stop meditating.
Damn!  Lost your train of thought!
You abandon your studies.
You purge 'raise wraith' from your thoughts.

< 211h/197H 110v/110V Pos: sitting >
A Shade enters from the north.

< 211h/197H 110v/110V Pos: sitting >
A Shade starts casting an offensive spell.

< 211h/197H 110v/110V Pos: sitting >
A Shade completes her spell...
A Shade's mighty magic fist slams into you!
Your blood-stained bark bodycloak was completely destroyed by the massive blow!
Your belt of ragged flesh [poor] was completely destroyed by the massive blow!