The death of [53 Spiritualist] Jelli < The Commonwealth > (Grey Elf)

in A Dense Forest

from the perspective of [53 Spiritualist] Jelli < The Commonwealth > (Grey Elf)

<held>               a shaft of swirling mists [superior] (glowing) [87%]

 Invisible Life Heat
Enchantments:   Haste
Herbs:          Medicus
Combat Pulse:   16 Spell Pulse:  0.82 
Leaderboard Points:  294 


< 314h/314H 121v/121V Pos: standing >
Your available eq slots are:
<floating about head>
<worn as a badge>    
<worn on head>       
<worn on eyes>       
<worn in ear>        
<worn in ear>        
<worn on face>       
<worn around neck>   
<worn around neck>   
<worn on body>       
<worn about body>    a long shadowy mane [superior] [75%]
<worn on back>       
<worn as quiver>     
<worn about waist>   
<worn on belt buckle>
<attached to belt>   
<attached to belt>   
<worn on arms>       
<held as shield>     
<worn around wrist>  
<worn around wrist>  
<worn on hands>      
<worn on finger>     
<worn on finger>     
<primary weapon>     
<held>               a shaft of swirling mists [superior] (glowing) [87%]
<worn on legs>       
<worn on feet>       

< 314h/314H 121v/121V Pos: standing >
A Meat Shop
Obvious exits: -East 
Brukish, the meat grinder, chops some meat.

< 314h/314H 121v/121V Pos: standing >
You are carrying: (0/11)

< 314h/314H 121v/121V Pos: standing >
Pardon?

< 314h/314H 121v/121V Pos: standing >
A Meat Shop
Obvious exits: -East 
Brukish, the meat grinder, chops some meat.

< 314h/314H 121v/121V Pos: standing >
A Meat Shop
Obvious exits: -East 
Brukish, the meat grinder, chops some meat.

< 314h/314H 121v/121V Pos: standing >
Your available eq slots are:
<floating about head>
<worn as a badge>    
<worn on head>       
<worn on eyes>       
<worn in ear>        
<worn in ear>        
<worn on face>       
<worn around neck>   
<worn around neck>   
<worn on body>       
<worn about body>    a long shadowy mane [superior] [75%]
<worn on back>       
<worn as quiver>     
<worn about waist>   
<worn on belt buckle>
<attached to belt>   
<attached to belt>   
<worn on arms>       
<held as shield>     
<worn around wrist>  
<worn around wrist>  
<worn on hands>      
<worn on finger>     
<worn on finger>     
<primary weapon>     
<held>               a shaft of swirling mists [superior] (glowing) [87%]
<worn on legs>       
<worn on feet>       

< 314h/314H 121v/121V Pos: standing >

		Score information for Jelli

Level: 53   Race: Grey Elf   Class: Shaman / Spiritualist Sex: Female
Hit points: 314(314)  Moves: 121(121)
Coins carried:    2 platinum    38 gold     2 silver     2 copper
Compression ratio: 85%
Status:  Standing.
Frags:   -3.13   Deaths:   96
Detecting:      Invisible Life Heat
Enchantments:   Haste
Herbs:          Medicus
Combat Pulse:   16 Spell Pulse:  0.82 
Leaderboard Points:  294 


< 314h/314H 121v/121V Pos: standing >
A Meat Shop
Obvious exits: -East 
*A Drider (huge) Norrlands Guld   Brewed in Blood stands in mid-air here.
An impenetrable globe of darkness floats near a Drider's head.
Brukish, the meat grinder, chops some meat.

< 314h/314H 121v/121V Pos: standing >
You are carrying: (0/11)

< 314h/314H 121v/121V Pos: standing >
Pardon?

< 314h/314H 121v/121V Pos: standing >
Brukish tells you 'No magic in here!'.

< 314h/314H 121v/121V Pos: standing >
Brukish tells you 'No magic in here!'.

< 314h/314H 121v/121V Pos: standing >

		Score information for Jelli

Level: 53   Race: Grey Elf   Class: Shaman / Spiritualist Sex: Female
Hit points: 314(314)  Moves: 121(121)
Coins carried:    2 platinum    38 gold     2 silver     2 copper
Compression ratio: 85%
Status:  Standing.
Frags:   -3.13   Deaths:   96
Detecting:      Invisible Life Heat
Enchantments:   Haste
Herbs:          Medicus
Combat Pulse:   16 Spell Pulse:  0.82 
Leaderboard Points:  294 


< 314h/314H 121v/121V Pos: standing >
A Drider sneaks east.

< 314h/314H 121v/121V Pos: standing >
A Meat Shop
Obvious exits: -East 
Brukish, the meat grinder, chops some meat.

< 314h/314H 121v/121V Pos: standing >
A Meat Shop
Obvious exits: -East 
Brukish, the meat grinder, chops some meat.

< 314h/314H 121v/121V Pos: standing >
Small 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 # -South -West 

< 314h/314H 120v/121V Pos: standing >
Small 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 -West 
*A LARGE air elemental is here looking like a small living tornado. (minion) 
*A LARGE air elemental is here looking like a small living tornado. (minion) 
*A Drider (huge) Norrlands Guld   Brewed in Blood stands in mid-air here.
An impenetrable globe of darkness floats near a Drider's head.

< 314h/314H 119v/121V Pos: standing >
A Drider stops using a staff of elemental creation.

< 314h/314H 119v/121V Pos: standing >
A Drider grabs Utgard-Loki's crystal ball.

< 314h/314H 119v/121V Pos: standing >
Sparkling magic surrounds a Drider as he begins his chant.
A Drider starts casting a spell.
Your available eq slots are:
<floating about head>
<worn as a badge>    
<worn on head>       
<worn on eyes>       
<worn in ear>        
<worn in ear>        
<worn on face>       
<worn around neck>   
<worn around neck>   
<worn on body>       
<worn about body>    a long shadowy mane [superior] [75%]
<worn on back>       
<worn as quiver>     
<worn about waist>   
<worn on belt buckle>
<attached to belt>   
<attached to belt>   
<worn on arms>       
<held as shield>     
<worn around wrist>  
<worn around wrist>  
<worn on hands>      
<worn on finger>     
<worn on finger>     
<primary weapon>     
<held>               a shaft of swirling mists [superior] (glowing) [87%]
<worn on legs>       
<worn on feet>       

< 314h/314H 119v/121V Pos: standing >
A Drider completes his spell...
A Drider utters the words 'wuiaf qfzahuai'
A small round wooden shield suddenly appears on the ground.
A Town Center
   This is the point where small roads intersect and go their separate
ways. Either of the roads were not finely made, but rather loosely put
together. The cobblestones that were used to construe them are evenly
paved and provide an smooth surface adequate for transporting caravans
and other various machines of war. Some lightly packed dirt on either
side of the trail and in-between the cobblestones look to have been
walked and trampled upon for many ages, hinting at the age of this
encampment. One would think that after such a time a town would prosper
into a city, that is not the cow's way however. Although they are not
the most savage and brutal race on Duris, they are by no means gentle, nor
are they stupid. In fact, most minotaurs possess a very intelligent mind,
if not sinister in nature. It is perfectly natural for these people to
live within small towns and seek refuge only within their own tribe.
Obvious exits: -North -East  -South -West 
A small stream provides fresh water for all.

< 314h/314H 119v/121V Pos: standing >
Small 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

< 314h/314H 118v/121V Pos: standing >
Small 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

< 314h/314H 117v/121V Pos: standing >
A Cobblestone Intersection
   It is here that two roads converge to form an intersection. Both roads were
made of a cobblestone that seems to have been paved over the years by constant
walking upon by the cow's within this town. Caravans and machines of war have
no trouble traversing this intersection, for it is truly grand. A small forest
sits to the east and must have some sort of grove within it, for why would it
still be standing? Birds can be heard chirping from it and animals are sure to
reside there. Large buildings loom in any direction along either road. Toward
the west it seems as though there are residential buildings, while to the north
it would appear that many commercial and various buildings reside, and finally
to the south there are many different types of buildings.
Obvious exits: -North -East  -South -West 

< 314h/314H 116v/121V Pos: standing >
A Turning
   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  -West #

< 314h/314H 116v/121V Pos: standing >
Alas, you cannot go that way. . . .

< 314h/314H 116v/121V Pos: standing >
Alas, you cannot go that way. . . .

< 314h/314H 116v/121V Pos: standing >
Alas, you cannot go that way. . . .

< 314h/314H 116v/121V Pos: standing >
Alas, you cannot go that way. . . .

< 314h/314H 117v/121V Pos: standing >
Alas, you cannot go that way. . . .

< 314h/314H 117v/121V Pos: standing >
Autosaving...
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 

< 314h/314H 116v/121V 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  -South# -West 

< 314h/314H 116v/121V 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 

< 314h/314H 115v/121V 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 
An commoner walks the road, intent on his destination.

< 314h/314H 114v/121V 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 

< 314h/314H 113v/121V 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 

< 314h/314H 113v/121V Pos: standing >
Alas, you cannot go that way. . . .

< 314h/314H 113v/121V 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

< 314h/314H 112v/121V 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 

< 314h/314H 111v/121V 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 agitated commoner walks the road.

< 314h/314H 111v/121V 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 

< 314h/314H 110v/121V 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 

< 314h/314H 109v/121V 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 

< 314h/314H 108v/121V Pos: standing >
Alas, you cannot go that way. . . .

< 314h/314H 109v/121V Pos: standing >
Alas, you cannot go that way. . . .

< 314h/314H 109v/121V Pos: standing >
Alas, you cannot go that way. . . .

< 314h/314H 109v/121V Pos: standing >
Alas, you cannot go that way. . . .

< 314h/314H 110v/121V Pos: standing >
Alas, you cannot go that way. . . .

< 314h/314H 110v/121V Pos: standing >
A Muddy Trail through the Swamp
   A horrible stench fills the area, a stench resembling that of maneaur that
all cows drop. The plumbing from the town has to run somewhere, so why not
here. From the smell of it, every minotaur in the city must have dropped many
loads during his trip to the latrine. Most of the swamp is shallow, yet that
doesn't matter, progress is still very difficult. Atop of some dead trees,
the fallen ones, moss and a variety of plant life grow steadily. Only the
reptiles live within proximity of this smell, for what do they care.
Obvious exits: -North -East  -South

< 314h/314H 109v/121V Pos: standing >
An Old Trail
   Small rocks are swallowed whole by the mud and the various weeds that
arbitrary grow here. Below, on the ground, there resembles something that once
could have been a road, but the vegetation alongside a lack of effort to
maintain it resulted in its erosion by the many elements that envelope the
swamp. Dead trees outline the parameter, with hordes of vines hanging from
them, which prohibits vision further. The wind makes a wheezing sound as it
passes through the vines and empty tree branches. A slight smell fills the
air, the smell of maneaur. It is very foul.
Obvious exits: -East  -West 
A small snake swims in the swamp.
A small snake swims in the swamp.

< 314h/314H 108v/121V Pos: standing >
A Long Winding Trail of Mud
   Mud envelopes the path, making progress for any heavily burdened minotaur
carrying the spoils of war, slow. The muck sinks a foot deep and stretches
the entire trail, never to let up. Along the trail, on either side, the rocky
aspect of the swamp comes to life. A large amount of boulders lay scattered
about the area, they look to have been pushed for they still have leave a
crater trail from point to point. Just where these boulders were pushed to
is inapprehensible at the moment, for they are not in sight. A horrible smell
sweeps the area, the smell of mud, which resembles maneaur.
Obvious exits: -East  -West 
[5] A small bandage rests upon the ground here.
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 large stone warhammer has been dropped here.

< 314h/314H 108v/121V Pos: standing >
Before a Wooden Bridge
   Huge boulders rest off to the side of the trail, which is full of mud. Small
puddles of water form within the footsteps of a few massive trolls. Other
markings are among the mud, reptilian tracks are visible, their slithering
ways are hard to miss. The area is turning into a mud land, as opposed to
a swampy forest, however, the swamp is visible just to the west, along with
its dark and smelly ways. Alligators noisily splash in the swamp, they've no
doubt caught some prey and are twisting and turning in a death spiral to shake
the life out of its dinner. Crocodiles like their meat tender, which is why
bury their lunch in the bottom of the swamp, waiting for an hour until they
actually feast upon the flesh. The river to the east has a bridge above it.
The bridge is tied to four huge boulders that are used to anchor it, the bridge
being made of rope and planks and all.
Obvious exits: -North -East  -West 
Two large boulders with rope strung around them anchor a bridge.

< 314h/314H 107v/121V 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 

< 314h/314H 106v/121V 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.

< 314h/314H 105v/121V 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 

< 314h/314H 105v/121V 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 

< 314h/314H 104v/121V Pos: standing >
Alas, you cannot go that way. . . .

< 314h/314H 104v/121V Pos: standing >
Alas, you cannot go that way. . . .

< 314h/314H 104v/121V Pos: standing >
Alas, you cannot go that way. . . .

< 314h/314H 105v/121V Pos: standing >
Alas, you cannot go that way. . . .

< 314h/314H 105v/121V Pos: standing >
Alas, you cannot go that way. . . .

< 314h/314H 105v/121V Pos: standing >
Alas, you cannot go that way. . . .

< 314h/314H 106v/121V Pos: standing >
Alas, you cannot go that way. . . .

< 314h/314H 106v/121V Pos: standing >
Alas, you cannot go that way. . . .

< 314h/314H 106v/121V Pos: standing >
Alas, you cannot go that way. . . .

< 314h/314H 106v/121V Pos: standing >
Alas, you cannot go that way. . . .

< 314h/314H 107v/121V Pos: standing >
You start chanting...

< 314h/314H 107v/121V Pos: standing >
Casting: spirit jump *

< 314h/314H 108v/121V Pos: standing >
Casting: spirit jump 

< 314h/314H 109v/121V Pos: standing >
You complete your spell...
You failed.

< 314h/314H 110v/121V Pos: standing >
A Drider sneaks in from the west.
A LARGE air elemental enters from the west.
A LARGE air elemental enters from the west.

< 314h/314H 110v/121V Pos: standing >
A Drider sneaks north.
A LARGE air elemental leaves north.
A LARGE air elemental leaves north.

< 314h/314H 111v/121V Pos: standing >
A Dense Forest
Obvious exits: -North -West 

< 314h/314H 113v/121V Pos: standing >
A Dense Forest
Obvious exits: -North -West 

< 314h/314H 113v/121V Pos: standing >
A Drider sneaks in from the north.
A LARGE air elemental enters from the north.
A LARGE air elemental enters from the north.

< 314h/314H 114v/121V Pos: standing >
A Drider gives an order to his followers.
A Drider snaps into visibility.
A LARGE air elemental snaps into visibility.
You dodge a bash from a LARGE air elemental, who loses its balance and falls.
A LARGE air elemental snaps into visibility.
You dodge a bash from a LARGE air elemental, who loses its balance and falls.
Sorry, you aren't allowed to do that in combat.

< 314h/314H 114v/121V Pos: standing >
< T: Jelli TP: sta TC:excellent E: large kne EP: excellent >
 You dodge a LARGE air elemental's vicious attack.
-=[A LARGE air elemental's crude crush wounds you.]=-
A LARGE air elemental blocks your futile lunge at it.
A LARGE air elemental blocks your futile lunge at it.
You dodge a LARGE air elemental's vicious attack.
-=[A LARGE air elemental's crude crush wounds you.]=-
Sorry, you aren't allowed to do that in combat.

< 305h/314H 114v/121V Pos: standing >
< T: Jelli TP: sta TC:few scratches E: large kne EP: excellent >
 Sorry, you aren't allowed to do that in combat.

< 305h/314H 114v/121V Pos: standing >
< T: Jelli TP: sta TC:few scratches E: large kne EP: excellent >
 Sorry, you aren't allowed to do that in combat.

< 305h/314H 114v/121V Pos: standing >
< T: Jelli TP: sta TC:few scratches E: large kne EP: excellent >
 Sorry, you aren't allowed to do that in combat.

< 305h/314H 114v/121V Pos: standing >
< T: Jelli TP: sta TC:few scratches E: large kne EP: excellent >
 Sorry, you aren't allowed to do that in combat.

< 305h/314H 114v/121V Pos: standing >
< T: Jelli TP: sta TC:few scratches E: large kne EP: excellent >
 Sorry, you aren't allowed to do that in combat.

< 305h/314H 114v/121V Pos: standing >
< T: Jelli TP: sta TC:few scratches E: large kne EP: excellent >
 You attempt to flee...
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 
You flee westward!

< 305h/314H 92v/121V 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 
A LARGE air elemental crouches in mid-air here. (Minion) 
A LARGE air elemental crouches in mid-air here. (Minion) 
A Drider (huge) Norrlands Guld   Brewed in Blood stands in mid-air here.
An impenetrable globe of darkness floats near a Drider's head.

< 305h/314H 91v/121V Pos: standing >
Alas, you cannot go that way. . . .

< 305h/314H 91v/121V Pos: standing >
Alas, you cannot go that way. . . .

< 305h/314H 91v/121V Pos: standing >
Alas, you cannot go that way. . . .

< 306h/314H 91v/121V Pos: standing >
Alas, you cannot go that way. . . .

< 306h/314H 92v/121V Pos: standing >
Alas, you cannot go that way. . . .

< 306h/314H 92v/121V Pos: standing >
Alas, you cannot go that way. . . .

< 307h/314H 92v/121V Pos: standing >
Alas, you cannot go that way. . . .

< 307h/314H 92v/121V Pos: standing >
Alas, you cannot go that way. . . .

< 308h/314H 93v/121V Pos: standing >
A Drider starts casting an offensive spell.
Alas, you cannot go that way. . . .

< 308h/314H 93v/121V Pos: standing >
Alas, you cannot go that way. . . .

< 308h/314H 93v/121V Pos: standing >
Alas, you cannot go that way. . . .

< 309h/314H 93v/121V Pos: standing >
Alas, you cannot go that way. . . .

< 309h/314H 94v/121V Pos: standing >
A Dense Forest
Obvious exits: -North -West 
A LARGE air elemental crouches in mid-air here. (Minion) 
A LARGE air elemental crouches in mid-air here. (Minion) 
A Drider (huge) Norrlands Guld   Brewed in Blood stands in mid-air here. (Casting) 
An impenetrable globe of darkness floats near a Drider's head.

< 310h/314H 94v/121V Pos: standing >
You attempt to flee...
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
You flee northward!

< 310h/314H 64v/121V Pos: standing >
The door seems to be closed.

< 313h/314H 66v/121V Pos: standing >
A Drider suddenly attacks YOU!
A Drider misses you.

< 314h/314H 67v/121V Pos: standing >
< T: Jelli TP: sta TC:excellent E: A Drider sta EP: excellent >
 Sorry, you aren't allowed to do that in combat.

< 314h/314H 67v/121V Pos: standing >
< T: Jelli TP: sta TC:excellent E: A Drider sta EP: excellent >
 Sorry, you aren't allowed to do that in combat.

< 314h/314H 67v/121V Pos: standing >
< T: Jelli TP: sta TC:excellent E: A Drider sta EP: excellent >
 Sorry, you aren't allowed to do that in combat.

< 314h/314H 67v/121V Pos: standing >
< T: Jelli TP: sta TC:excellent E: A Drider sta EP: excellent >
 Sorry, you aren't allowed to do that in combat.

< 314h/314H 67v/121V Pos: standing >
< T: Jelli TP: sta TC:excellent E: A Drider sta EP: excellent >
 You attempt to flee...
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 
A LARGE air elemental crouches in mid-air here. (Minion) 
A LARGE air elemental crouches in mid-air here. (Minion) 
You flee southward!

< 314h/314H 41v/121V Pos: standing >
A LARGE air elemental fades from your mortal viewing...
A LARGE air elemental rises to its feet.

< 314h/314H 41v/121V Pos: standing >
A LARGE air elemental suddenly attacks YOU!
A LARGE air elemental snaps into visibility.
-=[A LARGE air elemental's crush wounds you.]=-

< 309h/314H 41v/121V Pos: standing >
< T: Jelli TP: sta TC:few scratches E: large sta EP: excellent >
 A LARGE air elemental fades from your mortal viewing...
A LARGE air elemental rises to its feet.

< 309h/314H 41v/121V Pos: standing >
< T: Jelli TP: sta TC:few scratches E: large sta EP: excellent >
 Sorry, you aren't allowed to do that in combat.

< 309h/314H 41v/121V Pos: standing >
< T: Jelli TP: sta TC:few scratches E: large sta EP: excellent >
 You attempt to flee...
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 
You flee westward!

< 309h/314H 17v/121V 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 
A LARGE air elemental is here looking like a small living tornado. (minion) 
*A LARGE air elemental is here looking like a small living tornado. (minion) 

< 309h/314H 16v/121V Pos: standing >
Alas, you cannot go that way. . . .

< 309h/314H 16v/121V Pos: standing >
Alas, you cannot go that way. . . .

< 309h/314H 16v/121V Pos: standing >
Alas, you cannot go that way. . . .

< 309h/314H 16v/121V Pos: standing >
A LARGE air elemental suddenly attacks YOU!
-=[A LARGE air elemental's decent crush wounds you.]=-
A Drider skitters in from the north.
Sorry, you aren't allowed to do that in combat.

< 304h/314H 17v/121V Pos: standing >
< T: Jelli TP: sta TC:few scratches E: large sta EP: excellent >
 A Drider gives an order to his followers.
A LARGE air elemental snaps into visibility.
You dodge a bash from a LARGE air elemental, who loses its balance and falls.
Sorry, you aren't allowed to do that in combat.

< 304h/314H 17v/121V Pos: standing >
< T: Jelli TP: sta TC:few scratches E: large sta EP: excellent >
 Sorry, you aren't allowed to do that in combat.

< 304h/314H 17v/121V Pos: standing >
< T: Jelli TP: sta TC:few scratches E: large sta EP: excellent >
 Sorry, you aren't allowed to do that in combat.

< 304h/314H 17v/121V Pos: standing >
< T: Jelli TP: sta TC:few scratches E: large sta EP: excellent >
 Sorry, you aren't allowed to do that in combat.

< 304h/314H 17v/121V Pos: standing >
< T: Jelli TP: sta TC:few scratches E: large sta EP: excellent >
 You know not how!

< 304h/314H 17v/121V Pos: standing >
< T: Jelli TP: sta TC:few scratches E: large sta EP: excellent >
 You start chanting...
You call upon the powers of the spirit realm, channeling your power...

< 304h/314H 17v/121V Pos: standing >
< T: Jelli TP: sta TC:few scratches E: large sta EP: excellent >
 -=[A LARGE air elemental's fine crush strikes you.]=-
You dodge a LARGE air elemental's vicious attack.

< 294h/314H 17v/121V Pos: standing >
< T: Jelli TP: sta TC:few scratches E: large sta EP: excellent >
 Casting: restoration 

< 294h/314H 17v/121V Pos: standing >
< T: Jelli TP: sta TC:few scratches E: large sta EP: excellent >
 You complete your spell...
You raise your hands skyward, bestowing the brilliance of the Gods upon you!
You feel significantly better.
A LARGE air elemental blocks your futile lunge at it.
A LARGE air elemental blocks your futile lunge at it.
-=[A LARGE air elemental's crude crush wounds you.]=-
You dodge a LARGE air elemental's vicious attack.
-=[A LARGE air elemental's decent crush wounds you.]=-

< 304h/314H 17v/121V Pos: standing >
< T: Jelli TP: sta TC:few scratches E: large sta EP: excellent >
 A Drider gives an order to his followers.
A LARGE air elemental's mass slams into you, knocking you to the ground!

< 303h/314H 17v/121V Pos: sitting >
< T: Jelli TP: sit TC:few scratches E: large sta EP: excellent >
 -=[A LARGE air elemental's decent crush wounds you.]=-
-=[A LARGE air elemental's decent crush wounds you.]=-

< 291h/314H 17v/121V Pos: sitting >
< T: Jelli TP: sit TC:few scratches E: large sta EP: excellent >
 A LARGE air elemental blocks your futile lunge at it.
A LARGE air elemental blocks your futile lunge at it.
A LARGE air elemental snaps into visibility.
-=[A LARGE air elemental's decent crush wounds you.]=-
-=[A LARGE air elemental's crush wounds you.]=-
-=[A LARGE air elemental's fine crush strikes you.]=-
-=[A LARGE air elemental's decent crush wounds you.]=-

< 256h/314H 17v/121V Pos: sitting >
< T: Jelli TP: sit TC: small wounds E: large sta EP: excellent >
 A Drider starts casting an offensive spell.

< 256h/314H 17v/121V Pos: sitting >
< T: Jelli TP: sit TC: small wounds E: large sta EP: excellent >
 A LARGE air elemental rises to its feet.

< 256h/314H 17v/121V Pos: sitting >
< T: Jelli TP: sit TC: small wounds E: large sta EP: excellent >
 A Drider completes his spell...
A Drider utters the words 'garbzzsg wuggurz babragruoz'
You resist the effects of a Drider's spell!
-=[A Drider's huge missile of force impacts on your chest with a loud thud, causing you to reel in pain.]=-
OUCH!  That really did HURT!
You resist the effects of a Drider's spell!

< 187h/314H 17v/121V Pos: sitting >
< T: Jelli TP: sit TC: few wounds E: large sta EP: excellent >
 -=[A LARGE air elemental's decent crush strikes you.]=-
-=[A LARGE air elemental's decent crush wounds you.]=-
-=[A LARGE air elemental's crush strikes you.]=-
-=[A LARGE air elemental's crush strikes you.]=-

< 163h/314H 17v/121V Pos: sitting >
< T: Jelli TP: sit TC: few wounds E: large sta EP: excellent >
 A Drider starts casting an offensive spell.

< 163h/314H 17v/121V Pos: sitting >
< T: Jelli TP: sit TC: few wounds E: large sta EP: excellent >
 A LARGE air elemental blocks your futile lunge at it.
A LARGE air elemental blocks your futile lunge at it.
A LARGE air elemental snaps into visibility.
-=[A LARGE air elemental's decent crush strikes you.]=-
-=[A LARGE air elemental's decent crush strikes you.]=-

< 149h/314H 17v/121V Pos: sitting >
< T: Jelli TP: sit TC: nasty wounds E: large sta EP: excellent >
 You scramble madly to your feet!

< 149h/314H 17v/121V Pos: standing >
< T: Jelli TP: sta TC: nasty wounds E: large sta EP: excellent >
 Pardon?

< 149h/314H 17v/121V Pos: standing >
< T: Jelli TP: sta TC: nasty wounds E: large sta EP: excellent >
 What's bothering you?

< 149h/314H 17v/121V Pos: standing >
< T: Jelli TP: sta TC: nasty wounds E: large sta EP: excellent >
 You start chanting...

< 149h/314H 17v/121V Pos: standing >
< T: Jelli TP: sta TC: nasty wounds E: large sta EP: excellent >
 A Drider completes his spell...
A Drider utters the words 'garbzzsg wuggurz babragruoz'
-=[A Drider's force missile slams into you.]=-
OUCH!  That really did HURT!
-=[A Drider's force missile slams into you.]=-
OUCH!  That really did HURT!
-=[A Drider's huge missile of force impacts on your chest with a loud thud, causing you to reel in pain.]=-
Your long shadowy mane [superior] was completely destroyed by the massive blow!