The death of [47 Cosmomancer] Aik The Empire (Gnome)

in A Long Winding Dusty Road

from the perspective of [48 Frost Magus] Matik (Kobold)

<worn as a badge>    a light diamond badge [86%]             
<worn on head>       the royal crown of Aravne (magic)
<worn on eyes>       the bloody battle goggles [78%]             
<worn in ear>        an earring of Cerberus
<worn in ear>        a scintilating earring
<worn on face>       a shadow mask
<worn around neck>   some prayer beads of Kossuth (glowing)
<worn around neck>   an emerald amulet (magic)
<worn on body>       some twisted dragonscale cuirass
<worn about body>    a translucent cloak of the ancients (magic) (glowing)
<worn as quiver>     an embroidered illithid-hide backsheath (magic)
<worn about waist>   a platinum-linked gem-set belt (magic)
<held as shield>     the royal shield of Aravne (magic)
<worn around wrist>  a bracelet made from leaves of nightshade
<worn around wrist>  a superior electrum bracelet from Plane of Fire, Brass
<worn on hands>      gloves spun of magical spider web (humming)
<worn on finger>     a glowing ruby ring (magic)
<worn on finger>     a ring of the morning sun
<primary weapon>     a slender sword of vapor (magic) (glowing)
<worn on legs>       some bright blue leg plates
<worn on feet>       some boots of forest running

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
A young ape swings through the jungle and leaps across the rocks.

< 481h/481H 167v/177V 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

< 481h/481H 166v/177V 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

< 481h/481H 165v/177V 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.

< 481h/481H 165v/177V Pos: standing >

< 481h/481H 166v/177V Pos: standing >

< 481h/481H 166v/177V 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

< 481h/481H 165v/177V Pos: standing >
You grin as you realize you're floating, with no floor in the room.
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.

< 481h/481H 166v/177V 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

< 481h/481H 165v/177V 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

< 481h/481H 164v/177V Pos: standing >
Near a Log Cabin
   The weeds and vegetation has grown out of control and plague the footsteps
of the cabin. It is obvious that this place has somehow been deserted. The
cabin stands a little over fifteen feet tall and looks to have been constructed
well. A small chimney is visible and emits no smoke, furthering signs of
abandonment. Two small windows were built on either side of the doorway, they
are however too dirty to see through. The roof of the cabin looks to house
many of the bird life of the forest, and snakes can be heard rattling their
tails in defiance. The cabin was made of a good lumber and it's obvious from
its size that many tree's had to fall in order to build it.
Obvious exits: -North# -East -South

< 481h/481H 164v/177V Pos: standing >
Along a Game Trail
   Scattered animal prints lay on the ground marking this as a game trail of
sorts. The variety of the marks is uncanny, it is obvious that this is a well
traveled path by the animals. Sounds of animal life stir through the air. Many
of the trees are darkened from years of lack of sunlight. The trees are
however still alive. the denseness of the forest can be attributed to the
trees being so dark, since they are the only factor preventing sunlight from
reaching the earth here. The trail is very wide and it is unmarked by
conventional methods of travel such as caravans and booted footprints.
Obvious exits: -East -West

< 481h/481H 163v/177V Pos: standing >
 
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 MMM^^.....*  
 MMM^^@....*  
 ^MM^^^^^.**  
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  MMM^^****   
The Lush Grasslands of Khomani-Khan
Obvious exits: -North -East -South -West

< 481h/481H 163v/177V Pos: standing >
 
  MM^^..^.*   
 MMM^.....**  
 MM^^.....**  
 MM^^.@...**  
 MM^^^^^.***  
 MMM^..^^***  
  MM^^*****   
The Lush Grasslands of Khomani-Khan
Obvious exits: -North -East -South -West

< 481h/481H 161v/177V Pos: standing >
 
  MMM^^.^.*   
 MMM^^..^.**  
 MMM^.....**  
 MM^^.@...**  
 MM^^.....**  
 MM^^^^^.***  
  MM^..^^**   
The Lush Grasslands of Khomani-Khan
Obvious exits: -North -East -South -West

< 481h/481H 159v/177V Pos: standing >
 
  MM^^.^.**   
 MM^^..^.***  
 MM^.....***  
 M^^..@..***  
 M^^.....***  
 M^^^^^.****  
  M^..^^***   
The Lush Grasslands of Khomani-Khan
Obvious exits: -North -East -South -West

< 481h/481H 158v/177V Pos: standing >
 
  MM^^^..^*   
 MMM^^.^.***  
 MM^^..^.***  
 MM^..@..***  
 M^^.....***  
 M^^.....***  
  ^^^^^.***   
The Lush Grasslands of Khomani-Khan
Obvious exits: -North -East -South -West

< 481h/481H 156v/177V Pos: standing >
 
  MM^....^.   
 MMM^^^..^**  
 MMM^^.^.***  
 MM^^.@^.***  
 MM^.....***  
 M^^.....***  
  ^^.....**   
The Lush Grasslands of Khomani-Khan
Obvious exits: -North -East -South -West

< 481h/481H 154v/177V Pos: standing >
 
  MMM^.^...   
 MMM^....^.*  
 MMM^^^..^**  
 MMM^^@^.***  
 MM^^..^.***  
 MM^.....***  
  ^^.....**   
The Lush Grasslands of Khomani-Khan
Obvious exits: -North -East -South -West

< 481h/481H 152v/177V Pos: standing >
 
  MM^.^....   
 MM^....^.**  
 MM^^^..^***  
 MM^^.@.****  
 M^^..^.****  
 M^.....****  
  ^.....***   
Grassy Hills Covered with Exotic Shrubs
Obvious exits: -North -East -South -West

< 481h/481H 151v/177V Pos: standing >
 
  M^.^....*   
 M^....^.***  
 M^^^..^****  
 M^^.^@*****  
 ^^..^.*****  
 ^.....*****  
  .....****   
The Lush Grasslands of Khomani-Khan
Obvious exits: -North -East -South -West

< 481h/481H 149v/177V Pos: standing >
 
  M^^^^..^.   
 MM^.^....**  
 M^....^.***  
 M^^^.@^****  
 M^^.^.*****  
 ^^..^.*****  
  .....****   
The Lush Grasslands of Khomani-Khan
Obvious exits: -North -East -South -West

< 481h/481H 147v/177V Pos: standing >
 
  MMM^^**^.   
 MM^^^^..^.*  
 MM^.^....**  
 M^...@^.***  
 M^^^..^****  
 M^^.^.*****  
  ^..^.****   
The Lush Grasslands of Khomani-Khan
Obvious exits: -North -East -South -West

< 481h/481H 145v/177V Pos: standing >
 
  MM^^**^..   
 M^^^^..^.**  
 M^.^....***  
 ^....@.****  
 ^^^..^*****  
 ^^.^.******  
  ..^.*****   
Grassy Hills Covered with Exotic Shrubs
Obvious exits: -North -East -South -West

< 481h/481H 144v/177V Pos: standing >
 
  M^^**^..*   
 ^^^^..^.***  
 ^.^....****  
 ....^@*****  
 ^^..^******  
 ^.^.*******  
  .^.******   
The Lush Grasslands of Khomani-Khan
Obvious exits: -North -East -South -West

< 481h/481H 142v/177V Pos: standing >
 
  ^^.****..   
 MM^^**^..**  
 ^^^^..^.***  
 ^.^..@.****  
 ....^.*****  
 ^^..^******  
  .^.******   
The Lush Grasslands of Khomani-Khan
Obvious exits: -North -East -South -West

< 481h/481H 140v/177V Pos: standing >
 
  M^^.****.   
 M^^.****..*  
 MM^^**^..**  
 ^^^^.@^.***  
 ^.^....****  
 ....^.*****  
  ^..^*****   
The Lush Grasslands of Khomani-Khan
Obvious exits: -North -East -South -West

< 481h/481H 138v/177V Pos: standing >
 
  ^^.****..   
 ^^.****..**  
 M^^**^..***  
 ^^^..@.****  
 .^....*****  
 ...^.******  
  ..^******   
Grassy Hills Covered with Exotic Shrubs
Obvious exits: -North -East -South -West

< 481h/481H 137v/177V Pos: standing >
 
  ^^^.***..   
 M^^.****..*  
 ^^.****..**  
 M^^**@..***  
 ^^^..^.****  
 .^....*****  
  ..^.*****   
Grassy Hills Covered with Exotic Shrubs
Obvious exits: -North -East -South -West

< 481h/481H 135v/177V Pos: standing >
 
  ^^.***...   
 ^^.****..**  
 ^.****..***  
 ^^**^@.****  
 ^^..^.*****  
 ^....******  
  .^.******   
The Lush Grasslands of Khomani-Khan
Obvious exits: -North -East -South -West

< 481h/481H 133v/177V Pos: standing >
 
  ^.***....   
 ^.****..***  
 .****..****  
 ^**^.@*****  
 ^..^.******  
 ....*******  
  ^.*******   
The Lush Grasslands of Khomani-Khan
Obvious exits: -North -East -South -West

< 481h/481H 131v/177V Pos: standing >
 
  ^^.***^*.   
 ^^.***....*  
 ^.****..***  
 .****@.****  
 ^**^..*****  
 ^..^.******  
  ...******   
The Lush Grasslands of Khomani-Khan
Obvious exits: -North -East -South -West

< 481h/481H 130v/177V Pos: standing >
 
  ^.***^*..   
 ^.***....**  
 .****..****  
 ****.@*****  
 **^..******  
 ..^.*******  
  ..*******   
The Lush Grasslands of Khomani-Khan
Obvious exits: -North -East -South -West

< 481h/481H 128v/177V Pos: standing >
 
 *..**  
 ..@**  
 .***M  
The Tropical Jungles of Khomani-Khan
Obvious exits: -North -East -South -West

< 481h/481H 126v/177V Pos: standing >
 
  ^.**^^*..   
 ^.***^*...*  
 .***....***  
 ****.@*****  
 ***..******  
 *^..*******  
  ^.*******   
The Lush Grasslands of Khomani-Khan
Obvious exits: -North -East -South -West

< 481h/481H 124v/177V Pos: standing >
 
  ^..^^**.^   
 ^^.**^^*...  
 ^.***^*...*  
 .***.@..***  
 ****..*****  
 ***..******  
  ^..******   
The Lush Grasslands of Khomani-Khan
Obvious exits: -North -East -South -West

< 481h/481H 122v/177V Pos: standing >
 
  ..^^**.^.   
 ^.**^^*...*  
 .***^*...**  
 ***..@.****  
 ***..******  
 **..*******  
  ..*******   
The Lush Grasslands of Khomani-Khan
Obvious exits: -North -East -South -West

< 481h/481H 121v/177V Pos: standing >
 
  .^^**.^..   
 .**^^*...**  
 ***^*...***  
 **...@*****  
 **..*******  
 *..********  
  .********   
The Lush Grasslands of Khomani-Khan
Obvious exits: -North -East -South -West

< 481h/481H 119v/177V Pos: standing >
 
 *...*  
 ..@**  
 *****  
The Tropical Jungles of Khomani-Khan
Obvious exits: -North -East -South -West

< 481h/481H 117v/177V Pos: standing >
 
 ...**  
 .*@**  
 *****  
The Tropical Jungles of Khomani-Khan
Obvious exits: -North -East -South -West

< 481h/481H 115v/177V Pos: standing >
 
  ^****^***   
 ^^**.^.....  
 *^^*...****  
 *^*..@*****  
 ....*******  
 ..*********  
  *********   
The Lush Grasslands of Khomani-Khan
Obvious exits: -North -East -South -West

< 481h/481H 114v/177V Pos: standing >
 
  .^^**.***   
 ^^****^****  
 ^^**.^.....  
 *^^*.@.****  
 *^*...*****  
 ....*******  
  .********   
The Lush Grasslands of Khomani-Khan
Obvious exits: -North -East -South -West

< 481h/481H 112v/177V Pos: standing >

< 481h/481H 112v/177V Pos: standing >
A Long Winding Dusty Road
   This is the beginning of a long road that stretches quite a ways to the
west.  The road seems to lead to an encampment of some sort.  From this gander
spot it, is impossible to discern the nature of the camp, however, huge tents
have been construed.  The trail is rather dusty, however, just southward a
thick brush combined with tall weeds make straying from the trail a mistake.
This area seems to be devoid of magic!
Obvious exits: -South -West
A small sign points the way.
The ticket master of Jindonium welcomes passerbyers.

< 481h/481H 110v/177V Pos: standing >
You give the ticket master 5 gold.

The ticket master says, 'Thank you for your purchase, enjoy the carnival.'
Crossing a Bridge
   The bridge has been constructed using stones and a type of cement, perhaps
straw and clay.  A RiVeR runs wild below, thank the gods the bridge was
construed else crossing the river would be the only alternative to getting to
either side.  There are railings on both sides of the bridge, a means of
support for those who cross it.
Obvious exits: -East -West -Down
A small sign points westward.

< 481h/481H 113v/177V Pos: standing >
You start chanting...

< 481h/481H 115v/177V Pos: standing >
Casting: wall of ice ***

< 481h/481H 117v/177V Pos: standing >
Casting: wall of ice **

< 481h/481H 118v/177V Pos: standing >
Casting: wall of ice *

< 481h/481H 119v/177V Pos: standing >
You complete your spell...

< 481h/481H 120v/177V Pos: standing >

< 481h/481H 123v/177V Pos: standing >
A Turning in a Dusty Road
   The trail turns southward into an encampment of some sort.  The camp has
smoke, alot of noise, and a mouth watering smell emitting from it.  Huge tents
have been constructed from within it.  Mountain tops on the horizon to the east
and a thick forest help prevent sunlight from reaching the ground.  A river
to the north produces fog that serves the same purpose.
Obvious exits: -East -South

< 481h/481H 122v/177V Pos: standing >
You quickly scan the area.
The ticket master who is not far off to your east.
A small dog who is close by to your south.
A snarling warg who is not far off to your south.

< 481h/481H 122v/177V Pos: standing >
A Long Winding Dusty Road
   This well traveled road has many tracks upon it, everything from mice to
horses have set foot upon this road.  The forest and mountains on either
side of this encampment tend to block out the sun, and it's as though dusk or
dawn never happen.  Dust fills the air from chatty travellers, walking to and
fro the encampment to the south.  Smoke fills the air and the smell of freshly
cooked meat fills the nostrils.
Obvious exits: -North -South
A small dog sniffs the ground.

< 481h/481H 121v/177V Pos: standing >
You quickly scan the area.
A snarling warg who is close by to your south.

< 481h/481H 122v/177V Pos: standing >
Intersection of Roads
   A dirt pathway to the north leads in quite another direction than the
people who want to have a good time go, it is the means of exiting this
carnival.  Most people are noticibly enjoying themselves, laughing heartedly
with grub and brew in either hand.  A few shops are visible, for this road
running east and west is apart of the merchandising square, where fools part
with their money.
Obvious exits: -North -East -West
The corpse of a thick-haired buffalo is lying here.
The corpse of a troll is lying here.
The corpse of a thick-haired buffalo is lying here.
A warg prowls here looking for things to eat.(Red Aura)

< 481h/481H 120v/177V Pos: standing >
The first rays of sunlight signal that day is approaching.

< 481h/481H 120v/177V Pos: standing >
You quickly scan the area.
A small dog who is close by to your north.
A young ape who is close by to your east.
An organ grinder who is not far off to your east.

< 481h/481H 121v/177V Pos: standing >
Carnival Road
   No other place can topple the amount of freaks, garbage, and mutations that
this sideshow offers.  Because of this, it attracts a variety of races with
different interests, this ofcourse means business.  The smell of the area is
wretched, the road seems to be the recepient of the business end of many cows,
horses, and wargs alike.  It is hard to differentiate between the sideshow
freak and the visitor walking the well traveled carnival path.
Obvious exits: -East -West
A young ape swings through the jungle and leaps across the rocks.

< 481h/481H 120v/177V Pos: standing >
Turning Before a Shop
  "Look at all the happy creatures dancing all along", someone says amongst
the crowd of folks gathered around the shop to the north.  It is impossible to
discern the nature of the shop.  An old sign hangs down from an entrance way,
it is however, not legible.  Smells of certain distinctness come from the shop,
smells similiar to an apothecary.
Obvious exits: -North -South -West
An organ grinder plays with his monkey.

< 481h/481H 118v/177V Pos: standing >
You quickly scan the area.
A small dog who is close by to your north.
Uggiewilly who is close by to your north.
A Gnome who is close by to your south.
A young doe who is close by to your south.
A barbarian who is a brief walk away to your south.
A young ape who is close by to your west.
A snarling warg who is not far off to your west.
A Gnome enters from the south.

< 481h/481H 119v/177V Pos: standing >
A Gnome leaves west.

< 481h/481H 120v/177V Pos: standing >
Carnival Road
   No other place can topple the amount of freaks, garbage, and mutations that
this sideshow offers.  Because of this, it attracts a variety of races with
different interests, this ofcourse means business.  The smell of the area is
wretched, the road seems to be the recepient of the business end of many cows,
horses, and wargs alike.  It is hard to differentiate between the sideshow
freak and the visitor walking the well traveled carnival path.
Obvious exits: -East -West
A young ape swings through the jungle and leaps across the rocks.

< 481h/481H 118v/177V Pos: standing >
Intersection of Roads
   A dirt pathway to the north leads in quite another direction than the
people who want to have a good time go, it is the means of exiting this
carnival.  Most people are noticibly enjoying themselves, laughing heartedly
with grub and brew in either hand.  A few shops are visible, for this road
running east and west is apart of the merchandising square, where fools part
with their money.
Obvious exits: -North -East -West
The corpse of a thick-haired buffalo is lying here.
The corpse of a troll is lying here.
The corpse of a thick-haired buffalo is lying here.
A warg prowls here looking for things to eat.(Red Aura)

< 481h/481H 117v/177V Pos: standing >
A Long Winding Dusty Road
   This well traveled road has many tracks upon it, everything from mice to
horses have set foot upon this road.  The forest and mountains on either
side of this encampment tend to block out the sun, and it's as though dusk or
dawn never happen.  Dust fills the air from chatty travellers, walking to and
fro the encampment to the south.  Smoke fills the air and the smell of freshly
cooked meat fills the nostrils.
Obvious exits: -North -South
A small dog sniffs the ground.

< 481h/481H 116v/177V Pos: standing >
A Turning in a Dusty Road
   The trail turns southward into an encampment of some sort.  The camp has
smoke, alot of noise, and a mouth watering smell emitting from it.  Huge tents
have been constructed from within it.  Mountain tops on the horizon to the east
and a thick forest help prevent sunlight from reaching the ground.  A river
to the north produces fog that serves the same purpose.
Obvious exits: -East -South

< 481h/481H 114v/177V Pos: standing >
A Gnome enters from the south.

< 481h/481H 114v/177V Pos: standing >
A Gnome leaves east.

< 481h/481H 114v/177V Pos: standing >
A Long Winding Dusty Road
   This well traveled road has many tracks upon it, everything from mice to
horses have set foot upon this road.  The forest and mountains on either
side of this encampment tend to block out the sun, and it's as though dusk or
dawn never happen.  Dust fills the air from chatty travellers, walking to and
fro the encampment to the south.  Smoke fills the air and the smell of freshly
cooked meat fills the nostrils.
Obvious exits: -North -South
A small dog sniffs the ground.

< 481h/481H 115v/177V Pos: standing >
You start chanting...

< 481h/481H 116v/177V Pos: standing >
A Gnome enters from the north.

< 481h/481H 116v/177V Pos: standing >
Casting: wall of ice **

< 481h/481H 118v/177V Pos: standing >
A Gnome leaves north.

< 481h/481H 118v/177V Pos: standing >
Casting: wall of ice *

< 481h/481H 119v/177V Pos: standing >

< 481h/481H 120v/177V Pos: standing >
You complete your spell...

< 481h/481H 120v/177V Pos: standing >
A Turning in a Dusty Road
   The trail turns southward into an encampment of some sort.  The camp has
smoke, alot of noise, and a mouth watering smell emitting from it.  Huge tents
have been constructed from within it.  Mountain tops on the horizon to the east
and a thick forest help prevent sunlight from reaching the ground.  A river
to the north produces fog that serves the same purpose.
Obvious exits: -East -South

< 481h/481H 122v/177V Pos: standing >
Alas, you cannot go that way. . . .

< 481h/481H 122v/177V Pos: standing >
Crossing a Bridge
   The bridge has been constructed using stones and a type of cement, perhaps
straw and clay.  A RiVeR runs wild below, thank the gods the bridge was
construed else crossing the river would be the only alternative to getting to
either side.  There are railings on both sides of the bridge, a means of
support for those who cross it.
Obvious exits: -East -West -Down
A huge block of solid ice is here to the east. (magic)
A small sign points westward.
*A Gnome (tiny) stands in mid-air here.

< 481h/481H 121v/177V Pos: standing >
A Gnome leaves west.

< 481h/481H 122v/177V Pos: standing >

< 481h/481H 122v/177V Pos: standing >
You failed.

< 481h/481H 123v/177V Pos: standing >
A Turning in a Dusty Road
   The trail turns southward into an encampment of some sort.  The camp has
smoke, alot of noise, and a mouth watering smell emitting from it.  Huge tents
have been constructed from within it.  Mountain tops on the horizon to the east
and a thick forest help prevent sunlight from reaching the ground.  A river
to the north produces fog that serves the same purpose.
Obvious exits: -East -South

< 481h/481H 123v/177V Pos: standing >
You failed.

< 481h/481H 123v/177V Pos: standing >
You failed.

< 481h/481H 123v/177V Pos: standing >

< 481h/481H 123v/177V Pos: standing >
A Long Winding Dusty Road
   This well traveled road has many tracks upon it, everything from mice to
horses have set foot upon this road.  The forest and mountains on either
side of this encampment tend to block out the sun, and it's as though dusk or
dawn never happen.  Dust fills the air from chatty travellers, walking to and
fro the encampment to the south.  Smoke fills the air and the smell of freshly
cooked meat fills the nostrils.
Obvious exits: -North -South
A huge block of solid ice is here to the south. (magic)
*A Gnome (tiny) stands in mid-air here.
A small dog sniffs the ground.

< 481h/481H 122v/177V Pos: standing >
You start chanting...
You snap into visibility.

< 481h/481H 122v/177V Pos: standing >
Casting: forked lightning 

< 481h/481H 123v/177V Pos: standing >
You complete your spell...
A Gnome snaps into visibility.
[Damage: 90 ] You unleash a powerful blast of forked lightning directed at a Gnome.
[Damage: 90 ] You unleash a powerful blast of forked lightning directed at a Gnome.
[Damage: 90 ] Your deadly blast of forked lightning ends a Gnome's life abruptly.
A Gnome's robe of many colors  exploded spreading charges of electrical energy!
A Gnome is dead! R.I.P.
You receive your share of experience.