The death of [41 Minstrel] Jubei AnGEr Of The Honoured (Human)

in Clearing at the Base of the Prime Tree

from the perspective of [51 Controller] Cisil La Resistance (Kobold)

<worn as a badge>    the bronze Zarbonesti seal of Kryz'Kyssik (magic) [84%]             
<worn on head>       an elaborate headdress [superior]
<worn on eyes>       an eyepatch of swirling shadows (magic) (glowing)
<worn in ear>        a tiny sapphire earring [poor] (glowing) [81%]             
<worn in ear>        a glowing jade earring (glowing) [45%]             
<worn on face>       a mask of wyvern skin of constitution [53%]             
<worn around neck>   a silvery amulet (magic) (glowing) [72%]             
<worn around neck>   a small green amulet made by Rukkus [73%]             
<worn on body>       the coat of the Ki-Rin [87%]             
<worn about body>    a lesser cloak of wizardry (magic) (glowing) [83%]             
<worn on tail>       a dented adamantium tail protector
<worn about waist>   an exquisite silk sash [superior] (magic)
<worn on belt buckle>a delicate rose (illuminating) [76%]             
<attached to belt>   the lost book of Magic (magic) [84%]             
<attached to belt>   an advanced mages tome of knowledge (magic) (glowing)
<worn on arms>       some sleeves of stretched drow-skin [82%]             
<held as shield>     a gold tablet entitled "The Holy Code of Honor" [89%]             
<worn around wrist>  a bracelet of influence [poor] (magic)
<worn around wrist>  a bracelet of finger bones of regeneration
<worn on hands>      the gloves of the adept [poor] (magic)
<worn on finger>     a ring of citizenship [superior] (magic) [84%]             
<worn on finger>     a ring of gnome flesh
<held>               a gem of reflection [superior] (magic)
<worn on legs>       some tempered mithril leg plates (magic)
<worn on feet>       a pair of shadowseed stone boots of evil protection [poor] made by Naz

Obvious exits: -North -Southeast
A warning sign has recently been posted here.
A large hopper leaps through the forest.
A member of the Aravne forest guard watches the area for danger(Gold Aura)
A member of the Aravne forest guard watches the area for danger(Gold Aura)
Aetz sneaks in from the southeast.
An air elemental enters from the southeast.
An air elemental enters from the southeast.
An air elemental enters from the southeast.
Zroz, the drow elven Wildmage enters from the southeast.

< 410h/410H 166v/220V Pos: standing >
You quickly scan the area.
A forest Tor who is a brief walk away to your north.

< 410h/410H 169v/220V Pos: standing >
Path Through the Forest Undercity
   The forest is even darker here underneath the city of Aravne and the
gigantic trees it is built upon.  Occasionally a structure can be glimpsed
through the branches far above, branches which are larger than most trees
themselves.  Small patches of rot can be glimpsed on some of the treetrunks,
and there is a definite sense of foreboding here.
Obvious exits: -North -South
Aetz sneaks in from the south.
An air elemental enters from the south.
An air elemental enters from the south.
An air elemental enters from the south.
Zroz, the drow elven Wildmage enters from the south.

< 410h/410H 169v/220V Pos: standing >
Inside the Forest Undercity
   Here the path leading north nears the limits of the Aravne Forest Guards
longbow range, evident by the large amount of spent arrows sticking in the
forest floor here.  Splashes of a dark, sticky dried gook stain many of the
fallen leaves which cover the ground here.  A few bones, gnawed and picked
clean by scavengers lie scattered about here.  To the north, the trunk of one
of the giant trees blocks any view of deeper into the forest.
Obvious exits: -North -South
Aetz sneaks in from the south.
An air elemental enters from the south.
An air elemental enters from the south.
An air elemental enters from the south.
Zroz, the drow elven Wildmage enters from the south.

< 410h/410H 167v/220V Pos: standing >
Forest Undercity South of Battle Tree
   Here the path through the forest undercity splits at the base of an
aptly named Aravne tree that has been scarred by a recent skirmish which
must have been fought here.  The ground is covered with gnawed bones, both
humanoid and beast.  Several broken weapons, dented suits of armor, and
shredded leather garmets also litter the forest floor here.  The large amount
of blood spilled on this spot seems to have permanently discolored the
forest floor here, and the tree seems to have taken on a slightly more twisted,
wicked appearance.  Perhaps blood in the soil is not the preferred diet of
this giant tree.
Obvious exits: -South -Northwest -Northeast
A forest Tor saunters along the forest floor.(Gold Aura)
An air elemental enters from the south.
An air elemental enters from the south.
An air elemental enters from the south.
Zroz, the drow elven Wildmage enters from the south.

< 410h/410H 166v/220V Pos: standing >
Alas, you cannot go that way. . . .

< 410h/410H 167v/220V Pos: standing >
Western Path Around Battle Tree
   Here the path up around Battle Tree curves slowly to the north
as it followes the massive arc of the aravne tree.  High above in the branches
marking the under canopy, glimpses of wooden structures can be seen.  Just
ahead to the north this path comes to an intersection.
Obvious exits: -North -Southeast
A severed insect leg lies here leaking ooze.
An air elemental enters from the southeast.
An air elemental enters from the southeast.
An air elemental enters from the southeast.
Zroz, the drow elven Wildmage enters from the southeast.

< 410h/410H 168v/220V Pos: standing >
Path Intersection South of the Dump Landing
   Here the path leading north from Battle Tree intersects with a second
path leading in from the east.  Continuing north, the main path seems to end
just ahead where two of the aravne trees grow only a wagons width apart from
each other.  The stench of rot and garbage wafts in from that direction,
evidence that the dump landing probably lies just beyond.
Obvious exits: -North -East -South
An old, weathered sign marks the intersection here.
Aetz sneaks in from the south.
An air elemental enters from the south.
An air elemental enters from the south.
An air elemental enters from the south.
Zroz, the drow elven Wildmage enters from the south.

< 410h/410H 168v/220V Pos: standing >
Twin Tree Gateway to the Dump Landing
   Here the path leads between two towering aravne trees, leaving barely
enough room for a wagon to pass between.  A makeshift wooden gate spans the
slight distance between the trunks, making this passage an easily defensible
position.  Beyond the gate to the north lies one of the most massive garbage
dumping site in all the realms, and a heaven for the thri-kreen tribe
which has claimed it as their property and home.
Obvious exits: -North# -South
Aetz sneaks in from the south.
An air elemental enters from the south.
An air elemental enters from the south.
An air elemental enters from the south.
Zroz, the drow elven Wildmage enters from the south.

< 410h/410H 167v/220V Pos: standing >
The gate seems to be closed.

< 410h/410H 167v/220V Pos: standing >
The gate seems to be closed.

< 410h/410H 168v/220V Pos: standing >
Hint: Type 'news' daily to read the latest changes and updates on Duris.

< 410h/410H 169v/220V Pos: standing >
Pardon?

< 410h/410H 170v/220V Pos: standing >
The gate seems to be closed.

< 410h/410H 171v/220V Pos: standing >
You quickly scan the area.
You see nothing.

< 410h/410H 172v/220V Pos: standing >
Ok.

< 410h/410H 177v/220V Pos: standing >
Southern Entry of the Dump Landing
   Just north of the southern gate and the twin trees which frame it, the
dump spans the entire northern arc of view.  Busy looking thri-kreen sift
through the garbage for usefull or possibly valueable items, garbage which
is replenished weekly when it is dumped from the city of Aravne above.  It
appears that, while most of the trash is allowed to pile up, the main pathways
through the dump are kept clear to aid travel.  It seems as though one
persons trash really is another persons treasure.
Obvious exits: -North -East -South -West
An expressionless customs guard performs his duties.
An expressionless customs guard performs his duties.
Trasaaak, officer of customs checks for contraband.
An air elemental enters from the south.
An air elemental enters from the south.
An air elemental enters from the south.
Zroz, the drow elven Wildmage enters from the south.

< 410h/410H 176v/220V Pos: standing >
Ok.

< 410h/410H 178v/220V Pos: standing >
You quickly scan the area.
Arckk who is not far off to your west.
A poor human who is not far off to your west.

< 410h/410H 179v/220V Pos: standing >
Cental Path Through the Dump
   This is the central path through the dump landing, leading to all areas
which are open to the public.  Large heaps of garbage block any passage
east or west, while the southern intersection lies to the north.  The giant
twin trees can be seen to the south, marking the southern gate of the dump.
Obvious exits: -North -South
A member of the volunteer guards watches the area.
Aetz sneaks in from the south.
An air elemental enters from the south.
An air elemental enters from the south.
An air elemental enters from the south.
Zroz, the drow elven Wildmage enters from the south.

< 410h/410H 178v/220V Pos: standing >
The Southern Intersection
   This crossing of paths, known as the southern intersection, is busy with
passing thri-kreen.  To the west leads Commerce Way, while east
of here runs Tired Trader Way.  Both side paths are kept remarkably clean of
trash, although the stench of the surroundings cannot be overcome.
Obvious exits: -North -East -South -West
An air elemental enters from the south.
An air elemental enters from the south.
An air elemental enters from the south.
Zroz, the drow elven Wildmage enters from the south.

< 410h/410H 176v/220V Pos: standing >
Central Path Through the Dump
   Here the path connects the center of the dump to the north with the
southern intersection to the south.  It is lined to both the east and west
with piles of junk the size of small hills, on which can be spotted the
occasional forager.
Obvious exits: -North -South
Aetz sneaks in from the south.
An air elemental enters from the south.
An air elemental enters from the south.
An air elemental enters from the south.
Zroz, the drow elven Wildmage enters from the south.

< 410h/410H 175v/220V Pos: standing >
The Dump Center Point
   Here the main path comes to the center of the dump, marked in a very
uncerimonious manner with a dirty looking pool of water.  It is used by the
dump villagers as a drinking well, although the green looking water
looks very unhealty.  The occasional thri-kreen completely immerses itself
in the pool, then leaps out and shakes itself dry picking off the stray leech
off its body.
Obvious exits: -North -South
A murky pool of deep green water marks the center of town.
An air elemental enters from the south.
An air elemental enters from the south.
An air elemental enters from the south.
Zroz, the drow elven Wildmage enters from the south.

< 410h/410H 176v/220V Pos: standing >
Central Path Through the Dump
   This section of the central path connects the village center to the south
with the northern intersection.  The piles of trash are slightly smaller
here than in the business district to the south.  Perhaps this is why the main
concentration of thri-kreen homes are located on the north side of the dump.
Obvious exits: -North -South
An air elemental enters from the south.
An air elemental enters from the south.
An air elemental enters from the south.
Zroz, the drow elven Wildmage enters from the south.

< 410h/410H 175v/220V Pos: standing >
The Northern Intersection
   Here the central path intersects Cozy Way, which many of the village
homes are situated on.  Farther down the path to the north, Forktree marks
the northern gate of the dump.  The trash piles in this section of town are
significantly smaller than those on the southern side of the dump, but
still rise well overhead.
Obvious exits: -North -East -South -West
An air elemental enters from the south.
An air elemental enters from the south.
An air elemental enters from the south.
Zroz, the drow elven Wildmage enters from the south.

< 410h/410H 174v/220V Pos: standing >
Central Path Through the Dump
   Here the path approaches forktree, the strangely shaped aravne tree
which acts as a natural northern gate to the dump.  Small piles of junk
line the east and west sides of the path here, looking like they have been
sifted through countless times by foragers.
Obvious exits: -North -South
An air elemental enters from the south.
An air elemental enters from the south.
An air elemental enters from the south.
Zroz, the drow elven Wildmage enters from the south.

< 410h/410H 172v/220V Pos: standing >
Before the Forktree
   Here the forktree rises skyward, beginning as two separate trunks which
merge together at a height of about thirty feet.  This natural but unusual
phenomena has produced a perfect gateway for the north side of the dump.  It
seems that the thri-kreen have recently had to defend this gate, as there are
signs of battle on the northern side of the forktree.  The defense must have
been successful, as the dump village still remains unscathed.  Judging by
the increased security here, hovever, it does not appear as though the threat
was completely eliminated.
Obvious exits: -North -South
An experienced battlereaver prepares to meet any threat
An experienced battlereaver prepares to meet any threat
An air elemental enters from the south.
An air elemental enters from the south.
An air elemental enters from the south.
Zroz, the drow elven Wildmage enters from the south.

< 410h/410H 171v/220V Pos: standing >
Beneath the Forktree
   The thick dual trunks of the forktree rise and merge high above, making
this space below a natural gateway.  The entire passage beneath the forktree
has been lined by rows of sharp wooden stakes, angled to the north.  Impaled
upon one of the stakes lies the hideous and decomposing body of a weretor.
Were the undercity forest not so naturally protected from the sun, this corpse
would probably have decomposed long ago.  Just to the north the widely spaced
giant aravne treetrunks by a strange and malevolent looking undergrowth
of choking vines.  The growth seems to be new, and reduces all visibilty
to the north to nearly nothing.
Obvious exits: -South
A wall of malevolent undergrowth.
Aetz sneaks in from the south.
An air elemental enters from the south.
An air elemental enters from the south.
An air elemental enters from the south.
Zroz, the drow elven Wildmage enters from the south.

< 410h/410H 170v/220V Pos: standing >
Alas, you cannot go that way. . . .

< 410h/410H 171v/220V Pos: standing >
Alas, you cannot go that way. . . .

< 410h/410H 171v/220V Pos: standing >
Cisil en wall

< 410h/410H 177v/220V Pos: standing >
Ok.
malevolent undergrowth suddenly glows brightly!
Zroz, the drow elven Wildmage slowly fades out of existence.

< 410h/410H 182v/220V Pos: standing >
Within the Malevolent Undergrowth
   Here what looks like a makeshift animal trail cuts through the dense
undergrowth.  Footprints of what appear to be hideously mutated Tor
can be seen on the ground heading in both directions, and bits of torn and
bloody cloth hang snagged on bits of the foliage.
Obvious exits: -Northeast
*Zroz, the drow elven wildmage gathers energy to cast a spell. (minion)  (casting) (Red Aura)

< 410h/410H 186v/220V Pos: standing >
An air elemental slowly fades into existence.
An air elemental slowly fades into existence.
An air elemental slowly fades into existence.
You quickly scan the area.
You see nothing.

< 410h/410H 187v/220V Pos: standing >
Aetz slowly fades into existence.

< 410h/410H 190v/220V Pos: standing >
Zroz, the drow elven Wildmage completes his spell...
Zroz, the drow elven Wildmage utters the word 'yufzgpuzre'
Zroz, the drow elven Wildmage is surrounded by burning flames!

< 410h/410H 192v/220V Pos: standing >
Path Through the Malevolent Undergrowth
   Here the path through the twisted mass of undergrowth leads off to the
north.  The telltale bits of bloody cloth and strands of hair hanging from
the undergrowth hint at visions of fallen defenders screaming in terror
as they are dragged off to their fate.
Obvious exits: -North -South -Southwest -Southeast
An air elemental enters from the southwest.
An air elemental enters from the southwest.
An air elemental enters from the southwest.

< 410h/410H 190v/220V Pos: standing >
You quickly scan the area.
An experienced battlereaver who is a brief walk away to your south.
Zroz, the drow elven Wildmage who is close by to your southwest.

< 410h/410H 193v/220V Pos: standing >
Looks like an exit.
You extend your sights northward.
Path Through the Malevolent Undergrowth
   Here the path through the undergrowth meets up with the trunk of an
aravne tree, and follows the curve of the trunk through the mass of vines.
This tree seems different from the others, as its bark seems to have a
twisting, wicked look to it.  Patches of rot speckle the entire visible
section of the trunk, and it seems to produce a nearly inaudible moaning
sound, as though it were being tortured.  Foul magics are most assuredly
at work here.
Obvious exits: -South -Northeast
[2] The corpse of a howling weretor is lying here.

< 410h/410H 196v/220V Pos: standing >
Within the Malevolent Undergrowth
   Here what looks like a makeshift animal trail cuts through the dense
undergrowth.  Footprints of what appear to be hideously mutated Tor
can be seen on the ground heading in both directions, and bits of torn and
bloody cloth hang snagged on bits of the foliage.
Obvious exits: -Northeast
*Zroz, the drow elven wildmage gathers energy to cast a spell. (minion) (Red Aura)
Aetz sneaks in from the northeast.
An air elemental enters from the northeast.
An air elemental enters from the northeast.
An air elemental enters from the northeast.

< 410h/410H 197v/220V Pos: standing >
Path Through the Malevolent Undergrowth
   Here the path through the twisted mass of undergrowth leads off to the
north.  The telltale bits of bloody cloth and strands of hair hanging from
the undergrowth hint at visions of fallen defenders screaming in terror
as they are dragged off to their fate.
Obvious exits: -North -South -Southwest -Southeast
An air elemental enters from the southwest.
An air elemental enters from the southwest.
An air elemental enters from the southwest.
Zroz, the drow elven Wildmage enters from the southwest.

< 410h/410H 199v/220V Pos: standing >
Path Through the Malevolent Undergrowth
   Here the path through the undergrowth meets up with the trunk of an
aravne tree, and follows the curve of the trunk through the mass of vines.
This tree seems different from the others, as its bark seems to have a
twisting, wicked look to it.  Patches of rot speckle the entire visible
section of the trunk, and it seems to produce a nearly inaudible moaning
sound, as though it were being tortured.  Foul magics are most assuredly
at work here.
Obvious exits: -South -Northeast
[2] The corpse of a howling weretor is lying here.
An air elemental enters from the south.
An air elemental enters from the south.
An air elemental enters from the south.
Zroz, the drow elven Wildmage enters from the south.

< 410h/410H 200v/220V Pos: standing >
Path Through the Malevolent Undergrowth
   Here the path plunges back into the undergrowth, leaving the twisted
trunk of the aravne tree behind.  The beastly footprints are inceased here,
and the occasional torn piece of bloody cloth can still be seen snagged
on protruding branches of undergrowth.  It almost seems as though the plant
life here is hungry and actively seeking flesh and blood.
Obvious exits: -North -Southwest
The corpse of a howling weretor is lying here.
An air elemental enters from the southwest.
An air elemental enters from the southwest.
An air elemental enters from the southwest.
Zroz, the drow elven Wildmage enters from the southwest.

< 410h/410H 202v/220V Pos: standing >
You quickly scan the area.
You see nothing.

< 410h/410H 203v/220V Pos: standing >
An Intersection of Paths Through the Undergrowth
   Here the twisting path through the menacing undergrowth comes to an
intersection, with the main path continuing north and south.  The torn pieces
of cloth and drops of blood appear to continue down the eastern fork, however.
The footprints of what look like mutated Tor seem to lead off in every
direction, however.
Obvious exits: -North -East -South
The corpse of a howling weretor is lying here.
The corpse of a snarling weretor is lying here.
The corpse of a howling weretor is lying here.
Aetz sneaks in from the south.
An air elemental enters from the south.
An air elemental enters from the south.
An air elemental enters from the south.
Zroz, the drow elven Wildmage enters from the south.

< 410h/410H 204v/220V Pos: standing >
You quickly scan the area.
The alpha female weretor who is not far off to your east.
A feeding weretor who is not far off to your east.

< 410h/410H 205v/220V Pos: standing >
Plunging Deeper into the Malevolent Undergrowth
   Here the undergrowth seems to actually move of its own accord, grasping
and reaching out.  The bits of flesh and torn pieces of cloth are no longer
present here, although small puddles of blood soak into the forest floor.
Totaly absent here are the signs of the forest creatures which normally
inhabit the area.
Obvious exits: -North -South
An air elemental enters from the south.
An air elemental enters from the south.
An air elemental enters from the south.
Zroz, the drow elven Wildmage enters from the south.

< 410h/410H 209v/220V Pos: standing >
You quickly scan the area.
You see nothing.

< 410h/410H 210v/220V Pos: standing >
Looks like an exit.
You extend your sights northward.
Terrible Scene in the Malevolent Undergrowth
   Here the reason for the unusual absence of forest creatures is revealed,
as several small animal skeletons hang suspended in the undergrowth.  One
small hopper looks to be only recently deceased, the last breath of life
squeezed out of him by the terrible plantlife.  All around the hopper
new growth swarms,  and like an insect caught in a terrible web the pitiful
animal is being leeched of all its juices.  Soon all that will be left is a
skeleton, and the undergrowth will seek out new prey.
Obvious exits: -North -South
The corpse of a snarling weretor is lying here.

< 410h/410H 213v/220V Pos: standing >
Terrible Scene in the Malevolent Undergrowth
   Here the reason for the unusual absence of forest creatures is revealed,
as several small animal skeletons hang suspended in the undergrowth.  One
small hopper looks to be only recently deceased, the last breath of life
squeezed out of him by the terrible plantlife.  All around the hopper
new growth swarms,  and like an insect caught in a terrible web the pitiful
animal is being leeched of all its juices.  Soon all that will be left is a
skeleton, and the undergrowth will seek out new prey.
Obvious exits: -North -South
The corpse of a snarling weretor is lying here.
Aetz sneaks in from the south.
An air elemental enters from the south.
An air elemental enters from the south.
An air elemental enters from the south.
Zroz, the drow elven Wildmage enters from the south.

< 410h/410H 214v/220V Pos: standing >
You quickly scan the area.
You see nothing.

< 410h/410H 214v/220V Pos: standing >
Curve near a Clearing in the Undergrowth
   Here the trail through the undergrowth widens out a bit, and curves to
the east.  Around the curve a small clearing can be seen, with several dark
shapes moving through the twilight which filters through the hundreds of huge
branches high above.  The clearing seems to end in a dark, twisted wall of
some kind.
Obvious exits: -East -South
Puddles of fresh blood cover the ground.
The corpse of a howling weretor is lying here.
The corpse of a snarling weretor is lying here.
Aetz sneaks in from the south.
An air elemental enters from the south.
An air elemental enters from the south.
An air elemental enters from the south.
Zroz, the drow elven Wildmage enters from the south.

< 410h/410H 215v/220V Pos: standing >
You quickly scan the area.
A Human who is close by to your east.
A Centaur who is close by to your east.
A howling weretor who is close by to your east.
A howling weretor who is close by to your east.

< 410h/410H 216v/220V Pos: standing >
Terrible Scene in the Malevolent Undergrowth
   Here the reason for the unusual absence of forest creatures is revealed,
as several small animal skeletons hang suspended in the undergrowth.  One
small hopper looks to be only recently deceased, the last breath of life
squeezed out of him by the terrible plantlife.  All around the hopper
new growth swarms,  and like an insect caught in a terrible web the pitiful
animal is being leeched of all its juices.  Soon all that will be left is a
skeleton, and the undergrowth will seek out new prey.
Obvious exits: -North -South
The corpse of a snarling weretor is lying here.
Aetz sneaks in from the north.
An air elemental enters from the north.
An air elemental enters from the north.
An air elemental enters from the north.
Zroz, the drow elven Wildmage enters from the north.

< 410h/410H 218v/220V Pos: standing >

< 410h/410H 218v/220V Pos: standing >
You start chanting...

< 410h/410H 218v/220V Pos: standing >
Casting: wall of ice **

< 410h/410H 218v/220V Pos: standing >
Casting: wall of ice *

< 410h/410H 218v/220V Pos: standing >
You feel your skill in sorcerous spell knowledge improving.

< 410h/410H 218v/220V Pos: standing >
You complete your spell...

< 410h/410H 218v/220V Pos: standing >
Cisil human then centaur

< 410h/410H 220v/220V Pos: standing >
Cisil human then centaur

< 410h/410H 220v/220V Pos: standing >
Terrible Scene in the Malevolent Undergrowth
Obvious exits: -North -South
A huge block of solid ice is here to the south. (magic)
The corpse of a snarling weretor is lying here.
*Zroz, the drow elven wildmage gathers energy to cast a spell. (minion) (Red Aura)
*An air elemental is here looking like a small living tornado. (minion) 
*An air elemental is here looking like a small living tornado. (minion) 
*An air elemental is here looking like a small living tornado. (minion) 
*Aetz La Resistance (Kobold)(small) stands in mid-air here.(Red Aura)

< 410h/410H 220v/220V Pos: standing >
Aetz nogs.

< 410h/410H 220v/220V Pos: standing >
Curve near a Clearing in the Undergrowth
   Here the trail through the undergrowth widens out a bit, and curves to
the east.  Around the curve a small clearing can be seen, with several dark
shapes moving through the twilight which filters through the hundreds of huge
branches high above.  The clearing seems to end in a dark, twisted wall of
some kind.
Obvious exits: -East -South
Puddles of fresh blood cover the ground.
The corpse of a howling weretor is lying here.
The corpse of a snarling weretor is lying here.
An air elemental enters from the south.
An air elemental enters from the south.
An air elemental enters from the south.
Zroz, the drow elven Wildmage enters from the south.

< 410h/410H 218v/220V Pos: standing >
Clearing at the Base of the Prime Tree
   This is a small clearing in the malevolent undergrowth,
before the base of the prime aravne tree.  The origional tree of the
entire forest of aravne, it is the one from which all the others here can
trace their roots.  Once mighty and beautiful to look upon, it now suffers
from some strange sickness.  Magical in nature, and with eons and eons of
wisdom to guide the magic, the prime tree cannot be affected by
anything save a very strong and very evil curse.  Yet afflicted it is,
as some stretches of bark are twisted and bleed sap, while other patches of
bark have simply rotted away.  The tor which normally feed upon the bark
which the prime tree freely gives, probably were afflicted with their terrible
form of lycanthropy by eating the rotted bark.  Even as the tree fights a
losing battle against the curse, it projects a constant thought, a vision
of goodness and purity beautiful to behold and look upon.
A soothing aura fills the area.
Obvious exits: -West
Fresh blood covers everything in the area.
The corpse of a snarling weretor is lying here.
A Human (medium) AnGEr Of The Honoured stands here. (casting) (Gold Aura)
A Centaur (large) AnGEr Of The Honoured stands in mid-air here, fighting a howling weretor.(Gold Aura)
A howling weretor stands here, fighting a Centaur.(Red Aura)
A howling weretor stands here, fighting a Centaur.(Red Aura)
The alpha male stands here, fighting a Centaur.(Red Aura)
An air elemental enters from the west.
An air elemental enters from the west.
An air elemental enters from the west.
Zroz, the drow elven Wildmage enters from the west.

< 410h/410H 216v/220V Pos: standing >
Alas, you cannot go that way. . . .
A Centaur brandishes their weapons in a formal stance...

< 410h/410H 216v/220V Pos: standing >
A howling weretor attacks a Centaur. [0 hits]

< 410h/410H 217v/220V Pos: standing >
Aetz gives an order to his followers.
An air elemental snaps into visibility.
A Human avoids being bashed by an air elemental, who loses its balance and falls.
An air elemental snaps into visibility.
A Human avoids being bashed by an air elemental, who loses its balance and falls.
An air elemental snaps into visibility.
An air elemental's mass slams into a Human, knocking him to the ground!

< 410h/410H 218v/220V Pos: standing >
A Human stops invoking abruptly!
An air elemental attacks a Human. [1 hits]
An air elemental attacks a Human. [0 hits]
An air elemental attacks a Human. [0 hits]
A Centaur deflects the alpha male's blow and strikes back at him!
The alpha male attacks a Centaur. [0 hits]
You start chanting...

< 410h/410H 218v/220V Pos: standing >
A howling weretor attacks a Centaur. [0 hits]

< 410h/410H 220v/220V Pos: standing >
Casting: wall of ice *
A Centaur attacks a howling weretor. [4 hits]

< 410h/410H 220v/220V Pos: standing >
The night has begun.

< 410h/410H 220v/220V Pos: standing >
A Human sings a song so well you feel your pain and suffering ebbing away.
Casting: wall of ice 
A Human attacks an air elemental. [0 hits]

< 410h/410H 220v/220V Pos: standing >
You complete your spell...

< 410h/410H 220v/220V Pos: standing >
An air elemental attacks a Human. [3 hits]
An air elemental attacks a Human. [0 hits]
An air elemental attacks a Human. [0 hits]
A howling weretor almost sweeps a Centaur off of his feet with a well placed leg sweep.
A howling weretor attacks a Centaur. [2 hits]

< 410h/410H 220v/220V Pos: standing >
A Centaur deflects the alpha male's blow and strikes back at him!
The alpha male attacks a Centaur. [0 hits]

< 410h/410H 220v/220V Pos: standing >
Aetz starts casting an offensive spell.
Aetz snaps into visibility.

< 410h/410H 220v/220V Pos: standing >
A Centaur deflects a howling weretor's blow and strikes back at it!
A howling weretor attacks a Centaur. [1 hits]

< 410h/410H 220v/220V Pos: standing >
Aetz completes his spell...
Aetz utters the words 'zrzqhfuqar znzjudihuai'
A Human is engulfed by a shower of arcing electricity sent by Aetz.
Aetz attacks a Human. [0 hits]

< 410h/410H 220v/220V Pos: standing >
A Centaur attacks a howling weretor. [4 hits]

< 410h/410H 220v/220V Pos: standing >
Ok.

< 410h/410H 220v/220V Pos: standing >
A Centaur attempts to flee.
Oof! a Centaur bumps into a wall of ice...
A Centaur tries to flee, but can't make it out of here!

< 410h/410H 220v/220V Pos: standing >
A Human attacks an air elemental. [1 hits]
Aetz starts casting an offensive spell.

< 410h/410H 220v/220V Pos: standing >
An air elemental attacks a Human. [2 hits]
An air elemental attacks a Human. [1 hits]
An air elemental attacks a Human. [1 hits]
Ok.

< 410h/410H 220v/220V Pos: standing >
A howling weretor attacks a Centaur. [1 hits]

< 410h/410H 220v/220V Pos: standing >
Aetz completes his spell...
Aetz utters the words 'electrical execution'
A Human is engulfed by a shower of arcing electricity sent by Aetz.

< 410h/410H 220v/220V Pos: standing >
A Centaur deflects the alpha male's blow and strikes back at him!
The alpha male turns to focus his attack on a Human!
The alpha male attacks a Centaur. [0 hits]
A Centaur attempts to flee.
Oof! a Centaur bumps into a wall of ice...
A Centaur tries to flee, but can't make it out of here!

< 410h/410H 220v/220V Pos: standing >
Electrical arcs continue to blacken and pincushion a Human.

< 410h/410H 220v/220V Pos: standing >
A Centaur becomes a FLuRrY of weapons as they begin their onslaught...
Aetz gives an order to his followers.

< 410h/410H 220v/220V Pos: standing >
Aetz attacks a Human. [0 hits]

< 410h/410H 220v/220V Pos: standing >
A howling weretor turns to focus its attack on a Human!
A howling weretor attacks a Centaur. [1 hits]
Aetz gives an order to his followers.
A Human avoids being bashed by an air elemental, who loses its balance and falls.

< 410h/410H 220v/220V Pos: standing >
A Human clambers to his feet.
You start chanting...
You snap into visibility.

< 410h/410H 220v/220V Pos: standing >
Electrical arcs continue to blacken and pincushion a Human.
A Centaur attacks a howling weretor. [3 hits]
A Human starts playing a plain wooden lyre and singing aloud.

< 410h/410H 220v/220V Pos: standing >
A Human suddenly breaks out a quick verse from their repitiore of songs...
A Human sings a song so well you feel your pain and suffering ebbing away.
A Human busts out in dance!

< 410h/410H 220v/220V Pos: standing >
Electrical arcs continue to blacken and pincushion a Human.
An air elemental attacks a Human. [0 hits]
An air elemental rises to its feet.
An air elemental attacks a Human. [0 hits]
An air elemental rises to its feet.
A Human attacks an air elemental. [1 hits]
An air elemental attacks a Human. [3 hits]

< 410h/410H 220v/220V Pos: standing >
You snap into visibility.
You complete your spell...
[Damage: 68 ] You send a shimmering shaft of light streaking towards a Human!
You send a violet shaft of light streaking towards a Human!
You try to dispel a Human's magic.
and you fail miserably...
[Damage: 44 ] You send a orange shaft of light streaking towards a Human!

< 410h/410H 220v/220V Pos: standing >
A howling weretor attacks a Centaur. [2 hits]

< 410h/410H 220v/220V Pos: standing >
The alpha male almost sweeps a Human off of his feet with a well placed leg sweep.
The alpha male attacks a Human. [3 hits]
You start chanting...
You snap into visibility.

< 410h/410H 220v/220V Pos: standing >
Electrical arcs continue to blacken and pincushion a Human.

< 410h/410H 220v/220V Pos: standing >
Electrical arcs continue to blacken and pincushion a Human.
Aetz attacks a Human. [0 hits]

< 410h/410H 220v/220V Pos: standing >
You snap into visibility.
You complete your spell...
[Damage: 64 ] You send a shimmering shaft of light streaking towards a Human!
A Human's steel spiked bracer was damaged from the massive blow!
You send a yellow shaft of light streaking towards a Human!
You send a green shaft of light streaking towards a Human!

< 410h/410H 220v/220V Pos: standing >
A howling weretor turns to focus its attack on a Centaur!
A howling weretor attacks a Human. [1 hits]

< 410h/410H 220v/220V Pos: standing >
An air elemental attacks a Human. [1 hits]
An air elemental attacks a Human. [2 hits]
An air elemental attacks a Human. [2 hits]
A Centaur attacks a howling weretor. [4 hits]
You start chanting...
You snap into visibility.

< 410h/410H 220v/220V Pos: standing >
A Human attacks an air elemental. [1 hits]

< 410h/410H 220v/220V Pos: standing >
Aetz gives an order to his followers.
A Human avoids being bashed by an air elemental, who loses its balance and falls.
A Human avoids being bashed by an air elemental, who loses its balance and falls.

< 410h/410H 220v/220V Pos: standing >
Electrical arcs continue to blacken and pincushion a Human.
A Human is mortally wounded, and will die soon, if not aided.

< 410h/410H 220v/220V Pos: standing >
A Human's body smokes as him body is consumed by the electric arcs.
A Human's long flowing black robe exploded spreading charges of electrical energy!
A Human's dark magenta robe exploded spreading charges of electrical energy!
A Human's pair of light wooden armplates [superior] exploded spreading charges of electrical energy!
A Human's black leather belt fastened by golden buckles [poor] exploded spreading charges of electrical energy!
A Human is dead! R.I.P.
You receive your share of experience.