The death of [25 Druid] Drokar (Grey Elf)

in Edge of The Savannah of Broken Trusts

from the perspective of [25 Druid] Drokar (Grey Elf)

<primary weapon>     a flaming sabre (glowing)

    *......   
    *.......  
 M  ........  
     .@...M.  
      ......  
  **  ....^.  
  *** .....   
Endless Plains of Grassy Pastures
Obvious exits: -North -East -South -West

< 148h/148H 74v/120V Pos: standing >
 
   **......   
    *.......  
    *.......  
 M  ..@.....  
     .....M.  
      ......  
  **  ....^   
Endless Plains of Grassy Pastures
Obvious exits: -North -East -South -West

< 148h/148H 72v/120V Pos: standing >
 
   **......   
   **......^  
    *.......  
    *.@.....  
 M  ........  
     .....M.  
      .....   
Endless Plains of Grassy Pastures
Obvious exits: -North -East -South -West

< 148h/148H 71v/120V Pos: standing >
 
  **...^...   
   **.......  
   **......^  
    *.@.....  
    *.......  
 M  ........  
     .....M   
Endless Plains of Grassy Pastures
Obvious exits: -North -East -South -West

< 148h/148H 69v/120V Pos: standing >
 
  **.......   
  **...^....  
   **.......  
   **.@....^  
    *.......  
    *.......  
    .......   
Endless Plains of Grassy Pastures
Obvious exits: -North -East -South -West

< 148h/148H 67v/120V Pos: standing >
 
   **......   
   **...^...  
    **......  
    **@.....  
 M   *......  
     *......  
  M  ......   
Endless Plains of Grassy Pastures
Obvious exits: -North -East -South -West

< 148h/148H 66v/120V Pos: standing >
 
   *^...M..   
   **.......  
   **...^...  
    **@.....  
    **......  
 M   *......  
     *.....   
Endless Plains of Grassy Pastures
Obvious exits: -North -East -South -West

< 148h/148H 64v/120V Pos: standing >
 
   **......   
   *^...M...  
   **.......  
   **.@.^...  
    **......  
    **......  
     *.....   
Endless Plains of Grassy Pastures
Obvious exits: -North -East -South -West

< 148h/148H 63v/120V Pos: standing >
 
  ***......   
   **.......  
   *^...M...  
   **.@.....  
   **...^...  
    **......  
    **.....   
Endless Plains of Grassy Pastures
Obvious exits: -North -East -South -West

< 148h/148H 61v/120V Pos: standing >
 
  ***.....^   
  ***.......  
   **.......  
   *^.@.M...  
   **.......  
   **...^...  
    **.....   
Endless Plains of Grassy Pastures
Obvious exits: -North -East -South -West

< 148h/148H 60v/120V Pos: standing >
 
   ***.....   
   ***......  
    **......  
    *^@..M..  
    **......  
    **...^..  
     **....   
Endless Plains of Grassy Pastures
Obvious exits: -North -East -South -West

< 148h/148H 58v/120V Pos: standing >
 
    ***....   
    ***.....  
     **.....  
     *@...M.  
     **.....  
     **...^.  
      **...   
Endless Plains of Grassy Pastures
Obvious exits: -North -East -South -West

< 148h/148H 57v/120V Pos: standing >
A Wide Swath of Plain
   The plains extend lazily east-to-west here, bounded to the north and south
by extremely dense jungle. The corridor is quite wide, perhaps five hundred
paces. To the east, the grasses take on an unusual blond tint, and the shapes
of distant animals can be seen roaming the veldt.
   There seems to be a strange pattern in the grass here, a change in
coloration that is too regular to be the product of chance.
Obvious exits: -East -West
A small gazelle follows the others in the herd.
A small gazelle follows the others in the herd.
A longhorned gazelle keeps the savannah grasses in check.
(Q)Luncke BIG and DUMB *-*Clan RocChaser*-* stands here.
(Q)Ange de Morte *-*Clan RocChaser*-* stands here.
(Q)Kylian Brightstar *-*Clan RocChaser*-* stands here.
(Q)Dromis, the ancient elven sage, looks for inspiration here.

< 148h/148H 57v/120V Pos: standing >
Entrance to The Savannah of Broken Trusts
   The sparse plains grasses give way to a luxuriant veldt, with tall stalks
that are as white as they are yellow. The ground underfoot is very dry. The
savannah extends out of sight to the east and south, while the line of the
jungle can be seen heading north and southwest. Considering the dry climate,
a surprisingly large number of wild animals can be seen roaming the area.
Obvious exits: -North -East -South -West

< 148h/148H 57v/120V Pos: standing >
The Savannah of Broken Trusts
   The grasses here are nearly four feet tall, making it hard for the smaller
folk to see much past their noses. Others, however, can see the savannah
stretch to the horizon, the wind-bent grasses broken only by the occasional
rock outcropping or baobab tree. This area is home to the M'Bele tribes,
currently only two in number; their long history of war and betrayal gives
the region its sad name.
Obvious exits: -North -East -South -West
A giraffe looks about for a nearby tree.
A giraffe looks about for a nearby tree.

< 148h/148H 56v/120V Pos: standing >
The Savannah of Broken Trusts
Obvious exits: -North -East -South -West
A giraffe looks about for a nearby tree.
A giraffe looks about for a nearby tree.

< 148h/148H 59v/120V Pos: standing >
A giraffe leaves north.

< 148h/148H 59v/120V Pos: standing >
Entrance to The Savannah of Broken Trusts
   The sparse plains grasses give way to a luxuriant veldt, with tall stalks
that are as white as they are yellow. The ground underfoot is very dry. The
savannah extends out of sight to the east and south, while the line of the
jungle can be seen heading north and southwest. Considering the dry climate,
a surprisingly large number of wild animals can be seen roaming the area.
Obvious exits: -North -East -South -West

< 148h/148H 58v/120V Pos: standing >
Entrance to The Savannah of Broken Trusts
Obvious exits: -North -East -South -West

< 148h/148H 59v/120V Pos: standing >
The Savannah of Broken Trusts
   The grasses here are nearly four feet tall, making it hard for the smaller
folk to see much past their noses. Others, however, can see the savannah
stretch to the horizon, the wind-bent grasses broken only by the occasional
rock outcropping or baobab tree. This area is home to the M'Bele tribes,
currently only two in number; their long history of war and betrayal gives
the region its sad name.
Obvious exits: -North -East -South -West
A giraffe looks about for a nearby tree.

< 148h/148H 58v/120V Pos: standing >
Site of a Recent Battle
   The savannah grasses are trampled and flattened here, and bloated corpses
litter the area. The corpses are easily identified as being M'Bele, although
whether they are Tukluk or Butsu is harder to determine. All metal or other
valuables have long been looted; it looks as though the battle is nearly two
days old, now.
Obvious exits: -North -East -South -West
A giraffe looks about for a nearby tree.

< 148h/148H 57v/120V Pos: standing >
The Savannah of Broken Trusts
   The grasses here are nearly four feet tall, making it hard for the smaller
folk to see much past their noses. Others, however, can see the savannah
stretch to the horizon, the wind-bent grasses broken only by the occasional
rock outcropping or baobab tree. This area is home to the M'Bele tribes,
currently only two in number; their long history of war and betrayal gives
the region its sad name.
Obvious exits: -North -East -South -West
A sinewy cheetah slinks through the grasses, waiting to strike.

< 148h/148H 56v/120V Pos: standing >
The Savannah of Broken Trusts
   The grasses here are nearly four feet tall, making it hard for the smaller
folk to see much past their noses. Others, however, can see the savannah
stretch to the horizon, the wind-bent grasses broken only by the occasional
rock outcropping or baobab tree. This area is home to the M'Bele tribes,
currently only two in number; their long history of war and betrayal gives
the region its sad name.
Obvious exits: -North -East -South -West
A giraffe looks about for a nearby tree.

< 148h/148H 54v/120V Pos: standing >
Hint: "Luring" means hitting a mob and running away to make it follow you.  Luring is useful to trick a mob into leaving its friends, so you can kill it more easily.
The Savannah of Broken Trusts
   The grasses here are nearly four feet tall, making it hard for the smaller
folk to see much past their noses. Others, however, can see the savannah
stretch to the horizon, the wind-bent grasses broken only by the occasional
rock outcropping or baobab tree. This area is home to the M'Bele tribes,
which worship the ancient war-god of the same name. Unfortunately no two of
them ever worshipped him the same way, and lethal disagreements arose.
Obvious exits: -North -East -South -West
A longhorned gazelle keeps the savannah grasses in check.
A small gazelle follows the others in the herd.
A longhorned gazelle keeps the savannah grasses in check.
A small gazelle follows the others in the herd.
A longhorned gazelle keeps the savannah grasses in check.
A large gazelle leads its fellows to a new area.
A thorn-root tree stands amidst the grasses here, looking out of place.

< 148h/148H 52v/120V Pos: standing >
The Savannah of Broken Trusts
   The grasses here are nearly four feet tall, making it hard for the smaller
folk to see much past their noses. Others, however, can see the savannah
stretch to the horizon, the wind-bent grasses broken only by the occasional
rock outcropping or baobab tree. This area is home to the M'Bele tribes,
currently only two in number; their long history of war and betrayal gives
the region its sad name.
Obvious exits: -North -East -South -West
A sinewy cheetah slinks through the grasses, waiting to strike.

< 148h/148H 51v/120V Pos: standing >
The Savannah of Broken Trusts
   The grasses here are nearly four feet tall, making it hard for the smaller
folk to see much past their noses. Others, however, can see the savannah
stretch to the horizon, the wind-bent grasses broken only by the occasional
rock outcropping or baobab tree. This area is home to the M'Bele tribes,
currently only two in number; their long history of war and betrayal gives
the region its sad name.
Obvious exits: -North -East -South -West
A large lion stalks here, wondering what to get for dinner.

< 148h/148H 49v/120V Pos: standing >
Edge of The Savannah of Broken Trusts
   The savannah here gives way to an incredibly dense jungle. It is as if a
powerful mage had summoned a wall of brambles; in a nearly straight line
stretching out of sight in both directions, the veldt grasses are cut off and
a jumble of tightly packed roots, vines and branches begins. There are some
who say that M'Bele himself created these walls to shield his tribes from
the outside world.
Obvious exits: -North -East -West

< 148h/148H 49v/120V Pos: standing >
Edge of The Savannah of Broken Trusts
   The savannah here gives way to an incredibly dense jungle. It is as if a
powerful mage had summoned a wall of brambles; in a nearly straight line
stretching out of sight in both directions, the veldt grasses are cut off and
a jumble of tightly packed roots, vines and branches begins.
Obvious exits: -North -East -West

< 148h/148H 47v/120V Pos: standing >
Autosaving...

< 148h/148H 48v/120V Pos: standing >
You start chanting...

< 148h/148H 49v/120V Pos: standing >
Casting: create spring 

< 148h/148H 50v/120V Pos: standing >
You complete your spell...

< 148h/148H 51v/120V Pos: standing >
You drink from a tiny bubbling spring.
You feel a lot better!
You invigorate Drokar with renewed energy.

< 148h/148H 78v/120V Pos: standing >
You drink from a tiny bubbling spring.
You feel a lot better!
You invigorate Drokar with renewed energy.

< 148h/148H 107v/120V Pos: standing >

< 148h/148H 113v/120V Pos: standing >
You drink from a tiny bubbling spring.
You feel a lot better!
You invigorate Drokar with renewed energy.

< 148h/148H 120v/120V Pos: standing >
You feel nature's energy flow into your 4th circle of knowledge.
Your communion with nature is now complete...

< 148h/148H 120v/120V Pos: standing >
Edge of The Savannah of Broken Trusts
   The savannah here gives way to an incredibly dense jungle. It is as if a
powerful mage had summoned a wall of brambles; in a nearly straight line
stretching out of sight in both directions, the veldt grasses are cut off and
a jumble of tightly packed roots, vines and branches begins. There are some
who say that M'Bele himself created these walls to shield his tribes from
the outside world.
Obvious exits: -North -East -West

< 148h/148H 118v/120V Pos: standing >
Edge of The Savannah of Broken Trusts
   The savannah here gives way to an incredibly dense jungle. It is as if a
powerful mage had summoned a wall of brambles; in a nearly straight line
stretching out of sight in both directions, the veldt grasses are cut off and
a jumble of tightly packed roots, vines and branches begins. There are some
who say that M'Bele himself created these walls to form an arena in which he
could watch his followers slaughter one another.
Obvious exits: -North -East -West
A tiny bird skims just above the grasses here.

< 148h/148H 116v/120V Pos: standing >
Edge of The Savannah of Broken Trusts
   The savannah here gives way to an incredibly dense jungle. It is as if a
powerful mage had summoned a wall of brambles; in a nearly straight line
stretching out of sight in both directions, the veldt grasses are cut off and
a jumble of tightly packed roots, vines and branches begins.
Obvious exits: -North -East -West
A rusty ivory chainmail lies here on the ground.

< 148h/148H 114v/120V Pos: standing >
Edge of The Savannah of Broken Trusts
   The savannah here gives way to an incredibly dense jungle. It is as if a
powerful mage had summoned a wall of brambles; in a nearly straight line
stretching out of sight in both directions, the veldt grasses are cut off and
a jumble of tightly packed roots, vines and branches begins. There are some
who say that M'Bele himself created these walls to form an arena in which he
could watch his followers slaughter one another.
Obvious exits: -North -East -West
A tiny bird skims just above the grasses here.

< 148h/148H 113v/120V Pos: standing >
Edge of The Savannah of Broken Trusts
   The savannah here gives way to an incredibly dense jungle. It is as if a
powerful mage had summoned a wall of brambles; in a nearly straight line
stretching out of sight in both directions, the veldt grasses are cut off and
a jumble of tightly packed roots, vines and branches begins.
Obvious exits: -North -East -West
A rusty ivory chainmail lies here on the ground.

< 148h/148H 115v/120V Pos: standing >
You get a rusty ivory chainmail.

< 148h/148H 116v/120V Pos: standing >
You shrug into a rusty ivory chainmail.
You strap a large leather backpack on your back.

< 148h/148H 118v/120V Pos: standing >
Edge of The Savannah of Broken Trusts
   The savannah here gives way to an incredibly dense jungle. It is as if a
powerful mage had summoned a wall of brambles; in a nearly straight line
stretching out of sight in both directions, the veldt grasses are cut off and
a jumble of tightly packed roots, vines and branches begins. There are some
who say that M'Bele himself created these walls to form an arena in which he
could watch his followers slaughter one another.
Obvious exits: -North -East -West
A tiny bird skims just above the grasses here.

< 148h/148H 117v/120V Pos: standing >
You stop using a large leather backpack.

< 148h/148H 120v/120V Pos: standing >
A loggerhead shrike leaves north.

< 148h/148H 120v/120V Pos: standing >
You failed.

< 148h/148H 120v/120V Pos: standing >
The Savannah of Broken Trusts
   The grasses here are nearly four feet tall, making it hard for the smaller
folk to see much past their noses. Others, however, can see the savannah
stretch to the horizon, the wind-bent grasses broken only by the occasional
rock outcropping or baobab tree. This area is home to the M'Bele tribes,
currently only two in number; their long history of war and betrayal gives
the region its sad name.
Obvious exits: -North -East -South -West
A tiny bird skims just above the grasses here.

< 148h/148H 118v/120V Pos: standing >
You start chanting...

< 148h/148H 118v/120V Pos: standing >
You complete your spell...
[Damage: 92 ] The lightning bolt hits a loggerhead shrike with full impact.
You duck under a loggerhead shrike's lame kick.
-=[a loggerhead shrike attacks you.]=- [0 hits]

< 148h/148H 118v/120V Pos: standing >
< T: Drokar TP: sta TC:excellent E: shrike sta EP:  few wounds >
 [Damage:  1 ] -=[You attack a loggerhead shrike.]=- [1 hits]

< 148h/148H 118v/120V Pos: standing >
< T: Drokar TP: sta TC:excellent E: shrike sta EP:  few wounds >
 You start chanting...

< 148h/148H 118v/120V Pos: standing >
< T: Drokar TP: sta TC:excellent E: shrike sta EP:  few wounds >
 You complete your spell...
[Damage: 104 ] The lightning bolt hits a loggerhead shrike with full impact.

< 148h/148H 118v/120V Pos: standing >
< T: Drokar TP: sta TC:excellent E: shrike sta EP: pretty hurt >
 You start chanting...

< 148h/148H 118v/120V Pos: standing >
< T: Drokar TP: sta TC:excellent E: shrike sta EP: pretty hurt >
 -=[a loggerhead shrike attacks you.]=- [0 hits]

< 148h/148H 118v/120V Pos: standing >
< T: Drokar TP: sta TC:excellent E: shrike sta EP: pretty hurt >
 You complete your spell...
[Damage: 62 ] The lightning bolt hits a loggerhead shrike with full impact.

< 148h/148H 118v/120V Pos: standing >
< T: Drokar TP: sta TC:excellent E: shrike sta EP:  awful >
 You start chanting...

< 148h/148H 118v/120V Pos: standing >
< T: Drokar TP: sta TC:excellent E: shrike sta EP:  awful >
 Casting: sticks to snakes 

< 148h/148H 118v/120V Pos: standing >
< T: Drokar TP: sta TC:excellent E: shrike sta EP:  awful >
 You complete your spell...
[Damage:  5 ] You turn a stick into a snake and send it against a loggerhead shrike!

< 148h/148H 118v/120V Pos: standing >
< T: Drokar TP: sta TC:excellent E: shrike sta EP:  awful >
 You duck under a loggerhead shrike's lame kick.
-=[a loggerhead shrike attacks you.]=- [0 hits]

< 148h/148H 118v/120V Pos: standing >
< T: Drokar TP: sta TC:excellent E: shrike sta EP:  awful >
 You start chanting...

< 148h/148H 118v/120V Pos: standing >
< T: Drokar TP: sta TC:excellent E: shrike sta EP:  awful >
 Casting: sticks to snakes 

< 148h/148H 118v/120V Pos: standing >
< T: Drokar TP: sta TC:excellent E: shrike sta EP:  awful >
 You complete your spell...
[Damage: 12 ] You turn a stick into a snake and send it against a loggerhead shrike!
A loggerhead shrike is mortally wounded, and will die soon, if not aided.
[Damage: 12 ] You turn a stick into a snake and send it against a loggerhead shrike!
A loggerhead shrike is dead! R.I.P.
You receive your share of experience.
The smell of fresh blood enters your body, infusing you with power!
You feel a carnal satisfaction as a loggerhead shrike's gurgling and choking signals his demise.

< 148h/148H 118v/120V Pos: standing >
the corpse of a loggerhead shrike appears to be empty.

< 148h/148H 118v/120V Pos: standing >
You don't have anything to put in it.

< 148h/148H 118v/120V Pos: standing >
the corpse of a loggerhead shrike appears to be empty.

< 148h/148H 118v/120V Pos: standing >
The Savannah of Broken Trusts
   The grasses here are nearly four feet tall, making it hard for the smaller
folk to see much past their noses. Others, however, can see the savannah
stretch to the horizon, the wind-bent grasses broken only by the occasional
rock outcropping or baobab tree. This area is home to the M'Bele tribes,
currently only two in number; their long history of war and betrayal gives
the region its sad name.
Obvious exits: -North -East -South -West

< 148h/148H 118v/120V Pos: standing >
A Rock Outcropping
   Several huge boulders thrust their way out from the earth here. They
provide both shade from the sun and exposure to it, depending on where one
climbs. Around the back of the outcropping, a message has been carved into
one of the rocks, just above ground level.
Obvious exits: -North -East -South -West

< 148h/148H 116v/120V Pos: standing >
You feel nature's energy flow into your 4th circle of knowledge.
Edge of The Savannah of Broken Trusts
   The savannah here gives way to an incredibly dense jungle. It is as if a
powerful mage had summoned a wall of brambles; in a nearly straight line
stretching out of sight in both directions, the veldt grasses are cut off and
a jumble of tightly packed roots, vines and branches begins.
Obvious exits: -North -East -South

< 148h/148H 115v/120V Pos: standing >
You have gained some progress, but still have a ways to go yet towards your next level.

< 148h/148H 117v/120V Pos: standing >
You currently have the following spell slots available:
  1st circle:  8 of  8
  2nd circle:  5 of  7   (  20 seconds)
  3rd circle:  7 of  7
  4th circle:  4 of  6   (  28 seconds)
  5th circle:  5 of  5

< 148h/148H 119v/120V Pos: standing >
Hint: Your stats will be displayed more accurately at level 10 and completely revealed at level 20.

< 148h/148H 120v/120V Pos: standing >
You feel nature's energy flow into your 4th circle of knowledge.

< 148h/148H 120v/120V Pos: standing >
A proud lion enters from the east.

< 148h/148H 120v/120V Pos: standing >
You feel nature's energy flow into your 4th circle of knowledge.

< 148h/148H 120v/120V Pos: standing >

< 148h/148H 120v/120V Pos: standing >
You currently have the following spell slots available:
  1st circle:  8 of  8
  2nd circle:  5 of  7   (  20 seconds)
  3rd circle:  7 of  7
  4th circle:  6 of  6
  5th circle:  5 of  5

< 148h/148H 120v/120V Pos: standing >
A Rock Outcropping
   Several huge boulders thrust their way out from the earth here. They
provide both shade from the sun and exposure to it, depending on where one
climbs. Around the back of the outcropping, a message has been carved into
one of the rocks, just above ground level.
Obvious exits: -North -East -South -West

< 148h/148H 118v/120V Pos: standing >
You feel nature's energy flow into your 2nd circle of knowledge.

< 148h/148H 118v/120V Pos: standing >
The Savannah of Broken Trusts
   The grasses here are nearly four feet tall, making it hard for the smaller
folk to see much past their noses. Others, however, can see the savannah
stretch to the horizon, the wind-bent grasses broken only by the occasional
rock outcropping or baobab tree. This area is home to the M'Bele tribes,
currently only two in number; their long history of war and betrayal gives
the region its sad name.
Obvious exits: -North -East -South -West

< 148h/148H 116v/120V Pos: standing >
The Savannah of Broken Trusts
   The grasses here are nearly four feet tall, making it hard for the smaller
folk to see much past their noses. Others, however, can see the savannah
stretch to the horizon, the wind-bent grasses broken only by the occasional
rock outcropping or baobab tree. This area is home to the M'Bele tribes,
currently only two in number; their long history of war and betrayal gives
the region its sad name.
Obvious exits: -North -East -South -West
Fresh blood covers everything in the area.
The corpse of a loggerhead shrike is lying here.

< 148h/148H 114v/120V Pos: standing >
The Savannah of Broken Trusts
   The grasses here are nearly four feet tall, making it hard for the smaller
folk to see much past their noses. Others, however, can see the savannah
stretch to the horizon, the wind-bent grasses broken only by the occasional
rock outcropping or baobab tree. This area is home to the M'Bele tribes,
currently only two in number; their long history of war and betrayal gives
the region its sad name.
Obvious exits: -North -East -South -West
A bent silver scrap lies here in the dirt.

< 148h/148H 113v/120V Pos: standing >
The Savannah of Broken Trusts
   The grasses here are nearly four feet tall, making it hard for the smaller
folk to see much past their noses. Others, however, can see the savannah
stretch to the horizon, the wind-bent grasses broken only by the occasional
rock outcropping or baobab tree. This area is home to the M'Bele tribes,
currently only two in number; their long history of war and betrayal gives
the region its sad name.
Obvious exits: -North -East -South -West

< 148h/148H 112v/120V Pos: standing >
The Savannah of Broken Trusts Before a Huge Baobab
   The grasses here are nearly four feet tall, making it hard for the smaller
folk to see much past their noses. Others, however, can see the savannah
stretch to the horizon, the wind-bent grasses broken only by the occasional
rock outcropping or baobab tree. This area is home to the M'Bele tribes,
currently only two in number; their long history of war and betrayal gives
the region its sad name. To the north lies an enormous baobab tree.
Obvious exits: -East -South -West -Up
A large lion stalks here, wondering what to get for dinner.

< 148h/148H 111v/120V Pos: standing >
The Savannah of Broken Trusts
   The grasses here are nearly four feet tall, making it hard for the smaller
folk to see much past their noses. Others, however, can see the savannah
stretch to the horizon, the wind-bent grasses broken only by the occasional
rock outcropping or baobab tree. This area is home to the M'Bele tribes,
currently only two in number; their long history of war and betrayal gives
the region its sad name. The Barbarians refer to this place in their
language as the Bloodgrounds.
Obvious exits: -North -East -South -West
A giraffe looks about for a nearby tree.

< 148h/148H 110v/120V Pos: standing >
A giraffe leaves west.

< 148h/148H 112v/120V Pos: standing >
The Savannah of Broken Trusts Before a Huge Baobab
   The grasses here are nearly four feet tall, making it hard for the smaller
folk to see much past their noses. Others, however, can see the savannah
stretch to the horizon, the wind-bent grasses broken only by the occasional
rock outcropping or baobab tree. This area is home to the M'Bele tribes,
currently only two in number; their long history of war and betrayal gives
the region its sad name. To the north lies an enormous baobab tree.
Obvious exits: -East -South -West -Up
A giraffe looks about for a nearby tree.
A large lion stalks here, wondering what to get for dinner.

< 148h/148H 113v/120V Pos: standing >
You start chanting...

< 148h/148H 115v/120V Pos: standing >
You complete your spell...
[Damage: 56 ] The lightning bolt hits a giraffe with full impact.
A giraffe misses you with his clumsy kick at your chest.
-=[a giraffe attacks you.]=- [1 hits]

< 144h/148H 116v/120V Pos: standing >
< T: Drokar TP: sta TC:few scratches E: giraffe sta EP:  small wounds >
 [Damage:  1 ] [Damage:  2 ] -=[You attack a giraffe.]=- [2 hits]

< 144h/148H 117v/120V Pos: standing >
< T: Drokar TP: sta TC:few scratches E: giraffe sta EP:  small wounds >
 You start chanting...

< 144h/148H 117v/120V Pos: standing >
< T: Drokar TP: sta TC:few scratches E: giraffe sta EP:  small wounds >
 You complete your spell...
[Damage: 48 ] The lightning bolt hits a giraffe with full impact.

< 144h/148H 117v/120V Pos: standing >
< T: Drokar TP: sta TC:few scratches E: giraffe sta EP:  few wounds >
 You start chanting...

< 144h/148H 117v/120V Pos: standing >
< T: Drokar TP: sta TC:few scratches E: giraffe sta EP:  few wounds >
 -=[a giraffe attacks you.]=- [1 hits]

< 140h/148H 117v/120V Pos: standing >
< T: Drokar TP: sta TC:few scratches E: giraffe sta EP:  few wounds >
 You complete your spell...
[Damage: 47 ] The lightning bolt hits a giraffe with full impact.

< 140h/148H 117v/120V Pos: standing >
< T: Drokar TP: sta TC:few scratches E: giraffe sta EP:  few wounds >
 You start chanting...

< 140h/148H 117v/120V Pos: standing >
< T: Drokar TP: sta TC:few scratches E: giraffe sta EP:  few wounds >
 You complete your spell...
[Damage: 97 ] The lightning bolt hits a giraffe with full impact.

< 140h/148H 117v/120V Pos: standing >
< T: Drokar TP: sta TC:few scratches E: giraffe sta EP: pretty hurt >
 -=[You attack a giraffe.]=- [0 hits]
-=[a giraffe attacks you.]=- [1 hits]

< 133h/148H 117v/120V Pos: standing >
< T: Drokar TP: sta TC: small wounds E: giraffe sta EP: pretty hurt >
 You start chanting...

< 133h/148H 117v/120V Pos: standing >
< T: Drokar TP: sta TC: small wounds E: giraffe sta EP: pretty hurt >
 You complete your spell...
[Damage: 65 ] The lightning bolt hits a giraffe with full impact.
A giraffe is mortally wounded, and will die soon, if not aided.

< 133h/148H 117v/120V Pos: standing >
<[Damage:  4 ] Your final slash sends a giraffe's head bouncing along the ground.
A giraffe is dead! R.I.P.
You receive your share of experience.
The smell of fresh blood enters your body, infusing you with power!
You feel a carnal satisfaction as a giraffe's gurgling and choking signals his demise.

< 133h/148H 117v/120V Pos: standing >
the corpse of A giraffe appears to be empty.

< 133h/148H 117v/120V Pos: standing >
You don't have anything to put in it.

< 133h/148H 117v/120V Pos: standing >
the corpse of A giraffe appears to be empty.

< 133h/148H 117v/120V Pos: standing >
The Savannah of Broken Trusts
   The grasses here are nearly four feet tall, making it hard for the smaller
folk to see much past their noses. Others, however, can see the savannah
stretch to the horizon, the wind-bent grasses broken only by the occasional
rock outcropping or baobab tree. This area is home to the M'Bele tribes,
currently only two in number; their long history of war and betrayal gives
the region its sad name. The Barbarians refer to this place in their
language as the Bloodgrounds.
Obvious exits: -North -East -South -West
A crazed zebra madly bucks and snorts, kicking everything in sight.

< 133h/148H 117v/120V Pos: standing >
You are carrying: (1/11)
a large leather backpack

< 134h/148H 120v/120V Pos: standing >
You have gained some progress, but still have a ways to go yet towards your next level.

< 134h/148H 120v/120V Pos: standing >
You feel nature's energy flow into your 4th circle of knowledge.

< 134h/148H 120v/120V Pos: standing >
Hint: "Luring" means hitting a mob and running away to make it follow you.  Luring is useful to trick a mob into leaving its friends, so you can kill it more easily.

< 134h/148H 120v/120V Pos: standing >
You feel nature's energy flow into your 4th circle of knowledge.

< 137h/148H 120v/120V Pos: standing >
The Savannah of Broken Trusts
Obvious exits: -North -East -South -West
A crazed zebra madly bucks and snorts, kicking everything in sight.

< 139h/148H 120v/120V Pos: standing >
You feel nature's energy flow into your 4th circle of knowledge.

< 139h/148H 120v/120V Pos: standing >
A crazed zebra leaves south.

< 141h/148H 120v/120V Pos: standing >
You feel nature's energy flow into your 4th circle of knowledge.

< 142h/148H 120v/120V Pos: standing >
You currently have the following spell slots available:
  1st circle:  8 of  8
  2nd circle:  6 of  7   (  10 seconds)
  3rd circle:  7 of  7
  4th circle:  5 of  6   (  14 seconds)
  5th circle:  5 of  5

< 143h/148H 120v/120V Pos: standing >
Edge of The Savannah of Broken Trusts
   The savannah here gives way to an incredibly dense jungle. It is as if a
powerful mage had summoned a wall of brambles; in a nearly straight line
stretching out of sight in both directions, the veldt grasses are cut off and
a jumble of tightly packed roots, vines and branches begins. A sudden gust of
wind creates an odd whistling noise through the few spaces within the jungle.
Obvious exits: -North -East -West
A crazed zebra madly bucks and snorts, kicking everything in sight.

< 144h/148H 118v/120V Pos: standing >
You feel nature's energy flow into your 4th circle of knowledge.

< 145h/148H 118v/120V Pos: standing >
You start chanting...

< 145h/148H 118v/120V Pos: standing >
You complete your spell...
[Damage: 65 ] The lightning bolt hits a crazed zebra with full impact.
You are knocked to the ground by a crazed zebra's mighty bash!
-=[a crazed zebra attacks you.]=- [0 hits]

< 145h/148H 118v/120V Pos: sitting >
< T: Drokar TP: sit TC:few scratches E: zebra sta EP:  small wounds >
 -=[You attack a crazed zebra.]=- [0 hits]

< 145h/148H 118v/120V Pos: sitting >
< T: Drokar TP: sit TC:few scratches E: zebra sta EP:  small wounds >
 OUCH!  That really did HURT!
-=[a crazed zebra attacks you.]=- [1 hits]

< 130h/148H 118v/120V Pos: sitting >
< T: Drokar TP: sit TC: small wounds E: zebra sta EP:  small wounds >
 You score a CRITICAL HIT!!!!!
[Damage:  9 ] -=[You attack a crazed zebra.]=- [1 hits]

< 130h/148H 118v/120V Pos: sitting >
< T: Drokar TP: sit TC: small wounds E: zebra sta EP:  small wounds >
 You clamber to your feet.

< 130h/148H 118v/120V Pos: standing >
< T: Drokar TP: sta TC: small wounds E: zebra sta EP:  small wounds >
 You start chanting...

< 130h/148H 118v/120V Pos: standing >
< T: Drokar TP: sta TC: small wounds E: zebra sta EP:  small wounds >
 A Drow Elf snaps into visibility.

< 130h/148H 118v/120V Pos: standing >
< T: Drokar TP: sta TC: small wounds E: zebra sta EP:  small wounds >
 You complete your spell...
[Damage: 73 ] The lightning bolt hits a crazed zebra with full impact.
You narrowly avoid a crazed zebra's hooves!
-=[a crazed zebra attacks you.]=- [0 hits]

< 130h/148H 118v/120V Pos: standing >
< T: Drokar TP: sta TC: small wounds E: zebra sta EP:  few wounds >
 A Drow Elf completes his spell...
A Drow Elf utters the words 'ofzahzf gajr eughjfbaiqz'
A Drow Elf points at you.
Your soul is engulfed by unbearable pain as a Drow Elf finishes incanting his spell.
YIKES!  Another hit like that, and you've had it!!
You wish that your wounds would stop BLEEDING so much!

< 9h/148H 118v/120V Pos: standing >
< T: Drokar TP: sta TC: awful E: zebra sta EP:  few wounds >
 [Damage:  2 ] [Damage:  4 ] -=[You attack a crazed zebra.]=- [2 hits]
A Drow Elf snaps into visibility.

< 9h/148H 118v/120V Pos: standing >
< T: Drokar TP: sta TC: awful E: zebra sta EP:  nasty wounds >
 You start chanting...

< 9h/148H 118v/120V Pos: standing >
< T: Drokar TP: sta TC: awful E: zebra sta EP:  nasty wounds >
 A Drow Elf snaps into visibility.
A Drow Elf completes his spell...
A Drow Elf utters the words 'ofzahzf gajr eughjfbaiqz'
A Drow Elf points at you.
Your soul begins to ache painfully, then suddenly all is nothing..
Your rusty ivory chainmail shattered in bits as the tortured body spasms and quivers!