The death of [21 Rogue] Zari (Orc)

in On the Military Dock

from the perspective of [43 Spiritualist] Doo Mutinous Legions (Barbarian)

<worn as a badge>    the insignia of swirling feathers and flowing water [78%]
<worn on head>       the royal crown of Aravne [superior]
<worn on eyes>       the eye of the ogre [superior] (glowing) (humming) [75%]
<worn in ear>        a pulsating gemstone earring [poor]
<worn in ear>        an anti-matter earring
<worn on face>       a translucent crystal hemisphere [superior] (glowing) (illuminating)
<worn around neck>   a symbol of the Unicorn (glowing)
<worn around neck>   the wooden amulet of the ancient tree spirit [poor]
<worn on body>       some twisted gem cuirass
<worn about body>    a dark-green bodycloak
<worn on back>       a large leather backpack (illuminating)
<worn as quiver>     the masters quiver (glowing) [46%]
<worn about waist>   a segmented iron belt covered with symbols
<worn on arms>       some moss-covered sleeves [poor] (glowing)
<held as shield>     the shield of Hope
<worn around wrist>  a bracelet of dracolich hide (humming) [73%]
<worn around wrist>  a bracelet of influence
<worn on hands>      some shimmering flesh talons [63%]
<worn on finger>     a glowing ruby ring
<worn on finger>     a fine flesh band
<held>               a totem of Diinkarazan
<worn on legs>       some mantis leggings
<worn on feet>       the winged boots of angelic movement

A small post has some words scribbled on it.

< 893h/893H 325v/327V Pos: standing >
Along the Beach
   Large gray blocks of stone make up this road, that runs along Lake
Alester's western shore. Used as the main travel route between Venan Trut's
three docking areas, this road is almost always packed to capacity. Sailors
and merchants alike push along the wide road, making their way to or from one
of the countless ships that are moored nearby. Massive buildings line this
road, from warehouses to filthy ale rooms. Most are in a poor condition,
having long since succumbed to graffiti and corrosion. Those owned by powerful
merchants appear to be well cared for however, still clean and guarded around
the clock by armed mercenaries. It would be unwise to enter these docks, simply
because they've been given orders to chase off anyone who is foolish enough to
approach. These mercenaries could care less if they're forced to kill, all
that matters to them is getting paid, and they'll do anything have that happen.
Obvious exits: -North -South
A seagull squabbles.

< 893h/893H 324v/327V Pos: standing >
Alas, you cannot go that way. . . .

< 893h/893H 327v/327V Pos: standing >
Along the Beach
   Large gray blocks of stone make up this road, that runs along Lake
Alester's western shore. Used as the main travel route between Venan Trut's
three docking areas, this road is almost always packed to capacity. Sailors
and merchants alike push along the wide road, making their way to or from one
of the countless ships that are moored nearby. Massive buildings line this
road, from warehouses to filthy ale rooms. Most are in a poor condition,
having long since succumbed to graffiti and corrosion. Those owned by powerful
merchants appear to be well cared for however, still clean and guarded around
the clock by armed mercenaries. It would be unwise to enter these docks, simply
because they've been given orders to chase off anyone who is foolish enough to
approach. These mercenaries could care less if they're forced to kill, all
that matters to them is getting paid, and they'll do anything have that happen.
Obvious exits: -North -East  -South

< 893h/893H 326v/327V Pos: standing >
Saving Doo.

< 893h/893H 326v/327V Pos: standing >

< 893h/893H 327v/327V Pos: standing >
You quickly scan the area.
A seagull who is close by to your north.
A pelican who is close by to your east.
A drunk sailor who is close by to your south.

< 893h/893H 327v/327V Pos: standing >

< 893h/893H 327v/327V Pos: standing >
You quickly scan the area.
A seagull who is close by to your north.
A pelican who is close by to your east.
A drunk sailor who is close by to your south.

< 893h/893H 327v/327V Pos: standing >
Along the Beach
Obvious exits: -North -East  -South

< 893h/893H 327v/327V Pos: standing >

< 893h/893H 327v/327V Pos: standing >
You quickly scan the area.
A seagull who is close by to your north.
A pelican who is close by to your east.
A drunk sailor who is close by to your south.

< 893h/893H 327v/327V Pos: standing >

< 893h/893H 327v/327V Pos: standing >
You quickly scan the area.
A seagull who is close by to your north.
A pelican who is close by to your east.
A drunk sailor who is close by to your south.

< 893h/893H 327v/327V Pos: standing >
You quickly scan the area.
A seagull who is close by to your north.
A pelican who is close by to your east.
A drunk sailor who is close by to your south.

< 893h/893H 327v/327V Pos: standing >
Along the Beach
Obvious exits: -North -East  -South

< 893h/893H 327v/327V Pos: standing >
You quickly scan the area.
A seagull who is close by to your north.
A pelican who is close by to your east.
A drunk sailor who is close by to your south.

< 893h/893H 327v/327V Pos: standing >
Along the Beach
Obvious exits: -North -East  -South

< 893h/893H 327v/327V Pos: standing >
Saving Doo.

< 893h/893H 327v/327V Pos: standing >
You quickly scan the area.
A seagull who is close by to your north.
A pelican who is close by to your east.
A drunk sailor who is close by to your south.

< 893h/893H 327v/327V Pos: standing >
Along the Beach
Obvious exits: -North -East  -South

< 893h/893H 327v/327V Pos: standing >

< 893h/893H 327v/327V Pos: standing >
You quickly scan the area.
A seagull who is close by to your north.
A pelican who is close by to your east.
A drunk sailor who is close by to your south.

< 893h/893H 327v/327V Pos: standing >
Alas, you cannot go that way. . . .

< 893h/893H 327v/327V Pos: standing >
Along the Beach
Obvious exits: -North -East  -South

< 893h/893H 327v/327V Pos: standing >
Along the Beach
   Large gray blocks of stone make up this road, that runs along Lake
Alester's western shore. Used as the main travel route between Venan Trut's
three docking areas, this road is almost always packed to capacity. Sailors
and merchants alike push along the wide road, making their way to or from one
of the countless ships that are moored nearby. Massive buildings line this
road, from warehouses to filthy ale rooms. Most are in a poor condition,
having long since succumbed to graffiti and corrosion. Those owned by powerful
merchants appear to be well cared for however, still clean and guarded around
the clock by armed mercenaries. It would be unwise to enter these docks, simply
because they've been given orders to chase off anyone who is foolish enough to
approach. These mercenaries could care less if they're forced to kill, all
that matters to them is getting paid, and they'll do anything have that happen.
Obvious exits: -North -South -West 
A drunk sailor stands here.

< 893h/893H 326v/327V Pos: standing >
You quickly scan the area.
A seagull who is a brief walk away to your north.
A filthy vagabond who is not far off to your west.

< 893h/893H 326v/327V Pos: standing >
A Crimson Cobblestone Road
   Crimson bricks have been used to create this wide street, which leads
straight through the darker sections of Venan Trut to the docks. Much cleaner
then most of the streets within the slums, this area has been kept in good
condition, allowing the city to make a fair impression on visitors who traveled
by ship. The street is well over fifteen feet across, designed to allow
several wagons passage at a time. Because of this, the road is almost always
crowded, with merchants either heading to or from the docks, with cartloads of
merchandise. This is the most frequented road by many merchants, since it's so
close to the docks. During the days and often into the nights it's very busy.
Obvious exits: -North# -East  -South# -West 

< 893h/893H 325v/327V Pos: standing >
You feel less like an elephant and more like your normal self.

< 849h/849H 326v/327V Pos: standing >
Ok.

< 849h/849H 327v/327V Pos: standing >
You quickly scan the area.
A filthy vagabond who is close by to your west.

< 849h/849H 327v/327V Pos: standing >
You sit down and relax.

< 849h/849H 327v/327V Pos: sitting >
You purge 'greater soul disturbance' from your thoughts.

< 849h/849H 327v/327V Pos: sitting >
You are memorizing elephantstrength, which will take about 3 seconds.

< 849h/849H 327v/327V Pos: sitting >
You start meditating...

< 849h/849H 327v/327V Pos: sitting >
You have finished memorizing elephantstrength.
You snap out of your meditative trance, memorization complete.

< 849h/849H 327v/327V Pos: sitting >
You clamber to your feet.

< 849h/849H 327v/327V Pos: standing >
Your group consists of ( 2/20):
( Head)   849/849   hit,  327/327  move Doo
(Front)                                Jixan

< 849h/849H 327v/327V Pos: standing >
Saving Doo.

< 849h/849H 327v/327V Pos: standing >
You start chanting...

< 849h/849H 327v/327V Pos: standing >
Casting: elephantstrength ***

< 849h/849H 327v/327V Pos: standing >
Casting: elephantstrength **

< 849h/849H 327v/327V Pos: standing >
Casting: elephantstrength *

< 849h/849H 327v/327V Pos: standing >
Casting: elephantstrength 

< 849h/849H 327v/327V Pos: standing >
You complete your spell...
Suddenly, you feel much stronger!

< 849h/849H 327v/327V Pos: standing >

< 890h/890H 327v/327V Pos: standing >
You sit down and relax.

< 890h/890H 327v/327V Pos: sitting >
You purge 'elephantstrength' from your thoughts.

< 890h/890H 327v/327V Pos: sitting >
You are memorizing greater soul disturbance, which will take about 3 seconds.

< 890h/890H 327v/327V Pos: sitting >
You start meditating...

< 890h/890H 327v/327V Pos: sitting >
You have finished memorizing greater soul disturbance.
You snap out of your meditative trance, memorization complete.

< 890h/890H 327v/327V Pos: sitting >
You clamber to your feet.

< 890h/890H 327v/327V Pos: standing >
A coalescing of the ethereal substances causes your vision to blur...
When it at last clears, Sylvist stands before you!
Your group consists of ( 2/20):
( Head)   890/890   hit,  327/327  move Doo
(Front)                                Jixan

< 890h/890H 327v/327V Pos: standing >
Saving Doo.

< 890h/890H 327v/327V Pos: standing >
You start chanting...

< 890h/890H 327v/327V Pos: standing >
Casting: pantherspeed *

< 890h/890H 327v/327V Pos: standing >
You complete your spell...
You point at Sylvist.
Sylvist begins to move much more quickly.

< 890h/890H 327v/327V Pos: standing >
You start chanting...

< 890h/890H 327v/327V Pos: standing >
You complete your spell...
You point at Sylvist.
Sylvist is briefly surrounded by a purple aura.

< 890h/890H 327v/327V Pos: standing >
You sit down and relax.

< 890h/890H 327v/327V Pos: sitting >
You have memorized the following spells:
( 9th circle)  3 - arieks shattering iceball
( 8th circle)  1 - scathing wind
               1 - corrosive blast
               1 - spirit jump
               1 - tormenting spirits
( 7th circle)  4 - greater soul disturbance
               1 - elephantstrength
( 6th circle)  1 - wellness
               5 - greater mending
( 5th circle)  1 - shrewtameness
               1 - malison
               5 - molten spray
( 4th circle)  1 - hawkvision
               6 - mending
( 3rd circle)  4 - snailspeed
               2 - molevision
               1 - purify spirit
               2 - fire ward
( 2nd circle) 10 - flameburst
( 1st circle)  9 - ice missile
               1 - transfer wellness

And you are currently memorizing the following spells:
    2 seconds:  ( 4th) pantherspeed
    4 seconds:  ( 1st) spirit armor

You can memorize no more spells.
You continue your study.

< 890h/890H 327v/327V Pos: sitting >
Your group consists of ( 2/20):
( Head)   890/890   hit,  327/327  move Doo
(Front)                                Jixan

< 890h/890H 327v/327V Pos: sitting >
You start meditating...

< 890h/890H 327v/327V Pos: sitting >
You have finished memorizing pantherspeed.

< 890h/890H 327v/327V Pos: sitting >
You have finished memorizing spirit armor.
You snap out of your meditative trance, memorization complete.

< 890h/890H 327v/327V Pos: sitting >
You clamber to your feet.

< 890h/890H 327v/327V Pos: standing >
Your group consists of ( 2/20):
( Head)   890/890   hit,  327/327  move Doo
(Front)                                Jixan

< 890h/890H 327v/327V Pos: standing >
You say in barbarian 'gc'

< 890h/890H 327v/327V Pos: standing >
You say in barbarian 'fc'

< 890h/890H 327v/327V Pos: standing >
A Crimson Cobblestone Road
Obvious exits: -North# -East # -South# -West 
Sylvist  Mutinous Legions (Human)(medium) stands in mid-air here.
A torch floats near Sylvist's head. (Illuminating)

< 890h/890H 327v/327V Pos: standing >
Sylvist starts following you.

< 890h/890H 327v/327V Pos: standing >
Sylvist has just given you his consent.

< 890h/890H 327v/327V Pos: standing >
Sylvist is now a member of your group.

< 890h/890H 327v/327V Pos: standing >
A Crimson Cobblestone Road
Obvious exits: -North# -East # -South# -West 
Sylvist  Mutinous Legions (Human)(medium) stands in mid-air here.
A torch floats near Sylvist's head. (Illuminating)

< 890h/890H 327v/327V Pos: standing >
Saving Doo.

< 890h/890H 327v/327V Pos: standing >
You nod.

< 890h/890H 327v/327V Pos: standing >
Sylvist starts casting a spell.

< 890h/890H 327v/327V Pos: standing >

< 890h/890H 327v/327V Pos: standing >
Your group consists of ( 3/20):
( Head)   890/890   hit,  327/327  move Doo
(Front)                                Jixan
(Front)   513/513   hit,  173/173  move Sylvist

< 890h/890H 327v/327V Pos: standing >

< 890h/890H 327v/327V Pos: standing >
Sylvist completes his spell...
Sylvist utters the words 'qaiyjcandus zrzwunsohar'
A gust of wind solidifies into an air elemental.
An air elemental now follows Sylvist.
An air elemental says in common 'Your wish is my command, Sylvist!'

< 890h/890H 327v/327V Pos: standing >
Sylvist starts casting a spell.

< 890h/890H 327v/327V Pos: standing >
Sylvist completes his spell...
Sylvist utters the words 'qaiyjcandus zrzwunsohar'
A gust of wind solidifies into an air elemental.
An air elemental now follows Sylvist.
An air elemental says in common 'Your wish is my command, Sylvist!'

< 890h/890H 327v/327V Pos: standing >
A Crimson Cobblestone Road
Obvious exits: -North# -East # -South# -West 
*An air elemental is here looking like a small living tornado. (minion) 
*An air elemental is here looking like a small living tornado. (minion) 
Sylvist  Mutinous Legions (Human)(medium) stands in mid-air here.
A torch floats near Sylvist's head. (Illuminating)

< 890h/890H 327v/327V Pos: standing >
Sylvist starts casting a spell.

< 890h/890H 327v/327V Pos: standing >
Saving Doo.

< 890h/890H 327v/327V Pos: standing >
Your group consists of ( 3/20):
( Head)   890/890   hit,  327/327  move Doo
(Front)                                Jixan
(Front)   513/513   hit,  173/173  move Sylvist

< 890h/890H 327v/327V Pos: standing >
Sylvist completes his spell...
Sylvist utters the words 'qaiyjcandus zrzwunsohar'
A gust of wind solidifies into an air elemental.
An air elemental now follows Sylvist.
An air elemental says in common 'Your wish is my command, Sylvist!'

< 890h/890H 327v/327V Pos: standing >
A Crimson Cobblestone Road
Obvious exits: -North# -East # -South# -West 
*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) 
Sylvist  Mutinous Legions (Human)(medium) stands in mid-air here.
A torch floats near Sylvist's head. (Illuminating)

< 890h/890H 327v/327V Pos: standing >

< 890h/890H 327v/327V Pos: standing >
Sylvist gives an order to his followers.
An air elemental has just given you its consent.
An air elemental has just given you its consent.
An air elemental has just given you its consent.

< 890h/890H 327v/327V Pos: standing >
Sylvist sits down in a comfortable spot.

< 890h/890H 327v/327V Pos: standing >
Sylvist opens a midnight blue tome with silver bindings and begins studying it intently.

< 890h/890H 327v/327V Pos: standing >
An air elemental is now a member of your group.

< 890h/890H 327v/327V Pos: standing >
An air elemental is now a member of your group.

< 890h/890H 327v/327V Pos: standing >
Sylvist closes his book and smiles broadly.

< 890h/890H 327v/327V Pos: standing >
Sylvist clambers to his feet.
An air elemental is now a member of your group.

< 890h/890H 327v/327V Pos: standing >
Your group consists of ( 6/20):
( Head)   890/890   hit,  327/327  move Doo
(Front)                                Jixan
(Front)   513/513   hit,  173/173  move Sylvist
(Front)   371/371   hit,  182/182  move an air elemental
(Front)   348/348   hit,  179/179  move an air elemental
(Front)   315/315   hit,  176/176  move an air elemental

< 890h/890H 327v/327V Pos: standing >
Saving Doo.

< 890h/890H 327v/327V Pos: standing >

< 890h/890H 327v/327V Pos: standing >
A Crimson Cobblestone Road
Obvious exits: -North# -East # -South# -West 
*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) 
Sylvist  Mutinous Legions (Human)(medium) stands in mid-air here.
A torch floats near Sylvist's head. (Illuminating)

< 890h/890H 327v/327V Pos: standing >

< 890h/890H 327v/327V Pos: standing >
You muster up your lungpower and scream "MOVING!!!".

< 890h/890H 327v/327V Pos: standing >
Ok.

< 890h/890H 327v/327V Pos: standing >
Along the Beach
   Large gray blocks of stone make up this road, that runs along Lake
Alester's western shore. Used as the main travel route between Venan Trut's
three docking areas, this road is almost always packed to capacity. Sailors
and merchants alike push along the wide road, making their way to or from one
of the countless ships that are moored nearby. Massive buildings line this
road, from warehouses to filthy ale rooms. Most are in a poor condition,
having long since succumbed to graffiti and corrosion. Those owned by powerful
merchants appear to be well cared for however, still clean and guarded around
the clock by armed mercenaries. It would be unwise to enter these docks, simply
because they've been given orders to chase off anyone who is foolish enough to
approach. These mercenaries could care less if they're forced to kill, all
that matters to them is getting paid, and they'll do anything have that happen.
Obvious exits: -North -South -West 
A drunk sailor stands here.
Sylvist enters from the west.
An air elemental enters from the west.
An air elemental enters from the west.
An air elemental enters from the west.

< 890h/890H 326v/327V Pos: standing >
Ok.

< 890h/890H 326v/327V Pos: standing >
You quickly scan the area.
A pelican who is not far off to your north.
An Orc who is close by to your south.

< 890h/890H 326v/327V Pos: standing >
Along the Beach
Obvious exits: -North -South -West #
*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) 
Sylvist  Mutinous Legions (Human)(medium) stands in mid-air here.
A torch floats near Sylvist's head. (Illuminating)
A drunk sailor stands here.

< 890h/890H 326v/327V Pos: standing >
Along the Beach
   Large gray blocks of stone make up this road, that runs along Lake
Alester's western shore. Used as the main travel route between Venan Trut's
three docking areas, this road is almost always packed to capacity. Sailors
and merchants alike push along the wide road, making their way to or from one
of the countless ships that are moored nearby. Massive buildings line this
road, from warehouses to filthy ale rooms. Most are in a poor condition,
having long since succumbed to graffiti and corrosion. Those owned by powerful
merchants appear to be well cared for however, still clean and guarded around
the clock by armed mercenaries. It would be unwise to enter these docks, simply
because they've been given orders to chase off anyone who is foolish enough to
approach. These mercenaries could care less if they're forced to kill, all
that matters to them is getting paid, and they'll do anything have that happen.
Obvious exits: -North -East  -South
Sylvist enters from the south.
An air elemental enters from the south.
An air elemental enters from the south.
An air elemental enters from the south.

< 890h/890H 325v/327V Pos: standing >
Along the Beach
   Large gray blocks of stone make up this road, that runs along Lake
Alester's western shore. Used as the main travel route between Venan Trut's
three docking areas, this road is almost always packed to capacity. Sailors
and merchants alike push along the wide road, making their way to or from one
of the countless ships that are moored nearby. Massive buildings line this
road, from warehouses to filthy ale rooms. Most are in a poor condition,
having long since succumbed to graffiti and corrosion. Those owned by powerful
merchants appear to be well cared for however, still clean and guarded around
the clock by armed mercenaries. It would be unwise to enter these docks, simply
because they've been given orders to chase off anyone who is foolish enough to
approach. These mercenaries could care less if they're forced to kill, all
that matters to them is getting paid, and they'll do anything have that happen.
Obvious exits: -North -South -West #
A drunk sailor stands here.
Sylvist enters from the north.
An air elemental enters from the north.
An air elemental enters from the north.
An air elemental enters from the north.

< 890h/890H 326v/327V Pos: standing >
An Orc enters from the south.

< 890h/890H 326v/327V Pos: standing >
An Orc leaves north.
Looks like an exit.
You extend your sights southward.
Along the Beach
   Large gray blocks of stone make up this road, that runs along Lake
Alester's western shore. Used as the main travel route between Venan Trut's
three docking areas, this road is almost always packed to capacity. Sailors
and merchants alike push along the wide road, making their way to or from one
of the countless ships that are moored nearby. Massive buildings line this
road, from warehouses to filthy ale rooms. Most are in a poor condition,
having long since succumbed to graffiti and corrosion. Those owned by powerful
merchants appear to be well cared for however, still clean and guarded around
the clock by armed mercenaries. It would be unwise to enter these docks, simply
because they've been given orders to chase off anyone who is foolish enough to
approach. These mercenaries could care less if they're forced to kill, all
that matters to them is getting paid, and they'll do anything have that happen.
Obvious exits: -North -East 

< 890h/890H 326v/327V Pos: standing >
Along the Beach
Obvious exits: -North -South -West #
*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) 
Sylvist  Mutinous Legions (Human)(medium) stands in mid-air here.
A torch floats near Sylvist's head. (Illuminating)
A drunk sailor stands here.

< 890h/890H 326v/327V Pos: standing >
Along the Beach
   Large gray blocks of stone make up this road, that runs along Lake
Alester's western shore. Used as the main travel route between Venan Trut's
three docking areas, this road is almost always packed to capacity. Sailors
and merchants alike push along the wide road, making their way to or from one
of the countless ships that are moored nearby. Massive buildings line this
road, from warehouses to filthy ale rooms. Most are in a poor condition,
having long since succumbed to graffiti and corrosion. Those owned by powerful
merchants appear to be well cared for however, still clean and guarded around
the clock by armed mercenaries. It would be unwise to enter these docks, simply
because they've been given orders to chase off anyone who is foolish enough to
approach. These mercenaries could care less if they're forced to kill, all
that matters to them is getting paid, and they'll do anything have that happen.
Obvious exits: -North -East  -South
Sylvist enters from the south.
An air elemental enters from the south.
An air elemental enters from the south.
An air elemental enters from the south.

< 890h/890H 325v/327V Pos: standing >
Along the Beach
   Large gray blocks of stone make up this road, that runs along Lake
Alester's western shore. Used as the main travel route between Venan Trut's
three docking areas, this road is almost always packed to capacity. Sailors
and merchants alike push along the wide road, making their way to or from one
of the countless ships that are moored nearby. Massive buildings line this
road, from warehouses to filthy ale rooms. Most are in a poor condition,
having long since succumbed to graffiti and corrosion. Those owned by powerful
merchants appear to be well cared for however, still clean and guarded around
the clock by armed mercenaries. It would be unwise to enter these docks, simply
because they've been given orders to chase off anyone who is foolish enough to
approach. These mercenaries could care less if they're forced to kill, all
that matters to them is getting paid, and they'll do anything have that happen.
Obvious exits: -North -South
A pelican squaks loudly.
Sylvist enters from the south.
An air elemental enters from the south.
An air elemental enters from the south.
An air elemental enters from the south.

< 890h/890H 326v/327V Pos: standing >
You quickly scan the area.
A drunk sailor who is not far off to your south.

< 890h/890H 326v/327V Pos: standing >
Along the Beach
   Large gray blocks of stone make up this road, that runs along Lake
Alester's western shore. Used as the main travel route between Venan Trut's
three docking areas, this road is almost always packed to capacity. Sailors
and merchants alike push along the wide road, making their way to or from one
of the countless ships that are moored nearby. Massive buildings line this
road, from warehouses to filthy ale rooms. Most are in a poor condition,
having long since succumbed to graffiti and corrosion. Those owned by powerful
merchants appear to be well cared for however, still clean and guarded around
the clock by armed mercenaries. It would be unwise to enter these docks, simply
because they've been given orders to chase off anyone who is foolish enough to
approach. These mercenaries could care less if they're forced to kill, all
that matters to them is getting paid, and they'll do anything have that happen.
Obvious exits: -North -East  -South
Sylvist enters from the north.
An air elemental enters from the north.
An air elemental enters from the north.
An air elemental enters from the north.

< 890h/890H 325v/327V Pos: standing >
On the Passenger Dock
   Stretching well over thirty fee into the deep waters of Lake Alester,
this dock has been constructed to deal with those ships designated for
passenger use only. It is about fifteen feet across, providing enough room for
large crowds of passengers to be escorted along its length when the ships
dock. The docks are equipped to handle ships on either side, allowing twice as
much traffic to come through. During the high tides this dock has a number of
problems docking, since it's the lowest of the three. Passengers often times
get there feet wet, even though they try very hard not to.
Obvious exits: -North -East  -South -West 
Sylvist enters from the west.
An air elemental enters from the west.
An air elemental enters from the west.
An air elemental enters from the west.

< 890h/890H 324v/327V Pos: standing >
Saving Doo.

< 890h/890H 325v/327V Pos: standing >
On the Passenger Dock
   Stretching well over thirty fee into the deep waters of Lake Alester,
this dock has been constructed to deal with those ships designated for
passanger use only. It is about fifteen feet across, providing enough room for
large crowds of passengers to be escorted along its length when the ships
dock. The docks are equipped to handle ships on either side, allowing twice as
much traffic to come through. During the high tides this dock has a number of
problems docking, since it's the lowest of the three. Passengers often times
get there feet wet, even though they try very hard not to.
Obvious exits: -North -East  -South -West 
An elven passenger ship prepares to set sail.
Sylvist enters from the west.
An air elemental enters from the west.
An air elemental enters from the west.
An air elemental enters from the west.

< 890h/890H 325v/327V Pos: standing >
The headwinds would prove much too great. Ye best find a dock to start from!

< 890h/890H 326v/327V Pos: standing >
On the Passenger Dock
   Stretching well over thirty fee into the deep waters of Lake Alester,
this dock has been constructed to deal with those ships designated for
passenger use only. It is about fifteen feet across, providing enough room for
large crowds of passengers to be escorted along its length when the ships
dock. The docks are equipped to handle ships on either side, allowing twice as
much traffic to come through. During the high tides this dock has a number of
problems docking, since it's the lowest of the three. Passengers often times
get there feet wet, even though they try very hard not to.
Obvious exits: -North -East  -South -West 
Sylvist enters from the east.
An air elemental enters from the east.
An air elemental enters from the east.
An air elemental enters from the east.

< 890h/890H 326v/327V Pos: standing >
Along the Beach
   Large gray blocks of stone make up this road, that runs along Lake
Alester's western shore. Used as the main travel route between Venan Trut's
three docking areas, this road is almost always packed to capacity. Sailors
and merchants alike push along the wide road, making their way to or from one
of the countless ships that are moored nearby. Massive buildings line this
road, from warehouses to filthy ale rooms. Most are in a poor condition,
having long since succumbed to graffiti and corrosion. Those owned by powerful
merchants appear to be well cared for however, still clean and guarded around
the clock by armed mercenaries. It would be unwise to enter these docks, simply
because they've been given orders to chase off anyone who is foolish enough to
approach. These mercenaries could care less if they're forced to kill, all
that matters to them is getting paid, and they'll do anything have that happen.
Obvious exits: -North -East  -South
Sylvist enters from the east.
An air elemental enters from the east.
An air elemental enters from the east.
An air elemental enters from the east.

< 890h/890H 325v/327V Pos: standing >
Along the Beach
   Large gray blocks of stone make up this road, that runs along Lake
Alester's western shore. Used as the main travel route between Venan Trut's
three docking areas, this road is almost always packed to capacity. Sailors
and merchants alike push along the wide road, making their way to or from one
of the countless ships that are moored nearby. Massive buildings line this
road, from warehouses to filthy ale rooms. Most are in a poor condition,
having long since succumbed to graffiti and corrosion. Those owned by powerful
merchants appear to be well cared for however, still clean and guarded around
the clock by armed mercenaries. It would be unwise to enter these docks, simply
because they've been given orders to chase off anyone who is foolish enough to
approach. These mercenaries could care less if they're forced to kill, all
that matters to them is getting paid, and they'll do anything have that happen.
Obvious exits: -North -South
A pelican squaks loudly.
Sylvist enters from the south.
An air elemental enters from the south.
An air elemental enters from the south.
An air elemental enters from the south.

< 890h/890H 325v/327V Pos: standing >
Along the Beach
   Large gray blocks of stone make up this road, that runs along Lake
Alester's western shore. Used as the main travel route between Venan Trut's
three docking areas, this road is almost always packed to capacity. Sailors
and merchants alike push along the wide road, making their way to or from one
of the countless ships that are moored nearby. Massive buildings line this
road, from warehouses to filthy ale rooms. Most are in a poor condition,
having long since succumbed to graffiti and corrosion. Those owned by powerful
merchants appear to be well cared for however, still clean and guarded around
the clock by armed mercenaries. It would be unwise to enter these docks, simply
because they've been given orders to chase off anyone who is foolish enough to
approach. These mercenaries could care less if they're forced to kill, all
that matters to them is getting paid, and they'll do anything have that happen.
Obvious exits: -East  -South -West #
A small post has some words scribbled on it.
Sylvist enters from the south.
An air elemental enters from the south.
An air elemental enters from the south.
An air elemental enters from the south.

< 890h/890H 326v/327V Pos: standing >
You quickly scan the area.
A seagull who is not far off to your east.
A pelican who is close by to your south.
A drunk sailor who is a brief walk away to your south.

< 890h/890H 326v/327V Pos: standing >
On the Military Dock
   Soldiers are fashioned on opposite ends of the deck. The soldiers wear
the standard suit of the city's battalion and must, because of the heat,
be getting pretty tired and hot. Two soldiers at the end of the docks and two
at the very beginning. No doubt their main priority is to ensure the safety of
Venan Trut's battalion investment, their ships. The deck is maintained.
very well. The wooden boards that create the deck are of the strongest oak.
The beams upon below the deck, upholding it are cleaned on a regular basis to
ensure slime and algae to not plague it.
Obvious exits: -East  -South -West 
Sylvist enters from the west.
An air elemental enters from the west.
An air elemental enters from the west.
An air elemental enters from the west.

< 890h/890H 325v/327V Pos: standing >
On the Military Dock
   Soldiers are fashioned on opposite ends of the deck. The soldiers wear
the standard suit of the city's battalion and must, because of the heat,
be getting pretty tired and hot. Two soldiers at the end of the docks and two
at the very beginning. No doubt their main priority is to ensure the safety of
Venan Trut's battalion investment, their ships. The deck is maintained.
very well. The wooden boards that create the deck are of the strongest oak.
The beams upon below the deck, upholding it are cleaned on a regular basis to
ensure slime and algae to not plague it.
Obvious exits: -East  -South -West 
The Clipper Krypa floats here.
The Sloop Boats floats here.
A galleon of war is docked here.
You sense a lifeform nearby.
A seagull squabbles.
Sylvist enters from the west.
An air elemental enters from the west.
An air elemental enters from the west.
An air elemental enters from the west.

< 890h/890H 324v/327V Pos: standing >
The headwinds would prove much too great. Ye best find a dock to start from!

< 890h/890H 326v/327V Pos: standing >
On the Military Dock
Obvious exits: -East  -South -West 
The Clipper Krypa floats here.
The Sloop Boats floats here.
A galleon of war is docked here.
*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) 
Sylvist  Mutinous Legions (Human)(medium) stands in mid-air here.
A torch floats near Sylvist's head. (Illuminating)
You sense a lifeform nearby.
A seagull squabbles.

< 890h/890H 327v/327V Pos: standing >

< 890h/890H 327v/327V Pos: standing >
Sylvist starts casting a spell.

< 890h/890H 327v/327V Pos: standing >
On the Military Dock
Obvious exits: -East  -South -West 
The Clipper Krypa floats here.
The Sloop Boats floats here.
A galleon of war is docked here.
*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) 
Sylvist  Mutinous Legions (Human)(medium) stands in mid-air here. (Casting) 
A torch floats near Sylvist's head. (Illuminating)
You sense a lifeform nearby.
A seagull squabbles.

< 890h/890H 327v/327V Pos: standing >
Sylvist completes his spell...
Sylvist utters the words 'xarr ay yafqz'

< 890h/890H 327v/327V Pos: standing >
On the Military Dock
Obvious exits: -East  -South -West 
The outline of some wall is here to the west. (invis)
The Clipper Krypa floats here.
The Sloop Boats floats here.
A galleon of war is docked here.
*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) 
Sylvist  Mutinous Legions (Human)(medium) stands in mid-air here.
A torch floats near Sylvist's head. (Illuminating)
You sense a lifeform nearby.
A seagull squabbles.

< 890h/890H 327v/327V Pos: standing >
Sylvist starts casting a spell.

< 890h/890H 327v/327V Pos: standing >
You start chanting...
You call upon the powers of the spirit realm, channeling your power...
You snap into visibility.

< 890h/890H 327v/327V Pos: standing >
Casting: scathing wind *

< 890h/890H 327v/327V Pos: standing >
The sun rises over the northern horizon.
Casting: scathing wind 

< 890h/890H 327v/327V Pos: standing >
You complete your spell...
A scathing gust of wind is released from your fingertips.
[Damage: 129 ] An Orc gasps in pain as your scathing wind burns flesh from his body.
[Damage: 33 ] A seagull gasps in pain as your scathing wind burns flesh from its body.
A seagull is dead! R.I.P.
You receive your share of experience.
You feel a carnal satisfaction as a seagull's gurgling and choking signals its demise.

< 890h/890H 327v/327V Pos: standing >
Sylvist completes his spell...
Sylvist utters the words 'xarr ay ghaiz'

< 890h/890H 327v/327V Pos: standing >
Saving Doo.

< 890h/890H 327v/327V Pos: standing >
Saving Doo.

< 890h/890H 327v/327V Pos: standing >
You start chanting...
You snap into visibility.

< 890h/890H 327v/327V Pos: standing >
Casting: arieks shattering iceball 

< 890h/890H 327v/327V Pos: standing >
You complete your spell...
You point at an Orc.
[Damage: 151 ] Your iceball shatters upon impacting an Orc, rending flesh and sending blood flying.
An Orc's black leather mask freezes and shatters into million pieces from the intense cold!
An Orc is dead! R.I.P.
You receive your share of experience.