The death of [31 Shadowmage] Olm (Drow Elf)

in Rugged Hillside of the Northern Wilds

from the perspective of [31 Shadowmage] Olm (Drow Elf)

<worn as a badge>    a rusty ivory badge
<worn on head>       the crown of dragons [superior]
<worn on eyes>       an eyepatch of swirling shadows [poor] (glowing)
<worn on face>       a boreal granite veil
<worn around neck>   a silvery necklace with an obsidian pendant [superior] (glowing)
<worn around neck>   a pendant of a ruby-encrusted spider [poor] (glowing)
<worn on body>       some flowing spidersilk robes covered in shadows [superior]
<worn about body>    a moss-covered cloak [poor] (glowing)
<worn about waist>   a humming hemp belt
<worn on arms>       some tarnished limestone arm plates
<held as shield>     a small round wooden shield
<worn around wrist>  an exquisite bone bracer
<worn on hands>      some dented glass gloves
<primary weapon>     a shimmering glass cudgel
<worn on legs>       some beautiful marble leggings
<worn on feet>       some ghastly iron boots

Obvious exits: -East  -Up   
An orc guard of the Black Order is here watching your every action.

< 275h/275H 125v/128V Pos: standing >
The Path of the Damned
   Lined with stones of all shapes and sizes, the Path of the Damned serves
as the main north-south road through the Shady Grove. The road here is
roughly thirty feet wide.  A variety of shoppes and taverns can be found
on this pathway. Running along side of the many buildings, innocent
citizens can be seen moving from shop to shop conducting their business.
This road also serves home to many various stray animals and beggars.
There are exits to the north and south along this path. On the west side
of the pathway, there is a small stone tower rising above the city. On
the east side is the southern branch of the Bank of the Shady.
Obvious exits: -North -East  -South -West 
A wandering orcish soul, flying about here, is searching for a new victim.

< 275h/275H 127v/128V Pos: standing >
A wandering soul leaves west.

< 275h/275H 127v/128V Pos: standing >
The first rays of sunlight signal that day is approaching.

< 275h/275H 127v/128V Pos: standing >
Alas, you cannot go that way. . . .

< 275h/275H 127v/128V Pos: standing >
Alas, you cannot go that way. . . .

< 275h/275H 127v/128V Pos: standing >
An orcish assassin enters from the east.

< 275h/275H 127v/128V Pos: standing >
Alas, you cannot go that way. . . .

< 275h/275H 127v/128V Pos: standing >
Alas, you cannot go that way. . . .

< 275h/275H 127v/128V Pos: standing >
Alas, you cannot go that way. . . .

< 275h/275H 127v/128V Pos: standing >
Alas, you cannot go that way. . . .

< 275h/275H 127v/128V Pos: standing >
The Path of the Damned
   Lined with stones of all shapes and sizes, the Path of the Damned serves
as the main north-south road through the Shady Grove. The road here is
roughly thirty feet wide.  A variety of shoppes and taverns can be found
on this pathway. Running along side of the many buildings, innocent
citizens can be seen moving from shop to shop conducting their business.
This road also serves home to many various stray animals and beggars.
There are exits to the north and south along this path. On the west side
of the pathway, there is a small stone tower rising above the city. On
the east side is the southern branch of the Bank of the Shady.
Obvious exits: -North -East  -South -West 
An orcish assassin prowls the area hunting his new prey.

< 275h/275H 127v/128V Pos: standing >
An orcish merchant enters from the north.

< 275h/275H 127v/128V Pos: standing >
Hint: At level 30 you get the option to adopt a class specialization if you choose.  Check the 'specialize' command for a list of what's available, and help files for descriptions.

< 275h/275H 127v/128V Pos: standing >
The South Gates of the Shady Grove
  A large city dwells before your eyes. Many citizens have made this city
their home.  Citizens of the Shady Grove can been seen running about tending
to their tasks at hand. The black obsidian gates closing off the city exit to
the south is here along with many guards protecting it from unlawful entry.
Eyes from above the city wall watch every move. There are exits to the north,
west, and east leading into various parts of the city. The exit beyond the
gate downwards leads to a ramp that descends into a deep moat.
Obvious exits: -North -East  -West  -Down #
Running about town, this female orc is restocking her low supplies.
The orc gate guard of the Shady Grove stands here on duty.
The orc gate guard of the Shady Grove stands here on duty.
The orc gate guard of the Shady Grove stands here on duty.
Newly recruited by Shady Grove, a young orc sentinel watches the gates.
Newly recruited by Shady Grove, a young orc sentinel watches the gates.
Newly recruited by Shady Grove, a young orc sentinel watches the gates.
A massive umber hulk stands here chained to the ground.
The orc gate guard of the Shady Grove stands here on duty.

< 275h/275H 127v/128V Pos: standing >
The Way of the Knife
   This pathway is smaller than the main streets of the Keep.  Many of the
poor and the unfortunate flock to the slums along this pathway.  The Way of
the Knife runs along side the south granite wall of the city. Many vile
citizens of the Keep practice the ways of life infront of the many sentry
posts which can be seen along parts of the wall.  Dark shady thiefs and
meanacing assassins can be slightly seen in the shadows of the many buildings
waiting for the right moment to inflict their will. There are exits east and
west along this pathway and north into the Grocers of the Keep.
Obvious exits: -East  -West 
An orcish thief watches his next victim closely.

< 275h/275H 126v/128V Pos: standing >
The Way of the Knife
   This pathway is smaller than the main streets of the Keep.  Many of the
poor and the unfortunate flock to the slums along this pathway.  The Way of
the Knife runs along side the south granite wall of the city. Many vile
citizens of the Keep practice the ways of life infront of the many sentry
posts which can be seen along parts of the wall.  Dark shady thiefs and
meanacing assassins can be slightly seen in the shadows of the many buildings
waiting for the right moment to inflict their will. There are exits east and
west along this pathway and north into a small hut.
Obvious exits: -North -East  -West 
An orcish shaman is here practicing a new spell.
A drunken orc wanders about lost out of his mind.

< 275h/275H 125v/128V Pos: standing >
An orcish shaman starts casting a spell.

< 275h/275H 128v/128V Pos: standing >
An orcish shaman completes his spell...
An orcish shaman utters the word 'saihpzfgszze'
An orcish shaman begins to move much more quickly.

< 275h/275H 128v/128V Pos: standing >
A Small Hut
   Filled with many items of witchcraft, this small hut houses a gypsy who
stands ready to serve you. A magical aroma fills the hut link the sunshine
on a sunny day. All around the room there are sealed jars of different herbs,
spices, and other concoctions. In the center of the room, there is a large
circular table with two chairs on opposite sides. In the center of the table,
a large crystal ball rests.  A sign on the table indicates palms read and
futures foretold. There is only one exit out.
Obvious exits: -South
Mira Rathe closely examines an old rune from an ancient text.

< 275h/275H 127v/128V Pos: standing >
A drunken orc enters from the south.

< 275h/275H 127v/128V Pos: standing >
Sorry, but you cannot do that here!

< 275h/275H 127v/128V Pos: standing >
The Way of the Knife
   This pathway is smaller than the main streets of the Keep.  Many of the
poor and the unfortunate flock to the slums along this pathway.  The Way of
the Knife runs along side the south granite wall of the city. Many vile
citizens of the Keep practice the ways of life infront of the many sentry
posts which can be seen along parts of the wall.  Dark shady thiefs and
meanacing assassins can be slightly seen in the shadows of the many buildings
waiting for the right moment to inflict their will. There are exits east and
west along this pathway and north into a small hut.
Obvious exits: -North -East  -West 

< 275h/275H 126v/128V Pos: standing >
The Way of the Knife
   This pathway is smaller than the main streets of the Keep.  Many of the
poor and the unfortunate flock to the slums along this pathway.  The Way of
the Knife runs along side the south granite wall of the city. Many vile
citizens of the Keep practice the ways of life infront of the many sentry
posts which can be seen along parts of the wall.  Dark shady thiefs and
meanacing assassins can be slightly seen in the shadows of the many buildings
waiting for the right moment to inflict their will. There are exits east and
west along this pathway and north into a house of commons.
Obvious exits: -North# -East  -West 
Crawling about, this baby orc is crying loudly.

< 275h/275H 125v/128V Pos: standing >
The marble seems to be closed.

< 275h/275H 126v/128V Pos: standing >
Ok.

< 275h/275H 128v/128V Pos: standing >
The First Floor of An Old Stone Tower
  The room here is dark and very damp.  Cool multi-colored stone blocks
form an mosaic on the floor and walls.  Along the north wall, there
is an old bookcase filled with texts and old runes. One the small
table, next to the bookcase, there is an array of preserved organs and
animals in jars. There are stairs rising upward. There is another exit out
leading back to the Way of the Knife.
Obvious exits: -South -Up   
An orcish assassin prowls the area hunting his new prey.

< 275h/275H 127v/128V Pos: standing >
The Study of Tarana
   The room here is large and dark.  A large elven rug lays in the center
of the room.  Along the north wall, a large bookshelf is filled with
bound volumes of old ancient literature.  Along the south wall, there is a
large storage shelf.  It is here that many of the freshly collected
specimens lie.  There are two exits from this room one leading down
and another leading up.
Obvious exits: -Up    -Down 

< 275h/275H 126v/128V Pos: standing >
The Inner Sanctum of Tarana
   This room serves as the inner sanctum of Tarana. The walls and floor
here are of polished marble that magically reflect images within these
walls.  Draped from the walls, red silken banners line the northern part
of the room. These banners are lined in gold and have runes in an ancient
language woven into them. There is one large baywindow over looking
the city on the south wall.  There is one exit leading out back to the
study.
Obvious exits: -Down 
Tarana, near the window, casts a spell on another victim.

< 275h/275H 126v/128V Pos: standing >
Sorry, but you cannot do that here!

< 275h/275H 128v/128V Pos: standing >
Hint: No food or water? No problem! You don't need to eat or drink on Duris.

< 275h/275H 128v/128V Pos: standing >
The Inner Sanctum of Tarana
Obvious exits: -Down 
Tarana, near the window, casts a spell on another victim.

< 275h/275H 128v/128V Pos: standing >
That's impossible, I'm afraid.

< 275h/275H 128v/128V Pos: standing >
The Study of Tarana
   The room here is large and dark.  A large elven rug lays in the center
of the room.  Along the north wall, a large bookshelf is filled with
bound volumes of old ancient literature.  Along the south wall, there is a
large storage shelf.  It is here that many of the freshly collected
specimens lie.  There are two exits from this room one leading down
and another leading up.
Obvious exits: -Up    -Down 

< 275h/275H 127v/128V Pos: standing >
That's impossible, I'm afraid.

< 275h/275H 127v/128V Pos: standing >
The Inner Sanctum of Tarana
   This room serves as the inner sanctum of Tarana. The walls and floor
here are of polished marble that magically reflect images within these
walls.  Draped from the walls, red silken banners line the northern part
of the room. These banners are lined in gold and have runes in an ancient
language woven into them. There is one large baywindow over looking
the city on the south wall.  There is one exit leading out back to the
study.
Obvious exits: -Down 
Tarana, near the window, casts a spell on another victim.

< 275h/275H 126v/128V Pos: standing >
The Study of Tarana
   The room here is large and dark.  A large elven rug lays in the center
of the room.  Along the north wall, a large bookshelf is filled with
bound volumes of old ancient literature.  Along the south wall, there is a
large storage shelf.  It is here that many of the freshly collected
specimens lie.  There are two exits from this room one leading down
and another leading up.
Obvious exits: -Up    -Down 

< 275h/275H 127v/128V Pos: standing >
The First Floor of An Old Stone Tower
  The room here is dark and very damp.  Cool multi-colored stone blocks
form an mosaic on the floor and walls.  Along the north wall, there
is an old bookcase filled with texts and old runes. One the small
table, next to the bookcase, there is an array of preserved organs and
animals in jars. There are stairs rising upward. There is another exit out
leading back to the Way of the Knife.
Obvious exits: -South -Up   

< 275h/275H 126v/128V Pos: standing >
Alas, you cannot go that way. . . .

< 275h/275H 126v/128V Pos: standing >
The Way of the Knife
   This pathway is smaller than the main streets of the Keep.  Many of the
poor and the unfortunate flock to the slums along this pathway.  The Way of
the Knife runs along side the south granite wall of the city. Many vile
citizens of the Keep practice the ways of life infront of the many sentry
posts which can be seen along parts of the wall.  Dark shady thiefs and
meanacing assassins can be slightly seen in the shadows of the many buildings
waiting for the right moment to inflict their will. There are exits east and
west along this pathway and north into a house of commons.
Obvious exits: -North -East  -West 
An orcish elite searches the area here for any signs of problems.

< 275h/275H 127v/128V Pos: standing >
A baby orc enters from the west.

< 275h/275H 127v/128V Pos: standing >
You discover that an orcish thief has his hands in your wallet.

< 275h/275H 127v/128V Pos: standing >
The First Floor of An Old Stone Tower
  The room here is dark and very damp.  Cool multi-colored stone blocks
form an mosaic on the floor and walls.  Along the north wall, there
is an old bookcase filled with texts and old runes. One the small
table, next to the bookcase, there is an array of preserved organs and
animals in jars. There are stairs rising upward. There is another exit out
leading back to the Way of the Knife.
Obvious exits: -South -Up   
An orcish thief watches his next victim closely.

< 275h/275H 126v/128V Pos: standing >
Hint: If you're a Druid, cast the Animal Vision spell in different terrains for different effects.

< 275h/275H 128v/128V Pos: standing >
Alas, you cannot go that way. . . .

< 275h/275H 128v/128V Pos: standing >
The Study of Tarana
   The room here is large and dark.  A large elven rug lays in the center
of the room.  Along the north wall, a large bookshelf is filled with
bound volumes of old ancient literature.  Along the south wall, there is a
large storage shelf.  It is here that many of the freshly collected
specimens lie.  There are two exits from this room one leading down
and another leading up.
Obvious exits: -Up    -Down 

< 275h/275H 127v/128V Pos: standing >
That's impossible, I'm afraid.

< 275h/275H 127v/128V Pos: standing >
The Inner Sanctum of Tarana
   This room serves as the inner sanctum of Tarana. The walls and floor
here are of polished marble that magically reflect images within these
walls.  Draped from the walls, red silken banners line the northern part
of the room. These banners are lined in gold and have runes in an ancient
language woven into them. There is one large baywindow over looking
the city on the south wall.  There is one exit leading out back to the
study.
Obvious exits: -Down 
Tarana, near the window, casts a spell on another victim.

< 275h/275H 126v/128V Pos: standing >
I really don't see how you can close anything there.

< 275h/275H 128v/128V Pos: standing >
Alas, you cannot go that way. . . .

< 275h/275H 128v/128V Pos: standing >
The Study of Tarana
   The room here is large and dark.  A large elven rug lays in the center
of the room.  Along the north wall, a large bookshelf is filled with
bound volumes of old ancient literature.  Along the south wall, there is a
large storage shelf.  It is here that many of the freshly collected
specimens lie.  There are two exits from this room one leading down
and another leading up.
Obvious exits: -Up    -Down 

< 275h/275H 127v/128V Pos: standing >
The First Floor of An Old Stone Tower
  The room here is dark and very damp.  Cool multi-colored stone blocks
form an mosaic on the floor and walls.  Along the north wall, there
is an old bookcase filled with texts and old runes. One the small
table, next to the bookcase, there is an array of preserved organs and
animals in jars. There are stairs rising upward. There is another exit out
leading back to the Way of the Knife.
Obvious exits: -South -Up   
An orcish thief watches his next victim closely.

< 275h/275H 126v/128V Pos: standing >
The Way of the Knife
   This pathway is smaller than the main streets of the Keep.  Many of the
poor and the unfortunate flock to the slums along this pathway.  The Way of
the Knife runs along side the south granite wall of the city. Many vile
citizens of the Keep practice the ways of life infront of the many sentry
posts which can be seen along parts of the wall.  Dark shady thiefs and
meanacing assassins can be slightly seen in the shadows of the many buildings
waiting for the right moment to inflict their will. There are exits east and
west along this pathway and north into a house of commons.
Obvious exits: -North -East  -West 
Crawling about, this baby orc is crying loudly.
An orcish elite searches the area here for any signs of problems.

< 275h/275H 126v/128V Pos: standing >
A baby orc leaves east.

< 275h/275H 128v/128V Pos: standing >
The Turmoil-Knife Intersection
   It is at this intersection that another two major arteries of the Grove
meet. The Way of the Knife leads off to the east towards the many
shops and taverns on the other side of town. The Streets of Turmoil
leads northward away from the city granite wall of this intersection.
Many citizens can been seen running along as they take care of their tasks
at hand. There are strange muffled cries and shrieks echoing through this
part of town.
Obvious exits: -North -East 

< 275h/275H 127v/128V Pos: standing >
The Street of Turmoil
   This street through the Keep runs along side of the west wall. The road
here is approximately ten feet across. Homes and small shoppes are located
opposite this large granite city wall.  The city wall of the Keep rises
some twenty feet above the city roofs.  Many sentry posts can be seen along
many parts of this wall. They seem to watch all and mark every move. Along
this street many of the vile of the city can be found practicing their evil
way of life.  There are exits to the north, south, and east leading to
different parts of the city.
Obvious exits: -North -South
An orc guard of the Black Order is here watching your every action.

< 275h/275H 126v/128V Pos: standing >
The Street of Turmoil
   This street through the Keep runs along side of the west wall. The road
here is approximately ten feet across. Homes and small shoppes are located
opposite this large granite city wall.  The city wall of the Keep rises
some twenty feet above the city roofs.  Many sentry posts can be seen along
many parts of this wall. They seem to watch all and mark every move. Along
this street many of the vile of the city can be found practicing their evil
way of life.  There are exits to the north, south, and east leading to
different parts of the city.
Obvious exits: -North -South
An orcish street sweeper is here cleaning the streets from rubbish.

< 275h/275H 125v/128V Pos: standing >
The Street of Turmoil
   This street through the Keep runs along side of the west wall. The road
here is approximately ten feet across. Homes and small shoppes are located
opposite this large granite city wall.  The city wall of the Keep rises
some twenty feet above the city roofs.  Many sentry posts can be seen along
many parts of this wall. They seem to watch all and mark every move. Along
this street many of the vile of the city can be found practicing their evil
way of life.  There are exits to the north, south, and east leading to
different parts of the city.
Obvious exits: -North -South
An orcish shaman is here practicing a new spell.
Crawling about, this baby orc is crying loudly.
An orcish elite searches the area here for any signs of problems.

< 275h/275H 124v/128V Pos: standing >
The Street of Turmoil
   This street through the Keep runs along side of the west wall. The road
here is approximately ten feet across. Homes and small shoppes are located
opposite this large granite city wall.  The city wall of the Keep rises
some twenty feet above the city roofs.  Many sentry posts can be seen along
many parts of this wall. They seem to watch all and mark every move. Along
this street many of the vile of the city can be found practicing their evil
way of life.  There are exits to the north, south, and east leading to
different parts of the city.
Obvious exits: -North -South
Crawling about, this baby orc is crying loudly.

< 275h/275H 123v/128V Pos: standing >
The Street of Turmoil
   This street through the Keep runs along side of the west wall. The road
here is approximately ten feet across. Homes and small shoppes are located
opposite this large granite city wall.  The city wall of the Keep rises
some twenty feet above the city roofs.  Many sentry posts can be seen along
many parts of this wall. They seem to watch all and mark every move. Along
this street many of the vile of the city can be found practicing their evil
way of life.  There are exits to the north, south, and east leading to
different parts of the city.
Obvious exits: -North -South
An orcish thief watches his next victim closely.
An orcish warrior is here preparing for the next invasion.

< 275h/275H 122v/128V Pos: standing >
The Street of Turmoil
   This street through the Keep runs along side of the west wall. The road
here is approximately ten feet across. Homes and small shoppes are located
opposite this large granite city wall.  The city wall of the Keep rises
some twenty feet above the city roofs.  Many sentry posts can be seen along
many parts of this wall. They seem to watch all and mark every move. Along
this street many of the vile of the city can be found practicing their evil
way of life.  There are exits to the north, south, and east leading to
different parts of the city.
Obvious exits: -North -South
A small black skunk peers wearily at you.
The grinning bobcat hungrily peers through the area.

< 275h/275H 122v/128V Pos: standing >
The West Gates of the Shady Grove
   A large city dwells before your eyes. Many citizens have made this city
their home. Citizens of the Shady Grove can been seen running about tending
to their business.  They move quickly through the streets trying to
stay away from the vile of the city. The black obsidian gates closing off
the city exit to the west is here along with many guards protecting it
from unlawful entry. Eyes from above the city wall watch every move. There
are exits to the north, east, and south leading into various parts of the
city.  The exit beyond the west gate leads into the outside world.
Obvious exits: -North -East  -South -West #
A wandering orcish soul, flying about here, is searching for a new victim.
The orc gate guard of the Shady Grove stands here on duty.
The orc gate guard of the Shady Grove stands here on duty.
Newly recruited by Shady Grove, a young orc sentinel watches the gates.
Newly recruited by Shady Grove, a young orc sentinel watches the gates.
Newly recruited by Shady Grove, a young orc sentinel watches the gates.
The orc gate guard of the Shady Grove stands here on duty.
The orc gate guard of the Shady Grove stands here on duty.

< 275h/275H 121v/128V Pos: standing >
The grinning bobcat enters from the south.

< 275h/275H 124v/128V Pos: standing >
The black seems to be closed.

< 275h/275H 125v/128V Pos: standing >
A wandering soul leaves east.

< 275h/275H 128v/128V Pos: standing >
The sun rises over the northern horizon.

< 275h/275H 128v/128V Pos: standing >
Ok.

< 275h/275H 128v/128V Pos: standing >
Before the West Gates of the Shady Grove
   Standing before the magnificent entryway into the city, one easily notices
the many eyes watching from above.  These eyes of the sentries on the city wall
mark your entry into the city and keep an eye out for danger.  The gates to the
city are large and black.  Constructed from black obsidian forged in the fiery
pits of a volcanoe, these gates have kept unwanted visitors out of the city. On
the other side of the gates, many guards can be seen standing stern and
attending to their tasks at hand.
Obvious exits: -East  -West 
A small black skunk peers wearily at you.

< 275h/275H 127v/128V Pos: standing >
Zone Name: Shady Grove                   
Average mob level in zone: 25
 
< 275h/275H 127v/128V Pos: standing >
Hint: Your equipment will wear out! Repair it before it becomes useless or is destroyed altogether!
Nearing the Shady Grove
   The pathway leads closer to a large city. High black city walls surround
this city called the Shady Grove. Along the city wall, there appear to be
many sentries observing the city and near by surroundings. Along side of this
pathway, beautiful pastures filled with grazing animals can be seen. The only
exits are east and west along this pathway.
Obvious exits: -East  -West 

< 275h/275H 126v/128V Pos: standing >
Zone Name: Shady Grove                   
Average mob level in zone: 25
 
< 275h/275H 128v/128V Pos: standing >
Autosaving...

< 275h/275H 128v/128V Pos: standing >
That's impossible, I'm afraid.

< 275h/275H 128v/128V Pos: standing >
Before the West Gates of the Shady Grove
   Standing before the magnificent entryway into the city, one easily notices
the many eyes watching from above.  These eyes of the sentries on the city wall
mark your entry into the city and keep an eye out for danger.  The gates to the
city are large and black.  Constructed from black obsidian forged in the fiery
pits of a volcanoe, these gates have kept unwanted visitors out of the city. On
the other side of the gates, many guards can be seen standing stern and
attending to their tasks at hand.
Obvious exits: -East  -West 
A small black skunk peers wearily at you.

< 275h/275H 126v/128V Pos: standing >
Nearing the Shady Grove
   The pathway leads closer to a large city. High black city walls surround
this city called the Shady Grove. Along the city wall, there appear to be
many sentries observing the city and near by surroundings. Along side of this
pathway, beautiful pastures filled with grazing animals can be seen. The only
exits are east and west along this pathway.
Obvious exits: -East  -West 

< 275h/275H 125v/128V Pos: standing >
The Rocky Foot Path to the Shady Grove
   The rocky pathway continues along this direction towards a large city
upahead.  The city has a noticeable skyline of towers and a large citywall.
A variety of animals can be found roaming about in search of food to satisfy
their appetites. The pathway continues east and west through the surrounding
shruberry.
Obvious exits: -East  -West 
The grinning bobcat hungrily peers through the area.

< 275h/275H 125v/128V Pos: standing >
Zone Name: Shady Grove                   
Average mob level in zone: 25
 
< 275h/275H 128v/128V Pos: standing >
A Rocky Foot Path
   The rocky pathway continues along this direction towards a large city
upahead.  The city has a noticeable skyline of towers and a large citywall.
A variety of animals can be found roaming about in search of food to satisfy
their appetites. The pathway continues east and west through the surrounding
shruberry.
Obvious exits: -East  -West 

< 275h/275H 126v/128V Pos: standing >
A Rocky Foot Path
   The rocky pathway detours to this rocky footpath.  This side path is much
smaller than the main pathway.  Cutting through a dense forest, erie and
bone-chilling howls can be heard coming from the surrounding forest. There
are sublte rustles among the shrubbery along the sides of this pathway. It
appears almost as if someone was watching you. There are exits east and west
along this pathway.
Obvious exits: -East  -West 
A stray dog runs around searching for someone to play with.
The grinning bobcat hungrily peers through the area.

< 275h/275H 124v/128V Pos: standing >
A stray dog suddenly attacks YOU!
A stray dog misses you.

< 275h/275H 124v/128V Pos: standing >
< T: Olm TP: sta TC:excellent E: stray sta EP: excellent >
 Sorry, you aren't allowed to do that in combat.

< 275h/275H 124v/128V Pos: standing >
< T: Olm TP: sta TC:excellent E: stray sta EP: excellent >
 The grinning bobcat leaves east.

< 275h/275H 124v/128V Pos: standing >
< T: Olm TP: sta TC:excellent E: stray sta EP: excellent >
 [Damage:  2 ] Your crush strikes a stray dog.

< 275h/275H 124v/128V Pos: standing >
< T: Olm TP: sta TC:excellent E: stray sta EP:  small wounds >
 A stray dog misses you.

< 275h/275H 124v/128V Pos: standing >
< T: Olm TP: sta TC:excellent E: stray sta EP:  small wounds >
 You failed.

< 275h/275H 124v/128V Pos: standing >
< T: Olm TP: sta TC:excellent E: stray sta EP:  small wounds >
 [Damage:  2 ] Your crude crush strikes a stray dog hard.

< 275h/275H 124v/128V Pos: standing >
< T: Olm TP: sta TC:excellent E: stray sta EP:  small wounds >
 You dodge a stray dog's vicious attack.
You start chanting...

< 275h/275H 124v/128V Pos: standing >
< T: Olm TP: sta TC:excellent E: stray sta EP:  small wounds >
 You complete your spell...
[Damage: 23 ] You throw a fireball at a stray dog and have the satisfaction of seeing him enveloped in flames.
A stray dog is dead! R.I.P.
You receive your share of experience.
You feel a carnal satisfaction as a stray dog's gurgling and choking signals his demise.

< 275h/275H 124v/128V Pos: standing >
But you aren't fighting anything!

< 275h/275H 128v/128V Pos: standing >
You sit down and relax.

< 275h/275H 128v/128V Pos: sitting >
You have memorized the following spells:
( 7th circle)  1 - detect invisibility
( 6th circle)  3 - fireball
( 5th circle)  5 - cone of cold
               1 - dimension door
( 4th circle)  6 - lightning bolt
               1 - farsee
( 3rd circle)  1 - concealment
               7 - shocking grasp
( 2nd circle)  9 - burning hands
( 1st circle)  1 - minor creation
               8 - magic missile

And you are currently memorizing the following spells:
    9 seconds:  ( 6th) fireball

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

< 275h/275H 128v/128V Pos: sitting >
You start meditating...

< 275h/275H 128v/128V Pos: sitting >
You have finished memorizing fireball.
Your studies are complete.

< 275h/275H 128v/128V Pos: sitting >
You clamber to your feet.

< 275h/275H 128v/128V Pos: standing >
The day has begun.

< 275h/275H 128v/128V Pos: standing >
A Rocky Foot Path
   The rocky pathway continues along this direction towards a large city
upahead.  The city has a noticeable skyline of towers and a large citywall.
A variety of animals can be found roaming about in search of food to satisfy
their appetites. The pathway continues east and west through the surrounding
shruberry.
Obvious exits: -East  -West 
The grinning bobcat hungrily peers through the area.

< 275h/275H 126v/128V Pos: standing >
The Rocky Foot Path to the Shady Grove
   The rocky pathway continues along this direction towards a large city
upahead.  The city has a noticeable skyline of towers and a large citywall.
A variety of animals can be found roaming about in search of food to satisfy
their appetites. The pathway continues east and west through the surrounding
shruberry.
Obvious exits: -East  -West 
The grinning bobcat hungrily peers through the area.

< 275h/275H 124v/128V Pos: standing >
Nearing the Shady Grove
   The pathway leads closer to a large city. High black city walls surround
this city called the Shady Grove. Along the city wall, there appear to be
many sentries observing the city and near by surroundings. Along side of this
pathway, beautiful pastures filled with grazing animals can be seen. The only
exits are east and west along this pathway.
Obvious exits: -East  -West 

< 275h/275H 122v/128V Pos: standing >
Before the West Gates of the Shady Grove
   Standing before the magnificent entryway into the city, one easily notices
the many eyes watching from above.  These eyes of the sentries on the city wall
mark your entry into the city and keep an eye out for danger.  The gates to the
city are large and black.  Constructed from black obsidian forged in the fiery
pits of a volcanoe, these gates have kept unwanted visitors out of the city. On
the other side of the gates, many guards can be seen standing stern and
attending to their tasks at hand.
Obvious exits: -East  -West 
The grinning bobcat hungrily peers through the area.

< 275h/275H 121v/128V Pos: standing >
It's already open!

< 275h/275H 122v/128V Pos: standing >
The West Gates of the Shady Grove
   A large city dwells before your eyes. Many citizens have made this city
their home. Citizens of the Shady Grove can been seen running about tending
to their business.  They move quickly through the streets trying to
stay away from the vile of the city. The black obsidian gates closing off
the city exit to the west is here along with many guards protecting it
from unlawful entry. Eyes from above the city wall watch every move. There
are exits to the north, east, and south leading into various parts of the
city.  The exit beyond the west gate leads into the outside world.
Obvious exits: -North -East  -South -West 
A thick-haired buffalo stands here.
A thick-haired buffalo stands here.
A thick-haired buffalo stands here.
An orcish shaman is here practicing a new spell.
A small black skunk peers wearily at you.
The orc gate guard of the Shady Grove stands here on duty.
The orc gate guard of the Shady Grove stands here on duty.
Newly recruited by Shady Grove, a young orc sentinel watches the gates.
Newly recruited by Shady Grove, a young orc sentinel watches the gates.
Newly recruited by Shady Grove, a young orc sentinel watches the gates.
The orc gate guard of the Shady Grove stands here on duty.
The orc gate guard of the Shady Grove stands here on duty.

< 275h/275H 121v/128V Pos: standing >
It's already open!

< 275h/275H 123v/128V Pos: standing >
Before the West Gates of the Shady Grove
   Standing before the magnificent entryway into the city, one easily notices
the many eyes watching from above.  These eyes of the sentries on the city wall
mark your entry into the city and keep an eye out for danger.  The gates to the
city are large and black.  Constructed from black obsidian forged in the fiery
pits of a volcanoe, these gates have kept unwanted visitors out of the city. On
the other side of the gates, many guards can be seen standing stern and
attending to their tasks at hand.
Obvious exits: -East  -West 
The grinning bobcat hungrily peers through the area.

< 275h/275H 122v/128V Pos: standing >
Nearing the Shady Grove
   The pathway leads closer to a large city. High black city walls surround
this city called the Shady Grove. Along the city wall, there appear to be
many sentries observing the city and near by surroundings. Along side of this
pathway, beautiful pastures filled with grazing animals can be seen. The only
exits are east and west along this pathway.
Obvious exits: -East  -West 

< 275h/275H 122v/128V Pos: standing >
The Rocky Foot Path to the Shady Grove
   The rocky pathway continues along this direction towards a large city
upahead.  The city has a noticeable skyline of towers and a large citywall.
A variety of animals can be found roaming about in search of food to satisfy
their appetites. The pathway continues east and west through the surrounding
shruberry.
Obvious exits: -East  -West 

< 275h/275H 120v/128V Pos: standing >
A Rocky Foot Path
   The rocky pathway continues along this direction towards a large city
upahead.  The city has a noticeable skyline of towers and a large citywall.
A variety of animals can be found roaming about in search of food to satisfy
their appetites. The pathway continues east and west through the surrounding
shruberry.
Obvious exits: -East  -West 
The grinning bobcat hungrily peers through the area.

< 275h/275H 119v/128V Pos: standing >
A Rocky Foot Path
   The rocky pathway detours to this rocky footpath.  This side path is much
smaller than the main pathway.  Cutting through a dense forest, erie and
bone-chilling howls can be heard coming from the surrounding forest. There
are sublte rustles among the shrubbery along the sides of this pathway. It
appears almost as if someone was watching you. There are exits east and west
along this pathway.
Obvious exits: -East  -West 
A few drops of fresh blood are scattered around the area.
The corpse of a stray dog is lying here.
The grinning bobcat hungrily peers through the area.

< 275h/275H 117v/128V Pos: standing >
Zone Name: Shady Grove                   
Average mob level in zone: 25
 
< 275h/275H 119v/128V Pos: standing >
A Rocky Foot Path
   The rocky pathway detours to this rocky footpath.  This side path is much
smaller than the main pathway.  Cutting through a dense forest, erie and
bone-chilling howls can be heard coming from the surrounding forest. There
are sublte rustles among the shrubbery along the sides of this pathway. It
appears almost as if someone was watching you. There are exits east and west
along this pathway.
Obvious exits: -East  -West 

< 275h/275H 119v/128V Pos: standing >
Zone Name: Shady Grove                   
Average mob level in zone: 25
 
< 275h/275H 122v/128V Pos: standing >
A Rocky Foot Path
   The rocky pathway detours to this rocky footpath.  This side path is much
smaller than the main pathway.  Cutting through a dense forest, erie and
bone-chilling howls can be heard coming from the surrounding forest. There
are sublte rustles among the shrubbery along the sides of this pathway. It
appears almost as if someone was watching you. There are exits east and west
along this pathway.
Obvious exits: -East  -West 
A small black skunk peers wearily at you.
A stray dog runs around searching for someone to play with.
An orcish street sweeper is here cleaning the city from rubbish.

< 275h/275H 122v/128V Pos: standing >
A stray dog suddenly attacks YOU!
A stray dog misses you.

< 275h/275H 123v/128V Pos: standing >
< T: Olm TP: sta TC:excellent E: stray sta EP: excellent >
 An orcish street sweeper leaves west.

< 275h/275H 123v/128V Pos: standing >
< T: Olm TP: sta TC:excellent E: stray sta EP: excellent >
 You start chanting...

< 275h/275H 123v/128V Pos: standing >
< T: Olm TP: sta TC:excellent E: stray sta EP: excellent >
 Casting: fireball **
You dodge a stray dog's vicious attack.

< 275h/275H 123v/128V Pos: standing >
< T: Olm TP: sta TC:excellent E: stray sta EP: excellent >
 Casting: fireball *

< 275h/275H 123v/128V Pos: standing >
< T: Olm TP: sta TC:excellent E: stray sta EP: excellent >
 You complete your spell...
[Damage: 27 ] You throw a fireball at a stray dog and have the satisfaction of seeing him enveloped in flames.
A stray dog is dead! R.I.P.
You receive your share of experience.
You feel a carnal satisfaction as a stray dog's gurgling and choking signals his demise.

< 275h/275H 123v/128V Pos: standing >
But you aren't fighting anything!

< 275h/275H 124v/128V Pos: standing >
You sit down and relax.

< 275h/275H 124v/128V Pos: sitting >
Hint: Need help? Try the nchat channel! Type 'nchat' followed by your question, or just 'nchat Hello Duris!'.
You have memorized the following spells:
( 7th circle)  1 - detect invisibility
( 6th circle)  3 - fireball
( 5th circle)  5 - cone of cold
               1 - dimension door
( 4th circle)  6 - lightning bolt
               1 - farsee
( 3rd circle)  1 - concealment
               7 - shocking grasp
( 2nd circle)  9 - burning hands
( 1st circle)  1 - minor creation
               8 - magic missile

And you are currently memorizing the following spells:
    9 seconds:  ( 6th) fireball

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

< 275h/275H 124v/128V Pos: sitting >
You start meditating...

< 275h/275H 125v/128V Pos: sitting >
You have finished memorizing fireball.
Your studies are complete.

< 275h/275H 128v/128V Pos: sitting >
You clamber to your feet.

< 275h/275H 128v/128V Pos: standing >
A Rocky Foot Path
   The rocky pathway detours to this rocky footpath.  This side path is much
smaller than the main pathway.  Cutting through a dense forest, erie and
bone-chilling howls can be heard coming from the surrounding forest. There
are sublte rustles among the shrubbery along the sides of this pathway. It
appears almost as if someone was watching you. There are exits east and west
along this pathway.
Obvious exits: -East  -West 
Puddles of fresh blood cover the ground.
The corpse of a stray dog is lying here.
A small black skunk peers wearily at you.

< 275h/275H 128v/128V Pos: standing >
Zone Name: Shady Grove                   
Average mob level in zone: 25
 
< 275h/275H 128v/128V Pos: standing >
A Rocky Foot Path
   The rocky pathway detours to this rocky footpath.  This side path is much
smaller than the main pathway.  Cutting through a dense forest, erie and
bone-chilling howls can be heard coming from the surrounding forest. There
are sublte rustles among the shrubbery along the sides of this pathway. It
appears almost as if someone was watching you. There are exits east and west
along this pathway.
Obvious exits: -East  -South -West 
An orcish street sweeper is here cleaning the city from rubbish.

< 275h/275H 126v/128V Pos: standing >
Zone Name: Shady Grove                   
Average mob level in zone: 25
 
< 275h/275H 126v/128V Pos: standing >
A Rocky Foot Path
   The rocky pathway detours to this rocky footpath.  This side path is much
smaller than the main pathway.  Cutting through a dense forest, erie and
bone-chilling howls can be heard coming from the surrounding forest. There
are sublte rustles among the shrubbery along the sides of this pathway. It
appears almost as if someone was watching you. There are exits east and west
along this pathway.
Obvious exits: -North -West 

< 275h/275H 124v/128V Pos: standing >
Zone Name: Shady Grove                   
Average mob level in zone: 25
 
< 275h/275H 126v/128V Pos: standing >
A Rocky Foot Path
Obvious exits: -North -West 

< 275h/275H 128v/128V Pos: standing >
 
  *****   
 ***^^^*  
 *^*@^^^  
 ^.^^+..  
  ...+.   
Rugged Hillside of the Northern Wilds
Obvious exits: -North -East  -South -West 

< 275h/275H 127v/128V Pos: standing >
The cursed sun of the surface world burns into your skin!

< 270h/275H 127v/128V Pos: standing >
A Rocky Foot Path
   The rocky pathway detours to this rocky footpath.  This side path is much
smaller than the main pathway.  Cutting through a dense forest, erie and
bone-chilling howls can be heard coming from the surrounding forest. There
are sublte rustles among the shrubbery along the sides of this pathway. It
appears almost as if someone was watching you. There are exits east and west
along this pathway.
Obvious exits: -North -West 

< 270h/275H 125v/128V Pos: standing >
 
  *****   
 ***^^^*  
 *^*@^^^  
 ^.^^+..  
  ...+.   
Rugged Hillside of the Northern Wilds
Obvious exits: -North -East  -South -West 

< 270h/275H 127v/128V Pos: standing >
Zone Name: The Surface Realm of Duris    
Average mob level in zone: 31
 
< 270h/275H 127v/128V Pos: standing >
You are already standing.

< 270h/275H 127v/128V Pos: standing >
The cursed sun of the surface world burns into your skin!

< 252h/275H 127v/128V Pos: standing >
The cursed sun of the surface world burns into your skin!
Hint: If you run across a witch doctor in your journeys, look at the products he offers. His spells last a few days or until you die.

< 244h/275H 127v/128V Pos: standing >
A red shape enters from the north.

< 244h/275H 128v/128V Pos: standing >
A red shape suddenly attacks YOU!
A red shape misses you.

< 244h/275H 128v/128V Pos: standing >
< T: a red shape TP: sta TC: small wounds E: hill sta EP: excellent >
 You score a CRITICAL HIT!!!!!
[Damage:  5 ] Your fine crush grazes a red shape.

< 244h/275H 128v/128V Pos: standing >
< T: a red shape TP: sta TC: small wounds E: hill sta EP: few scratches >
 A red shape's fine crush strikes you hard.
A red shape's fine crush strikes you hard.
A red shape's fine crush strikes you very hard.
A red shape's sweep catches you in the side and you almost stumble.

< 165h/275H 128v/128V Pos: standing >
< T: a red shape TP: sta TC: few wounds E: hill sta EP: few scratches >
 The cursed sun of the surface world burns into your skin!

< 145h/275H 128v/128V Pos: standing >
< T: a red shape TP: sta TC: few wounds E: hill sta EP: few scratches >
 You miss a red shape.

< 145h/275H 128v/128V Pos: standing >
< T: a red shape TP: sta TC: few wounds E: hill sta EP: few scratches >
 You dodge a red shape's vicious attack.
A red shape misses you.
You dodge a red shape's vicious attack.

< 145h/275H 128v/128V Pos: standing >
< T: a red shape TP: sta TC: few wounds E: hill sta EP: few scratches >
 A red shape snaps into visibility.
Out of nowhere, a red shape stabs you in the back.
YIKES!  Another hit like that, and you've had it!!

< 70h/275H 128v/128V Pos: standing >
< T: a red shape TP: sta TC:pretty hurt E: hill sta EP: few scratches >
 You miss a red shape.
A red shape snaps into visibility.
A red shape dances an acrobatic maneuver in battle, tripping you.

< 70h/275H 128v/128V Pos: sitting >
< T: a red shape TP: sit TC:pretty hurt E: hill sta EP: few scratches >
 A red shape's slash enshrouds you in a mist of blood.
A red shape's pierce causes you to grimace in pain.
YIKES!  Another hit like that, and you've had it!!
You wish that your wounds would stop BLEEDING so much!
A red shape's powerful slash grievously wounds you.
YIKES!  Another hit like that, and you've had it!!
You wish that your wounds would stop BLEEDING so much!
The world starts spinning, and your ears are ringing!
A red shape's pierce hits you.
Your ring of shimmering faerie fire [poor] was completely destroyed by the massive blow!
Your silvery ring with engraved sigils was completely destroyed by the massive blow!