The death of [34 Pyrokinetic] Siko (Githzerai)

in Rising Sun Corridor

from the perspective of [34 Pyrokinetic] Siko (Githzerai)

<worn on eyes>       a finely-woven mesh eyepatch
<worn around neck>   a fine pearl necklace
<worn around neck>   a beautiful ivory collar
<worn about body>    a scarlet cavalier's cloak
<worn about waist>   a soldiers belt
<worn on belt buckle>a burnt out brazier long past forgotten (magic) (glowing)
<held as shield>     a decent iron buckler
<worn around wrist>  an exquisite hemp bracelet [86%]
<worn around wrist>  a deep blue braid of rank [superior]
<worn on hands>      a pair of feathered gloves (illuminating)
<primary weapon>     a human-made adamantium whip
<worn on legs>       some brutal stone pants


< 256h/256H 123v/123V Pos: standing >
You don't find anything you didn't see before.

< 256h/256H 123v/123V Pos: standing >
A minotaur townsperson enters from the west.

< 256h/256H 123v/123V Pos: standing >
Autosaving...

< 256h/256H 123v/123V Pos: standing >
Myrabolus Highway
   This road is the central highway of the entire city, leading north
to the grand palace and south heading towards the gates, eventually
becoming the dirt road to the ravaged battle grounds.  Streets arch
out both east and west every block or two in an accurate systematic
design. Inbetween each street block, civilian homes make up the rest
of the area.
Obvious exits: -North -South

< 256h/256H 123v/123V Pos: standing >
Myrabolus Highway - Market Road Intersection
   This road is the central highway of the entire city, leading north
to the grand palace and south heading towards the gates, eventually
becoming the dirt road to the ravaged battle grounds.  Streets arch
out both east and west every block or two in an accurate systematic
design. Inbetween each street block, civilian homes make up the rest
of the area. 
Obvious exits: -North -East  -South -West 

< 256h/256H 123v/123V Pos: standing >
You quickly scan the area.
A minotaur townsperson who is not far off to your north.
A pigeon who is not far off to your north.
A celestial white dragon who is not far off to your north.
A halfling trickster who is a brief walk away to your north.
A high elf citizen who is a brief walk away to your north.
A myrabolan commoner who is not far off to your east.
A black panther who is a brief walk away to your east.
A myrabolan hunter guard who is a brief walk away to your east.
A black panther who is in the distance to your east.
A myrabolan hunter guard who is in the distance to your east.
A half-orc commoner who is not far off to your south.
A half-orc commoner who is a brief walk away to your south.
A veteran pikeman who is a brief walk away to your south.
An elite guard who is a brief walk away to your south.
A myrabolan commoner who is close by to your west.
A kitty who is a brief walk away to your west.
A black panther who is in the distance to your west.
A myrabolan hunter guard who is in the distance to your west.
A pretty woman who is in the distance to your west.
You quickly scan the area.
A minotaur townsperson who is not far off to your north.
A pigeon who is not far off to your north.
A celestial white dragon who is not far off to your north.
A halfling trickster who is a brief walk away to your north.
A high elf citizen who is a brief walk away to your north.
A myrabolan commoner who is not far off to your east.
A black panther who is a brief walk away to your east.
A myrabolan hunter guard who is a brief walk away to your east.
A black panther who is in the distance to your east.
A myrabolan hunter guard who is in the distance to your east.
A half-orc commoner who is not far off to your south.
A half-orc commoner who is a brief walk away to your south.
A veteran pikeman who is a brief walk away to your south.
An elite guard who is a brief walk away to your south.
A myrabolan commoner who is close by to your west.
A kitty who is a brief walk away to your west.
A black panther who is in the distance to your west.
A myrabolan hunter guard who is in the distance to your west.
A pretty woman who is in the distance to your west.
A myrabolan commoner enters from the west.

< 256h/256H 123v/123V Pos: standing >
Market Road East
   On the east side of the Highway, Market Road continues
with the shouts of venders and bustling shoppers. Amongst the stores
the town Blacksmith and the Magistrate's spiritual advisor
can also be found. The majority of the shop owners here are close
personal friends with the Hunters and have put that to use for
financial purposes.
Obvious exits: -East  -West 
A common resident of the city wanders the streets.

< 256h/256H 123v/123V Pos: standing >
Market Road East
   On the east side of the Highway, Market Road continues
with the shouts of venders and bustling shoppers. Amongst the stores
the town Blacksmith and the Magistrate's spiritual advisor
can also be found. The majority of the shop owners here are close
personal friends with the Hunters and have put that to use for
financial purposes.
Obvious exits: -North -East  -West 

< 256h/256H 123v/123V Pos: standing >
You quickly scan the area.
Rico who is close by to your north.
A black panther who is a brief walk away to your east.
A myrabolan hunter guard who is a brief walk away to your east.
A myrabolan commoner who is close by to your west.
A myrabolan commoner who is not far off to your west.
A minotaur townsperson who is a brief walk away to your west.
A kitty who is in the distance to your west.

< 256h/256H 123v/123V Pos: standing >
Rico's Cool Stuff
   This shop is abosolutely littered with junk of all kinds. Apparently
Rico's collection includes carnal objects as well that are best
if left unmentioned. He will, and does, swear everything in his store
is hundred percent, purified, concentrated cool. Whether or not
anyone else believes it bothers him little.
Obvious exits: -South
(Q)Rico, otherwise known as King Cool, attempts to sell his wares.

< 256h/256H 123v/123V Pos: standing >
You can buy:
 1) A pair of studded black leather chaps         for 3 gold, 2 silver, and 1 copper.
 2) A deck of cards, all aces                     for 1 gold, 3 silver, and 1 copper.
 3) A magic 8 ball                                for 8 gold, 3 silver, and 3 copper.
 4) A bottle of Jack Dinklys of whisky            for 1 gold, and 7 copper.

< 256h/256H 123v/123V Pos: standing >
You get a small pile of coins from your large leather backpack.
There were: 112 platinum coins, 176 gold coins, 4 silver coins, 10 copper coins. 

< 256h/256H 123v/123V Pos: standing >
You give Rico 1 platinum.
You peruse a magic 8 ball.
A magic 8 ball weighs 1 pounds and is worth roughly 7 gold, 7 silver, and 7 copper.
A magic 8 ball has an item value of 1.

< 256h/256H 123v/123V Pos: standing >
You give Rico 1 platinum.
You peruse a deck of cards, all aces.
A deck of cards, all aces weighs 1 pounds and is worth roughly 1 gold, 2 silver, and 3 copper.
A deck of cards, all aces has an item value of 1.

< 256h/256H 123v/123V Pos: standing >
Alas, you cannot go that way. . . .

< 256h/256H 123v/123V Pos: standing >
Alas, you cannot go that way. . . .

< 256h/256H 123v/123V Pos: standing >
Rico's Cool Stuff
Obvious exits: -South
(Q)Rico, otherwise known as King Cool, attempts to sell his wares.

< 256h/256H 123v/123V Pos: standing >
Market Road East
   On the east side of the Highway, Market Road continues
with the shouts of venders and bustling shoppers. Amongst the stores
the town Blacksmith and the Magistrate's spiritual advisor
can also be found. The majority of the shop owners here are close
personal friends with the Hunters and have put that to use for
financial purposes.
Obvious exits: -North -East  -West 
Oops, trying to juggle too many loose coins, you drop a few.

< 256h/256H 123v/123V Pos: standing >
You get a few coins.
There were: 29 gold coins. 

< 256h/256H 123v/123V Pos: standing >
You do not see or have the corpse.

< 256h/256H 123v/123V Pos: standing >
Ok.
You put 112 platinum, 156 gold, 5 silver, and 0 copper coins into a large leather backpack.

< 256h/256H 123v/123V Pos: standing >
Alas, you cannot go that way. . . .

< 256h/256H 123v/123V Pos: standing >
Market Road East
   On the east side of the Highway, Market Road continues
with the shouts of venders and bustling shoppers. Amongst the stores
the town Blacksmith and the Magistrate's spiritual advisor
can also be found. The majority of the shop owners here are close
personal friends with the Hunters and have put that to use for
financial purposes.
Obvious exits: -North -East  -South -West 
A self-righteous High Elf citizen travels the town.(Gold Aura)
A sleek, well trained, black panther follows her master around the city.
A standard Myrabolan hunter guard keeps peace in the city.(Gold Aura)

< 256h/256H 123v/123V Pos: standing >
You quickly scan the area.
A half-orc commoner who is close by to your north.
Random who is close by to your north.
A black panther who is not far off to your east.
A myrabolan hunter guard who is not far off to your east.
A pigeon who is not far off to your east.
Andryn who is close by to your south.
A half-orc assistant who is close by to your south.
A half-orc assistant who is close by to your south.
A half-orc assistant who is close by to your south.
A myrabolan commoner who is a brief walk away to your west.
A kitty who is in the distance to your west.

< 256h/256H 123v/123V Pos: standing >
Andryn's Armory
   This shop continually lacks ventilation. It is stuffy, unbearably
hot, and extremely smokey.  The blacksmith's pupils seem to have
no problem with it though as they work through the smog that only
burning steel can produce and in the process produce some of the finest
weapons in the countryside as well as the city.
Obvious exits: -North
(Q)Andryn, the city's blacksmith, is busy teaching his pupils.
A Half-Orc, from a neighboring city, studies his mentors techniques.
A Half-Orc, from a neighboring city, studies his mentors techniques.
A Half-Orc, from a neighboring city, studies his mentors techniques.

< 256h/256H 123v/123V Pos: standing >
Sorry, but you cannot do that here!

< 256h/256H 123v/123V Pos: standing >
Market Road East
   On the east side of the Highway, Market Road continues
with the shouts of venders and bustling shoppers. Amongst the stores
the town Blacksmith and the Magistrate's spiritual advisor
can also be found. The majority of the shop owners here are close
personal friends with the Hunters and have put that to use for
financial purposes.
Obvious exits: -North -East  -South -West 
A Half-Orc, born and raised in the city, loiters here.
A self-righteous High Elf citizen travels the town.(Gold Aura)

< 256h/256H 123v/123V Pos: standing >
Random's Karmic Advisements
   Random has turned a once profitable store into a store of cosmic
oddities. Everything here reeks of fraud, from the glowing crystal ball,
to the tarot cards spread out upon the red carpeted table. However
a fair ammount of people actually pay to hear their fortunes read
by him including and foremost the Magistrate himself.
Obvious exits: -South
(Q)Random, spiritual advisor to the Magistrate, oversees his business.

< 256h/256H 123v/123V Pos: standing >
Sorry, but you cannot do that here!

< 256h/256H 123v/123V Pos: standing >
You ask Random 'hi'

< 256h/256H 123v/123V Pos: standing >
A half-orc commoner enters from the south.

< 256h/256H 123v/123V Pos: standing >
You ask Random 'quest'

< 256h/256H 123v/123V Pos: standing >
Market Road East
   On the east side of the Highway, Market Road continues
with the shouts of venders and bustling shoppers. Amongst the stores
the town Blacksmith and the Magistrate's spiritual advisor
can also be found. The majority of the shop owners here are close
personal friends with the Hunters and have put that to use for
financial purposes.
Obvious exits: -North -East  -South -West 

< 256h/256H 123v/123V Pos: standing >
Market Road East
   On the east side of the Highway, Market Road continues
with the shouts of venders and bustling shoppers. Amongst the stores
the town Blacksmith and the Magistrate's spiritual advisor
can also be found. The majority of the shop owners here are close
personal friends with the Hunters and have put that to use for
financial purposes.
Obvious exits: -North -East  -West 
A sleek, well trained, black panther follows her master around the city.
A standard Myrabolan hunter guard keeps peace in the city.(Gold Aura)
A pigeon, trained by animal empathists, flutters about.(Gold Aura)

< 256h/256H 123v/123V Pos: standing >
You quickly scan the area.
A half-orc commoner who is close by to your north.
A black warhorse who is close by to your north.
A black warhorse who is close by to your north.
A whitetiger who is close by to your north.
A whitetiger who is close by to your north.
A whitetiger who is close by to your north.
A high elf citizen who is not far off to your west.
A black panther who is not far off to your west.
A myrabolan hunter guard who is not far off to your west.
A half-orc commoner who is rather far off to your west.
A myrabolan commoner who is in the distance to your west.

< 256h/256H 123v/123V Pos: standing >
A pigeon leaves east.

< 256h/256H 123v/123V Pos: standing >
Skylight Lane and Market Road
   Skylight Lane, the street running parallel to the Myrabolan
Highway, was named because it is the first place in the city
the sunshine hits in the morning and for the rest of the day
the sky is all completely visible without large buildings obstructing
anyone's line of vision. It is also the most comfortable street in the
city where many people come to relax and enjoy the outdoors. Protection,
Ancients, Market, and Gate, all breakaway from Skylight Lane.
Obvious exits: -North -South -West 
A pigeon, trained by animal empathists, flutters about.(Gold Aura)

< 256h/256H 123v/123V Pos: standing >
You quickly scan the area.
A myrabolan commoner who is a brief walk away to your north.
A half-orc commoner who is rather far off to your north.
A pretty woman who is not far off to your south.
A black panther who is close by to your west.
A myrabolan hunter guard who is close by to your west.
A high elf citizen who is not far off to your west.
A black panther who is a brief walk away to your west.
A myrabolan hunter guard who is a brief walk away to your west.

< 256h/256H 123v/123V Pos: standing >
A pigeon leaves north.

< 256h/256H 123v/123V Pos: standing >
Market Road East
   On the east side of the Highway, Market Road continues
with the shouts of venders and bustling shoppers. Amongst the stores
the town Blacksmith and the Magistrate's spiritual advisor
can also be found. The majority of the shop owners here are close
personal friends with the Hunters and have put that to use for
financial purposes.
Obvious exits: -North -East  -West 
A sleek, well trained, black panther follows her master around the city.
A standard Myrabolan hunter guard keeps peace in the city.(Gold Aura)

< 256h/256H 123v/123V Pos: standing >
Market Road East
   On the east side of the Highway, Market Road continues
with the shouts of venders and bustling shoppers. Amongst the stores
the town Blacksmith and the Magistrate's spiritual advisor
can also be found. The majority of the shop owners here are close
personal friends with the Hunters and have put that to use for
financial purposes.
Obvious exits: -North -East  -South -West 
A self-righteous High Elf citizen travels the town.(Gold Aura)

< 256h/256H 123v/123V Pos: standing >
Market Road East
   On the east side of the Highway, Market Road continues
with the shouts of venders and bustling shoppers. Amongst the stores
the town Blacksmith and the Magistrate's spiritual advisor
can also be found. The majority of the shop owners here are close
personal friends with the Hunters and have put that to use for
financial purposes.
Obvious exits: -North -East  -West 
A sleek, well trained, black panther follows her master around the city.
A standard Myrabolan hunter guard keeps peace in the city.(Gold Aura)

< 256h/256H 123v/123V Pos: standing >
Market Road East
   On the east side of the Highway, Market Road continues
with the shouts of venders and bustling shoppers. Amongst the stores
the town Blacksmith and the Magistrate's spiritual advisor
can also be found. The majority of the shop owners here are close
personal friends with the Hunters and have put that to use for
financial purposes.
Obvious exits: -East  -West 

< 256h/256H 123v/123V Pos: standing >
Myrabolus Highway - Market Road Intersection
   This road is the central highway of the entire city, leading north
to the grand palace and south heading towards the gates, eventually
becoming the dirt road to the ravaged battle grounds.  Streets arch
out both east and west every block or two in an accurate systematic
design. Inbetween each street block, civilian homes make up the rest
of the area. 
Obvious exits: -North -East  -South -West 

< 256h/256H 123v/123V Pos: standing >
You quickly scan the area.
A myrabolan commoner who is close by to your north.
A celestial white dragon who is not far off to your north.
A pigeon who is a brief walk away to your north.
A halfling trickster who is a brief walk away to your north.
A high elf citizen who is rather far off to your north.
A black panther who is not far off to your east.
A myrabolan hunter guard who is not far off to your east.
A high elf citizen who is a brief walk away to your east.
A black panther who is rather far off to your east.
A myrabolan hunter guard who is rather far off to your east.
A half-orc commoner who is not far off to your south.
A half-orc commoner who is a brief walk away to your south.
A veteran pikeman who is a brief walk away to your south.
An elite guard who is a brief walk away to your south.
A kitty who is close by to your west.
A half-orc commoner who is rather far off to your west.
A young warlock who is rather far off to your west.

< 256h/256H 123v/123V Pos: standing >
Market Road East
   On the east side of the Highway, Market Road continues
with the shouts of venders and bustling shoppers. Amongst the stores
the town Blacksmith and the Magistrate's spiritual advisor
can also be found. The majority of the shop owners here are close
personal friends with the Hunters and have put that to use for
financial purposes.
Obvious exits: -East  -West 

< 256h/256H 123v/123V Pos: standing >
Market Road East
   On the east side of the Highway, Market Road continues
with the shouts of venders and bustling shoppers. Amongst the stores
the town Blacksmith and the Magistrate's spiritual advisor
can also be found. The majority of the shop owners here are close
personal friends with the Hunters and have put that to use for
financial purposes.
Obvious exits: -North -East  -West 
A sleek, well trained, black panther follows her master around the city.
A standard Myrabolan hunter guard keeps peace in the city.(Gold Aura)

< 256h/256H 123v/123V Pos: standing >
You quickly scan the area.
Rico who is close by to your north.
A high elf citizen who is close by to your east.
A black panther who is not far off to your east.
A myrabolan hunter guard who is not far off to your east.
A pigeon who is a brief walk away to your east.
A kitty who is a brief walk away to your west.

< 256h/256H 123v/123V Pos: standing >
A high elf citizen enters from the east.

< 256h/256H 123v/123V Pos: standing >
A myrabolan hunter guard leaves north.
A black panther leaves north.

< 256h/256H 123v/123V Pos: standing >
Market Road East
   On the east side of the Highway, Market Road continues
with the shouts of venders and bustling shoppers. Amongst the stores
the town Blacksmith and the Magistrate's spiritual advisor
can also be found. The majority of the shop owners here are close
personal friends with the Hunters and have put that to use for
financial purposes.
Obvious exits: -East  -West 

< 256h/256H 123v/123V Pos: standing >
Myrabolus Highway - Market Road Intersection
   This road is the central highway of the entire city, leading north
to the grand palace and south heading towards the gates, eventually
becoming the dirt road to the ravaged battle grounds.  Streets arch
out both east and west every block or two in an accurate systematic
design. Inbetween each street block, civilian homes make up the rest
of the area. 
Obvious exits: -North -East  -South -West 

< 256h/256H 123v/123V Pos: standing >
Market Road West
   Running west off the Myrabolus Highway, Market Road is the
designated commerce center of the city. It also happens to be the loudest
area in the city where the shouts of hundreds of humaniods mingle together
in an obscence display of inter-racial bartering.
Obvious exits: -North -East  -West 
A Half-Orc, born and raised in the city, loiters here.
A cute little black kitten wanders around here.(Gold Aura)

< 256h/256H 123v/123V Pos: standing >
You quickly scan the area.
A minotaur townsperson who is close by to your north.
A myrabolan commoner who is close by to your north.
A duergar bartender who is close by to your north.
An off-duty militia guard who is close by to your north.
An off-duty militia guard who is close by to your north.
An off-duty militia guard who is close by to your north.
A high elf citizen who is a brief walk away to your east.
A black panther who is in the distance to your east.
A myrabolan hunter guard who is in the distance to your east.
A black panther who is rather far off to your west.
A myrabolan hunter guard who is rather far off to your west.

< 256h/256H 123v/123V Pos: standing >
Hunter's Tavern
   Built close to the Highway but still in the commercial sector, this
bustling pub is a second home to many of the militia of Myrabolus.
Many off-duty soldiers relax and talk casually, hardley noticing anything
going on around them. Up a short flight of stairs is the reception area
of the Rising Sun Inn.
Obvious exits: -South -Up   
A Minotaur, raised in the city, wanders about.
A common resident of the city wanders the streets.
(Q)Dispensing drinks causally, this Duergar has made his home here.
An off-duty Myrabolan guard lounges in the tavern.
An off-duty Myrabolan guard lounges in the tavern.
An off-duty Myrabolan guard lounges in the tavern.

< 256h/256H 123v/123V Pos: standing >
A minotaur townsperson leaves south.

< 256h/256H 123v/123V Pos: standing >
You do not see a coins here.

< 256h/256H 123v/123V Pos: standing >
A myrabolan commoner leaves up.
You quickly scan the area.
A minotaur townsperson who is close by to your south.
A myrabolan commoner who is close by above you.
A young warlock who is close by above you.

< 256h/256H 123v/123V Pos: standing >
Rising Sun Inn
   The Rising Sun is a rather famous location of the city. The innkeeper
is free of any prejiduce and will admit any traveller as long as they
leave their weapons or spellbooks in the bin located next to the door.
The sign behind innkeeper's counter depicts the familiar golden sun with
a silvery blade thrust through it.
Obvious exits: -West  -Down 
A common resident of the city wanders the streets.
A young warlock wanders the city. (casting) 

< 256h/256H 123v/123V Pos: standing >
A young warlock completes her spell...
A young warlock utters the word 'rzzuhahz'
A young warlock floats up in the air!

< 256h/256H 123v/123V Pos: standing >
You quickly scan the area.
A half-orc commoner who is close by to your west.
A pretty woman who is close by to your west.
A pretty woman who is not far off to your west.
A visiting grey elf who is not far off to your west.
A myrabolan commoner who is not far off to your west.
A visiting grey elf who is a brief walk away to your west.
A monkey hunter who is a brief walk away to your west.
A duergar bartender who is close by below you.
An off-duty militia guard who is close by below you.
An off-duty militia guard who is close by below you.
An off-duty militia guard who is close by below you.

< 256h/256H 123v/123V Pos: standing >
A young warlock starts casting a spell.

< 256h/256H 123v/123V Pos: standing >
Rising Sun Corridor
   This corridor leads to a few of rentable rooms of the Rising Sun
inn. Various paintings and tapestries are hung from the walls, mostly
images of the Hunters doing battle with all forms of devils and dragons,
capturing them and freezing them in time of their most glorious moments.
Obvious exits: -North# -East  -West 
A Half-Orc, born and raised in the city, loiters here.
A woman shopper travels the city.

< 256h/256H 123v/123V Pos: standing >
Ok.

< 256h/256H 123v/123V Pos: standing >
You quickly scan the area.
A myrabolan commoner who is close by to your east.
A young warlock who is close by to your east.
A pretty woman who is close by to your west.
A visiting grey elf who is close by to your west.
A myrabolan commoner who is close by to your west.
A visiting grey elf who is not far off to your west.
A monkey hunter who is not far off to your west.

< 256h/256H 123v/123V Pos: standing >
A Rented Room
   This is a standard room of the Rising Sun Inn. It is furnished
without estravagance. There is a single sized bed, a dresser, a couple
chairs, and a small table. The door south appears to be of the lowest
quality wood.
Obvious exits: -South

< 256h/256H 123v/123V Pos: standing >
You don't find anything you didn't see before.

< 256h/256H 123v/123V Pos: standing >
Rising Sun Corridor
   This corridor leads to a few of rentable rooms of the Rising Sun
inn. Various paintings and tapestries are hung from the walls, mostly
images of the Hunters doing battle with all forms of devils and dragons,
capturing them and freezing them in time of their most glorious moments.
Obvious exits: -North -East  -West 
A Half-Orc, born and raised in the city, loiters here.
A woman shopper travels the city.

< 256h/256H 123v/123V Pos: standing >
Rising Sun Corridor
   This corridor leads to a few of rentable rooms of the Rising Sun
inn. Various paintings and tapestries are hung from the walls, mostly
images of the Hunters doing battle with all forms of devils and dragons,
capturing them and freezing them in time of their most glorious moments.
Obvious exits: -North# -East  -West 
(Q)A frantic man searches for his lost monkey!
A woman shopper travels the city.
A Grey Elf from Charing, wanders the city.
A common resident of the city wanders the streets.

< 256h/256H 123v/123V Pos: standing >
A monkey hunter leaves west.

< 256h/256H 123v/123V Pos: standing >
Someone dismounts a wild horse.

< 256h/256H 123v/123V Pos: standing >
A wild horse leaves west.

< 256h/256H 123v/123V Pos: standing >
A visiting grey elf leaves west.

< 256h/256H 123v/123V Pos: standing >
You do not see that here.

< 256h/256H 123v/123V Pos: standing >
A wild horse trots in from the west.

< 256h/256H 123v/123V Pos: standing >
You don't find anything you didn't see before.

< 256h/256H 123v/123V Pos: standing >
A myrabolan commoner leaves east.

< 256h/256H 123v/123V Pos: standing >
A half-orc commoner enters from the east.

< 256h/256H 123v/123V Pos: standing >
You don't find anything you didn't see before.

< 256h/256H 123v/123V Pos: standing >
Rising Sun Corridor
   This corridor leads to a few of rentable rooms of the Rising Sun
inn. Various paintings and tapestries are hung from the walls, mostly
images of the Hunters doing battle with all forms of devils and dragons,
capturing them and freezing them in time of their most glorious moments.
Obvious exits: -North -East  -West 
A greyish stone wall is here to the east. (magic)
A common resident of the city wanders the streets.
A young warlock wanders the city.
You sense a lifeform nearby.
A woman shopper travels the city.

< 256h/256H 123v/123V Pos: standing >
A young warlock starts casting an offensive spell.

< 256h/256H 123v/123V Pos: standing >
A myrabolan commoner leaves west.

< 256h/256H 123v/123V Pos: standing >
An Orc snaps into visibility.

< 256h/256H 123v/123V Pos: standing >
An Orc completes his spell...
An Orc utters the words 'zrzqhfuqar znzjudihuai'
I'm afraid you aren't quite up to mounted combat.
You stop riding the mount.
A huge shower of arcing electricity from an Orc engulfs you.
OUCH!  That really did HURT!

< 211h/256H 123v/123V Pos: standing >
< T: Siko TP: sta TC: small wounds E: An Orc sta EP: excellent >
 A half-orc commoner enters from the west.

< 211h/256H 123v/123V Pos: standing >
< T: Siko TP: sta TC: small wounds E: An Orc sta EP: excellent >
 You miss an Orc.
You miss an Orc.

< 211h/256H 123v/123V Pos: standing >
< T: Siko TP: sta TC: small wounds E: An Orc sta EP: excellent >
 An Orc starts casting an offensive spell.

< 211h/256H 123v/123V Pos: standing >
< T: Siko TP: sta TC: small wounds E: An Orc sta EP: excellent >
 The electrical arcs turn your exposed flesh black!

< 194h/256H 123v/123V Pos: standing >
< T: Siko TP: sta TC: small wounds E: An Orc sta EP: excellent >
 You begin to focus your will...

< 194h/256H 123v/123V Pos: standing >
< T: Siko TP: sta TC: small wounds E: An Orc sta EP: excellent >
 A young warlock completes her spell...
A young warlock utters the words 'eugszr waouq'
An Orc completes his spell...
An Orc utters the words 'zrzqhfuqar znzjudihuai'
A huge shower of arcing electricity from an Orc engulfs you.
OUCH!  That really did HURT!

< 141h/256H 123v/123V Pos: standing >
< T: Siko TP: sta TC: few wounds E: An Orc sta EP: excellent >
 You dodge an Orc's vicious attack.
You dodge an Orc's vicious attack.

< 141h/256H 123v/123V Pos: standing >
< T: Siko TP: sta TC: few wounds E: An Orc sta EP: excellent >
 Casting: detonate 

< 141h/256H 123v/123V Pos: standing >
< T: Siko TP: sta TC: few wounds E: An Orc sta EP: excellent >
 The electrical arcs turn your exposed flesh black!

< 130h/256H 123v/123V Pos: standing >
< T: Siko TP: sta TC: few wounds E: An Orc sta EP: excellent >
 Your mental manipulations become a reality...
You feel a warm sense of satisfaction as explosions engulf an Orc.

< 130h/256H 123v/123V Pos: standing >
< T: Siko TP: sta TC: few wounds E: An Orc sta EP:  small wounds >
 The electrical arcs turn your exposed flesh black!

< 111h/256H 123v/123V Pos: standing >
< T: Siko TP: sta TC: nasty wounds E: An Orc sta EP:  small wounds >
 A young warlock starts casting an offensive spell.

< 111h/256H 123v/123V Pos: standing >
< T: Siko TP: sta TC: nasty wounds E: An Orc sta EP:  small wounds >
 An Orc starts casting an offensive spell.
You begin to focus your will...

< 111h/256H 123v/123V Pos: standing >
< T: Siko TP: sta TC: nasty wounds E: An Orc sta EP:  small wounds >
 The electrical arcs turn your exposed flesh black!

< 101h/256H 123v/123V Pos: standing >
< T: Siko TP: sta TC: nasty wounds E: An Orc sta EP:  small wounds >
 You can no longer absorb energy.

< 101h/256H 123v/123V Pos: standing >
< T: Siko TP: sta TC: nasty wounds E: An Orc sta EP:  small wounds >
 Casting: detonate 

< 101h/256H 123v/123V Pos: standing >
< T: Siko TP: sta TC: nasty wounds E: An Orc sta EP:  small wounds >
 Autosaving...
The electrical arcs turn your exposed flesh black!

< 96h/256H 123v/123V Pos: standing >
< T: Siko TP: sta TC: nasty wounds E: An Orc sta EP:  small wounds >
 Your mental manipulations become a reality...
You feel a warm sense of satisfaction as explosions engulf an Orc.

< 96h/256H 123v/123V Pos: standing >
< T: Siko TP: sta TC: nasty wounds E: An Orc sta EP:  few wounds >
 The electrical arcs turn your exposed flesh black!

< 89h/256H 123v/123V Pos: standing >
< T: Siko TP: sta TC: nasty wounds E: An Orc sta EP:  few wounds >
 You begin to focus your will...

< 89h/256H 123v/123V Pos: standing >
< T: Siko TP: sta TC: nasty wounds E: An Orc sta EP:  few wounds >
 The electrical arcs turn your exposed flesh black!

< 83h/256H 123v/123V Pos: standing >
< T: Siko TP: sta TC: nasty wounds E: An Orc sta EP:  few wounds >
 Casting: detonate 
An Orc completes his spell...
An Orc utters the word 'qlqraiz'
An Orc's cyclone hammers at your body!
YIKES!  Another hit like that, and you've had it!!
You wish that your wounds would stop BLEEDING so much!

< 31h/256H 123v/123V Pos: standing >
< T: Siko TP: sta TC: awful E: An Orc sta EP:  few wounds >
 The electrical arcs turn your exposed flesh black!
You wish that your wounds would stop BLEEDING so much!
Your mental manipulations become a reality...
You feel a warm sense of satisfaction as explosions engulf an Orc.

< 24h/256H 123v/123V Pos: standing >
< T: Siko TP: sta TC: awful E: An Orc sta EP:  few wounds >
 An Orc starts casting an offensive spell.

< 24h/256H 123v/123V Pos: standing >
< T: Siko TP: sta TC: awful E: An Orc sta EP:  few wounds >
 The electrical arcs turn your exposed flesh black!
You wish that your wounds would stop BLEEDING so much!
A young warlock completes her spell...
A young warlock utters the words 'eugszr waouq'
A greyish stone wall crumbles to dust and blows away.
You begin to focus your will...

< 16h/256H 123v/123V Pos: standing >
< T: Siko TP: sta TC: awful E: An Orc sta EP:  few wounds >
 The electrical arcs turn your exposed flesh black!
You wish that your wounds would stop BLEEDING so much!

< 9h/256H 123v/123V Pos: standing >
< T: Siko TP: sta TC: awful E: An Orc sta EP:  few wounds >
 Casting: detonate 

< 9h/256H 123v/123V Pos: standing >
< T: Siko TP: sta TC: awful E: An Orc sta EP:  few wounds >
 A young warlock starts casting a spell.
Your mental manipulations become a reality...
You feel a warm sense of satisfaction as explosions engulf an Orc.

< 9h/256H 123v/123V Pos: standing >
< T: Siko TP: sta TC: awful E: An Orc sta EP:  nasty wounds >
 The electrical arcs turn your exposed flesh black!
YIKES!  Another hit like that, and you've had it!!
You wish that your wounds would stop BLEEDING so much!

< 3h/256H 123v/123V Pos: standing >
< T: Siko TP: sta TC: awful E: An Orc sta EP:  nasty wounds >
 The arcs of electricty surrounding you ground out!
You begin to focus your will...

< 3h/256H 123v/123V Pos: standing >
< T: Siko TP: sta TC: awful E: An Orc sta EP:  nasty wounds >
 An Orc completes his spell...
An Orc utters the word 'qlqraiz'
You resist the effects of an Orc's spell!

< 3h/256H 123v/123V Pos: standing >
< T: Siko TP: sta TC: awful E: An Orc sta EP:  nasty wounds >
 The electrical arcs turn your exposed flesh black!
Your blood rushes out of your veins, as you slowly run out of life.
Blood pours from your many serious wounds and your strength fails.
You realize this may have been your last battle, and prepare for oblivion.

< -4h/256H 123v/123V Pos: on your ass >
You are too busy bleeding to death at the moment.
Standing would be a good first step.
You abort your mental image before it has become reality!

< -4h/256H 123v/123V Pos: on your ass >
You are in pretty bad shape, unable to do anything!

< -4h/256H 123v/123V Pos: on your ass >
You are in pretty bad shape, unable to do anything!
Sorry, you can't do that while laying around.

< -4h/256H 123v/123V Pos: on your ass >
You are in pretty bad shape, unable to do anything!

< -3h/256H 123v/123V Pos: on your ass >
A myrabolan commoner enters from the west.

< 0h/256H 123v/123V Pos: on your ass >
An Orc's kick hits you directly in the face.
Your consciousness begins to fade in and out as your mortality slips away.....

< -7h/256H 123v/123V Pos: on your ass >
You are in pretty bad shape, unable to do anything!
Sorry, you can't do that while laying around.

< -5h/256H 123v/123V Pos: on your ass >
You are in pretty bad shape, unable to do anything!

< -5h/256H 123v/123V Pos: on your ass >
An Orc misses you with his clumsy kick at your chest.

< -1h/256H 123v/123V Pos: on your ass >
< T: Siko TP: ass TC: awful E: An Orc sta EP:  nasty wounds >
 You miss an Orc.
You miss an Orc.

< 0h/256H 123v/123V Pos: on your ass >
< T: Siko TP: ass TC: awful E: An Orc sta EP:  nasty wounds >
 Sorry, you can't do that while laying around.

< 0h/256H 123v/123V Pos: on your ass >
< T: Siko TP: ass TC: awful E: An Orc sta EP:  nasty wounds >
 You clamber to your feet.

< 0h/256H 123v/123V Pos: standing >
< T: Siko TP: sta TC: awful E: An Orc sta EP:  nasty wounds >
 A half-orc commoner leaves west.

< 0h/256H 123v/123V Pos: standing >
< T: Siko TP: sta TC: awful E: An Orc sta EP:  nasty wounds >
 An Orc misses you.
An Orc misses you.
You begin to focus your will...

< 0h/256H 123v/123V Pos: standing >
< T: Siko TP: sta TC: awful E: An Orc sta EP:  nasty wounds >
 Casting: detonate 

< 0h/256H 123v/123V Pos: standing >
< T: Siko TP: sta TC: awful E: An Orc sta EP:  nasty wounds >
 An Orc starts casting an offensive spell.

< 0h/256H 123v/123V Pos: standing >
< T: Siko TP: sta TC: awful E: An Orc sta EP:  nasty wounds >
 Your mental manipulations become a reality...
You feel a warm sense of satisfaction as explosions engulf an Orc.

< 0h/256H 123v/123V Pos: standing >
< T: Siko TP: sta TC: awful E: An Orc sta EP:  nasty wounds >
 You miss an Orc.
You miss an Orc.

< 0h/256H 123v/123V Pos: standing >
< T: Siko TP: sta TC: awful E: An Orc sta EP:  nasty wounds >
 You attempt to flee...
Rising Sun Inn
   The Rising Sun is a rather famous location of the city. The innkeeper
is free of any prejiduce and will admit any traveller as long as they
leave their weapons or spellbooks in the bin located next to the door.
The sign behind innkeeper's counter depicts the familiar golden sun with
a silvery blade thrust through it.
Obvious exits: -West  -Down 
You flee eastward!

< 0h/256H 98v/123V Pos: standing >
YOU'RE HIT!  A lightning bolt from an Orc starts your skin smoking.
Your fine suit of spiked ringmail exploded spreading charges of electrical energy!
Your decent gem hat exploded spreading charges of electrical energy!
Your some angelic crystal arm plates exploded spreading charges of electrical energy!