The death of [ 1 Warrior] Zloorc (Orc)

in Surrounded by Dancing Lights and Mirrors

from the perspective of [ 1 Warrior] Zloorc (Orc)

<worn on head>       a bronze skull cap
<worn on body>       a suit of spiked leather armor
<worn about body>    a hard leather cloak
<worn about waist>   a thin leather belt
<worn on arms>       a pair of studded leather sleeves
<held as shield>     a small round wooden shield
<worn around wrist>  a thick spiked leather bracer
<worn around wrist>  a thick spiked leather bracer
<worn on hands>      some thick leather gloves
<held>               a bag made from sewn skunk skin
<worn on legs>       a pair of studded leather leggings
<worn on feet>       a pair of studded leather boots

The Inn of the Shady Grove
   The small and simple room here is decorated with a variety of
plants and pieces of furniture.  The room is constructed from stone
and mortar.  The room glows an erie yellow from the large candles
which burn on the counter along the west wall.  A hallway can be
seen just beyond the counter where visitors have taken some time
off.  There are exits leading into the House of the Poor and the
Bar of the Dancing Flame.
Obvious exits: -East  -South
Fresh blood splatters cover the area.
A large black leather whip lies coiled here.
A warhammer with a sturdy-looking steel head lies here.
A large two-handed sword has been left here.
A large two-handed sword has been left here.
A great flail has been carelessly left here.
[10] A small bandage rests upon the ground here.
[2] A sturdy looking wooden club has been left here.
[2] A stout cudgel carved from oak wood lies here.
[2] A gnoby piece of wood, perhaps a small mace, lies here.
[2] A steel long sword has been left here.
[2] A steel short sword lies discarded here.
[2] A long steel sword is here in the dirt.
[2] A steel dagger about a foot in length lies here.
[2] A steel dagger has been tossed aside here.
[2] A durable looking footman's flail lies discarded here.
A spellbook has been tossed aside here.
Yzarafk (Orc)(medium) stands here.
An orc anti-paladin surveys the area for intruders.
An orcish guard stands here patrolling.
You shrug into a suit of spiked leather armor.
You slide your legs into a pair of studded leather leggings.
You cover your arms with a pair of studded leather sleeves.
You clasp a thin leather belt around your waist.
You pull some thick leather gloves onto your hands.
You place a pair of studded leather boots on your feet.
You don a bronze skull cap on your head.
You strap a small round wooden shield to your arm.
You place a thick spiked leather bracer around your left wrist.
You place a thick spiked leather bracer around your right wrist.
You wear a hard leather cloak about your body.
You need two free hands to wield that.
You need two free hands to wield that.
You need two free hands to wield that.
You need two free hands to wield that.
You hold a bag made from sewn skunk skin.
You will no longer automatically 'wear all' when you enter the game once you reach level 3.

< 1h/31H 56v/113V Pos: standing >
The Bar of Dancing Flame
   Chairs and tables can be found through out this room. This bar serves as
a gathering place for social events. Many drunks can always be found here.
There is a large counter along the west wall where most of the drunks are
gathered drinking heartily. Drinks and other items are available for sample
in this store. The only exits are down and north out of the this bar.
Obvious exits: -North -Down 
Fresh blood covers everything in the area.
A mighty board stands here held up by great swords reading 'Flame Board.'
(Q)Ixie, the bartender, stands behind the counter ready to serve you.
A dancing elven girl dances along her way through the bar.

< 1h/31H 55v/113V Pos: standing >
Alas, you cannot go that way. . . .

< 1h/31H 56v/113V Pos: standing >
A Small Side Street of the Grove
  This pathway is almost ten feet wide and is heavily littered with trash
and other debris.  Many visitors to the city use this pathway to acess the
inn and bar which lie just ahead. Large puddles of water gather here due to
poor drainage system. Among these puddles of water are scattered lose change
and other unwanted items that people have carelessly dropped. The only
exits are east and up which lead into various parts of town.
Obvious exits: -East  -Up   
A few drops of fresh blood are scattered around the area.
An orc guard of the Black Order is here watching your every action.

< 1h/31H 55v/113V Pos: standing >
A Small Side Street of the Grove
  This pathway is almost ten feet wide and is heavily littered with trash
and other debris.  Many visitors to the city use this pathway to acess the
inn and bar which lie just ahead. Large puddles of water gather here due to
poor drainage system. Rotten corpses of some animals are seen along the
side of this street. There is a potent stench of decay in this area. The
only exits are east and west leading into various parts of the Grove.
Obvious exits: -East  -West 
Fresh blood splatters cover the area.

< 1h/31H 55v/113V 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 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, west into an alley, and east to the bakery.
Obvious exits: -North -East  -South -West 
Fresh blood covers everything in the area.
A large warhorse stands here with its head high.
An orcish elite searches the area here for any signs of problems.
(Q)An old orcish woman cries over the loss of her spouse.

< 1h/31H 54v/113V 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 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 and there is an exit east to the shopping district
of the city.
Obvious exits: -North -East  -South
A few drops of fresh blood are scattered around the area.
Crawling about, this baby orc is crying loudly.
Running about town, this female orc is restocking her low supplies.
A small black skunk peers wearily at you.
Crawling about, this baby orc is crying loudly.

< 1h/31H 53v/113V 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. The Guard Barracks
of the Black Order of Orcs is located just to the west with the Shady
Jewelers to the east.
Obvious exits: -North -East  -South -West 
Fresh blood covers everything in the area.
A small collar collects among the rubble on the ground.
Running about town, this female orc is restocking her low supplies.
A small black skunk peers wearily at you.

< 1h/31H 52v/113V 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 and a small
scribers shop to the east.
Obvious exits: -North -East  -South
Fresh blood splatters cover the area.
Crawling about, this baby orc is crying loudly.
Crawling about, this baby orc is crying loudly.

< 1h/31H 52v/113V 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 few drops of fresh blood are scattered around the area.
An orcish elite searches the area here for any signs of problems.

< 1h/31H 51v/113V 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 
Puddles of fresh blood cover the ground.
An orc guard of the Black Order is here watching your every action.
A drunken orc wanders about lost out of his mind.
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.
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 
Puddles of fresh blood cover the ground.
An orc guard of the Black Order is here watching your every action.
A drunken orc wanders about lost out of his mind.
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.

< 1h/31H 51v/113V Pos: standing >
Alas, you cannot go that way. . . .

< 1h/31H 51v/113V Pos: standing >
Before the Ramparts that Lead to the South Gates of Shady Grove
A massive moat was recently built before the gates. From within the deep moat,
a long ramp leads upwards to the south gates of Shady Grove. The moat is
currently dry...

   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: -South -Up   
A few drops of fresh blood are scattered around the area.
An orc guard of the Black Order is here watching your every action.

< 1h/31H 50v/113V 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 north and south along this pathway.
Obvious exits: -North -South
Fresh blood splatters cover the area.

< 1h/31H 49v/113V Pos: standing >
You have now turned Paging mode off.

< 2h/31H 50v/113V Pos: standing >
An orcish guard enters from the north.
A Small Pathway
   The rocky pathway continues here heading up to a large city in the near
distance.  The city to the north is marked by its varying skyline of towers
and the city wall.  Many guards can been seen on their posts from this path.
There are a variety of animals roaming about here in search of food to satisfy
their appetites.  The pathway continues north and south through the surrouding
shrubbery.
Obvious exits: -North -South
Puddles of fresh blood cover the ground.

< 2h/31H 50v/113V Pos: standing >
 
  *******MM   
 ****^^^*^MM  
 **^*^^^^**M  
 *^.^M@..***  
 .^...+..^**  
 ..M..+...**  
  .^..+....   
Along a Crumbling Cobblestone Road
Obvious exits: -North -East  -South -West 
Fresh blood covers everything in the area.

< 2h/31H 49v/113V Pos: standing >
 
  ***^^^*^M   
 **^*^^^^**M  
 *^.^M+..***  
 .^...@..^**  
 ..M..+...**  
 ..^..+....*  
  ^*M.+....   
Along a Crumbling Cobblestone Road
Obvious exits: -North -East  -South -West 
Fresh blood splatters cover the area.

< 2h/31H 48v/113V Pos: standing >
Alas, you cannot go that way. . . .

< 2h/31H 49v/113V Pos: standing >
 
  *^*^^^^**   
 *^.^M+..***  
 .^...+..^**  
 ..M..@...**  
 ..^..+....*  
 .^*M.+.....  
  ^**.+....   
Along a Crumbling Cobblestone Road
Obvious exits: -North -East  -South -West 
Fresh blood covers everything in the area.

< 2h/31H 48v/113V Pos: standing >
 
  ^.^M+..**   
 .^...+..^**  
 ..M..+...**  
 ..^..@....*  
 .^*M.+.....  
 ^^**.+.....  
  ****+*.M.   
Along a Crumbling Cobblestone Road
Obvious exits: -North -East  -South -West 
Puddles of fresh blood cover the ground.

< 2h/31H 48v/113V Pos: standing >
 
  ^...+..^*   
 ..M..+...**  
 ..^..+....*  
 .^*M.@.....  
 ^^**.+.....  
 .****+*.M..  
  *M^*+*^^.   
A repaired Cobblestone Path
Obvious exits: -North -East  -South -West 
Fresh blood covers everything in the area.

< 2h/31H 47v/113V Pos: standing >
 
  .M..+...*   
 ..^..+....*  
 .^*M.+.....  
 ^^**.@.....  
 .****+*.M..  
 **M^*+*^^.^  
  **^*+^^*.   
Along a Crumbling Cobblestone Road
Obvious exits: -North -East  -South -West 
Fresh blood covers everything in the area.

< 2h/31H 46v/113V Pos: standing >
 
  ..M..+...   
 ...^..+....  
 ..^*M.+....  
 .^^**@+....  
 ^.****+*.M.  
 .**M^*+*^^.  
  M**^*+^^*   
Overgrown Grasslands of the Northern Wilds
Obvious exits: -North -East  -South -West 

< 2h/31H 45v/113V Pos: standing >
 
 ^*M.+  
 ^*@.+  
 ***M+  
A Dense Forest Enshrouded by a Dismal Fog
Obvious exits: -North -East  -South -West 

< 2h/31H 44v/113V Pos: standing >
 
 .^*M.  
 ^^@*.  
 .***M  
A Dense Forest Enshrouded by a Dismal Fog
Obvious exits: -North -East  -South -West 

< 2h/31H 42v/113V Pos: standing >
 
  **...M..+   
 *.....^M.+.  
 .....^*..+.  
 ....^@**.+.  
 ...^.****+*  
 ....**M^*+*  
  .M.M**^*+   
Rugged Hillside of the Northern Wilds
Obvious exits: -North -East  -South -West 

< 2h/31H 40v/113V Pos: standing >
 
  ***...M..   
 **.....^M.+  
 *.....^*..+  
 .....@^**.+  
 M...^.****+  
 .....**M^*+  
  ..M.M**^*   
Rugged Hillside of the Northern Wilds
Obvious exits: -North -East  -South -West 

< 2h/31H 37v/113V Pos: standing >
 
  ****...M.   
 ***.....^M.  
 **.....^*..  
 .....@^^**.  
 .M...^.****  
 ......**M^*  
  ...M.M**^   
Overgrown Grasslands of the Northern Wilds
Obvious exits: -North -East  -South -West 

< 2h/31H 36v/113V Pos: standing >
 
  **.....^M   
 **.....^*..  
 ......^^**.  
 .M...@.****  
 ......**M^*  
 ....M.M**^*  
  +..+.++++   
Rugged Hillside of the Northern Wilds
Obvious exits: -North -East  -South -West 

< 2h/31H 34v/113V Pos: standing >
 
  *.....^*.   
 ......^^**.  
 .M...^.****  
 .....@**M^*  
 ....M.M**^*  
 ++..+.++++.  
  .......**   
Overgrown Grasslands of the Northern Wilds
Obvious exits: -North -East  -South -West 

< 3h/31H 32v/113V Pos: standing >
 
  **.....^*   
 .......^^**  
 ..M...^.***  
 .....@.**M^  
 .....M.M**^  
 +++..+.++++  
  ........*   
Overgrown Grasslands of the Northern Wilds
Obvious exits: -North -East  -South -West 

< 3h/31H 30v/113V Pos: standing >
 
  ***.....^   
 *.......^^*  
 ...M...^.**  
 .....@..**M  
 ......M.M**  
 ++++..+.+++  
  .........   
Overgrown Grasslands of the Northern Wilds
Obvious exits: -North -East  -South -West 

< 3h/31H 29v/113V Pos: standing >
 
  .......^^   
 ...M...^.**  
 ........**M  
 .....@M.M**  
 ++++..+.+++  
 ..........*  
  ....^M^..   
Overgrown Grasslands of the Northern Wilds
Obvious exits: -North -East  -South -West 

< 3h/31H 27v/113V Pos: standing >
 
  ..M...^.*   
 ........**M  
 ......M.M**  
 ++++.@+.+++  
 ..........*  
 .....^M^...  
  ..^^^^...   
A Ruined Path Once Covered by Cobblestones
Obvious exits: -North -East  -South -West 

< 3h/31H 25v/113V Pos: standing >
 
  .......**   
 ......M.M**  
 ++++..+.+++  
 .....@....*  
 .....^M^...  
 ...^^^^...M  
  G^MM^....   
Overgrown Grasslands of the Northern Wilds
Obvious exits: -North -East  -South -West 
A few drops of fresh blood are scattered around the area.

< 3h/31H 24v/113V Pos: standing >
 
  ........*   
 .......M.M*  
 +++++..+.++  
 .....@.....  
 M.....^M^..  
 ....^^^^...  
  ^G^MM^...   
Overgrown Grasslands of the Northern Wilds
Obvious exits: -North -East  -South -West 
Fresh blood covers everything in the area.

< 3h/31H 22v/113V Pos: standing >
 
  .........   
 ........M.M  
 ++++++..+.+  
 .....@.....  
 MM.....^M^.  
 .....^^^^..  
  .^G^MM^..   
Overgrown Grasslands of the Northern Wilds
Obvious exits: -North -East  -South -West 
Puddles of fresh blood cover the ground.

< 3h/31H 20v/113V Pos: standing >
 
  .......M.   
 ++++++..+.+  
 ...........  
 MM...@.^M^.  
 .....^^^^..  
 ..^G^MM^...  
  ^.^MM^^..   
Overgrown Grasslands of the Northern Wilds
Obvious exits: -North -East  -South -West 
Puddles of fresh blood cover the ground.

< 3h/31H 18v/113V Pos: standing >
 
  +++++..+.   
 ...........  
 MM.....^M^.  
 .....@^^^..  
 ..^G^MM^...  
 .^.^MM^^...  
  ^MMM^^.^.   
Rugged Hillside of the Northern Wilds
Obvious exits: -North -East  -South -West 
Puddles of fresh blood cover the ground.

< 3h/31H 17v/113V Pos: standing >
 
  ++++++..+   
 ...........  
 .MM.....^M^  
 .....@^^^^.  
 ...^G^MM^..  
 ^.^.^MM^^..  
  .^MMM^^.^   
Overgrown Grasslands of the Northern Wilds
Obvious exits: -North -East  -South -West 
Fresh blood splatters cover the area.

< 3h/31H 15v/113V Pos: standing >
 
  .++++++..   
 ...........  
 ..MM.....^M  
 .....@.^^^^  
 ....^G^MM^.  
 ^^.^.^MM^^.  
  ^.^MMM^^.   
Overgrown Grasslands of the Northern Wilds
Obvious exits: -North -East  -South -West 

< 3h/31H 13v/113V Pos: standing >
 
  .........   
 ..M.M....^M  
 .......^^^^  
 ....^@^MM^.  
 ^^.^.^MM^^.  
 .^.^MMM^^.^  
  .^MMM^^^M   
Rugged Hillside of the Northern Wilds
Obvious exits: -North -East  -South -West 
Puddles of fresh blood cover the ground.
The corpse of an Orc is lying here.
Someone has left a condom on the ground.. Ew!
The guildhall of - The Horde is here.

< 3h/31H 11v/113V Pos: standing >
The High-Arched Foyer before The Hall of - The Horde
Obvious exits: -North -South
Fresh blood covers everything in the area.
The lich of the dying hippopotamus stands here. (minion) 

< 3h/31H 12v/113V Pos: standing >
An Antechamber buzzing with Energy
Obvious exits: -East  -South -West 
Fresh blood covers everything in the area.
A greyish stone wall is here to the west.
The corpse of an Orc is lying here.
An onyx rock fills the room, pulsing with energy. (glowing) (humming)
The lich of a roc stands here. (minion) 

< 3h/31H 12v/113V Pos: standing >
Alas, you cannot go that way. . . .

< 3h/31H 12v/113V Pos: standing >
Alas, you cannot go that way. . . .

< 3h/31H 12v/113V Pos: standing >
Oof! You bump into a greyish stone wall...

< 4h/31H 13v/113V Pos: standing >
Hint: Different equipment will give you different bonuses. After wearing a new piece of equipment, type 'attribute' to see if there are any differences.

< 4h/31H 14v/113V Pos: standing >
Surrounded by Dancing Lights and Mirrors
Obvious exits: -West 
Puddles of fresh blood cover the ground.
[2] The corpse of an Orc is lying here.
The lich of the dying hippopotamus stands here. (minion) 

< 4h/31H 13v/113V Pos: standing >
The lich of the dying hippopotamus suddenly attacks YOU!
-=[The lich of the dying hippopotamus's decent punch enshrouds you in a mist of blood.]=-
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!
Sorry, you aren't allowed to do that in combat.

< 0h/31H 14v/113V Pos: standing >
< T: Zloorc TP: sta TC: awful E: undead sta EP: excellent >
 Sorry, you aren't allowed to do that in combat.

< 0h/31H 14v/113V Pos: standing >
< T: Zloorc TP: sta TC: awful E: undead sta EP: excellent >
 You try to overcome your woozy feeling.

< 0h/31H 14v/113V Pos: standing >
< T: Zloorc TP: sta TC: awful E: undead sta EP: excellent >
 You try to overcome your woozy feeling.

< 0h/31H 14v/113V Pos: standing >
< T: Zloorc TP: sta TC: awful E: undead sta EP: excellent >
 You try to overcome your woozy feeling.

< 0h/31H 14v/113V Pos: standing >
< T: Zloorc TP: sta TC: awful E: undead sta EP: excellent >
 You try to overcome your woozy feeling.

< 0h/31H 14v/113V Pos: standing >
< T: Zloorc TP: sta TC: awful E: undead sta EP: excellent >
 You try to overcome your woozy feeling.

< 0h/31H 14v/113V Pos: standing >
< T: Zloorc TP: sta TC: awful E: undead sta EP: excellent >
 -=[The lich of the dying hippopotamus's decent punch enshrouds you in a mist of blood.]=-
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.
You are in pretty bad shape, unable to do anything!

< -4h/31H 14v/113V Pos: standing >
The world stops spinning.

< -4h/31H 14v/113V Pos: standing >

< -4h/31H 14v/113V Pos: on your ass >
You have ranked up to Serf.

< -4h/31H 14v/113V Pos: on your ass >
Hint: Your stats will be displayed more accurately at level 10 and completely revealed at level 20.

< -4h/31H 14v/113V Pos: on your ass >
Hint: Type 'news' daily to read the latest changes and updates on Duris.

< -5h/31H 14v/113V Pos: on your ass >