///Killed jaguar in vin, droped eq at ford. some new uruk showed up, we skirmished 
///ford a little, and log picks up from there

Road to the Ford    Exits are: E W
A wide stone road emerges here from the west, leading towards a ford that
crosses the Anduin to the east. Large pieces of wood lie strewn about the
area, evidence that at one point some sort of structure was built here but has
been torn down. Several guards roam the area, ready for any enemies that cross
the Anduin. 
An experienced member of the guard stands with care, watching the land.
An experienced member of the guard stands with care, watching the land.
A royal Gondorian infantryman patrols here.

HP:Bruised S:Charged>sc
You have 288/370 hit, 36/81 stamina, 180/183 moves, 472 spirit.
OB: 174, DB: 16, PB: 29, Speed: 15, Gold: 67, XP Needed: 65K.

HP:Bruised S:Charged>inf
You are Vornaer Herald of the Falathrim Guard, a good (500) male Wood Elf.
You have reached level 30.
You are level 27 Warrior, 21 Ranger, 9 Mystic, and 9 Mage.
You are specialized in wild fighting.
You are 20 years old, and have played 1 days and 18 hours.
You are 6'8" high, weight 128.4lb and carrying 104.8lb.
You have 288/370 hit points, 37/81 stamina, 182/183 moves and 472 spirit.
You have 67 gold, 2 silver and 95 copper coins.
Your OB is 174, dodge is 16, parry 29, and your attack speed is 15.
Your armour absorbs about 0% damage, and gives you a meagre resilience to magic.
Your spiritual perception is 68%, willpower: 23,
Your skill encumbrance is 7, and your movement is encumbered by 0.
You move easily indeed.
You have scored 1375736 experience points, and need 65764 more to advance.
Strength: 19/19, Intelligence: 16/16, Will: 14/14, Dexterity: 20/20
             Constitution: 14/14, Learning Ability: 14/14.
You are standing.
You are affected by:
anger                          (short)

HP:Bruised S:Charged>cast 'cure self'
You start to concentrate.

-\|/-\|/-\|/-\|/-\|/i
-\|/-\Ok.
You feel better.
You are carrying:
a water skin
a sapphirine kite shield
an ancient mithril sword
a silver inscribed coin
a silver inscribed coin
a thin pair of chain sleeves
a thin pair of chain mail gloves
a pair of thin chain mail boots
a pair of fine, chainmail leggings
a thin chain coif
a fine, chainmail shirt
a sharp, glimmering spear
a backpack
a large sack
a belt pouch

HP:Bruised S:Charged>fame
On the 14th day of Sulime, Vornaer killed Jaguar.
On the 15th day of Hisime, Vornaer was slain by Turog.
There were 2 records found about Vornaer, total fame 0.

HP:Bruised S:Charged>fame war
                      Status of the War in Middle-earth

    The Free Peoples of Middle-earth         The Forces of the Shadow
 1. Gamble the Dwarf              56      1. Rottin the Uruk-Hai           63
 2. Legogos the Wood Elf          39      2. Vagor the Uruk-Hai            45
 3. Narishma the Human            25      3. Sokel the Uruk-Hai            26
 4. Dradan the Hobbit             11      4. Doom the Uruk-Hai             22
 5. Zelran the Dwarf              11      5. Dmourk the Uruk-Hai           21
 6. Canibus the Dwarf             11      6. Turog the Uruk-Hai            17
 7. Bledd the Hobbit               9      7. Flavius the Uruk-Lhuth        17
 8. Toryn the Human                9      8. Jaek the Uruk-Hai             17
 9. Tobold the Hobbit              9      9. Tauron the Uruk-Hai           13
10. Mindul the Dwarf               7     10. Craven the Uruk-Lhuth         13

Total fame for the free peoples of Middle-earth: -91
Total fame for the forces of the Shadow: 90

The power of the Shadow falls over Middle-earth.

HP:Bruised S:Charged>fame naira

Naira is entering from the west, riding on a brown horse.

HP:Bruised S:Charged>On the 10th day of Cermie, Naira was slain by Rottin.
On the 14th day of Hisime, Naira was slain by Turog.
On the 12th day of Nenime, Naira was slain by Jaguar.
There were 3 records found about Naira, total fame -21.
Naira is leaving east, riding on a brown horse.

HP:Bruised S:Charged>
Naira is entering from the east, riding on a brown horse.
Afkaria chats 'fighting ehlp'

HP:Bruised S:Charged>cha where
You chat 'where'

HP:Bruised S:Charged>give sword naira
You give an ancient mithril sword to Naira.

HP:Bruised S:Charged>
Naira curtseys gracefully.

HP:Bruised S:Charged>give shield naira
You give a sapphirine kite shield to Naira.

HP:Bruised S:Charged>give coin naira
give coin naira
You give a silver inscribed coin to Naira.

HP:Bruised S:Charged>You give a silver inscribed coin to Naira.

HP:Bruised S:Charged>i
You are carrying:
a water skin
a thin pair of chain sleeves
a thin pair of chain mail gloves
a pair of thin chain mail boots
a pair of fine, chainmail leggings
a thin chain coif
a fine, chainmail shirt
a sharp, glimmering spear
a backpack
a large sack
a belt pouch

HP:Bruised S:Charged>
Not a cloud can be seen in the sky.

HP:Bruised S:Charged>
Afkaria chats 'follow ofr not far east'

HP:Bruised S:Charged>e
The Western Bank of the Old Ford    Exits are: E W
   The raging Anduin slows, forming a small ford. To the east, on the other
side of the river lies the Old Forest : ewennw Road, a highway that cuts through the
treacherous Mirkwood. To the west a large stone road extends past the ford
westward. 
The crushed corpse of a black warg is lying here.
A light, mithril buckler lies on the ground here.
A small golden bracelet has been dropped here.
A small golden bracelet has been dropped here.
A thick, golden bear fur lies here.
An encrusted ring lies here.
A soft pair of boots have been left here.
A pair of shiny black sleeves is lying here.
A leather bag lies in a clump here on the ground.
A longsword, dark as a pitch black night, lies here.
A dagger, with a blade of blue crystal, lies here, reflecting light.
A pair of cotton gloves have been discarded here.
A pair of cotton pants lies crumpled in a heap on the ground.
A hood made of cotton lies discarded here.
A shirt made of cotton lies in a crumpled heap on the ground.
A pair of cotton sleeves lie in a heap on the ground.

HP:Bruised S:Charged>e
Western Shallows of the Old Ford    Exits are: N E S W
   Here the water is but a few inches deep, and although flowing quite
quickly, it proposes no problem. To the west lies a small fort, and then the
ruins of Vinyanost, east across the river lies the Old Forest : ewennw Road.

e
HP:Bruised S:Charged>The Old Ford    Exits are: N E S W
   The water is several inches deep, and flowing very fast. The river makes it
quite tiring to move, and impossible to ride through. To the west the river
shallows as it approaches the banks, and to the east, the water gets even
deeper. 

e
HP:Bruised S:Charged>e
Middle of the Ford    Exits are: N E S W
   The water is over a foot deep here, and flowing an at extreme pace, making
it extremely difficult to move, and impossible to ride. To the east lies the
Old Forest : ewennw Road, and to the west is the settlement of Vinyanost. 

e
HP:Bruised S:Charged>The Old Ford    Exits are: N E S W
   The river is several inches deep, and running rapidly. The current makes
moving very difficult, and riding impossible. To the east lies the Old Forest : ewennw
Road, and to the west lies the town known as Vinyanost. 
A warrior of Gondor stands here, brandishing a broadsword.

HP:Bruised S:Charged>e
e
Eastern Shallows of the Anduin    Exits are: N E S W
   The great river Anduin blocks passages to the west, but however it seems
that here it is shallow enough to ford. To the east lies the Old Forest : ewennw Road,
an ancient path that cuts through the width of Mirkwood Forest. On the other
side of the river lies the city of Vinyanost. 

HP:Bruised S:Charged>e
The Old Forest : ewennw Road    Exits are: E S W
   The road tapers down to a smaller one here, approaching its westernmost end
before the great river.  To the west, over the Anduin, the road is called the
Eastern Road.  This part of the road has seen a lot of travel in its time, and
one can clearly see this by how worn and comfortable is it.  The areas offside
the road are generally lowlands, for this part of the road is very close to
the Anduin's shores. 

HP:Bruised S:Charged>The Old Forest : ewennw Road    Exits are: E S W
   The road starts out on its eastward trek here.  To the north is a thick
wall of thorns and brambles; passage that way would certainly be impossible.
The road here is dry here, but the lowlands to the south suggest that the area
will get damper as one travels south. 

HP:Bruised S:Charged>The Old Forest : ewennw Road    Exits are: S W
   The road bends to the west and south here, continuing its stretch towards
the forest of Mirkwood in the east and the Anduin in the west.  The wall of
thorns strike out and now blocks passage to the north and the east, so the
road bends around the barrier. 

HP:Bruised S:Charged>ride
A brown horse stops following you.
You mount a brown horse and start riding him.

e
R HP:Bruised S:Charged>e
e
You cannot go that way.

R HP:Bruised S:Charged>You cannot go that way.

s
R HP:Bruised S:Charged>e
You cannot go that way.

R HP:Bruised S:Charged>The Old Forest : ewennw Road Bends    Exits are: N E S W
   Curving east now, the road is stable but not very well planned.  To the
west is the river Anduin, and then the town of Vinyanost, while the road
continues curving through the land to the east. 

R HP:Bruised S:Charged>The Old Forest : ewennw Road Bends    Exits are: N E W
   Continuing its curving way throughout the land towards Mirkwood, the road
again bends north.  Following the road to the west brings ones to the pier, in
which they may board the ferry and be taken to Vinyanost. 

R HP:Bruised S:Charged>n
n
The Old Forest : ewennw Road    Exits are: N E S
   The road continues north and south here, avoiding a large tangle of thorns
directly to the west. To the north, it bends east again, heading into the
recesses of Mirkwood. To the south, the road bends westward, heading towards
the pier, and Vinyanost. 

e
R HP:Bruised S:Charged>A Bend in the Old Forest : ewennw Road    Exits are: N E S W
   The road turns east, curving over the land. To the far east, the dreaded
Mirkwood lies, where west, just over the Anduin, the small city of Vinyanost
lies, its streets a hopeful sanctuary for those fleeing from the evils that
dwell in the Mirkwood. 

R HP:Bruised S:Charged>e
The Old Forest : ewennw Road    Exits are: N E S W
   The road is covered with leaves and other wreckless debris from years of
abuse and travel.  The debris is scattered about and kicked out of the way as
people pass through, leaving thier own garbage behind. The road continues to
run east-west. 

R HP:Bruised S:Charged>The Old Forest : ewennw Road    Exits are: N E S W
   The road bends north and west here, continuing its journey either farther
into Mirkwood, or towards Vinyanost.  Little else is different, and the packed
earth on the road begins to feel tiresome, as though it is content that you
continue forever in both directions. 

R HP:Bruised S:Charged>whe
e
Players in your Zone
--------------------
Vornaer              - The Old Forest : ewennw Road

R HP:Bruised S:Charged>e
Grass beside the Old Forest : ewennw Road    Exits are: N E S W
   The grass that grows here is lush and green. The presence of the Old Forest : ewennw
Road directly to the north and to the west seems to have deterred the majority
of grazing herbivores. During the pleasantly mild months of spring this whole
area erupts with a flourish of colour. Beautiful yellow Daffodils cover the
surface, emitting a bright golden glow. 

R HP:Bruised S:Charged>Grass beside the Old Forest : ewennw Road    Exits are: N E S W
   The grassy plains here are peaceful and still, the grass looks vibrant and
healthy. There are few large grazing animals, only the occasional prowling
wolf searching for any wanderers or stragglers from the Old Forest : ewennw Road,
which passes directly to the north. If you stop and listen carefully here, you
will be able to hear to the south the rippling of water on the surface of a
large pond. 

R HP:Bruised S:Charged>e
e
Grass beside the Old Forest : ewennw Road    Exits are: N E S W
   This portion of grassland in the eastern Anduin valley is sandwiched
between the Old Forest : ewennw Road and a long pathway running to a farmhouse to the
south. This long path is infrequently used as the farmer seldom takes his cart
full of wares westwards. The demise of Vinyanost has meant hard times for the
farmer and his family. Subsistence farming is possible in this rich and
fertile valley. The farmers here are poor but well-fed. 

R HP:Bruised S:Charged>e
A Small, Dirt Path    Exits are: N E S W
   This narrow trail cuts through the grass in a straight line. The surround
fields have been chopped down recently and stand at about six inches, in
comparison to some areas which the grass is well over a foot and a half tall.
To the south lies a large farm.
A grey wolf is growling at you.

R HP:Bruised S:Powered>
A grey wolf attacks YOU!
A grey wolf hits your left hand.
You discover a weakness in a grey wolf's defense!
You deeply wound a grey wolf's body with your smite.

R HP:Bruised S:Powered, a grey wolf:Bloodied>No way!  You're fighting for your life!

R HP:Bruised S:Powered, a grey wolf:Bloodied>
You discover a weakness in a grey wolf's defense!
You severely wound a grey wolf's body with your smite!
get all.coin corpse
get all.snake corpse
A grey wolf is dead!  R.I.P.
You receive your share of experience -- 43 points.
Your blood freezes as you hear a grey wolf's death cry.

R HP:Bruised S:Powered>s
You can't find any coins in the crushed corpse of a grey wolf.

R HP:Bruised S:Powered>You can't find any snakes in the crushed corpse of a grey wolf.

R HP:Bruised S:Powered>A Small, Dirt Path    Exits are: N E S W
   Straight and narrow, this trail serves as a path from the large farmhouse
to the south, to the ancient Forest Road. Small grasshoppers and other tiny
bugs mill around the place, making thier homes in the surrounding grassy
plains. Directly to the south, the farmhouse lies. 

R HP:Bruised S:Powered>w
Grassland of the Eastern Anduin Valley    Exits are: N E S W
   The grasses here end to the east and are replaced by a long dirt path which
runs north-south from a small farmstead to the Old Forest : ewennw Road. To the west of
this grassy place is a small pond, the ripples upon the surface can be heard
echoing across the quiet plains. The grasses here are emerald green and the
soil is damp, probably fed from the same source which forms the pond to the
west. 

e
R HP:Bruised S:Powered>A Small, Dirt Path    Exits are: N E S W
   Straight and narrow, this trail serves as a path from the large farmhouse
to the south, to the ancient Forest Road. Small grasshoppers and other tiny
bugs mill around the place, making thier homes in the surrounding grassy
plains. Directly to the south, the farmhouse lies. 

R HP:Bruised S:Powered>e
e
Plains    Exits are: N E S W
   Golden plains full of tall grasses cover this area making gazing into the
distance difficult. To the west there is some break in the grasses as the
plains approach a long straight pathway which connects the Old Forest : ewennw Road
with an isolated farmstead. Looking into the sky it is possible to small
billows of smoke, Probably from the chimney stack of the farmstead. 

R HP:Bruised S:Powered>Plains    Exits are: N E S W
   Nothing lives here, no vegetation and no animals. Walking through
these quiet grasses, the only sounds heard are footsteps and armour jiggling. It
is still and deathly quiet. Far to the north the Old Forest : ewennw Road can be seen.

n
R HP:Bruised S:Powered>Endless Plains    Exits are: N E S W
   Here stunted crops grow uselessly. Someone tried to farm here but finally
learned that it was useless to grow things in this arid place. Dust flies
up in the air where you are stepping.

e
R HP:Bruised S:Powered>Endless Plains    Exits are: N E S W
   Dust flies up from underneath your feet as you're the first person to walk
these plains in a while. Plains wolves and other small animals built to
survive given little populate the plains as this is perfect environment for them.

n
R HP:Bruised S:Powered>The Old Forest : ewennw Road    Exits are: N E S W
   This narrow road is made from dirt. Many a traveller has walked these
roads before as the dirt is hard and packed down into the earth. Wagon tracks
are also visible on the road.

R HP:Bruised S:Powered>e
Bend in the Old Forest : ewennw Road    Exits are: N (E) S W
   The road bends here but little else is different about it. An abandoned 
farmhouse is to the east as if somebody actually tried to live here. A large
shack is seen to the south-east.

R HP:Bruised S:Powered>e
The door seems to be closed.

whe
R HP:Bruised S:Powered>n
Players in your Zone
--------------------
Vornaer              - Bend in the Old Forest : ewennw Road

R HP:Bruised S:Powered>n
The Old Forest : ewennw Road    Exits are: N E S W
   This dirt road is very bumpy and contains many holes. Many pieces of wagons
lay strewn about as they have succumbed to the weariness of travel. Bones of
some animal are half-buried in the dirt, as somebody had dinner but didn't
bury the bones.

R HP:Bruised S:Powered>The Old Forest : ewennw Road    Exits are: E S W
   The old forest road bends here heading to the south. To the west is a small
field which has grown up right by the road.. Lots of small animals and birds
chirp and cry out in the fields.

R HP:Bruised S:Powered>e
The Old Forest : ewennw Road    Exits are: E S W
   This old road has been well traveled in the past, and continues to be used
greatly today. This road continues to the east and west.

e
R HP:Bruised S:Powered>The Old Forest : ewennw Road    Exits are: E S W
   Traveling this well-used road, enjoying the scenery of holes and large
bumps. The road continues to the east and the west.

R HP:Bruised S:Powered>e
The Old Forest : ewennw Road    Exits are: E S W
   Birds and other small animals chirp and cry merrilily. Wagon tracks are seen
on the road as many a traveller has passed through this road. The road
seems to narrow up ahead.

R HP:Bruised S:Powered>cha like gravyardish?
You chat 'like gravyardish?'

R HP:Bruised S:Powered>inf
You are Vornaer Herald of the Falathrim Guard, a good (500) male Wood Elf.
You have reached level 30.
You are level 27 Warrior, 21 Ranger, 9 Mystic, and 9 Mage.
You are specialized in wild fighting.
You are 20 years old, and have played 1 days and 18 hours.
You are 6'8" high, weight 128.4lb and carrying 96.0lb.
You have 311/370 hit points, 45/81 stamina, 144/183 moves and 472 spirit.
You have 67 gold, 2 silver and 95 copper coins.
Your OB is 174, dodge is 16, parry 29, and your attack speed is 15.
Your armour absorbs about 0% damage, and gives you a meagre resilience to magic.
Your spiritual perception is 68%, willpower: 23,
Your skill encumbrance is 7, and your movement is encumbered by 0.
You move easily indeed.
You have scored 1375809 experience points, and need 65691 more to advance.
Strength: 19/19, Intelligence: 16/16, Will: 14/14, Dexterity: 20/20
             Constitution: 14/14, Learning Ability: 14/14.
You are standing.
You are affected by:
anger                          (short)

R HP:Bruised S:Powered>
Afkaria chats 'hurry'

R HP:Bruised S:Powered>
Afkaria chats 'yed'

R HP:Bruised S:Powered>e
Bend in the Old Forest : ewennw Road    Exits are: E S W
   This road is made of dirt and gravel. It contains many bumps and holes as
nature pounds it with it's fury every once in a while. Avoiding the bumps and
holes is very hard since the whole road has them in it.

e
R HP:Bruised S:Powered>At a Large Fallen Tree    Exits are: E S W
   There is a large tree lying here.  Part of its roots have been tore up
with it when it fell over many years ago.  Much of the area around this tree
is clear with a few large rocks here and there.  You see some footprints in
some of the dirt around you.

R HP:Bruised S:Powered>e
The Grasslands    Exits are: E S W
   Small animals run through this wild grassland to reach the small pond to
the east. To the west there is a large fallen tree. The heavy winds blow
the tops of the grass back and forth in a never ending cycle. Small paths
snake their wa between the grass have grown as many a people have traveled these
wonderful grasslands.

R HP:Bruised S:Powered>n
e
You cannot go that way.

R HP:Bruised S:Powered>A Pond    Exits are: E S W
   This small pond feeds the trees that are around it. The animals drink here
and so they stick around. Small fish are seen swimming lazily throughout the
small pond. It is only 6 feet deep in the center.

R HP:Bruised S:Powered>s
The Grasslands    Exits are: N E S W
   Large amounts of grass, feed off the small pond to the north. The grass  is
about 4 feet tall with small thorns at the end. To the south is the Old Forest : ewennw
Road. The ground is soft here and is pleasant to walk on, making the weary
traveler wish to lay down for a break from their travels. 

s
R HP:Bruised S:Powered>e
The Old Forest : ewennw Road    Exits are: N E S W
   You are on an old dirt and gravel road that has been made by countless
people travelling down it. Many have not reached their destination as
bones of people lay near the road.

R HP:Bruised S:Powered>The Old Forest : ewennw Road    Exits are: N E S W
   The road enters Mirkwood here, the branches from the great trees laying
dappled shadows on the road's surface. Here the road is still well maintained
and is free of fallen branches and trees. The occasional stump lines the edge
of the road from when it was cleared, the corpse of the tree outliving many of
its destroyers. To the west the trees of Mirkwood straggle into the grassy
plains. 

R HP:Bruised S:Powered>e
Old Forest : ewennw Road near a Graveyard    Exits are: N E S W
   The Old Forest : ewennw Road has entered Mirkwood proper here, with the tree
branches seemingly lording over your head with a heavy weight. The forest is
reasonably light here, the foliage not yet blocking much sunlight. To your
south the forest continues while to the north it slightly thins out. 

R HP:Bruised S:Powered>e
The Old Forest : ewennw Road    Exits are: N E S W
   The road continues through the Mirkwood Forest, making the occasional
small detour around a tree or large rock. Above you the trees on either
side of the road have spread their branches into the air, reaching into
the open air to grab sun and rain unimpeded by their neighbors. The
road continues to the east and west.

R HP:Bruised S:Powered>whe
Players in your Zone
--------------------
Vornaer              - The Old Forest : ewennw Road
Afkaria              - A Bend in the Old Forest : ewennw Road

s
R HP:Bruised S:Powered>Shattered Remains of a Stable    Exits are: N E S W
   Nothin but rubble lays about here. In some areas piled stones scattered
randomly and in others sharp fragments of wood splinter the ground. This
section of the mighty outpost must have been the easiest to fall due to the
combustable wood and hay that once was stored in piles. Now however very
little evidence of such a storage place remains. 

R HP:Bruised S:Powered>n
n
The Old Forest : ewennw Road    Exits are: N E S W
   The road continues through the Mirkwood Forest, making the occasional
small detour around a tree or large rock. Above you the trees on either
side of the road have spread their branches into the air, reaching into
the open air to grab sun and rain unimpeded by their neighbors. The
road continues to the east and west.

R HP:Bruised S:Powered>Small Grove    Exits are: N E S W
   There is a small tree grove standing here, a circle of trees surrounded by
grass on all sides. There must be a source of water where the trees have
grown. To the north and west lie grass, the golden stalks reflecting light as
they blow in a soft breeze. To the east and south the Mirkwood Forest stands,
the trees standing strong and foreboding. To the south there seems to be a
break in the trees, perhaps caused by a road passing through. 
A huge wolf stares at you intently.

R HP:Bruised S:Powered>e
Bend in The Old Forest : ewennw Road    Exits are: N E S W
   The Old Forest : ewennw Road bends here, turning south to stay in lighter woods.
To the east the road continues into Mirkwood forest, the going slowly
getting darker. The forest grows on all sides, enveloping the traveller
in its grasp.

R HP:Bruised S:Powered>s
Bend in Old Forest : ewennw Road    Exits are: N E S W
   The Old Forest : ewennw Road bends here, turning north to stay in the lighter
forest rather than have to work its way through the thicker trees yet.
The gentle burbling of a creek can be hard coming from the south, the
sound of the water reflecting through the forest.

R HP:Bruised S:Powered>k uruk
n
They aren't here.

R HP:Bruised S:Powered>Bend in The Old Forest : ewennw Road    Exits are: N E S W
   The Old Forest : ewennw Road bends here, turning south to stay in lighter woods.
To the east the road continues into Mirkwood forest, the going slowly
getting darker. The forest grows on all sides, enveloping the traveller
in its grasp.

R HP:Bruised S:Powered>e
k uruk
The Old Forest : ewennw Road    Exits are: N E S W
   The road continues its path through Mirkwood Forest, the forest getting
darker and more foreboding to the east and lighter to the west. The sounds
of birds and other creatures is starting to lessen, being replaced by an
odious silence.

R HP:Bruised S:Powered>e
They aren't here.

R HP:Bruised S:Powered>k uruk
The Old Forest : ewennw Road    Exits are: E W
   Here the road continues is winding path through the depths of the wood.
Around you the trees change to pine, stretching tall and blotting out most of
the sunlight.  Just to the east, the thick undergrowth seems to thin out
enough to allow passage south. 
The crushed corpse of a tree snake is lying here.

R HP:Bruised S:Powered>They aren't here.

R HP:Bruised S:Powered>whe
Players in your Zone
--------------------
Vornaer              - The Old Forest : ewennw Road

R HP:Bruised S:Powered>e
The Old Forest : ewennw Road    Exits are: E S W
   The great road becomes wider here, and the generally thick brush to the
south of the road thins enough to allow passage.  The smell of pine is strong
here, but somthing else is in the air.  Perhaps the scent of forest denizens,
or perhaps somthing worse. 
A large wild dog watches you carefully.

w
R HP:Bruised S:Powered>w
w
The Old Forest : ewennw Road    Exits are: E W
   Here the road continues is winding path through the depths of the wood.
Around you the trees change to pine, stretching tall and blotting out most of
the sunlight.  Just to the east, the thick undergrowth seems to thin out
enough to allow passage south. 
The crushed corpse of a tree snake is lying here.

R HP:Bruised S:Powered>w
The Old Forest : ewennw Road    Exits are: N E S W
   The road continues its path through Mirkwood Forest, the forest getting
darker and more foreboding to the east and lighter to the west. The sounds
of birds and other creatures is starting to lessen, being replaced by an
odious silence.

R HP:Bruised S:Powered>Bend in The Old Forest : ewennw Road    Exits are: N E S W
   The Old Forest : ewennw Road bends here, turning south to stay in lighter woods.
To the east the road continues into Mirkwood forest, the going slowly
getting darker. The forest grows on all sides, enveloping the traveller
in its grasp.

s
R HP:Bruised S:Powered>Small Grove    Exits are: N E S W
   There is a small tree grove standing here, a circle of trees surrounded by
grass on all sides. There must be a source of water where the trees have
grown. To the north and west lie grass, the golden stalks reflecting light as
they blow in a soft breeze. To the east and south the Mirkwood Forest stands,
the trees standing strong and foreboding. To the south there seems to be a
break in the trees, perhaps caused by a road passing through. 
A huge wolf stares at you intently.


R HP:Bruised S:Powered>The Old Forest : ewennw Road    Exits are: N E S W
   The road continues through the Mirkwood Forest, making the occasional
small detour around a tree or large rock. Above you the trees on either
side of the road have spread their branches into the air, reaching into
the open air to grab sun and rain unimpeded by their neighbors. The
road continues to the east and west.

R HP:Bruised S:Powered>w
w
Not a cloud can be seen in the sky.
Saving Vornaer.
Old Forest : ewennw Road near a Graveyard    Exits are: N E S W
   The Old Forest : ewennw Road has entered Mirkwood proper here, with the tree
branches seemingly lording over your head with a heavy weight. The forest is
reasonably light here, the foliage not yet blocking much sunlight. To your
south the forest continues while to the north it slightly thins out. 

R HP:Bruised S:Powered>The Old Forest : ewennw Road    Exits are: N E S W
   The road enters Mirkwood here, the branches from the great trees laying
dappled shadows on the road's surface. Here the road is still well maintained
and is free of fallen branches and trees. The occasional stump lines the edge
of the road from when it was cleared, the corpse of the tree outliving many of
its destroyers. To the west the trees of Mirkwood straggle into the grassy
plains. 

R HP:Bruised S:Powered>k uruk
whe
They aren't here.

R HP:Bruised S:Powered>Players in your Zone
--------------------
Vornaer              - The Old Forest : ewennw Road

R HP:Bruised S:Powered>w
w
The Old Forest : ewennw Road    Exits are: N E S W
   You are on an old dirt and gravel road that has been made by countless
people travelling down it. Many have not reached their destination as
bones of people lay near the road.

R HP:Bruised S:Powered>The Old Forest : ewennw Road    Exits are: N E S W
   This old road is heavily traveled. It continues to the east and west. 
Wagon tracks can be seen on the road as many a merchant has traveled around
trying to sell his goods.

R HP:Bruised S:Powered>n
The Grasslands    Exits are: N E S W
   Small animals run around in this wild grasslands. Huge grass grows 
everywhere as weeds fight for survival. To the south and west the Old Forest : ewennw
Road runs.
A fox is sneaking by, low to the ground.

R HP:Bruised S:Powered>w
s
Bend in the Old Forest : ewennw Road    Exits are: N E S W
   Here and there you can see splintered wagon wheels as they have been 
shattered by some of the larger bumps and rocks in this road, as this road
is very primitive. As this road bends a large tree has fallen to the north.

R HP:Bruised S:Powered>s
Bend in the Old Forest : ewennw Road    Exits are: N E S W
   This dirt and gravel road is worn well, many feet have trod where yours are
now. It is wide enough to contain 8 man abreast without any of them going off
the road. To the north the road continues.

R HP:Bruised S:Powered>Plains    Exits are: N E S W
   Wide open land lays around. Nobody ever seems to disturb this peacefulness 
and the small animals that live here only look for food and drink. To the north
the Old Forest : ewennw Road bends.

R HP:Bruised S:Powered>inf
You are Vornaer Herald of the Falathrim Guard, a good (500) male Wood Elf.
You have reached level 30.
You are level 27 Warrior, 21 Ranger, 9 Mystic, and 9 Mage.
You are specialized in wild fighting.
You are 20 years old, and have played 1 days and 18 hours.
You are 6'8" high, weight 128.4lb and carrying 96.0lb.
You have 316/370 hit points, 55/81 stamina, 135/183 moves and 472 spirit.
You have 67 gold, 2 silver and 95 copper coins.
Your OB is 174, dodge is 16, parry 29, and your attack speed is 15.
Your armour absorbs about 0% damage, and gives you a meagre resilience to magic.
Your spiritual perception is 68%, willpower: 23,
Your skill encumbrance is 7, and your movement is encumbered by 0.
You move easily indeed.
You have scored 1375809 experience points, and need 65691 more to advance.
Strength: 19/19, Intelligence: 16/16, Will: 14/14, Dexterity: 20/20
             Constitution: 14/14, Learning Ability: 14/14.
You are standing.
You are affected by:
anger                          (short)

R HP:Bruised S:Powered>e
e
Plains    Exits are: N E S W
   Occasionally small plants grow but not a lot. The soil is getting richer
the more east you get but still not allowing more than small shrubs to grow.
Farther to the east trees are seen. To the north the Old Forest : ewennw Road lies.

e
R HP:Bruised S:Powered>Prairie    Exits are: N E S W
   Small trees try to grow here but the soil will not let them. Mostly small
bushes and scrub plants grow here. Small animals can be seen eating the
leaves of them. To the north the Old Forest : ewennw Road lies.
A thin, grey wolf stalks around in search of prey.

R HP:Bruised S:Powered>Muddy Corner    Exits are: N E S W
   Stone fragments of stone jut out of the mud here. Along with them many
pieces of wood also lay about. what once was the water storage place is now
completely destroyed leaving the barrels and supply boxes shattered and strewn
about the place. Many foot prints are visible all over the surface of the mud.

R HP:Bruised S:Powered>s
Broken Down Western Gate    Exits are: N E S W
   The area here is like a century old graveyard. Large broken stones litter
the ground fallen from great heights either off the top of the once mighty
tower or from the violent destruction of the once thought impenetrable gate.
Echoes of the legendary rangers can almost be heard wailing on the wind. 

w
R HP:Bruised S:Powered>w
Prairie Outside a Tower    Exits are: N E S W
   Large bushes and medium sized trees grow in this small prairie.
Sounds of running water are heard to the south, which allows the slight growth
of the vegetation. Looking to the west all that can be seen are dry and deserted
plains.

R HP:Bruised S:Powered>Plains    Exits are: N E S W
   Small animals hurry to get out of they way, as they are frightened to death
by seeing you. Small grass grow nearby as water seems to become more available,
as you can see a large lake to the south-east.
A thin, grey wolf stalks around in search of prey.

R HP:Bruised S:Powered>s
Plains    Exits are: N E S
   Large vegetation grow here as they feed off Death's Lake. To the south
a small forest has grown up over the years. Here small animals feed off
the vegetation and drink the water equally, and they equally run from the
occasional predator that comes hunting.
A wolf approaches you, obviously abandoned by its pack, hungry and angry.

e
R HP:Bruised S:Powered>e
Your mount cannot swim.

R HP:Bruised S:Powered>Your mount cannot swim.

R HP:Bruised S:Powered>e
Your mount cannot swim.

n

n
R HP:Bruised S:Powered>e
e
Plains    Exits are: N E S W
   Small animals hurry to get out of they way, as they are frightened to death
by seeing you. Small grass grow nearby as water seems to become more available,
as you can see a large lake to the south-east.
A thin, grey wolf stalks around in search of prey.

e
e
R HP:Bruised S:Powered>Prairie Outside a Tower    Exits are: N E S W
   Large bushes and medium sized trees grow in this small prairie.
Sounds of running water are heard to the south, which allows the slight growth
of the vegetation. Looking to the west all that can be seen are dry and deserted
plains.

R HP:Bruised S:Powered>Broken Down Western Gate    Exits are: N E S W
   The area here is like a century old graveyard. Large broken stones litter
the ground fallen from great heights either off the top of the once mighty
tower or from the violent destruction of the once thought impenetrable gate.
Echoes of the legendary rangers can almost be heard wailing on the wind. 
A wraith of a gatekeeper floats here, sadly looking on the ruins. (shadow)

R HP:Bruised S:Powered>Rubble Pile    Exits are: N E S W
   What looks to be the beginnings of a staircase start in the middle of the
ground floor hall, only to end a few steps higher into a pile of broken stone.
A mighty explosion seems to have fallen the tower that once stood tall in the
center of these grounds. The stone that made up the tower appears still new
although completely covered in soot and dust from the explosion which also
carved a nice crater in the ground. 
A completely scorched skeleton is half buried in the rubble here with a sword hilt clutched in it
's hand.
A thin, grey wolf stalks around in search of prey.

R HP:Bruised S:Powered>Burned and Broken East Gate    Exits are: N E S W
   Hard stones shattered into many pieces litter the ground along side the
fallen mighty oak doors that once prooved impenetrable from the outside.
Everything here, whether still rooted into the ground or scatter upon the top
of it, is charred black as if it was all done with the power of a dark fire.
The evidence available shows that it wasn't any ordinary minion of the enemy
that caused this scene, but something far worse. 

R HP:Bruised S:Powered>e
A Small Spring near a Graveyard    Exits are: N E S W
   A gush of water springs forth from the ground here, running across 
the forest floor and digging a channel in the soft dirt to the south.
Exposed tree roots are washed clean by the water and send their pale
tendrils across the spring, as if hoping to throttle it. 

R HP:Bruised S:Powered>e
e
e
Marshy Ground    Exits are: N S W
   The ground here is a soft muddy mess, the water from the stream soaking
into the ground. A dark green algae floats on the top of the occasional
pond, and many small bugs buzz around, biting the traveller unmercifully.
To the south the stream begins to deepen.
A large moose is grazing here.
Afkaria group-says 'he cant see me...im hidden on road...he went east of me toward you'

R HP:Bruised S:Powered>You cannot go that way.

R HP:Bruised S:Powered>You cannot go that way.

R HP:Bruised S:Powered>n
Mirkwood Forest    Exits are: N S W
   Large trees grow on every side, and the floor is littered with their
product. Pine cones, branches, the occasional walnut or acorn. All mingles
on the forest floor with a blanket of brown needles draped over it all.
The occasional chatter of a squirrel or call of a bird can be heard from
the trees, but otherwise it is deathly silent.
A flickering ball of pale flame dances through the air. (shadow)

R HP:Bruised S:Powered>n
Mirkwood Forest    Exits are: N S W
   A medium sized rock sits between several trees here, staking out his hard
won territory against the endless onslaught of water, wind and marauding
tree roots. Small brushes take refuge up against the rock and there is a 
small burrow beneath the rock, indicating that some smaller creature is
at home here.

n
R HP:Bruised S:Surging>The Old Forest : ewennw Road    Exits are: N E S W
   The road continues its path through Mirkwood Forest, the forest getting
darker and more foreboding to the east and lighter to the west. The sounds
of birds and other creatures is starting to lessen, being replaced by an
odious silence.

R HP:Bruised S:Surging>w
Bend in The Old Forest : ewennw Road    Exits are: N E S W
   The Old Forest : ewennw Road bends here, turning south to stay in lighter woods.
To the east the road continues into Mirkwood forest, the going slowly
getting darker. The forest grows on all sides, enveloping the traveller
in its grasp.

R HP:Bruised S:Surging>whe
Players in your Zone
--------------------
Vornaer              - Bend in The Old Forest : ewennw Road

s
R HP:Bruised S:Surging>Bend in Old Forest : ewennw Road    Exits are: N E S W
   The Old Forest : ewennw Road bends here, turning north to stay in the lighter
forest rather than have to work its way through the thicker trees yet.
The gentle burbling of a creek can be hard coming from the south, the
sound of the water reflecting through the forest.

R HP:Bruised S:Surging>w
The Old Forest : ewennw Road    Exits are: N E S W
   The road continues through the Mirkwood Forest, making the occasional
small detour around a tree or large rock. Above you the trees on either
side of the road have spread their branches into the air, reaching into
the open air to grab sun and rain unimpeded by their neighbors. The
road continues to the east and west.

n
R HP:Bruised S:Surging>Small Grove    Exits are: N E S W
   There is a small tree grove standing here, a circle of trees surrounded by
grass on all sides. There must be a source of water where the trees have
grown. To the north and west lie grass, the golden stalks reflecting light as
they blow in a soft breeze. To the east and south the Mirkwood Forest stands,
the trees standing strong and foreboding. To the south there seems to be a
break in the trees, perhaps caused by a road passing through. 
A huge wolf stares at you intently.

w
R HP:Bruised S:Surging>Light Forest    Exits are: N E S W
   The occasional tree mars the smooth expanse of grass here. To the east
the trees begin to slightly thicken. To your south the trees thicken much,
but you think you see a line passing through, perhaps the Old Forest : ewennw Road.
The grass slides against the legs as you walk, making a slight rustling.

R HP:Bruised S:Surging>s
Old Forest : ewennw Road near a Graveyard    Exits are: N E S W
   The Old Forest : ewennw Road has entered Mirkwood proper here, with the tree
branches seemingly lording over your head with a heavy weight. The forest is
reasonably light here, the foliage not yet blocking much sunlight. To your
south the forest continues while to the north it slightly thins out. 

R HP:Bruised S:Surging>n
Light Forest    Exits are: N E S W
   The occasional tree mars the smooth expanse of grass here. To the east
the trees begin to slightly thicken. To your south the trees thicken much,
but you think you see a line passing through, perhaps the Old Forest : ewennw Road.
The grass slides against the legs as you walk, making a slight rustling.

e
R HP:Bruised S:Surging>e
Small Grove    Exits are: N E S W
   There is a small tree grove standing here, a circle of trees surrounded by
grass on all sides. There must be a source of water where the trees have
grown. To the north and west lie grass, the golden stalks reflecting light as
they blow in a soft breeze. To the east and south the Mirkwood Forest stands,
the trees standing strong and foreboding. To the south there seems to be a
break in the trees, perhaps caused by a road passing through. 
A huge wolf stares at you intently.

R HP:Bruised S:Surging>Bend in The Old Forest : ewennw Road    Exits are: N E S W
   The Old Forest : ewennw Road bends here, turning south to stay in lighter woods.
To the east the road continues into Mirkwood forest, the going slowly
getting darker. The forest grows on all sides, enveloping the traveller
in its grasp.

e
R HP:Bruised S:Surging>e
The Old Forest : ewennw Road    Exits are: N E S W
   The road continues its path through Mirkwood Forest, the forest getting
darker and more foreboding to the east and lighter to the west. The sounds
of birds and other creatures is starting to lessen, being replaced by an
odious silence.
Afkaria group-says 'im by pines'

R HP:Bruised S:Surging>The Old Forest : ewennw Road    Exits are: E W
   Here the road continues is winding path through the depths of the wood.
Around you the trees change to pine, stretching tall and blotting out most of
the sunlight.  Just to the east, the thick undergrowth seems to thin out
enough to allow passage south. 
The crushed corpse of a tree snake is lying here.

R HP:Bruised S:Surging>whe
Players in your Zone
--------------------
Vornaer              - The Old Forest : ewennw Road

R HP:Bruised S:Surging>gt wtf is pines
You group-say 'wtf is pines'

R HP:Bruised S:Surging>e
The Old Forest : ewennw Road    Exits are: E S W
   The great road becomes wider here, and the generally thick brush to the
south of the road thins enough to allow passage.  The smell of pine is strong
here, but somthing else is in the air.  Perhaps the scent of forest denizens,
or perhaps somthing worse. 
A large wild dog watches you carefully.

R HP:Bruised S:Surging>e
A Bend in the Road    Exits are: S W
   The Eastern Road bends south and west here, and on either side, tall pines
rise up blocking passage.  The forest along this stretch of road is strangely
quiet, as if the animals were afraid of awakening the wrath of the dark lord
himself.  Perhaps it is only your imagination... 

R HP:Bruised S:Surging>s
e
A Bend in the Old Forest : ewennw Road    Exits are: N E S W
   The great road bends northwards here, on its long journey between the
peacefull lands beyond the misty mountains to the farthest reaches of the
east. Around you, the tall pines block the sun, but the forest does thin
enough to the south to allow you to travel that way. 

e
R HP:Bruised S:Surging>The Old Forest : ewennw Road    Exits are: E W
   The eastern road straightens out a bit here, if one follows it eastwards,
and the tall trees on either side prevent passage off the road.  The air here
is heavy and humid, adding to the already nagging fears about what may lie
beyond the edge of the roadway.  Just as well, only the foolish or the very
brave would venture off the path in any case. 

R HP:Bruised S:Surging>The Old Forest : ewennw Road    Exits are: E W
   The Road struggles on through the thick woods.  Here the boughs of the ever
present trees claw at you as you pass.  The occasional rustle of leaves and
branches is all that breaks the silence.  Off to the west, the ever present
trees seem to thin a bit, and become more hospitable. 

R HP:Bruised S:Surging>e
Old Forest : ewennw Road    Exits are: N E S W
   The road appears to be well-travelled, though it has fallen into disrepair
over the years. Many places in the path are interrupted by large rocks and the
occasional shrub.  The road continues to the east and west. 

e
R HP:Bruised S:Surging>e
Old Forest : ewennw Road Bends    Exits are: N S W
   Here the road bends from its straight path.  Winding to the west and south
to avoid a giant oak to the east, the road narrows and becomes more broken
here than before. Black deer frolic across the road from time to time, making
a startling noise as they appear from and disappear into the brush beside the
road. 

R HP:Bruised S:Surging>You cannot go that way.

n
R HP:Bruised S:Surging>e
Sloping Ground    Exits are: N E S W
   The slope is difficult to navigate, as giant boulders and thick trunks of
trees block the way. Loose stones underfoot make travel even more difficult up
the steep slope. Some noise and the smell of a fire seem to originate on the
top of the hill to the east. 
A large wild dog watches you carefully.

R HP:Bruised S:Surging>A Sudden Clearing    Exits are: N E S W
   Many footprints are impressed in the dirt here.  Many seem to lead to the
southern end of the clearing, where the entrance to a small cave can be seen.
This narrow plateau slopes downward on either side, but continues level to the
north. 
A lazy forest troll is here, cooking his latest kill.
A lazy forest troll is here, cooking his latest kill.

R HP:Bruised S:Surging>w
Sloping Ground    Exits are: N E S W
   The slope is difficult to navigate, as giant boulders and thick trunks of
trees block the way. Loose stones underfoot make travel even more difficult up
the steep slope. Some noise and the smell of a fire seem to originate on the
top of the hill to the east. 
A large wild dog watches you carefully.

s
R HP:Bruised S:Surging>w
Old Forest : ewennw Road Bends    Exits are: N S W
   Here the road bends from its straight path.  Winding to the west and south
to avoid a giant oak to the east, the road narrows and becomes more broken
here than before. Black deer frolic across the road from time to time, making
a startling noise as they appear from and disappear into the brush beside the
road. 

w
R HP:Bruised S:Surging>w
Old Forest : ewennw Road    Exits are: N E S W
   The road appears to be well-travelled, though it has fallen into disrepair
over the years. Many places in the path are interrupted by large rocks and the
occasional shrub.  The road continues to the east and west. 
*an Uruk* is riding on a black warg.

R HP:Bruised S:Surging>The Old Forest : ewennw Road    Exits are: E W
   The Road struggles on through the thick woods.  Here the boughs of the ever
present trees claw at you as you pass.  The occasional rustle of leaves and
branches is all that breaks the silence.  Off to the west, the ever present
trees seem to thin a bit, and become more hospitable. 

R HP:Bruised S:Surging>The Old Forest : ewennw Road    Exits are: E W
   The eastern road straightens out a bit here, if one follows it eastwards,
and the tall trees on either side prevent passage off the road.  The air here
is heavy and humid, adding to the already nagging fears about what may lie
beyond the edge of the roadway.  Just as well, only the foolish or the very
brave would venture off the path in any case. 

R HP:Bruised S:Surging>
Afkaria group-says 'you passed me'

R HP:Bruised S:Surging>
*an Uruk* is entering from the east, riding on a black warg.

R HP:Bruised S:Surging>
*an Uruk* is leaving west, riding on a black warg.

R HP:Bruised S:Surging>k uruk
k uruk
They aren't here.

R HP:Bruised S:Surging>They aren't here.

R HP:Bruised S:Surging>w
k uruk

*an Uruk* is entering from the west, riding on a black warg.

R HP:Bruised S:Surging>*an Uruk* begins quietly muttering some strange, powerful words.

A Bend in the Old Forest : ewennw Road    Exits are: N E S W
   The great road bends northwards here, on its long journey between the
peacefull lands beyond the misty mountains to the farthest reaches of the
east. Around you, the tall pines block the sun, but the forest does thin
enough to the south to allow you to travel that way. 

R HP:Bruised S:Surging>They aren't here.

R HP:Bruised S:Surging>e
The Old Forest : ewennw Road    Exits are: E W
   The eastern road straightens out a bit here, if one follows it eastwards,
and the tall trees on either side prevent passage off the road.  The air here
is heavy and humid, adding to the already nagging fears about what may lie
beyond the edge of the roadway.  Just as well, only the foolish or the very
brave would venture off the path in any case. 
*an Uruk* (busy) is riding on a black warg.

R HP:Bruised S:Surging>k uruk

*an Uruk* utters a strange command, 'curing saturation'
You feel yourself becoming healthier.

R HP:Bruised S:Surging>You attack *an Uruk*!
You smite *an Uruk*'s body extremely hard.

R HP:Bruised S:Surging, *an Uruk*:Scratched>
*an Uruk* discovers a weakness in your defense!
*an Uruk* deeply wounds your left arm with his smite.

R HP:Bruised S:Surging, *an Uruk*:Scratched>k uruk
Not a cloud can be seen in the sky.
You do the best you can!

R HP:Bruised S:Surging, *an Uruk*:Scratched>bash
*an Uruk* discovers a weakness in your defense!
*an Uruk* smites your body extremely hard.
You discover a weakness in *an Uruk*'s defense!
You smite *an Uruk*'s left arm extremely hard.
*an Uruk* panics, and attempts to flee!
*an Uruk* flees head over heels!
*an Uruk* is leaving east, riding on a black warg.
I see no  here.
Bash who?

R HP:Hurt S:Surging>bash uruk
e
Nobody here by that name.

R HP:Bruised S:Surging>bash uruk
The Old Forest : ewennw Road    Exits are: E W
   The Road struggles on through the thick woods.  Here the boughs of the ever
present trees claw at you as you pass.  The occasional rustle of leaves and
branches is all that breaks the silence.  Off to the west, the ever present
trees seem to thin a bit, and become more hospitable. 

R HP:Bruised S:Surging>Nobody here by that name.

R HP:Bruised S:Surging>cha blah sated me
You chat 'blah sated me'

inf
R HP:Bruised S:Surging>You are Vornaer Herald of the Falathrim Guard, a good (500) male Wood Elf.

You have reached level 30.
You are level 27 Warrior, 21 Ranger, 9 Mystic, and 9 Mage.
You are specialized in wild fighting.
You are 20 years old, and have played 1 days and 18 hours.
You are 6'8" high, weight 128.4lb and carrying 96.0lb.
You have 260/370 hit points, 74/81 stamina, 128/183 moves and 472 spirit.
You have 67 gold, 2 silver and 95 copper coins.
Your OB is 174, dodge is 16, parry 29, and your attack speed is 15.
Your armour absorbs about 0% damage, and gives you a meagre resilience to magic.
Your spiritual perception is 68%, willpower: 23,
Your skill encumbrance is 7, and your movement is encumbered by 0.
You move easily indeed.
You have scored 1375861 experience points, and need 65639 more to advance.
Strength: 19/19, Intelligence: 16/16, Will: 14/14, Dexterity: 20/20
             Constitution: 14/14, Learning Ability: 14/14.
You are standing.
You are affected by:
curing saturation              (fast-acting)
anger                          (medium)

R HP:Bruised S:Surging>
*an Uruk* is entering from the east, riding on a black warg.

w
R HP:Bruised S:Surging>
*an Uruk* attacks YOU!
*an Uruk* smites your head extremely hard.

R HP:Hurt S:Surging, *an Uruk*:Bruised>
You discover a weakness in *an Uruk*'s defense!
You deeply wound *an Uruk*'s right leg with your smite.

R HP:Hurt S:Surging, *an Uruk*:Bruised>No way!  You're fighting for your life!

R HP:Hurt S:Surging, *an Uruk*:Bruised>bash uruk
/-\|/-
*an Uruk* panics, and attempts to flee!
*an Uruk* flees head over heels!
*an Uruk* is leaving east, riding on a black warg.

\|/-\
You can not do it this way.

R HP:Hurt S:Surging>bash uruk
Nobody here by that name.

R HP:Hurt S:Surging>bash uruk
Nobody here by that name.

bash uruk
R HP:Hurt S:Surging>Nobody here by that name.

bash uruk
R HP:Hurt S:Surging>Nobody here by that name.

R HP:Hurt S:Surging>
*an Uruk* is entering from the east, riding on a black warg.

R HP:Hurt S:Surging>k uruk

*an Uruk* sun 

R HP:Hurt S:Surging>k uruk
You attack *an Uruk*!
You deeply wound *an Uruk*'s right arm with your smite.

R HP:Hurt S:Surging, *an Uruk*:Hurt>
*an Uruk* smites your left arm extremely hard.

R HP:Hurt S:Surging, *an Uruk*:Hurt>You do the best you can!

R HP:Hurt S:Surging, *an Uruk*:Hurt>bash uruk
/-\|/-\
*an Uruk* panics, and attempts to flee!
*an Uruk* flees head over heels!
*an Uruk* is leaving west, riding on a black warg.

|/-\
You can not do it this way.

R HP:Hurt S:Surging>
*an Uruk* is entering from the west, riding on a black warg.

R HP:Hurt S:Surging>
*an Uruk* is leaving east, riding on a black warg.

R HP:Hurt S:Surging>
Afkaria chats 'i have no mount'

R HP:Hurt S:Surging>k uruk
e
They aren't here.

k uruk
R HP:Hurt S:Surging>Old Forest : ewennw Road    Exits are: N E S W
   The road appears to be well-travelled, though it has fallen into disrepair
over the years. Many places in the path are interrupted by large rocks and the
occasional shrub.  The road continues to the east and west. 
*an Uruk* is riding on a black warg.

R HP:Hurt S:Surging>You attack *an Uruk*!

R HP:Hurt S:Surging, *an Uruk*:Hurt>
*an Uruk* discovers a weakness in your defense!
*an Uruk* rushes forward wildly.
*an Uruk* MUTILATES your head with his deadly smite!!
That really did HURT!

R HP:Wounded S:Surging, *an Uruk*:Hurt>
You deeply wound *an Uruk*'s body with your smite.

R HP:Wounded S:Surging, *an Uruk*:Hurt>clap
You clap your small hands together.

R HP:Wounded S:Surging, *an Uruk*:Hurt>std

*an Uruk* sends you sprawling with a powerful bash.

R HP:Wounded S:Surging, *an Uruk*:Hurt>f

*an Uruk* smiles happily.

R HP:Wounded, *an Uruk*:Hurt>
*an Uruk* smites your body extremely hard.
*an Uruk* bows deeply.

R HP:Wounded, *an Uruk*:Hurt>You have regained your balance!
You are now employing defensive tactics.

R HP:Wounded, *an Uruk*:Hurt>You flee head over heels.
Old Forest : ewennw Road Bends    Exits are: N S W
   Here the road bends from its straight path.  Winding to the west and south
to avoid a giant oak to the east, the road narrows and becomes more broken
here than before. Black deer frolic across the road from time to time, making
a startling noise as they appear from and disappear into the brush beside the
road. 

R HP:Wounded>w
w
Old Forest : ewennw Road    Exits are: N E S W
   The road appears to be well-travelled, though it has fallen into disrepair
over the years. Many places in the path are interrupted by large rocks and the
occasional shrub.  The road continues to the east and west. 
*an Uruk* is riding on a black warg.

R HP:Wounded>The Old Forest : ewennw Road    Exits are: E W
   The Road struggles on through the thick woods.  Here the boughs of the ever 
present trees claw at you as you pass.  The occasional rustle of leaves and
branches is all that breaks the silence.  Off to the west, the ever present
trees seem to thin a bit, and become more hospitable. 

R HP:Wounded>w

*an Uruk* is entering from the east, riding on a black warg.

R HP:Wounded>*an Uruk* attacks YOU!
No way!  You're fighting for your life!

R HP:Wounded, *an Uruk*:Hurt>ride

You smite *an Uruk*'s body extremely hard.

R HP:Wounded, *an Uruk*:Hurt>w
No way!  You're fighting for your life!

R HP:Wounded, *an Uruk*:Hurt>No way!  You're fighting for your life!

R HP:Wounded, *an Uruk*:Hurt>
Naira chats 'I can bring you one Afk'

R HP:Wounded, *an Uruk*:Hurt>
*an Uruk* smites your left hand hard.

R HP:Bloodied, *an Uruk*:Hurt>std
f
You are now employing defensive tactics.

w
R HP:Bloodied, *an Uruk*:Hurt>You flee head over heels.
The Old Forest : ewennw Road    Exits are: E W
   The eastern road straightens out a bit here, if one follows it eastwards,
and the tall trees on either side prevent passage off the road.  The air here
is heavy and humid, adding to the already nagging fears about what may lie
beyond the edge of the roadway.  Just as well, only the foolish or the very
brave would venture off the path in any case. 

R HP:Bloodied>w
w
A Bend in the Old Forest : ewennw Road    Exits are: N E S W
   The great road bends northwards here, on its long journey between the
peacefull lands beyond the misty mountains to the farthest reaches of the
east. Around you, the tall pines block the sun, but the forest does thin
enough to the south to allow you to travel that way. 
Afkaria Evenstar, Wicked Bitch of the West is standing here.

R HP:Bloodied>A Stand of Pines    Exits are: N E S
   About you is a stand of pines, sparse enough to permit passage deeper into
the woods, yet thick enough to obscure all sign of the nearby road after one
passes but a few feet.  The pines seem to go on for some distance sothwards,
but the brush thins greatly after a few dozen yards. 
A large wild dog watches you carefully.

R HP:Bloodied>You cannot go that way.

R HP:Bloodied>n
The Old Forest : ewennw Road    Exits are: E S W
   The great road becomes wider here, and the generally thick brush to the
south of the road thins enough to allow passage.  The smell of pine is strong
here, but somthing else is in the air.  Perhaps the scent of forest denizens,
or perhaps somthing worse. 
A large wild dog watches you carefully.

ride
R HP:Bloodied>You are riding already.

R HP:Bloodied>w
The Old Forest : ewennw Road    Exits are: E W
   Here the road continues is winding path through the depths of the wood.
Around you the trees change to pine, stretching tall and blotting out most of
the sunlight.  Just to the east, the thick undergrowth seems to thin out
enough to allow passage south. 
The crushed corpse of a tree snake is lying here.

w
R HP:Bloodied>The Old Forest : ewennw Road    Exits are: N E S W
   The road continues its path through Mirkwood Forest, the forest getting
darker and more foreboding to the east and lighter to the west. The sounds
of birds and other creatures is starting to lessen, being replaced by an
odious silence.

R HP:Bloodied>s
Mirkwood Forest    Exits are: N S W
   A medium sized rock sits between several trees here, staking out his hard
won territory against the endless onslaught of water, wind and marauding
tree roots. Small brushes take refuge up against the rock and there is a 
small burrow beneath the rock, indicating that some smaller creature is
at home here.

R HP:Bloodied>cast 'cure self'
You start to concentrate.

-\|/-\cast 'cure self'
|/-\|/-\|/
Afkaria chats 'its hurt'

-\|/-\|/-\Ok.
You feel better.
You start to concentrate.


-\|/-\|/-\|/cha im bloodied, muted me :P
-\|/-\|/-\|/-\Through the trees a cloudless sky can be seen.
Ok.
You feel better.
You chat 'im bloodied, muted me :P'

R HP:Wounded S:Powered>prac
You have 0 practice sessions left
slashing                   (Mastered)  
concussion                 (Mastered)  
whips/flails               (Mastered)  
piercing                   (Mastered)  
spears                     (Mastered)  
axes                       (Mastered)  
swimming                   (bad)       
two-handed                 (Mastered)  
weapon mastery             (Mastered)  
bash                       (Mastered)  ( 12 time)
berserk                    (Mastered)  
find weakness              (Mastered)  
fast attack                (very good) 
pick lock                  (bad)       
search                     (Mastered)  
gather herbs               (Mastered)  ( 10 time)
awareness                  (Mastered)  
ride                       (Mastered)  
travelling                 (good)      
cure self                  (Superb)    ( 27 time,    13 stamina)
human language             (Mastered)  

R HP:Wounded S:Powered>cha sweet i gather
w
You chat 'sweet i gather'

R HP:Wounded S:Powered>cast 'cure self'
Bend in Old Forest : ewennw Road    Exits are: N E S W
   The Old Forest : ewennw Road bends here, turning north to stay in the lighter
forest rather than have to work its way through the thicker trees yet.
The gentle burbling of a creek can be hard coming from the south, the
sound of the water reflecting through the forest.

R HP:Wounded S:Powered>You start to concentrate.

-\|/-\|/-\|/
*an Uruk* is entering from the north, riding on a black warg.

-\|/cha yay gather energy, for later
-\
*an Uruk* attacks YOU!
*an Uruk* deeply wounds your left leg with his smite.

You could not concentrate anymore!
You chat 'yay gather energy, for later'

R HP:Bloodied S:Powered, *an Uruk*:Hurt>
You smite *an Uruk*'s body very hard.

R HP:Bloodied S:Powered, *an Uruk*:Wounded>k uruk
You do the best you can!

R HP:Bloodied S:Powered, *an Uruk*:Wounded>std
w
You are now employing defensive tactics.

R HP:Bloodied S:Powered, *an Uruk*:Wounded>No way!  You're fighting for your life!

R HP:Bloodied S:Powered, *an Uruk*:Wounded>
*an Uruk* sends you sprawling with a powerful bash.

f
R HP:Bloodied S:Powered, *an Uruk*:Wounded>
You experience a new kind of pain as *an Uruk* kicks you in the groin!
You wish that your wounds would stop BLEEDING so much!

R HP:Bloodied S:Surging, *an Uruk*:Hurt>
*an Uruk* discovers a weakness in your defense!
*an Uruk* smites your left arm very hard.
You wish that your wounds would stop BLEEDING so much!
You wimp out, and attempt to flee!
PANIC!  You couldn't escape!

R HP:Bloodied S:Surging, *an Uruk*:Hurt>f
You have regained your balance!
You flee head over heels.
The Old Forest : ewennw Road    Exits are: N E S W
   The road continues through the Mirkwood Forest, making the occasional
small detour around a tree or large rock. Above you the trees on either
side of the road have spread their branches into the air, reaching into
the open air to grab sun and rain unimpeded by their neighbors. The
road continues to the east and west.

w
R HP:Bloodied S:Surging>w
You flee head over heels.
Shattered Remains of a Stable    Exits are: N E S W
   Nothin but rubble lays about here. In some areas piled stones scattered
randomly and in others sharp fragments of wood splinter the ground. This
section of the mighty outpost must have been the easiest to fall due to the
combustable wood and hay that once was stored in piles. Now however very
little evidence of such a storage place remains. 

R HP:Bloodied S:Surging>North Gate of the Ranger Outpost    Exits are: N E S W
   The once glorious northern gates lay now in many many pieces strewn about
the scorched earth. The Old Forest : ewennw Road is clearly visible to the north
stretching off to the west and east beyond the torn and broken walls of the
rangers last line of defense. Whatever the force was that came through this
place, it must have had a personal vendetta to settle to have caused such
havoc. 
A thin, grey wolf stalks around in search of prey.

R HP:Bloodied S:Surging>Muddy Corner    Exits are: N E S W
   Stone fragments of stone jut out of the mud here. Along with them many
pieces of wood also lay about. what once was the water storage place is now
completely destroyed leaving the barrels and supply boxes shattered and strewn
about the place. Many foot prints are visible all over the surface of the mud.

R HP:Bloodied S:Surging>ride
s
You are riding already.

s
R HP:Bloodied S:Surging>w
Broken Down Western Gate    Exits are: N E S W
   The area here is like a century old graveyard. Large broken stones litter
the ground fallen from great heights either off the top of the once mighty
tower or from the violent destruction of the once thought impenetrable gate.
Echoes of the legendary rangers can almost be heard wailing on the wind. 
A wraith of a gatekeeper floats here, sadly looking on the ruins. (shadow)

R HP:Bloodied S:Surging>Broken Corner to the Destroyed Outpost    Exits are: N E S W
   This corner of the demolished outpost reeks like long dead carcasses. Many
charred bones lay about the area, some of them aren't from human skeletons.
This must have been the food storage section, it is now nothing but a foul
smelling graveyard. 

R HP:Bloodied S:Surging>Your mount cannot swim.

w
R HP:Bloodied S:Surging>s
Your mount cannot swim.

R HP:Bloodied S:Surging>Lightly Forested Grasslands    Exits are: N E S
   The occasional tree makes an eons-slow raiding run into the open prairie
here. One tree seems to have wandered too far from its compatriots and placed
its roots in poor soil, for its branches are peppered with brown needles
and it has a definent desultory air about it. To the west the great plains
continue on in their glory, while you think you see the markings of a road
to your north.
A thin, grey wolf stalks around in search of prey.

R HP:Bloodied S:Surging>s
Edge of Mirkwood    Exits are: N E S
   This is the western edge of the Mirkwood forest, where the sun is still
able to shine through the trees and reach the forest floor below. 
The grasslands wave gently to the west and follow the edge of the forest
as it travels north and south. 

w
R HP:Bloodied S:Surging>w
You cannot go that way.

R HP:Bloodied S:Surging>You cannot go that way.

R HP:Bloodied S:Surging>s
w
Light Forest    Exits are: N E S
   The light forest continues here and visibility is good. The forest has a
eerie feeling to it. South and east give way to more light forest. The howling
of wolf-like creatures can be heard throughout the forest. Far east you see
water running.  To the south you see a peaceful spot in the forest. 
A gentle rabbit hops around here.

R HP:Bloodied S:Surging>You cannot go that way.

R HP:Bloodied S:Surging>e
Light Forest    Exits are: N E S W
   The forest is clearly lighter here then to the east. Water is running
through some stones to the east, while the forest remains light to the west
and south. Looking around shows the traces of abundant wildlife. The strong
odor of pine tree is everywhere. 

R HP:Bloodied S:Surging>cast 'cure self'
cast 'cure self'
You start to concentrate.

-\|/-\|/-\|/-\|/-\|/-\|/-\Ok.
You feel better.
You start to concentrate.

-\

|
You could not concentrate anymore!


R HP:Bloodied S:Powered>n
R HP:Bloodied S:Powered>Light Forest    Exits are: N E S W
     Small saplings sprout from the ground in this still lightly forested
land. The ground here is easy to walk through with only the occasional branch
and brush to manuever over and through. A warm wind comes off the prairie and
whistles through the trees,

R HP:Bloodied S:Powered>n
Prairie Outside a Graveyard    Exits are: N E S W
   The trees of Mirkwood grow strong here, and are about the level of a normal
forest. The shade is rather comforting here and makes a person want to lay down
their travel gear and rest for a while. The slightly musty odor of a forest
in full growth fills the air and small bugs catch the light as they flit back
and forth.
A thin, grey wolf stalks around in search of prey.

cast 'cure self'
R HP:Bloodied S:Powered>You start to concentrate.

-\|/-\|/-\|/-\|/-\|/-\|w
/w
-\Ok.
You feel better.
Lightly Forested Grasslands    Exits are: N E S
   The occasional tree makes an eons-slow raiding run into the open prairie
here. One tree seems to have wandered too far from its compatriots and placed
its roots in poor soil, for its branches are peppered with brown needles
and it has a definent desultory air about it. To the west the great plains
continue on in their glory, while you think you see the markings of a road
to your north.
A thin, grey wolf stalks around in search of prey.

R HP:Bloodied S:Powered>You cannot go that way.

R HP:Bloodied S:Powered>w
n
You cannot go that way.

w
R HP:Bloodied S:Powered>Broken Corner to the Destroyed Outpost    Exits are: N E S W
   This corner of the demolished outpost reeks like long dead carcasses. Many
charred bones lay about the area, some of them aren't from human skeletons.
This must have been the food storage section, it is now nothing but a foul
smelling graveyard. 

R HP:Bloodied S:Powered>Your mount cannot swim.

R HP:Bloodied S:Powered>n
w
Broken Down Western Gate    Exits are: N E S W
   The area here is like a century old graveyard. Large broken stones litter
the ground fallen from great heights either off the top of the once mighty
tower or from the violent destruction of the once thought impenetrable gate.
Echoes of the legendary rangers can almost be heard wailing on the wind. 

R HP:Bloodied S:Powered>w
w
Prairie Outside a Tower    Exits are: N E S W
   Large bushes and medium sized trees grow in this small prairie.
Sounds of running water are heard to the south, which allows the slight growth
of the vegetation. Looking to the west all that can be seen are dry and deserted
plains.
A thin, grey wolf stalks around in search of prey.

R HP:Bloodied S:Powered>w
Plains    Exits are: N E S W
   Small animals hurry to get out of they way, as they are frightened to death
by seeing you. Small grass grow nearby as water seems to become more available,
as you can see a large lake to the south-east.

w
R HP:Bloodied S:Powered>Plains    Exits are: N E W
   Nothing is alive here. All the vegetation is brown and small animal's 
corpses lay on the ground. To the south a strange looking wooden wall prevents
you from going in that direction.

R HP:Bloodied S:Powered>Plains    Exits are: E W
   Small bushes dot the landscape and small animals creep through them.
The animals chirp with fright and flee from the sight of you. To the 
south lies a huge wooden wall, which you can not climb over.

R HP:Bloodied S:Powered>Gate to the Encampment    Exits are: N E (S) W
   A large thick gate lies to the south, protecting something you can not see.
You wonder who would build a powerful gate in such a deserted area. The gate is
made out of some of the strongest metal you have ever seen and it looks brand new.

R HP:Bloodied S:Powered>n
Plains    Exits are: N S W
   Animal footprints cover the ground. Entering territory that has never been
disturbed by a human before. Large tracks lead to the south while most of them
are little footprints like foxes and wolves.
A rabbit is hurrying across the way trying to escape your notice.

w
R HP:Bloodied S:Powered>Plains    Exits are: N E S
   A well beaten path leads to the west where a large shack is seen. Somebody
must have lived around here for awhile and made this path. Small animals dart
to and fro.
A rabbit is hurrying across the way trying to escape your notice.

R HP:Bloodied S:Powered>cast 'cure self'
You start to concentrate.

-\|/-\|/-\|/-\|/-\|/-\|/-\
Ok.
You feel better.

R HP:Wounded S:Charged>cha he cant hunt in the sun so im basically safe
You chat 'he cant hunt in the sun so im basically safe'

R HP:Wounded S:Charged>
Clouds race through the sky above the fields.

R HP:Wounded S:Charged>cha hes prob ford
w
You chat 'hes prob ford'

R HP:Wounded S:Charged>You cannot go that way.

R HP:Wounded S:Charged>cast 'cure self'
You start to concentrate.

-\|/-\|/-\|/-\|/-\
Afkaria chats 'im fighting it'

|/-\|/-\
Ok.
You feel better.

R HP:Wounded S:Charged>cha ah, gotcha, im healing
You chat 'ah, gotcha, im healing'

cast 'cure self'
R HP:Wounded S:Charged>You start to concentrate.

-\|/-\|/-\|/-\|/-\|/-\|/-\
Ok.
You feel better.

R HP:Wounded S:Depleted>cast 'cure self'
You start to concentrate.

-\|/-\stb
|/-\|/-\|/-\|/-\|/-\You lost your concentration!
You are now employing berserk tactics.

R HP:Wounded S:Depleted>
Foranir chats 'you can only spec at lvl 20 overall and not character class right??'

R HP:Wounded S:Depleted>cha oh was that drak im wondering
You chat 'oh was that drak im wondering'

R HP:Wounded S:Depleted>
Clouds race through the sky above the fields.

R HP:Wounded S:Charged>cast 'cure self'
You start to concentrate.

-\|/-\|cast 'cure self'
/-\|/-\|/-\|/-\|/-\Ok.
You feel better.
You can't summon enough energy to cast the spell.

R HP:Hurt S:Depleted>cha so still fighting it? where
You chat 'so still fighting it? where'

R HP:Hurt S:Depleted>exa
Plains    Exits are: N E S
   A well beaten path leads to the west where a large shack is seen. Somebody
must have lived around here for awhile and made this path. Small animals dart
to and fro.
A rabbit is hurrying across the way trying to escape your notice.
You are riding on a brown horse.

whe
R HP:Hurt S:Depleted>Players in your Zone
--------------------
Vornaer              - Plains

R HP:Hurt S:Depleted>
Afkaria group-says 'hes still around'

R HP:Hurt S:Depleted>e
Plains    Exits are: N S W
   Animal footprints cover the ground. Entering territory that has never been
disturbed by a human before. Large tracks lead to the south while most of them
are little footprints like foxes and wolves.
A rabbit is hurrying across the way trying to escape your notice.

R HP:Hurt S:Depleted>cast 'cure self'
You start to concentrate.

-\|/k uruk
-\|/-\|/-\|/-\|/-\|/-\k uruk
Ok.
You feel better.
They aren't here.

R HP:Hurt S:Drained>They aren't here.

R HP:Hurt S:Drained>s
e
Gate to the Encampment    Exits are: N E (S) W
   A large thick gate lies to the south, protecting something you can not see.
You wonder who would build a powerful gate in such a deserted area. The gate is
made out of some of the strongest metal you have ever seen and it looks brand new.

k uruk
R HP:Hurt S:Drained>Plains    Exits are: E W
   Small bushes dot the landscape and small animals creep through them.
The animals chirp with fright and flee from the sight of you. To the 
south lies a huge wooden wall, which you can not climb over.

R HP:Hurt S:Drained>e
They aren't here.

R HP:Hurt S:Drained>Plains    Exits are: N E W
   Nothing is alive here. All the vegetation is brown and small animal's 
corpses lay on the ground. To the south a strange looking wooden wall prevents
you from going in that direction.

exa
R HP:Hurt S:Drained>Plains    Exits are: N E W
   Nothing is alive here. All the vegetation is brown and small animal's 
corpses lay on the ground. To the south a strange looking wooden wall prevents
you from going in that direction.
You are riding on a brown horse.

e
R HP:Hurt S:Drained>Plains    Exits are: N E S W
   Small animals hurry to get out of they way, as they are frightened to death
by seeing you. Small grass grow nearby as water seems to become more available,
as you can see a large lake to the south-east.

R HP:Hurt S:Drained>e
e
Prairie Outside a Tower    Exits are: N E S W
   Large bushes and medium sized trees grow in this small prairie.
Sounds of running water are heard to the south, which allows the slight growth
of the vegetation. Looking to the west all that can be seen are dry and deserted
plains.
A thin, grey wolf stalks around in search of prey.

R HP:Hurt S:Drained>Broken Down Western Gate    Exits are: N E S W
   The area here is like a century old graveyard. Large broken stones litter
the ground fallen from great heights either off the top of the once mighty
tower or from the violent destruction of the once thought impenetrable gate.
Echoes of the legendary rangers can almost be heard wailing on the wind. 
A wraith of a gatekeeper floats here, sadly looking on the ruins. (shadow)

e
R HP:Hurt S:Drained>e
Rubble Pile    Exits are: N E S W
   What looks to be the beginnings of a staircase start in the middle o
ground floor hall, only to end a few steps higher into a pile of broken stone.
A mighty explosion seems to have fallen the tower that once stood tall in the
center of these grounds. The stone that made up the tower appears still new
although completely covered in soot and dust from the explosion which also
carved a nice crater in the ground. 
A completely scorched skeleton is half buried in the rubble here with a sword hilt clutched in it
's hand.

R HP:Hurt S:Drained>Burned and Broken East Gate    Exits are: N E S W
   Hard stones shattered into many pieces litter the ground along side the
fallen mighty oak doors that once prooved impenetrable from the outside.
Everything here, whether still rooted into the ground or scatter upon the top
of it, is charred black as if it was all done with the power of a dark fire.
The evidence available shows that it wasn't any ordinary minion of the enemy
that caused this scene, but something far worse. 
A wraith of a gatekeeper floats here, sadly looking on the ruins. (shadow)

R HP:Hurt S:Drained>e
e
A Small Spring near a Graveyard    Exits are: N E S W
   A gush of water springs forth from the ground here, running across 
the forest floor and digging a channel in the soft dirt to the south.
Exposed tree roots are washed clean by the water and send their pale
tendrils across the spring, as if hoping to throttle it. 

R HP:Hurt S:Depleted>Marshy Ground    Exits are: N S W
   The ground here is a soft muddy mess, the water from the stream soaking
into the ground. A dark green algae floats on the top of the occasional
pond, and many small bugs buzz around, biting the traveller unmercifully.
To the south the stream begins to deepen.
A large moose is grazing here.

e
R HP:Hurt S:Depleted>You cannot go that way.
Afkaria group-says 'fighting on road where i was before'

e
R HP:Hurt S:Depleted>You cannot go that way.

R HP:Hurt S:Depleted>n
Mirkwood Forest    Exits are: N S W
   Large trees grow on every side, and the floor is littered with their
product. Pine cones, branches, the occasional walnut or acorn. All mingles
on the forest floor with a blanket of brown needles draped over it all.
The occasional chatter of a squirrel or call of a bird can be heard from
the trees, but otherwise it is deathly silent.
A flickering ball of pale flame dances through the air. (shadow)
A flickering ball of pale flame dances through the air. (shadow)

R HP:Hurt S:Depleted>k uruk
They aren't here.

R HP:Hurt S:Depleted>n
Mirkwood Forest    Exits are: N S W
   A medium sized rock sits between several trees here, staking out his hard
won territory against the endless onslaught of water, wind and marauding
tree roots. Small brushes take refuge up against the rock and there is a 
small burrow beneath the rock, indicating that some smaller creature is
at home here.

k uruk
R HP:Hurt S:Depleted>n
k uruk
They aren't here.

R HP:Hurt S:Depleted>The Old Forest : ewennw Road    Exits are: N E S W
   The road continues its path through Mirkwood Forest, the forest getting
darker and more foreboding to the east and lighter to the west. The sounds
of birds and other creatures is starting to lessen, being replaced by an
odious silence.

R HP:Hurt S:Depleted>They aren't here.

R HP:Hurt S:Depleted>n
k uruk
Light Forest    Exits are: N S W
   Small ferns and bushes line the forest floor. The ground is rather wet
here, perhaps a small underground stream passes through. The trees here are
rather sparse and there is still a remnant of prairie grass on the ground.
Through the branches of some trees can be seen the Old Forest : ewennw Road as it
passes by on the south. 
A medium-sized elk grazes here.
A medium-sized elk grazes here.

R HP:Hurt S:Depleted>They aren't here.

R HP:Hurt S:Depleted>s
e
The Old Forest : ewennw Road    Exits are: N E S W
   The road continues its path through Mirkwood Forest, the forest getting
darker and more foreboding to the east and lighter to the west. The sounds
of birds and other creatures is starting to lessen, being replaced by an
odious silence.

R HP:Hurt S:Depleted>The Old Forest : ewennw Road    Exits are: E W
   Here the road continues is winding path through the depths of the wood.
Around you the trees change to pine, stretching tall and blotting out most of
the sunlight.  Just to the east, the thick undergrowth seems to thin out
enough to allow passage south. 
The crushed corpse of a tree snake is lying here. 

R HP:Hurt S:Depleted>e
The Old Forest : ewennw Road    Exits are: E S W
   The great road becomes wider here, and the generally thick brush to the
south of the road thins enough to allow passage.  The smell of pine is strong
here, but somthing else is in the air.  Perhaps the scent of forest denizens,
or perhaps somthing worse. 

R HP:Hurt S:Depleted>e
A Bend in the Road    Exits are: S W
   The Eastern Road bends south and west here, and on either side, tall pines
rise up blocking passage.  The forest along this stretch of road is strangely
quiet, as if the animals were afraid of awakening the wrath of the dark lord
himself.  Perhaps it is only your imagination... 

R HP:Hurt S:Depleted>s
e
A Bend in the Old Forest : ewennw Road    Exits are: N E S W
   The great road bends northwards here, on its long journey between the
peacefull lands beyond the misty mountains to the farthest reaches of the
east. Around you, the tall pines block the sun, but the forest does thin
enough to the south to allow you to travel that way. 
Afkaria Evenstar, Wicked Bitch of the West (hiding) is standing here.

R HP:Hurt S:Depleted>The Old Forest : ewennw Road    Exits are: E W
   The eastern road straightens out a bit here, if one follows it eastwards,
and the tall trees on either side prevent passage off the road.  The air here
is heavy and humid, adding to the already nagging fears about what may lie
beyond the edge of the roadway.  Just as well, only the foolish or the very
brave would venture off the path in any case. 

R HP:Hurt S:Depleted>e
The Old Forest : ewennw Road    Exits are: E W
   The Road struggles on through the thick woods.  Here the boughs of the ever
present trees claw at you as you pass.  The occasional rustle of leaves and
branches is all that breaks the silence.  Off to the west, the ever present
trees seem to thin a bit, and become more hospitable. 

R HP:Hurt S:Depleted>k uruk
They aren't here.

e
R HP:Hurt S:Depleted>k uruk
The half-grown moon shows in the sky.
The dark cloudy sky makes it difficult to see far down the road.
Old Forest : ewennw Road    Exits are: N E S W
   The road appears to be well-travelled, though it has fallen into disrepair
over the years. Many places in the path are interrupted by large rocks and the
occasional shrub.  The road continues to the east and west. 

R HP:Hurt S:Depleted>They aren't here.

R HP:Hurt S:Depleted>
*an Uruk* is entering from the north, riding on a black warg.

e
R HP:Hurt S:Depleted>k uruk

*an Uruk* is leaving south, riding on a black warg.

R HP:Hurt S:Depleted>Old Forest : ewennw Road Bends    Exits are: N S W
   Here the road bends from its straight path.  Winding to the west and south
to avoid a giant oak to the east, the road narrows and becomes more broken
here than before. Black deer frolic across the road from time to time, making
a startling noise as they appear from and disappear into the brush beside the
road. 

R HP:Hurt S:Depleted>They aren't here.

R HP:Hurt S:Depleted>k uruk
w
k uruk
They aren't here.

R HP:Hurt S:Depleted>Old Forest : ewennw Road    Exits are: N E S W
   The road appears to be well-travelled, though it has fallen into disrepair
over the years. Many places in the path are interrupted by large rocks and the
occasional shrub.  The road continues to the east and west. 
*an Uruk* is riding on a black warg.

R HP:Hurt S:Depleted>You attack *an Uruk*!
You deeply wound *an Uruk*'s left arm with your smite.

R HP:Hurt S:Depleted, *an Uruk*:Hurt>
*an Uruk* smites your right leg very hard.

R HP:Hurt S:Depleted, *an Uruk*:Hurt>k uruk
You do the best you can!

R HP:Hurt S:Depleted, *an Uruk*:Hurt>bash
/-\
*an Uruk* panics, and attempts to flee!
*an Uruk* flees head over heels!
*an Uruk* is leaving south, riding on a black warg.

|/-\|/k uruk
-
*an Uruk* is entering from the south, riding on a black warg.

\
Your bash at *an Uruk* sends him sprawling.

R HP:Hurt S:Depleted, *an Uruk*:Bruised>You do the best you can!

R HP:Hurt S:Depleted, *an Uruk*:Bruised>stb

You deeply wound *an Uruk*'s body with your smite.

R HP:Hurt S:Depleted, *an Uruk*:Hurt>k uruk
You are now employing berserk tactics.

R HP:Hurt S:Depleted, *an Uruk*:Hurt>You do the best you can!

R HP:Hurt S:Depleted, *an Uruk*:Hurt>k uruk
k uruk
You do the best you can!

R HP:Hurt S:Depleted, *an Uruk*:Hurt>You do the best you can!

R HP:Hurt S:Depleted, *an Uruk*:Hurt>k uruk
You do the best you can!

k uruk
R HP:Hurt S:Depleted, *an Uruk*:Hurt>
*an Uruk* has recovered from a bash!

R HP:Hurt S:Depleted, *an Uruk*:Hurt>
*an Uruk* smites your right hand extremely hard.

R HP:Hurt S:Depleted, *an Uruk*:Hurt>
You deeply wound *an Uruk*'s body with your smite.

R HP:Hurt S:Depleted, *an Uruk*:Hurt>You do the best you can!

R HP:Hurt S:Depleted, *an Uruk*:Hurt>k uruk
You do the best you can!

R HP:Hurt S:Depleted, *an Uruk*:Hurt>k uruk

*an Uruk* sends you sprawling with a powerful bash.

R HP:Hurt S:Depleted, *an Uruk*:Hurt>bash
*an Uruk* smites your left leg extremely hard.
You have regained your balance!
You do the best you can!

R HP:Wounded S:Charged, *an Uruk*:Hurt>/-\|/-\|
*an Uruk* panics, and attempts to flee!
*an Uruk* flees head over heels!
*an Uruk* is leaving north, riding on a black warg.

/-\
You can not do it this way.

R HP:Wounded S:Charged>k uruk

*an Uruk* is entering from the north, riding on a black warg.

w
R HP:Wounded S:Charged>*an Uruk* attacks YOU!
*an Uruk* smites your left leg extremely hard.
You do the best you can!

R HP:Wounded S:Charged, *an Uruk*:Hurt>
You deeply wound *an Uruk*'s right arm with your smite.

R HP:Wounded S:Charged, *an Uruk*:Wounded>No way!  You're fighting for your life!

R HP:Wounded S:Charged, *an Uruk*:Wounded>k uruk
You do the best you can!

R HP:Wounded S:Charged, *an Uruk*:Wounded>std
f

*an Uruk* sends you sprawling with a powerful bash.

R HP:Wounded S:Charged, *an Uruk*:Wounded>
*an Uruk* smites your right foot extremely hard.

R HP:Wounded S:Charged, *an Uruk*:Wounded>You have regained your balance!
You are now employing defensive tactics.

R HP:Wounded S:Charged, *an Uruk*:Wounded>You flee head over heels.
Noisy Brush    Exits are: N E S
   The bushes that grow here have many small, dry leaves at the end of their
branches.  When the bushes are disturbed, they make quite a clamor as the
tight network of branches sets of a chain reaction of rustling motion among
the bushes.  Hopefully there are no large predators nearby whose attention
will be drawn by all the noise these bushes make. 
A large wild dog watches you carefully.

R HP:Wounded S:Charged>stb
You are now employing berserk tactics.

R HP:Wounded S:Charged>n

*an Uruk* is entering from the north, riding on a black warg.

R HP:Wounded S:Charged>*an Uruk* attacks YOU!
*an Uruk* deeply wounds your body with his smite.
You wish that your wounds would stop BLEEDING so much!
No way!  You're fighting for your life!

R HP:Bloodied S:Charged, *an Uruk*:Wounded>
You deeply wound *an Uruk*'s head with your smite.
*an Uruk* panics, and attempts to flee!
*an Uruk* panics, and attempts to flee!

R HP:Bloodied S:Charged, *an Uruk*:Wounded>
*an Uruk* panics, and attempts to flee!
*an Uruk* flees head over heels!
*an Uruk* is leaving north, riding on a black warg.

R HP:Bloodied S:Charged>
A large wild dog attacks YOU!
A large wild dog hits your left hand hard.
You wish that your wounds would stop BLEEDING so much!

R HP:Bloodied S:Charged, a large wild dog:Healthy>std
f
You are now employing defensive tactics.

R HP:Bloodied S:Charged, a large wild dog:Healthy>You flee head over heels.
Windy Forest Road    Exits are: N E S W
   The road winds to the north and east here, around a gigantic oak to the
northeast.  The brush the the south looks painfully sharp and dense.  The
ground  is rough and rocky here, probably  due to the large rocky cliff to the
northeast.  The road here is broken with stones and some small shrubs that jut
up from cracks in the rock. 

R HP:Bloodied S:Charged>n
Old Forest : ewennw Road Bends    Exits are: N S W
   Here the road bends from its straight path.  Winding to the west and south
to avoid a giant oak to the east, the road narrows and becomes more broken
here than before. Black deer frolic across the road from time to time, making
a startling noise as they appear from and disappear into the brush beside the
road. 

w
R HP:Bloodied S:Charged>w
Old Forest : ewennw Road    Exits are: N E S W
   The road appears to be well-travelled, though it has fallen into disrepair
over the years. Many places in the path are interrupted by large rocks and the
occasional shrub.  The road continues to the east and west. 
*an Uruk* is riding on a black warg.

R HP:Bloodied S:Charged>*an Uruk* attacks YOU!
You wish that your wounds would stop BLEEDING so much!
You wimp out, and attempt to flee!
You flee head over heels.
Forest of Mirkwood    Exits are: N E S
   The leaves on low shrubs that grow have been eaten right down to the
sticks.  Hoofprints in the dirt indicate that the black deer that roam the
forest are the probable culprits. The ground slopes sharply upwards to the
east, and there appears to be a faint light shining on top of the hill. 
A black deer can barely be made out in the darkness here. (hiding)
A large wild dog watches you carefully.
You cannot go that way.

R HP:Bloodied S:Charged>w
You cannot go that way.

R HP:Bloodied S:Charged>s
Old Forest : ewennw Road    Exits are: N E S W
   The road appears to be well-travelled, though it has fallen into disrepair
over the years. Many places in the path are interrupted by large rocks and the
occasional shrub.  The road continues to the east and west. 
*an Uruk* is riding on a black warg.

R HP:Bloodied S:Charged>
*an Uruk* attacks YOU!
*an Uruk* smites your body extremely hard.
You wish that your wounds would stop BLEEDING so much!
You wimp out, and attempt to flee!
You flee head over heels.
Old Forest : ewennw Road Bends    Exits are: N S W
   Here the road bends from its straight path.  Winding to the west and south
to avoid a giant oak to the east, the road narrows and becomes more broken
here than before. Black deer frolic across the road from time to time, making
a startling noise as they appear from and disappear into the brush beside the
road. 

R HP:Awful S:Charged>e
You cannot go that way.

R HP:Awful S:Charged>n
w
w
Sloping Ground    Exits are: N E S W
   The slope is difficult to navigate, as giant boulders and thick trunks of
trees block the way. Loose stones underfoot make travel even more difficult up
the steep slope. Some noise and the smell of a fire seem to originate on the
top of the hill to the east. 

R HP:Awful S:Charged>Forest of Mirkwood    Exits are: N E S
   The leaves on low shrubs that grow have been eaten right down to the
sticks.  Hoofprints in the dirt indicate that the black deer that roam the
forest are the probable culprits. The ground slopes sharply upwards to the
east, and there appears to be a faint light shining on top of the hill. 
A black deer can barely be made out in the darkness here. (hiding)
A large wild dog watches you carefully.

R HP:Awful S:Charged>You cannot go that way.

R HP:Awful S:Charged>n
w
Base of a Rocky Incline    Exits are: E S
   The ground slopes upward sharply to the east here, and the terrain becomes
more rocky in that direction.  The rough ground looks more friendly to the
south.  Large rough stones indicate that this land was not always as uneven is
it is now. 

w
R HP:Awful S:Charged>w
You cannot go that way.

R HP:Awful S:Charged>You cannot go that way.

R HP:Awful S:Charged>You cannot go that way.

R HP:Awful S:Charged>ride
e
You are riding already.

R HP:Awful S:Charged>Rocky Forested Slope    Exits are: E S W
   The tall trees that grow here are too thick to provide any help in climbing
this steep slope.  The incline seems as if it ends soon to the east.  Loose
rocks make the slope very difficult to climb.  The ground slopes downward to
the west and south. 

R HP:Awful S:Charged>s
Sloping Ground    Exits are: N E S W
   The slope is difficult to navigate, as giant boulders and thick trunks of
trees block the way. Loose stones underfoot make travel even more difficult up
the steep slope. Some noise and the smell of a fire seem to originate on the
top of the hill to the east. 

R HP:Awful S:Charged>exa w
To the west you see:
Forest of Mirkwood    Exits are: N E S
   The leaves on low shrubs that grow have been eaten right down to the
sticks.  Hoofprints in the dirt indicate that the black deer that roam the
forest are the probable culprits. The ground slopes sharply upwards to the
east, and there appears to be a faint light shining on top of the hill. 
A black deer can barely be made out in the darkness here. (hiding)
A large wild dog watches you carefully.

R HP:Awful S:Charged>s
exa w
Old Forest : ewennw Road Bends    Exits are: N S W
   Here the road bends from its straight path.  Winding to the west and south
to avoid a giant oak to the east, the road narrows and becomes more broken
here than before. Black deer frolic across the road from time to time, making
a startling noise as they appear from and disappear into the brush beside the
road. 

R HP:Awful S:Charged>To the west you see:
Old Forest : ewennw Road    Exits are: N E S W
   The road appears to be well-travelled, though it has fallen into disrepair
over the years. Many places in the path are interrupted by large rocks and the
occasional shrub.  The road continues to the east and west. 

R HP:Awful S:Charged>w
w
Old Forest : ewennw Road    Exits are: N E S W
   The road appears to be well-travelled, though it has fallen into disrepair
over the years. Many places in the path are interrupted by large rocks and the
occasional shrub.  The road continues to the east and west. 

w
R HP:Awful S:Charged>w
The Old Forest : ewennw Road    Exits are: E W
   The Road struggles on through the thick woods.  Here the boughs of the ever
present trees claw at you as you pass.  The occasional rustle of leaves and
branches is all that breaks the silence.  Off to the west, the ever present
trees seem to thin a bit, and become more hospitable. 

R HP:Awful S:Charged>The Old Forest : ewennw Road    Exits are: E W
   The eastern road straightens out a bit here, if one follows it eastwards,
and the tall trees on either side prevent passage off the road.  The air here
is heavy and humid, adding to the already nagging fears about what may lie
beyond the edge of the roadway.  Just as well, only the foolish or the very
brave would venture off the path in any case. 

R HP:Awful S:Charged>A Bend in the Old Forest : ewennw Road    Exits are: N E S W
   The great road bends northwards here, on its long journey between the
peacefull lands beyond the misty mountains to the farthest reaches of the
east. Around you, the tall pines block the sun, but the forest does thin
enough to the south to allow you to travel that way. 

R HP:Awful S:Charged>w
w
A Stand of Pines    Exits are: N E S
   About you is a stand of pines, sparse enough to permit passage deeper into
the woods, yet thick enough to obscure all sign of the nearby road after one
passes but a few feet.  The pines seem to go on for some distance sothwards,
but the brush thins greatly after a few dozen yards. 
A large wild dog watches you carefully.
A large wild dog watches you carefully.

R HP:Awful S:Charged>You cannot go that way.

R HP:Awful S:Charged>n

A large wild dog attacks YOU!
A large wild dog hits your body.
You wish that your wounds would stop BLEEDING so much!
You wimp out, and attempt to flee!
You flee head over heels.
A Tall Stand of Pines    Exits are: N E S
   The tall, straight trees about you seem to radiate an unpleasant silece, a
silence that is only broken by the sound of your footsteps.  The scent of
these great trees is heavy in the air, almost as if the trees themselves were
trying to hide the scent of less pleasant things. 

R HP:Awful S:Charged>w
A Stand of Pines    Exits are: N E S
   About you is a stand of pines, sparse enough to permit passage deeper into
the woods, yet thick enough to obscure all sign of the nearby road after one
passes but a few feet.  The pines seem to go on for some distance sothwards,
but the brush thins greatly after a few dozen yards. 
A large wild dog watches you carefully.
A large wild dog watches you carefully.

R HP:Awful S:Charged>You cannot go that way.

R HP:Awful S:Charged>n
w
The Old Forest : ewennw Road    Exits are: E S W
   The great road becomes wider here, and the generally thick brush to the
south of the road thins enough to allow passage.  The smell of pine is strong
here, but somthing else is in the air.  Perhaps the scent of forest denizens,
or perhaps somthing worse. 

R HP:Awful S:Charged>The Old Forest : ewennw Road    Exits are: E W
   Here the road continues is winding path through the depths of the wood.
Around you the trees change to pine, stretching tall and blotting out most of
the sunlight.  Just to the east, the thick undergrowth seems to thin out
enough to allow passage south. 
The crushed corpse of a tree snake is lying here.

R HP:Awful S:Charged MV:Weary>
Puddles form in ruts in the road as rain quickly falls.
The crushed corpse of a tree snake decays into dust.

R HP:Awful S:Charged>w
The Old Forest : ewennw Road    Exits are: N E S W
   The road continues its path through Mirkwood Forest, the forest getting
darker and more foreboding to the east and lighter to the west. The sounds
of birds and other creatures is starting to lessen, being replaced by an
odious silence.

s
R HP:Awful S:Charged MV:Weary>Mirkwood Forest    Exits are: N S W
   A medium sized rock sits between several trees here, staking out his hard
won territory against the endless onslaught of water, wind and marauding
tree roots. Small brushes take refuge up against the rock and there is a 
small burrow beneath the rock, indicating that some smaller creature is
at home here.

s
R HP:Awful S:Charged MV:Weary>Mirkwood Forest    Exits are: N S W
   Large trees grow on every side, and the floor is littered with their
product. Pine cones, branches, the occasional walnut or acorn. All mingles
on the forest floor with a blanket of brown needles draped over it all.
The occasional chatter of a squirrel or call of a bird can be heard from
the trees, but otherwise it is deathly silent.
A flickering ball of pale flame dances through the air. (shadow)

R HP:Awful S:Charged MV:Weary>w
w
w
Mirkwood Forest    Exits are: N E S W
   A large tree has fallen here, a ray of sunlight beaming in through the
now open canopy. Underneath the fallen tree, fungi has already started to
colonize. Pale oranges and greys peek out from cracks in the bark.
A flickering ball of pale flame dances through the air. (shadow)

R HP:Awful S:Charged MV:Weary>Shattered Remains of a Stable    Exits are: N E S W
   Nothin but rubble lays about here. In some areas piled stones scattered
randomly and in others sharp fragments of wood splinter the ground. This
section of the mighty outpost must have been the easiest to fall due to the
combustable wood and hay that once was stored in piles. Now however very
little evidence of such a storage place remains. 
A thin, grey wolf stalks around in search of prey.

R HP:Awful S:Charged MV:Weary>North Gate of the Ranger Outpost    Exits are: N E S W
   The once glorious northern gates lay now in many many pieces strewn about
the scorched earth. The Old Forest : ewennw Road is clearly visible to the north
stretching off to the west and east beyond the torn and broken walls of the
rangers last line of defense. Whatever the force was that came through this
place, it must have had a personal vendetta to settle to have caused such
havoc. 
A wraith of a gatekeeper floats here, sadly looking on the ruins. (shadow)

R HP:Awful S:Charged MV:Weary>w
Muddy Corner    Exits are: N E S W
   Stone fragments of stone jut out of the mud here. Along with them many
pieces of wood also lay about. what once was the water storage place is now
completely destroyed leaving the barrels and supply boxes shattered and strewn
about the place. Many foot prints are visible all over the surface of the mud.

R HP:Awful S:Charged MV:Weary>gather energy
Learning how to gather herbs better or, perhaps, going to the forest could help.

R HP:Awful S:Charged MV:Weary>w
Prairie    Exits are: N E S W
   Small trees try to grow here but the soil will not let them. Mostly small
bushes and scrub plants grow here. Small animals can be seen eating the
leaves of them. To the north the Old Forest : ewennw Road lies.

R HP:Awful S:Charged MV:Weary>gather energy
Learning how to gather herbs better or, perhaps, going to the forest could help.

R HP:Awful S:Charged MV:Weary>w
Plains    Exits are: N E S W
   Occasionally small plants grow but not a lot. The soil is getting richer
the more east you get but still not allowing more than small shrubs to grow.
Farther to the east trees are seen. To the north the Old Forest : ewennw Road lies.

R HP:Awful S:Charged MV:Weary>w
Plains    Exits are: N E S W
   Wide open land lays around. Nobody ever seems to disturb this peacefulness 
and the small animals that live here only look for food and drink. To the north
the Old Forest : ewennw Road bends.

R HP:Awful S:Charged MV:Weary>w
Can not go there mounted.

R HP:Awful S:Charged MV:Weary>n
Bend in the Old Forest : ewennw Road    Exits are: N E S W
   This dirt and gravel road is worn well, many feet have trod where yours are
now. It is wide enough to contain 8 man abreast without any of them going off
the road. To the north the road continues.

R HP:Awful S:Charged MV:Weary>w
Plains    Exits are: N E W
   To the north and east the Old Forest : ewennw Road lies. But to the west a small 
waterhole that is visited by many animals is there. The heat is unbearable
in this killer plains. Breathing is like inhaling dust, the air is so dry.

R HP:Awful S:Charged MV:Weary>n
The Old Forest : ewennw Road    Exits are: N E S W
   This road takes you to the north or the east. Many pieces of wood lay about
as the people who made this road, just cut the trees down as fast as they could
without taking the wood with them.

R HP:Awful S:Charged MV:Weary>cast 'cure self'
You start to concentrate.

-\|/-\|/-\|
Afkaria group-says 'on him'

/-\|/cha awful :P
-\|/-\|/-\Ok.
You feel better.
You chat 'awful :P'

R HP:Bloodied S:Charged MV:Weary>cha keep him busy :P
You chat 'keep him busy :P'

R HP:Bloodied S:Charged MV:Weary>w
Plains    Exits are: N E S W
   A dry and deserted plains stretch far. Small animals run about here and 
there. A small waterhole is to the south and it looks like the only place
to drink around here.

R HP:Bloodied S:Charged MV:Weary>cast 'cure self'
You start to concentrate.

-\|/-\|/-\|/-\|/-\|/-\|/-\cha yay sun

Ok.
You feel better.

R HP:Bloodied S:Depleted MV:Weary>You chat 'yay sun'

R HP:Bloodied S:Depleted MV:Weary>weather
Rain falls heavily on the fields.
It is spring and the land is bursting with new life.

time
R HP:Bloodied S:Depleted MV:Weary>It is about 5:00 PM on Valanya, the 15th day of Sulime.
By the Steward's Reckoning, it is the 1148th year of the fourth age of Arda.
The moon is half-grown and shining.
The sun will set in about 2 hours.

R HP:Bloodied S:Depleted MV:Weary>cast 'cure self'
You start to concentrate.

-\|/-\|/-\|/-\|/-\|/-\|/-\
Ok.
You feel better.

R HP:Bloodied S:Drained MV:Weary>s
Small Waterhole    Exits are: N E S W
   A small pool of water lies here. It must be feed from an underground spring
because it never rains here. Many animals crowd around here to get a drink
of precious water.
A fox is sneaking by, low to the ground.

cast 'cure self'
R HP:Bloodied S:Drained MV:Weary>You can't summon enough energy to cast the spell.

R HP:Bloodied S:Drained MV:Weary>r
You sit down and rest your tired bones.

R HP:Bloodied S:Drained MV:Weary>st
You stop resting, and stand up.

R HP:Bloodied S:Drained MV:Weary>gather energy
Learning how to gather herbs better or, perhaps, going to the forest could help.

R HP:Bloodied S:Drained MV:Weary>w
gather energy
Plains    Exits are: N E S
   A small waterhole is located to the east, which surely draws all the animals
to it. To the west is an abandoned farmhouse, as if somebody actually tried to 
live here but failed miserably.

R HP:Bloodied S:Drained MV:Weary>Learning how to gather herbs better or, perhaps, going to the fo
rest could help.

R HP:Bloodied S:Drained MV:Weary>
Rain falls heavily on the fields.

R HP:Bloodied S:Depleted MV:Weary>cha god cdamn plains, cant gather here
You chat 'god cdamn plains, cant gather here'

s
R HP:Bloodied S:Depleted MV:Weary>Plains    Exits are: N E S
   A well beaten path leads to the west where a large shack is seen. Somebody
must have lived around here for awhile and made this path. Small animals dart
to and fro.

R HP:Bloodied S:Depleted MV:Weary>w
You cannot go that way.

R HP:Bloodied S:Depleted MV:Weary>gather energy
Learning how to gather herbs better or, perhaps, going to the forest could help.

R HP:Bloodied S:Depleted MV:Weary>cast 'cure self'
You can't summon enough energy to cast the spell.

R HP:Bloodied S:Depleted MV:Weary>r
You sit down and rest your tired bones.

R HP:Bloodied S:Depleted MV:Weary>
Afkaria group-says 'at thatchet'

R HP:Wounded S:Depleted MV:Weary>gt where>
You group-say 'where>'

R HP:Wounded S:Charged MV:Weary>st
You stop resting, and stand up.

R HP:Wounded S:Charged MV:Weary>exa
Plains    Exits are: N E S
   A well beaten path leads to the west where a large shack is seen. Somebody
must have lived around here for awhile and made this path. Small animals dart
to and fro.
You are riding on a brown horse.

R HP:Wounded S:Charged MV:Weary>s
Plains    Exits are: N E W
   Finding your way through these plains is hard. Everywhere you look
plains surround you. Trusting in your mind to be able to find the way back
you continue.
A huge wolf stares at you intently.
A grey wolf is growling at you.
A grey wolf is growling at you.
A grey wolf is growling at you.
A black wolf looks at you and begins to growl.
A black wolf looks at you and begins to growl.
A rabbit is hurrying across the way trying to escape your notice.
A rabbit is hurrying across the way trying to escape your notice.

R HP:Wounded S:Charged MV:Weary>w
Plains    Exits are: E W
   A large hill stands out to the west. A semi-small pond is here because
all the water slides down the hill onto here. Small animals can be seen 
drinking out of the pond, relieving their thirst. To the south a strange
wooden wall is seen blocking that direction off.

R HP:Wounded S:Charged MV:Weary>w
A Large Hill    Exits are: N E S W
   This hill is exhausting to climb as the grade is steep. All the rain that 
falls slides down the hill onto the lands below creating small ponds. Several 
goats and animals that like high places can be seen wandering around here.

R HP:Wounded S:Charged MV:Weary>n
Hilly Plains    Exits are: N S W
   A small path leads off from the Old Forest : ewennw Road as many a travel
camped here for the night. Small and gentle rolling hills cover the area.
Small rabbits eat the green grass that grows.

R HP:Wounded S:Charged MV:Weary>cast 'cure self'
You start to concentrate.

-\|/-\|/-\|/-\|/-\|/-\|/-
A fox enters from the north.

\
Ok.
You feel better.

R HP:Wounded S:Depleted MV:Weary>
Afkaria group-says 'south of bed'

R HP:Wounded S:Depleted MV:Weary>gt brush?
You group-say 'brush?'

R HP:Wounded S:Depleted>cast 'cure self'
You start to concentrate.

-\|/-\|/-\|/-\|
The sun sets behind the hills.
Rain falls heavily on the hills, forming little streams as it runs away.

/-\|/-\|/-\
Ok.
You feel better.

R HP:Wounded S:Drained>
Afkaria group-says 'come'

R HP:Wounded S:Drained>gt oh, thats brush name, im low, healinjg more
st
You group-say 'oh, thats brush name, im low, healinjg more'

cast 'cure self'
R HP:Wounded S:Depleted>You are already standing.

R HP:Wounded S:Depleted>You can't summon enough energy to cast the spell.

R HP:Wounded S:Depleted>gt also low moves which is worse
You group-say 'also low moves which is worse'

inf
R HP:Wounded S:Depleted>You are Vornaer Herald of the Falathrim Guard, a good (500) male Wood Elf
.
You have reached level 30.
You are level 27 Warrior, 21 Ranger, 9 Mystic, and 9 Mage.
You are specialized in wild fighting.
You are 20 years old, and have played 1 days and 19 hours.
You are 6'8" high, weight 128.4lb and carrying 96.0lb.
You have 153/370 hit points, 12/81 stamina, 88/183 moves and 472 spirit.
You have 67 gold, 2 silver and 95 copper coins.
Your OB is 102, dodge is 38, parry 63, and your attack speed is 15.
Your armour absorbs about 0% damage, and gives you a meagre resilience to magic.
Your spiritual perception is 68%, willpower: 23,
Your skill encumbrance is 7, and your movement is encumbered by 0.
You move easily indeed.
You have scored 1375800 experience points, and need 65700 more to advance.
Strength: 19/19, Intelligence: 16/16, Will: 14/14, Dexterity: 20/20
             Constitution: 14/14, Learning Ability: 14/14.
You are standing.
The moon lights your surroundings.
You are affected by:
curing saturation              (fast-acting)
anger                          (short)

R HP:Wounded S:Depleted>st
You are already standing.

cast 'cure self'
R HP:Wounded S:Depleted>You start to concentrate.

-\|/-\|/-\|/-\|/-\|/
Afkaria group-says 'help'

-\|/-\
Ok.
You feel better.

R HP:Hurt S:Empty>
Afkaria group-says 'help'

R HP:Hurt S:Drained>gt ok
You group-say 'ok'

st
R HP:Hurt S:Drained>s
You are already standing.

e
R HP:Hurt S:Drained>e
A Large Hill    Exits are: N E S W
   This hill is exhausting to climb as the grade is steep. All the rain that 
falls slides down the hill onto the lands below creating small ponds. Several 
goats and animals that like high places can be seen wandering around here.

R HP:Hurt S:Drained>e
Plains    Exits are: E W
   A large hill stands out to the west. A semi-small pond is here because
all the water slides down the hill onto here. Small animals can be seen 
drinking out of the pond, relieving their thirst. To the south a strange
wooden wall is seen blocking that direction off.

R HP:Hurt S:Drained>e
Plains    Exits are: N E W
   Finding your way through these plains is hard. Everywhere you look
plains surround you. Trusting in your mind to be able to find the way back
you continue.
A huge wolf stares at you intently.
A grey wolf is growling at you.
A grey wolf is growling at you.
A grey wolf is growling at you.
A black wolf looks at you and begins to growl.
A black wolf looks at you and begins to growl.
A rabbit is hurrying across the way trying to escape your notice.
A rabbit is hurrying across the way trying to escape your notice.

R HP:Hurt S:Drained>e
Gate to the Encampment    Exits are: N E (S) W
   A large thick gate lies to the south, protecting something you can not see.
You wonder who would build a powerful gate in such a deserted area. The gate is
made out of some of the strongest metal you have ever seen and it looks brand new.

R HP:Hurt S:Drained>e
Plains    Exits are: E W
   Small bushes dot the landscape and small animals creep through them.
The animals chirp with fright and flee from the sight of you. To the 
south lies a huge wooden wall, which you can not climb over.

e
R HP:Hurt S:Drained>e
Plains    Exits are: N E W
   Nothing is alive here. All the vegetation is brown and small animal's 
corpses lay on the ground. To the south a strange looking wooden wall prevents
you from going in that direction.

R HP:Hurt S:Drained>e
Plains    Exits are: N E S W
   Small animals hurry to get out of they way, as they are frightened to death
by seeing you. Small grass grow nearby as water seems to become more available,
as you can see a large lake to the south-east.
A thin, grey wolf stalks around in search of prey.

R HP:Hurt S:Drained>e
Prairie Outside a Tower    Exits are: N E S W
   Large bushes and medium sized trees grow in this small prairie.
Sounds of running water are heard to the south, which allows the slight 
of the vegetation. Looking to the west all that can be seen are dry and deserted
plains.

R HP:Hurt S:Drained>e
Broken Down Western Gate    Exits are: N E S W
   The area here is like a century old graveyard. Large broken stones litter
the ground fallen from great heights either off the top of the once mighty
tower or from the violent destruction of the once thought impenetrable gate.
Echoes of the legendary rangers can almost be heard wailing on the wind. 
A wraith of a gatekeeper floats here, sadly looking on the ruins. (shadow)

e
R HP:Hurt S:Drained>Rubble Pile    Exits are: N E S W
   What looks to be the beginnings of a staircase start in the middle of the
ground floor hall, only to end a few steps higher into a pile of broken stone.
A mighty explosion seems to have fallen the tower that once stood tall in the
center of these grounds. The stone that made up the tower appears still new
although completely covered in soot and dust from the explosion which also
carved a nice crater in the ground. 
A completely scorched skeleton is half buried in the rubble here with a sword hilt clutched in it
's hand.

R HP:Hurt S:Drained>Burned and Broken East Gate    Exits are: N E S W
   Hard stones shattered into many pieces litter the ground along side the
fallen mighty oak doors that once prooved impenetrable from the outside.
Everything here, whether still rooted into the ground or scatter upon the top
of it, is charred black as if it was all done with the power of a dark fire.
The evidence available shows that it wasn't any ordinary minion of the enemy
that caused this scene, but something far worse. 
A wraith of a gatekeeper floats here, sadly looking on the ruins. (shadow)
A spirit of an Outpost Ranger glides around here, in search of vengeance. (shadow)

R HP:Hurt S:Drained>A Small Spring near a Graveyard    Exits are: N E S W
   A gush of water springs forth from the ground here, running across 
the forest floor and digging a channel in the soft dirt to the south.
Exposed tree roots are washed clean by the water and send their pale
tendrils across the spring, as if hoping to throttle it. 
A flickering ball of pale flame dances through the air. (shadow)

R HP:Hurt S:Drained>Marshy Ground    Exits are: N S W
   The ground here is a soft muddy mess, the water from the stream soaking
into the ground. A dark green algae floats on the top of the occasional
pond, and many small bugs buzz around, biting the traveller unmercifully.
To the south the stream begins to deepen.
A large moose is grazing here.

R HP:Hurt S:Drained>e
e
n
You cannot go that way.

n
R HP:Hurt S:Drained>You cannot go that way.

R HP:Hurt S:Drained>n
Mirkwood Forest    Exits are: N S W
   Large trees grow on every side, and the floor is littered with their
product. Pine cones, branches, the occasional walnut or acorn. All mingles
on the forest floor with a blanket of brown needles draped over it all.
The occasional chatter of a squirrel or call of a bird can be heard from
the trees, but otherwise it is deathly silent.

e
R HP:Hurt S:Drained>e
Mirkwood Forest    Exits are: N S W
   A medium sized rock sits between several trees here, staking out his hard
won territory against the endless onslaught of water, wind and marauding
tree roots. Small brushes take refuge up against the rock and there is a 
small burrow beneath the rock, indicating that some smaller creature is
at home here.

R HP:Hurt S:Drained>The Old Forest : ewennw Road    Exits are: N E S W
   The road continues its path through Mirkwood Forest, the forest getting
darker and more foreboding to the east and lighter to the west. The sounds
of birds and other creatures is starting to lessen, being replaced by an
odious silence.

R HP:Hurt S:Drained>The Old Forest : ewennw Road    Exits are: E W
   Here the road continues is winding path through the depths of the wood.
Around you the trees change to pine, stretching tall and blotting out most of
the sunlight.  Just to the east, the thick undergrowth seems to thin out
enough to allow passage south. 

R HP:Hurt S:Drained>The Old Forest : ewennw Road    Exits are: E S W
   The great road becomes wider here, and the generally thick brush to the
south of the road thins enough to allow passage.  The smell of pine is strong
here, but somthing else is in the air.  Perhaps the scent of forest denizens,
or perhaps somthing worse. 

R HP:Hurt S:Drained>s
e
e
A Stand of Pines    Exits are: N E S
   About you is a stand of pines, sparse enough to permit passage deeper into
the woods, yet thick enough to obscure all sign of the nearby road after one
passes but a few feet.  The pines seem to go on for some distance sothwards,
but the brush thins greatly after a few dozen yards. 
A large wild dog watches you carefully.
A large wild dog watches you carefully.


R HP:Hurt S:Drained>A Bend in the Old Forest : ewennw Road    Exits are: N E S W
   The great road bends northwards here, on its long journey between the
peacefull lands beyond the misty mountains to the farthest reaches of the
east. Around you, the tall pines block the sun, but the forest does thin
enough to the south to allow you to travel that way. 

R HP:Hurt S:Drained>s
The Old Forest : ewennw Road    Exits are: E W
   The eastern road straightens out a bit here, if one follows it eastwards,
and the tall trees on either side prevent passage off the road.  The air here
is heavy and humid, adding to the already nagging fears about what may lie
beyond the edge of the roadway.  Just as well, only the foolish or the very
brave would venture off the path in any case. 

R HP:Hurt S:Drained>e
You cannot go that way.

s
R HP:Hurt S:Drained>e
The Old Forest : ewennw Road    Exits are: E W
   The Road struggles on through the thick woods.  Here the boughs of the ever
present trees claw at you as you pass.  The occasional rustle of leaves and
branches is all that breaks the silence.  Off to the west, the ever present
trees seem to thin a bit, and become more hospitable. 

R HP:Hurt S:Drained>You cannot go that way.

R HP:Hurt S:Drained>s
Old Forest : ewennw Road    Exits are: N E S W
   The road appears to be well-travelled, though it has fallen into disrepair
over the years. Many places in the path are interrupted by large rocks and the
occasional shrub.  The road continues to the east and west. 

R HP:Hurt S:Drained>Noisy Brush    Exits are: N E S
   The bushes that grow here have many small, dry leaves at the end of their
branches.  When the bushes are disturbed, they make quite a clamor as the
tight network of branches sets of a chain reaction of rustling motion among
the bushes.  Hopefully there are no large predators nearby whose attention
will be drawn by all the noise these bushes make. 
A large wild dog watches you carefully.

R HP:Hurt S:Drained>s
e
Light Forest    Exits are: N E S
   The forest becomes quite thin here, and the underbrush gives way to the
dirt floor of the forest.  Several tall oaks grow proudly here, but travel is
much easier here than in the surrounding forest. 

R HP:Hurt S:Drained MV:Weary>Forest of Mirkwood    Exits are: N E S W
   The plants that grow thick and strong here have long, sharp leaves that
pierce those who try to pass through this part of the forest.  Apparently this
type of plant does not taste very good to the animals who live in the forest
as it seems to be thriving here with no trouble at all. The road can barely be
made out to the north, and the forest extends in every other direction. 

R HP:Hurt S:Drained>e
Twisting Forest Road    Exits are: N E S W
   The road twists to the north and east here, and a light mist rises from the
ground.  The air here is humid but cool, and very still.  To the east the road
stretches straight through the forest, cutting the dense growth on either
side. 

R HP:Hurt S:Drained MV:Weary>k uruk
s
They aren't here.

e
R HP:Hurt S:Drained MV:Weary>k uruk
Forest of Mirkwood    Exits are: N E S W
   The forest continues in neverending darkness and silence.  The corpses of
prey lay scattered along the edge of a hollow trunk here.  The creature that
liveinside has had a good month of hunting, it seems.  Perhaps it would be
unwise to travel too near the trunk, lest you become the next victim. 

R HP:Hurt S:Drained MV:Weary>Disturbed Brush    Exits are: N E W
   The brush here seems to be out of place, as if some creature who was in
quite a hurry scampered through here.  Some of the bushes to the east seem to
be broken and trampled.  The road can be made out just to the north. 
A black wolf wanders about, growling and frothing at the mouth.

R HP:Hurt S:Drained MV:Weary>They aren't here.

R HP:Hurt S:Drained MV:Weary>k uruk
e
k uruk
They aren't here.

R HP:Hurt S:Drained MV:Weary>A Broken Thatchet    Exits are: N S W
   The plants here are broken and trampled in some places, as though a path
from the road came this way.  There is no sign of a trail, however, and the
way to the south is blocked by a dense wall of brush.  A closer study of the
wall reveals something odd about its continuity. 
Afkaria Evenstar, Wicked Bitch of the West is here, fighting *an Uruk*.
*an Uruk* (busy) is here, fighting Afkaria, riding on a black warg.

R HP:Hurt S:Drained MV:Weary>You attack *an Uruk*!
You rush forward wildly.
You deeply wound *an Uruk*'s left arm with your smite.

R HP:Hurt S:Drained MV:Weary, Afkaria:Bruised, *an Uruk*:Wounded>
Afkaria pierces *an Uruk*'s body.

R HP:Hurt S:Drained MV:Weary, Afkaria:Bruised, *an Uruk*:Wounded>k uruk
You do the best you can!

R HP:Hurt S:Drained MV:Weary, Afkaria:Bruised, *an Uruk*:Wounded>
Afkaria deflects *an Uruk*'s attack.

R HP:Hurt S:Drained MV:Weary, Afkaria:Bruised, *an Uruk*:Wounded>
Afkaria pierces *an Uruk*'s body.

R HP:Hurt S:Drained MV:Weary, Afkaria:Bruised, *an Uruk*:Wounded>
*an Uruk* panics, and attempts to flee!
*an Uruk* flees head over heels!
*an Uruk* is leaving south, riding on a black warg.

R HP:Hurt S:Drained MV:Weary>k uruk
s
They aren't here.

k uruk
R HP:Hurt S:Drained MV:Weary>Hidden Path    Exits are: N S
   The ground here is uneven and covered with thick grass, but there seems to
be a very faint trail leading to the south.  A few bushes and plants grow on
it, but there apparently was a trail here at one time.  It seems to have been
quite abandoned, and has almost become completely overgrown.  To the north is
a thick row of brush, but there is something unusual about its appearance. 

R HP:Hurt S:Drained MV:Weary>They aren't here.

R HP:Hurt S:Drained MV:Weary>s
k uruk
Narrow Trail    Exits are: N S
   The rough ground smooths out here to what seems to be a disused trail. The
occasional shrub or bush grows right up in the middle of the narrow path,
indicating it has fallen into disuse for some time.  The path continues to the
south, and becomes more grassy to the north. 

R HP:Hurt S:Drained MV:Weary>They aren't here.

R HP:Hurt S:Drained MV:Weary>s
k uruk
Narrow Trail    Exits are: N S W
   Barely visible in the grey mist of the forest, a thin trail winds its way
between the huge oaks.  This trail seems to have fallen into disuse over the
years, and is broken and interrupted by shrubs and bushes here and there. 

R HP:Hurt S:Depleted MV:Weary>They aren't here.

R HP:Hurt S:Depleted MV:Weary>s
Bend in the Narrow Trail    Exits are: N S W
   Barely visible in the grey mist of the forest, a thin trail winds its way
between the huge oaks.  Here the path seems to take a turn to the west, while
an earthy aroma floats in from further south. 

R HP:Hurt S:Depleted MV:Weary>w
Bend in the Narrow Trail    Exits are: E S W
   The thin row of cleared foliage bends to the south here, as the  vast
forest extends in all other directions. The slight sound of hissing can be
heard echoing through the trees, interrupting the silence. 

R HP:Hurt S:Depleted MV:Weary>s
Narrow Trail    Exits are: N E S W
   The trail continues on as before with shrubs and foliage breaking your
stride. Silence takes over once more and the blackness seems as though it may
never end. 

R HP:Hurt S:Depleted MV:Weary>e
Fecund Clearing    Exits are: N W
   The smell of damp earth fills the air here.  Plants seem to flourish on all
sides of this small clearing.  The ground here is quite damp, and a thick mist
rises from the mud at the center of the clearing. 
A fetid black fungus grows here, covering the ground.
A slimy round fungus grows on a tree here.
A fetid black fungus grows here, covering the ground.

R HP:Hurt S:Depleted MV:Weary>
It is almost impossible to see the sky here, though it appears to be cloudy.

R HP:Hurt S:Depleted MV:Weary>n
Bend in the Narrow Trail    Exits are: N S W
   Barely visible in the grey mist of the forest, a thin trail winds its way
between the huge oaks.  Here the path seems to take a turn to the west, while
an earthy aroma floats in from further south. 

R HP:Hurt S:Depleted MV:Weary>gather energy
/-\|/-\|/-\|/-\|/-\
You manage to find some herbs which have given you energy.

R HP:Hurt S:Depleted>n
Narrow Trail    Exits are: N S W
   Barely visible in the grey mist of the forest, a thin trail winds its way
between the huge oaks.  This trail seems to have fallen into disuse over the
years, and is broken and interrupted by shrubs and bushes here and there. 

R HP:Hurt S:Depleted>n
Narrow Trail    Exits are: N S
   The rough ground smooths out here to what seems to be a disused trail. The
occasional shrub or bush grows right up in the middle of the narrow path,
indicating it has fallen into disuse for some time.  The path continues to the
south, and becomes more grassy to the north. 
Afkaria Evenstar, Wicked Bitch of the West (hiding) is standing here.

n
R HP:Hurt S:Depleted>Hidden Path    Exits are: N S
   The ground here is uneven and covered with thick grass, but there seems to
be a very faint trail leading to the south.  A few bushes and plants grow on
it, but there apparently was a trail here at one time.  It seems to have been
quite abandoned, and has almost become completely overgrown.  To the north is
a thick row of brush, but there is something unusual about its appearance. 

R HP:Hurt S:Depleted>inf
You are Vornaer Herald of the Falathrim Guard, a good (500) male Wood Elf.
You have reached level 30.
You are level 27 Warrior, 21 Ranger, 9 Mystic, and 9 Mage.
You are specialized in wild fighting.
You are 20 years old, and have played 1 days and 19 hours.
You are 6'8" high, weight 128.4lb and carrying 96.0lb.
You have 194/370 hit points, 16/81 stamina, 156/183 moves and 472 spirit.
You have 67 gold, 2 silver and 95 copper coins.
Your OB is 102, dodge is 38, parry 63, and your attack speed is 15.
Your armour absorbs about 0% damage, and gives you a meagre resilience to magic.
Your spiritual perception is 68%, willpower: 23,
Your skill encumbrance is 7, and your movement is encumbered by 0.
You move easily indeed.
You have scored 1375845 experience points, and need 65655 more to advance.
Strength: 19/19, Intelligence: 16/16, Will: 14/14, Dexterity: 20/20
             Constitution: 14/14, Learning Ability: 14/14.
You are standing.
The moon lights your surroundings.
You are affected by:
gather herbs                   (long)
curing saturation              (fast-acting)
anger                          (medium)

R HP:Hurt S:Depleted>cast 'cure self'
You start to concentrate.

-\|/-\|/-\|/-\|/-\|/-\|/-\
Your regeneration slowed.


Ok.
You feel better.

R HP:Hurt S:Drained>cast 'cure self'
You can't summon enough energy to cast the spell.

R HP:Hurt S:Drained>cha yay sat wore :p
You chat 'yay sat wore :p'

who
R HP:Hurt S:Drained>s
Players
-------
[ 34 Dwf] Xenith the Very Mortal
[ 32 Dwf] Garo - The Protector of Haleyville (linkless)
[ 30 WdE] Vornaer Herald of the Falathrim Guard
[ 15 Dwf] Foranir the Dwarf (sleeping)
[ 41 WdE] Afkaria Evenstar, Wicked Bitch of the West
[ 15 Hum] Nicolas the Human

6 characters displayed.

R HP:Hurt S:Drained>Narrow Trail    Exits are: N S
   The rough ground smooths out here to what seems to be a disused trail. The
occasional shrub or bush grows right up in the middle of the narrow path,
indicating it has fallen into disuse for some time.  The path continues to the
south, and becomes more grassy to the north. 

R HP:Hurt S:Drained>s
Narrow Trail    Exits are: N S W
   Barely visible in the grey mist of the forest, a thin trail winds its way
between the huge oaks.  This trail seems to have fallen into disuse over the
years, and is broken and interrupted by shrubs and bushes here and there. 
*an Uruk* is riding on a black warg.

R HP:Hurt S:Depleted>
*an Uruk* is leaving north, riding on a black warg.

R HP:Hurt S:Depleted>k uruk
n
k uruk
*an Uruk* is entering from the north, riding on a black warg.
You attack *an Uruk*!
You discover a weakness in *an Uruk*'s defense!
You deeply wound *an Uruk*'s body with your smite.
*an Uruk* panics, and attempts to flee!
*an Uruk* flees head over heels!
*an Uruk* is leaving west, riding on a black warg.

R HP:Hurt S:Depleted>Narrow Trail    Exits are: N S
   The rough ground smooths out here to what seems to be a disused trail. The
occasional shrub or bush grows right up in the middle of the narrow path,
indicating it has fallen into disuse for some time.  The path continues to the
south, and becomes more grassy to the north. 

R HP:Hurt S:Depleted>They aren't here.

R HP:Hurt S:Depleted>k uruk
They aren't here.

w
R HP:Hurt S:Depleted>st
You cannot go that way.

R HP:Hurt S:Depleted>st
You are already standing.

R HP:Hurt S:Depleted>You are already standing.

R HP:Hurt S:Depleted>k uruk
They aren't here.

s
R HP:Hurt S:Depleted>who
Narrow Trail    Exits are: N S W
   Barely visible in the grey mist of the forest, a thin trail winds its way
between the huge oaks.  This trail seems to have fallen into disuse over the
years, and is broken and interrupted by shrubs and bushes here and there. 
*an Uruk* is riding on a black warg.

R HP:Hurt S:Depleted>
*an Uruk* is leaving north, riding on a black warg.

R HP:Hurt S:Depleted>Players
-------
[ 34 Dwf] Xenith the Very Mortal
[ 32 Dwf] Garo - The Protector of Haleyville (linkless)
[ 30 WdE] Vornaer Herald of the Falathrim Guard
[ 15 Dwf] Foranir the Dwarf (sleeping)
[ 41 WdE] Afkaria Evenstar, Wicked Bitch of the West
[ 15 Hum] Nicolas the Human

6 characters displayed.

R HP:Hurt S:Depleted>k uruk
n
They aren't here.

R HP:Hurt S:Depleted>k uruk
Narrow Trail    Exits are: N S
   The rough ground smooths out here to what seems to be a disused trail. The
occasional shrub or bush grows right up in the middle of the narrow path,
indicating it has fallen into disuse for some time.  The path continues to the
south, and becomes more grassy to the north. 
*an Uruk* is riding on a black warg.

R HP:Hurt S:Depleted>You attack *an Uruk*!
You smite *an Uruk*'s left arm extremely hard.
*an Uruk* panics, and attempts to flee!
*an Uruk* flees head over heels!
*an Uruk* is leaving south, riding on a black warg.

R HP:Hurt S:Depleted>k uruk
They aren't here.

R HP:Hurt S:Depleted>s
k uruk
Narrow Trail    Exits are: N S W
   Barely visible in the grey mist of the forest, a thin trail winds its way
between the huge oaks.  This trail seems to have fallen into disuse over the
years, and is broken and interrupted by shrubs and bushes here and there. 

R HP:Hurt S:Depleted>They aren't here.

R HP:Hurt S:Depleted>w
k uruk
Mirkwood Forest    Exits are: E W
   Further into the forest, the darkness is more complete. Even here the
ground is not visible. Roots and low shrubs frequently fall underfoot when
least expected.  Legend has it that much nastier things come underfoot deeper
into the forest. 

R HP:Hurt S:Depleted>They aren't here.

R HP:Hurt S:Depleted>e
k uruk
Narrow Trail    Exits are: N S W
   Barely visible in the grey mist of the forest, a thin trail winds its way
between the huge oaks.  This trail seems to have fallen into disuse over the
years, and is broken and interrupted by shrubs and bushes here and there. 

R HP:Hurt S:Depleted>They aren't here.

R HP:Hurt S:Depleted>
Afkaria group-says 'he was wounded...'

R HP:Hurt S:Depleted>
Large drops of water fall from the trees, as heavy rain falls overhead.

R HP:Hurt S:Depleted>tell xenith see if eq still there e of post?
You tell Xenith 'see if eq still there e of post?'

R HP:Hurt S:Depleted>k uruk
They aren't here.

R HP:Hurt S:Depleted>gt prob bloodied now
s
You group-say 'prob bloodied now'

R HP:Hurt S:Depleted>Bend in the Narrow Trail    Exits are: N S W
   Barely visible in the grey mist of the forest, a thin trail winds its way
between the huge oaks.  Here the path seems to take a turn to the west, while
an earthy aroma floats in from further south. 

R HP:Hurt S:Depleted>s
w
Fecund Clearing    Exits are: N W
   The smell of damp earth fills the air here.  Plants seem to flourish on all
sides of this small clearing.  The ground here is quite damp, and a thick mist
rises from the mud at the center of the clearing. 
A fetid black fungus grows here, covering the ground.
A slimy round fungus grows on a tree here.
A fetid black fungus grows here, covering the ground.

R HP:Hurt S:Depleted>Narrow Trail    Exits are: N E S W
   The trail continues on as before with shrubs and foliage breaking your
stride. Silence takes over once more and the blackness seems as though it may
never end. 

R HP:Hurt S:Depleted>s
Narrow Trail    Exits are: N S W
   The trail continues, seemingly never ending. No sign of light, or an end to
the forest can be seen. Here the path looks a bit more travelled than before.
Thick black threads are strung between the thick trees on the west side of the
path, waiting to ensnare any unwary animals, or travellers. 

R HP:Hurt S:Depleted>gt sucks i dont have  track
n
n
You group-say 'sucks i dont have  track'

n
R HP:Hurt S:Depleted>Narrow Trail    Exits are: N E S W
   The trail continues on as before with shrubs and foliage breaking your
stride. Silence takes over once more and the blackness seems as though it may
never end. 
*an Uruk* is riding on a black warg.

R HP:Hurt S:Depleted>Bend in the Narrow Trail    Exits are: E S W
   The thin row of cleared foliage bends to the south here, as the  vast
forest extends in all other directions. The slight sound of hissing can be
heard echoing through the trees, interrupting the silence. 

R HP:Hurt S:Depleted>You cannot go that way.

R HP:Hurt S:Depleted>k uruk
s
k uruk
They aren't here.

R HP:Hurt S:Depleted>Narrow Trail    Exits are: N E S W
   The trail continues on as before with shrubs and foliage breaking your
stride. Silence takes over once more and the blackness seems as though it may
never end. 

R HP:Hurt S:Depleted>They aren't here.

R HP:Hurt S:Depleted>k uruk
s
k uruk
They aren't here.

R HP:Hurt S:Charged>Narrow Trail    Exits are: N S W
   The trail continues, seemingly never ending. No sign of light, or an end to
the forest can be seen. Here the path looks a bit more travelled than before.
Thick black threads are strung between the thick trees on the west side of the
path, waiting to ensnare any unwary animals, or travellers. 

R HP:Hurt S:Charged>They aren't here.

R HP:Hurt S:Charged>n
Narrow Trail    Exits are: N E S W
   The trail continues on as before with shrubs and foliage breaking your
stride. Silence takes over once more and the blackness seems as though it may
never end. 

k uruk
R HP:Hurt S:Charged>w
They aren't here.

k uruk
R HP:Hurt S:Charged>Mirkwood Forest    Exits are: N E W
   Small, thorny hedges make it impossible to walk in a straight path in any
direction.  If the blackness of the forest were not enough to disorient
travellers who stray off the narrow trail, the hedges make it that much more
difficult to find the way. 
A pale eyed wolf gazes at you hungrily.

R HP:Hurt S:Charged>They aren't here.

R HP:Hurt S:Charged>s
k uruk
You cannot go that way.

n
R HP:Hurt S:Charged>They aren't here.

R HP:Hurt S:Charged>k uruk
Mirkwood Forest    Exits are: N E S W
   A small, black squirrel scurries away as you draw too near.  The sound of
it rushing away through the underbrush is the only one to be heard.  The
darkness seems to thin a bit to the east towards a thin row a tall,grey oaks. 

e
R HP:Hurt S:Charged>They aren't here.

R HP:Hurt S:Charged>k uruk
Bend in the Narrow Trail    Exits are: E S W
   The thin row of cleared foliage bends to the south here, as the  vast
forest extends in all other directions. The slight sound of hissing can be
heard echoing through the trees, interrupting the silence. 

R HP:Hurt S:Charged>They aren't here.

R HP:Hurt S:Charged>e
k uruk
Bend in the Narrow Trail    Exits are: N S W
   Barely visible in the grey mist of the forest, a thin trail winds its way
between the huge oaks.  Here the path seems to take a turn to the west, while
an earthy aroma floats in from further south. 

R HP:Hurt S:Charged>They aren't here.

R HP:Hurt S:Charged>s
k uruk
Fecund Clearing    Exits are: N W
   The smell of damp earth fills the air here.  Plants seem to flourish on all
sides of this small clearing.  The ground here is quite damp, and a thick mist
rises from the mud at the center of the clearing. 
A fetid black fungus grows here, covering the ground.
A slimy round fungus grows on a tree here.
A fetid black fungus grows here, covering the ground.

R HP:Hurt S:Charged>They aren't here.

R HP:Hurt S:Charged>n
n
Bend in the Narrow Trail    Exits are: N S W
   Barely visible in the grey mist of the forest, a thin trail winds its way
between the huge oaks.  Here the path seems to take a turn to the west, while
an earthy aroma floats in from further south. 

k uruk
R HP:Hurt S:Charged>Narrow Trail    Exits are: N S W
   Barely visible in the grey mist of the forest, a thin trail winds its way
between the huge oaks.  This trail seems to have fallen into disuse over the
years, and is broken and interrupted by shrubs and bushes here and there. 

R HP:Hurt S:Charged>They aren't here.

R HP:Hurt S:Charged>w
k uruk
Mirkwood Forest    Exits are: E W
   Further into the forest, the darkness is more complete. Even here the
ground is not visible. Roots and low shrubs frequently fall underfoot when
least expected.  Legend has it that much nastier things come underfoot deeper
into the forest. 

R HP:Hurt S:Charged>They aren't here.

R HP:Hurt S:Charged>w
k uruk
Damp Forest    Exits are: E S W
   The moist earth beneath your feet is the only reassurance that this is not
an endless abyssal void.  The darkness is complete, and the silence is eerie.
In every direction, not a single beam of light penetrates the thick canopy of
trees. 

R HP:Hurt S:Charged>They aren't here.

R HP:Hurt S:Charged>
Afkaria group-says 'hes bed'

R HP:Hurt S:Charged>
Xenith tells you 'Let me look'

R HP:Hurt S:Charged>e
e
Mirkwood Forest    Exits are: E W
   Further into the forest, the darkness is more complete. Even here the
ground is not visible. Roots and low shrubs frequently fall underfoot when
least expected.  Legend has it that much nastier things come underfoot deeper
into the forest. 

R HP:Hurt S:Charged>Narrow Trail    Exits are: N S W
   Barely visible in the grey mist of the forest, a thin trail winds its way
between the huge oaks.  This trail seems to have fallen into disuse over the
years, and is broken and interrupted by shrubs and bushes here and there. 

R HP:Hurt S:Charged>rep huh?
You tell Xenith 'huh?'

n
R HP:Hurt S:Charged>Narrow Trail    Exits are: N S
   The rough ground smooths out here to what seems to be a disused trail. The
occasional shrub or bush grows right up in the middle of the narrow path,
indicating it has fallen into disuse for some time.  The path continues to the
south, and becomes more grassy to the north. 

R HP:Hurt S:Charged>n
Hidden Path    Exits are: N S
   The ground here is uneven and covered with thick grass, but there seems to
be a very faint trail leading to the south.  A few bushes and plants grow on
it, but there apparently was a trail here at one time.  It seems to have been
quite abandoned, and has almost become completely overgrown.  To the north is
a thick row of brush, but there is something unusual about its appearance. 

R HP:Hurt S:Charged>k uruk
n
k uruk
They aren't here.

R HP:Hurt S:Charged>A Broken Thatchet    Exits are: N S W
   The plants here are broken and trampled in some places, as though a path
from the road came this way.  There is no sign of a trail, however, and the
way to the south is blocked by a dense wall of brush.  A closer study of the
wall reveals something odd about its continuity. 

n
R HP:Hurt S:Charged>They aren't here.

R HP:Hurt S:Charged>k uruk
*an Uruk* is entering from the north, riding on a black warg.
Road Over an Ancient Streambed    Exits are: N E S W
   Through the dense mist, it is possible to make out a small valley to the
north of the road.  This part of the road seems to be a natural bridge over
what was once a small stream through the forest.  To the south of the road,
there seems to be a small depression in the forest, and the brush looks to be
disturbed as if it has seen some recent, but scarce traffic. 

R HP:Hurt S:Charged>They aren't here.

R HP:Hurt S:Charged>n
k uruk
A Shallow Valley    Exits are: N E S W
   There is about two inches of standing water in this valley, and tall,
slender reeds grow in the darkness of the forest.  At once time this was
probably a small stream that cut through the forest, but the source of the
water seems to have dried up long ago, leaving only this tiny marsh.  The fog
has disappeared here.   It is possible to climb the banks of the valley on
either side, or to follow its path to the north, where the ground rises out to
the forest. 
A giant bat looms overhead.
A giant bat looms overhead.

R HP:Hurt S:Charged>They aren't here.

R HP:Hurt S:Charged>s
k uruk
Road Over an Ancient Streambed    Exits are: N E S W
   Through the dense mist, it is possible to make out a small valley to the
north of the road.  This part of the road seems to be a natural bridge over
what was once a small stream through the forest.  To the south of the road,
there seems to be a small depression in the forest, and the brush looks to be
disturbed as if it has seen some recent, but scarce traffic. 

R HP:Hurt S:Charged>They aren't here.

R HP:Hurt S:Charged>s
k uruk
*an Uruk* is entering from the south, riding on a black warg.
A Broken Thatchet    Exits are: N S W
   The plants here are broken and trampled in some places, as though a path
from the road came this way.  There is no sign of a trail, however, and the
way to the south is blocked by a dense wall of brush.  A closer study of the
wall reveals something odd about its continuity. 

R HP:Hurt S:Charged>They aren't here.

R HP:Hurt S:Charged>k uruk
They aren't here.

R HP:Hurt S:Charged>k uruk
k uruk
They aren't here.

R HP:Hurt S:Charged>They aren't here.

R HP:Hurt S:Charged>n
k uruk
Road Over an Ancient Streambed    Exits are: N E S W
   Through the dense mist, it is possible to make out a small valley to the
north of the road.  This part of the road seems to be a natural bridge over
what was once a small stream through the forest.  To the south of the road,
there seems to be a small depression in the forest, and the brush looks to be
disturbed as if it has seen some recent, but scarce traffic. 
Afkaria Evenstar, Wicked Bitch of the West is standing here.

R HP:Hurt S:Charged>They aren't here.

R HP:Hurt S:Charged>
Afkaria group-says 'come'

k uruk
R HP:Hurt S:Charged>They aren't here.

R HP:Hurt S:Charged>k uruk
e 
They aren't here.

k uruk
R HP:Hurt S:Charged>Old Forest : ewennw Road    Exits are: N E S W
   The road continues on endlessly.  Mirkwood Forest looms darkly on each side
of the road.  Small sounds can be heard on either side as creatures scurry
through the underbrush.  The well worn road extends off into the distance on
either side. 

R HP:Hurt S:Charged>They aren't here.

R HP:Hurt S:Charged>w
Road Over an Ancient Streambed    Exits are: N E S W
   Through the dense mist, it is possible to make out a small valley to the
north of the road.  This part of the road seems to be a natural bridge over
what was once a small stream through the forest.  To the south of the road,
there seems to be a small depression in the forest, and the brush looks to be
disturbed as if it has seen some recent, but scarce traffic. 
Afkaria Evenstar, Wicked Bitch of the West is standing here.

R HP:Hurt S:Charged>
Xenith tells you 'So far yes'

R HP:Hurt S:Charged>
*an Uruk* is entering from the east, riding on a black warg.

R HP:Hurt S:Charged>
Puddles form in ruts in the road as rain quickly falls.
*an Uruk* attacks YOU!
*an Uruk* smites your body very hard.

R HP:Hurt S:Charged, *an Uruk*:Hurt>
You smite *an Uruk*'s head very hard.

R HP:Hurt S:Charged, *an Uruk*:Hurt>bash
*an Uruk* panics, and attempts to flee!
*an Uruk* flees head over heels!
*an Uruk* is leaving west, riding on a black warg.
I see no  here.
Bash who?

R HP:Hurt S:Charged>bash uruk
Nobody here by that name.

bash uruk
R HP:Hurt S:Charged>*an Uruk* is entering from the west, riding on a black warg.

bash uruk
/-\|/-\|
*an Uruk* is leaving south, riding on a black warg.

/-\You can not do it this way.
Nobody here by that name.

R HP:Hurt S:Charged>s
bash uruk
A Broken Thatchet    Exits are: N S W
   The plants here are broken and trampled in some places, as though a path
from the road came this way.  There is no sign of a trail, however, and the
way to the south is blocked by a dense wall of brush.  A closer study of the
wall reveals something odd about its continuity. 
*an Uruk* is riding on a black warg.

R HP:Hurt S:Charged>/-\|k uruk
/-\
*an Uruk* is leaving west, riding on a black warg.

|/-\w
You can not do it this way.
They aren't here.

R HP:Hurt S:Charged>k uruk
Disturbed Brush    Exits are: N E W
   The brush here seems to be out of place, as if some creature who was in
quite a hurry scampered through here.  Some of the bushes to the east seem to
be broken and trampled.  The road can be made out just to the north. 
A black wolf wanders about, growling and frothing at the mouth.

R HP:Hurt S:Charged>They aren't here.

R HP:Hurt S:Charged>
A rabid, black wolf leaves west.

R HP:Hurt S:Charged>
Afkaria group-says 'he went e'

R HP:Hurt S:Charged>w
k uruk
Forest of Mirkwood    Exits are: N E S W
   The forest continues in neverending darkness and silence.  The corpses of
prey lay scattered along the edge of a hollow trunk here.  The creature that
liveinside has had a good month of hunting, it seems.  Perhaps it would be
unwise to travel too near the trunk, lest you become the next victim. 
*an Uruk* is here, fighting a rabid, black wolf, riding on a black warg.
A rabid, black wolf is here, fighting *an Uruk*.

R HP:Hurt S:Charged>You attack *an Uruk*!
You discover a weakness in *an Uruk*'s defense!
You deeply wound *an Uruk*'s left hand with your smite.


R HP:Hurt S:Charged, a rabid, black wolf:Bruised, *an Uruk*:Wounded>
*an Uruk* drinks water from a leather flask.

R HP:Hurt S:Charged, a rabid, black wolf:Bruised, *an Uruk*:Wounded>
*an Uruk* panics, and attempts to flee!
*an Uruk* flees head over heels!
*an Uruk* is leaving south, riding on a black warg.

R HP:Hurt S:Charged>s
k uruk

*an Uruk* is entering from the south, riding on a black warg.

R HP:Hurt S:Charged>*an Uruk* is leaving north, riding on a black warg.
Forest of Mirkwood    Exits are: N E S W
   A black fungus grows along the ground here, and along the base of the tree
trunks.  The fungus give off an unpleasant odor, and the air here is rather
hazy.  The spores of the fungus hang in the still air, making it difficult to
breathe.  Hopefully they are not poisonous. 
A fetid black fungus grows here, covering the ground.
A fetid black fungus grows here, covering the ground.

R HP:Hurt S:Charged>They aren't here.

R HP:Hurt S:Charged>n
k uruk
Forest of Mirkwood    Exits are: N E S W
   The forest continues in neverending darkness and silence.  The corpses of
prey lay scattered along the edge of a hollow trunk here.  The creature that
liveinside has had a good month of hunting, it seems.  Perhaps it would be
unwise to travel too near the trunk, lest you become the next victim. 
A black wolf wanders about, growling and frothing at the mouth.

R HP:Hurt S:Charged>They aren't here.

R HP:Hurt S:Charged>e
Disturbed Brush    Exits are: N E W
   The brush here seems to be out of place, as if some creature who was in
quite a hurry scampered through here.  Some of the bushes to the east seem to
be broken and trampled.  The road can be made out just to the north. 

R HP:Hurt S:Charged>gt still bedish
You group-say 'still bedish'

R HP:Hurt S:Charged>e
A Broken Thatchet    Exits are: N S W
   The plants here are broken and trampled in some places, as though a path
from the road came this way.  There is no sign of a trail, however, and the
way to the south is blocked by a dense wall of brush.  A closer study of the
wall reveals something odd about its continuity. 

R HP:Hurt S:Charged>e
You cannot go that way.

s
R HP:Hurt S:Powered>Hidden Path    Exits are: N S
   The ground here is uneven and covered with thick grass, but there seems to
be a very faint trail leading to the south.  A few bushes and plants grow on
it, but there apparently was a trail here at one time.  It seems to have been
quite abandoned, and has almost become completely overgrown.  To the north is
a thick row of brush, but there is something unusual about its appearance. 

R HP:Hurt S:Powered>k uruk
n
They aren't here.

n
R HP:Hurt S:Powered>A Broken Thatchet    Exits are: N S W
   The plants here are broken and trampled in some places, as though a path
from the road came this way.  There is no sign of a trail, however, and the
way to the south is blocked by a dense wall of brush.  A closer study of the
wall reveals something odd about its continuity. 

R HP:Hurt S:Powered>Road Over an Ancient Streambed    Exits are: N E S W
   Through the dense mist, it is possible to make out a small valley to the
north of the road.  This part of the road seems to be a natural bridge over
what was once a small stream through the forest.  To the south of the road,
there seems to be a small depression in the forest, and the brush looks to be
disturbed as if it has seen some recent, but scarce traffic. 
Afkaria Evenstar, Wicked Bitch of the West is standing here.

R HP:Hurt S:Powered>k uruk
They aren't here.

R HP:Hurt S:Powered>n
n
A Shallow Valley    Exits are: N E S W
   There is about two inches of standing water in this valley, and tall,
slender reeds grow in the darkness of the forest.  At once time this was
probably a small stream that cut through the forest, but the source of the
water seems to have dried up long ago, leaving only this tiny marsh.  The fog
has disappeared here.   It is possible to climb the banks of the valley on
either side, or to follow its path to the north, where the ground rises out to
the forest. 
A giant bat looms overhead.
A giant bat looms overhead.

R HP:Hurt S:Powered>Slope Before a Valley    Exits are: N E S W
   This may have been the mouth of a small creek at one time, but now it has
dried out to become the entrance to a small valley to the south.  The fertile
soil here has encouraged thick and prolific plantlife, making entrance to the
valley difficult, but certainly possible. 

n
R HP:Hurt S:Powered>Heavy Forest    Exits are: N S W
   A great wall of rock blocks any travel to the east.  Large snakes are
coiled around the thick branches of the oaks here.  Their slow slithering is
the only movement to be seen here.  The underbrush seems to grow more dense to
the south, and to the north the ground rises slightly. 

R HP:Hurt S:Powered>w
A Gradual Hillside    Exits are: N E S W
   At the top of the incline to the west, a dim light and movements can be
made out. Low, rumbling noises can be heard from the same direction.  The
ground becomes damp and the vegetation more dense to the east.  Apart from the
rumbing sounds atop the slope, there are no sounds to be heard. 
A hunched forest troll moves around here, arms dragging on the ground.

n
R HP:Hurt S:Powered>Forested Plateau    Exits are: E S W
   The darkness seems to thin here, probably because the canopy of trees is
thinner, and a bit staggered due to the slopes on either side.  Thin, wiry
grass grows underfoot, a rare sight in this forest.  The slope downward to the
east is a gradual one, though there are many thick shrubs that grow in that
direction.  Travel along the plateau is fairly easy, and a faint breeze blows
the scent of a campfire in from the southwest. 

R HP:Hurt S:Powered>w
Atop a Forest Peak    Exits are: E S W
   The ground levels to a narrow plateau here, and the ground looks unusually
worn. The undergrowth is very thick on the southern end of the plateau, and
the grass is very thin and worn.  There seems to have been some traffic here
recently, but there is no sign of life anywhere. 

R HP:Hurt S:Powered>s
A Sudden Clearing    Exits are: N E S W
   Many footprints are impressed in the dirt here.  Many seem to lead to the
southern end of the clearing, where the entrance to a small cave can be seen.
This narrow plateau slopes downward on either side, but continues level to the
north. 
A lazy forest troll is here, cooking his latest kill.
A lazy forest troll is here, cooking his latest kill.

w
R HP:Hurt S:Powered>Sloping Ground    Exits are: N E S W
   The slope is difficult to navigate, as giant boulders and thick trunks of
trees block the way. Loose stones underfoot make travel even more difficult up
the steep slope. Some noise and the smell of a fire seem to originate on the
top of the hill to the east. 

R HP:Hurt S:Powered>e
A Sudden Clearing    Exits are: N E S W
   Many footprints are impressed in the dirt here.  Many seem to lead to the
southern end of the clearing, where the entrance to a small cave can be seen.
This narrow plateau slopes downward on either side, but continues level to the
north. 
A lazy forest troll is here, cooking his latest kill.
A lazy forest troll is here, cooking his latest kill.

exa s
R HP:Hurt S:Powered>To the south you see:
It is pitch black...
The boulder is broken.

R HP:Hurt S:Powered>e
A Gradual Hillside    Exits are: N E S W
   At the top of the incline to the west, a dim light and movements can be
made out. Low, rumbling noises can be heard from the same direction.  The
ground becomes damp and the vegetation more dense to the east.  Apart from the
rumbing sounds atop the slope, there are no sounds to be heard. 
A hunched forest troll moves around here, arms dragging on the ground.

s
R HP:Hurt S:Powered>Beside a Huge Wall of Oaks    Exits are: N E S
   A massive, tight row of oaks grows to the west, through the small breaks
between the trunks there appears to be only a wall of stone.  The terrain
appears to slope slightly upwards to the north and down towards a small valley
to the east. 
A large black hawk is flying here.
A large black hawk is flying here.
A large black hawk is flying here.

R HP:Hurt S:Powered>e
Slope Before a Valley    Exits are: N E S W
   This may have been the mouth of a small creek at one time, but now it has
dried out to become the entrance to a small valley to the south.  The fertile
soil here has encouraged thick and prolific plantlife, making entrance to the
valley difficult, but certainly possible. 

R HP:Hurt S:Powered>s
A Shallow Valley    Exits are: N E S W
   There is about two inches of standing water in this valley, and tall,
slender reeds grow in the darkness of the forest.  At once time this was
probably a small stream that cut through the forest, but the source of the
water seems to have dried up long ago, leaving only this tiny marsh.  The fog
has disappeared here.   It is possible to climb the banks of the valley on
either side, or to follow its path to the north, where the ground rises out to
the forest. 
A giant bat looms overhead.

A giant bat looms overhead.

R HP:Hurt S:Powered>
A giant bat attacks YOU!
You deflect a giant bat's attack.
You smite a giant bat extremely hard.

R HP:Hurt S:Powered, a giant bat:Bruised>rep if all the cotton and stuff decays and shield/golden
 stuffs still there you can take that
You tell Xenith 'if all the cotton and stuff decays and shield/golden stuffs still there you can 
take that'

R HP:Hurt S:Powered, a giant bat:Bruised>
You discover a weakness in a giant bat's defense!
You deeply wound a giant bat with your smite.
You deflect a giant bat's attack.

R HP:Hurt S:Powered, a giant bat:Hurt>
You deflect a giant bat's attack.

R HP:Hurt S:Powered, a giant bat:Hurt>
You smite a giant bat extremely hard.

R HP:Hurt S:Powered, a giant bat:Bloodied>
The sky is hidden by clouds making this area damp and chill.

R HP:Hurt S:Powered, a giant bat:Bloodied>
You deflect a giant bat's attack.

R HP:Hurt S:Powered, a giant bat:Bloodied>
You rush forward wildly.
You deeply wound a giant bat with your smite.
get all.coin corpse
get all.snake corpse
A giant bat is dead!  R.I.P.
You receive your share of experience -- 84 points.
The giant bat screeches loudly and crashes into the ground.

R HP:Hurt S:Powered>You can't find any coins in the crushed corpse of a giant bat.

R HP:Hurt S:Powered>You can't find any snakes in the crushed corpse of a giant bat.

R HP:Hurt S:Powered>e
Mirkwood Forest    Exits are: N E S W
   The Old Forest : ewennw Road is just to the south.  The dark forest of Mirkwood
looms all around you, and the silence of this place is deafening.  The
occasional black deer frolics by here. 

s
R HP:Hurt S:Powered>Old Forest : ewennw Road    Exits are: N E S W
   The road continues on endlessly.  Mirkwood Forest looms darkly on each 
of the road.  Small sounds can be heard on either side as creatures scurry
through the underbrush.  The well worn road extends off into the distance on
either side. 

R HP:Hurt S:Powered>s
Mirkwood Forest    Exits are: N E S
   The plants here look pristine, as if no foot has tread here for many years.
Ferns, small shrubs and vines cover the ground, and huge oaks grow thick and
tall here.  The road can be seen to the north, and the forest grows thick and
dark to the south. 

R HP:Hurt S:Powered>
Afkaria group-says 'hes near...bastard'

R HP:Hurt S:Powered>e
Mirkwood Forest    Exits are: N E S W
   Plants with huge leaves grow here, each shiny and damp. Small teeth marks
can be seen in some of the leaves, indicating that the black deer of this
forest enjoy eating these plants. A straight line of sparse vegetation leads
north and south through the forest. On closer inspection it appears to be an
old overgrown road. 

R HP:Hurt S:Powered>
Xenith tells you 'Deal'

R HP:Hurt S:Powered>rep i refreshed the decay time on his good stuff
You tell Xenith 'i refreshed the decay time on his good stuff'

R HP:Hurt S:Powered>rep this is prob him anyways
e
You tell Xenith 'this is prob him anyways'

R HP:Hurt S:Surging>Dark Forest    Exits are: N E S W
   Huge mossy stones are piled here, each one larger than a horse, and stacked
on top of one another.  Climbing over them is difficult as their smooth mossy
surfaces make it difficult to grab hold. 

R HP:Hurt S:Surging>n
Old Forest : ewennw Road    Exits are: N E S W
   The dark forest spreads along the road, a bit more dense here than before.
Small splashes of water can be heard to the north, indicating a water source
may lie in that direction. 

n
R HP:Hurt S:Surging>Heavy Forest    Exits are: N E S W
   The still air is thick and humid here.  The faint smell of damp earth
drifts in from the northeast.  The unforgiving underbrush grows thick and
strong here, making it difficult to walk. 

R HP:Hurt S:Surging>w
Off the Old Forest : ewennw Road    Exits are: N E S W
   Dense shrubs and plants with giant, slimy leaves impede progress to the
north.  The road is just to the south, and promises much fairer travels than
the forest that looms in every other direction. 

s
R HP:Hurt S:Surging>Old Forest : ewennw Road    Exits are: N E S W
   The road continues, the same as before.  Large drops of water drip down
from the huge canopy of trees above.  Black deer run swiftly across the road
from time to time, barely noticable in the dim light. An odd line of sparse
vegetation leads south. 

R HP:Hurt S:Surging>cha im like a blind man wandering and fighting, woohoo
You chat 'im like a blind man wandering and fighting, woohoo'

w
R HP:Hurt S:Surging>Old Forest : ewennw Road    Exits are: N E S W
   The road continues on endlessly.  Mirkwood Forest looms darkly on each side
of the road.  Small sounds can be heard on either side as creatures scurry
through the underbrush.  The well worn road extends off into the distance on
either side. 

R HP:Hurt S:Surging>w
Road Over an Ancient Streambed    Exits are: N E S W
   Through the dense mist, it is possible to make out a small valley to the
north of the road.  This part of the road seems to be a natural bridge over
what was once a small stream through the forest.  To the south of the road,
there seems to be a small depression in the forest, and the brush looks to be
disturbed as if it has seen some recent, but scarce traffic. 

R HP:Hurt S:Surging>w

Afkaria group-says 'some'

R HP:Hurt S:Surging>Old Forest : ewennw Road    Exits are: N E S W
   A dense, cool mist hangs in the air here, making it difficult to see the
ground. The mist becomes more of a thick fog to the east, but seems to thin to
the west. The dark, sinister forest towers above the road as it extends
endlessly to the north and south. 

R HP:Hurt S:Surging>whe
Players in your Zone
--------------------
Vornaer              - Old Forest : ewennw Road
Afkaria              - Light Forest

s
R HP:Hurt S:Surging>Disturbed Brush    Exits are: N E W
   The brush here seems to be out of place, as if some creature who was in
quite a hurry scampered through here.  Some of the bushes to the east seem to
be broken and trampled.  The road can be made out just to the north. 
A bird filts around looking for food.

e
R HP:Hurt S:Surging>A Broken Thatchet    Exits are: N S W
   The plants here are broken and trampled in some places, as though a path
from the road came this way.  There is no sign of a trail, however, and the
way to the south is blocked by a dense wall of brush.  A closer study of the
wall reveals something odd about its continuity. 

R HP:Hurt S:Surging>k uruk
w
They aren't here.

w
R HP:Hurt S:Surging>k uruk
Disturbed Brush    Exits are: N E W
   The brush here seems to be out of place, as if some creature who was in
quite a hurry scampered through here.  Some of the bushes to the east seem to
be broken and trampled.  The road can be made out just to the north. 
A bird filts around looking for food.

R HP:Hurt S:Surging>w
Forest of Mirkwood    Exits are: N E S W
   The forest continues in neverending darkness and silence.  The corpses of
prey lay scattered along the edge of a hollow trunk here.  The creature that
liveinside has had a good month of hunting, it seems.  Perhaps it would be
unwise to travel too near the trunk, lest you become the next victim. 
A black wolf wanders about, growling and frothing at the mouth.

R HP:Hurt S:Surging>They aren't here.

R HP:Hurt S:Surging>w
k uruk
Near a Small Light in the Forest    Exits are: N E S W
   A faint light can be made out through the tall, dense bushes that grow to
the south.  It appears that beyond the row of bushes, the forest thins and
perhaps even some light makes it through the thick canopy above.  In every
other direction, the inky darkness continues relentlessly. 

R HP:Hurt S:Surging>n
Tall Foliage    Exits are: N E S
   Tall, wide ferns grow here, making it impossible to see even two feet in
front of you.  The ferns grow so densely that moving through even the lightest
of plants is difficult.  Hopefully this sea of green will end soon. 

R HP:Hurt S:Surging>They aren't here.

R HP:Hurt S:Surging>k uruk
Light Forest    Exits are: N E S
   The forest becomes quite thin here, and the underbrush gives way to the
dirt floor of the forest.  Several tall oaks grow proudly here, but travel is
much easier here than in the surrounding forest. 
Afkaria Evenstar, Wicked Bitch of the West is standing here.

R HP:Hurt S:Surging>*an Uruk* is entering from the north, riding on a black warg.
You attack *an Uruk*!
You rush forward wildly.
You deeply wound *an Uruk*'s right hand with your smite.

R HP:Hurt S:Surging, *an Uruk*:Hurt>
*an Uruk* discovers a weakness in your defense!
*an Uruk* deeply wounds your body with his smite.

R HP:Hurt S:Surging, *an Uruk*:Hurt>k uruk
You do the best you can!

R HP:Hurt S:Surging, *an Uruk*:Hurt>
Afkaria attacks *an Uruk*!
Afkaria lightly pierces *an Uruk*'s body.

R HP:Hurt S:Surging, *an Uruk*:Hurt>k uruk
You do the best you can!

R HP:Hurt S:Surging, *an Uruk*:Hurt>
*an Uruk* sends you sprawling with a powerful bash.

R HP:Hurt S:Surging, *an Uruk*:Hurt>k uruk

Afkaria lightly pierces *an Uruk*'s left arm.
Large drops of water fall from the trees, as heavy rain falls overhead.

R HP:Hurt S:Surging, *an Uruk*:Hurt>
Afkaria pierces *an Uruk*'s left arm.

R HP:Hurt S:Surging, *an Uruk*:Hurt>
*an Uruk* smites your body very hard.

R HP:Wounded S:Surging, *an Uruk*:Hurt>You have regained your balance!
You do the best you can!

R HP:Wounded S:Surging, *an Uruk*:Hurt>
You discover a weakness in *an Uruk*'s defense!
You deeply wound *an Uruk*'s right hand with your smite.

bash
R HP:Wounded S:Surging, *an Uruk*:Wounded>
*an Uruk* panics, and attempts to flee!
*an Uruk* flees head over heels!
*an Uruk* is leaving north, riding on a black warg.

R HP:Wounded S:Surging>I see no  here.
Bash who?

R HP:Wounded S:Surging>k uruk
n
They aren't here.

k uruk
R HP:Wounded S:Surging>Noisy Brush    Exits are: N E S
   The bushes that grow here have many small, dry leaves at the end of their
branches.  When the bushes are disturbed, they make quite a clamor as the
tight network of branches sets of a chain reaction of rustling motion among
the bushes.  Hopefully there are no large predators nearby whose attention
will be drawn by all the noise these bushes make. 

R HP:Wounded S:Surging>They aren't here.

R HP:Wounded S:Surging>n
k uruk
Old Forest : ewennw Road    Exits are: N E S W
   The road appears to be well-travelled, though it has fallen into disrepair
over the years. Many places in the path are interrupted by large rocks and the
occasional shrub.  The road continues to the east and west. 
A large wild dog watches you carefully.

R HP:Wounded S:Surging>They aren't here.

R HP:Wounded S:Surging>
A large wild dog attacks YOU!
You deflect a large wild dog's attack.
You smite a large wild dog's left foreleg very hard.

R HP:Wounded S:Surging, a large wild dog:Bruised>e
k uruk
No way!  You're fighting for your life!

R HP:Wounded S:Surging, a large wild dog:Bruised>They aren't here.

R HP:Wounded S:Surging, a large wild dog:Bruised>std
f
You are now employing defensive tactics.

R HP:Wounded S:Surging, a large wild dog:Bruised>You flee head over heels.
The Old Forest : ewennw Road    Exits are: E W
   The Road struggles on through the thick woods.  Here the boughs of the ever
present trees claw at you as you pass.  The occasional rustle of leaves and
branches is all that breaks the silence.  Off to the west, the ever present
trees seem to thin a bit, and become more hospitable. 

R HP:Wounded S:Surging>stb
You are now employing berserk tactics.

k uruk
R HP:Wounded S:Surging>They aren't here.

exa e
R HP:Wounded S:Surging>To the east you see:
Old Forest : ewennw Road    Exits are: N E S W
   The road appears to be well-travelled, though it has fallen into disrepair
over the years. Many places in the path are interrupted by large rocks and the
occasional shrub.  The road continues to the east and west. 
A large wild dog watches you carefully.

exa w
R HP:Wounded S:Surging>To the west you see:
The Old Forest : ewennw Road    Exits are: E W
   The eastern road straightens out a bit here, if one follows it eastwards,
and the tall trees on either side prevent passage off the road.  The air here
is heavy and humid, adding to the already nagging fears about what may lie
beyond the edge of the roadway.  Just as well, only the foolish or the very
brave would venture off the path in any case. 

time
R HP:Wounded S:Surging>It is about 12:00 AM on Earenya, the 16th day of Sulime.
By the Steward's Reckoning, it is the 1148th year of the fourth age of Arda.
The moon is half-grown and shining.
The sun will rise in about 7 hours.

R HP:Wounded S:Surging>e
Old Forest : ewennw Road    Exits are: N E S W
   The road appears to be well-travelled, though it has fallen into disrepair
over the years. Many places in the path are interrupted by large rocks and the
occasional shrub.  The road continues to the east and west. 
A large wild dog watches you carefully.
*an Uruk* is riding on a black warg.

e
R HP:Wounded S:Surging>Old Forest : ewennw Road Bends    Exits are: N S W
   Here the road bends from its straight path.  Winding to the west and south
to avoid a giant oak to the east, the road narrows and becomes more broken
here than before. Black deer frolic across the road from time to time, making
a startling noise as they appear from and disappear into the brush beside the
road. 

R HP:Wounded S:Surging>k uruk
w
k uruk
They aren't here.

R HP:Wounded S:Surging>Old Forest : ewennw Road    Exits are: N E S W
   The road appears to be well-travelled, though it has fallen into disrepair
over the years. Many places in the path are interrupted by large rocks and the
occasional shrub.  The road continues to the east and west. 
A large wild dog watches you carefully.
*an Uruk* is riding on a black warg.

R HP:Wounded S:Surging>*an Uruk* attacks YOU!
*an Uruk* smites your body extremely hard.
You do the best you can!

R HP:Wounded S:Surging, *an Uruk*:Hurt>
You deeply wound *an Uruk*'s body with your smite.

R HP:Wounded S:Surging, *an Uruk*:Wounded>bash
/-\
*an Uruk* panics, and attempts to flee!
*an Uruk* flees head over heels!
*an Uruk* is leaving east, riding on a black warg.

|/-
\|
/e
You can not do it this way.
*an Uruk* is entering from the east, riding on a black warg.

R HP:Wounded S:Surging>*an Uruk* attacks YOU!
No way!  You're fighting for your life!

R HP:Wounded S:Surging, *an Uruk*:Wounded>k uruk
*an Uruk* smites your body extremely hard.
You do the best you can!

R HP:Wounded S:Surging, *an Uruk*:Wounded>std
f
You deeply wound *an Uruk*'s left hand with your smite.
You are now employing defensive tactics.

R HP:Wounded S:Surging, *an Uruk*:Wounded>You flee head over heels.
Forest of Mirkwood    Exits are: N E S
   The leaves on low shrubs that grow have been eaten right down to the
sticks.  Hoofprints in the dirt indicate that the black deer that roam the
forest are the probable culprits. The ground slopes sharply upwards to the
east, and there appears to be a faint light shining on top of the hill. 
A large wild dog watches you carefully.

R HP:Wounded S:Surging>stb
k uruk
You are now employing berserk tactics.

R HP:Wounded S:Surging>They aren't here.

R HP:Wounded S:Surging>w

*an Uruk* is entering from the south, riding on a black warg.

R HP:Wounded S:Surging>*an Uruk* attacks YOU!
No way!  You're fighting for your life!

R HP:Wounded S:Surging, *an Uruk*:Wounded>s
No way!  You're fighting for your life!

R HP:Wounded S:Surging, *an Uruk*:Wounded>
*an Uruk* deeply wounds your right leg with his smite.
You wish that your wounds would stop BLEEDING so much!

R HP:Bloodied S:Surging, *an Uruk*:Wounded>
You smite *an Uruk*'s right leg extremely hard.
*an Uruk* panics, and attempts to flee!
*an Uruk* flees head over heels!
*an Uruk* is leaving east, riding on a black warg.

R HP:Bloodied S:Surging>std
n
You are now employing defensive tactics.

R HP:Bloodied S:Surging>Base of a Rocky Incline    Exits are: E S
   The ground slopes upward sharply to the east here, and the terrain becomes
more rocky in that direction.  The rough ground looks more friendly to the
south.  Large rough stones indicate that this land was not always as uneven is
it is now. 

R HP:Bloodied S:Surging>w
You cannot go that way.

w
R HP:Bloodied S:Surging>You cannot go that way.

R HP:Bloodied S:Surging>ride
e
You are riding already.

R HP:Bloodied>Rocky Forested Slope    Exits are: E S W
   The tall trees that grow here are too thick to provide any help in climbing
this steep slope.  The incline seems as if it ends soon to the east.  Loose
rocks make the slope very difficult to climb.  The ground slopes downward to
the west and south. 

R HP:Bloodied>stb
s
You are now employing berserk tactics.

R HP:Bloodied>Sloping Ground    Exits are: N E S W
   The slope is difficult to navigate, as giant boulders and thick trunks of
trees block the way. Loose stones underfoot make travel even more difficult up
the steep slope. Some noise and the smell of a fire seem to originate on the
top of the hill to the east. 

R HP:Bloodied>s
s
s
Old Forest : ewennw Road Bends    Exits are: N S W
   Here the road bends from its straight path.  Winding to the west and south
to avoid a giant oak to the east, the road narrows and becomes more broken
here than before. Black deer frolic across the road from time to time, making
a startling noise as they appear from and disappear into the brush beside the
road. 

R HP:Bloodied>Windy Forest Road    Exits are: N E S W
   The road winds to the north and east here, around a gigantic oak to the
northeast.  The brush the the south looks painfully sharp and dense.  The
ground  is rough and rocky here, probably  due to the large rocky cliff to the
northeast.  The road here is broken with stones and some small shrubs that jut
up from cracks in the rock. 

R HP:Bloodied>Forest of Mirkwood    Exits are: N E S W
   The plants that grow thick and strong here have long, sharp leaves that
pierce those who try to pass through this part of the forest.  Apparently this
type of plant does not taste very good to the animals who live in the forest
as it seems to be thriving here with no trouble at all. The road can barely be
made out to the north, and the forest extends in every other direction. 

R HP:Bloodied>s
Near a Small Light in the Forest    Exits are: N E S W
   A faint light can be made out through the tall, dense bushes that grow to
the south.  It appears that beyond the row of bushes, the forest thins and
perhaps even some light makes it through the thick canopy above.  In every
other direction, the inky darkness continues relentlessly. 

cire
R HP:Bloodied>Unrecognized command.

R HP:Bloodied>e
Forest of Mirkwood    Exits are: N E S W
   The forest continues in neverending darkness and silence.  The corpses of
prey lay scattered along the edge of a hollow trunk here.  The creature that
liveinside has had a good month of hunting, it seems.  Perhaps it would be
unwise to travel too near the trunk, lest you become the next victim. 
A black wolf wanders about, growling and frothing at the mouth.

R HP:Bloodied>s
Forest of Mirkwood    Exits are: N E S W
   A black fungus grows along the ground here, and along the base of the tree
trunks.  The fungus give off an unpleasant odor, and the air here is rather
hazy.  The spores of the fungus hang in the still air, making it difficult to
breathe.  Hopefully they are not poisonous. 
A fetid black fungus grows here, covering the ground.
A fetid black fungus grows here, covering the ground.

R HP:Bloodied>w
A Bright Clearing in the Forest    Exits are: N E S W
   A sudden break in the canopy of trees above allows the light to shine down
into the clearing below.  The grass here is very green, and it is surprising
no other plantlife has flourished in this clearing.  The dense vegetation that
thrives in the inky darkness of the forest seems to cringe away from this
patch of light.  
The crushed corpse of a white-flowered plant is lying here.

R HP:Bloodied>cast 'cure self'
You start to concentrate.

-\|/-\|/-\|/-\|/-\
*an Uruk* is entering from the north, riding on a black warg.

|
*an Uruk* attacks YOU!
*an Uruk* smites your right leg very hard.
You wish that your wounds would stop BLEEDING so much!


You could not concentrate anymore!

R HP:Bloodied, *an Uruk*:Wounded>
You discover a weakness in *an Uruk*'s defense!
You deeply wound *an Uruk*'s right leg with your smite.

R HP:Bloodied, *an Uruk*:Bloodied>w
No way!  You're fighting for your life!

R HP:Bloodied, *an Uruk*:Bloodied>std
f
You are now employing defensive tactics.

R HP:Bloodied, *an Uruk*:Bloodied>You flee head over heels.
Along a Wall of Roots    Exits are: N E W
   A dark and towering wall of roots blocks the way to the south.  The giant
strands of wood run from the ground far above into the darkness of the forest.
Huge chunks of dirt and clay still cling to the roots, but dangle precariously
in the air. 

R HP:Bloodied>stb
k uruk
*an Uruk* is entering from the north, riding on a black warg.
You are now employing berserk tactics.

k uruk
R HP:Bloodied>*an Uruk* attacks YOU!
You wish that your wounds would stop BLEEDING so much!
You wimp out, and attempt to flee!
You are too enraged to flee!You do the best you can!

R HP:Bloodied, *an Uruk*:Bloodied>You do the best you can!

R HP:Bloodied, *an Uruk*:Bloodied>
You rush forward wildly.
You deeply wound *an Uruk*'s left arm with your smite.

R HP:Bloodied, *an Uruk*:Awful>std

*an Uruk* smites your right arm extremely hard.
You wish that your wounds would stop BLEEDING so much!

R HP:Awful, *an Uruk*:Awful>You are now employing defensive tactics.

R HP:Awful, *an Uruk*:Awful>stb

*an Uruk* panics, and attempts to flee!
*an Uruk* flees head over heels!
*an Uruk* is leaving north, riding on a black warg.

R HP:Awful>k uruk
It is almost impossible to see the sky here, though it appears to be cloudy.
You are now employing berserk tactics.

R HP:Awful>They aren't here.

R HP:Awful>k uruk
k uruk
They aren't here.

R HP:Awful>n
k uruk
They aren't here.

R HP:Awful>A Bright Clearing in the Forest    Exits are: N E S W
   A sudden break in the canopy of trees above allows the light to shine down
into the clearing below.  The grass here is very green, and it is surprising
no other plantlife has flourished in this clearing.  The dense vegetation that
thrives in the inky darkness of the forest seems to cringe away from this
patch of light.  
The crushed corpse of a white-flowered plant is lying here.
*an Uruk* is riding on a black warg.

R HP:Awful>*an Uruk* attacks YOU!
You wish that your wounds would stop BLEEDING so much!
You wimp out, and attempt to flee!
You are too enraged to flee!You do the best you can!

R HP:Awful, *an Uruk*:Awful>
You deeply wound *an Uruk*'s body with your smite.
get all.coin corpse
get all.snake corpse
*an Uruk* is dead!  R.I.P.
Your spirit increases by 135.
You receive your share of experience -- 4457 points.
*an Uruk* stops riding a black warg.
Your blood freezes as you hear Zoul's death cry.

R HP:Awful>You get a large heap of coins from the crushed corpse of *an Uruk*.
There were 7 gold, 8 silver and 20 copper coins.

R HP:Awful>You can't find any snakes in the crushed corpse of *an Uruk*.

R HP:Awful>cha rip zoul
You chat 'rip zoul'

R HP:Awful>cha that was a good fight actually
You chat 'that was a good fight actually'

R HP:Awful>exa cor
You see nothing special..
When you look inside, you see:
corpse (here) : 
a silvery werewolf fur
a bulbous spider's eye
a runed warhammer
a tainted bracelet
a tainted bracelet
a sleek, black strap
a heavy, blood-red warg fur
a pair of soft leather boots
an ivory ring
an ivory ring
a leather flask
a heavy pair of chain mail sleeves
a pair of thick chain gloves
a pair of thick chain boots
a thick pair of chain mail leggings
a thick chain coif
a dragon-toothed whip
a leather bag
a leather flask

R HP:Awful>
Afkaria chats 'congrats'

R HP:Awful>cha awful awful in the end
You chat 'awful awful in the end'

R HP:Awful>cha i got first hit
You chat 'i got first hit'

R HP:Awful>i
You are carrying:
a water skin
a thin pair of chain sleeves
a thin pair of chain mail gloves
a pair of thin chain mail boots
a pair of fine, chainmail leggings
a thin chain coif
a fine, chainmail shirt
a sharp, glimmering spear
a backpack
a large sack
a belt pouch
//left everything, was fun fight