Ye Olde Abandoned Realms Logs

Jinjarak vs Thondolin

posted on 2022-09-03 19:07:23
<991/1019hp 456/456m 401/449mv no opponent no opponent> calm city (outside) 3pm (day) gr

Jinjarak's group:
[50 War] Jinjarak 100% hp 100% mana 100% mv 541880 xp Kills: 0
* [30 Pet] A fierce-looking kestrel 100% hp 100% mana 100% mv 16968 tnl (in Forest of Illusion)

<1019/1019hp 456/456m 449/449mv no opponent no opponent> calm city (outside) 4pm (day) wa

You wake and stand up.

<1019/1019hp 456/456m 449/449mv no opponent no opponent> calm city (outside) 4pm (day) whe

Players near you in Solace:
<PK> Jinjarak A tailor's stand

<1019/1019hp 456/456m 449/449mv no opponent no opponent> calm city (outside) 4pm (day) eq

You are using:
<used as light> (Glowing) (Humming) the eye of the material abyss
<worn on finger> the Ring of Dichotomy
<worn on finger> (Glowing) a Ring of Accuracy
<worn around neck> (Glowing) (Humming) a dragonblood silver-grey collar of evisceration
<worn around neck> (Glowing) (Humming) a dragonblood silver-grey collar of evisceration
<worn on head> (Magical) (Glowing) the Ancient Ranger Lord's Stetson
<worn on ear> (Humming) an embossed titanium earring
<worn on torso> (Magical) (Glowing) (Humming) a set of titanium fullplate
<worn on arms> (Magical) (Glowing) (Humming) a pair of titanium armplates
<worn on hands> (Humming) a pair of green-tinged dragonscale gauntlets
<worn on legs> (Magical) (Glowing) (Humming) a pair of thick titanium leg plates
<worn on feet> (Glowing) a pair of turtle shell boots
<worn about body> an unmoving black cloak
<worn about waist> (Humming) a thick, blue sash
<worn around wrist> (Magical) (Glowing) a marked bracelet
<worn around wrist> (Magical) (Glowing) a marked bracelet
<wielded two-handed> (Humming) 'Vaelsram', the Blade of Conquerors
<floating nearby> (Glowing) (Humming) a titanium talisman
<tattooed> (Glowing) a longhorn bull head with red eyes

<1019/1019hp 456/456m 449/449mv no opponent no opponent> calm city (outside) 4pm (day)
Rimath the trader auctions 'Place yer bids! a bracelet of blood is being auctioned for 5000 gold!'

<1019/1019hp 456/456m 449/449mv no opponent no opponent> calm city (outside) 4pm (day) who

[ Avian ] Tisterik Voltister the Conjurer of Illusion
[ Dwarf ] <PK> [KNIGHT] Sir Thondolin the Holy Knight, Footman of Valour
[50 Slith War] <PK> [WARLORD] (Blademistress) Jinjarak the Edacious Crocodile, Blademistress of Warlord
[ Half ] <PK> Duchess Asara the Holy Matriarch of Healing
[ Half ] <PK> Vargan the Favored Benefactor, Patron of the Tavern
[ Elf ] <PK> [KNIGHT] Sir Savanti the Wrath of Nature, Knight of Valour
Players found: 6
[WARLORD] The clamour of War prevails.
There are 6 characters on; the most on this past month was 17.

<1019/1019hp 456/456m 449/449mv no opponent no opponent> calm city (outside) 4pm (day) whe

Players near you in Solace:
<PK> Jinjarak A tailor's stand

<1019/1019hp 456/456m 449/449mv no opponent no opponent> calm city (outside) 4pm (day) eq

You are using:
<used as light> (Glowing) (Humming) the eye of the material abyss
<worn on finger> the Ring of Dichotomy
<worn on finger> (Glowing) a Ring of Accuracy
<worn around neck> (Glowing) (Humming) a dragonblood silver-grey collar of evisceration
<worn around neck> (Glowing) (Humming) a dragonblood silver-grey collar of evisceration
<worn on head> (Magical) (Glowing) the Ancient Ranger Lord's Stetson
<worn on ear> (Humming) an embossed titanium earring
<worn on torso> (Magical) (Glowing) (Humming) a set of titanium fullplate
<worn on arms> (Magical) (Glowing) (Humming) a pair of titanium armplates
<worn on hands> (Humming) a pair of green-tinged dragonscale gauntlets
<worn on legs> (Magical) (Glowing) (Humming) a pair of thick titanium leg plates
<worn on feet> (Glowing) a pair of turtle shell boots
<worn about body> an unmoving black cloak
<worn about waist> (Humming) a thick, blue sash
<worn around wrist> (Magical) (Glowing) a marked bracelet
<worn around wrist> (Magical) (Glowing) a marked bracelet
<wielded two-handed> (Humming) 'Vaelsram', the Blade of Conquerors
<floating nearby> (Glowing) (Humming) a titanium talisman
<tattooed> (Glowing) a longhorn bull head with red eyes

<1019/1019hp 456/456m 449/449mv no opponent no opponent> calm city (outside) 4pm (day)
A female citizen walks in.

<1019/1019hp 456/456m 449/449mv no opponent no opponent> calm city (outside) 5pm (day) g cube sac

You get a water cube from a Loot Sack.

<1019/1019hp 456/456m 449/449mv no opponent no opponent> calm city (outside) 5pm (day) in

You are carrying:
(Glowing) a water cube
(Magical) (Humming) the blade of madness
(Humming) an axe of bladed fury
(Magical) (Glowing) a huge tower shield
a Loot Sack (open)
( 4) ground-up bones of a vampire bat
(Magical) (Glowing) a magic seashell
(Magical) (Glowing) (Humming) a Dagger of Chaos
an old, dusty druid's robe
(Magical) (Glowing) (Humming) an icy blue dagger
(Magical) (Glowing) (Humming) a major globe of invulnerability (open)

<1019/1019hp 456/456m 449/449mv no opponent no opponent> calm city (outside) 5pm (day) whe

Players near you in Solace:
<PK> Jinjarak A tailor's stand

<1019/1019hp 456/456m 449/449mv no opponent no opponent> calm city (outside) 6pm (day) sc

/@============================================================-
| \
| Jinjarak the Edacious Crocodile, Blademistress of Warlord, follower of Lorne|
| Adherent of Fire, Rank Blademistress of [WARLORD] |
| You are 31 years old (287 hours, 15h:17m of bloodshed) |
| |
| Race: Slith Hometown: Seringale Health: 1019/1019 |
| Sex: Female Class: Warrior Mana: 456/456 |
| Size: medium Alignment: Neutral Move: 449/449 |
| Age: prime Ethos: Chaotic Ail: 139.3 |
\ -------------------------------------------/
| |
| Streng: 21 (21+0) Rating: Great Weight: 386/425 |
| Intell: 18 (18+0) Level: 50 Pracs: 10 |
| Wisdom: 17 (17+0) Exp tnl: 20520 Trains: 0 |
| Dexter: 22 (22+0) Guildpoint: 3/3 Items: 32/38 |
| Consti: 22 (21+1) Gold: 12141 Wimpy: 0 hp |
| Luck: Changing Hunger: [*****] Thirst: [*****] |
| |
| Condition: In prime health |
------------------------------------------ \
/ |
| Armor Vs Pierce: 226 Saving Throws |
| Hitroll: 52 Vs Bash: 172 Afflictive: 44 |
| Damroll: 35 Vs Slash: 221 Maledictive: 37 |
| Vs Magic: 100 Mental: 52 |
\==========================================================-/
You are affected by the following:
Skill: double grip : lasts permanently
Skill: devote : lasts for 9 hours
: lasts for 35 hours
Skill: warcry : modifies save vs afflictive by 6 for 3 hours
: modifies hitroll by 6 for 3 hours
Set : Titanium Tenor : modifies armor class by 28 permanently
: modifies save vs mental by 15 permanently
: modifies constitution by 3 permanently
: modifies damroll by 3 permanently

<1019/1019hp 456/456m 449/449mv no opponent no opponent> calm city (outside) 6pm (day) r

You rest.

<1019/1019hp 456/456m 449/449mv no opponent no opponent> calm city (outside) 6pm (day)
A female citizen walks north.

<1019/1019hp 456/456m 449/449mv no opponent no opponent> calm city (outside) 6pm (day) af

You are affected by the following:
Skill: double grip : lasts permanently
Skill: devote : lasts for 9 hours
: lasts for 35 hours
Skill: warcry : modifies save vs afflictive by 6 for 3 hours
: modifies hitroll by 6 for 3 hours
Set : Titanium Tenor : modifies armor class by 28 permanently
: modifies save vs mental by 15 permanently
: modifies constitution by 3 permanently
: modifies damroll by 3 permanently

<1019/1019hp 456/456m 449/449mv no opponent no opponent> calm city (outside) 6pm (day) who

[ Avian ] Tisterik Voltister the Conjurer of Illusion
[ Dwarf ] <PK> [KNIGHT] Sir Thondolin the Holy Knight, Footman of Valour
[50 Slith War] <PK> [WARLORD] (Blademistress) Jinjarak the Edacious Crocodile, Blademistress of Warlord
[ Half ] <PK> Duchess Asara the Holy Matriarch of Healing
[ Half ] <PK> Vargan the Favored Benefactor, Patron of the Tavern
[ Elf ] <PK> [KNIGHT] Sir Savanti the Wrath of Nature, Knight of Valour
Players found: 6
[WARLORD] The clamour of War prevails.
There are 6 characters on; the most on this past month was 17.

<1019/1019hp 456/456m 449/449mv no opponent no opponent> calm city (outside) 6pm (day) eq

You are using:
<used as light> (Glowing) (Humming) the eye of the material abyss
<worn on finger> the Ring of Dichotomy
<worn on finger> (Glowing) a Ring of Accuracy
<worn around neck> (Glowing) (Humming) a dragonblood silver-grey collar of evisceration
<worn around neck> (Glowing) (Humming) a dragonblood silver-grey collar of evisceration
<worn on head> (Magical) (Glowing) the Ancient Ranger Lord's Stetson
<worn on ear> (Humming) an embossed titanium earring
<worn on torso> (Magical) (Glowing) (Humming) a set of titanium fullplate
<worn on arms> (Magical) (Glowing) (Humming) a pair of titanium armplates
<worn on hands> (Humming) a pair of green-tinged dragonscale gauntlets
<worn on legs> (Magical) (Glowing) (Humming) a pair of thick titanium leg plates
<worn on feet> (Glowing) a pair of turtle shell boots
<worn about body> an unmoving black cloak
<worn about waist> (Humming) a thick, blue sash
<worn around wrist> (Magical) (Glowing) a marked bracelet
<worn around wrist> (Magical) (Glowing) a marked bracelet
<wielded two-handed> (Humming) 'Vaelsram', the Blade of Conquerors
<floating nearby> (Glowing) (Humming) a titanium talisman
<tattooed> (Glowing) a longhorn bull head with red eyes

<1019/1019hp 456/456m 449/449mv no opponent no opponent> calm city (outside) 6pm (day) whe

Players near you in Solace:
<PK> Jinjarak A tailor's stand

<1019/1019hp 456/456m 449/449mv no opponent no opponent> calm city (outside) 6pm (day)
The sun slowly disappears in the west.

<1019/1019hp 456/456m 449/449mv no opponent no opponent> calm city (outside) 7pm (dusk)
The night has begun.
The market grows quiet as the citizens filter back inside the garrison.

<1019/1019hp 456/456m 449/449mv no opponent no opponent> calm city (outside) 8pm (night) whe

Players near you in Solace:
<PK> Jinjarak A tailor's stand

<1019/1019hp 456/456m 449/449mv no opponent no opponent> calm city (outside) 8pm (night) who

[ Avian ] Tisterik Voltister the Conjurer of Illusion
[ Dwarf ] <PK> [KNIGHT] Sir Thondolin the Holy Knight, Footman of Valour
[50 Slith War] <PK> [WARLORD] (Blademistress) Jinjarak the Edacious Crocodile, Blademistress of Warlord
[ Half ] <PK> Duchess Asara the Holy Matriarch of Healing
[ Elf ] <PK> [KNIGHT] Sir Savanti the Wrath of Nature, Knight of Valour
Players found: 5
[WARLORD] The clamour of War prevails.
There are 5 characters on; the most on this past month was 17.

<1019/1019hp 456/456m 449/449mv no opponent no opponent> calm city (outside) 8pm (night) whe

Players near you in Solace:
<PK> Jinjarak A tailor's stand

<1019/1019hp 456/456m 449/449mv no opponent no opponent> calm city (outside) 8pm (night) sc

/@============================================================-
| \
| Jinjarak the Edacious Crocodile, Blademistress of Warlord, follower of Lorne|
| Adherent of Fire, Rank Blademistress of [WARLORD] |
| You are 31 years old (287 hours, 15h:18m of bloodshed) |
| |
| Race: Slith Hometown: Seringale Health: 1019/1019 |
| Sex: Female Class: Warrior Mana: 456/456 |
| Size: medium Alignment: Neutral Move: 449/449 |
| Age: prime Ethos: Chaotic Ail: 139.3 |
\ -------------------------------------------/
| |
| Streng: 21 (21+0) Rating: Great Weight: 386/425 |
| Intell: 18 (18+0) Level: 50 Pracs: 10 |
| Wisdom: 17 (17+0) Exp tnl: 20520 Trains: 0 |
| Dexter: 22 (22+0) Guildpoint: 3/3 Items: 32/38 |
| Consti: 22 (21+1) Gold: 12141 Wimpy: 0 hp |
| Luck: Changing Hunger: [****-] Thirst: [*****] |
| |
| Condition: In prime health |
------------------------------------------ \
/ |
| Armor Vs Pierce: 226 Saving Throws |
| Hitroll: 52 Vs Bash: 172 Afflictive: 44 |
| Damroll: 35 Vs Slash: 221 Maledictive: 37 |
| Vs Magic: 100 Mental: 52 |
\==========================================================-/
You are affected by the following:
Skill: double grip : lasts permanently
Skill: devote : lasts for 7 hours
: lasts for 33 hours
Skill: warcry : modifies save vs afflictive by 6 for 1 hours
: modifies hitroll by 6 for 1 hours
Set : Titanium Tenor : modifies armor class by 28 permanently
: modifies save vs mental by 15 permanently
: modifies constitution by 3 permanently
: modifies damroll by 3 permanently

<1019/1019hp 456/456m 449/449mv no opponent no opponent> calm city (outside) 8pm (night) l

A tailor's stand
The tailor's stand is crafted extravagantly from polished oak, with a
royal purple coloured awning trimmed with gold stitching. Under it, a
mahogany table is laid with an assortment of neatly folded vestments. Each
item of clothing is made with the finest materials and sewn with precise,
perfectly spaced stitches.

[Exits: north east west]
A mere stitched doublet with quilted lining is here.
A pair of trousers is here.
A long, padded frock is here.
A pair of white silk gloves is here.
Nelwin the tailor is here, hawking his wares.

<1019/1019hp 456/456m 449/449mv no opponent no opponent> calm city (outside) 8pm (night) sca

You scan all around.
*** Range 2 (north) ***
Gibblefitz is sleeping here.
*** Range 2 (east) ***
Graulsh is here, chiseling a dragon from a block of stone.
*** Range 4 (east) ***
Alran the fisherman is here, showing off the day's catch.
*** Range 2 (west) ***
Farmer Samul is sleeping here.

<1019/1019hp 456/456m 449/449mv no opponent no opponent> calm city (outside) 8pm (night) list

[Lv Price Qty] Item
[ 5 100 -- ] a quilted doublet 5 lb - made of cotton (torso)
[ 5 100 -- ] a pair of fitted trousers 2 lb - made of cotton (legs)
[10 200 -- ] a long, padded frock 5 lb - made of cotton (about)
[10 500 -- ] a pair of silk gloves 0.5 lb - made of silk (hands)

<1019/1019hp 456/456m 449/449mv no opponent no opponent> calm city (outside) 8pm (night) wa

You stand up.

<1019/1019hp 456/456m 449/449mv no opponent no opponent> calm city (outside) 9pm (night) whe clive

Clive the butcher A butcher's stand

<1019/1019hp 456/456m 449/449mv no opponent no opponent> calm city (outside) 9pm (night) l

A tailor's stand
The tailor's stand is crafted extravagantly from polished oak, with a
royal purple coloured awning trimmed with gold stitching. Under it, a
mahogany table is laid with an assortment of neatly folded vestments. Each
item of clothing is made with the finest materials and sewn with precise,
perfectly spaced stitches.

[Exits: north east west]
A mere stitched doublet with quilted lining is here.
A pair of trousers is here.
A long, padded frock is here.
A pair of white silk gloves is here.
Nelwin the tailor is here, hawking his wares.

<1019/1019hp 456/456m 449/449mv no opponent no opponent> calm city (outside) 9pm (night) n

An outdoor marketplace
You are in the midst of a busy marketplace. The sounds of lively
shoppers and vendors can be heard all around you. To the north you can see
a wizened-looking cobbler bent over his work. To the south, an
impeccably-dressed tailor waves at you, inviting you to peruse his wares.

[Exits: north east south west]
A female citizen of Solace is here, going about her errands.
A female citizen looks at you.
A female citizen smiles in your direction.

<1019/1019hp 456/456m 448/449mv no opponent no opponent> calm city (outside) 9pm (night) n

A cobbler's stand
A shabby looking cobbler's stand is here. A wooden three-legged stool
sits beneath the patched awning, with some nails scattered about on the
floor within easy reach, along with scraps of leather and spare soles.
Several pairs of well-crafted shoes and boots are on modest display, perched
upon a low table in the front.

[Exits: east south west]
A pair of comfortable leather shoes are here.
A pair of soft-soled hiking boots are here.
A pair of sturdy, reinforced boots are here.
A heavy awl is here, in need of sharpening.
Gibblefitz is sleeping here.

<1019/1019hp 456/456m 447/449mv no opponent no opponent> calm city (outside) 9pm (night) e

A path through the market
A cobbled road wide enough for two merchant wagons runs north and south.
Carts laden with supplies rattle along towards the garrison to the north.
On either side of the road are vendor stalls and citizens of all ages,
crowding around to see the latest bits and bobs. The air is filled with the
sounds of gossiping townsfolk, vendors hawking their wares, and laughter as
children run about underfoot.

[Exits: north east south west]

<1019/1019hp 456/456m 446/449mv no opponent no opponent> calm road (outside) 9pm (night) e

Dahnil's Dairy
A life sized, painted wooden cow sits in front of this stand, with large
letters 'DD' branded on the front. Three living cows, however, can be seen
in the back, mooing occasionally at the people that pass buy. The pungent
smell of aged cheese nearly overwhelms you as it drifts from the wide
variety of cheeses. A large amount of pint sized, glass bottles have been
filled with milk and placed in a half-barrel of very cold water. For added
customer comfort, a stark white awning has been erected over the dairy
stand.

[Exits: east south west]
Dahnil the dairy farmer is sleeping here.

<1019/1019hp 456/456m 445/449mv no opponent no opponent> calm city (outside) 9pm (night) e

An outdoor marketplace
You are in the midst of a busy marketplace. The sounds of lively
shoppers and vendors can be heard all around you. From the west wafts the
potent aroma of cow manure, and the considerably sweeter scent of fresh-cut
meat greets you from the east.

[Exits: east south west]

<1019/1019hp 456/456m 444/449mv no opponent no opponent> calm city (outside) 9pm (night) e

A butcher's stand
A large, thick piece of oak has been laid over two barrels, creating a
sturdy table. The smell of blood drifts through the air from the few cuts
of meat on a table in the back. A tin roof has been placed over the stand,
creating shelter for both shopkeeper and the meats. Wire cages are off to
the east, holding live squawking chickens and quail. The squealing of a pig
can be heard from the back, along with other livestock. A bold print sign
sits in front of the table with the words, "Freshest Meat in Solace!"

[Exits: south west]
Clive the butcher is sleeping here.

<1019/1019hp 456/456m 443/449mv no opponent no opponent> calm city (outside) 9pm (night) bu

Buy what?

<1019/1019hp 456/456m 443/449mv no opponent no opponent> calm city (outside) 9pm (night) tim

It is 9 o'clock pm, Day of the Fall of Thalos, 3rd Renewal of the Celestial of Death.
The Deep Sea, Blood Sea, Dragon Sea and Bay of Vamana are in low tide.
The system time is Sat Sep 3 18:59:36 UTC.
Abandoned Realms started up at Mon Mar 31 11:00:39 1997 UTC (last reboot 16 hours and 3 minutes ago)
26h:0m:24s until surge - beginning at Sun Sep 4 21:00:00 UTC

<1019/1019hp 456/456m 443/449mv no opponent no opponent> calm city (outside) 9pm (night) whe

You break your objective tracking.
Players near you in Solace:
<PK> Jinjarak A butcher's stand

<1019/1019hp 456/456m 443/449mv no opponent no opponent> calm city (outside) 9pm (night) wak cliv

Clive the butcher wakes and stands up.

<1019/1019hp 456/456m 443/449mv no opponent no opponent> calm city (outside) 9pm (night) buy beef

Clive the butcher says 'Sorry, I am closed. Come back tomorrow.'

<1019/1019hp 456/456m 443/449mv no opponent no opponent> calm city (outside) 9pm (night) list

Clive the butcher says 'Sorry, I am closed. Come back tomorrow.'

<1019/1019hp 456/456m 443/449mv no opponent no opponent> calm city (outside) 9pm (night) who

[ Avian ] Tisterik Voltister the Conjurer of Illusion
[ Dwarf ] <PK> [KNIGHT] Sir Thondolin the Holy Knight, Footman of Valour
[50 Slith War] <PK> [WARLORD] (Blademistress) Jinjarak the Edacious Crocodile, Blademistress of Warlord
[ Half ] <PK> Duchess Asara the Holy Matriarch of Healing
[ Elf ] <PK> [KNIGHT] Sir Savanti the Wrath of Nature, Knight of Valour
Players found: 5
[WARLORD] The clamour of War prevails.
There are 5 characters on; the most on this past month was 17.

<1019/1019hp 456/456m 443/449mv no opponent no opponent> calm city (outside) 9pm (night) whe

Players near you in Solace:
<PK> Jinjarak A butcher's stand

<1019/1019hp 456/456m 443/449mv no opponent no opponent> calm city (outside) 9pm (night) w

An outdoor marketplace
You are in the midst of a busy marketplace. The sounds of lively
shoppers and vendors can be heard all around you. From the west wafts the
potent aroma of cow manure, and the considerably sweeter scent of fresh-cut
meat greets you from the east.

[Exits: east south west]

<1019/1019hp 456/456m 442/449mv no opponent no opponent> calm city (outside) 9pm (night) s

An outdoor marketplace
You are in the midst of a busy marketplace. The sounds of lively
shoppers and vendors can be heard all around you. Stalls stretch in all
directions. To the north you can see the stoic contours of the Garrison of
Solace.

[Exits: north east south west]

<1019/1019hp 456/456m 441/449mv no opponent no opponent> calm city (outside) 9pm (night) w

An outdoor marketplace
You are in the midst of a busy marketplace. The sounds of lively
shoppers and vendors can be heard all around you. From the north wafts the
potent smell of cow manure, and to the south is a large, grey awning over a
small stand.

[Exits: north east south west]

<1019/1019hp 456/456m 440/449mv no opponent no opponent> calm city (outside) 9pm (night) w

Market Central
A cobbled road wide enough for two merchant wagons runs north and south.
Carts laden with supplies rattle along towards the garrison to the north.
On either side of the road are vendor stalls and citizens of all ages,
crowding around to see the latest bits and bobs. The air is filled with the
sounds of gossiping townsfolk, vendors hawking their wares, and laughter as
children run about underfoot.

[Exits: north east south west]
(Glowing) The Herald Bulletin Board gleams majestically in the middle of the square.

<1019/1019hp 456/456m 439/449mv no opponent no opponent> calm road (outside) 9pm (night) dr

Drink what?

<1019/1019hp 456/456m 439/449mv no opponent no opponent> calm road (outside) 9pm (night) who

[ Avian ] Tisterik Voltister the Conjurer of Illusion
[ Dwarf ] <PK> [KNIGHT] Sir Thondolin the Holy Knight, Footman of Valour
[50 Slith War] <PK> [WARLORD] (Blademistress) Jinjarak the Edacious Crocodile, Blademistress of Warlord
[ Half ] <PK> Duchess Asara the Holy Matriarch of Healing
[ Elf ] <PK> [KNIGHT] Sir Savanti the Wrath of Nature, Knight of Valour
Players found: 5
[WARLORD] The clamour of War prevails.
There are 5 characters on; the most on this past month was 17.

<1019/1019hp 456/456m 439/449mv no opponent no opponent> calm road (outside) 9pm (night)
Thondolin rides in on a brass Asc'Liena stallion.
A white quartz tiger walks in.

<1019/1019hp 456/456m 439/449mv no opponent no opponent> calm road (outside) 9pm (night) whe

Players near you in Solace:
<PK> Thondolin Market Central
<PK> Jinjarak Market Central

<1019/1019hp 456/456m 439/449mv no opponent no opponent> calm road (outside) 9pm (night) emote crosses her weapons to her chest and bows before you.

Jinjarak crosses her weapons to her chest and bows before you.

<1019/1019hp 456/456m 439/449mv no opponent no opponent> calm road (outside) 9pm (night)
Thondolin smiles at you.

<1019/1019hp 456/456m 439/449mv no opponent no opponent> calm road (outside) 9pm (night)
Thondolin says 'Oy there!'

<1019/1019hp 456/456m 439/449mv no opponent no opponent> calm road (outside) 9pm (night) 'Greetingssss

You say 'Greetingssss.'

<1019/1019hp 456/456m 439/449mv no opponent no opponent> calm road (outside) 9pm (night)
Your warcry wears off.

<1019/1019hp 456/456m 449/449mv no opponent no opponent> calm road (outside) 10pm (night)
Thondolin looks at you.

<1019/1019hp 456/456m 449/449mv no opponent no opponent> calm road (outside) 10pm (night) war

You feel righteous as you yell out your warcry.
You yell 'Fist of War, guide my blade for the fallen!'

<1019/1019hp 426/456m 449/449mv no opponent no opponent> calm road (outside) 10pm (night) l thondo

From the ground up, this dwarf is as tall and as wide as you'd expect him
to be. His legs, like tree trunks, form a firm foundation upon which his
muscular and boxy frame erupts. He is barrel-chested and with heavily
muscled arms. His neck is as thick as your own waist. A shock of fiery red
hair flares out in all directions from his head as if his visage was a ball
of fire. His beard looks particularly incendiary and practically crackles
with volatility.
He is an experienced explorer.
Thondolin has a few scratches.

Thondolin is using:
<used as light> (Magical) (Glowing) the Holy Banner of Light
<worn on finger> (Magical) a ring of vigilance
<worn on finger> (Magical) a ring of vigilance
<worn around neck> (Glowing) (Humming) a dragonblood mithril-white ascot of evisceration
<worn around neck> (Magical) a spiked collar
<worn on head> a white king's spangenhelm
<worn on ear> (Glowing) (Humming) a diamond earring
<worn on torso> (Glowing) (Humming) finely crafted silver platemail
<worn on arms> (Humming) strongman's armlets
<worn on hands> (Magical) a pair of rosemail gauntlets
<worn on legs> (Magical) a pair of scintillating silver legplates
<worn on feet> (Magical) boots of striding
<worn about body> (Magical) a white surcoat
<worn about waist> (Glowing) (Humming) a magic multi-plated girdle
<worn around wrist> (Glowing) (Humming) a dragonblood mithril-white bangle of evisceration
<worn around wrist> (Magical) a charged wristband
<wielded> a diamond studded mace
<dual wielded> (Glowing) a heron-marked blade
<floating nearby> (Magical) an incandescent blue stone
<tattooed> a glowing crown atop a burning sun

<1019/1019hp 426/456m 449/449mv no opponent no opponent> calm road (outside) 10pm (night) challenge thondolin stun

You have challenged Thondolin to a fight to the stun in Solace.
Thondolin has five hours to accept or decline.
The duel conditions are: to the stun
[WARLORD] Aragmon the cyclops : 'Jinjarak has challenged Thondolin to a fight to the stun in Solace.'

<1019/1019hp 426/456m 449/449mv no opponent no opponent> calm road (outside) 10pm (night)
Thondolin has accepted your challenge.
[WARLORD] Aragmon the cyclops : 'Thondolin has accepted Jinjarak's challenge.'

<1019/1019hp 426/456m 449/449mv no opponent no opponent> calm road (outside) 10pm (night)
Thondolin rides north on a brass Asc'Liena stallion.
A white quartz tiger walks north.

<1019/1019hp 426/456m 449/449mv no opponent no opponent> calm road (outside) 10pm (night) readycheck thondo

You have initiated a ready check.

<1019/1019hp 426/456m 449/449mv no opponent no opponent> calm road (outside) 10pm (night) whe

Players near you in Solace:
<PK> Thondolin Inside the garrison
<PK> Jinjarak Market Central

<1019/1019hp 426/456m 449/449mv no opponent no opponent> calm road (outside) 10pm (night) af

You are affected by the following:
Skill: readycheck : lasts for 5 hours
Skill: victory rush : lasts for 2 hours
Skill: warcry : modifies save vs afflictive by 6 for 25 hours
: modifies hitroll by 6 for 25 hours
Skill: double grip : lasts permanently
Skill: devote : lasts for 5 hours
: lasts for 31 hours
Set : Titanium Tenor : modifies armor class by 28 permanently
: modifies save vs mental by 15 permanently
: modifies constitution by 3 permanently
: modifies damroll by 3 permanently

<1019/1019hp 426/456m 449/449mv no opponent no opponent> calm road (outside) 10pm (night) who

[ Avian ] Tisterik Voltister the Conjurer of Illusion
[ Dwarf ] <PK> [KNIGHT] Sir Thondolin the Holy Knight, Footman of Valour
[50 Slith War] <PK> [WARLORD] (Blademistress) Jinjarak the Edacious Crocodile, Blademistress of Warlord
[ Half ] <PK> Duchess Asara the Holy Matriarch of Healing
[ Half ] <PK> Vargan the Favored Benefactor, Patron of the Tavern
[ Elf ] <PK> [KNIGHT] Sir Savanti the Wrath of Nature, Knight of Valour
Players found: 6
[WARLORD] The clamour of War prevails.
There are 6 characters on; the most on this past month was 17.

<1019/1019hp 426/456m 449/449mv no opponent no opponent> calm road (outside) 10pm (night) tena

You prepare your resolve and stand ready for battle.

<1019/1019hp 374/456m 449/449mv no opponent no opponent> calm road (outside) 11pm (night) whe
r
sc

Players near you in Solace:
<PK> Thondolin A courtyard
<PK> Jinjarak Market Central

<1019/1019hp 374/456m 449/449mv no opponent no opponent> calm road (outside) 11pm (night)
You rest.

<1019/1019hp 374/456m 449/449mv no opponent no opponent> calm road (outside) 11pm (night)
/@============================================================-
| \
| Jinjarak the Edacious Crocodile, Blademistress of Warlord, follower of Lorne|
| Adherent of Fire, Rank Blademistress of [WARLORD] |
| You are 31 years old (287 hours, 15h:19m of bloodshed) |
| |
| Race: Slith Hometown: Seringale Health: 1019/1019 |
| Sex: Female Class: Warrior Mana: 374/456 |
| Size: medium Alignment: Neutral Move: 449/449 |
| Age: prime Ethos: Chaotic Ail: 139.3 |
\ -------------------------------------------/
| |
| Streng: 21 (21+0) Rating: Great Weight: 386/425 |
| Intell: 18 (18+0) Level: 50 Pracs: 10 |
| Wisdom: 17 (17+0) Exp tnl: 20520 Trains: 0 |
| Dexter: 22 (22+0) Guildpoint: 3/3 Items: 32/38 |
| Consti: 22 (21+1) Gold: 12141 Wimpy: 0 hp |
| Luck: Changing Hunger: [****-] Thirst: [*****] |
| |
| Condition: In prime health |
------------------------------------------ \
/ |
| Armor Vs Pierce: 226 Saving Throws |
| Hitroll: 52 Vs Bash: 172 Afflictive: 52 |
| Damroll: 35 Vs Slash: 221 Maledictive: 45 |
| Vs Magic: 100 Mental: 60 |
\==========================================================-/
You are affected by the following:
Skill: readycheck : lasts for 4 hours
Skill: victory rush : lasts for 1 hours
Skill: warcry : modifies save vs afflictive by 6 for 24 hours
: modifies hitroll by 6 for 24 hours
Skill: double grip : lasts permanently
Skill: devote : lasts for 4 hours
: lasts for 30 hours
Set : Titanium Tenor : modifies armor class by 28 permanently
: modifies save vs mental by 15 permanently
: modifies constitution by 3 permanently
: modifies damroll by 3 permanently

<1019/1019hp 374/456m 449/449mv no opponent no opponent> calm road (outside) 11pm (night) af

You are affected by the following:
Skill: readycheck : lasts for 4 hours
Skill: victory rush : lasts for 1 hours
Skill: warcry : modifies save vs afflictive by 6 for 24 hours
: modifies hitroll by 6 for 24 hours
Skill: double grip : lasts permanently
Skill: devote : lasts for 4 hours
: lasts for 30 hours
Set : Titanium Tenor : modifies armor class by 28 permanently
: modifies save vs mental by 15 permanently
: modifies constitution by 3 permanently
: modifies damroll by 3 permanently

<1019/1019hp 374/456m 449/449mv no opponent no opponent> calm road (outside) 11pm (night)
Thondolin yells 'Say when!'

<1019/1019hp 374/456m 449/449mv no opponent no opponent> calm road (outside) 11pm (night) t thondolin readycheck yes

You tell Thondolin 'Readycheck yes.'

<1019/1019hp 374/456m 449/449mv no opponent no opponent> calm road (outside) 11pm (night) whe

Players near you in Solace:
<PK> Thondolin A courtyard
<PK> Jinjarak Market Central

<1019/1019hp 374/456m 449/449mv no opponent no opponent> calm road (outside) 11pm (night) af

You are affected by the following:
Skill: readycheck : lasts for 4 hours
Skill: victory rush : lasts for 1 hours
Skill: warcry : modifies save vs afflictive by 6 for 24 hours
: modifies hitroll by 6 for 24 hours
Skill: double grip : lasts permanently
Skill: devote : lasts for 4 hours
: lasts for 30 hours
Set : Titanium Tenor : modifies armor class by 28 permanently
: modifies save vs mental by 15 permanently
: modifies constitution by 3 permanently
: modifies damroll by 3 permanently

<1019/1019hp 374/456m 449/449mv no opponent no opponent> calm road (outside) 11pm (night)
The ready check has been accepted. The battle begins soon.

<1019/1019hp 374/456m 449/449mv no opponent no opponent> calm road (outside) 11pm (night) who

[ Avian ] Tisterik Voltister the Conjurer of Illusion
[ Dwarf ] <PK> [KNIGHT] Sir Thondolin the Holy Knight, Footman of Valour
[50 Slith War] <PK> [WARLORD] (Blademistress) Jinjarak the Edacious Crocodile, Blademistress of Warlord
[ Half ] <PK> Duchess Asara the Holy Matriarch of Healing
[ Half ] <PK> Vargan the Favored Benefactor, Patron of the Tavern
[ Elf ] <PK> [KNIGHT] Sir Savanti the Wrath of Nature, Knight of Valour
Players found: 6
[WARLORD] The clamour of War prevails.
There are 6 characters on; the most on this past month was 17.

<1019/1019hp 395/456m 449/449mv no opponent no opponent> calm road (outside) 12am (midnight) wa

You stand up.

<1019/1019hp 395/456m 449/449mv no opponent no opponent> calm road (outside) 12am (midnight) whe

Players near you in Solace:
<PK> Thondolin A courtyard
<PK> Jinjarak Market Central

<1019/1019hp 395/456m 449/449mv no opponent no opponent> calm road (outside) 12am (midnight) whe taurth

Taurth, the Warlord of Solace The warlord's vigil

<1019/1019hp 395/456m 449/449mv no opponent no opponent> calm road (outside) 12am (midnight) l

Market Central
A cobbled road wide enough for two merchant wagons runs north and south.
Carts laden with supplies rattle along towards the garrison to the north.
On either side of the road are vendor stalls and citizens of all ages,
crowding around to see the latest bits and bobs. The air is filled with the
sounds of gossiping townsfolk, vendors hawking their wares, and laughter as
children run about underfoot.

[Exits: north east south west]
(Glowing) The Herald Bulletin Board gleams majestically in the middle of the square.
3...

<1019/1019hp 395/456m 449/449mv no opponent no opponent> calm road (outside) 12am (midnight)
2...

<1019/1019hp 395/456m 449/449mv no opponent no opponent> calm road (outside) 12am (midnight)
1...

<1019/1019hp 395/456m 449/449mv no opponent no opponent> calm road (outside) 12am (midnight)
You may now FIGHT!

<1019/1019hp 395/456m 449/449mv no opponent no opponent> calm road (outside) 12am (midnight) n

A path through the market
A cobbled road wide enough for two merchant wagons runs north and south.
Carts laden with supplies rattle along towards the garrison to the north.
On either side of the road are vendor stalls and citizens of all ages,
crowding around to see the latest bits and bobs. The air is filled with the
sounds of gossiping townsfolk, vendors hawking their wares, and laughter as
children run about underfoot.

[Exits: north east south west]

<1019/1019hp 395/456m 448/449mv no opponent no opponent> calm road (outside) 12am (midnight) n

In front of the garrison
You stand at the maw of an open portcullis that is the main entrance to
the Garrison of Solace. To either side, richly colored pennants ripple
against the thick stone walls. The base of the portcullis is formed of long
iron spikes that when lowered fit neatly into a set of square grooves
running along the cobblestones. When raised, the bottom portion of these
spikes jut from the archway above, much resembling a set of sharpened teeth.
To the north is a gatehouse where a pair of ever-watchful guards keep their
post. To the south you can see a sprawling market plaza.

[Exits: north south]
Six draconian heads, each impaled on a pike, line the cobbled road leading to the Garrison of Solace.

<1019/1019hp 395/456m 447/449mv no opponent no opponent> calm road (outside) 12am (midnight) n

The gatehouse
The immensity of the garrison becomes more apparent here at the gate,
where you are almost completely surrounded by granite. Very thick, dark oak
doors mysteriously swing inward from the granite here without visible
hinges. A huge iron portcullis is positioned to the south, just in front of
the doors, for extra defense. Heading north will take you inside the
Garrison of Solace, and the sounds and smells of people and animals still
reach your nostrils from the south.

[Exits: north south]
A guardsman has been stationed here to guard the garrison's gate.
A guardsman has been stationed here to guard the garrison's gate.

<1019/1019hp 395/456m 446/449mv no opponent no opponent> calm inside (indoors) 12am (midnight) n

Inside the garrison
The granite here has been carved into a hallway, but no signs of tooling
show on the smooth stone. An iron chandelier has been bolted to the
ceiling, showering the immense hall with the incandescent light of burning
oil, while still managing to cast an eerie, almost iridescent glow on the
huge tapestry that runs a full five paces along the northern wall. Large
oak doors lie open to the south, with a raised portcullis just beyond them,
and the hall runs to the east and west before eventually splitting in two
more directions.

[Exits: east south west]

<1019/1019hp 395/456m 445/449mv no opponent no opponent> calm inside (indoors) 12am (midnight) n

A large tapestry depicts an adamantium dragon breathing fire over the defeated body of a red dragon.

<1019/1019hp 395/456m 445/449mv no opponent no opponent> calm inside (indoors) 12am (midnight) w

Thondolin rides in on a brass Asc'Liena stallion.
A white quartz tiger walks in.
West gatehouse hallway
The granite here has been carved into a hallway, but no signs of tooling
show on the smooth stone. Glowing torches adorn the wall incrementally.
Ornamental shields marked with the crest of Solace are mounted just below
each torch. The occasional sound of a clanking chain can be heard from the
west, while heading east leads you toward the garrison's gatehouse.

[Exits: east west]

<1019/1019hp 395/456m 444/449mv no opponent no opponent> calm inside (indoors) 12am (midnight) w

An intersection west of the gatehouse
The granite here has been carved into a hallway, but no signs of tooling
show on the smooth stone. Massive, steel chains can be seen through a grate
in the ceiling, shimmering with a thin layer of oil. The hall runs to the
north, before stopping and branching to the east and west. The hallway also
continues to the south, where it again forks east and west.

[Exits: north east south]
A young recruit is here, eager to prove himself.
A dwarf citizen is here, moving through the garrison.

<1019/1019hp 395/456m 443/449mv no opponent no opponent> calm inside (indoors) 12am (midnight) e
murder $$

West gatehouse hallway
The granite here has been carved into a hallway, but no signs of tooling
show on the smooth stone. Glowing torches adorn the wall incrementally.
Ornamental shields marked with the crest of Solace are mounted just below
each torch. The occasional sound of a clanking chain can be heard from the
west, while heading east leads you toward the garrison's gatehouse.

[Exits: east west]

<1019/1019hp 395/456m 442/449mv no opponent no opponent> calm inside (indoors) 12am (midnight) e
murder $$

Thondolin rides in on a brass Asc'Liena stallion.
A white quartz tiger walks in.
Thondolin yells 'Help! I am being attacked by Jinjarak!'
Your cleave DISMEMBERS Thondolin!
Thondolin has a few scratches.

<1019/1019hp 395/456m 442/449mv shaft two_handed> bloody:120 inside (indoors) 12am (midnight) rem cube
wear madness
wear shield

Thondolin has fled!
Thondolin rides west on a brass Asc'Liena stallion.
A white quartz tiger walks west.

<1019/1019hp 395/456m 442/449mv no opponent no opponent> bloody:120 inside (indoors) 12am (midnight) w
murder $$

Inside the garrison
The granite here has been carved into a hallway, but no signs of tooling
show on the smooth stone. An iron chandelier has been bolted to the
ceiling, showering the immense hall with the incandescent light of burning
oil, while still managing to cast an eerie, almost iridescent glow on the
huge tapestry that runs a full five paces along the northern wall. Large
oak doors lie open to the south, with a raised portcullis just beyond them,
and the hall runs to the east and west before eventually splitting in two
more directions.

[Exits: east south west]

<1019/1019hp 395/456m 441/449mv no opponent no opponent> bloody:118 inside (indoors) 12am (midnight)
They aren't here.

<1019/1019hp 395/456m 441/449mv no opponent no opponent> bloody:118 inside (indoors) 12am (midnight)
You do not have that item.

<1019/1019hp 395/456m 441/449mv no opponent no opponent> bloody:118 inside (indoors) 12am (midnight)
You stop wielding 'Vaelsram', the Blade of Conquerors.
You wield the blade of madness.
The blade of madness feels like a part of you!

<969/969hp 395/456m 441/449mv no opponent no opponent> bloody:117 inside (indoors) 12am (midnight)
You wear a huge tower shield as a shield.

<969/969hp 395/456m 441/449mv no opponent no opponent> bloody:117 inside (indoors) 12am (midnight)
West gatehouse hallway
The granite here has been carved into a hallway, but no signs of tooling
show on the smooth stone. Glowing torches adorn the wall incrementally.
Ornamental shields marked with the crest of Solace are mounted just below
each torch. The occasional sound of a clanking chain can be heard from the
west, while heading east leads you toward the garrison's gatehouse.

[Exits: east west]

<969/969hp 395/456m 440/449mv no opponent no opponent> bloody:117 inside (indoors) 12am (midnight) murder $$

Thondolin rides in on a brass Asc'Liena stallion.
A white quartz tiger walks in.

<969/969hp 395/456m 440/449mv no opponent no opponent> bloody:117 inside (indoors) 12am (midnight)
Thondolin yells 'Help! I am being attacked by Jinjarak!'
Your slash MUTILATES Thondolin!
Your slash maims Thondolin!
Thondolin has some small wounds and bruises.

<969/969hp 395/456m 440/449mv shaft two_handed> bloody:120 inside (indoors) 12am (midnight) w
murder $$

Rimath the trader auctions 'Place yer bids! a bracelet of blood is being auctioned for 5000 gold!'
Thondolin has some small wounds and bruises.

<969/969hp 395/456m 440/449mv shaft two_handed> bloody:120 inside (indoors) 12am (midnight)
Thondolin narrows his eyes.
Thondolin's heavenly wrath injures you.
Thondolin has some small wounds and bruises.

<954/969hp 395/456m 437/449mv shaft two_handed> bloody:120 inside (indoors) 12am (midnight)
You execute the form, parting the wave!
Your slash DISMEMBERS Thondolin!
Your tail devastates Thondolin!
Thondolin's holy fire DISMEMBERS you!
You stumble and barely manage to dodge Thondolin's holy fire.
Thondolin has some small wounds and bruises.

<901/969hp 395/456m 437/449mv shaft two_handed> bloody:120 inside (indoors) 12am (midnight)
You do the best you can!
Thondolin has some small wounds and bruises.

<901/969hp 395/456m 437/449mv shaft two_handed> bloody:120 inside (indoors) 12am (midnight)
No way! You are still fighting!
Thondolin has some small wounds and bruises.

<901/969hp 395/456m 437/449mv shaft two_handed> bloody:120 inside (indoors) 12am (midnight) overpower dirt

You do the best you can!
Thondolin has some small wounds and bruises.

<901/969hp 395/456m 437/449mv shaft two_handed> bloody:120 inside (indoors) 12am (midnight)
Your muscles surge with power.
Your kicked dirt misses Thondolin.
Thondolin has some small wounds and bruises.

<901/969hp 395/456m 412/449mv shaft two_handed> bloody:120 inside (indoors) 12am (midnight)
Your victory rush wears off.
Thondolin has some small wounds and bruises.

<915/969hp 403/456m 449/449mv shaft two_handed> bloody:120 inside (indoors) 1am (night)
You parry Thondolin's holy fire.
You dodge Thondolin's holy fire.
Your slash maims Thondolin!
Your slash decimates Thondolin!
Thondolin braces against his armor to perform a two-handed set parry.
Thondolin awkwardly parries your slash with a loud clang.
Your tail hits Thondolin.
Thondolin has quite a few wounds.

<915/969hp 403/456m 449/449mv shaft two_handed> bloody:120 inside (indoors) 1am (night)
Thondolin has fled!
Thondolin rides east on a brass Asc'Liena stallion.
A white quartz tiger walks east.

<915/969hp 403/456m 449/449mv no opponent no opponent> bloody:120 inside (indoors) 1am (night) e
murder $$

Inside the garrison
The granite here has been carved into a hallway, but no signs of tooling
show on the smooth stone. An iron chandelier has been bolted to the
ceiling, showering the immense hall with the incandescent light of burning
oil, while still managing to cast an eerie, almost iridescent glow on the
huge tapestry that runs a full five paces along the northern wall. Large
oak doors lie open to the south, with a raised portcullis just beyond them,
and the hall runs to the east and west before eventually splitting in two
more directions.

[Exits: east south west]

<915/969hp 403/456m 448/449mv no opponent no opponent> bloody:117 inside (indoors) 1am (night) e

They aren't here.
Rimath the trader auctions 'Place yer bids! a bracelet of blood is being auctioned for 5000 gold!'

<915/969hp 403/456m 448/449mv no opponent no opponent> bloody:116 inside (indoors) 1am (night)
East gatehouse hallway
The granite here has been carved into a hallway, but no signs of tooling
show on the smooth stone. Glowing torches adorn the wall incrementally.
Ornamental shields marked with the crest of Solace are mounted just below
each torch. The occasional sound of a clanking chain can be heard from the
east, while heading west leads you toward the garrison's gatehouse.

[Exits: east west]

<915/969hp 403/456m 447/449mv no opponent no opponent> bloody:116 inside (indoors) 1am (night) e
murder $$

An intersection east of the gatehouse
The granite here has been carved into a hallway, but no signs of tooling
show on the smooth stone. Massive, steel chains can be seen through a grate
in the ceiling, shimmering with a thin layer of oil. The hall runs to the
south, before stopping and branching to the east and west. The hallway also
continues to the north, where it bends around a corner to the east.

[Exits: north south west]

<915/969hp 403/456m 446/449mv no opponent no opponent> bloody:116 inside (indoors) 1am (night)
They aren't here.

<915/969hp 403/456m 446/449mv no opponent no opponent> bloody:115 inside (indoors) 1am (night) sca

You scan all around.
*** Range 1 (south) ***
A young recruit is here, eager to prove himself.
*** Range 2 (west) ***
(Charmed) (White Aura) A white quartz tiger purrs softly here.
(White Aura) Thondolin the Holy Knight, Footman of Valour is riding on the back of a brass Asc'Liena stallion.
*** Range 4 (west) ***
A young recruit is here, eager to prove himself.

<915/969hp 403/456m 446/449mv no opponent no opponent> bloody:115 inside (indoors) 1am (night) whe

You break your objective tracking.
Players near you in Solace:
<PK> Thondolin Inside the garrison
<PK> Jinjarak An intersection east of the gatehouse

<915/969hp 403/456m 446/449mv no opponent no opponent> bloody:114 inside (indoors) 1am (night) w
w

East gatehouse hallway
The granite here has been carved into a hallway, but no signs of tooling
show on the smooth stone. Glowing torches adorn the wall incrementally.
Ornamental shields marked with the crest of Solace are mounted just below
each torch. The occasional sound of a clanking chain can be heard from the
east, while heading west leads you toward the garrison's gatehouse.

[Exits: east west]

<915/969hp 403/456m 445/449mv no opponent no opponent> bloody:113 inside (indoors) 1am (night) murder $$

Inside the garrison
The granite here has been carved into a hallway, but no signs of tooling
show on the smooth stone. An iron chandelier has been bolted to the
ceiling, showering the immense hall with the incandescent light of burning
oil, while still managing to cast an eerie, almost iridescent glow on the
huge tapestry that runs a full five paces along the northern wall. Large
oak doors lie open to the south, with a raised portcullis just beyond them,
and the hall runs to the east and west before eventually splitting in two
more directions.

[Exits: east south west]

<915/969hp 403/456m 444/449mv no opponent no opponent> bloody:113 inside (indoors) 1am (night)
They aren't here.

<915/969hp 403/456m 444/449mv no opponent no opponent> bloody:112 inside (indoors) 1am (night) sca

You scan all around.
*** Range 1 (south) ***
A guardsman has been stationed here to guard the garrison's gate.
A guardsman has been stationed here to guard the garrison's gate.
*** Range 2 (west) ***
(Charmed) (White Aura) A white quartz tiger purrs softly here.
(White Aura) Thondolin the Holy Knight, Footman of Valour is riding on the back of a brass Asc'Liena stallion.
A young recruit is here, eager to prove himself.

<915/969hp 403/456m 444/449mv no opponent no opponent> bloody:112 inside (indoors) 1am (night) w

West gatehouse hallway
The granite here has been carved into a hallway, but no signs of tooling
show on the smooth stone. Glowing torches adorn the wall incrementally.
Ornamental shields marked with the crest of Solace are mounted just below
each torch. The occasional sound of a clanking chain can be heard from the
west, while heading east leads you toward the garrison's gatehouse.

[Exits: east west]

<915/969hp 403/456m 443/449mv no opponent no opponent> bloody:111 inside (indoors) 1am (night) w
murder $$

An intersection west of the gatehouse
The granite here has been carved into a hallway, but no signs of tooling
show on the smooth stone. Massive, steel chains can be seen through a grate
in the ceiling, shimmering with a thin layer of oil. The hall runs to the
north, before stopping and branching to the east and west. The hallway also
continues to the south, where it again forks east and west.

[Exits: north east south]
A young recruit is here, eager to prove himself.

<915/969hp 403/456m 442/449mv no opponent no opponent> bloody:110 inside (indoors) 1am (night)
They aren't here.

<915/969hp 403/456m 442/449mv no opponent no opponent> bloody:110 inside (indoors) 1am (night) sca
murder $$

You scan all around.
*** Range 1 (north) ***
A dwarf citizen is here, moving through the garrison.

<915/969hp 403/456m 442/449mv no opponent no opponent> bloody:109 inside (indoors) 1am (night)
They aren't here.

<915/969hp 403/456m 442/449mv no opponent no opponent> bloody:109 inside (indoors) 1am (night) whe

Players near you in Solace:
<PK> Thondolin Center of a courtyard
<PK> Jinjarak An intersection west of the gatehouse

<915/969hp 403/456m 442/449mv no opponent no opponent> bloody:108 inside (indoors) 1am (night) n

Between the business district and the courtyard
The granite here has been carved into a hallway, but no signs of tooling
show on the smooth stone. Cool air pours from the west, accompanied by the
smell of grass. To the east you can see a wooden door with a sign on it.
South of this intersection, the hallway intersects with another.

[Exits: east south west]
A dwarf citizen is here, moving through the garrison.

<915/969hp 403/456m 441/449mv no opponent no opponent> bloody:108 inside (indoors) 1am (night) sca

You scan all around.
*** Range 3 (east) ***
Grib the banker stands here keeping a watchful eye on the treasury.
*** Range 1 (south) ***
A young recruit is here, eager to prove himself.

<915/969hp 403/456m 441/449mv no opponent no opponent> bloody:107 inside (indoors) 1am (night)
Rimath the trader auctions 'Place yer bids! a bracelet of blood is being auctioned for 5000 gold!'

<915/969hp 403/456m 441/449mv no opponent no opponent> bloody:106 inside (indoors) 1am (night) w

South of the courtyard
This bend is unlike most of the others. The granite curves elegantly
from the east to north, where it opens into a courtyard. From here, you can
see dark, green grass as well as a few trees and a fountain. The cool
breeze blowing from the courtyard is rather inviting. Attached to the top
of the wall at the bend is a wrought iron lantern, cold and unlit. The way
east leads to an intersection, with the business district beyond that.

[Exits: north east]
A dwarf citizen is here, moving through the garrison.

<915/969hp 403/456m 440/449mv no opponent no opponent> bloody:106 inside (indoors) 1am (night) w

The wall is not amused.

<915/969hp 403/456m 440/449mv no opponent no opponent> bloody:106 inside (indoors) 1am (night) sca

You scan all around.
*** Range 1 (north) ***
A citizen of Solace is here, going about his business.
*** Range 2 (north) ***
(Charmed) (White Aura) A white quartz tiger purrs softly here.
(White Aura) Thondolin the Holy Knight, Footman of Valour is riding on the back of a brass Asc'Liena stallion.
A shady-looking character is here, grinning away.
*** Range 1 (east) ***
A dwarf citizen is here, moving through the garrison.
*** Range 4 (east) ***
Grib the banker stands here keeping a watchful eye on the treasury.

<915/969hp 403/456m 440/449mv no opponent no opponent> bloody:105 inside (indoors) 1am (night) n

A courtyard
You are walking along a gravel footpath that runs across the south edge
of the courtyard beneath a series of young apple trees. The trees are
already looking a bit gnarled. Here and there, a fruit is barely visible in
the night. To the north you can hear the running water of a fountain.

[Exits: north east south west]
A citizen of Solace is here, going about his business.

<915/969hp 403/456m 439/449mv no opponent no opponent> bloody:105 field (outside) 1am (night) murder $$
n

They aren't here.

<915/969hp 403/456m 439/449mv no opponent no opponent> bloody:104 field (outside) 1am (night) murder $$

Center of a courtyard
You are in the center of a small, well-manicured courtyard. Around it,
young fruit trees stretch their branches eerily into the dark sky, lining
the edges of the courtyard. The grass is very dark green and quite short,
due to the lack of direct sunlight, and forms two triangular swathes divided
by a narrow trench, no wider than a foot, through which water flows quietly
from the northeast to the southwest.

[Exits: north east south west]
A dragon statue spits a stream of pure mountain spring water into the basin at its feet.
(Charmed) (White Aura) A white quartz tiger purrs softly here.
(White Aura) Thondolin the Holy Knight, Footman of Valour is riding on the back of a brass Asc'Liena stallion.
A shady-looking character is here, grinning away.

<915/969hp 403/456m 437/449mv no opponent no opponent> bloody:104 field (outside) 1am (night)
Thondolin yells 'Help! I am being attacked by Jinjarak!'
Your slash MUTILATES Thondolin!
Thondolin's shield wobbles and barely deflects your slash.
Thondolin has quite a few wounds.

<915/969hp 403/456m 437/449mv shaft defensive> bloody:120 field (outside) 1am (night) murder $$

Thondolin grips his shield firmly, staving off your slash.
Your slash MUTILATES Thondolin!
Thondolin blocks your attack with his shield.
You parry Thondolin's wrath.
You parry Thondolin's wrath.
Thondolin has quite a few wounds.

<915/969hp 403/456m 437/449mv shaft defensive> bloody:120 field (outside) 1am (night) wear madness
du cube
barr

You deflect Thondolin's reckoning aside in an ungraceful parry.
Thondolin has quite a few wounds.

<915/969hp 403/456m 437/449mv shaft defensive> bloody:120 field (outside) 1am (night)
You do the best you can!
You dodge Thondolin's wrath.
You parry Thondolin's wrath.
Thondolin blocks your attack with his shield.
Your slash DISEMBOWELS Thondolin!
Thondolin has quite a few wounds.

<915/969hp 403/456m 437/449mv shaft defensive> bloody:120 field (outside) 1am (night)
You do not have that item.
Thondolin has quite a few wounds.

<915/969hp 403/456m 437/449mv shaft defensive> bloody:120 field (outside) 1am (night)
You stop using a huge tower shield as a shield.
You wield a water cube in your off-hand.
A water cube feels like a part of you!
Thondolin has quite a few wounds.

<915/969hp 403/456m 437/449mv shaft defensive> bloody:120 field (outside) 1am (night)
You hammer Thondolin's shield repeatedly with your weapons.
Your barrage hits Thondolin.
Thondolin's shield arm is numbed.
Your barrage grazes Thondolin.
Thondolin's shield arm is numbed.
Your barrage grazes Thondolin.
Thondolin's shield arm is numbed.
Your barrage injures Thondolin.
Thondolin's shield arm is numbed.
Thondolin has quite a few wounds.

<915/969hp 403/456m 437/449mv shaft defensive> bloody:120 field (outside) 1am (night) overpower bash $$

Thondolin's wrath MUTILATES you!
Thondolin's wrath DISEMBOWELS you!
Your slash MUTILATES Thondolin!
Your drowning MUTILATES Thondolin!
You exploit your weapon advantage to deliver an unblockable wild attack.
Your wild slash injures Thondolin.
Thondolin has quite a few wounds.

<822/969hp 403/456m 437/449mv shaft defensive> bloody:120 field (outside) 1am (night)
Thondolin loses his grip on the platinum spiked shield.
Thondolin has fled!
Thondolin rides east on a brass Asc'Liena stallion.
A white quartz tiger walks east.

<840/969hp 409/456m 449/449mv no opponent no opponent> bloody:120 field (outside) 2am (night) e
murder $$

They aren't here.

<840/969hp 409/456m 424/449mv no opponent no opponent> bloody:119 field (outside) 2am (night)
A courtyard
You are on the eastern edge of a small, well-maintained courtyard. A row
of young pear trees grows along the edge of a small paved footpath that
encircles the courtyard. A stone wall is to the east, where a small wooden
door with a handwritten paper notice tacked onto it can be made out. Dim
light filters through the doorway, giving just enough illumination to see in
the night.

[Exits: north east south west]

<840/969hp 409/456m 422/449mv no opponent no opponent> bloody:118 field (outside) 2am (night)
They aren't here.

<840/969hp 409/456m 422/449mv no opponent no opponent> bloody:118 field (outside) 2am (night) e
e

Tax Collector's Office
A large, wooden desk with legs carved to look like scrolls sits in the
northeast corner of this spacious office. Organized papers create short
stacks at the corners, and a quill feather sticks straight up next to a
blown glass ink well. Some kind of beaded calculating device has been
placed on the right side for quick access. More desks and papers can be
seen to the south, and a plain wooden door opens into a courtyard to the
west.

[Exits: south west]
A large wooden desk with intricate scrollwork sits in the northeast corner of the room.
(White Aura) A scrawny little man is here, taking your hard-earned money.

<840/969hp 409/456m 421/449mv no opponent no opponent> bloody:118 inside (indoors) 2am (night) murder $$
sca

If you were trying to slam your head into the wall, you succeeded.

<840/969hp 409/456m 421/449mv no opponent no opponent> bloody:117 inside (indoors) 2am (night)
They aren't here.

<840/969hp 409/456m 421/449mv no opponent no opponent> bloody:117 inside (indoors) 2am (night)
You scan all around.
*** Range 1 (south) ***
A tax clerk is here, rushing about the room in a flurry.
*** Range 2 (west) ***
A shady-looking character is here, grinning away.
*** Range 6 (west) ***
A female citizen of Solace is here, going about her errands.
(White Aura) Ilwyna the High Priestess is here, communing for those in need.

<840/969hp 409/456m 421/449mv no opponent no opponent> bloody:117 inside (indoors) 2am (night) w
s

A courtyard
You are on the eastern edge of a small, well-maintained courtyard. A row
of young pear trees grows along the edge of a small paved footpath that
encircles the courtyard. A stone wall is to the east, where a small wooden
door with a handwritten paper notice tacked onto it can be made out. Dim
light filters through the doorway, giving just enough illumination to see in
the night.

[Exits: north east south west]

<840/969hp 409/456m 420/449mv no opponent no opponent> bloody:116 field (outside) 2am (night) s

A courtyard
You are at the southeast corner of a small, well-maintained courtyard. A
row of young pear trees leads north along the path, intersecting with a row
of young apple trees that lines the west path. You can hear a fountain to
the northwest, from which the soothing sounds of falling water lend
tranquility to this area. It is unusually dark here, as there is no torch
for light.

[Exits: north west]

<840/969hp 409/456m 418/449mv no opponent no opponent> bloody:115 field (outside) 2am (night) whe

A single file of ants marches out of a small chink in the wall here.

<840/969hp 409/456m 418/449mv no opponent no opponent> bloody:115 field (outside) 2am (night) sca

Players near you in Solace:
<PK> Thondolin Between the business district and the courtyard
<PK> Jinjarak A courtyard

<840/969hp 409/456m 418/449mv no opponent no opponent> bloody:114 field (outside) 2am (night)
You scan all around.
*** Range 1 (west) ***
A citizen of Solace is here, going about his business.

<840/969hp 409/456m 418/449mv no opponent no opponent> bloody:114 field (outside) 2am (night) n

A courtyard
You are on the eastern edge of a small, well-maintained courtyard. A row
of young pear trees grows along the edge of a small paved footpath that
encircles the courtyard. A stone wall is to the east, where a small wooden
door with a handwritten paper notice tacked onto it can be made out. Dim
light filters through the doorway, giving just enough illumination to see in
the night.

[Exits: north east south west]

<840/969hp 409/456m 416/449mv no opponent no opponent> bloody:112 field (outside) 2am (night) e
e
murder $$

Tax Collector's Office
A large, wooden desk with legs carved to look like scrolls sits in the
northeast corner of this spacious office. Organized papers create short
stacks at the corners, and a quill feather sticks straight up next to a
blown glass ink well. Some kind of beaded calculating device has been
placed on the right side for quick access. More desks and papers can be
seen to the south, and a plain wooden door opens into a courtyard to the
west.

[Exits: south west]
A large wooden desk with intricate scrollwork sits in the northeast corner of the room.
(White Aura) A scrawny little man is here, taking your hard-earned money.

<840/969hp 409/456m 415/449mv no opponent no opponent> bloody:112 inside (indoors) 2am (night)
If you were trying to slam your head into the wall, you succeeded.

<840/969hp 409/456m 415/449mv no opponent no opponent> bloody:111 inside (indoors) 2am (night)
They aren't here.

<840/969hp 409/456m 415/449mv no opponent no opponent> bloody:111 inside (indoors) 2am (night) s

The Tax Clerk's Office
Simple wooden desks are butted against each other in the center of the
room, covered in stacks of papers, scrolls, and ink wells. Comfortable
chairs have been placed at each desk to allow a relaxed working environment.
Complicated lists are posted on the walls, making no sense whatsoever to the
common citizen.

[Exits: north east]
Desks with comfortable-looking chairs have been placed throughout the room.
A tax clerk is here, rushing about the room in a flurry.

<840/969hp 409/456m 414/449mv no opponent no opponent> bloody:111 inside (indoors) 2am (night) e

The garrison's business hall
The granite has been carved into a hallway here, but no signs of tooling
show on the smooth stone. A pole extends down from the center of the
ceiling to the floor. The arrows attached to it are branded with words
pointing to various important places. How nice of the occupants to help you
find places to spend your money...

[Exits: north east south west]
A tall pole with various arrows attached runs through the room from ceiling to floor.

<840/969hp 409/456m 413/449mv no opponent no opponent> bloody:110 inside (indoors) 2am (night) e

The general store
Fancy glass cases filled with assorted adventuring gear create a
half-circle around the room. Torches in the far corners sit in front of
mirrors, causing the room to be very well lit. If it is even possible, the
walls and ceiling appear even smoother in this room than they are elsewhere.
Elaborate tapestries hang on the walls, depicting various scenes, some of
nature, others of battle. A broom and dustpan rest near a door set into the
floor of the room beside a sign on the door saying, "Nobfikle only!"

[Exits: west (down)]
(White Aura) A well-dressed gnome is here, running the general store.

<840/969hp 409/456m 412/449mv no opponent no opponent> bloody:110 inside (indoors) 2am (night) w
w

The garrison's business hall
The granite has been carved into a hallway here, but no signs of tooling
show on the smooth stone. A pole extends down from the center of the
ceiling to the floor. The arrows attached to it are branded with words
pointing to various important places. How nice of the occupants to help you
find places to spend your money...

[Exits: north east south west]
A tall pole with various arrows attached runs through the room from ceiling to floor.

<840/969hp 409/456m 411/449mv no opponent no opponent> bloody:109 inside (indoors) 2am (night)
The Tax Clerk's Office
Simple wooden desks are butted against each other in the center of the
room, covered in stacks of papers, scrolls, and ink wells. Comfortable
chairs have been placed at each desk to allow a relaxed working environment.
Complicated lists are posted on the walls, making no sense whatsoever to the
common citizen.

[Exits: north east]
Desks with comfortable-looking chairs have been placed throughout the room.
A tax clerk is here, rushing about the room in a flurry.

<840/969hp 409/456m 410/449mv no opponent no opponent> bloody:108 inside (indoors) 2am (night) n

Tax Collector's Office
A large, wooden desk with legs carved to look like scrolls sits in the
northeast corner of this spacious office. Organized papers create short
stacks at the corners, and a quill feather sticks straight up next to a
blown glass ink well. Some kind of beaded calculating device has been
placed on the right side for quick access. More desks and papers can be
seen to the south, and a plain wooden door opens into a courtyard to the
west.

[Exits: south west]
A large wooden desk with intricate scrollwork sits in the northeast corner of the room.
(White Aura) A scrawny little man is here, taking your hard-earned money.

<840/969hp 409/456m 409/449mv no opponent no opponent> bloody:107 inside (indoors) 2am (night) w
w

A courtyard
You are on the eastern edge of a small, well-maintained courtyard. A row
of young pear trees grows along the edge of a small paved footpath that
encircles the courtyard. A stone wall is to the east, where a small wooden
door with a handwritten paper notice tacked onto it can be made out. Dim
light filters through the doorway, giving just enough illumination to see in
the night.

[Exits: north east south west]

<840/969hp 409/456m 408/449mv no opponent no opponent> bloody:107 field (outside) 2am (night)
Center of a courtyard
You are in the center of a small, well-manicured courtyard. Around it,
young fruit trees stretch their branches eerily into the dark sky, lining
the edges of the courtyard. The grass is very dark green and quite short,
due to the lack of direct sunlight, and forms two triangular swathes divided
by a narrow trench, no wider than a foot, through which water flows quietly
from the northeast to the southwest.

[Exits: north east south west]
A dragon statue spits a stream of pure mountain spring water into the basin at its feet.
A shady-looking character is here, grinning away.

<840/969hp 409/456m 406/449mv no opponent no opponent> bloody:106 field (outside) 2am (night) s

A courtyard
You are walking along a gravel footpath that runs across the south edge
of the courtyard beneath a series of young apple trees. The trees are
already looking a bit gnarled. Here and there, a fruit is barely visible in
the night. To the north you can hear the running water of a fountain.

[Exits: north east south west]
A citizen of Solace is here, going about his business.

<840/969hp 409/456m 404/449mv no opponent no opponent> bloody:106 field (outside) 2am (night) e

A courtyard
You are at the southeast corner of a small, well-maintained courtyard. A
row of young pear trees leads north along the path, intersecting with a row
of young apple trees that lines the west path. You can hear a fountain to
the northwest, from which the soothing sounds of falling water lend
tranquility to this area. It is unusually dark here, as there is no torch
for light.

[Exits: north west]

<840/969hp 409/456m 402/449mv no opponent no opponent> bloody:105 field (outside) 2am (night) sa

Say what?

<840/969hp 409/456m 402/449mv no opponent no opponent> bloody:104 field (outside) 2am (night) s

A single file of ants marches out of a small chink in the wall here.

<840/969hp 409/456m 402/449mv no opponent no opponent> bloody:104 field (outside) 2am (night) s

A single file of ants marches out of a small chink in the wall here.

<840/969hp 409/456m 402/449mv no opponent no opponent> bloody:104 field (outside) 2am (night) w
s

A courtyard
You are walking along a gravel footpath that runs across the south edge
of the courtyard beneath a series of young apple trees. The trees are
already looking a bit gnarled. Here and there, a fruit is barely visible in
the night. To the north you can hear the running water of a fountain.

[Exits: north east south west]
A citizen of Solace is here, going about his business.

<840/969hp 409/456m 400/449mv no opponent no opponent> bloody:103 field (outside) 2am (night) s
sca

South of the courtyard
This bend is unlike most of the others. The granite curves elegantly
from the east to north, where it opens into a courtyard. From here, you can
see dark, green grass as well as a few trees and a fountain. The cool
breeze blowing from the courtyard is rather inviting. Attached to the top
of the wall at the bend is a wrought iron lantern, cold and unlit. The way
east leads to an intersection, with the business district beyond that.

[Exits: north east]
A dwarf citizen is here, moving through the garrison.

<840/969hp 409/456m 399/449mv no opponent no opponent> bloody:103 inside (indoors) 2am (night)
You run into a wall of granite.

<840/969hp 409/456m 399/449mv no opponent no opponent> bloody:102 inside (indoors) 2am (night)
You scan all around.
*** Range 1 (north) ***
A citizen of Solace is here, going about his business.
*** Range 2 (north) ***
A shady-looking character is here, grinning away.
*** Range 4 (north) ***
A young recruit is here, eager to prove himself.
*** Range 1 (east) ***
A dwarf citizen is here, moving through the garrison.
*** Range 4 (east) ***
Grib the banker stands here keeping a watchful eye on the treasury.

<840/969hp 409/456m 399/449mv no opponent no opponent> bloody:102 inside (indoors) 2am (night) e
e

Between the business district and the courtyard
The granite here has been carved into a hallway, but no signs of tooling
show on the smooth stone. Cool air pours from the west, accompanied by the
smell of grass. To the east you can see a wooden door with a sign on it.
South of this intersection, the hallway intersects with another.

[Exits: east south west]
A dwarf citizen is here, moving through the garrison.

<840/969hp 409/456m 398/449mv no opponent no opponent> bloody:101 inside (indoors) 2am (night) e

Outside the garrison's business district
The granite here has been carved into a hallway, but no signs of tooling
show on the smooth stone. To the west you can feel the cool mountain air
flowing in from a fresh breeze. A sturdy sign hangs over the archway to
your east, marking the Business District.

[Exits: east west]

<840/969hp 409/456m 397/449mv no opponent no opponent> bloody:101 inside (indoors) 2am (night) whe

The business hall's lobby
The granite here has been carved into a hallway, but no signs of tooling
show on the smooth stone. A scroll is posted on the wall showing the long
hours for the Blacksmith and General store, and the short hours (and long
lunches) of the tax collector's office. The garrison's treasury lies to the
east, while an archway frames more granite hallway continuing to the west.

[Exits: north east west]

<840/969hp 409/456m 396/449mv no opponent no opponent> bloody:100 inside (indoors) 2am (night)
Players near you in Solace:
<PK> Thondolin An outdoor marketplace
<PK> Jinjarak The business hall's lobby

<840/969hp 409/456m 396/449mv no opponent no opponent> bloody:100 inside (indoors) 2am (night) e
e

The garrison's treasury
The garrison's treasury is where the concentrated wealth of Solace is
stored. Through tough negotiation, the treasury has been networked with the
other Serin banks to provide a convenient means for travelers and traders
from outside of Solace to access their funds. Impressive statues line the
north and south walls, helping to funnel customers toward the counter set up
on the east side of the treasury. The vault beyond looks impenetrable.

[Exits: west]
The treasury vault looks impenetrable.
Grib the banker stands here keeping a watchful eye on the treasury.

<840/969hp 409/456m 395/449mv no opponent no opponent> bloody:99 inside (indoors) 2am (night)
There is no way to penetrate the defenses of the treasury vault.

<840/969hp 409/456m 395/449mv no opponent no opponent> bloody:99 inside (indoors) 2am (night) w

The business hall's lobby
The granite here has been carved into a hallway, but no signs of tooling
show on the smooth stone. A scroll is posted on the wall showing the long
hours for the Blacksmith and General store, and the short hours (and long
lunches) of the tax collector's office. The garrison's treasury lies to the
east, while an archway frames more granite hallway continuing to the west.

[Exits: north east west]

<840/969hp 409/456m 394/449mv no opponent no opponent> bloody:98 inside (indoors) 2am (night) s
s

Sometimes it's fun to run full speed into a wall, but now isn't one of those times.

<840/969hp 409/456m 394/449mv no opponent no opponent> bloody:97 inside (indoors) 2am (night) w

Sometimes it's fun to run full speed into a wall, but now isn't one of those times.

<840/969hp 409/456m 394/449mv no opponent no opponent> bloody:97 inside (indoors) 2am (night) s

Outside the garrison's business district
The granite here has been carved into a hallway, but no signs of tooling
show on the smooth stone. To the west you can feel the cool mountain air
flowing in from a fresh breeze. A sturdy sign hangs over the archway to
your east, marking the Business District.

[Exits: east west]

<840/969hp 409/456m 393/449mv no opponent no opponent> bloody:97 inside (indoors) 2am (night) s

The shortest distance between two points is often a straight line, but not when the line runs through a solid wall of granite.

<840/969hp 409/456m 393/449mv no opponent no opponent> bloody:96 inside (indoors) 2am (night) w

The shortest distance between two points is often a straight line, but not when the line runs through a solid wall of granite.

<840/969hp 409/456m 393/449mv no opponent no opponent> bloody:96 inside (indoors) 2am (night)
Between the business district and the courtyard
The granite here has been carved into a hallway, but no signs of tooling
show on the smooth stone. Cool air pours from the west, accompanied by the
smell of grass. To the east you can see a wooden door with a sign on it.
South of this intersection, the hallway intersects with another.

[Exits: east south west]

<840/969hp 409/456m 392/449mv no opponent no opponent> bloody:96 inside (indoors) 2am (night) whe

Players near you in Solace:
<PK> Thondolin A sculptor's stand
<PK> Jinjarak Between the business district and the courtyard

<840/969hp 409/456m 392/449mv no opponent no opponent> bloody:95 inside (indoors) 2am (night) s
s

An intersection west of the gatehouse
The granite here has been carved into a hallway, but no signs of tooling
show on the smooth stone. Massive, steel chains can be seen through a grate
in the ceiling, shimmering with a thin layer of oil. The hall runs to the
north, before stopping and branching to the east and west. The hallway also
continues to the south, where it again forks east and west.

[Exits: north east south]

<840/969hp 409/456m 391/449mv no opponent no opponent> bloody:95 inside (indoors) 2am (night)
Near the western arrowslit
The granite here has been carved into a hallway, but no signs of tooling
show on the smooth stone. Large, dragon-shaped eyes have been burned into
the stone of the southern wall, where they glow softly. It feels as if they
can see directly into your soul. The sound of clinking metal can be heard
from the north, where the hallway splits at some kind of large chain
apparatus. A hint of light shines through a small hole somewhere to the
east, and a long hallway branches off to the west.

[Exits: north east west]
A young recruit is here, eager to prove himself.

<840/969hp 409/456m 390/449mv no opponent no opponent> bloody:94 inside (indoors) 2am (night) s

You throw your body against the stone wall, but it doesn't budge.

<840/969hp 409/456m 390/449mv no opponent no opponent> bloody:94 inside (indoors) 2am (night) e
e

The western arrowslit
This oddly shaped room slants down towards the south, where a narrow slit
no wider than a handsbreadth allows a single archer to keep watch over the
front gates and western market plaza.

[Exits: west]
A half-elven archer stands ready with an arrow nocked.

<868/969hp 418/456m 448/449mv no opponent no opponent> bloody:93 inside (indoors) 3am (night)
The stone wall is rough and cool to the touch.

<868/969hp 418/456m 448/449mv no opponent no opponent> bloody:92 inside (indoors) 3am (night) whe clive

Clive the butcher A butcher's stand

<868/969hp 418/456m 448/449mv no opponent no opponent> bloody:91 inside (indoors) 3am (night) w

Near the western arrowslit
The granite here has been carved into a hallway, but no signs of tooling
show on the smooth stone. Large, dragon-shaped eyes have been burned into
the stone of the southern wall, where they glow softly. It feels as if they
can see directly into your soul. The sound of clinking metal can be heard
from the north, where the hallway splits at some kind of large chain
apparatus. A hint of light shines through a small hole somewhere to the
east, and a long hallway branches off to the west.

[Exits: north east west]
A young recruit is here, eager to prove himself.

<868/969hp 418/456m 447/449mv no opponent no opponent> bloody:91 inside (indoors) 3am (night) n

An intersection west of the gatehouse
The granite here has been carved into a hallway, but no signs of tooling
show on the smooth stone. Massive, steel chains can be seen through a grate
in the ceiling, shimmering with a thin layer of oil. The hall runs to the
north, before stopping and branching to the east and west. The hallway also
continues to the south, where it again forks east and west.

[Exits: north east south]

<868/969hp 418/456m 446/449mv no opponent no opponent> bloody:90 inside (indoors) 3am (night) e

West gatehouse hallway
The granite here has been carved into a hallway, but no signs of tooling
show on the smooth stone. Glowing torches adorn the wall incrementally.
Ornamental shields marked with the crest of Solace are mounted just below
each torch. The occasional sound of a clanking chain can be heard from the
west, while heading east leads you toward the garrison's gatehouse.

[Exits: east west]

<868/969hp 418/456m 445/449mv no opponent no opponent> bloody:90 inside (indoors) 3am (night) e

Inside the garrison
The granite here has been carved into a hallway, but no signs of tooling
show on the smooth stone. An iron chandelier has been bolted to the
ceiling, showering the immense hall with the incandescent light of burning
oil, while still managing to cast an eerie, almost iridescent glow on the
huge tapestry that runs a full five paces along the northern wall. Large
oak doors lie open to the south, with a raised portcullis just beyond them,
and the hall runs to the east and west before eventually splitting in two
more directions.

[Exits: east south west]

<868/969hp 418/456m 444/449mv no opponent no opponent> bloody:89 inside (indoors) 3am (night) s
s

The gatehouse
The immensity of the garrison becomes more apparent here at the gate,
where you are almost completely surrounded by granite. Very thick, dark oak
doors mysteriously swing inward from the granite here without visible
hinges. A huge iron portcullis is positioned to the south, just in front of
the doors, for extra defense. Heading north will take you inside the
Garrison of Solace, and the sounds and smells of people and animals still
reach your nostrils from the south.

[Exits: north south]
A guardsman has been stationed here to guard the garrison's gate.
A guardsman has been stationed here to guard the garrison's gate.

<868/969hp 418/456m 443/449mv no opponent no opponent> bloody:88 inside (indoors) 3am (night)
In front of the garrison
You stand at the maw of an open portcullis that is the main entrance to
the Garrison of Solace. To either side, richly colored pennants ripple
against the thick stone walls. The base of the portcullis is formed of long
iron spikes that when lowered fit neatly into a set of square grooves
running along the cobblestones. When raised, the bottom portion of these
spikes jut from the archway above, much resembling a set of sharpened teeth.
To the north is a gatehouse where a pair of ever-watchful guards keep their
post. To the south you can see a sprawling market plaza.

[Exits: north south]
Six draconian heads, each impaled on a pike, line the cobbled road leading to the Garrison of Solace.

<868/969hp 418/456m 442/449mv no opponent no opponent> bloody:88 road (outside) 3am (night) s

A path through the market
A cobbled road wide enough for two merchant wagons runs north and south.
Carts laden with supplies rattle along towards the garrison to the north.
On either side of the road are vendor stalls and citizens of all ages,
crowding around to see the latest bits and bobs. The air is filled with the
sounds of gossiping townsfolk, vendors hawking their wares, and laughter as
children run about underfoot.

[Exits: north east south west]

<868/969hp 418/456m 440/449mv no opponent no opponent> bloody:87 road (outside) 3am (night) sca

You scan all around.
*** Range 2 (north) ***
A guardsman has been stationed here to guard the garrison's gate.
A guardsman has been stationed here to guard the garrison's gate.
*** Range 1 (east) ***
Dahnil the dairy farmer is sleeping here.
*** Range 3 (east) ***
Clive the butcher is sleeping here.
*** Range 1 (west) ***
Gibblefitz is sleeping here.
*** Range 3 (west) ***
Miss Piffle is sleeping here.

<868/969hp 418/456m 440/449mv no opponent no opponent> bloody:87 road (outside) 3am (night) whe

You break your objective tracking.
Players near you in Solace:
<PK> Thondolin The Corridor of Independence
<PK> Jinjarak A path through the market

<868/969hp 418/456m 440/449mv no opponent no opponent> bloody:86 road (outside) 3am (night) s

Market Central
A cobbled road wide enough for two merchant wagons runs north and south.
Carts laden with supplies rattle along towards the garrison to the north.
On either side of the road are vendor stalls and citizens of all ages,
crowding around to see the latest bits and bobs. The air is filled with the
sounds of gossiping townsfolk, vendors hawking their wares, and laughter as
children run about underfoot.

[Exits: north east south west]
(Glowing) The Herald Bulletin Board gleams majestically in the middle of the square.

<868/969hp 418/456m 438/449mv no opponent no opponent> bloody:85 road (outside) 3am (night) sca

You scan all around.
*** Range 3 (north) ***
A guardsman has been stationed here to guard the garrison's gate.
A guardsman has been stationed here to guard the garrison's gate.
*** Range 1 (west) ***
A female citizen of Solace is here, going about her errands.
*** Range 4 (west) ***
An errand boy hurries about with a message.
*** Range 5 (west) ***
A citizen of Solace is here, going about his business.

<868/969hp 418/456m 438/449mv no opponent no opponent> bloody:85 road (outside) 3am (night) n

A path through the market
A cobbled road wide enough for two merchant wagons runs north and south.
Carts laden with supplies rattle along towards the garrison to the north.
On either side of the road are vendor stalls and citizens of all ages,
crowding around to see the latest bits and bobs. The air is filled with the
sounds of gossiping townsfolk, vendors hawking their wares, and laughter as
children run about underfoot.

[Exits: north east south west]

<868/969hp 418/456m 436/449mv no opponent no opponent> bloody:84 road (outside) 3am (night) n

In front of the garrison
You stand at the maw of an open portcullis that is the main entrance to
the Garrison of Solace. To either side, richly colored pennants ripple
against the thick stone walls. The base of the portcullis is formed of long
iron spikes that when lowered fit neatly into a set of square grooves
running along the cobblestones. When raised, the bottom portion of these
spikes jut from the archway above, much resembling a set of sharpened teeth.
To the north is a gatehouse where a pair of ever-watchful guards keep their
post. To the south you can see a sprawling market plaza.

[Exits: north south]
Six draconian heads, each impaled on a pike, line the cobbled road leading to the Garrison of Solace.

<868/969hp 418/456m 434/449mv no opponent no opponent> bloody:84 road (outside) 3am (night) e

A row of brightly colored pennants heralds the entrance of the Garrison.

<868/969hp 418/456m 434/449mv no opponent no opponent> bloody:83 road (outside) 3am (night) n

The gatehouse
The immensity of the garrison becomes more apparent here at the gate,
where you are almost completely surrounded by granite. Very thick, dark oak
doors mysteriously swing inward from the granite here without visible
hinges. A huge iron portcullis is positioned to the south, just in front of
the doors, for extra defense. Heading north will take you inside the
Garrison of Solace, and the sounds and smells of people and animals still
reach your nostrils from the south.

[Exits: north south]
A guardsman has been stationed here to guard the garrison's gate.
A guardsman has been stationed here to guard the garrison's gate.

<868/969hp 418/456m 433/449mv no opponent no opponent> bloody:83 inside (indoors) 3am (night) e
e

You peer into a hole in the eastern wall and are greeted by a nocked arrow.

<868/969hp 418/456m 433/449mv no opponent no opponent> bloody:82 inside (indoors) 3am (night) n
e

You peer into a hole in the eastern wall and are greeted by a nocked arrow.

<868/969hp 418/456m 433/449mv no opponent no opponent> bloody:82 inside (indoors) 3am (night)
Inside the garrison
The granite here has been carved into a hallway, but no signs of tooling
show on the smooth stone. An iron chandelier has been bolted to the
ceiling, showering the immense hall with the incandescent light of burning
oil, while still managing to cast an eerie, almost iridescent glow on the
huge tapestry that runs a full five paces along the northern wall. Large
oak doors lie open to the south, with a raised portcullis just beyond them,
and the hall runs to the east and west before eventually splitting in two
more directions.

[Exits: east south west]

<868/969hp 418/456m 432/449mv no opponent no opponent> bloody:82 inside (indoors) 3am (night) e

East gatehouse hallway
The granite here has been carved into a hallway, but no signs of tooling
show on the smooth stone. Glowing torches adorn the wall incrementally.
Ornamental shields marked with the crest of Solace are mounted just below
each torch. The occasional sound of a clanking chain can be heard from the
east, while heading west leads you toward the garrison's gatehouse.

[Exits: east west]

<868/969hp 418/456m 431/449mv no opponent no opponent> bloody:81 inside (indoors) 3am (night)
An intersection east of the gatehouse
The granite here has been carved into a hallway, but no signs of tooling
show on the smooth stone. Massive, steel chains can be seen through a grate
in the ceiling, shimmering with a thin layer of oil. The hall runs to the
south, before stopping and branching to the east and west. The hallway also
continues to the north, where it bends around a corner to the east.

[Exits: north south west]

<868/969hp 418/456m 430/449mv no opponent no opponent> bloody:81 inside (indoors) 3am (night) e

The intersection leads three directions, and that isn't one of them.

<868/969hp 418/456m 430/449mv no opponent no opponent> bloody:80 inside (indoors) 3am (night) s

Near the eastern arrowslit
The granite here has been carved into a hallway, but no signs of tooling
show on the smooth stone. Large, dragon-shaped eyes have been burned into
the stone of the southern wall, where they glow softly. It feels as if they
can see directly into your soul. The sound of clinking metal can be heard
from the north, where the hallway splits at some kind of large chain
apparatus. A hint of light shines through a small hole somewhere to the
west, and a long hallway branches off to the east.

[Exits: north east west]
A young recruit is here, eager to prove himself.

<868/969hp 418/456m 429/449mv no opponent no opponent> bloody:80 inside (indoors) 3am (night) s

You throw your body against the stone wall, but it doesn't budge.

<868/969hp 418/456m 429/449mv no opponent no opponent> bloody:79 inside (indoors) 3am (night) e

The Hall of Pride
Like most of the garrison, this hallway is quite smooth and shows no sign
of tooling. Such fine stonework is rare indeed. The air is relatively warm
here, no doubt due to your current proximity to the garrison's kitchens.
Tall, oil-filled lamps cast a green light over the hallway, creating a very
unusual visual effect. Long tasseled banners are strung throughout the
hall, providing a glimpse of the past. The sound of clinking metal can be
faintly from somewhere to the west, and the hallway continues to the east.

[Exits: east west]

<868/969hp 418/456m 428/449mv no opponent no opponent> bloody:79 inside (indoors) 3am (night) e

The Hall of Pride
Like most of the garrison, this hallway is quite smooth and shows no sign
of tooling. Such fine stonework is rare indeed. The air is relatively warm
here, no doubt due to your current proximity to the garrison's kitchens.
Tall, oil-filled lamps cast a green light over the hallway, creating a very
unusual visual effect. Long tasseled banners are strung throughout the
hall, providing a glimpse of the past. The hallway continues to the west,
and reaches the base of the southeast tower to the east.

[Exits: east west]

<868/969hp 418/456m 427/449mv no opponent no opponent> bloody:78 inside (indoors) 3am (night) whe

Players near you in Solace:
<PK> Thondolin The Hall of Integrity
<PK> Jinjarak The Hall of Pride

<868/969hp 418/456m 427/449mv no opponent no opponent> bloody:78 inside (indoors) 3am (night) e

Base of the southeast tower
You stand at the base of the garrison's southeast tower, literally a
cornerstone of Solace's fortifications. The thick granite walls have been
reinfored here to withstand any attack, whether it be soldiers, siege
weapons, or dragons. The tower itself rises above you, encapsulating a
wide, spiralling stairway. A crimson glow from the corridor to the north
lights part of the tower's base, while a greenish hue pours out of the
hallway to the west.

[Exits: north west up]

<868/969hp 418/456m 426/449mv no opponent no opponent> bloody:77 inside (indoors) 3am (night) e

You smack into the southeast tower.

<868/969hp 418/456m 426/449mv no opponent no opponent> bloody:76 inside (indoors) 3am (night) n

The Corridor of Courage
A warm granite corridor runs north to south along the south portion of
the garrison's east wall. The stone itself shows none of the usual signs of
tooling, and is smoother than one might expect in a work of this size. A
crimson glow pours out of the cubical porcelain braziers lining the
corridor, giving the walkway a dangerous feel. Long tasseled banners hang
are draped across the corridor, which continues northward. In the other
direction, the corridor reaches the base of the southeast tower to the
south.

[Exits: north south]
A female citizen of Solace is here, going about her errands.

<868/969hp 418/456m 425/449mv no opponent no opponent> bloody:76 inside (indoors) 3am (night) n

The Corridor of Courage
A warm granite corridor runs north to south along the south portion of
the garrison's east wall. The stone itself shows none of the usual signs of
tooling, and is smoother than one might expect in a work of this size. A
crimson glow pours out of the cubical porcelain braziers lining the
corridor, giving the walkway a dangerous feel. Long tasseled banners hang
are draped across the corridor, which continues north and south.

[Exits: north south]

<868/969hp 418/456m 424/449mv no opponent no opponent> bloody:75 inside (indoors) 3am (night) n

The Corridor of Courage
A warm granite corridor runs north to south along the south portion of
the garrison's east wall. The stone itself shows none of the usual signs of
tooling, and is smoother than one might expect in a work of this size. A
crimson glow pours out of the cubical porcelain braziers lining the
corridor, giving the walkway a dangerous feel. Long tasseled banners hang
are draped across the corridor, which continues southward. The corridor
bends to the west and leads toward the sound of soldiers.

[Exits: south west]
A dwarf citizen is here, moving through the garrison.

<868/969hp 418/456m 423/449mv no opponent no opponent> bloody:74 inside (indoors) 3am (night) n
n

You smack your head against the northern wall.

<868/969hp 418/456m 423/449mv no opponent no opponent> bloody:74 inside (indoors) 3am (night)
You smack your head against the northern wall.

<868/969hp 418/456m 423/449mv no opponent no opponent> bloody:74 inside (indoors) 3am (night) w
w

An intersection outside the mess hall
This intersection is full of various things that fill your senses. A
slight musty smell drifts from the trapdoor directly underneath your feet,
while the delicious smell of slow-roasting meat reaches you from the south.
Sounds of clanging metal and loud voices can be heard to the north. East
leads to the Corridor of Courage and west to the Corridor of Independence.

[Exits: north east south west (down)]

<868/969hp 418/456m 422/449mv no opponent no opponent> bloody:73 inside (indoors) 3am (night) w

The Corridor of Independence
You've arrived at the south end of the granite corridor cuts through the
garrison's center. The stone is smooth and well-cut, showing no signs of
tooling. The hall is filled with a flickering orange light, pouring forth
from somewhere to the north. Long tasseled banners are draped across the
corridor, which extends to the north. The sounds of bustling activity reach
you from the east, and another path through the garrison branches off to the
west.

[Exits: north east west]
A dwarf citizen is here, moving through the garrison.
A guardsman of Solace heads home after a long day of patrolling.

<868/969hp 418/456m 421/449mv no opponent no opponent> bloody:73 inside (indoors) 3am (night)
A bend in the hall
You've reached a bend in the small connecting hallway that joins the
southeeastern sections of the garrison. Like the major hallways, the walls
are smooth and perfectly formed here. A life-size replica of a suit of
fullplate armor, complete with boots, gauntlets, and visored helm has been
placed on a stand in the northwest corner. A bit of orange light shines in
from the east, and the southeast connector continues to the south.

[Exits: east south]

<868/969hp 418/456m 420/449mv no opponent no opponent> bloody:72 inside (indoors) 3am (night) w

The western wall is as solid as the rest. You can't get through that way.

<868/969hp 418/456m 420/449mv no opponent no opponent> bloody:71 inside (indoors) 3am (night) s

The southeast connector
You've reached a small connecting hallway in the southeastern part of the
garrison. Like the major hallways, the walls are smooth and perfectly
formed here. The hallway does seem to be uncharacteristically unadorned,
save for a painting hanging hanging on the eastern wall. Sounds of clinking
metal can be heard from the south, and the connector leads north towards the
Corridor of Independence.

[Exits: north south]

<868/969hp 418/456m 419/449mv no opponent no opponent> bloody:71 inside (indoors) 3am (night) sca

You scan all around.
*** Range 2 (south) ***
A young recruit is here, eager to prove himself.

<868/969hp 418/456m 419/449mv no opponent no opponent> bloody:71 inside (indoors) 3am (night) n

A bend in the hall
You've reached a bend in the small connecting hallway that joins the
southeeastern sections of the garrison. Like the major hallways, the walls
are smooth and perfectly formed here. A life-size replica of a suit of
fullplate armor, complete with boots, gauntlets, and visored helm has been
placed on a stand in the northwest corner. A bit of orange light shines in
from the east, and the southeast connector continues to the south.

[Exits: east south]

<868/969hp 418/456m 418/449mv no opponent no opponent> bloody:70 inside (indoors) 3am (night) n
e

You can't go through the wall.

<868/969hp 418/456m 418/449mv no opponent no opponent> bloody:69 inside (indoors) 3am (night) n

The Corridor of Independence
You've arrived at the south end of the granite corridor cuts through the
garrison's center. The stone is smooth and well-cut, showing no signs of
tooling. The hall is filled with a flickering orange light, pouring forth
from somewhere to the north. Long tasseled banners are draped across the
corridor, which extends to the north. The sounds of bustling activity reach
you from the east, and another path through the garrison branches off to the
west.

[Exits: north east west]
A dwarf citizen is here, moving through the garrison.
A guardsman of Solace heads home after a long day of patrolling.

<868/969hp 418/456m 417/449mv no opponent no opponent> bloody:69 inside (indoors) 3am (night)
The Corridor of Independence
This granite corridor cuts north to south through the garrison's center.
The stone is smooth and well-cut, showing no signs of tooling. The hall is
filled with a flickering orange light, pouring forth from somewhere to the
north. Long tasseled banners are draped across the corridor, which
continues southward. The corridor continues to the north and south.

[Exits: north south]

<868/969hp 418/456m 416/449mv no opponent no opponent> bloody:69 inside (indoors) 3am (night) n

The Corridor of Independence
This granite corridor cuts north to south through the garrison's center.
The stone is smooth and well-cut, showing no signs of tooling. The hall is
filled with a flickering orange light, pouring forth from a lone candle on
the east wall. Long tasseled banners are draped across the corridor, which
continues southward. The corridor continues to the north and south.

[Exits: north south]

<868/969hp 418/456m 415/449mv no opponent no opponent> bloody:68 inside (indoors) 3am (night) n

The Corridor of Independence
This granite corridor cuts north to south through the garrison's center.
The stone is smooth and well-cut, showing no signs of tooling. The hallway
is filled with a flickering orange light, pouring forth from somewhere to
the south. Long tasseled banners are draped across the corridor, which
continues southward. To the north, the corridor meets an east-west hallway
bathed in white light.

[Exits: north south]

<868/969hp 418/456m 414/449mv no opponent no opponent> bloody:67 inside (indoors) 3am (night) n

The Hall of Integrity
This hallway of cool granite is bathed in a resplendent white light. The
stone itself is smooth and shows no signs of tooling, but would likely be
lackluster and matte in appearance if it were not for the white globes
lining both sides of the hall above eye level. Long tasseled banners hang
across the hallway, providing a glimpse of the past. More white globes line
the hall to the east and west, while a bright, but flickering, orange light
creeps in from the branch to the south.

[Exits: east south west]

<868/969hp 418/456m 413/449mv no opponent no opponent> bloody:67 inside (indoors) 3am (night) n

You almost run into the north wall, but catch yourself just in time.

<868/969hp 418/456m 413/449mv no opponent no opponent> bloody:66 inside (indoors) 3am (night) w

The Hall of Integrity
This hallway of cool granite is bathed in a resplendent white light. The
stone itself is smooth and shows no signs of tooling, but would likely be
lackluster and matte in appearance if it were not for the white globes
lining both sides of the hall above eye level. Long tasseled banners hang
across the hallway, providing a glimpse of the past. More white globes line
the hall to the east and west.

[Exits: east west]

<868/969hp 418/456m 412/449mv no opponent no opponent> bloody:66 inside (indoors) 3am (night) sca

You scan all around.

<868/969hp 418/456m 412/449mv no opponent no opponent> bloody:65 inside (indoors) 3am (night) whe

Players near you in Solace:
<PK> Thondolin Outside the portal room
<PK> Jinjarak The Hall of Integrity

<868/969hp 418/456m 412/449mv no opponent no opponent> bloody:65 inside (indoors) 3am (night) w

The Hall of Integrity
This hallway of cool granite is bathed in a resplendent white light. The
stone itself is smooth and shows no signs of tooling, but would likely be
lackluster and matte in appearance if it were not for the white globes
lining both sides of the hall above eye level. Long tasseled banners hang
across the hallway, providing a glimpse of the past. More white globes line
the hall to the east and west.

[Exits: east west]

<868/969hp 418/456m 411/449mv no opponent no opponent> bloody:119 inside (indoors) 3am (night) w

The Hall of Integrity
This hallway of cool granite is bathed in a resplendent white light. The
stone itself is smooth and shows no signs of tooling, but would likely be
lackluster and matte in appearance if it were not for the white globes
lining both sides of the hall above eye level. Long tasseled banners hang
across the hallway, providing a glimpse of the past. More white globes line
the hall to the east, and a bend leads to the south.

[Exits: east south]

<868/969hp 418/456m 410/449mv no opponent no opponent> bloody:119 inside (indoors) 3am (night)
You can devote again.

<893/969hp 425/456m 449/449mv no opponent no opponent> bloody:119 inside (indoors) 4am (night) w

The feel of the cool stone on your forehead is comforting until you see the blood.

<893/969hp 425/456m 449/449mv no opponent no opponent> bloody:118 inside (indoors) 4am (night) s

A bend in the hall
You've reached a bend in the small connecting hallway that joins the
northeastern sections of the garrison. Like the major hallways, the walls
are smooth and perfectly formed here. For some reason, a small potted plant
has been placed in the southeast corner of the hall here. A bit of white
light shines in from the north, and the hallway continues to the west.

[Exits: north west]
A potted plant wilts quietly in the corner.

<893/969hp 425/456m 448/449mv no opponent no opponent> bloody:118 inside (indoors) 4am (night) s

A wall stops you in your tracks.

<893/969hp 425/456m 448/449mv no opponent no opponent> bloody:117 inside (indoors) 4am (night) n

The Hall of Integrity
This hallway of cool granite is bathed in a resplendent white light. The
stone itself is smooth and shows no signs of tooling, but would likely be
lackluster and matte in appearance if it were not for the white globes
lining both sides of the hall above eye level. Long tasseled banners hang
across the hallway, providing a glimpse of the past. More white globes line
the hall to the east, and a bend leads to the south.

[Exits: east south]

<893/969hp 425/456m 447/449mv no opponent no opponent> bloody:120 inside (indoors) 4am (night) e
e

The Hall of Integrity
This hallway of cool granite is bathed in a resplendent white light. The
stone itself is smooth and shows no signs of tooling, but would likely be
lackluster and matte in appearance if it were not for the white globes
lining both sides of the hall above eye level. Long tasseled banners hang
across the hallway, providing a glimpse of the past. More white globes line
the hall to the east and west.

[Exits: east west]

<893/969hp 425/456m 446/449mv no opponent no opponent> bloody:119 inside (indoors) 4am (night) e
e
e

The Hall of Integrity
This hallway of cool granite is bathed in a resplendent white light. The
stone itself is smooth and shows no signs of tooling, but would likely be
lackluster and matte in appearance if it were not for the white globes
lining both sides of the hall above eye level. Long tasseled banners hang
across the hallway, providing a glimpse of the past. More white globes line
the hall to the east and west.

[Exits: east west]

<893/969hp 425/456m 445/449mv no opponent no opponent> bloody:119 inside (indoors) 4am (night)
The Hall of Integrity
This hallway of cool granite is bathed in a resplendent white light. The
stone itself is smooth and shows no signs of tooling, but would likely be
lackluster and matte in appearance if it were not for the white globes
lining both sides of the hall above eye level. Long tasseled banners hang
across the hallway, providing a glimpse of the past. More white globes line
the hall to the east and west, while a bright, but flickering, orange light
creeps in from the branch to the south.

[Exits: east south west]

<893/969hp 425/456m 444/449mv no opponent no opponent> bloody:118 inside (indoors) 4am (night)
The Hall of Integrity
This hallway of cool granite is bathed in a resplendent white light. The
stone itself is smooth and shows no signs of tooling, but would likely be
lackluster and matte in appearance if it were not for the white globes
lining both sides of the hall above eye level. Long tasseled banners hang
across the hallway, providing a glimpse of the past. More white globes line
the hall to the west, and the hallway reaches the base of the northeast
tower to the east.

[Exits: east west]

<893/969hp 425/456m 443/449mv no opponent no opponent> bloody:118 inside (indoors) 4am (night) e

Northeast Tower
You stand at the base of the garrison's northeast tower, literally a
cornerstone of Solace's fortifications. The thick granite walls have been
reinfored here to withstand any attack, whether it be soldiers, siege
weapons, or dragons. The tower itself rises above you, encapsulating a
wide, spiralling stairway. A brown glow from the corridor to the south
lights part of the tower's base, while a blast of white light pours out of
the hallway to the west.

[Exits: south west up]

<893/969hp 425/456m 442/449mv no opponent no opponent> bloody:117 inside (indoors) 4am (night) e

You smack into the northeast tower.

<893/969hp 425/456m 442/449mv no opponent no opponent> bloody:117 inside (indoors) 4am (night)
You smack into the northeast tower.

<893/969hp 425/456m 442/449mv no opponent no opponent> bloody:116 inside (indoors) 4am (night) u

Northeast Tower
You are inside the garrison's northeast tower, literally a cornerstone of
Solace's fortifications. The thick granite walls have been reinfored here
to withstand any attack, whether it be soldiers, siege weapons, or dragons.
The tower itself extends above and below, encapsulating a wide, spiralling
stairway. Openings to the west and south lead into passageways that cut
through the garrison walls.

[Exits: south west up down]

<893/969hp 425/456m 441/449mv no opponent no opponent> bloody:116 inside (indoors) 4am (night) whe

Players near you in Solace:
<PK> Thondolin Tax Collector's Office
<PK> Jinjarak Northeast Tower

<893/969hp 425/456m 441/449mv no opponent no opponent> bloody:115 inside (indoors) 4am (night) s

Inside the east wall
You are inside the east wall of the garrison. The narrow passgage
through has been designed to look as if it had been pieced together by a
series of large stones, rather than cut out of a mountain. This part of
the garrison is not well traveled, so interior decorating has been waived
to accomodate functionality. A very plain sconce holds a torch on the wall.
The passageway continues to the south and the northeast tower lies to the
north.

[Exits: north south]

<893/969hp 425/456m 440/449mv no opponent no opponent> bloody:115 inside (indoors) 4am (night) s

Inside the east wall
You are inside the east wall of the garrison. The narrow passage
through has been designed to look as if it had been pieced together by a
series of large stones, rather than cut out of a mountain. This part of
the garrison is not well traveled, so interior decorating has been waived
to accomodate functionality. A very plain sconce holds a torch on the wall.
The passageway continues to the north and south.

[Exits: north south]

<893/969hp 425/456m 439/449mv no opponent no opponent> bloody:114 inside (indoors) 4am (night) s

A bend in the east wall
You are inside the east wall of the garrison. The narrow passgage
through has been designed to look as if it had been pieced together by a
series of large stones, rather than cut out of a mountain. This part of
the garrison is not well traveled, so interior decorating has been waived
to accomodate functionality. A very plain sconce holds a torch on the wall.
The passageway continues to the north and bends to the west.

[Exits: north west]
A half-elven archer stands ready with an arrow nocked.

<893/969hp 425/456m 438/449mv no opponent no opponent> bloody:114 inside (indoors) 4am (night) w

A bend in the east wall
You are inside the east wall of the garrison. The narrow passgage
through has been designed to look as if it had been pieced together by a
series of large stones, rather than cut out of a mountain. This part of
the garrison is not well traveled, so interior decorating has been waived
to accomodate functionality. A very plain sconce holds a torch on the wall.
The passageway bends to the east and south.

[Exits: east south]

<893/969hp 425/456m 437/449mv no opponent no opponent> bloody:119 inside (indoors) 4am (night) whe merny

Merny the tax collector Tax Collector's Office

<893/969hp 425/456m 437/449mv no opponent no opponent> bloody:118 inside (indoors) 4am (night) w

The walls are quite thick here. There's no way through them.

<893/969hp 425/456m 437/449mv no opponent no opponent> bloody:118 inside (indoors) 4am (night) s

An intersection in the east wall
You are inside the east wall of the garrison. The narrow passage through
has been designed to look as if it had been pieced together by a series of
large stones, rather than cut out of a mountain. This part of the garrison
is not well traveled, so interior decorating has been waived to accomodate
functionality. A very plain sconce holds a torch on the wall. The
passageway continues to the north and east, and a hallway to the west leads
toward the offices of the garrison's senior commanders.

[Exits: north east west]

<893/969hp 425/456m 436/449mv no opponent no opponent> bloody:117 inside (indoors) 4am (night) w

Access to the east wall
This narrow passage has been created to allow access between the senior
commanders' offices and the garrison's east wall. Two simple torches are
mounted on either side of the narrowing wall, clearly indicating that this
part of the garrison is not part of the office hallways. The garrison's
east wall is just through the passage to the east, and the senior
commanders' offices lie to the west.

[Exits: east west]

<893/969hp 425/456m 435/449mv no opponent no opponent> bloody:116 inside (indoors) 4am (night) w
w

Outside the waiting room of the Sergeant-at-Arms
The plainness of the waiting room has crept out into the hall, where a
feeling of boredom lingers in the air. The walls have been designed to look
as if they have been layered together by a careful placement of large
stones, rather than cut out of a mountain. The Sergeant-at-Arms's waiting
room is through a doorway to the south, and the hall continues east and
west.

[Exits: east south west]

<893/969hp 425/456m 434/449mv no opponent no opponent> bloody:116 inside (indoors) 4am (night)
A bend in the garrison's center
The hallway bends from north to east here. Another simple sconce holds a
lone torch at the peak of the bend. The walls have been designed to look as
if they have been layered together by a careful placement of large stones,
rather than cut out of the mountain. Fresh air drifts this way from
somewhere to the north, where the hall splits again. East leads toward the
Sergeant's office.

[Exits: north east]

<893/969hp 425/456m 433/449mv no opponent no opponent> bloody:115 inside (indoors) 4am (night) n

Near the spiraling stairway
The floor here has a gradient that increases as you move westward,
towards a large spiraling staircase. The walls are the same worked stone of
the mountain and they curve down to create a gentle connection to the floor.
While in some places there is an artist's touch on the way the stone has
been carved, here the work is without flair. The path continues south and
west, while the Warlord's chamber's lie to the north.

[Exits: north south west]

<893/969hp 425/456m 432/449mv no opponent no opponent> bloody:115 inside (indoors) 4am (night) n

Outside the Warlord's rooms
You're standing in the winding granite hallway just outside the Warlord
of Solace's rooms, which lie to the east. The hallway itself is wide and
appears to have been cut out of the mountain, despite showing not signs of
tooling. Two torches on the north wall light the hall, which bends to the
west and south.

[Exits: east south west]

<893/969hp 425/456m 431/449mv no opponent no opponent> bloody:114 inside (indoors) 4am (night) w

A bend in the garrison's center
As you get closer to the center of the garrison, the air gets a little
cooler. There are no lights on in this room, but the torches from the
surrounding rooms provide enough to see by. The southwestern corner is
bathed in darkness. The Warlord's rooms are to the east and there is a
landing to the north.

[Exits: north east]
A citizen of Solace is here, going about his business.

<893/969hp 425/456m 430/449mv no opponent no opponent> bloody:113 inside (indoors) 4am (night) d

It's dark and quiet on the floor. Like a tomb.

<893/969hp 425/456m 430/449mv no opponent no opponent> bloody:112 inside (indoors) 4am (night) n
n

The north landing
A cool breeze blows in from the stairs to the north and a small set of
steps leads up to the hallway east. A single flickering torch lights the
otherwise dark passageway. The ground here is rougher than in other parts
of the garrison, as if the builders anticipated that the slight slope might
present trouble for some residents. A path south leads towards the center
of the garrison.

[Exits: north east south]
A female citizen of Solace is here, going about her errands.

<893/969hp 425/456m 429/449mv no opponent no opponent> bloody:112 inside (indoors) 4am (night)
Top of the grand staircase
The garrison's grand staircase boasts what many consider the most
impressive stonework in Solace. Each of the long, wide steps has been
shaped, cut, and engraved to appear like the staircase ascends up the back
of a mighty dragon. The walls of the staircase are even shaped like a pair
of huge wings. You almost get the sensation of soaring through the clouds
as a slight breeze blows past. The garrison's second floor opens before you
to the south.

[Exits: south down]

<893/969hp 425/456m 428/449mv no opponent no opponent> bloody:119 inside (indoors) 4am (night) d

Base of the grand staircase
The garrison's grand staircase boasts what many consider the most
impressive stonework in Solace. Each of the long, wide steps has been
shaped, cut, and engraved to appear like the staircase ascends up the back
of a mighty dragon. The walls of the staircase are even shaped like a pair
of huge wings. You almost get the sensation of soaring through the clouds
as a slight breeze blows past. The rest of the garrison's first floor is
before you to the south.

[Exits: south up]

<893/969hp 425/456m 427/449mv no opponent no opponent> bloody:119 inside (indoors) 4am (night) sca

You scan all around.

<893/969hp 425/456m 427/449mv no opponent no opponent> bloody:118 inside (indoors) 4am (night) whe

You break your objective tracking.
Players near you in Solace:
<PK> Thondolin An intersection east of the gatehouse
<PK> Jinjarak Base of the grand staircase

<893/969hp 425/456m 427/449mv no opponent no opponent> bloody:118 inside (indoors) 4am (night) s

Approaching the grand staircase
The northern part of the garrison has been built around the grand
staircase that connects the main floor of the garrison to the offices above.
The impressive staircase to the north is so vast that it appears, at least
from this angle, to be a silver-scaled dragon climbing the garrison's wall.
A hallway lies to the east, and a darker room can be seen to the west.

[Exits: north east west]

<893/969hp 425/456m 426/449mv no opponent no opponent> bloody:117 inside (indoors) 4am (night) s

You bump into a wall.

<893/969hp 425/456m 426/449mv no opponent no opponent> bloody:117 inside (indoors) 4am (night) e
e

A bend in the hall
You've reached a bend in the small connecting hallway that joins the
northeastern sections of the garrison. Like the major hallways, the walls
are smooth and perfectly formed here. For some reason, a small potted plant
has been placed in the southeast corner of the hall here. A bit of white
light shines in from the north, and the hallway continues to the west.

[Exits: north west]
A potted plant wilts quietly in the corner.

<893/969hp 425/456m 425/449mv no opponent no opponent> bloody:120 inside (indoors) 4am (night)
<893/969hp 425/456m 425/449mv no opponent no opponent> bloody:119 inside (indoors) 4am (night) sca

You scan all around.
*** Range 3 (west) ***
A young recruit is here, eager to prove himself.

<893/969hp 425/456m 425/449mv no opponent no opponent> bloody:120 inside (indoors) 4am (night) w
w

Approaching the grand staircase
The northern part of the garrison has been built around the grand
staircase that connects the main floor of the garrison to the offices above.
The impressive staircase to the north is so vast that it appears, at least
from this angle, to be a silver-scaled dragon climbing the garrison's wall.
A hallway lies to the east, and a darker room can be seen to the west.

[Exits: north east west]

<893/969hp 425/456m 424/449mv no opponent no opponent> bloody:119 inside (indoors) 4am (night) whe

Outside the portal room
This part of the hallway is curiously dark, as it appears the builders of
the fortress forgot to put some sconces in. Or perhaps they did it on
purpose? You can see an entryway to the north, through which something
bluish can be seen pulsating on the floor.

[Exits: north east west]

<893/969hp 425/456m 423/449mv no opponent no opponent> bloody:119 inside (indoors) 4am (night)
Players near you in Solace:
<PK> Thondolin Inside the garrison
<PK> Jinjarak Outside the portal room

<893/969hp 425/456m 423/449mv no opponent no opponent> bloody:118 inside (indoors) 4am (night)
Rimath the trader auctions 'Place yer bids! a bracelet of blood is being auctioned for 5000 gold!'

<893/969hp 425/456m 423/449mv no opponent no opponent> bloody:118 inside (indoors) 4am (night) n

The portal room
This room is unlit, save for a faint bluish glow coming from the nexus
that pulses here. Two concentric circles have been etched into the granite
floor. Between them, a series of faintly glowing runes are intertwined in
an undulating pattern. A feeling of electricity hums through the air,
raising the hair on the back of your neck, and a sharp, unidentifiable scent
lingers in the air.

[Exits: south]
A mass of energy swirls above the granite floor, forming a nexus.
An overdressed magus is here, observing the nexus.

<893/969hp 425/456m 422/449mv no opponent no opponent> bloody:117 inside (indoors) 4am (night) s

Outside the portal room
This part of the hallway is curiously dark, as it appears the builders of
the fortress forgot to put some sconces in. Or perhaps they did it on
purpose? You can see an entryway to the north, through which something
bluish can be seen pulsating on the floor.

[Exits: north east west]

<893/969hp 425/456m 421/449mv no opponent no opponent> bloody:116 inside (indoors) 4am (night) d

You bend over and check the ties on your boots.

<893/969hp 425/456m 421/449mv no opponent no opponent> bloody:115 inside (indoors) 4am (night) w

North of the courtyard
The dark corridor ends here with an open archway leading south into a
courtyard. Small winged insects play in the light that filters in from the
south. You can see a tapestry on the wall to the west, partially hidden in
shadow, with the image of a kneeling draconian crushed under the weight of a
massive shield.

[Exits: east south]
A young recruit is here, eager to prove himself.

<893/969hp 425/456m 420/449mv no opponent no opponent> bloody:115 inside (indoors) 4am (night) w

The draconian's face is twisted in a vicious snarl.

<893/969hp 425/456m 420/449mv no opponent no opponent> bloody:119 inside (indoors) 4am (night) s
s

A courtyard
You are standing at the north edge of the courtyard. To the south,
through a row of young fig trees, you can see the outline of what appears to
be a dragon. Soft grass peters away to bare ground for a few paces in front
of the archway into the Garrison to the north. A small amount of light
reaches you from the hallways past the archway.

[Exits: north east south west]

<893/969hp 425/456m 419/449mv no opponent no opponent> bloody:119 field (outside) 4am (night)
Center of a courtyard
You are in the center of a small, well-manicured courtyard. Around it,
young fruit trees stretch their branches eerily into the dark sky, lining
the edges of the courtyard. The grass is very dark green and quite short,
due to the lack of direct sunlight, and forms two triangular swathes divided
by a narrow trench, no wider than a foot, through which water flows quietly
from the northeast to the southwest.

[Exits: north east south west]
A dragon statue spits a stream of pure mountain spring water into the basin at its feet.

<893/969hp 425/456m 417/449mv no opponent no opponent> bloody:118 field (outside) 4am (night) n

A courtyard
You are standing at the north edge of the courtyard. To the south,
through a row of young fig trees, you can see the outline of what appears to
be a dragon. Soft grass peters away to bare ground for a few paces in front
of the archway into the Garrison to the north. A small amount of light
reaches you from the hallways past the archway.

[Exits: north east south west]

<893/969hp 425/456m 415/449mv no opponent no opponent> bloody:118 field (outside) 4am (night) s

Center of a courtyard
You are in the center of a small, well-manicured courtyard. Around it,
young fruit trees stretch their branches eerily into the dark sky, lining
the edges of the courtyard. The grass is very dark green and quite short,
due to the lack of direct sunlight, and forms two triangular swathes divided
by a narrow trench, no wider than a foot, through which water flows quietly
from the northeast to the southwest.

[Exits: north east south west]
A dragon statue spits a stream of pure mountain spring water into the basin at its feet.

<893/969hp 425/456m 413/449mv no opponent no opponent> bloody:117 field (outside) 4am (night) e
e

A courtyard
You are on the eastern edge of a small, well-maintained courtyard. A row
of young pear trees grows along the edge of a small paved footpath that
encircles the courtyard. A stone wall is to the east, where a small wooden
door with a handwritten paper notice tacked onto it can be made out. Dim
light filters through the doorway, giving just enough illumination to see in
the night.

[Exits: north east south west]

<893/969hp 425/456m 411/449mv no opponent no opponent> bloody:117 field (outside) 4am (night) whe

Tax Collector's Office
A large, wooden desk with legs carved to look like scrolls sits in the
northeast corner of this spacious office. Organized papers create short
stacks at the corners, and a quill feather sticks straight up next to a
blown glass ink well. Some kind of beaded calculating device has been
placed on the right side for quick access. More desks and papers can be
seen to the south, and a plain wooden door opens into a courtyard to the
west.

[Exits: south west]
A large wooden desk with intricate scrollwork sits in the northeast corner of the room.
(White Aura) A scrawny little man is here, taking your hard-earned money.

<893/969hp 425/456m 410/449mv no opponent no opponent> bloody:116 inside (indoors) 4am (night)
Players near you in Solace:
<PK> Thondolin In front of the garrison
<PK> Jinjarak Tax Collector's Office

<893/969hp 425/456m 410/449mv no opponent no opponent> bloody:116 inside (indoors) 4am (night) w

A courtyard
You are on the eastern edge of a small, well-maintained courtyard. A row
of young pear trees grows along the edge of a small paved footpath that
encircles the courtyard. A stone wall is to the east, where a small wooden
door with a handwritten paper notice tacked onto it can be made out. Dim
light filters through the doorway, giving just enough illumination to see in
the night.

[Exits: north east south west]

<893/969hp 425/456m 409/449mv no opponent no opponent> bloody:120 field (outside) 4am (night) s
s

A courtyard
You are at the southeast corner of a small, well-maintained courtyard. A
row of young pear trees leads north along the path, intersecting with a row
of young apple trees that lines the west path. You can hear a fountain to
the northwest, from which the soothing sounds of falling water lend
tranquility to this area. It is unusually dark here, as there is no torch
for light.

[Exits: north west]

<893/969hp 425/456m 407/449mv no opponent no opponent> bloody:120 field (outside) 4am (night)
A single file of ants marches out of a small chink in the wall here.

<893/969hp 425/456m 407/449mv no opponent no opponent> bloody:119 field (outside) 4am (night) w

A courtyard
You are walking along a gravel footpath that runs across the south edge
of the courtyard beneath a series of young apple trees. The trees are
already looking a bit gnarled. Here and there, a fruit is barely visible in
the night. To the north you can hear the running water of a fountain.

[Exits: north east south west]
A citizen of Solace is here, going about his business.

<893/969hp 425/456m 405/449mv no opponent no opponent> bloody:119 field (outside) 4am (night) s

South of the courtyard
This bend is unlike most of the others. The granite curves elegantly
from the east to north, where it opens into a courtyard. From here, you can
see dark, green grass as well as a few trees and a fountain. The cool
breeze blowing from the courtyard is rather inviting. Attached to the top
of the wall at the bend is a wrought iron lantern, cold and unlit. The way
east leads to an intersection, with the business district beyond that.

[Exits: north east]
A dwarf citizen is here, moving through the garrison.
A dwarf citizen is here, moving through the garrison.

<893/969hp 425/456m 404/449mv no opponent no opponent> bloody:118 inside (indoors) 4am (night) e

Between the business district and the courtyard
The granite here has been carved into a hallway, but no signs of tooling
show on the smooth stone. Cool air pours from the west, accompanied by the
smell of grass. To the east you can see a wooden door with a sign on it.
South of this intersection, the hallway intersects with another.

[Exits: east south west]

<893/969hp 425/456m 403/449mv no opponent no opponent> bloody:117 inside (indoors) 4am (night) e

Outside the garrison's business district
The granite here has been carved into a hallway, but no signs of tooling
show on the smooth stone. To the west you can feel the cool mountain air
flowing in from a fresh breeze. A sturdy sign hangs over the archway to
your east, marking the Business District.

[Exits: east west]
You relax your posture as your resolve fades.

<913/969hp 430/456m 449/449mv no opponent no opponent> bloody:117 inside (indoors) 5am (dawn) w

Between the business district and the courtyard
The granite here has been carved into a hallway, but no signs of tooling
show on the smooth stone. Cool air pours from the west, accompanied by the
smell of grass. To the east you can see a wooden door with a sign on it.
South of this intersection, the hallway intersects with another.

[Exits: east south west]
(Charmed) (White Aura) A white quartz tiger purrs softly here.
(White Aura) Thondolin the Holy Knight, Footman of Valour is riding on the back of a brass Asc'Liena stallion.

<913/969hp 430/456m 448/449mv no opponent no opponent> bloody:116 inside (indoors) 5am (dawn) s

Thondolin's holy fire MASSACRES you!
No way! You are still fighting!
Thondolin has some small wounds and bruises.

<844/969hp 430/456m 448/449mv shaft two_handed> bloody:120 inside (indoors) 5am (dawn) s

No way! You are still fighting!
Thondolin has some small wounds and bruises.

<844/969hp 430/456m 448/449mv shaft two_handed> bloody:120 inside (indoors) 5am (dawn) s

No way! You are still fighting!
Thondolin has some small wounds and bruises.

<844/969hp 430/456m 448/449mv shaft two_handed> bloody:120 inside (indoors) 5am (dawn) tena

You prepare your resolve and stand ready for battle.
Your wild slash DISMEMBERS Thondolin!
Your drowning MUTILATES Thondolin!
You awkwardly parry Thondolin's holy fire with a loud clang.
You dodge Thondolin's holy fire.
Thondolin has quite a few wounds.

<844/969hp 370/456m 448/449mv shaft two_handed> bloody:120 inside (indoors) 5am (dawn) rem cube
wear madness
wear shield

Thondolin's reckoning maims you!
You are pushed backward.
Thondolin has quite a few wounds.

<808/969hp 370/456m 448/449mv shaft two_handed> bloody:120 inside (indoors) 5am (dawn) overpower hobble

Thondolin's holy fire DISEMBOWELS you!
Your slash misses Thondolin.
Thondolin thrusts your drowning aside in a skillful parry.
Thondolin has quite a few wounds.

<764/969hp 370/456m 448/449mv shaft two_handed> bloody:120 inside (indoors) 5am (dawn)
Thondolin's holy fire DISMEMBERS you!
Your slash MUTILATES Thondolin!
Thondolin has quite a few wounds.

<706/969hp 370/456m 448/449mv shaft two_handed> bloody:120 inside (indoors) 5am (dawn)
You stop wielding a water cube.
Thondolin has quite a few wounds.

<706/969hp 370/456m 448/449mv shaft two_handed> bloody:120 inside (indoors) 5am (dawn)
You do not have that item.
Thondolin has quite a few wounds.

<706/969hp 370/456m 448/449mv shaft two_handed> bloody:120 inside (indoors) 5am (dawn)
You wear a huge tower shield as a shield.
Thondolin has quite a few wounds.

<706/969hp 370/456m 448/449mv shaft two_handed> bloody:120 inside (indoors) 5am (dawn)
Your muscles surge with power.
You leap forward with your weapon and attempt to hobble Thondolin.
Your hobble injures Thondolin.
Thondolin has quite a few wounds.

<706/969hp 370/456m 423/449mv shaft two_handed> bloody:120 inside (indoors) 5am (dawn)
Thondolin has fled!
Thondolin rides south on a brass Asc'Liena stallion.
A white quartz tiger walks south.

<706/969hp 370/456m 423/449mv no opponent no opponent> bloody:120 inside (indoors) 5am (dawn) s
murder $$

An intersection west of the gatehouse
The granite here has been carved into a hallway, but no signs of tooling
show on the smooth stone. Massive, steel chains can be seen through a grate
in the ceiling, shimmering with a thin layer of oil. The hall runs to the
north, before stopping and branching to the east and west. The hallway also
continues to the south, where it again forks east and west.

[Exits: north east south]
(Charmed) (White Aura) A white quartz tiger purrs softly here.
(White Aura) Thondolin the Holy Knight, Footman of Valour is riding on the back of a brass Asc'Liena stallion.

<706/969hp 370/456m 422/449mv no opponent no opponent> bloody:116 inside (indoors) 5am (dawn)
Thondolin wields a diamond studded mace.

<706/969hp 370/456m 422/449mv no opponent no opponent> bloody:115 inside (indoors) 5am (dawn)
Thondolin wields a heron-marked blade in his off-hand.
Thondolin yells 'Help! I am being attacked by Jinjarak!'
Your slash MUTILATES Thondolin!
You exploit your weapon advantage to deliver an unblockable wild attack.
Your wild slash wounds Thondolin.
Your slash maims Thondolin!
Your slash misses Thondolin.
Thondolin has quite a few wounds.

<706/969hp 370/456m 422/449mv shaft offensive> bloody:120 inside (indoors) 5am (dawn)
Thondolin's reckoning misses you.
Thondolin has quite a few wounds.

<706/969hp 370/456m 422/449mv shaft offensive> bloody:120 inside (indoors) 5am (dawn)
Your slash decimates Thondolin!
Your slash maims Thondolin!
You awkwardly parry Thondolin's wrath with a loud clang.
Thondolin's slash maims you!
Thondolin has some big nasty wounds and scratches.

<673/969hp 370/456m 422/449mv shaft offensive> bloody:120 inside (indoors) 5am (dawn) double vael
overpower bash $$

You stop wielding the blade of madness.
You stop using a huge tower shield as a shield.
You wield 'Vaelsram', the Blade of Conquerors.
'Vaelsram', the Blade of Conquerors feels like a part of you!
You tighten your grip around 'Vaelsram', the Blade of Conquerors.
Thondolin has some big nasty wounds and scratches.

<673/1019hp 370/456m 422/449mv shaft offensive> bloody:120 inside (indoors) 5am (dawn)
Your muscles surge with power.
Your bash misses Thondolin.
You fall flat on your face!
Thondolin has some big nasty wounds and scratches.

<673/1019hp 370/456m 397/449mv shaft offensive> bloody:120 inside (indoors) 5am (dawn)
Thondolin's wrath MUTILATES you!
Your cleave MUTILATES Thondolin!
Your tail wounds Thondolin.
Thondolin has some big nasty wounds and scratches.

<631/1019hp 370/456m 397/449mv shaft offensive> bloody:120 inside (indoors) 5am (dawn)
Thondolin has fled!
Thondolin rides north on a brass Asc'Liena stallion.
A white quartz tiger walks north.

<631/1019hp 370/456m 397/449mv no opponent no opponent> bloody:119 inside (indoors) 5am (dawn) n
murder $$

Between the business district and the courtyard
The granite here has been carved into a hallway, but no signs of tooling
show on the smooth stone. Cool air pours from the west, accompanied by the
smell of grass. To the east you can see a wooden door with a sign on it.
South of this intersection, the hallway intersects with another.

[Exits: east south west]

<648/1019hp 378/456m 449/449mv no opponent no opponent> bloody:115 inside (indoors) 6am (day)
They aren't here.

<648/1019hp 378/456m 449/449mv no opponent no opponent> bloody:115 inside (indoors) 6am (day) sca

You scan all around.
*** Range 3 (east) ***
Grib the banker stands here keeping a watchful eye on the treasury.
*** Range 1 (west) ***
A dwarf citizen is here, moving through the garrison.
A dwarf citizen is here, moving through the garrison.
Rimath the trader auctions 'Place yer bids! a bracelet of blood is being auctioned for 5000 gold!'

<648/1019hp 378/456m 449/449mv no opponent no opponent> bloody:114 inside (indoors) 6am (day) whe

Players near you in Solace:
<PK> Thondolin The blacksmith
<PK> Jinjarak Between the business district and the courtyard

<648/1019hp 378/456m 449/449mv no opponent no opponent> bloody:113 inside (indoors) 6am (day) w

South of the courtyard
This bend is unlike most of the others. The granite curves elegantly
from the east to north, where it opens into a courtyard. From here, you can
see dark, green grass as well as a few trees and a fountain. The cool
breeze blowing from the courtyard is rather inviting. Attached to the top
of the wall at the bend is a wrought iron lantern, cold and unlit. The way
east leads to an intersection, with the business district beyond that.

[Exits: north east]
A dwarf citizen is here, moving through the garrison.
A dwarf citizen is here, moving through the garrison.

<648/1019hp 378/456m 448/449mv no opponent no opponent> bloody:112 inside (indoors) 6am (day) w

The wall is not amused.

<648/1019hp 378/456m 448/449mv no opponent no opponent> bloody:111 inside (indoors) 6am (day) n
n

A courtyard
You are walking along a gravel footpath that runs across the south edge
of the courtyard beneath the shade of young apple trees. The trees are
already looking a bit gnarled, with new leaves unfurling from the tips of
the twigs. Here and there a fruit is just beginning to ripen. To the north
you can see a fountain.

[Exits: north east south west]
A citizen of Solace is here, going about his business.

<648/1019hp 378/456m 447/449mv no opponent no opponent> bloody:111 field (outside) 6am (day)
Center of a courtyard
You are in the center of a small, well-manicured courtyard. Around it,
young fruit trees unfurl their leaves beneath the open sky, lining the edges
of the courtyard. The grass is very dark green and quite short, due to the
lack of direct sunlight, and forms two triangular swathes divided by a
narrow trench, no wider than a foot, through which water flows quietly from
the northeast to the southwest.

[Exits: north east south west]
A dragon statue spits a stream of pure mountain spring water into the basin at its feet.

<648/1019hp 378/456m 445/449mv no opponent no opponent> bloody:110 field (outside) 6am (day) whe taurth

Taurth, the Warlord of Solace The warlord's vigil

<648/1019hp 378/456m 445/449mv no opponent no opponent> bloody:108 field (outside) 6am (day) whe blacksmith

You break your objective tracking.
Uhrig the blacksmith The blacksmith

<648/1019hp 378/456m 445/449mv no opponent no opponent> bloody:107 field (outside) 6am (day) l

Center of a courtyard
You are in the center of a small, well-manicured courtyard. Around it,
young fruit trees unfurl their leaves beneath the open sky, lining the edges
of the courtyard. The grass is very dark green and quite short, due to the
lack of direct sunlight, and forms two triangular swathes divided by a
narrow trench, no wider than a foot, through which water flows quietly from
the northeast to the southwest.

[Exits: north east south west]
A dragon statue spits a stream of pure mountain spring water into the basin at its feet.

<648/1019hp 378/456m 445/449mv no opponent no opponent> bloody:106 field (outside) 6am (day) e

A courtyard
You are on the eastern edge of a small, well-maintained courtyard. A row
of young pear trees grows along the edge of a small paved footpath that
encircles the courtyard. A stone wall is to the east, where a small wooden
door with a handwritten paper notice tacked onto it can be seen.

[Exits: north east south west]

<648/1019hp 378/456m 443/449mv no opponent no opponent> bloody:106 field (outside) 6am (day) e

Tax Collector's Office
A large, wooden desk with legs carved to look like scrolls sits in the
northeast corner of this spacious office. Organized papers create short
stacks at the corners, and a quill feather sticks straight up next to a
blown glass ink well. Some kind of beaded calculating device has been
placed on the right side for quick access. More desks and papers can be
seen to the south, and a plain wooden door opens into a courtyard to the
west.

[Exits: south west]
A large wooden desk with intricate scrollwork sits in the northeast corner of the room.
(White Aura) A scrawny little man is here, taking your hard-earned money.

<648/1019hp 378/456m 442/449mv no opponent no opponent> bloody:105 inside (indoors) 6am (day) s

The Tax Clerk's Office
Simple wooden desks are butted against each other in the center of the
room, covered in stacks of papers, scrolls, and ink wells. Comfortable
chairs have been placed at each desk to allow a relaxed working environment.
Complicated lists are posted on the walls, making no sense whatsoever to the
common citizen.

[Exits: north east]
Desks with comfortable-looking chairs have been placed throughout the room.
A tax clerk is here, rushing about the room in a flurry.

<648/1019hp 378/456m 441/449mv no opponent no opponent> bloody:104 inside (indoors) 6am (day) e

The garrison's business hall
The granite has been carved into a hallway here, but no signs of tooling
show on the smooth stone. A pole extends down from the center of the
ceiling to the floor. The arrows attached to it are branded with words
pointing to various important places. How nice of the occupants to help you
find places to spend your money...

[Exits: north east south west]
A tall pole with various arrows attached runs through the room from ceiling to floor.
(Charmed) (White Aura) A white quartz tiger purrs softly here.
(White Aura) Thondolin the Holy Knight, Footman of Valour is riding on the back of a brass Asc'Liena stallion.

<648/1019hp 378/456m 440/449mv no opponent no opponent> bloody:103 inside (indoors) 6am (day) e

Thondolin rides south on a brass Asc'Liena stallion.
A white quartz tiger walks south.
The general store
Fancy glass cases filled with assorted adventuring gear create a
half-circle around the room. Torches in the far corners sit in front of
mirrors, causing the room to be very well lit. If it is even possible, the
walls and ceiling appear even smoother in this room than they are elsewhere.
Elaborate tapestries hang on the walls, depicting various scenes, some of
nature, others of battle. A broom and dustpan rest near a door set into the
floor of the room beside a sign on the door saying, "Nobfikle only!"

[Exits: west (down)]
(White Aura) A well-dressed gnome is here, running the general store.

<648/1019hp 378/456m 439/449mv no opponent no opponent> bloody:103 inside (indoors) 6am (day) murder $$

They aren't here.

<648/1019hp 378/456m 439/449mv no opponent no opponent> bloody:102 inside (indoors) 6am (day) w
murder $$

The garrison's business hall
The granite has been carved into a hallway here, but no signs of tooling
show on the smooth stone. A pole extends down from the center of the
ceiling to the floor. The arrows attached to it are branded with words
pointing to various important places. How nice of the occupants to help you
find places to spend your money...

[Exits: north east south west]
A tall pole with various arrows attached runs through the room from ceiling to floor.

<648/1019hp 378/456m 438/449mv no opponent no opponent> bloody:102 inside (indoors) 6am (day)
They aren't here.

<648/1019hp 378/456m 438/449mv no opponent no opponent> bloody:102 inside (indoors) 6am (day) sca

You scan all around.
*** Range 2 (north) ***
(White Aura) A gruff-looking dwarf is here, selling his wares.
*** Range 1 (east) ***
(White Aura) A well-dressed gnome is here, running the general store.
*** Range 1 (south) ***
(Charmed) (White Aura) A white quartz tiger purrs softly here.
(White Aura) Thondolin the Holy Knight, Footman of Valour is riding on the back of a brass Asc'Liena stallion.
*** Range 1 (west) ***
A tax clerk is here, rushing about the room in a flurry.

<648/1019hp 378/456m 438/449mv no opponent no opponent> bloody:101 inside (indoors) 6am (day) s

The business hall's lobby
The granite here has been carved into a hallway, but no signs of tooling
show on the smooth stone. A scroll is posted on the wall showing the long
hours for the Blacksmith and General store, and the short hours (and long
lunches) of the tax collector's office. The garrison's treasury lies to the
east, while an archway frames more granite hallway continuing to the west.

[Exits: north east west]
(Charmed) (White Aura) A white quartz tiger purrs softly here.
(White Aura) Thondolin the Holy Knight, Footman of Valour is riding on the back of a brass Asc'Liena stallion.

<648/1019hp 378/456m 437/449mv no opponent no opponent> bloody:100 inside (indoors) 6am (day) murder $$

Thondolin yells 'Help! I am being attacked by Jinjarak!'
Your cleave DISEMBOWELS Thondolin!
Your charge DISMEMBERS Thondolin!
Thondolin has some big nasty wounds and scratches.

<648/1019hp 378/456m 437/449mv shaft two_handed> bloody:120 inside (indoors) 6am (day) overpower bash $$

Your cleave DISEMBOWELS Thondolin!
Your cleave DISEMBOWELS Thondolin!
Thondolin's holy fire DISMEMBERS you!
You dodge Thondolin's holy fire.
Thondolin has some big nasty wounds and scratches.

<592/1019hp 378/456m 437/449mv shaft two_handed> bloody:120 inside (indoors) 6am (day)
Thondolin closes his eyes momentarily.
Thondolin has some big nasty wounds and scratches.

<592/1019hp 378/456m 437/449mv shaft two_handed> bloody:120 inside (indoors) 6am (day)
Your muscles surge with power.
You slam into Thondolin, knocking him from the back of his mount!
Your bash mauls Thondolin.
Thondolin has some big nasty wounds and scratches.

<592/1019hp 378/456m 412/449mv shaft two_handed> bloody:120 inside (indoors) 6am (day) overpower bash $$

Your cleave DISMEMBERS Thondolin!
Your charge MUTILATES Thondolin!
Your thrust MASSACRES Thondolin!
You manage to dodge Thondolin's holy fire with a lot of effort.
You block Thondolin's attack and attempt to strike at the brief opening.
Your riposte wounds Thondolin.
Thondolin looks pretty hurt.

<592/1019hp 378/456m 412/449mv shaft two_handed> bloody:120 inside (indoors) 6am (day)
Thondolin looks less wobbly on his feet.
Thondolin looks pretty hurt.

<592/1019hp 378/456m 412/449mv shaft two_handed> bloody:120 inside (indoors) 6am (day)
Thondolin has fled!
Thondolin limps north.
A white quartz tiger walks north.

<592/1019hp 378/456m 412/449mv no opponent no opponent> bloody:120 inside (indoors) 6am (day) n
murder $$

They aren't here.

<592/1019hp 378/456m 387/449mv no opponent no opponent> bloody:119 inside (indoors) 6am (day)
The garrison's business hall
The granite has been carved into a hallway here, but no signs of tooling
show on the smooth stone. A pole extends down from the center of the
ceiling to the floor. The arrows attached to it are branded with words
pointing to various important places. How nice of the occupants to help you
find places to spend your money...

[Exits: north east south west]
A tall pole with various arrows attached runs through the room from ceiling to floor.

<592/1019hp 378/456m 386/449mv no opponent no opponent> bloody:119 inside (indoors) 6am (day) n

They aren't here.

<592/1019hp 378/456m 386/449mv no opponent no opponent> bloody:118 inside (indoors) 6am (day)
Outside the forge
The granite here has been carved into a hallway, but no signs of tooling
show on the smooth stone. The smell of hot metal lingers in this room and
seems to be coming from the north, where the hallway opens into a shop
filled with weapons and armor. The hallway also runs to the south, where it
splits into other corridors.

[Exits: north east south]

<592/1019hp 378/456m 385/449mv no opponent no opponent> bloody:118 inside (indoors) 6am (day) sca
murder $$

You scan all around.
*** Range 1 (north) ***
(White Aura) A gruff-looking dwarf is here, selling his wares.
*** Range 1 (east) ***
(White Aura) A slender half-elf waits to attend customers.
*** Range 2 (south) ***
A beautiful stallion with a shining brass coat grazes nearby.

<592/1019hp 378/456m 385/449mv no opponent no opponent> bloody:117 inside (indoors) 6am (day)
They aren't here.

<592/1019hp 378/456m 385/449mv no opponent no opponent> bloody:117 inside (indoors) 6am (day) s

The garrison's business hall
The granite has been carved into a hallway here, but no signs of tooling
show on the smooth stone. A pole extends down from the center of the
ceiling to the floor. The arrows attached to it are branded with words
pointing to various important places. How nice of the occupants to help you
find places to spend your money...

[Exits: north east south west]
A tall pole with various arrows attached runs through the room from ceiling to floor.

<592/1019hp 378/456m 384/449mv no opponent no opponent> bloody:116 inside (indoors) 6am (day) whe

You break your objective tracking.
Players near you in Solace:
<PK> Thondolin North of the courtyard
<PK> Jinjarak The garrison's business hall

<592/1019hp 378/456m 384/449mv no opponent no opponent> bloody:116 inside (indoors) 6am (day) n

Outside the forge
The granite here has been carved into a hallway, but no signs of tooling
show on the smooth stone. The smell of hot metal lingers in this room and
seems to be coming from the north, where the hallway opens into a shop
filled with weapons and armor. The hallway also runs to the south, where it
splits into other corridors.

[Exits: north east south]

<618/1019hp 385/456m 448/449mv no opponent no opponent> bloody:114 inside (indoors) 7am (day) s

The garrison's business hall
The granite has been carved into a hallway here, but no signs of tooling
show on the smooth stone. A pole extends down from the center of the
ceiling to the floor. The arrows attached to it are branded with words
pointing to various important places. How nice of the occupants to help you
find places to spend your money...

[Exits: north east south west]
A tall pole with various arrows attached runs through the room from ceiling to floor.

<618/1019hp 385/456m 447/449mv no opponent no opponent> bloody:114 inside (indoors) 7am (day) w
w
w

The Tax Clerk's Office
Simple wooden desks are butted against each other in the center of the
room, covered in stacks of papers, scrolls, and ink wells. Comfortable
chairs have been placed at each desk to allow a relaxed working environment.
Complicated lists are posted on the walls, making no sense whatsoever to the
common citizen.

[Exits: north east]
Desks with comfortable-looking chairs have been placed throughout the room.
A tax clerk is here, rushing about the room in a flurry.

<618/1019hp 385/456m 446/449mv no opponent no opponent> bloody:113 inside (indoors) 7am (day) whe

You get a good look at the tax lists as you ram into the wall.

<618/1019hp 385/456m 446/449mv no opponent no opponent> bloody:113 inside (indoors) 7am (day)
You get a good look at the tax lists as you ram into the wall.
Rimath the trader auctions 'Place yer bids! a bracelet of blood is being auctioned for 5000 gold!'

<618/1019hp 385/456m 446/449mv no opponent no opponent> bloody:113 inside (indoors) 7am (day)
Players near you in Solace:
<PK> Thondolin The north landing
<PK> Jinjarak The Tax Clerk's Office

<618/1019hp 385/456m 446/449mv no opponent no opponent> bloody:112 inside (indoors) 7am (day) n

Tax Collector's Office
A large, wooden desk with legs carved to look like scrolls sits in the
northeast corner of this spacious office. Organized papers create short
stacks at the corners, and a quill feather sticks straight up next to a
blown glass ink well. Some kind of beaded calculating device has been
placed on the right side for quick access. More desks and papers can be
seen to the south, and a plain wooden door opens into a courtyard to the
west.

[Exits: south west]
A large wooden desk with intricate scrollwork sits in the northeast corner of the room.
(White Aura) A scrawny little man is here, taking your hard-earned money.

<618/1019hp 385/456m 445/449mv no opponent no opponent> bloody:112 inside (indoors) 7am (day) w
w

A courtyard
You are on the eastern edge of a small, well-maintained courtyard. A row
of young pear trees grows along the edge of a small paved footpath that
encircles the courtyard. A stone wall is to the east, where a small wooden
door with a handwritten paper notice tacked onto it can be seen.

[Exits: north east south west]

<618/1019hp 385/456m 444/449mv no opponent no opponent> bloody:112 field (outside) 7am (day)
Center of a courtyard
You are in the center of a small, well-manicured courtyard. Around it,
young fruit trees unfurl their leaves beneath the open sky, lining the edges
of the courtyard. The grass is very dark green and quite short, due to the
lack of direct sunlight, and forms two triangular swathes divided by a
narrow trench, no wider than a foot, through which water flows quietly from
the northeast to the southwest.

[Exits: north east south west]
A dragon statue spits a stream of pure mountain spring water into the basin at its feet.

<618/1019hp 385/456m 442/449mv no opponent no opponent> bloody:111 field (outside) 7am (day) n

A courtyard
You are standing at the north edge of the courtyard. To the south,
through a row of young fig trees, you can see a magnificent fountain shaped
like a dragon, surrounded by rows of fruit trees. Soft grass peters away to
bare ground for a few paces in front of the archway into the Garrison to the
north.

[Exits: north east south west]

<618/1019hp 385/456m 440/449mv no opponent no opponent> bloody:111 field (outside) 7am (day) n
n
murder $$

North of the courtyard
The dark corridor ends here with an open archway leading south into a
courtyard. Small winged insects play in the light that filters in from the
south. You can see a tapestry on the wall to the west, partially hidden in
shadow, with the image of a kneeling draconian crushed under the weight of a
massive shield.

[Exits: east south]

<618/1019hp 385/456m 439/449mv no opponent no opponent> bloody:110 inside (indoors) 7am (day) sca

The wall feels unsurprisingly stony.

<618/1019hp 385/456m 439/449mv no opponent no opponent> bloody:110 inside (indoors) 7am (day)
They aren't here.

<618/1019hp 385/456m 439/449mv no opponent no opponent> bloody:109 inside (indoors) 7am (day)
You scan all around.
*** Range 3 (south) ***
A dwarf citizen is here, moving through the garrison.
A citizen of Solace is here, going about his business.
*** Range 4 (south) ***
A dwarf citizen is here, moving through the garrison.

<618/1019hp 385/456m 439/449mv no opponent no opponent> bloody:109 inside (indoors) 7am (day) e

Outside the portal room
This part of the hallway is curiously dark, as it appears the builders of
the fortress forgot to put some sconces in. Or perhaps they did it on
purpose? You can see an entryway to the north, through which something
bluish can be seen pulsating on the floor.

[Exits: north east west]

<618/1019hp 385/456m 438/449mv no opponent no opponent> bloody:109 inside (indoors) 7am (day) e
e

Approaching the grand staircase
The northern part of the garrison has been built around the grand
staircase that connects the main floor of the garrison to the offices above.
The impressive staircase to the north is so vast that it appears, at least
from this angle, to be a silver-scaled dragon climbing the garrison's wall.
A hallway lies to the east, and a darker room can be seen to the west.

[Exits: north east west]

<618/1019hp 385/456m 437/449mv no opponent no opponent> bloody:108 inside (indoors) 7am (day)
A bend in the hall
You've reached a bend in the small connecting hallway that joins the
northeastern sections of the garrison. Like the major hallways, the walls
are smooth and perfectly formed here. For some reason, a small potted plant
has been placed in the southeast corner of the hall here. A bit of white
light shines in from the north, and the hallway continues to the west.

[Exits: north west]
A potted plant wilts quietly in the corner.

<618/1019hp 385/456m 436/449mv no opponent no opponent> bloody:108 inside (indoors) 7am (day) sca

You scan all around.

<618/1019hp 385/456m 436/449mv no opponent no opponent> bloody:107 inside (indoors) 7am (day) whe

Players near you in Solace:
<PK> Thondolin Inside the east wall
<PK> Jinjarak A bend in the hall

<618/1019hp 385/456m 436/449mv no opponent no opponent> bloody:107 inside (indoors) 7am (day) n

The Hall of Integrity
This hallway of cool granite is bathed in a resplendent white light. The
stone itself is smooth and shows no signs of tooling, but would likely be
lackluster and matte in appearance if it were not for the white globes
lining both sides of the hall above eye level. Long tasseled banners hang
across the hallway, providing a glimpse of the past. More white globes line
the hall to the east, and a bend leads to the south.

[Exits: east south]

<618/1019hp 385/456m 435/449mv no opponent no opponent> bloody:106 inside (indoors) 7am (day) n

A globe of white light quivers as your face smashes into the wall just below it.

<618/1019hp 385/456m 435/449mv no opponent no opponent> bloody:105 inside (indoors) 7am (day) e

The Hall of Integrity
This hallway of cool granite is bathed in a resplendent white light. The
stone itself is smooth and shows no signs of tooling, but would likely be
lackluster and matte in appearance if it were not for the white globes
lining both sides of the hall above eye level. Long tasseled banners hang
across the hallway, providing a glimpse of the past. More white globes line
the hall to the east and west.

[Exits: east west]

<618/1019hp 385/456m 434/449mv no opponent no opponent> bloody:105 inside (indoors) 7am (day) e
e
e

The Hall of Integrity
This hallway of cool granite is bathed in a resplendent white light. The
stone itself is smooth and shows no signs of tooling, but would likely be
lackluster and matte in appearance if it were not for the white globes
lining both sides of the hall above eye level. Long tasseled banners hang
across the hallway, providing a glimpse of the past. More white globes line
the hall to the east and west.

[Exits: east west]

<618/1019hp 385/456m 433/449mv no opponent no opponent> bloody:105 inside (indoors) 7am (day) e

The Hall of Integrity
This hallway of cool granite is bathed in a resplendent white light. The
stone itself is smooth and shows no signs of tooling, but would likely be
lackluster and matte in appearance if it were not for the white globes
lining both sides of the hall above eye level. Long tasseled banners hang
across the hallway, providing a glimpse of the past. More white globes line
the hall to the east and west, while a bright, but flickering, orange light
creeps in from the branch to the south.

[Exits: east south west]

<618/1019hp 385/456m 432/449mv no opponent no opponent> bloody:104 inside (indoors) 7am (day) e
e

The Hall of Integrity
This hallway of cool granite is bathed in a resplendent white light. The
stone itself is smooth and shows no signs of tooling, but would likely be
lackluster and matte in appearance if it were not for the white globes
lining both sides of the hall above eye level. Long tasseled banners hang
across the hallway, providing a glimpse of the past. More white globes line
the hall to the west, and the hallway reaches the base of the northeast
tower to the east.

[Exits: east west]

<618/1019hp 385/456m 431/449mv no opponent no opponent> bloody:104 inside (indoors) 7am (day)
Northeast Tower
You stand at the base of the garrison's northeast tower, literally a
cornerstone of Solace's fortifications. The thick granite walls have been
reinfored here to withstand any attack, whether it be soldiers, siege
weapons, or dragons. The tower itself rises above you, encapsulating a
wide, spiralling stairway. A brown glow from the corridor to the south
lights part of the tower's base, while a blast of white light pours out of
the hallway to the west.

[Exits: south west up]

<618/1019hp 385/456m 430/449mv no opponent no opponent> bloody:103 inside (indoors) 7am (day)
You smack into the northeast tower.

<618/1019hp 385/456m 430/449mv no opponent no opponent> bloody:103 inside (indoors) 7am (day) s

You smack into the northeast tower.

<618/1019hp 385/456m 430/449mv no opponent no opponent> bloody:102 inside (indoors) 7am (day) s

The Corridor of Equity
A granite corridor runs north to south along the garrison's east wall.
The stone is smooth and well-cut, showing no signs of tooling. The dull
glow of a hundred candles combine to fill the corridor in a surprisingly
adequate brown-tinted light. Long tasseled banners hang across the
corridor, which continues southward. In the other direction, the corridor
reaches the base of the northeast tower to the north.

[Exits: north south]

<618/1019hp 385/456m 429/449mv no opponent no opponent> bloody:102 inside (indoors) 7am (day) s

The Corridor of Equity
A granite corridor runs north to south along the garrison's east wall.
The stone is smooth and well-cut, showing no signs of tooling. The dull
glow of a hundred candles combine to fill the corridor in a surprisingly
adequate brown-tinted light. Long tasseled banners hang across the
corridor. More tiny candles light the corridor to the north and south.

[Exits: north south]

<618/1019hp 385/456m 428/449mv no opponent no opponent> bloody:102 inside (indoors) 7am (day)
The Corridor of Equity
A granite corridor runs north to south along the garrison's east wall.
The stone is smooth and well-cut, showing no signs of tooling. The dull
glow of a hundred candles combine to fill the corridor in a surprisingly
adequate brown-tinted light. Long tasseled banners hang across the
corridor, which continues northward. The corridor bends to the west, where
the sound of clanging metal can be heard.

[Exits: north west]

<618/1019hp 385/456m 427/449mv no opponent no opponent> bloody:101 inside (indoors) 7am (day) w

Outside the Barracks
The seemingly constant clanging noise of combat training that rings out
from the north is accompanied by frequent yelling and shouting as the guards
struggle to improve their combat prowess. The Corridor of Equity lies to
the east, and the south passage branches into various parts of the garrison.
A wooden sign is attached to the west wall.

[Exits: north east south]

<618/1019hp 385/456m 426/449mv no opponent no opponent> bloody:100 inside (indoors) 7am (day) w

You headbutt the wooden sign, but it's still there.

<618/1019hp 385/456m 426/449mv no opponent no opponent> bloody:100 inside (indoors) 7am (day) s
s

An intersection outside the mess hall
This intersection is full of various things that fill your senses. A
slight musty smell drifts from the trapdoor directly underneath your feet,
while the delicious smell of slow-roasting meat reaches you from the south.
Sounds of clanging metal and loud voices can be heard to the north. East
leads to the Corridor of Courage and west to the Corridor of Independence.

[Exits: north east south west (down)]

<618/1019hp 385/456m 425/449mv no opponent no opponent> bloody:99 inside (indoors) 7am (day) s
s

The mess hall
A massive hall for dining has been set up here. Long, wooden tables have
been butted up against each other, forming five lengthy rows. Worn, wooden
stools line each side of the tables. The west wall has a large, open
partition displaying row after row of food on a wide shelf running its
entire length. Through the opening, you can see the bustle of the
garrison's kitchen in full swing. Various parts of the garrison can be
reached through hallways to the north.

[Exits: north west]
Several long dining tables line the center of the room.
A guardsman of Solace is sitting at a long dining table.
A guardsman of Solace is sitting at a long dining table.
A guardsman of Solace is sitting at a long dining table.

<618/1019hp 385/456m 424/449mv no opponent no opponent> bloody:99 inside (indoors) 7am (day)
There is no food to eat on the south wall.

<618/1019hp 385/456m 424/449mv no opponent no opponent> bloody:98 inside (indoors) 7am (day) whe

There is no food to eat on the south wall.

<618/1019hp 385/456m 424/449mv no opponent no opponent> bloody:98 inside (indoors) 7am (day)
Players near you in Solace:
<PK> Thondolin Inside the north wall
<PK> Jinjarak The mess hall

<618/1019hp 385/456m 424/449mv no opponent no opponent> bloody:98 inside (indoors) 7am (day) n

An intersection outside the mess hall
This intersection is full of various things that fill your senses. A
slight musty smell drifts from the trapdoor directly underneath your feet,
while the delicious smell of slow-roasting meat reaches you from the south.
Sounds of clanging metal and loud voices can be heard to the north. East
leads to the Corridor of Courage and west to the Corridor of Independence.

[Exits: north east south west (down)]

<618/1019hp 385/456m 423/449mv no opponent no opponent> bloody:97 inside (indoors) 7am (day) e

The Corridor of Courage
A warm granite corridor runs north to south along the south portion of
the garrison's east wall. The stone itself shows none of the usual signs of
tooling, and is smoother than one might expect in a work of this size. A
crimson glow pours out of the cubical porcelain braziers lining the
corridor, giving the walkway a dangerous feel. Long tasseled banners hang
are draped across the corridor, which continues southward. The corridor
bends to the west and leads toward the sound of soldiers.

[Exits: south west]
A dwarf citizen is here, moving through the garrison.

<618/1019hp 385/456m 422/449mv no opponent no opponent> bloody:96 inside (indoors) 7am (day) e

You run into the garrison's eastern wall.

<618/1019hp 385/456m 422/449mv no opponent no opponent> bloody:96 inside (indoors) 7am (day) whe

Players near you in Solace:
<PK> Thondolin Inside the north wall
<PK> Jinjarak The Corridor of Courage

<618/1019hp 385/456m 422/449mv no opponent no opponent> bloody:95 inside (indoors) 7am (day) s
s

The Corridor of Courage
A warm granite corridor runs north to south along the south portion of
the garrison's east wall. The stone itself shows none of the usual signs of
tooling, and is smoother than one might expect in a work of this size. A
crimson glow pours out of the cubical porcelain braziers lining the
corridor, giving the walkway a dangerous feel. Long tasseled banners hang
are draped across the corridor, which continues north and south.

[Exits: north south]

<618/1019hp 385/456m 421/449mv no opponent no opponent> bloody:95 inside (indoors) 7am (day)
The Corridor of Courage
A warm granite corridor runs north to south along the south portion of
the garrison's east wall. The stone itself shows none of the usual signs of
tooling, and is smoother than one might expect in a work of this size. A
crimson glow pours out of the cubical porcelain braziers lining the
corridor, giving the walkway a dangerous feel. Long tasseled banners hang
are draped across the corridor, which continues northward. In the other
direction, the corridor reaches the base of the southeast tower to the
south.

[Exits: north south]
A female citizen of Solace is here, going about her errands.

<618/1019hp 385/456m 420/449mv no opponent no opponent> bloody:94 inside (indoors) 7am (day) track

You try inspecting the ground for some tracks.

<618/1019hp 385/456m 420/449mv no opponent no opponent> bloody:94 inside (indoors) 7am (day) n

The trail is cold here.

<618/1019hp 385/456m 420/449mv no opponent no opponent> bloody:92 inside (indoors) 7am (day)
The Corridor of Courage
A warm granite corridor runs north to south along the south portion of
the garrison's east wall. The stone itself shows none of the usual signs of
tooling, and is smoother than one might expect in a work of this size. A
crimson glow pours out of the cubical porcelain braziers lining the
corridor, giving the walkway a dangerous feel. Long tasseled banners hang
are draped across the corridor, which continues north and south.

[Exits: north south]

<618/1019hp 385/456m 419/449mv no opponent no opponent> bloody:92 inside (indoors) 7am (day) n
n

The Corridor of Courage
A warm granite corridor runs north to south along the south portion of
the garrison's east wall. The stone itself shows none of the usual signs of
tooling, and is smoother than one might expect in a work of this size. A
crimson glow pours out of the cubical porcelain braziers lining the
corridor, giving the walkway a dangerous feel. Long tasseled banners hang
are draped across the corridor, which continues southward. The corridor
bends to the west and leads toward the sound of soldiers.

[Exits: south west]
A dwarf citizen is here, moving through the garrison.

<618/1019hp 385/456m 418/449mv no opponent no opponent> bloody:91 inside (indoors) 7am (day) whe

You smack your head against the northern wall.

<618/1019hp 385/456m 418/449mv no opponent no opponent> bloody:91 inside (indoors) 7am (day)
Players near you in Solace:
<PK> Thondolin A crack in the north wall
<PK> Jinjarak The Corridor of Courage

<618/1019hp 385/456m 418/449mv no opponent no opponent> bloody:90 inside (indoors) 7am (day) w

An intersection outside the mess hall
This intersection is full of various things that fill your senses. A
slight musty smell drifts from the trapdoor directly underneath your feet,
while the delicious smell of slow-roasting meat reaches you from the south.
Sounds of clanging metal and loud voices can be heard to the north. East
leads to the Corridor of Courage and west to the Corridor of Independence.

[Exits: north east south west (down)]

<618/1019hp 385/456m 417/449mv no opponent no opponent> bloody:90 inside (indoors) 7am (day) w

The Corridor of Independence
You've arrived at the south end of the granite corridor cuts through the
garrison's center. The stone is smooth and well-cut, showing no signs of
tooling. The hall is filled with a flickering orange light, pouring forth
from somewhere to the north. Long tasseled banners are draped across the
corridor, which extends to the north. The sounds of bustling activity reach
you from the east, and another path through the garrison branches off to the
west.

[Exits: north east west]

<618/1019hp 385/456m 416/449mv no opponent no opponent> bloody:90 inside (indoors) 7am (day) n

The Corridor of Independence
This granite corridor cuts north to south through the garrison's center.
The stone is smooth and well-cut, showing no signs of tooling. The hall is
filled with a flickering orange light, pouring forth from somewhere to the
north. Long tasseled banners are draped across the corridor, which
continues southward. The corridor continues to the north and south.

[Exits: north south]

<618/1019hp 385/456m 415/449mv no opponent no opponent> bloody:89 inside (indoors) 7am (day) n

The Corridor of Independence
This granite corridor cuts north to south through the garrison's center.
The stone is smooth and well-cut, showing no signs of tooling. The hall is
filled with a flickering orange light, pouring forth from a lone candle on
the east wall. Long tasseled banners are draped across the corridor, which
continues southward. The corridor continues to the north and south.

[Exits: north south]

<618/1019hp 385/456m 414/449mv no opponent no opponent> bloody:89 inside (indoors) 7am (day) n
n

The Corridor of Independence
This granite corridor cuts north to south through the garrison's center.
The stone is smooth and well-cut, showing no signs of tooling. The hallway
is filled with a flickering orange light, pouring forth from somewhere to
the south. Long tasseled banners are draped across the corridor, which
continues southward. To the north, the corridor meets an east-west hallway
bathed in white light.

[Exits: north south]

<618/1019hp 385/456m 413/449mv no opponent no opponent> bloody:88 inside (indoors) 7am (day) n

The Hall of Integrity
This hallway of cool granite is bathed in a resplendent white light. The
stone itself is smooth and shows no signs of tooling, but would likely be
lackluster and matte in appearance if it were not for the white globes
lining both sides of the hall above eye level. Long tasseled banners hang
across the hallway, providing a glimpse of the past. More white globes line
the hall to the east and west, while a bright, but flickering, orange light
creeps in from the branch to the south.

[Exits: east south west]

<618/1019hp 385/456m 412/449mv no opponent no opponent> bloody:87 inside (indoors) 7am (day)
You almost run into the north wall, but catch yourself just in time.

<618/1019hp 385/456m 412/449mv no opponent no opponent> bloody:87 inside (indoors) 7am (day) w

The Hall of Integrity
This hallway of cool granite is bathed in a resplendent white light. The
stone itself is smooth and shows no signs of tooling, but would likely be
lackluster and matte in appearance if it were not for the white globes
lining both sides of the hall above eye level. Long tasseled banners hang
across the hallway, providing a glimpse of the past. More white globes line
the hall to the east and west.

[Exits: east west]

<618/1019hp 385/456m 411/449mv no opponent no opponent> bloody:87 inside (indoors) 7am (day) w

The Hall of Integrity
This hallway of cool granite is bathed in a resplendent white light. The
stone itself is smooth and shows no signs of tooling, but would likely be
lackluster and matte in appearance if it were not for the white globes
lining both sides of the hall above eye level. Long tasseled banners hang
across the hallway, providing a glimpse of the past. More white globes line
the hall to the east and west.

[Exits: east west]

<642/1019hp 391/456m 448/449mv no opponent no opponent> bloody:86 inside (indoors) 8am (day) w

The Hall of Integrity
This hallway of cool granite is bathed in a resplendent white light. The
stone itself is smooth and shows no signs of tooling, but would likely be
lackluster and matte in appearance if it were not for the white globes
lining both sides of the hall above eye level. Long tasseled banners hang
across the hallway, providing a glimpse of the past. More white globes line
the hall to the east, and a bend leads to the south.

[Exits: east south]

<642/1019hp 391/456m 447/449mv no opponent no opponent> bloody:86 inside (indoors) 8am (day) w

The feel of the cool stone on your forehead is comforting until you see the blood.

<642/1019hp 391/456m 447/449mv no opponent no opponent> bloody:85 inside (indoors) 8am (day) s

A bend in the hall
You've reached a bend in the small connecting hallway that joins the
northeastern sections of the garrison. Like the major hallways, the walls
are smooth and perfectly formed here. For some reason, a small potted plant
has been placed in the southeast corner of the hall here. A bit of white
light shines in from the north, and the hallway continues to the west.

[Exits: north west]
A potted plant wilts quietly in the corner.

<642/1019hp 391/456m 446/449mv no opponent no opponent> bloody:85 inside (indoors) 8am (day) w

Approaching the grand staircase
The northern part of the garrison has been built around the grand
staircase that connects the main floor of the garrison to the offices above.
The impressive staircase to the north is so vast that it appears, at least
from this angle, to be a silver-scaled dragon climbing the garrison's wall.
A hallway lies to the east, and a darker room can be seen to the west.

[Exits: north east west]

<642/1019hp 391/456m 445/449mv no opponent no opponent> bloody:84 inside (indoors) 8am (day) w

Outside the portal room
This part of the hallway is curiously dark, as it appears the builders of
the fortress forgot to put some sconces in. Or perhaps they did it on
purpose? You can see an entryway to the north, through which something
bluish can be seen pulsating on the floor.

[Exits: north east west]

<642/1019hp 391/456m 444/449mv no opponent no opponent> bloody:84 inside (indoors) 8am (day) n

The portal room
This room is unlit, save for a faint bluish glow coming from the nexus
that pulses here. Two concentric circles have been etched into the granite
floor. Between them, a series of faintly glowing runes are intertwined in
an undulating pattern. A feeling of electricity hums through the air,
raising the hair on the back of your neck, and a sharp, unidentifiable scent
lingers in the air.

[Exits: south]
A mass of energy swirls above the granite floor, forming a nexus.
A young recruit is here, eager to prove himself.
An overdressed magus is here, observing the nexus.

<642/1019hp 391/456m 443/449mv no opponent no opponent> bloody:82 inside (indoors) 8am (day) n

You take advantage of the light from the nexus to make a shadow puppet on the wall.

<642/1019hp 391/456m 443/449mv no opponent no opponent> bloody:81 inside (indoors) 8am (day) s

Outside the portal room
This part of the hallway is curiously dark, as it appears the builders of
the fortress forgot to put some sconces in. Or perhaps they did it on
purpose? You can see an entryway to the north, through which something
bluish can be seen pulsating on the floor.

[Exits: north east west]

<642/1019hp 391/456m 442/449mv no opponent no opponent> bloody:81 inside (indoors) 8am (day) e
e

Approaching the grand staircase
The northern part of the garrison has been built around the grand
staircase that connects the main floor of the garrison to the offices above.
The impressive staircase to the north is so vast that it appears, at least
from this angle, to be a silver-scaled dragon climbing the garrison's wall.
A hallway lies to the east, and a darker room can be seen to the west.

[Exits: north east west]

<642/1019hp 391/456m 441/449mv no opponent no opponent> bloody:80 inside (indoors) 8am (day)
A bend in the hall
You've reached a bend in the small connecting hallway that joins the
northeastern sections of the garrison. Like the major hallways, the walls
are smooth and perfectly formed here. For some reason, a small potted plant
has been placed in the southeast corner of the hall here. A bit of white
light shines in from the north, and the hallway continues to the west.

[Exits: north west]
A potted plant wilts quietly in the corner.

<642/1019hp 391/456m 440/449mv no opponent no opponent> bloody:80 inside (indoors) 8am (day) n
n

The Hall of Integrity
This hallway of cool granite is bathed in a resplendent white light. The
stone itself is smooth and shows no signs of tooling, but would likely be
lackluster and matte in appearance if it were not for the white globes
lining both sides of the hall above eye level. Long tasseled banners hang
across the hallway, providing a glimpse of the past. More white globes line
the hall to the east, and a bend leads to the south.

[Exits: east south]

<642/1019hp 391/456m 439/449mv no opponent no opponent> bloody:79 inside (indoors) 8am (day)
A globe of white light quivers as your face smashes into the wall just below it.

<642/1019hp 391/456m 439/449mv no opponent no opponent> bloody:79 inside (indoors) 8am (day) e
e

The Hall of Integrity
This hallway of cool granite is bathed in a resplendent white light. The
stone itself is smooth and shows no signs of tooling, but would likely be
lackluster and matte in appearance if it were not for the white globes
lining both sides of the hall above eye level. Long tasseled banners hang
across the hallway, providing a glimpse of the past. More white globes line
the hall to the east and west.

[Exits: east west]

<642/1019hp 391/456m 438/449mv no opponent no opponent> bloody:78 inside (indoors) 8am (day)
The Hall of Integrity
This hallway of cool granite is bathed in a resplendent white light. The
stone itself is smooth and shows no signs of tooling, but would likely be
lackluster and matte in appearance if it were not for the white globes
lining both sides of the hall above eye level. Long tasseled banners hang
across the hallway, providing a glimpse of the past. More white globes line
the hall to the east and west.

[Exits: east west]

<642/1019hp 391/456m 437/449mv no opponent no opponent> bloody:78 inside (indoors) 8am (day) n
e
e

The northern wall is quite solid.

<642/1019hp 391/456m 437/449mv no opponent no opponent> bloody:77 inside (indoors) 8am (day)
The Hall of Integrity
This hallway of cool granite is bathed in a resplendent white light. The
stone itself is smooth and shows no signs of tooling, but would likely be
lackluster and matte in appearance if it were not for the white globes
lining both sides of the hall above eye level. Long tasseled banners hang
across the hallway, providing a glimpse of the past. More white globes line
the hall to the east and west, while a bright, but flickering, orange light
creeps in from the branch to the south.

[Exits: east south west]

<642/1019hp 391/456m 436/449mv no opponent no opponent> bloody:77 inside (indoors) 8am (day)
The Hall of Integrity
This hallway of cool granite is bathed in a resplendent white light. The
stone itself is smooth and shows no signs of tooling, but would likely be
lackluster and matte in appearance if it were not for the white globes
lining both sides of the hall above eye level. Long tasseled banners hang
across the hallway, providing a glimpse of the past. More white globes line
the hall to the west, and the hallway reaches the base of the northeast
tower to the east.

[Exits: east west]

<642/1019hp 391/456m 435/449mv no opponent no opponent> bloody:77 inside (indoors) 8am (day) n

There's no getting around the fact that you just walked into a wall of solid granite.

<642/1019hp 391/456m 435/449mv no opponent no opponent> bloody:76 inside (indoors) 8am (day) e

Northeast Tower
You stand at the base of the garrison's northeast tower, literally a
cornerstone of Solace's fortifications. The thick granite walls have been
reinfored here to withstand any attack, whether it be soldiers, siege
weapons, or dragons. The tower itself rises above you, encapsulating a
wide, spiralling stairway. A brown glow from the corridor to the south
lights part of the tower's base, while a blast of white light pours out of
the hallway to the west.

[Exits: south west up]

<642/1019hp 391/456m 434/449mv no opponent no opponent> bloody:76 inside (indoors) 8am (day) e

You smack into the northeast tower.

<642/1019hp 391/456m 434/449mv no opponent no opponent> bloody:75 inside (indoors) 8am (day) u

Northeast Tower
You are inside the garrison's northeast tower, literally a cornerstone of
Solace's fortifications. The thick granite walls have been reinfored here
to withstand any attack, whether it be soldiers, siege weapons, or dragons.
The tower itself extends above and below, encapsulating a wide, spiralling
stairway. Openings to the west and south lead into passageways that cut
through the garrison walls.

[Exits: south west up down]

<642/1019hp 391/456m 433/449mv no opponent no opponent> bloody:75 inside (indoors) 8am (day) w

Inside the north wall
You are inside the north wall of the garrison. The narrow passgage
through has been designed to look as if it had been pieced together by a
series of large stones, rather than cut out of a mountain. This part of
the garrison is not well traveled, so interior decorating has been waived
to accomodate functionality. A very plain sconce holds a torch on the wall.
The passageway continues to the west and the northeast tower lies to the
east.

[Exits: east west]

<642/1019hp 391/456m 432/449mv no opponent no opponent> bloody:74 inside (indoors) 8am (day) w

Inside the north wall
You are inside the north wall of the garrison. The narrow passgage
through has been designed to look as if it had been pieced together by a
series of large stones, rather than cut out of a mountain. This part of
the garrison is not well traveled, so interior decorating has been waived
to accomodate functionality. A very plain sconce holds a torch on the wall.
The passageway continues to the east and west.

[Exits: east west]

<642/1019hp 391/456m 431/449mv no opponent no opponent> bloody:73 inside (indoors) 8am (day) w

Inside the north wall
You are inside the north wall of the garrison. The narrow passgage
through has been designed to look as if it had been pieced together by a
series of large stones, rather than cut out of a mountain. This part of the
garrison is not well traveled, so interior decorating has been waived to
accomodate functionality. A very plain sconce holds a torch on the northern
wall near a suspiciously large crack. The passageway continues to the east
and west.

[Exits: north east west]

<642/1019hp 391/456m 430/449mv no opponent no opponent> bloody:72 inside (indoors) 8am (day) sca

You scan all around.

<642/1019hp 391/456m 430/449mv no opponent no opponent> bloody:71 inside (indoors) 8am (day) whe

Players near you in Solace:
<PK> Thondolin Base of the grand staircase
<PK> Jinjarak Inside the north wall

<642/1019hp 391/456m 430/449mv no opponent no opponent> bloody:71 inside (indoors) 8am (day) w

A bend in the north wall
You are inside the north wall of the garrison. The narrow passgage
through has been designed to look as if it had been pieced together by a
series of large stones, rather than cut out of a mountain. This part of
the garrison is not well traveled, so interior decorating has been waived
to accomodate functionality. A very plain sconce holds a torch on the wall.
The passageway continues to the east and bends to the south.

[Exits: east south]

<642/1019hp 391/456m 429/449mv no opponent no opponent> bloody:69 inside (indoors) 8am (day) w
w
w

The walls are quite thick here. There's no way through them.

<642/1019hp 391/456m 429/449mv no opponent no opponent> bloody:69 inside (indoors) 8am (day)
The walls are quite thick here. There's no way through them.

<642/1019hp 391/456m 429/449mv no opponent no opponent> bloody:69 inside (indoors) 8am (day) s

The walls are quite thick here. There's no way through them.

<642/1019hp 391/456m 429/449mv no opponent no opponent> bloody:68 inside (indoors) 8am (day) s

A bend in the north wall
You are inside the north wall of the garrison. The narrow passgage
through has been designed to look as if it had been pieced together by a
series of large stones, rather than cut out of a mountain. This part of
the garrison is not well traveled, so interior decorating has been waived
to accomodate functionality. A very plain sconce holds a torch on the wall.
The north landing is to the west and the passageway bends to the north.

[Exits: north west]

<642/1019hp 391/456m 428/449mv no opponent no opponent> bloody:68 inside (indoors) 8am (day) s

The walls are quite thick here. There's no way through them.

<642/1019hp 391/456m 428/449mv no opponent no opponent> bloody:68 inside (indoors) 8am (day) w

The walls are quite thick here. There's no way through them.

<642/1019hp 391/456m 428/449mv no opponent no opponent> bloody:67 inside (indoors) 8am (day) w

The north landing
A cool breeze blows in from the stairs to the north and a small set of
steps leads up to the hallway east. A single flickering torch lights the
otherwise dark passageway. The ground here is rougher than in other parts
of the garrison, as if the builders anticipated that the slight slope might
present trouble for some residents. A path south leads towards the center
of the garrison.

[Exits: north east south]

<642/1019hp 391/456m 427/449mv no opponent no opponent> bloody:67 inside (indoors) 8am (day) whe

The hallway is the other way. This is a wall.

<642/1019hp 391/456m 427/449mv no opponent no opponent> bloody:67 inside (indoors) 8am (day)
Players near you in Solace:
<PK> Thondolin Base of the grand staircase
<PK> Jinjarak The north landing

<642/1019hp 391/456m 427/449mv no opponent no opponent> bloody:66 inside (indoors) 8am (day) s

A bend in the garrison's center
As you get closer to the center of the garrison, the air gets a little
cooler. There are no lights on in this room, but the torches from the
surrounding rooms provide enough to see by. The southwestern corner is
bathed in darkness. The Warlord's rooms are to the east and there is a
landing to the north.

[Exits: north east]

<642/1019hp 391/456m 426/449mv no opponent no opponent> bloody:66 inside (indoors) 8am (day) s
s

You feel around in the darkness, but it's all wall.

<642/1019hp 391/456m 426/449mv no opponent no opponent> bloody:65 inside (indoors) 8am (day)
You feel around in the darkness, but it's all wall.

<642/1019hp 391/456m 426/449mv no opponent no opponent> bloody:65 inside (indoors) 8am (day) e

Outside the Warlord's rooms
You're standing in the winding granite hallway just outside the Warlord
of Solace's rooms, which lie to the east. The hallway itself is wide and
appears to have been cut out of the mountain, despite showing not signs of
tooling. Two torches on the north wall light the hall, which bends to the
west and south.

[Exits: east south west]

<642/1019hp 391/456m 425/449mv no opponent no opponent> bloody:65 inside (indoors) 8am (day) e

The map room
One giant map covers the southern wall of this room depicting eastern
Serin. More maps are rolled up and stored in the rows of shelves that stand
against the walls and in the middle of the room. There are small labels on
the shelves, but some which are labeled are empty and some which are full
are without labels. It seems like someone has started the task of
organizing the maps but got distracted partway through. The library lies to
the north, the strategy room to the east and the rest of the garrison to the
west.

[Exits: north east west]

<642/1019hp 391/456m 424/449mv no opponent no opponent> bloody:64 inside (indoors) 8am (day) w

Outside the Warlord's rooms
You're standing in the winding granite hallway just outside the Warlord
of Solace's rooms, which lie to the east. The hallway itself is wide and
appears to have been cut out of the mountain, despite showing not signs of
tooling. Two torches on the north wall light the hall, which bends to the
west and south.

[Exits: east south west]

<642/1019hp 391/456m 423/449mv no opponent no opponent> bloody:63 inside (indoors) 8am (day) s
s

Near the spiraling stairway
The floor here has a gradient that increases as you move westward,
towards a large spiraling staircase. The walls are the same worked stone of
the mountain and they curve down to create a gentle connection to the floor.
While in some places there is an artist's touch on the way the stone has
been carved, here the work is without flair. The path continues south and
west, while the Warlord's chamber's lie to the north.

[Exits: north south west]
A citizen of Solace is here, going about his business.

<642/1019hp 391/456m 422/449mv no opponent no opponent> bloody:63 inside (indoors) 8am (day) sca

A bend in the garrison's center
The hallway bends from north to east here. Another simple sconce holds a
lone torch at the peak of the bend. The walls have been designed to look as
if they have been layered together by a careful placement of large stones,
rather than cut out of the mountain. Fresh air drifts this way from
somewhere to the north, where the hall splits again. East leads toward the
Sergeant's office.

[Exits: north east]
Rimath the trader auctions 'Place yer bids! a bracelet of blood is being auctioned for 5000 gold!'

<642/1019hp 391/456m 421/449mv no opponent no opponent> bloody:62 inside (indoors) 8am (day)
You scan all around.
*** Range 1 (north) ***
A citizen of Solace is here, going about his business.

<642/1019hp 391/456m 421/449mv no opponent no opponent> bloody:62 inside (indoors) 8am (day) e

Outside the waiting room of the Sergeant-at-Arms
The plainness of the waiting room has crept out into the hall, where a
feeling of boredom lingers in the air. The walls have been designed to look
as if they have been layered together by a careful placement of large
stones, rather than cut out of a mountain. The Sergeant-at-Arms's waiting
room is through a doorway to the south, and the hall continues east and
west.

[Exits: east south west]

<642/1019hp 391/456m 420/449mv no opponent no opponent> bloody:61 inside (indoors) 8am (day) e

Access to the east wall
This narrow passage has been created to allow access between the senior
commanders' offices and the garrison's east wall. Two simple torches are
mounted on either side of the narrowing wall, clearly indicating that this
part of the garrison is not part of the office hallways. The garrison's
east wall is just through the passage to the east, and the senior
commanders' offices lie to the west.

[Exits: east west]

<642/1019hp 391/456m 419/449mv no opponent no opponent> bloody:61 inside (indoors) 8am (day) whe

Players near you in Solace:
<PK> Thondolin Base of the grand staircase
<PK> Jinjarak Access to the east wall

<642/1019hp 391/456m 419/449mv no opponent no opponent> bloody:60 inside (indoors) 8am (day) e

An intersection in the east wall
You are inside the east wall of the garrison. The narrow passage through
has been designed to look as if it had been pieced together by a series of
large stones, rather than cut out of a mountain. This part of the garrison
is not well traveled, so interior decorating has been waived to accomodate
functionality. A very plain sconce holds a torch on the wall. The
passageway continues to the north and east, and a hallway to the west leads
toward the offices of the garrison's senior commanders.

[Exits: north east west]

<642/1019hp 391/456m 418/449mv no opponent no opponent> bloody:120 inside (indoors) 8am (day) e

A bend in the east wall
You are inside the east wall of the garrison. The narrow passage
through has been designed to look as if it had been pieced together by a
series of large stones, rather than cut out of a mountain. This part of
the garrison is not well traveled, so interior decorating has been waived
to accomodate functionality. A very plain sconce holds a torch on the wall.
The passageway bends to the west and south.

[Exits: south west]

<642/1019hp 391/456m 417/449mv no opponent no opponent> bloody:119 inside (indoors) 8am (day) s

Inside the east wall
You are inside the east wall of the garrison. The narrow passage
through has been designed to look as if it had been pieced together by a
series of large stones, rather than cut out of a mountain. This part of
the garrison is not well traveled, so interior decorating has been waived
to accomodate functionality. A very plain sconce holds a torch on the wall.
The passageway continues to the north and south.

[Exits: north south]

<642/1019hp 391/456m 416/449mv no opponent no opponent> bloody:119 inside (indoors) 8am (day) s

Inside the east wall
You are inside the east wall of the garrison. The narrow passage
through has been designed to look as if it had been pieced together by a
series of large stones, rather than cut out of a mountain. This part of
the garrison is not well traveled, so interior decorating has been waived
to accomodate functionality. A very plain sconce holds a torch on the wall.
The passageway continues to the north and the southeast tower lies to the
south.

[Exits: north south]

<671/1019hp 401/456m 449/449mv no opponent no opponent> bloody:118 inside (indoors) 9am (day) sca

You scan all around.

<671/1019hp 401/456m 449/449mv no opponent no opponent> bloody:117 inside (indoors) 9am (day) s

The southeast tower
You are inside the garrison's southeast tower, literally a cornerstone of
Solace's fortifications. The thick granite walls have been reinfored here
to withstand any attack, whether it be soldiers, siege weapons, or dragons.
The tower itself extends above and below, encapsulating a wide, spiralling
stairway. Openings to the north and west lead into passageways that cut
through the garrison walls.

[Exits: north west up down]

<671/1019hp 401/456m 448/449mv no opponent no opponent> bloody:117 inside (indoors) 9am (day) s

You can't leave the tower that way.

<671/1019hp 401/456m 448/449mv no opponent no opponent> bloody:117 inside (indoors) 9am (day) d

Base of the southeast tower
You stand at the base of the garrison's southeast tower, literally a
cornerstone of Solace's fortifications. The thick granite walls have been
reinfored here to withstand any attack, whether it be soldiers, siege
weapons, or dragons. The tower itself rises above you, encapsulating a
wide, spiralling stairway. A crimson glow from the corridor to the north
lights part of the tower's base, while a greenish hue pours out of the
hallway to the west.

[Exits: north west up]

<671/1019hp 401/456m 447/449mv no opponent no opponent> bloody:116 inside (indoors) 9am (day) sca

You scan all around.
*** Range 1 (north) ***
A female citizen of Solace is here, going about her errands.
*** Range 2 (north) ***
A dwarf citizen is here, moving through the garrison.
*** Range 4 (west) ***
A half-elven archer stands ready with an arrow nocked.
*** Range 2 (up) ***
A half-elven archer stands ready with an arrow nocked.

<671/1019hp 401/456m 447/449mv no opponent no opponent> bloody:116 inside (indoors) 9am (day) n

The Corridor of Courage
A warm granite corridor runs north to south along the south portion of
the garrison's east wall. The stone itself shows none of the usual signs of
tooling, and is smoother than one might expect in a work of this size. A
crimson glow pours out of the cubical porcelain braziers lining the
corridor, giving the walkway a dangerous feel. Long tasseled banners hang
are draped across the corridor, which continues northward. In the other
direction, the corridor reaches the base of the southeast tower to the
south.

[Exits: north south]
A female citizen of Solace is here, going about her errands.

<671/1019hp 401/456m 446/449mv no opponent no opponent> bloody:114 inside (indoors) 9am (day) n
whe

The Corridor of Courage
A warm granite corridor runs north to south along the south portion of
the garrison's east wall. The stone itself shows none of the usual signs of
tooling, and is smoother than one might expect in a work of this size. A
crimson glow pours out of the cubical porcelain braziers lining the
corridor, giving the walkway a dangerous feel. Long tasseled banners hang
are draped across the corridor, which continues north and south.

[Exits: north south]
A dwarf citizen is here, moving through the garrison.

<671/1019hp 401/456m 445/449mv no opponent no opponent> bloody:114 inside (indoors) 9am (day)
Players near you in Solace:
<PK> Thondolin The Corridor of Equity
<PK> Jinjarak The Corridor of Courage

<671/1019hp 401/456m 445/449mv no opponent no opponent> bloody:113 inside (indoors) 9am (day) n

The Corridor of Courage
A warm granite corridor runs north to south along the south portion of
the garrison's east wall. The stone itself shows none of the usual signs of
tooling, and is smoother than one might expect in a work of this size. A
crimson glow pours out of the cubical porcelain braziers lining the
corridor, giving the walkway a dangerous feel. Long tasseled banners hang
are draped across the corridor, which continues southward. The corridor
bends to the west and leads toward the sound of soldiers.

[Exits: south west]

<671/1019hp 401/456m 444/449mv no opponent no opponent> bloody:112 inside (indoors) 9am (day) n
n

You smack your head against the northern wall.

<671/1019hp 401/456m 444/449mv no opponent no opponent> bloody:111 inside (indoors) 9am (day)
You smack your head against the northern wall.

<671/1019hp 401/456m 444/449mv no opponent no opponent> bloody:111 inside (indoors) 9am (day) w
w

An intersection outside the mess hall
This intersection is full of various things that fill your senses. A
slight musty smell drifts from the trapdoor directly underneath your feet,
while the delicious smell of slow-roasting meat reaches you from the south.
Sounds of clanging metal and loud voices can be heard to the north. East
leads to the Corridor of Courage and west to the Corridor of Independence.

[Exits: north east south west (down)]
(Charmed) (White Aura) A white quartz tiger purrs softly here.
(White Aura) Thondolin the Holy Knight, Footman of Valour is here.

<671/1019hp 401/456m 443/449mv no opponent no opponent> bloody:111 inside (indoors) 9am (day) w
murder $$

Thondolin closes his eyes momentarily.
The Corridor of Independence
You've arrived at the south end of the granite corridor cuts through the
garrison's center. The stone is smooth and well-cut, showing no signs of
tooling. The hall is filled with a flickering orange light, pouring forth
from somewhere to the north. Long tasseled banners are draped across the
corridor, which extends to the north. The sounds of bustling activity reach
you from the east, and another path through the garrison branches off to the
west.

[Exits: north east west]

<671/1019hp 401/456m 442/449mv no opponent no opponent> bloody:110 inside (indoors) 9am (day) e

A bend in the hall
You've reached a bend in the small connecting hallway that joins the
southeeastern sections of the garrison. Like the major hallways, the walls
are smooth and perfectly formed here. A life-size replica of a suit of
fullplate armor, complete with boots, gauntlets, and visored helm has been
placed on a stand in the northwest corner. A bit of orange light shines in
from the east, and the southeast connector continues to the south.

[Exits: east south]

<671/1019hp 401/456m 441/449mv no opponent no opponent> bloody:110 inside (indoors) 9am (day) murder $$
e

They aren't here.

<671/1019hp 401/456m 441/449mv no opponent no opponent> bloody:109 inside (indoors) 9am (day) murder $$

The Corridor of Independence
You've arrived at the south end of the granite corridor cuts through the
garrison's center. The stone is smooth and well-cut, showing no signs of
tooling. The hall is filled with a flickering orange light, pouring forth
from somewhere to the north. Long tasseled banners are draped across the
corridor, which extends to the north. The sounds of bustling activity reach
you from the east, and another path through the garrison branches off to the
west.

[Exits: north east west]

<671/1019hp 401/456m 440/449mv no opponent no opponent> bloody:109 inside (indoors) 9am (day) sca

They aren't here.

<671/1019hp 401/456m 440/449mv no opponent no opponent> bloody:109 inside (indoors) 9am (day)
An intersection outside the mess hall
This intersection is full of various things that fill your senses. A
slight musty smell drifts from the trapdoor directly underneath your feet,
while the delicious smell of slow-roasting meat reaches you from the south.
Sounds of clanging metal and loud voices can be heard to the north. East
leads to the Corridor of Courage and west to the Corridor of Independence.

[Exits: north east south west (down)]
(Charmed) (White Aura) A white quartz tiger purrs softly here.
(White Aura) Thondolin the Holy Knight, Footman of Valour is here.

<671/1019hp 401/456m 439/449mv no opponent no opponent> bloody:108 inside (indoors) 9am (day) murder $$

Thondolin yells 'Help! I am being attacked by Jinjarak!'
Your cleave DISEMBOWELS Thondolin!
Your thrust DISMEMBERS Thondolin!
Thondolin blocks your attack with his shield.
Thondolin has some big nasty wounds and scratches.

<671/1019hp 401/456m 439/449mv shaft defensive> bloody:120 inside (indoors) 9am (day)
Thondolin has fled!
Thondolin walks north.
A white quartz tiger walks north.

<671/1019hp 401/456m 439/449mv no opponent no opponent> bloody:120 inside (indoors) 9am (day)
Thondolin walks in.
A white quartz tiger walks in.

<671/1019hp 401/456m 439/449mv no opponent no opponent> bloody:119 inside (indoors) 9am (day) n
murder $$

You parry Thondolin's wrath.
You dodge Thondolin's wrath.
Thondolin has some big nasty wounds and scratches.

<671/1019hp 401/456m 439/449mv shaft defensive> bloody:120 inside (indoors) 9am (day)
You scan all around.
*** Range 2 (north) ***
A guardsman of Solace is sleeping in a bunk bed.
A guardsman of Solace is sleeping in a bunk bed.
A guardsman of Solace is sleeping in a bunk bed.
*** Range 3 (north) ***
(White Aura) Alenia the trainer is here, training the guardsmen.
*** Range 1 (south) ***
A guardsman of Solace is sitting at a long dining table.
A guardsman of Solace is sitting at a long dining table.
A guardsman of Solace is sitting at a long dining table.
Thondolin has some big nasty wounds and scratches.

<671/1019hp 401/456m 439/449mv shaft defensive> bloody:120 inside (indoors) 9am (day)
You do the best you can!
Thondolin has some big nasty wounds and scratches.

<671/1019hp 401/456m 439/449mv shaft defensive> bloody:120 inside (indoors) 9am (day)
No way! You are still fighting!
Thondolin has some big nasty wounds and scratches.

<671/1019hp 401/456m 439/449mv shaft defensive> bloody:120 inside (indoors) 9am (day) wear madness
du cube
barr

You do the best you can!
Thondolin has some big nasty wounds and scratches.

<671/1019hp 401/456m 439/449mv shaft defensive> bloody:120 inside (indoors) 9am (day)
You stop wielding 'Vaelsram', the Blade of Conquerors.
You wield the blade of madness.
The blade of madness feels like a part of you!
Thondolin has some big nasty wounds and scratches.

<671/969hp 401/456m 439/449mv shaft defensive> bloody:120 inside (indoors) 9am (day)
You wield a water cube in your off-hand.
A water cube feels like a part of you!
Rimath the trader auctions 'Place yer bids! a bracelet of blood is being auctioned for 5000 gold!'
Thondolin has some big nasty wounds and scratches.

<671/969hp 401/456m 439/449mv shaft defensive> bloody:120 inside (indoors) 9am (day)
You hammer Thondolin's shield repeatedly with your weapons.
Your barrage injures Thondolin.
Thondolin's shield arm is numbed.
Your barrage hits Thondolin.
Thondolin's shield arm is numbed.
Your barrage grazes Thondolin.
Thondolin's shield arm is numbed.
Thondolin has some big nasty wounds and scratches.

<671/969hp 401/456m 439/449mv shaft defensive> bloody:120 inside (indoors) 9am (day) overpower bash $$

Your slash DISEMBOWELS Thondolin!
Your wild slash wounds Thondolin.
Thondolin's wrath MUTILATES you!
Thondolin has some big nasty wounds and scratches.

<633/969hp 401/456m 439/449mv shaft defensive> bloody:120 inside (indoors) 9am (day)
Thondolin loses his grip on the platinum spiked shield.
Thondolin has fled!
Thondolin walks west.
A white quartz tiger walks west.

<633/969hp 401/456m 439/449mv no opponent no opponent> bloody:120 inside (indoors) 9am (day)
Thondolin walks in.
A white quartz tiger walks in.

<633/969hp 401/456m 439/449mv no opponent no opponent> bloody:119 inside (indoors) 9am (day) w
murder $$

Thondolin walks west.
A white quartz tiger walks west.

<633/969hp 401/456m 439/449mv no opponent no opponent> bloody:118 inside (indoors) 9am (day) e
w
w

They aren't here.

<633/969hp 401/456m 414/449mv no opponent no opponent> bloody:116 inside (indoors) 9am (day) w

The Corridor of Independence
You've arrived at the south end of the granite corridor cuts through the
garrison's center. The stone is smooth and well-cut, showing no signs of
tooling. The hall is filled with a flickering orange light, pouring forth
from somewhere to the north. Long tasseled banners are draped across the
corridor, which extends to the north. The sounds of bustling activity reach
you from the east, and another path through the garrison branches off to the
west.

[Exits: north east west]

<633/969hp 401/456m 413/449mv no opponent no opponent> bloody:116 inside (indoors) 9am (day) murder $$

They aren't here.

<633/969hp 401/456m 413/449mv no opponent no opponent> bloody:115 inside (indoors) 9am (day) af

An intersection outside the mess hall
This intersection is full of various things that fill your senses. A
slight musty smell drifts from the trapdoor directly underneath your feet,
while the delicious smell of slow-roasting meat reaches you from the south.
Sounds of clanging metal and loud voices can be heard to the north. East
leads to the Corridor of Courage and west to the Corridor of Independence.

[Exits: north east south west (down)]

<633/969hp 401/456m 412/449mv no opponent no opponent> bloody:115 inside (indoors) 9am (day)
The Corridor of Independence
You've arrived at the south end of the granite corridor cuts through the
garrison's center. The stone is smooth and well-cut, showing no signs of
tooling. The hall is filled with a flickering orange light, pouring forth
from somewhere to the north. Long tasseled banners are draped across the
corridor, which extends to the north. The sounds of bustling activity reach
you from the east, and another path through the garrison branches off to the
west.

[Exits: north east west]

<633/969hp 401/456m 411/449mv no opponent no opponent> bloody:115 inside (indoors) 9am (day)
A bend in the hall
You've reached a bend in the small connecting hallway that joins the
southeeastern sections of the garrison. Like the major hallways, the walls
are smooth and perfectly formed here. A life-size replica of a suit of
fullplate armor, complete with boots, gauntlets, and visored helm has been
placed on a stand in the northwest corner. A bit of orange light shines in
from the east, and the southeast connector continues to the south.

[Exits: east south]

<633/969hp 401/456m 410/449mv no opponent no opponent> bloody:114 inside (indoors) 9am (day)
The western wall is as solid as the rest. You can't get through that way.

<633/969hp 401/456m 410/449mv no opponent no opponent> bloody:114 inside (indoors) 9am (day)
They aren't here.

<633/969hp 401/456m 410/449mv no opponent no opponent> bloody:113 inside (indoors) 9am (day)
You are affected by the following:
Skill: warcry : modifies save vs afflictive by 6 for 14 hours
: modifies hitroll by 6 for 14 hours
: lasts for 20 hours
Set : Titanium Tenor : modifies armor class by 28 permanently
: modifies save vs mental by 15 permanently
: modifies constitution by 3 permanently
: modifies damroll by 3 permanently

<633/969hp 401/456m 410/449mv no opponent no opponent> bloody:113 inside (indoors) 9am (day) s

The southeast connector
You've reached a small connecting hallway in the southeastern part of the
garrison. Like the major hallways, the walls are smooth and perfectly
formed here. The hallway does seem to be uncharacteristically unadorned,
save for a painting hanging hanging on the eastern wall. Sounds of clinking
metal can be heard from the south, and the connector leads north towards the
Corridor of Independence.

[Exits: north south]

<633/969hp 401/456m 409/449mv no opponent no opponent> bloody:112 inside (indoors) 9am (day) s
s

An intersection east of the gatehouse
The granite here has been carved into a hallway, but no signs of tooling
show on the smooth stone. Massive, steel chains can be seen through a grate
in the ceiling, shimmering with a thin layer of oil. The hall runs to the
south, before stopping and branching to the east and west. The hallway also
continues to the north, where it bends around a corner to the east.

[Exits: north south west]
(Charmed) (White Aura) A white quartz tiger purrs softly here.
(White Aura) Thondolin the Holy Knight, Footman of Valour is here.
A young recruit is here, eager to prove himself.

<633/969hp 401/456m 408/449mv no opponent no opponent> bloody:112 inside (indoors) 9am (day) whe

Near the eastern arrowslit
The granite here has been carved into a hallway, but no signs of tooling
show on the smooth stone. Large, dragon-shaped eyes have been burned into
the stone of the southern wall, where they glow softly. It feels as if they
can see directly into your soul. The sound of clinking metal can be heard
from the north, where the hallway splits at some kind of large chain
apparatus. A hint of light shines through a small hole somewhere to the
west, and a long hallway branches off to the east.

[Exits: north east west]

<633/969hp 401/456m 407/449mv no opponent no opponent> bloody:111 inside (indoors) 9am (day) murder $$

Players near you in Solace:
<PK> Thondolin An intersection east of the gatehouse
<PK> Jinjarak Near the eastern arrowslit

<633/969hp 401/456m 407/449mv no opponent no opponent> bloody:111 inside (indoors) 9am (day) n

They aren't here.

<633/969hp 401/456m 407/449mv no opponent no opponent> bloody:110 inside (indoors) 9am (day) murder $$

An intersection east of the gatehouse
The granite here has been carved into a hallway, but no signs of tooling
show on the smooth stone. Massive, steel chains can be seen through a grate
in the ceiling, shimmering with a thin layer of oil. The hall runs to the
south, before stopping and branching to the east and west. The hallway also
continues to the north, where it bends around a corner to the east.

[Exits: north south west]
(Charmed) (White Aura) A white quartz tiger purrs softly here.
(White Aura) Thondolin the Holy Knight, Footman of Valour is here.
A young recruit is here, eager to prove himself.

<633/969hp 401/456m 406/449mv no opponent no opponent> bloody:110 inside (indoors) 9am (day)
You block Thondolin's attack and attempt to strike at the brief opening.
Your riposte mauls Thondolin.
Thondolin looks pretty hurt.

<633/969hp 401/456m 406/449mv none unarmed> bloody:120 inside (indoors) 9am (day) murder $$

You do the best you can!
Thondolin looks pretty hurt.

<633/969hp 401/456m 406/449mv none unarmed> bloody:120 inside (indoors) 9am (day)
You do the best you can!
Thondolin looks pretty hurt.

<633/969hp 401/456m 406/449mv none unarmed> bloody:120 inside (indoors) 9am (day) overpower bash $$

Your muscles surge with power.
You slam into Thondolin, and send him flying!
Your bash decimates Thondolin!
Thondolin looks pretty hurt.

<633/969hp 401/456m 381/449mv none unarmed> bloody:120 inside (indoors) 9am (day)
Thondolin's shield arm regains its strength.
Thondolin's punch devastates you!
Your slash maims Thondolin!
Your drowning MUTILATES Thondolin!
You execute the form, parting the wave!
Your slash DISMEMBERS Thondolin!
Your slash MUTILATES Thondolin!
Thondolin is in awful condition.

<601/969hp 401/456m 381/449mv none unarmed> bloody:120 inside (indoors) 9am (day) overpower bash $$

Your wild slash DISMEMBERS Thondolin!
Your tail decimates Thondolin!
Thondolin has fled!
Thondolin crawls west.
A white quartz tiger walks west.
Thondolin has yielded. You have won the challenge.
[WARLORD] Aragmon the cyclops : 'Jinjarak has claimed victory over Thondolin.'
You receive 5 medals of [WARLORD].
[WARLORD] Aragmon the cyclops : 'The duel lasted 4 minutes and 39 seconds.'

<601/969hp 401/456m 381/449mv no opponent no opponent> bloody:120 inside (indoors) 9am (day)
You can't do that while resting.

<649/969hp 418/456m 449/449mv no opponent no opponent> bloody:118 inside (indoors) 10am (day) wa

You stand up.

<649/969hp 418/456m 449/449mv no opponent no opponent> bloody:116 inside (indoors) 10am (day) w

East gatehouse hallway
The granite here has been carved into a hallway, but no signs of tooling
show on the smooth stone. Glowing torches adorn the wall incrementally.
Ornamental shields marked with the crest of Solace are mounted just below
each torch. The occasional sound of a clanking chain can be heard from the
east, while heading west leads you toward the garrison's gatehouse.

[Exits: east west]
(Charmed) (White Aura) A white quartz tiger purrs softly here.
(White Aura) Thondolin is kneeling on the ground.
A dwarf citizen is here, moving through the garrison.

<649/969hp 418/456m 448/449mv no opponent no opponent> bloody:115 inside (indoors) 10am (day) emote crosses her weapons to her chest and bows before you.

Jinjarak crosses her weapons to her chest and bows before you.

<649/969hp 418/456m 448/449mv no opponent no opponent> bloody:113 inside (indoors) 10am (day) 'well foughtssss

You say 'Well foughtssss.'

<649/969hp 418/456m 448/449mv no opponent no opponent> bloody:107 inside (indoors) 10am (day) who

[ Avian ] Tisterik Voltister the Conjurer of Illusion
[ Dwarf ] <PK> [KNIGHT] Sir Thondolin the Holy Knight, Footman of Valour
[50 Slith War] <PK> [WARLORD] (Blademistress) Jinjarak the Edacious Crocodile, Blademistress of Warlord
[ Half ] <PK> Duchess Asara the Holy Matriarch of Healing
[ Elf ] <PK> [KNIGHT] Sir Savanti the Wrath of Nature, Knight of Valour
Players found: 5
[WARLORD] The clamour of War prevails.
There are 5 characters on; the most on this past month was 17.

<649/969hp 418/456m 448/449mv no opponent no opponent> bloody:106 inside (indoors) 10am (day) eq

You are using:
<used as light> (Glowing) (Humming) the eye of the material abyss
<worn on finger> the Ring of Dichotomy
<worn on finger> (Glowing) a Ring of Accuracy
<worn around neck> (Glowing) (Humming) a dragonblood silver-grey collar of evisceration
<worn around neck> (Glowing) (Humming) a dragonblood silver-grey collar of evisceration
<worn on head> (Magical) (Glowing) the Ancient Ranger Lord's Stetson
<worn on ear> (Humming) an embossed titanium earring
<worn on torso> (Magical) (Glowing) (Humming) a set of titanium fullplate
<worn on arms> (Magical) (Glowing) (Humming) a pair of titanium armplates
<worn on hands> (Humming) a pair of green-tinged dragonscale gauntlets
<worn on legs> (Magical) (Glowing) (Humming) a pair of thick titanium leg plates
<worn on feet> (Glowing) a pair of turtle shell boots
<worn about body> an unmoving black cloak
<worn about waist> (Humming) a thick, blue sash
<worn around wrist> (Magical) (Glowing) a marked bracelet
<worn around wrist> (Magical) (Glowing) a marked bracelet
<wielded> (Magical) (Humming) the blade of madness
<dual wielded> (Glowing) a water cube
<floating nearby> (Glowing) (Humming) a titanium talisman
<tattooed> (Glowing) a longhorn bull head with red eyes

<649/969hp 418/456m 448/449mv no opponent no opponent> bloody:105 inside (indoors) 10am (day) wear madness
du cube
barr

You do not have that item.

<649/969hp 418/456m 448/449mv no opponent no opponent> bloody:103 inside (indoors) 10am (day)
You do not have that weapon.

<649/969hp 418/456m 448/449mv no opponent no opponent> bloody:102 inside (indoors) 10am (day)
You aren't fighting anyone.

<649/969hp 418/456m 448/449mv no opponent no opponent> bloody:102 inside (indoors) 10am (day) du dag

You stop wielding a water cube.
You wield a Dagger of Chaos in your off-hand.
A Dagger of Chaos feels like a part of you!

<649/969hp 418/456m 448/449mv no opponent no opponent> bloody:101 inside (indoors) 10am (day) who

[ Avian ] Tisterik Voltister the Conjurer of Illusion
[ Dwarf ] <PK> [KNIGHT] Sir Thondolin the Holy Knight, Footman of Valour
[50 Slith War] <PK> [WARLORD] (Blademistress) Jinjarak the Edacious Crocodile, Blademistress of Warlord
[ Half ] <PK> Duchess Asara the Holy Matriarch of Healing
[ Elf ] <PK> [KNIGHT] Sir Savanti the Wrath of Nature, Knight of Valour
Players found: 5
[WARLORD] The clamour of War prevails.
There are 5 characters on; the most on this past month was 17.

<649/969hp 418/456m 448/449mv no opponent no opponent> bloody:99 inside (indoors) 10am (day) put cube sac

You put a water cube in a Loot Sack.

<649/969hp 418/456m 448/449mv no opponent no opponent> bloody:97 inside (indoors) 10am (day) who

[ Avian ] Tisterik Voltister the Conjurer of Illusion
[ Dwarf ] <PK> [KNIGHT] Sir Thondolin the Holy Knight, Footman of Valour
[50 Slith War] <PK> [WARLORD] (Blademistress) Jinjarak the Edacious Crocodile, Blademistress of Warlord
[ Half ] <PK> Duchess Asara the Holy Matriarch of Healing
[ Elf ] <PK> [KNIGHT] Sir Savanti the Wrath of Nature, Knight of Valour
Players found: 5
[WARLORD] The clamour of War prevails.
There are 5 characters on; the most on this past month was 17.

<649/969hp 418/456m 448/449mv no opponent no opponent> bloody:96 inside (indoors) 10am (day) sl

Your body relaxes as you fall into slumber.
You go to sleep.

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