Ye Olde Abandoned Realms Logs

Mishtkah vs Auhror

posted on 2017-03-19 16:24:06
So this fight here, is the reason why you get wanted now if you kill a justice while invader lol, sorry guys. davairus watched me do this and than go and pay off the fine immediately after and didn't like the way it looked




<1005hp 983ma 259mv> <3am (night)\16045gc\> south
west
The edge of the forest and hills
f | You stand at the edge of a dark forest. A path leads north
| | into the forest and its deadly darkness and silence. To
f-f | the west is a path that leads up into a foothills region.
| | | You feel very vulnerable and alone.
z-@ f-f|
| | |
z-z-f |
| |
z-x-z |
---------+

[Exits: north west]

<1005hp 983ma 256mv> <3am (night)\16045gc\> south
The rocky path
f | The path here is very rocky and treacherous. The travelling
| | is rough and you slip and fall often. The path continues
f-f| into the hills to the south. Smoother ground is to the
| || east, but the path seems to lead into a dark forest in
@-z f| that direction.
| ||
z-z-f|
| |
z-x-z|
---------+

[Exits: east south]

<1005hp 983ma 252mv> <3am (night)\16045gc\> east
The rocky path
f-f| The path here winds among the low rocky hills. The long
| || trek up and down the hills begins to tire you greatly.
z-z f| To the east is a small clearing. More hills are to the
| || north of here.
@-z-f|
| |
z-x-z|
| | ||
z-z-z|
---------+

[Exits: north east]

<1005hp 983ma 248mv> <3am (night)\16045gc\> The bloody intersection
f-f | This is a small intersection. Paths lead east, west, and
| | | south. You are struck by the carnage here when you enter
z-z f-f| the clearing. There appears to have been a great battle
| | | here. Blood is everywhere and the ground is all torn up.
z-@-f | Pieces of beaten armour and broken blades lie all around.
| | Examining the tracks here lead you to believe that the
z-x-z | dead and wounded were dragged off in two directions, south
| | | | and east.
z-z-z |
---------+

[Exits: east south west]
(Translucent) Auhror the Arcane Chimera of Order is here.
(White Aura) A dark ethereal knight hovers over the bloody clearing.

<1005hp 983ma 244mv> <3am (night)\16045gc\> south
south
Up the rocky hillside
z-z f-f| You are climbing on a rocky hillside. As you scramble about,
| | | loose rocks and small boulders bounce and fall down below
z-z-f | you. To the east and west are more stable ground. The hillside
| | itself goes on higher to the south and it drops away to
z-@-z | the north.
| | | |
z-z-z |
| | | |
z-z-z |
---------+

[Exits: north east south west]

<1005hp 983ma 239mv> <3am (night)\16045gc\> Before the huge tree
z-z-f | You enter a large ring of boulders. Sheltered by this wall
| | of stones, a small cluster of plants have sprung up. In
z-x-z | the center of this group of trees and bushes is a huge gnarled
| | | | tree. It appears to have been twisted and torn by the forces
z-@-z | of nature. It sways and moans as a strong wind from the
| | | | south tears through its old feeble branches. The hills themselves
z-z-z | lead in all directions.
|
|
---------+

[Exits: north east south west]
A huge, gnarled tree stands here, battered by age and nature.

<1005hp 983ma 234mv> <3am (night)\16045gc\> scan all
You scan all around.
You scan north.
*** Range 2 (north) ***
(Translucent) Auhror the Arcane Chimera of Order is here.
(White Aura) A dark ethereal knight hovers over the bloody clearing.
You scan east.
You scan south.
You scan west.
*** Range 1 (west) ***
A rather large rock toad sits here, croaking loudly.

<1005hp 983ma 234mv> <3am (night)\16045gc\> sanc
You are surrounded by a white aura.

<1005hp 908ma 234mv> <3am (night)\16045gc\> north
north

Auhror flies in.
Auhror walks in.
Auhror walks in.
Auhror walks in.

<1005hp 908ma 234mv> <3am (night)\16045gc\>
Auhror flies south.
Auhror walks south.
Auhror walks south.
Auhror walks south.

<1005hp 908ma 234mv> <3am (night)\16045gc\> Up the rocky hillside
z-z f-f| You are climbing on a rocky hillside. As you scramble about,
| | | loose rocks and small boulders bounce and fall down below
z-z-f | you. To the east and west are more stable ground. The hillside
| | itself goes on higher to the south and it drops away to
z-@-z | the north.
| | | |
z-z-z |
| | | |
z-!-z |
---------+

[Exits: north east south west]

<1005hp 908ma 229mv> <3am (night)\16045gc\> south
south
The bloody intersection
f-f | This is a small intersection. Paths lead east, west, and
| | | south. You are struck by the carnage here when you enter
z-z f-f| the clearing. There appears to have been a great battle
| | | here. Blood is everywhere and the ground is all torn up.
z-@-f | Pieces of beaten armour and broken blades lie all around.
| | Examining the tracks here lead you to believe that the
z-x-z | dead and wounded were dragged off in two directions, south
| | | | and east.
z-z-z |
---------+

[Exits: east south west]
(White Aura) A dark ethereal knight hovers over the bloody clearing.
The Dark Ethereal Knight says 'I've lost my princess. She wandered up into the
Plains of Winter and a witch turned her into a toad.'
The Dark Ethereal Knight says 'The witch said she'll turn back human again if s
omeone licks her face.'
The Dark Ethereal Knight says 'But who would lick a toad?'
The Dark Ethereal Knight sniffs sadly.

<1005hp 908ma 224mv> <3am (night)\16045gc\> Up the rocky hillside
z-z f-f| You are climbing on a rocky hillside. As you scramble about,
| | | loose rocks and small boulders bounce and fall down below
z-z-f | you. To the east and west are more stable ground. The hillside
| | itself goes on higher to the south and it drops away to
z-@-z | the north.
| | | |
z-z-z |
| | | |
z-z-z |
---------+

[Exits: north east south west]

<1005hp 908ma 219mv> <3am (night)\16045gc\> Before the huge tree
z-z-f | You enter a large ring of boulders. Sheltered by this wall
| | of stones, a small cluster of plants have sprung up. In
z-x-z | the center of this group of trees and bushes is a huge gnarled
| | | | tree. It appears to have been twisted and torn by the forces
z-@-z | of nature. It sways and moans as a strong wind from the
| | | | south tears through its old feeble branches. The hills themselves
z-z-z | lead in all directions.
|
|
---------+

[Exits: north east south west]
A huge, gnarled tree stands here, battered by age and nature.

<1005hp 908ma 214mv> <3am (night)\16045gc\> scan all
south
You scan all around.
You scan north.
*** Range 2 (north) ***
(White Aura) A dark ethereal knight hovers over the bloody clearing.
You scan east.
You scan south.
You scan west.
*** Range 1 (west) ***
A rather large rock toad sits here, croaking loudly.

<1005hp 908ma 214mv> <3am (night)\16045gc\> The hills overlooking the shoreline

z-x-z | You stand on a barren section of hills that overlook a rocky
| | | | shoreline. The stiff ocean wind is pretty strong and you
z-z-z | have to lean forward a bit to keep your balance. The salty
| | | | sea air fills your nostrils. You can climb down towards
z-@-z | the shore or head north into the hills themselves. The rocky
| summit you are standing leads east and west along the shoreline.
|
|
|
---------+

[Exits: north east west down]

<1005hp 908ma 210mv> <3am (night)\16045gc\> down
The rocky shoreline
| You are on a rocky shore that borders a vast sea. A stiff
| wind blows here and whistles among the rocks. You see a glowing
| altar of some sort built on the shore to the south. The shore
| itself leads east and west. Above you are foothills and rocky
o-@-o | crags.
| | |
o-o |
| |
* |
---------+

[Exits: east south west up]

<1005hp 908ma 207mv> <3am (night)\16045gc\> south
south
The Blood Sea Portal
| You stand on a small pedestal-like altar that has been built
| on the shore here. Standing here, you can look out across
o-o-o | the sea. You can almost imagine that you see a far away island.
| | | Dominating the altar is a small blue portal of light. It
@-o | is possible to walk south into the portal. The shore itself
| | extends to the north, east, and west. There are small inscriptions
* | on the rock at the base of the portal.
| |
* |
---------+

[Exits: north east south]

<1005hp 908ma 205mv> <3am (night)\16045gc\> Floating in blue light
o-o-o | You seem to be floating in blue weightlessness. You tumble
| | | head over heels and finally right yourself. Gaining your
o-o | bearings, you notice that there are two "windows" in
| | , | the sea of blue here. One to the south shows an image
-x)@(x- | of a snowy plain. Another window the the north shows
| | | || an image of a rocky shore.
-x)*(!-x|
| | | ||
-x-x-x-x|
---------+

[Exits: north south]

<1005hp 908ma 204mv> <3am (night)\16045gc\> south
The Glacier Temple
o-o | You are in a small temple. It appears to be built entirely
| | from ice. The ice walls are frosted and are opaque. There
* | is a small glowing blue portal here. You can go north,
| | | | to enter the portal. Looking south, you see swirling snow
-x)@(x- | obscuring your view.
| | | |
-x-x-!- |
| | | |
-x-x=x- |
---------+

[Exits: north south]

<1005hp 908ma 203mv> <3am (night)\16045gc\> south
south
The frigid wastelands
* | You wander through the frigid wastelands. Your breath is
| | | | a cloud before you. The cold cuts to the bone. Swirling
-x)*(x- | snow and wind make impossible for you to discern any directions.
| | | |
-x-@-x- |
| | | |
-x-x=!- |
| | | |
x |
---------+

[Exits: north east south west]
A plains barbarian is here, clad in heavy furs.

<1005hp 944ma 255mv> <4am (night)\16045gc\> south
The frigid wastelands
* | You wander through the frigid wastelands. Your breath is
| | | | a cloud before you. The cold cuts to the bone. Swirling
-x-x-x- | snow and wind make it impossible for you to discern any
| | / | directions.
-@-x- |
| | |
-x=x- |
| | |
|
---------+

[Exits: north east south west]
The white yeti crouches here snarling.

<1005hp 944ma 249mv> <4am (night)\16045gc\> The frigid wastelands
-x- | You wander through the frigid wastelands. Your breath is a
| | | cloud before you. The cold cuts to the bone. Swirling snow
-x-x- | and wind make it impossible for you to discern any directions.
| | / |
-x-@-x- |
| | | |
-x=x)! |
| | |
|
---------+

[Exits: north east south west]
The white yeti crouches here snarling.

<1005hp 944ma 243mv> <4am (night)\16045gc\> south
The frigid wastelands
-x- | You wander through the frigid wastelands. Your breath is
| | | a cloud before you. The cold cuts to the bone. Swirling snow
-x-x- | and wind make it impossible to discern any directions.
/ | | |
-x-@-x- |
| | | |
-!=x- |
| | |
x |
---------+

[Exits: north east south west]
A huge ice worm burrows through the ice and snow here. It rears up and
attacks!

<1005hp 944ma 237mv> <4am (night)\16045gc\> south
The frigid wastelands
* | You wander through the frigid wastelands. Your breath is a
| | | | cloud before you. The cold cuts to the bone. Swirling snow
-x-x-x- | and wind make it impossible for you to discern any directions.
/ | / |
-x-@-!- |
| | | |
x |
|
|
---------+

[Exits: north east south west]

<1005hp 944ma 231mv> <4am (night)\16045gc\> south
The edge of the frigid wastes
-x-x-x- | You stand at the base of a steep rocky cliff. To the north,
/ | / | a vast arctic wasteland stretches out. The snow falls lightly
-x-x-!- | here and the wind is not very fierce. You can climb up the
| | | | rocky cliff or head north into the arctic wastes.
@ |
|
|
|
|
---------+

[Exits: north up]

<1005hp 944ma 225mv> <4am (night)\16045gc\> north
The frigid wastelands
* | You wander through the frigid wastelands. Your breath is a
| | | | cloud before you. The cold cuts to the bone. Swirling snow
-x-x-x- | and wind make it impossible for you to discern any directions.
/ | / |
-x-@-!- |
| | | |
x |
|
|
---------+

[Exits: north east south west]

<1005hp 944ma 219mv> <4am (night)\16045gc\> east
The frigid wastelands
-x- | You wander through the frigid wastelands. Your breath is
| | | a cloud before you. The cold cuts to the bone. Swirling
-x-x- | snow and wind make it impossible for you to discern any
| | | | directions.
-x-@-x- |
| | | |
x-x=x- |
| | |
|
---------+

[Exits: north east south west up]
(Translucent) Auhror the Arcane Chimera of Order is here.
(Translucent) Auhror the Arcane Chimera of Order is here.
(Translucent) Auhror the Arcane Chimera of Order is here.
(Translucent) Auhror the Arcane Chimera of Order is here.
The white yeti crouches here snarling.
A plains barbarian is here, clad in heavy furs.

<1005hp 944ma 213mv> <4am (night)\16045gc\> up
Auhror flies up.
Auhror climbs up.
Auhror climbs up.
Auhror climbs up.

<1005hp 944ma 213mv> <4am (night)\16045gc\> A glowing blue ball of light
!-!-! | Blue light glows all around you as a white center beckons
| | | | you toward the entrance to the portal. A dull humming sound
!-!-! | is heard all around you as resident creatures shriek at you
| | in anger and frustration. as you edge closer, time begins
@ | to rift and rip apart ..tearing at you body and your soul.
| You feel like that you are burning up. Dying .... forever
| dying....
|
|
---------+

[Exits: north down]
An important magical sign floats here.
(Translucent) Auhror the Arcane Chimera of Order is here.
(Translucent) Auhror the Arcane Chimera of Order is here.
(Translucent) Auhror the Arcane Chimera of Order is here.
(Translucent) Auhror the Arcane Chimera of Order is here.
(Translucent) A trapped ghost unable to return to his body.

<1005hp 944ma 210mv> <4am (night)\16045gc\> scan all
You scan all around.
You scan north.
*** Range 1 (north) ***
An large behemoth like creature is here frozen in ice.
*** Range 4 (north) ***
(Invis) A walking trap is here with its gaping jaws open wide.
An large behemoth like creature is here frozen in ice.
An large behemoth like creature is here frozen in ice.
You scan down.
*** Range 1 (down) ***
The white yeti crouches here snarling.
A plains barbarian is here, clad in heavy furs.

<1005hp 944ma 210mv> <4am (night)\16045gc\> c fire
You summon the elemental force of fire to your aid.
Auhror shatters into tiny fragments of glass.
Auhror shatters into tiny fragments of glass.
Auhror shatters into tiny fragments of glass.
Auhror yells 'Help! Mishtkah just filled the room with fire!'
Your fire storm *** DEMOLISHES *** Auhror!
Your fire storm *** DEMOLISHES *** a trapped ghost!
Your fire storm sets the surroundings ablaze!
A trapped ghost is DEAD!!
A trapped ghost's heart is torn from its chest.
Virgil gives you one gold coin for your sacrifice.
Auhror has some small wounds and bruises.

<1005hp 929ma 210mv> <4am (night)\16046gc\> scan all

Your wildfire scratches Auhror.
Your stab MUTILATES Auhror!
Your flaming bite grazes Auhror.
Your stab maims Auhror!
You parry Auhror's pierce.
Auhror has some small wounds and bruises.

<1005hp 929ma 210mv> <4am (night)\16046gc\>
Auhror has fled!
A sense of dread permeates the room.
You remain resolute against the visions.
Auhror flies down.

<1005hp 929ma 210mv> <4am (night)\16046gc\> qq
You scan all around.
You scan north.
*** Range 1 (north) ***
An large behemoth like creature is here frozen in ice.
*** Range 4 (north) ***
(Invis) A walking trap is here with its gaping jaws open wide.
An large behemoth like creature is here frozen in ice.
An large behemoth like creature is here frozen in ice.
You scan down.
*** Range 1 (down) ***
The white yeti crouches here snarling.
A plains barbarian is here, clad in heavy furs.

<1005hp 929ma 210mv> <4am (night)\16046gc\> They aren't here.

<1005hp 929ma 210mv> <4am (night)\16046gc\> down
The frigid wastelands
-x- | You wander through the frigid wastelands. Your breath is
| | | a cloud before you. The cold cuts to the bone. Swirling
-x-x- | snow and wind make it impossible for you to discern any
| | | | directions.
-x-@-x- |
| | | |
x-x=x- |
| | |
|
---------+

[Exits: north east south west up]
The white yeti crouches here snarling.
A plains barbarian is here, clad in heavy furs.

<1005hp 929ma 207mv> <4am (night)\16046gc\> qq
scan all
They aren't here.

<1005hp 929ma 207mv> <4am (night)\16046gc\> You scan all around.
You scan north.
*** Range 1 (north) ***
A huge ice worm burrows through the ice and snow here. It rears up and
attacks!
*** Range 2 (north) ***
(Translucent) Auhror the Arcane Chimera of Order is here.
A huge ice worm burrows through the ice and snow here. It rears up and
attacks!
A plains barbarian is here, clad in heavy furs.
*** Range 3 (north) ***
The white yeti crouches here snarling.
A plains barbarian is here, clad in heavy furs.
*** Range 4 (north) ***
A huge ice worm burrows through the ice and snow here. It rears up and
attacks!
*** Range 5 (north) ***
(Translucent) Auhror the Arcane Chimera of Order is here.
A huge ice worm burrows through the ice and snow here. It rears up and
attacks!
A plains barbarian is here, clad in heavy furs.
*** Range 6 (north) ***
The white yeti crouches here snarling.
A plains barbarian is here, clad in heavy furs.
You scan east.
*** Range 1 (east) ***
The white yeti crouches here snarling.
*** Range 3 (east) ***
The white yeti crouches here snarling.
A plains barbarian is here, clad in heavy furs.
*** Range 4 (east) ***
The white yeti crouches here snarling.
*** Range 6 (east) ***
The white yeti crouches here snarling.
A plains barbarian is here, clad in heavy furs.
You scan south.
*** Range 1 (south) ***
(Translucent) Auhror the Arcane Chimera of Order is here.
A huge ice worm burrows through the ice and snow here. It rears up and
attacks!
A plains barbarian is here, clad in heavy furs.
*** Range 2 (south) ***
A huge ice worm burrows through the ice and snow here. It rears up and
attacks!
*** Range 3 (south) ***
The white yeti crouches here snarling.
A plains barbarian is here, clad in heavy furs.
*** Range 4 (south) ***
(Translucent) Auhror the Arcane Chimera of Order is here.
A huge ice worm burrows through the ice and snow here. It rears up and
attacks!
A plains barbarian is here, clad in heavy furs.
*** Range 5 (south) ***
A huge ice worm burrows through the ice and snow here. It rears up and
attacks!
*** Range 6 (south) ***
The white yeti crouches here snarling.
A plains barbarian is here, clad in heavy furs.
You scan west.
*** Range 2 (west) ***
The white yeti crouches here snarling.
*** Range 3 (west) ***
The white yeti crouches here snarling.
A plains barbarian is here, clad in heavy furs.
*** Range 5 (west) ***
The white yeti crouches here snarling.
*** Range 6 (west) ***
The white yeti crouches here snarling.
A plains barbarian is here, clad in heavy furs.
You scan up.

<1005hp 929ma 207mv> <4am (night)\16046gc\> south
qq
The frigid wastelands
| You wander through the frigid wastelands. Your breath is
| | | | a cloud before you. The cold cuts to the bone. Swirling
-x-x-x- | snow and wind make it impossible for you to discern any
/ | / | directions.
-x-@-x- |
| | | |
-x-x- |
| | |
|
---------+

[Exits: north east south west]
(Translucent) Auhror the Arcane Chimera of Order is here.
A huge ice worm burrows through the ice and snow here. It rears up and
attacks!
A plains barbarian is here, clad in heavy furs.

<1005hp 929ma 201mv> <4am (night)\16046gc\> scan all
Auhror yells 'Help! Mishtkah is hellstreaming me!'
You bow your head as you call forth the full power of the arcane.
The ground erupts as Auhror is caught in a searing beam of arcane light.
Your hellstream === OBLITERATES === Auhror!
Auhror has quite a few wounds.

<1005hp 884ma 201mv> <4am (night)\16046gc\>
Auhror parries your stab.
You parry Auhror's pierce with an easy flourish.
You parry Auhror's pierce.
Auhror has quite a few wounds.

<1005hp 884ma 201mv> <4am (night)\16046gc\> ww

Auhror utters the words, 'xafe ay candusqarr'.
A ray of light from above envelops Auhror.
Auhror disappears.

<1005hp 884ma 201mv> <4am (night)\16046gc\> You scan all around.
You scan north.
*** Range 1 (north) ***
The white yeti crouches here snarling.
A plains barbarian is here, clad in heavy furs.
*** Range 2 (north) ***
A huge ice worm burrows through the ice and snow here. It rears up and
attacks!
*** Range 3 (north) ***
A huge ice worm burrows through the ice and snow here. It rears up and
attacks!
A plains barbarian is here, clad in heavy furs.
*** Range 4 (north) ***
The white yeti crouches here snarling.
A plains barbarian is here, clad in heavy furs.
*** Range 5 (north) ***
A huge ice worm burrows through the ice and snow here. It rears up and
attacks!
*** Range 6 (north) ***
A huge ice worm burrows through the ice and snow here. It rears up and
attacks!
A plains barbarian is here, clad in heavy furs.
You scan east.
*** Range 1 (east) ***
A plains barbarian is here, clad in heavy furs.
*** Range 2 (east) ***
A huge ice worm burrows through the ice and snow here. It rears up and
attacks!
*** Range 3 (east) ***
A huge ice worm burrows through the ice and snow here. It rears up and
attacks!
A plains barbarian is here, clad in heavy furs.
*** Range 4 (east) ***
A plains barbarian is here, clad in heavy furs.
*** Range 5 (east) ***
A huge ice worm burrows through the ice and snow here. It rears up and
attacks!
*** Range 6 (east) ***
A huge ice worm burrows through the ice and snow here. It rears up and
attacks!
A plains barbarian is here, clad in heavy furs.
You scan south.
*** Range 1 (south) ***
A huge ice worm burrows through the ice and snow here. It rears up and
attacks!
*** Range 2 (south) ***
The white yeti crouches here snarling.
A plains barbarian is here, clad in heavy furs.
*** Range 3 (south) ***
A huge ice worm burrows through the ice and snow here. It rears up and
attacks!
A plains barbarian is here, clad in heavy furs.
*** Range 4 (south) ***
A huge ice worm burrows through the ice and snow here. It rears up and
attacks!
*** Range 5 (south) ***
The white yeti crouches here snarling.
A plains barbarian is here, clad in heavy furs.
*** Range 6 (south) ***
A huge ice worm burrows through the ice and snow here. It rears up and
attacks!
A plains barbarian is here, clad in heavy furs.
You scan west.
*** Range 1 (west) ***
A huge ice worm burrows through the ice and snow here. It rears up and
attacks!
*** Range 2 (west) ***
A plains barbarian is here, clad in heavy furs.
*** Range 3 (west) ***
A huge ice worm burrows through the ice and snow here. It rears up and
attacks!
A plains barbarian is here, clad in heavy furs.
*** Range 4 (west) ***
A huge ice worm burrows through the ice and snow here. It rears up and
attacks!
*** Range 5 (west) ***
A plains barbarian is here, clad in heavy furs.
*** Range 6 (west) ***
A huge ice worm burrows through the ice and snow here. It rears up and
attacks!
A plains barbarian is here, clad in heavy furs.

<1005hp 884ma 201mv> <4am (night)\16046gc\> They aren't here.

<1005hp 884ma 201mv> <4am (night)\16046gc\> look
The frigid wastelands
| You wander through the frigid wastelands. Your breath is
| | | | a cloud before you. The cold cuts to the bone. Swirling
-x-x-x- | snow and wind make it impossible for you to discern any
/ | / | directions.
-x-@-x- |
| | | |
-x-x- |
| | |
|
---------+

[Exits: north east south west]
A huge ice worm burrows through the ice and snow here. It rears up and
attacks!
A plains barbarian is here, clad in heavy furs.

<1005hp 884ma 201mv> <4am (night)\16046gc\> af
You are affected by the following:
Skill: wildfire : lasts for 1 hours
Spell: sanctuary : lasts for 7 hours
Spell: detect invis : lasts for 38 hours

<1005hp 884ma 201mv> <4am (night)\16046gc\> scan all
look
You scan all around.
You scan north.
*** Range 1 (north) ***
The white yeti crouches here snarling.
A plains barbarian is here, clad in heavy furs.
*** Range 2 (north) ***
A huge ice worm burrows through the ice and snow here. It rears up and
attacks!
*** Range 3 (north) ***
A huge ice worm burrows through the ice and snow here. It rears up and
attacks!
A plains barbarian is here, clad in heavy furs.
*** Range 4 (north) ***
The white yeti crouches here snarling.
A plains barbarian is here, clad in heavy furs.
*** Range 5 (north) ***
A huge ice worm burrows through the ice and snow here. It rears up and
attacks!
*** Range 6 (north) ***
A huge ice worm burrows through the ice and snow here. It rears up and
attacks!
A plains barbarian is here, clad in heavy furs.
You scan east.
*** Range 1 (east) ***
A plains barbarian is here, clad in heavy furs.
*** Range 2 (east) ***
A huge ice worm burrows through the ice and snow here. It rears up and
attacks!
*** Range 3 (east) ***
A huge ice worm burrows through the ice and snow here. It rears up and
attacks!
A plains barbarian is here, clad in heavy furs.
*** Range 4 (east) ***
A plains barbarian is here, clad in heavy furs.
*** Range 5 (east) ***
A huge ice worm burrows through the ice and snow here. It rears up and
attacks!
*** Range 6 (east) ***
A huge ice worm burrows through the ice and snow here. It rears up and
attacks!
A plains barbarian is here, clad in heavy furs.
You scan south.
*** Range 1 (south) ***
A huge ice worm burrows through the ice and snow here. It rears up and
attacks!
*** Range 2 (south) ***
The white yeti crouches here snarling.
A plains barbarian is here, clad in heavy furs.
*** Range 3 (south) ***
A huge ice worm burrows through the ice and snow here. It rears up and
attacks!
A plains barbarian is here, clad in heavy furs.
*** Range 4 (south) ***
A huge ice worm burrows through the ice and snow here. It rears up and
attacks!
*** Range 5 (south) ***
The white yeti crouches here snarling.
A plains barbarian is here, clad in heavy furs.
*** Range 6 (south) ***
A huge ice worm burrows through the ice and snow here. It rears up and
attacks!
A plains barbarian is here, clad in heavy furs.
You scan west.
*** Range 1 (west) ***
A huge ice worm burrows through the ice and snow here. It rears up and
attacks!
*** Range 2 (west) ***
A plains barbarian is here, clad in heavy furs.
*** Range 3 (west) ***
A huge ice worm burrows through the ice and snow here. It rears up and
attacks!
A plains barbarian is here, clad in heavy furs.
*** Range 4 (west) ***
A huge ice worm burrows through the ice and snow here. It rears up and
attacks!
*** Range 5 (west) ***
A plains barbarian is here, clad in heavy furs.
*** Range 6 (west) ***
A huge ice worm burrows through the ice and snow here. It rears up and
attacks!
A plains barbarian is here, clad in heavy furs.

<1005hp 884ma 201mv> <4am (night)\16046gc\> The frigid wastelands
| You wander through the frigid wastelands. Your breath is
| | | | a cloud before you. The cold cuts to the bone. Swirling
-x-x-x- | snow and wind make it impossible for you to discern any
/ | / | directions.
-x-@-x- |
| | | |
-x-x- |
| | |
|
---------+

[Exits: north east south west]
A huge ice worm burrows through the ice and snow here. It rears up and
attacks!
A plains barbarian is here, clad in heavy furs.

<1005hp 884ma 201mv> <4am (night)\16046gc\> north
The frigid wastelands
-x- | You wander through the frigid wastelands. Your breath is
| | | a cloud before you. The cold cuts to the bone. Swirling
-x-x- | snow and wind make it impossible for you to discern any
| | | | directions.
-x-@-x- |
| | | |
x-x=x- |
| | |
|
---------+

[Exits: north east south west up]
The white yeti crouches here snarling.
A plains barbarian is here, clad in heavy furs.

<1005hp 884ma 195mv> <4am (night)\16046gc\> up
scan all
A glowing blue ball of light
!-!-! | Blue light glows all around you as a white center beckons
| | | | you toward the entrance to the portal. A dull humming sound
!-!-! | is heard all around you as resident creatures shriek at you
| | in anger and frustration. as you edge closer, time begins
@ | to rift and rip apart ..tearing at you body and your soul.
| You feel like that you are burning up. Dying .... forever
| dying....
|
|
---------+

[Exits: north down]
The torn-out heart of a trapped ghost is lying here.
A wildfire is burning here!
An important magical sign floats here.

<1005hp 884ma 192mv> <4am (night)\16046gc\> You scan all around.
You scan north.
*** Range 1 (north) ***
An large behemoth like creature is here frozen in ice.
*** Range 4 (north) ***
(Invis) A walking trap is here with its gaping jaws open wide.
An large behemoth like creature is here frozen in ice.
An large behemoth like creature is here frozen in ice.
You scan down.
*** Range 1 (down) ***
The white yeti crouches here snarling.
A plains barbarian is here, clad in heavy furs.

<1005hp 884ma 192mv> <4am (night)\16046gc\> get heart
You get the heart of a trapped ghost.

<1005hp 884ma 192mv> <4am (night)\16046gc\> eat heart
You eat the heart of a trapped ghost.
You feel a little better.
You are full.

<1005hp 884ma 192mv> <4am (night)\16046gc\> look
A glowing blue ball of light
!-!-! | Blue light glows all around you as a white center beckons
| | | | you toward the entrance to the portal. A dull humming sound
!-!-! | is heard all around you as resident creatures shriek at you
| | in anger and frustration. as you edge closer, time begins
@ | to rift and rip apart ..tearing at you body and your soul.
| You feel like that you are burning up. Dying .... forever
| dying....
|
|
---------+

[Exits: north down]
A wildfire is burning here!
An important magical sign floats here.

<1005hp 884ma 192mv> <4am (night)\16046gc\>
The day has begun.

<1005hp 916ma 247mv> <5am (dawn)\16046gc\> where
Players near you in Barren Highlands:
<PK> Mishtkah A glowing blue ball of light

<1005hp 916ma 247mv> <5am (dawn)\16046gc\> rest
You rest.

<1005hp 916ma 247mv> <5am (dawn)\16046gc\>
The sun rises in the east.
The wildfire you started has died out.
The fiery rain in the area dies out.

<1005hp 983ma 307mv> <6am (day)\16046gc\> look
A glowing blue ball of light
!-!-! | Blue light glows all around you as a white center beckons
| | | | you toward the entrance to the portal. A dull humming sound
!-!-! | is heard all around you as resident creatures shriek at you
| | in anger and frustration. as you edge closer, time begins
@ | to rift and rip apart ..tearing at you body and your soul.
| You feel like that you are burning up. Dying .... forever
| dying....
|
|
---------+

[Exits: north down]
An important magical sign floats here.

<1005hp 983ma 367mv> <7am (day)\16046gc\> where
Players near you in Barren Highlands:
<PK> Mishtkah A glowing blue ball of light

<1005hp 983ma 367mv> <7am (day)\16046gc\> af
You are affected by the following:
Spell: sanctuary : lasts for 4 hours
Spell: detect invis : lasts for 35 hours

<1005hp 983ma 367mv> <7am (day)\16046gc\> look
A glowing blue ball of light
!-!-! | Blue light glows all around you as a white center beckons
| | | | you toward the entrance to the portal. A dull humming sound
!-!-! | is heard all around you as resident creatures shriek at you
| | in anger and frustration. as you edge closer, time begins
@ | to rift and rip apart ..tearing at you body and your soul.
| You feel like that you are burning up. Dying .... forever
| dying....
|
|
---------+

[Exits: north down]
An important magical sign floats here.

<1005hp 983ma 367mv> <7am (day)\16046gc\> where
Players near you in Barren Highlands:
<PK> Mishtkah A glowing blue ball of light

<1005hp 983ma 367mv> <7am (day)\16046gc\> st
You stand up.

<1005hp 983ma 367mv> <7am (day)\16046gc\> armo
You feel someone protecting you.

<1005hp 978ma 367mv> <7am (day)\16046gc\> close d
You close the door below you.

<1005hp 983ma 385mv> <8am (day)\16046gc\> c pass
You phase out of existence.
You have become better at casting pass door!

<1005hp 963ma 385mv> <8am (day)\16046gc\> look
A glowing blue ball of light
!-!-! | Blue light glows all around you as a white center beckons
| | | | you toward the entrance to the portal. A dull humming sound
!-!-! | is heard all around you as resident creatures shriek at you
| | in anger and frustration. as you edge closer, time begins
@ | to rift and rip apart ..tearing at you body and your soul.
| You feel like that you are burning up. Dying .... forever
| dying....
|
|
---------+

[Exits: north (down)]
An important magical sign floats here.

<1005hp 963ma 385mv> <8am (day)\16046gc\> scan all
You scan all around.
You scan north.
*** Range 1 (north) ***
An large behemoth like creature is here frozen in ice.
*** Range 4 (north) ***
(Invis) A walking trap is here with its gaping jaws open wide.
An large behemoth like creature is here frozen in ice.
An large behemoth like creature is here frozen in ice.
You scan down.

<1005hp 963ma 385mv> <8am (day)\16046gc\> prof self pass
Your proficiency at pass door is 93%.

<1005hp 963ma 385mv> <8am (day)\16046gc\> where
Players near you in Barren Highlands:
<PK> Mishtkah A glowing blue ball of light

<1005hp 963ma 385mv> <8am (day)\16046gc\> scan all
You scan all around.
You scan north.
*** Range 1 (north) ***
An large behemoth like creature is here frozen in ice.
*** Range 4 (north) ***
(Invis) A walking trap is here with its gaping jaws open wide.
An large behemoth like creature is here frozen in ice.
An large behemoth like creature is here frozen in ice.
You scan down.

<1005hp 963ma 385mv> <8am (day)\16046gc\> scan all
You scan all around.
You scan north.
*** Range 1 (north) ***
An large behemoth like creature is here frozen in ice.
*** Range 4 (north) ***
(Invis) A walking trap is here with its gaping jaws open wide.
An large behemoth like creature is here frozen in ice.
An large behemoth like creature is here frozen in ice.
You scan down.

<1005hp 983ma 385mv> <9am (day)\16046gc\> look
where
A glowing blue ball of light
!-!-! | Blue light glows all around you as a white center beckons
| | | | you toward the entrance to the portal. A dull humming sound
!-!-! | is heard all around you as resident creatures shriek at you
| | in anger and frustration. as you edge closer, time begins
@ | to rift and rip apart ..tearing at you body and your soul.
| You feel like that you are burning up. Dying .... forever
| dying....
|
|
---------+

[Exits: north (down)]
An important magical sign floats here.

<1005hp 983ma 385mv> <9am (day)\16046gc\> Players near you in Barren Highlands:

<PK> Mishtkah A glowing blue ball of light

<1005hp 983ma 385mv> <9am (day)\16046gc\> af
You are affected by the following:
Spell: pass door : lasts for 12 hours
Spell: armor : modifies armor class by 20 for 22 hours
Spell: sanctuary : lasts for 2 hours
Spell: detect invis : lasts for 33 hours

<1005hp 983ma 385mv> <9am (day)\16046gc\> where
Players near you in Barren Highlands:
<PK> Mishtkah A glowing blue ball of light

<1005hp 983ma 385mv> <9am (day)\16046gc\> where
Players near you in Barren Highlands:
<PK> Mishtkah A glowing blue ball of light

<1005hp 983ma 385mv> <9am (day)\16046gc\> who
[ Grgyl ] <PK> [JUSTICE] Auhror the Arcane Chimera of Order
[ H-Elf ] Nico the Hymnist
[50 H-Elf Inv] <PK> [KEEPER] (Keepermaster) [Balance] Mishtkah the Unstoppable
of Yin
[ Human ] Elayna Wrenway the Crime Mistress
[ Human ] <NEW> Kaeliwen Mirknai the Paladin Knight
[ Human ] Fervyll the Black Knight
[60 Fire IMP] [JUSTICE] Lord Davairus the Implementor of Blood
Players found: 7
There are 7 characters on; the most on this past month was 17.

<1005hp 983ma 385mv> <9am (day)\16046gc\> where
Players near you in Barren Highlands:
<PK> Mishtkah A glowing blue ball of light

<1005hp 983ma 385mv> <9am (day)\16046gc\> look
A glowing blue ball of light
!-!-! | Blue light glows all around you as a white center beckons
| | | | you toward the entrance to the portal. A dull humming sound
!-!-! | is heard all around you as resident creatures shriek at you
| | in anger and frustration. as you edge closer, time begins
@ | to rift and rip apart ..tearing at you body and your soul.
| You feel like that you are burning up. Dying .... forever
| dying....
|
|
---------+

[Exits: north (down)]
An important magical sign floats here.

<1005hp 983ma 385mv> <9am (day)\16046gc\> down
where
The frigid wastelands
-x- | You wander through the frigid wastelands. Your breath is
| | | a cloud before you. The cold cuts to the bone. Swirling
-x-x- | snow and wind make it impossible for you to discern any
| | | | directions.
-x-@-x- |
| | | |
x-x=x- |
| | |
|
---------+

[Exits: north east south west (up)]
The white yeti crouches here snarling.
A plains barbarian is here, clad in heavy furs.

<1005hp 983ma 382mv> <9am (day)\16046gc\> Players near you in Barren Highlands:

<PK> Mishtkah The frigid wastelands

<1005hp 983ma 382mv> <9am (day)\16046gc\> north
The frigid wastelands
* | You wander through the frigid wastelands. Your breath is a
| | | | cloud before you. The cold cuts to the bone. Swirling snow
-x-x-x- | and wind make it impossible for you to discern any directions.
| | | |
-@-x- |
| | | |
-x-x-x- |
| | | |
x |
---------+

[Exits: north east south west]
A huge ice worm burrows through the ice and snow here. It rears up and
attacks!

<1005hp 983ma 376mv> <9am (day)\16046gc\> west
The frigid wastelands
* | You wander through the frigid wastelands. Your breath is
| | | | a cloud before you. The cold cuts to the bone. Swirling
-x-x-x- | snow and wind make it impossible for you to discern any
| | / | directions.
-@-x- |
| | |
-x=x- |
| | |
|
---------+

[Exits: north east south west]
The white yeti crouches here snarling.

<1005hp 983ma 370mv> <9am (day)\16046gc\> north
north
The frigid wastelands
* | You wander through the frigid wastelands. Your breath is
| | | | a cloud before you. The cold cuts to the bone. Swirling
-x)*(x- | snow and wind make impossible for you to discern any directions.
| | | |
-x-@-x- |
| | | |
-x-x=x- |
| | | |
x |
---------+

[Exits: north east south west]
A plains barbarian is here, clad in heavy furs.

<1005hp 983ma 364mv> <9am (day)\16046gc\> north
The Glacier Temple
o-o | You are in a small temple. It appears to be built entirely
| | from ice. The ice walls are frosted and are opaque. There
* | is a small blue portal here. You can go north, to enter
| | | | the portal. Looking south, you see a world of white outside
-x)@(x- | the open doorway. Swirling snow and bright light obscure
| | | | your view.
-x-x-x- |
| | | |
-x-x=x- |
---------+

[Exits: north south]

<1005hp 983ma 361mv> <9am (day)\16046gc\> north
Floating in blue light
o-o-o | You seem to be floating in blue weightlessness. You tumble
| | | head over heels and finally right yourself. Gaining your
o-o | bearings, you notice that there are two "windows" in
| | , | the sea of blue here. One to the south shows an image
-x)@(x- | of a snowy plain. Another window the the north shows
| | | || an image of a rocky shore.
-x)*(x-x|
| | | ||
-x-x-x-x|
---------+

[Exits: north south]

<1005hp 983ma 360mv> <9am (day)\16046gc\> where
The Blood Sea Portal
| You stand on a small pedestal-like altar that has been built
| on the shore here. Standing here, you can look out across
o-o-o | the sea. You can almost imagine that you see a far away island.
| | | Dominating the altar is a small blue portal. It is possible
@-o | to walk south into the portal. The shore itself extends to
| | the north, east, and west. There are small inscriptions on
* | the rock at the base of the portal.
| |
* |
---------+

[Exits: north east south]

<1005hp 983ma 359mv> <9am (day)\16046gc\> north
Players near you in Barren Highlands:
<PK> Mishtkah The Blood Sea Portal

<1005hp 983ma 359mv> <9am (day)\16046gc\> The rocky shoreline
| You are on a rocky shore that borders a vast sea. A stiff
| wind blows here and whistles among the rocks. You see an
| altar of some sort built on the shore to the south. The shore
| itself leads east and west. Looking up, you see foothills
o-@-o | and rocky crags.
| | |
o-o |
| |
* |
---------+

[Exits: east south west up]

<1005hp 983ma 357mv> <9am (day)\16046gc\> up
north
The hills overlooking the shoreline
z-x-z | You stand on a barren section of hills that overlook a rocky
| | | | shoreline. The stiff ocean wind has blown the rocks smooth
z-z-z | here and you have to lean forward a bit to keep your balance.
| | | | The salty sea air fills your nostrils and you notice signs
z-@-z | of life in the rocky crags here. You can climb down towards
| the shore or head north into the hills themselves. The rocky
| summit you are standing leads east and west along the shoreline.
|
|
---------+

[Exits: north east west down]

<1005hp 983ma 354mv> <9am (day)\16046gc\> Before the huge tree
z-z-f | You enter a large ring of boulders. Sheltered by this wall
| | of stones, a small cluster of plants have sprung up. In
z-x-z | the center of this group of trees and bushes is a huge gnarled
| | | | tree. It appears to have been twisted and torn by the forces
z-@-z | of nature. It sways and moans as a strong wind from the
| | | | south tears through its old feeble branches. The hills themselves
z-z-z | lead in all directions.
|
|
---------+

[Exits: north east south west]
A huge, gnarled tree stands here, battered by age and nature.

<1005hp 983ma 350mv> <9am (day)\16046gc\> north
north
Up the rocky hillside
z-z f-f| You are climbing on a rocky hillside. As you scramble about,
| | | loose rocks and small boulders bounce and fall down below
z-z-f | you. To the east and west are more stable ground. The hillside
| | itself goes on higher to the south and it drops away to
z-@-z | the north.
| | | |
z-z-z |
| | | |
z-z-z |
---------+

[Exits: north east south west]

<1005hp 983ma 345mv> <9am (day)\16046gc\> where
The bloody intersection
f-f | This is a small intersection. Paths lead east, west, and
| | | south. You are struck by the carnage here when you enter
z-z f-f| the clearing. There appears to have been a great battle
| | | here. Blood is everywhere and the ground is all torn up.
z-@-f | Pieces of beaten armour and broken blades lie all around.
| | Examining the tracks here lead you to believe that the
z-x-z | dead and wounded were dragged off in two directions, south
| | | | and east.
z-z-z |
---------+

[Exits: east south west]
(White Aura) A dark ethereal knight hovers over the bloody clearing.
The Dark Ethereal Knight says 'I've lost my princess. She wandered up into the
Plains of Winter and a witch turned her into a toad.'
The Dark Ethereal Knight says 'The witch said she'll turn back human again if s
omeone licks her face.'
The Dark Ethereal Knight says 'But who would lick a toad?'
The Dark Ethereal Knight sniffs sadly.

<1005hp 983ma 340mv> <9am (day)\16046gc\> Players near you in Barren Highlands:

<PK> Mishtkah The bloody intersection

<1005hp 983ma 340mv> <9am (day)\16046gc\> east
north
A turn in the path
f-f | The forest path turns here towards the north and west. To
| | | the north, you see that the ground has become dank and swampy,
z-z f-f-f| while the western path appears to be entering a hilly area.
| | | You hear sounds of swamp creatures to the north east.
z-z-@ |
| |
z-x-z |
| | | |
z-z-z |
---------+

[Exits: north west]

<1005hp 983ma 337mv> <9am (day)\16046gc\> The dark forest path
f | You continue on through darkness and gloom. The path below
| | you has become a wet quagmire. It is difficult to walk, and
f-f | you make squishing sounds as you move on. Looking east, you
| | | see a swampy path. The main path leads north and south into
z-z @-f-f| darkness.
| | |
z-z-f |
| |
z-x-z |
---------+

[Exits: north east south]

<1005hp 983ma 334mv> <9am (day)\16046gc\> north
west
In the dense forest
f | You walk along a small path leading through a dark forest.
| | No sounds can be heard and little light penetrates the canopy
f | of trees above you. The air here smells musty and you long
| | for a fresh breath. You see an intersection of paths to the
f-@ | west. The path you are on leads south into the darkening
| | | woods.
z-z f-f-f|
| | |
z-z-f |
---------+

[Exits: south west]

<1005hp 983ma 331mv> <9am (day)\16046gc\> The small intersection in the forest
f | The forest path splits here in three directions. Small
| | paths lead to the east, north, and south. The trees above
f | leave a gap which allows sunlight to fill the intersection.
| | It is almost as though you are in a circle of light that
@-f | provides sanctuary in this land of darkness. Something
| | | has been scrawled in the dirt in blood here.
z-z f-f|
| | |
z-z-f |
---------+

[Exits: north east south]

<1005hp 983ma 328mv> <9am (day)\16046gc\> north
where
The dark woods
f-f | You wearily travel through the darkness of the forest.
| | | Huge skeletal trees line the edges of the path and tower
f f | above you. Errant rays of sunlight spear down through
| | | the gaps in the canopy above and provide small spots
f @ | of light that seem to attract what little foliage can
| | | grow on the dark forest floor. The path winds north and
f f-f | south into darkness.
| | |
z-z f-f|
---------+

[Exits: north south]

<1005hp 983ma 380mv> <10am (day)\16046gc\> north
Players near you in Barren Highlands:
<PK> Mishtkah The dark woods

<1005hp 983ma 380mv> <10am (day)\16046gc\> The dark woods
| You are travelling through woods that are as dark as night.
| The trees above block all light and wind. The air is stagnant
f-f | and smells of death and decay. The lack of sounds and other
| | | signs of life make your skin crawl and you feel very much
f @ | like turning back and heading for safer areas. The path
| | | leads north into more open lands while it also leads south
f f | into the darkness of the forest. A small sign is posted
| | | here.
o-f)f-f |
---------+

[Exits: north south]

<1005hp 983ma 377mv> <10am (day)\16046gc\> north
west
A dark bend in the forest
| You are in a dark bend in the forest. To the west, you see
| the trail leading back to the dwarven forest, and to the
| south, you see a dark and dismal path.
|
f-@ |
| | |
f f |
| | |
f f |
---------+

[Exits: south west]

<1005hp 983ma 374mv> <10am (day)\16046gc\> south
A dim trail in the dwarf forest
| You are in a dim trail in the dwarf forest. Not much sunlight
| passes through here. The trail runs north and south, and
| the light seems to come from the north. To the east, you
| see a small path into darkness.
@-f |
| | |
f f |
| | |
f f |
---------+

[Exits: east south]

<1005hp 983ma 371mv> <10am (day)\16046gc\> south
A dim trail in the dwarf forest
| You are in a dim trail in the dwarf forest. Not much
| sunlight passes through here. To the south is a gloomy
f-f | valley, while to the north the light grows brighter.
| | |
@ f f|
| | ||
f f f|
| | |
o-f-f-f|
---------+

[Exits: north south]

<1005hp 983ma 368mv> <10am (day)\16046gc\> south
The Valley in the dark dwarf forest
f-f f| You are in a valley in the forest. To the north is a
| | || trail out of this dark valley. South is more of this
f f f| valley.
| | ||
@ f f|
| | |
o-f-f-f|
| | ||
o x *|
---------+

[Exits: north south]

<1005hp 983ma 365mv> <10am (day)\16046gc\> up
Crossroads in the Wilderness
f f| You are in a valley in the dark dwarf forest. Short black
| || grass grows around you. Trails lead in all directions.
f f|
| ||
o-@-f-f|
| | ||
o x *|
|
|
---------+

[Exits: north east south west up]
A large, hairy looking humanoid is here.

<1005hp 983ma 362mv> <10am (day)\16046gc\> west
The darker dwarf forest
| You see a more dense foliage in these stunted trees. The gloom
| caused by them is enhanced by a draft coming from all around.
f | The trail leads down into a valley and west.
| |
f-f-@ |
|
|
|
|
---------+

[Exits: west down]

<1005hp 983ma 359mv> <10am (day)\16046gc\> The darker dwarf forest
| You see a more dense foliage in these stunted trees. The
| gloom caused by them is enhanced by a draft coming from
f-f | all around. The trail leads east and west.
| |
f-@-f |
|
|
|
|
---------+

[Exits: east west]

<1005hp 983ma 356mv> <10am (day)\16046gc\> west
north
The darker dwarf forest
+ | You see a more dense foliage in these stunted trees. The
| | gloom caused by them is enhanced by a draft coming from
+-f-f | all around. The trail turns east from the north.
| |
@-f-f|
|
|
|
|
---------+

[Exits: north east]

<1005hp 983ma 353mv> <10am (day)\16046gc\> west
The darker dwarf forest
+ | You see a more dense foliage in these stunted trees. The
| | gloom caused by them is enhanced by a draft coming from
+ | all around. The trail turns south from the west.
| |
+-f-@ |
| |
f-f-f|
|
|
---------+

[Exits: south west]

<1005hp 983ma 350mv> <10am (day)\16046gc\> west
The dwarf forest
+ | You see more stunted trees here. It looks almost as if
| | this place was cursed by a god to be short and dry. The
+ | trail leads east and west. It looks dark toward the east.
| |
+-+-@-f |
| |
f-f|
|
|
---------+

[Exits: east west]

<1005hp 983ma 347mv> <10am (day)\16046gc\> The T-Intersection
+ | A small intersection has been placed here, where the forest
| | meets the trade route of Old Thalos. It has been poorly
+ | maintained, its condition clearly having slid over the
| | past few centuries. The trail continues to the west into
+-+-@-f-f| Thalos, while eastwards leads deeper into the dwarf forest.
|| To the north the old trade road motions for the Crossroads.
f|
|
|
---------+

[Exits: north east west]

<1005hp 983ma 345mv> <10am (day)\16046gc\> get psi sack
Wear psi
get psi sack
Wear psi
You get a psi-faded garnet band of resistance from a Big Ol'Pack Sack.

<1005hp 983ma 345mv> <10am (day)\16046gc\> get psi sack
Wear psi
get psi sack
Wear psi
You remove an emerald-green garnet band of hardiness from your finger.
You wear a psi-faded garnet band of resistance on your left finger.

<1005hp 983ma 345mv> <10am (day)\16046gc\> get psi sack
Wear psi
You get a psi-faded crystalskin hood of resistance from a Big Ol'Pack Sack.

<1005hp 983ma 345mv> <10am (day)\16046gc\> get psi sack
Wear psi
You remove an earthen gilded warhelmet of the mountains from your head.
You wear a psi-faded crystalskin hood of resistance on your head.

<973hp 983ma 345mv> <10am (day)\16046gc\> You get a psi-faded mercury phylacter
y of resistance from a Big Ol'Pack Sack.

<973hp 983ma 345mv> <10am (day)\16046gc\> You remove an onyx-black gilded warm
emblem of alacrity from your neck.
You wear a psi-faded mercury phylactery of resistance around your neck.

<973hp 983ma 345mv> <10am (day)\16046gc\> You get a psi-faded gilded wristguard
of enlightenment from a Big Ol'Pack Sack.

<973hp 983ma 345mv> <10am (day)\16046gc\> You remove a ruby-red gilded wristgua
rd of potency from around your wrist.
You wear a psi-faded gilded wristguard of enlightenment around your left wrist.


<963hp 983ma 345mv> <10am (day)\16046gc\> You get a psi-faded garnet-linked bel
t of enlightenment from a Big Ol'Pack Sack.

<963hp 983ma 345mv> <10am (day)\16046gc\> You unbuckle an earthen gilded waistc
hain of the hills and remove it from your waist.
You fasten a psi-faded garnet-linked belt of enlightenment about your waist.

<928hp 983ma 345mv> <10am (day)\16046gc\> You get a pair of psi-faded crystalsk
in fingergloves of enlightenment from a Big Ol'Pack Sack.

<928hp 983ma 345mv> <10am (day)\16046gc\> You slip a pair of earthen ethermoss
gloves of the mountains off your hands.
You slip a pair of psi-faded crystalskin fingergloves of enlightenment onto you
r hands.

<898hp 983ma 345mv> <10am (day)\16046gc\> sc
You are Mishtkah the Unstoppable of Yin, level 50, 34 years old (359 hours).
Race: Half-elf Sex: male Class: invoker
Hometown: Seringale Alignment: neutral Ethos: neutral
Rank Keepermaster of [KEEPER]
You have 898/898 hit, 983/983 mana, 345/399 movement.
You have 4 practices and 0 training sessions.
You are carrying 28/37 items with weight 281/350 pounds.
Str: 19(19) Int: 22(22) Wis: 21(21) Dex: 22(22) Con: 15(16)
You have scored 493100 exp, completed 0 quests, and have 16046 gold coins.
Condition: You have a few cuts and bruises.
Luck: Your luck can turn either way.
Wimpy set to 0 hit points.
You are standing.
Armor: pierce: 235 bash: 241 slash: 247 magic: 190
You are almost invulnerable to piercing.
You are almost invulnerable to bashing.
You are almost invulnerable to slashing.
You are supremely armored against magic.
Save vs Afflictive: -2 Mental: -74 Maledictive: -2
You are defenseless against afflictive spells.
You are almost immune to mental spells.
You are defenseless against maledictive spells.
Hitroll: 15 Damroll: 16
You are affected by the following:
Spell: pass door : lasts for 11 hours
Spell: armor : modifies armor class by 20 for 21 hours
Spell: sanctuary : lasts for 1 hours
Spell: detect invis : lasts for 32 hours

<898hp 983ma 345mv> <10am (day)\16046gc\> l i sack
A Big Ol'Pack Sack holds:
a disease-scarred crystalline wristguard of inoculation
a pair of disease-scarred crystalskin fingergloves of inoculation
a disease-scarred garnet-linked belt of inoculation
a disease-scarred crystalskin hood of survival
a disease-scarred garnet band of inoculation
(47) a scroll of flying
a psionic fireserpent fang of altering reality
a meteoric fireserpent fang of elemental mastery
( 9) a dark black herb
(Humming) a stone mace
a bottomless tankard
a ruby-red gilded armplates of potency
a deflective bejewelled neckguard of defiance
a disease-scarred gemless steel ring of inoculation
an onyx-black silverknot band of reflexes
a deflective crystalline wristguard of defiance
an onyx-black firesilk cuff of alacrity
a fire-scorched crimson ribbon of acclimation
an emerald-green bejewelled neckguard
a pair of emerald-green crystalskin fingergloves of hardiness
a rune-etched chunk of black stone
a small rock
[Hit Return to continue]
an emerald-green garnet band of hardiness
( 3) a seashell ring
a fire-scorched bejewelled neckguard of acclimation
a fire-scorched gemless steel ring of endurance
( 4) a wisp essence
a pale blue stone
an onyx-black silverknot band of alacrity

<898hp 983ma 345mv> <10am (day)\16046gc\> get fang sack
You get a psionic fireserpent fang of altering reality from a Big Ol'Pack Sack.


<898hp 983ma 345mv> <10am (day)\16046gc\> look
where
The T-Intersection
+ | A small intersection has been placed here, where the forest
| | meets the trade route of Old Thalos. It has been poorly
+ | maintained, its condition clearly having slid over the
| | past few centuries. The trail continues to the west into
+-+-@-f-f| Thalos, while eastwards leads deeper into the dwarf forest.
|| To the north the old trade road motions for the Crossroads.
f|
|
|
---------+

[Exits: north east west]

<898hp 983ma 345mv> <10am (day)\16046gc\> Players near you in Thalos Ruins:
<PK> Mishtkah The T-Intersection

<898hp 983ma 345mv> <10am (day)\16046gc\> west
A Ruined Trade Route
+ | You are on an old abandoned trade road leading out of
| | Thalos. The earth here appears to have been scorched and
+ | is scarred with ruin. Some of it has been upturned, perhaps
| | the site of a hasty burial. The road has been all but
+-+-@-+-f| destroyed, just the thin remnants of a path leading west
| towards the town. To the east is an intersection.
|
|
|
---------+

[Exits: east west]

<898hp 983ma 343mv> <10am (day)\16046gc\> east
The T-Intersection
+ | A small intersection has been placed here, where the forest
| | meets the trade route of Old Thalos. It has been poorly
+ | maintained, its condition clearly having slid over the
| | past few centuries. The trail continues to the west into
+-+-@-f-f| Thalos, while eastwards leads deeper into the dwarf forest.
|| To the north the old trade road motions for the Crossroads.
f|
|
|
---------+

[Exits: north east west]

<898hp 983ma 341mv> <10am (day)\16046gc\> north
A Road through the Dwarf Forest
+-+ | An old road leads through the stunted trees of the dwarf
| | forest, its centre marked with overgrown grass and weeds.
+ | The road has been left to ruin, clearly untravelled by
| | traders in centuries. Some of the grass on the side of
@ | the road appears to be scarred by fire and has died.
| |
+-+-+-f-f|
||
f|
---------+

[Exits: north south]

<898hp 983ma 339mv> <10am (day)\16046gc\> north
A Road through the Dwarf Forest
| The road through the forest has been weathered heavily,
| but judging from the amount of disarrayed stones led
+-+ | over it, its clear that it hasn't been maintained in
| | a while. It looks like an old trade route that long since
@ | been left to ruin. Grass grows in the centre of the track,
| | more than a few feet high. To the sides of the roads
+ | grow trees that seem to have stunted.
| |
+-+-+-f-f|
---------+

[Exits: north south]

<898hp 983ma 337mv> <10am (day)\16046gc\> north
east
A Road through the Dwarf Forest
| You are on a road leading from the crossroads of Seringale
| into a deep forest. The trees surrounding the round are strangely
| shorter than those of common breed. A thin pine scent on
| the air draws your attention a little as you walk by. The
@-+ | road has been made hurriedly, small clumps of grass growing
| | from its centre. It looks like it was designed for a horse
+ | and cart, weathered heavily and abandoned.
| |
+ |
---------+

[Exits: east south]

<898hp 983ma 335mv> <10am (day)\16046gc\> up
west
up
east
Path into Dwarf Forest
| The path continues upwards if one wished to use roots and tree
| branches for support as they climbed the trail. To the east
| is a wide path which appears to be passing into a forest. To
| each side of this trail are dark, grim trees. The trees are
+-@ | so close to one another that very little light gets through.
| | The path, however, is free of foliage.
+ |
| |
+ |
---------+

[Exits: west up]

<898hp 983ma 387mv> <11am (day)\16046gc\> where
Quiet Forest Path
| To each side of this trail are dark, grim trees. The trees
| are so close to one another that very little light gets through.
| The path, however, is free of foliage. To the west you can
| see the path continue. There is a sharp decline in the path
+-@ | leading downwards.
|
|
|
|
---------+

[Exits: west down]

<898hp 983ma 385mv> <11am (day)\16046gc\> Quiet Forest Path
| To each side of this trail are dark, grim trees. The trees
| are so close to one another that very little light gets
| through. The path, however, is free of foliage. To the east
| you can see the path continue. There is a sharp incline
@-+ | in the path leading upwards.
|
|
|
|
---------+

[Exits: east up]

<898hp 983ma 383mv> <11am (day)\16046gc\> Sharply Downturning Forest Path
+-+-+-+-+| To each side of this trail are dark, grim trees. The trees
| | are so close to one another that very little light gets
+ | through. The path, however, is free of foliage. To the west
| | you can see the path continue. To the north you can see
@-+ | a large, wide road.
|
|
|
|
---------+

[Exits: east down]

<898hp 983ma 381mv> <11am (day)\16046gc\> Path from Eastern Road into the Fores
t
+-+-+-+-+| To each side of this trail are dark, grim trees. The trees
| || are so close to one another that very little light gets through.
+ +| The path, however, is free of foliage. To the south you can
| | see the path continue. To the north you can see the Eastern
+-@ | Road.
|
|
|
|
---------+

[Exits: north west]

<898hp 983ma 379mv> <11am (day)\16046gc\> north
Players near you in Eastern Road:
<PK> Mishtkah Path from Eastern Road into the Forest

<898hp 983ma 379mv> <11am (day)\16046gc\> north
Path from Eastern Road into the Forest
o | To each side of this trail are dark, grim trees. The trees
| | are so close to one another that very little light gets through.
+-+-+-+-+| The path, however, is free of foliage. To the south you can
| || see the path continue. To the north you can see the Eastern
@ +| Road.
| |
+-+ |
|
|
---------+

[Exits: north south]

<898hp 983ma 377mv> <11am (day)\16046gc\> west
The Crossroads
o | Here, the great eastern road intersects with an older road
| | between the mines of Tenebria and the ruined city of Thalos.
o | The outskirts of Seringale lie to your west, and the highway
| | continues to the east. An old northern road leads to the
+-+-@-+-+| dwarven kingdom and the abandoned mines, while the southern
| || road shows the scars of the war which destroyed Thalos.
+ +|
| |
+-+ |
---------+

[Exits: north east south west]
The caravan attendant is here, with caravans for hire.

<898hp 983ma 375mv> <11am (day)\16046gc\> west
Along the Eastern Road
o | You are traveling along a well-travelled road between Seringale
| | and the lands to the east. A northern road crosses this
o | one to the east. The path has been created from a light
| | stone material that is very resilient. It has worn away
+-+-@-+-+| over time from the flow of traffic that has passed through
| | here. This is one of Serin's busiest trade routes.
+ |
| |
+-+ |
---------+

[Exits: east west]

<898hp 983ma 373mv> <11am (day)\16046gc\> Along the Eastern Road
o| You are traveling along a well-travelled road between
|| Seringale and the lands to the east. The path has been
o| created from a light stone material that is very resilient.
|| It has worn away over time from the flow of traffic that
+-+-@-+-+| has passed through here. This is one of Serin's busiest
|| trade routes.
+|
||
+-+|
---------+

[Exits: east west]

<898hp 983ma 371mv> <11am (day)\16046gc\> west
Along the Eastern Road
| You are traveling along a well-travelled road between
| Seringale and the lands to the east. The path has been
| created from a light stone material that is very resilient.
| It has worn away over time from the flow of traffic that
+-+-@-+-+| has passed through here. This is one of Serin's busiest
| trade routes.
|
|
|
---------+

[Exits: east west]

<898hp 983ma 369mv> <11am (day)\16046gc\> west
Along the Eastern Road
| You are traveling along a well-travelled road between
| Seringale and the lands to the east. The path has been
| created from a light stone material that is very resilient.
| It has worn away over time from the flow of traffic that
+-+-@-+-+| has passed through here. This is one of Serin's busiest
| trade routes.
|
|
|
---------+

[Exits: east west]

<898hp 983ma 367mv> <11am (day)\16046gc\> west
City Entrance
+ | You stand on the outskirts of Seringale, the capital of this
| | land. The road leads east along a dusty road, while to the west
+ | it becomes the main street of the town, surrounded by a mass
| | confusion of shops, bars, and market places. The east gates of
+-+-@-+-+| the town lie directly to the west of here.
| |
+ |
| |
+ |
---------+

[Exits: east west]

<898hp 983ma 365mv> <11am (day)\16046gc\> west
Outside the East Gate
+ | You are outside the East Gate of Seringale. Before you is a
| | great wall. It is made of huge slabs of white stones with
+ | various figures of birds, beasts, and dragons carved into
| | it. The great wall soars over your head at over 30 spans tall.
+-+-@-+-+| You see the entrance into the city of Seringale to the west
| | and a road travelling out of the city to the east.
+ |
| |
+ |
---------+

[Exits: east west]

<898hp 983ma 363mv> <11am (day)\16046gc\> where
Players near you in Seringale:
<PK> Mishtkah Outside the East Gate

<898hp 983ma 363mv> <11am (day)\16046gc\> east
City Entrance
+ | You stand on the outskirts of Seringale, the capital of this
| | land. The road leads east along a dusty road, while to the west
+ | it becomes the main street of the town, surrounded by a mass
| | confusion of shops, bars, and market places. The east gates of
+-+-@-+-+| the town lie directly to the west of here.
| |
+ |
| |
+ |
---------+

[Exits: east west]

<898hp 983ma 361mv> <11am (day)\16046gc\> east
where
Along the Eastern Road
| You are traveling along a well-travelled road between
| Seringale and the lands to the east. The path has been
| created from a light stone material that is very resilient.
| It has worn away over time from the flow of traffic that
+-+-@-+-+| has passed through here. This is one of Serin's busiest
| trade routes.
|
|
|
---------+

[Exits: east west]

<898hp 983ma 359mv> <11am (day)\16046gc\> Players near you in Eastern Road:
<PK> Mishtkah Along the Eastern Road

<898hp 983ma 359mv> <11am (day)\16046gc\> east
east
Along the Eastern Road
| You are traveling along a well-travelled road between
| Seringale and the lands to the east. The path has been
| created from a light stone material that is very resilient.
| It has worn away over time from the flow of traffic that
+-+-@-+-+| has passed through here. This is one of Serin's busiest
| trade routes.
|
|
|
---------+

[Exits: east west]

<898hp 983ma 357mv> <11am (day)\16046gc\> east
Along the Eastern Road
o| You are traveling along a well-travelled road between
|| Seringale and the lands to the east. The path has been
o| created from a light stone material that is very resilient.
|| It has worn away over time from the flow of traffic that
+-+-@-+-+| has passed through here. This is one of Serin's busiest
|| trade routes.
+|
||
+-+|
---------+

[Exits: east west]

<898hp 983ma 355mv> <11am (day)\16046gc\> Along the Eastern Road
o | You are traveling along a well-travelled road between Seringale
| | and the lands to the east. A northern road crosses this
o | one to the east. The path has been created from a light
| | stone material that is very resilient. It has worn away
+-+-@-+-+| over time from the flow of traffic that has passed through
| | here. This is one of Serin's busiest trade routes.
+ |
| |
+-+ |
---------+

[Exits: east west]

<898hp 983ma 353mv> <11am (day)\16046gc\> east
The Crossroads
o | Here, the great eastern road intersects with an older road
| | between the mines of Tenebria and the ruined city of Thalos.
o | The outskirts of Seringale lie to your west, and the highway
| | continues to the east. An old northern road leads to the
+-+-@-+-+| dwarven kingdom and the abandoned mines, while the southern
| || road shows the scars of the war which destroyed Thalos.
+ +|
| |
+-+ |
---------+

[Exits: north east south west]
The caravan attendant is here, with caravans for hire.

<898hp 983ma 351mv> <11am (day)\16046gc\> north
north
The Lane
x-x | You are strolling along a pleasant, shady lane. The road
| | is lined on both sides by tall, stately trees which lend
o | the scene with a sense of quiet serenity. You can follow
| | the road north or south.
@ |
| |
+-+-+-+-+|
| ||
+ +|
---------+

[Exits: north south]

<898hp 983ma 349mv> <11am (day)\16046gc\> north
The Plains
| You are standing on the plains. This is a vast desolate
| place where the wind can howl undisturbed since nothing
x-x | but you bars its way. However you are not the first to
| | wander here. Before you somebody has left a small path.
@ | The path looks rather bewildered and is not the kind
| | of path to lead to anywhere significant or important
o | but it seems to have made up its mind to enter the hills
| | far away north.
+-+-+-+-+|
---------+

[Exits: north south]

<898hp 983ma 347mv> <11am (day)\16046gc\> west
Road to Tenebria
| This is a non descript path which appears to have been made
| over the years by those wishing to enter the lands of dwarves
| from the Eastern road. To the south you can see the Eastern
| Road. To the west, you can see a steeply rising trail.
x-@ |
| |
o |
| |
o |
---------+

[Exits: south west]

<898hp 983ma 343mv> <11am (day)\16046gc\> up
Base of the Ladder
| The trail rises very sharply at this point. Progress appears
| limited to a ladder which leans against the side of the
| cliff. Without the ladder, it appears one would need wings.
| To the east, the trail sharply descends to the Eastern
@-x | Road.
| |
o |
| |
o |
---------+

[Exits: east up]

<898hp 983ma 337mv> <11am (day)\16046gc\> east
Windswept Plateau of the Dwarven Mines
z| A stunning view of the Eastern Road is available to all
|| who stand on this ledge. The wind buffets even the most
z| solidly built contraption. There is no cover at all. The
|| top of a ladder peeks up from over the ledge, leading
@-~-o| down into a difficult section of the trail that appears
| impassible without the ladder. To the east, you can hear
| the sound of gurgling water.
|
|
---------+

[Exits: east down]

<898hp 983ma 331mv> <11am (day)\16046gc\> east
Bank of a Swift Stream
z | A narrow and swift moving stream bisects the path here.
| | Evidence of a small bridge litters each side of the stream.
z | It is obviously beyond repair. Walking through the stream
| | appears to be possible, but it runs swiftly southward. Across
x-@-o | the stream you can see the path continue on the other side,
| rising into darkness. To the west the path descends somewhat,
| towards the Eastern Road.
|
|
---------+

[Exits: east west]

<898hp 983ma 326mv> <11am (day)\16046gc\> north
South of the Foothills
z | The path here follows the swift-moving stream along its east
| | bank. The path itself is little more than a three feet wide,
z | and somewhat segregates the stream from the surrounding field
| | of grass, ragweed, and dandelions. The path approaches an
x-~-@ | old bridge crossing the stream to the west and ascends northward
| into the foothills.
|
|
|
---------+

[Exits: north west]

<898hp 983ma 323mv> <11am (day)\16046gc\> north
A Path Through the Foothills
z | The hard-packed path makes the trek through these foothills
| | much less daunting. It ascends as it continues northward and,
z | to the south, it descends towards the Eastern Road. The foothills
| | themselves are sprawling, extending north and east towards
@ | Grimforge, E'gal, and Redhorne Mountains.
| |
x-~-o |
|
|
---------+

[Exits: north south]

<898hp 983ma 320mv> <11am (day)\16046gc\> A Path Through the Foothills
+-+-+| The hard-packed path makes the trek through these foothills
| || much less daunting. It ascends as it continues northward
z +| and, to the south, it descends towards the Eastern Road.
| || The foothills themselves are sprawling, extending north and
@ +| east towards Grimforge, E'gal, and Redhorne Mountains.
| |
z |
| |
x-~-o |
---------+

[Exits: north south]

<898hp 983ma 316mv> <11am (day)\16046gc\> north
A Path Through the Foothills
z| The hard-packed path makes the trek through these foothills
|| much less daunting. It ascends as it continues northward
+-+-+| and, to the south, it descends towards the Eastern Road.
| || The foothills themselves are sprawling, extending north and
@ +| east towards Grimforge, E'gal, and Redhorne Mountains.
| ||
z +|
| |
z |
---------+

[Exits: north south]

<898hp 983ma 312mv> <11am (day)\16046gc\> east
No clear path makes that direction seem slightly dangerous.

<898hp 983ma 312mv> <11am (day)\16046gc\> north
On the Plateau
z-z| You stand on the western edge of a thin plateau overlooking
|| the steady bustle of the city of Seringale to the southwest.
z| A solemn stillness permeates from the rock beneath you,
|| as if stone itself could mourn the tragedies of its ancient
@-+-+| and tumultuous past. A sheer cliff on one face of Grimforge
| || Mountain blocks any ascent to the north. A path descends
z +| southward into the foothills, and the plateau extends
| || to the east.
z +|
---------+

[Exits: east south]

<898hp 983ma 309mv> <11am (day)\16046gc\> where
east
Players near you in Tenebria:
<PK> Mishtkah On the Plateau

<898hp 983ma 309mv> <11am (day)\16046gc\> On the Plateau
z-z | You stand on a thin plateau that juts out even further
| | to the west, forming a shelf on the side of Grimforge
z | Mountain. Sparse flora can be seen clinging to the mountain
| | in places, stubbornly refusing to be cast down the mountainside
+-@-+-+| by water, wind, or time. The trail has all but vanished
| | | here, as one might expect whilst traversing solid stone.
z + |
| | |
z +-+|
---------+

[Exits: east west]

<898hp 983ma 307mv> <11am (day)\16046gc\> east
Audsug Crossing
z-z | A large boulder rests on the south-eastern side of this
| | intersection of paths. It appears to be granite, but has
z | several black, glass-like protrusions. A wooden signpost
| | has been erected beside the curious boulder to help travellers
+-+-@-+-+| find their way. The one path appears to wind towards the
| | | mountains to the north, while disappearing into some rocks
z + | off to the south. The other heads east towards a small
| | | village and extends out onto some sort of plateau to the
z +-+ | west.
---------+

[Exits: north east south west]
A wooden signpost has been placed here to help travelers find their way.

<898hp 983ma 305mv> <11am (day)\16046gc\> east
A Pebble-Strewn Path
z-z | The pebble-strewn path appears to be used regularly, despite
| | its relatively remote location. Mountains to the north and
z | east provide a breathtaking landscape as you travel, but
| | no signs of animal life can be seen. To the west, the path
+-+-@-+-+| continues towards a thin plateau and, to the east, it appears
| | to be approaching a small village.
+ |
| |
+-+ |
---------+

[Exits: east west]

<898hp 983ma 303mv> <11am (day)\16046gc\> east
east
A Pebble-Strewn Path
z | The pebble-strewn path appears to be used regularly, despite
| | its relatively remote location. Mountains to the north and
z | east provide a breathtaking landscape as you travel, but no
| | signs of animal life can be seen. To the west, the path continues
+-+-@-+-+| towards a thin plateau and, to the east, it appears to be approachin
g
| | a small village.
+ |
| |
+-+ |
---------+

[Exits: east west]

<898hp 983ma 301mv> <11am (day)\16046gc\> east
Outside the Village of Gwidry
*-*-+| The pebble-strewn path appears to be used regularly, despite
| || its relatively remote location. Mountains to the north
* +| and east provide a breathtaking landscape as you travel,
|| but no signs of animal life can be seen. To the west,
+-+-@-+-+| the path continues towards a thin plateau and, to the
| east, it appears to be approaching a small village.
|
|
|
---------+

[Exits: east west]

<898hp 983ma 299mv> <11am (day)\16046gc\> where
A Dusty Road
*-*-+-*| An old road created long ago runs through the small agricultural
| | | village of Gwidry. The road is paved with small pebbles,
* + | weathered by rain and beaten flat by the traffic of feet
| | over it. As you move outward toward the edges of the street,
+-+-@-+ | grasses and weeds start to overtake it. The grass is short
| and colored green and brown.
|
|
|
---------+

[Exits: east west]

<898hp 983ma 297mv> <11am (day)\16046gc\> east
Players near you in Gwidry:
<PK> Mishtkah A Dusty Road

<898hp 983ma 297mv> <11am (day)\16046gc\> A Dusty Road
*-*-+-* | An old road created long ago runs through the small agricultural
| | | village of Gwidry. The road is paved with small pebbles, weathered
* + | by rain and beaten flat by the traffic of feet over it. As
| | you move outward toward the edges of the street, grasses and
+-+-@ | weeds start to overtake it. The grass is short and colored
| green and brown.
|
|
|
---------+

[Exits: north west]

<898hp 983ma 295mv> <11am (day)\16046gc\> north
north
A Dusty Road
+ | An old road created long ago runs through the small agricultural
| | village of Gwidry. The road is paved with small pebbles, weathered
*-*-+-* | by rain and beaten flat by the traffic of feet over it. As
| | | you move outward toward the edges of the street, grasses and
* @ | weeds start to overtake it. The grass is short and colored
| | green and brown.
+-+-+ |
|
|
---------+

[Exits: north south]
A little kid stands here, looking nervous.
A little kid says 'Hey, Mishtkah, my cat's having kittens, do you want one?'

<898hp 983ma 293mv> <11am (day)\16046gc\> A Dusty Road
*-+ | An old road created long ago runs through the small agricultural
| | | village of Gwidry. The road is paved with small pebbles,
* + | weathered by rain and beaten flat by the traffic of feet
| | over it. As you move outward toward the edges of the street,
*-*-@-* | grasses and weeds start to overtake it. The grass is short
| | | and colored green and brown. Farmland stretches off to the
* + | east and a tall building stands to the west, its doorless
| | doorway making it seem unlikely it could be anything other
+-+-+ | than an inn.
---------+

[Exits: north east south west]

<898hp 983ma 291mv> <11am (day)\16046gc\> west
Main Room of the Inn
*-+ | A series of crude wooden tables sit along the walls, each
| | | with a bench set firmly on each of its sides, the large
* + | metal rivets that hold them together are clearly visible,
| | even from a distance. The floor is covered in dirt, apparently
*-@-+-*| it hasn't been cleaned in a while. The walls are almost
| | | completely covered with graffiti, mostly carvings, but
* + | some penned or painted on the surface of the wall with
| | one utensil or another. A door stands at the back of the
+-+-+-+ | room, it seems to sway open and closed all the time, never
---------+ ceasing for even a moment. A staircase leads up the second
floor where lies a room, rentable for a night, no more. An open doorway leads
out to a dusty road to the east, next to it hangs a sign, another stands to
the west, leading into a short hall that itself leads to the owner's room. The
re
is a trapdoor worked into the northwest corner of the room's floor.

[Exits: east south west up (trapdoor)]

<898hp 983ma 290mv> <11am (day)\16046gc\> east
A Dusty Road
*-+ | An old road created long ago runs through the small agricultural
| | | village of Gwidry. The road is paved with small pebbles,
* + | weathered by rain and beaten flat by the traffic of feet
| | over it. As you move outward toward the edges of the street,
*-*-@-* | grasses and weeds start to overtake it. The grass is short
| | | and colored green and brown. Farmland stretches off to the
* + | east and a tall building stands to the west, its doorless
| | doorway making it seem unlikely it could be anything other
+-+-+ | than an inn.
---------+

[Exits: north east south west]

<898hp 983ma 289mv> <11am (day)\16046gc\> north
A Dusty Road
+-+-+| An old road created long ago runs through the small agricultural
| | village of Gwidry. The road is paved with small pebbles,
*-+ | weathered by rain and beaten flat by the traffic of feet
| | | over it. As you move outward toward the edges of the street,
* @ | grasses and weeds start to overtake it. The grass is short
| | and colored green and brown. Farmland stretches off to the
*-*-+-* | east.
| | |
* + |
---------+

[Exits: north south]

<898hp 983ma 287mv> <11am (day)\16046gc\> north
A Dusty Road
* | An old road created long ago runs through the small agricultural
| | village of Gwidry. The road is paved with small pebbles,
+-+-+| weathered by rain and beaten flat by the traffic of feet
| | over it. As you move outward toward the edges of the street,
*-@ | grasses and weeds start to overtake it. The grass is short
| | | and colored green and brown. Farmland stretches off to
* + | the east and a building stands to the west.
| |
*-*-+-* |
---------+

[Exits: north south west]

<898hp 983ma 285mv> <11am (day)\16046gc\> north
east
A Dusty Road
| You are at the intersection of two roads running through
| the quiet little agricultural village of Gwidry. Wandering
* | off to the east is a dusty path that has been created completely
| | by people walking over the land. Southwards a more well defined
@-+-+| road has been dug from the earth, its borders kept straight
| | and clear of obstacles. A small patch of grass grows here
*-+ | at the roadside, weeds beginning to take over its stronghold.
| | |
* + |
---------+

[Exits: north east south]
An old fingerpost is erected here, pointing east and south.
A yellow chicken wearing a long curly powdered wig struts around clucking.

<898hp 983ma 283mv> <11am (day)\16046gc\> east
A Dusty Road
| A dusty road running through the quiet little village of Gwidry.
| The road is narrow and obviously created purely by foot traffic,
* +| the center is completely barren, but as you move outward toward
| || the edges grasses and weeds start to grow over it. The grass
+-@-+-+| is short and colored green and brown, only a little of it grows
| | on the road, but it is noticeable. Farmland stretches off
*-+ | to the south where a farmhouse stands, and a delicious aroma
| | | of bread wafts in from the north.
* + |
---------+

[Exits: (north) east (south) west]

<898hp 983ma 281mv> <11am (day)\16046gc\> A Dusty Road
| A dusty road running through the quiet little village
| of Gwidry. The road is narrow and obviously created purely
* + | by foot traffic, the center is completely barren, but
| | | as you move outward toward the edges grasses and weeds
+-+-@-+-+| start to grow over it. The grass is short and colored
| || green and brown, only a little of it grows on the road,
+ +| but it is noticeable. Farmland stretches off to the north
| || and south.
+ +-+-+|
---------+

[Exits: east west]

<898hp 983ma 279mv> <11am (day)\16046gc\> east
east
A Dusty Road
| A dusty road running through the quiet little village
| of Gwidry. The road is narrow and obviously created purely
+ | by foot traffic, the center is completely barren, but
| | as you move outward toward the edges grasses and weeds
+-+-@-+ | start to grow over it. The grass is short and colored
| | green and brown, only a little of it grows on the road,
+ | but it is noticeable. The road leads north, east and
| | to the west.
+-+-+-+|
---------+

[Exits: north east west]

<898hp 983ma 277mv> <11am (day)\16046gc\> where
A Dusty Road
| You are at the intersection of two roads quietly running
| through the small agricultural village of Gwidry. Wandering
+ | off westwards is an old dusty path that has been manufactured
| | entirely by the action of people walking over the grass,
+-+-@ | slowly creating a track. To the south an old lane leads
| | down towards the river Azial, paved with small stones.
+ f| Grass grows all around here, most of it beginning to
| || suffocate under the presence of weeds. A building lies
+-+-+-+-f| to the north, and a forest stands darkly to the east.
---------+

[Exits: south west]

<898hp 983ma 275mv> <11am (day)\16046gc\> Players near you in Gwidry:
<PK> Mishtkah A Dusty Road

<898hp 983ma 275mv> <11am (day)\16046gc\> south

The white aura around your body fades.

<898hp 983ma 329mv> <12pm (noon)\16046gc\> south
A Dusty Road
+ | The sides of the road are marked out by cartwheel marks,
| | dug into the ground by something heavy. In between the
+-+-+ | tracks a tuft of long grass grows, its spiky mane covered
| | in moisture. As you move outward toward the edges of
@ f| the lane, grasses and weeds start to grow over it. The
| || grass is short and colored green and brown, colourful
+-+-+-+-f| thistles and weeds poking out of it. A building sits
|| off to the west and a forest stands darkly to the east.
f|
---------+

[Exits: north south (west)]

<898hp 983ma 327mv> <12pm (noon)\16046gc\> A Dusty Road
+-+-+ | The sides of the road are marked out by cartwheel marks,
| | dug into the ground by something heavy. In between the
+ f| tracks a tuft of long grass grows, its spiky mane covered
| || in moisture. As you move outward toward the edges of
+-+-@-+-f| the lane, grasses and weeds start to grow over it. The
|| grass is short and colored green and brown, colourful
f| thistles and weeds poking out of it. The road moves off
|| toward the rivers edge to the east, it also leads to
f| the west and north.
---------+

[Exits: north east west]

<898hp 983ma 325mv> <12pm (noon)\16046gc\> east
east
A Dusty Road
+-+ +| The sides of the road are marked out by cartwheel marks,
| || dug into the ground by something heavy. In between the
+ f-+| tracks a tuft of long grass grows, its spiky mane covered
| | || in moisture. As you move outward toward the edges of
+-+-@-f-+| the lane, grasses and weeds start to grow over it. The
| || grass is short and colored green and brown, colourful
f-+| thistles and weeds poking out of it. The road moves off
| || toward the west and a forest stands to the east.
f-+|
---------+

[Exits: east west]

<898hp 983ma 323mv> <12pm (noon)\16046gc\> where
The western edge of the forest
+ +-o| A steep incline of rock prevents you from moving further
| | || westward. The rock is unusually smooth, as though it
+ f-+-+| were done by hand. The trees surrounding you are as immense
| | | | as the rest of the forest if not larger. As you look
+-+-@-+ *| closer, you notice small mysterious symbols etched around
| | || the base of the enormous trees that border along the
f-+-o| incline. What life was visible before, have avoided this
| | | section of the woods.
f-+-f|
---------+

[Exits: north east south west]

<898hp 983ma 321mv> <12pm (noon)\16046gc\> Players near you in Armageddon Sanct
uary:
<PK> Mishtkah The western edge of the forest

<898hp 983ma 321mv> <12pm (noon)\16046gc\> west
A Dusty Road
+-+ +| The sides of the road are marked out by cartwheel marks,
| || dug into the ground by something heavy. In between the
+ f-+| tracks a tuft of long grass grows, its spiky mane covered
| | || in moisture. As you move outward toward the edges of
+-+-@-f-+| the lane, grasses and weeds start to grow over it. The
| || grass is short and colored green and brown, colourful
f-+| thistles and weeds poking out of it. The road moves off
| || toward the west and a forest stands to the east.
f-+|
---------+

[Exits: east west]

<898hp 983ma 319mv> <12pm (noon)\16046gc\> west
north
A Dusty Road
+-+-+ | The sides of the road are marked out by cartwheel marks,
| | dug into the ground by something heavy. In between the
+ f| tracks a tuft of long grass grows, its spiky mane covered
| || in moisture. As you move outward toward the edges of
+-+-@-+-f| the lane, grasses and weeds start to grow over it. The
|| grass is short and colored green and brown, colourful
f| thistles and weeds poking out of it. The road moves off
|| toward the rivers edge to the east, it also leads to
f| the west and north.
---------+

[Exits: north east west]

<898hp 983ma 317mv> <12pm (noon)\16046gc\> north
A Dusty Road
+ | The sides of the road are marked out by cartwheel marks,
| | dug into the ground by something heavy. In between the
+-+-+ | tracks a tuft of long grass grows, its spiky mane covered
| | in moisture. As you move outward toward the edges of
@ f| the lane, grasses and weeds start to grow over it. The
| || grass is short and colored green and brown, colourful
+-+-+-+-f| thistles and weeds poking out of it. A building sits
|| off to the west and a forest stands darkly to the east.
f|
---------+

[Exits: north south (west)]

<898hp 983ma 315mv> <12pm (noon)\16046gc\> west
A Dusty Road
| You are at the intersection of two roads quietly running
| through the small agricultural village of Gwidry. Wandering
+ | off westwards is an old dusty path that has been manufactured
| | entirely by the action of people walking over the grass,
+-+-@ | slowly creating a track. To the south an old lane leads
| | down towards the river Azial, paved with small stones.
+ f| Grass grows all around here, most of it beginning to
| || suffocate under the presence of weeds. A building lies
+-+-+-+-f| to the north, and a forest stands darkly to the east.
---------+

[Exits: south west]

<898hp 983ma 313mv> <12pm (noon)\16046gc\> A Dusty Road
| A dusty road running through the quiet little village
| of Gwidry. The road is narrow and obviously created purely
+ | by foot traffic, the center is completely barren, but
| | as you move outward toward the edges grasses and weeds
+-+-@-+ | start to grow over it. The grass is short and colored
| | green and brown, only a little of it grows on the road,
+ | but it is noticeable. The road leads north, east and
| | to the west.
+-+-+-+|
---------+

[Exits: north east west]

<898hp 983ma 311mv> <12pm (noon)\16046gc\> west
A Dusty Road
| A dusty road running through the quiet little village
| of Gwidry. The road is narrow and obviously created purely
* + | by foot traffic, the center is completely barren, but
| | | as you move outward toward the edges grasses and weeds
+-+-@-+-+| start to grow over it. The grass is short and colored
| || green and brown, only a little of it grows on the road,
+ +| but it is noticeable. Farmland stretches off to the north
| || and south.
+ +-+-+|
---------+

[Exits: east west]

<898hp 983ma 309mv> <12pm (noon)\16046gc\> west
where
A Dusty Road
| A dusty road running through the quiet little village of Gwidry.
| The road is narrow and obviously created purely by foot traffic,
* +| the center is completely barren, but as you move outward toward
| || the edges grasses and weeds start to grow over it. The grass
+-@-+-+| is short and colored green and brown, only a little of it grows
| | on the road, but it is noticeable. Farmland stretches off
*-+ | to the south where a farmhouse stands, and a delicious aroma
| | | of bread wafts in from the north.
* + |
---------+

[Exits: (north) east (south) west]

<898hp 983ma 307mv> <12pm (noon)\16046gc\> Players near you in Gwidry:
<PK> Mishtkah A Dusty Road

<898hp 983ma 307mv> <12pm (noon)\16046gc\> look
A Dusty Road
| A dusty road running through the quiet little village of Gwidry.
| The road is narrow and obviously created purely by foot traffic,
* +| the center is completely barren, but as you move outward toward
| || the edges grasses and weeds start to grow over it. The grass
+-@-+-+| is short and colored green and brown, only a little of it grows
| | on the road, but it is noticeable. Farmland stretches off
*-+ | to the south where a farmhouse stands, and a delicious aroma
| | | of bread wafts in from the north.
* + |
---------+

[Exits: (north) east (south) west]

<898hp 983ma 307mv> <12pm (noon)\16046gc\> west
A Dusty Road
| You are at the intersection of two roads running through
| the quiet little agricultural village of Gwidry. Wandering
* | off to the east is a dusty path that has been created completely
| | by people walking over the land. Southwards a more well defined
@-+-+| road has been dug from the earth, its borders kept straight
| | and clear of obstacles. A small patch of grass grows here
*-+ | at the roadside, weeds beginning to take over its stronghold.
| | |
* + |
---------+

[Exits: north east south]
An old fingerpost is erected here, pointing east and south.
A yellow chicken wearing a long curly powdered wig struts around clucking.

<898hp 983ma 305mv> <12pm (noon)\16046gc\> south
A Dusty Road
* | An old road created long ago runs through the small agricultural
| | village of Gwidry. The road is paved with small pebbles,
+-+-+| weathered by rain and beaten flat by the traffic of feet
| | over it. As you move outward toward the edges of the street,
*-@ | grasses and weeds start to overtake it. The grass is short
| | | and colored green and brown. Farmland stretches off to
* + | the east and a building stands to the west.
| |
*-*-+-* |
---------+

[Exits: north south west]

<898hp 983ma 303mv> <12pm (noon)\16046gc\> south
A Dusty Road
+-+-+| An old road created long ago runs through the small agricultural
| | village of Gwidry. The road is paved with small pebbles,
*-+ | weathered by rain and beaten flat by the traffic of feet
| | | over it. As you move outward toward the edges of the street,
* @ | grasses and weeds start to overtake it. The grass is short
| | and colored green and brown. Farmland stretches off to the
*-*-+-* | east.
| | |
* + |
---------+

[Exits: north south]

<898hp 983ma 301mv> <12pm (noon)\16046gc\> south
south
A Dusty Road
*-+ | An old road created long ago runs through the small agricultural
| | | village of Gwidry. The road is paved with small pebbles,
* + | weathered by rain and beaten flat by the traffic of feet
| | over it. As you move outward toward the edges of the street,
*-*-@-* | grasses and weeds start to overtake it. The grass is short
| | | and colored green and brown. Farmland stretches off to the
* + | east and a tall building stands to the west, its doorless
| | doorway making it seem unlikely it could be anything other
+-+-+ | than an inn.
---------+

[Exits: north east south west]

<898hp 983ma 299mv> <12pm (noon)\16046gc\> A Dusty Road
+ | An old road created long ago runs through the small agricultural
| | village of Gwidry. The road is paved with small pebbles, weathered
*-*-+-* | by rain and beaten flat by the traffic of feet over it. As
| | | you move outward toward the edges of the street, grasses and
* @ | weeds start to overtake it. The grass is short and colored
| | green and brown.
+-+-+ |
|
|
---------+

[Exits: north south]
A little kid stands here, looking nervous.
A little kid says 'Hey, Mishtkah, my cat's having kittens, do you want one?'

<898hp 983ma 297mv> <12pm (noon)\16046gc\> where
Players near you in Gwidry:
<PK> Mishtkah A Dusty Road

<898hp 983ma 297mv> <12pm (noon)\16046gc\> look
where
A Dusty Road
+ | An old road created long ago runs through the small agricultural
| | village of Gwidry. The road is paved with small pebbles, weathered
*-*-+-* | by rain and beaten flat by the traffic of feet over it. As
| | | you move outward toward the edges of the street, grasses and
* @ | weeds start to overtake it. The grass is short and colored
| | green and brown.
+-+-+ |
|
|
---------+

[Exits: north south]
A little kid stands here, looking nervous.

<898hp 983ma 399mv> <2pm (day)\16046gc\> Players near you in Gwidry:
<PK> Mishtkah A Dusty Road

<898hp 983ma 399mv> <2pm (day)\16046gc\> south
A Dusty Road
*-*-+-* | An old road created long ago runs through the small agricultural
| | | village of Gwidry. The road is paved with small pebbles, weathered
* + | by rain and beaten flat by the traffic of feet over it. As
| | you move outward toward the edges of the street, grasses and
+-+-@ | weeds start to overtake it. The grass is short and colored
| green and brown.
|
|
|
---------+

[Exits: north west]

<898hp 983ma 397mv> <2pm (day)\16046gc\> west
A Dusty Road
*-*-+-*| An old road created long ago runs through the small agricultural
| | | village of Gwidry. The road is paved with small pebbles,
* + | weathered by rain and beaten flat by the traffic of feet
| | over it. As you move outward toward the edges of the street,
+-+-@-+ | grasses and weeds start to overtake it. The grass is short
| and colored green and brown.
|
|
|
---------+

[Exits: east west]

<898hp 983ma 395mv> <2pm (day)\16046gc\> west
west
Outside the Village of Gwidry
*-*-+| The pebble-strewn path appears to be used regularly, despite
| || its relatively remote location. Mountains to the north
* +| and east provide a breathtaking landscape as you travel,
|| but no signs of animal life can be seen. To the west,
+-+-@-+-+| the path continues towards a thin plateau and, to the
| east, it appears to be approaching a small village.
|
|
|
---------+

[Exits: east west]

<898hp 983ma 393mv> <2pm (day)\16046gc\> A Pebble-Strewn Path
z | The pebble-strewn path appears to be used regularly, despite
| | its relatively remote location. Mountains to the north and
z | east provide a breathtaking landscape as you travel, but no
| | signs of animal life can be seen. To the west, the path continues
+-+-@-+-+| towards a thin plateau and, to the east, it appears to be approachin
g
| | a small village.
+ |
| |
+-+ |
---------+

[Exits: east west]

<898hp 983ma 391mv> <2pm (day)\16046gc\> west
A Pebble-Strewn Path
z-z | The pebble-strewn path appears to be used regularly, despite
| | its relatively remote location. Mountains to the north and
z | east provide a breathtaking landscape as you travel, but
| | no signs of animal life can be seen. To the west, the path
+-+-@-+-+| continues towards a thin plateau and, to the east, it appears
| | to be approaching a small village.
+ |
| |
+-+ |
---------+

[Exits: east west]

<898hp 983ma 389mv> <2pm (day)\16046gc\> west
Audsug Crossing
z-z | A large boulder rests on the south-eastern side of this
| | intersection of paths. It appears to be granite, but has
z | several black, glass-like protrusions. A wooden signpost
| | has been erected beside the curious boulder to help travellers
+-+-@-+-+| find their way. The one path appears to wind towards the
| | | mountains to the north, while disappearing into some rocks
z + | off to the south. The other heads east towards a small
| | | village and extends out onto some sort of plateau to the
z +-+ | west.
---------+

[Exits: north east south west]
A wooden signpost has been placed here to help travelers find their way.

<898hp 983ma 387mv> <2pm (day)\16046gc\> west
On the Plateau
z-z | You stand on a thin plateau that juts out even further
| | to the west, forming a shelf on the side of Grimforge
z | Mountain. Sparse flora can be seen clinging to the mountain
| | in places, stubbornly refusing to be cast down the mountainside
+-@-+-+| by water, wind, or time. The trail has all but vanished
| | | here, as one might expect whilst traversing solid stone.
z + |
| | |
z +-+|
---------+

[Exits: east west]

<898hp 983ma 385mv> <2pm (day)\16046gc\> west
On the Plateau
z-z| You stand on the western edge of a thin plateau overlooking
|| the steady bustle of the city of Seringale to the southwest.
z| A solemn stillness permeates from the rock beneath you,
|| as if stone itself could mourn the tragedies of its ancient
@-+-+| and tumultuous past. A sheer cliff on one face of Grimforge
| || Mountain blocks any ascent to the north. A path descends
z +| southward into the foothills, and the plateau extends
| || to the east.
z +|
---------+

[Exits: east south]

<898hp 983ma 383mv> <2pm (day)\16046gc\> south
A Path Through the Foothills
z| The hard-packed path makes the trek through these foothills
|| much less daunting. It ascends as it continues northward
+-+-+| and, to the south, it descends towards the Eastern Road.
| || The foothills themselves are sprawling, extending north and
@ +| east towards Grimforge, E'gal, and Redhorne Mountains.
| ||
z +|
| |
z |
---------+

[Exits: north south]

<898hp 983ma 380mv> <2pm (day)\16046gc\> south
A Path Through the Foothills
+-+-+| The hard-packed path makes the trek through these foothills
| || much less daunting. It ascends as it continues northward
z +| and, to the south, it descends towards the Eastern Road.
| || The foothills themselves are sprawling, extending north and
@ +| east towards Grimforge, E'gal, and Redhorne Mountains.
| |
z |
| |
x-~-o |
---------+

[Exits: north south]

<898hp 983ma 376mv> <2pm (day)\16046gc\> south
A Path Through the Foothills
z | The hard-packed path makes the trek through these foothills
| | much less daunting. It ascends as it continues northward and,
z | to the south, it descends towards the Eastern Road. The foothills
| | themselves are sprawling, extending north and east towards
@ | Grimforge, E'gal, and Redhorne Mountains.
| |
x-~-o |
|
|
---------+

[Exits: north south]

<898hp 983ma 372mv> <2pm (day)\16046gc\> south
west
South of the Foothills
z | The path here follows the swift-moving stream along its east
| | bank. The path itself is little more than a three feet wide,
z | and somewhat segregates the stream from the surrounding field
| | of grass, ragweed, and dandelions. The path approaches an
x-~-@ | old bridge crossing the stream to the west and ascends northward
| into the foothills.
|
|
|
---------+

[Exits: north west]

<898hp 983ma 369mv> <2pm (day)\16046gc\> Bank of a Swift Stream
z | A narrow and swift moving stream bisects the path here.
| | Evidence of a small bridge litters each side of the stream.
z | It is obviously beyond repair. Walking through the stream
| | appears to be possible, but it runs swiftly southward. Across
x-@-o | the stream you can see the path continue on the other side,
| rising into darkness. To the west the path descends somewhat,
| towards the Eastern Road.
|
|
---------+

[Exits: east west]

<898hp 983ma 366mv> <2pm (day)\16046gc\> down
Alas, you cannot go that way.

<898hp 983ma 366mv> <2pm (day)\16046gc\> east
South of the Foothills
z | The path here follows the swift-moving stream along its east
| | bank. The path itself is little more than a three feet wide,
z | and somewhat segregates the stream from the surrounding field
| | of grass, ragweed, and dandelions. The path approaches an
x-~-@ | old bridge crossing the stream to the west and ascends northward
| into the foothills.
|
|
|
---------+

[Exits: north west]

<898hp 983ma 363mv> <2pm (day)\16046gc\> where
Players near you in Tenebria:
<PK> Mishtkah South of the Foothills

<898hp 983ma 363mv> <2pm (day)\16046gc\> look
South of the Foothills
z | The path here follows the swift-moving stream along its east
| | bank. The path itself is little more than a three feet wide,
z | and somewhat segregates the stream from the surrounding field
| | of grass, ragweed, and dandelions. The path approaches an
x-~-@ | old bridge crossing the stream to the west and ascends northward
| into the foothills.
|
|
|
---------+

[Exits: north west]

<898hp 983ma 399mv> <3pm (day)\16046gc\> west
west
Bank of a Swift Stream
z | A narrow and swift moving stream bisects the path here.
| | Evidence of a small bridge litters each side of the stream.
z | It is obviously beyond repair. Walking through the stream
| | appears to be possible, but it runs swiftly southward. Across
x-@-o | the stream you can see the path continue on the other side,
| rising into darkness. To the west the path descends somewhat,
| towards the Eastern Road.
|
|
---------+

[Exits: east west]

<898hp 983ma 396mv> <3pm (day)\16046gc\> down
Windswept Plateau of the Dwarven Mines
z| A stunning view of the Eastern Road is available to all
|| who stand on this ledge. The wind buffets even the most
z| solidly built contraption. There is no cover at all. The
|| top of a ladder peeks up from over the ledge, leading
@-~-o| down into a difficult section of the trail that appears
| impassible without the ladder. To the east, you can hear
| the sound of gurgling water.
|
|
---------+

[Exits: east down]

<898hp 983ma 391mv> <3pm (day)\16046gc\> east
Base of the Ladder
| The trail rises very sharply at this point. Progress appears
| limited to a ladder which leans against the side of the
| cliff. Without the ladder, it appears one would need wings.
| To the east, the trail sharply descends to the Eastern
@-x | Road.
| |
o |
| |
o |
---------+

[Exits: east up]

<898hp 983ma 385mv> <3pm (day)\16046gc\> where
Road to Tenebria
| This is a non descript path which appears to have been made
| over the years by those wishing to enter the lands of dwarves
| from the Eastern road. To the south you can see the Eastern
| Road. To the west, you can see a steeply rising trail.
x-@ |
| |
o |
| |
o |
---------+

[Exits: south west]

<898hp 983ma 379mv> <3pm (day)\16046gc\> south
Players near you in Eastern Road:
<PK> Mishtkah Road to Tenebria

<898hp 983ma 379mv> <3pm (day)\16046gc\> The Plains
| You are standing on the plains. This is a vast desolate
| place where the wind can howl undisturbed since nothing
x-x | but you bars its way. However you are not the first to
| | wander here. Before you somebody has left a small path.
@ | The path looks rather bewildered and is not the kind
| | of path to lead to anywhere significant or important
o | but it seems to have made up its mind to enter the hills
| | far away north.
+-+-+-+-+|
---------+

[Exits: north south]

<898hp 983ma 375mv> <3pm (day)\16046gc\> south
The Lane
x-x | You are strolling along a pleasant, shady lane. The road
| | is lined on both sides by tall, stately trees which lend
o | the scene with a sense of quiet serenity. You can follow
| | the road north or south.
@ |
| |
+-+-+-+-+|
| ||
+ +|
---------+

[Exits: north south]

<898hp 983ma 373mv> <3pm (day)\16046gc\> south
The Crossroads
o | Here, the great eastern road intersects with an older road
| | between the mines of Tenebria and the ruined city of Thalos.
o | The outskirts of Seringale lie to your west, and the highway
| | continues to the east. An old northern road leads to the
+-+-@-+-+| dwarven kingdom and the abandoned mines, while the southern
| || road shows the scars of the war which destroyed Thalos.
+ +|
| |
+-+ |
---------+

[Exits: north east south west]
The caravan attendant is here, with caravans for hire.

<898hp 983ma 371mv> <3pm (day)\16046gc\> west
Along the Eastern Road
o | You are traveling along a well-travelled road between Seringale
| | and the lands to the east. A northern road crosses this
o | one to the east. The path has been created from a light
| | stone material that is very resilient. It has worn away
+-+-@-+-+| over time from the flow of traffic that has passed through
| | here. This is one of Serin's busiest trade routes.
+ |
| |
+-+ |
---------+

[Exits: east west]

<898hp 983ma 369mv> <3pm (day)\16046gc\> west
Along the Eastern Road
o| You are traveling along a well-travelled road between
|| Seringale and the lands to the east. The path has been
o| created from a light stone material that is very resilient.
|| It has worn away over time from the flow of traffic that
+-+-@-+-+| has passed through here. This is one of Serin's busiest
|| trade routes.
+|
||
+-+|
---------+

[Exits: east west]

<898hp 983ma 367mv> <3pm (day)\16046gc\> west
Along the Eastern Road
| You are traveling along a well-travelled road between
| Seringale and the lands to the east. The path has been
| created from a light stone material that is very resilient.
| It has worn away over time from the flow of traffic that
+-+-@-+-+| has passed through here. This is one of Serin's busiest
| trade routes.
|
|
|
---------+

[Exits: east west]

<898hp 983ma 365mv> <3pm (day)\16046gc\> west
west
Along the Eastern Road
| You are traveling along a well-travelled road between
| Seringale and the lands to the east. The path has been
| created from a light stone material that is very resilient.
| It has worn away over time from the flow of traffic that
+-+-@-+-+| has passed through here. This is one of Serin's busiest
| trade routes.
|
|
|
---------+

[Exits: east west]

<898hp 983ma 363mv> <3pm (day)\16046gc\> where
City Entrance
+ | You stand on the outskirts of Seringale, the capital of this
| | land. The road leads east along a dusty road, while to the west
+ | it becomes the main street of the town, surrounded by a mass
| | confusion of shops, bars, and market places. The east gates of
+-+-@-+-+| the town lie directly to the west of here.
| |
+ |
| |
+ |
---------+

[Exits: east west]

<898hp 983ma 361mv> <3pm (day)\16046gc\> west
Players near you in Eastern Road:
<PK> Mishtkah City Entrance

<898hp 983ma 361mv> <3pm (day)\16046gc\> where
Outside the East Gate
+ | You are outside the East Gate of Seringale. Before you is a
| | great wall. It is made of huge slabs of white stones with
+ | various figures of birds, beasts, and dragons carved into
| | it. The great wall soars over your head at over 30 spans tall.
+-+-@-+-+| You see the entrance into the city of Seringale to the west
| | and a road travelling out of the city to the east.
+ |
| |
+ |
---------+

[Exits: east west]

<898hp 983ma 359mv> <3pm (day)\16046gc\> Players near you in Seringale:
<PK> Mishtkah Outside the East Gate

<898hp 983ma 359mv> <3pm (day)\16046gc\> east
City Entrance
+ | You stand on the outskirts of Seringale, the capital of this
| | land. The road leads east along a dusty road, while to the west
+ | it becomes the main street of the town, surrounded by a mass
| | confusion of shops, bars, and market places. The east gates of
+-+-@-+-+| the town lie directly to the west of here.
| |
+ |
| |
+ |
---------+

[Exits: east west]

<898hp 983ma 357mv> <3pm (day)\16046gc\> where
Players near you in Eastern Road:
<PK> Mishtkah City Entrance

<898hp 983ma 357mv> <3pm (day)\16046gc\> who
[ Grgyl ] <PK> [JUSTICE] Auhror the Arcane Chimera of Order
[ H-Elf ] Nico the Songsmith
[50 H-Elf Inv] <PK> [KEEPER] (Keepermaster) [Balance] Mishtkah the Unstoppable
of Yin
[ Human ] Elayna Wrenway the Crime Mistress
[ Human ] <NEW> Kaeliwen Mirknai the Paladin Knight
[ Human ] Fervyll the Black Knight
[60 Fire IMP] [JUSTICE] Lord Davairus the Implementor of Blood
Players found: 7
There are 7 characters on; the most on this past month was 17.

<898hp 983ma 357mv> <3pm (day)\16046gc\> where
Players near you in Eastern Road:
<PK> Mishtkah City Entrance

<898hp 983ma 357mv> <3pm (day)\16046gc\> east
east
Along the Eastern Road
| You are traveling along a well-travelled road between
| Seringale and the lands to the east. The path has been
| created from a light stone material that is very resilient.
| It has worn away over time from the flow of traffic that
+-+-@-+-+| has passed through here. This is one of Serin's busiest
| trade routes.
|
|
|
---------+

[Exits: east west]

<898hp 983ma 355mv> <3pm (day)\16046gc\> Along the Eastern Road
| You are traveling along a well-travelled road between
| Seringale and the lands to the east. The path has been
| created from a light stone material that is very resilient.
| It has worn away over time from the flow of traffic that
+-+-@-+-+| has passed through here. This is one of Serin's busiest
| trade routes.
|
|
|
---------+

[Exits: east west]

<898hp 983ma 353mv> <3pm (day)\16046gc\> east
Along the Eastern Road
o| You are traveling along a well-travelled road between
|| Seringale and the lands to the east. The path has been
o| created from a light stone material that is very resilient.
|| It has worn away over time from the flow of traffic that
+-+-@-+-+| has passed through here. This is one of Serin's busiest
|| trade routes.
+|
||
+-+|
---------+

[Exits: east west]

<898hp 983ma 351mv> <3pm (day)\16046gc\> east
Along the Eastern Road
o | You are traveling along a well-travelled road between Seringale
| | and the lands to the east. A northern road crosses this
o | one to the east. The path has been created from a light
| | stone material that is very resilient. It has worn away
+-+-@-+-+| over time from the flow of traffic that has passed through
| | here. This is one of Serin's busiest trade routes.
+ |
| |
+-+ |
---------+

[Exits: east west]

<898hp 983ma 349mv> <3pm (day)\16046gc\> east
The Crossroads
o | Here, the great eastern road intersects with an older road
| | between the mines of Tenebria and the ruined city of Thalos.
o | The outskirts of Seringale lie to your west, and the highway
| | continues to the east. An old northern road leads to the
+-+-@-+-+| dwarven kingdom and the abandoned mines, while the southern
| || road shows the scars of the war which destroyed Thalos.
+ +|
| |
+-+ |
---------+

[Exits: north east south west]
The caravan attendant is here, with caravans for hire.

<898hp 983ma 347mv> <3pm (day)\16046gc\> east
Along the Eastern Road
o | You are walking along a well-travelled road between Seringale
| | and lands east. A northern road crosses this one to the west,
o | towards Seringale. The path has been created from a light stone
| | material that is very resilient. It has worn away over time
+-+-@-+-+| from the flow of traffic that has passed through here. This
| | | is one of Serin's busiest trade routes.
+ +-+|
| |
+-+ |
---------+

[Exits: east west]

<898hp 983ma 345mv> <3pm (day)\16046gc\> east
Along the Eastern Road
o | The road heads southwards from here, meandering its way slowly
| | around the outskirts of the dwarven kingdom. Its resilient stone
o | path has resisted much of the wear created by the bustle of traders
| | and merchants travelling in between the two cities. To the northeast

+-+-@-+ | you see a huge monastery, built inside a grove and surrounded
| | | by a patch of grass.
+ +-+-+|
| |
+ |
---------+

[Exits: east south west]

<898hp 983ma 343mv> <3pm (day)\16046gc\> south
east
On the Eastern Road
o | The Eastern Road continues its journey eastwards towards the City
| | of Timaran. It makes its way around the dwarven kingdom steadily
+-+-+-+ | and neatly. To the south of here you can see a dark forest, looking
| | | fairly barren in population and its trees stunted. It looks very
+ @-+-+| dwarven. Eastwards the road continues, its resilient surface resisti
ng
| | the erosion caused by the bustle of trade passing through the
+ | area.
|
|
---------+

[Exits: north east]

<898hp 983ma 341mv> <3pm (day)\16046gc\> On the Eastern Road
| The resilient stone of the Eastern Road stretches out
| in both east and west directions for as far as you can
+-+-+ +| see, eventually turning off its track out of sight. Either
| || side of the road is surrounded by foresty terrain that
+-@-+-+| looks fairly impassible and perhaps not worthwhile to
| try to do so. To the east you see a signpost reaching
| high overhead.
|
|
---------+

[Exits: east west]
A fearless adventurer is here, asking for a group to explore the Mystic Forest.


<898hp 983ma 339mv> <3pm (day)\16046gc\> east
On the Eastern Road
| The road travels from east to west here, spanning out for
| miles in both directions. It has been constructed of a light
+-+ +-+| resilient stone that has slowly worn away from the passing
| | | by of many travellers and tourists alike down this trade
+-+-@-+ | road. Far off to the south you can see a river meandering
| its way through a fairly barren looking forest.
|
|
|
---------+

[Exits: east west]
A tall signpost has been erected here.

<898hp 983ma 337mv> <3pm (day)\16046gc\> east
On the Eastern Road
o| The road takes a sudden swift turn here as it makes its
|| way around the outskirts of a small village, populated
+-+-+| by gnomes. Its light but resilient surface has grown brittle
| || and hard from the many days of beautiful sunshine that
+-+-@ +| have been experienced by it. Despite this it has managed
|| to remain in good shape, looking more than adequate for
+| its function as a trade route.
|
|
---------+

[Exits: north west]

<898hp 983ma 335mv> <3pm (day)\16046gc\> north
Along the Eastern Road
| To the north of you a grove of trees surround the perimeters
| of a dwarven kingdom. Through the trees you can make
o| out the outline of a castle, small and yet clearly aristocrital
|| in design. The road is forced to travel south due to
@-+-+| the presence of a playground of some sort to the west
| || of here. It seems to be unoccupied, at least from this
+-+-+ +| viewpoint. The road continues eastwards, travelling towards
|| the City of Timaran.
+|
---------+

[Exits: east south]

<898hp 983ma 333mv> <3pm (day)\16046gc\> east
Along the Eastern Road
| You are travelling down the Eastern Road between Seringale
| and Timaran. It has been constructed of a light yet resilient
o-o| mineral which has stood up to the bustle of tradefair
| | passing through here. The road back to Seringale is to
+-@-+-+| the west of you, while to the east of here you can see
| | | a heavily guarded checkpoint. To the south you see a
+-+ + | dirt path wandering off towards a small village, away
| | from the busy road.
+-+|
---------+

[Exits: east west]

<898hp 983ma 331mv> <3pm (day)\16046gc\> east
The Checkpoint
f| You reach the checkpoint of the Eastern Road. This point
|| serves as both a guardpost for keeping the road safe from
o-o-o| highway robbery and also is the main means of checking
| | the smoothness of trade flowing in and out of the two hometowns.
+-+-@-+-+| The post is guarded day and night by heavily armored knights
| | | that are ever vigilant and alert.
+ + |
| |
+-+ |
---------+

[Exits: north east south west]
A knight stands here, guarding the checkpoint.
A knight stands here, guarding the checkpoint.

<898hp 983ma 329mv> <3pm (day)\16046gc\> where
Players near you in Eastern Road:
<PK> Mishtkah The Checkpoint

<898hp 983ma 329mv> <3pm (day)\16046gc\> east
Along the Eastern Road
f | You are journeying along a well-travelled road, just east
| | of a heavily guarded checkpoint. You have covered about half
o-o-o | the distance between the city of Seringale and Timaran. The
| | road has been constructed from a light and yet extremely
+-+-@-+-+| resilient mineral that has resisted the weathering of the
| | trade passing through.
+ |
| |
+-+ |
---------+

[Exits: east west]

<898hp 983ma 327mv> <3pm (day)\16046gc\> east
Along the Eastern Road
f | The Eastern Road stretches out from west to east as far as
| | you can see. Due north of you is a huge monastery, just barely
o-o-o | visible through a blanket of trees. To the south you see a
| | village, fairly small. Further south of the village, in the
+-+-@-+-+| far distance, you see a river running through the dwarf forest.
| | Eastwards the city of Timaran looms on the horizon.
+ |
| |
+-+ |
---------+

[Exits: east west]

<898hp 983ma 325mv> <3pm (day)\16046gc\> east
Along the Eastern Road
| The road continues eastwards, entering a fairly dense
| area of forest. Surrounding the sides of the road is
| a thick layer of trees, letting in little light. The resilient
| mineral of the traderoad has eroded slightly here, as
+-+-@-+-+| many passersby stopped for rest before entering the denser
| part of the forest. You hear chirping coming from the
| trees around you.
|
|
---------+

[Exits: east west]

<898hp 983ma 323mv> <3pm (day)\16046gc\> east
Along the Eastern Road
| The road is almost completely swallowed up by the forest
| here. Oak trees surround you from all sides, the east
| of here becoming impassible. The road takes a turn northwards
| as it meanders gently through the foresty terrain. Though
+-+-@-+-+| the road is well-travelled and clearly safe, you might
| be ill-advised to leave it and wander off into the forest
| alone.
|
|
---------+

[Exits: east west]

<898hp 983ma 321mv> <3pm (day)\16046gc\> where
east
Players near you in Eastern Road:
<PK> Mishtkah Along the Eastern Road

<898hp 983ma 375mv> <4pm (day)\16046gc\> Along the Eastern Road
| The highway continues its seemingly endless procession
| through the grove. The road's resilient surface has remained
| in perfect condition to this day, despite it being perhaps
| Serin's busiest trade route. To the west you see the forest
+-+-@-+-+| slowly thinning out while eastwards the road continues,
| heading towards the proud city of Timaran.
|
|
|
---------+

[Exits: east west]

<898hp 983ma 373mv> <4pm (day)\16046gc\> east
On the Outskirts of Timaran
| To the east you see the mighty gates of Timaran, one of
| the most elegant and prosperous cities of all of Serin.
| To the south you see the barren highlands heading out
| towards Mahn-Tor, and to the west you can barely make
+-+-@-+-+| out a faint, but well-used, road leading to the City of
| Seringale.
|
|
|
---------+

[Exits: east west]

<898hp 983ma 371mv> <4pm (day)\16046gc\> east
where
West Gate of Timaran
S-+| Here stands the west gate, closely guarded by a number
|| of city guards. People walk in and out, from residents
+| on their way to somewhere to travellers with dust stained
|| cloaks arriving. The city wall is a good 6 feet thick,
+-+-@-+-+| and the gates heavily reinforced. Everyone who walks
|| in and out is closely checked by the guards, who keep
T-*-+| an eye out for criminals and other undesirables. You
| || can leave the city to the west, or walk east onto a street.
*-* +|
---------+

[Exits: east west up]
A short stump-like thief sneaks around here.
A giant gate guard stands here, checking people who walk by.
A giant gate guard stands here, checking people who walk by.

<898hp 983ma 369mv> <4pm (day)\16046gc\> east
Players near you in Timaran:
<PK> Mishtkah West Gate of Timaran

<898hp 983ma 369mv> <4pm (day)\16046gc\> Western Main Street
S-+-S| You are standing on the Main Street of the city, which
| | runs between the west and east gates through the centre
+ *| of the city. Just to your west is the west gate, people
| || walking in and out of it in a steady stream past you.
+-+-@-+-+| To the east lies a busy square. South of you is the wall
| || of a large building, and from the stained glass windows
T-*-+ S| you surmise it is a temple.
| | |
*-*-* +-+|
---------+

[Exits: east west]
A large, filthy looking rat scurries around.
A large, filthy looking rat scurries around.

<898hp 983ma 367mv> <4pm (day)\16046gc\> east
Western Square of Timaran
S-+-S | This is the busy Western Square of the city. People stand
| | around in groups talking and laughing, and others walk
+ * | past on their own business. Many adventurers are here,
| | | looking for partners for exploring the world outside
+-+-@-+-+| the city. Travel stained people arrive here from the
| | || west, and others head out that way towards the west gate.
T-*-+ S +| Beautifully carved wooden poles hold torches that stand
| | || unlit currently, and there are one or two statues of
*-* +-+ +| various animals dotted around. At the centre is a large
---------+ fountain with benches surrounding it, in which children
are playing. More people sit on the benches by the fountain, talking quietly
or just watching the children play. Just south of here a large building that
looks like a temple can be seen, shining strangely. To the north is a beautifu
l
marble archway, and not far away to the west is the west gate. Southwards lies

another street, and the Main Street continues to the east.

[Exits: north east south west]
A number of wooden benches are arranged around the fountain.
A fountain stands here, lovingly carved into a dolphin shape.
A member of the Timaran city day watch keeps an eye out.

<898hp 983ma 365mv> <4pm (day)\16046gc\> where
Players near you in Timaran:
<PK> Mishtkah Western Square of Timaran

<898hp 983ma 365mv> <4pm (day)\16046gc\> east
east
Western Main Street
S-+-S | This part of the main street has a small, plain looking
| | building to the north, and a small garden is visible southwards.
+ * B| The garden has been grown so as to be pleasing to the eye,
| | || and is a welcome change from all the buildings. A busy
+-+-@-+-+| city square is visible just to your west, and the road
| | | | continues east. A large building that looks like a temple
*-+ S + | can be seen just to the south-west.
| | | |
* +-+ + |
---------+

[Exits: north east south west]
A large, filthy looking rat scurries around.

<898hp 983ma 363mv> <4pm (day)\16046gc\> Western Main Street
+-S | You are standing on the Main Street, just east of a large
| | building that looks suspiciously like a bank, and a constant
+ * B | stream of people pass you by on their way to the city centre
| | | | that also lies eastwards. North of you is an empty looking
+-+-@-+-+| building, and to the south you can see a small, dark alleyway.
| | | | Looking westwards you can see the outline of what looks like
+ S + | a temple. You can continue along the street east and west.
| | |
+-+ + |
---------+

[Exits: east south west]

<898hp 983ma 361mv> <4pm (day)\16046gc\> east
east
Western Main Street
* +| You are travelling along the Main Street. Many people
| || walk past, going about their business quietly alone or
* B *-+| in groups. A short distance to the east the busy city
| | || centre is visible, and to your north stands a large building
+-+-@-+-S| with marble pillars outside. The ornate sign above the
| | || door indicates that this is the city bank. You can continue
S + *-*-+| down the street east and west.
| | ||
+ * S-+|
---------+

[Exits: north east west]

<898hp 983ma 359mv> <4pm (day)\16046gc\> Western Main Street
* +-S| This is the western part of Main Street, which runs between
| | | the east and west gates through the centre of the city.
B *-+-S| Just to your east is the busy city centre, and many people
| | | pass you on their way to it. To the north is a stone
+-+-@-S-+| wall, solid and impenetrable.
| | |
+ *-*-+-*|
| | | |
+ * S-+-S|
---------+

[Exits: east west]
A member of the Timaran city day watch keeps an eye out.

<898hp 983ma 357mv> <4pm (day)\16046gc\> east
City Centre of Timaran
* +-S | You have entered the busy centre of Timaran. All around
| | | you people bustle about their daily routine, smiling and
B *-+-S | laughing or walking by silently on business. You see many
| | | buildings close by, mostly made of sold grey stone with
+-+-@-+-+| tiled roofs. A beautifully carved marble fountain dominates
| | the centre of the square, spraying water gently into the
*-*-+-*-T| air in graceful arches. Often used as a meeting place,
| | | people stand around or sit on the benches nearby discussing
* S-+-S | various things or just generally relaxing. A few children,
---------+ out from the watchful eye of their parents, splash each
other in the fountains basin. Unlit torches stand in holders at various points

of the square, so that even at night the activity may continue unabated. Just
to your south is a large temple, and two others can be seen to the west and
northeast. Exits lead in all directions to other parts of the city.

[Exits: north east south west]
A number of wooden benches are arranged around the fountain.
A beautiful marble fountain stands in the centre of the square.
The Herald Bulletin Board gleams majestically in the middle of the square.
A member of the Timaran city day watch keeps an eye out.
A member of the Timaran city day watch keeps an eye out.
A member of the Timaran city day watch keeps an eye out.
A vagrant wanders around, plotting his newest scheme.
The Town Crier stands here, yelling the daily news.

<898hp 983ma 355mv> <4pm (day)\16046gc\> where
Players near you in Timaran:
<PK> Mishtkah City Centre of Timaran

<898hp 983ma 355mv> <4pm (day)\16046gc\> north
Travellers Way
*-+-S | This straight road runs from the north gate to the centre
| | of the city. It used to be called the Dragon Road, but
* +-S | in honor of the highly successful Travellers Rest on
| | | this street it was renamed. Torches stand unlit in rungs
B *-@-S | attached to the walls, ready to be lit when darkness
| | | falls. Citizens and travellers bustle past going about
+-+-S-+-+| their business, on occasion running into each other as
| | they are absorbed in their thinking. To your west a plain
*-*-+-*- | grey building with bars on the windows is visible. Over
---------+ the door hangs a sign bearing the scales of Justice.
To the east is a smallish stone building with a sign depicting a crossed sword

and dagger over the door. A few weapons can also been seen through the windows
.
The road heads north towards the northern gate, and just to the south is the
busy city centre.

[Exits: north east south west]

<898hp 983ma 353mv> <4pm (day)\16046gc\> north
Travellers Way
+-* | You are walking along Travellers Way, the street that
| | leads between the city centre and the northern gate.
*-+-S | Torches hang on walls ready to be lit when the night
| | comes so people may continue about their business. Various
* @-S | citizens and travellers walk past you on their way to
| | | the city centre, or sometimes entering some of the stores
B *-+-S | that can be found on this street. A solid looking stone
| | | wall is the only thing visible to the west, while east
+-+-S-+-+| you see a building. Looking into the front windows you
---------+ see numerous types of blunt weapons. A flag flies above
the door with the insignia of a mace on a field of red. A short distance to
the south, a busy square is visible, while northwards lies the northern gate.


[Exits: north east south]

<898hp 983ma 351mv> <4pm (day)\16046gc\> north
Travellers Way
+ | You are walking along Travellers Way, the street that leads
| | between the city centre and the northern gate. Torches
+-* | hang on walls ready to be lit when the night comes so people
| | may continue about their business. Various citizens and
*-@-S | travellers walk past you on their way to the city centre,
| | or sometimes entering some of the stores that can be found
* +-S | on this street. To the west, three shining towers of pure
| | | ivory reach towards the sky, connected by gleaming skybridges.
*-+-S | The entire area to your west gives off a hum of magic.
---------+ Something very powerful has been imbued into the structure
itself.

[Exits: north east south west]

<898hp 983ma 349mv> <4pm (day)\16046gc\> where
Players near you in Timaran:
<PK> Mishtkah Travellers Way

<898hp 983ma 349mv> <4pm (day)\16046gc\> where
Players near you in Timaran:
<PK> Mishtkah Travellers Way

<898hp 983ma 349mv> <4pm (day)\16046gc\> south
south
Travellers Way
+-* | You are walking along Travellers Way, the street that
| | leads between the city centre and the northern gate.
*-+-S | Torches hang on walls ready to be lit when the night
| | comes so people may continue about their business. Various
* @-S | citizens and travellers walk past you on their way to
| | | the city centre, or sometimes entering some of the stores
B *-+-S | that can be found on this street. A solid looking stone
| | | wall is the only thing visible to the west, while east
+-+-S-+-+| you see a building. Looking into the front windows you
---------+ see numerous types of blunt weapons. A flag flies above
the door with the insignia of a mace on a field of red. A short distance to
the south, a busy square is visible, while northwards lies the northern gate.


[Exits: north east south]

<898hp 983ma 347mv> <4pm (day)\16046gc\> Travellers Way
*-+-S | This straight road runs from the north gate to the centre
| | of the city. It used to be called the Dragon Road, but
* +-S | in honor of the highly successful Travellers Rest on
| | | this street it was renamed. Torches stand unlit in rungs
B *-@-S | attached to the walls, ready to be lit when darkness
| | | falls. Citizens and travellers bustle past going about
+-+-S-+-+| their business, on occasion running into each other as
| | they are absorbed in their thinking. To your west a plain
*-*-+-*- | grey building with bars on the windows is visible. Over
---------+ the door hangs a sign bearing the scales of Justice.
To the east is a smallish stone building with a sign depicting a crossed sword

and dagger over the door. A few weapons can also been seen through the windows
.
The road heads north towards the northern gate, and just to the south is the
busy city centre.

[Exits: north east south west]

<898hp 983ma 345mv> <4pm (day)\16046gc\> south
City Centre of Timaran
* +-S | You have entered the busy centre of Timaran. All around
| | | you people bustle about their daily routine, smiling and
B *-+-S | laughing or walking by silently on business. You see many
| | | buildings close by, mostly made of sold grey stone with
+-+-@-+-+| tiled roofs. A beautifully carved marble fountain dominates
| | the centre of the square, spraying water gently into the
*-*-+-*-T| air in graceful arches. Often used as a meeting place,
| | | people stand around or sit on the benches nearby discussing
* S-+-S | various things or just generally relaxing. A few children,
---------+ out from the watchful eye of their parents, splash each
other in the fountains basin. Unlit torches stand in holders at various points

of the square, so that even at night the activity may continue unabated. Just
to your south is a large temple, and two others can be seen to the west and
northeast. Exits lead in all directions to other parts of the city.

[Exits: north east south west]
A number of wooden benches are arranged around the fountain.
A beautiful marble fountain stands in the centre of the square.
The Herald Bulletin Board gleams majestically in the middle of the square.
A member of the Timaran city day watch keeps an eye out.
A member of the Timaran city day watch keeps an eye out.
A vagrant wanders around, plotting his newest scheme.
The Town Crier stands here, yelling the daily news.

<898hp 983ma 343mv> <4pm (day)\16046gc\> where
Players near you in Timaran:
<PK> Mishtkah City Centre of Timaran

<898hp 983ma 343mv> <4pm (day)\16046gc\> rest
You rest.

<898hp 983ma 343mv> <4pm (day)\16046gc\> where
Players near you in Timaran:
<PK> Mishtkah City Centre of Timaran

<898hp 983ma 343mv> <4pm (day)\16046gc\> word
You can't concentrate enough.

<898hp 983ma 343mv> <4pm (day)\16046gc\> where
Players near you in Timaran:
<PK> Mishtkah City Centre of Timaran

<898hp 983ma 343mv> <4pm (day)\16046gc\> st
You stand up.

<898hp 983ma 343mv> <4pm (day)\16046gc\>
A Timaran day watch guard walks north.

<898hp 983ma 343mv> <4pm (day)\16046gc\> word
Temple of Balance
+-+-+-+-+| You are inside the Temple of Balance. Two tall stone pillars
| | | || hold up the overhang of the temple, shielding the worshippers
+ F + +| from the elements. You the Temple Square to the north
| | || and a set of granite steps leading up to the altar of
+ @ *| the neutral gods. The floor of the temple has been paved
| with a grey stone.
|
|
|
---------+

[Exits: north up]

<898hp 978ma 171mv> <4pm (day)\16046gc\> where
north
north
west
west
where
rest
Players near you in Seringale:
<PK> Mishtkah Temple of Balance

<898hp 978ma 171mv> <4pm (day)\16046gc\> Temple Square
+ +-G| You are standing in the Temple Square. There are statues of various
| | | gods of neutrality around you. A granite fountain is here for
+-+-+-+-+| those who are thirsty. A large temple stands to the south where
| | | || the followers who walk the neutral path can come and worship
+ F @ +| their gods. You see the North Road to the north and the inner
| | || portion of the Temple to the south.
+-F + *|
| |
+ |
---------+

[Exits: north south]
A granite fountain is here filled with water for the thirsty.

<898hp 978ma 169mv> <4pm (day)\16046gc\> The North Road
+-* o| You are on the North Road on Seringale. It is peaceful
| | || and quiet here. Around you are magnificent buildings
+ * +-G| made of fanciful stonework. You see a sign showing the
| | | entrance to the Temple Square to the south, and the North
+-+-@-+-+| Road continues to the east and west.
| | | ||
+ F + +|
| | ||
+-F + *|
---------+

[Exits: east south west]
A glowing banner bearing the emblem of Seringale rests here.

<898hp 978ma 167mv> <4pm (day)\16046gc\> The North Road
B-+-* | You are on the North Road on Seringale. It is peaceful
| | | and quiet here. Around you are magnificent buildings made
S-+ *-o +| of fanciful stonework. You see a shop with a sign of some
| || novelty toys to the south, and the North Road continues
+-+-@-+-+| to the east and west.
| | | |
S-+ F + |
| | |
S-+-F + |
---------+

[Exits: east south west]

<898hp 978ma 165mv> <4pm (day)\16046gc\> North Square
B-+-* | You are at the North Square of Seringale. It is peaceful
| | | and quiet here. The square is a large opening space surrounded
S-+ *-o| by grand buildings made by fanciful stonework. You see
| | the Main Street to the north and the south and the North
+-+-@-+-+| Road to the east and the west. A small tuft of grass
| | || pokes up defiantly in the middle of the square. A set
S-+ F +| of dents shaped curiously like one's rear end has been
| || well-worn into the paving stones here.
+-S-+-F +|
---------+

[Exits: north east south west]
A magical spring flows from the ground here.
A brass finger post stands here.
The Herald Bulletin Board gleams majestically in the middle of the square.
A beggar wanders around asking for spare gold.

<898hp 978ma 163mv> <4pm (day)\16046gc\> Players near you in Seringale:
<PK> Mishtkah North Square

<898hp 978ma 163mv> <4pm (day)\16046gc\> You rest.

<898hp 978ma 163mv> <4pm (day)\16046gc\>
The town clock tolls once as the evening begins.

<898hp 983ma 281mv> <6pm (day)\16046gc\>
The sun slowly disappears in the west.

<898hp 983ma 340mv> <7pm (dusk)\16046gc\>
A beggar walks south.
A beggar walks in.

<898hp 983ma 340mv> <7pm (dusk)\16046gc\>
A beggar walks south.

<898hp 983ma 340mv> <7pm (dusk)\16046gc\>
The night has begun.

<898hp 983ma 399mv> <8pm (night)\16046gc\>

<898hp 983ma 399mv> <9pm (night)\16046gc\> st
look
You stand up.

<898hp 983ma 399mv> <9pm (night)\16046gc\> where
North Square
B-+-* | You are at the North Square of Seringale. It is peaceful
| | | and quiet here. The square is a large opening space surrounded
S-+ *-o| by grand buildings made by fanciful stonework. You see
| | the Main Street to the north and the south and the North
+-+-@-+-+| Road to the east and the west. A small tuft of grass
| | || pokes up defiantly in the middle of the square. A set
S-+ F +| of dents shaped curiously like one's rear end has been
| || well-worn into the paving stones here.
+-S-+-F +|
---------+

[Exits: north east south west]
A magical spring flows from the ground here.
A brass finger post stands here.
The Herald Bulletin Board gleams majestically in the middle of the square.

<898hp 983ma 399mv> <9pm (night)\16046gc\> scan all
Players near you in Seringale:
<PK> Auhror Chamber of Rituals
<PK> Mishtkah North Square

<898hp 983ma 399mv> <9pm (night)\16046gc\> You scan all around.
You scan north.
*** Range 5 (north) ***
A gate guard is here guarding the gates of Seringale.
A gate guard is here guarding the gates of Seringale.
You scan east.
You scan south.
*** Range 2 (south) ***
A human city guard of Seringale stands watch here.
A refugee is here, wandering through the streets.
You scan west.
*** Range 3 (west) ***
A halfling city guard of Seringale stands watch here.
(Pink Aura) A teary-eyed, scrawny little man wanders around moaning.
*** Range 4 (west) ***
A gnomish city guard of seringale stands here.
A human citizen of Seringale wanders around aimlessly.
*** Range 5 (west) ***
A gnomish city guard of seringale stands here.
A fearless adventurer is here, asking for a group to explore the Mystic Forest.


<898hp 983ma 399mv> <9pm (night)\16046gc\> where
Players near you in Seringale:
<PK> Auhror Chamber of Rituals
<PK> Mishtkah North Square

<898hp 983ma 399mv> <9pm (night)\16046gc\> where
Players near you in Seringale:
<PK> Auhror Chamber of Rituals
<PK> Mishtkah North Square

<898hp 983ma 399mv> <9pm (night)\16046gc\> look
North Square
B-+-* | You are at the North Square of Seringale. It is peaceful
| | | and quiet here. The square is a large opening space surrounded
S-+ *-o| by grand buildings made by fanciful stonework. You see
| | the Main Street to the north and the south and the North
+-+-@-+-+| Road to the east and the west. A small tuft of grass
| | || pokes up defiantly in the middle of the square. A set
S-+ F +| of dents shaped curiously like one's rear end has been
| || well-worn into the paving stones here.
+-S-+-F +|
---------+

[Exits: north east south west]
A magical spring flows from the ground here.
A brass finger post stands here.
The Herald Bulletin Board gleams majestically in the middle of the square.

<898hp 983ma 399mv> <9pm (night)\16046gc\> east
The North Road
B-+-* | You are on the North Road on Seringale. It is peaceful
| | | and quiet here. Around you are magnificent buildings made
S-+ *-o +| of fanciful stonework. You see a shop with a sign of some
| || novelty toys to the south, and the North Road continues
+-+-@-+-+| to the east and west.
| | | |
S-+ F + |
| | |
S-+-F + |
---------+

[Exits: east south west]

<898hp 983ma 397mv> <9pm (night)\16046gc\> east
east
The North Road
+-* o| You are on the North Road on Seringale. It is peaceful
| | || and quiet here. Around you are magnificent buildings
+ * +-G| made of fanciful stonework. You see a sign showing the
| | | entrance to the Temple Square to the south, and the North
+-+-@-+-+| Road continues to the east and west.
| | | ||
+ F + +|
| | ||
+-F + *|
---------+

[Exits: east south west]
A glowing banner bearing the emblem of Seringale rests here.

<898hp 983ma 395mv> <9pm (night)\16046gc\> The North Road
o | You are on the North Road on Seringale. It is peaceful
| | and quiet here. Around you are magnificent buildings
+-G F| made of fanciful stonework. You see the entrance of
| || the Invoker guild to the north and the North Road continues
+-+-@-+-+| to the east and the west.
| | | |
F + + |
| | |
+ *-*|
---------+

[Exits: north east west]

<898hp 983ma 393mv> <9pm (night)\16046gc\> east
east
The North Road
o | You are on the North Road on Seringale. It is peaceful
| | and quiet here. Around you are magnificent buildings made
+-G F | of fanciful stonework. You see the entrance to the Illusionist
| | | guild to the south and the North Road continues to the
+-+-@-+-+| east and the west.
| | |
+ + |
| | |
+ *-* |
---------+

[Exits: east south west]

<898hp 983ma 391mv> <9pm (night)\16046gc\> The North Road
o | You are on the North Road on Seringale. It is peaceful
| | and quiet here. Around you are magnificent buildings
+-G F | made of fanciful stonework. You see the North Road continuing
| | | to the east and west, and a large arena looms to the
+-+-@-+-+| north.
| ||
+ +|
| ||
*-* f-f|
---------+

[Exits: north east west]

<898hp 983ma 389mv> <9pm (night)\16046gc\> east
The North Road
| You are on the North Road on Seringale. It is peaceful
| and quiet here. Around you are magnificent buildings
F | made of fanciful stonework. You see the North Road continuing
| | to the east and west.
+-+-@-+-+|
| | ||
+ + +|
| | ||
*-* f-f +|
---------+

[Exits: east west]

<898hp 983ma 387mv> <9pm (night)\16046gc\> east
where
The North Road
| You are on the North Road on Seringale. It is peaceful
| and quiet here. Around you are magnificent buildings made
F | of fanciful stonework. You see the walls of the battlement
| | to the east and the North Road to the west. The entrance
+-+-@-+ | to the druid guildhall lies to the south.
| | |
+ + |
| | |
f-f + |
---------+

[Exits: east south west]

<898hp 983ma 385mv> <9pm (night)\16046gc\> east
Players near you in Seringale:
<PK> Auhror Chamber of Rituals
<PK> Mishtkah The North Road

<898hp 983ma 385mv> <9pm (night)\16046gc\> Eastern Wall and North Road Junction

| You are standing at the intersection of the North Road and
| the Eastern Walls of Seringale. The wall before you is made
| of huge slabs of white stone. You see small holes on various
| strategic parts of the wall where archers can shoot arrows
+-+-@ | at enemies from the outside. You see the North Road to the
| | | west and the Eastern Wall continues to the south.
+ + |
| | |
f-f + |
---------+

[Exits: south west]
A dwarven perimeter guard of Seringale is here, watching out for known criminal
s.

<898hp 983ma 383mv> <9pm (night)\16046gc\> east
Large sections of white stone make up the battlement walls here.

<898hp 983ma 383mv> <9pm (night)\16046gc\> where
Players near you in Seringale:
<PK> Auhror Chamber of Rituals
<PK> Mishtkah Eastern Wall and North Road Junction

<898hp 983ma 383mv> <9pm (night)\16046gc\> south
Along the Eastern Walls
| You are standing along the city walls of Seringale. The wall
| next to you is made of huge slabs of white stone. You see
+-+-+ | small holes on various strategic parts of the wall where
| | | archers can shoot arrows at enemies from the outside. The
+ @ | wall continues to the north and to the south.
| | |
f-f + |
| |
+ |
---------+

[Exits: north south]

<898hp 983ma 381mv> <9pm (night)\16046gc\> south
south
Along the Eastern Walls
+-+-+ | You are standing along the city walls of Seringale. The wall
| | | next to you is made of huge slabs of white stone. You see
+ + | small holes on various strategic parts of the wall where
| | | archers can shoot arrows at enemies from the outside. The
f-f @ | wall continues to the north and to the south.
| |
+ |
| |
+ |
---------+

[Exits: north south]

<898hp 983ma 379mv> <9pm (night)\16046gc\> Along the Eastern Walls
+ | You are standing along the city walls of Seringale. The
| | wall next to you is made of huge slabs of white stone.
+ | You see small holes on various strategic parts of the
| | wall where archers can shoot arrows at enemies from the
@ | outside. The wall continues to the north and to the south.
| |
S-* + |
| | |
+-+-+-+-+|
---------+

[Exits: north south]

<898hp 983ma 377mv> <9pm (night)\16046gc\> south
Along the Eastern Walls
+ | You are standing along the city walls of Seringale. The wall
| | next to you is made of huge slabs of white stone. You see
+ | small holes on various strategic parts of the wall where
| | archers can shoot arrows at enemies from the outside. The
S-* @ | wall continues to the north and to the south.
| | |
+-+-+-+-+|
| | |
S + |
---------+

[Exits: north south]
An avian perimeter guard of Seringale is here, watching out for known criminals
.

<898hp 983ma 375mv> <9pm (night)\16046gc\> south
where
Inside the East Gate
+ | You are inside the East Gate of Seringale. All around you
| | are people travelling in and out of the city. The great wall
S-* + | of Seringale soars over your head at over 30 spans tall.
| | | You see the city to the west, the east gate above you, and
+-+-@-+-+| the city walls lead to the north and south.
| | |
S + |
| |
+ |
---------+

[Exits: north east south west]
A gate guard is here guarding the gates of Seringale.
A gate guard is here guarding the gates of Seringale.
A gate guard steps aside and allows you to pass him.
A gate guard says 'Greetings adventurer, welcome to Seringale.'

<898hp 983ma 373mv> <9pm (night)\16046gc\> Players near you in Seringale:
<PK> Auhror Chamber of Rituals
<PK> Mishtkah Inside the East Gate

<898hp 983ma 373mv> <9pm (night)\16046gc\> east
Outside the East Gate
+ | You are outside the East Gate of Seringale. Before you is a
| | great wall. It is made of huge slabs of white stones with
+ | various figures of birds, beasts, and dragons carved into
| | it. The great wall soars over your head at over 30 spans tall.
+-+-@-+-+| You see the entrance into the city of Seringale to the west
| | and a road travelling out of the city to the east.
+ |
| |
+ |
---------+

[Exits: east west]

<898hp 983ma 371mv> <9pm (night)\16046gc\> east
City Entrance
+ | You stand on the outskirts of Seringale, the capital of this
| | land. The road leads east along a dusty road, while to the west
+ | it becomes the main street of the town, surrounded by a mass
| | confusion of shops, bars, and market places. The east gates of
+-+-@-+-+| the town lie directly to the west of here.
| |
+ |
| |
+ |
---------+

[Exits: east west]

<898hp 983ma 369mv> <9pm (night)\16046gc\> east
Along the Eastern Road
| You are traveling along a well-travelled road between
| Seringale and the lands to the east. The path has been
| created from a light stone material that is very resilient.
| It has worn away over time from the flow of traffic that
+-+-@-+-+| has passed through here. This is one of Serin's busiest
| trade routes.
|
|
|
---------+

[Exits: east west]

<898hp 983ma 367mv> <9pm (night)\16046gc\> east
east
Along the Eastern Road
| You are traveling along a well-travelled road between
| Seringale and the lands to the east. The path has been
| created from a light stone material that is very resilient.
| It has worn away over time from the flow of traffic that
+-+-@-+-+| has passed through here. This is one of Serin's busiest
| trade routes.
|
|
|
---------+

[Exits: east west]
You feel solid again.

<898hp 983ma 399mv> <10pm (night)\16046gc\> Along the Eastern Road
o| You are traveling along a well-travelled road between
|| Seringale and the lands to the east. The path has been
o| created from a light stone material that is very resilient.
|| It has worn away over time from the flow of traffic that
+-+-@-+-+| has passed through here. This is one of Serin's busiest
|| trade routes.
+|
||
+-+|
---------+

[Exits: east west]

<898hp 983ma 397mv> <10pm (night)\16046gc\> east
Along the Eastern Road
o | You are traveling along a well-travelled road between Seringale
| | and the lands to the east. A northern road crosses this
o | one to the east. The path has been created from a light
| | stone material that is very resilient. It has worn away
+-+-@-+-+| over time from the flow of traffic that has passed through
| | here. This is one of Serin's busiest trade routes.
+ |
| |
+-+ |
---------+

[Exits: east west]

<898hp 983ma 395mv> <10pm (night)\16046gc\> east
The Crossroads
o | Here, the great eastern road intersects with an older road
| | between the mines of Tenebria and the ruined city of Thalos.
o | The outskirts of Seringale lie to your west, and the highway
| | continues to the east. An old northern road leads to the
+-+-@-+-+| dwarven kingdom and the abandoned mines, while the southern
| || road shows the scars of the war which destroyed Thalos.
+ +|
| |
+-+ |
---------+

[Exits: north east south west]
The caravan attendant is here, with caravans for hire.

<898hp 983ma 393mv> <10pm (night)\16046gc\> where
Players near you in Eastern Road:
<PK> Mishtkah The Crossroads

<898hp 983ma 393mv> <10pm (night)\16046gc\> where
Players near you in Eastern Road:
<PK> Mishtkah The Crossroads

<898hp 983ma 393mv> <10pm (night)\16046gc\> rest
sc
You rest.

<898hp 983ma 393mv> <10pm (night)\16046gc\> You are Mishtkah the Unstoppable of
Yin, level 50, 34 years old (359 hours).
Race: Half-elf Sex: male Class: invoker
Hometown: Seringale Alignment: neutral Ethos: neutral
Rank Keepermaster of [KEEPER]
You have 898/898 hit, 983/983 mana, 393/399 movement.
You have 4 practices and 0 training sessions.
You are carrying 29/37 items with weight 281/350 pounds.
Str: 19(19) Int: 22(22) Wis: 21(21) Dex: 22(22) Con: 15(16)
You have scored 493100 exp, completed 0 quests, and have 16046 gold coins.
Condition: You have a few cuts and bruises.
Luck: Your luck can turn either way.
Wimpy set to 0 hit points.
You are resting.
Armor: pierce: 235 bash: 241 slash: 247 magic: 190
You are almost invulnerable to piercing.
You are almost invulnerable to bashing.
You are almost invulnerable to slashing.
You are supremely armored against magic.
Save vs Afflictive: -2 Mental: -74 Maledictive: -2
You are defenseless against afflictive spells.
You are almost immune to mental spells.
You are defenseless against maledictive spells.
Hitroll: 15 Damroll: 16
You are affected by the following:
Spell: armor : modifies armor class by 20 for 9 hours
Spell: detect invis : lasts for 20 hours

<898hp 983ma 393mv> <10pm (night)\16046gc\> where
Players near you in Eastern Road:
<PK> Mishtkah The Crossroads

<898hp 983ma 393mv> <10pm (night)\16046gc\> where
Players near you in Eastern Road:
<PK> Mishtkah The Crossroads

<898hp 983ma 393mv> <10pm (night)\16046gc\> st
You stand up.

<898hp 983ma 393mv> <10pm (night)\16046gc\> where
Players near you in Eastern Road:
<PK> Mishtkah The Crossroads

<898hp 983ma 393mv> <10pm (night)\16046gc\> sanc
You are surrounded by a white aura.

<898hp 908ma 393mv> <10pm (night)\16046gc\> mshi
A shimmering sphere of magic encases you.

<898hp 788ma 393mv> <10pm (night)\16046gc\> c life
Your lifeblood starts to boil with arcane power!
You tear into your physical body.
Luckily, you are immune to that.
You regain a small amount of power.

<878hp 834ma 393mv> <10pm (night)\16046gc\> c myst self
Your mana shield explodes in a shower of sparks!
You feel yourself moving more slowly.

<878hp 819ma 393mv> <10pm (night)\16046gc\> where
scan all
Players near you in Eastern Road:
<PK> Mishtkah The Crossroads

<878hp 819ma 393mv> <10pm (night)\16046gc\> You scan all around.
You scan north.
You scan east.
*** Range 2 (east) ***
A fearless adventurer is here, asking for a group to explore the Mystic Forest.

*** Range 3 (east) ***
The cartmaster is sitting on a trade caravan.
This young girl looks happy to guide travelers along the roads.
You scan south.
You scan west.

<878hp 819ma 393mv> <10pm (night)\16046gc\> sc
You are Mishtkah the Unstoppable of Yin, level 50, 34 years old (359 hours).
Race: Half-elf Sex: male Class: invoker
Hometown: Seringale Alignment: neutral Ethos: neutral
Rank Keepermaster of [KEEPER]
You have 878/878 hit, 819/1023 mana, 393/399 movement.
You have 4 practices and 0 training sessions.
You are carrying 29/34 items with weight 281/350 pounds.
Str: 19(19) Int: 22(22) Wis: 21(21) Dex: 22(19) Con: 15(16)
You have scored 493100 exp, completed 0 quests, and have 16046 gold coins.
Condition: You have a few cuts and bruises.
Luck: Your luck can turn either way.
Wimpy set to 0 hit points.
You are standing.
Armor: pierce: 200 bash: 206 slash: 212 magic: 155
You are supremely armored against piercing.
You are almost invulnerable to bashing.
You are almost invulnerable to slashing.
You are superbly armored against magic.
Save vs Afflictive: -2 Mental: -74 Maledictive: -2
You are defenseless against afflictive spells.
You are almost immune to mental spells.
You are defenseless against maledictive spells.
Hitroll: 15 Damroll: 16
You are affected by the following:
Spell: slow : modifies dexterity by -4 for 12 hours
Spell: lifeblood : modifies afflictive break by 4 for 8 hours
: modifies mana by 40 for 8 hours
: modifies health by -20 for 8 hours
Spell: sanctuary : lasts for 7 hours
Spell: armor : modifies armor class by 20 for 9 hours
Spell: detect invis : lasts for 20 hours

<878hp 819ma 393mv> <10pm (night)\16046gc\> where
Players near you in Eastern Road:
<PK> Mishtkah The Crossroads

<878hp 819ma 393mv> <10pm (night)\16046gc\> where
Players near you in Eastern Road:
<PK> Mishtkah The Crossroads

<878hp 881ma 399mv> <11pm (night)\16046gc\> where
Players near you in Eastern Road:
<PK> Mishtkah The Crossroads

<878hp 881ma 399mv> <11pm (night)\16046gc\> where
Players near you in Eastern Road:
<PK> Mishtkah The Crossroads

<878hp 881ma 399mv> <11pm (night)\16046gc\> c bar
You encase yourself in a physical barrier.

<878hp 761ma 399mv> <11pm (night)\16046gc\> where
look
where
Players near you in Eastern Road:
<PK> Mishtkah The Crossroads

<878hp 761ma 399mv> <11pm (night)\16046gc\> The Crossroads
o | Here, the great eastern road intersects with an older road
| | between the mines of Tenebria and the ruined city of Thalos.
o | The outskirts of Seringale lie to your west, and the highway
| | continues to the east. An old northern road leads to the
+-+-@-+-+| dwarven kingdom and the abandoned mines, while the southern
| || road shows the scars of the war which destroyed Thalos.
+ +|
| |
+-+ |
---------+

[Exits: north east south west]
The caravan attendant is here, with caravans for hire.

<878hp 761ma 399mv> <11pm (night)\16046gc\> where
Players near you in Eastern Road:
<PK> Mishtkah The Crossroads

<878hp 761ma 399mv> <11pm (night)\16046gc\> Players near you in Eastern Road:
<PK> Mishtkah The Crossroads

<878hp 761ma 399mv> <11pm (night)\16046gc\> west
west
Along the Eastern Road
o | You are traveling along a well-travelled road between Seringale
| | and the lands to the east. A northern road crosses this
o | one to the east. The path has been created from a light
| | stone material that is very resilient. It has worn away
+-+-@-+-+| over time from the flow of traffic that has passed through
| | here. This is one of Serin's busiest trade routes.
+ |
| |
+-+ |
---------+

[Exits: east west]

<878hp 761ma 395mv> <11pm (night)\16046gc\> Along the Eastern Road
o| You are traveling along a well-travelled road between
|| Seringale and the lands to the east. The path has been
o| created from a light stone material that is very resilient.
|| It has worn away over time from the flow of traffic that
+-+-@-+-+| has passed through here. This is one of Serin's busiest
|| trade routes.
+|
||
+-+|
---------+

[Exits: east west]

<878hp 761ma 391mv> <11pm (night)\16046gc\> west
Along the Eastern Road
| You are traveling along a well-travelled road between
| Seringale and the lands to the east. The path has been
| created from a light stone material that is very resilient.
| It has worn away over time from the flow of traffic that
+-+-@-+-+| has passed through here. This is one of Serin's busiest
| trade routes.
|
|
|
---------+

[Exits: east west]

<878hp 761ma 387mv> <11pm (night)\16046gc\> west
Along the Eastern Road
| You are traveling along a well-travelled road between
| Seringale and the lands to the east. The path has been
| created from a light stone material that is very resilient.
| It has worn away over time from the flow of traffic that
+-+-@-+-+| has passed through here. This is one of Serin's busiest
| trade routes.
|
|
|
---------+

[Exits: east west]

<878hp 761ma 383mv> <11pm (night)\16046gc\> west
City Entrance
+ | You stand on the outskirts of Seringale, the capital of this
| | land. The road leads east along a dusty road, while to the west
+ | it becomes the main street of the town, surrounded by a mass
| | confusion of shops, bars, and market places. The east gates of
+-+-@-+-+| the town lie directly to the west of here.
| |
+ |
| |
+ |
---------+

[Exits: east west]

<878hp 761ma 379mv> <11pm (night)\16046gc\> west
Outside the East Gate
+ | You are outside the East Gate of Seringale. Before you is a
| | great wall. It is made of huge slabs of white stones with
+ | various figures of birds, beasts, and dragons carved into
| | it. The great wall soars over your head at over 30 spans tall.
+-+-@-+-+| You see the entrance into the city of Seringale to the west
| | and a road travelling out of the city to the east.
+ |
| |
+ |
---------+

[Exits: east west]

<878hp 761ma 375mv> <11pm (night)\16046gc\> where
Players near you in Seringale:
<PK> Auhror Chamber of Rituals
<PK> Mishtkah Outside the East Gate

<878hp 761ma 375mv> <11pm (night)\16046gc\> where
Players near you in Seringale:
<PK> Auhror Chamber of Rituals
<PK> Mishtkah Outside the East Gate

<878hp 761ma 375mv> <11pm (night)\16046gc\> east
City Entrance
+ | You stand on the outskirts of Seringale, the capital of this
| | land. The road leads east along a dusty road, while to the west
+ | it becomes the main street of the town, surrounded by a mass
| | confusion of shops, bars, and market places. The east gates of
+-+-@-+-+| the town lie directly to the west of here.
| |
+ |
| |
+ |
---------+

[Exits: east west]

<878hp 761ma 371mv> <11pm (night)\16046gc\> east
east
Along the Eastern Road
| You are traveling along a well-travelled road between
| Seringale and the lands to the east. The path has been
| created from a light stone material that is very resilient.
| It has worn away over time from the flow of traffic that
+-+-@-+-+| has passed through here. This is one of Serin's busiest
| trade routes.
|
|
|
---------+

[Exits: east west]

<878hp 761ma 367mv> <11pm (night)\16046gc\> Along the Eastern Road
| You are traveling along a well-travelled road between
| Seringale and the lands to the east. The path has been
| created from a light stone material that is very resilient.
| It has worn away over time from the flow of traffic that
+-+-@-+-+| has passed through here. This is one of Serin's busiest
| trade routes.
|
|
|
---------+

[Exits: east west]

<878hp 761ma 363mv> <11pm (night)\16046gc\> east
Along the Eastern Road
o| You are traveling along a well-travelled road between
|| Seringale and the lands to the east. The path has been
o| created from a light stone material that is very resilient.
|| It has worn away over time from the flow of traffic that
+-+-@-+-+| has passed through here. This is one of Serin's busiest
|| trade routes.
+|
||
+-+|
---------+

[Exits: east west]

<878hp 761ma 359mv> <11pm (night)\16046gc\> where
Players near you in Eastern Road:
<PK> Mishtkah Along the Eastern Road

<878hp 761ma 359mv> <11pm (night)\16046gc\> east
Along the Eastern Road
o | You are traveling along a well-travelled road between Seringale
| | and the lands to the east. A northern road crosses this
o | one to the east. The path has been created from a light
| | stone material that is very resilient. It has worn away
+-+-@-+-+| over time from the flow of traffic that has passed through
| | here. This is one of Serin's busiest trade routes.
+ |
| |
+-+ |
---------+

[Exits: east west]

<878hp 761ma 355mv> <11pm (night)\16046gc\> east
where
The Crossroads
o | Here, the great eastern road intersects with an older road
| | between the mines of Tenebria and the ruined city of Thalos.
o | The outskirts of Seringale lie to your west, and the highway
| | continues to the east. An old northern road leads to the
+-+-@-+-+| dwarven kingdom and the abandoned mines, while the southern
| || road shows the scars of the war which destroyed Thalos.
+ +|
| |
+-+ |
---------+

[Exits: north east south west]
The caravan attendant is here, with caravans for hire.

<878hp 761ma 351mv> <11pm (night)\16046gc\> Players near you in Eastern Road:
<PK> Mishtkah The Crossroads

<878hp 761ma 351mv> <11pm (night)\16046gc\> where
Players near you in Eastern Road:
<PK> Mishtkah The Crossroads

<878hp 761ma 351mv> <11pm (night)\16046gc\> where
Players near you in Eastern Road:
<PK> Mishtkah The Crossroads

<878hp 761ma 351mv> <11pm (night)\16046gc\> where
Players near you in Eastern Road:
<PK> Mishtkah The Crossroads

<878hp 761ma 351mv> <11pm (night)\16046gc\> look
The Crossroads
o | Here, the great eastern road intersects with an older road
| | between the mines of Tenebria and the ruined city of Thalos.
o | The outskirts of Seringale lie to your west, and the highway
| | continues to the east. An old northern road leads to the
+-+-@-+-+| dwarven kingdom and the abandoned mines, while the southern
| || road shows the scars of the war which destroyed Thalos.
+ +|
| |
+-+ |
---------+

[Exits: north east south west]
The caravan attendant is here, with caravans for hire.

<878hp 761ma 351mv> <11pm (night)\16046gc\> where
Players near you in Eastern Road:
<PK> Mishtkah The Crossroads

<878hp 841ma 399mv> <12am (midnight)\16046gc\> where
Players near you in Eastern Road:
<PK> Mishtkah The Crossroads

<878hp 841ma 399mv> <12am (midnight)\16046gc\> where
Players near you in Eastern Road:
<PK> Mishtkah The Crossroads

<878hp 841ma 399mv> <12am (midnight)\16046gc\> where
Players near you in Eastern Road:
<PK> Mishtkah The Crossroads

<878hp 841ma 399mv> <12am (midnight)\16046gc\> where
Players near you in Eastern Road:
<PK> Mishtkah The Crossroads

<878hp 841ma 399mv> <12am (midnight)\16046gc\> who
[ Grgyl ] <PK> [JUSTICE] Auhror the Arcane Chimera of Order
[ H-Elf ] Nico the Songsmith
[50 H-Elf Inv] <PK> [KEEPER] (Keepermaster) [Balance] Mishtkah the Unstoppable
of Yin
[ Human ] Elayna Wrenway the Crime Mistress
[ Human ] <NEW> Kaeliwen Mirknai the Paladin Knight
[ Human ] Fervyll the Black Knight
[60 Fire IMP] [JUSTICE] Lord Davairus the Implementor of Blood
Players found: 7
There are 7 characters on; the most on this past month was 17.

<878hp 841ma 399mv> <12am (midnight)\16046gc\> where
Players near you in Eastern Road:
<PK> Mishtkah The Crossroads

<878hp 841ma 399mv> <12am (midnight)\16046gc\> west
Along the Eastern Road
o | You are traveling along a well-travelled road between Seringale
| | and the lands to the east. A northern road crosses this
o | one to the east. The path has been created from a light
| | stone material that is very resilient. It has worn away
+-+-@-+-+| over time from the flow of traffic that has passed through
| | here. This is one of Serin's busiest trade routes.
+ |
| |
+-+ |
---------+

[Exits: east west]

<878hp 841ma 395mv> <12am (midnight)\16046gc\> west
west
Along the Eastern Road
o| You are traveling along a well-travelled road between
|| Seringale and the lands to the east. The path has been
o| created from a light stone material that is very resilient.
|| It has worn away over time from the flow of traffic that
+-+-@-+-+| has passed through here. This is one of Serin's busiest
|| trade routes.
+|
||
+-+|
---------+

[Exits: east west]

<878hp 841ma 391mv> <12am (midnight)\16046gc\> where
Along the Eastern Road
| You are traveling along a well-travelled road between
| Seringale and the lands to the east. The path has been
| created from a light stone material that is very resilient.
| It has worn away over time from the flow of traffic that
+-+-@-+-+| has passed through here. This is one of Serin's busiest
| trade routes.
|
|
|
---------+

[Exits: east west]

<878hp 841ma 387mv> <12am (midnight)\16046gc\> Players near you in Eastern Road
:
<PK> Mishtkah Along the Eastern Road

<878hp 841ma 387mv> <12am (midnight)\16046gc\> west
Along the Eastern Road
| You are traveling along a well-travelled road between
| Seringale and the lands to the east. The path has been
| created from a light stone material that is very resilient.
| It has worn away over time from the flow of traffic that
+-+-@-+-+| has passed through here. This is one of Serin's busiest
| trade routes.
|
|
|
---------+

[Exits: east west]

<878hp 841ma 383mv> <12am (midnight)\16046gc\> west
City Entrance
+ | You stand on the outskirts of Seringale, the capital of this
| | land. The road leads east along a dusty road, while to the west
+ | it becomes the main street of the town, surrounded by a mass
| | confusion of shops, bars, and market places. The east gates of
+-+-@-+-+| the town lie directly to the west of here.
| |
+ |
| |
+ |
---------+

[Exits: east west]

<878hp 841ma 379mv> <12am (midnight)\16046gc\> west
where
Outside the East Gate
+ | You are outside the East Gate of Seringale. Before you is a
| | great wall. It is made of huge slabs of white stones with
+ | various figures of birds, beasts, and dragons carved into
| | it. The great wall soars over your head at over 30 spans tall.
+-+-@-+-+| You see the entrance into the city of Seringale to the west
| | and a road travelling out of the city to the east.
+ |
| |
+ |
---------+

[Exits: east west]

<878hp 841ma 375mv> <12am (midnight)\16046gc\> Players near you in Seringale:
<PK> Auhror Chamber of Rituals
<PK> Mishtkah Outside the East Gate

<878hp 841ma 375mv> <12am (midnight)\16046gc\> where
Players near you in Seringale:
<PK> Auhror Chamber of Rituals
<PK> Mishtkah Outside the East Gate

<878hp 841ma 375mv> <12am (midnight)\16046gc\> where
Players near you in Seringale:
<PK> Auhror Chamber of Rituals
<PK> Mishtkah Outside the East Gate

<878hp 841ma 375mv> <12am (midnight)\16046gc\> where farusse
Farusse the trainee Shaman Guildhall

<878hp 901ma 399mv> <1am (night)\16046gc\> where
You break your objective tracking.
Players near you in Seringale:
<PK> Auhror Chamber of Rituals
<PK> Mishtkah Outside the East Gate

<878hp 901ma 399mv> <1am (night)\16046gc\> where
Players near you in Seringale:
<PK> Auhror Chamber of Rituals
<PK> Mishtkah Outside the East Gate

<878hp 901ma 399mv> <1am (night)\16046gc\> where
Players near you in Seringale:
<PK> Auhror Chamber of Rituals
<PK> Mishtkah Outside the East Gate

<878hp 901ma 399mv> <1am (night)\16046gc\> look
Outside the East Gate
+ | You are outside the East Gate of Seringale. Before you is a
| | great wall. It is made of huge slabs of white stones with
+ | various figures of birds, beasts, and dragons carved into
| | it. The great wall soars over your head at over 30 spans tall.
+-+-@-+-+| You see the entrance into the city of Seringale to the west
| | and a road travelling out of the city to the east.
+ |
| |
+ |
---------+

[Exits: east west]

<878hp 901ma 399mv> <1am (night)\16046gc\> where
Players near you in Seringale:
<PK> Auhror Chamber of Rituals
<PK> Mishtkah Outside the East Gate

<878hp 901ma 399mv> <1am (night)\16046gc\> where
Players near you in Seringale:
<PK> Auhror Chamber of Rituals
<PK> Mishtkah Outside the East Gate

<878hp 901ma 399mv> <1am (night)\16046gc\> where
Players near you in Seringale:
<PK> Auhror Chamber of Rituals
<PK> Mishtkah Outside the East Gate

<878hp 901ma 399mv> <1am (night)\16046gc\> where
Players near you in Seringale:
<PK> Auhror Chamber of Rituals
<PK> Mishtkah Outside the East Gate

<878hp 901ma 399mv> <1am (night)\16046gc\> where
Players near you in Seringale:
<PK> Auhror Chamber of Rituals
<PK> Mishtkah Outside the East Gate

<878hp 901ma 399mv> <1am (night)\16046gc\> where
Players near you in Seringale:
<PK> Auhror Chamber of Rituals
<PK> Mishtkah Outside the East Gate

<878hp 901ma 399mv> <1am (night)\16046gc\> where
Players near you in Seringale:
<PK> Auhror Chamber of Rituals
<PK> Mishtkah Outside the East Gate

<878hp 901ma 399mv> <1am (night)\16046gc\> look
Outside the East Gate
+ | You are outside the East Gate of Seringale. Before you is a
| | great wall. It is made of huge slabs of white stones with
+ | various figures of birds, beasts, and dragons carved into
| | it. The great wall soars over your head at over 30 spans tall.
+-+-@-+-+| You see the entrance into the city of Seringale to the west
| | and a road travelling out of the city to the east.
+ |
| |
+ |
---------+

[Exits: east west]

<878hp 901ma 399mv> <1am (night)\16046gc\> where
Players near you in Seringale:
<PK> Auhror Chamber of Rituals
<PK> Mishtkah Outside the East Gate

<878hp 901ma 399mv> <1am (night)\16046gc\> where
Players near you in Seringale:
<PK> Auhror Chamber of Rituals
<PK> Mishtkah Outside the East Gate

<878hp 901ma 399mv> <1am (night)\16046gc\> where
Players near you in Seringale:
<PK> Auhror Chamber of Rituals
<PK> Mishtkah Outside the East Gate

<878hp 901ma 399mv> <1am (night)\16046gc\> where
Players near you in Seringale:
<PK> Auhror Chamber of Rituals
<PK> Mishtkah Outside the East Gate

<878hp 901ma 399mv> <1am (night)\16046gc\> where
Players near you in Seringale:
<PK> Auhror Chamber of Rituals
<PK> Mishtkah Outside the East Gate

<878hp 901ma 399mv> <1am (night)\16046gc\> where
Players near you in Seringale:
<PK> Auhror Chamber of Rituals
<PK> Mishtkah Outside the East Gate

<878hp 901ma 399mv> <1am (night)\16046gc\> where
Players near you in Seringale:
<PK> Auhror Chamber of Rituals
<PK> Mishtkah Outside the East Gate

<878hp 901ma 399mv> <1am (night)\16046gc\> look
Outside the East Gate
+ | You are outside the East Gate of Seringale. Before you is a
| | great wall. It is made of huge slabs of white stones with
+ | various figures of birds, beasts, and dragons carved into
| | it. The great wall soars over your head at over 30 spans tall.
+-+-@-+-+| You see the entrance into the city of Seringale to the west
| | and a road travelling out of the city to the east.
+ |
| |
+ |
---------+

[Exits: east west]

<878hp 901ma 399mv> <1am (night)\16046gc\> where
Players near you in Seringale:
<PK> Auhror Chamber of Rituals
<PK> Mishtkah Outside the East Gate

<878hp 901ma 399mv> <1am (night)\16046gc\> where
Players near you in Seringale:
<PK> Auhror Chamber of Rituals
<PK> Mishtkah Outside the East Gate

<878hp 901ma 399mv> <1am (night)\16046gc\> where
Players near you in Seringale:
<PK> Auhror Chamber of Rituals
<PK> Mishtkah Outside the East Gate

<878hp 901ma 399mv> <1am (night)\16046gc\> where
Players near you in Seringale:
<PK> Auhror Chamber of Rituals
<PK> Mishtkah Outside the East Gate

<878hp 901ma 399mv> <1am (night)\16046gc\> where
Players near you in Seringale:
<PK> Auhror Chamber of Rituals
<PK> Mishtkah Outside the East Gate

<878hp 901ma 399mv> <1am (night)\16046gc\> where

The sky is getting cloudy.

<878hp 985ma 399mv> <2am (night)\16046gc\> Players near you in Seringale:
<PK> Auhror Chamber of Rituals
<PK> Mishtkah Outside the East Gate

<878hp 985ma 399mv> <2am (night)\16046gc\> where
Players near you in Seringale:
<PK> Auhror Chamber of Rituals
<PK> Mishtkah Outside the East Gate

<878hp 985ma 399mv> <2am (night)\16046gc\> where
Players near you in Seringale:
<PK> Auhror Chamber of Rituals
<PK> Mishtkah Outside the East Gate

<878hp 985ma 399mv> <2am (night)\16046gc\> sc
You are Mishtkah the Unstoppable of Yin, level 50, 34 years old (359 hours).
Race: Half-elf Sex: male Class: invoker
Hometown: Seringale Alignment: neutral Ethos: neutral
Rank Keepermaster of [KEEPER]
You have 878/878 hit, 985/1023 mana, 399/399 movement.
You have 4 practices and 0 training sessions.
You are carrying 29/34 items with weight 281/350 pounds.
Str: 19(19) Int: 22(22) Wis: 21(21) Dex: 22(19) Con: 15(16)
You have scored 493100 exp, completed 0 quests, and have 16046 gold coins.
Condition: You have a few cuts and bruises.
Luck: Your luck can turn either way.
Wimpy set to 0 hit points.
You are standing.
Armor: pierce: 200 bash: 206 slash: 212 magic: 155
You are supremely armored against piercing.
You are almost invulnerable to bashing.
You are almost invulnerable to slashing.
You are superbly armored against magic.
Save vs Afflictive: -2 Mental: -74 Maledictive: -2
You are defenseless against afflictive spells.
You are almost immune to mental spells.
You are defenseless against maledictive spells.
Hitroll: 15 Damroll: 16
You are affected by the following:
Spell: barrier : lasts for 2 hours
Spell: slow : modifies dexterity by -4 for 8 hours
Spell: lifeblood : modifies afflictive break by 4 for 4 hours
: modifies mana by 40 for 4 hours
: modifies health by -20 for 4 hours
Spell: sanctuary : lasts for 3 hours
Spell: armor : modifies armor class by 20 for 5 hours
Spell: detect invis : lasts for 16 hours

<878hp 985ma 399mv> <2am (night)\16046gc\> look
Outside the East Gate
+ | You are outside the East Gate of Seringale. Before you is a
| | great wall. It is made of huge slabs of white stones with
+ | various figures of birds, beasts, and dragons carved into
| | it. The great wall soars over your head at over 30 spans tall.
+-+-@-+-+| You see the entrance into the city of Seringale to the west
| | and a road travelling out of the city to the east.
+ |
| |
+ |
---------+

[Exits: east west]

<878hp 985ma 399mv> <2am (night)\16046gc\> east
City Entrance
+ | You stand on the outskirts of Seringale, the capital of this
| | land. The road leads east along a dusty road, while to the west
+ | it becomes the main street of the town, surrounded by a mass
| | confusion of shops, bars, and market places. The east gates of
+-+-@-+-+| the town lie directly to the west of here.
| |
+ |
| |
+ |
---------+

[Exits: east west]

<878hp 985ma 395mv> <2am (night)\16046gc\> where
Players near you in Eastern Road:
<PK> Mishtkah City Entrance

<878hp 985ma 395mv> <2am (night)\16046gc\> where
Players near you in Eastern Road:
<PK> Mishtkah City Entrance
Elayna NEWBIE chats: 'HAHAHAHA at trying to ruffle a dead puppy and the respons
e... oh god how I love this game.'

<878hp 985ma 395mv> <2am (night)\16046gc\> where
Players near you in Eastern Road:
<PK> Mishtkah City Entrance

<878hp 985ma 395mv> <2am (night)\16046gc\> look
City Entrance
+ | You stand on the outskirts of Seringale, the capital of this
| | land. The road leads east along a dusty road, while to the west
+ | it becomes the main street of the town, surrounded by a mass
| | confusion of shops, bars, and market places. The east gates of
+-+-@-+-+| the town lie directly to the west of here.
| |
+ |
| |
+ |
---------+

[Exits: east west]

<878hp 985ma 395mv> <2am (night)\16046gc\> where
Players near you in Eastern Road:
<PK> Mishtkah City Entrance

<878hp 985ma 395mv> <2am (night)\16046gc\> west
Outside the East Gate
+ | You are outside the East Gate of Seringale. Before you is a
| | great wall. It is made of huge slabs of white stones with
+ | various figures of birds, beasts, and dragons carved into
| | it. The great wall soars over your head at over 30 spans tall.
+-+-@-+-+| You see the entrance into the city of Seringale to the west
| | and a road travelling out of the city to the east.
+ |
| |
+ |
---------+

[Exits: east west]

<878hp 985ma 391mv> <2am (night)\16046gc\> where
Players near you in Seringale:
<PK> Auhror Chamber of Rituals
<PK> Mishtkah Outside the East Gate

<878hp 985ma 391mv> <2am (night)\16046gc\> where
where
Players near you in Seringale:
<PK> Auhror Chamber of Rituals
<PK> Mishtkah Outside the East Gate

<878hp 985ma 391mv> <2am (night)\16046gc\> Players near you in Seringale:
<PK> Auhror Chamber of Rituals
<PK> Mishtkah Outside the East Gate

<878hp 985ma 391mv> <2am (night)\16046gc\> east
City Entrance
+ | You stand on the outskirts of Seringale, the capital of this
| | land. The road leads east along a dusty road, while to the west
+ | it becomes the main street of the town, surrounded by a mass
| | confusion of shops, bars, and market places. The east gates of
+-+-@-+-+| the town lie directly to the west of here.
| |
+ |
| |
+ |
---------+

[Exits: east west]

<878hp 985ma 387mv> <2am (night)\16046gc\> east
east
Along the Eastern Road
| You are traveling along a well-travelled road between
| Seringale and the lands to the east. The path has been
| created from a light stone material that is very resilient.
| It has worn away over time from the flow of traffic that
+-+-@-+-+| has passed through here. This is one of Serin's busiest
| trade routes.
|
|
|
---------+

[Exits: east west]

<878hp 985ma 383mv> <2am (night)\16046gc\> Along the Eastern Road
| You are traveling along a well-travelled road between
| Seringale and the lands to the east. The path has been
| created from a light stone material that is very resilient.
| It has worn away over time from the flow of traffic that
+-+-@-+-+| has passed through here. This is one of Serin's busiest
| trade routes.
|
|
|
---------+

[Exits: east west]

<878hp 985ma 379mv> <2am (night)\16046gc\> east
where
Along the Eastern Road
o| You are traveling along a well-travelled road between
|| Seringale and the lands to the east. The path has been
o| created from a light stone material that is very resilient.
|| It has worn away over time from the flow of traffic that
+-+-@-+-+| has passed through here. This is one of Serin's busiest
|| trade routes.
+|
||
+-+|
---------+

[Exits: east west]

<878hp 985ma 375mv> <2am (night)\16046gc\> Players near you in Eastern Road:
<PK> Mishtkah Along the Eastern Road

<878hp 985ma 375mv> <2am (night)\16046gc\> east
Along the Eastern Road
o | You are traveling along a well-travelled road between Seringale
| | and the lands to the east. A northern road crosses this
o | one to the east. The path has been created from a light
| | stone material that is very resilient. It has worn away
+-+-@-+-+| over time from the flow of traffic that has passed through
| | here. This is one of Serin's busiest trade routes.
+ |
| |
+-+ |
---------+

[Exits: east west]

<878hp 985ma 371mv> <2am (night)\16046gc\> east
The Crossroads
o | Here, the great eastern road intersects with an older road
| | between the mines of Tenebria and the ruined city of Thalos.
o | The outskirts of Seringale lie to your west, and the highway
| | continues to the east. An old northern road leads to the
+-+-@-+-+| dwarven kingdom and the abandoned mines, while the southern
| || road shows the scars of the war which destroyed Thalos.
+ +|
| |
+-+ |
---------+

[Exits: north east south west]
The caravan attendant is here, with caravans for hire.

<878hp 985ma 367mv> <2am (night)\16046gc\> east
east
Along the Eastern Road
o | You are walking along a well-travelled road between Seringale
| | and lands east. A northern road crosses this one to the west,
o | towards Seringale. The path has been created from a light stone
| | material that is very resilient. It has worn away over time
+-+-@-+-+| from the flow of traffic that has passed through here. This
| | | is one of Serin's busiest trade routes.
+ +-+|
| |
+-+ |
---------+

[Exits: east west]

<878hp 985ma 363mv> <2am (night)\16046gc\> Along the Eastern Road
o | The road heads southwards from here, meandering its way slowly
| | around the outskirts of the dwarven kingdom. Its resilient stone
o | path has resisted much of the wear created by the bustle of traders
| | and merchants travelling in between the two cities. To the northeast

+-+-@-+ | you see a huge monastery, built inside a grove and surrounded
| | | by a patch of grass.
+ +-+-+|
| |
+ |
---------+

[Exits: east south west]

<878hp 985ma 359mv> <2am (night)\16046gc\> south
east
On the Eastern Road
o | The Eastern Road continues its journey eastwards towards the City
| | of Timaran. It makes its way around the dwarven kingdom steadily
+-+-+-+ | and neatly. To the south of here you can see a dark forest, looking
| | | fairly barren in population and its trees stunted. It looks very
+ @-+-+| dwarven. Eastwards the road continues, its resilient surface resisti
ng
| | the erosion caused by the bustle of trade passing through the
+ | area.
|
|
---------+

[Exits: north east]

<878hp 985ma 355mv> <2am (night)\16046gc\> east
On the Eastern Road
| The resilient stone of the Eastern Road stretches out
| in both east and west directions for as far as you can
+-+-+ +| see, eventually turning off its track out of sight. Either
| || side of the road is surrounded by foresty terrain that
+-@-+-+| looks fairly impassible and perhaps not worthwhile to
| try to do so. To the east you see a signpost reaching
| high overhead.
|
|
---------+

[Exits: east west]
A fearless adventurer is here, asking for a group to explore the Mystic Forest.


<878hp 985ma 351mv> <2am (night)\16046gc\> east
On the Eastern Road
| The road travels from east to west here, spanning out for
| miles in both directions. It has been constructed of a light
+-+ +-+| resilient stone that has slowly worn away from the passing
| | | by of many travellers and tourists alike down this trade
+-+-@-+ | road. Far off to the south you can see a river meandering
| its way through a fairly barren looking forest.
|
|
|
---------+

[Exits: east west]
A tall signpost has been erected here.

<878hp 985ma 347mv> <2am (night)\16046gc\> On the Eastern Road
o| The road takes a sudden swift turn here as it makes its
|| way around the outskirts of a small village, populated
+-+-+| by gnomes. Its light but resilient surface has grown brittle
| || and hard from the many days of beautiful sunshine that
+-+-@ +| have been experienced by it. Despite this it has managed
|| to remain in good shape, looking more than adequate for
+| its function as a trade route.
|
|
---------+

[Exits: north west]

<878hp 985ma 343mv> <2am (night)\16046gc\> north
where
Along the Eastern Road
| To the north of you a grove of trees surround the perimeters
| of a dwarven kingdom. Through the trees you can make
o| out the outline of a castle, small and yet clearly aristocrital
|| in design. The road is forced to travel south due to
@-+-+| the presence of a playground of some sort to the west
| || of here. It seems to be unoccupied, at least from this
+-+-+ +| viewpoint. The road continues eastwards, travelling towards
|| the City of Timaran.
+|
---------+

[Exits: east south]

<878hp 1023ma 395mv> <3am (night)\16046gc\> east
Players near you in Eastern Road:
<PK> Mishtkah Along the Eastern Road

<878hp 1023ma 395mv> <3am (night)\16046gc\> Along the Eastern Road
| You are travelling down the Eastern Road between Seringale
| and Timaran. It has been constructed of a light yet resilient
o-o| mineral which has stood up to the bustle of tradefair
| | passing through here. The road back to Seringale is to
+-@-+-+| the west of you, while to the east of here you can see
| | | a heavily guarded checkpoint. To the south you see a
+-+ + | dirt path wandering off towards a small village, away
| | from the busy road.
+-+|
---------+

[Exits: east west]

<878hp 1023ma 391mv> <3am (night)\16046gc\> east
where
The Checkpoint
f| You reach the checkpoint of the Eastern Road. This point
|| serves as both a guardpost for keeping the road safe from
o-o-o| highway robbery and also is the main means of checking
| | the smoothness of trade flowing in and out of the two hometowns.
+-+-@-+-+| The post is guarded day and night by heavily armored knights
| | | that are ever vigilant and alert.
+ + |
| |
+-+ |
---------+

[Exits: north east south west]
A knight stands here, guarding the checkpoint.
A knight stands here, guarding the checkpoint.

<878hp 1023ma 387mv> <3am (night)\16046gc\> east
Players near you in Eastern Road:
<PK> Mishtkah The Checkpoint

<878hp 1023ma 387mv> <3am (night)\16046gc\> Along the Eastern Road
f | You are journeying along a well-travelled road, just east
| | of a heavily guarded checkpoint. You have covered about half
o-o-o | the distance between the city of Seringale and Timaran. The
| | road has been constructed from a light and yet extremely
+-+-@-+-+| resilient mineral that has resisted the weathering of the
| | trade passing through.
+ |
| |
+-+ |
---------+

[Exits: east west]

<878hp 1023ma 383mv> <3am (night)\16046gc\> east
east
Along the Eastern Road
f | The Eastern Road stretches out from west to east as far as
| | you can see. Due north of you is a huge monastery, just barely
o-o-o | visible through a blanket of trees. To the south you see a
| | village, fairly small. Further south of the village, in the
+-+-@-+-+| far distance, you see a river running through the dwarf forest.
| | Eastwards the city of Timaran looms on the horizon.
+ |
| |
+-+ |
---------+

[Exits: east west]

<878hp 1023ma 379mv> <3am (night)\16046gc\> east
Along the Eastern Road
| The road continues eastwards, entering a fairly dense
| area of forest. Surrounding the sides of the road is
| a thick layer of trees, letting in little light. The resilient
| mineral of the traderoad has eroded slightly here, as
+-+-@-+-+| many passersby stopped for rest before entering the denser
| part of the forest. You hear chirping coming from the
| trees around you.
|
|
---------+

[Exits: east west]

<878hp 1023ma 375mv> <3am (night)\16046gc\> east
Along the Eastern Road
| The road is almost completely swallowed up by the forest
| here. Oak trees surround you from all sides, the east
| of here becoming impassible. The road takes a turn northwards
| as it meanders gently through the foresty terrain. Though
+-+-@-+-+| the road is well-travelled and clearly safe, you might
| be ill-advised to leave it and wander off into the forest
| alone.
|
|
---------+

[Exits: east west]

<878hp 1023ma 371mv> <3am (night)\16046gc\> Along the Eastern Road
| The highway continues its seemingly endless procession
| through the grove. The road's resilient surface has remained
| in perfect condition to this day, despite it being perhaps
| Serin's busiest trade route. To the west you see the forest
+-+-@-+-+| slowly thinning out while eastwards the road continues,
| heading towards the proud city of Timaran.
|
|
|
---------+

[Exits: east west]

<878hp 1023ma 367mv> <3am (night)\16046gc\> east
On the Outskirts of Timaran
| To the east you see the mighty gates of Timaran, one of
| the most elegant and prosperous cities of all of Serin.
| To the south you see the barren highlands heading out
| towards Mahn-Tor, and to the west you can barely make
+-+-@-+-+| out a faint, but well-used, road leading to the City of
| Seringale.
|
|
|
---------+

[Exits: east west]

<878hp 1023ma 363mv> <3am (night)\16046gc\> where
Players near you in Eastern Road:
<PK> Mishtkah On the Outskirts of Timaran

<878hp 1023ma 363mv> <3am (night)\16046gc\> east
West Gate of Timaran
S-+| Here stands the west gate, closely guarded by a number
|| of city guards. People walk in and out, from residents
S| on their way to somewhere to travellers with dust stained
|| cloaks arriving. The city wall is a good 6 feet thick,
+-+-@-+-+| and the gates heavily reinforced. Large torches burn
|| brightly, pushing away the darkness of the night. Everyone
T-*-+| who walks in and out is closely checked by the guards,
| || who keep an eye out for criminals and other undesirables.
*-* +| You can leave the city to the west, or walk east onto
---------+ a street.

[Exits: east west up]
A member of the Timaran city night watch keeps an eye out.
A short stump-like thief sneaks around here.
A giant gate guard stands here, checking people who walk by.
A giant gate guard stands here, checking people who walk by.
Viggs the Stump lights up a strange, thick cigar and takes a deep puff.
Viggs the Stump exhales, making a few smoke rings drift lazily in the air.
Viggs the Stump says 'Now THAT'S THE good STUFF!'
Viggs the Stump throws back his head and cackles with insane glee!

<878hp 1023ma 359mv> <3am (night)\16046gc\> east
where
Western Main Street
S-+-S| You are standing on the Main Street of the city, which
| | runs between the west and east gates through the centre
S *| of the city. Just to your west is the west gate, people
| || walking in and out of it in a steady stream past you.
+-+-@-+-+| A number of torches push away the dark of night so people
| || may continue what they are doing. To the east lies a
T-*-+ *| busy square. South of you is the wall of a large building,
| | | and from the stained glass windows you surmise it is
*-*-* +-+| a temple.
---------+

[Exits: east west]

<878hp 1023ma 355mv> <3am (night)\16046gc\> Players near you in Timaran:
<PK> Mishtkah Western Main Street

<878hp 1023ma 355mv> <3am (night)\16046gc\> east
east
Western Square of Timaran
S-+-S | This is the busy Western Square of the city. People stand
| | around in groups talking and laughing, and others walk
S * | past on their own business. Many adventurers are here,
| | | looking for partners for exploring the world outside
+-+-@-+-+| the city. Travel stained people arrive here from the
| | || west, and others head out that way towards the west gate.
T-*-+ * +| Beautifully carved wooden poles hold torches that shine
| | || brightly, and there are one or two statues of various
*-* +-+ +| animals dotted around. At the centre is a large fountain
---------+ with benches surrounding it, in which children are playing.
More people sit on the benches by the fountain, talking quietly or just watchi
ng
the children play. Just south of here a large building that looks like a templ
e
can be seen, shining strangely. To the north is a beautiful marble archway,
and not far away to the west is the west gate. Southwards lies another street,

and the Main Street continues to the east.

[Exits: north east south west]
A number of wooden benches are arranged around the fountain.
A fountain stands here, lovingly carved into a dolphin shape.
A member of the Timaran city night watch keeps an eye out.
A large, filthy looking rat scurries around.
A large, filthy looking rat scurries around.

<878hp 1023ma 351mv> <3am (night)\16046gc\> Western Main Street
S-+-S | This part of the main street has a small, plain looking
| | building to the north, and a small garden is visible southwards.
S * B| The garden has been grown so as to be pleasing to the eye,
| | || and is a welcome change from all the buildings. A number
+-+-@-+-+| of torches line the street, casting a bright light on the
| | | | cobblestones. A busy city square is visible just to your
*-+ * + | west, and the road continues east. A large building that
| | | | looks like a temple can be seen just to the south-west.
* +-+ + |
---------+

[Exits: north east south west]
A member of the Timaran city night watch keeps an eye out.

<878hp 1023ma 347mv> <3am (night)\16046gc\> east
Western Main Street
+-S | You are standing on the Main Street, just east of a large
| | building that looks suspiciously like a bank, and a constant
S * B | stream of people pass you by on their way to the city centre
| | | | that also lies eastwards. Torches flare in the odd gust of
+-+-@-+-+| wind, casting their light on the street. North of you is
| | | | an empty looking building, and to the south you can see a
+ * + | small, dark alleyway. Looking westwards you can see the outline
| | | of what looks like a temple. You can continue along the street
+-+ + | east and west.
---------+

[Exits: east south west]

<878hp 1023ma 343mv> <3am (night)\16046gc\> east
Western Main Street
* +| You are travelling along the Main Street. The way is
| || lit by torches now that night covers the city. Many people
* B *-+| walk past, going about their business quietly alone or
| | || in groups. A short distance to the east the busy city
+-+-@-+-S| centre is visible, and to your north stands a large building
| | || with marble pillars outside. The ornate sign above the
* + *-*-+| door indicates that this is the city bank. You can continue
| | || down the street east and west.
+ * S-+|
---------+

[Exits: north east west]

<878hp 1023ma 339mv> <3am (night)\16046gc\> east
Western Main Street
* +-*| This is the western part of Main Street, which runs between
| | | the east and west gates through the centre of the city.
B *-+-*| The way is brightly lit by torches that dance and flare
| | | as the wind blows. Just to your east is the busy city
+-+-@-S-+| centre, and many people pass you on their way to it.
| | | To the north is a stone wall, solid and impenetrable.
+ *-*-+-*| South lies a small building with many wooden boats standing
| | | | outside it, and the sign of a shipwright hanging above
+ * S-+-S| the door. You can continue down the street to the west.
---------+

[Exits: east west]
Mrsa the Lady of dubious virtue walks around in her black stockings.

<878hp 1023ma 335mv> <3am (night)\16046gc\> where
Players near you in Timaran:
<PK> Mishtkah Western Main Street

<878hp 1023ma 335mv> <3am (night)\16046gc\> east
City Centre of Timaran
* +-* | You have entered the busy centre of Timaran. Although night
| | | darkens the sky, many torches cast a flickering light
B *-+-* | around the square. Strange shadows dance along the ground
| | | and against walls. Even at this late hour the square is
+-+-@-+-+| a bustle of activity with travellers arriving from the
| | various gates and local people generally chatting and enjoying
*-*-+-*-T| themselves after a hard days work. A large marble fountain
| | | dominates the centre of the square, beautifully carved
* S-+-S | and spraying arching streams of water into the night sky.
---------+ The benches around it hold people discussing the day, or
travellers resting their weary feet for a moment. The torches burn brightly
in various holders dotted around the square, providing ample light to see
by. To the south you see what looks like a temple. Exits lead in all directions

to other parts of the city.

[Exits: north east south west]
A number of wooden benches are arranged around the fountain.
A beautiful marble fountain stands in the centre of the square.
The Herald Bulletin Board gleams majestically in the middle of the square.
A member of the Timaran city night watch keeps an eye out.
A member of the Timaran city night watch keeps an eye out.
The Town Crier stands here, yelling the daily news.

<878hp 1023ma 331mv> <3am (night)\16046gc\> where
Players near you in Timaran:
<PK> Mishtkah City Centre of Timaran

<878hp 1023ma 331mv> <3am (night)\16046gc\> north
Travellers Way
*-+-* | This straight road runs from the north gate to the centre
| | of the city. It used to be called the Dragon Road, but
* +-* | in honor of the highly successful Travellers Rest on
| | | this street it was renamed. Torches light the way in the
B *-@-* | darkness, casting pale, flickering shadows across the
| | | pavement. Citizens and travellers bustle past going about
+-+-S-+-+| their business, on occasion running into each other as
| | they are absorbed in their thinking. To your west a plain
*-*-+-*- | grey building with bars on the windows is visible. Over
---------+ the door hangs a sign bearing the scales of Justice.
To the east is a smallish stone building with a sign depicting a crossed sword

and dagger over the door. A few weapons can also been seen through the windows
.
The road heads north towards the northern gate, and just to the south is the
busy city centre.

[Exits: north east south west]

<878hp 1023ma 327mv> <3am (night)\16046gc\> north
Travellers Way
+-* | You are walking along Travellers Way, the street that
| | leads between the city centre and the northern gate.
*-+-* | Torches hang on walls ready to be lit when the night
| | comes so people may continue about their business. Various
* @-* | citizens and travellers walk past you on their way to
| | | the city centre, or sometimes entering some of the stores
B *-+-* | that can be found on this street. A solid looking stone
| | | wall is the only thing visible to the west, while east
+-+-S-+-+| you see a building. Looking into the front windows you
---------+ see numerous types of blunt weapons. A flag flies above
the door with the insignia of a mace on a field of red. A short distance to
the south, a busy square is visible, while northwards lies the northern gate.


[Exits: north east south]

<878hp 1023ma 323mv> <3am (night)\16046gc\> north
north
Travellers Way
+ | You are walking along Travellers Way, the street that leads
| | between the city centre and the northern gate. Torches
+-* | hang on walls ready to be lit when the night comes so people
| | may continue about their business. Various citizens and
*-@-* | travellers walk past you on their way to the city centre,
| | or sometimes entering some of the stores that can be found
* +-* | on this street. To the west, three shining towers of pure
| | | ivory reach towards the sky, connected by gleaming skybridges.
*-+-* | The entire area to your west gives off a hum of magic.
---------+ Something very powerful has been imbued into the structure
itself.

[Exits: north east south west]
(White Aura) A wailing ghost of a woman wavers here in the twilight.

<878hp 1023ma 319mv> <3am (night)\16046gc\> north
Travellers Way, near the North Gate
f-x | Here the buildings seem to thin out slightly as you near
| | the city walls and the north gate. There are fewer torches
+ | apparent as the need for light is less, being as no important
| | buildings stand near here. The majority of people walking
@-* | past are travellers, some just entering the city in dusty
| | clothes, and others leaving out on their journeys. The
*-+-* | gate guards are clearly visible standing by the gate,
| | and the battlements stretch into the sky above you. An
+-* | empty looking, seemingly abandoned mansion stands on its
---------+ own to your east. The road continues to the south.

[Exits: north east south]

<878hp 1023ma 315mv> <3am (night)\16046gc\> North Gate of Timaran
| You have reached the north gate of the city of Timaran.
| Solid stone walls a good 6 feet thick surround the city
f-x | and stretch high into the sky. A large number of torches
| | make sure the area is well lit so the gate guards may see
@ | everyone who passes by them. More guards pace the battlements
| | keeping an eye out for possible invaders and threats to
+-* | the city. The gate guards watch each passer-by careful,
| | checking for known criminals along with other undesirables.
*-+-* | Even at this late hour people stream into and out of the
---------+ city, mostly travellers in dusty clothes seeking a place
out from under the night sky. A large street leads into the city southwards,
and to the north you may return to the land outside.

[Exits: north south up]
A giant gate guard stands here, checking people who walk by.
A giant gate guard stands here, checking people who walk by.
The caravan attendant is here, with caravans for hire.

<878hp 1023ma 311mv> <3am (night)\16046gc\> north
where
A rock outcropping
| From this rock outcropping the valley below seems peaceful,
| untouched. Dense forests of pine carpet the mountainsides,
| broken only by thick aspen woods. The mountains, deep blue
| in the distance, circle the valley floor and form a soft
f-@ | highland bowl. A well-traveled path leads down into a small
| | grove below.
+ |
| |
+-* |
---------+

[Exits: south west down]
(White Aura) Dinswel the Ranger stands here.
Dinswel searches high and low for something.

<878hp 1023ma 303mv> <3am (night)\16046gc\> Players near you in Clearwater Lake
:
<PK> Mishtkah A rock outcropping

<878hp 1023ma 303mv> <3am (night)\16046gc\> down
A small grove along a cobblestone path
o | Soft music floats in unison with the breeze through the
| | grove. The trees here are large, but the further you look
o | into the woods, the larger they seem to grow. The smell
| | of fresh water comes in from the west, and it is possible
+-+-@ | to scale some rocks to gain passage upward. A cobblestone
| | | | path leads into the trees to the west. Thick woods block
o-f-f | your sight to the south.
| | | |
f-f-f-o |
---------+

[Exits: south west up]
(White Aura) Laudwin stands here.

<878hp 1023ma 295mv> <3am (night)\16046gc\> west
west
A cobblestone path
o-o | A warm breeze rustles the great vallenwood trees outside
| | | the garrison of Solace. The cobblestone path that runs
~-o | east to west through the tree blazes in the bright colors
| | | of the vegetation. The walls of the garrison loom beyond
+-+-@-+ | the lake to the west.
| | | | |
~-o-f-f |
| | | | |
o-f-f-f-o|
---------+

[Exits: east south west]

<878hp 1023ma 291mv> <3am (night)\16046gc\> A cobblestone path
~-o-o | The blue of the autumn sky darkens on the deep stillness
| | | | of the lake. The cobblestone path runs continues toward
~-~-o | the lake as it transitions to a wide bridge to the west.
| | | | From here you see large granite pillars thrust into the
+-+-@-+-+| still water under the bridge. The shore heads north and
| | | | || south around the lake.
~-~-o-f-f|
| | | | ||
o-o-f-f-f|
---------+

[Exits: north east south west]

<878hp 1023ma 287mv> <3am (night)\16046gc\> west
A bridge through shallow water
~-~-o-o | The cobblestone path here starts to rise off of the ground
| | | | | some, as it turns into the bridge across clearwater lake.
~-~-~-o | Large pieces of granite have been assembled in a wall
| | | | | like fashion, sloping upward the closer it gets to the
+-+-@-+-+| bridge. The shallow waters of clearwater lake lie just
| | | | || north and south of the bridge entrance.
~-~-~-o-f|
| | | | ||
~-o-o-f-f|
---------+

[Exits: north east south west]

<878hp 1023ma 283mv> <3am (night)\16046gc\> west
A bridge across Clearwater Lake
~-~-~-o-o| The cobblestone bridge continues east and west across
| | | | || the stillness that is clearwater lake. A granite parapet
~-~-~-~-o| has been constructed along the edges of the bridge to
| | | | || prevent the accidental slip into the deep waters below.
+-+-@-+-+|
| | | | ||
~-~-~-~-o|
| | | | ||
~-~-o-o-f|
---------+

[Exits: north east south west]

<878hp 1023ma 279mv> <3am (night)\16046gc\> west
A bridge across Clearwater Lake
~-~-~-o| The cobblestone bridge continues east and west across
| | | || the stillness that is clearwater lake. A granite parapet
~-~-~-~| has been constructed along the edges of the bridge to
| | | || prevent the accidental slip into the deep waters below.
+-+-@-+-+|
| | | ||
~-~-~-~|
| | | ||
~-~-o-o|
---------+

[Exits: north east south west]

<878hp 1023ma 275mv> <3am (night)\16046gc\> where
west
Players near you in Clearwater Lake:
<PK> Mishtkah A bridge across Clearwater Lake

<878hp 1023ma 275mv> <3am (night)\16046gc\> A bridge across Clearwater Lake
~-~-~| The cobblestone bridge continues east and west across
| | || the stillness that is clearwater lake. A granite parapet
~-~-~| has been constructed along the edges of the bridge to
| | || prevent the accidental slip into the deep waters below.
x-+-@-+-+|
| | ||
~-~-~|
| | ||
~-~-o|
---------+

[Exits: north east south west]

<878hp 1023ma 271mv> <3am (night)\16046gc\> west
west
A ravine overlooking Clearwater Lake
~-~| The cobblestone path cuts upward into a ravine here,
| || looking out onto the lake and vallenwoods below. The
~-~| path continues west where it disappears sharply into
| || the mountain. The bridge to the east cuts down the middle
x-@-+-+| of the lake.
| ||
~-~|
| ||
~-~|
---------+

[Exits: east west]

<878hp 1023ma 267mv> <3am (night)\16046gc\> up
A path at the base of the mountain
~| The cobblestone path turns sharply upward here, taking
|| tight turns out of the ravine and into the mountain above.
~| To the east the ravine opens out onto a bridge. The air
|| is thinner and cooler than on the surface of the lake.
@-+-+|
||
~|
||
~|
---------+

[Exits: east up]

<878hp 1023ma 259mv> <3am (night)\16046gc\> A path in the mountains
| You are walking on a cobblestone path that winds slowly through
| the mountains. The path here offers a breathtaking view of
x | Clearwater Lake and the nearby valley. The cobblestone itself
| | is surprisingly smooth, considering its steep grade and remote
x-@ | location. It works its way toward the garrison of Solace to
| the west, and winds its way downward toward Clearwater Lake.
|
|
|
---------+

[Exits: west down]
The caravan attendant is here, with caravans for hire.

<878hp 1023ma 247mv> <3am (night)\16046gc\> west
A path in the mountains
| You are walking on a cobblestone path that winds slowly
| through the mountains. Your view of Clearwater Lake and
x | the nearby valley is impeded by mountains. The path itself
| | is surprisingly smooth, considering its steep grade and
@-x | remote location. It works its toward the garrison of Solace
| to the east, and turns sharply on its way eastward toward
| the valley below.
|
|
---------+

[Exits: north east]
A small hobgoblin seems to be searching for something.

<878hp 1023ma 235mv> <3am (night)\16046gc\> north
up
A path in the mountains
| You are walking on a cobblestone path that winds slowly
| through the mountains. Your view of Clearwater Lake and
| the nearby valley is impeded by mountains. The path itself
| is surprisingly smooth, considering its steep grade and
@ | remote location. It climbs the mountain above you and works
| | its way toward the valley below to the south.
x-x |
|
|
---------+

[Exits: south up]

<878hp 1023ma 223mv> <3am (night)\16046gc\> north
Outside Shadow's Gap
x | Walls of granite soar on either side of the narrow cobblestone
| | path running northward toward the sheer cliffs of Shadow's
x-x | Gap on its way to the garrison of Solace. A cool mountain
| | breeze leaves no doubt about the high elevation of this terrain.
@ | The path also winds back down the mountain.
|
|
|
|
---------+

[Exits: north down]
A thin, rugged man covers ground quickly with his loping stride.

<878hp 1023ma 211mv> <3am (night)\16046gc\> west
Shadow's Gap
S-+-S-+-F| Walls of granite soar on either side of the narrow cobblestone
| | path running through the canyon floor westward toward the
x | garrison of Solace. A chilly breeze whistles and rumbles between
| | the steep, jagged cliffs. The path also runs southward, back
x-@ | down the mountain.
| |
x |
|
|
---------+

[Exits: south west]

<878hp 1023ma 199mv> <3am (night)\16046gc\> Twin Peaks Vale
+-S-+-S-+| The twin peaks, Tasin and Fasin, stand to either side of
| | the Shadow Canyon, overlooking the cobblestone path the
x | runs through the mountains to the garrison of Solace. In
| | front of them, a lush mountain valley echoes with the sweet
@-x | sounds of the forest.
| |
x |
|
|
---------+

[Exits: north east]
A black and white goat is here, looking apprehensive.

<878hp 1023ma 187mv> <3am (night)\16046gc\> north
north
Gateway to Solace
+-+-+-+-+| The narrow beaten path from the mountains below widens
| | | | || here at this junction between two jagged rocky peaks. A
+-S-+-S-+| grand stone arch rises above you, adorned with the rearing
| | head and foreclaws of a dragon whose gaze stares fiercely
@ | down into the valley to the south. To the north, the dirt
| | footpath gives way to a cobbled road leading through a
x-x | bustling market square. In the distance to the north you
| | can see the staunch contours of the Garrison of Solace.
x |
---------+

[Exits: north south]
A grand stone arch welcomes travellers to the city of Solace.

<878hp 1023ma 175mv> <3am (night)\16046gc\> sc
A path through the market
+-S-+-F-+| 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
+-S-@-S-+| around to see the latest bits and bobs. The air is filled
| | with the sounds of gossiping townsfolk, vendors hawking
x | their wares, and laughter as children run about underfoot.
| |
x-x |
---------+

[Exits: north east south west]

<878hp 1023ma 167mv> <3am (night)\16046gc\> You are Mishtkah the Unstoppable of
Yin, level 50, 34 years old (359 hours).
Race: Half-elf Sex: male Class: invoker
Hometown: Seringale Alignment: neutral Ethos: neutral
Rank Keepermaster of [KEEPER]
You have 878/878 hit, 1023/1023 mana, 167/399 movement.
You have 4 practices and 0 training sessions.
You are carrying 29/34 items with weight 281/350 pounds.
Str: 19(19) Int: 22(22) Wis: 21(21) Dex: 22(19) Con: 15(16)
You have scored 493100 exp, completed 0 quests, and have 16046 gold coins.
Condition: You have a few cuts and bruises.
Luck: Your luck can turn either way.
Wimpy set to 0 hit points.
You are standing.
Armor: pierce: 200 bash: 206 slash: 212 magic: 155
You are supremely armored against piercing.
You are almost invulnerable to bashing.
You are almost invulnerable to slashing.
You are superbly armored against magic.
Save vs Afflictive: -2 Mental: -74 Maledictive: -2
You are defenseless against afflictive spells.
You are almost immune to mental spells.
You are defenseless against maledictive spells.
Hitroll: 15 Damroll: 16
You are affected by the following:
Spell: barrier : lasts for 1 hours
Spell: slow : modifies dexterity by -4 for 7 hours
Spell: lifeblood : modifies afflictive break by 4 for 3 hours
: modifies mana by 40 for 3 hours
: modifies health by -20 for 3 hours
Spell: sanctuary : lasts for 2 hours
Spell: armor : modifies armor class by 20 for 4 hours
Spell: detect invis : lasts for 15 hours

<878hp 1023ma 167mv> <3am (night)\16046gc\> north
north
Market Central
+ | A cobbled road wide enough for two merchant wagons runs north
| | and south. Carts laden with supplies rattle along towards
+-S-+-F-+| 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,
+-S-+-S-+| and laughter as children run about underfoot.
| |
x |
---------+

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

<878hp 1023ma 163mv> <3am (night)\16046gc\> 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,
+-S-@-F-+| 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.
+-S-+-S-+|
---------+

[Exits: north east south west]

<878hp 1023ma 159mv> <3am (night)\16046gc\> north
north
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,
+-S-+-F-+| 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.

<878hp 1023ma 155mv> <3am (night)\16046gc\>
The night is about to end.

<878hp 1023ma 263mv> <4am (night)\16046gc\> 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
+-S-+-F-+| 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.

<878hp 1023ma 261mv> <4am (night)\16046gc\> north
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
*-*-*-B *| 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]

<878hp 1023ma 259mv> <4am (night)\16046gc\> east
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
*-*-@-* F| sound of a clanking chain can be heard from the east, while
| | || heading west leads you toward the garrison's gatehouse.
* *-*-*|
| |
+ |
---------+

[Exits: east west]

<878hp 1023ma 257mv> <4am (night)\16046gc\> east
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
*-*-@ F *| 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]

<878hp 1023ma 255mv> <4am (night)\16046gc\> east
south
The intersection leads three directions, and that isn't one of them.

<878hp 1023ma 255mv> <4am (night)\16046gc\> 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
*-*-* F *| 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]

<878hp 1023ma 253mv> <4am (night)\16046gc\> east
east
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
*-* F * *| 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 opens to a shop to the north, where
| Justices purchase their supplies. The sound of clinking
---------+ metal can be faintly from somewhere to the west, and the
hallway continues to the east.

[Exits: north east west]

<878hp 1023ma 251mv> <4am (night)\16046gc\> 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
* F * * | 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 branches off to the north, where the hall down
| to the Justice Cabal is oddly silent. The hallway also continues
---------+ to the west, and reaches the base of the southeast tower
to the east.

[Exits: north east west]

<878hp 1023ma 249mv> <4am (night)\16046gc\> sc
You are Mishtkah the Unstoppable of Yin, level 50, 34 years old (359 hours).
Race: Half-elf Sex: male Class: invoker
Hometown: Seringale Alignment: neutral Ethos: neutral
Rank Keepermaster of [KEEPER]
You have 878/878 hit, 1023/1023 mana, 249/399 movement.
You have 4 practices and 0 training sessions.
You are carrying 29/34 items with weight 281/350 pounds.
Str: 19(19) Int: 22(22) Wis: 21(21) Dex: 22(19) Con: 15(16)
You have scored 493100 exp, completed 0 quests, and have 16046 gold coins.
Condition: You have a few cuts and bruises.
Luck: Your luck can turn either way.
Wimpy set to 0 hit points.
You are standing.
Armor: pierce: 200 bash: 206 slash: 212 magic: 155
You are supremely armored against piercing.
You are almost invulnerable to bashing.
You are almost invulnerable to slashing.
You are superbly armored against magic.
Save vs Afflictive: -2 Mental: -74 Maledictive: -2
You are defenseless against afflictive spells.
You are almost immune to mental spells.
You are defenseless against maledictive spells.
Hitroll: 15 Damroll: 16
You are affected by the following:
Spell: barrier : lasts for 0 hours
Spell: slow : modifies dexterity by -4 for 6 hours
Spell: lifeblood : modifies afflictive break by 4 for 2 hours
: modifies mana by 40 for 2 hours
: modifies health by -20 for 2 hours
Spell: sanctuary : lasts for 1 hours
Spell: armor : modifies armor class by 20 for 3 hours
Spell: detect invis : lasts for 14 hours

<878hp 1023ma 249mv> <4am (night)\16046gc\> sl
sc
You go to sleep.

<878hp 1023ma 249mv> <4am (night)\16046gc\> You are Mishtkah the Unstoppable of
Yin, level 50, 34 years old (359 hours).
Race: Half-elf Sex: male Class: invoker
Hometown: Seringale Alignment: neutral Ethos: neutral
Rank Keepermaster of [KEEPER]
You have 878/878 hit, 1023/1023 mana, 249/399 movement.
You have 4 practices and 0 training sessions.
You are carrying 29/34 items with weight 281/350 pounds.
Str: 19(19) Int: 22(22) Wis: 21(21) Dex: 22(19) Con: 15(16)
You have scored 493100 exp, completed 0 quests, and have 16046 gold coins.
Condition: You have a few cuts and bruises.
Luck: Your luck can turn either way.
Wimpy set to 0 hit points.
You are sleeping.
Armor: pierce: 160 bash: 166 slash: 172 magic: 115
You are superbly armored against piercing.
You are supremely armored against bashing.
You are supremely armored against slashing.
You are heavily armored against magic.
Save vs Afflictive: -2 Mental: -74 Maledictive: -2
You are defenseless against afflictive spells.
You are almost immune to mental spells.
You are defenseless against maledictive spells.
Hitroll: 15 Damroll: 16
You are affected by the following:
Spell: barrier : lasts for 0 hours
Spell: slow : modifies dexterity by -4 for 6 hours
Spell: lifeblood : modifies afflictive break by 4 for 2 hours
: modifies mana by 40 for 2 hours
: modifies health by -20 for 2 hours
Spell: sanctuary : lasts for 1 hours
Spell: armor : modifies armor class by 20 for 3 hours
Spell: detect invis : lasts for 14 hours

<878hp 1023ma 249mv> <4am (night)\16046gc\>

<878hp 1023ma 249mv> <4am (night)\16046gc\> sc
You are Mishtkah the Unstoppable of Yin, level 50, 34 years old (359 hours).
Race: Half-elf Sex: male Class: invoker
Hometown: Seringale Alignment: neutral Ethos: neutral
Rank Keepermaster of [KEEPER]
You have 878/878 hit, 1023/1023 mana, 249/399 movement.
You have 4 practices and 0 training sessions.
You are carrying 29/34 items with weight 281/350 pounds.
Str: 19(19) Int: 22(22) Wis: 21(21) Dex: 22(19) Con: 15(16)
You have scored 493100 exp, completed 0 quests, and have 16046 gold coins.
Condition: You have a few cuts and bruises.
Luck: Your luck can turn either way.
Wimpy set to 0 hit points.
You are sleeping.
Armor: pierce: 160 bash: 166 slash: 172 magic: 115
You are superbly armored against piercing.
You are supremely armored against bashing.
You are supremely armored against slashing.
You are heavily armored against magic.
Save vs Afflictive: -2 Mental: -74 Maledictive: -2
You are defenseless against afflictive spells.
You are almost immune to mental spells.
You are defenseless against maledictive spells.
Hitroll: 15 Damroll: 16
You are affected by the following:
Spell: barrier : lasts for 0 hours
Spell: slow : modifies dexterity by -4 for 6 hours
Spell: lifeblood : modifies afflictive break by 4 for 2 hours
: modifies mana by 40 for 2 hours
: modifies health by -20 for 2 hours
Spell: sanctuary : lasts for 1 hours
Spell: armor : modifies armor class by 20 for 3 hours
Spell: detect invis : lasts for 14 hours

<878hp 1023ma 249mv> <4am (night)\16046gc\>

<878hp 1023ma 249mv> <4am (night)\16046gc\>

<878hp 1023ma 249mv> <4am (night)\16046gc\>

<878hp 1023ma 249mv> <4am (night)\16046gc\>
Your physical barrier dissipates.

<878hp 1023ma 383mv> <5am (dawn)\16046gc\> st
You wake and stand up.

<878hp 1023ma 383mv> <5am (dawn)\16046gc\> c canc
You feel less armored.
You no longer see invisible objects.
The white aura around your body fades.
Ok.

<878hp 1003ma 383mv> <5am (dawn)\16046gc\> dinv
armo
You lost your concentration.

<878hp 1001ma 383mv> <5am (dawn)\16046gc\> dinv
You feel someone protecting you.

<878hp 996ma 383mv> <5am (dawn)\16046gc\> Your eyes tingle.

<878hp 991ma 383mv> <5am (dawn)\16046gc\> sanc
You are surrounded by a white aura.

<878hp 916ma 383mv> <5am (dawn)\16046gc\> c bar
You encase yourself in a physical barrier.

<878hp 796ma 383mv> <5am (dawn)\16046gc\> sl
You go to sleep.

<878hp 796ma 383mv> <5am (dawn)\16046gc\>

<878hp 796ma 383mv> <5am (dawn)\16046gc\>

<878hp 796ma 383mv> <5am (dawn)\16046gc\>

<878hp 796ma 383mv> <5am (dawn)\16046gc\> sc
You are Mishtkah the Unstoppable of Yin, level 50, 34 years old (359 hours).
Race: Half-elf Sex: male Class: invoker
Hometown: Seringale Alignment: neutral Ethos: neutral
Rank Keepermaster of [KEEPER]
You have 878/878 hit, 796/1023 mana, 383/399 movement.
You have 4 practices and 0 training sessions.
You are carrying 29/34 items with weight 281/350 pounds.
Str: 19(19) Int: 22(22) Wis: 21(21) Dex: 22(19) Con: 15(16)
You have scored 493100 exp, completed 0 quests, and have 16046 gold coins.
Condition: You have a few cuts and bruises.
Luck: Your luck can turn either way.
Wimpy set to 0 hit points.
You are sleeping.
Armor: pierce: 160 bash: 166 slash: 172 magic: 115
You are superbly armored against piercing.
You are supremely armored against bashing.
You are supremely armored against slashing.
You are heavily armored against magic.
Save vs Afflictive: -2 Mental: -74 Maledictive: -2
You are defenseless against afflictive spells.
You are almost immune to mental spells.
You are defenseless against maledictive spells.
Hitroll: 15 Damroll: 16
You are affected by the following:
Spell: barrier : lasts for 4 hours
Spell: sanctuary : lasts for 8 hours
Spell: detect invis : lasts for 50 hours
Spell: armor : modifies armor class by 20 for 24 hours
Spell: slow : modifies dexterity by -4 for 5 hours
Spell: lifeblood : modifies afflictive break by 4 for 1 hours
: modifies mana by 40 for 1 hours
: modifies health by -20 for 1 hours

<878hp 796ma 383mv> <5am (dawn)\16046gc\>

Representing your cabal has earned you some currency.
You receive 35 taijis of [KEEPER].

<878hp 1023ma 399mv> <6am (day)\16046gc\>
<878hp 1023ma 399mv> <6am (day)\16046gc\> st
where
You wake and stand up.

<878hp 1023ma 399mv> <6am (day)\16046gc\> Players near you in Solace:
<PK> Mishtkah The Hall of Pride

<878hp 1023ma 399mv> <6am (day)\16046gc\> look
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
* F * * | 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 branches off to the north, where the hall down
| to the Justice Cabal is oddly silent. The hallway also continues
---------+ to the west, and reaches the base of the southeast tower
to the east.

[Exits: north east west]

<878hp 1023ma 399mv> <6am (day)\16046gc\> north
Above a spiral stairway
* *-* | The walls here are smooth and competelely devoid of dust,
| | | dirt, and debris, as you arive atop a spiral tairway that
* * | leads down to the Justice cabal. Not much sound is heard
| | | here, as those who respect the protection that the Justices
* F @ * | provide help to enforce the sanctity of law within Solace
| | | | | even while the Justices themselves aren't present. An archway
*-*-*-* | to the south leads back to the rest of the garrison.
|
|
---------+

[Exits: south down]
A sign is here, warning you to stay out of the Justice cabal.

<878hp 1023ma 397mv> <6am (day)\16046gc\> down
north
A spotless corridor
*-*-* | The walls here are smooth and competelely devoid of dust,
| | dirt, and debris, as the corridor gets ever closer to the
* | Justice cabal. Not much sound is heard here, as those who
| | respect the protection that the Justices provide help to enforce
@ | the sanctity of law within Solace even while the Justices
| themselves aren't present. The corridor leads north toward
| the Justice cabal and a spiral stairway leads up to the rest
| of the garrison.
|
---------+

[Exits: north up]

<878hp 1023ma 395mv> <6am (day)\16046gc\> north
A spotless corridor
| The walls here are smooth and competelely devoid of dust,
| dirt, and debris, as the corridor gets ever closer to the
*-*-* | Justice cabal. Not much sound is heard here, as those who
| | respect the protection that the Justices provide help to enforce
@ | the sanctity of law within Solace even while the Justices
| | themselves aren't present. The corridor leads north toward
* | the Justice cabal and south toward the spiral stairway leads
| up to the rest of the garrison.
|
---------+

[Exits: north south]

<878hp 1023ma 393mv> <6am (day)\16046gc\> west
A bend in the spotless corridor
| The walls here are smooth and competelely devoid of dust,
| dirt, and debris, as the corridor gets ever closer to the
| Justice cabal. Not much sound is heard here, as those who
| respect the protection that the Justices provide help to
*-*-@ | enforce the sanctity of law within Solace even while the
| | Justices themselves aren't present. The corridor leads west
* | toward the Justice cabal and south toward the spiral stairway
| | leads up to the rest of the garrison.
* |
---------+

[Exits: south west]

<878hp 1023ma 391mv> <6am (day)\16046gc\> west
A spotless corridor
| The walls here are smooth and competelely devoid of dust,
| dirt, and debris, as the corridor gets ever closer to the
* | Justice cabal. Not much sound is heard here, as those who
| | respect the protection that the Justices provide help to
*-*-@-* | enforce the sanctity of law within Solace even while the
| | Justices themselves aren't present. The corridor leads
* | west toward the Justice cabal and east toward the spiral
| | stairway leads up to the rest of the garrison.
* |
---------+

[Exits: east west]

<878hp 1023ma 389mv> <6am (day)\16046gc\> west
A spotless corridor
| The walls here are smooth and competelely devoid of dust,
| dirt, and debris, as the corridor gets ever closer to
*-* | the Justice cabal. Not much sound is heard here, as those
| | who respect the protection that the Justices provide
*-@-*-*| help to enforce the sanctity of law within Solace even
|| while the Justices themselves aren't present. The corridor
*| leads west toward the Justice cabal and east toward the
|| spiral stairway leads up to the rest of the garrison.
*|
---------+

[Exits: east west]

<878hp 1023ma 387mv> <6am (day)\16046gc\> Outside the Justice Cabal
* | The entrance to the Justice's sacred cabal grounds lies
| | directly north of you. There is a large sign which exclaims
*-*-* | *WARNING* nailed tightly to a metal post here, in hopes
| | of warning any would-be adventurers from foolishly ending
@-*-*| their lives by meeting the Justice's wrath. Posters of
| notorious criminals line the other walls around you, several
| promising large bounties of gold for the capture of the
| offender in question. The corridor heads to the east,
| toward the spiral stairway leads up to the rest of the
---------+ garrison.

[Exits: north east]
A big warning SIGN sits here demanding to be read.

<878hp 1023ma 385mv> <6am (day)\16046gc\> north
The Guard House
| A large banner hangs on an archway indicating this is
| the entrance to the Justice cabal. The room is rather
* | plain with nothing fancy. A bonfire is kept burning in
| | the center of the room where the guards have gathered
*-*-@ | around, weary from the days watch. The bare dirt ground
| | and the thorny shrubs against the cold cement walls offer
*-*-*| little comfort to rest in. Yet no one complains or grovels,
| they just continue their routine, patrolling the gates
| of Justice. Each of them take shifts guarding the entrance,
---------+ barring any intruders from entering. No exceptions are
allowed, they dont ask any questions, they attack all who dares to trespass.


[Exits: south west]
(White Aura) The faithful guardian of Justice stands ground to protect the entr
ance.
The Guardian of Justice says 'Leave this place at once!'
[JUSTICE] The Guardian of Justice: 'Alert! Mishtkah has intruded upon our cabal
!'
The Guardian of Justice yells 'You don't belong here, Mishtkah!'
You have been marked as an intruder.
[JUSTICE] The Guardian of Justice: 'NOTICE: Mishtkah has lost protection for in
truding on Justice.'
You parry The Guardian of Justice's slash with an easy flourish.
The Guardian of Justice is in excellent condition.

<878hp 1023ma 383mv> <6am (day)\16046gc\> c fire
You summon the elemental force of fire to your aid.
Your fire storm DISMEMBERS The Guardian of Justice!
Your fire storm sets the surroundings ablaze!
The Guardian of Justice has a few scratches.

<878hp 1008ma 383mv> <6am (day)\16046gc\> c cyc

Your wildfire injures The Guardian of Justice.
You parry The Guardian of Justice's slash with an easy flourish.
Your slash wounds The Guardian of Justice.
The Guardian of Justice has a few scratches.

<878hp 1008ma 383mv> <6am (day)\16046gc\> You summon the elemental force of air
to your aid.
Your cyclone DISMEMBERS The Guardian of Justice!
The Guardian of Justice has a few scratches.

<878hp 993ma 383mv> <6am (day)\16046gc\>
Your cyclone *** DEMOLISHES *** The Guardian of Justice!
Your wildfire grazes The Guardian of Justice.
You parry The Guardian of Justice's slash.
Your slash wounds The Guardian of Justice.
Your flaming bite scratches The Guardian of Justice.
The Guardian of Justice has a few scratches.

<878hp 983ma 383mv> <6am (day)\16046gc\> c fire
You summon the elemental force of fire to your aid.
Your fire storm DISMEMBERS The Guardian of Justice!
The Guardian of Justice has a few scratches.

<878hp 968ma 383mv> <6am (day)\16046gc\>
Your wildfire hits The Guardian of Justice.
Your shield jolts under The Guardian of Justice's slash, but holds.
Your stab wounds The Guardian of Justice.
The Guardian of Justice has a few scratches.

<878hp 968ma 383mv> <6am (day)\16046gc\> c cyc
You refract your spell, leaving residual energy hanging in the air.
You summon the elemental force of air to your aid.
Your cyclone MANGLES The Guardian of Justice!
The Guardian of Justice has a few scratches.

<878hp 953ma 383mv> <6am (day)\16046gc\>
Your cyclone MASSACRES The Guardian of Justice!
You completely destroy The Guardian of Justice's ability to resist fire!
Your wildfire devastates The Guardian of Justice!
You thrust The Guardian of Justice's slash aside in a skillful parry.
Your slash wounds The Guardian of Justice.
The Guardian of Justice has some small wounds and bruises.

<878hp 943ma 383mv> <6am (day)\16046gc\>
The Guardian of Justice narrows his eyes.
Your cyclone MANGLES The Guardian of Justice!
Your wildfire mauls The Guardian of Justice.
You thrust The Guardian of Justice's slash aside in a skillful parry.
Your stab wounds The Guardian of Justice.
The Guardian of Justice has some small wounds and bruises.

<878hp 933ma 383mv> <6am (day)\16046gc\>
The effects of your lifeblood sacrifice fade away.
The Guardian of Justice has some small wounds and bruises.

<878hp 933ma 399mv> <7am (day)\16046gc\>
Your cyclone MANGLES The Guardian of Justice!
Your wildfire injures The Guardian of Justice.
Your shield wobbles and barely deflects The Guardian of Justice's slash.
Your flame maims The Guardian of Justice!
Your flaming bite scratches The Guardian of Justice.
The Guardian of Justice has some small wounds and bruises.

<878hp 923ma 399mv> <7am (day)\16046gc\> c fire
You summon the elemental force of fire to your aid.
Your fire storm *** DEMOLISHES *** The Guardian of Justice!
The Guardian of Justice has some small wounds and bruises.

<878hp 908ma 399mv> <7am (day)\16046gc\> c cyc

Your wildfire injures The Guardian of Justice.
The Guardian of Justice's slash misses you.
Your slash mauls The Guardian of Justice.
The Guardian of Justice has some small wounds and bruises.

<878hp 908ma 399mv> <7am (day)\16046gc\> You summon the elemental force of air
to your aid.
Your cyclone *** DEMOLISHES *** The Guardian of Justice!
The Guardian of Justice has some small wounds and bruises.

<878hp 893ma 399mv> <7am (day)\16046gc\>
Your cyclone MANGLES The Guardian of Justice!
Your wildfire injures The Guardian of Justice.
The Guardian of Justice's slash is powerless against you.
Your stab mauls The Guardian of Justice.
The Guardian of Justice has some small wounds and bruises.

<878hp 873ma 399mv> <7am (day)\16046gc\> where

The Guardian of Justice narrows his eyes.
The Guardian of Justice has some small wounds and bruises.

<878hp 873ma 399mv> <7am (day)\16046gc\> Players near you in Justice Shrine:
<PK> Mishtkah The Guard House
The Guardian of Justice has some small wounds and bruises.

<878hp 873ma 399mv> <7am (day)\16046gc\>
Your cyclone MASSACRES The Guardian of Justice!
Your wildfire devastates The Guardian of Justice!
You deflect The Guardian of Justice's slash aside in an ungraceful parry.
Your slash wounds The Guardian of Justice.
Your flaming bite scratches The Guardian of Justice.
The Guardian of Justice has quite a few wounds.

<878hp 863ma 399mv> <7am (day)\16046gc\> c fire
You summon the elemental force of fire to your aid.
Your fire storm MASSACRES The Guardian of Justice!
The Guardian of Justice has quite a few wounds.

<878hp 848ma 399mv> <7am (day)\16046gc\> c cyc

Your wildfire mauls The Guardian of Justice.
You block The Guardian of Justice's attack with your shield.
Your slash wounds The Guardian of Justice.
Your flaming bite scratches The Guardian of Justice.
The Guardian of Justice has quite a few wounds.

<878hp 848ma 399mv> <7am (day)\16046gc\> You summon the elemental force of air
to your aid.
Your cyclone *** DEMOLISHES *** The Guardian of Justice!
The Guardian of Justice has quite a few wounds.

<878hp 833ma 399mv> <7am (day)\16046gc\>
Your cyclone DISMEMBERS The Guardian of Justice!
Your wildfire decimates The Guardian of Justice!
The Guardian of Justice's slash misses you.
Your slash wounds The Guardian of Justice.
Your flaming bite scratches The Guardian of Justice.
The Guardian of Justice has quite a few wounds.

<878hp 823ma 399mv> <7am (day)\16046gc\> where

The Guardian of Justice narrows his eyes.
The Guardian of Justice has quite a few wounds.

<878hp 823ma 399mv> <7am (day)\16046gc\> Players near you in Justice Shrine:
<PK> Mishtkah The Guard House
The Guardian of Justice has quite a few wounds.

<878hp 823ma 399mv> <7am (day)\16046gc\>
Your cyclone DISEMBOWELS The Guardian of Justice!
Your wildfire mauls The Guardian of Justice.
Your shield jolts under The Guardian of Justice's slash, but holds.
Your slash wounds The Guardian of Justice.
The Guardian of Justice has quite a few wounds.

<878hp 813ma 399mv> <7am (day)\16046gc\> c fire
You refract your spell, leaving residual energy hanging in the air.
You summon the elemental force of fire to your aid.
Your fire storm DISMEMBERS The Guardian of Justice!
The Guardian of Justice has quite a few wounds.

<878hp 798ma 399mv> <7am (day)\16046gc\> c cyc

Your wildfire wounds The Guardian of Justice.
You thrust The Guardian of Justice's slash aside in a skillful parry.
Your slash wounds The Guardian of Justice.
Your flaming bite scratches The Guardian of Justice.
The Guardian of Justice has quite a few wounds.

<878hp 798ma 399mv> <7am (day)\16046gc\> You summon the elemental force of air
to your aid.
Your cyclone MANGLES The Guardian of Justice!
The Guardian of Justice has quite a few wounds.

<878hp 783ma 399mv> <7am (day)\16046gc\>
Your cyclone MASSACRES The Guardian of Justice!
Your wildfire decimates The Guardian of Justice!
You block The Guardian of Justice's attack with your shield.
Your stab wounds The Guardian of Justice.
The Guardian of Justice has quite a few wounds.

<878hp 773ma 399mv> <7am (day)\16046gc\> where
Players near you in Justice Shrine:
<PK> Mishtkah The Guard House
The Guardian of Justice has quite a few wounds.

<878hp 773ma 399mv> <7am (day)\16046gc\>
Your cyclone MASSACRES The Guardian of Justice!
Your wildfire injures The Guardian of Justice.
The Guardian of Justice's slash misses you.
Your stab wounds The Guardian of Justice.
The Guardian of Justice has quite a few wounds.

<878hp 763ma 399mv> <7am (day)\16046gc\> c fire
You summon the elemental force of fire to your aid.
Your fire storm MASSACRES The Guardian of Justice!
The Guardian of Justice has quite a few wounds.

<878hp 748ma 399mv> <7am (day)\16046gc\>
Your wildfire scratches The Guardian of Justice.
You deflect The Guardian of Justice's slash aside in an ungraceful parry.
Your slash wounds The Guardian of Justice.
The Guardian of Justice has quite a few wounds.

<878hp 748ma 399mv> <7am (day)\16046gc\> c cyc

The wildfire you started has died out.
The fiery rain in the area dies out.
The Guardian of Justice has quite a few wounds.

<878hp 748ma 399mv> <8am (day)\16046gc\> You summon the elemental force of air
to your aid.
Your cyclone *** DEMOLISHES *** The Guardian of Justice!
Your cyclone *** DEMOLISHES *** The Guardian of Justice!
You thrust The Guardian of Justice's slash aside in a skillful parry.
Your stab wounds The Guardian of Justice.
Your flaming bite scratches The Guardian of Justice.
The Guardian of Justice has quite a few wounds.

<878hp 723ma 399mv> <8am (day)\16046gc\> where
c fire

Your cyclone *** DEMOLISHES *** The Guardian of Justice!
The Guardian of Justice's slash misses you.
Your stab wounds The Guardian of Justice.
Your flaming bite scratches The Guardian of Justice.
The Guardian of Justice has some big nasty wounds and scratches.

<878hp 713ma 399mv> <8am (day)\16046gc\> c cyc
Players near you in Justice Shrine:
<PK> Auhror In front of the garrison
<PK> Mishtkah The Guard House
The Guardian of Justice has some big nasty wounds and scratches.

<878hp 713ma 399mv> <8am (day)\16046gc\> You refract your spell, leaving residu
al energy hanging in the air.
You summon the elemental force of fire to your aid.
Your fire storm MANGLES The Guardian of Justice!
Your fire storm sets the surroundings ablaze!
The Guardian of Justice has some big nasty wounds and scratches.

<878hp 698ma 399mv> <8am (day)\16046gc\>
The Guardian of Justice narrows his eyes.
The Guardian of Justice has some big nasty wounds and scratches.

<878hp 698ma 399mv> <8am (day)\16046gc\> aff

Your wildfire injures The Guardian of Justice.
You thrust The Guardian of Justice's slash aside in a skillful parry.
Your stab mauls The Guardian of Justice.
Your flaming bite scratches The Guardian of Justice.
The Guardian of Justice has some big nasty wounds and scratches.

<878hp 698ma 399mv> <8am (day)\16046gc\> You summon the elemental force of air
to your aid.
Your cyclone *** DEMOLISHES *** The Guardian of Justice!
The Guardian of Justice has some big nasty wounds and scratches.

<878hp 683ma 399mv> <8am (day)\16046gc\>
Your cyclone MASSACRES The Guardian of Justice!
Your wildfire devastates The Guardian of Justice!
You parry The Guardian of Justice's slash.
Your stab wounds The Guardian of Justice.
Your flaming bite scratches The Guardian of Justice.
The Guardian of Justice has some big nasty wounds and scratches.

<878hp 673ma 399mv> <8am (day)\16046gc\> You are affected by the following:
Skill: eye of the storm: lasts for 1 hours
Skill: wildfire : lasts for 1 hours
Skill: spellcraft : lasts for 14 moments
Power: fine : lasts for 164 hours
Spell: barrier : lasts for 1 hours
Spell: sanctuary : lasts for 5 hours
Spell: detect invis : lasts for 47 hours
Spell: armor : modifies armor class by 20 for 21 hours
Spell: slow : modifies dexterity by -4 for 2 hours
The Guardian of Justice has some big nasty wounds and scratches.

<878hp 673ma 399mv> <8am (day)\16046gc\>
Your cyclone MASSACRES The Guardian of Justice!
Your wildfire decimates The Guardian of Justice!
You thrust The Guardian of Justice's slash aside in a skillful parry.
Your slash wounds The Guardian of Justice.
Your flaming bite scratches The Guardian of Justice.
The Guardian of Justice has some big nasty wounds and scratches.

<878hp 663ma 399mv> <8am (day)\16046gc\>
The Guardian of Justice narrows his eyes.
The Guardian of Justice has some big nasty wounds and scratches.

<878hp 663ma 399mv> <8am (day)\16046gc\>
Your cyclone MANGLES The Guardian of Justice!
Your wildfire hits The Guardian of Justice.
You parry The Guardian of Justice's slash.
Your stab wounds The Guardian of Justice.
The Guardian of Justice has some big nasty wounds and scratches.

<878hp 653ma 399mv> <8am (day)\16046gc\>
Auhror flies in.
Auhror walks in.
Auhror walks in.
Auhror walks in.
An illusion of Xavier walks in.
An illusion of the Huntsmaster walks in.
An illusion of a Warlock walks in.
The Guardian of Justice bows before Auhror.
The Guardian of Justice has some big nasty wounds and scratches.

<878hp 653ma 399mv> <8am (day)\16046gc\>
You yell 'Help! I am being attacked by Auhror!'
Auhror's unholy wrath wounds you.
Auhror's unholy wrath wounds you.
Auhror's unholy wrath injures you.
The Guardian of Justice trips you and you go down!
The Guardian of Justice's trip is powerless against you.
The Guardian of Justice has some big nasty wounds and scratches.

<825hp 652ma 399mv> <8am (day)\16046gc\> c fire

Auhror shatters into tiny fragments of glass.
Auhror shatters into tiny fragments of glass.
Auhror shatters into tiny fragments of glass.
Your wildfire grazes an illusion of Xavier.
Your wildfire decimates an illusion of the Huntsmaster!
Your wildfire mauls an illusion of a Warlock.
Your wildfire hits Auhror.
Your wildfire injures The Guardian of Justice.
You parry The Guardian of Justice's slash with an easy flourish.
Your slash injures The Guardian of Justice.
Auhror's unholy wrath mauls you.
You thrust Auhror's unholy wrath aside in a skillful parry.
Auhror's unholy wrath injures you.
You parry an illusion of the Huntsmaster's slash.
An illusion of the Huntsmaster's slash is powerless against you.
An illusion of the Huntsmaster's slash is powerless against you.
You parry an illusion of a Warlock's slash.
You parry an illusion of a Warlock's slash.
An illusion of Xavier blows apart with a pop!
Virgil gives you 253 gold coins for your tenacity.
An illusion of Xavier's body disintegrates into dust.
The Guardian of Justice has some big nasty wounds and scratches.

<789hp 595ma 399mv> <8am (day)\16299gc\> c cyc

An illusion of a Warlock gets a wild look in his eyes.
The Guardian of Justice has some big nasty wounds and scratches.

<789hp 595ma 399mv> <8am (day)\16299gc\>
Auhror utters the words, 'sguaiuq egruoai'.
A deadly dragon snakes in and attacks!
The Guardian of Justice has some big nasty wounds and scratches.

<789hp 595ma 399mv> <8am (day)\16299gc\>
You rise back to your feet.
The Guardian of Justice has some big nasty wounds and scratches.

<789hp 595ma 399mv> <8am (day)\16299gc\> You summon the elemental force of fire
to your aid.
Your fire storm *** DEMOLISHES *** an illusion of a Warlock!
Your fire storm MASSACRES an illusion of the Huntsmaster!
Your fire storm DISMEMBERS Auhror!
Your fire storm MASSACRES The Guardian of Justice!
Your wildfire hits an illusion of the Huntsmaster.
Your wildfire DISEMBOWELS an illusion of a Warlock!
Your wildfire grazes Auhror.
Your wildfire mauls The Guardian of Justice.
You parry The Guardian of Justice's slash.
Your stab mauls The Guardian of Justice.
Your flaming bite scratches The Guardian of Justice.
Auhror's unholy wrath wounds you.
Auhror's unholy wrath wounds you.
Auhror's unholy wrath decimates you!
You deflect an illusion of the Huntsmaster's slash aside in an ungraceful parry
.
You parry an illusion of the Huntsmaster's slash.
An illusion of the Huntsmaster's slash is powerless against you.
An illusion of a Warlock blows apart with a pop!
Virgil gives you 253 gold coins for your tenacity.
An illusion of a Warlock's body disintegrates into dust.
The Guardian of Justice has some big nasty wounds and scratches.

<727hp 550ma 399mv> <8am (day)\16552gc\>
Auhror utters the words, 'urrjguaiabral gszqhcandus'.
A spectre materializes from the shadows!
The Guardian of Justice has some big nasty wounds and scratches.

<727hp 550ma 399mv> <8am (day)\16552gc\>
The Guardian of Justice narrows his eyes.
Your wildfire wounds an illusion of the Huntsmaster.
Your wildfire scratches Auhror.
Your wildfire mauls The Guardian of Justice.
You awkwardly parry The Guardian of Justice's slash with a loud clang.
Your stab injures The Guardian of Justice.
Your flaming bite scratches The Guardian of Justice.
Auhror's unholy wrath wounds you.
Auhror's unholy wrath injures you.
Auhror's unholy wrath wounds you.
You parry an illusion of the Huntsmaster's slash.
An illusion of the Huntsmaster's slash is powerless against you.
You awkwardly parry an illusion of the Huntsmaster's slash with a loud clang.
The Guardian of Justice has some big nasty wounds and scratches.

<675hp 527ma 399mv> <8am (day)\16552gc\> You refract your spell, leaving residu
al energy hanging in the air.
You summon the elemental force of air to your aid.
Your cyclone DISEMBOWELS an illusion of the Huntsmaster!
Your cyclone DISEMBOWELS Auhror!
Your cyclone maims The Guardian of Justice!
The Guardian of Justice has some big nasty wounds and scratches.

<675hp 512ma 399mv> <8am (day)\16552gc\>
The Guardian of Justice trips you and you go down!
The Guardian of Justice's trip is powerless against you.
The Guardian of Justice has some big nasty wounds and scratches.

<675hp 512ma 399mv> <8am (day)\16552gc\>
Auhror removes a Band of Light from his finger.
Auhror wears a telepathic band on his left finger.
The Guardian of Justice has some big nasty wounds and scratches.

<675hp 512ma 399mv> <8am (day)\16552gc\>
Auhror utters the words, 'eugszr waouq'.
The Guardian of Justice has some big nasty wounds and scratches.

<675hp 512ma 399mv> <8am (day)\16552gc\> c fire

Your wildfire grazes an illusion of the Huntsmaster.
Your wildfire injures Auhror.
Your wildfire mauls The Guardian of Justice.
The Guardian of Justice's slash misses you.
Your slash injures The Guardian of Justice.
Auhror's unholy wrath injures you.
Auhror's unholy wrath mauls you.
Auhror's unholy wrath wounds you.
You parry an illusion of the Huntsmaster's slash.
An illusion of the Huntsmaster's slash is powerless against you.
You awkwardly parry an illusion of the Huntsmaster's slash with a loud clang.
The Guardian of Justice has some big nasty wounds and scratches.

<619hp 484ma 399mv> <8am (day)\16552gc\> c cyc

You rise back to your feet.
The Guardian of Justice has some big nasty wounds and scratches.

<619hp 484ma 399mv> <8am (day)\16552gc\> You summon the elemental force of fire
to your aid.
Your fire storm *** DEMOLISHES *** an illusion of the Huntsmaster!
Your fire storm MANGLES Auhror!
Your fire storm MASSACRES The Guardian of Justice!
An illusion of the Huntsmaster blows apart with a pop!
Virgil gives you 288 gold coins for your tenacity.
An illusion of the Huntsmaster's body disintegrates into dust.
The Guardian of Justice has some big nasty wounds and scratches.

<619hp 469ma 399mv> <8am (day)\16840gc\>
Auhror utters the words, 'eugszr waouq'.
You no longer see invisible objects.
The Guardian of Justice has some big nasty wounds and scratches.

<619hp 469ma 399mv> <8am (day)\16840gc\>
Your wildfire hits Auhror.
Your wildfire mauls The Guardian of Justice.
You parry The Guardian of Justice's slash.
Your slash injures The Guardian of Justice.
Your flaming bite scratches The Guardian of Justice.
You block Auhror's attack with your shield.
Auhror's unholy wrath wounds you.
Auhror's unholy wrath injures you.
The Guardian of Justice has some big nasty wounds and scratches.

<583hp 469ma 399mv> <8am (day)\16840gc\> You summon the elemental force of air
to your aid.
Your cyclone maims Auhror!
Your cyclone mauls The Guardian of Justice.
The Guardian of Justice has some big nasty wounds and scratches.

<583hp 454ma 399mv> <8am (day)\16840gc\>
Auhror utters the words, 'eugszr waouq'.
Your wildfire injures Auhror.
Your cyclone DISMEMBERS Auhror!
Your cyclone MUTILATES The Guardian of Justice!
Your wildfire hits The Guardian of Justice.
The Guardian of Justice's slash misses you.
Your slash misses The Guardian of Justice.
Auhror's unholy wrath hits you.
Your shield jolts under Auhror's divine power, but holds.
Auhror's unholy wrath wounds you.
You feel less wobbly on your feet.
The Guardian of Justice looks pretty hurt.

<555hp 444ma 399mv> <9am (day)\16840gc\>
The Guardian of Justice narrows his eyes.
The Guardian of Justice looks pretty hurt.

<555hp 444ma 399mv> <9am (day)\16840gc\>
Your wildfire grazes Auhror.
Your cyclone DISMEMBERS Auhror!
Your cyclone MUTILATES The Guardian of Justice!
Your wildfire injures The Guardian of Justice.
You block The Guardian of Justice's attack with your shield.
Your stab hits The Guardian of Justice.
You parry Auhror's unholy wrath.
Auhror's unholy wrath injures you.
Your shield wobbles and barely deflects Auhror's unholy wrath.
The Guardian of Justice looks pretty hurt.

<539hp 434ma 399mv> <9am (day)\16840gc\>
Auhror utters the words, 'eugszr waouq'.
The Guardian of Justice looks pretty hurt.

<539hp 434ma 399mv> <9am (day)\16840gc\>
The Guardian of Justice trips you and you go down!
The Guardian of Justice's trip is powerless against you.
The Guardian of Justice looks pretty hurt.

<539hp 433ma 399mv> <9am (day)\16840gc\> c fire

Your wildfire hits Auhror.
Your wildfire grazes The Guardian of Justice.
You parry The Guardian of Justice's slash.
Your stab misses The Guardian of Justice.
You parry Auhror's unholy wrath.
Your shield jolts under Auhror's unholy wrath, but holds.
Auhror's unholy wrath mauls you.
The Guardian of Justice looks pretty hurt.

<518hp 433ma 399mv> <9am (day)\16840gc\> qq

Auhror utters the words, 'eugszr waouq'.
The Guardian of Justice looks pretty hurt.

<518hp 433ma 399mv> <9am (day)\16840gc\>
Your wildfire scratches Auhror.
Your wildfire wounds The Guardian of Justice.
Your shield wobbles and barely deflects The Guardian of Justice's slash.
Your stab hits The Guardian of Justice.
Your flaming bite scratches The Guardian of Justice.
You parry Auhror's unholy wrath.
You thrust Auhror's unholy wrath aside in a skillful parry.
Auhror's unholy wrath wounds you.
The Guardian of Justice looks pretty hurt.

<500hp 433ma 399mv> <9am (day)\16840gc\>
You rise back to your feet.
Auhror has fled!
A sense of dread permeates the room.
You remain resolute against the visions.
Auhror flies west.
The Guardian of Justice looks pretty hurt.

<500hp 433ma 399mv> <9am (day)\16840gc\> You summon the elemental force of fire
to your aid.
Your fire storm MANGLES The Guardian of Justice!
The Guardian of Justice looks pretty hurt.

<500hp 418ma 399mv> <9am (day)\16840gc\>
Your wildfire wounds The Guardian of Justice.
You thrust The Guardian of Justice's slash aside in a skillful parry.
Your slash wounds The Guardian of Justice.
The Guardian of Justice looks pretty hurt.

<500hp 418ma 399mv> <9am (day)\16840gc\> They aren't here.
The Guardian of Justice looks pretty hurt.

<500hp 418ma 399mv> <9am (day)\16840gc\> c cyc
You summon the elemental force of air to your aid.
Your cyclone MANGLES The Guardian of Justice!
The Guardian of Justice looks pretty hurt.

<500hp 403ma 399mv> <9am (day)\16840gc\>
Your cyclone DISEMBOWELS The Guardian of Justice!
Your wildfire wounds The Guardian of Justice.
The Guardian of Justice's slash misses you.
Your stab wounds The Guardian of Justice.
The Guardian of Justice looks pretty hurt.

<500hp 393ma 399mv> <9am (day)\16840gc\> scan all

You feel less wobbly on your feet.
The Guardian of Justice looks pretty hurt.

<500hp 393ma 399mv> <9am (day)\16840gc\> You scan all around.
You scan south.
You scan west.
*** Range 1 (west) ***
(Charmed) (White Aura) An illusion of Xavier guards its master.
(Charmed) An illusion of a Warlock guards its master.
(Translucent) (White Aura) Auhror the Arcane Chimera of Order is here.
The Guardian of Justice looks pretty hurt.

<500hp 393ma 399mv> <9am (day)\16840gc\>
Your cyclone *** DEMOLISHES *** The Guardian of Justice!
Your wildfire decimates The Guardian of Justice!
You parry The Guardian of Justice's slash with an easy flourish.
Your slash injures The Guardian of Justice.
Your flaming bite scratches The Guardian of Justice.
The Guardian of Justice looks pretty hurt.

<500hp 383ma 399mv> <9am (day)\16840gc\> fle
fle
You flee from combat!
Outside the Justice Cabal
* | The entrance to the Justice's sacred cabal grounds lies
| | directly north of you. There is a large sign which exclaims
*-*-* | *WARNING* nailed tightly to a metal post here, in hopes
| | of warning any would-be adventurers from foolishly ending
@-*-*| their lives by meeting the Justice's wrath. Posters of
| notorious criminals line the other walls around you, several
| promising large bounties of gold for the capture of the
| offender in question. The corridor heads to the east,
| toward the spiral stairway leads up to the rest of the
---------+ garrison.

[Exits: north east]
A big warning SIGN sits here demanding to be read.

<500hp 383ma 397mv> <9am (day)\16840gc\> You aren't fighting anyone.

<500hp 383ma 397mv> <9am (day)\16840gc\> north
The Guard House
| A large banner hangs on an archway indicating this is
| the entrance to the Justice cabal. The room is rather
* | plain with nothing fancy. A bonfire is kept burning in
| | the center of the room where the guards have gathered
*-*-@ | around, weary from the days watch. The bare dirt ground
| | and the thorny shrubs against the cold cement walls offer
*-*-*| little comfort to rest in. Yet no one complains or grovels,
| they just continue their routine, patrolling the gates
| of Justice. Each of them take shifts guarding the entrance,
---------+ barring any intruders from entering. No exceptions are
allowed, they dont ask any questions, they attack all who dares to trespass.


[Exits: south west]
A wildfire is burning here!
(White Aura) The faithful guardian of Justice stands ground to protect the entr
ance.
The Guardian of Justice says 'Leave this place at once!'
[JUSTICE] The Guardian of Justice: 'Alert! Mishtkah has intruded upon our cabal
!'
The Guardian of Justice yells 'You don't belong here, Mishtkah!'
You parry The Guardian of Justice's slash with an easy flourish.
The Guardian of Justice looks pretty hurt.

<500hp 383ma 395mv> <9am (day)\16840gc\> fle
You flee from combat!
Halls of Judgement
| You stand just within the halls of judgement, the stone
| walls around you radiate the coldness from outside back
* | at you. Many brave and glorious men have passed through
| | this hall making their way to rest their heads from a
*-@-* | hard days work. Westward of you continues the small stone
| | forged hallway. To the east of you is the guardian of
*-*| the halls.
|
|
---------+

[Exits: east west]
(Charmed) (White Aura) An illusion of Xavier guards its master.
(Charmed) An illusion of a Warlock guards its master.
(Translucent) (White Aura) Auhror the Arcane Chimera of Order is here.
An illusion of Xavier yells 'Die! Mishtkah, you sorcerous dog!'
Your cyclone DISMEMBERS an illusion of Xavier!
An illusion of a Warlock yells 'Die! Mishtkah, you sorcerous dog!'
Your cyclone *** DEMOLISHES *** an illusion of a Warlock!
Auhror yells 'Die! Mishtkah, you sorcerous dog!'
Your cyclone DISMEMBERS Auhror!
Your slash wounds an illusion of Xavier.
An illusion of Xavier has a few scratches.

<500hp 373ma 393mv> <9am (day)\16840gc\> c fire
You summon the elemental force of fire to your aid.
Your fire storm DISEMBOWELS an illusion of Xavier!
Your fire storm MANGLES an illusion of a Warlock!
Your fire storm MUTILATES Auhror!
An illusion of Xavier blows apart with a pop!
Virgil gives you 253 gold coins for your tenacity.
An illusion of Xavier's body disintegrates into dust.
An illusion of a Warlock has a few scratches.

<500hp 358ma 393mv> <9am (day)\17093gc\>
Auhror utters the words, 'eugszr waouq'.
An illusion of a Warlock has a few scratches.

<500hp 358ma 393mv> <9am (day)\17093gc\>
Your slash maims an illusion of a Warlock!
Auhror's unholy wrath injures you.
You parry Auhror's unholy wrath.
You parry Auhror's unholy wrath.
You parry an illusion of a Warlock's slash.
An illusion of a Warlock has a few scratches.

<486hp 358ma 393mv> <9am (day)\17093gc\> qq
You bow your head as you call forth the full power of the arcane.
The ground erupts as Auhror is caught in a searing beam of arcane light.
Your hellstream DISMEMBERS Auhror!
An illusion of a Warlock has a few scratches.

<486hp 313ma 393mv> <9am (day)\17093gc\>
Auhror has fled!
A sense of dread permeates the room.
You remain resolute against the visions.
Auhror flies east.
An illusion of a Warlock has fled!
An illusion of a Warlock walks west.

<486hp 313ma 393mv> <9am (day)\17093gc\> scan all

You are thirsty.
The wildfire you started has died out.
Your physical barrier dissipates.

<494hp 333ma 399mv> <10am (day)\17093gc\> You scan all around.
You scan east.
*** Range 1 (east) ***
(White Aura) The faithful guardian of Justice stands ground to protect the entr
ance.
You scan west.

<494hp 333ma 399mv> <10am (day)\17093gc\> c bar
You encase yourself in a physical barrier.

<494hp 213ma 399mv> <10am (day)\17093gc\> east
scan all
The Guard House
| A large banner hangs on an archway indicating this is
| the entrance to the Justice cabal. The room is rather
* | plain with nothing fancy. A bonfire is kept burning in
| | the center of the room where the guards have gathered
*-*-@ | around, weary from the days watch. The bare dirt ground
| | and the thorny shrubs against the cold cement walls offer
*-*-*| little comfort to rest in. Yet no one complains or grovels,
| they just continue their routine, patrolling the gates
| of Justice. Each of them take shifts guarding the entrance,
---------+ barring any intruders from entering. No exceptions are
allowed, they dont ask any questions, they attack all who dares to trespass.


[Exits: south west]
(White Aura) The faithful guardian of Justice stands ground to protect the entr
ance.
The Guardian of Justice says 'Leave this place at once!'
[JUSTICE] The Guardian of Justice: 'Alert! Mishtkah has intruded upon our cabal
!'
The Guardian of Justice yells 'You don't belong here, Mishtkah!'
You parry The Guardian of Justice's slash.
The Guardian of Justice looks pretty hurt.

<494hp 213ma 397mv> <10am (day)\17093gc\> You scan all around.
You scan south.
*** Range 1 (south) ***
(Translucent) (White Aura) Auhror the Arcane Chimera of Order is here.
You scan west.
The Guardian of Justice's slash misses you.
Your stab wounds The Guardian of Justice.
Your flaming bite scratches The Guardian of Justice.
The Guardian of Justice looks pretty hurt.

<494hp 213ma 397mv> <10am (day)\17093gc\>
Auhror flies in.
The Guardian of Justice bows before Auhror.
The Guardian of Justice looks pretty hurt.

<494hp 213ma 397mv> <10am (day)\17093gc\>
You yell 'Help! I am being attacked by Auhror!'
Auhror's unholy wrath wounds you.
Auhror's unholy wrath mauls you.
You parry Auhror's unholy wrath.
The Guardian of Justice looks pretty hurt.

<455hp 213ma 397mv> <10am (day)\17093gc\> c cyc
You summon the elemental force of air to your aid.
Your cyclone DISMEMBERS Auhror!
Your cyclone MUTILATES The Guardian of Justice!
The Guardian of Justice looks pretty hurt.

<455hp 198ma 397mv> <10am (day)\17093gc\>
Your cyclone decimates Auhror!
Your cyclone wounds The Guardian of Justice.
The Guardian of Justice's slash is powerless against you.
Your stab injures The Guardian of Justice.
Your flaming bite scratches The Guardian of Justice.
You block Auhror's attack with your shield.
Your shield wobbles and barely deflects Auhror's divine power.
You block Auhror's attack with your shield.
The Guardian of Justice looks pretty hurt.

<455hp 177ma 397mv> <10am (day)\17093gc\> ki auh

Auhror utters the words, 'eugszr waouq'.
The Guardian of Justice's trip misses you.
The Guardian of Justice looks pretty hurt.

<455hp 177ma 397mv> <10am (day)\17093gc\>
The Guardian of Justice narrows his eyes.
The Guardian of Justice looks pretty hurt.

<455hp 177ma 397mv> <10am (day)\17093gc\> You start aiming at Auhror.
Auhror has some big nasty wounds and scratches.

<455hp 177ma 397mv> <10am (day)\17093gc\> c fire

Your cyclone mauls Auhror.
Your cyclone injures The Guardian of Justice.
The Guardian of Justice's slash is powerless against you.
Your slash wounds Auhror.
Your flaming bite scratches Auhror.
You parry Auhror's unholy wrath with an easy flourish.
Auhror's unholy wrath misses you.
You parry Auhror's unholy wrath with an easy flourish.
Auhror has some big nasty wounds and scratches.

<455hp 156ma 397mv> <10am (day)\17093gc\> qq
You summon the elemental force of fire to your aid.
Your fire storm MANGLES Auhror!
Your fire storm MASSACRES The Guardian of Justice!
Your fire storm sets the surroundings ablaze!
Auhror has fled!
A sense of dread permeates the room.
You remain resolute against the visions.
Auhror flies south.
The Guardian of Justice is in awful condition.

<455hp 141ma 397mv> <10am (day)\17093gc\>
You completely destroy The Guardian of Justice's ability to resist fire!
Your wildfire wounds The Guardian of Justice.
The Guardian of Justice's slash is powerless against you.
Your stab mauls The Guardian of Justice.
Your flaming bite scratches The Guardian of Justice.
A dizzying black and white spiral flashes blindingly.
The Guardian of Justice does not seem to be affected.
The Guardian of Justice is in awful condition.

<455hp 132ma 397mv> <10am (day)\17093gc\> fle
fle
scan all
They aren't here.
The Guardian of Justice is in awful condition.

<455hp 132ma 397mv> <10am (day)\17093gc\> You couldn't escape!
Your wildfire devastates The Guardian of Justice!
The Guardian of Justice's slash misses you.
Your slash mauls The Guardian of Justice.
Your flaming bite scratches The Guardian of Justice.
The Guardian of Justice is in awful condition.

<455hp 132ma 397mv> <10am (day)\17093gc\> You couldn't escape!
The Guardian of Justice is in awful condition.

<455hp 132ma 397mv> <10am (day)\17093gc\> You scan all around.
You scan south.
You scan west.
The Guardian of Justice is in awful condition.

<455hp 132ma 397mv> <10am (day)\17093gc\>
The Guardian of Justice's trip misses you.
The Guardian of Justice is in awful condition.

<455hp 132ma 397mv> <10am (day)\17093gc\>
The Guardian of Justice narrows his eyes.
Your wildfire hits The Guardian of Justice.
You awkwardly parry The Guardian of Justice's slash with a loud clang.
Your stab wounds The Guardian of Justice.
Your flaming bite scratches The Guardian of Justice.
The Guardian of Justice is in awful condition.

<455hp 132ma 397mv> <10am (day)\17093gc\> c cyc
You summon the elemental force of air to your aid.
Your cyclone *** DEMOLISHES *** The Guardian of Justice!
The Guardian of Justice is in awful condition.

<455hp 117ma 397mv> <10am (day)\17093gc\>
Your cyclone MANGLES The Guardian of Justice!
Your wildfire mauls The Guardian of Justice.
The Guardian of Justice's slash misses you.
Your stab wounds The Guardian of Justice.
The Guardian of Justice is in awful condition.

<455hp 107ma 397mv> <10am (day)\17093gc\>
Your cyclone DISEMBOWELS The Guardian of Justice!
Your wildfire MUTILATES The Guardian of Justice!
You deflect The Guardian of Justice's slash aside in an ungraceful parry.
Your stab wounds The Guardian of Justice.
The Guardian of Justice is in awful condition.

<455hp 97ma 397mv> <10am (day)\17093gc\>
You are thirsty.
You feel yourself speed up.
The Guardian of Justice is in awful condition.

<455hp 97ma 399mv> <11am (day)\17093gc\>
Your cyclone DISEMBOWELS The Guardian of Justice!
Your wildfire injures The Guardian of Justice.
You parry The Guardian of Justice's slash.
Your slash wounds The Guardian of Justice.
Your flaming bite scratches The Guardian of Justice.
The Guardian of Justice is in awful condition.

<455hp 87ma 399mv> <11am (day)\17093gc\>
The Guardian of Justice narrows his eyes.
The Guardian of Justice is in awful condition.

<455hp 87ma 399mv> <11am (day)\17093gc\>
Your cyclone MANGLES The Guardian of Justice!
Your wildfire decimates The Guardian of Justice!
You parry The Guardian of Justice's slash.
Your slash mauls The Guardian of Justice.
Your flaming bite scratches The Guardian of Justice.
Your slash mauls The Guardian of Justice.
Your flaming bite scratches The Guardian of Justice.
The Guardian of Justice is in awful condition.

<455hp 77ma 399mv> <11am (day)\17093gc\> get tanl sac
You see nothing like that in a Big Ol'Pack Sack.
Your cyclone DISEMBOWELS The Guardian of Justice!
The Guardian of Justice is DEAD!!
[JUSTICE] The Guardian of Justice: 'Alas, I have fallen to Mishtkah.'
The Guardian of Justice's fingers are severed from his hand.
You get 150 gold coins from the corpse of The Guardian of Justice.
Virgil gives you 35 gold coins for your sacrifice.

<455hp 67ma 399mv> <11am (day)\17278gc\> get tank sack
You get a bottomless tankard from a Big Ol'Pack Sack.

<455hp 67ma 399mv> <11am (day)\17278gc\> drink tank
drink tank
drink tank
You drink water from a bottomless tankard.

<455hp 67ma 399mv> <11am (day)\17278gc\> You drink water from a bottomless tank
ard.

<455hp 67ma 399mv> <11am (day)\17278gc\> where
You drink water from a bottomless tankard.
Your thirst is quenched.

<455hp 67ma 399mv> <11am (day)\17278gc\> Players near you in Justice Shrine:
<PK> Mishtkah The Guard House

<455hp 67ma 399mv> <11am (day)\17278gc\> scan all
You scan all around.
You scan south.
You scan west.

<455hp 67ma 399mv> <11am (day)\17278gc\> look
The Guard House
| A large banner hangs on an archway indicating this is
| the entrance to the Justice cabal. The room is rather
* | plain with nothing fancy. A bonfire is kept burning in
| | the center of the room where the guards have gathered
*-*-@ | around, weary from the days watch. The bare dirt ground
| | and the thorny shrubs against the cold cement walls offer
*-*-*| little comfort to rest in. Yet no one complains or grovels,
| they just continue their routine, patrolling the gates
| of Justice. Each of them take shifts guarding the entrance,
---------+ barring any intruders from entering. No exceptions are
allowed, they dont ask any questions, they attack all who dares to trespass.


[Exits: south west]
The sliced-off fingers of The Guardian of Justice are lying here.
A wildfire is burning here!

<455hp 67ma 399mv> <11am (day)\17278gc\> east
Alas, you cannot go that way.

<455hp 67ma 399mv> <11am (day)\17278gc\> south
east
Outside the Justice Cabal
* | The entrance to the Justice's sacred cabal grounds lies
| | directly north of you. There is a large sign which exclaims
*-*-* | *WARNING* nailed tightly to a metal post here, in hopes
| | of warning any would-be adventurers from foolishly ending
@-*-*| their lives by meeting the Justice's wrath. Posters of
| notorious criminals line the other walls around you, several
| promising large bounties of gold for the capture of the
| offender in question. The corridor heads to the east,
| toward the spiral stairway leads up to the rest of the
---------+ garrison.

[Exits: north east]
A big warning SIGN sits here demanding to be read.

<455hp 67ma 398mv> <11am (day)\17278gc\> east
A spotless corridor
| The walls here are smooth and competelely devoid of dust,
| dirt, and debris, as the corridor gets ever closer to
*-* | the Justice cabal. Not much sound is heard here, as those
| | who respect the protection that the Justices provide
*-@-*-*| help to enforce the sanctity of law within Solace even
|| while the Justices themselves aren't present. The corridor
*| leads west toward the Justice cabal and east toward the
|| spiral stairway leads up to the rest of the garrison.
*|
---------+

[Exits: east west]

<455hp 67ma 397mv> <11am (day)\17278gc\> east
A spotless corridor
| The walls here are smooth and competelely devoid of dust,
| dirt, and debris, as the corridor gets ever closer to the
* | Justice cabal. Not much sound is heard here, as those who
| | respect the protection that the Justices provide help to
*-*-@-* | enforce the sanctity of law within Solace even while the
| | Justices themselves aren't present. The corridor leads
* | west toward the Justice cabal and east toward the spiral
| | stairway leads up to the rest of the garrison.
* |
---------+

[Exits: east west]

<455hp 67ma 396mv> <11am (day)\17278gc\> south
A bend in the spotless corridor
| The walls here are smooth and competelely devoid of dust,
| dirt, and debris, as the corridor gets ever closer to the
| Justice cabal. Not much sound is heard here, as those who
| respect the protection that the Justices provide help to
*-*-@ | enforce the sanctity of law within Solace even while the
| | Justices themselves aren't present. The corridor leads west
* | toward the Justice cabal and south toward the spiral stairway
| | leads up to the rest of the garrison.
* |
---------+

[Exits: south west]

<455hp 67ma 395mv> <11am (day)\17278gc\> south
A spotless corridor
| The walls here are smooth and competelely devoid of dust,
| dirt, and debris, as the corridor gets ever closer to the
*-*-* | Justice cabal. Not much sound is heard here, as those who
| | respect the protection that the Justices provide help to enforce
@ | the sanctity of law within Solace even while the Justices
| | themselves aren't present. The corridor leads north toward
* | the Justice cabal and south toward the spiral stairway leads
| up to the rest of the garrison.
|
---------+

[Exits: north south]

<455hp 67ma 394mv> <11am (day)\17278gc\> A spotless corridor
*-*-* | The walls here are smooth and competelely devoid of dust,
| | dirt, and debris, as the corridor gets ever closer to the
* | Justice cabal. Not much sound is heard here, as those who
| | respect the protection that the Justices provide help to enforce
@ | the sanctity of law within Solace even while the Justices
| themselves aren't present. The corridor leads north toward
| the Justice cabal and a spiral stairway leads up to the rest
| of the garrison.
|
---------+

[Exits: north up]

<455hp 67ma 393mv> <11am (day)\17278gc\> up
Above a spiral stairway
* *-* | The walls here are smooth and competelely devoid of dust,
| | | dirt, and debris, as you arive atop a spiral tairway that
* * | leads down to the Justice cabal. Not much sound is heard
| | | here, as those who respect the protection that the Justices
* F @ * | provide help to enforce the sanctity of law within Solace
| | | | | even while the Justices themselves aren't present. An archway
*-*-*-* | to the south leads back to the rest of the garrison.
|
|
---------+

[Exits: south down]
A sign is here, warning you to stay out of the Justice cabal.

<455hp 67ma 392mv> <11am (day)\17278gc\> crfo
get sausages
eat sausages
drop sausages

<455hp 42ma 392mv> <11am (day)\17278gc\> south
sl
sc
You get a string of sausages.

<455hp 42ma 392mv> <11am (day)\17278gc\> You eat a string of sausages.
You are full.

<455hp 42ma 392mv> <11am (day)\17278gc\> You do not have that item.

<455hp 42ma 392mv> <11am (day)\17278gc\> 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
* F * * | 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 branches off to the north, where the hall down
| to the Justice Cabal is oddly silent. The hallway also continues
---------+ to the west, and reaches the base of the southeast tower
to the east.

[Exits: north east west]

<455hp 42ma 391mv> <11am (day)\17278gc\> You go to sleep.

<455hp 42ma 391mv> <11am (day)\17278gc\> You are Mishtkah the Unstoppable of Yi
n, level 50, 35 years old (360 hours).
Race: Half-elf Sex: male Class: invoker
Hometown: Seringale Alignment: neutral Ethos: neutral
Rank Keepermaster of [KEEPER]
You have 455/898 hit, 42/983 mana, 391/399 movement.
You have 4 practices and 0 training sessions.
You are carrying 30/37 items with weight 281/350 pounds.
Str: 19(19) Int: 22(22) Wis: 21(21) Dex: 22(22) Con: 15(16)
You have scored 493100 exp, completed 0 quests, and have 17278 gold coins.
Condition: You have a few cuts and bruises.
Luck: Your luck can turn either way.
Wimpy set to 0 hit points.
You are sleeping.
Armor: pierce: 160 bash: 166 slash: 172 magic: 115
You are superbly armored against piercing.
You are supremely armored against bashing.
You are supremely armored against slashing.
You are heavily armored against magic.
Save vs Afflictive: -2 Mental: -74 Maledictive: -2
You are defenseless against afflictive spells.
You are almost immune to mental spells.
You are defenseless against maledictive spells.
Hitroll: 15 Damroll: 16
You are affected by the following:
Skill: wildfire : lasts for 0 hours
Spell: barrier : lasts for 4 hours
Power: fine : lasts for 161 hours
Spell: sanctuary : lasts for 2 hours
Spell: armor : modifies armor class by 20 for 18 hours

<455hp 42ma 391mv> <11am (day)\17278gc\>
The wildfire you started has died out.

<500hp 206ma 399mv> <12pm (noon)\17278gc\> st
You wake and stand up.

<500hp 206ma 399mv> <12pm (noon)\17278gc\> where
Players near you in Solace:
<PK> Mishtkah The Hall of Pride

<500hp 206ma 399mv> <12pm (noon)\17278gc\> c canc
You lost your concentration.

<500hp 196ma 399mv> <12pm (noon)\17278gc\> c canc
You feel less armored.
Your physical barrier dissipates.
Ok.

<500hp 176ma 399mv> <12pm (noon)\17278gc\> mshi
where
A shimmering sphere of magic encases you.

<500hp 56ma 399mv> <12pm (noon)\17278gc\> Players near you in Solace:
<PK> Mishtkah The Hall of Pride

<500hp 56ma 399mv> <12pm (noon)\17278gc\> c myst self
You refract your spell, leaving residual energy hanging in the air.
Your mana shield explodes in a shower of sparks!
You feel yourself moving more slowly.

<500hp 41ma 399mv> <12pm (noon)\17278gc\> sl
You go to sleep.

<500hp 41ma 399mv> <12pm (noon)\17278gc\>

<500hp 41ma 399mv> <12pm (noon)\17278gc\>


<500hp 41ma 399mv> <12pm (noon)\17278gc\>

<500hp 41ma 399mv> <12pm (noon)\17278gc\>


<500hp 41ma 399mv> <12pm (noon)\17278gc\>

<500hp 41ma 399mv> <12pm (noon)\17278gc\>

<500hp 41ma 399mv> <12pm (noon)\17278gc\>
<500hp 41ma 399mv> <12pm (noon)\17278gc\>

<500hp 41ma 399mv> <12pm (noon)\17278gc\>

<500hp 41ma 399mv> <12pm (noon)\17278gc\>

<500hp 41ma 399mv> <12pm (noon)\17278gc\>

<500hp 41ma 399mv> <12pm (noon)\17278gc\>

<500hp 41ma 399mv> <12pm (noon)\17278gc\>

<500hp 41ma 399mv> <12pm (noon)\17278gc\>

<500hp 41ma 399mv> <12pm (noon)\17278gc\>

<549hp 369ma 399mv> <1pm (day)\17278gc\>

<549hp 369ma 399mv> <1pm (day)\17278gc\>

<549hp 369ma 399mv> <1pm (day)\17278gc\>

<549hp 369ma 399mv> <1pm (day)\17278gc\>

<549hp 369ma 399mv> <1pm (day)\17278gc\>

<549hp 369ma 399mv> <1pm (day)\17278gc\> sc
You are Mishtkah the Unstoppable of Yin, level 50, 35 years old (360 hours).
Race: Half-elf Sex: male Class: invoker
Hometown: Seringale Alignment: neutral Ethos: neutral
Rank Keepermaster of [KEEPER]
You have 549/898 hit, 369/983 mana, 399/399 movement.
You have 4 practices and 0 training sessions.
You are carrying 30/34 items with weight 281/350 pounds.
Str: 19(19) Int: 22(22) Wis: 21(21) Dex: 22(19) Con: 15(16)
You have scored 493100 exp, completed 0 quests, and have 17278 gold coins.
Condition: You have a few cuts and bruises.
Luck: Your luck can turn either way.
Wimpy set to 0 hit points.
You are sleeping.
Armor: pierce: 140 bash: 146 slash: 152 magic: 95
You are superbly armored against piercing.
You are superbly armored against bashing.
You are superbly armored against slashing.
You are heavily armored against magic.
Save vs Afflictive: -2 Mental: -74 Maledictive: -2
You are defenseless against afflictive spells.
You are almost immune to mental spells.
You are defenseless against maledictive spells.
Hitroll: 15 Damroll: 16
You are affected by the following:
Spell: slow : modifies dexterity by -4 for 11 hours
Power: fine : lasts for 159 hours
Spell: sanctuary : lasts for 0 hours

<549hp 369ma 399mv> <1pm (day)\17278gc\> st
where
You wake and stand up.

<549hp 369ma 399mv> <1pm (day)\17278gc\> Players near you in Solace:
<PK> Mishtkah The Hall of Pride

<549hp 369ma 399mv> <1pm (day)\17278gc\> c bar
You encase yourself in a physical barrier.

<549hp 249ma 399mv> <1pm (day)\17278gc\> dinv
where
Your eyes tingle.

<549hp 244ma 399mv> <1pm (day)\17278gc\> sl
sc
Players near you in Solace:
<PK> Mishtkah The Hall of Pride

<549hp 244ma 399mv> <1pm (day)\17278gc\> You go to sleep.

<549hp 244ma 399mv> <1pm (day)\17278gc\> You are Mishtkah the Unstoppable of Yi
n, level 50, 35 years old (360 hours).
Race: Half-elf Sex: male Class: invoker
Hometown: Seringale Alignment: neutral Ethos: neutral
Rank Keepermaster of [KEEPER]
You have 549/898 hit, 244/983 mana, 399/399 movement.
You have 4 practices and 0 training sessions.
You are carrying 30/34 items with weight 281/350 pounds.
Str: 19(19) Int: 22(22) Wis: 21(21) Dex: 22(19) Con: 15(16)
You have scored 493100 exp, completed 0 quests, and have 17278 gold coins.
Condition: You have a few cuts and bruises.
Luck: Your luck can turn either way.
Wimpy set to 0 hit points.
You are sleeping.
Armor: pierce: 140 bash: 146 slash: 152 magic: 95
You are superbly armored against piercing.
You are superbly armored against bashing.
You are superbly armored against slashing.
You are heavily armored against magic.
Save vs Afflictive: -2 Mental: -74 Maledictive: -2
You are defenseless against afflictive spells.
You are almost immune to mental spells.
You are defenseless against maledictive spells.
Hitroll: 15 Damroll: 16
You are affected by the following:
Spell: detect invis : lasts for 50 hours
Spell: barrier : lasts for 4 hours
Spell: slow : modifies dexterity by -4 for 11 hours
Power: fine : lasts for 159 hours
Spell: sanctuary : lasts for 0 hours

<549hp 244ma 399mv> <1pm (day)\17278gc\>

<549hp 244ma 399mv> <1pm (day)\17278gc\>

<549hp 244ma 399mv> <1pm (day)\17278gc\>

<549hp 244ma 399mv> <1pm (day)\17278gc\>

<549hp 244ma 399mv> <1pm (day)\17278gc\>

<549hp 244ma 399mv> <1pm (day)\17278gc\>

<549hp 244ma 399mv> <1pm (day)\17278gc\>
st

<549hp 244ma 399mv> <1pm (day)\17278gc\> where
You wake and stand up.

<549hp 244ma 399mv> <1pm (day)\17278gc\> sl
Players near you in Solace:
<PK> Mishtkah The Hall of Pride

<549hp 244ma 399mv> <1pm (day)\17278gc\> sc
You go to sleep.
The white aura around your body fades.

<610hp 444ma 399mv> <2pm (day)\17278gc\> You are Mishtkah the Unstoppable of Yi
n, level 50, 35 years old (360 hours).
Race: Half-elf Sex: male Class: invoker
Hometown: Seringale Alignment: neutral Ethos: neutral
Rank Keepermaster of [KEEPER]
You have 610/898 hit, 444/983 mana, 399/399 movement.
You have 4 practices and 0 training sessions.
You are carrying 30/34 items with weight 281/350 pounds.
Str: 19(19) Int: 22(22) Wis: 21(21) Dex: 22(19) Con: 15(16)
You have scored 493100 exp, completed 0 quests, and have 17278 gold coins.
Condition: You have a few cuts and bruises.
Luck: Your luck can turn either way.
Wimpy set to 0 hit points.
You are sleeping.
Armor: pierce: 140 bash: 146 slash: 152 magic: 95
You are superbly armored against piercing.
You are superbly armored against bashing.
You are superbly armored against slashing.
You are heavily armored against magic.
Save vs Afflictive: -2 Mental: -74 Maledictive: -2
You are defenseless against afflictive spells.
You are almost immune to mental spells.
You are defenseless against maledictive spells.
Hitroll: 15 Damroll: 16
You are affected by the following:
Spell: detect invis : lasts for 49 hours
Spell: barrier : lasts for 3 hours
Spell: slow : modifies dexterity by -4 for 10 hours
Power: fine : lasts for 158 hours

<610hp 444ma 399mv> <2pm (day)\17278gc\> st
You wake and stand up.

<610hp 444ma 399mv> <2pm (day)\17278gc\> sanc
You are surrounded by a white aura.

<610hp 369ma 399mv> <2pm (day)\17278gc\> i
wear band
You are carrying:
a bottomless tankard
a psionic fireserpent fang of altering reality
a seashell ring
a ruby-red gilded wristguard of potency
an onyx-black gilded warm emblem of alacrity
a pair of earthen ethermoss gloves of the mountains
an earthen gilded warhelmet of the mountains
an earthen gilded waistchain of the hills
an emerald-green garnet band of hardiness
a Big Ol'Pack sack (open)
(Humming) a Hell-blade
(Glowing) (Humming) a ring of remembrance

<610hp 369ma 399mv> <2pm (day)\17278gc\> You remove a psi-faded garnet band of
resistance from your finger.
You wear an emerald-green garnet band of hardiness on your left finger.

<610hp 369ma 385mv> <2pm (day)\17278gc\> where
Players near you in Solace:
<PK> Mishtkah The Hall of Pride

<610hp 369ma 385mv> <2pm (day)\17278gc\> sc
You are Mishtkah the Unstoppable of Yin, level 50, 35 years old (360 hours).
Race: Half-elf Sex: male Class: invoker
Hometown: Seringale Alignment: neutral Ethos: neutral
Rank Keepermaster of [KEEPER]
You have 610/898 hit, 369/983 mana, 385/385 movement.
You have 4 practices and 0 training sessions.
You are carrying 30/34 items with weight 281/350 pounds.
Str: 19(19) Int: 22(22) Wis: 21(21) Dex: 22(19) Con: 15(18)
You have scored 493100 exp, completed 0 quests, and have 17278 gold coins.
Condition: You have a few cuts and bruises.
Luck: Your luck can turn either way.
Wimpy set to 0 hit points.
You are standing.
Armor: pierce: 179 bash: 185 slash: 191 magic: 134
You are supremely armored against piercing.
You are supremely armored against bashing.
You are supremely armored against slashing.
You are superbly armored against magic.
Save vs Afflictive: -2 Mental: -59 Maledictive: -11
You are defenseless against afflictive spells.
You are almost immune to mental spells.
You are vulnerable to maledictive spells.
Hitroll: 15 Damroll: 16
You are affected by the following:
Spell: sanctuary : lasts for 7 hours
Spell: detect invis : lasts for 49 hours
Spell: barrier : lasts for 3 hours
Spell: slow : modifies dexterity by -4 for 10 hours
Power: fine : lasts for 158 hours

<610hp 369ma 385mv> <2pm (day)\17278gc\> where
Players near you in Solace:
<PK> Mishtkah The Hall of Pride

<610hp 369ma 385mv> <2pm (day)\17278gc\> where
Players near you in Solace:
<PK> Mishtkah The Hall of Pride

<610hp 369ma 385mv> <2pm (day)\17278gc\> sl
sc
You go to sleep.

<610hp 369ma 385mv> <2pm (day)\17278gc\> You are Mishtkah the Unstoppable of Yi
n, level 50, 35 years old (360 hours).
Race: Half-elf Sex: male Class: invoker
Hometown: Seringale Alignment: neutral Ethos: neutral
Rank Keepermaster of [KEEPER]
You have 610/898 hit, 369/983 mana, 385/385 movement.
You have 4 practices and 0 training sessions.
You are carrying 30/34 items with weight 281/350 pounds.
Str: 19(19) Int: 22(22) Wis: 21(21) Dex: 22(19) Con: 15(18)
You have scored 493100 exp, completed 0 quests, and have 17278 gold coins.
Condition: You have a few cuts and bruises.
Luck: Your luck can turn either way.
Wimpy set to 0 hit points.
You are sleeping.
Armor: pierce: 139 bash: 145 slash: 151 magic: 94
You are superbly armored against piercing.
You are superbly armored against bashing.
You are superbly armored against slashing.
You are heavily armored against magic.
Save vs Afflictive: -2 Mental: -59 Maledictive: -11
You are defenseless against afflictive spells.
You are almost immune to mental spells.
You are vulnerable to maledictive spells.
Hitroll: 15 Damroll: 16
You are affected by the following:
Spell: sanctuary : lasts for 7 hours
Spell: detect invis : lasts for 49 hours
Spell: barrier : lasts for 3 hours
Spell: slow : modifies dexterity by -4 for 10 hours
Power: fine : lasts for 158 hours

<610hp 369ma 385mv> <2pm (day)\17278gc\>

<610hp 369ma 385mv> <2pm (day)\17278gc\>


<610hp 369ma 385mv> <2pm (day)\17278gc\>
<610hp 369ma 385mv> <2pm (day)\17278gc\>

<610hp 369ma 385mv> <2pm (day)\17278gc\>

<610hp 369ma 385mv> <2pm (day)\17278gc\>

<610hp 369ma 385mv> <2pm (day)\17278gc\>

<610hp 369ma 385mv> <2pm (day)\17278gc\>

<610hp 369ma 385mv> <2pm (day)\17278gc\>

<610hp 369ma 385mv> <2pm (day)\17278gc\>

<610hp 369ma 385mv> <2pm (day)\17278gc\>

<682hp 549ma 385mv> <3pm (day)\17278gc\> st
You wake and stand up.

<682hp 549ma 385mv> <3pm (day)\17278gc\> where
Players near you in Solace:
<PK> Mishtkah The Hall of Pride

<682hp 549ma 385mv> <3pm (day)\17278gc\> sc
You are Mishtkah the Unstoppable of Yin, level 50, 35 years old (360 hours).
Race: Half-elf Sex: male Class: invoker
Hometown: Seringale Alignment: neutral Ethos: neutral
Rank Keepermaster of [KEEPER]
You have 682/898 hit, 549/983 mana, 385/385 movement.
You have 4 practices and 0 training sessions.
You are carrying 30/34 items with weight 281/350 pounds.
Str: 19(19) Int: 22(22) Wis: 21(21) Dex: 22(19) Con: 15(18)
You have scored 493100 exp, completed 0 quests, and have 17278 gold coins.
Condition: You have a few cuts and bruises.
Luck: Your luck can turn either way.
Wimpy set to 0 hit points.
You are standing.
Armor: pierce: 179 bash: 185 slash: 191 magic: 134
You are supremely armored against piercing.
You are supremely armored against bashing.
You are supremely armored against slashing.
You are superbly armored against magic.
Save vs Afflictive: -2 Mental: -59 Maledictive: -11
You are defenseless against afflictive spells.
You are almost immune to mental spells.
You are vulnerable to maledictive spells.
Hitroll: 15 Damroll: 16
You are affected by the following:
Spell: sanctuary : lasts for 6 hours
Spell: detect invis : lasts for 48 hours
Spell: barrier : lasts for 2 hours
Spell: slow : modifies dexterity by -4 for 9 hours
Power: fine : lasts for 157 hours

<682hp 549ma 385mv> <3pm (day)\17278gc\> where
Players near you in Solace:
<PK> Mishtkah The Hall of Pride

<682hp 549ma 385mv> <3pm (day)\17278gc\> armo
You feel someone protecting you.

<682hp 544ma 385mv> <3pm (day)\17278gc\> where
look
sl
sc
Players near you in Solace:
<PK> Mishtkah The Hall of Pride

<682hp 544ma 385mv> <3pm (day)\17278gc\> 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
* F * * | 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 branches off to the north, where the hall down
| to the Justice Cabal is oddly silent. The hallway also continues
---------+ to the west, and reaches the base of the southeast tower
to the east.

[Exits: north east west]

<682hp 544ma 385mv> <3pm (day)\17278gc\> You go to sleep.

<682hp 544ma 385mv> <3pm (day)\17278gc\> You are Mishtkah the Unstoppable of Yi
n, level 50, 35 years old (360 hours).
Race: Half-elf Sex: male Class: invoker
Hometown: Seringale Alignment: neutral Ethos: neutral
Rank Keepermaster of [KEEPER]
You have 682/898 hit, 544/983 mana, 385/385 movement.
You have 4 practices and 0 training sessions.
You are carrying 30/34 items with weight 281/350 pounds.
Str: 19(19) Int: 22(22) Wis: 21(21) Dex: 22(19) Con: 15(18)
You have scored 493100 exp, completed 0 quests, and have 17278 gold coins.
Condition: You have a few cuts and bruises.
Luck: Your luck can turn either way.
Wimpy set to 0 hit points.
You are sleeping.
Armor: pierce: 159 bash: 165 slash: 171 magic: 114
You are superbly armored against piercing.
You are supremely armored against bashing.
You are supremely armored against slashing.
You are heavily armored against magic.
Save vs Afflictive: -2 Mental: -59 Maledictive: -11
You are defenseless against afflictive spells.
You are almost immune to mental spells.
You are vulnerable to maledictive spells.
Hitroll: 15 Damroll: 16
You are affected by the following:
Spell: armor : modifies armor class by 20 for 24 hours
Spell: sanctuary : lasts for 6 hours
Spell: detect invis : lasts for 48 hours
Spell: barrier : lasts for 2 hours
Spell: slow : modifies dexterity by -4 for 9 hours
Power: fine : lasts for 157 hours

<682hp 544ma 385mv> <3pm (day)\17278gc\>

<682hp 544ma 385mv> <3pm (day)\17278gc\>

<682hp 544ma 385mv> <3pm (day)\17278gc\>

<682hp 544ma 385mv> <3pm (day)\17278gc\>

<682hp 544ma 385mv> <3pm (day)\17278gc\>

<682hp 544ma 385mv> <3pm (day)\17278gc\>

<682hp 544ma 385mv> <3pm (day)\17278gc\> sc
You are Mishtkah the Unstoppable of Yin, level 50, 35 years old (360 hours).
Race: Half-elf Sex: male Class: invoker
Hometown: Seringale Alignment: neutral Ethos: neutral
Rank Keepermaster of [KEEPER]
You have 682/898 hit, 544/983 mana, 385/385 movement.
You have 4 practices and 0 training sessions.
You are carrying 30/34 items with weight 281/350 pounds.
Str: 19(19) Int: 22(22) Wis: 21(21) Dex: 22(19) Con: 15(18)
You have scored 493100 exp, completed 0 quests, and have 17278 gold coins.
Condition: You have a few cuts and bruises.
Luck: Your luck can turn either way.
Wimpy set to 0 hit points.
You are sleeping.
Armor: pierce: 159 bash: 165 slash: 171 magic: 114
You are superbly armored against piercing.
You are supremely armored against bashing.
You are supremely armored against slashing.
You are heavily armored against magic.
Save vs Afflictive: -2 Mental: -59 Maledictive: -11
You are defenseless against afflictive spells.
You are almost immune to mental spells.
You are vulnerable to maledictive spells.
Hitroll: 15 Damroll: 16
You are affected by the following:
Spell: armor : modifies armor class by 20 for 24 hours
Spell: sanctuary : lasts for 6 hours
Spell: detect invis : lasts for 48 hours
Spell: barrier : lasts for 2 hours
Spell: slow : modifies dexterity by -4 for 9 hours
Power: fine : lasts for 157 hours

<682hp 544ma 385mv> <3pm (day)\17278gc\>

<682hp 544ma 385mv> <3pm (day)\17278gc\>

<682hp 544ma 385mv> <3pm (day)\17278gc\>

<682hp 544ma 385mv> <3pm (day)\17278gc\>

<727hp 748ma 385mv> <4pm (day)\17278gc\>

<727hp 748ma 385mv> <4pm (day)\17278gc\>

Auhror's unholy wrath wounds you.
Auhror's unholy wrath injures you.
Auhror's unholy wrath injures you.
Auhror has some big nasty wounds and scratches.

<676hp 748ma 385mv> <4pm (day)\17278gc\> fle
fle
You flee from combat!
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
F * * | 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]

<676hp 748ma 383mv> <4pm (day)\17278gc\> af
You aren't fighting anyone.

<676hp 748ma 383mv> <4pm (day)\17278gc\> You are affected by the following:
Spell: armor : modifies armor class by 20 for 23 hours
Spell: sanctuary : lasts for 5 hours
Spell: detect invis : lasts for 47 hours
Spell: barrier : lasts for 1 hours
Spell: slow : modifies dexterity by -4 for 8 hours
Power: fine : lasts for 156 hours

<676hp 748ma 383mv> <4pm (day)\17278gc\> west
north

Auhror flies in.
An illusion of a Warlock walks in.
An illusion of Xavier walks in.
An illusion of the Huntsmaster walks in.
Auhror walks in.
Auhror walks in.
Auhror walks in.

<676hp 748ma 383mv> <4pm (day)\17278gc\>
You yell 'Help! I am being attacked by Auhror!'
Auhror's unholy wrath wounds you.
You parry Auhror's unholy wrath.
Your shield wobbles and barely deflects Auhror's unholy wrath.
Auhror has some big nasty wounds and scratches.

<658hp 748ma 383mv> <4pm (day)\17278gc\> No way! You are still fighting!
Auhror has some big nasty wounds and scratches.

<658hp 748ma 383mv> <4pm (day)\17278gc\> No way! You are still fighting!
Auhror has some big nasty wounds and scratches.

<658hp 748ma 383mv> <4pm (day)\17278gc\> le
Your stab wounds Auhror.
Auhror is blinded by smoke!
Your flaming bite scratches Auhror.
You thrust Auhror's unholy wrath aside in a skillful parry.
Auhror's unholy wrath mauls you.
Your shield jolts under Auhror's unholy wrath, but holds.
An illusion of the Huntsmaster's slash is powerless against you.
An illusion of the Huntsmaster's slash is powerless against you.
You awkwardly parry an illusion of the Huntsmaster's slash with a loud clang.
You block an illusion of Xavier's attack with your shield.
You awkwardly parry an illusion of Xavier's slash with a loud clang.
You parry an illusion of a Warlock's slash.
Auhror has some big nasty wounds and scratches.

<634hp 699ma 383mv> <4pm (day)\17278gc\> fle
You couldn't escape!
Auhror has some big nasty wounds and scratches.

<634hp 699ma 383mv> <4pm (day)\17278gc\> fle

Auhror utters the words, 'qahijf gsgrul'.
Auhror's colour spray grazes you.
You flee from combat!
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]
A young recruit is here, eager to prove himself.

<627hp 699ma 381mv> <4pm (day)\17278gc\> north
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 north and the southeast tower lies to the
| south.
|
---------+

[Exits: north south]

<627hp 699ma 379mv> <4pm (day)\17278gc\> south
down
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]
A young recruit is here, eager to prove himself.

<627hp 699ma 377mv> <4pm (day)\17278gc\> west
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
F * * | 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]
(Translucent) (White Aura) Auhror the Arcane Chimera of Order is here.
(Translucent) (White Aura) Auhror the Arcane Chimera of Order is here.
(Translucent) (White Aura) Auhror the Arcane Chimera of Order is here.
(Charmed) (White Aura) An illusion of the Huntsmaster guards its master.
(Charmed) (White Aura) A blurry illusion of Xavier guards its master.
(Charmed) A blurry illusion of a Warlock guards its master.
(Translucent) (White Aura) Auhror the Arcane Chimera of Order is here.

<627hp 699ma 375mv> <4pm (day)\17278gc\>
Auhror flies west.
Auhror walks west.
Auhror walks west.
Auhror walks west.
An illusion of the Huntsmaster walks west.
An illusion of Xavier walks west.
An illusion of a Warlock walks west.
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
* F * * | 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 branches off to the north, where the hall down
| to the Justice Cabal is oddly silent. The hallway also continues
---------+ to the west, and reaches the base of the southeast tower
to the east.

[Exits: north east west]
(Charmed) A blurry illusion of a Warlock guards its master.
(Charmed) (White Aura) A blurry illusion of Xavier guards its master.
(Charmed) (White Aura) An illusion of the Huntsmaster guards its master.
(Translucent) (White Aura) Auhror the Arcane Chimera of Order is here.
(Translucent) (White Aura) Auhror the Arcane Chimera of Order is here.
(Translucent) (White Aura) Auhror the Arcane Chimera of Order is here.
(Translucent) (White Aura) Auhror the Arcane Chimera of Order is here.

<627hp 699ma 373mv> <4pm (day)\17278gc\>
Auhror flies north.
An illusion of a Warlock walks north.
An illusion of Xavier walks north.
An illusion of the Huntsmaster walks north.
Auhror walks north.
Auhror walks north.
Auhror walks north.

<627hp 699ma 373mv> <4pm (day)\17278gc\> west
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
*-* F ! *| 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 opens to a shop to the north, where
| Justices purchase their supplies. The sound of clinking
---------+ metal can be faintly from somewhere to the west, and the
hallway continues to the east.

[Exits: north east west]

<627hp 699ma 371mv> <4pm (day)\17278gc\> north
north
Equipment and supplies
*-* *| A black mesh steel fence separates you from the north
| || side of the shop. There is a small opening in the fence,
* *| with a ledge protruding out. You can see a faint outline
| || of a door on the north wall. Large crates are stacked
*-* @ ! *| beside long shelves of supplies near the back of the room.
| | | || A few stock armors and weapons are hung against the east
*-*-*-*-*| wall, each bearing the symbol of Justice. A short gaunt
| gnome sits behind the fence, reading a book in the candlelight.
| The exit to the shop lies to the south.
---------+

[Exits: south]
(White Aura) Fenril, the shopkeeper sits behind a mesh wire fence.

<627hp 699ma 369mv> <4pm (day)\17278gc\> There's no way to get through the mesh
fence.

<627hp 699ma 369mv> <4pm (day)\17278gc\> south
east
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
*-* F ! *| 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 opens to a shop to the north, where
| Justices purchase their supplies. The sound of clinking
---------+ metal can be faintly from somewhere to the west, and the
hallway continues to the east.

[Exits: north east west]

<627hp 699ma 367mv> <4pm (day)\17278gc\> north
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
* F ! * | 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 branches off to the north, where the hall down
| to the Justice Cabal is oddly silent. The hallway also continues
---------+ to the west, and reaches the base of the southeast tower
to the east.

[Exits: north east west]

<627hp 699ma 365mv> <4pm (day)\17278gc\>
A ray of light shines down briefly nearby, then vanishes.
Above a spiral stairway
* *-* | The walls here are smooth and competelely devoid of dust,
| | | dirt, and debris, as you arive atop a spiral tairway that
* * | leads down to the Justice cabal. Not much sound is heard
| | | here, as those who respect the protection that the Justices
* F @ * | provide help to enforce the sanctity of law within Solace
| | | | | even while the Justices themselves aren't present. An archway
*-*-*-* | to the south leads back to the rest of the garrison.
|
|
---------+

[Exits: south down]
A sign is here, warning you to stay out of the Justice cabal.
(Translucent) (White Aura) Auhror the Arcane Chimera of Order is here.
(Translucent) (White Aura) Auhror the Arcane Chimera of Order is here.
(Translucent) (White Aura) Auhror the Arcane Chimera of Order is here.
(Charmed) (White Aura) An illusion of the Huntsmaster guards its master.
(Charmed) (White Aura) A blurry illusion of Xavier guards its master.
(Charmed) A blurry illusion of a Warlock guards its master.

<627hp 699ma 363mv> <4pm (day)\17278gc\> fle
You aren't fighting anyone.

<627hp 699ma 363mv> <4pm (day)\17278gc\> down
A spotless corridor
*-*-* | The walls here are smooth and competelely devoid of dust,
| | dirt, and debris, as the corridor gets ever closer to the
* | Justice cabal. Not much sound is heard here, as those who
| | respect the protection that the Justices provide help to enforce
@ | the sanctity of law within Solace even while the Justices
| themselves aren't present. The corridor leads north toward
| the Justice cabal and a spiral stairway leads up to the rest
| of the garrison.
|
---------+

[Exits: north up]

<627hp 699ma 361mv> <4pm (day)\17278gc\> north
north
A spotless corridor
| The walls here are smooth and competelely devoid of dust,
| dirt, and debris, as the corridor gets ever closer to the
*-*-* | Justice cabal. Not much sound is heard here, as those who
| | respect the protection that the Justices provide help to enforce
@ | the sanctity of law within Solace even while the Justices
| | themselves aren't present. The corridor leads north toward
* | the Justice cabal and south toward the spiral stairway leads
| up to the rest of the garrison.
|
---------+

[Exits: north south]

<627hp 699ma 359mv> <4pm (day)\17278gc\> A bend in the spotless corridor
| The walls here are smooth and competelely devoid of dust,
| dirt, and debris, as the corridor gets ever closer to the
| Justice cabal. Not much sound is heard here, as those who
| respect the protection that the Justices provide help to
*-*-@ | enforce the sanctity of law within Solace even while the
| | Justices themselves aren't present. The corridor leads west
* | toward the Justice cabal and south toward the spiral stairway
| | leads up to the rest of the garrison.
* |
---------+

[Exits: south west]

<627hp 699ma 357mv> <4pm (day)\17278gc\> scan all
You scan all around.
You scan south.
You scan west.

<627hp 699ma 357mv> <4pm (day)\17278gc\> west
A spotless corridor
| The walls here are smooth and competelely devoid of dust,
| dirt, and debris, as the corridor gets ever closer to the
* | Justice cabal. Not much sound is heard here, as those who
| | respect the protection that the Justices provide help to
*-*-@-* | enforce the sanctity of law within Solace even while the
| | Justices themselves aren't present. The corridor leads
* | west toward the Justice cabal and east toward the spiral
| | stairway leads up to the rest of the garrison.
* |
---------+

[Exits: east west]

<627hp 699ma 355mv> <4pm (day)\17278gc\> west
A spotless corridor
| The walls here are smooth and competelely devoid of dust,
| dirt, and debris, as the corridor gets ever closer to
*-* | the Justice cabal. Not much sound is heard here, as those
| | who respect the protection that the Justices provide
*-@-*-*| help to enforce the sanctity of law within Solace even
|| while the Justices themselves aren't present. The corridor
*| leads west toward the Justice cabal and east toward the
|| spiral stairway leads up to the rest of the garrison.
*|
---------+

[Exits: east west]

<627hp 699ma 353mv> <4pm (day)\17278gc\> af
You are affected by the following:
Spell: armor : modifies armor class by 20 for 23 hours
Spell: sanctuary : lasts for 5 hours
Spell: detect invis : lasts for 47 hours
Spell: barrier : lasts for 1 hours
Spell: slow : modifies dexterity by -4 for 8 hours
Power: fine : lasts for 156 hours

<627hp 699ma 353mv> <4pm (day)\17278gc\> west
Outside the Justice Cabal
* | The entrance to the Justice's sacred cabal grounds lies
| | directly north of you. There is a large sign which exclaims
*-*-* | *WARNING* nailed tightly to a metal post here, in hopes
| | of warning any would-be adventurers from foolishly ending
@-*-*| their lives by meeting the Justice's wrath. Posters of
| notorious criminals line the other walls around you, several
| promising large bounties of gold for the capture of the
| offender in question. The corridor heads to the east,
| toward the spiral stairway leads up to the rest of the
---------+ garrison.

[Exits: north east]
A big warning SIGN sits here demanding to be read.

<627hp 699ma 351mv> <4pm (day)\17278gc\> west
north
You run into a poster of a huge barbarian.

<627hp 699ma 351mv> <4pm (day)\17278gc\> The Guard House
| A large banner hangs on an archway indicating this is
| the entrance to the Justice cabal. The room is rather
* | plain with nothing fancy. A bonfire is kept burning in
| | the center of the room where the guards have gathered
*-*-@ | around, weary from the days watch. The bare dirt ground
| | and the thorny shrubs against the cold cement walls offer
*-*-*| little comfort to rest in. Yet no one complains or grovels,
| they just continue their routine, patrolling the gates
| of Justice. Each of them take shifts guarding the entrance,
---------+ barring any intruders from entering. No exceptions are
allowed, they dont ask any questions, they attack all who dares to trespass.


[Exits: south west]
The sliced-off fingers of The Guardian of Justice are lying here.

<627hp 699ma 349mv> <4pm (day)\17278gc\> scan all
You scan all around.
You scan south.
You scan west.

<627hp 699ma 349mv> <4pm (day)\17278gc\> west
Halls of Judgement
| You stand just within the halls of judgement, the stone
| walls around you radiate the coldness from outside back
* | at you. Many brave and glorious men have passed through
| | this hall making their way to rest their heads from a
*-@-* | hard days work. Westward of you continues the small stone
| | forged hallway. To the east of you is the guardian of
*-*| the halls.
|
|
---------+

[Exits: east west]

<627hp 699ma 347mv> <4pm (day)\17278gc\> af
You are affected by the following:
Spell: armor : modifies armor class by 20 for 23 hours
Spell: sanctuary : lasts for 5 hours
Spell: detect invis : lasts for 47 hours
Spell: barrier : lasts for 1 hours
Spell: slow : modifies dexterity by -4 for 8 hours
Power: fine : lasts for 156 hours

<627hp 699ma 347mv> <4pm (day)\17278gc\> where
Players near you in Justice Shrine:
<PK> Mishtkah Halls of Judgement

<633hp 741ma 385mv> <5pm (day)\17278gc\> scan all
You scan all around.
You scan east.
You scan west.

<633hp 741ma 385mv> <5pm (day)\17278gc\> where
Players near you in Justice Shrine:
<PK> Mishtkah Halls of Judgement

<633hp 741ma 385mv> <5pm (day)\17278gc\> where
east
Players near you in Justice Shrine:
<PK> Mishtkah Halls of Judgement

<633hp 741ma 385mv> <5pm (day)\17278gc\> east
The Guard House
| A large banner hangs on an archway indicating this is
| the entrance to the Justice cabal. The room is rather
* | plain with nothing fancy. A bonfire is kept burning in
| | the center of the room where the guards have gathered
*-*-@ | around, weary from the days watch. The bare dirt ground
| | and the thorny shrubs against the cold cement walls offer
*-*-*| little comfort to rest in. Yet no one complains or grovels,
| they just continue their routine, patrolling the gates
| of Justice. Each of them take shifts guarding the entrance,
---------+ barring any intruders from entering. No exceptions are
allowed, they dont ask any questions, they attack all who dares to trespass.


[Exits: south west]

<633hp 741ma 383mv> <5pm (day)\17278gc\> Alas, you cannot go that way.

<633hp 741ma 383mv> <5pm (day)\17278gc\> south
Outside the Justice Cabal
* | The entrance to the Justice's sacred cabal grounds lies
| | directly north of you. There is a large sign which exclaims
*-*-* | *WARNING* nailed tightly to a metal post here, in hopes
| | of warning any would-be adventurers from foolishly ending
@-*-*| their lives by meeting the Justice's wrath. Posters of
| notorious criminals line the other walls around you, several
| promising large bounties of gold for the capture of the
| offender in question. The corridor heads to the east,
| toward the spiral stairway leads up to the rest of the
---------+ garrison.

[Exits: north east]
A big warning SIGN sits here demanding to be read.

<633hp 741ma 381mv> <5pm (day)\17278gc\> east
east
A spotless corridor
| The walls here are smooth and competelely devoid of dust,
| dirt, and debris, as the corridor gets ever closer to
*-* | the Justice cabal. Not much sound is heard here, as those
| | who respect the protection that the Justices provide
*-@-*-*| help to enforce the sanctity of law within Solace even
|| while the Justices themselves aren't present. The corridor
*| leads west toward the Justice cabal and east toward the
|| spiral stairway leads up to the rest of the garrison.
*|
---------+

[Exits: east west]

<633hp 741ma 379mv> <5pm (day)\17278gc\> A spotless corridor
| The walls here are smooth and competelely devoid of dust,
| dirt, and debris, as the corridor gets ever closer to the
* | Justice cabal. Not much sound is heard here, as those who
| | respect the protection that the Justices provide help to
*-*-@-* | enforce the sanctity of law within Solace even while the
| | Justices themselves aren't present. The corridor leads
* | west toward the Justice cabal and east toward the spiral
| | stairway leads up to the rest of the garrison.
* |
---------+

[Exits: east west]

<633hp 741ma 377mv> <5pm (day)\17278gc\> east
A bend in the spotless corridor
| The walls here are smooth and competelely devoid of dust,
| dirt, and debris, as the corridor gets ever closer to the
| Justice cabal. Not much sound is heard here, as those who
| respect the protection that the Justices provide help to
*-*-@ | enforce the sanctity of law within Solace even while the
| | Justices themselves aren't present. The corridor leads west
* | toward the Justice cabal and south toward the spiral stairway
| | leads up to the rest of the garrison.
* |
---------+

[Exits: south west]

<633hp 741ma 375mv> <5pm (day)\17278gc\> south
A spotless corridor
| The walls here are smooth and competelely devoid of dust,
| dirt, and debris, as the corridor gets ever closer to the
*-*-* | Justice cabal. Not much sound is heard here, as those who
| | respect the protection that the Justices provide help to enforce
@ | the sanctity of law within Solace even while the Justices
| | themselves aren't present. The corridor leads north toward
* | the Justice cabal and south toward the spiral stairway leads
| up to the rest of the garrison.
|
---------+

[Exits: north south]

<633hp 741ma 373mv> <5pm (day)\17278gc\> south
scan all
A spotless corridor
*-*-* | The walls here are smooth and competelely devoid of dust,
| | dirt, and debris, as the corridor gets ever closer to the
* | Justice cabal. Not much sound is heard here, as those who
| | respect the protection that the Justices provide help to enforce
@ | the sanctity of law within Solace even while the Justices
| themselves aren't present. The corridor leads north toward
| the Justice cabal and a spiral stairway leads up to the rest
| of the garrison.
|
---------+

[Exits: north up]

<633hp 741ma 371mv> <5pm (day)\17278gc\> You scan all around.
You scan north.
You scan up.
*** Range 1 (up) ***
(Invis) (Translucent) (White Aura) Auhror the Arcane Chimera of Order is here.
(Invis) (Translucent) (White Aura) Auhror the Arcane Chimera of Order is here.
(Invis) (Translucent) (White Aura) Auhror the Arcane Chimera of Order is here.

<633hp 741ma 371mv> <5pm (day)\17278gc\> up
Above a spiral stairway
* *-* | The walls here are smooth and competelely devoid of dust,
| | | dirt, and debris, as you arive atop a spiral tairway that
* * | leads down to the Justice cabal. Not much sound is heard
| | | here, as those who respect the protection that the Justices
* F @ * | provide help to enforce the sanctity of law within Solace
| | | | | even while the Justices themselves aren't present. An archway
*-*-*-* | to the south leads back to the rest of the garrison.
|
|
---------+

[Exits: south down]
A sign is here, warning you to stay out of the Justice cabal.
(Invis) (Translucent) (White Aura) Auhror the Arcane Chimera of Order is here.
(Invis) (Translucent) (White Aura) Auhror the Arcane Chimera of Order is here.
(Invis) (Translucent) (White Aura) Auhror the Arcane Chimera of Order is here.

<633hp 741ma 369mv> <5pm (day)\17278gc\> look
Above a spiral stairway
* *-* | The walls here are smooth and competelely devoid of dust,
| | | dirt, and debris, as you arive atop a spiral tairway that
* * | leads down to the Justice cabal. Not much sound is heard
| | | here, as those who respect the protection that the Justices
* F @ * | provide help to enforce the sanctity of law within Solace
| | | | | even while the Justices themselves aren't present. An archway
*-*-*-* | to the south leads back to the rest of the garrison.
|
|
---------+

[Exits: south down]
A sign is here, warning you to stay out of the Justice cabal.
(Invis) (Translucent) (White Aura) Auhror the Arcane Chimera of Order is here.
(Invis) (Translucent) (White Aura) Auhror the Arcane Chimera of Order is here.
(Invis) (Translucent) (White Aura) Auhror the Arcane Chimera of Order is here.

<633hp 741ma 369mv> <5pm (day)\17278gc\> down
A spotless corridor
*-*-* | The walls here are smooth and competelely devoid of dust,
| | dirt, and debris, as the corridor gets ever closer to the
* | Justice cabal. Not much sound is heard here, as those who
| | respect the protection that the Justices provide help to enforce
@ | the sanctity of law within Solace even while the Justices
| themselves aren't present. The corridor leads north toward
| the Justice cabal and a spiral stairway leads up to the rest
| of the garrison.
|
---------+

[Exits: north up]

<633hp 741ma 367mv> <5pm (day)\17278gc\> scan all
where
You scan all around.
You scan north.
You scan up.
*** Range 1 (up) ***
(Invis) (Translucent) (White Aura) Auhror the Arcane Chimera of Order is here.
(Invis) (Translucent) (White Aura) Auhror the Arcane Chimera of Order is here.
(Invis) (Translucent) (White Aura) Auhror the Arcane Chimera of Order is here.

<633hp 741ma 367mv> <5pm (day)\17278gc\> Players near you in Solace:
<PK> Mishtkah A spotless corridor

<633hp 741ma 367mv> <5pm (day)\17278gc\> north
A spotless corridor
| The walls here are smooth and competelely devoid of dust,
| dirt, and debris, as the corridor gets ever closer to the
*-*-* | Justice cabal. Not much sound is heard here, as those who
| | respect the protection that the Justices provide help to enforce
@ | the sanctity of law within Solace even while the Justices
| | themselves aren't present. The corridor leads north toward
* | the Justice cabal and south toward the spiral stairway leads
| up to the rest of the garrison.
|
---------+

[Exits: north south]

<633hp 741ma 365mv> <5pm (day)\17278gc\> north
west
A bend in the spotless corridor
| The walls here are smooth and competelely devoid of dust,
| dirt, and debris, as the corridor gets ever closer to the
| Justice cabal. Not much sound is heard here, as those who
| respect the protection that the Justices provide help to
*-*-@ | enforce the sanctity of law within Solace even while the
| | Justices themselves aren't present. The corridor leads west
* | toward the Justice cabal and south toward the spiral stairway
| | leads up to the rest of the garrison.
* |
---------+

[Exits: south west]

<633hp 741ma 363mv> <5pm (day)\17278gc\> A spotless corridor
| The walls here are smooth and competelely devoid of dust,
| dirt, and debris, as the corridor gets ever closer to the
* | Justice cabal. Not much sound is heard here, as those who
| | respect the protection that the Justices provide help to
*-*-@-* | enforce the sanctity of law within Solace even while the
| | Justices themselves aren't present. The corridor leads
* | west toward the Justice cabal and east toward the spiral
| | stairway leads up to the rest of the garrison.
* |
---------+

[Exits: east west]

<633hp 741ma 361mv> <5pm (day)\17278gc\> west
A spotless corridor
| The walls here are smooth and competelely devoid of dust,
| dirt, and debris, as the corridor gets ever closer to
*-* | the Justice cabal. Not much sound is heard here, as those
| | who respect the protection that the Justices provide
*-@-*-*| help to enforce the sanctity of law within Solace even
|| while the Justices themselves aren't present. The corridor
*| leads west toward the Justice cabal and east toward the
|| spiral stairway leads up to the rest of the garrison.
*|
---------+

[Exits: east west]

<633hp 741ma 359mv> <5pm (day)\17278gc\> west
Outside the Justice Cabal
* | The entrance to the Justice's sacred cabal grounds lies
| | directly north of you. There is a large sign which exclaims
*-*-* | *WARNING* nailed tightly to a metal post here, in hopes
| | of warning any would-be adventurers from foolishly ending
@-*-*| their lives by meeting the Justice's wrath. Posters of
| notorious criminals line the other walls around you, several
| promising large bounties of gold for the capture of the
| offender in question. The corridor heads to the east,
| toward the spiral stairway leads up to the rest of the
---------+ garrison.

[Exits: north east]
A big warning SIGN sits here demanding to be read.

<633hp 741ma 357mv> <5pm (day)\17278gc\> where
Players near you in Solace:
<PK> Mishtkah Outside the Justice Cabal

<633hp 741ma 357mv> <5pm (day)\17278gc\> north
The Guard House
| A large banner hangs on an archway indicating this is
| the entrance to the Justice cabal. The room is rather
* | plain with nothing fancy. A bonfire is kept burning in
| | the center of the room where the guards have gathered
*-*-@ | around, weary from the days watch. The bare dirt ground
| | and the thorny shrubs against the cold cement walls offer
*-*-*| little comfort to rest in. Yet no one complains or grovels,
| they just continue their routine, patrolling the gates
| of Justice. Each of them take shifts guarding the entrance,
---------+ barring any intruders from entering. No exceptions are
allowed, they dont ask any questions, they attack all who dares to trespass.


[Exits: south west]

<633hp 741ma 355mv> <5pm (day)\17278gc\> west
Halls of Judgement
| You stand just within the halls of judgement, the stone
| walls around you radiate the coldness from outside back
* | at you. Many brave and glorious men have passed through
| | this hall making their way to rest their heads from a
*-@-* | hard days work. Westward of you continues the small stone
| | forged hallway. To the east of you is the guardian of
*-*| the halls.
|
|
---------+

[Exits: east west]

<633hp 741ma 353mv> <5pm (day)\17278gc\> west
north
Halls of Judgement
| You stand within an ending to one section of the halls
| of judgement. Prints of other Justices boots are visible
* | on the ground beneath you from when they made their way
| | back from a hard day of work. To the north of you is the
@-*-*| bottom of a staircase. South of you is a small shop where
|| Fenril offers goods to aid you in your travels.
*|
|
|
---------+

[Exits: north east]

<633hp 741ma 351mv> <5pm (day)\17278gc\> Before the Spiraled Stairs
| You stand before a vast spirling upward staircase laid
| in blue marble. Peering upward you see the winding relentless
| without an ending. A silver guardrail runs along the
| outside of the stairs the whole way upward aiding those
@ | aged Justices make their way up the stairs. A faint light
| | bends around the stairs filling it with just enough light
*-*-*| to make your way upward.
||
*|
---------+

[Exits: south up]

<633hp 741ma 349mv> <5pm (day)\17278gc\> up
where
Atop the Spiralled Stairs
| You stand atop the spiraling staircase a bit lost for breath.
| A faint glow fills the room from a small lit torch perched
*-* | up against the wall. On the southern side of the room you
| | notice a large banner with an iron fist embroidered into
*-@-* | it. To the north is a small circular room, and the room
| | of induction lies to the east. A small hallway leads to
* | the east.
|
|
---------+

[Exits: north east west down]

<633hp 741ma 347mv> <5pm (day)\17278gc\> af
Players near you in Justice Shrine:
<PK> Mishtkah Atop the Spiralled Stairs

<633hp 741ma 347mv> <5pm (day)\17278gc\> You are affected by the following:
Spell: armor : modifies armor class by 20 for 22 hours
Spell: sanctuary : lasts for 4 hours
Spell: detect invis : lasts for 46 hours
Spell: barrier : lasts for 0 hours
Spell: slow : modifies dexterity by -4 for 7 hours
Power: fine : lasts for 155 hours

<633hp 741ma 347mv> <5pm (day)\17278gc\> east
Halls of Judgement
| You stand at the end of the small hallway in utter silence.
| The stone walls around you shimmer of light coming from the
*-* | rooms around you. You hear faint sounds of bickering echoing
| | through from somewhere to the west. To the south, you hear
*-*-@ | a faint humming.
| |
* |
|
|
---------+

[Exits: south west]
(White Aura) The vindicator of law stands ready to defend the antechamber.

<633hp 741ma 345mv> <5pm (day)\17278gc\> c fire
You summon the elemental force of fire to your aid.
[JUSTICE] the vindicator of law: 'To arms! Mishtkah is attacking the antechambe
r!'
Your fire storm *** DEMOLISHES *** the vindicator of law!
Your fire storm sets the surroundings ablaze!
The vindicator of law has a few scratches.

<633hp 726ma 345mv> <5pm (day)\17278gc\> c cyc

Your wildfire mauls the vindicator of law.
The vindicator of law's charge is powerless against you.
You thrust the vindicator of law's charge aside in a skillful parry.
Your stab wounds the vindicator of law.
Your flaming bite scratches the vindicator of law.
The vindicator of law has a few scratches.

<633hp 714ma 345mv> <5pm (day)\17278gc\> You summon the elemental force of air
to your aid.
Your cyclone *** DEMOLISHES *** the vindicator of law!
The vindicator of law has a few scratches.

<633hp 699ma 345mv> <5pm (day)\17278gc\>
Your cyclone *** DEMOLISHES *** the vindicator of law!
Your wildfire wounds the vindicator of law.
The vindicator of law's charge is powerless against you.
You deflect the vindicator of law's charge aside in an ungraceful parry.
Your slash wounds the vindicator of law.
The vindicator of law has a few scratches.

<633hp 677ma 345mv> <5pm (day)\17278gc\>
The vindicator of law gets a wild look in his eyes.
The vindicator of law has a few scratches.

<633hp 677ma 345mv> <5pm (day)\17278gc\>
Your cyclone DISEMBOWELS the vindicator of law!
You completely destroy the vindicator of law's ability to resist fire!
Your wildfire hits the vindicator of law.
The vindicator of law's charge is powerless against you.
You parry the vindicator of law's charge.
Your slash mauls the vindicator of law.
The vindicator of law has a few scratches.

<633hp 653ma 345mv> <5pm (day)\17278gc\> where
Players near you in Justice Shrine:
<PK> Mishtkah Halls of Judgement
The vindicator of law has a few scratches.

<633hp 653ma 345mv> <5pm (day)\17278gc\>
Your cyclone *** DEMOLISHES *** the vindicator of law!
Your wildfire mauls the vindicator of law.
You parry the vindicator of law's charge.
You awkwardly parry the vindicator of law's charge with a loud clang.
Your slash injures the vindicator of law.
The vindicator of law has a few scratches.

<633hp 643ma 345mv> <5pm (day)\17278gc\>
Your physical barrier dissipates.
The vindicator of law has a few scratches.

<636hp 665ma 385mv> <6pm (day)\17278gc\> where
Players near you in Justice Shrine:
<PK> Mishtkah Halls of Judgement
The vindicator of law has a few scratches.

<636hp 665ma 385mv> <6pm (day)\17278gc\>
Your cyclone *** DEMOLISHES *** the vindicator of law!
Your wildfire maims the vindicator of law!
Your shield wobbles and barely deflects the vindicator of law's charge.
You parry the vindicator of law's charge.
Your slash mauls the vindicator of law.
Your flaming bite scratches the vindicator of law.
The vindicator of law has a few scratches.

<636hp 655ma 385mv> <6pm (day)\17278gc\> le
The vindicator of law has a few scratches.

<636hp 655ma 385mv> <6pm (day)\17278gc\> fle
fle
You flee from combat!
The vindicator of law says 'You may not pass, Mishtkah.'
The vindicator of law blocks you from entering the inner sanctum.
The vindicator of law yells 'Mishtkah! Now you die!'
You thrust the vindicator of law's charge aside in a skillful parry.
You deflect the vindicator of law's charge aside in an ungraceful parry.
The vindicator of law has a few scratches.

<636hp 655ma 385mv> <6pm (day)\17278gc\> You flee from combat!
Atop the Spiralled Stairs
| You stand atop the spiraling staircase a bit lost for breath.
| A faint glow fills the room from a small lit torch perched
*-* | up against the wall. On the southern side of the room you
| | notice a large banner with an iron fist embroidered into
*-@-* | it. To the north is a small circular room, and the room
| | of induction lies to the east. A small hallway leads to
* | the east.
|
|
---------+

[Exits: north east west down]

<636hp 655ma 383mv> <6pm (day)\17278gc\> down
Before the Spiraled Stairs
| You stand before a vast spirling upward staircase laid
| in blue marble. Peering upward you see the winding relentless
| without an ending. A silver guardrail runs along the
| outside of the stairs the whole way upward aiding those
@ | aged Justices make their way up the stairs. A faint light
| | bends around the stairs filling it with just enough light
*-*-*| to make your way upward.
||
*|
---------+

[Exits: south up]

<636hp 655ma 381mv> <6pm (day)\17278gc\> south
Halls of Judgement
| You stand within an ending to one section of the halls
| of judgement. Prints of other Justices boots are visible
* | on the ground beneath you from when they made their way
| | back from a hard day of work. To the north of you is the
@-*-*| bottom of a staircase. South of you is a small shop where
|| Fenril offers goods to aid you in your travels.
*|
|
|
---------+

[Exits: north east]

<636hp 655ma 379mv> <6pm (day)\17278gc\> east
Halls of Judgement
| You stand just within the halls of judgement, the stone
| walls around you radiate the coldness from outside back
* | at you. Many brave and glorious men have passed through
| | this hall making their way to rest their heads from a
*-@-* | hard days work. Westward of you continues the small stone
| | forged hallway. To the east of you is the guardian of
*-*| the halls.
|
|
---------+

[Exits: east west]

<636hp 655ma 377mv> <6pm (day)\17278gc\> east
The Guard House
| A large banner hangs on an archway indicating this is
| the entrance to the Justice cabal. The room is rather
* | plain with nothing fancy. A bonfire is kept burning in
| | the center of the room where the guards have gathered
*-*-@ | around, weary from the days watch. The bare dirt ground
| | and the thorny shrubs against the cold cement walls offer
*-*-*| little comfort to rest in. Yet no one complains or grovels,
| they just continue their routine, patrolling the gates
| of Justice. Each of them take shifts guarding the entrance,
---------+ barring any intruders from entering. No exceptions are
allowed, they dont ask any questions, they attack all who dares to trespass.


[Exits: south west]

<636hp 655ma 375mv> <6pm (day)\17278gc\> south
east
Outside the Justice Cabal
* | The entrance to the Justice's sacred cabal grounds lies
| | directly north of you. There is a large sign which exclaims
*-*-* | *WARNING* nailed tightly to a metal post here, in hopes
| | of warning any would-be adventurers from foolishly ending
@-*-*| their lives by meeting the Justice's wrath. Posters of
| notorious criminals line the other walls around you, several
| promising large bounties of gold for the capture of the
| offender in question. The corridor heads to the east,
| toward the spiral stairway leads up to the rest of the
---------+ garrison.

[Exits: north east]
A big warning SIGN sits here demanding to be read.

<636hp 655ma 373mv> <6pm (day)\17278gc\> A spotless corridor
| The walls here are smooth and competelely devoid of dust,
| dirt, and debris, as the corridor gets ever closer to
*-* | the Justice cabal. Not much sound is heard here, as those
| | who respect the protection that the Justices provide
*-@-*-*| help to enforce the sanctity of law within Solace even
|| while the Justices themselves aren't present. The corridor
*| leads west toward the Justice cabal and east toward the
|| spiral stairway leads up to the rest of the garrison.
*|
---------+

[Exits: east west]

<636hp 655ma 371mv> <6pm (day)\17278gc\> east
east
A spotless corridor
| The walls here are smooth and competelely devoid of dust,
| dirt, and debris, as the corridor gets ever closer to the
* | Justice cabal. Not much sound is heard here, as those who
| | respect the protection that the Justices provide help to
*-*-@-* | enforce the sanctity of law within Solace even while the
| | Justices themselves aren't present. The corridor leads
* | west toward the Justice cabal and east toward the spiral
| | stairway leads up to the rest of the garrison.
* |
---------+

[Exits: east west]

<636hp 655ma 369mv> <6pm (day)\17278gc\> south
A bend in the spotless corridor
| The walls here are smooth and competelely devoid of dust,
| dirt, and debris, as the corridor gets ever closer to the
| Justice cabal. Not much sound is heard here, as those who
| respect the protection that the Justices provide help to
*-*-@ | enforce the sanctity of law within Solace even while the
| | Justices themselves aren't present. The corridor leads west
* | toward the Justice cabal and south toward the spiral stairway
| | leads up to the rest of the garrison.
* |
---------+

[Exits: south west]

<636hp 655ma 367mv> <6pm (day)\17278gc\> A spotless corridor
| The walls here are smooth and competelely devoid of dust,
| dirt, and debris, as the corridor gets ever closer to the
*-*-* | Justice cabal. Not much sound is heard here, as those who
| | respect the protection that the Justices provide help to enforce
@ | the sanctity of law within Solace even while the Justices
| | themselves aren't present. The corridor leads north toward
* | the Justice cabal and south toward the spiral stairway leads
| up to the rest of the garrison.
|
---------+

[Exits: north south]

<636hp 655ma 365mv> <6pm (day)\17278gc\> south
A spotless corridor
*-*-* | The walls here are smooth and competelely devoid of dust,
| | dirt, and debris, as the corridor gets ever closer to the
* | Justice cabal. Not much sound is heard here, as those who
| | respect the protection that the Justices provide help to enforce
@ | the sanctity of law within Solace even while the Justices
| themselves aren't present. The corridor leads north toward
| the Justice cabal and a spiral stairway leads up to the rest
| of the garrison.
|
---------+

[Exits: north up]

<636hp 655ma 363mv> <6pm (day)\17278gc\> up
Above a spiral stairway
* *-* | The walls here are smooth and competelely devoid of dust,
| | | dirt, and debris, as you arive atop a spiral tairway that
* * | leads down to the Justice cabal. Not much sound is heard
| | | here, as those who respect the protection that the Justices
* F @ * | provide help to enforce the sanctity of law within Solace
| | | | | even while the Justices themselves aren't present. An archway
*-*-*-* | to the south leads back to the rest of the garrison.
|
|
---------+

[Exits: south down]
A sign is here, warning you to stay out of the Justice cabal.
(Invis) (Translucent) (White Aura) Auhror the Arcane Chimera of Order is here.
(Invis) (Translucent) (White Aura) Auhror the Arcane Chimera of Order is here.
(Invis) (Translucent) (White Aura) Auhror the Arcane Chimera of Order is here.

<636hp 655ma 361mv> <6pm (day)\17278gc\>
Auhror shatters into tiny fragments of glass.
Auhror shatters into tiny fragments of glass.
Auhror shatters into tiny fragments of glass.

<636hp 645ma 361mv> <6pm (day)\17278gc\> chan
You stop channeling.
Your elemental storm dies out.

<636hp 645ma 361mv> <6pm (day)\17278gc\> south
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
* F * * | 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 branches off to the north, where the hall down
| to the Justice Cabal is oddly silent. The hallway also continues
---------+ to the west, and reaches the base of the southeast tower
to the east.

[Exits: north east west]

<636hp 645ma 359mv> <6pm (day)\17278gc\> south
west
The garrison's south wall blocks your way.

<636hp 645ma 359mv> <6pm (day)\17278gc\> 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
*-* F * *| 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 opens to a shop to the north, where
| Justices purchase their supplies. The sound of clinking
---------+ metal can be faintly from somewhere to the west, and the
hallway continues to the east.

[Exits: north east west]

<636hp 645ma 357mv> <6pm (day)\17278gc\> sc
You are Mishtkah the Unstoppable of Yin, level 50, 35 years old (360 hours).
Race: Half-elf Sex: male Class: invoker
Hometown: Seringale Alignment: neutral Ethos: neutral
Rank Keepermaster of [KEEPER]
You have 636/898 hit, 645/983 mana, 357/385 movement.
You have 4 practices and 0 training sessions.
You are carrying 30/34 items with weight 281/350 pounds.
Str: 19(19) Int: 22(22) Wis: 21(21) Dex: 22(19) Con: 15(18)
You have scored 493100 exp, completed 0 quests, and have 17278 gold coins.
Condition: You have a few cuts and bruises.
Luck: Your luck can turn either way.
Wimpy set to 0 hit points.
You are standing.
Armor: pierce: 199 bash: 205 slash: 211 magic: 154
You are supremely armored against piercing.
You are almost invulnerable to bashing.
You are almost invulnerable to slashing.
You are superbly armored against magic.
Save vs Afflictive: -2 Mental: -59 Maledictive: -11
You are defenseless against afflictive spells.
You are almost immune to mental spells.
You are vulnerable to maledictive spells.
Hitroll: 15 Damroll: 16
You are affected by the following:
Skill: wildfire : lasts for 0 hours
Spell: armor : modifies armor class by 20 for 21 hours
Spell: sanctuary : lasts for 3 hours
Spell: detect invis : lasts for 45 hours
Spell: slow : modifies dexterity by -4 for 6 hours
Power: fine : lasts for 154 hours

<636hp 645ma 357mv> <6pm (day)\17278gc\> chan
Cast what spell?

<636hp 645ma 357mv> <6pm (day)\17278gc\> sl
You go to sleep.

<636hp 645ma 357mv> <6pm (day)\17278gc\>

<636hp 645ma 357mv> <6pm (day)\17278gc\>

<636hp 645ma 357mv> <6pm (day)\17278gc\>

<636hp 645ma 357mv> <6pm (day)\17278gc\>

<636hp 645ma 357mv> <6pm (day)\17278gc\>

<636hp 645ma 357mv> <6pm (day)\17278gc\>
The wildfire you started has died out.

<710hp 983ma 385mv> <7pm (dusk)\17278gc\> st
You wake and stand up.

<710hp 983ma 385mv> <7pm (dusk)\17278gc\> where
Players near you in Solace:
<PK> Mishtkah The Hall of Pride

<710hp 983ma 385mv> <7pm (dusk)\17278gc\> look
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
*-* F * *| 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 opens to a shop to the north, where
| Justices purchase their supplies. The sound of clinking
---------+ metal can be faintly from somewhere to the west, and the
hallway continues to the east.

[Exits: north east west]

<710hp 983ma 385mv> <7pm (dusk)\17278gc\> c shi
You are surrounded by a force shield.

<710hp 971ma 385mv> <7pm (dusk)\17278gc\> east
north
down
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
* F * * | 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 branches off to the north, where the hall down
| to the Justice Cabal is oddly silent. The hallway also continues
---------+ to the west, and reaches the base of the southeast tower
to the east.

[Exits: north east west]

<710hp 971ma 383mv> <7pm (dusk)\17278gc\> Above a spiral stairway
* *-* | The walls here are smooth and competelely devoid of dust,
| | | dirt, and debris, as you arive atop a spiral tairway that
* * | leads down to the Justice cabal. Not much sound is heard
| | | here, as those who respect the protection that the Justices
* F @ * | provide help to enforce the sanctity of law within Solace
| | | | | even while the Justices themselves aren't present. An archway
*-*-*-* | to the south leads back to the rest of the garrison.
|
|
---------+

[Exits: south down]
A sign is here, warning you to stay out of the Justice cabal.

<710hp 971ma 381mv> <7pm (dusk)\17278gc\> A spotless corridor
*-*-* | The walls here are smooth and competelely devoid of dust,
| | dirt, and debris, as the corridor gets ever closer to the
* | Justice cabal. Not much sound is heard here, as those who
| | respect the protection that the Justices provide help to enforce
@ | the sanctity of law within Solace even while the Justices
| themselves aren't present. The corridor leads north toward
| the Justice cabal and a spiral stairway leads up to the rest
| of the garrison.
|
---------+

[Exits: north up]

<710hp 971ma 379mv> <7pm (dusk)\17278gc\> north
north
A spotless corridor
| The walls here are smooth and competelely devoid of dust,
| dirt, and debris, as the corridor gets ever closer to the
*-*-* | Justice cabal. Not much sound is heard here, as those who
| | respect the protection that the Justices provide help to enforce
@ | the sanctity of law within Solace even while the Justices
| | themselves aren't present. The corridor leads north toward
* | the Justice cabal and south toward the spiral stairway leads
| up to the rest of the garrison.
|
---------+

[Exits: north south]

<710hp 971ma 377mv> <7pm (dusk)\17278gc\> west
A bend in the spotless corridor
| The walls here are smooth and competelely devoid of dust,
| dirt, and debris, as the corridor gets ever closer to the
| Justice cabal. Not much sound is heard here, as those who
| respect the protection that the Justices provide help to
*-*-@ | enforce the sanctity of law within Solace even while the
| | Justices themselves aren't present. The corridor leads west
* | toward the Justice cabal and south toward the spiral stairway
| | leads up to the rest of the garrison.
* |
---------+

[Exits: south west]

<710hp 971ma 375mv> <7pm (dusk)\17278gc\> west
A spotless corridor
| The walls here are smooth and competelely devoid of dust,
| dirt, and debris, as the corridor gets ever closer to the
* | Justice cabal. Not much sound is heard here, as those who
| | respect the protection that the Justices provide help to
*-*-@-* | enforce the sanctity of law within Solace even while the
| | Justices themselves aren't present. The corridor leads
* | west toward the Justice cabal and east toward the spiral
| | stairway leads up to the rest of the garrison.
* |
---------+

[Exits: east west]

<710hp 971ma 373mv> <7pm (dusk)\17278gc\> west
A spotless corridor
| The walls here are smooth and competelely devoid of dust,
| dirt, and debris, as the corridor gets ever closer to
*-* | the Justice cabal. Not much sound is heard here, as those
| | who respect the protection that the Justices provide
*-@-*-*| help to enforce the sanctity of law within Solace even
|| while the Justices themselves aren't present. The corridor
*| leads west toward the Justice cabal and east toward the
|| spiral stairway leads up to the rest of the garrison.
*|
---------+

[Exits: east west]

<710hp 971ma 371mv> <7pm (dusk)\17278gc\> north
Outside the Justice Cabal
* | The entrance to the Justice's sacred cabal grounds lies
| | directly north of you. There is a large sign which exclaims
*-*-* | *WARNING* nailed tightly to a metal post here, in hopes
| | of warning any would-be adventurers from foolishly ending
@-*-*| their lives by meeting the Justice's wrath. Posters of
| notorious criminals line the other walls around you, several
| promising large bounties of gold for the capture of the
| offender in question. The corridor heads to the east,
| toward the spiral stairway leads up to the rest of the
---------+ garrison.

[Exits: north east]
A big warning SIGN sits here demanding to be read.

<710hp 971ma 369mv> <7pm (dusk)\17278gc\> west
The Guard House
| A large banner hangs on an archway indicating this is
| the entrance to the Justice cabal. The room is rather
* | plain with nothing fancy. A bonfire is kept burning in
| | the center of the room where the guards have gathered
*-*-@ | around, weary from the days watch. The bare dirt ground
| | and the thorny shrubs against the cold cement walls offer
*-*-*| little comfort to rest in. Yet no one complains or grovels,
| they just continue their routine, patrolling the gates
| of Justice. Each of them take shifts guarding the entrance,
---------+ barring any intruders from entering. No exceptions are
allowed, they dont ask any questions, they attack all who dares to trespass.


[Exits: south west]

<710hp 971ma 367mv> <7pm (dusk)\17278gc\> west
Halls of Judgement
| You stand just within the halls of judgement, the stone
| walls around you radiate the coldness from outside back
* | at you. Many brave and glorious men have passed through
| | this hall making their way to rest their heads from a
*-@-* | hard days work. Westward of you continues the small stone
| | forged hallway. To the east of you is the guardian of
*-*| the halls.
|
|
---------+

[Exits: east west]

<710hp 971ma 365mv> <7pm (dusk)\17278gc\> north
Halls of Judgement
| You stand within an ending to one section of the halls
| of judgement. Prints of other Justices boots are visible
* | on the ground beneath you from when they made their way
| | back from a hard day of work. To the north of you is the
@-*-*| bottom of a staircase. South of you is a small shop where
|| Fenril offers goods to aid you in your travels.
*|
|
|
---------+

[Exits: north east]

<710hp 971ma 363mv> <7pm (dusk)\17278gc\> up
Before the Spiraled Stairs
| You stand before a vast spirling upward staircase laid
| in blue marble. Peering upward you see the winding relentless
| without an ending. A silver guardrail runs along the
| outside of the stairs the whole way upward aiding those
@ | aged Justices make their way up the stairs. A faint light
| | bends around the stairs filling it with just enough light
*-*-*| to make your way upward.
||
*|
---------+

[Exits: south up]

<710hp 971ma 361mv> <7pm (dusk)\17278gc\> north
Atop the Spiralled Stairs
| You stand atop the spiraling staircase a bit lost for breath.
| A faint glow fills the room from a small lit torch perched
*-* | up against the wall. On the southern side of the room you
| | notice a large banner with an iron fist embroidered into
*-@-* | it. To the north is a small circular room, and the room
| | of induction lies to the east. A small hallway leads to
* | the east.
|
|
---------+

[Exits: north east west down]

<710hp 971ma 359mv> <7pm (dusk)\17278gc\> west
The Circular Room
| You stand within a large circular room, a room where Justices
| meet to come speak of important ordeals. A large oak table
| covers the center of the room with many chairs circuling
| around it. Thrown across the table are many scribes and
@-* | laws which other Justices have brought in hopes of getting
| | them implemented into laws. It is said that Stryth's voice
*-*-* | can still be heard echoing off the walls, speaking forth
| | to the first lawmen of the lands. A large vault lies to
* | the east and a small hallway connects to the south.
---------+

[Exits: east south]
(White Aura) A tall guardian is here, guarding the Vault of Justice.

<710hp 971ma 357mv> <7pm (dusk)\17278gc\> east
Alas, you cannot go that way.

<710hp 971ma 357mv> <7pm (dusk)\17278gc\> The vault guardian says 'You may not
enter the vault.'

<710hp 971ma 357mv> <7pm (dusk)\17278gc\> south
Atop the Spiralled Stairs
| You stand atop the spiraling staircase a bit lost for breath.
| A faint glow fills the room from a small lit torch perched
*-* | up against the wall. On the southern side of the room you
| | notice a large banner with an iron fist embroidered into
*-@-* | it. To the north is a small circular room, and the room
| | of induction lies to the east. A small hallway leads to
* | the east.
|
|
---------+

[Exits: north east west down]

<710hp 971ma 355mv> <7pm (dusk)\17278gc\> east
Halls of Judgement
| You stand at the end of the small hallway in utter silence.
| The stone walls around you shimmer of light coming from the
*-* | rooms around you. You hear faint sounds of bickering echoing
| | through from somewhere to the west. To the south, you hear
*-*-@ | a faint humming.
| |
* |
|
|
---------+

[Exits: south west]
(White Aura) The vindicator of law stands ready to defend the antechamber.
The vindicator of law yells 'Mishtkah! Now you die!'
You thrust the vindicator of law's charge aside in a skillful parry.
You parry the vindicator of law's charge.
The vindicator of law has some small wounds and bruises.

<710hp 971ma 353mv> <7pm (dusk)\17278gc\> af
You are affected by the following:
Spell: shield : modifies armor class by 20 for 10 hours
Skill: spell delay : lasts for 12 hours
Spell: armor : modifies armor class by 20 for 20 hours
Spell: sanctuary : lasts for 2 hours
Spell: detect invis : lasts for 44 hours
Spell: slow : modifies dexterity by -4 for 5 hours
Power: fine : lasts for 153 hours
The vindicator of law has some small wounds and bruises.

<710hp 971ma 353mv> <7pm (dusk)\17278gc\>
You parry the vindicator of law's charge with an easy flourish.
You thrust the vindicator of law's charge aside in a skillful parry.
Your slash wounds the vindicator of law.
The vindicator of law has some small wounds and bruises.

<710hp 971ma 353mv> <7pm (dusk)\17278gc\> c fire
You summon the elemental force of fire to your aid.
Your fire storm *** DEVASTATES *** the vindicator of law!
Your fire storm sets the surroundings ablaze!
The vindicator of law has some small wounds and bruises.

<710hp 956ma 353mv> <7pm (dusk)\17278gc\> c cyc
where

Your wildfire grazes the vindicator of law.
You block the vindicator of law's attack with your shield.
The vindicator of law's charge misses you.
Your stab wounds the vindicator of law.
The vindicator of law has some small wounds and bruises.

<710hp 956ma 353mv> <7pm (dusk)\17278gc\> You summon the elemental force of air
to your aid.
Your cyclone DISMEMBERS the vindicator of law!
The vindicator of law has some small wounds and bruises.

<710hp 941ma 353mv> <7pm (dusk)\17278gc\> c fire

Your cyclone MASSACRES the vindicator of law!
Your wildfire injures the vindicator of law.
You parry the vindicator of law's charge with an easy flourish.
You parry the vindicator of law's charge with an easy flourish.
Your slash wounds the vindicator of law.
Your flaming bite scratches the vindicator of law.
The vindicator of law has some small wounds and bruises.

<710hp 931ma 353mv> <7pm (dusk)\17278gc\> where
Players near you in Justice Shrine:
<PK> Auhror An outdoor marketplace
<PK> Mishtkah Halls of Judgement
The vindicator of law has some small wounds and bruises.

<710hp 931ma 353mv> <7pm (dusk)\17278gc\> c cyc
You summon the elemental force of fire to your aid.
Your fire storm *** DEVASTATES *** the vindicator of law!
The vindicator of law has some small wounds and bruises.

<710hp 916ma 353mv> <7pm (dusk)\17278gc\>
Your wildfire mauls the vindicator of law.
The vindicator of law's charge misses you.
The vindicator of law's charge is powerless against you.
Your stab wounds the vindicator of law.
Your flaming bite scratches the vindicator of law.
The vindicator of law has some small wounds and bruises.

<710hp 916ma 353mv> <7pm (dusk)\17278gc\> aff
Players near you in Justice Shrine:
<PK> Auhror East gatehouse hallway
<PK> Mishtkah Halls of Judgement
The vindicator of law has some small wounds and bruises.

<710hp 916ma 353mv> <7pm (dusk)\17278gc\> You summon the elemental force of air
to your aid.
Your cyclone *** DEMOLISHES *** the vindicator of law!
The vindicator of law has some small wounds and bruises.

<710hp 901ma 353mv> <7pm (dusk)\17278gc\>
Your cyclone DISEMBOWELS the vindicator of law!
Your wildfire mauls the vindicator of law.
You awkwardly parry the vindicator of law's charge with a loud clang.
You awkwardly parry the vindicator of law's charge with a loud clang.
Your slash mauls the vindicator of law.
The vindicator of law has some small wounds and bruises.

<710hp 891ma 353mv> <7pm (dusk)\17278gc\>
The night has begun.
The vindicator of law has some small wounds and bruises.

<714hp 913ma 385mv> <8pm (night)\17278gc\> You are affected by the following:
Skill: eye of the storm: lasts for 0 hours
Skill: wildfire : lasts for 0 hours
Spell: shield : modifies armor class by 20 for 9 hours
Skill: spell delay : lasts for 11 hours
Spell: armor : modifies armor class by 20 for 19 hours
Spell: sanctuary : lasts for 1 hours
Spell: detect invis : lasts for 43 hours
Spell: slow : modifies dexterity by -4 for 4 hours
Power: fine : lasts for 152 hours
The vindicator of law has some small wounds and bruises.

<714hp 913ma 385mv> <8pm (night)\17278gc\>
Your cyclone MANGLES the vindicator of law!
Your wildfire decimates the vindicator of law!
You parry the vindicator of law's charge with an easy flourish.
You parry the vindicator of law's charge.
Your slash wounds the vindicator of law.
Your flaming bite scratches the vindicator of law.
The vindicator of law has some small wounds and bruises.

<714hp 903ma 385mv> <8pm (night)\17278gc\>
The vindicator of law's kicked dirt misses you.
The vindicator of law has some small wounds and bruises.

<714hp 903ma 385mv> <8pm (night)\17278gc\>
Your cyclone DISEMBOWELS the vindicator of law!
Your wildfire mauls the vindicator of law.
You deflect the vindicator of law's charge aside in an ungraceful parry.
You parry the vindicator of law's charge.
Your slash wounds the vindicator of law.
The vindicator of law has quite a few wounds.

<714hp 893ma 385mv> <8pm (night)\17278gc\>
Your cyclone *** DEMOLISHES *** the vindicator of law!
Your wildfire scratches the vindicator of law.
You awkwardly parry the vindicator of law's charge with a loud clang.
You parry the vindicator of law's charge with an easy flourish.
Your stab wounds the vindicator of law.
Your flaming bite scratches the vindicator of law.
The vindicator of law has quite a few wounds.

<714hp 883ma 385mv> <8pm (night)\17278gc\>
Auhror flies in.
An illusion of a Warlock walks in.
An illusion of Xavier walks in.
An illusion of the Huntsmaster walks in.
Auhror walks in.
Auhror walks in.
Auhror walks in.
The vindicator of law has quite a few wounds.

<714hp 883ma 385mv> <8pm (night)\17278gc\>
The vindicator of law says 'You may not enter with blood on your hands, Auhror.
'
The vindicator of law blocks Auhror from entering the inner sanctum.
The vindicator of law has quite a few wounds.

<714hp 883ma 385mv> <8pm (night)\17278gc\>
You yell 'Help! I am being attacked by Auhror!'
Auhror fades into existence.
Your shield wobbles and barely deflects Auhror's unholy wrath.
You parry Auhror's unholy wrath with an easy flourish.
Your shield jolts under Auhror's unholy wrath, but holds.
The vindicator of law has quite a few wounds.

<714hp 883ma 385mv> <8pm (night)\17278gc\> c fire
You summon the elemental force of fire to your aid.
Auhror shatters into tiny fragments of glass.
Auhror shatters into tiny fragments of glass.
Auhror shatters into tiny fragments of glass.
An illusion of the Huntsmaster yells 'Help! Mishtkah just filled the room with
fire!'
Your fire storm MANGLES an illusion of the Huntsmaster!
An illusion of Xavier yells 'Help! Mishtkah just filled the room with fire!'
Your fire storm MASSACRES an illusion of Xavier!
An illusion of a Warlock yells 'Help! Mishtkah just filled the room with fire!'

Your fire storm *** DEVASTATES *** an illusion of a Warlock!
Your fire storm MASSACRES Auhror!
Your fire storm MASSACRES the vindicator of law!
The vindicator of law has quite a few wounds.

<714hp 868ma 385mv> <8pm (night)\17278gc\>
Your wildfire grazes an illusion of the Huntsmaster.
Your wildfire wounds an illusion of Xavier.
Your wildfire decimates an illusion of a Warlock!
Your wildfire grazes Auhror.
Your wildfire mauls the vindicator of law.
You parry the vindicator of law's charge.
You parry the vindicator of law's charge.
Your slash mauls the vindicator of law.
You parry Auhror's unholy wrath.
You deflect Auhror's unholy wrath aside in an ungraceful parry.
Auhror's unholy wrath injures you.
Your force shield shimmers, then fades away.
An illusion of the Huntsmaster's slash injures you.
You awkwardly parry an illusion of the Huntsmaster's slash with a loud clang.
You awkwardly parry an illusion of the Huntsmaster's slash with a loud clang.
You deflect an illusion of the Huntsmaster's slash aside in an ungraceful parry
.
You parry an illusion of Xavier's slash with an easy flourish.
An illusion of Xavier's slash MUTILATES you!
You block an illusion of Xavier's attack with your shield.
You thrust an illusion of a Warlock's slash aside in a skillful parry.
The vindicator of law has quite a few wounds.

<645hp 868ma 385mv> <8pm (night)\17278gc\> c cyc

Auhror utters the words, 'sguaiuq egruoai'.
A deadly dragon snakes in and attacks!
The vindicator of law has quite a few wounds.

<645hp 868ma 385mv> <8pm (night)\17278gc\> You summon the elemental force of ai
r to your aid.
Your cyclone DISEMBOWELS an illusion of the Huntsmaster!
Your cyclone DISEMBOWELS an illusion of Xavier!
Your cyclone MANGLES an illusion of a Warlock!
Your cyclone DISEMBOWELS Auhror!
Your cyclone DISEMBOWELS the vindicator of law!
Your wildfire decimates an illusion of the Huntsmaster!
Your wildfire wounds an illusion of Xavier.
Your wildfire decimates an illusion of a Warlock!
Your wildfire grazes Auhror.
Your cyclone DISEMBOWELS an illusion of the Huntsmaster!
Your cyclone DISEMBOWELS an illusion of Xavier!
Your cyclone *** DEMOLISHES *** an illusion of a Warlock!
Your cyclone DISEMBOWELS Auhror!
Your cyclone DISEMBOWELS the vindicator of law!
Your wildfire injures the vindicator of law.
Your shield wobbles and barely deflects the vindicator of law's charge.
You thrust the vindicator of law's charge aside in a skillful parry.
Your stab injures the vindicator of law.
Auhror's unholy wrath mauls you.
You parry Auhror's unholy wrath.
Auhror's unholy wrath mauls you.
Your shield wobbles and barely deflects an illusion of the Huntsmaster's slash.

An illusion of the Huntsmaster's slash DISEMBOWELS you!
An illusion of the Huntsmaster's slash DISMEMBERS you!
You block an illusion of the Huntsmaster's attack with your shield.
Your shield wobbles and barely deflects an illusion of a Warlock's slash.
An illusion of Xavier blows apart with a pop!
Virgil gives you 253 gold coins for your tenacity.
An illusion of Xavier's body disintegrates into dust.
The vindicator of law has quite a few wounds.

<486hp 843ma 385mv> <8pm (night)\17531gc\> fle

The vindicator of law tries to disarm you, but fails.
The vindicator of law has quite a few wounds.

<486hp 843ma 385mv> <8pm (night)\17531gc\> fle
fle

Auhror utters the words, 'urrjguaiabral gszqhcandus'.
A spectre materializes from the shadows!
The vindicator of law has quite a few wounds.

<486hp 843ma 385mv> <8pm (night)\17531gc\>
Your wildfire wounds an illusion of the Huntsmaster.
Your wildfire injures an illusion of a Warlock.
Your wildfire injures Auhror.
Your cyclone *** DEMOLISHES *** an illusion of a Warlock!
Your cyclone DISMEMBERS Auhror!
Your cyclone DISMEMBERS the vindicator of law!
Your wildfire hits the vindicator of law.
You deflect the vindicator of law's charge aside in an ungraceful parry.
You parry the vindicator of law's charge.
Your slash injures the vindicator of law.
Your flaming bite scratches the vindicator of law.
You parry Auhror's unholy wrath with an easy flourish.
You block Auhror's attack with your shield.
Auhror's unholy wrath wounds you.
An illusion of a Warlock blows apart with a pop!
Virgil gives you 253 gold coins for your tenacity.
An illusion of a Warlock's body disintegrates into dust.
An illusion of the Huntsmaster blows apart with a pop!
Virgil gives you 288 gold coins for your tenacity.
An illusion of the Huntsmaster's body disintegrates into dust.
The vindicator of law has quite a few wounds.

<468hp 833ma 385mv> <8pm (night)\18072gc\> You flee from combat!
The vindicator of law says 'You may not pass, Mishtkah.'
The vindicator of law blocks you from entering the inner sanctum.

<468hp 833ma 385mv> <8pm (night)\18072gc\> You aren't fighting anyone.
The vindicator of law yells 'Mishtkah! You shall pay!'
You awkwardly parry the vindicator of law's charge with a loud clang.
You parry the vindicator of law's charge with an easy flourish.
The vindicator of law has quite a few wounds.

<468hp 833ma 385mv> <8pm (night)\18072gc\> You flee from combat!
Atop the Spiralled Stairs
| You stand atop the spiraling staircase a bit lost for breath.
| A faint glow fills the room from a small lit torch perched
*-* | up against the wall. On the southern side of the room you
| | notice a large banner with an iron fist embroidered into
*-@-* | it. To the north is a small circular room, and the room
| | of induction lies to the east. A small hallway leads to
* | the east.
|
|
---------+

[Exits: north east west down]

<468hp 833ma 383mv> <8pm (night)\18072gc\> west
Room of Induction
| You are in a room that has been designed to capture your
| eyes, and lead your thoughts down various paths. It is
*-*| to this room that many Justices have come in the past
| | to solve cases that have left them stumped. It is a place
@-*-*| for thinking. A silver chandelier hangs from the celing
|| lighting the room with a soft iridescent glow that radiates
*| off the stone walls around you. On the wall to your western
| side is a picture of the man whom brought law to the once
| chaos burdened lands, Stryth. To the east is back atop
---------+ the spiraled stairs.

[Exits: east]
(White Aura) Sirien, the Cleric is here cursing the paths of non-lawfuls.

<468hp 833ma 381mv> <8pm (night)\18072gc\> c bar
You encase yourself in a physical barrier.

<468hp 713ma 381mv> <8pm (night)\18072gc\> east
scan all

Auhror flies in.

<468hp 713ma 381mv> <8pm (night)\18072gc\>
You yell 'Help! I am being attacked by Auhror!'
Your shield wobbles and barely deflects Auhror's unholy wrath.
Auhror's unholy wrath wounds you.
Auhror's unholy wrath mauls you.
No way! You are still fighting!
Auhror looks pretty hurt.

<428hp 713ma 381mv> <8pm (night)\18072gc\> You scan all around.
You scan east.
*** Range 2 (east) ***
(White Aura) The vindicator of law stands ready to defend the antechamber.
Your slash wounds Auhror.
Your flaming bite scratches Auhror.
Auhror's unholy wrath wounds you.
You parry Auhror's unholy wrath with an easy flourish.
Auhror's unholy wrath wounds you.
Auhror looks pretty hurt.

<390hp 713ma 381mv> <8pm (night)\18072gc\> qq
You bow your head as you call forth the full power of the arcane.
The ground erupts as Auhror is caught in a searing beam of arcane light.
Your hellstream MASSACRES Auhror!
Auhror looks pretty hurt.

<390hp 668ma 381mv> <8pm (night)\18072gc\> qq

Your slash injures Auhror.
Your flaming bite scratches Auhror.
Auhror's unholy wrath injures you.
You parry Auhror's unholy wrath.
You parry Auhror's unholy wrath.
Auhror's illusionary spectre devastates you!
Auhror's illusionary spectre devastates you!
Auhror's psionic dragon's claw MUTILATES you!
Auhror has fled!
A sense of dread permeates the room.
You remain resolute against the visions.
Auhror flies east.

<277hp 668ma 381mv> <8pm (night)\18072gc\> east

Auhror flies in.

<277hp 668ma 381mv> <8pm (night)\18072gc\> qq

You yell 'Help! I am being attacked by Auhror!'
Auhror's unholy wrath injures you.
Auhror's unholy wrath wounds you.
Auhror's unholy wrath wounds you.
Auhror looks pretty hurt.

<224hp 668ma 381mv> <8pm (night)\18072gc\>
Your stab injures Auhror.
Auhror's unholy wrath wounds you.
You parry Auhror's unholy wrath with an easy flourish.
Auhror looks pretty hurt.

<204hp 668ma 381mv> <8pm (night)\18072gc\> You bow your head as you call forth
the full power of the arcane.
The ground erupts as Auhror is caught in a searing beam of arcane light.
Your hellstream === OBLITERATES === Auhror!
Auhror is hurled up and then slammed into the ground with deadly force.
Auhror is DEAD!!
Auhror's ear is ripped off of his head.

<204hp 623ma 381mv> <8pm (night)\18072gc\> west
get coins corpse
Atop the Spiralled Stairs
| You stand atop the spiraling staircase a bit lost for breath.
| A faint glow fills the room from a small lit torch perched
*-* | up against the wall. On the southern side of the room you
| | notice a large banner with an iron fist embroidered into
C-@-* | it. To the north is a small circular room, and the room
| | of induction lies to the east. A small hallway leads to
* | the east.
|
|
---------+

[Exits: north east west down]

<204hp 623ma 379mv> <8pm (night)\18072gc\> They aren't here.

<204hp 623ma 379mv> <8pm (night)\18072gc\> Room of Induction
| You are in a room that has been designed to capture your
| eyes, and lead your thoughts down various paths. It is
*-*| to this room that many Justices have come in the past
| | to solve cases that have left them stumped. It is a place
@-*-*| for thinking. A silver chandelier hangs from the celing
|| lighting the room with a soft iridescent glow that radiates
*| off the stone walls around you. On the wall to your western
| side is a picture of the man whom brought law to the once
| chaos burdened lands, Stryth. To the east is back atop
---------+ the spiraled stairs.

[Exits: east]
The corpse of Auhror is lying here, utterly devastated.
The ripped-off ear of Auhror is lying here.
(White Aura) Sirien, the Cleric is here cursing the paths of non-lawfuls.

<204hp 623ma 377mv> <8pm (night)\18072gc\> You get 42093 gold coins from the co
rpse of Auhror.

<204hp 623ma 377mv> <8pm (night)\60165gc\>
The wildfire you started has died out.

<211hp 651ma 385mv> <9pm (night)\60165gc\> l i corpse
The corpse of Auhror holds:
(Humming) a suit of black eog bodyarmor
(Invis) (Humming) flaming gauntlets
( 2) (Glowing) a brooch of life
a pair of phoenix-crested steel boots
a stony earring engraved with an obsidian jewel
(Humming) some speckled coral leggings
( 2) (Glowing) (Humming) a band of Light
(Invis) (Glowing) a phasing stone
(Humming) a blackened heart
a Big Ol'Pack sack (open)
(Glowing) (Humming) a long staff dripping with acid
(Invis) a telepathic band
(Glowing) (Humming) 'zxel', the Demonic Staff of Skulls
a seashell ring
(Glowing) (Humming) a major globe of invulnerability
(Glowing) the dagger of Yog-Sothoth
a helm of Justice
(Humming) a peacemaker knout
some grotesque arm guards
( 2) (Humming) an ebony bracelet
(Invis) (Glowing) a cube of Force
(Glowing) (Humming) a belt of remembrance
[Hit Return to continue]
(Glowing) (Humming) a ring of remembrance
( 2) a gyvel potion
(Glowing) a mystical velvet robe of the magi
( 2) a purple potion
a pair of deflective irongem brogans of shielding

<211hp 651ma 385mv> <9pm (night)\60165gc\> get staff corpse
You get a long staff dripping with acid from the corpse of Auhror.

<211hp 651ma 385mv> <9pm (night)\60165gc\> get staff corpse
You get 'Zxel', the Demonic Staff of Skulls from the corpse of Auhror.
You lack the moral conviction to hold 'Zxel', the Demonic Staff of Skulls and d
rop it.

<211hp 651ma 385mv> <9pm (night)\60165gc\> get yog corpse
You get the dagger of Yog-Sothoth from the corpse of Auhror.

<211hp 651ma 385mv> <9pm (night)\60165gc\> sac 1.
You receive 50 taijis of [KEEPER].
You receive 50 taijis of [KEEPER].
Virgil gives you 8960 gold coins for your sacrifice.

<211hp 651ma 385mv> <9pm (night)\69125gc\> l i corpse
The corpse of Auhror holds:
(Humming) a suit of black eog bodyarmor
(Invis) (Humming) flaming gauntlets
( 2) (Glowing) a brooch of life
a pair of phoenix-crested steel boots
a stony earring engraved with an obsidian jewel
(Humming) some speckled coral leggings
( 2) (Glowing) (Humming) a band of Light
(Invis) (Glowing) a phasing stone
(Humming) a blackened heart
a Big Ol'Pack sack (open)
(Invis) a telepathic band
a seashell ring
(Glowing) (Humming) a major globe of invulnerability
a helm of Justice
(Humming) a peacemaker knout
some grotesque arm guards
( 2) (Humming) an ebony bracelet
(Invis) (Glowing) a cube of Force
(Glowing) (Humming) a belt of remembrance
(Glowing) (Humming) a ring of remembrance
( 2) a gyvel potion
(Glowing) a mystical velvet robe of the magi
[Hit Return to continue]
( 2) a purple potion
a pair of deflective irongem brogans of shielding

<211hp 651ma 385mv> <9pm (night)\69125gc\> get phas corpse
You get a phasing stone from the corpse of Auhror.

<211hp 651ma 385mv> <9pm (night)\69125gc\> get ebony corpse
get ebony corpse
You get an ebony bracelet from the corpse of Auhror.

<211hp 651ma 385mv> <9pm (night)\69125gc\> You can't carry that many items.

<211hp 651ma 385mv> <9pm (night)\69125gc\> get grot corpse
You see nothing like that in the corpse of Auhror.

<211hp 651ma 385mv> <9pm (night)\69125gc\> i
You are carrying:
(Humming) an ebony bracelet
(Invis) (Glowing) a phasing stone
(Glowing) the dagger of Yog-Sothoth
(Glowing) (Humming) a long staff dripping with acid
a bottomless tankard
a psionic fireserpent fang of altering reality
a psi-faded garnet band of resistance
a seashell ring
a ruby-red gilded wristguard of potency
an onyx-black gilded warm emblem of alacrity
a pair of earthen ethermoss gloves of the mountains
an earthen gilded warhelmet of the mountains
an earthen gilded waistchain of the hills
a Big Ol'Pack sack (open)
(Humming) a Hell-blade
(Glowing) (Humming) a ring of remembrance

<211hp 651ma 385mv> <9pm (night)\69125gc\> put all sack
You put a bottomless tankard in a Big Ol'Pack Sack.
You put a psionic fireserpent fang of altering reality in a Big Ol'Pack Sack.
You put a psi-faded garnet band of resistance in a Big Ol'Pack Sack.
You put a seashell ring in a Big Ol'Pack Sack.
You put a ruby-red gilded wristguard of potency in a Big Ol'Pack Sack.
You put an onyx-black gilded warm emblem of alacrity in a Big Ol'Pack Sack.
You put a pair of earthen ethermoss gloves of the mountains in a Big Ol'Pack Sa
ck.
You put an earthen gilded warhelmet of the mountains in a Big Ol'Pack Sack.
You put an earthen gilded waistchain of the hills in a Big Ol'Pack Sack.

<211hp 651ma 385mv> <9pm (night)\69125gc\> get grot corpse

The clouds disappear.
The white aura around your body fades.

<217hp 683ma 385mv> <10pm (night)\69125gc\> You see nothing like that in the co
rpse of Auhror.

<217hp 683ma 385mv> <10pm (night)\69125gc\> l i corpse
The corpse of Auhror holds:
(Humming) a suit of black eog bodyarmor
(Invis) (Humming) flaming gauntlets
( 2) (Glowing) a brooch of life
a pair of phoenix-crested steel boots
a stony earring engraved with an obsidian jewel
(Humming) some speckled coral leggings
( 2) (Glowing) (Humming) a band of Light
(Humming) a blackened heart
a Big Ol'Pack sack (open)
(Invis) a telepathic band
a seashell ring
(Glowing) (Humming) a major globe of invulnerability
a helm of Justice
(Humming) a peacemaker knout
some grotesque arm guards
(Invis) (Glowing) a cube of Force
(Glowing) (Humming) a belt of remembrance
(Glowing) (Humming) a ring of remembrance
( 2) a gyvel potion
(Glowing) a mystical velvet robe of the magi
(Humming) an ebony bracelet
( 2) a purple potion
[Hit Return to continue]
a pair of deflective irongem brogans of shielding

<217hp 683ma 385mv> <10pm (night)\69125gc\> get leggings corpse
You get some speckled coral leggings from the corpse of Auhror.

<217hp 683ma 385mv> <10pm (night)\69125gc\> get band corpse
You get a Band of Light from the corpse of Auhror.

<217hp 683ma 385mv> <10pm (night)\69125gc\> get band corpse
You get a telepathic band from the corpse of Auhror.

<217hp 683ma 385mv> <10pm (night)\69125gc\> get robe corpse
You get a mystical velvet robe of the magi from the corpse of Auhror.

<217hp 683ma 385mv> <10pm (night)\69125gc\> east
Atop the Spiralled Stairs
| You stand atop the spiraling staircase a bit lost for breath.
| A faint glow fills the room from a small lit torch perched
*-* | up against the wall. On the southern side of the room you
| | notice a large banner with an iron fist embroidered into
C-@-* | it. To the north is a small circular room, and the room
| | of induction lies to the east. A small hallway leads to
* | the east.
|
|
---------+

[Exits: north east west down]

Comments

  1. Lol. This change is pure imm biasedness!
      [reply to Merlandox]

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