Connected to host abandonedrealms.com
_________________________________________________________________________
//o o\\
|| Original DikuMUD by Tom Madsen, Katya Nyoboe, Hans Staerfeldt, Michael ||
|| Seifert and Sebastian Hammer. Based on Merc 2.1 code by Hatchet, Fury ||
|| and Kahn. Rom 2.4 copyright (c) 1993-1994 Russ Taylor. Founded by ||
|| Denadlyr, Rakhashe, Sarich, Stryth and Virgil. Maintained by Olyn, ||
|| Vanisse, Nycticora. Owner: Davairus (douglas.stuart.james@ucla.edu) ||
\\o______________________________________________________________________o//
,--.
You have entered... { }
K, }
/ -Y'
, / / T H E A B A N D O N E D
{_'-K.__/
'/-.__L._ R E A L M S
/ h' /`\_}
/ t' / abandonedrealms.com 9000
____ / ' / A Player Killing, Roleplaying MUD
,-'---- --/ ' /_
,' ``--- ',
( Y R & D: Olyn, Nycticora
{ I World Builder: Vanisse
{ - ', Game Design: By committee
| ', ) Lead, Quality Assurance: Davairus
| | ,..__ __. Y
| .,_./ Y ' / ^Y J )|
\ |' / | | ||
\ L_/ . _ (_,.'(
\, , ^^""' / | )
\_ \ /,L] /
'-_--, ' ' ./' All hope abandon ye who enter here...
''{_ )
^^\..___,.--'
]=I==II==I=[ _/
\\__||__// _/ ]=I==II==I=[
]=I==II==I=[ |.. ' *| / \_ \\__||__//
\\__||__// |. /\ #| _ / /\ |-_ []#|
| [] | | ## *| / \_ | |
| ..| | . , #| \__ ]=I==II==I=[
___ ____ ___ | .. | __ |..__.*| __ _/ \ \\__||__//
] I---I I--I [ |.. | | ||_| |_|| | / | _*|
]_____________[ | .. []| \--\-|-|--/-// _/ | _ #|
\_\| |_| |/_/ |_ _ | _ _ _| ' *| |' *|
| . |'-'-' '-' '-' '-' '-' | [] #|-|--|-_-_-_-_ _ _ _|_' #|
| ' |=-=-=-=-=-=-=-=-=-=-=-| []*|-----________' ' ' ] *|
| ' ' []| _-_-_-_-_ ' |- #| , ' '''''''[' _#|
| ' ' '| [] | | | | | []' | [] *| ' . ' |' I*|
| - | ' | | | | | ' | ; ' #| . | ' | #|
/_'_-_-___-\__,__|_|_|_|_|_______| ' , *| _______+___,__,-/._.._.\
_,--' __,-' /,_,_v_Y_,_v\\-' -
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By what name do you wish to be remembered? cedowyl
//============================== M O T D ==============================\\
| Upcoming events: |
| 34h:39m:40s until surge - beginning at Tue May 2 15:00:00 UTC |
| Read more about any event in the game with EVENT LIST. |
| |
| Be a part of our community: http://www.abandonedrealms.com/forum |
|===> Player killing is ENCOURAGED, and roleplaying is REQUIRED <===|
\\=====================================================================//
//=====================================================================\\
| * 4/30: ESAY helpfile updated by Kedaleam (7 more) |
| * 4/25: removed stuck pig from fountain exit desc |
| * 4/21: Grand trombone weight is now realistic. |
| * 4/19: Glinting silver bracelet now reacts to glinting keyword. |
| * 4/14: Metalsmith in winter no longer stands around in the dark. |
| * 4/10: Lobo's sleeves are now on his arms instead of his waist. |
| * 4/4: The exile choppy waters are now oceanic. |
| * 4/3: Fixed typo in HELP SHADOWFORM |
\\=====================================================================//
It is 9 o'clock pm, Day of the Taekir War, 1st Renewal of the Celestial of Prudence
Nunitari is arriving over the western kingdoms.
Password:
Welcome to Abandoned Realms. You will never be the same.
The Infirmary
| This room is quite obviously where the sick and needy
| are brought for the attention of the Healers, since the
| walls are lined with beds and cots and are filled with
| the injured and diseased. Soft cries and moans are sometimes
@-* | punctuated by a shrill shriek of joy, as a patient discovers
| | they have been fully restored, often brought back from
+ | the brink of death by the skilled practitioners that
| | wander the room tending them. The entire infirmary is
+-+-+-+| sheathed in polished white marble, and the normal sickly
---------+ smell and aura that is associated with a place where
the sick are gathered is strangely absent here, and instead is replaced by
a supreme aura of peace and tranquility. The guild hall can be reached to the
east.
[Exits: east]
(Charmed) A mighty gules lion is here, faithfully guarding its master.
A poor sick patient is lying here suffering.
(White Aura) Korvoduin the healer guildmaster is here teaching the young priests.
[JUSTICE] The Guardian of Justice: 'Hail Cedowyl, may the Law serve you as you serve it.'
[JUSTICE] The Guardian of Justice: 'The Iron Fist of Justice is in the altar of Justice.'
You have 4 unread changes, 30 unread publications and 1 unread issue.
<814hp 700m 221mv calm 9pm (night)><no opponent no opponent>*none*
[INFO] MXP version 1.0 detected and enabled.
<814hp 700m 221mv calm 9pm (night)><no opponent no opponent>*none* where
who|who pk
Players near you in Seringale:
<PK> Cedowyl The Infirmary
<PK> Rhalmmda The East Common Road
<PK> Dluldor A Backroom
<814hp 700m 221mv calm 9pm (night)><no opponent no opponent>*none* [50 H-Elf Pal] <PK> [JUSTICE] (Commander) [Law] Judge Cedowyl the Holy Knight, Commander of Justice
[ H-Elf ] <PK> [KNIGHT] Sir Rhalmmda the Shadow Master of the Marama Kuei, Footman of Valour
[ Golem ] <PK> Dluldor the Holy Shaman
Players found: 3
[KNIGHT] Light shall prevail throughout the lands.
There are 3 characters on; the most on this past month was 13.
<814hp 700m 221mv calm 9pm (night)><no opponent no opponent>*none* [50 H-Elf Pal] <PK> [JUSTICE] (Commander) [Law] Judge Cedowyl the Holy Knight, Commander of Justice
[50 H-Elf Shw] <PK> (JUGGERNAUT) [KNIGHT] Sir Rhalmmda the Shadow Master of the Marama Kuei, Footman of Valour
[50 Golem Sha] <PK> Dluldor the Holy Shaman
Players found: 3
[KNIGHT] Light shall prevail throughout the lands.
There are 3 characters on; the most on this past month was 13.
<814hp 700m 221mv calm 9pm (night)><no opponent no opponent>*none* sc
/@============================================================-
| \
| Cedowyl the Holy Knight, Commander of Justice, adherent of Eloret|
| Adherent of the Order of Law |
| Rank Commander of [JUSTICE], 23 years old (134 hours). |
| |
| Race: Half-elf Hometown: Seringale Health: 814/814 |
| Sex: Male Alignment: Good Mana: 700/751 |
| Class: Paladin Ethos: Lawful Move: 221/399 |
\ -------------------------------------------/
| |
| Streng: 19 (19+0) Rating: Good Weight: 241/350 |
| Intell: 22 (22+0) Level: 50 Pracs: 3 |
| Wisdom: 20 (21-1) Exp tnl: 22680 Trains: 1 |
| Dexter: 22 (22+0) Relics: 2372 Items: 35/37 |
| Consti: 15 (18-3) Gold: 0 Wimpy: 1 hp |
| Luck: Fortunate Hunger: [*****] Thirst: [*****] |
| |
| Condition: In prime health |
------------------------------------------ \
/ |
| Armor Vs Pierce: 275 Saving Throws |
| Hitroll: 37 Vs Bash: 280 Afflictive: 81 |
| Damroll: 31 Vs Slash: 288 Maledictive: 104 |
| Vs Magic: 176 Mental: 80 |
\==========================================================-/
You are affected by the following:
Set : Regal Radiance : modifies hitroll by 6 permanently
: modifies strength by 4 permanently
: modifies save vs spell by 12 permanently
Power: vigilance : lasts for 19 hours
Spell: detect invis : lasts for 21 hours
Spell: bless : modifies hitroll by 6 for 33 hours
: modifies save vs spell by 6 for 33 hours
Spell: detect evil : lasts for 27 hours
Skill: holy armor : modifies armor class by 20 permanently
Spell: armor : modifies armor class by 20 for 21 hours
Spell: protection : modifies save vs spell by 1 for 21 hours
Spell: virtuous light : modifies armor class by 26 for 22 hours
: modifies luck by 1 for 22 hours
: modifies save vs maledictive by 5 for 22 hours
<814hp 700m 221mv calm 9pm (night)><no opponent no opponent>*none*
(WILDLY) Dluldor yells 'Help! I am being attacked by Rhalmmda!'
<814hp 700m 221mv calm 9pm (night)><no opponent no opponent>*none* wanted rhalmmda 1
Rhalmmda is now a criminal.
[JUSTICE] The Guardian of Justice: 'NOTICE: Rhalmmda has been marked a criminal by Cedowyl for breaking the first law.'
<814hp 700m 221mv calm 9pm (night)><no opponent no opponent>*none* where
(WILDLY) Dluldor yells 'Help! I am being attacked by Rhalmmda!'
<814hp 700m 221mv calm 9pm (night)><no opponent no opponent>*none* who|who pk
Players near you in Seringale:
<PK> Cedowyl The Infirmary
<PK> Rhalmmda Armory
<PK> Dluldor Armory
<814hp 700m 221mv calm 9pm (night)><no opponent no opponent>*none* [50 H-Elf Pal] <PK> [JUSTICE] (Commander) [Law] Judge Cedowyl the Holy Knight, Commander of Justice
[ H-Elf ] <PK> [KNIGHT] (WANTED:*) Sir Rhalmmda the Shadow Master of the Marama Kuei, Footman of Valour
[ Golem ] <PK> Dluldor the Holy Shaman
Players found: 3
[KNIGHT] Light shall prevail throughout the lands.
There are 3 characters on; the most on this past month was 13.
<814hp 700m 221mv calm 9pm (night)><no opponent no opponent>*none* [50 H-Elf Pal] <PK> [JUSTICE] (Commander) [Law] Judge Cedowyl the Holy Knight, Commander of Justice
[50 H-Elf Shw] <PK> (JUGGERNAUT) [KNIGHT] (WANTED:*) Sir Rhalmmda the Shadow Master of the Marama Kuei, Footman of Valour
[50 Golem Sha] <PK> Dluldor the Holy Shaman
Players found: 3
[KNIGHT] Light shall prevail throughout the lands.
There are 3 characters on; the most on this past month was 13.
<814hp 700m 221mv calm 9pm (night)><no opponent no opponent>*none* look
The Infirmary
| This room is quite obviously where the sick and needy
| are brought for the attention of the Healers, since the
| walls are lined with beds and cots and are filled with
| the injured and diseased. Soft cries and moans are sometimes
@-* | punctuated by a shrill shriek of joy, as a patient discovers
| | they have been fully restored, often brought back from
+ | the brink of death by the skilled practitioners that
| | wander the room tending them. The entire infirmary is
+-+-+-+| sheathed in polished white marble, and the normal sickly
---------+ smell and aura that is associated with a place where
the sick are gathered is strangely absent here, and instead is replaced by
a supreme aura of peace and tranquility. The guild hall can be reached to the
east.
[Exits: east]
(Charmed) A mighty gules lion is here, faithfully guarding its master.
A poor sick patient is lying here suffering.
(White Aura) Korvoduin the healer guildmaster is here teaching the young priests.
<814hp 700m 221mv calm 9pm (night)><no opponent no opponent>*none*
A patient writhes in agony.
stand|who|who pk|where|af
<814hp 728m 280mv calm 10pm (night)><no opponent no opponent>*none* You stand up.
<814hp 728m 280mv calm 10pm (night)><no opponent no opponent>*none* [50 H-Elf Pal] <PK> [JUSTICE] (Commander) [Law] Judge Cedowyl the Holy Knight, Commander of Justice
[ H-Elf ] <PK> [KNIGHT] (WANTED:*) Sir Rhalmmda the Shadow Master of the Marama Kuei, Footman of Valour
[ Golem ] <PK> Dluldor the Holy Shaman
Players found: 3
[KNIGHT] Light shall prevail throughout the lands.
There are 3 characters on; the most on this past month was 13.
<814hp 728m 280mv calm 10pm (night)><no opponent no opponent>*none* [50 H-Elf Pal] <PK> [JUSTICE] (Commander) [Law] Judge Cedowyl the Holy Knight, Commander of Justice
[50 H-Elf Shw] <PK> (JUGGERNAUT) [KNIGHT] (WANTED:*) Sir Rhalmmda the Shadow Master of the Marama Kuei, Footman of Valour
[50 Golem Sha] <PK> Dluldor the Holy Shaman
Players found: 3
[KNIGHT] Light shall prevail throughout the lands.
There are 3 characters on; the most on this past month was 13.
<814hp 728m 280mv calm 10pm (night)><no opponent no opponent>*none* Players near you in Seringale:
<PK> Cedowyl The Infirmary
<PK> Rhalmmda The Main Street
<PK> Dluldor A Tannery
<814hp 728m 280mv calm 10pm (night)><no opponent no opponent>*none* You are affected by the following:
Set : Regal Radiance : modifies hitroll by 6 permanently
: modifies strength by 4 permanently
: modifies save vs spell by 12 permanently
Power: vigilance : lasts for 18 hours
Spell: detect invis : lasts for 20 hours
Spell: bless : modifies hitroll by 6 for 32 hours
: modifies save vs spell by 6 for 32 hours
Spell: detect evil : lasts for 26 hours
Skill: holy armor : modifies armor class by 20 permanently
Spell: armor : modifies armor class by 20 for 20 hours
Spell: protection : modifies save vs spell by 1 for 20 hours
Spell: virtuous light : modifies armor class by 26 for 21 hours
: modifies luck by 1 for 21 hours
: modifies save vs maledictive by 5 for 21 hours
<814hp 728m 280mv calm 10pm (night)><no opponent no opponent>*none* tell rha Ah, friend
You tell Rhalmmda 'Ah, friend.'
<814hp 728m 280mv calm 10pm (night)><no opponent no opponent>*none* where
Players near you in Seringale:
<PK> Cedowyl The Infirmary
<PK> Rhalmmda The Main Street
<PK> Dluldor A Tannery
<814hp 728m 280mv calm 10pm (night)><no opponent no opponent>*none* who|who pk
[50 H-Elf Pal] <PK> [JUSTICE] (Commander) [Law] Judge Cedowyl the Holy Knight, Commander of Justice
[ H-Elf ] <PK> [KNIGHT] (WANTED:*) Sir Rhalmmda the Shadow Master of the Marama Kuei, Footman of Valour
[ Golem ] <PK> Dluldor the Holy Shaman
Players found: 3
[KNIGHT] Light shall prevail throughout the lands.
There are 3 characters on; the most on this past month was 13.
<814hp 728m 280mv calm 10pm (night)><no opponent no opponent>*none* [50 H-Elf Pal] <PK> [JUSTICE] (Commander) [Law] Judge Cedowyl the Holy Knight, Commander of Justice
[50 H-Elf Shw] <PK> (JUGGERNAUT) [KNIGHT] (WANTED:*) Sir Rhalmmda the Shadow Master of the Marama Kuei, Footman of Valour
[50 Golem Sha] <PK> Dluldor the Holy Shaman
Players found: 3
[KNIGHT] Light shall prevail throughout the lands.
There are 3 characters on; the most on this past month was 13.
<814hp 728m 280mv calm 10pm (night)><no opponent no opponent>*none* e
Healer Guildhall
| This is the guildhall of the Healer guild. Unlike most
| halls that belong to guilds, this one is more a storeroom
| than a meeting place. The walls are covered with shelves,
| each one bearing some herb, tool or bandage that would
*-@ +| assist the Healers in their work. Apart from these shelves
| || the walls are bare of anything except simple torches
+ +| to keep the hall lit in the night hours. A few members
| || of the guild wander in and out of the room, mostly from
+-+-+-+-+| the west, and some sit in chairs reading up on books
---------+ and manuals to do with their craft. Occasional cries
and moans drift in from what appears to be some form of infirmary to the west,
while the entrance to the guild lies to the south.
[Exits: south west]
The guildhall's mission board has been set here.
(White Aura) Dulanor the trainee is here rehearsing his communes.
A mighty gules lion walks in.
<814hp 728m 279mv calm 10pm (night)><no opponent no opponent>*none* s
Entrance of the Healer Guild
| You are standing before the gates that lead into the sacred
| guild of Healers. The gates glow with a soft, pure white
*-* +| light caused by the aura of goodness that pours from within
| || the guild itself. A large silver plaque is affixed to
@ +| both gates, and etched into it is the symbol of glowing
| || hands, giving a small glimpse of the miracles that are
+-+-+-+-+| known to take place inside the sacred halls. You may walk
| through the gate to the north of you and enter this guild,
| or return south on to the North Road.
---------+
[Exits: north south]
(White Aura) Surga the healer guild guardian stands here on guard.
A mighty gules lion walks in.
<814hp 728m 278mv calm 10pm (night)><no opponent no opponent>*none* s
The North Road
*-* +| You are on the North Road on Seringale. It is peaceful
| || and quiet here. Around you are magnificent buildings
+ +| made of fanciful stonework. You see the North Road continues
| || to the east and the west. The entrance to the Healer guild
+-+-@-+-+| lies to the north.
|
|
|
|
---------+
[Exits: north east west]
A human city guard of Seringale stands watch here.
A mighty gules lion walks in.
<814hp 728m 276mv calm 10pm (night)><no opponent no opponent>*none* guard
You yell 'Guards! Guards!'
A special guard now follows you.
A special guard comes to your rescue!
<814hp 688m 276mv calm 10pm (night)><no opponent no opponent>*none*
A human city guard walks north.
<814hp 688m 276mv calm 10pm (night)><no opponent no opponent>*none* e
The North Road
*-* +-+| You are on the North Road on Seringale. It is peaceful
| | | and quiet here. Around you are magnificent buildings
+ + | made of fanciful stonework. You see the North Road continuing
| | | to the east and west.
+-+-@-+-+|
|
|
|
|
---------+
[Exits: east west]
A special guard walks in.
A mighty gules lion walks in.
<814hp 688m 274mv calm 10pm (night)><no opponent no opponent>*none* e
The North Road
* +-+ | You are on the North Road on Seringale. It is peaceful
| | | and quiet here. Around you are magnificent buildings
+ + | made of fanciful stonework. You see the Temple Square
| | | to the north and the North Road continues to east and
+-+-@-+-+| the west.
|
|
|
|
---------+
[Exits: north east west]
A mighty gules lion walks in.
A special guard walks in.
<814hp 688m 272mv calm 10pm (night)><no opponent no opponent>*none* e
The North Road
+-+ B-+| You are on the North Road on Seringale. It is peaceful
| || and quiet here. Around you are magnificent buildings
+ S-+| made of fanciful stonework. You see the North Road continuing
| || to the east and west.
+-+-@-+-+|
||
S-+|
||
+-S-+|
---------+
[Exits: east west]
A dwarven city guard of Seringale stands watch here.
A special guard walks in.
A mighty gules lion walks in.
<814hp 688m 270mv calm 10pm (night)><no opponent no opponent>*none* e
The North Road
+-+ B-+-*| You are on the North Road on Seringale. It is peaceful
| | || and quiet here. Around you are magnificent buildings
+ S-+ *| made of fanciful stonework. You see the North Square
| | | to the east, and the North Road continues to the west.
+-+-@-+-+|
| ||
S-+ F|
| |
+-S-+-F|
---------+
[Exits: east west]
A human city guard of Seringale stands watch here.
A fearless adventurer is here, asking for a group to explore the Mystic Forest.
A mighty gules lion walks in.
A special guard walks in.
<814hp 688m 268mv calm 10pm (night)><no opponent no opponent>*none* e
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 brass finger post stands here.
The Herald Bulletin Board gleams majestically in the middle of the square.
A special guard walks in.
A mighty gules lion walks in.
<814hp 688m 266mv calm 10pm (night)><no opponent no opponent>*none* where
Players near you in Seringale:
<PK> Cedowyl North Square
<PK> Rhalmmda The South Main Street
<PK> Dluldor The Anxious Wench
<814hp 688m 266mv calm 10pm (night)><no opponent no opponent>*none* who|who pk
[50 H-Elf Pal] <PK> [JUSTICE] (Commander) [Law] Judge Cedowyl the Holy Knight, Commander of Justice
[ H-Elf ] <PK> [KNIGHT] (WANTED:*) Sir Rhalmmda the Shadow Master of the Marama Kuei, Footman of Valour
[ Golem ] <PK> Dluldor the Holy Shaman
Players found: 3
[KNIGHT] Light shall prevail throughout the lands.
There are 3 characters on; the most on this past month was 13.
<814hp 688m 266mv calm 10pm (night)><no opponent no opponent>*none* [50 H-Elf Pal] <PK> [JUSTICE] (Commander) [Law] Judge Cedowyl the Holy Knight, Commander of Justice
[50 H-Elf Shw] <PK> (JUGGERNAUT) [KNIGHT] (WANTED:*) Sir Rhalmmda the Shadow Master of the Marama Kuei, Footman of Valour
[50 Golem Sha] <PK> Dluldor the Holy Shaman
Players found: 3
[KNIGHT] Light shall prevail throughout the lands.
There are 3 characters on; the most on this past month was 13.
<814hp 688m 266mv calm 10pm (night)><no opponent no opponent>*none*
(WILDLY) Dluldor yells 'Help! I am being attacked by Rhalmmda!'
<814hp 688m 266mv calm 10pm (night)><no opponent no opponent>*none*
A human city guard walks in.
<814hp 688m 266mv calm 10pm (night)><no opponent no opponent>*none* s
The Main Street
S-+ | You are on the Main Street of Seringale. It is a very wide
| | street with lots of space to both sides. There are a significant
+-+-+-+-+| number of people rushing from one place to another, minding
| | || their own business. You see the bustling North Square to
S-@ F +| the north, as the Main street continues to the south. A
| || flurry of activity emanates from a tidy little shop to
+-S-+-F +| the west. A small pile of breadcrumbs lies in the center
| | of the street for some mundane reason.
S-+-S |
---------+
[Exits: north south west]
A refugee is here, wandering through the streets.
A mighty gules lion walks in.
A special guard walks in.
(WILDLY) Dluldor yells 'Die! Rhalmmda, you sorcerous dog!'
(WILDLY) Dluldor yells 'Help! Rhalmmda is attacking me!'
<814hp 688m 264mv calm 10pm (night)><no opponent no opponent>*none* s
The Main Street
+-+-+-+-+| You are on the Main Street of Seringale. It is a wide street
| | || with lots of space to both sides. There are tons of people
S-+ F +| rushing from one place to another, minding their own business.
| || You see a shop with a sign of a map to the east and the
+-S-@-F +| Mocker's Tavern to the west. Main Street continues to the
| | north and south.
S-+-S |
| |
*-+-* |
---------+
[Exits: north east south west]
A special guard walks in.
A mighty gules lion walks in.
<814hp 688m 262mv calm 10pm (night)><no opponent no opponent>*none* s
s
The Main Street
S-+ | You are on the Main Street of Seringale. It is a wide
| | street with lots of space to both sides. There are tons
+-S-+-F | of people rushing from one place to another, minding
| | their own business. You see a shop with a sign of a flute
S-@-S | to the west, and the general shop to the east.
| |
S *-+-* F|
| | | ||
+-+ +-+|
---------+
[Exits: north east south west]
A mighty gules lion walks in.
A special guard walks in.
<814hp 688m 260mv calm 10pm (night)><no opponent no opponent>*none* North of Market Square
+-S-+-F | You are north of Market Square. A marvellous monument
| | has been erected here in the middle of the city of Seringale,
S-+-S | ever flowing with clear drinkable water. The road is
| | well worn from the traffic constantly passing over it.
S *-@-* F| A path leads east and west around the fountain, while
| | | || the main street continues to the north.
+-+ +-+|
| | | ||
F *-+-* *|
---------+
[Exits: north east west]
A special guard walks in.
A mighty gules lion walks in.
<814hp 688m 258mv calm 10pm (night)><no opponent no opponent>*none* where $$
s
You didn't find any $$.
<814hp 688m 258mv calm 10pm (night)><no opponent no opponent>*none* A fenced-in fountain! You reach for the delicious water but can't fit through the iron bars.
<814hp 688m 258mv calm 10pm (night)><no opponent no opponent>*none* who
[50 H-Elf Pal] <PK> [JUSTICE] (Commander) [Law] Judge Cedowyl the Holy Knight, Commander of Justice
[ H-Elf ] <PK> [KNIGHT] (WANTED:*) Sir Rhalmmda the Shadow Master of the Marama Kuei, Footman of Valour
[ Golem ] <PK> Dluldor the Holy Shaman
Players found: 3
[KNIGHT] Light shall prevail throughout the lands.
There are 3 characters on; the most on this past month was 13.
<814hp 688m 258mv calm 10pm (night)><no opponent no opponent>*none* target rhalmmda
$$ will now be substituted with : rhalmmda
<814hp 688m 258mv calm 10pm (night)><no opponent no opponent>*none* where $$
<PK> Rhalmmda The Wicked Ale
<814hp 688m 258mv calm 10pm (night)><no opponent no opponent>*none* s
A fenced-in fountain! You reach for the delicious water but can't fit through the iron bars.
<814hp 688m 258mv calm 10pm (night)><no opponent no opponent>*none* e
Northeast of Market Square
S-+-F | You are standing northeast of the Market Square. A marvellous
| | monument has been erected here in the middle of the city
S-+-S | of Seringale, ever flowing The road is well worn from
| | the traffic constantly passing over it. You see a path
*-+-@ F +| around the square to the west and the south.
| | | ||
+ +-+-+|
| | | ||
*-+-* * S|
---------+
[Exits: south west]
A mighty gules lion walks in.
A special guard walks in.
<814hp 688m 257mv calm 10pm (night)><no opponent no opponent>*none* s
East of Market Square
S-+-S | You are east of Market Square. A marvellous monument has
| | been erected here in the middle of the city of Seringale,
*-+-* F +| ever flowing with clear with clear drinkable water. The road
| | | || is well worn from the traffic constantly passing over it.
+ @-+-+| A path leads north and south around the fountain, while the
| | | || common road continues to the east.
*-+-* * S|
| |
S-+-S |
---------+
[Exits: north east south]
(Pink Aura) A teary-eyed, scrawny little man wanders around moaning.
A special guard walks in.
A mighty gules lion walks in.
<814hp 688m 256mv calm 10pm (night)><no opponent no opponent>*none* s
w
Southeast of Market Square
*-+-* F +| You are standing southeast of the Market Square. A marvellous
| | | || monument has been erected here in the middle of the city
+ +-+-+| of Seringale, ever flowing with clear drinkable water. The
| | | || road is well worn from the traffic constantly passing over
*-+-@ * S| it. You see a path around the square to the west and north.
| |
S-+-S |
| |
S-+-* |
---------+
[Exits: north west]
A mighty gules lion walks in.
A special guard walks in.
<814hp 688m 255mv calm 10pm (night)><no opponent no opponent>*none* South of Market Square
S *-+-* F| You are south of Market Square. A marvellous monument has
| | | || been erected here in the middle of the city of Seringale,
+-+ +-+| ever flowing with clear drinkable water. The road is well
| | | || worn from the traffic constantly passing over it. A path
F *-@-* *| leads east and west around the fountain, while the main
| | street continues to the south.
S-+-S |
| |
S-+-* |
---------+
[Exits: east south west]
A special guard walks in.
A mighty gules lion walks in.
<814hp 688m 254mv calm 10pm (night)><no opponent no opponent>*none* s
The Main Street
+-+ +-+| You are on the Main Street of Seringale. It is a wide street
| | | || with lots of space to both sides. There are tons of people
F *-+-* *| rushing from one place to another, minding their own business.
| | You see a shop with a sign of a sewing needle to the east
S-@-S | and to the west, the pet shop.
| |
S-+-* |
| |
S-+-S |
---------+
[Exits: north east south west]
A mighty gules lion walks in.
A special guard walks in.
<814hp 698m 306mv calm 11pm (night)><no opponent no opponent>*none* sanc
You are surrounded by a white aura.
<814hp 623m 306mv calm 11pm (night)><no opponent no opponent>*none* s
s
The Main Street
*-+-* | You are on the Main Street of Seringale. It is a wide
| | street with lots of space to both sides. There are tons
S-+-S | of people rushing from one place to another, minding
| | their own business. You see entrances to taverns on
S-@-* | both sides of the street and the Main Street continues
| | to the north and the south.
S S-+-S |
| | |
+-+-+-+-+|
---------+
[Exits: north east south west]
A beggar wanders around asking for spare gold.
A beggar wanders around asking for spare gold.
A special guard walks in.
A mighty gules lion walks in.
<814hp 623m 304mv calm 11pm (night)><no opponent no opponent>*none* The Main Street
S-+-S | You are on the Main Street of Seringale. It is a wide
| | street with lots of space to both sides. There are tons
S-+-* | of people rushing from one place to another, minding
| | their own business. You see the Main Street continues
S S-@-S | to the north, entrances to taverns on both sides of the
| | | street and the South Square to the south.
+-+-+-+-+|
| | ||
+ S-+-S +|
---------+
[Exits: north east south west]
A mighty gules lion walks in.
A special guard walks in.
<814hp 623m 302mv calm 11pm (night)><no opponent no opponent>*none* s
South Square
S-+-* | You are at the South Square of Seringale. It is gloomy
| | and dim here. The square is a tiny opening in between
S S-+-S | a few broken down buildings. The air is stuffy and pungent
| | | from the various trash lying all over the ground. You
+-+-@-+-+| see the Main Street to the north and the south, and the
| | || South Road to the east and west.
+ S-+-S +|
| | |
+ +-+-o |
---------+
[Exits: north east south west down]
A halfling citizen of Seringale strolls about.
A special guard walks in.
A mighty gules lion walks in.
<814hp 623m 300mv calm 11pm (night)><no opponent no opponent>*none* s
e
murder $$
The South Main Street
S S-+-S | You are on the Main Street of Seringale. It is a wide street
| | | with lots of space to both sides. Although the street is
+-+-+-+-+| wide, it is very poorly lit, so it is very gloomy and dim
| | || here. All around you are beggars and panhandlers dressed
+ S-@-S +| in filthy clothing. The buildings surrounding you are old
| | | and run down. They seem like they have been made ages ago.
+ +-+-o | The once bright red bricks that the buildings are made of
| | | are now only pale, brittle chunks barely holding the walls
*-* + | of the buildings together. You see the South Square to the
---------+ north, entrances to taverns on both side of the street and
the Main Street continues to the south.
[Exits: north east south west]
A mighty gules lion walks in.
A special guard walks in.
<814hp 623m 298mv calm 11pm (night)><no opponent no opponent>*none* The Wicked Ale
S-+-S +| You are inside one of the inns of Seringale. The large room
| || is filled with chairs of foreign design. There are weird looking
+-+-+-+-+| gadgets hanging on the walls of the inn, bewildering your
| | | mind with questions of their use. A large bar stands at the
S-+-@ +-*| far end of the room. Huge mugs hangs down on the frames of
| | the bar, waiting to be used by the patrons to hold the house
+-+-o | selection of ales. A door to the west leads out of the inn
| | | on to the Main Street.
* + |
---------+
[Exits: west]
A bar stool rests here close to the bar.
(White Aura) (Red Aura) Dluldor the Holy Shaman is here.
(White Aura) (WANTED) Rhalmmda the Shadow Master of the Marama Kuei, Footman of Valour is here.
Raug the tavern owner is here selling you his exotic drinks.
(White Aura) (Red Aura) Fanatiel the drow gambler runs her roulette of death here.
A special guard walks in.
A mighty gules lion walks in.
<814hp 623m 297mv calm 11pm (night)><no opponent no opponent>*none*
Dluldor closes his eyes momentarily.
<814hp 623m 297mv calm 11pm (night)><no opponent no opponent>*none* (WILDLY) Rhalmmda yells 'Help! I am being attacked by Cedowyl!'
Your slice misses Rhalmmda.
Rhalmmda has a few scratches.
<814hp 623m 297mv aggressive 11pm (night)><blade dual_wield>*Rhalmmda*
Rhalmmda's chill mauls you.
Rhalmmda's freezing bite decimates you!
You block Rhalmmda's attack with your shield.
You parry Rhalmmda's freezing bite.
Rhalmmda's chill decimates you!
Your slice maims Rhalmmda!
A special guard's crush MUTILATES Rhalmmda!
Rhalmmda has some small wounds and bruises.
<737hp 623m 297mv aggressive 11pm (night)><blade dual_wield>*Rhalmmda* apprehend
Rhalmmda has fled!
Rhalmmda walks west.
<737hp 623m 297mv aggressive 11pm (night)><no opponent no opponent>*none* w
murder $$
You give out the command to apprehend criminals.
<737hp 623m 297mv aggressive 11pm (night)><no opponent no opponent>*none* The South Main Street
S S-+-S | You are on the Main Street of Seringale. It is a wide street
| | | with lots of space to both sides. Although the street is
+-+-+-+-+| wide, it is very poorly lit, so it is very gloomy and dim
| | || here. All around you are beggars and panhandlers dressed
+ S-@-S +| in filthy clothing. The buildings surrounding you are old
| | | and run down. They seem like they have been made ages ago.
+ +-+-o | The once bright red bricks that the buildings are made of
| | | are now only pale, brittle chunks barely holding the walls
*-* + | of the buildings together. You see the South Square to the
---------+ north, entrances to taverns on both side of the street and
the Main Street continues to the south.
[Exits: north east south west]
A mighty gules lion walks in.
A special guard walks in.
<737hp 623m 296mv aggressive 11pm (night)><no opponent no opponent>*none* They aren't here.
<737hp 623m 296mv aggressive 11pm (night)><no opponent no opponent>*none* where $$
<PK> Rhalmmda Southeast of Market Square
<737hp 623m 296mv aggressive 11pm (night)><no opponent no opponent>*none* n
Dluldor walks in.
<737hp 623m 296mv aggressive 11pm (night)><no opponent no opponent>*none* South Square
S-+-* | You are at the South Square of Seringale. It is gloomy
| | and dim here. The square is a tiny opening in between
S S-+-S | a few broken down buildings. The air is stuffy and pungent
| | | from the various trash lying all over the ground. You
+-+-@-+-+| see the Main Street to the north and the south, and the
| | || South Road to the east and west.
+ S-+-S +|
| | |
+ +-+-o |
---------+
[Exits: north east south west down]
A special guard walks in.
A mighty gules lion walks in.
<737hp 623m 294mv aggressive 11pm (night)><no opponent no opponent>*none* where $$
<PK> Rhalmmda Northeast of Market Square
<737hp 623m 294mv aggressive 11pm (night)><no opponent no opponent>*none* n
The Main Street
S-+-* | You are on the Main Street of Seringale. It is a wide
| | street with lots of space to both sides. There are tons
S-+-* | of people rushing from one place to another, minding
| | their own business. You see the Main Street continues
S S-@-S | to the north, entrances to taverns on both sides of the
| | | street and the South Square to the south.
+-+-+-+-+|
| | ||
+ S-+-S +|
---------+
[Exits: north east south west]
A halfling citizen of Seringale strolls about.
A mighty gules lion walks in.
A special guard walks in.
<737hp 623m 292mv aggressive 11pm (night)><no opponent no opponent>*none* n
The Main Street
*-+-* | You are on the Main Street of Seringale. It is a wide
| | street with lots of space to both sides. There are tons
S-+-* | of people rushing from one place to another, minding
| | their own business. You see entrances to taverns on
S-@-* | both sides of the street and the Main Street continues
| | to the north and the south.
S S-+-S |
| | |
+-+-+-+-+|
---------+
[Exits: north east south west]
A beggar wanders around asking for spare gold.
A beggar wanders around asking for spare gold.
A beggar wanders around asking for spare gold.
A special guard walks in.
A mighty gules lion walks in.
<737hp 623m 290mv aggressive 11pm (night)><no opponent no opponent>*none* n
The Main Street
+-+ +-+| You are on the Main Street of Seringale. It is a wide street
| | | || with lots of space to both sides. There are tons of people
* *-+-* *| rushing from one place to another, minding their own business.
| | You see a shop with a sign of a sewing needle to the east
S-@-* | and to the west, the pet shop.
| |
S-+-* |
| |
S-+-S |
---------+
[Exits: north east south west]
A mighty gules lion walks in.
A special guard walks in.
<737hp 623m 288mv aggressive 11pm (night)><no opponent no opponent>*none* n
South of Market Square
* *-+-* *| You are south of Market Square. A marvellous monument has
| | | || been erected here in the middle of the city of Seringale,
+-+ +-+| ever flowing with clear drinkable water. The road is well
| | | || worn from the traffic constantly passing over it. A path
* *-@-* *| leads east and west around the fountain, while the main
| | street continues to the south.
S-+-* |
| |
S-+-* |
---------+
[Exits: east south west]
A special guard walks in.
A mighty gules lion walks in.
<737hp 623m 286mv aggressive 11pm (night)><no opponent no opponent>*none* e
n
Southeast of Market Square
*-+-* * +| You are standing southeast of the Market Square. A marvellous
| | | || monument has been erected here in the middle of the city
+ +-+-+| of Seringale, ever flowing with clear drinkable water. The
| | | || road is well worn from the traffic constantly passing over
*-+-@ * *| it. You see a path around the square to the west and north.
| |
S-+-* |
| |
S-+-* |
---------+
[Exits: north west]
A mighty gules lion walks in.
A special guard walks in.
<737hp 623m 285mv aggressive 11pm (night)><no opponent no opponent>*none* n
East of Market Square
S-+-S | You are east of Market Square. A marvellous monument has
| | been erected here in the middle of the city of Seringale,
*-+-* * +| ever flowing with clear with clear drinkable water. The road
| | | || is well worn from the traffic constantly passing over it.
+ @-+-+| A path leads north and south around the fountain, while the
| | | || common road continues to the east.
*-+-* * *|
| |
S-+-* |
---------+
[Exits: north east south]
(Pink Aura) A teary-eyed, scrawny little man wanders around moaning.
A special guard walks in.
A mighty gules lion walks in.
<737hp 623m 284mv aggressive 11pm (night)><no opponent no opponent>*none* Northeast of Market Square
S-+-F | You are standing northeast of the Market Square. A marvellous
| | monument has been erected here in the middle of the city
S-+-S | of Seringale, ever flowing The road is well worn from
| | the traffic constantly passing over it. You see a path
*-+-@ * +| around the square to the west and the south.
| | | ||
+ +-+-+|
| | | ||
*-+-* * *|
---------+
[Exits: south west]
(White Aura) (WANTED) Rhalmmda the Shadow Master of the Marama Kuei, Footman of Valour is here.
A mighty gules lion walks in.
A special guard walks in.
Rhalmmda disappears suddenly.
<737hp 623m 283mv aggressive 11pm (night)><no opponent no opponent>*none* murder $$
They aren't here.
<737hp 623m 283mv aggressive 11pm (night)><no opponent no opponent>*none* w
North of Market Square
+-S-+-F | You are north of Market Square. A marvellous monument
| | has been erected here in the middle of the city of Seringale,
S-+-S | ever flowing with clear drinkable water. The road is
| | well worn from the traffic constantly passing over it.
* *-@-* *| A path leads east and west around the fountain, while
| | | || the main street continues to the north.
+-+ +-+|
| | | ||
* *-+-* *|
---------+
[Exits: north east west]
A special guard walks in.
A mighty gules lion walks in.
<737hp 623m 282mv aggressive 11pm (night)><no opponent no opponent>*none* w
Northwest of Market Square
+-S-+-F| You are standing northwest of the Market Square. A marvellous
| | monument has been erected here in the middle of the city
S-+-S| of Seringale, ever flowing with clear drinkable water.
| | The road is well worn from the traffic constantly passing
* * @-+-*| over it.
| | | ||
+-+-+ +|
| | | ||
S * *-+-*|
---------+
[Exits: east south]
A mighty gules lion walks in.
A special guard walks in.
<737hp 623m 281mv aggressive 11pm (night)><no opponent no opponent>*none* s
(WILDLY) Dluldor yells 'Help! I am being attacked by Rhalmmda!'
<737hp 623m 281mv aggressive 11pm (night)><no opponent no opponent>*none* West of Market Square
S-+-S| You are west of Market Square. A marvellous monument
| | has been erected here in the middle of the city of Seringale,
* * *-+-*| ever flowing with clear drinkable water. The road is
| | | || well worn from the traffic constantly passing over it.
+-+-@ +| A path leads north and south around the fountain, while
| | | || the common road continues to the west.
S * *-+-*|
| |
S-+-*|
---------+
[Exits: north south west]
A special guard walks in.
A mighty gules lion walks in.
<737hp 623m 280mv aggressive 11pm (night)><no opponent no opponent>*none* w
w
The West Common Road
S-+| You are on the Common Road of Seringale. All around you
|| are busy people hurrying along minding their own business.
* * * *-+| You see a shop with a sign of a wizard's hat to the north,
| | | | | a shop of fresh meat to the south, and the large fountain
+-+-@-+ | of the town nearby to the east.
| | | | |
* S * *-+|
||
S-+|
---------+
[Exits: north east south west]
A mighty gules lion walks in.
A special guard walks in.
<737hp 623m 278mv aggressive 11pm (night)><no opponent no opponent>*none* The West Common Road
| You are on the Common Road of Seringale. All around you
| are busy people hurrying along minding their own business.
* * * * *| You see a shop with a sign of a bubbling vial to the
| | | | || north, a shop of trades to the south, and the Common
+-+-@-+-+| Road continues to the east and the west.
| | | | ||
*-* S * *|
|
|
---------+
[Exits: north east south west]
A special guard walks in.
A mighty gules lion walks in.
<737hp 623m 276mv aggressive 11pm (night)><no opponent no opponent>*none* where
who|who pk
Players near you in Seringale:
<PK> Cedowyl The West Common Road
<PK> Rhalmmda The South Main Street
<PK> Dluldor The South Main Street
<737hp 623m 276mv aggressive 11pm (night)><no opponent no opponent>*none* [50 H-Elf Pal] <PK> [JUSTICE] (Commander) [Law] Judge Cedowyl the Holy Knight, Commander of Justice
[ H-Elf ] <PK> [KNIGHT] (WANTED:*) Sir Rhalmmda the Shadow Master of the Marama Kuei, Footman of Valour
[ Golem ] <PK> Dluldor the Holy Shaman
Players found: 3
[KNIGHT] Light shall prevail throughout the lands.
There are 3 characters on; the most on this past month was 13.
<737hp 623m 276mv aggressive 11pm (night)><no opponent no opponent>*none* [50 H-Elf Pal] <PK> [JUSTICE] (Commander) [Law] Judge Cedowyl the Holy Knight, Commander of Justice
[50 H-Elf Shw] <PK> (JUGGERNAUT) [KNIGHT] (WANTED:*) Sir Rhalmmda the Shadow Master of the Marama Kuei, Footman of Valour
[50 Golem Sha] <PK> Dluldor the Holy Shaman
Players found: 3
[KNIGHT] Light shall prevail throughout the lands.
There are 3 characters on; the most on this past month was 13.
<737hp 623m 276mv aggressive 11pm (night)><no opponent no opponent>*none* e
The West Common Road
S-+| You are on the Common Road of Seringale. All around you
|| are busy people hurrying along minding their own business.
* * * *-+| You see a shop with a sign of a wizard's hat to the north,
| | | | | a shop of fresh meat to the south, and the large fountain
+-+-@-+ | of the town nearby to the east.
| | | | |
* S * *-+|
||
S-+|
---------+
[Exits: north east south west]
A mighty gules lion walks in.
A special guard walks in.
<737hp 623m 274mv aggressive 11pm (night)><no opponent no opponent>*none* where $$
e
<PK> Rhalmmda The South Main Street
<737hp 623m 274mv aggressive 11pm (night)><no opponent no opponent>*none* West of Market Square
S-+-S| You are west of Market Square. A marvellous monument
| | has been erected here in the middle of the city of Seringale,
* * *-+-*| ever flowing with clear drinkable water. The road is
| | | || well worn from the traffic constantly passing over it.
+-+-@ +| A path leads north and south around the fountain, while
| | | || the common road continues to the west.
S * *-+-*|
| |
S-+-*|
---------+
[Exits: north south west]
A special guard walks in.
A mighty gules lion walks in.
<737hp 623m 272mv aggressive 11pm (night)><no opponent no opponent>*none* s
Southwest of Market Square
* * *-+-*| You are standing southwest of the Market Square. A marvellous
| | | || monument has been erected here in the middle of the city
+-+-+ +| of Seringale, ever flowing with clear drinkable water.
| | | || The road is well worn from the traffic constantly passing
S * @-+-*| over it. You see a path around the square to the east
| | and north.
S-+-*|
| |
S-+-*|
---------+
[Exits: north east]
A mighty gules lion walks in.
A special guard walks in.
<737hp 623m 271mv aggressive 11pm (night)><no opponent no opponent>*none* e
s
South of Market Square
* *-+-* *| You are south of Market Square. A marvellous monument has
| | | || been erected here in the middle of the city of Seringale,
+-+ +-+| ever flowing with clear drinkable water. The road is well
| | | || worn from the traffic constantly passing over it. A path
* *-@-* *| leads east and west around the fountain, while the main
| | street continues to the south.
S-+-* |
| |
S-+-* |
---------+
[Exits: east south west]
A special guard walks in.
A mighty gules lion walks in.
(WILDLY) Dluldor yells 'Help! I am being attacked by Rhalmmda!'
<737hp 623m 270mv aggressive 11pm (night)><no opponent no opponent>*none* s
The Main Street
+-+ +-+| You are on the Main Street of Seringale. It is a wide street
| | | || with lots of space to both sides. There are tons of people
* *-+-* *| rushing from one place to another, minding their own business.
| | You see a shop with a sign of a sewing needle to the east
S-@-* | and to the west, the pet shop.
| |
S-+-* |
| |
S-+-S |
---------+
[Exits: north east south west]
A mighty gules lion walks in.
A special guard walks in.
<737hp 623m 268mv aggressive 11pm (night)><no opponent no opponent>*none* murder $$
The town clock tolls twelve times as midnight arrives.
<753hp 640m 322mv aggressive 12am (midnight)><no opponent no opponent>*none* The Main Street
*-+-* | You are on the Main Street of Seringale. It is a wide
| | street with lots of space to both sides. There are tons
S-+-* | of people rushing from one place to another, minding
| | their own business. You see entrances to taverns on
S-@-* | both sides of the street and the Main Street continues
| | to the north and the south.
S S-+-S |
| | |
+-+-+-+-+|
---------+
[Exits: north east south west]
A beggar wanders around asking for spare gold.
A beggar wanders around asking for spare gold.
A beggar wanders around asking for spare gold.
A special guard walks in.
A mighty gules lion walks in.
<753hp 640m 320mv aggressive 12am (midnight)><no opponent no opponent>*none* They aren't here.
<753hp 640m 320mv aggressive 12am (midnight)><no opponent no opponent>*none*
A beggar walks west.
A beggar walks in.
<753hp 640m 320mv aggressive 12am (midnight)><no opponent no opponent>*none* murder $$
They aren't here.
<753hp 640m 320mv aggressive 12am (midnight)><no opponent no opponent>*none* where $$
<PK> Rhalmmda South Square
<753hp 640m 320mv aggressive 12am (midnight)><no opponent no opponent>*none* n
The Main Street
+-+ +-+| You are on the Main Street of Seringale. It is a wide street
| | | || with lots of space to both sides. There are tons of people
* *-+-* *| rushing from one place to another, minding their own business.
| | You see a shop with a sign of a sewing needle to the east
S-@-* | and to the west, the pet shop.
| |
S-+-* |
| |
S-+-S |
---------+
[Exits: north east south west]
A mighty gules lion walks in.
A special guard walks in.
<753hp 640m 318mv aggressive 12am (midnight)><no opponent no opponent>*none* s
The Main Street
*-+-* | You are on the Main Street of Seringale. It is a wide
| | street with lots of space to both sides. There are tons
S-+-* | of people rushing from one place to another, minding
| | their own business. You see entrances to taverns on
S-@-* | both sides of the street and the Main Street continues
| | to the north and the south.
S S-+-S |
| | |
+-+-+-+-+|
---------+
[Exits: north east south west]
A beggar wanders around asking for spare gold.
A beggar wanders around asking for spare gold.
A beggar wanders around asking for spare gold.
A special guard walks in.
A mighty gules lion walks in.
<753hp 640m 316mv aggressive 12am (midnight)><no opponent no opponent>*none* s
The Main Street
S-+-* | You are on the Main Street of Seringale. It is a wide
| | street with lots of space to both sides. There are tons
S-+-* | of people rushing from one place to another, minding
| | their own business. You see the Main Street continues
S S-@-S | to the north, entrances to taverns on both sides of the
| | | street and the South Square to the south.
+-+-+-+-+|
| | ||
+ S-+-S +|
---------+
[Exits: north east south west]
A halfling citizen of Seringale strolls about.
A mighty gules lion walks in.
A special guard walks in.
<753hp 640m 314mv aggressive 12am (midnight)><no opponent no opponent>*none* s
murder $$
South Square
S-+-* | You are at the South Square of Seringale. It is gloomy
| | and dim here. The square is a tiny opening in between
S S-+-S | a few broken down buildings. The air is stuffy and pungent
| | | from the various trash lying all over the ground. You
+-+-@-+-+| see the Main Street to the north and the south, and the
| | || South Road to the east and west.
+ S-+-S +|
| | |
+ +-+-o |
---------+
[Exits: north east south west down]
(WANTED) Rhalmmda the Shadow Master of the Marama Kuei, Footman of Valour is here.
A special guard walks in.
A mighty gules lion walks in.
Rhalmmda walks north.
<753hp 640m 312mv aggressive 12am (midnight)><no opponent no opponent>*none* They aren't here.
<753hp 640m 312mv aggressive 12am (midnight)><no opponent no opponent>*none* n
murder $$
The Main Street
S-+-* | You are on the Main Street of Seringale. It is a wide
| | street with lots of space to both sides. There are tons
S-+-* | of people rushing from one place to another, minding
| | their own business. You see the Main Street continues
S S-@-S | to the north, entrances to taverns on both sides of the
| | | street and the South Square to the south.
+-+-+-+-+|
| | ||
+ S-+-S +|
---------+
[Exits: north east south west]
(WANTED) Rhalmmda the Shadow Master of the Marama Kuei, Footman of Valour is here.
A halfling citizen of Seringale strolls about.
A mighty gules lion walks in.
A special guard walks in.
<753hp 640m 310mv aggressive 12am (midnight)><no opponent no opponent>*none* murder $$
Rhalmmda walks north.
<753hp 640m 310mv aggressive 12am (midnight)><no opponent no opponent>*none* They aren't here.
<753hp 640m 310mv aggressive 12am (midnight)><no opponent no opponent>*none* murder $$
The Main Street
*-+-* | You are on the Main Street of Seringale. It is a wide
| | street with lots of space to both sides. There are tons
S-+-* | of people rushing from one place to another, minding
| | their own business. You see entrances to taverns on
S-@-* | both sides of the street and the Main Street continues
| | to the north and the south.
S S-+-S |
| | |
+-+-+-+-+|
---------+
[Exits: north east south west]
A beggar wanders around asking for spare gold.
A beggar wanders around asking for spare gold.
A beggar wanders around asking for spare gold.
A special guard walks in.
A mighty gules lion walks in.
<753hp 640m 308mv aggressive 12am (midnight)><no opponent no opponent>*none* murder $$
murder $$
They aren't here.
<753hp 640m 308mv aggressive 12am (midnight)><no opponent no opponent>*none* They aren't here.
<753hp 640m 308mv aggressive 12am (midnight)><no opponent no opponent>*none* They aren't here.
<753hp 640m 308mv aggressive 12am (midnight)><no opponent no opponent>*none* n
The Main Street
+-+ +-+| You are on the Main Street of Seringale. It is a wide street
| | | || with lots of space to both sides. There are tons of people
* *-+-* *| rushing from one place to another, minding their own business.
| | You see a shop with a sign of a sewing needle to the east
S-@-* | and to the west, the pet shop.
| |
S-+-* |
| |
S-+-S |
---------+
[Exits: north east south west]
A mighty gules lion walks in.
A special guard walks in.
<753hp 640m 306mv aggressive 12am (midnight)><no opponent no opponent>*none*
The goblin leader yells 'Goblins...Attack!!'
<753hp 640m 306mv aggressive 12am (midnight)><no opponent no opponent>*none* err
You have been divinely empowered!
You are filled with holy wrath!
A special guard stops following you.
A special guard slowly disappears.
<753hp 610m 306mv aggressive 12am (midnight)><no opponent no opponent>*none* guard
You yell 'Guards! Guards!'
A special guard now follows you.
A special guard comes to your rescue!
<753hp 570m 306mv aggressive 12am (midnight)><no opponent no opponent>*none*
Rhalmmda walks in.
(WILDLY) a special guard yells 'Rhalmmda is a criminal! PROTECT THE INNOCENT! BANZAIII!!!'
A special guard's pierce decimates Rhalmmda!
A special guard's pierce maims Rhalmmda!
<753hp 570m 306mv aggressive 12am (midnight)><no opponent no opponent>*none*
Rhalmmda gets a gyvel potion from a Big Ol'Pack Sack.
Rhalmmda's freezing bite DISEMBOWELS a special guard!
<753hp 570m 306mv aggressive 12am (midnight)><no opponent no opponent>*none*
Rhalmmda gets a gyvel potion from a Big Ol'Pack Sack.
<753hp 570m 306mv aggressive 12am (midnight)><no opponent no opponent>*none*
Rhalmmda gets a gyvel potion from a Big Ol'Pack Sack.
<753hp 570m 306mv aggressive 12am (midnight)><no opponent no opponent>*none*
Rhalmmda has fled!
Rhalmmda walks north.
<753hp 570m 306mv aggressive 12am (midnight)><no opponent no opponent>*none* murder $$
They aren't here.
<753hp 570m 306mv aggressive 12am (midnight)><no opponent no opponent>*none*
Rhalmmda walks in.
<753hp 570m 306mv aggressive 12am (midnight)><no opponent no opponent>*none* murder $$
(WILDLY) Rhalmmda yells 'Help! I am being attacked by Cedowyl!'
Your slice maims Rhalmmda!
Your slice MUTILATES Rhalmmda!
Rhalmmda has quite a few wounds.
<753hp 570m 306mv aggressive 12am (midnight)><blade dual_wield>*Rhalmmda*
Rhalmmda's chill MUTILATES you!
You grip your shield firmly, staving off Rhalmmda's freezing bite.
Your slice maims Rhalmmda!
Rhalmmda has quite a few wounds.
<714hp 570m 306mv aggressive 12am (midnight)><blade dual_wield>*Rhalmmda*
Rhalmmda has fled!
Rhalmmda walks east.
The room becomes brighter.
<714hp 570m 306mv aggressive 12am (midnight)><no opponent no opponent>*none* murder $$
murder $$
Rhalmmda walks in.
The room becomes dimmer.
<714hp 570m 306mv aggressive 12am (midnight)><no opponent no opponent>*none*
Rhalmmda walks south.
The room becomes brighter.
<714hp 570m 306mv aggressive 12am (midnight)><no opponent no opponent>*none* s
They aren't here.
<714hp 570m 306mv aggressive 12am (midnight)><no opponent no opponent>*none* They aren't here.
Dluldor walks in.
The room becomes dimmer.
<714hp 570m 306mv aggressive 12am (midnight)><no opponent no opponent>*none* murder $$
The Main Street
*-+-* | You are on the Main Street of Seringale. It is a wide
| | street with lots of space to both sides. There are tons
S-+-* | of people rushing from one place to another, minding
| | their own business. You see entrances to taverns on
S-@-* | both sides of the street and the Main Street continues
| | to the north and the south.
S S-+-S |
| | |
+-+-+-+-+|
---------+
[Exits: north east south west]
A beggar wanders around asking for spare gold.
A beggar wanders around asking for spare gold.
A beggar wanders around asking for spare gold.
A special guard walks in.
A mighty gules lion walks in.
<714hp 570m 305mv aggressive 12am (midnight)><no opponent no opponent>*none* They aren't here.
<714hp 570m 305mv aggressive 12am (midnight)><no opponent no opponent>*none* They aren't here.
<714hp 570m 305mv aggressive 12am (midnight)><no opponent no opponent>*none* murder $$
They aren't here.
<714hp 570m 305mv aggressive 12am (midnight)><no opponent no opponent>*none* s
The Main Street
S-+-* | You are on the Main Street of Seringale. It is a wide
| | street with lots of space to both sides. There are tons
S-+-* | of people rushing from one place to another, minding
| | their own business. You see the Main Street continues
S S-@-S | to the north, entrances to taverns on both sides of the
| | | street and the South Square to the south.
+-+-+-+-+|
| | ||
+ S-+-S +|
---------+
[Exits: north east south west]
A halfling citizen of Seringale strolls about.
A mighty gules lion walks in.
A special guard walks in.
<714hp 570m 304mv aggressive 12am (midnight)><no opponent no opponent>*none* murder $$
Rhalmmda walks in.
The room becomes brighter.
<714hp 570m 304mv aggressive 12am (midnight)><no opponent no opponent>*none* (WILDLY) Rhalmmda yells 'Help! I am being attacked by Cedowyl!'
Your slice maims Rhalmmda!
(WILDLY) a special guard yells 'Rhalmmda is a criminal! PROTECT THE INNOCENT! BANZAIII!!!'
A beggar walks in.
Rhalmmda's freezing bite decimates you!
You block Rhalmmda's attack with your shield.
Rhalmmda dodges your slice.
Your slice MUTILATES Rhalmmda!
A special guard's pierce maims Rhalmmda!
A special guard's pierce maims Rhalmmda!
Rhalmmda has some big nasty wounds and scratches.
<686hp 570m 304mv aggressive 12am (midnight)><blade dual_wield>*Rhalmmda* s
wrat
Rhalmmda has fled!
Rhalmmda walks south.
Dluldor walks in.
Dluldor's weapon ward expires.
<696hp 588m 358mv aggressive 1am (night)><no opponent no opponent>*none* murder $$
s
South Square
S-+-* | You are at the South Square of Seringale. It is gloomy
| | and dim here. The square is a tiny opening in between
S S-+-S | a few broken down buildings. The air is stuffy and pungent
| | | from the various trash lying all over the ground. You
+-+-@-+-+| see the Main Street to the north and the south, and the
| | || South Road to the east and west.
+ S-+-S +|
| | |
+ +-+-o |
---------+
[Exits: north east south west down]
A special guard walks in.
A mighty gules lion walks in.
<696hp 588m 357mv aggressive 1am (night)><no opponent no opponent>*none* murder $$
s
murder $$
Commune the wrath spell on whom?
<696hp 588m 357mv aggressive 1am (night)><no opponent no opponent>*none* They aren't here.
<696hp 588m 357mv aggressive 1am (night)><no opponent no opponent>*none* The South Main Street
S S-+-S | You are on the Main Street of Seringale. It is a wide street
| | | with lots of space to both sides. Although the street is
+-+-+-+-+| wide, it is very poorly lit, so it is very gloomy and dim
| | || here. All around you are beggars and panhandlers dressed
+ S-@-S +| in filthy clothing. The buildings surrounding you are old
| | | and run down. They seem like they have been made ages ago.
+ +-+-o | The once bright red bricks that the buildings are made of
| | | are now only pale, brittle chunks barely holding the walls
*-* + | of the buildings together. You see the South Square to the
---------+ north, entrances to taverns on both side of the street and
the Main Street continues to the south.
[Exits: north east south west]
A mighty gules lion walks in.
A special guard walks in.
<696hp 588m 356mv aggressive 1am (night)><no opponent no opponent>*none* They aren't here.
<696hp 588m 356mv aggressive 1am (night)><no opponent no opponent>*none* where $$
The South Main Street
+-+-+-+-+| You are on the Main Street of Seringale. It is a wide street
| | || with lots of space to both sides. Although the street is
+ S-+-S +| wide, it is very poorly lit, so it is very gloomy and dim
| | | here. All around you are beggars and panhandlers dressed
+ +-@-o | in filthy clothing. The buildings surrounding you are old
| | | and run down. They seem like they have been made ages ago.
*-* + | The once bright red bricks that the buildings are made of
| | are now only pale, brittle chunks barely holding the walls
+ | of the buildings together. You see the entrance to the Necromancer
---------+ Guild to the west and the Mausoleum to the east. The Main
Street continues to the north and the south.
[Exits: north east south west]
A human citizen of Seringale wanders around aimlessly.
A long-haired lanky man with piercing blue eyes stands here.
A special guard walks in.
A mighty gules lion walks in.
Jack the hat says ''Ere you, "TOSS" us a coin would ya? My gambling addiction needs funds.'
<696hp 588m 355mv aggressive 1am (night)><no opponent no opponent>*none* n
They aren't here.
<696hp 588m 355mv aggressive 1am (night)><no opponent no opponent>*none* <PK> Rhalmmda Dangerous Alley
<696hp 588m 355mv aggressive 1am (night)><no opponent no opponent>*none* The South Main Street
S S-+-S | You are on the Main Street of Seringale. It is a wide street
| | | with lots of space to both sides. Although the street is
+-+-+-+-+| wide, it is very poorly lit, so it is very gloomy and dim
| | || here. All around you are beggars and panhandlers dressed
+ S-@-S +| in filthy clothing. The buildings surrounding you are old
| | | and run down. They seem like they have been made ages ago.
+ +-+-o | The once bright red bricks that the buildings are made of
| | | are now only pale, brittle chunks barely holding the walls
*-* + | of the buildings together. You see the South Square to the
---------+ north, entrances to taverns on both side of the street and
the Main Street continues to the south.
[Exits: north east south west]
A mighty gules lion walks in.
A special guard walks in.
<696hp 588m 354mv aggressive 1am (night)><no opponent no opponent>*none* cusi
You feel better.
<721hp 573m 354mv aggressive 1am (night)><no opponent no opponent>*none* cusi
n
You feel better.
(WILDLY) Dluldor yells 'Help! I am being attacked by Rhalmmda!'
<746hp 558m 354mv aggressive 1am (night)><no opponent no opponent>*none* South Square
S-+-* | You are at the South Square of Seringale. It is gloomy
| | and dim here. The square is a tiny opening in between
S S-+-S | a few broken down buildings. The air is stuffy and pungent
| | | from the various trash lying all over the ground. You
+-+-@-+-+| see the Main Street to the north and the south, and the
| | || South Road to the east and west.
+ S-+-S +|
| | |
+ +-+-o |
---------+
[Exits: north east south west down]
A special guard walks in.
A mighty gules lion walks in.
<746hp 558m 353mv aggressive 1am (night)><no opponent no opponent>*none* where $$
<PK> Rhalmmda The Main Street
<746hp 558m 353mv aggressive 1am (night)><no opponent no opponent>*none* where $$
You break your objective tracking.
<PK> Rhalmmda The Main Street
<746hp 558m 353mv aggressive 1am (night)><no opponent no opponent>*none* n
The Main Street
S-+-* | You are on the Main Street of Seringale. It is a wide
| | street with lots of space to both sides. There are tons
S-+-* | of people rushing from one place to another, minding
| | their own business. You see the Main Street continues
S S-@-S | to the north, entrances to taverns on both sides of the
| | | street and the South Square to the south.
+-+-+-+-+|
| | ||
+ S-+-S +|
---------+
[Exits: north east south west]
(White Aura) (WANTED) Rhalmmda is here, fighting Dluldor.
(White Aura) (Red Aura) Dluldor is here, fighting Rhalmmda.
A halfling citizen of Seringale strolls about.
A mighty gules lion walks in.
A special guard walks in.
<746hp 558m 352mv aggressive 1am (night)><no opponent no opponent>*none*
Rhalmmda has fled!
Rhalmmda walks south.
<746hp 558m 352mv aggressive 1am (night)><no opponent no opponent>*none* murder $$
They aren't here.
<746hp 558m 352mv aggressive 1am (night)><no opponent no opponent>*none* murder $$
s
They aren't here.
<746hp 558m 352mv aggressive 1am (night)><no opponent no opponent>*none* murder $$
South Square
S-+-* | You are at the South Square of Seringale. It is gloomy
| | and dim here. The square is a tiny opening in between
S S-+-S | a few broken down buildings. The air is stuffy and pungent
| | | from the various trash lying all over the ground. You
+-+-@-+-+| see the Main Street to the north and the south, and the
| | || South Road to the east and west.
+ S-+-S +|
| | |
+ +-+-o |
---------+
[Exits: north east south west down]
(White Aura) (WANTED) Rhalmmda the Shadow Master of the Marama Kuei, Footman of Valour is here.
A special guard walks in.
A mighty gules lion walks in.
Rhalmmda walks west.
<746hp 558m 351mv aggressive 1am (night)><no opponent no opponent>*none* murder $$
murder $$
They aren't here.
<746hp 558m 351mv aggressive 1am (night)><no opponent no opponent>*none* where $$
<PK> Rhalmmda The South Road
<746hp 558m 351mv aggressive 1am (night)><no opponent no opponent>*none* n
The Main Street
S-+-* | You are on the Main Street of Seringale. It is a wide
| | street with lots of space to both sides. There are tons
S-+-* | of people rushing from one place to another, minding
| | their own business. You see the Main Street continues
S S-@-S | to the north, entrances to taverns on both sides of the
| | | street and the South Square to the south.
+-+-+-+-+|
| | ||
+ S-+-S +|
---------+
[Exits: north east south west]
(White Aura) (Red Aura) Dluldor the Holy Shaman is here.
A halfling citizen of Seringale strolls about.
A mighty gules lion walks in.
A special guard walks in.
<746hp 558m 350mv aggressive 1am (night)><no opponent no opponent>*none* s
South Square
S-+-* | You are at the South Square of Seringale. It is gloomy
| | and dim here. The square is a tiny opening in between
S S-+-S | a few broken down buildings. The air is stuffy and pungent
| | | from the various trash lying all over the ground. You
+-+-@-+-+| see the Main Street to the north and the south, and the
| | || South Road to the east and west.
+ S-+-S +|
| | |
+ +-+-o |
---------+
[Exits: north east south west down]
A special guard walks in.
A mighty gules lion walks in.
A drow city guard yells 'Rhalmmda! You shall pay!'
<746hp 558m 349mv aggressive 1am (night)><no opponent no opponent>*none* murder $$
They aren't here.
<746hp 558m 349mv aggressive 1am (night)><no opponent no opponent>*none* where $$
<PK> Rhalmmda The South Road
<746hp 558m 349mv aggressive 1am (night)><no opponent no opponent>*none* n
The Main Street
S-+-* | You are on the Main Street of Seringale. It is a wide
| | street with lots of space to both sides. There are tons
S-+-* | of people rushing from one place to another, minding
| | their own business. You see the Main Street continues
S S-@-S | to the north, entrances to taverns on both sides of the
| | | street and the South Square to the south.
+-+-+-+-+|
| | ||
+ S-+-S +|
---------+
[Exits: north east south west]
(White Aura) (Red Aura) Dluldor the Holy Shaman is here.
A halfling citizen of Seringale strolls about.
A mighty gules lion walks in.
A special guard walks in.
<746hp 558m 348mv aggressive 1am (night)><no opponent no opponent>*none* murder $$
A drow city guard yells 'Time to die, Rhalmmda!'
<746hp 558m 348mv aggressive 1am (night)><no opponent no opponent>*none* s
They aren't here.
<746hp 558m 348mv aggressive 1am (night)><no opponent no opponent>*none* murder $$
South Square
S-+-* | You are at the South Square of Seringale. It is gloomy
| | and dim here. The square is a tiny opening in between
S S-+-S | a few broken down buildings. The air is stuffy and pungent
| | | from the various trash lying all over the ground. You
+-+-@-+-+| see the Main Street to the north and the south, and the
| | || South Road to the east and west.
+ S-+-S +|
| | |
+ +-+-o |
---------+
[Exits: north east south west down]
A special guard walks in.
A mighty gules lion walks in.
<746hp 558m 347mv aggressive 1am (night)><no opponent no opponent>*none* s
murder $$
They aren't here.
<746hp 558m 347mv aggressive 1am (night)><no opponent no opponent>*none* s
murder $$
The South Main Street
S S-+-S | You are on the Main Street of Seringale. It is a wide street
| | | with lots of space to both sides. Although the street is
+-+-+-+-+| wide, it is very poorly lit, so it is very gloomy and dim
| | || here. All around you are beggars and panhandlers dressed
+ S-@-S +| in filthy clothing. The buildings surrounding you are old
| | | and run down. They seem like they have been made ages ago.
+ +-+-o | The once bright red bricks that the buildings are made of
| | | are now only pale, brittle chunks barely holding the walls
*-* + | of the buildings together. You see the South Square to the
---------+ north, entrances to taverns on both side of the street and
the Main Street continues to the south.
[Exits: north east south west]
A mighty gules lion walks in.
A special guard walks in.
<746hp 558m 346mv aggressive 1am (night)><no opponent no opponent>*none* s
murder $$
They aren't here.
<746hp 558m 346mv aggressive 1am (night)><no opponent no opponent>*none* The South Main Street
+-+-+-+-+| You are on the Main Street of Seringale. It is a wide street
| | || with lots of space to both sides. Although the street is
+ S-+-S +| wide, it is very poorly lit, so it is very gloomy and dim
| | | here. All around you are beggars and panhandlers dressed
+ +-@-o | in filthy clothing. The buildings surrounding you are old
| | | and run down. They seem like they have been made ages ago.
*-* + | The once bright red bricks that the buildings are made of
| | are now only pale, brittle chunks barely holding the walls
+ | of the buildings together. You see the entrance to the Necromancer
---------+ Guild to the west and the Mausoleum to the east. The Main
Street continues to the north and the south.
[Exits: north east south west]
A long-haired lanky man with piercing blue eyes stands here.
A special guard walks in.
A mighty gules lion walks in.
<746hp 558m 345mv aggressive 1am (night)><no opponent no opponent>*none* They aren't here.
<746hp 558m 345mv aggressive 1am (night)><no opponent no opponent>*none* The South Main Street
S-+-S | You are on the Main Street of Seringale. It is a wide street
| | with lots of space to both sides. Although the street is
+-+-o | wide, it is very poorly lit, so it is very gloomy and dim
| | | here. All around you are filthy beggars and panhandlers dressed
*-* @ | in filthy clothing. The buildings surrounding you are old
| | and run down. They seem like they have been made ages ago.
+ | The once bright red bricks that the buildings are made of
| | are now only pale, brittle chunks barely holding the walls
+ | of the buildings together. You see the Main Street continues
---------+ to the north and the south.
[Exits: north south]
The ripped-off ear of the goblin lieutenant is lying here.
The goblin extermination enforcer is here hunting down goblins.
A mighty gules lion walks in.
A special guard walks in.
<746hp 558m 344mv aggressive 1am (night)><no opponent no opponent>*none*
A drow city guard yells 'Rhalmmda! You're MINE!'
<746hp 558m 344mv aggressive 1am (night)><no opponent no opponent>*none* They aren't here.
<746hp 558m 344mv aggressive 1am (night)><no opponent no opponent>*none* where $$
<PK> Rhalmmda The South Road
<746hp 558m 344mv aggressive 1am (night)><no opponent no opponent>*none* n
The South Main Street
+-+-+-+-+| You are on the Main Street of Seringale. It is a wide street
| | || with lots of space to both sides. Although the street is
+ S-+-S +| wide, it is very poorly lit, so it is very gloomy and dim
| | | here. All around you are beggars and panhandlers dressed
+ +-@-o | in filthy clothing. The buildings surrounding you are old
| | | and run down. They seem like they have been made ages ago.
*-* + | The once bright red bricks that the buildings are made of
| | are now only pale, brittle chunks barely holding the walls
+ | of the buildings together. You see the entrance to the Necromancer
---------+ Guild to the west and the Mausoleum to the east. The Main
Street continues to the north and the south.
[Exits: north east south west]
A long-haired lanky man with piercing blue eyes stands here.
A special guard walks in.
A mighty gules lion walks in.
<746hp 558m 343mv aggressive 1am (night)><no opponent no opponent>*none*
A drow city guard yells 'Rhalmmda! Now you die!'
<746hp 558m 343mv aggressive 1am (night)><no opponent no opponent>*none* n
The South Main Street
S S-+-S | You are on the Main Street of Seringale. It is a wide street
| | | with lots of space to both sides. Although the street is
+-+-+-+-+| wide, it is very poorly lit, so it is very gloomy and dim
| | || here. All around you are beggars and panhandlers dressed
+ S-@-S +| in filthy clothing. The buildings surrounding you are old
| | | and run down. They seem like they have been made ages ago.
+ +-+-o | The once bright red bricks that the buildings are made of
| | | are now only pale, brittle chunks barely holding the walls
*-* + | of the buildings together. You see the South Square to the
---------+ north, entrances to taverns on both side of the street and
the Main Street continues to the south.
[Exits: north east south west]
A mighty gules lion walks in.
A special guard walks in.
<746hp 558m 342mv aggressive 1am (night)><no opponent no opponent>*none* n
South Square
S-+-* | You are at the South Square of Seringale. It is gloomy
| | and dim here. The square is a tiny opening in between
S S-+-S | a few broken down buildings. The air is stuffy and pungent
| | | from the various trash lying all over the ground. You
+-+-@-+-+| see the Main Street to the north and the south, and the
| | || South Road to the east and west.
+ S-+-S +|
| | |
+ +-+-o |
---------+
[Exits: north east south west down]
A special guard walks in.
A mighty gules lion walks in.
<746hp 558m 341mv aggressive 1am (night)><no opponent no opponent>*none* where $$
(UNPROTECTED) a halfling city guard yells 'Circle around and trap Rhalmmda from behind!'
<746hp 558m 341mv aggressive 1am (night)><no opponent no opponent>*none* <PK> Rhalmmda The South Road
<746hp 558m 341mv aggressive 1am (night)><no opponent no opponent>*none* e
The South Road
S-+-* +| You are on the South Road of Seringale. It is gloomy
| || and dim here. All around you are beggars and panhandlers
S-+-S +| dressed in filthy clothing. The buildings surrounding
| || you are old and run down. They seem like they have been
+-+-@-+-+| made ages ago. The once bright red bricks that the buildings
| | | are made of are now only pale, brittle chunks barely
S-+-S +-*| holding the walls of the buildings together. The South
| || Road continues to the east and west.
+-+-o *|
---------+
[Exits: east west]
A mighty gules lion walks in.
A special guard walks in.
A half-elf city guard yells 'Rhalmmda! Now you die!'
A drow city guard yells 'Rhalmmda! You shall pay!'
<746hp 558m 340mv aggressive 1am (night)><no opponent no opponent>*none* murder $$
They aren't here.
<746hp 558m 340mv aggressive 1am (night)><no opponent no opponent>*none* w
South Square
S-+-* | You are at the South Square of Seringale. It is gloomy
| | and dim here. The square is a tiny opening in between
S S-+-S | a few broken down buildings. The air is stuffy and pungent
| | | from the various trash lying all over the ground. You
+-+-@-+-+| see the Main Street to the north and the south, and the
| | || South Road to the east and west.
+ S-+-S +|
| | |
+ +-+-o |
---------+
[Exits: north east south west down]
A special guard walks in.
A mighty gules lion walks in.
<746hp 558m 339mv aggressive 1am (night)><no opponent no opponent>*none* where $$
A half-elf city guard yells 'Rhalmmda! Now you die!'
A drow city guard yells 'Rhalmmda! You're MINE!'
<746hp 558m 339mv aggressive 1am (night)><no opponent no opponent>*none* <PK> Rhalmmda The South Road
<746hp 558m 339mv aggressive 1am (night)><no opponent no opponent>*none* w
The South Road
f S-+-*| You are on the South Road of Seringale. It is gloomy
| | | and dim here. All around you are beggars and panhandlers
+ S S-+-S| dressed in filthy clothing. The buildings surrounding
| | | | you are old and run down. They seem like they have been
+-+-@-+-+| made ages ago. The once bright red bricks that the buildings
| | | | are made of are now only pale, brittle chunks barely
+ + S-+-S| holding the walls of the buildings together.
| | | |
* + +-+-o|
---------+
[Exits: east west]
A mighty gules lion walks in.
A special guard walks in.
<746hp 558m 338mv aggressive 1am (night)><no opponent no opponent>*none* where $$
<PK> Rhalmmda The South Road
<746hp 558m 338mv aggressive 1am (night)><no opponent no opponent>*none* e
South Square
S-+-* | You are at the South Square of Seringale. It is gloomy
| | and dim here. The square is a tiny opening in between
S S-+-S | a few broken down buildings. The air is stuffy and pungent
| | | from the various trash lying all over the ground. You
+-+-@-+-+| see the Main Street to the north and the south, and the
| | || South Road to the east and west.
+ S-+-S +|
| | |
+ +-+-o |
---------+
[Exits: north east south west down]
A special guard walks in.
A mighty gules lion walks in.
<746hp 558m 337mv aggressive 1am (night)><no opponent no opponent>*none* e
Dluldor walks in.
<746hp 558m 337mv aggressive 1am (night)><no opponent no opponent>*none* The South Road
S-+-* +| You are on the South Road of Seringale. It is gloomy
| || and dim here. All around you are beggars and panhandlers
S-+-S +| dressed in filthy clothing. The buildings surrounding
| || you are old and run down. They seem like they have been
+-+-@-+-+| made ages ago. The once bright red bricks that the buildings
| | | are made of are now only pale, brittle chunks barely
S-+-S +-*| holding the walls of the buildings together. The South
| || Road continues to the east and west.
+-+-o *|
---------+
[Exits: east west]
A mighty gules lion walks in.
A special guard walks in.
<746hp 558m 336mv aggressive 1am (night)><no opponent no opponent>*none* w
w
where $$
South Square
S-+-* | You are at the South Square of Seringale. It is gloomy
| | and dim here. The square is a tiny opening in between
S S-+-S | a few broken down buildings. The air is stuffy and pungent
| | | from the various trash lying all over the ground. You
+-+-@-+-+| see the Main Street to the north and the south, and the
| | || South Road to the east and west.
+ S-+-S +|
| | |
+ +-+-o |
---------+
[Exits: north east south west down]
(White Aura) (Red Aura) Dluldor the Holy Shaman is here.
A special guard walks in.
A mighty gules lion walks in.
<756hp 567m 389mv aggressive 2am (night)><no opponent no opponent>*none* w
The South Road
f S-+-*| You are on the South Road of Seringale. It is gloomy
| | | and dim here. All around you are beggars and panhandlers
+ S S-+-S| dressed in filthy clothing. The buildings surrounding
| | | | you are old and run down. They seem like they have been
+-+-@-+-+| made ages ago. The once bright red bricks that the buildings
| | | | are made of are now only pale, brittle chunks barely
+ + S-+-S| holding the walls of the buildings together.
| | | |
* + +-+-o|
---------+
[Exits: east west]
A mighty gules lion walks in.
A special guard walks in.
<756hp 567m 388mv aggressive 2am (night)><no opponent no opponent>*none*
Rhalmmda walks in.
<756hp 567m 388mv aggressive 2am (night)><no opponent no opponent>*none* murder $$
<PK> Rhalmmda The South Road
<756hp 567m 388mv aggressive 2am (night)><no opponent no opponent>*none* The South Road
f-f S-+| You are on the South Road of Seringale. It is gloomy
| | || and dim here. All around you are beggars and panhandlers
f + S S-+| dressed in filthy clothing. The buildings surrounding
| | || you are old and run down. They seem like they have been
+-+-@-+-+| made ages ago. The once bright red bricks that the buildings
| | | || are made of are now only pale, brittle chunks barely
S + + S-+| holding the walls of the buildings together. You see
| | || the entrance of the Boat Shop to the north, the South
*-* + +-+| Square to the east, and the South Road continues to the
---------+ west.
[Exits: north east south west]
A special guard walks in.
A mighty gules lion walks in.
<756hp 567m 387mv aggressive 2am (night)><no opponent no opponent>*none* e
murder $$
They aren't here.
<756hp 567m 387mv aggressive 2am (night)><no opponent no opponent>*none* murder $$
The South Road
f S-+-*| You are on the South Road of Seringale. It is gloomy
| | | and dim here. All around you are beggars and panhandlers
+ S S-+-S| dressed in filthy clothing. The buildings surrounding
| | | | you are old and run down. They seem like they have been
+-+-@-+-+| made ages ago. The once bright red bricks that the buildings
| | | | are made of are now only pale, brittle chunks barely
+ + S-+-S| holding the walls of the buildings together.
| | | |
* + +-+-o|
---------+
[Exits: east west]
A mighty gules lion walks in.
A special guard walks in.
<756hp 567m 386mv aggressive 2am (night)><no opponent no opponent>*none* w
murder $$
They aren't here.
<756hp 567m 386mv aggressive 2am (night)><no opponent no opponent>*none* They aren't here.
<756hp 567m 386mv aggressive 2am (night)><no opponent no opponent>*none* The South Road
f-f S-+| You are on the South Road of Seringale. It is gloomy
| | || and dim here. All around you are beggars and panhandlers
f + S S-+| dressed in filthy clothing. The buildings surrounding
| | || you are old and run down. They seem like they have been
+-+-@-+-+| made ages ago. The once bright red bricks that the buildings
| | | || are made of are now only pale, brittle chunks barely
S + + S-+| holding the walls of the buildings together. You see
| | || the entrance of the Boat Shop to the north, the South
*-* + +-+| Square to the east, and the South Road continues to the
---------+ west.
[Exits: north east south west]
A special guard walks in.
A mighty gules lion walks in.
<756hp 567m 385mv aggressive 2am (night)><no opponent no opponent>*none* murder $$
They aren't here.
<756hp 567m 385mv aggressive 2am (night)><no opponent no opponent>*none* They aren't here.
<756hp 567m 385mv aggressive 2am (night)><no opponent no opponent>*none* where $$
<PK> Rhalmmda The South Main Street
<756hp 567m 385mv aggressive 2am (night)><no opponent no opponent>*none* w
The South Road
f-f-f | You are on the South Road of Seringale. It is gloomy and
| | | | dim here. All around you are beggars and panhandlers dressed
f-f + S | in filthy clothing. The buildings surrounding you are old
| | | and run down. They seem like they have been made ages ago.
+-+-@-+-+| The once bright red bricks that the buildings are made
| | | | | of are now only pale, brittle chunks barely holding the
F S + + | walls of the buildings together. You see the entrance
| | | of a park to the north, the entrance of the Berserker Guild
*-* + | to the south, and the South Road continues to east and
---------+ the west.
[Exits: north east south west]
A mighty gules lion walks in.
A special guard walks in.
<756hp 567m 384mv aggressive 2am (night)><no opponent no opponent>*none* murder $$
They aren't here.
<756hp 567m 384mv aggressive 2am (night)><no opponent no opponent>*none*
(UNPROTECTED) a dwarven city guard yells 'Guards! Guards!'
<756hp 567m 384mv aggressive 2am (night)><no opponent no opponent>*none* e
The South Road
f-f S-+| You are on the South Road of Seringale. It is gloomy
| | || and dim here. All around you are beggars and panhandlers
f + S S-+| dressed in filthy clothing. The buildings surrounding
| | || you are old and run down. They seem like they have been
+-+-@-+-+| made ages ago. The once bright red bricks that the buildings
| | | || are made of are now only pale, brittle chunks barely
S + + S-+| holding the walls of the buildings together. You see
| | || the entrance of the Boat Shop to the north, the South
*-* + +-+| Square to the east, and the South Road continues to the
---------+ west.
[Exits: north east south west]
A special guard walks in.
A mighty gules lion walks in.
<756hp 567m 383mv aggressive 2am (night)><no opponent no opponent>*none* e
murder $$
The South Road
f S-+-*| You are on the South Road of Seringale. It is gloomy
| | | and dim here. All around you are beggars and panhandlers
+ S S-+-S| dressed in filthy clothing. The buildings surrounding
| | | | you are old and run down. They seem like they have been
+-+-@-+-+| made ages ago. The once bright red bricks that the buildings
| | | | are made of are now only pale, brittle chunks barely
+ + S-+-S| holding the walls of the buildings together.
| | | |
* + +-+-o|
---------+
[Exits: east west]
A mighty gules lion walks in.
A special guard walks in.
<756hp 567m 382mv aggressive 2am (night)><no opponent no opponent>*none* murder $$
They aren't here.
<756hp 567m 382mv aggressive 2am (night)><no opponent no opponent>*none* They aren't here.
<756hp 567m 382mv aggressive 2am (night)><no opponent no opponent>*none* murder $$
They aren't here.
<756hp 567m 382mv aggressive 2am (night)><no opponent no opponent>*none* e
murder $$
South Square
S-+-* | You are at the South Square of Seringale. It is gloomy
| | and dim here. The square is a tiny opening in between
S S-+-S | a few broken down buildings. The air is stuffy and pungent
| | | from the various trash lying all over the ground. You
+-+-@-+-+| see the Main Street to the north and the south, and the
| | || South Road to the east and west.
+ S-+-S +|
| | |
+ +-+-o |
---------+
[Exits: north east south west down]
A special guard walks in.
A mighty gules lion walks in.
<756hp 567m 381mv aggressive 2am (night)><no opponent no opponent>*none* murder $$
They aren't here.
<756hp 567m 381mv aggressive 2am (night)><no opponent no opponent>*none* They aren't here.
<756hp 567m 381mv aggressive 2am (night)><no opponent no opponent>*none* where $$
You didn't find any rhalmmda.
<756hp 567m 381mv aggressive 2am (night)><no opponent no opponent>*none* where $$
You didn't find any rhalmmda.
<756hp 567m 381mv aggressive 2am (night)><no opponent no opponent>*none* where
Players near you in Seringale:
<PK> Cedowyl South Square
<PK> Dluldor The Main Street
<756hp 567m 381mv aggressive 2am (night)><no opponent no opponent>*none* who|who pk
[50 H-Elf Pal] <PK> [JUSTICE] (Commander) [Law] Judge Cedowyl the Holy Knight, Commander of Justice
[ H-Elf ] <PK> [KNIGHT] (WANTED:**) Sir Rhalmmda the Shadow Master of the Marama Kuei, Footman of Valour
[ Golem ] <PK> Dluldor the Holy Shaman
Players found: 3
[KNIGHT] Light shall prevail throughout the lands.
There are 3 characters on; the most on this past month was 13.
<><><> Attempt to flush him out by invading <><><><>
<792hp 615m 341mv evasive 6am (day)><no opponent no opponent>*none* w
A Marble Corridor
| A long white marble corridor, the floor and walls have
| been shined so much a reflection off them happens easily,
*-*-*| and the brightness could almost leave you disoriented.
| | The air around you seems cool and refreshing, although
@-*-*| you feel no current flowing to keep it so. To the north
| | lies a wider opened room.
* |
| |
!-!-!-+ |
---------+
[Exits: north east]
A special guard walks in.
A mighty gules lion walks in.
<792hp 615m 340mv evasive 6am (day)><no opponent no opponent>*none* n
[JUSTICE] The Guardian of Justice: 'Hail Auhror, may the Law serve you as you serve it.'
[JUSTICE] The Guardian of Justice: 'The Iron Fist of Justice is in the altar of Justice.'
<792hp 615m 340mv evasive 6am (day)><no opponent no opponent>*none* A Myriad of Colors
| This place is an oddity indeed. Bright colors shimmer in
| streaks throughout the room, and seem to lift your heart.
| A great chandelier made of light blue crystal hangs from
| the ceiling, and lends the room a feeling of beauty and
@-*-*| majesty. Standing in here is almost intoxicating, so inviting
| | is the atmosphere. A fine chair covered with animal skins
*-*-*| lies off to the side, a good place to rest for those who
| | are tired. To the east lies the entrance to the inner sanctum.
* |
---------+
[Exits: east south]
A mighty gules lion walks in.
A special guard walks in.
<792hp 615m 339mv evasive 6am (day)><no opponent no opponent>*none* cb Hail
[JUSTICE] (Commander) Cedowyl: 'Hail.'
<792hp 615m 339mv evasive 6am (day)><no opponent no opponent>*none* cb Onwards!
[JUSTICE] (Commander) Cedowyl: 'Onwards!'
<801hp 624m 393mv evasive 7am (day)><no opponent no opponent>*none* cb I invade the knights
[JUSTICE] (Commander) Cedowyl: 'I invade the knights.'
<801hp 624m 393mv evasive 7am (day)><no opponent no opponent>*none* where
who|who pk
Players near you in The Holy Altar:
<PK> Cedowyl A Myriad of Colors
<801hp 624m 393mv evasive 7am (day)><no opponent no opponent>*none* [ Grgyl ] <PK> [JUSTICE] (Captain) Judge Auhror the Arcane Chimera of Order
[50 H-Elf Pal] <PK> [JUSTICE] (Commander) [Law] Judge Cedowyl the Holy Knight, Commander of Justice
[ H-Elf ] <PK> [KNIGHT] (WANTED:**) Sir Rhalmmda the Shadow Master of the Marama Kuei, Footman of Valour
[ Golem ] <PK> Dluldor the Holy Shaman
Players found: 4
[KNIGHT] Light shall prevail throughout the lands.
There are 4 characters on; the most on this past month was 13.
<801hp 624m 393mv evasive 7am (day)><no opponent no opponent>*none* [50 Grgyl Ill] <PK> (JUGGERNAUT) [JUSTICE] (Captain) Judge Auhror the Arcane Chimera of Order
[50 H-Elf Pal] <PK> [JUSTICE] (Commander) [Law] Judge Cedowyl the Holy Knight, Commander of Justice
[50 H-Elf Shw] <PK> [KNIGHT] (WANTED:**) Sir Rhalmmda the Shadow Master of the Marama Kuei, Footman of Valour
[50 Golem Sha] <PK> Dluldor the Holy Shaman
Players found: 4
[KNIGHT] Light shall prevail throughout the lands.
There are 4 characters on; the most on this past month was 13.
<801hp 624m 393mv evasive 7am (day)><no opponent no opponent>*none* cb This just happened
[JUSTICE] (Commander) Cedowyl: 'This just happened.'
<801hp 624m 393mv evasive 7am (day)><no opponent no opponent>*none* e
The Armory
| Nothing but a pile of ash remains.
|
|
|
*-@-* |
| |
*-*-* |
| |
* |
---------+
[Exits: east west]
A special guard walks in.
A mighty gules lion walks in.
<801hp 624m 392mv evasive 7am (day)><no opponent no opponent>*none* e
The War Room
| A huge stone table is set out in the middle of the room, with
| a map of Serin etched into it. Sets of markers have been placed
| strategically across it, and some markers lay broken by the
| walls of the room, most likely thrown in sudden frustration
*-*-@ | or anger. Smaller maps with more details lay piled neatly on
| | a small desk of in the corner. Empty wine bottles and tea cups
*-*-* | lie neatly on a small cart, left there for the butlers and
| | maids to look after. A small narrow, yet elegantly built staircase
* | made of onyx leads up a level higher to the biggest room yet.
---------+
[Exits: west up]
A mighty gules lion walks in.
A special guard walks in.
<801hp 624m 391mv evasive 7am (day)><no opponent no opponent>*none* u
Chamber of Heroes
| Here lies the paintings and weapons of past Knights, fallen
| bravely in defense of the lands. In glass cases lie the
* | weapons of those fallen, and in some cases a few other
| | personal relics of theirs. Huge shelves that reach up
@-*-*| to the enormous ceiling and stretch across complete walls
| hold scrolls and scribed books detailing battles and triumphs
| of the Knights, as well as defeats and sorrows. Other
| books, schooling on various weapon techniques and defensive
| styles, as well as training books for squires and a book
---------+ containing the code of honor for the Knights. Truly, this
room leaves a everlasting mark in ones mind. To the east lies a smaller room.
[Exits: north east down]
A special guard walks in.
A mighty gules lion walks in.
<801hp 624m 390mv evasive 7am (day)><no opponent no opponent>*none* e
Chamber of Sacrament
| This high vaulted chamber is a place of quiet reflection
| and introspection for the Knights of Valour. Tall white
* | candles, set in even taller gilded candlesticks, provide
| | more than adequate light for the relatively small chamber.
*-@-* | A large, ornamental rug covers nearly the entire floor.
| Tapestries of glorious battles line the north and south
| walls.
|
|
---------+
[Exits: east west]
(White Aura) A pious templar is here, protecting the inner sanctum.
A mighty gules lion walks in.
A special guard walks in.
<801hp 624m 389mv evasive 7am (day)><no opponent no opponent>*none* e
A pious templar says 'You may not pass, Cedowyl.'
A pious templar blocks you from entering the inner sanctum.
<801hp 624m 389mv evasive 7am (day)><no opponent no opponent>*none* l tem
An old man with long grey hair stands before you. Though he stands
withered from the old age and harsh conditions, the glint in his eyes
reflects his once proudful youth as a Knight of Valour himself. Refusing to
give in to the battle of age, this still faithful knight continues to offer
his services as long as he can remain standing.
A pious templar is in excellent condition.
<801hp 624m 389mv evasive 7am (day)><no opponent no opponent>*none* k tem
Your slice devastates a pious templar!
Your slice maims a pious templar!
A pious templar has a few scratches.
<801hp 624m 389mv evasive 7am (day)><none mob>*a pious templar*
You deflect a pious templar's slice aside in an ungraceful parry.
A pious templar's slice decimates you!
Your slice devastates a pious templar!
Your slice decimates a pious templar!
Your slice maims a pious templar!
A pious templar has a few scratches.
<776hp 624m 389mv evasive 7am (day)><none mob>*a pious templar* where
[JUSTICE] (Captain) Auhror: 'Seringale.'
A pious templar has a few scratches.
<776hp 624m 389mv evasive 7am (day)><none mob>*a pious templar* Players near you in The Holy Altar:
<PK> Cedowyl Chamber of Sacrament
A pious templar has a few scratches.
<776hp 624m 389mv evasive 7am (day)><none mob>*a pious templar* flee
You flee from combat!
A pious templar says 'You may not pass, Cedowyl.'
A pious templar blocks you from entering the inner sanctum.
A pious templar yells 'Cedowyl! Now you die!'
You grip your shield firmly, staving off a pious templar's slice.
You parry a pious templar's slice with an easy flourish.
A pious templar has a few scratches.
<776hp 624m 389mv evasive 7am (day)><none mob>*a pious templar* flee
You flee from combat!
A pious templar says 'You may not pass, Cedowyl.'
A pious templar blocks you from entering the inner sanctum.
A pious templar yells 'Cedowyl! You're MINE!'
Your shield absorbs the impact of a pious templar's slice easily.
A pious templar's slice decimates you!
A pious templar has a few scratches.
<749hp 624m 389mv evasive 7am (day)><none mob>*a pious templar*
A pious templar tries to disarm you, but fails.
A pious templar has a few scratches.
<749hp 624m 389mv evasive 7am (day)><none mob>*a pious templar* flee
You flee from combat!
Chamber of Heroes
| Here lies the paintings and weapons of past Knights, fallen
| bravely in defense of the lands. In glass cases lie the
* | weapons of those fallen, and in some cases a few other
| | personal relics of theirs. Huge shelves that reach up
@-*-*| to the enormous ceiling and stretch across complete walls
| hold scrolls and scribed books detailing battles and triumphs
| of the Knights, as well as defeats and sorrows. Other
| books, schooling on various weapon techniques and defensive
| styles, as well as training books for squires and a book
---------+ containing the code of honor for the Knights. Truly, this
room leaves a everlasting mark in ones mind. To the east lies a smaller room.
[Exits: north east down]
A special guard walks in.
A mighty gules lion walks in.
<749hp 624m 388mv evasive 7am (day)><no opponent no opponent>*none* d
The War Room
| A huge stone table is set out in the middle of the room, with
| a map of Serin etched into it. Sets of markers have been placed
| strategically across it, and some markers lay broken by the
| walls of the room, most likely thrown in sudden frustration
*-*-@ | or anger. Smaller maps with more details lay piled neatly on
| | a small desk of in the corner. Empty wine bottles and tea cups
*-*-* | lie neatly on a small cart, left there for the butlers and
| | maids to look after. A small narrow, yet elegantly built staircase
* | made of onyx leads up a level higher to the biggest room yet.
---------+
[Exits: west up]
A mighty gules lion walks in.
A special guard walks in.
<749hp 624m 387mv evasive 7am (day)><no opponent no opponent>*none* w
You are allowed to leave the realms.
<755hp 632m 399mv evasive 8am (day)><no opponent no opponent>*none* The Armory
| Nothing but a pile of ash remains.
|
|
|
*-@-* |
| |
*-*-* |
| |
* |
---------+
[Exits: east west]
A special guard walks in.
A mighty gules lion walks in.
<755hp 632m 398mv evasive 8am (day)><no opponent no opponent>*none* w
A Myriad of Colors
| This place is an oddity indeed. Bright colors shimmer in
| streaks throughout the room, and seem to lift your heart.
| A great chandelier made of light blue crystal hangs from
| the ceiling, and lends the room a feeling of beauty and
@-*-*| majesty. Standing in here is almost intoxicating, so inviting
| | is the atmosphere. A fine chair covered with animal skins
*-*-*| lies off to the side, a good place to rest for those who
| | are tired. To the east lies the entrance to the inner sanctum.
* |
---------+
[Exits: east south]
A mighty gules lion walks in.
A special guard walks in.
<755hp 632m 397mv evasive 8am (day)><no opponent no opponent>*none* s
A Marble Corridor
| A long white marble corridor, the floor and walls have
| been shined so much a reflection off them happens easily,
*-*-*| and the brightness could almost leave you disoriented.
| | The air around you seems cool and refreshing, although
@-*-*| you feel no current flowing to keep it so. To the north
| | lies a wider opened room.
* |
| |
!-!-!-+ |
---------+
[Exits: north east]
A special guard walks in.
A mighty gules lion walks in.
<755hp 632m 396mv evasive 8am (day)><no opponent no opponent>*none* e
The Main Courtyard
| In the centre of this vast open place stands a fountain of
| the upmost beauty and craftsmanship. Red, white and black
*-*-* | rose bushes grow around it, making it a sight of awe indeed.
| | The perimeter of the courtyard is paved with blocks of smooth
*-@-* | granite for a walking path. A bit farther inside the courtyard
| | are hoof prints of great horses, that lead to a bright stable
* | to the east. The walking path that circles the compound leads
| | to only one giant oak door, to the west.
!-!-+ |
---------+
[Exits: east south west]
A mighty gules lion walks in.
A special guard walks in.
<755hp 632m 395mv evasive 8am (day)><no opponent no opponent>*none* s
s
The Castle Gates
*-*-* | Here, the looming gate of the castle reaches dozens of feet
| | above you, and is wide enough to let ten or more people walk
*-*-* | in side by side. The actual gate itself is made of mithril,
| | and weighs enough to crush anyone caught under it in a heartbeat.
@ | If not for the banners and flags hanging from the wall above
| | the gate, it would seem a ominous thing indeed. To the north
!-!-+ | the main courtyard is visible.
|
|
---------+
[Exits: north south]
(White Aura) The Holy Knight of Valour is here protecting the shrine.
A special guard walks in.
A mighty gules lion walks in.
Holy Knight yells 'You don't belong here, Cedowyl!'
You parry Holy Knight's arrow.
You grip your shield firmly, staving off Holy Knight's arrow.
Your slice maims Holy Knight!
Your slice MUTILATES Holy Knight!
Holy Knight has a few scratches.
<755hp 632m 394mv evasive 8am (day)><none mob>*Holy Knight* No way! You are still fighting!
Holy Knight has a few scratches.
<755hp 632m 394mv evasive 8am (day)><none mob>*Holy Knight* flee
You flee from combat!
The Main Courtyard
| In the centre of this vast open place stands a fountain of
| the upmost beauty and craftsmanship. Red, white and black
*-*-* | rose bushes grow around it, making it a sight of awe indeed.
| | The perimeter of the courtyard is paved with blocks of smooth
*-@-* | granite for a walking path. A bit farther inside the courtyard
| | are hoof prints of great horses, that lead to a bright stable
* | to the east. The walking path that circles the compound leads
| | to only one giant oak door, to the west.
!-!-+ |
---------+
[Exits: east south west]
A mighty gules lion walks in.
A special guard walks in.
<755hp 632m 393mv evasive 8am (day)><no opponent no opponent>*none* s
The Castle Gates
*-*-* | Here, the looming gate of the castle reaches dozens of feet
| | above you, and is wide enough to let ten or more people walk
*-*-* | in side by side. The actual gate itself is made of mithril,
| | and weighs enough to crush anyone caught under it in a heartbeat.
@ | If not for the banners and flags hanging from the wall above
| | the gate, it would seem a ominous thing indeed. To the north
!-!-+ | the main courtyard is visible.
|
|
---------+
[Exits: north south]
(White Aura) The Holy Knight of Valour is here protecting the shrine.
A special guard walks in.
A mighty gules lion walks in.
Holy Knight yells 'You don't belong here, Cedowyl!'
You parry Holy Knight's arrow.
Holy Knight has a few scratches.
<755hp 632m 392mv evasive 8am (day)><none mob>*Holy Knight* flee
You flee from combat!
The Castle Moat
*-*-* | This is the castle moat, just a few strides away from the
| | main entrance of castle Valour. The portcullis is raised in
* | preparation for the passage of the Knights. A strong breeze
| | blows unwanted visitors back away from the entrance ahead.
!-!-@ | The water in the moat is crystal clear, with dolphins swimming
| around playfully within. To the north is the large gate of
| Castle Valour, guarded by a heavily armored figure.
|
|
---------+
[Exits: north west]
A mighty gules lion walks in.
A special guard walks in.
<755hp 632m 391mv evasive 8am (day)><no opponent no opponent>*none* s
Dense vegegation blocks the south off completely.
<755hp 632m 391mv evasive 8am (day)><no opponent no opponent>*none* w
The Knight's Path
*-*-*| This beautiful path has been carefully constructed to be
| | as pristine and flawless as possible. The wind whistles
* | with a calm cool breeze, as the scent of flowers hang within
| | the air. Huge weeping willows cast a shadow upon the path
!-!-@-+ | adding to the pristine look of castle Valour. Gardens of
| white and red roses can be seen through the willow trees.
| A layer of golden sand has been sprinkled across the path.
|
|
---------+
[Exits: east west]
(White Aura) Salania the Squire of Knights is here heeding a warning.
A special guard walks in.
A mighty gules lion walks in.
Salania the Squire of Knights says 'Greetings, Cedowyl. Welcome to Castle Valour. I do warn you this.'
Salania the Squire of Knights says 'To the east lies the grand castle of Valour, home to the Knights of Valour.'
Salania the Squire of Knights says 'Be wary of where ye walk, for death could overtake you.'
Salania the Squire of Knights bows before you.
<755hp 632m 390mv evasive 8am (day)><no opponent no opponent>*none* w
The Knight's Path
!-! *-*| This beautiful path has been carefully constructed to
| || be as pristine and flawless as possible. The wind whistles
! *| with a calm cool breeze, as the scent of flowers hang
| || within the air. Huge weeping willows cast a shadow upon
!-!-@-!-+| the path adding to the pristine look of castle Valour.
| Gardens of white and red roses can be seen through the
| willow trees. A layer of golden sand has been sprinkled
| across the path.
|
---------+
[Exits: east west]
A mighty gules lion walks in.
A special guard walks in.
<755hp 632m 388mv evasive 8am (day)><no opponent no opponent>*none* w
The Knight's Path
!-! | This beautiful path has been carefully constructed to
| | be as pristine and flawless as possible. The wind whistles
! | with a calm cool breeze, as the scent of flowers hang
| | within the air. Huge weeping willows cast a shadow upon
!-@-!-!| the path adding to the pristine look of castle Valour.
| Gardens of white and red roses can be seen through the
| willow trees. A layer of golden sand has been sprinkled
| across the path.
|
---------+
[Exits: east west]
A special guard walks in.
A mighty gules lion walks in.
<755hp 632m 386mv evasive 8am (day)><no opponent no opponent>*none* w
The Knight's Path
!-! | This beautiful path has been carefully constructed to
| | be as pristine and flawless as possible. The wind whistles
! | with a calm cool breeze, as the scent of flowers hang
| | within the air. Huge weeping willows cast a shadow upon
@-!-!| the path adding to the pristine look of castle Valour.
| Gardens of white and red roses can be seen through the
| willow trees. A layer of golden sand has been sprinkled
| across the path.
|
---------+
[Exits: north east]
A mighty gules lion walks in.
A special guard walks in.
<755hp 632m 384mv evasive 8am (day)><no opponent no opponent>*none* n
n
The Knight's Path
! | This beautiful path has been carefully constructed to
| | be as pristine and flawless as possible. The wind whistles
!-! | with a calm cool breeze, as the scent of flowers hang
| | within the air. Huge weeping willows cast a shadow upon
@ | the path adding to the pristine look of castle Valour.
| | Gardens of white and red roses can be seen through the
!-!-!| willow trees. A layer of golden sand has been sprinkled
| across the path.
|
---------+
[Exits: north south]
A special guard walks in.
A mighty gules lion walks in.
<755hp 632m 382mv evasive 8am (day)><no opponent no opponent>*none* The Knight's Path
+-+-+-+ | This beautiful path has been carefully constructed to
| | be as pristine and flawless as possible. The wind whistles
! | with a calm cool breeze, as the scent of flowers hang
| | within the air. Huge weeping willows cast a shadow upon
@-! | the path adding to the pristine look of castle Valour.
| | Gardens of white and red roses can be seen through the
! | willow trees. A layer of golden sand has been sprinkled
| | across the path.
!-!-!|
---------+
[Exits: east south]
A mighty gules lion walks in.
A special guard walks in.
<755hp 632m 380mv evasive 8am (day)><no opponent no opponent>*none* e
The Knight's Path
+-+-+ | This beautiful path has been carefully constructed to
| | be as pristine and flawless as possible. The wind whistles
! | with a calm cool breeze, as the scent of flowers hang
| | within the air. Huge weeping willows cast a shadow upon
!-@ | the path adding to the pristine look of castle Valour.
| | Gardens of white and red roses can be seen through the
! | willow trees. A layer of golden sand has been sprinkled
| | across the path.
!-!-!-!|
---------+
[Exits: north west]
A special guard walks in.
A mighty gules lion walks in.
<755hp 632m 378mv evasive 8am (day)><no opponent no opponent>*none* n
n
The Knight's Path
+ | This beautiful path has been carefully constructed to be as
| | pristine and flawless as possible. The wind whistles with a
+-+-+ | calm cool breeze, as the scent of flowers hang within the air.
| | Huge weeping willows cast a shadow upon the path adding to
@ | the pristine look of castle Valour. Gardens of white and red
| | roses can be seen through the willow trees. A layer of golden
!-! | sand has been sprinkled across the path.
| |
! |
---------+
[Exits: north south]
A large weathered WARNING SIGN is here nailed into a nearly tree.
A mighty gules lion walks in.
A special guard walks in.
<755hp 632m 376mv evasive 8am (day)><no opponent no opponent>*none* The Outer Gates of Castle Valour
+ | The tall golden gates of castle Valour lay open here, welcoming
| | the Knights of Valour home. To outsiders, these gates are
+ | the outer defences that close off the path up to the main
| | gate of the castle. Castle Valour is viewable from here,
+-+-@ | in the near distance. The outer grounds are open to the public,
| | but they must take care not to stray into the castle.
! |
| |
!-! |
---------+
[Exits: north south west]
A warning has been inscribed on the gates.
A special guard walks in.
A mighty gules lion walks in.
<755hp 632m 374mv evasive 8am (day)><no opponent no opponent>*none* where
who|who pk
Players near you in Valour:
<PK> Cedowyl The Outer Gates of Castle Valour
<755hp 632m 374mv evasive 8am (day)><no opponent no opponent>*none* [ Grgyl ] <PK> [JUSTICE] (Captain) Judge Auhror the Arcane Chimera of Order
[ Drow ] Kyralas the Apprentice of Endurance
[50 H-Elf Pal] <PK> [JUSTICE] (Commander) [Law] Judge Cedowyl the Holy Knight, Commander of Justice
[ H-Elf ] <PK> [KNIGHT] (WANTED:***) Sir Rhalmmda the Shadow Master of the Marama Kuei, Footman of Valour
[ Golem ] <PK> Dluldor the Holy Shaman
Players found: 5
[KNIGHT] Light shall prevail throughout the lands.
There are 5 characters on; the most on this past month was 13.
<755hp 632m 374mv evasive 8am (day)><no opponent no opponent>*none* [50 Grgyl Ill] <PK> (JUGGERNAUT) [JUSTICE] (Captain) Judge Auhror the Arcane Chimera of Order
[50 H-Elf Pal] <PK> [JUSTICE] (Commander) [Law] Judge Cedowyl the Holy Knight, Commander of Justice
[50 H-Elf Shw] <PK> [KNIGHT] (WANTED:***) Sir Rhalmmda the Shadow Master of the Marama Kuei, Footman of Valour
[50 Golem Sha] <PK> Dluldor the Holy Shaman
Players found: 4
[KNIGHT] Light shall prevail throughout the lands.
There are 5 characters on; the most on this past month was 13.
<755hp 632m 374mv evasive 8am (day)><no opponent no opponent>*none* tell rhal Surrender to me and it will go much easier than it will with Auhror
You tell Rhalmmda 'Surrender to me and it will go much easier than it will with Auhror.'
<755hp 632m 374mv evasive 8am (day)><no opponent no opponent>*none* n
Bridge over the Bay of Sarich
+ | A wooden bridge leaps out over the gentle ocean swirling
| | beneath here. A rope support is provided for the hands, while
+ | wooden sleepers support the feet that traverse it. There
| | is enough room here for three soldiers to walk abreast. The
@ | ocean gently laps the thick wooden pillars that keep this
| | remarkably sturdy platform raised above the sea level. The
+-+-+ | bridge continues to the north and south.
| |
! |
---------+
[Exits: north south]
A Valourian sentry stands on duty, guarding the bridge.
A mighty gules lion walks in.
A special guard walks in.
<755hp 632m 373mv evasive 8am (day)><no opponent no opponent>*none* n
Bridge over the Bay of Sarich
+ | A wooden bridge leaps out over the gentle ocean swirling
| | beneath here. A rope support is provided for the hands, while
+ | wooden sleepers support the feet that traverse it. There
| | is enough room here for three soldiers to walk abreast. The
@ | ocean gently laps the thick wooden pillars that keep this
| | remarkably sturdy platform raised above the sea level. The
+ | bridge continues to the north and south.
| |
+-+-+ |
---------+
[Exits: north south]
A Knight of the Holy Cross patrols the area diligently.
A special guard walks in.
A mighty gules lion walks in.
The bridge creaks beneath your feet.
<755hp 632m 372mv evasive 8am (day)><no opponent no opponent>*none* n
n
Bridge over the Bay of Sarich
+ | A wooden bridge leaps out over the gentle ocean swirling
| | beneath here. A rope support is provided for the hands, while
+ | wooden sleepers support the feet that traverse it. There
| | is enough room here for three soldiers to walk abreast. The
@ | ocean gently laps the thick wooden pillars that keep this
| | remarkably sturdy platform raised above the sea level. The
+ | bridge continues to the north and south.
| |
+ |
---------+
[Exits: north south]
A member of the Valourian special forces is riding on a powerful steed.
A mighty gules lion walks in.
A special guard walks in.
The bridge creaks beneath your feet.
<755hp 632m 371mv evasive 8am (day)><no opponent no opponent>*none* Bridge over the Bay of Sarich
+-+-+| A wooden bridge leaps out over the gentle ocean swirling
| || beneath here. A rope support is provided for the hands, while
+ +| wooden sleepers support the feet that traverse it. There
| | is enough room here for three soldiers to walk abreast. The
@ | ocean gently laps the thick wooden pillars that keep this
| | remarkably sturdy platform raised above the sea level. The
+ | bridge continues to the north and south.
| |
+ |
---------+
[Exits: north south]
A Knight of the Holy Cross patrols the area diligently.
A special guard walks in.
A mighty gules lion walks in.
<755hp 632m 370mv evasive 8am (day)><no opponent no opponent>*none* where
who|who pk
Players near you in Valour:
<PK> Cedowyl Bridge over the Bay of Sarich
<755hp 632m 370mv evasive 8am (day)><no opponent no opponent>*none* [ Grgyl ] <PK> [JUSTICE] (Captain) Judge Auhror the Arcane Chimera of Order
[ Drow ] Kyralas the Apprentice of Endurance
[50 H-Elf Pal] <PK> [JUSTICE] (Commander) [Law] Judge Cedowyl the Holy Knight, Commander of Justice
[ H-Elf ] <PK> [KNIGHT] (WANTED:***) Sir Rhalmmda the Shadow Master of the Marama Kuei, Footman of Valour
[ Golem ] <PK> Dluldor the Holy Shaman
Players found: 5
[KNIGHT] Light shall prevail throughout the lands.
There are 5 characters on; the most on this past month was 13.
The white aura around your body fades.
<772hp 645m 399mv evasive 9am (day)><no opponent no opponent>*none* [50 Grgyl Ill] <PK> (JUGGERNAUT) [JUSTICE] (Captain) Judge Auhror the Arcane Chimera of Order
[50 H-Elf Pal] <PK> [JUSTICE] (Commander) [Law] Judge Cedowyl the Holy Knight, Commander of Justice
[50 H-Elf Shw] <PK> [KNIGHT] (WANTED:***) Sir Rhalmmda the Shadow Master of the Marama Kuei, Footman of Valour
[50 Golem Sha] <PK> Dluldor the Holy Shaman
Players found: 4
[KNIGHT] Light shall prevail throughout the lands.
There are 5 characters on; the most on this past month was 13.
<772hp 645m 399mv evasive 9am (day)><no opponent no opponent>*none* open sack|get recall sack|quaf recall
It's already open.
<772hp 645m 399mv evasive 9am (day)><no opponent no opponent>*none* You see nothing like that in a heavy backpack.
<772hp 645m 399mv evasive 9am (day)><no opponent no opponent>*none* You quaff a perfect potion of recall.
Temple of Light
| You are standing in the Temple of Light. The temple is
| made of huge slabs of marble, covered with carved dragons,
*-G | seemingly to radiate the essence of goodness. This temple
| | is where the various gods of goodness can be worshipped.
* @-+ | You see the entrance to the Paladin Guild to the east,
| | | the Temple Square to the south, and a set of marble steps
+ + | leading upwards to the Altar of Light.
| | |
+-+-+-+-+|
---------+
[Exits: east south up]
A silver plaque is here, emitting a solemn white aura.
A gnomish city guard of Seringale stands here.
A mighty gules lion appears in the room.
<><><><> <><><><> <><><><> <><><><> <><><><>
<772hp 645m 199mv evasive 9am (day)><no opponent no opponent>*none* s
s
A gnomish city guard walks up.
<772hp 645m 199mv evasive 9am (day)><no opponent no opponent>*none* Temple Square
*-G | You are standing in the middle of the Temple Square. All
| | around you are statues of birds, beasts, and dragons.
* +-+ | A huge marble fountain stands in the middle of the square,
| | | sprouting water for all to drink. You see the Temple
+ @ | of Light to the north and the North Road to the south.
| | |
+-+-+-+-+|
|
|
---------+
[Exits: north south]
A huge marble fountain is here spouting water for all to drink.
A gnomish city guard of Seringale stands here.
A mighty gules lion walks in.
<772hp 645m 198mv evasive 9am (day)><no opponent no opponent>*none* The North Road
* +-+ | You are on the North Road on Seringale. It is peaceful
| | | and quiet here. Around you are magnificent buildings
+ + | made of fanciful stonework. You see the Temple Square
| | | to the north and the North Road continues to east and
+-+-@-+-+| the west.
|
|
|
|
---------+
[Exits: north east west]
A mighty gules lion walks in.
<772hp 645m 197mv evasive 9am (day)><no opponent no opponent>*none* e
The North Road
+-+ B-+| You are on the North Road on Seringale. It is peaceful
| || and quiet here. Around you are magnificent buildings
+ S-+| made of fanciful stonework. You see the North Road continuing
| || to the east and west.
+-+-@-+-+|
||
S-+|
||
+-S-+|
---------+
[Exits: east west]
A mighty gules lion walks in.
<772hp 645m 196mv evasive 9am (day)><no opponent no opponent>*none* sol
A special guard stops following you.
<772hp 645m 196mv evasive 9am (day)><no opponent no opponent>*none* gua
You yell 'Guards! Guards!'
A special guard now follows you.
A special guard comes to your rescue!
<772hp 605m 196mv evasive 9am (day)><no opponent no opponent>*none* where
who|who pk
Players near you in Seringale:
Kyralas The Main Street
<PK> Cedowyl The North Road
<772hp 605m 196mv evasive 9am (day)><no opponent no opponent>*none* [ Grgyl ] <PK> [JUSTICE] (Captain) Judge Auhror the Arcane Chimera of Order
[ Drow ] Kyralas the Apprentice of Endurance
[50 H-Elf Pal] <PK> [JUSTICE] (Commander) [Law] Judge Cedowyl the Holy Knight, Commander of Justice
[ H-Elf ] <PK> [KNIGHT] (WANTED:***) Sir Rhalmmda the Shadow Master of the Marama Kuei, Footman of Valour
[ Golem ] <PK> Dluldor the Holy Shaman
Players found: 5
[KNIGHT] Light shall prevail throughout the lands.
There are 5 characters on; the most on this past month was 13.
<772hp 605m 196mv evasive 9am (day)><no opponent no opponent>*none* [50 Grgyl Ill] <PK> (JUGGERNAUT) [JUSTICE] (Captain) Judge Auhror the Arcane Chimera of Order
[50 H-Elf Pal] <PK> [JUSTICE] (Commander) [Law] Judge Cedowyl the Holy Knight, Commander of Justice
[50 H-Elf Shw] <PK> [KNIGHT] (WANTED:***) Sir Rhalmmda the Shadow Master of the Marama Kuei, Footman of Valour
[50 Golem Sha] <PK> Dluldor the Holy Shaman
Players found: 4
[KNIGHT] Light shall prevail throughout the lands.
There are 5 characters on; the most on this past month was 13.
<772hp 605m 196mv evasive 9am (day)><no opponent no opponent>*none* e
The North Road
+-+ B-+-*| You are on the North Road on Seringale. It is peaceful
| | || and quiet here. Around you are magnificent buildings
+ S-+ *| made of fanciful stonework. You see the North Square
| | | to the east, and the North Road continues to the west.
+-+-@-+-+|
| ||
S-+ F|
| |
+-S-+-F|
---------+
[Exits: east west]
A fearless adventurer is here, asking for a group to explore the Mystic Forest.
A special guard walks in.
A mighty gules lion walks in.
<772hp 605m 195mv evasive 9am (day)><no opponent no opponent>*none* e
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 brass finger post stands here.
The Herald Bulletin Board gleams majestically in the middle of the square.
A human city guard of Seringale stands watch here.
A beggar wanders around asking for spare gold.
A mighty gules lion walks in.
A special guard walks in.
<772hp 605m 194mv evasive 9am (day)><no opponent no opponent>*none* s
The Main Street
S-+ | You are on the Main Street of Seringale. It is a very wide
| | street with lots of space to both sides. There are a significant
+-+-+-+-+| number of people rushing from one place to another, minding
| | || their own business. You see the bustling North Square to
S-@ F +| the north, as the Main street continues to the south. A
| || flurry of activity emanates from a tidy little shop to
+-S-+-F +| the west. A small pile of breadcrumbs lies in the center
| | of the street for some mundane reason.
S-+-S |
---------+
[Exits: north south west]
A special guard walks in.
A mighty gules lion walks in.
<772hp 605m 193mv evasive 9am (day)><no opponent no opponent>*none* s
The Main Street
+-+-+-+-+| You are on the Main Street of Seringale. It is a wide street
| | || with lots of space to both sides. There are tons of people
S-+ F +| rushing from one place to another, minding their own business.
| || You see a shop with a sign of a map to the east and the
+-S-@-F +| Mocker's Tavern to the west. Main Street continues to the
| | north and south.
S-+-S |
| |
*-+-* |
---------+
[Exits: north east south west]
A mighty gules lion walks in.
A special guard walks in.
<772hp 605m 192mv evasive 9am (day)><no opponent no opponent>*none* s
The Main Street
S-+ | You are on the Main Street of Seringale. It is a wide
| | street with lots of space to both sides. There are tons
+-S-+-F | of people rushing from one place to another, minding
| | their own business. You see a shop with a sign of a flute
S-@-S | to the west, and the general shop to the east.
| |
S *-+-* F|
| | | ||
+-+ +-+|
---------+
[Exits: north east south west]
A refugee is here, wandering through the streets.
A special guard walks in.
A mighty gules lion walks in.
<772hp 605m 191mv evasive 9am (day)><no opponent no opponent>*none* s
North of Market Square
+-S-+-F | You are north of Market Square. A marvellous monument
| | has been erected here in the middle of the city of Seringale,
S-+-S | ever flowing with clear drinkable water. The road is
| | well worn from the traffic constantly passing over it.
S *-@-* F| A path leads east and west around the fountain, while
| | | || the main street continues to the north.
+-+ +-+|
| | | ||
F *-+-* S|
---------+
[Exits: north east west]
A halfling city guard of Seringale stands watch here.
A mighty gules lion walks in.
A special guard walks in.
<772hp 605m 190mv evasive 9am (day)><no opponent no opponent>*none* e
Northeast of Market Square
S-+-F | You are standing northeast of the Market Square. A marvellous
| | monument has been erected here in the middle of the city
S-+-S | of Seringale, ever flowing The road is well worn from
| | the traffic constantly passing over it. You see a path
*-+-@ F +| around the square to the west and the south.
| | | ||
+ +-+-+|
| | | ||
*-+-* S S|
---------+
[Exits: south west]
A beggar wanders around asking for spare gold.
A human city guard of Seringale stands watch here.
A special guard walks in.
A mighty gules lion walks in.
<772hp 605m 189mv evasive 9am (day)><no opponent no opponent>*none* s
e
East of Market Square
S-+-S | You are east of Market Square. A marvellous monument has
| | been erected here in the middle of the city of Seringale,
*-+-* F +| ever flowing with clear with clear drinkable water. The road
| | | || is well worn from the traffic constantly passing over it.
+ @-+-+| A path leads north and south around the fountain, while the
| | | || common road continues to the east.
*-+-* S S|
| |
S-+-S |
---------+
[Exits: north east south]
A beggar wanders around asking for spare gold.
(Pink Aura) A teary-eyed, scrawny little man wanders around moaning.
A mighty gules lion walks in.
A special guard walks in.
<772hp 605m 188mv evasive 9am (day)><no opponent no opponent>*none* e
The East Common Road
+-S *| You are on the Common Road of Seringale. All around you are
| || busy people hurrying along minding their own business. The
+-* F +-*| smell of fresh bread wafts in from the north of here. A shop
| | | | with a sign of an iron hammer is south.
+-@-+-+|
| | | ||
+-* S S +|
| |
+-S |
---------+
[Exits: north east south west]
A special guard walks in.
A mighty gules lion walks in.
<772hp 605m 187mv evasive 9am (day)><no opponent no opponent>*none* The East Common Road
* | You are on the Common Road of Seringale. All around you
| | are busy people hurrying along minding their own business.
* F +-* | You see the entrance to the Warrior Guild to the north,
| | | | a shop with a sign of a sword and an axe to the south,
+-+-@-+-+| and the Common Road continues to the east and the west.
| | | | |
* S S +-+|
||
+|
---------+
[Exits: north east south west]
A mighty gules lion walks in.
A special guard walks in.
<772hp 605m 186mv evasive 9am (day)><no opponent no opponent>*none* e
The Eastern Monument
* | Standing in the center of the road is a large marble
| | monument, chiseled at odd angles and serving as a landmark
F +-* S| for Serin adventurers. Several dusty sets of footprints
| | || can be seen around the base of the monument, as hundreds
+-+-@-+-+| of passing citizens mark their paths from this large
| | | || stone monolith. To the south you see a dark alley, and
S S +-+ S| the Common Road continues to the east and west.
| |
+-+|
---------+
[Exits: east south west]
A special guard walks in.
A mighty gules lion walks in.
<772hp 605m 185mv evasive 9am (day)><no opponent no opponent>*none* where
who|who pk
Players near you in Seringale:
Kyralas South Square
<PK> Cedowyl The Eastern Monument
<772hp 605m 185mv evasive 9am (day)><no opponent no opponent>*none* [ Grgyl ] <PK> [JUSTICE] (Captain) Judge Auhror the Arcane Chimera of Order
[ Drow ] Kyralas the Apprentice of Endurance
[50 H-Elf Pal] <PK> [JUSTICE] (Commander) [Law] Judge Cedowyl the Holy Knight, Commander of Justice
[ H-Elf ] <PK> [KNIGHT] (WANTED:***) Sir Rhalmmda the Shadow Master of the Marama Kuei, Footman of Valour
[ Golem ] <PK> Dluldor the Holy Shaman
Players found: 5
[KNIGHT] Light shall prevail throughout the lands.
There are 5 characters on; the most on this past month was 13.
<772hp 605m 185mv evasive 9am (day)><no opponent no opponent>*none* [50 Grgyl Ill] <PK> (JUGGERNAUT) [JUSTICE] (Captain) Judge Auhror the Arcane Chimera of Order
[50 H-Elf Pal] <PK> [JUSTICE] (Commander) [Law] Judge Cedowyl the Holy Knight, Commander of Justice
[50 H-Elf Shw] <PK> [KNIGHT] (WANTED:***) Sir Rhalmmda the Shadow Master of the Marama Kuei, Footman of Valour
[50 Golem Sha] <PK> Dluldor the Holy Shaman
Players found: 4
[KNIGHT] Light shall prevail throughout the lands.
There are 5 characters on; the most on this past month was 13.
<772hp 605m 185mv evasive 9am (day)><no opponent no opponent>*none* e
The East Common Road
* | You are on the Common Road of Seringale. All around you
| | are busy people hurrying along minding their own business.
+-* S-*| The Common Road continues to the east and the west.
| | |
+-+-@-+-+|
| | | |
S +-+ S |
| |
+-+-*|
---------+
[Exits: east west]
A half-elf city guard of Seringale stands watch here.
A mighty gules lion walks in.
A special guard walks in.
<772hp 605m 184mv evasive 9am (day)><no opponent no opponent>*none* e
The East Common Road
+| You are on the Common Road of Seringale. All around you
|| are busy people hurrying along minding their own business.
S-* +| You see a shop with a sign of a leather collar to the
| || north, a shop with a sign of a glittering diamond to
+-+-@-+-+| the south, and the Common Road continues to the east
| | || and the west.
+-+ S +|
| ||
+-+ +|
---------+
[Exits: north east south west]
A special guard walks in.
A mighty gules lion walks in.
<772hp 605m 183mv evasive 9am (day)><no opponent no opponent>*none* e
The East Common Road
+ | You are on the Common Road of Seringale. All around you
| | are busy people hurrying along minding their own business.
S-* + | The Common Road continues to the east and the west.
| | |
+-+-@-+-+|
| | |
S + |
| |
+ |
---------+
[Exits: east west]
A mighty gules lion walks in.
A special guard walks in.
<772hp 605m 182mv evasive 9am (day)><no opponent no opponent>*none* e
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 dwarven city guard of Seringale stands watch here.
A gate guard is here guarding the gates of Seringale.
A gate guard is here guarding the gates of Seringale.
A special guard walks in.
A mighty gules lion walks in.
A gate guard steps aside and allows you to pass him.
<772hp 605m 181mv active 9am (day)><no opponent no opponent>*none* e
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]
A mighty gules lion walks in.
A special guard walks in.
<772hp 605m 180mv active 9am (day)><no opponent no opponent>*none* e
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]
A special guard walks in.
A mighty gules lion walks in.
<772hp 605m 179mv active 9am (day)><no opponent no opponent>*none* Players near you in Eastern Road:
<PK> Cedowyl City Entrance
<772hp 605m 179mv active 9am (day)><no opponent no opponent>*none* e
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]
A mighty gules lion walks in.
A special guard walks in.
<772hp 605m 178mv active 9am (day)><no opponent no opponent>*none* e
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]
A special guard walks in.
A mighty gules lion walks in.
<772hp 605m 177mv active 9am (day)><no opponent no opponent>*none* where
e
Players near you in Eastern Road:
<PK> Cedowyl Along the Eastern Road
<772hp 605m 177mv active 9am (day)><no opponent no opponent>*none* 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]
A mighty gules lion walks in.
A special guard walks in.
<772hp 605m 176mv active 9am (day)><no opponent no opponent>*none* e
e
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]
A special guard walks in.
A mighty gules lion walks in.
<772hp 605m 175mv active 9am (day)><no opponent no opponent>*none* 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.
A mighty gules lion walks in.
A special guard walks in.
<772hp 605m 174mv active 9am (day)><no opponent no opponent>*none* e
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]
A special guard walks in.
A mighty gules lion walks in.
<772hp 605m 173mv active 9am (day)><no opponent no opponent>*none* e
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]
A mighty gules lion walks in.
A special guard walks in.
<772hp 605m 172mv active 9am (day)><no opponent no opponent>*none* s
e
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 resisting
| | the erosion caused by the bustle of trade passing through the
+ | area.
|
|
---------+
[Exits: north east]
A special guard walks in.
A mighty gules lion walks in.
<772hp 605m 171mv active 9am (day)><no opponent no opponent>*none* e
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 mighty gules lion walks in.
A special guard walks in.
<772hp 605m 170mv active 9am (day)><no opponent no opponent>*none* 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.
A special guard walks in.
A mighty gules lion walks in.
<772hp 605m 169mv active 9am (day)><no opponent no opponent>*none* e
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]
A mighty gules lion walks in.
A special guard walks in.
<772hp 605m 168mv active 9am (day)><no opponent no opponent>*none* n
e
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]
A special guard walks in.
A mighty gules lion walks in.
<772hp 605m 167mv active 9am (day)><no opponent no opponent>*none* e
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]
A mighty gules lion walks in.
A special guard walks in.
<772hp 605m 166mv active 9am (day)><no opponent no opponent>*none* 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.
A special guard walks in.
A mighty gules lion walks in.
<785hp 614m 219mv active 10am (day)><no opponent no opponent>*none* sanc
You are surrounded by a white aura.
<785hp 539m 219mv active 10am (day)><no opponent no opponent>*none* e
e
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]
A mighty gules lion walks in.
A special guard walks in.
<785hp 539m 218mv active 10am (day)><no opponent no opponent>*none* e
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]
A special guard walks in.
A mighty gules lion walks in.
<785hp 539m 217mv active 10am (day)><no opponent no opponent>*none* where
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]
A mighty gules lion walks in.
A special guard walks in.
<785hp 539m 216mv active 10am (day)><no opponent no opponent>*none* e
Rimath the trader auctions 'Place yer bids! a frost-burnt talisman of thaumaturgy is being auctioned for 15000 gold!'
<785hp 539m 216mv active 10am (day)><no opponent no opponent>*none* Players near you in Eastern Road:
<PK> Cedowyl Along the Eastern Road
<PK> Rhalmmda Along the Eastern Road
<785hp 539m 216mv active 10am (day)><no opponent no opponent>*none* 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]
A special guard walks in.
A mighty gules lion walks in.
<785hp 539m 215mv active 10am (day)><no opponent no opponent>*none* murder $$
They aren't here.
<785hp 539m 215mv active 10am (day)><no opponent no opponent>*none* w
where $$
Along the Eastern Road
| The road continues eastwards, entering a fairly dense
| area of forest. Surrounding the sides of the road is
| a thick layer of trees, letting in little light. The resilient
| mineral of the traderoad has eroded slightly here, as
+-+-@-+-+| many passersby stopped for rest before entering the denser
| part of the forest. You hear chirping coming from the
| trees around you.
|
|
---------+
[Exits: east west]
A mighty gules lion walks in.
A special guard walks in.
<785hp 539m 214mv active 10am (day)><no opponent no opponent>*none* <PK> Rhalmmda Along the Eastern Road
<785hp 539m 214mv active 10am (day)><no opponent no opponent>*none* where $$
<PK> Rhalmmda On the Eastern Road
<785hp 539m 214mv active 10am (day)><no opponent no opponent>*none* w
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]
A special guard walks in.
A mighty gules lion walks in.
<785hp 539m 213mv active 10am (day)><no opponent no opponent>*none* w
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]
A mighty gules lion walks in.
A special guard walks in.
<785hp 539m 212mv active 10am (day)><no opponent no opponent>*none* where $$
<PK> Rhalmmda On the Eastern Road
<785hp 539m 212mv active 10am (day)><no opponent no opponent>*none* w
The Checkpoint
f| You reach the checkpoint of the Eastern Road. This point
|| serves as both a guardpost for keeping the road safe from
o-o-o| highway robbery and also is the main means of checking
| | the smoothness of trade flowing in and out of the two hometowns.
+-+-@-+-+| The post is guarded day and night by heavily armored knights
| | | that are ever vigilant and alert.
+ + |
| |
+-+ |
---------+
[Exits: north east south west]
A Knight stands here, guarding the checkpoint.
A Knight stands here, guarding the checkpoint.
A special guard walks in.
A mighty gules lion walks in.
<785hp 539m 211mv active 10am (day)><no opponent no opponent>*none* murder $$
They aren't here.
<785hp 539m 211mv active 10am (day)><no opponent no opponent>*none* murder $$
They aren't here.
<785hp 539m 211mv active 10am (day)><no opponent no opponent>*none*
Rhalmmda flies in.
<785hp 539m 211mv active 10am (day)><no opponent no opponent>*none* w
murder $$
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]
A mighty gules lion walks in.
A special guard walks in.
<785hp 539m 210mv active 10am (day)><no opponent no opponent>*none* murder $$
They aren't here.
<785hp 539m 210mv active 10am (day)><no opponent no opponent>*none* e
They aren't here.
<785hp 539m 210mv active 10am (day)><no opponent no opponent>*none* murder $$
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.
A special guard walks in.
A mighty gules lion walks in.
<785hp 539m 209mv active 10am (day)><no opponent no opponent>*none* murder $$
They aren't here.
<785hp 539m 209mv active 10am (day)><no opponent no opponent>*none* They aren't here.
<785hp 539m 209mv active 10am (day)><no opponent no opponent>*none* e
where $$
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]
A mighty gules lion walks in.
A special guard walks in.
<785hp 539m 208mv active 10am (day)><no opponent no opponent>*none* e
murder $$
You didn't find any rhalmmda.
<785hp 539m 208mv active 10am (day)><no opponent no opponent>*none* 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]
A special guard walks in.
A mighty gules lion walks in.
<785hp 539m 207mv active 10am (day)><no opponent no opponent>*none* where
They aren't here.
<785hp 539m 207mv active 10am (day)><no opponent no opponent>*none* Players near you in Eastern Road:
<PK> Cedowyl Along the Eastern Road
<785hp 539m 207mv active 10am (day)><no opponent no opponent>*none* e
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]
A mighty gules lion walks in.
A special guard walks in.
<785hp 539m 206mv active 10am (day)><no opponent no opponent>*none* e
e
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]
A special guard walks in.
A mighty gules lion walks in.
<785hp 539m 205mv active 10am (day)><no opponent no opponent>*none* e
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]
A mighty gules lion walks in.
A special guard walks in.
<785hp 539m 204mv active 10am (day)><no opponent no opponent>*none* 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]
A special guard walks in.
A mighty gules lion walks in.
<785hp 539m 203mv active 10am (day)><no opponent no opponent>*none* e
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 giant gate guard stands here, checking people who walk by.
A giant gate guard stands here, checking people who walk by.
A mighty gules lion walks in.
A special guard walks in.
<785hp 539m 202mv active 10am (day)><no opponent no opponent>*none* e
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 special guard walks in.
A mighty gules lion walks in.
<785hp 539m 201mv active 10am (day)><no opponent no opponent>*none* e
where $$
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 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 large, filthy looking rat scurries around.
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 mighty gules lion walks in.
A special guard walks in.
<785hp 539m 200mv active 10am (day)><no opponent no opponent>*none* e
You didn't find any rhalmmda.
<785hp 539m 200mv active 10am (day)><no opponent no opponent>*none* 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 special guard walks in.
A mighty gules lion walks in.
<785hp 539m 199mv active 10am (day)><no opponent no opponent>*none* e
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]
A mighty gules lion walks in.
A special guard walks in.
<785hp 539m 198mv active 10am (day)><no opponent no opponent>*none* where $$
You didn't find any rhalmmda.
<785hp 539m 198mv active 10am (day)><no opponent no opponent>*none* w
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 special guard walks in.
A mighty gules lion walks in.
<785hp 539m 197mv active 10am (day)><no opponent no opponent>*none* w
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 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 large, filthy looking rat scurries around.
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 mighty gules lion walks in.
A special guard walks in.
<785hp 539m 196mv active 10am (day)><no opponent no opponent>*none* w
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 special guard walks in.
A mighty gules lion walks in.
<785hp 539m 195mv active 10am (day)><no opponent no opponent>*none* w
w
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 giant gate guard stands here, checking people who walk by.
A giant gate guard stands here, checking people who walk by.
A mighty gules lion walks in.
A special guard walks in.
<785hp 539m 194mv active 10am (day)><no opponent no opponent>*none* w
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]
A special guard walks in.
A mighty gules lion walks in.
<785hp 539m 193mv active 10am (day)><no opponent no opponent>*none* 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]
A mighty gules lion walks in.
A special guard walks in.
<785hp 539m 192mv active 10am (day)><no opponent no opponent>*none* w
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]
A special guard walks in.
A mighty gules lion walks in.
<785hp 539m 191mv active 10am (day)><no opponent no opponent>*none* w
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]
A mighty gules lion walks in.
A special guard walks in.
<785hp 539m 190mv active 10am (day)><no opponent no opponent>*none* w
w
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]
(Charmed) A special guard stands here, red with anger.
(Translucent) (White Aura) (Red Aura) Auhror the Arcane Chimera of Order is here.
(Translucent) (White Aura) (Red Aura) Auhror the Arcane Chimera of Order is here.
(Translucent) (White Aura) (Red Aura) Auhror the Arcane Chimera of Order is here.
(Translucent) (White Aura) (Red Aura) Auhror the Arcane Chimera of Order is here.
A special guard walks in.
A mighty gules lion walks in.
<785hp 539m 189mv active 10am (day)><no opponent no opponent>*none* 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]
A mighty gules lion walks in.
A special guard walks in.
<785hp 539m 188mv active 10am (day)><no opponent no opponent>*none* Auhror flies in.
A special guard walks in.
Auhror walks in.
Auhror walks in.
Auhror walks in.
<785hp 539m 188mv active 10am (day)><no opponent no opponent>*none* murder $$
They aren't here.
<785hp 539m 188mv active 10am (day)><no opponent no opponent>*none* Auhror flies west.
Auhror walks west.
Auhror walks west.
Auhror walks west.
A special guard walks west.
<785hp 539m 188mv active 10am (day)><no opponent no opponent>*none* w
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]
(Charmed) A special guard stands here, red with anger.
(Translucent) (White Aura) (Red Aura) Auhror the Arcane Chimera of Order is here.
(Translucent) (White Aura) (Red Aura) Auhror the Arcane Chimera of Order is here.
(Translucent) (White Aura) (Red Aura) Auhror the Arcane Chimera of Order is here.
(Translucent) (White Aura) (Red Aura) Auhror the Arcane Chimera of Order is here.
A Knight stands here, guarding the checkpoint.
A Knight stands here, guarding the checkpoint.
A special guard walks in.
A mighty gules lion walks in.
<785hp 539m 187mv active 10am (day)><no opponent no opponent>*none*
Auhror flies west.
A special guard walks west.
Auhror walks west.
Auhror walks west.
Auhror walks west.
<785hp 539m 187mv active 10am (day)><no opponent no opponent>*none* s
Truncated Path to the Village
o-o-o| This is a narrow path, which appears to be very high
| | traffic. Years of feet trodding over the dust and dirt
+-+-+-+-+| has formed a super hard surface for the path. To the
| | | north you can see the Eastern Road. To the south, you
+ @ | can see dim lights of a village in the distance.
| |
+-+ +|
| ||
+-+|
---------+
[Exits: north south]
A mighty gules lion walks in.
A special guard walks in.
<785hp 539m 186mv active 10am (day)><no opponent no opponent>*none* s
Truncated Path to the Village
+-+-+-+-+| This is a narrow path, which appears to be very high traffic.
| | | Years of feet trodding over the dust and dirt has formed
+ + | a super hard surface for the path. To the north you can
| | see the Eastern Road. To the south, you can see dim lights
@-+ +| of a village in the distance.
| ||
+-+|
|
|
---------+
[Exits: north east]
A special guard walks in.
A mighty gules lion walks in.
<785hp 539m 185mv active 10am (day)><no opponent no opponent>*none* e
Truncated Path to the Village
+-+-+-+=+| This is a narrow path, which appears to be very high
| || traffic. Years of feet trodding over the dust and dirt
+ +-+| has formed a super hard surface for the path. To the
| || west you can hear traffic passing on the Eastern Road.
+-@ + +| To the south, you can hear the sounds of the village,
| | || as well as see the Lights close by.
+-+-+|
||
S-+|
---------+
[Exits: south west]
A mighty gules lion walks in.
A special guard walks in.
<785hp 539m 184mv active 10am (day)><no opponent no opponent>*none* s
e
Entrance to Gnome Village
+ +-+| The entrance to a small gnome village. The road into
| || the village is wide, wide enough for quite a number of
+-+ + +| full grown gnomes or a few carts to travel side by side
| | || on, it is made of of perfectly carved slabs of the green
@-+-+| stone chtenik. Short and dull green grass grows between
|| each slab. The road heading away from the village is
S-+| nothing but dust and dirt, it leads shortly to the west
|| and than northward.
F|
---------+
[Exits: north east]
A special guard walks in.
A mighty gules lion walks in.
<785hp 539m 183mv active 10am (day)><no opponent no opponent>*none* e
A Nameless Road
+ +-+-+| A nameless road leading into or from the main part of
| | | a small gnome village. The road is wide, wide enough
+-+ + + | for quite a few full grown gnomes or a few carts to travel
| | | | side by side on, it is made of of perfectly carved slabs
+-@-+-+| of the green stone chtenik. Short and dull green grass
| | grows between each slab. A wide stretch of the same grass
S-+-*| grows to the south. A short path leads up to a small
| | doorless home to the north.
F-+|
---------+
[Exits: north east west]
A mighty gules lion walks in.
A special guard walks in.
<785hp 539m 182mv active 10am (day)><no opponent no opponent>*none* e
An Intersection of Two Nameless Roads
+-+-+ | A four way intersection in what might be considered the
| | center of the village. A small, but very full well sits
+ + + +| in the center, the stonework of it done amazingly skillfully,
| | | || but not very creatively. The roads leading off to the
+-+-@-+-+| north, south, east and west are made of perfectly carved
| || slabs of the green stone chtenik. Short and dull green
S-+-* +| grass grows between each.
| |
F-+-*|
---------+
[Exits: north east south west]
A wishing well sits at the center of the intersection.
A special guard walks in.
A mighty gules lion walks in.
<785hp 539m 181mv active 10am (day)><no opponent no opponent>*none* where
A Nameless Road
+-+-+ | A nameless road in a small gnome village. The road is wide,
| | wide enough for quite a few full grown gnomes or a few
+ + + | carts to travel side by side on, it is made of of perfectly
| | | | carved slabs of the green stone chtenik. Short and dull
+-+-@-+-o| green grass grows between each slab. Short paths lead up
| | | to small doorless homes, almost certainly built from the
S-+-* + | same plan, to the north and south.
| |
F-+-* |
---------+
[Exits: east west]
A mighty gules lion walks in.
A special guard walks in.
<785hp 539m 180mv active 10am (day)><no opponent no opponent>*none* Players near you in Gnome Village:
<PK> Cedowyl A Nameless Road
<785hp 539m 180mv active 10am (day)><no opponent no opponent>*none* e
A Path on the Outskirts
+-+ | A small path leading in or out of a small gnome village.
| | The path is much smaller than the road to the west and looks
+ + | to have gone unused for some time. Tall brown grass grow
| | | to each side of the path and a bit actually on the path.
+-+-@-o-o| A small gnome village can be seen to the west and to the
| | | east the path has been almost completely overgrown.
+-* + |
| |
F-+-* |
---------+
[Exits: north east south west]
A special guard walks in.
A mighty gules lion walks in.
<800hp 549m 233mv active 11am (day)><no opponent no opponent>*none* where
w
Players near you in Gnome Village:
<PK> Cedowyl A Path on the Outskirts
<800hp 549m 233mv active 11am (day)><no opponent no opponent>*none* w
A Nameless Road
+-+-+ | A nameless road in a small gnome village. The road is wide,
| | wide enough for quite a few full grown gnomes or a few
+ + + | carts to travel side by side on, it is made of of perfectly
| | | | carved slabs of the green stone chtenik. Short and dull
+-+-@-+-o| green grass grows between each slab. Short paths lead up
| | | to small doorless homes, almost certainly built from the
S-+-* + | same plan, to the north and south.
| |
F-+-* |
---------+
[Exits: east west]
A mighty gules lion walks in.
A special guard walks in.
<800hp 549m 232mv active 11am (day)><no opponent no opponent>*none* An Intersection of Two Nameless Roads
+-+-+ | A four way intersection in what might be considered the
| | center of the village. A small, but very full well sits
+ + + +| in the center, the stonework of it done amazingly skillfully,
| | | || but not very creatively. The roads leading off to the
+-+-@-+-+| north, south, east and west are made of perfectly carved
| || slabs of the green stone chtenik. Short and dull green
S-+-* +| grass grows between each.
| |
F-+-*|
---------+
[Exits: north east south west]
A wishing well sits at the center of the intersection.
A special guard walks in.
A mighty gules lion walks in.
<800hp 549m 231mv active 11am (day)><no opponent no opponent>*none* cb He just ran past then vanished
[JUSTICE] (Commander) Cedowyl: 'He just ran past then vanished.'
<800hp 549m 231mv active 11am (day)><no opponent no opponent>*none* w
A Nameless Road
+ +-+-+| A nameless road leading into or from the main part of
| | | a small gnome village. The road is wide, wide enough
+-+ + + | for quite a few full grown gnomes or a few carts to travel
| | | | side by side on, it is made of of perfectly carved slabs
+-@-+-+| of the green stone chtenik. Short and dull green grass
| | grows between each slab. A wide stretch of the same grass
S-+-*| grows to the south. A short path leads up to a small
| | doorless home to the north.
F-+|
---------+
[Exits: north east west]
A mighty gules lion walks in.
A special guard walks in.
<800hp 549m 230mv active 11am (day)><no opponent no opponent>*none* w
Entrance to Gnome Village
+ +-+| The entrance to a small gnome village. The road into
| || the village is wide, wide enough for quite a number of
+-+ + +| full grown gnomes or a few carts to travel side by side
| | || on, it is made of of perfectly carved slabs of the green
@-+-+| stone chtenik. Short and dull green grass grows between
|| each slab. The road heading away from the village is
S-+| nothing but dust and dirt, it leads shortly to the west
|| and than northward.
F|
---------+
[Exits: north east]
A special guard walks in.
A mighty gules lion walks in.
<800hp 549m 229mv active 11am (day)><no opponent no opponent>*none* w
w
The road turns sharply north here.
<800hp 549m 229mv active 11am (day)><no opponent no opponent>*none* The road turns sharply north here.
<800hp 549m 229mv active 11am (day)><no opponent no opponent>*none* n
Truncated Path to the Village
+-+-+-+=+| This is a narrow path, which appears to be very high
| || traffic. Years of feet trodding over the dust and dirt
+ +-+| has formed a super hard surface for the path. To the
| || west you can hear traffic passing on the Eastern Road.
+-@ + +| To the south, you can hear the sounds of the village,
| | || as well as see the Lights close by.
+-+-+|
||
S-+|
---------+
[Exits: south west]
A mighty gules lion walks in.
A special guard walks in.
<800hp 549m 228mv active 11am (day)><no opponent no opponent>*none* w
n
Truncated Path to the Village
+-+-+-+-+| This is a narrow path, which appears to be very high traffic.
| | | Years of feet trodding over the dust and dirt has formed
+ + | a super hard surface for the path. To the north you can
| | see the Eastern Road. To the south, you can see dim lights
@-+ +| of a village in the distance.
| ||
+-+|
|
|
---------+
[Exits: north east]
A special guard walks in.
A mighty gules lion walks in.
<800hp 549m 227mv active 11am (day)><no opponent no opponent>*none* n
Truncated Path to the Village
o-o-o| This is a narrow path, which appears to be very high
| | traffic. Years of feet trodding over the dust and dirt
+-+-+-+-+| has formed a super hard surface for the path. To the
| | | north you can see the Eastern Road. To the south, you
+ @ | can see dim lights of a village in the distance.
| |
+-+ +|
| ||
+-+|
---------+
[Exits: north south]
A mighty gules lion walks in.
A special guard walks in.
<800hp 549m 226mv active 11am (day)><no opponent no opponent>*none* 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.
A special guard walks in.
A mighty gules lion walks in.
<800hp 549m 225mv active 11am (day)><no opponent no opponent>*none* e
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]
A mighty gules lion walks in.
A special guard walks in.
<800hp 549m 224mv active 11am (day)><no opponent no opponent>*none* where
e
Players near you in Eastern Road:
<PK> Cedowyl Along the Eastern Road
<800hp 549m 224mv active 11am (day)><no opponent no opponent>*none* 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]
A special guard walks in.
A mighty gules lion walks in.
<800hp 549m 223mv active 11am (day)><no opponent no opponent>*none* e
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]
A mighty gules lion walks in.
A special guard walks in.
<800hp 549m 222mv active 11am (day)><no opponent no opponent>*none* e
e
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]
A special guard walks in.
A mighty gules lion walks in.
<800hp 549m 221mv active 11am (day)><no opponent no opponent>*none* e
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]
A mighty gules lion walks in.
A special guard walks in.
<800hp 549m 220mv active 11am (day)><no opponent no opponent>*none* e
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]
A special guard walks in.
A mighty gules lion walks in.
<800hp 549m 219mv active 11am (day)><no opponent no opponent>*none* e
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 giant gate guard stands here, checking people who walk by.
A giant gate guard stands here, checking people who walk by.
A mighty gules lion walks in.
A special guard walks in.
<800hp 549m 218mv active 11am (day)><no opponent no opponent>*none* who|who pk
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 special guard walks in.
A mighty gules lion walks in.
<800hp 549m 217mv active 11am (day)><no opponent no opponent>*none* e
e
[ Grgyl ] <PK> [JUSTICE] (Captain) Judge Auhror the Arcane Chimera of Order
[ Drow ] Kyralas the Apprentice of Endurance
[50 H-Elf Pal] <PK> [JUSTICE] (Commander) [Law] Judge Cedowyl the Holy Knight, Commander of Justice
[ Golem ] <PK> Dluldor the Holy Shaman
Players found: 4
[KNIGHT] Light shall prevail throughout the lands.
There are 4 characters on; the most on this past month was 13.
<800hp 549m 217mv active 11am (day)><no opponent no opponent>*none* [50 Grgyl Ill] <PK> (JUGGERNAUT) [JUSTICE] (Captain) Judge Auhror the Arcane Chimera of Order
[50 H-Elf Pal] <PK> [JUSTICE] (Commander) [Law] Judge Cedowyl the Holy Knight, Commander of Justice
[50 Golem Sha] <PK> Dluldor the Holy Shaman
Players found: 3
[KNIGHT] Light shall prevail throughout the lands.
There are 4 characters on; the most on this past month was 13.
<800hp 549m 217mv active 11am (day)><no opponent no opponent>*none* 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 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 large, filthy looking rat scurries around.
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 mighty gules lion walks in.
A special guard walks in.
<800hp 549m 216mv active 11am (day)><no opponent no opponent>*none* 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 special guard walks in.
A mighty gules lion walks in.
<800hp 549m 215mv active 11am (day)><no opponent no opponent>*none* e
where
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]
A mighty gules lion walks in.
A special guard walks in.
<800hp 549m 214mv active 11am (day)><no opponent no opponent>*none* Players near you in Timaran:
<PK> Cedowyl Western Main Street
<800hp 549m 214mv active 11am (day)><no opponent no opponent>*none* e
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]
A special guard walks in.
A mighty gules lion walks in.
<800hp 549m 213mv active 11am (day)><no opponent no opponent>*none* e
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.
A mighty gules lion walks in.
A special guard walks in.
<800hp 549m 212mv active 11am (day)><no opponent no opponent>*none* e
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.
The Town Crier stands here, yelling the daily news.
A special guard walks in.
A mighty gules lion walks in.
The Town Crier yells 'Hear ye, hear ye! Circus lion-tamer complains of a renegade clown!'
The Town Crier says 'The circus is currently set up outside Seringale's west gate.'
<800hp 549m 211mv active 11am (day)><no opponent no opponent>*none* drink
You drink water from a marble fountain.
Your thirst is quenched.
<800hp 549m 211mv active 11am (day)><no opponent no opponent>*none* fill tin
You fill a tin canteen with water from a marble fountain.
<800hp 549m 211mv active 11am (day)><no opponent no opponent>*none* where
who|who pk
Players near you in Timaran:
<PK> Cedowyl City Centre of Timaran
<800hp 549m 211mv active 11am (day)><no opponent no opponent>*none* [ Grgyl ] <PK> [JUSTICE] (Captain) Judge Auhror the Arcane Chimera of Order
[ Drow ] Kyralas the Apprentice of Endurance
[50 H-Elf Pal] <PK> [JUSTICE] (Commander) [Law] Judge Cedowyl the Holy Knight, Commander of Justice
[ Golem ] <PK> Dluldor the Holy Shaman
Players found: 4
[KNIGHT] Light shall prevail throughout the lands.
There are 4 characters on; the most on this past month was 13.
<800hp 549m 211mv active 11am (day)><no opponent no opponent>*none* [50 Grgyl Ill] <PK> (JUGGERNAUT) [JUSTICE] (Captain) Judge Auhror the Arcane Chimera of Order
[50 H-Elf Pal] <PK> [JUSTICE] (Commander) [Law] Judge Cedowyl the Holy Knight, Commander of Justice
[50 Golem Sha] <PK> Dluldor the Holy Shaman
Players found: 3
[KNIGHT] Light shall prevail throughout the lands.
There are 4 characters on; the most on this past month was 13.
<800hp 549m 211mv active 11am (day)><no opponent no opponent>*none*
The city clock tolls twelve times, announcing midday.
<813hp 561m 265mv active 12pm (noon)><no opponent no opponent>*none* reply Come friend, no need to make this worse.
They aren't here.
<813hp 561m 265mv active 12pm (noon)><no opponent no opponent>*none*
A Timaran day watch guard walks west.
<813hp 561m 265mv active 12pm (noon)><no opponent no opponent>*none* where
who|who pk
Players near you in Timaran:
<PK> Cedowyl City Centre of Timaran
<813hp 561m 265mv active 12pm (noon)><no opponent no opponent>*none* [ Grgyl ] <PK> [JUSTICE] (Captain) Judge Auhror the Arcane Chimera of Order
[ Drow ] Kyralas the Apprentice of Endurance
[50 H-Elf Pal] <PK> [JUSTICE] (Commander) [Law] Judge Cedowyl the Holy Knight, Commander of Justice
[ Golem ] <PK> Dluldor the Holy Shaman
Players found: 4
[KNIGHT] Light shall prevail throughout the lands.
There are 4 characters on; the most on this past month was 13.
<813hp 561m 265mv active 12pm (noon)><no opponent no opponent>*none* [50 Grgyl Ill] <PK> (JUGGERNAUT) [JUSTICE] (Captain) Judge Auhror the Arcane Chimera of Order
[50 H-Elf Pal] <PK> [JUSTICE] (Commander) [Law] Judge Cedowyl the Holy Knight, Commander of Justice
[50 Golem Sha] <PK> Dluldor the Holy Shaman
Players found: 3
[KNIGHT] Light shall prevail throughout the lands.
There are 4 characters on; the most on this past month was 13.
<813hp 561m 265mv active 12pm (noon)><no opponent no opponent>*none* w
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.
A member of the Timaran city day watch keeps an eye out.
A mighty gules lion walks in.
A special guard walks in.
<813hp 561m 264mv calm 12pm (noon)><no opponent no opponent>*none* w
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]
A special guard walks in.
A mighty gules lion walks in.
<813hp 561m 263mv calm 12pm (noon)><no opponent no opponent>*none* w
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]
A mighty gules lion walks in.
A special guard walks in.
<813hp 561m 262mv calm 12pm (noon)><no opponent no opponent>*none* where
who|who pk
Players near you in Timaran:
<PK> Cedowyl Western Main Street
<813hp 561m 262mv calm 12pm (noon)><no opponent no opponent>*none* [ Grgyl ] <PK> [JUSTICE] (Captain) Judge Auhror the Arcane Chimera of Order
[ Drow ] Kyralas the Apprentice of Endurance
[50 H-Elf Pal] <PK> [JUSTICE] (Commander) [Law] Judge Cedowyl the Holy Knight, Commander of Justice
[ Golem ] <PK> Dluldor the Holy Shaman
Players found: 4
[KNIGHT] Light shall prevail throughout the lands.
There are 4 characters on; the most on this past month was 13.
<813hp 561m 262mv calm 12pm (noon)><no opponent no opponent>*none* [50 Grgyl Ill] <PK> (JUGGERNAUT) [JUSTICE] (Captain) Judge Auhror the Arcane Chimera of Order
[50 H-Elf Pal] <PK> [JUSTICE] (Commander) [Law] Judge Cedowyl the Holy Knight, Commander of Justice
[50 Golem Sha] <PK> Dluldor the Holy Shaman
Players found: 3
[KNIGHT] Light shall prevail throughout the lands.
There are 4 characters on; the most on this past month was 13.
<813hp 561m 262mv calm 12pm (noon)><no opponent no opponent>*none* w
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 special guard walks in.
A mighty gules lion walks in.
<813hp 561m 261mv calm 12pm (noon)><no opponent no opponent>*none* w
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 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 large, filthy looking rat scurries around.
A member of the Timaran city day watch keeps an eye out.
A mighty gules lion walks in.
A special guard walks in.
<813hp 561m 260mv calm 12pm (noon)><no opponent no opponent>*none* where
Players near you in Timaran:
<PK> Cedowyl Western Square of Timaran
<813hp 561m 260mv calm 12pm (noon)><no opponent no opponent>*none* who|who pk
[ Grgyl ] <PK> [JUSTICE] (Captain) Judge Auhror the Arcane Chimera of Order
[ Drow ] Kyralas the Apprentice of Endurance
[50 H-Elf Pal] <PK> [JUSTICE] (Commander) [Law] Judge Cedowyl the Holy Knight, Commander of Justice
[ Golem ] <PK> Dluldor the Holy Shaman
Players found: 4
[KNIGHT] Light shall prevail throughout the lands.
There are 4 characters on; the most on this past month was 13.
<813hp 561m 260mv calm 12pm (noon)><no opponent no opponent>*none* [50 Grgyl Ill] <PK> (JUGGERNAUT) [JUSTICE] (Captain) Judge Auhror the Arcane Chimera of Order
[50 H-Elf Pal] <PK> [JUSTICE] (Commander) [Law] Judge Cedowyl the Holy Knight, Commander of Justice
[50 Golem Sha] <PK> Dluldor the Holy Shaman
Players found: 3
[KNIGHT] Light shall prevail throughout the lands.
There are 4 characters on; the most on this past month was 13.
<813hp 561m 260mv calm 12pm (noon)><no opponent no opponent>*none* wield staff
You stop using a golden kite shield as a shield.
You hold a silver staff in your hand.
<813hp 561m 260mv calm 12pm (noon)><no opponent no opponent>*none* where
who|who pk
Players near you in Timaran:
<PK> Cedowyl Western Square of Timaran
<813hp 561m 260mv calm 12pm (noon)><no opponent no opponent>*none* [ Grgyl ] <PK> [JUSTICE] (Captain) Judge Auhror the Arcane Chimera of Order
[ Drow ] Kyralas the Apprentice of Endurance
[50 H-Elf Pal] <PK> [JUSTICE] (Commander) [Law] Judge Cedowyl the Holy Knight, Commander of Justice
[ Golem ] <PK> Dluldor the Holy Shaman
Players found: 4
[KNIGHT] Light shall prevail throughout the lands.
There are 4 characters on; the most on this past month was 13.
<813hp 561m 260mv calm 12pm (noon)><no opponent no opponent>*none* [50 Grgyl Ill] <PK> (JUGGERNAUT) [JUSTICE] (Captain) Judge Auhror the Arcane Chimera of Order
[50 H-Elf Pal] <PK> [JUSTICE] (Commander) [Law] Judge Cedowyl the Holy Knight, Commander of Justice
[50 Golem Sha] <PK> Dluldor the Holy Shaman
Players found: 3
[KNIGHT] Light shall prevail throughout the lands.
There are 4 characters on; the most on this past month was 13.
<813hp 561m 260mv calm 12pm (noon)><no opponent no opponent>*none*
A Timaran day watch guard walks in.
A Timaran day watch guard walks west.
Rimath the trader auctions 'Place yer bids! a frost-burnt talisman of thaumaturgy is being auctioned for 15000 gold!'
<813hp 561m 260mv calm 12pm (noon)><no opponent no opponent>*none* look
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 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 day watch keeps an eye out.
(Charmed) A special guard stands here, red with anger.
(Charmed) A mighty gules lion is here, faithfully guarding its master.
A large, filthy looking rat scurries around.
<814hp 579m 314mv calm 1pm (day)><no opponent no opponent>*none*
A small bunch of travelers walk in from the nearby gate, dusty and worn looking.
<814hp 579m 314mv calm 1pm (day)><no opponent no opponent>*none* w
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 member of the Timaran city day watch keeps an eye out.
A special guard walks in.
A mighty gules lion walks in.
<814hp 579m 313mv calm 1pm (day)><no opponent no opponent>*none* co vig
You are already vigilant.
<814hp 574m 313mv calm 1pm (day)><no opponent no opponent>*none* dis
You aren't fighting anyone.
<814hp 574m 313mv calm 1pm (day)><no opponent no opponent>*none* e
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 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 day watch keeps an eye out.
A mighty gules lion walks in.
A special guard walks in.
<814hp 574m 312mv calm 1pm (day)><no opponent no opponent>*none* where
Players near you in Timaran:
<PK> Cedowyl Western Square of Timaran
<814hp 574m 312mv calm 1pm (day)><no opponent no opponent>*none* who|who pk
[ Grgyl ] <PK> [JUSTICE] (Captain) Judge Auhror the Arcane Chimera of Order
[ Drow ] Kyralas the Apprentice of Endurance
[50 H-Elf Pal] <PK> [JUSTICE] (Commander) [Law] Judge Cedowyl the Holy Knight, Commander of Justice
[ Golem ] <PK> Dluldor the Holy Shaman
Players found: 4
[KNIGHT] Light shall prevail throughout the lands.
There are 4 characters on; the most on this past month was 13.
<814hp 574m 312mv calm 1pm (day)><no opponent no opponent>*none* [50 Grgyl Ill] <PK> (JUGGERNAUT) [JUSTICE] (Captain) Judge Auhror the Arcane Chimera of Order
[50 H-Elf Pal] <PK> [JUSTICE] (Commander) [Law] Judge Cedowyl the Holy Knight, Commander of Justice
[50 Golem Sha] <PK> Dluldor the Holy Shaman
Players found: 3
[KNIGHT] Light shall prevail throughout the lands.
There are 4 characters on; the most on this past month was 13.
<814hp 574m 312mv calm 1pm (day)><no opponent no opponent>*none* w
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 member of the Timaran city day watch keeps an eye out.
A special guard walks in.
A mighty gules lion walks in.
<814hp 574m 311mv calm 1pm (day)><no opponent no opponent>*none* w
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 giant gate guard stands here, checking people who walk by.
A giant gate guard stands here, checking people who walk by.
A mighty gules lion walks in.
A special guard walks in.
<814hp 574m 310mv calm 1pm (day)><no opponent no opponent>*none* where
Players near you in Timaran:
<PK> Cedowyl West Gate of Timaran
<814hp 574m 310mv calm 1pm (day)><no opponent no opponent>*none* w
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]
A special guard walks in.
A mighty gules lion walks in.
<814hp 574m 309mv calm 1pm (day)><no opponent no opponent>*none* w
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]
A mighty gules lion walks in.
A special guard walks in.
<814hp 574m 308mv calm 1pm (day)><no opponent no opponent>*none* where
Players near you in Eastern Road:
<PK> Cedowyl Along the Eastern Road
<814hp 574m 308mv calm 1pm (day)><no opponent no opponent>*none* w
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]
A special guard walks in.
A mighty gules lion walks in.
<814hp 574m 307mv calm 1pm (day)><no opponent no opponent>*none* w
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]
A mighty gules lion walks in.
A special guard walks in.
<814hp 574m 306mv calm 1pm (day)><no opponent no opponent>*none* where
Players near you in Eastern Road:
<PK> Cedowyl Along the Eastern Road
<814hp 574m 306mv calm 1pm (day)><no opponent no opponent>*none* e
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]
A special guard walks in.
A mighty gules lion walks in.
<814hp 574m 305mv calm 1pm (day)><no opponent no opponent>*none* e
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]
A mighty gules lion walks in.
A special guard walks in.
<814hp 574m 304mv calm 1pm (day)><no opponent no opponent>*none* where
Players near you in Eastern Road:
<PK> Cedowyl Along the Eastern Road
<814hp 574m 304mv calm 1pm (day)><no opponent no opponent>*none* e
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]
A special guard walks in.
A mighty gules lion walks in.
<814hp 574m 303mv calm 1pm (day)><no opponent no opponent>*none* where
Players near you in Eastern Road:
<PK> Cedowyl On the Outskirts of Timaran
<814hp 574m 303mv calm 1pm (day)><no opponent no opponent>*none* e
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 giant gate guard stands here, checking people who walk by.
A giant gate guard stands here, checking people who walk by.
A mighty gules lion walks in.
A special guard walks in.
<814hp 574m 302mv calm 1pm (day)><no opponent no opponent>*none* where
Players near you in Timaran:
<PK> Cedowyl West Gate of Timaran
<814hp 574m 302mv calm 1pm (day)><no opponent no opponent>*none*
[JUSTICE] (Captain) Auhror: 'I will make way to the cabal.'
<814hp 584m 356mv calm 2pm (day)><no opponent no opponent>*none* where
who|who pk
Players near you in Timaran:
<PK> Cedowyl West Gate of Timaran
<814hp 584m 356mv calm 2pm (day)><no opponent no opponent>*none* [ Grgyl ] <PK> [JUSTICE] (Captain) Judge Auhror the Arcane Chimera of Order
[ Drow ] Kyralas the Apprentice of Endurance
[50 H-Elf Pal] <PK> [JUSTICE] (Commander) [Law] Judge Cedowyl the Holy Knight, Commander of Justice
[ Golem ] <PK> Dluldor the Holy Shaman
Players found: 4
[KNIGHT] Light shall prevail throughout the lands.
There are 4 characters on; the most on this past month was 13.
<814hp 584m 356mv calm 2pm (day)><no opponent no opponent>*none* [50 Grgyl Ill] <PK> (JUGGERNAUT) [JUSTICE] (Captain) Judge Auhror the Arcane Chimera of Order
[50 H-Elf Pal] <PK> [JUSTICE] (Commander) [Law] Judge Cedowyl the Holy Knight, Commander of Justice
[50 Golem Sha] <PK> Dluldor the Holy Shaman
Players found: 3
[KNIGHT] Light shall prevail throughout the lands.
There are 4 characters on; the most on this past month was 13.
<814hp 584m 356mv calm 2pm (day)><no opponent no opponent>*none* w
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]
A special guard walks in.
A mighty gules lion walks in.
<814hp 584m 355mv calm 2pm (day)><no opponent no opponent>*none* w
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]
A mighty gules lion walks in.
A special guard walks in.
<814hp 584m 354mv calm 2pm (day)><no opponent no opponent>*none* w
w
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]
A special guard walks in.
A mighty gules lion walks in.
<814hp 584m 353mv calm 2pm (day)><no opponent no opponent>*none* w
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]
A mighty gules lion walks in.
A special guard walks in.
<814hp 584m 352mv calm 2pm (day)><no opponent no opponent>*none* w
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]
A special guard walks in.
A mighty gules lion walks in.
<814hp 584m 351mv calm 2pm (day)><no opponent no opponent>*none* w
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]
A mighty gules lion walks in.
A special guard walks in.
<814hp 584m 350mv calm 2pm (day)><no opponent no opponent>*none* 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.
A special guard walks in.
A mighty gules lion walks in.
<814hp 584m 349mv calm 2pm (day)><no opponent no opponent>*none* cb I will as well
[JUSTICE] (Commander) Cedowyl: 'I will as well.'
<814hp 584m 349mv calm 2pm (day)><no opponent no opponent>*none* w
w
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]
A mighty gules lion walks in.
A special guard walks in.
<814hp 584m 348mv calm 2pm (day)><no opponent no opponent>*none* 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]
A special guard walks in.
A mighty gules lion walks in.
<814hp 584m 347mv calm 2pm (day)><no opponent no opponent>*none* s
w
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]
A mighty gules lion walks in.
A special guard walks in.
<814hp 584m 346mv calm 2pm (day)><no opponent no opponent>*none* w
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.
A special guard walks in.
A mighty gules lion walks in.
<814hp 584m 345mv calm 2pm (day)><no opponent no opponent>*none* 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 mighty gules lion walks in.
A special guard walks in.
<814hp 584m 344mv calm 2pm (day)><no opponent no opponent>*none* w
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 resisting
| | the erosion caused by the bustle of trade passing through the
+ | area.
|
|
---------+
[Exits: north east]
A special guard walks in.
A mighty gules lion walks in.
<814hp 584m 343mv calm 2pm (day)><no opponent no opponent>*none* n
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]
A mighty gules lion walks in.
A special guard walks in.
<814hp 584m 342mv calm 2pm (day)><no opponent no opponent>*none* w
where
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]
A special guard walks in.
A mighty gules lion walks in.
<814hp 584m 341mv calm 2pm (day)><no opponent no opponent>*none* who|who pk
w
Players near you in Eastern Road:
<PK> Cedowyl Along the Eastern Road
<814hp 584m 341mv calm 2pm (day)><no opponent no opponent>*none* w
[ Grgyl ] <PK> [JUSTICE] (Captain) Judge Auhror the Arcane Chimera of Order
[ Drow ] Kyralas the Apprentice of Endurance
[50 H-Elf Pal] <PK> [JUSTICE] (Commander) [Law] Judge Cedowyl the Holy Knight, Commander of Justice
[ H-Elf ] <PK> [KNIGHT] (WANTED:***) Sir Rhalmmda the Shadow Master of the Marama Kuei, Footman of Valour
[ Golem ] <PK> Dluldor the Holy Shaman
Players found: 5
[KNIGHT] Light shall prevail throughout the lands.
There are 5 characters on; the most on this past month was 13.
<814hp 584m 341mv calm 2pm (day)><no opponent no opponent>*none* [50 Grgyl Ill] <PK> (JUGGERNAUT) [JUSTICE] (Captain) Judge Auhror the Arcane Chimera of Order
[50 H-Elf Pal] <PK> [JUSTICE] (Commander) [Law] Judge Cedowyl the Holy Knight, Commander of Justice
[50 H-Elf Shw] <PK> [KNIGHT] (WANTED:***) Sir Rhalmmda the Shadow Master of the Marama Kuei, Footman of Valour
[50 Golem Sha] <PK> Dluldor the Holy Shaman
Players found: 4
[KNIGHT] Light shall prevail throughout the lands.
There are 5 characters on; the most on this past month was 13.
<814hp 584m 341mv calm 2pm (day)><no opponent no opponent>*none* 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.
A mighty gules lion walks in.
A special guard walks in.
<814hp 584m 340mv calm 2pm (day)><no opponent no opponent>*none* 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]
A special guard walks in.
A mighty gules lion walks in.
<814hp 584m 339mv calm 2pm (day)><no opponent no opponent>*none*
Rimath the trader auctions 'Place yer bids! a frost-burnt talisman of thaumaturgy is being auctioned for 15000 gold!'
<814hp 584m 339mv calm 2pm (day)><no opponent no opponent>*none* w
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]
A mighty gules lion walks in.
A special guard walks in.
<814hp 584m 338mv calm 2pm (day)><no opponent no opponent>*none* where $$
You didn't find any rhalmmda.
<814hp 584m 338mv calm 2pm (day)><no opponent no opponent>*none* where
Players near you in Eastern Road:
<PK> Cedowyl Along the Eastern Road
<814hp 584m 338mv calm 2pm (day)><no opponent no opponent>*none* who|who pk
[ Grgyl ] <PK> [JUSTICE] (Captain) Judge Auhror the Arcane Chimera of Order
[ Drow ] Kyralas the Apprentice of Endurance
[50 H-Elf Pal] <PK> [JUSTICE] (Commander) [Law] Judge Cedowyl the Holy Knight, Commander of Justice
[ H-Elf ] <PK> [KNIGHT] (WANTED:***) Sir Rhalmmda the Shadow Master of the Marama Kuei, Footman of Valour
[ Golem ] <PK> Dluldor the Holy Shaman
Players found: 5
[KNIGHT] Light shall prevail throughout the lands.
There are 5 characters on; the most on this past month was 13.
<814hp 584m 338mv calm 2pm (day)><no opponent no opponent>*none* [50 Grgyl Ill] <PK> (JUGGERNAUT) [JUSTICE] (Captain) Judge Auhror the Arcane Chimera of Order
[50 H-Elf Pal] <PK> [JUSTICE] (Commander) [Law] Judge Cedowyl the Holy Knight, Commander of Justice
[50 H-Elf Shw] <PK> [KNIGHT] (WANTED:***) Sir Rhalmmda the Shadow Master of the Marama Kuei, Footman of Valour
[50 Golem Sha] <PK> Dluldor the Holy Shaman
Players found: 4
[KNIGHT] Light shall prevail throughout the lands.
There are 5 characters on; the most on this past month was 13.
<814hp 584m 338mv calm 2pm (day)><no opponent no opponent>*none* reply Come friend, no need to make this worse.
They aren't here.
<814hp 584m 338mv calm 2pm (day)><no opponent no opponent>*none* tell rh Come friend, no need to make this worse.
Rhalmmda can't hear you.
<814hp 595m 392mv calm 3pm (day)><no opponent no opponent>*none* w
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]
A special guard walks in.
A mighty gules lion walks in.
<814hp 595m 391mv calm 3pm (day)><no opponent no opponent>*none* where
Players near you in Eastern Road:
<PK> Cedowyl Along the Eastern Road
<814hp 595m 391mv calm 3pm (day)><no opponent no opponent>*none* w
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]
A mighty gules lion walks in.
A special guard walks in.
<814hp 595m 390mv calm 3pm (day)><no opponent no opponent>*none* w
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]
A special guard walks in.
A mighty gules lion walks in.
<814hp 595m 389mv calm 3pm (day)><no opponent no opponent>*none* tell rh Come friend, no need to make this worse.
Rhalmmda can't hear you.
<814hp 595m 389mv calm 3pm (day)><no opponent no opponent>*none* w
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]
A dwarven city guard of Seringale stands watch here.
A mighty gules lion walks in.
A special guard walks in.
<814hp 595m 388mv calm 3pm (day)><no opponent no opponent>*none* e
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]
A special guard walks in.
A mighty gules lion walks in.
<814hp 595m 387mv calm 3pm (day)><no opponent no opponent>*none* w
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]
A dwarven city guard of Seringale stands watch here.
A mighty gules lion walks in.
A special guard walks in.
<814hp 595m 386mv calm 3pm (day)><no opponent no opponent>*none* w
w
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 special guard walks in.
A mighty gules lion walks in.
<814hp 595m 385mv calm 3pm (day)><no opponent no opponent>*none* w
The East Common Road
+ | You are on the Common Road of Seringale. All around you
| | are busy people hurrying along minding their own business.
S-* + | The Common Road continues to the east and the west.
| | |
+-+-@-+-+|
| | |
S + |
| |
+ |
---------+
[Exits: east west]
A mighty gules lion walks in.
A special guard walks in.
<814hp 595m 384mv calm 3pm (day)><no opponent no opponent>*none* w
The East Common Road
+| You are on the Common Road of Seringale. All around you
|| are busy people hurrying along minding their own business.
S-* +| You see a shop with a sign of a leather collar to the
| || north, a shop with a sign of a glittering diamond to
+-+-@-+-+| the south, and the Common Road continues to the east
| | || and the west.
+-+ S +|
| ||
+-+ +|
---------+
[Exits: north east south west]
A half-elf city guard of Seringale stands watch here.
A special guard walks in.
A mighty gules lion walks in.
<814hp 595m 383mv calm 3pm (day)><no opponent no opponent>*none* w
The East Common Road
* | You are on the Common Road of Seringale. All around you
| | are busy people hurrying along minding their own business.
+-* S-*| The Common Road continues to the east and the west.
| | |
+-+-@-+-+|
| | | |
S +-+ S |
| |
+-+-*|
---------+
[Exits: east west]
A mighty gules lion walks in.
A special guard walks in.
<814hp 595m 382mv calm 3pm (day)><no opponent no opponent>*none* w
The Eastern Monument
* | Standing in the center of the road is a large marble
| | monument, chiseled at odd angles and serving as a landmark
F +-* S| for Serin adventurers. Several dusty sets of footprints
| | || can be seen around the base of the monument, as hundreds
+-+-@-+-+| of passing citizens mark their paths from this large
| | | || stone monolith. To the south you see a dark alley, and
S S +-+ S| the Common Road continues to the east and west.
| |
+-+|
---------+
[Exits: east south west]
A special guard walks in.
A mighty gules lion walks in.
<814hp 595m 381mv calm 3pm (day)><no opponent no opponent>*none* w
The East Common Road
* | You are on the Common Road of Seringale. All around you
| | are busy people hurrying along minding their own business.
* F +-* | You see the entrance to the Warrior Guild to the north,
| | | | a shop with a sign of a sword and an axe to the south,
+-+-@-+-+| and the Common Road continues to the east and the west.
| | | | |
* S S +-+|
||
+|
---------+
[Exits: north east south west]
A mighty gules lion walks in.
A special guard walks in.
<814hp 595m 380mv calm 3pm (day)><no opponent no opponent>*none* w
The East Common Road
+-S *| You are on the Common Road of Seringale. All around you are
| || busy people hurrying along minding their own business. The
+-* F +-*| smell of fresh bread wafts in from the north of here. A shop
| | | | with a sign of an iron hammer is south.
+-@-+-+|
| | | ||
+-* S S +|
| |
+-S |
---------+
[Exits: north east south west]
A special guard walks in.
A mighty gules lion walks in.
<814hp 595m 379mv calm 3pm (day)><no opponent no opponent>*none* w
East of Market Square
S-+-S | You are east of Market Square. A marvellous monument has
| | been erected here in the middle of the city of Seringale,
*-+-* F +| ever flowing with clear with clear drinkable water. The road
| | | || is well worn from the traffic constantly passing over it.
+ @-+-+| A path leads north and south around the fountain, while the
| | | || common road continues to the east.
*-+-* S S|
| |
S-+-S |
---------+
[Exits: north east south]
A beggar wanders around asking for spare gold.
(Pink Aura) A teary-eyed, scrawny little man wanders around moaning.
A mighty gules lion walks in.
A special guard walks in.
<814hp 595m 378mv calm 3pm (day)><no opponent no opponent>*none* s
A fenced-in fountain! You reach for the delicious water but can't fit through the iron bars.
<814hp 595m 378mv calm 3pm (day)><no opponent no opponent>*none* w
Southeast of Market Square
*-+-* F +| You are standing southeast of the Market Square. A marvellous
| | | || monument has been erected here in the middle of the city
+ +-+-+| of Seringale, ever flowing with clear drinkable water. The
| | | || road is well worn from the traffic constantly passing over
*-+-@ S S| it. You see a path around the square to the west and north.
| |
S-+-S |
| |
S-+-* |
---------+
[Exits: north west]
A gnomish city guard of Seringale stands watch here.
A beggar wanders around asking for spare gold.
A special guard walks in.
A mighty gules lion walks in.
<814hp 595m 377mv calm 3pm (day)><no opponent no opponent>*none* w
South of Market Square
S *-+-* F| You are south of Market Square. A marvellous monument has
| | | || been erected here in the middle of the city of Seringale,
+-+ +-+| ever flowing with clear drinkable water. The road is well
| | | || worn from the traffic constantly passing over it. A path
F *-@-* S| leads east and west around the fountain, while the main
| | street continues to the south.
S-+-S |
| |
S-+-* |
---------+
[Exits: east south west]
A mighty gules lion walks in.
A special guard walks in.
<814hp 595m 376mv calm 3pm (day)><no opponent no opponent>*none* Southwest of Market Square
S S *-+-*| You are standing southwest of the Market Square. A marvellous
| | | || monument has been erected here in the middle of the city
+-+-+ +| of Seringale, ever flowing with clear drinkable water.
| | | || The road is well worn from the traffic constantly passing
S F @-+-*| over it. You see a path around the square to the east
| | and north.
S-+-S|
| |
S-+-*|
---------+
[Exits: north east]
A beggar wanders around asking for spare gold.
A special guard walks in.
A mighty gules lion walks in.
<814hp 595m 375mv calm 3pm (day)><no opponent no opponent>*none* n
West of Market Square
S-+-S| You are west of Market Square. A marvellous monument
| | has been erected here in the middle of the city of Seringale,
S S *-+-*| ever flowing with clear drinkable water. The road is
| | | || well worn from the traffic constantly passing over it.
+-+-@ +| A path leads north and south around the fountain, while
| | | || the common road continues to the west.
S F *-+-*|
| |
S-+-S|
---------+
[Exits: north south west]
A beggar wanders around asking for spare gold.
A halfling citizen of Seringale strolls about.
A mighty gules lion walks in.
A special guard walks in.
<814hp 595m 374mv calm 3pm (day)><no opponent no opponent>*none* w
The West Common Road
S-+| You are on the Common Road of Seringale. All around you
|| are busy people hurrying along minding their own business.
S S S *-+| You see a shop with a sign of a wizard's hat to the north,
| | | | | a shop of fresh meat to the south, and the large fountain
+-+-@-+ | of the town nearby to the east.
| | | | |
* S F *-+|
||
S-+|
---------+
[Exits: north east south west]
A special guard walks in.
A mighty gules lion walks in.
<814hp 595m 373mv calm 3pm (day)><no opponent no opponent>*none* where
Players near you in Seringale:
<PK> Cedowyl The West Common Road
<814hp 595m 373mv calm 3pm (day)><no opponent no opponent>*none* w
The West Common Road
| You are on the Common Road of Seringale. All around you
| are busy people hurrying along minding their own business.
S S S S *| You see a shop with a sign of a bubbling vial to the
| | | | || north, a shop of trades to the south, and the Common
+-+-@-+-+| Road continues to the east and the west.
| | | | ||
*-* S F *|
|
|
---------+
[Exits: north east south west]
A beggar wanders around asking for spare gold.
A mighty gules lion walks in.
A special guard walks in.
<814hp 595m 372mv calm 3pm (day)><no opponent no opponent>*none* w
The Western Monument
| Raised in the middle of the Common Road is a granite pillar,
| the Western Monument. Several glyphs and words have been
S S S S S| chiseled into its sides, as many travellers have attempted
| | | | || to leave their mark within Seringale. Many sets of footprints
+-+-@-+-+| can be seen on the ground, as several people frequent
| | | || this path. The road continues east and west, and the Scroll
*-* S F| Shop is to the north.
|
|
---------+
[Exits: north east south west]
A special guard walks in.
A mighty gules lion walks in.
<814hp 595m 371mv calm 3pm (day)><no opponent no opponent>*none* w
The West Common Road
| You are on the Common Road of Seringale. All around you are
| busy people hurrying along minding their own business. You
S S S S S| see a shop with a sign of a silver wand shooting sparks on
| | | | || the north, the stables of an inn to the south, and the Common
+-+-@-+-+| Road continues to the east and the west.
| | | ||
+ *-* S|
| |
f-f |
---------+
[Exits: north east south west]
An avian city guard of Seringale stands watch here.
An avian city guard of Seringale stands watch here.
A mighty gules lion walks in.
A special guard walks in.
<814hp 595m 370mv calm 3pm (day)><no opponent no opponent>*none* w
The West Common Road
+ | You are on the Common Road of Seringale. All around you are
| | busy people hurrying along minding their own business. You
+ S S S S| see a small shop with a sign of a glowing staff to the north,
| | | | || and the Common Road leads to the east and west.
+-+-@-+-+|
| | | ||
+ + *-*|
| | |
+ f-f |
---------+
[Exits: north east west]
A special guard walks in.
A mighty gules lion walks in.
<814hp 595m 369mv calm 3pm (day)><no opponent no opponent>*none* tell rh Come friend, no need to make this worse.
Rhalmmda can't hear you.
<814hp 595m 369mv calm 3pm (day)><no opponent no opponent>*none* w
The West Common Road
+ | You are on the Common Road of Seringale. All around you
| | are busy people hurrying along minding their own business.
+ S S S| You see the Common Road to the east, a small fishing shop
| | | || to the north, the entrance of a park to the south, and
+-+-@-+-+| the Western Gate to the west.
| | ||
+ + *|
| | |
+ f-f |
---------+
[Exits: north east south west]
A mighty gules lion walks in.
A special guard walks in.
<814hp 595m 368mv calm 3pm (day)><no opponent no opponent>*none* w
Inside the West Gate
+ | You are inside the West Gate of Seringale. All around
| | you are people travelling in and out of the city. The
+ S S| great wall of Seringale soars over your head at over
| | || 30 spans tall. You see the city to the east, the west
o-+-@-+-+| gate above you, and the city walls lead to the north
| | | and south.
+ + |
| | |
+ f-f|
---------+
[Exits: north east south west]
A dwarven city guard of Seringale stands watch here.
A gate guard is here guarding the gates of Seringale.
A gate guard is here guarding the gates of Seringale.
A special guard walks in.
A mighty gules lion walks in.
<814hp 595m 367mv calm 3pm (day)><no opponent no opponent>*none* w
Outside the West Gate
+ | You are outside the West Gate of Seringale. Before you
| | is a great wall. It is made of huge slabs of white stones
+ S| with various figures of birds, beasts, and dragons carved
| || into it. The great wall soars over your head at over
f-o-@-+-+| 30 spans tall. You see the entrance into the city of
| || Seringale to the east and the beginnings of a forest
+ +| to the west.
| ||
+ f|
---------+
[Exits: east west]
A fearless adventurer is here, asking for a group to explore the Mystic Forest.
A mighty gules lion walks in.
A special guard walks in.
<814hp 595m 366mv calm 3pm (day)><no opponent no opponent>*none* w
The edge of the forest
+| You are standing at the eastern edge of a big forest.
|| To the east is the West Gate of Seringale and to the
+| west is a narrow trail, leading in through the forest.
||
f-f-@-+-+|
||
+|
||
+|
---------+
[Exits: east west]
A homeless animal roams the streets alone.
A special guard walks in.
A mighty gules lion walks in.
A stray dog suddenly starts barking at you crazily.
<814hp 595m 365mv calm 3pm (day)><no opponent no opponent>*none* w
A trail through the light forest
| You are on a trail leading east and west through the dense
| forest. To the east, the forest gradually seems to become
| lighter. A thinner trail twists off slowly to the north.
|
f-f-@-o-+|
|
|
|
|
---------+
[Exits: east west]
A mighty gules lion walks in.
A special guard walks in.
<814hp 595m 364mv calm 3pm (day)><no opponent no opponent>*none* w
A trail through the light forest
f-o-o | You are on a trail leading east and west through the dense
| | | forest. To the east, the forest gradually seems to become
f o | lighter.
| |
f-f-@-f-o|
|
|
|
|
---------+
[Exits: east west]
A special guard walks in.
A mighty gules lion walks in.
<814hp 595m 363mv calm 3pm (day)><no opponent no opponent>*none* tell rh Come friend, no need to make this worse.
Rhalmmda can't hear you.
<814hp 595m 363mv calm 3pm (day)><no opponent no opponent>*none* w
A trail through the light forest
f-o-o-o| You are on a trail leading east and west through the dense
| | | | forest. To the east, the forest gradually seems to become
f o-o | lighter.
| |
f-f-@-f-f|
| |
f |
| |
f-f |
---------+
[Exits: east west]
A mighty gules lion walks in.
A special guard walks in.
<814hp 595m 362mv calm 3pm (day)><no opponent no opponent>*none* w
A trail through the light forest
f-o-o| You are on a trail leading east and west through the dense
| | || forest. To the east, the forest gradually seems to become
f o-o| lighter. A small path leads north.
| |
f-f-@-f-f|
| |
f |
| |
f-f-f |
---------+
[Exits: north east west]
The caravan attendant is here, with caravans for hire.
A special guard walks in.
A mighty gules lion walks in.
<814hp 595m 361mv calm 3pm (day)><no opponent no opponent>*none* n
A muddy path
f o-~| You tread through the deep, dark forest on a dimly lit path.
| | || The ground is somewhat muddy beneath your feet. The sound
f-o-o| of applause reaches your ears from the north.
| | ||
@ o-o|
| |
f-f-f-f-f|
| |
f |
---------+
[Exits: north south]
A fearless adventurer is here, asking for a group to explore the Mystic Forest.
A mighty gules lion walks in.
A special guard walks in.
<814hp 595m 360mv calm 3pm (day)><no opponent no opponent>*none* s
A trail through the light forest
f-o-o| You are on a trail leading east and west through the dense
| | || forest. To the east, the forest gradually seems to become
f o-o| lighter. A small path leads north.
| |
f-f-@-f-f|
| |
f |
| |
f-f-f |
---------+
[Exits: north east west]
The caravan attendant is here, with caravans for hire.
A special guard walks in.
A mighty gules lion walks in.
<814hp 595m 359mv calm 3pm (day)><no opponent no opponent>*none* w
A trail through the light forest
f-o| You are on a narrow trail leading east and west through
| || the forest. To the west, the forest gradually becomes more
f o| dense. A small forest path leads south and a large tree
| | stands to the north.
f-f-@-f-f|
| | |
f f |
| | |
f-f-f-f |
---------+
[Exits: east south west]
A fearless adventurer is here, asking for a group to explore the Mystic Forest.
A mighty gules lion walks in.
A special guard walks in.
<814hp 595m 358mv calm 3pm (day)><no opponent no opponent>*none* where $$
s
You didn't find any rhalmmda.
<814hp 595m 358mv calm 3pm (day)><no opponent no opponent>*none* A small path through the light forest
f | You are on a small path leading through the forest. The
| | trees are tall and slender, waving gracefully in the
f-f-f-f-f| wind. Sunlight streams down through the foliage, shining
| | | in patches on the path that leads north and south.
f @ |
| | |
f-f-f-f |
| | |
f-f-f-f|
---------+
[Exits: north south]
A special guard walks in.
A mighty gules lion walks in.
<814hp 595m 357mv calm 3pm (day)><no opponent no opponent>*none* s
The forest clearing
f-f-f-f-f| You are in a clearing in the forest. Lots of fresh stumps
| | | of varying sizes protrude from the ground and heavy logs
f f | are stacked neatly in a big pile supported by stakes
| | | set into the ground. Paths lead north, east and west.
f-f-@-f |
| | |
f-f-f-f|
| ||
o-f-f f|
---------+
[Exits: north east west]
A mighty gules lion walks in.
A special guard walks in.
<814hp 595m 356mv calm 3pm (day)><no opponent no opponent>*none* e
Outside a small cabin in the forest
f-f-f-f-f| You are outside a small cabin built entirely from heavy
| | logs. There is a wooden door to the north and small paths
f | lead west and south through the trees.
| |
f-f-@ |
| | |
f-f-f-f |
| | |
f-f f |
---------+
[Exits: (north) south west]
A special guard walks in.
A mighty gules lion walks in.
<814hp 595m 355mv calm 3pm (day)><no opponent no opponent>*none* s
e
An intersection in the dense forest
f | You are on a small path leading through the dense forest.
| | The forest gradually lightens to the north. Paths lead
f-f-f | north, east and west. A squat fossilized tree stump sits
| | | to the south, with markings and hardened candle drippings
f-f-@-f | on it. It must have been recently used as an altar.
| | |
f-f o f |
| | | |
f-f-f |
---------+
[Exits: north east west]
A smooth tree stump sits here, with runic markings etched into it.
A brown fox is here, looking for some rabbits to chew up.
A mighty gules lion walks in.
A special guard walks in.
<814hp 595m 354mv calm 3pm (day)><no opponent no opponent>*none* s
A small path in the dense forest
f | You are on a small path leading through the dense forest.
| | The ancient trees have grown so thick here that the forest
f-f | is illuminated in twilight. Shadows flicker all around you,
| | and you have the uneasy feeling that you're being watched.
f-f-@ | The path continues south and west.
| |
f o f |
| | | |
f-f-f |
---------+
[Exits: south west]
A brown fox is here, looking for some rabbits to chew up.
A special guard walks in.
A mighty gules lion walks in.
<814hp 612m 399mv calm 4pm (day)><no opponent no opponent>*none* s
A small path in the dense forest
f-f | You are on a small path leading through the dense forest. The
| | ancient trees have grown so thick here that the forest is illuminated
f-f-f | in twilight. Shadows flicker all around you, and you have the
| | uneasy feeling that you're being watched. The bark on the trees
f o @ | closest to you have been scorched recently, and crumbles to charcoal
| | | | beneath the touch. The path continues north and south.
f-f-f |
| |
f |
---------+
[Exits: north south]
A small mushroom grows nearby.
A mighty gules lion walks in.
A special guard walks in.
<814hp 612m 398mv calm 4pm (day)><no opponent no opponent>*none* s
A small path in the dense forest
f-f-f | You are on a small path leading through the dense forest. No
| | birdsong can be heard - only the buzzing of insects and the rustling
f o f | of some creature burrowing in the dry leaves stirs the silence
| | | | of the forest. It seems to become lighter to the west. The path
f-f-@ | continues north and west.
| |
f |
| |
f |
---------+
[Exits: north west]
A cute rabbit is here.
A special guard walks in.
A mighty gules lion walks in.
<814hp 612m 397mv calm 4pm (day)><no opponent no opponent>*none* w
Kyralas NEWBIE chats: 'How do you use the guild reward? I mean how to accept it.'
<814hp 612m 397mv calm 4pm (day)><no opponent no opponent>*none* A fallen log lies across to the south, covered with ridged fungi.
<814hp 612m 397mv calm 4pm (day)><no opponent no opponent>*none* w
An intersection in the light forest
f-f-f-f | You are on a small path leading through the forest. No birdsong
| | | can be heard - only the buzzing of insects and the rustling
f-f o f | of creatures burrowing in the dry leaves stirs the silence
| | | | of the forest. To the north a half-hidden opening in the hedges
f-@-f | allows access to a small field, while other paths lead west
| | and east through the forest.
f |
| |
f |
---------+
[Exits: north east west]
A mighty gules lion walks in.
A special guard walks in.
<814hp 612m 396mv calm 4pm (day)><no opponent no opponent>*none* A small path in the dense forest
f-f-f-f| You are on a small path leading through the dense forest.
| || No birdsong can be heard - only the buzzing of insects and
o-f-f o f| the rustling of some creature burrowing in the dry leaves
| | || stirs the silence of the forest. It seems to become lighter
@-f-f| to the east. The path continues north and south, with a thin
| | trail winding to the east.
f |
| |
f |
---------+
[Exits: north east south]
A special guard walks in.
A mighty gules lion walks in.
<814hp 612m 395mv calm 4pm (day)><no opponent no opponent>*none* s
A small path in the dense forest
o-f-f o f| You are on a small path leading through the dense forest.
| | || No birdsong can be heard - only the buzzing of insects and
f-f-f| the rustling of some creature burrowing in the dry leaves
| | stirs the silence of the forest. It seems to become lighter
@ | to the north, while gloomy shadows engulf the forest to the
| | south. The path continues north and south.
f |
| |
f |
---------+
[Exits: north south]
A mighty gules lion walks in.
A special guard walks in.
<814hp 612m 394mv calm 4pm (day)><no opponent no opponent>*none* s
A forbidden path
f-f-f| The eerie darkness engulfs everything as if it were alive.
| | There is something in the air, as if none have tread upon
f | this path for the longest of times. The path is of brown
| | powdery dirt. The leaves on the trees around you seem black
@ | and looming.
| |
f |
| |
o-f-f-f |
---------+
[Exits: north south]
A special guard walks in.
A mighty gules lion walks in.
<814hp 612m 393mv calm 4pm (day)><no opponent no opponent>*none* s
A forbidden path
f | The eerie darkness engulfs all sound and livings things as if
| | it were alive. There is something in the air, as if none have
f | tread upon this path for the longest of times. The path is of
| | brown powdery dirt. The leaves on the trees around you seem black
@ | and looming.
| |
o-f-f-f |
| |
f |
---------+
[Exits: north south]
A mighty gules lion walks in.
A special guard walks in.
<814hp 612m 392mv calm 4pm (day)><no opponent no opponent>*none* s
A fork in the path
f | A distinct split in the earth is formed by the dirt path carving
| | its way through the trees. Out of the corner of your eye, you
f | think you see a tree edging closer to you - but when you look
| | at it, it stands perfectly still. The path curves steeply to
o-f-@-f | the east down a hill, while a small hole in the underbrush allows
| | passage west.
f |
| |
x |
---------+
[Exits: north east west]
A special guard walks in.
A mighty gules lion walks in.
<814hp 612m 391mv calm 4pm (day)><no opponent no opponent>*none* tell rh Come friend, no need to make this worse.
Rhalmmda can't hear you.
<814hp 612m 391mv calm 4pm (day)><no opponent no opponent>*none* w
Sudden clearing
f | Crashing through the underbrush, you suddenly find yourself
| | in a large, serene clearing. Nothing taller than grass grows
f | here, other than the occasional innocuous white mushroom. The
| | sky is openly visible at last, letting the sun's golden rays
o-@-f-f| stream onto your skin and warming away the chill of the dark
| | shadows. The clearing stretches to the west, where the grass
f | seems trampled and ailing.
| |
x-x |
---------+
[Exits: east west]
A cute rabbit is here.
A mighty gules lion walks in.
A special guard walks in.
<814hp 612m 390mv calm 4pm (day)><no opponent no opponent>*none* w
A ravaged, torn field
f| Something terrible has happened in this field. The grass
|| seems to grow untouched, but is soaked with blood. Several
f| corpses of rabbits and other small animals lie mangled and
|| disemboweled by some unidentified creature, impaled impossibly
* @-f-f| upon the blades of soft grass that bend beneath your feet.
| | | The air about the corpses is yellowed and scented of decay.
x f | A lone tree stump to the west has been burned recently and
| | | is covered with ridges of poisonous dark red fungi.
x-x-x |
---------+
[Exits: east south]
(Pink Aura) A rabbit with glazed eyes and bloodied fur crawls about in the grass.
A special guard walks in.
A mighty gules lion walks in.
<814hp 612m 389mv calm 4pm (day)><no opponent no opponent>*none* s
A withered forest path
f| The surrounding area is void of all life. Everything you see
|| seems to be brown and withered, as if the Reaper himself had
* o-f-f| descended on the earth and drawn away all its sustenance. To
| | | the south the rocky base of a mountain cuts upward into the sky,
x @ | while a yellow-tinged clearing opens to the north.
| | |
x-x-x |
| |
f |
---------+
[Exits: north south]
A mighty gules lion walks in.
A special guard walks in.
<814hp 612m 388mv calm 4pm (day)><no opponent no opponent>*none* s
The Mountain Waste
* o-f-f| The ground suddenly slopes into a mountain waste. All around
| | | you are peaks of dagger like mountain tops that jut out menacingly
x f | from all directions. The altitude is noticeably higher here.
| | |
x-x-@ |
| |
f |
| |
f |
---------+
[Exits: north west]
A special guard climbs in.
A mighty gules lion climbs in.
<814hp 612m 387mv calm 4pm (day)><no opponent no opponent>*none* w
w
The Mountain Waste
* o-f| The ground suddenly slopes into a mountain waste. All around
| | | you are peaks of dagger like mountain tops that jut out menacingly
x f | from all directions. The altitude is noticeably higher here.
| | |
x-@-x |
| |
f |
| |
f |
---------+
[Exits: east west]
A mighty gules lion climbs in.
A special guard climbs in.
<814hp 612m 385mv calm 4pm (day)><no opponent no opponent>*none* The Mountain Waste
* o| The ground suddenly slopes into a mountain waste. All around
| || you are peaks of dagger like mountain tops that jut out menacingly
x f| from all directions. The altitude is noticeably higher here.
| ||
@-x-x|
| |
f |
| |
f |
---------+
[Exits: north east south]
A special guard climbs in.
A mighty gules lion climbs in.
<814hp 612m 383mv calm 4pm (day)><no opponent no opponent>*none* s
s
Darker forest
x f| A dark forest surrounds you as the path you tread upon seems
| || to get darker and darker. Foliage from the leaves loom menacingly
x-x-x| as rustles can be heard from underneath the brush.
| |
@ |
| |
f |
| |
f |
---------+
[Exits: north south]
A mighty gules lion walks in.
A special guard walks in.
<814hp 612m 381mv calm 4pm (day)><no opponent no opponent>*none* A forest road
x-x-x| A dark forest surrounds you as the path you tread upon seems
| | to get darker and darker. Foliage from the leaves loom menacingly
f | as rustles can be heard from underneath the brush.
| |
@ |
| |
f |
| |
f |
---------+
[Exits: north south]
A special guard walks in.
A mighty gules lion walks in.
<814hp 612m 380mv calm 4pm (day)><no opponent no opponent>*none* s
A forest road
f | A dark forest surrounds you as the path you tread upon seems
| | to get darker and darker. Foliage from the leaves loom menacingly
f | as rustles can be heard from underneath the brush.
| |
@ |
| |
f |
| |
f-z-z |
---------+
[Exits: north south]
A mighty gules lion walks in.
A special guard walks in.
<814hp 612m 379mv calm 4pm (day)><no opponent no opponent>*none* s
s
A forest road
f | The forest surrounds you as the path you tread upon seems to
| | get darker and darker. Foliage from the leaves loom menacingly
f | as rustles can be heard from underneath the brush.
| |
@ |
| |
f-z-z |
| |
~ |
---------+
[Exits: north south]
A special guard walks in.
A mighty gules lion walks in.
<814hp 612m 378mv calm 4pm (day)><no opponent no opponent>*none* An inlet of a Bay
f | The beginnings of a large body of water are evident to you as
| | you tread a little closer. Ripples on the water make it look
f | like it is filled with crystals. The serenity is unnerving to
| | say the least.
f-z-@ |
| |
~ |
| |
~ |
---------+
[Exits: north west]
A mighty gules lion walks in.
A special guard walks in.
<814hp 612m 377mv calm 4pm (day)><no opponent no opponent>*none* w
w
Hugging the coastline
f | You are hugging the coastline of a large body of water. The
| | dirt upon which you walk is very grainy and red. Sparks seem
f | to shimmer in the air as the water moves silently about in
| | serenity.
f-@-z |
| |
~ |
| |
~ |
---------+
[Exits: east west]
A special guard walks in.
A mighty gules lion walks in.
<814hp 612m 375mv calm 4pm (day)><no opponent no opponent>*none* Entrance to a river valley
f| Before you stands a beautiful river valley filled with lush
|| green vegetation. Waterfalls cascade breathtakingly beautifully
f| all around you. Birds and other wildlife are abundant here.
||
@-z-z|
| |
~ |
| |
~ |
---------+
[Exits: east south]
A mighty gules lion walks in.
A special guard walks in.
<814hp 612m 373mv calm 4pm (day)><no opponent no opponent>*none* s
s
A glistening cascade of water
f| Beautiful white waterfalls surround you in their graceful
|| embrace. You are in an inner cave in which dampness is all
f-z-z| around you and green moss grows on the ground.
| |
@ |
| |
~ |
|
|
---------+
[Exits: north south]
A special guard swims in.
A mighty gules lion swims in.
<814hp 612m 372mv calm 4pm (day)><no opponent no opponent>*none* s
A watery chute
f-z-z| The torrent of water suddenly surges into a downward direction
| | as white foaming water surrounds your every being. So violent
~ | is this collision that bluish water tipped with white is
| | all that you can see and the air bubbles that are created
@ | floated lightly against your skin. This seems more like a
| warning to outsiders then anything to entrap them. It is not
| too late to escape this whirlpool.
|
|
---------+
[Exits: north down]
A mighty gules lion swims in.
A special guard swims in.
<814hp 612m 370mv calm 4pm (day)><no opponent no opponent>*none* d
Alas, you cannot go that way.
<814hp 612m 370mv calm 4pm (day)><no opponent no opponent>*none* s
Stagnant water
| You are in a green body of water with arms stretch to
| either side of you. The odor of stagnant swamp plants
| persists here as small fish and frogs swim here in abundance.
| This place seems very still, almost too still for your
@ | own comfort.
| |
~-~-~-~-~|
|
|
---------+
[Exits: south up]
A special guard swims in.
A mighty gules lion swims in.
<814hp 612m 368mv calm 4pm (day)><no opponent no opponent>*none* Open water
| Crystal blue water is so clear here that you can see all
| around you.. Animals swim here in abundance, creating
~ | what seems a very harmless and healthy atmosphere. The
| | fish here would fetch a fair price and large amounts
~-~-@-~-~| of gold in the Seringale markets. Water is open and all
| around you showing you no bounds.
|
|
|
---------+
[Exits: north east west]
A short-haired beaver looks around for wood.
A mighty gules lion swims in.
A special guard swims in.
<814hp 612m 366mv calm 4pm (day)><no opponent no opponent>*none* e
A murky river
| Mud lines the floor of this section of the river. Even
| in the light it seems murky and opaque at best. As you
~ | look closer, you see that there are footprints on the
| | floor. They go in multiple directions and appear quite
~-~-@-~-~| fresh. The air is clean, with a notable saline tang to
| it.
|
|
|
---------+
[Exits: east west]
A short-haired beaver looks around for wood.
A special guard swims in.
A mighty gules lion swims in.
<814hp 612m 364mv calm 4pm (day)><no opponent no opponent>*none* e
A murky river
| Mud lines the floor of this section of the river. Even
| in the light it seems murky and opaque at best. As you
~ | look closer, you see that there are footprints on the
| | floor. They go in multiple directions and appear quite
~-~-@-~-~| fresh. The air is clean, with a notable saline tang to
| it.
|
|
|
---------+
[Exits: east west]
A mighty gules lion swims in.
A special guard swims in.
<814hp 612m 362mv calm 4pm (day)><no opponent no opponent>*none* e
Cold water
| Brrrrrrrr! The water suddenly turns VERY deep and VERY
| cold here. If you stay too long you will definitely die
| from heat loss and frost bite. The water turns jet black
| and tosses a bit unsteadily. You notice the current going
~-~-@-~-~| in a circular motion.
|
|
|
|
---------+
[Exits: east west]
A monstrous devilish is in search of an unsuspecting Newborn to eat.
A monstrous devilish is in search of an unsuspecting Newborn to eat.
A special guard swims in.
A mighty gules lion swims in.
<814hp 612m 360mv calm 4pm (day)><no opponent no opponent>*none* e
Among white caps
| Brrrrrrrr! The water suddenly turns VERY deep and VERY
| cold here. If you stay too long you will definitely
| die from heat loss and frost bite. The water turns jet
| black and tosses a bit unsteadily. You notice the current
~-~-@-~-~| going in a circular motion.
||
~|
||
~|
---------+
[Exits: (north) east west]
A servant shimmers from place to place.
A mighty gules lion swims in.
A special guard swims in.
<814hp 612m 358mv calm 4pm (day)><no opponent no opponent>*none* op n
You open the door north of you.
<814hp 612m 358mv calm 4pm (day)><no opponent no opponent>*none* n
Sudden stillness
~ | The water current is strangely still here, as if you
| | are in between two violent storms but unable to be touched
~ | by either. The water is cold and there is very little
| | light. Raging white waters with enough force to easily
@ | throw you to the other side of the caverns can be barely
| | seen off in the distance.
~-~-~-~-~|
||
~|
---------+
[Exits: north south]
A servant shimmers from place to place.
A special guard swims in.
A mighty gules lion swims in.
<814hp 612m 356mv calm 4pm (day)><no opponent no opponent>*none* tell rh Come friend, no need to make this worse.
Rhalmmda can't hear you.
<814hp 612m 356mv calm 4pm (day)><no opponent no opponent>*none* n
Sudden stillness
~ | The water current is strangely still here, as if you
| | are in between two violent storms but unable to be touched
~ | by either. The water is cold and there is very little
| | light. Raging white waters with enough force to easily
@ | throw you to the other side of the caverns can be barely
| | seen off in the distance.
~ |
| |
~-~-~-~-~|
---------+
[Exits: north south]
(Red Aura) Kre' Qusan, the Sea Wyrm is here.
A mighty gules lion swims in.
A special guard swims in.
<814hp 612m 354mv calm 4pm (day)><no opponent no opponent>*none* n
n
Increasing Current
| Ah, this is more like what you are used to. The froth returns
| as the current speeds you along your way. The acceleration
~ | going faster and faster bringing you closer to an unknown
| | destination. The air is clean, with a notable saline tang
@ | to it.
| |
~ |
| |
~ |
---------+
[Exits: north south]
A special guard swims in.
A mighty gules lion swims in.
<814hp 612m 352mv calm 4pm (day)><no opponent no opponent>*none* A whirlpool
| A menacing whirlpool spinning in what seems a dance of madness
| and rage - draws every living creature into it - with out
| any escape. The water is deathly cold, biting your skin and
| pushing on our lungs as if it is trying to crush you or suck
@ | the air right out of you. There is nothing you can do but
| | ponder upon your folly as you close upon your death.
~ |
| |
~ |
---------+
[Exits: south down]
A mighty gules lion swims in.
A special guard swims in.
<814hp 612m 350mv calm 4pm (day)><no opponent no opponent>*none* d
A whirlpool
| Young fool! Even you aren't a match for the force of nature.
| A menacing whirlpool spinning in what seems a dance of madness
| and rage - draws every living creature into it - with out
| any escape. There is nothing you can do but ponder upon your
@ | folly as you close upon your death.
|
|
|
|
---------+
[Exits: up down]
A water weird swims around you, laughing at your folly.
A special guard swims in.
A mighty gules lion swims in.
<814hp 612m 348mv calm 4pm (day)><no opponent no opponent>*none* d
d
Into a whirlpool
| Young fool! Even you aren't a match for the force of nature.
| A menacing whirlpool spinning in what seems a dance of madness
~ | and rage - draws every living creature into it - with out
| | any escape. There is nothing you can do but ponder upon your
~-@-~ | folly as you close upon your death.
| |
~ |
|
|
---------+
[Exits: north east south west up down]
A mighty gules lion swims in.
A special guard swims in.
<814hp 612m 346mv calm 4pm (day)><no opponent no opponent>*none* Into a whirlpool
~-~-~-~-~| Young fool! Even you aren't a match for the force of nature.
| | | A menacing whirlpool spinning in what seems a dance of madness
~ ~-~| and rage - draws every living creature into it - with out
| | any escape. There is nothing you can do but ponder upon your
@ | folly as you close upon your death.
|
|
|
|
---------+
[Exits: north up down]
(Red Aura) An enraged titan stands adrift with a burning look through your soul.
A special guard swims in.
A mighty gules lion swims in.
<814hp 612m 344mv calm 4pm (day)><no opponent no opponent>*none* n
Underwater
~ | Water spans all around you as the direction you can swim in
| | is endless. The sea is bountiful with life and plants ...sea
~-~-~-~-~| weed is abundant - floating near the surface. The light shines
| | | through dimly here.
@ ~-~|
| |
~ |
|
|
---------+
[Exits: north south]
A mighty gules lion swims in.
A special guard swims in.
<814hp 612m 342mv calm 4pm (day)><no opponent no opponent>*none* n
Underwater
~ | Water spans all around you as the direction you can swim
| | in is endless. The sea is bountiful with life and plants
~ | ...sea weed is abundant - floating near the surface. The
| | light shines through dimly here.
~-~-@-~-~|
| | |
~ ~-~|
| |
~ |
---------+
[Exits: east south west]
A battered ray swims at the bottom.
A laurien elf seems unconcerned of any possible danger.
A laurien elf seems unconcerned of any possible danger.
(Red Aura) An Underling moves here with deadly grace.
A laurien elf seems unconcerned of any possible danger.
(White Aura) (Red Aura) A Triton Watchman stands here, with purpose.
A special guard swims in.
A mighty gules lion swims in.
<814hp 612m 340mv calm 4pm (day)><no opponent no opponent>*none* w
w
Underwater
~ | Water spans all around you as the direction you can swim
| | in is endless. The sea is bountiful with life and plants
~ | ...sea weed is abundant - floating near the surface. The
| | light shines through dimly here.
~-~-@-~-~|
| ||
~ ~|
| |
~ |
---------+
[Exits: east west]
A mighty gules lion swims in.
A special guard swims in.
<814hp 612m 338mv calm 4pm (day)><no opponent no opponent>*none* w
Underwater
~ | Water spans all around you as the direction you can swim
| | in is endless. The sea is bountiful with life and plants
~ | ...sea weed is abundant - floating near the surface.
| | The light shines through dimly here.
~-@-~-~|
||
~|
||
~|
---------+
[Exits: north east west]
A special guard swims in.
A mighty gules lion swims in.
<814hp 612m 336mv calm 4pm (day)><no opponent no opponent>*none* Underwater
~ | Water spans all around you as the direction you can swim
| | in is endless. The sea is bountiful with life and plants
~ | ...sea weed is abundant - floating near the surface. The
| | light shines through dimly here.
@-~-~|
|
|
|
|
---------+
[Exits: east up]
A mighty gules lion swims in.
A special guard swims in.
<814hp 612m 334mv calm 4pm (day)><no opponent no opponent>*none* u
Shallow Water
| The water is extremely shallow here, baring the floor - brown
| with black specks. The small peaks stand above the water as
| glaciers to above oceans. Clear, blue water is all around
| you as the soft lapping of small waves hits your body with
+-o-@ | small shudders. Each sound echoes lightly in the cavernous
| pool. It is dark , but light enough to see.
|
|
|
---------+
[Exits: west down]
(White Aura) Paelloran, the Triton King stands sits here.
A special guard swims in.
A mighty gules lion swims in.
<814hp 612m 332mv calm 4pm (day)><no opponent no opponent>*none* w
w
A grassy bank near the water
| Long grass has climbed through the fertile soil that meets
| this river bank. It has grown in clumps in a haphazard way.
| The gates of a large city are nearby to the west.
| |
+-+-@-~ |
| |
* |
| |
*-* |
---------+
[Exits: east west]
A mighty gules lion walks in.
A special guard walks in.
<814hp 612m 330mv calm 4pm (day)><no opponent no opponent>*none* East Gate of City of Valour
| Here stands the great golden gates of the city of Valour.
| They bear the sigil of Valour upon them - an enlarged depiction
| of the Holy Cross. Strong and heavy, these gates are at least
| | fifteen feet tall. They have been attached to the white stone
+-+-@-o-~| fortress wall that encloses the inside city. At the top of
| | the gates and looking out over them, two flags fly proudly
* | - the first, Valour's national flag, and the second, the
| | flag of Seringale.
*-* |
---------+
[Exits: east west]
A centurion is here guarding the gates of Valour.
A centurion is here guarding the gates of Valour.
A special guard walks in.
A mighty gules lion walks in.
<814hp 612m 329mv calm 4pm (day)><no opponent no opponent>*none* tell rh Come friend, no need to make this worse.
Rhalmmda can't hear you.
<814hp 612m 329mv calm 4pm (day)><no opponent no opponent>*none* w
A centurion steps aside and allows you to pass.
The Eastern Promenade
| A stone-laden road stretches from east to west through
| this grass covered plateau. The masonry on the stonework
| has a simple elegance - smooth and sharply defined at its
| | edges, seamless in its procession across the ground it
+-+-@-+-o| has been laid down on. It marries the man-made with the
| | | work of mother nature, creating a bond for both to benefit
+ * | from. Valourian flags, bearing the motif of the Holy Cross,
| | have been raised to their greatest height, flying proudly
*-* | atop white poles.
---------+
[Exits: north east south west]
A mighty gules lion walks in.
A special guard walks in.
<814hp 612m 328mv calm 4pm (day)><no opponent no opponent>*none* w
The Eastern Promenade
| A stone-laden road stretches from east to west through
| this grass covered plateau. The masonry on the stonework
| has a simple elegance - smooth and sharply defined at
| | its edges, seamless in its procession across the ground
+-+-@-+-+| it has been laid down on. It marries the man-made with
| | | the work of mother nature, creating a bond for both to
+ * | benefit from. Valourian flags, bearing the motif of the
| | Holy Cross, have been raised to their greatest height,
*-*| flying proudly atop white poles.
---------+
[Exits: east west]
A special guard walks in.
A mighty gules lion walks in.
<814hp 612m 327mv calm 4pm (day)><no opponent no opponent>*none* w
Your rage ebbs.
Your vigilance of the towns diminishes.
<814hp 625m 381mv calm 5pm (day)><no opponent no opponent>*none* The Eastern Promenade
+-S | A stone-laden road stretches from east to west through
| | this grass covered plateau. The masonry on the stonework
+ N| has a simple elegance - smooth and sharply defined at
| || its edges, seamless in its procession across the ground
+-+-@-+-+| it has been laid down on. It marries the man-made with
| | || the work of mother nature, creating a bond for both to
+ + *| benefit from. Valourian flags, bearing the motif of the
| || Holy Cross, have been raised to their greatest height,
+ *| flying proudly atop white poles.
---------+
[Exits: east south west]
A noble of Valour walks down the street.
A Knight of the Holy Cross patrols the area diligently.
A mighty gules lion walks in.
A special guard walks in.
A Knight of the Holy Cross looks at you sternly.
<814hp 625m 380mv calm 5pm (day)><no opponent no opponent>*none* w
The Eastern Promenade
+-S | A stone-laden road stretches from east to west through this
| | grass covered plateau. The masonry on the stonework has a simple
+ | elegance - smooth and sharply defined at its edges, seamless
| | in its procession across the ground it has been laid down on.
+-@-+-+| It marries the man-made with the work of mother nature, creating
| | | a bond for both to benefit from. Valourian flags, bearing the
+ + | motif of the Holy Cross, have been raised to their greatest
| | height, flying proudly atop white poles.
+ |
---------+
[Exits: east west]
A special guard walks in.
A mighty gules lion walks in.
<814hp 625m 379mv calm 5pm (day)><no opponent no opponent>*none* w
The Arch of Saint Avangulen
+-S | A long arch stretches all the way across this square. It
| | has been fashioned out of marble. At its left base, streams
+ | of colour begin flight across the arch, burning out just
| | before they reach halfway. The streams flicker and contort
@-+-+| even as they are looked upon. At its right base, a flower
| || bed has been laid, with white roses in bloom within it in
+ +| all seasons.
| |
+ |
---------+
[Exits: north east south]
The marble arch of Avangulen hangs overhead.
A Knight of the Holy Cross patrols the area diligently.
A mighty gules lion walks in.
A special guard walks in.
<814hp 625m 378mv calm 5pm (day)><no opponent no opponent>*none* s
Bridge over the Bay of Sarich
+ | A wooden bridge leaps out over the gentle ocean swirling
| | beneath here. A rope support is provided for the hands, while
+-+-+| wooden sleepers support the feet that traverse it. There
| || is enough room here for three soldiers to walk abreast. The
@ +| ocean gently laps the thick wooden pillars that keep this
| | remarkably sturdy platform raised above the sea level. The
+ | bridge continues to the north and south.
| |
+ |
---------+
[Exits: north south]
A Valourian sentry stands on duty, guarding the bridge.
A special guard walks in.
A mighty gules lion walks in.
<814hp 625m 377mv calm 5pm (day)><no opponent no opponent>*none* s
Bridge over the Bay of Sarich
+-+-+| A wooden bridge leaps out over the gentle ocean swirling
| || beneath here. A rope support is provided for the hands, while
+ +| wooden sleepers support the feet that traverse it. There
| | is enough room here for three soldiers to walk abreast. The
@ | ocean gently laps the thick wooden pillars that keep this
| | remarkably sturdy platform raised above the sea level. The
+ | bridge continues to the north and south.
| |
+ |
---------+
[Exits: north south]
A mighty gules lion walks in.
A special guard walks in.
<814hp 625m 376mv calm 5pm (day)><no opponent no opponent>*none* s
Bridge over the Bay of Sarich
+ | A wooden bridge leaps out over the gentle ocean swirling
| | beneath here. A rope support is provided for the hands, while
+ | wooden sleepers support the feet that traverse it. There
| | is enough room here for three soldiers to walk abreast. The
@ | ocean gently laps the thick wooden pillars that keep this
| | remarkably sturdy platform raised above the sea level. The
+ | bridge continues to the north and south.
| |
+ |
---------+
[Exits: north south]
A Knight of the Holy Cross patrols the area diligently.
A Knight of the Holy Cross patrols the area diligently.
A special guard walks in.
A mighty gules lion walks in.
A Knight of the Holy Cross looks at you sternly.
<814hp 625m 375mv calm 5pm (day)><no opponent no opponent>*none* s
Bridge over the Bay of Sarich
+ | A wooden bridge leaps out over the gentle ocean swirling
| | beneath here. A rope support is provided for the hands, while
+ | wooden sleepers support the feet that traverse it. There
| | is enough room here for three soldiers to walk abreast. The
@ | ocean gently laps the thick wooden pillars that keep this
| | remarkably sturdy platform raised above the sea level. The
+ | bridge continues to the north and south.
| |
+-+-+ |
---------+
[Exits: north south]
A mighty gules lion walks in.
A special guard walks in.
<814hp 625m 374mv calm 5pm (day)><no opponent no opponent>*none* s
s
Bridge over the Bay of Sarich
+ | A wooden bridge leaps out over the gentle ocean swirling
| | beneath here. A rope support is provided for the hands, while
+ | wooden sleepers support the feet that traverse it. There
| | is enough room here for three soldiers to walk abreast. The
@ | ocean gently laps the thick wooden pillars that keep this
| | remarkably sturdy platform raised above the sea level. The
+-+-+ | bridge continues to the north and south.
| |
! |
---------+
[Exits: north south]
A Valourian sentry stands on duty, guarding the bridge.
A special guard walks in.
A mighty gules lion walks in.
<814hp 625m 373mv calm 5pm (day)><no opponent no opponent>*none* s
The Outer Gates of Castle Valour
+ | The tall golden gates of castle Valour lay open here, welcoming
| | the Knights of Valour home. To outsiders, these gates are
+ | the outer defences that close off the path up to the main
| | gate of the castle. Castle Valour is viewable from here,
+-+-@ | in the near distance. The outer grounds are open to the public,
| | but they must take care not to stray into the castle.
! |
| |
!-! |
---------+
[Exits: north south west]
A warning has been inscribed on the gates.
A member of the Valourian special forces is riding on a powerful steed.
A mighty gules lion walks in.
A special guard walks in.
<814hp 625m 372mv calm 5pm (day)><no opponent no opponent>*none* The Knight's Path
+ | This beautiful path has been carefully constructed to be as
| | pristine and flawless as possible. The wind whistles with a
+-+-+ | calm cool breeze, as the scent of flowers hang within the air.
| | Huge weeping willows cast a shadow upon the path adding to
@ | the pristine look of castle Valour. Gardens of white and red
| | roses can be seen through the willow trees. A layer of golden
!-! | sand has been sprinkled across the path.
| |
! |
---------+
[Exits: north south]
A large weathered WARNING SIGN is here nailed into a nearly tree.
A special guard walks in.
A mighty gules lion walks in.
<814hp 625m 371mv calm 5pm (day)><no opponent no opponent>*none* s
The Knight's Path
+-+-+ | This beautiful path has been carefully constructed to
| | be as pristine and flawless as possible. The wind whistles
! | with a calm cool breeze, as the scent of flowers hang
| | within the air. Huge weeping willows cast a shadow upon
!-@ | the path adding to the pristine look of castle Valour.
| | Gardens of white and red roses can be seen through the
! | willow trees. A layer of golden sand has been sprinkled
| | across the path.
!-!-!-!|
---------+
[Exits: north west]
A mighty gules lion walks in.
A special guard walks in.
<814hp 625m 369mv calm 5pm (day)><no opponent no opponent>*none* w
The Knight's Path
+-+-+-+ | This beautiful path has been carefully constructed to
| | be as pristine and flawless as possible. The wind whistles
! | with a calm cool breeze, as the scent of flowers hang
| | within the air. Huge weeping willows cast a shadow upon
@-! | the path adding to the pristine look of castle Valour.
| | Gardens of white and red roses can be seen through the
! | willow trees. A layer of golden sand has been sprinkled
| | across the path.
!-!-!|
---------+
[Exits: east south]
A special guard walks in.
A mighty gules lion walks in.
<814hp 625m 367mv calm 5pm (day)><no opponent no opponent>*none* s
The Knight's Path
! | This beautiful path has been carefully constructed to
| | be as pristine and flawless as possible. The wind whistles
!-! | with a calm cool breeze, as the scent of flowers hang
| | within the air. Huge weeping willows cast a shadow upon
@ | the path adding to the pristine look of castle Valour.
| | Gardens of white and red roses can be seen through the
!-!-!| willow trees. A layer of golden sand has been sprinkled
| across the path.
|
---------+
[Exits: north south]
A mighty gules lion walks in.
A special guard walks in.
<814hp 625m 365mv calm 5pm (day)><no opponent no opponent>*none* s
The Knight's Path
!-! | This beautiful path has been carefully constructed to
| | be as pristine and flawless as possible. The wind whistles
! | with a calm cool breeze, as the scent of flowers hang
| | within the air. Huge weeping willows cast a shadow upon
@-!-!| the path adding to the pristine look of castle Valour.
| Gardens of white and red roses can be seen through the
| willow trees. A layer of golden sand has been sprinkled
| across the path.
|
---------+
[Exits: north east]
A special guard walks in.
A mighty gules lion walks in.
<814hp 625m 363mv calm 5pm (day)><no opponent no opponent>*none* e
The Knight's Path
!-! | This beautiful path has been carefully constructed to
| | be as pristine and flawless as possible. The wind whistles
! | with a calm cool breeze, as the scent of flowers hang
| | within the air. Huge weeping willows cast a shadow upon
!-@-!-!| the path adding to the pristine look of castle Valour.
| Gardens of white and red roses can be seen through the
| willow trees. A layer of golden sand has been sprinkled
| across the path.
|
---------+
[Exits: east west]
A mighty gules lion walks in.
A special guard walks in.
<814hp 625m 361mv calm 5pm (day)><no opponent no opponent>*none* e
The Knight's Path
!-! *-*| This beautiful path has been carefully constructed to
| || be as pristine and flawless as possible. The wind whistles
! *| with a calm cool breeze, as the scent of flowers hang
| || within the air. Huge weeping willows cast a shadow upon
!-!-@-!-+| the path adding to the pristine look of castle Valour.
| Gardens of white and red roses can be seen through the
| willow trees. A layer of golden sand has been sprinkled
| across the path.
|
---------+
[Exits: east west]
A special guard walks in.
A mighty gules lion walks in.
<814hp 625m 359mv calm 5pm (day)><no opponent no opponent>*none* e
The Knight's Path
*-*-*| This beautiful path has been carefully constructed to be
| | as pristine and flawless as possible. The wind whistles
* | with a calm cool breeze, as the scent of flowers hang within
| | the air. Huge weeping willows cast a shadow upon the path
!-!-@-+ | adding to the pristine look of castle Valour. Gardens of
| white and red roses can be seen through the willow trees.
| A layer of golden sand has been sprinkled across the path.
|
|
---------+
[Exits: east west]
(White Aura) Salania the Squire of Knights is here heeding a warning.
A mighty gules lion walks in.
A special guard walks in.
Salania the Squire of Knights says 'Greetings, Cedowyl. Welcome to Castle Valour. I do warn you this.'
Salania the Squire of Knights says 'To the east lies the grand castle of Valour, home to the Knights of Valour.'
Salania the Squire of Knights says 'Be wary of where ye walk, for death could overtake you.'
Salania the Squire of Knights bows before you.
<814hp 625m 357mv calm 5pm (day)><no opponent no opponent>*none* e
The Castle Moat
*-*-* | This is the castle moat, just a few strides away from the
| | main entrance of castle Valour. The portcullis is raised in
* | preparation for the passage of the Knights. A strong breeze
| | blows unwanted visitors back away from the entrance ahead.
!-!-@ | The water in the moat is crystal clear, with dolphins swimming
| around playfully within. To the north is the large gate of
| Castle Valour, guarded by a heavily armored figure.
|
|
---------+
[Exits: north west]
A special guard walks in.
A mighty gules lion walks in.
<814hp 625m 355mv calm 5pm (day)><no opponent no opponent>*none* n
No good would come from invading Castle Valour.
The Castle Gates
*-*-* | Here, the looming gate of the castle reaches dozens of feet
| | above you, and is wide enough to let ten or more people walk
*-*-* | in side by side. The actual gate itself is made of mithril,
| | and weighs enough to crush anyone caught under it in a heartbeat.
@ | If not for the banners and flags hanging from the wall above
| | the gate, it would seem a ominous thing indeed. To the north
!-!-+ | the main courtyard is visible.
|
|
---------+
[Exits: north south]
(White Aura) The Holy Knight of Valour is here protecting the shrine.
A mighty gules lion walks in.
A special guard walks in.
Holy Knight yells 'You don't belong here, Cedowyl!'
Holy Knight's arrow wounds you.
Holy Knight's arrow mauls you.
Holy Knight has a few scratches.
<773hp 625m 354mv calm 5pm (day)><none mob>*Holy Knight* flee
You couldn't escape!
Holy Knight has a few scratches.
<773hp 625m 354mv calm 5pm (day)><none mob>*Holy Knight*
Holy Knight's arrow mauls you.
Your slice MUTILATES Holy Knight!
Your slice devastates Holy Knight!
Holy Knight has a few scratches.
<752hp 625m 354mv active 5pm (day)><none mob>*Holy Knight* flee
You flee from combat!
The Castle Moat
*-*-* | This is the castle moat, just a few strides away from the
| | main entrance of castle Valour. The portcullis is raised in
* | preparation for the passage of the Knights. A strong breeze
| | blows unwanted visitors back away from the entrance ahead.
!-!-@ | The water in the moat is crystal clear, with dolphins swimming
| around playfully within. To the north is the large gate of
| Castle Valour, guarded by a heavily armored figure.
|
|
---------+
[Exits: north west]
A special guard walks in.
A mighty gules lion walks in.
<752hp 625m 353mv active 5pm (day)><no opponent no opponent>*none* n
No good would come from invading Castle Valour.
The Castle Gates
*-*-* | Here, the looming gate of the castle reaches dozens of feet
| | above you, and is wide enough to let ten or more people walk
*-*-* | in side by side. The actual gate itself is made of mithril,
| | and weighs enough to crush anyone caught under it in a heartbeat.
@ | If not for the banners and flags hanging from the wall above
| | the gate, it would seem a ominous thing indeed. To the north
!-!-+ | the main courtyard is visible.
|
|
---------+
[Exits: north south]
(White Aura) The Holy Knight of Valour is here protecting the shrine.
A mighty gules lion walks in.
A special guard walks in.
Holy Knight yells 'You don't belong here, Cedowyl!'
You thrust Holy Knight's arrow aside in a skillful parry.
Holy Knight has a few scratches.
<752hp 625m 352mv active 5pm (day)><none mob>*Holy Knight* flee
You flee from combat!
The Main Courtyard
| In the centre of this vast open place stands a fountain of
| the upmost beauty and craftsmanship. Red, white and black
*-*-* | rose bushes grow around it, making it a sight of awe indeed.
| | The perimeter of the courtyard is paved with blocks of smooth
*-@-* | granite for a walking path. A bit farther inside the courtyard
| | are hoof prints of great horses, that lead to a bright stable
* | to the east. The walking path that circles the compound leads
| | to only one giant oak door, to the west.
!-!-+ |
---------+
[Exits: east south west]
A special guard walks in.
A mighty gules lion walks in.
<752hp 625m 351mv active 5pm (day)><no opponent no opponent>*none* n
Alas, you cannot go that way.
<752hp 625m 351mv active 5pm (day)><no opponent no opponent>*none* w
A Marble Corridor
| A long white marble corridor, the floor and walls have
| been shined so much a reflection off them happens easily,
*-*-*| and the brightness could almost leave you disoriented.
| | The air around you seems cool and refreshing, although
@-*-*| you feel no current flowing to keep it so. To the north
| | lies a wider opened room.
* |
| |
!-!-!-+ |
---------+
[Exits: north east]
A mighty gules lion walks in.
A special guard walks in.
<752hp 625m 350mv active 5pm (day)><no opponent no opponent>*none* n
e
A Myriad of Colors
| This place is an oddity indeed. Bright colors shimmer in
| streaks throughout the room, and seem to lift your heart.
| A great chandelier made of light blue crystal hangs from
| the ceiling, and lends the room a feeling of beauty and
@-*-*| majesty. Standing in here is almost intoxicating, so inviting
| | is the atmosphere. A fine chair covered with animal skins
*-*-*| lies off to the side, a good place to rest for those who
| | are tired. To the east lies the entrance to the inner sanctum.
* |
---------+
[Exits: east south]
A special guard walks in.
A mighty gules lion walks in.
<752hp 625m 349mv active 5pm (day)><no opponent no opponent>*none* e
The Armory
| Nothing but a pile of ash remains.
|
|
|
*-@-* |
| |
*-*-* |
| |
* |
---------+
[Exits: east west]
A mighty gules lion walks in.
A special guard walks in.
<752hp 625m 348mv active 5pm (day)><no opponent no opponent>*none* u
The War Room
| A huge stone table is set out in the middle of the room, with
| a map of Serin etched into it. Sets of markers have been placed
| strategically across it, and some markers lay broken by the
| walls of the room, most likely thrown in sudden frustration
*-*-@ | or anger. Smaller maps with more details lay piled neatly on
| | a small desk of in the corner. Empty wine bottles and tea cups
*-*-* | lie neatly on a small cart, left there for the butlers and
| | maids to look after. A small narrow, yet elegantly built staircase
* | made of onyx leads up a level higher to the biggest room yet.
---------+
[Exits: west up]
A special guard walks in.
A mighty gules lion walks in.
<752hp 625m 347mv active 5pm (day)><no opponent no opponent>*none* Chamber of Heroes
| Here lies the paintings and weapons of past Knights, fallen
| bravely in defense of the lands. In glass cases lie the
* | weapons of those fallen, and in some cases a few other
| | personal relics of theirs. Huge shelves that reach up
@-*-*| to the enormous ceiling and stretch across complete walls
| hold scrolls and scribed books detailing battles and triumphs
| of the Knights, as well as defeats and sorrows. Other
| books, schooling on various weapon techniques and defensive
| styles, as well as training books for squires and a book
---------+ containing the code of honor for the Knights. Truly, this
room leaves a everlasting mark in ones mind. To the east lies a smaller room.
[Exits: north east down]
A mighty gules lion walks in.
A special guard walks in.
<752hp 625m 346mv active 5pm (day)><no opponent no opponent>*none* e
Chamber of Sacrament
| This high vaulted chamber is a place of quiet reflection
| and introspection for the Knights of Valour. Tall white
* | candles, set in even taller gilded candlesticks, provide
| | more than adequate light for the relatively small chamber.
*-@-* | A large, ornamental rug covers nearly the entire floor.
| Tapestries of glorious battles line the north and south
| walls.
|
|
---------+
[Exits: east west]
(White Aura) A pious templar is here, protecting the inner sanctum.
A special guard walks in.
A mighty gules lion walks in.
<752hp 625m 345mv active 5pm (day)><no opponent no opponent>*none*
A pious templar yells 'Cedowyl! You shall pay!'
A pious templar's slice decimates you!
You parry a pious templar's slice.
A pious templar's slice decimates you!
A pious templar has a few scratches.
<699hp 625m 345mv active 5pm (day)><none mob>*a pious templar* e
No way! You are still fighting!
A pious templar has a few scratches.
<699hp 625m 345mv active 5pm (day)><none mob>*a pious templar*
You parry a pious templar's slice.
A pious templar's slice devastates you!
A pious templar's slice decimates you!
A pious templar's slice decimates you!
Your slice misses a pious templar.
Your slice devastates a pious templar!
A pious templar has a few scratches.
<617hp 625m 345mv active 5pm (day)><none mob>*a pious templar* wrat
A pious templar is shielded from your wrath by his purity.
A pious templar has a few scratches.
<617hp 595m 345mv active 5pm (day)><none mob>*a pious templar*
You parry a pious templar's slice.
You parry a pious templar's slice.
Your slice decimates a pious templar!
A pious templar has a few scratches.
<617hp 595m 345mv active 5pm (day)><none mob>*a pious templar*
A pious templar tries to disarm you, but fails.
A pious templar has a few scratches.
<617hp 595m 345mv active 5pm (day)><none mob>*a pious templar* reck
You thrust a pious templar's slice aside in a skillful parry.
A pious templar's slice devastates you!
You thrust a pious templar's slice aside in a skillful parry.
Your slice devastates a pious templar!
Your slice misses a pious templar.
A pious templar has a few scratches.
<585hp 595m 345mv active 5pm (day)><none mob>*a pious templar* Your reckoning decimates a pious templar!
A pious templar has a few scratches.
<588hp 595m 320mv active 5pm (day)><none mob>*a pious templar* flee
A pious templar's slice mauls you.
A pious templar's slice decimates you!
Your slice decimates a pious templar!
A pious templar has a few scratches.
<543hp 595m 320mv active 5pm (day)><none mob>*a pious templar* flee
flee
A pious templar's slice decimates you!
A pious templar's slice mauls you.
Your slice decimates a pious templar!
Your slice MUTILATES a pious templar!
Your slice maims a pious templar!
A pious templar has a few scratches.
<505hp 595m 320mv active 5pm (day)><none mob>*a pious templar* You flee from combat!
Chamber of Heroes
| Here lies the paintings and weapons of past Knights, fallen
| bravely in defense of the lands. In glass cases lie the
* | weapons of those fallen, and in some cases a few other
| | personal relics of theirs. Huge shelves that reach up
@-*-*| to the enormous ceiling and stretch across complete walls
| hold scrolls and scribed books detailing battles and triumphs
| of the Knights, as well as defeats and sorrows. Other
| books, schooling on various weapon techniques and defensive
| styles, as well as training books for squires and a book
---------+ containing the code of honor for the Knights. Truly, this
room leaves a everlasting mark in ones mind. To the east lies a smaller room.
[Exits: north east down]
A mighty gules lion walks in.
A special guard walks in.
<505hp 595m 319mv active 5pm (day)><no opponent no opponent>*none* cusi
You aren't fighting anyone.
<505hp 595m 319mv active 5pm (day)><no opponent no opponent>*none* You aren't fighting anyone.
<505hp 595m 319mv active 5pm (day)><no opponent no opponent>*none* cusi
You feel better.
<533hp 580m 319mv active 5pm (day)><no opponent no opponent>*none* cusi
You feel better.
<556hp 565m 319mv active 5pm (day)><no opponent no opponent>*none* cusi
sc
You feel better.
<587hp 559m 373mv active 6pm (day)><no opponent no opponent>*none* armo
prot
You feel better.
<613hp 544m 373mv active 6pm (day)><no opponent no opponent>*none*
/@============================================================-
| \
| Cedowyl the Holy Knight, Commander of Justice, adherent of Eloret|
| Adherent of the Order of Law |
| Rank Commander of [JUSTICE], 23 years old (134 hours). |
| |
| Race: Half-elf Hometown: Seringale Health: 613/814 |
| Sex: Male Alignment: Good Mana: 544/751 |
| Class: Paladin Ethos: Lawful Move: 373/399 |
\ -------------------------------------------/
| |
| Streng: 19 (19+0) Rating: Good Weight: 240/350 |
| Intell: 22 (22+0) Level: 50 Pracs: 3 |
| Wisdom: 20 (21-1) Exp tnl: 22680 Trains: 1 |
| Dexter: 22 (22+0) Relics: 2372 Items: 34/37 |
| Consti: 15 (18-3) Gold: 0 Wimpy: 1 hp |
| Luck: Fortuitous Hunger: [***--] Thirst: [*****] |
| |
| Condition: In prime health |
------------------------------------------ \
/ |
| Armor Vs Pierce: 239 Saving Throws |
| Hitroll: 35 Vs Bash: 244 Afflictive: 81 |
| Damroll: 31 Vs Slash: 255 Maledictive: 104 |
| Vs Magic: 143 Mental: 80 |
\==========================================================-/
You are affected by the following:
Skill: reckoning (1) : lasts for 0 hours
Skill: holy armor : modifies armor class by 20 permanently
Spell: sanctuary : lasts for 1 hours
Skill: errantry : lasts for 6 hours
Set : Regal Radiance : modifies hitroll by 6 permanently
: modifies strength by 4 permanently
: modifies save vs spell by 12 permanently
Spell: detect invis : lasts for 0 hours
Spell: bless : modifies hitroll by 6 for 12 hours
: modifies save vs spell by 6 for 12 hours
Spell: detect evil : lasts for 6 hours
Spell: armor : modifies armor class by 20 for 0 hours
Spell: protection : modifies save vs spell by 1 for 0 hours
Spell: virtuous light : modifies armor class by 26 for 1 hours
: modifies luck by 1 for 1 hours
: modifies save vs maledictive by 5 for 1 hours
<613hp 544m 373mv active 6pm (day)><no opponent no opponent>*none* You are already armored.
<613hp 539m 373mv active 6pm (day)><no opponent no opponent>*none* where
You are already protected.
<613hp 504m 373mv active 6pm (day)><no opponent no opponent>*none* Players near you in The Holy Altar:
<PK> Auhror West Wall Street
<PK> Cedowyl Chamber of Heroes
<613hp 504m 373mv active 6pm (day)><no opponent no opponent>*none* e
Auhror yells 'Guards! Guards!'
Chamber of Sacrament
| This high vaulted chamber is a place of quiet reflection
| and introspection for the Knights of Valour. Tall white
* | candles, set in even taller gilded candlesticks, provide
| | more than adequate light for the relatively small chamber.
*-@-* | A large, ornamental rug covers nearly the entire floor.
| Tapestries of glorious battles line the north and south
| walls.
|
|
---------+
[Exits: east west]
(White Aura) A pious templar is here, protecting the inner sanctum.
A special guard walks in.
A mighty gules lion walks in.
<613hp 504m 372mv active 6pm (day)><no opponent no opponent>*none*
A pious templar yells 'Cedowyl! Now you die!'
You thrust a pious templar's slice aside in a skillful parry.
You parry a pious templar's slice with an easy flourish.
You parry a pious templar's slice with an easy flourish.
A pious templar has a few scratches.
<613hp 504m 372mv active 6pm (day)><none mob>*a pious templar*
You awkwardly parry a pious templar's slice with a loud clang.
You awkwardly parry a pious templar's slice with a loud clang.
Your slice maims a pious templar!
A pious templar has a few scratches.
<618hp 504m 372mv active 6pm (day)><none mob>*a pious templar* reck
The reckoning is at hand.
You feel better.
Your reckoning wounds a pious templar.
A pious templar has a few scratches.
<641hp 504m 347mv active 6pm (day)><none mob>*a pious templar*
You deflect a pious templar's slice aside in an ungraceful parry.
A pious templar's slice mauls you.
A pious templar's slice decimates you!
Your slice decimates a pious templar!
Your slice MUTILATES a pious templar!
A pious templar has a few scratches.
<599hp 504m 347mv active 6pm (day)><none mob>*a pious templar* reck
A pious templar's slice decimates you!
A pious templar's slice decimates you!
Your slice devastates a pious templar!
A pious templar has a few scratches.
<552hp 504m 347mv active 6pm (day)><none mob>*a pious templar* Your reckoning MUTILATES a pious templar!
A pious templar has a few scratches.
<557hp 504m 322mv active 6pm (day)><none mob>*a pious templar*
A pious templar gets a wild look in his eyes.
A pious templar has a few scratches.
<557hp 504m 322mv active 6pm (day)><none mob>*a pious templar*
A pious templar's slice misses you.
You parry a pious templar's slice.
A pious templar's slice maims you!
Your slice devastates a pious templar!
Your slice devastates a pious templar!
A pious templar has a few scratches.
<531hp 504m 322mv active 6pm (day)><none mob>*a pious templar* reck
The reckoning is at hand.
You feel better.
Your reckoning decimates a pious templar!
A pious templar has a few scratches.
<554hp 504m 297mv active 6pm (day)><none mob>*a pious templar*
A pious templar's slice devastates you!
You parry a pious templar's slice with an easy flourish.
A pious templar's slice misses you.
Your slice devastates a pious templar!
A pious templar has a few scratches.
<530hp 504m 297mv active 6pm (day)><none mob>*a pious templar*
You no longer see invisible objects.
You feel less armored.
You feel less protected.
A pious templar has a few scratches.
<540hp 510m 350mv active 7pm (dusk)><none mob>*a pious templar* flee
flee
A pious templar's slice MUTILATES you!
A pious templar's slice maims you!
A pious templar's slice maims you!
Your slice decimates a pious templar!
Your slice decimates a pious templar!
The Iron Fist of Law tightens.
You feel more precise.
A pious templar has a few scratches.
<440hp 510m 350mv active 7pm (dusk)><none mob>*a pious templar* flee
You flee from combat!
Chamber of Heroes
| Here lies the paintings and weapons of past Knights, fallen
| bravely in defense of the lands. In glass cases lie the
* | weapons of those fallen, and in some cases a few other
| | personal relics of theirs. Huge shelves that reach up
@-*-*| to the enormous ceiling and stretch across complete walls
| hold scrolls and scribed books detailing battles and triumphs
| of the Knights, as well as defeats and sorrows. Other
| books, schooling on various weapon techniques and defensive
| styles, as well as training books for squires and a book
---------+ containing the code of honor for the Knights. Truly, this
room leaves a everlasting mark in ones mind. To the east lies a smaller room.
[Exits: north east down]
A mighty gules lion walks in.
A special guard walks in.
<440hp 510m 349mv active 7pm (dusk)><no opponent no opponent>*none* flee
You aren't fighting anyone.
<440hp 510m 349mv active 7pm (dusk)><no opponent no opponent>*none* You aren't fighting anyone.
<440hp 510m 349mv active 7pm (dusk)><no opponent no opponent>*none* You aren't fighting anyone.
<440hp 510m 349mv active 7pm (dusk)><no opponent no opponent>*none* dinv
Your eyes tingle.
<440hp 505m 349mv active 7pm (dusk)><no opponent no opponent>*none* sc
armo
/@============================================================-
| \
| Cedowyl the Holy Knight, Commander of Justice, adherent of Eloret|
| Adherent of the Order of Law |
| Rank Commander of [JUSTICE], 23 years old (134 hours). |
| |
| Race: Half-elf Hometown: Seringale Health: 440/814 |
| Sex: Male Alignment: Good Mana: 505/751 |
| Class: Paladin Ethos: Lawful Move: 349/399 |
\ -------------------------------------------/
| |
| Streng: 19 (19+0) Rating: Good Weight: 240/350 |
| Intell: 22 (22+0) Level: 50 Pracs: 3 |
| Wisdom: 20 (21-1) Exp tnl: 22680 Trains: 1 |
| Dexter: 22 (22+0) Relics: 2372 Items: 34/37 |
| Consti: 15 (18-3) Gold: 0 Wimpy: 1 hp |
| Luck: Fortuitous Hunger: [***--] Thirst: [*****] |
| |
| Condition: In prime health |
------------------------------------------ \
/ |
| Armor Vs Pierce: 219 Saving Throws |
| Hitroll: 40 Vs Bash: 224 Afflictive: 80 |
| Damroll: 31 Vs Slash: 235 Maledictive: 103 |
| Vs Magic: 123 Mental: 79 |
\==========================================================-/
You are affected by the following:
Spell: detect invis : lasts for 50 hours
Spell: precision : modifies hitroll by 5 for 10 hours
Skill: reckoning (2) : lasts for 0 hours
Skill: holy armor : modifies armor class by 20 permanently
Spell: sanctuary : lasts for 0 hours
Skill: errantry : lasts for 5 hours
Set : Regal Radiance : modifies hitroll by 6 permanently
: modifies strength by 4 permanently
: modifies save vs spell by 12 permanently
Spell: bless : modifies hitroll by 6 for 11 hours
: modifies save vs spell by 6 for 11 hours
Spell: detect evil : lasts for 5 hours
Spell: virtuous light : modifies armor class by 26 for 0 hours
: modifies luck by 1 for 0 hours
: modifies save vs maledictive by 5 for 0 hours
<440hp 505m 349mv active 7pm (dusk)><no opponent no opponent>*none* You feel someone protecting you.
<440hp 500m 349mv active 7pm (dusk)><no opponent no opponent>*none* prot
You feel holy and pure.
<440hp 465m 349mv active 7pm (dusk)><no opponent no opponent>*none* culi
You feel a little better.
<452hp 465m 349mv active 7pm (dusk)><no opponent no opponent>*none* culi
crfo bacon|get bacon|eat bacon
You feel a little better.
<468hp 455m 349mv active 7pm (dusk)><no opponent no opponent>*none* A slab of bacon suddenly appears.
<468hp 430m 349mv active 7pm (dusk)><no opponent no opponent>*none* where
who|who pk
The white aura around your body fades.
The light of virtue fades from your body.
<477hp 435m 399mv active 8pm (night)><no opponent no opponent>*none* You get a slab of bacon.
<477hp 435m 399mv active 8pm (night)><no opponent no opponent>*none* You eat a slab of bacon.
You are full.
<477hp 435m 399mv active 8pm (night)><no opponent no opponent>*none* Players near you in The Holy Altar:
<PK> Auhror City Forum
<PK> Cedowyl Chamber of Heroes
<PK> Rhalmmda Bridge over the Bay of Vamana
<477hp 435m 399mv active 8pm (night)><no opponent no opponent>*none* [ Grgyl ] <PK> [JUSTICE] (Captain) Judge Auhror the Arcane Chimera of Order
[ Drow ] Kyralas the Apprentice of Endurance
[50 H-Elf Pal] <PK> [JUSTICE] (Commander) [Law] Judge Cedowyl the Holy Knight, Commander of Justice
[ H-Elf ] <PK> [KNIGHT] (WANTED:***) Sir Rhalmmda the Shadow Master of the Marama Kuei, Footman of Valour
[ Golem ] <PK> Dluldor the Holy Shaman
Players found: 5
[KNIGHT] Light shall prevail throughout the lands.
There are 5 characters on; the most on this past month was 13.
<477hp 435m 399mv active 8pm (night)><no opponent no opponent>*none* [50 Grgyl Ill] <PK> (JUGGERNAUT) [JUSTICE] (Captain) Judge Auhror the Arcane Chimera of Order
[50 H-Elf Pal] <PK> [JUSTICE] (Commander) [Law] Judge Cedowyl the Holy Knight, Commander of Justice
[50 H-Elf Shw] <PK> [KNIGHT] (WANTED:***) Sir Rhalmmda the Shadow Master of the Marama Kuei, Footman of Valour
[50 Golem Sha] <PK> Dluldor the Holy Shaman
Players found: 4
[KNIGHT] Light shall prevail throughout the lands.
There are 5 characters on; the most on this past month was 13.
<477hp 435m 399mv active 8pm (night)><no opponent no opponent>*none* look
Chamber of Heroes
| Here lies the paintings and weapons of past Knights, fallen
| bravely in defense of the lands. In glass cases lie the
* | weapons of those fallen, and in some cases a few other
| | personal relics of theirs. Huge shelves that reach up
@-*-*| to the enormous ceiling and stretch across complete walls
| hold scrolls and scribed books detailing battles and triumphs
| of the Knights, as well as defeats and sorrows. Other
| books, schooling on various weapon techniques and defensive
| styles, as well as training books for squires and a book
---------+ containing the code of honor for the Knights. Truly, this
room leaves a everlasting mark in ones mind. To the east lies a smaller room.
[Exits: north east down]
(Charmed) A special guard stands here, red with anger.
(Charmed) A mighty gules lion is here, faithfully guarding its master.
<477hp 435m 399mv active 8pm (night)><no opponent no opponent>*none* w
Alas, you cannot go that way.
<477hp 435m 399mv active 8pm (night)><no opponent no opponent>*none*
Dluldor NEWBIE chats: ''help banner''
<477hp 435m 399mv active 8pm (night)><no opponent no opponent>*none* cb He comes
[JUSTICE] (Commander) Cedowyl: 'He comes.'
<477hp 435m 399mv active 8pm (night)><no opponent no opponent>*none* n
The Chapel
| This chapel has been built on to the end of the castle,
| placed high enough that natural light spills in through
| the great windows easily during daylight hours. The windows
| themselves are made of stained glass, in which images
@ | of the holy icons held sacred by the Knights have been
| | depicted with great skill and care. A large number of
*-*-*| benches made of white pine stand in rows, facing the front
| of the chapel where a podium stands ready for someone
| to give speeches and sermons. The sheer sanctity and feeling
---------+ of goodness sends a tingle down your spine. You can almost
feel an unseen presence watching you. A small entranceway leads back to the
south.
[Exits: south]
The Book of Knightly Conduct sits atop a magestic podium.
(White Aura) The Holy Priest of Valour is here ready to heal wounded Knights.
A special guard walks in.
A mighty gules lion walks in.
<477hp 435m 398mv active 8pm (night)><no opponent no opponent>*none* d
Alas, you cannot go that way.
<477hp 435m 398mv active 8pm (night)><no opponent no opponent>*none* s
Chamber of Heroes
| Here lies the paintings and weapons of past Knights, fallen
| bravely in defense of the lands. In glass cases lie the
* | weapons of those fallen, and in some cases a few other
| | personal relics of theirs. Huge shelves that reach up
@-*-*| to the enormous ceiling and stretch across complete walls
| hold scrolls and scribed books detailing battles and triumphs
| of the Knights, as well as defeats and sorrows. Other
| books, schooling on various weapon techniques and defensive
| styles, as well as training books for squires and a book
---------+ containing the code of honor for the Knights. Truly, this
room leaves a everlasting mark in ones mind. To the east lies a smaller room.
[Exits: north east down]
A mighty gules lion walks in.
A special guard walks in.
<477hp 435m 397mv active 8pm (night)><no opponent no opponent>*none* d
The War Room
| A huge stone table is set out in the middle of the room, with
| a map of Serin etched into it. Sets of markers have been placed
| strategically across it, and some markers lay broken by the
| walls of the room, most likely thrown in sudden frustration
*-*-@ | or anger. Smaller maps with more details lay piled neatly on
| | a small desk of in the corner. Empty wine bottles and tea cups
*-*-* | lie neatly on a small cart, left there for the butlers and
| | maids to look after. A small narrow, yet elegantly built staircase
* | made of onyx leads up a level higher to the biggest room yet.
---------+
[Exits: west up]
A special guard walks in.
A mighty gules lion walks in.
<477hp 435m 396mv active 8pm (night)><no opponent no opponent>*none* w
The Armory
| Nothing but a pile of ash remains.
|
|
|
*-@-* |
| |
*-*-* |
| |
* |
---------+
[Exits: east west]
A mighty gules lion walks in.
A special guard walks in.
<477hp 435m 395mv active 8pm (night)><no opponent no opponent>*none* murder $$
They aren't here.
<477hp 435m 395mv active 8pm (night)><no opponent no opponent>*none* where
Players near you in The Holy Altar:
<PK> Auhror Greater Valour Avenue
<PK> Cedowyl The Armory
<PK> Rhalmmda The Royal Stables
<477hp 435m 395mv active 8pm (night)><no opponent no opponent>*none* w
A Myriad of Colors
| This place is an oddity indeed. Bright colors shimmer in
| streaks throughout the room, and seem to lift your heart.
| A great chandelier made of light blue crystal hangs from
| the ceiling, and lends the room a feeling of beauty and
@-*-*| majesty. Standing in here is almost intoxicating, so inviting
| | is the atmosphere. A fine chair covered with animal skins
*-*-*| lies off to the side, a good place to rest for those who
| | are tired. To the east lies the entrance to the inner sanctum.
* |
---------+
[Exits: east south]
A special guard walks in.
A mighty gules lion walks in.
<477hp 435m 394mv active 8pm (night)><no opponent no opponent>*none* s
A Marble Corridor
| A long white marble corridor, the floor and walls have
| been shined so much a reflection off them happens easily,
*-*-*| and the brightness could almost leave you disoriented.
| | The air around you seems cool and refreshing, although
@-*-*| you feel no current flowing to keep it so. To the north
| | lies a wider opened room.
* |
| |
!-!-!-+ |
---------+
[Exits: north east]
A mighty gules lion walks in.
A special guard walks in.
<477hp 435m 393mv active 8pm (night)><no opponent no opponent>*none* where
who|who pk
Players near you in The Holy Altar:
<PK> Auhror North Market Bridge
<PK> Cedowyl A Marble Corridor
<PK> Rhalmmda The Knight's Path
<477hp 435m 393mv active 8pm (night)><no opponent no opponent>*none* [ Grgyl ] <PK> [JUSTICE] (Captain) Judge Auhror the Arcane Chimera of Order
[ Drow ] Kyralas the Apprentice of Endurance
[50 H-Elf Pal] <PK> [JUSTICE] (Commander) [Law] Judge Cedowyl the Holy Knight, Commander of Justice
[ H-Elf ] <PK> [KNIGHT] (WANTED:***) Sir Rhalmmda the Shadow Master of the Marama Kuei, Footman of Valour
[ Golem ] <PK> Dluldor the Holy Shaman
Players found: 5
[KNIGHT] Light shall prevail throughout the lands.
There are 5 characters on; the most on this past month was 13.
<477hp 435m 393mv active 8pm (night)><no opponent no opponent>*none* [50 Grgyl Ill] <PK> (JUGGERNAUT) [JUSTICE] (Captain) Judge Auhror the Arcane Chimera of Order
[50 H-Elf Pal] <PK> [JUSTICE] (Commander) [Law] Judge Cedowyl the Holy Knight, Commander of Justice
[50 H-Elf Shw] <PK> [KNIGHT] (WANTED:***) Sir Rhalmmda the Shadow Master of the Marama Kuei, Footman of Valour
[50 Golem Sha] <PK> Dluldor the Holy Shaman
Players found: 4
[KNIGHT] Light shall prevail throughout the lands.
There are 5 characters on; the most on this past month was 13.
<477hp 435m 393mv active 8pm (night)><no opponent no opponent>*none* e
The Main Courtyard
| In the centre of this vast open place stands a fountain of
| the upmost beauty and craftsmanship. Red, white and black
*-*-* | rose bushes grow around it, making it a sight of awe indeed.
| | The perimeter of the courtyard is paved with blocks of smooth
*-@-* | granite for a walking path. A bit farther inside the courtyard
| | are hoof prints of great horses, that lead to a bright stable
* | to the east. The walking path that circles the compound leads
| | to only one giant oak door, to the west.
!-!-+ |
---------+
[Exits: east south west]
A special guard walks in.
A mighty gules lion walks in.
<477hp 435m 392mv active 8pm (night)><no opponent no opponent>*none* reck
You aren't fighting anyone.
Rimath the trader auctions 'Place yer bids! a frost-burnt talisman of thaumaturgy is being auctioned for 15000 gold!'
<477hp 435m 392mv active 8pm (night)><no opponent no opponent>*none* s
The Castle Gates
*-*-* | Here, the looming gate of the castle reaches dozens of feet
| | above you, and is wide enough to let ten or more people walk
*-*-* | in side by side. The actual gate itself is made of mithril,
| | and weighs enough to crush anyone caught under it in a heartbeat.
@ | If not for the banners and flags hanging from the wall above
| | the gate, it would seem a ominous thing indeed. To the north
!-!-+ | the main courtyard is visible.
|
|
---------+
[Exits: north south]
(White Aura) The Holy Knight of Valour is here protecting the shrine.
A mighty gules lion walks in.
A special guard walks in.
Holy Knight yells 'You don't belong here, Cedowyl!'
You parry Holy Knight's arrow with an easy flourish.
You parry Holy Knight's arrow.
You parry Holy Knight's arrow.
You thrust Holy Knight's arrow aside in a skillful parry.
Your slice devastates Holy Knight!
Holy Knight has a few scratches.
<477hp 435m 391mv active 8pm (night)><none mob>*Holy Knight* s
No way! You are still fighting!
Holy Knight has a few scratches.
<477hp 435m 391mv active 8pm (night)><none mob>*Holy Knight* flee
You flee from combat!
The Castle Moat
*-*-* | This is the castle moat, just a few strides away from the
| | main entrance of castle Valour. The portcullis is raised in
* | preparation for the passage of the Knights. A strong breeze
| | blows unwanted visitors back away from the entrance ahead.
!-!-@ | The water in the moat is crystal clear, with dolphins swimming
| around playfully within. To the north is the large gate of
| Castle Valour, guarded by a heavily armored figure.
|
|
---------+
[Exits: north west]
(White Aura) (WANTED) Rhalmmda the Shadow Master of the Marama Kuei, Footman of Valour is riding on the back of a black Asc'Liena stallion.
A special guard walks in.
A mighty gules lion walks in.
<477hp 435m 390mv active 8pm (night)><no opponent no opponent>*none* w
The Knight's Path
*-*-*| This beautiful path has been carefully constructed to be
| | as pristine and flawless as possible. The wind whistles
* | with a calm cool breeze, as the scent of flowers hang within
| | the air. Huge weeping willows cast a shadow upon the path
!-!-@-+ | adding to the pristine look of castle Valour. Gardens of
| white and red roses can be seen through the willow trees.
| A layer of golden sand has been sprinkled across the path.
|
|
---------+
[Exits: east west]
(White Aura) Salania the Squire of Knights is here heeding a warning.
A mighty gules lion walks in.
A special guard walks in.
Salania the Squire of Knights says 'Greetings, Cedowyl. Welcome to Castle Valour. I do warn you this.'
Salania the Squire of Knights says 'To the east lies the grand castle of Valour, home to the Knights of Valour.'
Salania the Squire of Knights says 'Be wary of where ye walk, for death could overtake you.'
Salania the Squire of Knights bows before you.
<477hp 435m 389mv active 8pm (night)><no opponent no opponent>*none* e
murder $$
The Castle Moat
*-*-* | This is the castle moat, just a few strides away from the
| | main entrance of castle Valour. The portcullis is raised in
* | preparation for the passage of the Knights. A strong breeze
| | blows unwanted visitors back away from the entrance ahead.
!-!-@ | The water in the moat is crystal clear, with dolphins swimming
| around playfully within. To the north is the large gate of
| Castle Valour, guarded by a heavily armored figure.
|
|
---------+
[Exits: north west]
(White Aura) (WANTED) Rhalmmda the Shadow Master of the Marama Kuei, Footman of Valour is riding on the back of a black Asc'Liena stallion.
A special guard walks in.
A mighty gules lion walks in.
<477hp 435m 387mv active 8pm (night)><no opponent no opponent>*none* murder $$
Rhalmmda gallops west on a black Asc'Liena stallion.
<477hp 435m 387mv active 8pm (night)><no opponent no opponent>*none* They aren't here.
<477hp 435m 387mv active 8pm (night)><no opponent no opponent>*none* They aren't here.
<477hp 435m 387mv active 8pm (night)><no opponent no opponent>*none* murder $$
They aren't here.
Rhalmmda gallops in on a black Asc'Liena stallion.
<477hp 435m 387mv active 8pm (night)><no opponent no opponent>*none* w
murder $$
The Knight's Path
*-*-*| This beautiful path has been carefully constructed to be
| | as pristine and flawless as possible. The wind whistles
* | with a calm cool breeze, as the scent of flowers hang within
| | the air. Huge weeping willows cast a shadow upon the path
!-!-@-+ | adding to the pristine look of castle Valour. Gardens of
| white and red roses can be seen through the willow trees.
| A layer of golden sand has been sprinkled across the path.
|
|
---------+
[Exits: east west]
(White Aura) Salania the Squire of Knights is here heeding a warning.
A mighty gules lion walks in.
A special guard walks in.
Salania the Squire of Knights says 'Greetings, Cedowyl. Welcome to Castle Valour. I do warn you this.'
Salania the Squire of Knights says 'To the east lies the grand castle of Valour, home to the Knights of Valour.'
Salania the Squire of Knights says 'Be wary of where ye walk, for death could overtake you.'
Salania the Squire of Knights bows before you.
<477hp 435m 386mv active 8pm (night)><no opponent no opponent>*none* They aren't here.
<477hp 435m 386mv active 8pm (night)><no opponent no opponent>*none* e
murder $$
The Castle Moat
*-*-* | This is the castle moat, just a few strides away from the
| | main entrance of castle Valour. The portcullis is raised in
* | preparation for the passage of the Knights. A strong breeze
| | blows unwanted visitors back away from the entrance ahead.
!-!-@ | The water in the moat is crystal clear, with dolphins swimming
| around playfully within. To the north is the large gate of
| Castle Valour, guarded by a heavily armored figure.
|
|
---------+
[Exits: north west]
(WANTED) Rhalmmda the Shadow Master of the Marama Kuei, Footman of Valour is riding on the back of a black Asc'Liena stallion.
A special guard walks in.
A mighty gules lion walks in.
You yell 'Help! I am being attacked by Rhalmmda!'
Rhalmmda's pierce MASSACRES you!
Rhalmmda's pierce DISMEMBERS you!
Rhalmmda has some small wounds and bruises.
<364hp 449m 397mv evasive 9pm (night)><blade none>*Rhalmmda* murder $$
You do the best you can!
You awkwardly parry Rhalmmda's pierce with a loud clang.
Rhalmmda's pierce MASSACRES you!
Rhalmmda's pierce MASSACRES you!
Your slice MASSACRES Rhalmmda!
Your slice DISMEMBERS Rhalmmda!
A special guard's pierce MASSACRES Rhalmmda!
A special guard's pierce MASSACRES Rhalmmda!
Rhalmmda has some big nasty wounds and scratches.
<214hp 449m 397mv aggressive 9pm (night)><blade none>*Rhalmmda* You do the best you can!
Rhalmmda has some big nasty wounds and scratches.
<214hp 449m 397mv aggressive 9pm (night)><blade none>*Rhalmmda* flee
You flee from combat!
No good would come from invading Castle Valour.
The Castle Gates
*-*-* | Here, the looming gate of the castle reaches dozens of feet
| | above you, and is wide enough to let ten or more people walk
*-*-* | in side by side. The actual gate itself is made of mithril,
| | and weighs enough to crush anyone caught under it in a heartbeat.
@ | If not for the banners and flags hanging from the wall above
| | the gate, it would seem a ominous thing indeed. To the north
!-!-+ | the main courtyard is visible.
|
|
---------+
[Exits: north south]
(White Aura) The Holy Knight of Valour is here protecting the shrine.
A mighty gules lion walks in.
Holy Knight yells 'You don't belong here, Cedowyl!'
You parry Holy Knight's arrow.
Holy Knight's arrow MUTILATES you!
A special guard walks in.
Holy Knight has a few scratches.
<174hp 449m 396mv aggressive 9pm (night)><none mob>*Holy Knight* w
No way! You are still fighting!
Holy Knight has a few scratches.
<174hp 449m 396mv aggressive 9pm (night)><none mob>*Holy Knight* s
No way! You are still fighting!
Holy Knight has a few scratches.
<174hp 449m 396mv aggressive 9pm (night)><none mob>*Holy Knight* flee
You flee from combat!
The Castle Moat
*-*-* | This is the castle moat, just a few strides away from the
| | main entrance of castle Valour. The portcullis is raised in
* | preparation for the passage of the Knights. A strong breeze
| | blows unwanted visitors back away from the entrance ahead.
!-!-@ | The water in the moat is crystal clear, with dolphins swimming
| around playfully within. To the north is the large gate of
| Castle Valour, guarded by a heavily armored figure.
|
|
---------+
[Exits: north west]
(WANTED) Rhalmmda the Shadow Master of the Marama Kuei, Footman of Valour is riding on the back of a black Asc'Liena stallion.
A special guard walks in.
A mighty gules lion walks in.
<174hp 449m 395mv aggressive 9pm (night)><no opponent no opponent>*none* flee
s
You aren't fighting anyone.
<174hp 449m 395mv aggressive 9pm (night)><no opponent no opponent>*none* w
Dense vegegation blocks the south off completely.
<174hp 449m 395mv aggressive 9pm (night)><no opponent no opponent>*none* w
The Knight's Path
*-*-*| This beautiful path has been carefully constructed to be
| | as pristine and flawless as possible. The wind whistles
* | with a calm cool breeze, as the scent of flowers hang within
| | the air. Huge weeping willows cast a shadow upon the path
!-!-@-+ | adding to the pristine look of castle Valour. Gardens of
| white and red roses can be seen through the willow trees.
| A layer of golden sand has been sprinkled across the path.
|
|
---------+
[Exits: east west]
(White Aura) Salania the Squire of Knights is here heeding a warning.
A mighty gules lion walks in.
A special guard walks in.
Salania the Squire of Knights says 'Greetings, Cedowyl. Welcome to Castle Valour. I do warn you this.'
Salania the Squire of Knights says 'To the east lies the grand castle of Valour, home to the Knights of Valour.'
Salania the Squire of Knights says 'Be wary of where ye walk, for death could overtake you.'
Salania the Squire of Knights bows before you.
<174hp 449m 394mv aggressive 9pm (night)><no opponent no opponent>*none* w
w
The Knight's Path
!-! *-*| This beautiful path has been carefully constructed to
| || be as pristine and flawless as possible. The wind whistles
! *| with a calm cool breeze, as the scent of flowers hang
| || within the air. Huge weeping willows cast a shadow upon
!-!-@-!-+| the path adding to the pristine look of castle Valour.
| Gardens of white and red roses can be seen through the
| willow trees. A layer of golden sand has been sprinkled
| across the path.
|
---------+
[Exits: east west]
A special guard walks in.
A mighty gules lion walks in.
<174hp 449m 392mv aggressive 9pm (night)><no opponent no opponent>*none* w
The Knight's Path
!-! | This beautiful path has been carefully constructed to
| | be as pristine and flawless as possible. The wind whistles
! | with a calm cool breeze, as the scent of flowers hang
| | within the air. Huge weeping willows cast a shadow upon
!-@-!-!| the path adding to the pristine look of castle Valour.
| Gardens of white and red roses can be seen through the
| willow trees. A layer of golden sand has been sprinkled
| across the path.
|
---------+
[Exits: east west]
A mighty gules lion walks in.
A special guard walks in.
<174hp 449m 390mv aggressive 9pm (night)><no opponent no opponent>*none* The Knight's Path
!-! | This beautiful path has been carefully constructed to
| | be as pristine and flawless as possible. The wind whistles
! | with a calm cool breeze, as the scent of flowers hang
| | within the air. Huge weeping willows cast a shadow upon
@-!-!| the path adding to the pristine look of castle Valour.
| Gardens of white and red roses can be seen through the
| willow trees. A layer of golden sand has been sprinkled
| across the path.
|
---------+
[Exits: north east]
A special guard walks in.
A mighty gules lion walks in.
<174hp 449m 388mv aggressive 9pm (night)><no opponent no opponent>*none* n
n
Huge weeping willows surround the knight's path.
<174hp 449m 388mv aggressive 9pm (night)><no opponent no opponent>*none* The Knight's Path
! | This beautiful path has been carefully constructed to
| | be as pristine and flawless as possible. The wind whistles
!-! | with a calm cool breeze, as the scent of flowers hang
| | within the air. Huge weeping willows cast a shadow upon
@ | the path adding to the pristine look of castle Valour.
| | Gardens of white and red roses can be seen through the
!-!-!| willow trees. A layer of golden sand has been sprinkled
| across the path.
|
---------+
[Exits: north south]
A mighty gules lion walks in.
A special guard walks in.
<174hp 449m 386mv aggressive 9pm (night)><no opponent no opponent>*none* The Knight's Path
+-+-+-+ | This beautiful path has been carefully constructed to
| | be as pristine and flawless as possible. The wind whistles
! | with a calm cool breeze, as the scent of flowers hang
| | within the air. Huge weeping willows cast a shadow upon
@-! | the path adding to the pristine look of castle Valour.
| | Gardens of white and red roses can be seen through the
! | willow trees. A layer of golden sand has been sprinkled
| | across the path.
!-!-!|
---------+
[Exits: east south]
A special guard walks in.
A mighty gules lion walks in.
<174hp 449m 384mv aggressive 9pm (night)><no opponent no opponent>*none* e
n
The Knight's Path
+-+-+ | This beautiful path has been carefully constructed to
| | be as pristine and flawless as possible. The wind whistles
! | with a calm cool breeze, as the scent of flowers hang
| | within the air. Huge weeping willows cast a shadow upon
!-@ | the path adding to the pristine look of castle Valour.
| | Gardens of white and red roses can be seen through the
! | willow trees. A layer of golden sand has been sprinkled
| | across the path.
!-!-!-!|
---------+
[Exits: north west]
A mighty gules lion walks in.
A special guard walks in.
<174hp 449m 382mv aggressive 9pm (night)><no opponent no opponent>*none* n
n
n
The Knight's Path
+ | This beautiful path has been carefully constructed to be as
| | pristine and flawless as possible. The wind whistles with a
+-+-+ | calm cool breeze, as the scent of flowers hang within the air.
| | Huge weeping willows cast a shadow upon the path adding to
@ | the pristine look of castle Valour. Gardens of white and red
| | roses can be seen through the willow trees. A layer of golden
!-! | sand has been sprinkled across the path.
| |
! |
---------+
[Exits: north south]
A large weathered WARNING SIGN is here nailed into a nearly tree.
A special guard walks in.
A mighty gules lion walks in.
<174hp 449m 380mv aggressive 9pm (night)><no opponent no opponent>*none* n
n
The Outer Gates of Castle Valour
+ | The tall golden gates of castle Valour lay open here, welcoming
| | the Knights of Valour home. To outsiders, these gates are
+ | the outer defences that close off the path up to the main
| | gate of the castle. Castle Valour is viewable from here,
+-+-@ | in the near distance. The outer grounds are open to the public,
| | but they must take care not to stray into the castle.
! |
| |
!-! |
---------+
[Exits: north south west]
A warning has been inscribed on the gates.
A mighty gules lion walks in.
A special guard walks in.
<174hp 449m 378mv aggressive 9pm (night)><no opponent no opponent>*none* Bridge over the Bay of Sarich
+ | A wooden bridge leaps out over the gentle ocean swirling
| | beneath here. A rope support is provided for the hands, while
+ | wooden sleepers support the feet that traverse it. There
| | is enough room here for three soldiers to walk abreast. The
@ | ocean gently laps the thick wooden pillars that keep this
| | remarkably sturdy platform raised above the sea level. The
+-+-+ | bridge continues to the north and south.
| |
! |
---------+
[Exits: north south]
A Valourian sentry stands on duty, guarding the bridge.
A special guard walks in.
A mighty gules lion walks in.
<174hp 449m 377mv aggressive 9pm (night)><no opponent no opponent>*none* cusi
Bridge over the Bay of Sarich
+ | A wooden bridge leaps out over the gentle ocean swirling
| | beneath here. A rope support is provided for the hands, while
+ | wooden sleepers support the feet that traverse it. There
| | is enough room here for three soldiers to walk abreast. The
@ | ocean gently laps the thick wooden pillars that keep this
| | remarkably sturdy platform raised above the sea level. The
+ | bridge continues to the north and south.
| |
+-+-+ |
---------+
[Exits: north south]
A mighty gules lion walks in.
A special guard walks in.
<174hp 449m 376mv aggressive 9pm (night)><no opponent no opponent>*none* Bridge over the Bay of Sarich
+ | A wooden bridge leaps out over the gentle ocean swirling
| | beneath here. A rope support is provided for the hands, while
+ | wooden sleepers support the feet that traverse it. There
| | is enough room here for three soldiers to walk abreast. The
@ | ocean gently laps the thick wooden pillars that keep this
| | remarkably sturdy platform raised above the sea level. The
+ | bridge continues to the north and south.
| |
+ |
---------+
[Exits: north south]
A Knight of the Holy Cross patrols the area diligently.
A Knight of the Holy Cross patrols the area diligently.
A special guard walks in.
A mighty gules lion walks in.
A Knight of the Holy Cross looks at you sternly.
The bridge creaks beneath your feet.
<174hp 449m 375mv aggressive 9pm (night)><no opponent no opponent>*none* Bridge over the Bay of Sarich
+-+-+| A wooden bridge leaps out over the gentle ocean swirling
| || beneath here. A rope support is provided for the hands, while
+ +| wooden sleepers support the feet that traverse it. There
| | is enough room here for three soldiers to walk abreast. The
@ | ocean gently laps the thick wooden pillars that keep this
| | remarkably sturdy platform raised above the sea level. The
+ | bridge continues to the north and south.
| |
+ |
---------+
[Exits: north south]
A mighty gules lion walks in.
A special guard walks in.
<174hp 449m 374mv aggressive 9pm (night)><no opponent no opponent>*none* You feel better.
<198hp 434m 374mv aggressive 9pm (night)><no opponent no opponent>*none* cusi
n
n
You feel better.
<221hp 419m 374mv aggressive 9pm (night)><no opponent no opponent>*none* n
n
Bridge over the Bay of Sarich
+ | A wooden bridge leaps out over the gentle ocean swirling
| | beneath here. A rope support is provided for the hands, while
+-+-+| wooden sleepers support the feet that traverse it. There
| || is enough room here for three soldiers to walk abreast. The
@ +| ocean gently laps the thick wooden pillars that keep this
| | remarkably sturdy platform raised above the sea level. The
+ | bridge continues to the north and south.
| |
+ |
---------+
[Exits: north south]
A Valourian sentry stands on duty, guarding the bridge.
A special guard walks in.
A mighty gules lion walks in.
<221hp 419m 373mv aggressive 9pm (night)><no opponent no opponent>*none* n
The Arch of Saint Avangulen
+-S | A long arch stretches all the way across this square. It
| | has been fashioned out of marble. At its left base, streams
+ | of colour begin flight across the arch, burning out just
| | before they reach halfway. The streams flicker and contort
@-+-+| even as they are looked upon. At its right base, a flower
| || bed has been laid, with white roses in bloom within it in
+ +| all seasons.
| |
+ |
---------+
[Exits: north east south]
The marble arch of Avangulen hangs overhead.
A Knight of the Holy Cross patrols the area diligently.
A mighty gules lion walks in.
A special guard walks in.
<221hp 419m 372mv aggressive 9pm (night)><no opponent no opponent>*none* n
n
Liberty Street
+ | This road leads through into the centre of Greater Valour,
| | towards the epicentre of its business district. Buildings
+-S | line the street, tall and with smooth gentle walls that
| | create a warm and welcoming atmosphere. Sigils of the
@ | Knights are marked upon every door frame. The masonry
| | is of the highest quality, matched only by that of the
+-+-+| street itself. Lamp-posts lead the way north and south.
| ||
+ +|
---------+
[Exits: north south]
A noble of Valour walks down the street.
A noble of Valour walks down the street.
A noble of Valour walks down the street.
A special guard walks in.
A mighty gules lion walks in.
<221hp 419m 371mv aggressive 9pm (night)><no opponent no opponent>*none* n
Liberty Street
+-* | This road leads through into the centre of Greater Valour,
| | towards the epicentre of its business district. Buildings
+ | line the street, tall and with smooth gentle walls that
| | create a warm and welcoming atmosphere. Sigils of the
@-S | Knights are marked upon every door frame. The masonry
| | is of the highest quality, matched only by that of the
+ | street itself. Lamp-posts lead the way north and south.
| |
+-+-+|
---------+
[Exits: north east south]
A Knight of the Holy Cross patrols the area diligently.
A mighty gules lion walks in.
A special guard walks in.
<221hp 419m 370mv aggressive 9pm (night)><no opponent no opponent>*none* where
n
Liberty Street
+ | This road leads through into the centre of Greater Valour,
| | towards the epicentre of its business district. Buildings
+-* | line the street, tall and with smooth gentle walls that create
| | a warm and welcoming atmosphere. Sigils of the Knights are
@ | marked upon every door frame. The masonry is of the highest
| | quality, matched only by that of the street itself. Lamp-posts
+-S | lead the way north and south.
| |
+ |
---------+
[Exits: north south]
A special guard walks in.
A mighty gules lion walks in.
<221hp 419m 369mv aggressive 9pm (night)><no opponent no opponent>*none* n
Liberty Street
+-+-+-* | This road leads through into the centre of Greater Valour,
| | towards the epicentre of its business district. Buildings
+ | line the street, tall and with smooth gentle walls that
| | create a warm and welcoming atmosphere. Sigils of the Knights
@-* | are marked upon every door frame. The masonry is of the
| | highest quality, matched only by that of the street itself.
+ | Lamp-posts lead the way north and south.
| |
+-S |
---------+
[Exits: north east south]
A mighty gules lion walks in.
A special guard walks in.
<221hp 419m 368mv aggressive 9pm (night)><no opponent no opponent>*none* Liberty Street
*-S| This road leads through into the centre of Greater Valour,
| | towards the epicentre of its business district. Buildings
+-+-+-* | line the street, tall and with smooth gentle walls that create
| | a warm and welcoming atmosphere. Sigils of the Knights are
@ | marked upon every door frame. The masonry is of the highest
| | quality, matched only by that of the street itself. Lamp-posts
+-* | lead the way north and south.
| |
+ |
---------+
[Exits: north south]
A special guard walks in.
A mighty gules lion walks in.
<221hp 419m 367mv aggressive 9pm (night)><no opponent no opponent>*none* City Forum
| This is an open air forum that can be wandered through
| as a person travels down the streets. A few simple low
*-S| walls create an enclosure to separate it from the busiest
| | flow of traffic. Some of the most powerful political figures
+-+-@-* | ever to involve themselves with Valour have given speeches
| | from the lectern that stands in the City Forum. It is the
+ | place where the monarch addresses the city as a whole in
| | such important issues as declarations of war and the the
+-* | need for good men to fight for his causes.
---------+
[Exits: east south west]
Water flows from a marble statue of the sigil of Valour.
(White Aura) Lorial is relaxing on a deck-chair as she processes papers.
A mighty gules lion walks in.
A special guard walks in.
<221hp 419m 366mv aggressive 9pm (night)><no opponent no opponent>*none* Players near you in Valour:
<PK> Auhror The Knight's Path
<PK> Cedowyl City Forum
<PK> Rhalmmda The Knight's Path
<221hp 419m 366mv aggressive 9pm (night)><no opponent no opponent>*none* w
The wall of a large building has closed off the path.
<221hp 419m 366mv aggressive 9pm (night)><no opponent no opponent>*none* The wall of a large building has closed off the path.
<221hp 419m 366mv aggressive 9pm (night)><no opponent no opponent>*none* w
Greater Valour Avenue
| This road leads through the upper district of the city
| of Valour. At its border are the large business buildings
+-S *| that direct the commerce and government. Their walls
| || are decorated with gold and gemstone, showing off the
+-+-@-+-*| wealth that has been attained by this successful city.
| | The buildings provide an inspiring backdrop contrasted
+ | against the clear skies. A series of lamp-posts lead
| | the way east and west.
+-*|
---------+
[Exits: east west]
A noble of Valour walks down the street.
A special guard walks in.
A mighty gules lion walks in.
<221hp 419m 365mv aggressive 9pm (night)><no opponent no opponent>*none* Greater Valour Avenue
| This road leads through the upper district of the city
| of Valour. At its border are the large business buildings
+-S | that direct the commerce and government. Their walls
| | are decorated with gold and gemstone, showing off the
+-+-@-+-+| wealth that has been attained by this successful city.
|| The buildings provide an inspiring backdrop contrasted
+| against the clear skies. A series of lamp-posts lead
|| the way east and west.
+|
---------+
[Exits: east west]
A dame of Valour walks down the street.
A Knight of the Holy Cross patrols the area diligently.
A mighty gules lion walks in.
A special guard walks in.
<221hp 419m 364mv aggressive 9pm (night)><no opponent no opponent>*none* w
Greater Valour Avenue
| This road leads through the upper district of the city
| of Valour. At its border are the large business buildings
+-S | that direct the commerce and government. Their walls are
| | decorated with gold and gemstone, showing off the wealth
+-+-@-+-+| that has been attained by this successful city. The buildings
| provide an inspiring backdrop contrasted against the clear
| skies. A series of lamp-posts lead the way east and west.
|
|
---------+
[Exits: north east west]
A special guard walks in.
A mighty gules lion walks in.
<221hp 419m 363mv aggressive 9pm (night)><no opponent no opponent>*none* cusi
You feel better.
<249hp 404m 363mv aggressive 9pm (night)><no opponent no opponent>*none* cusi
e
e
You feel better.
<274hp 389m 363mv aggressive 9pm (night)><no opponent no opponent>*none* sc
Greater Valour Avenue
| This road leads through the upper district of the city
| of Valour. At its border are the large business buildings
+-S | that direct the commerce and government. Their walls
| | are decorated with gold and gemstone, showing off the
+-+-@-+-+| wealth that has been attained by this successful city.
|| The buildings provide an inspiring backdrop contrasted
+| against the clear skies. A series of lamp-posts lead
|| the way east and west.
+|
---------+
[Exits: east west]
A dame of Valour walks down the street.
A Knight of the Holy Cross patrols the area diligently.
A mighty gules lion walks in.
A special guard walks in.
<292hp 407m 398mv aggressive 10pm (night)><no opponent no opponent>*none* Greater Valour Avenue
| This road leads through the upper district of the city
| of Valour. At its border are the large business buildings
+-S *| that direct the commerce and government. Their walls
| || are decorated with gold and gemstone, showing off the
+-+-@-+-*| wealth that has been attained by this successful city.
| | The buildings provide an inspiring backdrop contrasted
+ | against the clear skies. A series of lamp-posts lead
| | the way east and west.
+-*|
---------+
[Exits: east west]
A noble of Valour walks down the street.
A special guard walks in.
A mighty gules lion walks in.
<292hp 407m 397mv aggressive 10pm (night)><no opponent no opponent>*none*
/@============================================================-
| \
| Cedowyl the Holy Knight, Commander of Justice, adherent of Eloret|
| Adherent of the Order of Law |
| Rank Commander of [JUSTICE], 23 years old (134 hours). |
| |
| Race: Half-elf Hometown: Seringale Health: 292/814 |
| Sex: Male Alignment: Good Mana: 407/751 |
| Class: Paladin Ethos: Lawful Move: 397/399 |
\ -------------------------------------------/
| |
| Streng: 19 (19+0) Rating: Good Weight: 240/350 |
| Intell: 22 (22+0) Level: 50 Pracs: 3 |
| Wisdom: 20 (21-1) Exp tnl: 22680 Trains: 1 |
| Dexter: 22 (22+0) Relics: 2372 Items: 34/37 |
| Consti: 15 (18-3) Gold: 0 Wimpy: 1 hp |
| Luck: Fortunate Hunger: [*****] Thirst: [*****] |
| |
| Condition: In prime health |
------------------------------------------ \
/ |
| Armor Vs Pierce: 213 Saving Throws |
| Hitroll: 40 Vs Bash: 218 Afflictive: 81 |
| Damroll: 31 Vs Slash: 229 Maledictive: 99 |
| Vs Magic: 117 Mental: 80 |
\==========================================================-/
You are affected by the following:
Spell: protection : modifies save vs spell by 1 for 21 hours
Spell: armor : modifies armor class by 20 for 21 hours
Spell: detect invis : lasts for 47 hours
Spell: precision : modifies hitroll by 5 for 7 hours
Skill: holy armor : modifies armor class by 20 permanently
Skill: errantry : lasts for 2 hours
Set : Regal Radiance : modifies hitroll by 6 permanently
: modifies strength by 4 permanently
: modifies save vs spell by 12 permanently
Spell: bless : modifies hitroll by 6 for 8 hours
: modifies save vs spell by 6 for 8 hours
Spell: detect evil : lasts for 2 hours
<292hp 407m 397mv aggressive 10pm (night)><no opponent no opponent>*none* sanc
You are surrounded by a white aura.
<292hp 332m 397mv aggressive 10pm (night)><no opponent no opponent>*none* cusi
You feel better.
<318hp 317m 397mv aggressive 10pm (night)><no opponent no opponent>*none* lay cedowyl
You can't lay on hands during your quest.
<318hp 317m 397mv aggressive 10pm (night)><no opponent no opponent>*none* cusi
You feel better.
<341hp 302m 397mv evasive 10pm (night)><no opponent no opponent>*none*
Holy Knight yells 'You don't belong here, Auhror!'
<341hp 302m 397mv evasive 10pm (night)><no opponent no opponent>*none* e
City Forum
| This is an open air forum that can be wandered through
| as a person travels down the streets. A few simple low
*-S| walls create an enclosure to separate it from the busiest
| | flow of traffic. Some of the most powerful political figures
+-+-@-* | ever to involve themselves with Valour have given speeches
| | from the lectern that stands in the City Forum. It is the
+ | place where the monarch addresses the city as a whole in
| | such important issues as declarations of war and the the
+-* | need for good men to fight for his causes.
---------+
[Exits: east south west]
Water flows from a marble statue of the sigil of Valour.
(White Aura) Lorial is relaxing on a deck-chair as she processes papers.
A mighty gules lion walks in.
A special guard walks in.
<341hp 302m 396mv evasive 10pm (night)><no opponent no opponent>*none* cusi
You feel better.
<364hp 287m 396mv evasive 10pm (night)><no opponent no opponent>*none*
Holy Knight yells 'You don't belong here, Auhror!'
<364hp 287m 396mv evasive 10pm (night)><no opponent no opponent>*none* cusi
You feel better.
<386hp 272m 396mv evasive 10pm (night)><no opponent no opponent>*none* s
cusi
(UNPROTECTED) Rhalmmda yells 'Die! Auhror, you sorcerous dog!'
<386hp 272m 396mv evasive 10pm (night)><no opponent no opponent>*none*
(WILDLY) a special guard yells 'Help! Rhalmmda just filled the room with smoke!'
(WILDLY) an illusion of Xavier yells 'Help! Rhalmmda just filled the room with smoke!'
(WILDLY) an illusion of Aerin the Banker yells 'Help! Rhalmmda just filled the room with smoke!'
(WILDLY) an illusion of a fire giant soldier yells 'Help! Rhalmmda just filled the room with smoke!'
<386hp 272m 396mv evasive 10pm (night)><no opponent no opponent>*none* Liberty Street
*-S| This road leads through into the centre of Greater Valour,
| | towards the epicentre of its business district. Buildings
+-+-+-* | line the street, tall and with smooth gentle walls that create
| | a warm and welcoming atmosphere. Sigils of the Knights are
@ | marked upon every door frame. The masonry is of the highest
| | quality, matched only by that of the street itself. Lamp-posts
+-* | lead the way north and south.
| |
+ |
---------+
[Exits: north south]
A special guard walks in.
A mighty gules lion walks in.
<386hp 272m 395mv evasive 10pm (night)><no opponent no opponent>*none* cusi
You feel better.
<409hp 257m 395mv evasive 10pm (night)><no opponent no opponent>*none* s
s
You feel better.
<431hp 242m 395mv evasive 10pm (night)><no opponent no opponent>*none* Liberty Street
+-+-+-* | This road leads through into the centre of Greater Valour,
| | towards the epicentre of its business district. Buildings
+ | line the street, tall and with smooth gentle walls that
| | create a warm and welcoming atmosphere. Sigils of the Knights
@-* | are marked upon every door frame. The masonry is of the
| | highest quality, matched only by that of the street itself.
+ | Lamp-posts lead the way north and south.
| |
+-S |
---------+
[Exits: north east south]
A mighty gules lion walks in.
A special guard walks in.
<431hp 242m 394mv evasive 10pm (night)><no opponent no opponent>*none* s
Liberty Street
+ | This road leads through into the centre of Greater Valour,
| | towards the epicentre of its business district. Buildings
+-* | line the street, tall and with smooth gentle walls that create
| | a warm and welcoming atmosphere. Sigils of the Knights are
@ | marked upon every door frame. The masonry is of the highest
| | quality, matched only by that of the street itself. Lamp-posts
+-S | lead the way north and south.
| |
+ |
---------+
[Exits: north south]
A special guard walks in.
A mighty gules lion walks in.
<431hp 242m 393mv evasive 10pm (night)><no opponent no opponent>*none* s
Liberty Street
+-* | This road leads through into the centre of Greater Valour,
| | towards the epicentre of its business district. Buildings
+ | line the street, tall and with smooth gentle walls that
| | create a warm and welcoming atmosphere. Sigils of the
@-S | Knights are marked upon every door frame. The masonry
| | is of the highest quality, matched only by that of the
+ | street itself. Lamp-posts lead the way north and south.
| |
+-+-+|
---------+
[Exits: north east south]
A Knight of the Holy Cross patrols the area diligently.
A mighty gules lion walks in.
A special guard walks in.
A Knight of the Holy Cross looks at you sternly.
<431hp 242m 392mv evasive 10pm (night)><no opponent no opponent>*none* cusi
Liberty Street
+ | This road leads through into the centre of Greater Valour,
| | towards the epicentre of its business district. Buildings
+-S | line the street, tall and with smooth gentle walls that
| | create a warm and welcoming atmosphere. Sigils of the
@ | Knights are marked upon every door frame. The masonry
| | is of the highest quality, matched only by that of the
+-+-+| street itself. Lamp-posts lead the way north and south.
| ||
+ +|
---------+
[Exits: north south]
A noble of Valour walks down the street.
A noble of Valour walks down the street.
A noble of Valour walks down the street.
A special guard walks in.
A mighty gules lion walks in.
<431hp 242m 391mv evasive 10pm (night)><no opponent no opponent>*none* You feel better.
<456hp 227m 391mv evasive 10pm (night)><no opponent no opponent>*none* where $$
Representing your guild has earned you some favor.
<469hp 245m 399mv evasive 11pm (night)><no opponent no opponent>*none* s
<PK> Rhalmmda The Castle Gates
<469hp 245m 399mv evasive 11pm (night)><no opponent no opponent>*none* The Arch of Saint Avangulen
+-S | A long arch stretches all the way across this square. It
| | has been fashioned out of marble. At its left base, streams
+ | of colour begin flight across the arch, burning out just
| | before they reach halfway. The streams flicker and contort
@-+-+| even as they are looked upon. At its right base, a flower
| || bed has been laid, with white roses in bloom within it in
+ +| all seasons.
| |
+ |
---------+
[Exits: north east south]
The marble arch of Avangulen hangs overhead.
A Knight of the Holy Cross patrols the area diligently.
A mighty gules lion walks in.
A special guard walks in.
<469hp 245m 398mv evasive 11pm (night)><no opponent no opponent>*none* s
Bridge over the Bay of Sarich
+ | A wooden bridge leaps out over the gentle ocean swirling
| | beneath here. A rope support is provided for the hands, while
+-+-+| wooden sleepers support the feet that traverse it. There
| || is enough room here for three soldiers to walk abreast. The
@ +| ocean gently laps the thick wooden pillars that keep this
| | remarkably sturdy platform raised above the sea level. The
+ | bridge continues to the north and south.
| |
+ |
---------+
[Exits: north south]
A Valourian sentry stands on duty, guarding the bridge.
A special guard walks in.
A mighty gules lion walks in.
<469hp 245m 397mv evasive 11pm (night)><no opponent no opponent>*none* s
Bridge over the Bay of Sarich
+-+-+| A wooden bridge leaps out over the gentle ocean swirling
| || beneath here. A rope support is provided for the hands, while
+ +| wooden sleepers support the feet that traverse it. There
| | is enough room here for three soldiers to walk abreast. The
@ | ocean gently laps the thick wooden pillars that keep this
| | remarkably sturdy platform raised above the sea level. The
+ | bridge continues to the north and south.
| |
+ |
---------+
[Exits: north south]
A mighty gules lion walks in.
A special guard walks in.
<469hp 245m 396mv evasive 11pm (night)><no opponent no opponent>*none* where $$
<PK> Rhalmmda The Main Courtyard
<469hp 245m 396mv evasive 11pm (night)><no opponent no opponent>*none* s
Bridge over the Bay of Sarich
+ | A wooden bridge leaps out over the gentle ocean swirling
| | beneath here. A rope support is provided for the hands, while
+ | wooden sleepers support the feet that traverse it. There
| | is enough room here for three soldiers to walk abreast. The
@ | ocean gently laps the thick wooden pillars that keep this
| | remarkably sturdy platform raised above the sea level. The
+ | bridge continues to the north and south.
| |
+ |
---------+
[Exits: north south]
A Knight of the Holy Cross patrols the area diligently.
A special guard walks in.
A mighty gules lion walks in.
<469hp 245m 395mv evasive 11pm (night)><no opponent no opponent>*none*
(UNPROTECTED) Rhalmmda yells 'Help! I am being attacked by Auhror!'
<469hp 245m 395mv evasive 11pm (night)><no opponent no opponent>*none* s
Bridge over the Bay of Sarich
+ | A wooden bridge leaps out over the gentle ocean swirling
| | beneath here. A rope support is provided for the hands, while
+ | wooden sleepers support the feet that traverse it. There
| | is enough room here for three soldiers to walk abreast. The
@ | ocean gently laps the thick wooden pillars that keep this
| | remarkably sturdy platform raised above the sea level. The
+ | bridge continues to the north and south.
| |
+-+-+ |
---------+
[Exits: north south]
A Knight of the Holy Cross patrols the area diligently.
A mighty gules lion walks in.
A special guard walks in.
A Knight of the Holy Cross looks at you sternly.
<469hp 245m 394mv evasive 11pm (night)><no opponent no opponent>*none* s
Bridge over the Bay of Sarich
+ | A wooden bridge leaps out over the gentle ocean swirling
| | beneath here. A rope support is provided for the hands, while
+ | wooden sleepers support the feet that traverse it. There
| | is enough room here for three soldiers to walk abreast. The
@ | ocean gently laps the thick wooden pillars that keep this
| | remarkably sturdy platform raised above the sea level. The
+-+-+ | bridge continues to the north and south.
| |
! |
---------+
[Exits: north south]
A Valourian sentry stands on duty, guarding the bridge.
A special guard walks in.
A mighty gules lion walks in.
<469hp 245m 393mv evasive 11pm (night)><no opponent no opponent>*none* s
The Outer Gates of Castle Valour
+ | The tall golden gates of castle Valour lay open here, welcoming
| | the Knights of Valour home. To outsiders, these gates are
+ | the outer defences that close off the path up to the main
| | gate of the castle. Castle Valour is viewable from here,
+-+-@ | in the near distance. The outer grounds are open to the public,
| | but they must take care not to stray into the castle.
! |
| |
!-! |
---------+
[Exits: north south west]
A warning has been inscribed on the gates.
A mighty gules lion walks in.
A special guard walks in.
<469hp 245m 392mv evasive 11pm (night)><no opponent no opponent>*none* where $$
s
<PK> Rhalmmda The Castle Moat
<469hp 245m 392mv evasive 11pm (night)><no opponent no opponent>*none* The Knight's Path
+ | This beautiful path has been carefully constructed to be as
| | pristine and flawless as possible. The wind whistles with a
+-+-+ | calm cool breeze, as the scent of flowers hang within the air.
| | Huge weeping willows cast a shadow upon the path adding to
@ | the pristine look of castle Valour. Gardens of white and red
| | roses can be seen through the willow trees. A layer of golden
!-! | sand has been sprinkled across the path.
| |
! |
---------+
[Exits: north south]
A large weathered WARNING SIGN is here nailed into a nearly tree.
A special guard walks in.
A mighty gules lion walks in.
<469hp 245m 391mv evasive 11pm (night)><no opponent no opponent>*none* s
The Knight's Path
+-+-+ | This beautiful path has been carefully constructed to
| | be as pristine and flawless as possible. The wind whistles
! | with a calm cool breeze, as the scent of flowers hang
| | within the air. Huge weeping willows cast a shadow upon
!-@ | the path adding to the pristine look of castle Valour.
| | Gardens of white and red roses can be seen through the
! | willow trees. A layer of golden sand has been sprinkled
| | across the path.
!-!-!-!|
---------+
[Exits: north west]
A mighty gules lion walks in.
A special guard walks in.
<469hp 245m 389mv evasive 11pm (night)><no opponent no opponent>*none* w
Holy Knight yells 'You don't belong here, Auhror!'
<469hp 245m 389mv evasive 11pm (night)><no opponent no opponent>*none* The Knight's Path
+-+-+-+ | This beautiful path has been carefully constructed to
| | be as pristine and flawless as possible. The wind whistles
! | with a calm cool breeze, as the scent of flowers hang
| | within the air. Huge weeping willows cast a shadow upon
@-! | the path adding to the pristine look of castle Valour.
| | Gardens of white and red roses can be seen through the
! | willow trees. A layer of golden sand has been sprinkled
| | across the path.
!-!-!|
---------+
[Exits: east south]
A special guard walks in.
A mighty gules lion walks in.
<469hp 245m 387mv evasive 11pm (night)><no opponent no opponent>*none* s
The Knight's Path
! | This beautiful path has been carefully constructed to
| | be as pristine and flawless as possible. The wind whistles
!-! | with a calm cool breeze, as the scent of flowers hang
| | within the air. Huge weeping willows cast a shadow upon
@ | the path adding to the pristine look of castle Valour.
| | Gardens of white and red roses can be seen through the
!-!-!| willow trees. A layer of golden sand has been sprinkled
| across the path.
|
---------+
[Exits: north south]
A mighty gules lion walks in.
A special guard walks in.
<469hp 245m 385mv evasive 11pm (night)><no opponent no opponent>*none* s
The Knight's Path
!-! | This beautiful path has been carefully constructed to
| | be as pristine and flawless as possible. The wind whistles
! | with a calm cool breeze, as the scent of flowers hang
| | within the air. Huge weeping willows cast a shadow upon
@-!-!| the path adding to the pristine look of castle Valour.
| Gardens of white and red roses can be seen through the
| willow trees. A layer of golden sand has been sprinkled
| across the path.
|
---------+
[Exits: north east]
(White Aura) (WANTED) Rhalmmda the Shadow Master of the Marama Kuei, Footman of Valour is riding on the back of a black Asc'Liena stallion.
A special guard walks in.
A mighty gules lion walks in.
<469hp 245m 383mv evasive 11pm (night)><no opponent no opponent>*none* e
The Knight's Path
!-! | This beautiful path has been carefully constructed to
| | be as pristine and flawless as possible. The wind whistles
! | with a calm cool breeze, as the scent of flowers hang
| | within the air. Huge weeping willows cast a shadow upon
!-@-!-!| the path adding to the pristine look of castle Valour.
| Gardens of white and red roses can be seen through the
| willow trees. A layer of golden sand has been sprinkled
| across the path.
|
---------+
[Exits: east west]
A mighty gules lion walks in.
A special guard walks in.
<469hp 245m 381mv evasive 11pm (night)><no opponent no opponent>*none* w
The Knight's Path
!-! | This beautiful path has been carefully constructed to
| | be as pristine and flawless as possible. The wind whistles
! | with a calm cool breeze, as the scent of flowers hang
| | within the air. Huge weeping willows cast a shadow upon
@-!-!| the path adding to the pristine look of castle Valour.
| Gardens of white and red roses can be seen through the
| willow trees. A layer of golden sand has been sprinkled
| across the path.
|
---------+
[Exits: north east]
A special guard walks in.
A mighty gules lion walks in.
<469hp 245m 379mv evasive 11pm (night)><no opponent no opponent>*none* reck
You aren't fighting anyone.
<469hp 245m 379mv evasive 11pm (night)><no opponent no opponent>*none* reck
You aren't fighting anyone.
<469hp 245m 379mv evasive 11pm (night)><no opponent no opponent>*none* n
reck
The Knight's Path
! | This beautiful path has been carefully constructed to
| | be as pristine and flawless as possible. The wind whistles
!-! | with a calm cool breeze, as the scent of flowers hang
| | within the air. Huge weeping willows cast a shadow upon
@ | the path adding to the pristine look of castle Valour.
| | Gardens of white and red roses can be seen through the
!-!-!| willow trees. A layer of golden sand has been sprinkled
| across the path.
|
---------+
[Exits: north south]
A mighty gules lion walks in.
A special guard walks in.
<469hp 245m 377mv evasive 11pm (night)><no opponent no opponent>*none* reck
You aren't fighting anyone.
<469hp 245m 377mv evasive 11pm (night)><no opponent no opponent>*none* Holy Knight yells 'You don't belong here, Auhror!'
You aren't fighting anyone.
<469hp 245m 377mv evasive 11pm (night)><no opponent no opponent>*none* n
The Knight's Path
+-+-+-+ | This beautiful path has been carefully constructed to
| | be as pristine and flawless as possible. The wind whistles
! | with a calm cool breeze, as the scent of flowers hang
| | within the air. Huge weeping willows cast a shadow upon
@-! | the path adding to the pristine look of castle Valour.
| | Gardens of white and red roses can be seen through the
! | willow trees. A layer of golden sand has been sprinkled
| | across the path.
!-!-!|
---------+
[Exits: east south]
A special guard walks in.
A mighty gules lion walks in.
<469hp 245m 375mv evasive 11pm (night)><no opponent no opponent>*none* reck
You aren't fighting anyone.
<469hp 245m 375mv evasive 11pm (night)><no opponent no opponent>*none* reck
You aren't fighting anyone.
<469hp 245m 375mv evasive 11pm (night)><no opponent no opponent>*none* e
The Knight's Path
+-+-+ | This beautiful path has been carefully constructed to
| | be as pristine and flawless as possible. The wind whistles
! | with a calm cool breeze, as the scent of flowers hang
| | within the air. Huge weeping willows cast a shadow upon
!-@ | the path adding to the pristine look of castle Valour.
| | Gardens of white and red roses can be seen through the
! | willow trees. A layer of golden sand has been sprinkled
| | across the path.
!-!-!-!|
---------+
[Exits: north west]
A mighty gules lion walks in.
A special guard walks in.
<469hp 245m 373mv evasive 11pm (night)><no opponent no opponent>*none* reck
w
You aren't fighting anyone.
<469hp 245m 373mv evasive 11pm (night)><no opponent no opponent>*none* The Knight's Path
+-+-+-+ | This beautiful path has been carefully constructed to
| | be as pristine and flawless as possible. The wind whistles
! | with a calm cool breeze, as the scent of flowers hang
| | within the air. Huge weeping willows cast a shadow upon
@-! | the path adding to the pristine look of castle Valour.
| | Gardens of white and red roses can be seen through the
! | willow trees. A layer of golden sand has been sprinkled
| | across the path.
!-!-!|
---------+
[Exits: east south]
A special guard walks in.
A mighty gules lion walks in.
<469hp 245m 371mv evasive 11pm (night)><no opponent no opponent>*none* s
The Knight's Path
! | This beautiful path has been carefully constructed to
| | be as pristine and flawless as possible. The wind whistles
!-! | with a calm cool breeze, as the scent of flowers hang
| | within the air. Huge weeping willows cast a shadow upon
@ | the path adding to the pristine look of castle Valour.
| | Gardens of white and red roses can be seen through the
!-!-!| willow trees. A layer of golden sand has been sprinkled
| across the path.
|
---------+
[Exits: north south]
A mighty gules lion walks in.
A special guard walks in.
<469hp 245m 369mv evasive 11pm (night)><no opponent no opponent>*none* s
The Knight's Path
!-! | This beautiful path has been carefully constructed to
| | be as pristine and flawless as possible. The wind whistles
! | with a calm cool breeze, as the scent of flowers hang
| | within the air. Huge weeping willows cast a shadow upon
@-!-!| the path adding to the pristine look of castle Valour.
| Gardens of white and red roses can be seen through the
| willow trees. A layer of golden sand has been sprinkled
| across the path.
|
---------+
[Exits: north east]
A special guard walks in.
A mighty gules lion walks in.
<469hp 245m 367mv evasive 11pm (night)><no opponent no opponent>*none* e
The Knight's Path
!-! | This beautiful path has been carefully constructed to
| | be as pristine and flawless as possible. The wind whistles
! | with a calm cool breeze, as the scent of flowers hang
| | within the air. Huge weeping willows cast a shadow upon
!-@-!-!| the path adding to the pristine look of castle Valour.
| Gardens of white and red roses can be seen through the
| willow trees. A layer of golden sand has been sprinkled
| across the path.
|
---------+
[Exits: east west]
(Charmed) A special guard stands here, red with anger.
(Translucent) (White Aura) (Red Aura) Auhror the Arcane Chimera of Order is here.
A mighty gules lion walks in.
A special guard walks in.
<469hp 245m 365mv evasive 11pm (night)><no opponent no opponent>*none* reck
Auhror flies west.
A special guard walks west.
You aren't fighting anyone.
<469hp 245m 365mv evasive 11pm (night)><no opponent no opponent>*none* w
The Knight's Path
!-! | This beautiful path has been carefully constructed to
| | be as pristine and flawless as possible. The wind whistles
! | with a calm cool breeze, as the scent of flowers hang
| | within the air. Huge weeping willows cast a shadow upon
@-!-!| the path adding to the pristine look of castle Valour.
| Gardens of white and red roses can be seen through the
| willow trees. A layer of golden sand has been sprinkled
| across the path.
|
---------+
[Exits: north east]
A special guard walks in.
A mighty gules lion walks in.
<469hp 245m 363mv evasive 11pm (night)><no opponent no opponent>*none* w
Huge weeping willows surround the knight's path.
<469hp 245m 363mv evasive 11pm (night)><no opponent no opponent>*none* n
The Knight's Path
! | This beautiful path has been carefully constructed to
| | be as pristine and flawless as possible. The wind whistles
!-! | with a calm cool breeze, as the scent of flowers hang
| | within the air. Huge weeping willows cast a shadow upon
@ | the path adding to the pristine look of castle Valour.
| | Gardens of white and red roses can be seen through the
!-!-!| willow trees. A layer of golden sand has been sprinkled
| across the path.
|
---------+
[Exits: north south]
A mighty gules lion walks in.
A special guard walks in.
<469hp 245m 361mv evasive 11pm (night)><no opponent no opponent>*none* n
The Knight's Path
+-+-+-+ | This beautiful path has been carefully constructed to
| | be as pristine and flawless as possible. The wind whistles
! | with a calm cool breeze, as the scent of flowers hang
| | within the air. Huge weeping willows cast a shadow upon
@-! | the path adding to the pristine look of castle Valour.
| | Gardens of white and red roses can be seen through the
! | willow trees. A layer of golden sand has been sprinkled
| | across the path.
!-!-!|
---------+
[Exits: east south]
A special guard walks in.
A mighty gules lion walks in.
<469hp 245m 359mv evasive 11pm (night)><no opponent no opponent>*none* e
The Knight's Path
+-+-+ | This beautiful path has been carefully constructed to
| | be as pristine and flawless as possible. The wind whistles
! | with a calm cool breeze, as the scent of flowers hang
| | within the air. Huge weeping willows cast a shadow upon
!-@ | the path adding to the pristine look of castle Valour.
| | Gardens of white and red roses can be seen through the
! | willow trees. A layer of golden sand has been sprinkled
| | across the path.
!-!-!-!|
---------+
[Exits: north west]
A mighty gules lion walks in.
A special guard walks in.
<469hp 245m 357mv evasive 11pm (night)><no opponent no opponent>*none* n
The Knight's Path
+ | This beautiful path has been carefully constructed to be as
| | pristine and flawless as possible. The wind whistles with a
+-+-+ | calm cool breeze, as the scent of flowers hang within the air.
| | Huge weeping willows cast a shadow upon the path adding to
@ | the pristine look of castle Valour. Gardens of white and red
| | roses can be seen through the willow trees. A layer of golden
!-! | sand has been sprinkled across the path.
| |
! |
---------+
[Exits: north south]
A large weathered WARNING SIGN is here nailed into a nearly tree.
A special guard walks in.
A mighty gules lion walks in.
<469hp 245m 355mv evasive 11pm (night)><no opponent no opponent>*none* n
The Outer Gates of Castle Valour
+ | The tall golden gates of castle Valour lay open here, welcoming
| | the Knights of Valour home. To outsiders, these gates are
+ | the outer defences that close off the path up to the main
| | gate of the castle. Castle Valour is viewable from here,
+-+-@ | in the near distance. The outer grounds are open to the public,
| | but they must take care not to stray into the castle.
! |
| |
!-! |
---------+
[Exits: north south west]
A warning has been inscribed on the gates.
(Charmed) A special guard stands here, red with anger.
(Translucent) (White Aura) (Red Aura) Auhror the Arcane Chimera of Order is here.
A mighty gules lion walks in.
A special guard walks in.
Rimath the trader auctions 'Place yer bids! a frost-burnt talisman of thaumaturgy is being auctioned for 15000 gold!'
<469hp 245m 353mv evasive 11pm (night)><no opponent no opponent>*none*
Auhror flies south.
A special guard walks south.
<469hp 245m 353mv evasive 11pm (night)><no opponent no opponent>*none* reck
You aren't fighting anyone.
<469hp 245m 353mv evasive 11pm (night)><no opponent no opponent>*none* where $$
<PK> Rhalmmda Bridge over the Bay of Vamana
<469hp 245m 353mv evasive 11pm (night)><no opponent no opponent>*none* n
Bridge over the Bay of Sarich
+ | A wooden bridge leaps out over the gentle ocean swirling
| | beneath here. A rope support is provided for the hands, while
+ | wooden sleepers support the feet that traverse it. There
| | is enough room here for three soldiers to walk abreast. The
@ | ocean gently laps the thick wooden pillars that keep this
| | remarkably sturdy platform raised above the sea level. The
+-+-+ | bridge continues to the north and south.
| |
! |
---------+
[Exits: north south]
A Valourian sentry stands on duty, guarding the bridge.
A special guard walks in.
A mighty gules lion walks in.
<482hp 257m 399mv evasive 12am (midnight)><no opponent no opponent>*none* n
Bridge over the Bay of Sarich
+ | A wooden bridge leaps out over the gentle ocean swirling
| | beneath here. A rope support is provided for the hands, while
+ | wooden sleepers support the feet that traverse it. There
| | is enough room here for three soldiers to walk abreast. The
@ | ocean gently laps the thick wooden pillars that keep this
| | remarkably sturdy platform raised above the sea level. The
+ | bridge continues to the north and south.
| |
+-+-+ |
---------+
[Exits: north south]
A Knight of the Holy Cross patrols the area diligently.
A mighty gules lion walks in.
A special guard walks in.
<482hp 257m 398mv evasive 12am (midnight)><no opponent no opponent>*none* where $$
<PK> Rhalmmda Bridge over the Bay of Vamana
<482hp 257m 398mv evasive 12am (midnight)><no opponent no opponent>*none* n
Bridge over the Bay of Sarich
+ | A wooden bridge leaps out over the gentle ocean swirling
| | beneath here. A rope support is provided for the hands, while
+ | wooden sleepers support the feet that traverse it. There
| | is enough room here for three soldiers to walk abreast. The
@ | ocean gently laps the thick wooden pillars that keep this
| | remarkably sturdy platform raised above the sea level. The
+ | bridge continues to the north and south.
| |
+ |
---------+
[Exits: north south]
A special guard walks in.
A mighty gules lion walks in.
<482hp 257m 397mv evasive 12am (midnight)><no opponent no opponent>*none* n
Bridge over the Bay of Sarich
+-+-+| A wooden bridge leaps out over the gentle ocean swirling
| || beneath here. A rope support is provided for the hands, while
+ +| wooden sleepers support the feet that traverse it. There
| | is enough room here for three soldiers to walk abreast. The
@ | ocean gently laps the thick wooden pillars that keep this
| | remarkably sturdy platform raised above the sea level. The
+ | bridge continues to the north and south.
| |
+ |
---------+
[Exits: north south]
A Knight of the Holy Cross patrols the area diligently.
A mighty gules lion walks in.
A special guard walks in.
<482hp 257m 396mv evasive 12am (midnight)><no opponent no opponent>*none* where $$
n
Dluldor walks in.
<482hp 257m 396mv evasive 12am (midnight)><no opponent no opponent>*none* <PK> Rhalmmda Bridge over the Bay of Vamana
<482hp 257m 396mv evasive 12am (midnight)><no opponent no opponent>*none* n
Bridge over the Bay of Sarich
+ | A wooden bridge leaps out over the gentle ocean swirling
| | beneath here. A rope support is provided for the hands, while
+-+-+| wooden sleepers support the feet that traverse it. There
| || is enough room here for three soldiers to walk abreast. The
@ +| ocean gently laps the thick wooden pillars that keep this
| | remarkably sturdy platform raised above the sea level. The
+ | bridge continues to the north and south.
| |
+ |
---------+
[Exits: north south]
A Valourian sentry stands on duty, guarding the bridge.
A special guard walks in.
A mighty gules lion walks in.
<482hp 257m 395mv evasive 12am (midnight)><no opponent no opponent>*none* n
The Arch of Saint Avangulen
+-S | A long arch stretches all the way across this square. It
| | has been fashioned out of marble. At its left base, streams
+ | of colour begin flight across the arch, burning out just
| | before they reach halfway. The streams flicker and contort
@-+-+| even as they are looked upon. At its right base, a flower
| || bed has been laid, with white roses in bloom within it in
+ +| all seasons.
| |
+ |
---------+
[Exits: north east south]
The marble arch of Avangulen hangs overhead.
A mighty gules lion walks in.
A special guard walks in.
<482hp 257m 394mv evasive 12am (midnight)><no opponent no opponent>*none* n
Liberty Street
+ | This road leads through into the centre of Greater Valour,
| | towards the epicentre of its business district. Buildings
+-S | line the street, tall and with smooth gentle walls that
| | create a warm and welcoming atmosphere. Sigils of the
@ | Knights are marked upon every door frame. The masonry
| | is of the highest quality, matched only by that of the
+-+-+| street itself. Lamp-posts lead the way north and south.
| ||
+ +|
---------+
[Exits: north south]
A Knight of the Holy Cross patrols the area diligently.
A noble of Valour walks down the street.
A noble of Valour walks down the street.
A noble of Valour walks down the street.
A special guard walks in.
A mighty gules lion walks in.
<482hp 257m 393mv evasive 12am (midnight)><no opponent no opponent>*none* n
Liberty Street
+-* | This road leads through into the centre of Greater Valour,
| | towards the epicentre of its business district. Buildings
+ | line the street, tall and with smooth gentle walls that
| | create a warm and welcoming atmosphere. Sigils of the
@-S | Knights are marked upon every door frame. The masonry
| | is of the highest quality, matched only by that of the
+ | street itself. Lamp-posts lead the way north and south.
| |
+-+-+|
---------+
[Exits: north east south]
A Knight of the Holy Cross patrols the area diligently.
A mighty gules lion walks in.
A special guard walks in.
<482hp 257m 392mv evasive 12am (midnight)><no opponent no opponent>*none* n
Liberty Street
+ | This road leads through into the centre of Greater Valour,
| | towards the epicentre of its business district. Buildings
+-* | line the street, tall and with smooth gentle walls that create
| | a warm and welcoming atmosphere. Sigils of the Knights are
@ | marked upon every door frame. The masonry is of the highest
| | quality, matched only by that of the street itself. Lamp-posts
+-S | lead the way north and south.
| |
+ |
---------+
[Exits: north south]
A special guard walks in.
A mighty gules lion walks in.
<482hp 257m 391mv evasive 12am (midnight)><no opponent no opponent>*none* n
Liberty Street
+-+-+-* | This road leads through into the centre of Greater Valour,
| | towards the epicentre of its business district. Buildings
+ | line the street, tall and with smooth gentle walls that
| | create a warm and welcoming atmosphere. Sigils of the Knights
@-* | are marked upon every door frame. The masonry is of the
| | highest quality, matched only by that of the street itself.
+ | Lamp-posts lead the way north and south.
| |
+-S |
---------+
[Exits: north east south]
A mighty gules lion walks in.
A special guard walks in.
<482hp 257m 390mv evasive 12am (midnight)><no opponent no opponent>*none* n
Liberty Street
*-S| This road leads through into the centre of Greater Valour,
| | towards the epicentre of its business district. Buildings
+-+-+-* | line the street, tall and with smooth gentle walls that create
| | a warm and welcoming atmosphere. Sigils of the Knights are
@ | marked upon every door frame. The masonry is of the highest
| | quality, matched only by that of the street itself. Lamp-posts
+-* | lead the way north and south.
| |
+ |
---------+
[Exits: north south]
A special guard walks in.
A mighty gules lion walks in.
<482hp 257m 389mv evasive 12am (midnight)><no opponent no opponent>*none* n
City Forum
| This is an open air forum that can be wandered through
| as a person travels down the streets. A few simple low
*-S| walls create an enclosure to separate it from the busiest
| | flow of traffic. Some of the most powerful political figures
+-+-@-* | ever to involve themselves with Valour have given speeches
| | from the lectern that stands in the City Forum. It is the
+ | place where the monarch addresses the city as a whole in
| | such important issues as declarations of war and the the
+-* | need for good men to fight for his causes.
---------+
[Exits: east south west]
Water flows from a marble statue of the sigil of Valour.
(White Aura) (WANTED) Rhalmmda the Shadow Master of the Marama Kuei, Footman of Valour is riding on the back of a black Asc'Liena stallion.
(White Aura) Lorial is relaxing on a deck-chair as she processes papers.
A mighty gules lion walks in.
A special guard walks in.
Rhalmmda gallops south on a black Asc'Liena stallion.
<482hp 257m 388mv evasive 12am (midnight)><no opponent no opponent>*none* where $$
n
The wall of a large building has closed off the path.
<482hp 257m 388mv evasive 12am (midnight)><no opponent no opponent>*none* reck
<PK> Rhalmmda Liberty Street
<482hp 257m 388mv evasive 12am (midnight)><no opponent no opponent>*none* The wall of a large building has closed off the path.
<482hp 257m 388mv evasive 12am (midnight)><no opponent no opponent>*none* You aren't fighting anyone.
<482hp 257m 388mv evasive 12am (midnight)><no opponent no opponent>*none* murder $$
They aren't here.
<482hp 257m 388mv evasive 12am (midnight)><no opponent no opponent>*none* look
City Forum
| This is an open air forum that can be wandered through
| as a person travels down the streets. A few simple low
*-S| walls create an enclosure to separate it from the busiest
| | flow of traffic. Some of the most powerful political figures
+-+-@-* | ever to involve themselves with Valour have given speeches
| | from the lectern that stands in the City Forum. It is the
+ | place where the monarch addresses the city as a whole in
| | such important issues as declarations of war and the the
+-* | need for good men to fight for his causes.
---------+
[Exits: east south west]
Water flows from a marble statue of the sigil of Valour.
(Charmed) A special guard stands here, red with anger.
(Charmed) A mighty gules lion is here, faithfully guarding its master.
(White Aura) Lorial is relaxing on a deck-chair as she processes papers.
<482hp 257m 388mv evasive 12am (midnight)><no opponent no opponent>*none* where
Players near you in Valour:
<PK> Auhror Bridge over the Bay of Sarich
<PK> Cedowyl City Forum
<PK> Rhalmmda Bridge over the Bay of Sarich
<PK> Dluldor Bridge over the Bay of Sarich
<482hp 257m 388mv evasive 12am (midnight)><no opponent no opponent>*none* who|who pk
[ Grgyl ] <PK> [JUSTICE] (Captain) Judge Auhror the Arcane Chimera of Order
[ Drow ] Kyralas the Apprentice of Endurance
[50 H-Elf Pal] <PK> [JUSTICE] (Commander) [Law] Judge Cedowyl the Holy Knight, Commander of Justice
[ H-Elf ] <PK> [KNIGHT] (WANTED:***) Sir Rhalmmda the Shadow Master of the Marama Kuei, Footman of Valour
[ Golem ] <PK> Dluldor the Holy Shaman
Players found: 5
[KNIGHT] Light shall prevail throughout the lands.
There are 5 characters on; the most on this past month was 13.
<482hp 257m 388mv evasive 12am (midnight)><no opponent no opponent>*none* [50 Grgyl Ill] <PK> (JUGGERNAUT) [JUSTICE] (Captain) Judge Auhror the Arcane Chimera of Order
[50 H-Elf Pal] <PK> [JUSTICE] (Commander) [Law] Judge Cedowyl the Holy Knight, Commander of Justice
[50 H-Elf Shw] <PK> [KNIGHT] (WANTED:***) Sir Rhalmmda the Shadow Master of the Marama Kuei, Footman of Valour
[50 Golem Sha] <PK> Dluldor the Holy Shaman
Players found: 4
[KNIGHT] Light shall prevail throughout the lands.
There are 5 characters on; the most on this past month was 13.
<482hp 257m 388mv evasive 12am (midnight)><no opponent no opponent>*none*
Rimath the trader auctions 'a frost-burnt talisman of thaumaturgy has expired from auction without any bids.'
<482hp 257m 388mv evasive 12am (midnight)><no opponent no opponent>*none* w
Greater Valour Avenue
| This road leads through the upper district of the city
| of Valour. At its border are the large business buildings
+-S *| that direct the commerce and government. Their walls
| || are decorated with gold and gemstone, showing off the
+-+-@-+-*| wealth that has been attained by this successful city.
| | The buildings provide an inspiring backdrop contrasted
+ | against the clear skies. A series of lamp-posts lead
| | the way east and west.
+-*|
---------+
[Exits: east west]
A noble of Valour walks down the street.
A special guard walks in.
A mighty gules lion walks in.
<482hp 257m 387mv evasive 12am (midnight)><no opponent no opponent>*none* e
City Forum
| This is an open air forum that can be wandered through
| as a person travels down the streets. A few simple low
*-S| walls create an enclosure to separate it from the busiest
| | flow of traffic. Some of the most powerful political figures
+-+-@-* | ever to involve themselves with Valour have given speeches
| | from the lectern that stands in the City Forum. It is the
+ | place where the monarch addresses the city as a whole in
| | such important issues as declarations of war and the the
+-* | need for good men to fight for his causes.
---------+
[Exits: east south west]
Water flows from a marble statue of the sigil of Valour.
(White Aura) Lorial is relaxing on a deck-chair as she processes papers.
A mighty gules lion walks in.
A special guard walks in.
<482hp 257m 386mv evasive 12am (midnight)><no opponent no opponent>*none* s
Liberty Street
*-S| This road leads through into the centre of Greater Valour,
| | towards the epicentre of its business district. Buildings
+-+-+-* | line the street, tall and with smooth gentle walls that create
| | a warm and welcoming atmosphere. Sigils of the Knights are
@ | marked upon every door frame. The masonry is of the highest
| | quality, matched only by that of the street itself. Lamp-posts
+-* | lead the way north and south.
| |
+ |
---------+
[Exits: north south]
A special guard walks in.
A mighty gules lion walks in.
<482hp 257m 385mv evasive 12am (midnight)><no opponent no opponent>*none* s
Liberty Street
+-+-+-* | This road leads through into the centre of Greater Valour,
| | towards the epicentre of its business district. Buildings
+ | line the street, tall and with smooth gentle walls that
| | create a warm and welcoming atmosphere. Sigils of the Knights
@-* | are marked upon every door frame. The masonry is of the
| | highest quality, matched only by that of the street itself.
+ | Lamp-posts lead the way north and south.
| |
+-S |
---------+
[Exits: north east south]
A mighty gules lion walks in.
A special guard walks in.
<482hp 257m 384mv evasive 12am (midnight)><no opponent no opponent>*none* s
Liberty Street
+ | This road leads through into the centre of Greater Valour,
| | towards the epicentre of its business district. Buildings
+-* | line the street, tall and with smooth gentle walls that create
| | a warm and welcoming atmosphere. Sigils of the Knights are
@ | marked upon every door frame. The masonry is of the highest
| | quality, matched only by that of the street itself. Lamp-posts
+-S | lead the way north and south.
| |
+ |
---------+
[Exits: north south]
A special guard walks in.
A mighty gules lion walks in.
<482hp 257m 383mv evasive 12am (midnight)><no opponent no opponent>*none* where $$
s
<PK> Rhalmmda Tribute Street
<482hp 257m 383mv evasive 12am (midnight)><no opponent no opponent>*none* Liberty Street
+-* | This road leads through into the centre of Greater Valour,
| | towards the epicentre of its business district. Buildings
+ | line the street, tall and with smooth gentle walls that
| | create a warm and welcoming atmosphere. Sigils of the
@-S | Knights are marked upon every door frame. The masonry
| | is of the highest quality, matched only by that of the
+ | street itself. Lamp-posts lead the way north and south.
| |
+-+-+|
---------+
[Exits: north east south]
A Knight of the Holy Cross patrols the area diligently.
A mighty gules lion walks in.
A special guard walks in.
<482hp 257m 382mv evasive 12am (midnight)><no opponent no opponent>*none* s
Liberty Street
+ | This road leads through into the centre of Greater Valour,
| | towards the epicentre of its business district. Buildings
+-S | line the street, tall and with smooth gentle walls that
| | create a warm and welcoming atmosphere. Sigils of the
@ | Knights are marked upon every door frame. The masonry
| | is of the highest quality, matched only by that of the
+-+-+| street itself. Lamp-posts lead the way north and south.
| ||
+ +|
---------+
[Exits: north south]
A Knight of the Holy Cross patrols the area diligently.
A noble of Valour walks down the street.
A noble of Valour walks down the street.
A noble of Valour walks down the street.
A special guard walks in.
A mighty gules lion walks in.
A Knight of the Holy Cross looks at you sternly.
<482hp 257m 381mv evasive 12am (midnight)><no opponent no opponent>*none* s
The Arch of Saint Avangulen
+-S | A long arch stretches all the way across this square. It
| | has been fashioned out of marble. At its left base, streams
+ | of colour begin flight across the arch, burning out just
| | before they reach halfway. The streams flicker and contort
@-+-+| even as they are looked upon. At its right base, a flower
| || bed has been laid, with white roses in bloom within it in
+ +| all seasons.
| |
+ |
---------+
[Exits: north east south]
The marble arch of Avangulen hangs overhead.
A mighty gules lion walks in.
A special guard walks in.
<482hp 257m 380mv evasive 12am (midnight)><no opponent no opponent>*none* where $$
s
<PK> Rhalmmda The Western Promenade
<482hp 257m 380mv evasive 12am (midnight)><no opponent no opponent>*none* s
Bridge over the Bay of Sarich
+ | A wooden bridge leaps out over the gentle ocean swirling
| | beneath here. A rope support is provided for the hands, while
+-+-+| wooden sleepers support the feet that traverse it. There
| || is enough room here for three soldiers to walk abreast. The
@ +| ocean gently laps the thick wooden pillars that keep this
| | remarkably sturdy platform raised above the sea level. The
+ | bridge continues to the north and south.
| |
+ |
---------+
[Exits: north south]
A Valourian sentry stands on duty, guarding the bridge.
A special guard walks in.
A mighty gules lion walks in.
<482hp 257m 379mv evasive 12am (midnight)><no opponent no opponent>*none* Bridge over the Bay of Sarich
+-+-+| A wooden bridge leaps out over the gentle ocean swirling
| || beneath here. A rope support is provided for the hands, while
+ +| wooden sleepers support the feet that traverse it. There
| | is enough room here for three soldiers to walk abreast. The
@ | ocean gently laps the thick wooden pillars that keep this
| | remarkably sturdy platform raised above the sea level. The
+ | bridge continues to the north and south.
| |
+ |
---------+
[Exits: north south]
A Knight of the Holy Cross patrols the area diligently.
A mighty gules lion walks in.
A special guard walks in.
<482hp 257m 378mv evasive 12am (midnight)><no opponent no opponent>*none* where $$
s
You didn't find any rhalmmda.
<482hp 257m 378mv evasive 12am (midnight)><no opponent no opponent>*none* s
Bridge over the Bay of Sarich
+ | A wooden bridge leaps out over the gentle ocean swirling
| | beneath here. A rope support is provided for the hands, while
+ | wooden sleepers support the feet that traverse it. There
| | is enough room here for three soldiers to walk abreast. The
@ | ocean gently laps the thick wooden pillars that keep this
| | remarkably sturdy platform raised above the sea level. The
+ | bridge continues to the north and south.
| |
+ |
---------+
[Exits: north south]
A special guard walks in.
A mighty gules lion walks in.
<482hp 257m 377mv evasive 12am (midnight)><no opponent no opponent>*none* Bridge over the Bay of Sarich
+ | A wooden bridge leaps out over the gentle ocean swirling
| | beneath here. A rope support is provided for the hands, while
+ | wooden sleepers support the feet that traverse it. There
| | is enough room here for three soldiers to walk abreast. The
@ | ocean gently laps the thick wooden pillars that keep this
| | remarkably sturdy platform raised above the sea level. The
+ | bridge continues to the north and south.
| |
+-+-+ |
---------+
[Exits: north south]
A Knight of the Holy Cross patrols the area diligently.
A mighty gules lion walks in.
A special guard walks in.
A Knight of the Holy Cross looks at you sternly.
<482hp 257m 376mv evasive 12am (midnight)><no opponent no opponent>*none* where $$
s
You didn't find any rhalmmda.
<482hp 257m 376mv evasive 12am (midnight)><no opponent no opponent>*none* Bridge over the Bay of Sarich
+ | A wooden bridge leaps out over the gentle ocean swirling
| | beneath here. A rope support is provided for the hands, while
+ | wooden sleepers support the feet that traverse it. There
| | is enough room here for three soldiers to walk abreast. The
@ | ocean gently laps the thick wooden pillars that keep this
| | remarkably sturdy platform raised above the sea level. The
+-+-+ | bridge continues to the north and south.
| |
! |
---------+
[Exits: north south]
A Valourian sentry stands on duty, guarding the bridge.
A special guard walks in.
A mighty gules lion walks in.
<482hp 257m 375mv evasive 12am (midnight)><no opponent no opponent>*none* s
The Outer Gates of Castle Valour
+ | The tall golden gates of castle Valour lay open here, welcoming
| | the Knights of Valour home. To outsiders, these gates are
+ | the outer defences that close off the path up to the main
| | gate of the castle. Castle Valour is viewable from here,
+-+-@ | in the near distance. The outer grounds are open to the public,
| | but they must take care not to stray into the castle.
! |
| |
!-! |
---------+
[Exits: north south west]
A warning has been inscribed on the gates.
A mighty gules lion walks in.
A special guard walks in.
<482hp 257m 374mv evasive 12am (midnight)><no opponent no opponent>*none* w
w
Bridge over the Bay of Sarich
+ | A wooden bridge leaps out over the gentle ocean swirling
| | beneath here. A rope support is provided for the hands,
+ | while wooden sleepers support the feet that traverse it.
| | There is enough room here for three soldiers to walk abreast.
+-+-@-+ | The ocean gently laps the thick wooden pillars that keep
| | this remarkably sturdy platform raised above the sea level.
! | The bridge continues to the east and west.
| |
!-! |
---------+
[Exits: east west]
A Valourian sentry stands on duty, guarding the bridge.
A special guard walks in.
A mighty gules lion walks in.
<482hp 257m 373mv evasive 12am (midnight)><no opponent no opponent>*none* Bridge over the Bay of Sarich
+| A wooden bridge leaps out over the gentle ocean swirling
|| beneath here. A rope support is provided for the hands,
+| while wooden sleepers support the feet that traverse
|| it. There is enough room here for three soldiers to walk
+-+-@-+-+| abreast. The ocean gently laps the thick wooden pillars
|| that keep this remarkably sturdy platform raised above
!| the sea level. The bridge continues to the east and west.
||
!-!|
---------+
[Exits: east west]
A Knight of the Holy Cross patrols the area diligently.
A mighty gules lion walks in.
A special guard walks in.
<482hp 257m 372mv evasive 12am (midnight)><no opponent no opponent>*none* cusi
You feel better.
<505hp 242m 372mv evasive 12am (midnight)><no opponent no opponent>*none* cusi
You feel better.
<533hp 227m 372mv evasive 12am (midnight)><no opponent no opponent>*none* cusi
You no longer feel so virtuous.
The red in your vision disappears.
<547hp 244m 399mv evasive 1am (night)><no opponent no opponent>*none* You feel better.
<570hp 229m 399mv evasive 1am (night)><no opponent no opponent>*none* cusi
A Knight of the Holy Cross walks east.
<570hp 229m 399mv evasive 1am (night)><no opponent no opponent>*none* You feel better.
<595hp 214m 399mv evasive 1am (night)><no opponent no opponent>*none* cusi
A steady stream of energy sweeps by you.
<595hp 214m 399mv evasive 1am (night)><no opponent no opponent>*none* cusi
You feel better.
<620hp 199m 399mv evasive 1am (night)><no opponent no opponent>*none*
[JUSTICE] (Captain) Auhror: 'Hes got terrain.'
<620hp 199m 399mv evasive 1am (night)><no opponent no opponent>*none* where $$
Dluldor walks in.
<620hp 199m 399mv evasive 1am (night)><no opponent no opponent>*none* You feel better.
<648hp 184m 399mv evasive 1am (night)><no opponent no opponent>*none*
Dluldor walks east.
<648hp 184m 399mv evasive 1am (night)><no opponent no opponent>*none* e
Dluldor walks in.
<648hp 184m 399mv evasive 1am (night)><no opponent no opponent>*none*
Dluldor now follows you.
<648hp 184m 399mv evasive 1am (night)><no opponent no opponent>*none* You didn't find any rhalmmda.
<648hp 184m 399mv evasive 1am (night)><no opponent no opponent>*none* Bridge over the Bay of Sarich
+ | A wooden bridge leaps out over the gentle ocean swirling
| | beneath here. A rope support is provided for the hands,
+ | while wooden sleepers support the feet that traverse it.
| | There is enough room here for three soldiers to walk abreast.
+-+-@-+ | The ocean gently laps the thick wooden pillars that keep
| | this remarkably sturdy platform raised above the sea level.
! | The bridge continues to the east and west.
| |
!-! |
---------+
[Exits: east west]
A Knight of the Holy Cross patrols the area diligently.
A Valourian sentry stands on duty, guarding the bridge.
Dluldor walks in.
A Knight of the Holy Cross looks at Dluldor sternly.
A special guard walks in.
A mighty gules lion walks in.
<648hp 184m 397mv evasive 1am (night)><no opponent no opponent>*none* sol
You decide to venture on by yourself!
A special guard stops following you.
A special guard slowly disappears.
Dluldor stops following you.
<648hp 184m 397mv evasive 1am (night)><no opponent no opponent>*none* w
Bridge over the Bay of Sarich
+| A wooden bridge leaps out over the gentle ocean swirling
|| beneath here. A rope support is provided for the hands,
+| while wooden sleepers support the feet that traverse
|| it. There is enough room here for three soldiers to walk
+-+-@-+-+| abreast. The ocean gently laps the thick wooden pillars
|| that keep this remarkably sturdy platform raised above
!| the sea level. The bridge continues to the east and west.
||
!-!|
---------+
[Exits: east west]
A mighty gules lion walks in.
<648hp 184m 395mv evasive 1am (night)><no opponent no opponent>*none* w
Bridge over the Bay of Sarich
| A wooden bridge leaps out over the gentle ocean swirling
| beneath here. A rope support is provided for the hands,
| while wooden sleepers support the feet that traverse it.
| There is enough room here for three soldiers to walk abreast.
+-+-@-+-+| The ocean gently laps the thick wooden pillars that keep
| this remarkably sturdy platform raised above the sea level.
| The bridge continues to the east and west.
|
|
---------+
[Exits: east west]
A member of the Valourian special forces is riding on a powerful steed.
A mighty gules lion walks in.
<648hp 184m 393mv evasive 1am (night)><no opponent no opponent>*none* w
Bridge over the Bay of Sarich
+ | A wooden bridge leaps out over the gentle ocean swirling beneath
| | here. A rope support is provided for the hands, while wooden
+ | sleepers support the feet that traverse it. There is enough room
| | here for three soldiers to walk abreast. The ocean gently laps
+-+-@-+-+| the thick wooden pillars that keep this remarkably sturdy platform
| | raised above the sea level. The bridge continues to the east
+ | and west.
| |
+ |
---------+
[Exits: east west]
A Knight of the Holy Cross patrols the area diligently.
A mighty gules lion walks in.
<648hp 184m 391mv evasive 1am (night)><no opponent no opponent>*none* w
Bridge over the Bay of Sarich
+ | A wooden bridge leaps out over the gentle ocean swirling beneath
| | here. A rope support is provided for the hands, while wooden
+ | sleepers support the feet that traverse it. There is enough
| | room here for three soldiers to walk abreast. The ocean gently
+-+-@-+-+| laps the thick wooden pillars that keep this remarkably sturdy
| | platform raised above the sea level. The bridge continues to
+ | the east and west.
| |
+ |
---------+
[Exits: east west]
A Valourian sentry stands on duty, guarding the bridge.
A mighty gules lion walks in.
<648hp 184m 389mv evasive 1am (night)><no opponent no opponent>*none* guard
You yell 'Guards! Guards!'
A special guard now follows you.
A special guard comes to your rescue!
<648hp 144m 389mv evasive 1am (night)><no opponent no opponent>*none* where $$
You didn't find any rhalmmda.
<648hp 144m 389mv evasive 1am (night)><no opponent no opponent>*none* w
The Knight's War Memorial
+ | A set of stairs lead up the octagonal base of this majestic
| | statue. They reach walls where names of fallen Knights that
+ | have died with honor are inscribed. Standing atop this base
| | is a twenty feet high column overlooking the entire area.
+-+-@-+-+| At the top of the column a statue of an angel with wings
| | outspread soars above the city.
+ |
| |
+ |
---------+
[Exits: north east south west]
A memorial for the heroic Knights of Valour has been laid to rest here.
A special guard walks in.
A mighty gules lion walks in.
<648hp 144m 387mv evasive 1am (night)><no opponent no opponent>*none* w
Lower Valour Avenue
+ | The avenue cuts a pathway between the houses in the lower
| | district of the city of Valour. Houses loom over the road,
+ | just barely managing to avoid blocking the natural light
| | from entrance. Their fixtures and decor gives away that
+-+-@-+-+| this is a residential area. It is a very quiet area, void
| | | of most of the hustle and bustle of city life. Lamp-posts
+ + | lead the avenue east and west, each of them bearing a statuette
| | of a Knight.
+ |
---------+
[Exits: east west]
A Knight of the Holy Cross patrols the area diligently.
A mighty gules lion walks in.
A special guard walks in.
A Knight of the Holy Cross looks at you sternly.
<648hp 144m 385mv evasive 1am (night)><no opponent no opponent>*none* w
Lower Valour Avenue
+| The avenue cuts a pathway between the houses in the lower
|| district of the city of Valour. Houses loom over the
+| road, just barely managing to avoid blocking the natural
|| light from entrance. Their fixtures and decor gives away
+-+-@-+-+| that this is a residential area. It is a very quiet area,
| || void of most of the hustle and bustle of city life. Lamp-posts
F-+ +| lead the avenue east and west, each of them bearing a
|| statuette of a Knight.
+|
---------+
[Exits: east west]
A special guard walks in.
A mighty gules lion walks in.
<648hp 144m 383mv evasive 1am (night)><no opponent no opponent>*none* w
Lower Valour Avenue
| The avenue cuts a pathway between the houses in the lower
| district of the city of Valour. Houses loom over the road,
| just barely managing to avoid blocking the natural light from
| entrance. Their fixtures and decor gives away that this is
+-+-@-+-+| a residential area. It is a very quiet area, void of most
| | of the hustle and bustle of city life. Lamp-posts lead the
F-+ | avenue east and west, each of them bearing a statuette of
| a Knight.
|
---------+
[Exits: east south west]
A flannel flag lies here glowing brightly for some reason.
A member of the Valourian special forces is riding on a powerful steed.
A mighty gules lion walks in.
A special guard walks in.
<648hp 144m 381mv evasive 1am (night)><no opponent no opponent>*none* w
Lower Valour Avenue
+-* | The avenue cuts a pathway between the houses in the lower
| | district of the city of Valour. Houses loom over the road,
+-S | just barely managing to avoid blocking the natural light
| | from entrance. Their fixtures and decor gives away that
+-+-@-+-+| this is a residential area. It is a very quiet area, void
| | of most of the hustle and bustle of city life. Lamp-posts
F-+ | lead the avenue east and west, each of them bearing a statuette
| of a Knight.
|
---------+
[Exits: east west]
A special guard walks in.
A mighty gules lion walks in.
<648hp 144m 379mv evasive 1am (night)><no opponent no opponent>*none* Auhror yells 'Guards! Guards!'
<648hp 144m 379mv evasive 1am (night)><no opponent no opponent>*none* where
Players near you in Valour:
<PK> Auhror The Western Promenade
<PK> Cedowyl Lower Valour Avenue
<PK> Rhalmmda The Nave of the Cathedral of Valour
<PK> Dluldor The Outer Gates of Castle Valour
<648hp 144m 379mv evasive 1am (night)><no opponent no opponent>*none* where $$
You didn't find any rhalmmda.
<648hp 144m 379mv evasive 1am (night)><no opponent no opponent>*none* w
Lower Valour Avenue
S-+-* | The avenue cuts a pathway between the houses in the lower
| | district of the city of Valour. Houses loom over the road,
+-S | just barely managing to avoid blocking the natural light
| | from entrance. Their fixtures and decor gives away that
*-+-@-+-+| this is a residential area. It is a very quiet area, void
|| of most of the hustle and bustle of city life. Lamp-posts
F-+| lead the avenue east and west, each of them bearing a
| statuette of a Knight.
|
---------+
[Exits: east west]
A member of the Valourian special forces is riding on a powerful steed.
A mighty gules lion walks in.
A special guard walks in.
<648hp 144m 377mv evasive 1am (night)><no opponent no opponent>*none* e
Lower Valour Avenue
+-* | The avenue cuts a pathway between the houses in the lower
| | district of the city of Valour. Houses loom over the road,
+-S | just barely managing to avoid blocking the natural light
| | from entrance. Their fixtures and decor gives away that
+-+-@-+-+| this is a residential area. It is a very quiet area, void
| | of most of the hustle and bustle of city life. Lamp-posts
F-+ | lead the avenue east and west, each of them bearing a statuette
| of a Knight.
|
---------+
[Exits: east west]
A special guard walks in.
A mighty gules lion walks in.
<648hp 144m 375mv evasive 1am (night)><no opponent no opponent>*none* where $$
You didn't find any rhalmmda.
<648hp 144m 375mv evasive 1am (night)><no opponent no opponent>*none* e
Lower Valour Avenue
| The avenue cuts a pathway between the houses in the lower
| district of the city of Valour. Houses loom over the road,
| just barely managing to avoid blocking the natural light from
| entrance. Their fixtures and decor gives away that this is
+-+-@-+-+| a residential area. It is a very quiet area, void of most
| | of the hustle and bustle of city life. Lamp-posts lead the
F-+ | avenue east and west, each of them bearing a statuette of
| a Knight.
|
---------+
[Exits: east south west]
A flannel flag lies here glowing brightly for some reason.
A member of the Valourian special forces is riding on a powerful steed.
A mighty gules lion walks in.
A special guard walks in.
<663hp 161m 397mv evasive 2am (night)><no opponent no opponent>*none* e
where $$
Lower Valour Avenue
+| The avenue cuts a pathway between the houses in the lower
|| district of the city of Valour. Houses loom over the
+| road, just barely managing to avoid blocking the natural
|| light from entrance. Their fixtures and decor gives away
+-+-@-+-+| that this is a residential area. It is a very quiet area,
| || void of most of the hustle and bustle of city life. Lamp-posts
F-+ +| lead the avenue east and west, each of them bearing a
|| statuette of a Knight.
+|
---------+
[Exits: east west]
A special guard walks in.
A mighty gules lion walks in.
<663hp 161m 395mv evasive 2am (night)><no opponent no opponent>*none* e
You didn't find any rhalmmda.
<663hp 161m 395mv evasive 2am (night)><no opponent no opponent>*none* e
Lower Valour Avenue
+ | The avenue cuts a pathway between the houses in the lower
| | district of the city of Valour. Houses loom over the road,
+ | just barely managing to avoid blocking the natural light
| | from entrance. Their fixtures and decor gives away that
+-+-@-+-+| this is a residential area. It is a very quiet area, void
| | | of most of the hustle and bustle of city life. Lamp-posts
+ + | lead the avenue east and west, each of them bearing a statuette
| | of a Knight.
+ |
---------+
[Exits: east west]
A Knight of the Holy Cross patrols the area diligently.
A mighty gules lion walks in.
A special guard walks in.
A Knight of the Holy Cross looks at you sternly.
<663hp 161m 393mv evasive 2am (night)><no opponent no opponent>*none* The Knight's War Memorial
+ | A set of stairs lead up the octagonal base of this majestic
| | statue. They reach walls where names of fallen Knights that
+ | have died with honor are inscribed. Standing atop this base
| | is a twenty feet high column overlooking the entire area.
+-+-@-+-+| At the top of the column a statue of an angel with wings
| | outspread soars above the city.
+ |
| |
+ |
---------+
[Exits: north east south west]
A memorial for the heroic Knights of Valour has been laid to rest here.
A special guard walks in.
A mighty gules lion walks in.
<663hp 161m 391mv evasive 2am (night)><no opponent no opponent>*none* where
Players near you in Valour:
<PK> Auhror The Western Promenade
<PK> Cedowyl The Knight's War Memorial
<PK> Rhalmmda The Quire of the Cathedral of Valour
<PK> Dluldor The Outer Gates of Castle Valour
<663hp 161m 391mv evasive 2am (night)><no opponent no opponent>*none* w
Lower Valour Avenue
+ | The avenue cuts a pathway between the houses in the lower
| | district of the city of Valour. Houses loom over the road,
+ | just barely managing to avoid blocking the natural light
| | from entrance. Their fixtures and decor gives away that
+-+-@-+-+| this is a residential area. It is a very quiet area, void
| | | of most of the hustle and bustle of city life. Lamp-posts
+ + | lead the avenue east and west, each of them bearing a statuette
| | of a Knight.
+ |
---------+
[Exits: east west]
A Knight of the Holy Cross patrols the area diligently.
A mighty gules lion walks in.
A special guard walks in.
A Knight of the Holy Cross looks at you sternly.
<663hp 161m 389mv evasive 2am (night)><no opponent no opponent>*none* w
w
Lower Valour Avenue
+| The avenue cuts a pathway between the houses in the lower
|| district of the city of Valour. Houses loom over the
+| road, just barely managing to avoid blocking the natural
|| light from entrance. Their fixtures and decor gives away
+-+-@-+-+| that this is a residential area. It is a very quiet area,
| || void of most of the hustle and bustle of city life. Lamp-posts
F-+ +| lead the avenue east and west, each of them bearing a
|| statuette of a Knight.
+|
---------+
[Exits: east west]
A special guard walks in.
A mighty gules lion walks in.
<663hp 161m 387mv evasive 2am (night)><no opponent no opponent>*none* Lower Valour Avenue
| The avenue cuts a pathway between the houses in the lower
| district of the city of Valour. Houses loom over the road,
| just barely managing to avoid blocking the natural light from
| entrance. Their fixtures and decor gives away that this is
+-+-@-+-+| a residential area. It is a very quiet area, void of most
| | of the hustle and bustle of city life. Lamp-posts lead the
F-+ | avenue east and west, each of them bearing a statuette of
| a Knight.
|
---------+
[Exits: east south west]
A flannel flag lies here glowing brightly for some reason.
A member of the Valourian special forces is riding on a powerful steed.
A mighty gules lion walks in.
A special guard walks in.
<663hp 161m 385mv evasive 2am (night)><no opponent no opponent>*none* w
Lower Valour Avenue
+-* | The avenue cuts a pathway between the houses in the lower
| | district of the city of Valour. Houses loom over the road,
+-S | just barely managing to avoid blocking the natural light
| | from entrance. Their fixtures and decor gives away that
+-+-@-+-+| this is a residential area. It is a very quiet area, void
| | of most of the hustle and bustle of city life. Lamp-posts
F-+ | lead the avenue east and west, each of them bearing a statuette
| of a Knight.
|
---------+
[Exits: east west]
A special guard walks in.
A mighty gules lion walks in.
<663hp 161m 383mv evasive 2am (night)><no opponent no opponent>*none* w
Lower Valour Avenue
S-+-* | The avenue cuts a pathway between the houses in the lower
| | district of the city of Valour. Houses loom over the road,
+-S | just barely managing to avoid blocking the natural light
| | from entrance. Their fixtures and decor gives away that
*-+-@-+-+| this is a residential area. It is a very quiet area, void
|| of most of the hustle and bustle of city life. Lamp-posts
F-+| lead the avenue east and west, each of them bearing a
| statuette of a Knight.
|
---------+
[Exits: east west]
A member of the Valourian special forces is riding on a powerful steed.
A mighty gules lion walks in.
A special guard walks in.
<663hp 161m 381mv evasive 2am (night)><no opponent no opponent>*none* w
Gates of the Royal Palace
S-+-* | These are the famed gates of the palace of Valour. Their
| | handles are tipped with diamonds that scintillate as the
+-S | natural light catches them. Made up of long bars of gold,
| | with the topmost bar curved into an arch across the gate,
*-@-+-+| this is the aesthetic perfection that the denizens of
| Valour have come to expect from their dignified monarch.
| The gates remain open, for all to visit Valour's ruler
| to seek counsel.
|
---------+
[Exits: north east west]
A lush, leafy arbor provides some peaceful shaded respite.
A member of the Valourian special forces is riding on a powerful steed.
A Knight of the Holy Cross patrols the area diligently.
A special guard walks in.
A mighty gules lion walks in.
<663hp 161m 379mv evasive 2am (night)><no opponent no opponent>*none* n
Tribute Street
+-S | This street leads directly through to the epicentre of
| | lower Valour. Houses line the sides, built majestically
S-+-* | high, but blocking none of the natural light from finding
| | its way towards the surface of the stone road. They each
@-S | bear the same shaped roof - slates that meet to form a
| | triangle. At their apex, light wood provides a bond. The
*-+-+-+| street is wide enough for a wagon pulled by horses to
| travel down without disrupting foot traffic. Lamp-posts
| leading down it bear statuettes of Knights.
---------+
[Exits: north east south]
A member of the Valourian special forces is riding on a powerful steed.
A citizen of Valour wanders about.
A mighty gules lion walks in.
A special guard walks in.
<663hp 161m 377mv evasive 2am (night)><no opponent no opponent>*none* n
Tribute Street
S-+ | This street leads directly through to the epicentre of
| | lower Valour. Houses line the sides, built majestically
+-S | high, but blocking none of the natural light from finding
| | its way towards the surface of the stone road. They each
S-@-* | bear the same shaped roof - slates that meet to form
| | a triangle. At their apex, light wood provides a bond.
+-S | The street is wide enough for a wagon pulled by horses
| | to travel down without disrupting foot traffic. Lamp-posts
*-+-+-+| leading down it bear statuettes of Knights.
---------+
[Exits: north east south west]
A citizen of Valour wanders about.
A special guard walks in.
A mighty gules lion walks in.
<663hp 161m 375mv evasive 2am (night)><no opponent no opponent>*none* n
Tribute Street
+ | This street leads directly through to the epicentre of
| | lower Valour. Houses line the sides, built majestically
S-+ | high, but blocking none of the natural light from finding
| | its way towards the surface of the stone road. They each
@-S | bear the same shaped roof - slates that meet to form a
| | triangle. At their apex, light wood provides a bond. The
S-+-* | street is wide enough for a wagon pulled by horses to travel
| | down without disrupting foot traffic. Lamp-posts leading
+-S | down it bear statuettes of Knights.
---------+
[Exits: north east south]
A Knight of the Holy Cross patrols the area diligently.
A citizen of Valour wanders about.
A mighty gules lion walks in.
A special guard walks in.
<663hp 161m 373mv evasive 2am (night)><no opponent no opponent>*none* n
Tribute Street
+-+-+ | This street leads directly through to the epicentre of
| | lower Valour. Houses line the sides, built majestically
+ | high, but blocking none of the natural light from finding
| | its way towards the surface of the stone road. They each
S-@ | bear the same shaped roof - slates that meet to form a
| | triangle. At their apex, light wood provides a bond. The
+-S | street is wide enough for a wagon pulled by horses to travel
| | down without disrupting foot traffic. Lamp-posts leading
S-+-* | down it bear statuettes of Knights.
---------+
[Exits: north south west]
A special guard walks in.
A mighty gules lion walks in.
<663hp 161m 371mv evasive 2am (night)><no opponent no opponent>*none* n
Tribute Street
+ + | This street leads directly through to the epicentre of
| | | lower Valour. Houses line the sides, built majestically
+-+-+ | high, but blocking none of the natural light from finding
| | its way towards the surface of the stone road. They each
@ | bear the same shaped roof - slates that meet to form a
| | triangle. At their apex, light wood provides a bond. The
S-+ | street is wide enough for a wagon pulled by horses to travel
| | down without disrupting foot traffic. Lamp-posts leading
+-S | down it bear statuettes of Knights.
---------+
[Exits: north south]
A mighty gules lion walks in.
A special guard walks in.
<663hp 161m 369mv evasive 2am (night)><no opponent no opponent>*none* n
The Monument of Saint Torin
+ | The statue of Torin is a simple depiction of an armored male
| | on a mighty steed. Yet this image contains the purity of
+ + | Knighthood. Ordinary folks that have dedicated their lives
| | | to the defence of the innocents that their kingdom protects,
+-+-@ | themselves guarded only by a well-crafted weapon and a strong
| | shield. They enter each mission knowing they may never return
+ | to see again the city they fought for. Lord Torin led the
| | Knights to many victories, in his short but legendary career.
S-+ |
---------+
[Exits: north south west]
A statue of Torin straddled upon the back of a mighty warhorse.
A special guard walks in.
A mighty gules lion walks in.
<663hp 161m 367mv evasive 2am (night)><no opponent no opponent>*none* n
Auhror flies in.
A special guard walks in.
Bridge over the Bay of Vamana
+ | A wooden bridge leaps out over the gentle ocean swirling
| | beneath here. A rope support is provided for the hands, while
+ | wooden sleepers support the feet that traverse it. There
| | is enough room here for three soldiers to walk abreast. The
+ @ | ocean gently laps the thick wooden pillars that keep this
| | | remarkably sturdy platform raised above the sea level. The
+-+-+ | bridge continues to the north and south.
| |
+ |
---------+
[Exits: north south]
A Valourian sentry stands on duty, guarding the bridge.
A mighty gules lion walks in.
A special guard walks in.
<663hp 161m 365mv evasive 2am (night)><no opponent no opponent>*none* n
Auhror flies in.
A special guard walks in.
Bridge over the Bay of Vamana
+ | A wooden bridge leaps out over the gentle ocean swirling
| | beneath here. A rope support is provided for the hands, while
+ | wooden sleepers support the feet that traverse it. There
| | is enough room here for three soldiers to walk abreast. The
@ | ocean gently laps the thick wooden pillars that keep this
| | remarkably sturdy platform raised above the sea level. The
+ + | bridge continues to the north and south.
| | |
+-+-+ |
---------+
[Exits: north south]
A special guard walks in.
A mighty gules lion walks in.
<663hp 161m 363mv evasive 2am (night)><no opponent no opponent>*none* n
Auhror flies in.
A special guard walks in.
Bridge over the Bay of Vamana
+ | A wooden bridge leaps out over the gentle ocean swirling
| | beneath here. A rope support is provided for the hands, while
+ | wooden sleepers support the feet that traverse it. There
| | is enough room here for three soldiers to walk abreast. The
@ | ocean gently laps the thick wooden pillars that keep this
| | remarkably sturdy platform raised above the sea level. The
+ | bridge continues to the north and south.
| |
+ |
---------+
[Exits: north south]
A mighty gules lion walks in.
A special guard walks in.
<663hp 161m 361mv evasive 2am (night)><no opponent no opponent>*none* n
Auhror flies in.
A special guard walks in.
Bridge over the Bay of Vamana
+-+-+| A wooden bridge leaps out over the gentle ocean swirling
| | beneath here. A rope support is provided for the hands, while
+ | wooden sleepers support the feet that traverse it. There
| | is enough room here for three soldiers to walk abreast. The
@ | ocean gently laps the thick wooden pillars that keep this
| | remarkably sturdy platform raised above the sea level. The
+ | bridge continues to the north and south.
| |
+ |
---------+
[Exits: north south]
A special guard walks in.
A mighty gules lion walks in.
<663hp 161m 359mv evasive 2am (night)><no opponent no opponent>*none* n
Bridge over the Bay of Vamana
T-*-* | A wooden bridge leaps out over the gentle ocean swirling
| | | beneath here. A rope support is provided for the hands, while
* +-+-+| wooden sleepers support the feet that traverse it. There
| | is enough room here for three soldiers to walk abreast. The
@ | ocean gently laps the thick wooden pillars that keep this
| | remarkably sturdy platform raised above the sea level. The
+ | bridge continues to the north and south.
| |
+ |
---------+
[Exits: north south]
A Knight of the Holy Cross patrols the area diligently.
A Knight of the Holy Cross patrols the area diligently.
A Valourian sentry stands on duty, guarding the bridge.
A mighty gules lion walks in.
A special guard walks in.
A Knight of the Holy Cross looks at you sternly.
<663hp 161m 357mv evasive 2am (night)><no opponent no opponent>*none* n
Gates of Valour's Cathedral
* | The majestic gates of Valour's cathedral reach a height of
| | around fifteen feet. The cathedral's large steeple towers
T-*-* | over every other building in the vicinity. At its top is
| | | a weather vane that revolves in the wind. Stained glass windows
* @-+-+| are visible on the sides of this cathedral, depicting the
| | battles that brought glory and peace to the city of Valour.
+ |
| |
+ |
---------+
[Exits: north east south]
A Knight of the Holy Cross patrols the area diligently.
A special guard walks in.
A mighty gules lion walks in.
A Knight of the Holy Cross looks at you sternly.
<663hp 161m 355mv evasive 2am (night)><no opponent no opponent>*none* n
The Nave of the Cathedral of Valour
* | An arched ceiling towers overhead inside this cathedral.
| | Light pours in through stained glass windows, in blues and
* | reds. This room is spacious enough to hold a gathering of
| | at least one hundred worshippers. The cathedral is silent
T-*-@ | and tranquil, with just the altar, visible to the west, providing
| | | a distraction from inward thoughts.
* +-+-+|
| |
+ |
---------+
[Exits: south west]
A mighty gules lion walks in.
A special guard walks in.
<663hp 161m 354mv evasive 2am (night)><no opponent no opponent>*none* w
The Quire of the Cathedral of Valour
*-* | This is the longest room in the cathedral, containing the
| | pews where the faithful masses sit in worship. Rows and
* | rows of benches have been laid out, enough to hold several
| | hundred people. Natural light pours in through the stained
T-@-* | glass windows at its sides, supported by soft candlelit
| | | lanterns placed around its walls. The quire is roughly
*-* +-+| ten feet higher than the nave east of here. Light pours
| | | in through an opening in the ceiling.
* + |
---------+
[Exits: east west]
(White Aura) (WANTED) Rhalmmda the Shadow Master of the Marama Kuei, Footman of Valour is here.
A special guard walks in.
A mighty gules lion walks in.
<663hp 161m 353mv evasive 2am (night)><no opponent no opponent>*none* reck
You aren't fighting anyone.
<663hp 161m 353mv evasive 2am (night)><no opponent no opponent>*none*
Rhalmmda looks focused as he breathes inward deeply.
<663hp 161m 353mv evasive 2am (night)><no opponent no opponent>*none* reck
You aren't fighting anyone.
<663hp 161m 353mv evasive 2am (night)><no opponent no opponent>*none* murder $$
(UNPROTECTED) Rhalmmda yells 'Help! I am being attacked by Cedowyl!'
Your slice devastates Rhalmmda!
Rhalmmda's pierce devastates you!
Your slice decimates Rhalmmda!
Your slice misses Rhalmmda.
A special guard's pierce MUTILATES Rhalmmda!
Rhalmmda looks pretty hurt.
<633hp 161m 353mv aggressive 2am (night)><blade none>*Rhalmmda* reck
Rhalmmda has fled!
Rhalmmda limps west.
<633hp 161m 353mv aggressive 2am (night)><no opponent no opponent>*none*
Rhalmmda limps in.
<633hp 161m 353mv aggressive 2am (night)><no opponent no opponent>*none* You aren't fighting anyone.
<633hp 161m 353mv aggressive 2am (night)><no opponent no opponent>*none*
Rhalmmda limps east.
<633hp 161m 353mv aggressive 2am (night)><no opponent no opponent>*none* murder $$
They aren't here.
<633hp 161m 353mv aggressive 2am (night)><no opponent no opponent>*none* e
(UNPROTECTED) Rhalmmda yells 'Help! I am being attacked by Auhror!'
<633hp 161m 353mv aggressive 2am (night)><no opponent no opponent>*none* murder $$
The Nave of the Cathedral of Valour
* | An arched ceiling towers overhead inside this cathedral.
| | Light pours in through stained glass windows, in blues and
* | reds. This room is spacious enough to hold a gathering of
| | at least one hundred worshippers. The cathedral is silent
T-*-@ | and tranquil, with just the altar, visible to the west, providing
| | | a distraction from inward thoughts.
* +-+-+|
| |
+ |
---------+
[Exits: south west]
(White Aura) (WANTED) Rhalmmda is here, fighting Auhror.
(Charmed) (White Aura) An illusion of Aerin the Banker guards its master.
(Charmed) A special guard stands here, red with anger.
(Translucent) (White Aura) Auhror is here, fighting Rhalmmda.
A mighty gules lion walks in.
A special guard walks in.
<633hp 161m 352mv aggressive 2am (night)><no opponent no opponent>*none* murder $$
(UNPROTECTED) Rhalmmda yells 'Help! I am being attacked by Cedowyl!'
Your slice maims Rhalmmda!
Your slice MUTILATES Rhalmmda!
A white silk cape becomes blazingly bright.
Your dispel undead scratches Rhalmmda.
(WILDLY) a special guard yells 'Rhalmmda is a criminal! PROTECT THE INNOCENT! BANZAIII!!!'
(WILDLY) a special guard yells 'Rhalmmda is a criminal! PROTECT THE INNOCENT! BANZAIII!!!'
Rhalmmda is in awful condition.
<633hp 161m 352mv aggressive 2am (night)><blade none>*Rhalmmda*
Rhalmmda has fled!
Rhalmmda limps south.
<633hp 161m 352mv aggressive 2am (night)><no opponent no opponent>*none* s
murder $$
Dluldor walks in.
<633hp 161m 352mv aggressive 2am (night)><no opponent no opponent>*none* murder $$
Dluldor walks south.
<633hp 161m 352mv aggressive 2am (night)><no opponent no opponent>*none* s
Auhror flies south.
An illusion of Aerin the Banker walks south.
A special guard walks south.
<633hp 161m 352mv aggressive 2am (night)><no opponent no opponent>*none* murder $$
They aren't here.
<633hp 161m 352mv aggressive 2am (night)><no opponent no opponent>*none* (UNPROTECTED) Rhalmmda yells 'Help! I am being attacked by Auhror!'
Gates of Valour's Cathedral
* | The majestic gates of Valour's cathedral reach a height of
| | around fifteen feet. The cathedral's large steeple towers
T-*-* | over every other building in the vicinity. At its top is
| | | a weather vane that revolves in the wind. Stained glass windows
* @-+-+| are visible on the sides of this cathedral, depicting the
| | battles that brought glory and peace to the city of Valour.
+ |
| |
+ |
---------+
[Exits: north east south]
(White Aura) (WANTED) Rhalmmda is here, fighting Auhror.
(Charmed) A special guard stands here, red with anger.
(Charmed) (White Aura) An illusion of Aerin the Banker guards its master.
(Translucent) (White Aura) Auhror is here, fighting Rhalmmda.
A Knight of the Holy Cross patrols the area diligently.
A special guard walks in.
A mighty gules lion walks in.
<633hp 161m 351mv aggressive 2am (night)><no opponent no opponent>*none* murder $$
(UNPROTECTED) Rhalmmda yells 'Help! I am being attacked by Cedowyl!'
Rhalmmda stumbles and barely dodges your slice.
Rhalmmda's pierce maims Auhror!
Rhalmmda deflects your slice aside in an ungraceful parry.
A special guard's pierce devastates Rhalmmda!
Rhalmmda is tackled by a mob of guards and bludgeoned unconscious.
[JUSTICE] The Guardian of Justice: 'NOTICE: Rhalmmda has been apprehended by Cedowyl.'
You receive 100 sovereigns of [JUSTICE].
A special guard removes a gyvel potion from Rhalmmda.
A special guard removes a gyvel potion from Rhalmmda.
A special guard removes a gyvel potion from Rhalmmda.
A special guard removes a dark black herb from Rhalmmda.
A special guard removes some bread with raisins from Rhalmmda.
A special guard removes an icicle from Rhalmmda.
A special guard removes an icicle from Rhalmmda.
A special guard removes a pale blue stone from Rhalmmda.
A special guard removes a pair of gauntlets of conquest from Rhalmmda.
A special guard removes a long, brazen dagger from Rhalmmda.
A special guard removes 'Angelus', the Sceptre of Divine Virtue from Rhalmmda.
A special guard removes a dragonwing mithril-white ascot of seeking from Rhalmmda.
A special guard removes a dragonwing goat-hide wristlet from Rhalmmda.
A special guard removes an Order of Light amulet from Rhalmmda.
A special guard removes a gyvel potion from Rhalmmda.
A special guard removes a dragonblood goat-hide wristlet from Rhalmmda.
A special guard removes a thick fur wilderness coat from Rhalmmda.
A special guard removes a seashell ring from Rhalmmda.
A special guard removes a webbed ring from Rhalmmda.
A special guard removes a webbed ring from Rhalmmda.
A special guard removes boots of disregard from Rhalmmda.
A special guard removes a silver wide brimmed bodyarmor from Rhalmmda.
A special guard removes a silver wide brimmed arm plates from Rhalmmda.
A special guard removes 'Angelic', the Winged Stiletto from Rhalmmda.
A special guard removes a lightning spear from Rhalmmda.
A special guard removes leggings of stream-lined steel from Rhalmmda.
A special guard removes a dangerous dagger from Rhalmmda.
A special guard removes a bishop's holy water sprinkler from Rhalmmda.
A special guard removes a Big Ol'Pack Sack from Rhalmmda.
A special guard removes an old, dusty druid's robe from Rhalmmda.
A special guard removes a living wood helm from Rhalmmda.
A special guard removes a magic multi-plated girdle from Rhalmmda.
A special guard impounds 12300 gold.
[reply to Kedaleam]