Ye Olde Abandoned Realms Logs

Knights vs the undead(with the help of a golem!)

posted on 2017-06-21 01:27:49

<1059hp 877m 332mv> up
The canal of Thalos
| The canal beneath the city of Thalos diverts extra water
| from the city's hot spring away from the city to prevent
| any gushing or flooding of unwanted water into the city itself.
| One end of this canal leads to drains that prevent contaminated
@ | waters from flowing back into the spring.
| |
~> |
|
|
---------+

[Exits: south down]
Dhaartnab swims in.
Dhaartnab swims in.
Dhaartnab swims in.
An illusion of a Warlock swims in.
An illusion of the Huntsmaster swims in.
An illusion of Xavier swims in.

<1059hp 877m 331mv> west
Alas, you cannot go that way.

<1059hp 877m 331mv> south
The drains of Thalos
| The drains of Thalos are a strange set of water-gates that
| force the water in different directions, preventing their flow
| back into the spring. As the water swirls abruptly all around
=~-~ | you, you are no longer certain of which way you're going.
^ 7 |

@>~ |
/ |
|
|
---------+

[Exits: north east]
An illusion of Xavier swims in.
An illusion of the Huntsmaster swims in.
An illusion of a Warlock swims in.
Dhaartnab swims in.
Dhaartnab swims in.
Dhaartnab swims in.

<1059hp 877m 330mv> up
Alas, you cannot go that way.

<1059hp 877m 330mv> north
The drains of Thalos
| The drains of Thalos are a strange set of water-gates that
| force the water in different directions, preventing their
| flow back into the spring. As the water swirls abruptly
^ | all around you, you are no longer certain of which way you're
~-@-~ | going.
v |
|
|
|
---------+

[Exits: east west]
Dhaartnab swims in.
Dhaartnab swims in.
Dhaartnab swims in.
An illusion of a Warlock swims in.
An illusion of the Huntsmaster swims in.
An illusion of Xavier swims in.

<1059hp 877m 329mv> east
The drains of Thalos
| The drains of Thalos are a strange set of water-gates that
| force the water in different directions, preventing their
| flow back into the spring. As the water swirls abruptly
/ | all around you, you are no longer certain of which way you're
~<@ | going.
/ v |
~-~= |
|
|
---------+

[Exits: south west]
An illusion of Xavier swims in.
An illusion of the Huntsmaster swims in.
An illusion of a Warlock swims in.
Dhaartnab swims in.
Dhaartnab swims in.
Dhaartnab swims in.

<1059hp 877m 328mv> west
The canal of Thalos
| The canal beneath the city of Thalos diverts extra water from
| the city's hot spring away from the city to prevent any gushing
<~ | or flooding of unwanted water into the city itself. One end
| | of this canal leads to drains that prevent contaminated waters
@ | from flowing back into the spring.
|
|
|
|
---------+

[Exits: north (bars)]
(White Aura) Estra the Shadow Mistress of the Lau Kuan, Knight of Valour is here.
Dhaartnab swims in.
Dhaartnab swims in.
Dhaartnab swims in.
An illusion of a Warlock swims in.
An illusion of the Huntsmaster swims in.
An illusion of Xavier swims in.

<1059hp 877m 327mv> QQ
Estra yells 'Die! Dhaartnab, you sorcerous dog!'
Estra falls to the ground!
Success!
Estra's turmoil MASSACRES you!
You thrust Estra's pierce aside in a skillful parry.
Estra's turmoil MASSACRES you!
Estra is in excellent condition.

<923hp 862m 327mv>
Your smash injures Estra.
Your smash injures Estra.
An illusion of the Huntsmaster's slash DISMEMBERS Estra!
An illusion of the Huntsmaster's slash DISMEMBERS Estra!
Estra's turmoil MASSACRES you!
Estra has some small wounds and bruises.

<843hp 862m 327mv> FLE

An illusion of a Warlock gets a wild look in his eyes.
Estra has some small wounds and bruises.

<843hp 862m 327mv> FLE

Estra has fled!
Estra swims north.

<843hp 862m 327mv> WW
You aren't fighting anyone.

<843hp 862m 327mv> You aren't fighting anyone.

<843hp 862m 327mv> Luthir swims in.
You get a purple potion from a Big Ol'Pack Sack.

<843hp 862m 327mv> Estra swims in.
You quaff a purple potion.
You aren't blind.
You are surrounded by a white aura.

<843hp 862m 327mv> QQ

Luthir utters the words, 'zqghagl'.
Estra yells 'Die! Luthir, you sorcerous dog!'
Estra's turmoil mauls Luthir.

<843hp 862m 327mv> north
QQ
Estra yells 'Die! Dhaartnab, you sorcerous dog!'
Nothing happened.
Estra's turmoil MUTILATES you!
Estra's pierce devastates you!
Estra's turmoil decimates you!
Estra's turmoil devastates you!
Estra has some small wounds and bruises.

<716hp 847m 327mv>
Estra parries your smash.
Luthir fades into existence.
Luthir's freezing bite MUTILATES Estra!
A Nimbus of Power hums with an inner energy.
Estra can't dodge away from the reach of Luthir's spear fast enough.
Luthir's holy fire devastates Estra!
Luthir's shocking bite maims Estra!
Luthir's flaming bite maims Estra!
A Nimbus of Power hums with an inner energy.
An illusion of a Warlock's slash misses Estra.
You parry Estra's turmoil.
Estra's turmoil maims you!
Estra has quite a few wounds.

<681hp 847m 327mv>
Estra has fled!
Estra swims north.

<681hp 847m 327mv> QQ
The drains of Thalos
| The drains of Thalos are a strange set of water-gates that
| force the water in different directions, preventing their
| flow back into the spring. As the water swirls abruptly
/ | all around you, you are no longer certain of which way you're
~<@ | going.
/ v |
~-~= |
|
|
---------+

[Exits: south west]
(White Aura) Estra the Shadow Mistress of the Lau Kuan, Knight of Valour is here.
An illusion of Xavier swims in.
An illusion of the Huntsmaster swims in.
An illusion of a Warlock swims in.
Dhaartnab swims in.
Dhaartnab swims in.
Dhaartnab swims in.
The Demonflame emits a cloud of light blue smoke.

<692hp 861m 349mv> Estra yells 'Die! Dhaartnab, you sorcerous dog!'
Nothing happened.
Estra swings wildly and misses you by a mile.
Estra's pierce decimates you!
Estra has quite a few wounds.

<666hp 846m 349mv> QQ

Your smash injures Estra.
Your smash injures Estra.
An illusion of Xavier's slash DISEMBOWELS Estra!
An illusion of the Huntsmaster's slash DISMEMBERS Estra!
An illusion of the Huntsmaster's slash DISEMBOWELS Estra!
Estra's turmoil maims you!
You parry Estra's turmoil.
Estra has some big nasty wounds and scratches.

<632hp 846m 349mv>
Luthir swims in.
Estra has some big nasty wounds and scratches.

<632hp 846m 349mv>
Luthir extends an open palm toward Estra.
Estra yells 'Help! Luthir just knocked me flying!'
Luthir knocks Estra flying with a powerful thrust.
Luthir's thrust mauls Estra.
Estra has some big nasty wounds and scratches.

<632hp 846m 349mv> QQ
Success!
Estra has some big nasty wounds and scratches.

<632hp 831m 349mv>
Your smash wounds Estra.
Estra parries your smash with an easy flourish.
Luthir's freezing bite MUTILATES Estra!
Luthir's torrent maims Estra!
Luthir's holy fire decimates Estra!
Luthir's torrent DISEMBOWELS Estra!
An illusion of Xavier's slash MUTILATES Estra!
An illusion of the Huntsmaster's slash DISMEMBERS Estra!
Estra's turmoil devastates you!
Estra's pierce MUTILATES you!
Estra is in awful condition.

<563hp 831m 349mv> QQ

Estra rises back to her feet.
Estra is in awful condition.

<563hp 831m 349mv>
Estra has fled!
Estra swims south.
They aren't here.

<563hp 831m 349mv> They aren't here.

<563hp 831m 349mv> They aren't here.

<563hp 831m 349mv> A ray of light shines down briefly nearby, then vanishes.

<563hp 831m 349mv>
Luthir swims south.

<563hp 831m 349mv> south
scan all
The drains of Thalos
| The drains of Thalos are a strange set of water-gates that
| force the water in different directions, preventing their
| flow back into the spring. As the water swirls abruptly
^ | all around you, you are no longer certain of which way you're
~-@-~ | going.
v |
|
|
|
---------+

[Exits: east west]
(White Aura) (OUTLAW) Luthir the Stalker of the Living is here.
Dhaartnab swims in.
Dhaartnab swims in.
Dhaartnab swims in.
An illusion of a Warlock swims in.
An illusion of the Huntsmaster swims in.
An illusion of Xavier swims in.

<563hp 831m 348mv> You scan all around.
You scan east.
You scan west.

<563hp 831m 348mv> C GROUP ESTRA
Something is interfering with your casting abilities.

<563hp 731m 348mv> C GROUP ESTRA

Luthir says 'Ingra next?'

<563hp 731m 348mv> scan all
NOD
east
Something is interfering with your casting abilities.

<563hp 631m 348mv>
Ingra gallops in on a brass Asc'Liena stallion.
Belan flies in.

<563hp 631m 348mv>
Luthir utters the words, 'eabrat wzhazakspagug'.
Belan utters the words, 'qlqhiiz'.

<563hp 631m 348mv>
You yell 'Help! I am being attacked by Ingra!'
You parry Ingra's tiger uppercut with an easy flourish.
Ingra performs the form, leopard stalks over thin ice!
Ingra's tiger uppercut decimates you!
Ingra's whirlwind kick devastates you!
Ingra is in excellent condition.

<507hp 631m 348mv>
Belan yells 'Help! I am being attacked by Luthir!'
Luthir's freezing bite MUTILATES Belan!
Ingra jumps in front of Belan!
Luthir's holy fire mauls Ingra.
Luthir's torrent MUTILATES Belan!
Luthir's freezing bite MUTILATES Belan!
Belan utters the words, 'qlqhiiz'.
Belan calls upon the forces of nature and creates a rapidly revolving twister.
An illusion of Xavier yells 'Die! Belan, you sorcerous dog!'
Belan's cyclone *** DEMOLISHES *** an illusion of Xavier!
An illusion of the Huntsmaster yells 'Die! Belan, you sorcerous dog!'
Belan's cyclone *** DEMOLISHES *** an illusion of the Huntsmaster!
An illusion of a Warlock yells 'Die! Belan, you sorcerous dog!'
Belan's cyclone === OBLITERATES === an illusion of a Warlock!
Dhaartnab shatters into tiny fragments of glass.
Dhaartnab shatters into tiny fragments of glass.
Dhaartnab shatters into tiny fragments of glass.
You yell 'Die! Belan, you sorcerous dog!'
Belan's cyclone *** DEMOLISHES *** you!
Belan's cyclone MANGLES Luthir!
An illusion of Xavier blows apart with a pop!
An illusion of Xavier's body disintegrates into dust.
An illusion of Xavier stops following you.
Ingra has a few scratches.

<399hp 631m 348mv>
Belan's cyclone MASSACRES an illusion of the Huntsmaster!
Belan's cyclone *** DEVASTATES *** an illusion of a Warlock!
You yell 'Die! Belan, you sorcerous dog!'
Belan's cyclone MASSACRES you!
Belan's cyclone DISMEMBERS Luthir!
Ingra parries your attack with his first hand.
Ingra jumps in front of Belan!
Luthir's flaming bite maims Ingra!
Luthir's weapon advantage overcomes Belan's parry attempt.
Luthir's torrent MUTILATES Belan!
Ingra jumps in front of Belan!
Luthir's holy fire mauls Ingra.
Belan's wrath mauls Luthir.
You thrust Ingra's dragon punch aside in a skillful parry.
You parry Ingra's dragon punch.
Ingra's oblique kick grazes you.
An illusion of the Huntsmaster blows apart with a pop!
An illusion of the Huntsmaster's body disintegrates into dust.
An illusion of the Huntsmaster stops following you.
Ingra has some small wounds and bruises.

<317hp 631m 348mv> WORD
You scan all around.
You scan east.
You scan west.
Belan's cyclone *** DEVASTATES *** an illusion of a Warlock!
You yell 'Die! Belan, you sorcerous dog!'
Belan's cyclone MASSACRES you!
Belan's cyclone DISMEMBERS Luthir!
Ingra evades your attack and exploits the brief opening.
Ingra's leopard paw to the kidney hits you.
Luthir's freezing bite maims Belan!
Ingra jumps in front of Belan!
Luthir's holy fire mauls Ingra.
A Nimbus of Power hums with an inner energy.
Luthir's flaming bite DISEMBOWELS Belan!
Luthir's freezing bite DISEMBOWELS Belan!
Luthir's holy fire decimates Belan!
Belan's wrath wounds Luthir.
Ingra's half fist punch hits you.
Ingra's half fist punch grazes you.
Ingra swings wildly and misses you by a mile.
An illusion of a Warlock blows apart with a pop!
An illusion of a Warlock's body disintegrates into dust.
An illusion of a Warlock stops following you.
Ingra has some small wounds and bruises.

<221hp 631m 348mv> You nod.
Ingra has some small wounds and bruises.

<221hp 631m 348mv> No way! You are still fighting!
Ingra has some small wounds and bruises.

<221hp 631m 348mv> The Temple of Eternal Night
*-*| Evil surrounds this place like a blanket, and though the
|| furnishings are similar to temples everywhere they seem
T *| to be all in blacks and reds. The benches have arms and
| || legs carved in hideous icons, and the stained glass windows
@-*-*| depict scenes of violence and demons, death and the undead.
| | A number of lanterns provide an oddly pale light here,
+ | burning throughout the day. An evil chant seems to permeate
| | the room, and one or two people are here praying to the
+-S | God of Darkness. This place is perfect for the worship
---------+ of him really, and screams echo through the place where
the sins of others against the Darkness are punished. You can approach the
altar to the north or return to the street southwards. A dark passageway leads
east.

[Exits: north east south]

<221hp 626m 174mv> GR

The white aura around your body fades.

<237hp 650m 229mv> south
where
GR
Dhaartnab's group:
[50 Ill] Dhaartnab 22% hp 60% mana 65% mv 570812 xp Damage per round: 78
[50 Vam] Luthir 78% hp 91% mana 100% mv 543092 xp Damage per round: 178
[50 Sha] Dluldor 99% hp 84% mana 100% mv 535880 xp Damage per round: 41

<237hp 650m 229mv> Midget Avenue
T *| This is the end of Midget Avenue, and just to the north is
| || a large building that must be a temple, although it is surrounded
*-*-*| by darkness. There also appears to be birds flying around
| | the top of the temple and resting on the roof. The torches
* @ | stand cold, their number dwindling as they approach the temple.
| | | You can go north to the entrance of the temple or south back
* +-S | down along the road.
| | |
+-+ |
---------+

[Exits: north south]

<237hp 650m 228mv> Players near you in Timaran:
<PK> Belan The Temple of Light
<PK> Dhaartnab Midget Avenue

<237hp 650m 228mv> Dhaartnab's group:
[50 Ill] Dhaartnab 22% hp 60% mana 65% mv 570812 xp Damage per round: 78
[50 Vam] Luthir 78% hp 91% mana 100% mv 543092 xp Damage per round: 169
[50 Sha] Dluldor 99% hp 84% mana 100% mv 535880 xp Damage per round: 41

<237hp 650m 228mv> where
Players near you in Timaran:
<PK> Belan The Temple of Light
<PK> Dhaartnab Midget Avenue

<237hp 650m 228mv> south
Midget Avenue
*-*-*| This part of Midget Avenue is often remarked upon for
| | its physical beauty, for to either side of you are sculpted
* + | gardens created by Rangers. In each are every plant that
| | | could possibly grow in this area, all ensured their place
* * @-S | in the garden so each may grow well. Because of the plants,
| | | | this area of the street is lit by lanterns when night
+ +-+ | comes, but they currently stand cold. It is a welcome
| | | change from the stone buildings of the city. To the north
+-+-+-+-+| is a temple, constantly shrouded by a foreboding dark
---------+ cloud. South a busy square can be seen a short distance
away.

[Exits: north east south]

<237hp 650m 227mv> west
A wholesome vegetable patch has been planted here by the Ranger Guild.

<237hp 650m 227mv> south
Midget Avenue
* + | You have entered Midget Avenue. Just to the south lies
| | | the busy Eastern Square and people leaving and entering
* * +-S | it walk past you continuously. To the north you can see
| | | | what looks like a temple, shrouded in gloom. A number
+ +-@ | of torches stand ready to be lit when darkness befalls
| | | the city. To the east is a green door, indicating a bar
+-+-+-+-+| of some sort. West lies the Guild of Berserkers, and
| | | | the road continues north. A large, VERY important sign
+ S +-+-*| hangs on the door to the east.
---------+

[Exits: north (east) south west]

<237hp 650m 226mv> south
Eastern Square of Timaran
* * +-S | This is the busy Eastern Square of the city. People stream
| | | | in from the city centre and the nearby east gate, going
+ +-+ | about their daily business. Adventurers abound as this
| | | place is often used to arrange travelling parties for
+-+-@-+-+| exploring outside the city. Torches in tall ornate holders
| | | | stand around, ready to be lit when needed. Residents
+ S +-+-*| come to sit on benches beside the fountain at the centre
| || of the square and talk, and as always where there's water
+ *| there's children, playing on the edges of the fountain
---------+ and splashing each other. To the north of see a large
building that appears covered in gloom no matter the time of day, and to the
east is the east gate. Southwards you can see the Guild of Illusionists at the
end of the street. You can also head for the city centre to the west.

[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.

<237hp 650m 225mv> west
Eastern Main Street
*-* * +-S| This part of the street is very close to the Eastern Square
| | | | of the city, and as such is quite a busy place. North is
+ +-+ | an empty looking building, apparently not in use, but to
| | | the south is a small store with a cartographers sign above
+-+-@-+-+| the entrance. As with the rest of the street torches stand
| | | | in holders, ready to throw away the darkness when night
+ S +-+| falls. The Eastern Square is just to your east, while the
| | street stretches towards the City Centre west.
+ |
---------+

[Exits: east south west]

<237hp 650m 224mv> east
Eastern Square of Timaran
* * +-S | This is the busy Eastern Square of the city. People stream
| | | | in from the city centre and the nearby east gate, going
+ +-+ | about their daily business. Adventurers abound as this
| | | place is often used to arrange travelling parties for
+-+-@-+-+| exploring outside the city. Torches in tall ornate holders
| | | | stand around, ready to be lit when needed. Residents
+ S +-+-*| come to sit on benches beside the fountain at the centre
| || of the square and talk, and as always where there's water
+ *| there's children, playing on the edges of the fountain
---------+ and splashing each other. To the north of see a large
building that appears covered in gloom no matter the time of day, and to the
east is the east gate. Southwards you can see the Guild of Illusionists at the
end of the street. You can also head for the city centre to the west.

[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.

<237hp 650m 223mv> south
south
Obsidian Street
+ +-+ | You are walking down Obsidian Street, just south of the Eastern
| | | Square. This street was named so because the posts that hold
+-+-+-+-+| the torches are made of obsidian, somewhat unusual but very
| | | | beautiful to look at since they have been carved into fanciful
+ S @-+-*| shapes. The torches stand unlit in the daylight. To the north
| || lies the busy Eastern Square, and many people are passing
+ + *| you on their way to or from it. To the east is the entrance
| | | to the Guild of Invokers, and the road continues southwards.
+-+-+ |
---------+

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

<237hp 650m 222mv> Obsidian Street
+-+-+-+-+| You are walking down Obsidian Street, and as with the rest
| | | | of the road it is lined with obsidian posts bearing torches,
+ S +-+-*| all carved into fantastic shapes and creatures. As it is
| || daytime, the torches stand cold. To the north you can see
+ @ *| the busy Eastern Square, while to the south is the Guild
| | | of Illusionists. To your east and west are two buildings
+-+-+ | which seem empty and disused.
| |
+ |
---------+

[Exits: north south]

<237hp 650m 221mv> south
Obsidian Street
+-+-*| You are standing in Obsidian Street. The posts lining the
| || road are made of obsidian and carved into fanciful figures,
+ + *| all bearing torches that light the way during the night,
| | | but stand unused currently. You are nearing the Guild of
+-+-@ | Illusionists, whose entrance lies south of you. To the west
| | you notice a small, dark alleyway, while east is another
+ | empty building.
| |
+ |
---------+

[Exits: north south west]

<237hp 650m 220mv> south
south
Obsidian Street
+ + | You have reached the end of Obsidian Street, and are just
| | | north of the entrance to the Guild of Illusionists. The
+-+-+ | obsidian posts stop just before it, as beyond to the south
| | the way is lighted by the magical balls outside the Guild.
@ | The torches in the posts stand cold and unlit. You can
| | also continue down the road to the north.
+ |
| |
*-* |
---------+

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

<237hp 650m 219mv> where
Entrance to the Guild of Illusionists
+-+-+ | Here stands the entrance portal to the Guild of Illusionists.
| | The way is lighted by glowing balls which seem to float
+ | next to the walls. A number of flashes of light periodically
| | emanate from inside, no doubt young Illusionists busily
@ | practising their skills. Marble steps lead up to the entrance
| | southwards, a number of statues following the steps, or
*-* | you can go north onto Obsidian Street.
|
|
---------+

[Exits: north south]

<237hp 650m 218mv> Players near you in Timaran:
<PK> Belan Windchime Lane
<PK> Dhaartnab Entrance to the Guild of Illusionists

<237hp 650m 218mv> north
Obsidian Street
+ + | You have reached the end of Obsidian Street, and are just
| | | north of the entrance to the Guild of Illusionists. The
+-+-+ | obsidian posts stop just before it, as beyond to the south
| | the way is lighted by the magical balls outside the Guild.
@ | The torches in the posts stand cold and unlit. You can
| | also continue down the road to the north.
+ |
| |
*-* |
---------+

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

<237hp 650m 217mv> north
Obsidian Street
+-+-*| You are standing in Obsidian Street. The posts lining the
| || road are made of obsidian and carved into fanciful figures,
+ + *| all bearing torches that light the way during the night,
| | | but stand unused currently. You are nearing the Guild of
+-+-@ | Illusionists, whose entrance lies south of you. To the west
| | you notice a small, dark alleyway, while east is another
+ | empty building.
| |
+ |
---------+

[Exits: north south west]
A Timaran day watch guard walks in.

<237hp 650m 216mv> west
A dark alleyway
+-+| This is a dark alley that runs in-between a number of unused
| | buildings. Smelly and definitely not clean, trash is piled
+ + | in heaps at a number of places. No torches have been put
| | | here, and the shadows of the buildings allow little light
+-+-@-+ | in. The darkness is broken by light coming in from a short
| | | distance to the east, while the alley continues west.
+ + |
| | |
*-* + |
---------+

[Exits: east west]

<237hp 650m 215mv> west
west
A dark alleyway
+| This is a dark alley that runs in-between a number of
|| unused buildings. Smelly and definitely not clean, trash
+ +| is piled in heaps at a number of places. No torches have
| || been put here, and the shadows of the buildings allow
+-+-@-+-+| little light in. The darkness is broken by light coming
| || in from a short distance to the east, while the alley
+ +| continues west.
| ||
*-* +|
---------+

[Exits: north east west]

<237hp 650m 214mv> A dark alleyway
+-*-T | This is a dark alley that runs in-between a number of unused
| | buildings. Smelly and definitely not clean, trash is piled
+-S + | in heaps at a number of places. No torches have been put
| | | here, and the shadows of the buildings allow little light
+-+-@-+-+| in. Just to the west the alley ends, but it continues a
| | | short way east where in the distance you see the light
+ + | of day again. Although apparently unused, fresh footprints
| | | lead to a building just to the south of you.
+ *-* |
---------+

[Exits: east south west]

<237hp 650m 213mv> west
west
A dark alleyway
*-+-*-T | This is a dark alley that runs in-between a number of
| | unused buildings. Smelly and definitely not clean, trash
S-+-S +| is piled in heaps at a number of places. No torches have
| || been put here, and the shadows of the buildings allow
+-+-@-+-+| little light in. Just to the west the alley ends, but
| | | it continues a short way east where in the distance you
+ + | see the light of day again.
| | |
+-+ *-*|
---------+

[Exits: east west]

<237hp 650m 212mv> Meadow Lane
*-*-+-*-T| A large flight of steps can be seen to your west, leading
| | | up to a large building that has the look of a town hall.
* S-+-S | In an effort to bring some beauty to the city, a wonderfully
| | landscaped garden lies to the east, with multitudes of
+-@-+-+| flowers and trees, plants and small animals. You suspect
| || the Rangers have had a hand in it, since like other gardens
F + +| around the city this one appears to have any and everything
| | || that will grow in this area in it. The road continues
+-+-+ *| south and north, but you spot a small alley to the east.
---------+

[Exits: north east south west]

<237hp 650m 211mv> south
south
Meadow Lane
S-+-S | Walking along the street you notice the outlines of two
| | large buildings that have the look of temples, one to
+-+-+-+| the north and one roughly north-west. A busy shopping
| || district is apparent a short distance to the south-west.
F @ +| To the east is a small, empty building that appears not
| | || to have been in use for quite a while. The road continues
+-+-+ *| north and south.
| | |
F S-S-+-*|
---------+

[Exits: north south]

<237hp 650m 210mv> south
Meadow Lane
+-+-+-+| This is probably the busiest part of Meadow Lane, people
| || hurrying to and fro from the south gate and to the west,
F + +| where there appears to be a sort of shopping district.
| | || A large, apparently metal archway rises above the street
+-+-@ *| in that direction. You can continue south towards the
| | | gate or head north towards the city centre.
F S-S-+-*|
| ||
+ o|
---------+

[Exits: north south west]

<237hp 650m 209mv> Meadow Lane
F + | You are close to the south gate, where travellers are walking
| | | and riding in and out of the city. A large park area stands
+-+-+ | to the east, beautifully crafted by whatever skilled gardeners
| | | the city has. Entering it would appear to be accomplished
F S-@-+-*| through the small building situated in that direction. To
| || the west lies a small building with many wooden boats standing
+ o| outside it, and the sign of a shipwright hanging above the
| | door. The south gate of the city lies close by, and the
* | road heads north towards the city centre.
---------+

[Exits: north east south west]
Cyril the gardener is here, admiring his hard work.

<237hp 650m 208mv> south
South Gate of Timaran
+-+-+ | You have reached the south gate of the city. As with all
| | | the gates, it is guarded by members of the city guards. Different
F S-S-+-*| assortments of people and races wander in and out of the
| || gates, heading into the city or out into the world. The gates
@ o| themselves are large and very heavy, but can be locked if
| | the need arises. Large torches can be lit at night to illuminate
* | the gate, allowing the guards to keep an eye on everyone.
| | You can leave the city to the south or head into it northwards.
* |
---------+

[Exits: north south up]
A giant gate guard stands here, checking people who walk by.
A giant gate guard stands here, checking people who walk by.

<237hp 650m 207mv> south
down
A Wooden Bridge South of Timaran
S-S-+-*| A small wooden bridge has been constructed here, its light
| || but sturdy planks carrying it over the River Adelon. At the
+ o| sides of the bridge a guardrail has been added for both safety
| | and aesthetic value. You notice that the planks have begun
@ | to balk slightly from age, as if the bridge had been used
| | to transport something heavy out of the city.
* |
| |
* |
---------+

[Exits: north south down]

<237hp 650m 206mv> east
Under an Old Bridge
| You are on a slightly murky river leading east to west.
| Above you is an unstable looking wooden bridge that is
| balking under its own weight. In the water you see small
| minnows swimming by, their colourful scales reflecting
@-~-~| the light entering the water. The river itself is quite
|| chilly and not very comfortable. A gentle current carries
~| it eastwards.
||
~|
---------+

[Exits: east up]
You can see a pair of large red dragon claws on the floor.

<237hp 650m 205mv> east
Calm Clear Water
| The water is calmer here, stabilized by the luck of being
| on the fringe of several different undercurrents. Clear
| water surrounds you and you can see fairly deep into
| the ocean beneath you. There are several individual fish
~-@-~ | that have probably ventured a bit further away from the
| | school, lured by the prospect of food. The waves here
~-~| do not push you one way or another, and swells are almost
| || non existent.
~ ~|
---------+

[Exits: east west]

<237hp 650m 204mv> south
Calm Clear Water
| The water is calmer here, stabilized by the luck of being
| on the fringe of several different undercurrents. Clear
| water surrounds you and you can see fairly deep into the
| ocean beneath you. There are several individual fish that
~-~-@ | have probably ventured a bit further away from the school,
| | lured by the prospect of food. The waves here do not push
~-~ | you one way or another, and swells are almost non existent.
| | |
~ ~ |
---------+

[Exits: south west]

<237hp 650m 203mv> east
Calm Clear Water
| The water is calmer here, stabilized by the luck of being
| on the fringe of several different undercurrents. Clear
~-~-~ | water surrounds you and you can see fairly deep into
| | the ocean beneath you. There are several individual fish
@-~ | that have probably ventured a bit further away from the
| | | school, lured by the prospect of food. The waves here
~ ~ | do not push you one way or another, and swells are almost
| | non existent.
~-~-~-~|
---------+

[Exits: north east south]

<237hp 650m 202mv> Calm Clear Water
| The water is calmer here, stabilized by the luck of being
| on the fringe of several different undercurrents. Clear
~-~ | water surrounds you and you can see fairly deep into
| | the ocean beneath you. There are several individual fish
~-@ | that have probably ventured a bit further away from the
| | | school, lured by the prospect of food. The waves here
~ ~ | do not push you one way or another, and swells are almost
| | non existent.
~-~-~-~-~|
---------+

[Exits: south west]

<237hp 650m 201mv> south
south
Calm Clear Water
~-~ | The water is calmer here, stabilized by the luck of being
| | on the fringe of several different undercurrents. Clear water
~-~ | surrounds you and you can see fairly deep into the ocean
| | | beneath you. There are several individual fish that have
~ @ | probably ventured a bit further away from the school, lured
| | by the prospect of food. The waves here do not push you one
~-~-~-~-~| way or another, and swells are almost non existent.
| | |
~-~ ~ |
---------+

[Exits: north south]

<237hp 650m 200mv> Treading Clear Water
~-~ | Crystal clear water shimmers and sparkles. Various tropical
| | | fish calmly follow each other around in circles. Light outlines
~ ~ | the shapes of water ripples to give the illusion of waves
| | of light traveling across the ocean's surface. Every so often
~-~-@-~-~| a dolphin's laugh sings through the air and is accompanied
| | | by the layful sound of a tail slapping the water.
~-~ ~ |
| | |
~-~-~ |
---------+

[Exits: north east south west]

<237hp 650m 199mv> east
east
Treading Clear Water
~-~ ~| Crystal clear water shimmers and sparkles. Various tropical
| | || fish calmly follow each other around in circles. Light outlines
~ ~ ~| the shapes of water ripples to give the illusion of waves of
| || light traveling across the ocean's surface. Every so often
~-~-@-~-~| a dolphin's laugh sings through the air and is accompanied
| | by the layful sound of a tail slapping the water.
~ ~ |
| | |
~-~ |
---------+

[Exits: east west]

<237hp 650m 197mv> Treading Clear Water
~ ~ | Crystal clear water shimmers and sparkles. Various tropical fish
| | | calmly follow each other around in circles. Light outlines the
~ ~ | shapes of water ripples to give the illusion of waves of light
| | | traveling across the ocean's surface. Every so often a dolphin's
~-~-@-~-~| laugh sings through the air and is accompanied by the layful
| | sound of a tail slapping the water.
~ |
| |
~ |
---------+

[Exits: east west]

<254hp 672m 250mv> east
Treading Clear Water
~ | Crystal clear water shimmers and sparkles. Various tropical
| | fish calmly follow each other around in circles. Light
~ | outlines the shapes of water ripples to give the illusion
| | of waves of light traveling across the ocean's surface.
~-~-@-~-~| Every so often a dolphin's laugh sings through the air
| and is accompanied by the layful sound of a tail slapping
| the water.
|
|
---------+

[Exits: north east west]

<254hp 672m 248mv> east
east
Treading Clear Water
~ | Crystal clear water shimmers and sparkles. Various tropical
| | fish calmly follow each other around in circles. Light
~ | outlines the shapes of water ripples to give the illusion
| | of waves of light traveling across the ocean's surface.
~-~-@-~-~| Every so often a dolphin's laugh sings through the air
| and is accompanied by the layful sound of a tail slapping
| the water.
|
|
---------+

[Exits: east west]
A long eel swims near the surface of the water.

<254hp 672m 246mv> Treading Clear Water
~ | Crystal clear water shimmers and sparkles. Various tropical
| | fish calmly follow each other around in circles. Light
~ | outlines the shapes of water ripples to give the illusion
| | of waves of light traveling across the ocean's surface.
~-~-@-~-~| Every so often a dolphin's laugh sings through the air
| and is accompanied by the layful sound of a tail slapping
| the water.
|
|
---------+

[Exits: east west up]

<254hp 672m 244mv> east
east
Treading Blue Water
| Cold blue water spans for several miles all around. Rays
| of light that find their ways between clouds pierce the
| air and are swallowed up by the quietly rolling azure
| swells. Occassionally, two opposing swells meet and break
~-~-@-~-~| the calm surface of the water, sending small ripples
|| in opposite directions with a faint lapping sound.
~|
||
~|
---------+

[Exits: east west]
A bunch of blue flowers waver on their stalks in the water.

<254hp 672m 242mv> east
Treading Blue Water
| Cold blue water spans for several miles all around. Rays
| of light that find their ways between clouds pierce the
| air and are swallowed up by the quietly rolling azure
| swells. Occassionally, two opposing swells meet and break
~-~-@-~ | the calm surface of the water, sending small ripples
| | in opposite directions with a faint lapping sound.
~-~|
| ||
~ ~|
---------+

[Exits: east west]

<254hp 672m 240mv> Treading Blue Water
| Cold blue water spans for several miles all around. Rays
| of light that find their ways between clouds pierce the
~ | air and are swallowed up by the quietly rolling azure swells.
| | Occassionally, two opposing swells meet and break the calm
~-~-@ ~-~| surface of the water, sending small ripples in opposite
| || directions with a faint lapping sound.
~-~-~|
| | |
~ ~ |
---------+

[Exits: south west]
A bunch of blue flowers waver on their stalks in the water.
A long eel swims near the surface of the water.

<254hp 672m 238mv> south
east
where
Treading Blue Water
~-~-~| Cold blue water spans for several miles all around. Rays
| | of light that find their ways between clouds pierce the air
~-~-~ ~-~| and are swallowed up by the quietly rolling azure swells.
| || Occassionally, two opposing swells meet and break the calm
@-~-~| surface of the water, sending small ripples in opposite directions
| | | with a faint lapping sound.
~ ~ |
| |
~-~-~ |
---------+

[Exits: north east south]
A hammerhead shark prowls within the water.
A hammerhead shark prowls within the water.

<254hp 672m 236mv> A Blue-Water Current
-~-~-~- | A strange but barely noticeable current seems to be present.
| | Massive bodies of kelp float nearby, probably swept in by the
~-~ ~-~ | moving water from other parts. Birds overhead circle some spots
| | | and periodically land on top of the water, hoping to find some
~-@-~ | smaller fish among the kelp beds. The clouds above seem to
| | | be arranging themselves into a swirling, circular formation.
~ ~ |
| |
~-~ |
---------+

[Exits: east south west]

<254hp 672m 235mv> east
Players near you in Dragon Sea:
<PK> Dhaartnab A Blue-Water Current

<254hp 672m 235mv> where
A Blue-Water Current
~-~-~- | A strange but barely noticeable current seems to be present.
| | Massive bodies of kelp float nearby, probably swept in by the
~ ~-~ | moving water from other parts. Birds overhead circle some spots
| | | and periodically land on top of the water, hoping to find some
~-~-@ | smaller fish among the kelp beds. The clouds above seem to be
| | | arranging themselves into a swirling, circular formation.
~ ~ |
| |
~ |
---------+

[Exits: north west]

<254hp 672m 234mv> north
Players near you in Dragon Sea:
<PK> Dhaartnab A Blue-Water Current

<254hp 672m 234mv> west
north
A Blue-Water Current
~-~-~-+| A strange but barely noticeable current seems to be present.
| | Massive bodies of kelp float nearby, probably swept in by the
~-~-~- | moving water from other parts. Birds overhead circle some spots
| | and periodically land on top of the water, hoping to find some
~ ~-@ | smaller fish among the kelp beds. The clouds above seem to
| | | be arranging themselves into a swirling, circular formation.
~-~-~ |
| | |
~ ~ |
---------+

[Exits: south west]

<254hp 672m 233mv> where
A Blue-Water Current
~-~-~| A strange but barely noticeable current seems to be present.
| | Massive bodies of kelp float nearby, probably swept in by
-~-~-~- | the moving water from other parts. Birds overhead circle
| | some spots and periodically land on top of the water, hoping
~-~ @-~ | to find some smaller fish among the kelp beds. The clouds
| | | above seem to be arranging themselves into a swirling, circular
~-~-~ | formation.
| | |
~ ~ |
---------+

[Exits: north east]

<254hp 672m 232mv> north
A Blue-Water Current
| A strange but barely noticeable current seems to be present.
| Massive bodies of kelp float nearby, probably swept in
~-~-~| by the moving water from other parts. Birds overhead circle
| | some spots and periodically land on top of the water, hoping
-~-@-~- | to find some smaller fish among the kelp beds. The clouds
| | above seem to be arranging themselves into a swirling,
~ ~-~ | circular formation.
| | |
~-~-~ |
---------+

[Exits: north east south west]
A hammerhead shark prowls within the water.

<254hp 672m 231mv> Players near you in Dragon Sea:
<PK> Dhaartnab A Blue-Water Current

<254hp 672m 231mv> east
A Blue-Water Current
| A strange but barely noticeable current seems to be present.
| Massive bodies of kelp float nearby, probably swept in
| by the moving water from other parts. Birds overhead circle
| some spots and periodically land on top of the water, hoping
@-~-~| to find some smaller fish among the kelp beds. The clouds
| | above seem to be arranging themselves into a swirling,
-~-~-~- | circular formation.
| |
~-~ |
---------+

[Exits: east south]
Stringy piles of seaweed wash around on the surface of the sea.
A swordfish moves slowly well beneath the depths of the water.

<254hp 672m 230mv> east
Calm Blue Water
+| The water is calmer here, stabilized by the luck of being
|| on the fringe of several different undercurrents. Blue
+| water surrounds you and you can see fairly deep into
|| the ocean beneath you. There are several individual fish
~-@-~-+| that have probably ventured a bit further away from the
| || school, lured by the prospect of food. The waves here
~-~-~- +| do not push you one way or another, and swells are almost
| || non existent.
~-~ +|
---------+

[Exits: east west]

<254hp 672m 229mv> east
Calm Blue Water
+-+| The water is calmer here, stabilized by the luck of being
| | on the fringe of several different undercurrents. Blue
+ | water surrounds you and you can see fairly deep into
| | the ocean beneath you. There are several individual fish
~-~-@-+-+| that have probably ventured a bit further away from the
| | | school, lured by the prospect of food. The waves here
~-~-~)+ | do not push you one way or another, and swells are almost
| | | non existent.
~-~ +-+|
---------+

[Exits: east west]

<254hp 672m 228mv> GR
A Boating Dock
+-+-+| You are standing up the docks of a gloomy looking harbor.
| | The wood beneath you is old and rotting away. The air
+ | is extremely damp and misty making the docks treacherous
| | for footing. Ships both on dry dock and in the water
~-~-@-+-+| are in front of you. This is a very dismal setting.
| |
+ |
| |
+-+-+|
---------+

[Exits: north east south west]
An old boat is barely staying afloat here.
A malevolent looking mariner beams a vicious smile at you.
An old man is sitting here with his bait and fishing pole trying to catch his next meal.

<254hp 672m 227mv> where
Dhaartnab's group:
[50 Ill] Dhaartnab 23% hp 62% mana 65% mv 570812 xp Damage per round: 78
[50 Vam] Luthir 79% hp 93% mana 100% mv 543092 xp Damage per round: 148
[50 Sha] Dluldor 94% hp 75% mana 99% mv 535880 xp Damage per round: 40

<254hp 672m 227mv> Players near you in Darkhaven:
<PK> Dhaartnab A Boating Dock

<254hp 672m 227mv> east
Within the dock
+-+-+-+| The wet wooden planks makes footing extremely difficult.
| || However, the barnacles growing on top of the rotting
+ +| wood makes traction a bit easier. The harbor continues
| || to span north and south. The ships that are docked here
~-+-@-+-+| are ugly and probably filled with holes. When you look
| || in the water you can see an assortment of lobster and
+ +| shrimp floating on the surface of the water. It still
| || must be rather deep here.
+-+-+-+|
---------+

[Exits: east west]
An old man is sitting here with his bait and fishing pole trying to catch his next meal.

<254hp 672m 226mv> east
where
Within the dock
+-+-+-+-+| The wet wooden planks makes footing extremely difficult.
| | | However, the barnacles growing on top of the rotting wood
+ + | makes traction a bit easier. The harbor continues to span
| | | north and south. The ships that are docked here are ugly
+-+-@-+ | and probably filled with holes. When you look in the water
| | | you can see an assortment of lobster and shrimp floating
+ + | on the surface of the water. It still must be rather deep
| | | here.
+-+-+-+ |
---------+

[Exits: east west]
A malevolent looking mariner beams a vicious smile at you.

<254hp 672m 225mv> SL
Players near you in Darkhaven:
<PK> Dhaartnab Within the dock

<254hp 672m 225mv> SC
You go to sleep.

<254hp 672m 225mv>
/@============================================================-
| \
| Dhaartnab the Face of Demons, adherent of Nycticora |
| Adherent of the Order of Trickery |
| Unaffiliated, 20 years old (61 hours). |
| |
| Race: Undead Hometown: Timaran Health: 254/1059 |
| Sex: Male Alignment: Evil Mana: 672/1071 |
| Class: Illusionist Ethos: Chaotic Move: 225/349 |
\ -------------------------------------------/
| |
| Streng: 16 (16+0) Rating: Great Weight: 241/290 |
| Intell: 24 (24+0) Level: 50 Pracs: 7 |
| Wisdom: 20 (20+0) Exp tnl: 21188 Trains: 0 |
| Dexter: 22 (22+0) Relics: 2983 Items: 31/36 |
| Consti: 18 (18+0) Gold: 34684 Wimpy: 0 hp |
| Luck: Changing Hunger: [-----] Thirst: [-----] |
| |
| Condition: In prime health |
------------------------------------------ \
/ |
| Armor Vs Pierce: 146 Saving Throws |
| Hitroll: 13 Vs Bash: 150 Afflictive: 28 |
| Damroll: 10 Vs Slash: 142 Maledictive: 34 |
| Vs Magic: 110 Mental: 44 |
\==========================================================-/
You are affected by the following:
Skill: affliction : modifies save vs afflictive by -2 for 1 hours
Spell: cyclone : lasts for 0 hours
Spell: weapon ward : lasts for 2 hours
Spell: blur : lasts for 0 hours
Spell: protective shield: lasts for 0 hours
Spell: armor : modifies armor class by 20 for 11 hours
Spell: detect invis : lasts for 17 hours
Spell: stone skin : modifies armor class by 40 for 2 hours

<254hp 672m 225mv>

<254hp 672m 225mv> ST
where
You wake and stand up.

<254hp 672m 225mv> east
Players near you in Darkhaven:
<PK> Dhaartnab Within the dock

<254hp 672m 225mv> east
The end of the dock
+-+-+-+-+| You sigh in relief as you finally see the ending to this
| | dock. Falling into the water wasn't your idea of fun. The
+ | grey fog hangs over the water's edge along with a misty
| | wind blowing into your face. To the east you can see the
+-+-@ | beginnings of a city.
| |
+ |
| |
+-+-+ |
---------+

[Exits: north south west]
An old man is sitting here with his bait and fishing pole trying to catch his next meal.

<254hp 672m 224mv> The icy water of the Dragon Sea is all that lies in that direction.

<254hp 672m 224mv> north
north
The end of the dock
+ +| You sigh in relief as you finally see the ending to this
| || dock. Falling into the water wasn't your idea of fun. The
+-+-+-+-+| grey fog hangs over the water's edge along with a misty
| | wind blowing into your face. To the east you can see the
@ | beginnings of a city.
| |
+-+-+ |
| |
+ |
---------+

[Exits: north south]

<254hp 672m 223mv> north
Gateway to Darkhaven
+-+-+ S| The bustle of activity rather faraway can be sensed as a
| || misty fog envelops you, virtually making vision impossible.
+ +| The beginnings to a dreary town lie before you. Things are
| || very still as far as you can see. Buildings are ruined and
+-+-@-+-+| unkept. It is a very dull setting.
| |
+ |
| |
+-+-+ |
---------+

[Exits: north east south west]
The Herald Bulletin Board gleams majestically in the middle of the square.
A crumbled sign is standing here.

<254hp 672m 222mv> where
The end of the dock
+ | You sigh in relief as you finally see the ending to this
| | dock. Falling into the water wasn't your idea of fun. The
+-+-+ S| grey fog hangs over the water's edge along with a misty
| || wind blowing into your face. To the east you can see the
@ +| beginnings of a city.
| ||
+-+-+-+-+|
| |
+ |
---------+

[Exits: north south]

<254hp 672m 221mv> SL
SC
Players near you in Darkhaven:
<PK> Dhaartnab The end of the dock

<254hp 672m 221mv> You go to sleep.

<254hp 672m 221mv>
/@============================================================-
| \
| Dhaartnab the Face of Demons, adherent of Nycticora |
| Adherent of the Order of Trickery |
| Unaffiliated, 20 years old (61 hours). |
| |
| Race: Undead Hometown: Timaran Health: 254/1059 |
| Sex: Male Alignment: Evil Mana: 672/1071 |
| Class: Illusionist Ethos: Chaotic Move: 221/349 |
\ -------------------------------------------/
| |
| Streng: 16 (16+0) Rating: Great Weight: 241/290 |
| Intell: 24 (24+0) Level: 50 Pracs: 7 |
| Wisdom: 20 (20+0) Exp tnl: 21188 Trains: 0 |
| Dexter: 22 (22+0) Relics: 2983 Items: 31/36 |
| Consti: 18 (18+0) Gold: 34684 Wimpy: 0 hp |
| Luck: Changing Hunger: [-----] Thirst: [-----] |
| |
| Condition: In prime health |
------------------------------------------ \
/ |
| Armor Vs Pierce: 146 Saving Throws |
| Hitroll: 13 Vs Bash: 150 Afflictive: 28 |
| Damroll: 10 Vs Slash: 142 Maledictive: 34 |
| Vs Magic: 110 Mental: 44 |
\==========================================================-/
You are affected by the following:
Skill: affliction : modifies save vs afflictive by -2 for 1 hours
Spell: cyclone : lasts for 0 hours
Spell: weapon ward : lasts for 2 hours
Spell: blur : lasts for 0 hours
Spell: protective shield: lasts for 0 hours
Spell: armor : modifies armor class by 20 for 11 hours
Spell: detect invis : lasts for 17 hours
Spell: stone skin : modifies armor class by 40 for 2 hours

<254hp 672m 221mv>

<254hp 672m 221mv>
You no longer feel the effects of the cyclone.
Your definition returns to your physical self.
Your protective shield dissipates.

<292hp 788m 291mv> ST
where
You wake and stand up.

<292hp 788m 291mv> Players near you in Darkhaven:
<PK> Dhaartnab The end of the dock

<292hp 788m 291mv> east
The icy water of the Dragon Sea is all that lies in that direction.

<292hp 788m 291mv> look
The end of the dock
+ | You sigh in relief as you finally see the ending to this
| | dock. Falling into the water wasn't your idea of fun. The
+-+-+ S| grey fog hangs over the water's edge along with a misty
| || wind blowing into your face. To the east you can see the
@ +| beginnings of a city.
| ||
+-+-+-+-+|
| |
+ |
---------+

[Exits: north south]

<292hp 788m 291mv> south
Gateway to Darkhaven
+-+-+ S| The bustle of activity rather faraway can be sensed as a
| || misty fog envelops you, virtually making vision impossible.
+ +| The beginnings to a dreary town lie before you. Things are
| || very still as far as you can see. Buildings are ruined and
+-+-@-+-+| unkept. It is a very dull setting.
| |
+ |
| |
+-+-+ |
---------+

[Exits: north east south west]
The Herald Bulletin Board gleams majestically in the middle of the square.
A crumbled sign is standing here.

<292hp 788m 290mv> east
Misty Lane
+-+ S | This road is made of a wide greyish brick. You cannot see 6
| | | feet in front of you. The air is thick with fog and mist.
+ + | You can hear the clanging of ship bells coming from the harbor.
| | | There is virtually no sound. It makes you very uneasy.
+-+-@-+-+|
| ||
+ N|
| |
+-+ |
---------+

[Exits: east west]

<292hp 788m 289mv> east
Misty Lane
+ S +| This road is made of a wide greyish brick. You cannot
| | || see 6 feet in front of you. The air is thick with fog
+ + +| and mist. You can hear the clanging of ship bells coming
| | || from the harbor. There is virtually no sound. It makes
+-+-@-+-+| you very uneasy.
| | ||
+ N +|
| ||
+ *-+|
---------+

[Exits: north east west]

<292hp 788m 288mv> east
east
Misty Lane
S +-*| This road is made of a wide greyish brick. You cannot see
| | | 6 feet in front of you. The air is thick with fog and
+ + *| mist. You can hear the clanging of ship bells coming from
| | || the harbor. There is virtually no sound. It makes you
+-+-@-+-+| very uneasy.
| | |
N + |
| |
*-+ |
---------+

[Exits: east south west]
A haggard looking pirate is in search of booty.

<292hp 788m 287mv> where
An opening in the fog
S +-*-*| The fog lifts considerably here. You can see the morning
| | || sun shining through the clouds. Buildings are all around
+ + *-*| and for the first time you notice the bustle of business.
| | | | You can continue east or west. Another street is to the
+-+-@-+-+| north and south.
| | ||
N + F|
| |
*-+ |
---------+

[Exits: north east south west]
A Darkhaven guard stalks the area.
A sneaky thief is here, stealing your gold purse.

<292hp 788m 286mv> north
Players near you in Darkhaven:
<PK> Dhaartnab An opening in the fog

<292hp 788m 286mv> north
Flourantine Way
S-+ | This road runs off from Misty Way. The air here is fresher
| | and cleaner. The mist is almost completely gone, though
S +-*-*| the dark fog is constantly hanging within. To the north
| | || is a series of buildings and to the south is an area
+ @ *-*| that is extremely dark.
| | | |
+-+-+-+-+|
| | ||
N + F|
---------+

[Exits: north south]

<292hp 788m 285mv> Luthir tells the group 'Where is Estra?'

<292hp 788m 285mv> Flourantine Way
*-*-+ | This road runs off from Misty Way. The air here is fresher
| | | and cleaner. The mist is almost completely gone, though
* S-+ | the dark fog is constantly hanging within. To the north
| | is a series of buildings and to the south is an area
S @-*-*| that is extremely dark.
| | ||
+ + *-*|
| | | |
+-+-+-+-+|
---------+

[Exits: north east south]

<292hp 788m 284mv> PRSH
You surround yourself in a protective shell of magic.

<292hp 718m 284mv> where
GR
Players near you in Darkhaven:
<PK> Dhaartnab Flourantine Way

<292hp 718m 284mv> Dhaartnab's group:
[50 Ill] Dhaartnab 27% hp 67% mana 81% mv 570812 xp Damage per round: 78
[50 Vam] Luthir 85% hp 94% mana 99% mv 543092 xp Damage per round: 148
[50 Sha] Dluldor 95% hp 70% mana 100% mv 535880 xp Damage per round: 40

<292hp 718m 284mv> GT NO IDEA... vALOUR?
You tell your group 'NO IDEA... vALOUR?'

<292hp 718m 284mv> where
look
Players near you in Darkhaven:
<PK> Dhaartnab Flourantine Way

<292hp 718m 284mv> north
Flourantine Way
*-*-+ | This road runs off from Misty Way. The air here is fresher
| | | and cleaner. The mist is almost completely gone, though
* S-+ | the dark fog is constantly hanging within. To the north
| | is a series of buildings and to the south is an area
S @-*-*| that is extremely dark.
| | ||
+ + *-*|
| | | |
+-+-+-+-+|
---------+

[Exits: north east south]

<292hp 718m 284mv> Flourantine Way
T-*-+-+-+| This road runs off from Misty Way. The air here is fresher
| | || and cleaner. The mist is almost completely gone, though
*-*-+ S +| the dark fog is constantly hanging within. To the north
| | | is a series of buildings and to the south is an area
* S-@ | that is extremely dark.
| |
+-*-*|
| ||
+ *-*|
---------+

[Exits: north south west]
A Darkhaven guard stalks the area.

<292hp 718m 283mv> east
A thick, dark fog blocks your view and path in that direction.

<292hp 718m 283mv> south
Flourantine Way
*-*-+ | This road runs off from Misty Way. The air here is fresher
| | | and cleaner. The mist is almost completely gone, though
* S-+ | the dark fog is constantly hanging within. To the north
| | is a series of buildings and to the south is an area
S @-*-*| that is extremely dark.
| | ||
+ + *-*|
| | | |
+-+-+-+-+|
---------+

[Exits: north east south]

<292hp 718m 282mv> east
east
A very dark alley
*-+ | It is so dark here, you can barely see. There is a stench
| | so vile - it is unbearable. The sound of water dripping
S-+ | echoes in the empty alley. You begin to feel very dizzy,
| | as if something has taken effect over you.
+-@-*-*|
| | |
+ *-* |
| | |
+-+-+-+-+|
---------+

[Exits: east west]

<292hp 718m 281mv> A very dark alley
+ | It is so dark here, you can barely see. There is a stench
| | so vile - it is unbearable. The sound of water dripping
+ *| echoes in the empty alley. You begin to feel very dizzy,
| || as if something has taken effect over you.
+-*-@-*-*|
| | |
+ *-* * |
| | | |
+-+-+-+-+|
---------+

[Exits: east south west]

<292hp 718m 280mv> west
west
A very dark alley
*-+ | It is so dark here, you can barely see. There is a stench
| | so vile - it is unbearable. The sound of water dripping
S-+ | echoes in the empty alley. You begin to feel very dizzy,
| | as if something has taken effect over you.
+-@-*-*|
| | |
+ *-* |
| | |
+-+-+-+-+|
---------+

[Exits: east west]

<292hp 718m 279mv> west
Flourantine Way
*-*-+ | This road runs off from Misty Way. The air here is fresher
| | | and cleaner. The mist is almost completely gone, though
* S-+ | the dark fog is constantly hanging within. To the north
| | is a series of buildings and to the south is an area
S @-*-*| that is extremely dark.
| | ||
+ + *-*|
| | | |
+-+-+-+-+|
---------+

[Exits: north east south]

<292hp 718m 278mv> north
A thick, dark fog blocks your view and path in that direction.

<292hp 718m 278mv> north
Flourantine Way
T-*-+-+-+| This road runs off from Misty Way. The air here is fresher
| | || and cleaner. The mist is almost completely gone, though
*-*-+ S +| the dark fog is constantly hanging within. To the north
| | | is a series of buildings and to the south is an area
* S-@ | that is extremely dark.
| |
+-*-*|
| ||
+ *-*|
---------+

[Exits: north south west]
A Darkhaven guard stalks the area.

<292hp 718m 277mv> Flourantine Way
+-*-*| This road runs off from Misty Way. The air here is fresher
| | and cleaner. The mist is almost completely gone, though
T-*-+-+-+| the dark fog is constantly hanging within. To the north
| | || is a series of buildings and to the south is an area
*-*-@ S +| that is extremely dark.
| | |
* S-+ |
| |
+-*-*|
---------+

[Exits: north south west]

<292hp 718m 276mv> north
Town Square
+-+ *| The bustle of people and business is apparent here. People
| | || have gathered here for social events and business transactions.
* +-*-*| The brick is elegantly designed into a colorful hexagonal
| | pattern which surrounds a statue of a weird, almost sinister
T-*-@-+-+| looking creature. A few birds fly about looking for a possible
| | || snack dropped carelessly upon the ground.
*-*-+ S +|
| | |
* S-+ |
---------+

[Exits: north east south west]

<292hp 718m 275mv> where
Players near you in Darkhaven:
<PK> Dhaartnab Town Square

<292hp 718m 275mv> north
Wyvern Road
*-*-+ +| Many adventurers pass through here. Rangers, mages and
| | || warriors all roam the city streets as if they were in
* +-+ *| search of something. The buildings around you are light
| | || grey in color - matching the color of the brick on which
* @-*-*| you stand. An ancient feeling is in the air.
| |
T-*-+-+-+|
| | ||
*-*-+ S +|
---------+

[Exits: north east south]

<292hp 718m 274mv> east
Luthir tells the group 'Can you not gate?'

<292hp 718m 274mv> east
A large alley
*-+ +-+| This alley is rather large. It was probably a street
| | | of the city some time in the past. Old, crumbled buildings
+-+ * | are on either side of you. Even though deserted, this
| | | | alleyway is extremely well lighted. Several stray cats
* +-@-* *| and dogs run about - looking in garbage cans for a possible
| || meal.
*-+-+-+-+|
| | | |
*-+ S +-*|
---------+

[Exits: east west]

<292hp 718m 273mv> A large alley
+ +-+-+| This alley is rather large. It was probably a street of the
| | | city some time in the past. Old, crumbled buildings are
+ * | on either side of you. Even though deserted, this alleyway
| | | is extremely well lighted. Several stray cats and dogs run
+-*-@ | about - looking in garbage cans for a possible meal.
| |
+-+-+-+ |
| | | |
+ S + |
---------+

[Exits: north west]

<292hp 718m 272mv> where
Players near you in Darkhaven:
<PK> Dhaartnab A large alley

<292hp 718m 272mv> SC

/@============================================================-
| \
| Dhaartnab the Face of Demons, adherent of Nycticora |
| Adherent of the Order of Trickery |
| Unaffiliated, 20 years old (61 hours). |
| |
| Race: Undead Hometown: Timaran Health: 292/1059 |
| Sex: Male Alignment: Evil Mana: 718/1071 |
| Class: Illusionist Ethos: Chaotic Move: 272/349 |
\ -------------------------------------------/
| |
| Streng: 16 (16+0) Rating: Great Weight: 241/290 |
| Intell: 24 (24+0) Level: 50 Pracs: 7 |
| Wisdom: 20 (20+0) Exp tnl: 21188 Trains: 0 |
| Dexter: 22 (22+0) Relics: 2983 Items: 31/36 |
| Consti: 18 (18+0) Gold: 34684 Wimpy: 0 hp |
| Luck: Changing Hunger: [-----] Thirst: [-----] |
| |
| Condition: In prime health |
------------------------------------------ \
/ |
| Armor Vs Pierce: 221 Saving Throws |
| Hitroll: 13 Vs Bash: 225 Afflictive: 28 |
| Damroll: 10 Vs Slash: 217 Maledictive: 34 |
| Vs Magic: 185 Mental: 44 |
\==========================================================-/
You are affected by the following:
Spell: protective shield: lasts for 7 hours
Skill: affliction : modifies save vs afflictive by -2 for 0 hours
Spell: weapon ward : lasts for 1 hours
Spell: armor : modifies armor class by 20 for 10 hours
Spell: detect invis : lasts for 16 hours
Spell: stone skin : modifies armor class by 40 for 1 hours

<292hp 718m 272mv> WW
You get a purple potion from a Big Ol'Pack Sack.
You feel less vulnerable to afflictions.

<302hp 743m 327mv> You quaff a purple potion.
You aren't blind.
You are surrounded by a white aura.

<302hp 743m 327mv> C GATE ESTRA
You can't find them.

<302hp 663m 327mv> WHO
GT HIDING
where
[ H-Elf ] Xvim the Child of the Monastery
[ Undea ] <PK> (OUTLAW) Luthir the Stalker of the Living
[ Quasi ] Guch the Phantasm
[ Golem ] <PK> Dluldor the Holy Shaman
[ Fire ] Grakkus the Fighter
[ H-Elf ] <PK> Belan the Sage of Arcane Power
[50 Undea Ill] <PK> [ASSASSIN] [Trickery] Dhaartnab Merbawkle the Face of Demons
[ Human ] <NEW> Icoletti Usgrave the Denizen of Quazark
[ Human ] [Rival] [KNIGHT] Sir Ingra Varita the Grand Master of Seasons, Knight of Valour
Players found: 9
[KEEPER] The Balance prevails within the four kingdoms.
There are 9 characters on; the most so far this past month.

<302hp 663m 327mv> You tell your group 'HIDING.'

<302hp 663m 327mv> Players near you in Darkhaven:
<PK> Dhaartnab A large alley

<302hp 663m 327mv> where
Players near you in Darkhaven:
<PK> Dhaartnab A large alley

<302hp 663m 327mv> look
A large alley
+ +-+-+| This alley is rather large. It was probably a street of the
| | | city some time in the past. Old, crumbled buildings are
+ * | on either side of you. Even though deserted, this alleyway
| | | is extremely well lighted. Several stray cats and dogs run
+-*-@ | about - looking in garbage cans for a possible meal.
| |
+-+-+-+ |
| | | |
+ S + |
---------+

[Exits: north west]

<302hp 663m 327mv> where
Players near you in Darkhaven:
<PK> Dhaartnab A large alley

<302hp 663m 327mv> north
A large alley
S | This alley is rather large. It was probably a street of the
| | city some time in the past. Old, crumbled buildings are
+ +-+-+| on either side of you. Even though deserted, this alleyway
| | | is extremely well lighted. Several stray cats and dogs run
+ @ | about - looking in garbage cans for a possible meal.
| | |
+-*-* |
| |
+-+-+ |
---------+

[Exits: north south]
A meditationist walks slowly about chanting mantras.

<302hp 663m 326mv> north
east
Larken Road
| This seems to be the more residential area of the city. However,
| it seems very quiet and deserted. Domestic pets run freely
S | about causing much noise and commotion. Fruit vendors line
| | either side of the street trying to make a sale.
+ @-+-+|
| | |
+ * |
| | |
+-*-* |
---------+

[Exits: east south]
(White Aura) A corrupt warrior lord of the city wanders about.

<302hp 663m 325mv> Larken Road
+| This seems to be the more residential area of the city.
|| However, it seems very quiet and deserted. Domestic
S +| pets run freely about causing much noise and commotion.
| || Fruit vendors line either side of the street trying to
+-@-+-+| make a sale.
| ||
* +|
| ||
*-* +|
---------+

[Exits: north east west]
A sneaky thief is here, stealing your gold purse.
A Darkhaven guard stalks the area.

<302hp 663m 324mv> east
Luthir tells the group 'Ingra fell.'

<302hp 663m 324mv> Larken Road
+ | This seems to be the more residential area of the city.
| | However, it seems very quiet and deserted. Domestic pets
S + | run freely about causing much noise and commotion. Fruit
| | | vendors line either side of the street trying to make
+-+-@-+-+| a sale.
| | |
* +-*|
| | |
* + |
---------+

[Exits: east west]

<302hp 663m 323mv> east
Coral Way
+ | Specialty stores are all around you selling fishing accessories,
| | rain jackets, etc. Store owners call out to you as you walk
S + | past and glance at them. Skanky looking prostitutes look
| | | your way - hoping to gain some business.
+-+-@-+-+|
| |
+-*-*|
| |
+ |
---------+

[Exits: north east south west]

<302hp 663m 322mv> where
Players near you in Darkhaven:
<PK> Dhaartnab Coral Way

<302hp 663m 322mv> GR
Dhaartnab's group:
[50 Ill] Dhaartnab 28% hp 61% mana 92% mv 570812 xp Damage per round: 78
[50 Vam] Luthir 90% hp 94% mana 95% mv 543092 xp Damage per round: 148
[50 Sha] Dluldor 97% hp 71% mana 98% mv 535880 xp Damage per round: 40

<302hp 663m 322mv> GT GOOD
You tell your group 'GOOD.'

<302hp 663m 322mv> where
north
Players near you in Darkhaven:
<PK> Dhaartnab Coral Way

<302hp 663m 322mv> Coral Way
+ | Specialty stores are all around you selling fishing accessories,
| | rain jackets, etc. Store owners call out to you as you
+ | walk past and glance at them. Skanky looking prostitutes
| | look your way - hoping to gain some business.
S @ |
| | |
+-+-+-+-+|
| |
+-*-*|
---------+

[Exits: north south]
An elegant narcissus flower has been discarded.

<302hp 663m 321mv> north
Coral Way
| Specialty stores are all around you selling fishing accessories,
| rain jackets, etc. Store owners call out to you as you
+ | walk past and glance at them. Skanky looking prostitutes
| | look your way - hoping to gain some business.
@ |
| |
S + |
| | |
+-+-+-+-+|
---------+

[Exits: north south]
An elegant narcissus flower has been discarded.

<302hp 663m 320mv> north
At the North Gate
| You reach the northern end of the city. Ahead of you, you
| can see a dim forest with some sunlight bursting through
| the canopy. The only thing that stands in your way are a
| pair of big, thick, metal gates. You almost feel relieved
@ | leaving this city.
| |
+ |
| |
+ |
---------+

[Exits: (north) south]
An elegant narcissus flower has been discarded.

<302hp 663m 319mv> north
where
The door is closed.

<302hp 663m 319mv> Players near you in Darkhaven:
<PK> Dhaartnab At the North Gate

<302hp 663m 319mv> GT BELAN WAS BY TIMERAN
You tell your group 'BELAN WAS BY TIMERAN.'

<302hp 663m 319mv> OP N
You open the door north of you.

<302hp 663m 319mv> north
where
Outside the Gates
+ | You are completely lost in this insane fog. You know that
| | there is a city somewhere. You can hear it. You can smell
+ | it. You can taste the salt in the air. But where is it? You
| | begin to wonder, is this fog entirely natural?
@ |
| |
+ |
| |
+ |
---------+

[Exits: north south]
An elegant narcissus flower has been discarded.
The caravan attendant is here, with caravans for hire.

<302hp 663m 318mv> Players near you in Outerlimits:
<PK> Dhaartnab Outside the Gates

<302hp 663m 318mv> GT HE WORDED AFTER ME
You tell your group 'HE WORDED AFTER ME.'

<302hp 663m 318mv> north
Beyond the Gates
+-+-+ | You are completely lost in this insane fog. You know that
| | there is a city somewhere. You can hear it. You can smell
+ | it. You can taste the salt in the air. But where is it? You
| | begin to wonder, is this fog entirely natural?
@ |
| |
+ |
| |
+ |
---------+

[Exits: north south]
An elegant narcissus flower has been discarded.

<302hp 663m 317mv> north
where
Haze in the distance
+ | Gray fog seems to lift from nowhere in particular totally
| | obscuring the view in front of you. The noises of what could
+-+-+ | be a city seems to come from within. You can go back from
| | where the path came from or you can continue.
@ |
| |
+ |
| |
+ |
---------+

[Exits: north south]
An elegant narcissus flower has been discarded.

<302hp 663m 316mv> north
Players near you in Outerlimits:
<PK> Dhaartnab Haze in the distance

<302hp 663m 316mv> west
Lush, Green Grass
+-+-+-+| A worn gravel path is here, that seems to have been at one
| | point widely traveled. Now it seems all, but abandoned.
+ | Run down buildings stand as best they can on either side
| | of you and you see the occasional wanderings of a wild boar
+-+-@ | here and there. The road is very mountainous but maintains
| | the grassy terrain.
+ |
| |
+ |
---------+

[Exits: south west]
An elegant narcissus flower has been discarded.

<302hp 663m 315mv> west

The night has begun.
Your weapon ward expires.
Your skin feels softer.

<313hp 696m 349mv> The open plains
+-+-+| A worn gravel path is here, that seems to have been at
| | one point widely traveled. Now it seems all, but abandoned.
+ | Run down buildings stand as best they can on either side
| | of you and you see the occasional wanderings of a wild
+-+-@-+ | boar here and there. The road is very mountainous but maintains
| | the grassy terrain.
+ |
| |
+ |
---------+

[Exits: north east west]
An elegant narcissus flower has been discarded.
A foul looking crow crawls around here.

<313hp 696m 348mv> west
The Underbrush
o +-+| A worn gravel path is here, that seems to have been at
| | | one point widely traveled. Now it seems all, but abandoned.
o + | Run down buildings stand as best they can on either side
| | | of you and you see the occasional wanderings of a wild
o-+-@-+-+| boar here and there. The road is very mountainous but
|| maintains the grassy terrain.
+|
||
+|
---------+

[Exits: east west]
An elegant narcissus flower has been discarded.
A foul looking crow crawls around here.

<313hp 696m 347mv> west
A Tall Grass Field
o +| A worn gravel path is here, that seems to have been at
| || one point widely traveled. Now it seems all, but abandoned.
o +| Run down buildings stand as best they can on either side
| || of you and you see the occasional wanderings of a wild
o-@-+-+| boar here and there. The road is very mountainous but
| maintains the grassy terrain.
|
|
|
---------+

[Exits: east west]
An elegant narcissus flower has been discarded.

<313hp 696m 346mv> where
Over some fields
o | A worn gravel path is here, that seems to have been at
| | one point widely traveled. Now it seems all, but abandoned.
o | Run down buildings stand as best they can on either side
| | of you and you see the occasional wanderings of a wild
@-+-+| boar here and there. The road is very mountainous but
| maintains the grassy terrain.
|
|
|
---------+

[Exits: north east]
An elegant narcissus flower has been discarded.

<313hp 696m 345mv> C STONE
Players near you in Outerlimits:
<PK> Dhaartnab Over some fields

<313hp 696m 345mv> Your skin turns to stone.

<313hp 684m 345mv> where
north
where
north
Players near you in Outerlimits:
<PK> Dhaartnab Over some fields

<313hp 684m 345mv> A gravel road
o-o-o | A worn gravel path is here, that seems to have been at
| | one point widely traveled. Now it seems all, but abandoned.
o | Run down buildings stand as best they can on either side
| | of you and you see the occasional wanderings of a wild
@ | boar here and there. The road is very mountainous but
| | maintains the grassy terrain.
o-+-+|
|
|
---------+

[Exits: north south]

<313hp 684m 344mv> Players near you in Outerlimits:
<PK> Dhaartnab A gravel road

<313hp 684m 344mv> north
A gravel road
o | A worn gravel path is here, that seems to have been at
| | one point widely traveled. Now it seems all, but abandoned.
o-o-o | Run down buildings stand as best they can on either side
| | of you and you see the occasional wanderings of a wild
@ | boar here and there. The road is very mountainous but
| | maintains the grassy terrain.
o |
| |
o-+-+|
---------+

[Exits: north south]
An elegant narcissus flower has been discarded.

<313hp 684m 343mv> north
A small path
o | A path turns away from the flow of the water and forests,
| | and into a lighter, clearer area. The sun shines fully impeded
o | here creating a rich grassy area upon which you stand. In
| | the distance you can see a gravel road not too far away,
o-o-@ | and in the opposite direction, a large river.
| |
o |
| |
o |
---------+

[Exits: south west]
An elegant narcissus flower has been discarded.
A foul looking crow crawls around here.

<313hp 684m 342mv> west
Alas, you cannot go that way.

<313hp 684m 342mv> west
A small path
o | A path turns away from the flow of the water and forests,
| | and into a lighter, clearer area. The sun shines fully
o | impeded here creating a rich grassy area upon which you
| | stand. In the distance you can see a gravel road not too
o-@-o | far away, and in the opposite direction, a large river.
| |
o |
| |
o |
---------+

[Exits: east west]
An elegant narcissus flower has been discarded.
A foul looking crow crawls around here.

<313hp 684m 341mv> The roar of water
o | You are in a grove of trees in a wooded area that grows
| | in the edge of the Dragon Sea delta. Through the trees,
o | you can see the river that flows into the Dragon Sea
| | only a short distance away. White caps are easily visible
@-o-o| from this distance as are gulls that hover right above
|| the surface.
o|
||
o|
---------+

[Exits: north east]
An elegant narcissus flower has been discarded.
A foul looking crow crawls around here.

<313hp 684m 340mv> north
The edge of the Dragon Sea delta
o-o-o | You are in a grove of trees in a wooded area that grows
| | in the edge of the Dragon Sea delta. Through the trees,
o | you can see the river that flows into the Dragon Sea
| | only a short distance away. White caps are easily visible
@ | from this distance as are gulls that hover right above
| | the surface.
o-o-o|
||
o|
---------+

[Exits: north south]
An elegant narcissus flower has been discarded.

<313hp 684m 339mv> north
The edge of the Dragon Sea delta
| You are in a grove of trees in a wooded area that grows
| in the edge of the Dragon Sea delta. Through the trees,
o-o-o | you can see the river that flows into the Dragon Sea
| | only a short distance away. White caps are easily visible
@ | from this distance as are gulls that hover right above
| | the surface.
o |
| |
o-o-o|
---------+

[Exits: north south]
An elegant narcissus flower has been discarded.

<313hp 684m 338mv> north
west
A turn in the wilderness
| Ahead of you, you see a very unstable bridge swaying in the
| wind. The roar of water can be heard distinctly here, like
| that of an upcoming waterfall. Water vapors are spewed into
| the air creating a very damp and moist atmosphere. A trail
o-o-@ | leads south hugging the coast of the Dragon Sea.
| |
o |
| |
o |
---------+

[Exits: south west]
An elegant narcissus flower has been discarded.

<313hp 684m 337mv> The end of a bridge
| Churning water of a large river stands before you and the
| other side. A crudely built bridge is here, swaying in
| the wind. If you wish to cross the bridge is the only way
| - one false move and it could mean your death.
o-o-@-o |
| |
o |
| |
o |
---------+

[Exits: east west]

<313hp 684m 336mv> west
An unstable rope bridge
f | Churning water of a large river stands before you and
| | the other side. A crudely built bridge is here, swaying
f-f | in the wind. If you wish to cross the bridge is the only
| | way - one false move and it could mean your death.
o-o-@-o-o|
||
o|
||
o|
---------+

[Exits: east west]
An elegant narcissus flower has been discarded.

<313hp 684m 335mv> west
The beginnings to a bridge
f f | The churning water of a large river stands before you,
| | | a wide and violent maelstrom of rapids that can only be
f-f-f | crossed by the sturdy wooden bridge that has been laid
| | across it. Countless years of being used to cross the
o-@-o-o| river has left the bridge surface with a smoothed surface,
| which when mixed with the mist given off from the river
| below has resulted in a slick and mossy shine.
|
|
---------+

[Exits: east west]

<313hp 684m 334mv> west
where
A marshland
f-f f | The air around you is moist and filled with the odor of
| | | decaying tissue. Your feet slip a few inches into the
f-f-f | murky water below you as water snakes slither around in
| | search of prey. Thin tangles vines hang from the trees
@-o-o| like deadly serpents waiting to strike. It feels very
| old here.
|
|
|
---------+

[Exits: north east]
An elegant narcissus flower has been discarded.

<313hp 684m 333mv> north
Players near you in Outerlimits:
<PK> Dhaartnab A marshland

<313hp 684m 333mv> west
Dankbark Forest
f f | Long, moss covered branches block almost all the light
| | | coming from the sun, leaving pockets of inky blackness.
f-f f | The close-growing trees are covered generously in a pale
| | | gray fungus, which gives off a faint odour of rot and
f-@-f | decay. The heights of the trees are lost in shadows, but
| | from the width of the trunks, they probably reach to the
o-o-o| heavens. Pockets of ants, nightcrawlers, and other larvae
| skitter along the fungii and leaves that surround you.
| Wisps of spider webs hang from the odd branch, giving
---------+ an odd hairy look to them. The ground underfoot is spongy
with vegetation, both living, and decaying.

[Exits: east south west]
An elegant narcissus flower has been discarded.

<313hp 684m 332mv> north
Dankbark Forest
f f f| Long, moss covered branches block almost all the light
| | || coming from the sun, leaving pockets of inky blackness.
f-f-f f| The close-growing trees are covered generously in a pale
| || gray fungus, which gives off a faint odour of rot and
@-f-f| decay. The heights of the trees are lost in shadows, but
| | from the width of the trunks, they probably reach to the
o-o| heavens. Pockets of ants, nightcrawlers, and other larvae
| skitter along the fungii and leaves that surround you.
| Wisps of spider webs hang from the odd branch, giving
---------+ an odd hairy look to them. The ground underfoot is spongy
with vegetation, both living, and decaying.

[Exits: north east]
A man stands here, examining the trail for possible pursuit.
A dirt-stained child stands here, sucking his thumb.
A lady is here, crying at her family's misfortune.

<313hp 684m 331mv> west
Dankbark Forest
f f-f f| Long, moss covered branches block almost all the light
| | | || coming from the sun, leaving pockets of inky blackness.
f f f f| The close-growing trees are covered generously in a pale
| | || gray fungus, which gives off a faint odour of rot and
f-f-@ f| decay. The heights of the trees are lost in shadows,
| || but from the width of the trunks, they probably reach
f-f-f| to the heavens. Pockets of ants, nightcrawlers, and other
| | larvae skitter along the fungii and leaves that surround
o-o| you. Wisps of spider webs hang from the odd branch, giving
---------+ an odd hairy look to them. The ground underfoot is spongy
with vegetation, both living, and decaying.

[Exits: north south west]
An elegant narcissus flower has been discarded.
A goblin stands here, looking side to side, trying to stay out of a fight.
A burly fire giant outlaw stands here, looking for people to attack.

<313hp 684m 330mv> Dankbark Forest
f-f f-f| Long, moss covered branches block almost all the light
| | || coming from the sun, leaving pockets of inky blackness.
f-f f f| The close-growing trees are covered generously in a pale
| | | | gray fungus, which gives off a faint odour of rot and
f f-@-f | decay. The heights of the trees are lost in shadows,
| | but from the width of the trunks, they probably reach
f-f| to the heavens. Pockets of ants, nightcrawlers, and other
|| larvae skitter along the fungii and leaves that surround
o| you. Wisps of spider webs hang from the odd branch, giving
---------+ an odd hairy look to them. The ground underfoot is spongy
with vegetation, both living, and decaying.

[Exits: east west]
An elegant narcissus flower has been discarded.

<313hp 684m 329mv> west
Dankbark Forest
f-f-f f| Long, moss covered branches block almost all the light
| || coming from the sun, leaving pockets of inky blackness.
f-f-f f| The close-growing trees are covered generously in a pale
| | || gray fungus, which gives off a faint odour of rot and
f @-f-f| decay. The heights of the trees are lost in shadows, but
|| from the width of the trunks, they probably reach to the
f| heavens. Pockets of ants, nightcrawlers, and other larvae
| skitter along the fungii and leaves that surround you.
| Wisps of spider webs hang from the odd branch, giving
---------+ an odd hairy look to them. The ground underfoot is spongy
with vegetation, both living, and decaying.

[Exits: north east]
A man stands here, examining the trail for possible pursuit.
A dirt-stained child stands here, sucking his thumb.
A lady is here, crying at her family's misfortune.

<313hp 684m 328mv> north
north
Dankbark Forest
f-f-f-f-f| Long, moss covered branches block almost all the light
| ,| coming from the sun, leaving pockets of inky blackness.
f-f-f f| The close-growing trees are covered generously in a pale
| || gray fungus, which gives off a faint odour of rot and
f-f-@ f| decay. The heights of the trees are lost in shadows,
| | || but from the width of the trunks, they probably reach
f f-f-f| to the heavens. Pockets of ants, nightcrawlers, and other
|| larvae skitter along the fungii and leaves that surround
f| you. Wisps of spider webs hang from the odd branch, giving
---------+ an odd hairy look to them. The ground underfoot is spongy
with vegetation, both living, and decaying.

[Exits: north south west]
An elegant narcissus flower has been discarded.
A curved sword with a heavy tip sits here.
A long polearm with a curved blade is here.
A goblin stands here, looking side to side, trying to stay out of a fight.
A burly fire giant outlaw stands here, looking for people to attack.

<313hp 684m 327mv> west
Dankbark Forest
f | Long, moss covered branches block almost all the light
| | coming from the sun, leaving pockets of inky blackness.
f-f-f-f-f| The close-growing trees are covered generously in a pale
| | gray fungus, which gives off a faint odour of rot and
f-f-@ f| decay. The heights of the trees are lost in shadows,
| || but from the width of the trunks, they probably reach
f-f-f f| to the heavens. Pockets of ants, nightcrawlers, and other
| | || larvae skitter along the fungii and leaves that surround
f f-f-f| you. Wisps of spider webs hang from the odd branch, giving
---------+ an odd hairy look to them. The ground underfoot is spongy
with vegetation, both living, and decaying.

[Exits: north south west]

<313hp 684m 326mv> west
Entrance to Dankbark Forest
f | The path which extends out of sight in the opposite direction
| | comes to a sudden end at the entrance to this forest.
f-f-f-f| The path seems to be devoured by the silent overgrown
| | mess of trees. You can hear whispers of animals and insects
f-f-@-f | scurrying about inside. The soiled smell of decay wafts
| | by your nostrils. The pungent aroma pervades every fiber
f-f-f | of this forest towering over you. To one side there is
| | | a small sign which has been exposed to the elements for
f f-f| some time. The writing is all but obliterated. One can,
---------+ however, see fresh scratch marks on it.

[Exits: east west]

<313hp 684m 325mv> where
A Path Between Ancient Trees
f | A path between to very large and very strange trees,
| | they are a shiny gold in color and seem alive to the
f f-f-f| touch. There is an ancient feel to this forest - as if
| || this wooded dell has been around since the beginning
f-f-@-f-f| of time. In the distance, to the east, battle cries and
| || the clashing of metal, wood, and fire can be heard. To
f f-f-f| the east lie more of the shiny gold trees and to the
| | || west are trees of a more familiar nature.
f f f|
---------+

[Exits: east west]
An elegant narcissus flower has been discarded.

<313hp 684m 324mv> west
Players near you in Unsiliel Wood:
<PK> Dhaartnab A Path Between Ancient Trees

<313hp 684m 324mv> west
A Moss Covered Path
| A crowded path covered with brightly colored green moss meanders
| awkwardly between tall trees covered with dark brown bark and
f-f | thin branches weighed down with large numbers of needles. Simfea,
| | Carss, Fiek, and a few other types of bushes surround the trees,
f-@-f-f| though few of them are blooming with the little light that
| | is able to get to them during daylight hours. The rustling
f | of the needle covered branches rubbing against one another
| | fills the air, as well the faint sound of clashing metal and
f-f | wood can be heard from the east.
---------+

[Exits: east west]
An elegant narcissus flower has been discarded.
A slender woman in fine leather combs the bushes for blackberries.

<313hp 684m 323mv> north
A Moss Covered Path
| A crowded path covered with brightly colored green moss meanders
| awkwardly between tall trees covered with dark brown bark
f-f-f | and thin branches weighed down with large numbers of needles.
| | Simfea, Carss, Fiek, and a few other types of bushes surround
@-f-f| the trees, though few of them are blooming with the little
| | light that is able to get to them during daylight hours.
f f | The rustling of the needle covered branches rubbing against
| | | one another fills the air.
f-f-f |
---------+

[Exits: north east south]
An elegant narcissus flower has been discarded.

<313hp 684m 322mv> west
A Moss Covered Path
| A crowded path covered with brightly colored green moss meanders
| awkwardly between tall trees covered with dark brown bark
| and thin branches weighed down with large numbers of needles.
| Simfea, Carss, Fiek, and a few other types of bushes surround
f-f-@ | the trees, though few of them are blooming with the little
| | light that is able to get to them during daylight hours.
f-f-f| The rustling of the needle covered branches rubbing against
| | one another fills the air.
f |
---------+

[Exits: south west]

<313hp 684m 321mv> A Moss Covered Path
| A crowded path covered with brightly colored green moss
| meanders awkwardly between tall trees covered with dark
| brown bark and thin branches weighed down with large numbers
| of needles. Simfea, Carss, Fiek, and a few other types
f-f-@-f | of bushes surround the trees, though few of them are blooming
| | | with the little light that is able to get to them during
f f-f| daylight hours. The rustling of the needle covered branches
| | | rubbing against one another fills the air.
f-f f |
---------+

[Exits: north east west]

<313hp 684m 320mv> west
A Moss Covered Path
| A crowded path covered with brightly colored green moss
| meanders awkwardly between tall trees covered with dark
| brown bark and thin branches weighed down with large
| numbers of needles. Simfea, Carss, Fiek, and a few other
f-@-f-f| types of bushes surround the trees, though few of them
| || are blooming with the little light that is able to get
f f| to them during daylight hours. The rustling of the needle
| || covered branches rubbing against one another fills the
f-f-f f| air.
---------+

[Exits: east west]

<313hp 684m 319mv> west
A Moss Covered Path
| A crowded path covered with brightly colored green moss
| meanders awkwardly between tall trees covered with dark
| brown bark and thin branches weighed down with large numbers
| of needles. Simfea, Carss, Fiek, and a few other types
@-f-f| of bushes surround the trees, though few of them are blooming
| | with the little light that is able to get to them during
f | daylight hours. The rustling of the needle covered branches
| | rubbing against one another fills the air.
f-f-f-f |
---------+

[Exits: east south west]
A rotund man in fine leather forages in the forest.

<313hp 684m 318mv> west
A Thin Trail
| A very thin trail through tightly packed together trees.
| The path stops abruptly at a large, flat and round rock.
| The trees are tall and thin, covered with tightly packed,
| needle covered branches. The little space between the
@-f-f| trees is packed with small needly bushes and a rare bush
| | with flowery blooms. The path leads out to the east.
f |
| |
f-f-f-f-f|
---------+

[Exits: east]

<313hp 684m 317mv> where
You can't see the area out of this room.

<313hp 684m 317mv> SL
You go to sleep.

<313hp 684m 317mv> SC

/@============================================================-
| \
| Dhaartnab the Face of Demons, adherent of Nycticora |
| Adherent of the Order of Trickery |
| Unaffiliated, 20 years old (61 hours). |
| |
| Race: Undead Hometown: Timaran Health: 313/1059 |
| Sex: Male Alignment: Evil Mana: 684/1071 |
| Class: Illusionist Ethos: Chaotic Move: 317/349 |
\ -------------------------------------------/
| |
| Streng: 16 (16+0) Rating: Great Weight: 240/290 |
| Intell: 24 (24+0) Level: 50 Pracs: 7 |
| Wisdom: 20 (20+0) Exp tnl: 21188 Trains: 0 |
| Dexter: 22 (22+0) Relics: 2983 Items: 31/36 |
| Consti: 18 (18+0) Gold: 34684 Wimpy: 0 hp |
| Luck: Changing Hunger: [-----] Thirst: [-----] |
| |
| Condition: In prime health |
------------------------------------------ \
/ |
| Armor Vs Pierce: 146 Saving Throws |
| Hitroll: 13 Vs Bash: 150 Afflictive: 30 |
| Damroll: 10 Vs Slash: 142 Maledictive: 34 |
| Vs Magic: 110 Mental: 44 |
\==========================================================-/
You are affected by the following:
Spell: stone skin : modifies armor class by 40 for 51 hours
Spell: sanctuary : lasts for 0 hours
Spell: protective shield: lasts for 5 hours
Spell: armor : modifies armor class by 20 for 8 hours
Spell: detect invis : lasts for 14 hours

<313hp 684m 317mv> WHO
[ H-Elf ] Xvim the Child of the Monastery
[ Undea ] <PK> (OUTLAW) Luthir the Stalker of the Living
[ Quasi ] Guch the Phantasm
[ Golem ] <PK> Dluldor the Holy Shaman
[ Fire ] Grakkus the Fighter
[ H-Elf ] <PK> Belan the Sage of Arcane Power
[50 Undea Ill] <PK> [ASSASSIN] [Trickery] Dhaartnab Merbawkle the Face of Demons
[ Human ] <NEW> Icoletti Usgrave the Denizen of Quazark
[ Human ] [Rival] [KNIGHT] Sir Ingra Varita the Grand Master of Seasons, Knight of Valour
Players found: 9
[KEEPER] The Balance prevails within the four kingdoms.
There are 9 characters on; the most so far this past month.

<313hp 684m 317mv> GR
Dhaartnab's group:
[50 Ill] Dhaartnab 29% hp 63% mana 90% mv 570812 xp Damage per round: 78
[50 Vam] Luthir 94% hp 90% mana 90% mv 543092 xp Damage per round: 148
[50 Sha] Dluldor 100% hp 83% mana 100% mv 535880 xp Damage per round: 40

<313hp 684m 317mv>
The white aura around your body fades.

<366hp 774m 349mv>
Luthir tells the group 'I invade.'

<366hp 774m 349mv>

<366hp 774m 349mv> ST
You wake and stand up.

<366hp 774m 349mv> GR
Dhaartnab's group:
[50 Ill] Dhaartnab 34% hp 72% mana 100% mv 570812 xp Damage per round: 78
[50 Vam] Luthir 97% hp 92% mana 98% mv 543092 xp Damage per round: 148
[50 Sha] Dluldor 100% hp 90% mana 100% mv 535880 xp Damage per round: 40

<366hp 774m 349mv> look
A Thin Trail
| A very thin trail through tightly packed together trees.
| The path stops abruptly at a large, flat and round rock.
| The trees are tall and thin, covered with tightly packed,
| needle covered branches. The little space between the
@-f-f| trees is packed with small needly bushes and a rare bush
| | with flowery blooms. The path leads out to the east.
f |
| |
f-f-f-f-f|
---------+

[Exits: east]

<366hp 774m 349mv> east
A Moss Covered Path
| A crowded path covered with brightly colored green moss
| meanders awkwardly between tall trees covered with dark
| brown bark and thin branches weighed down with large numbers
| of needles. Simfea, Carss, Fiek, and a few other types
@-f-f| of bushes surround the trees, though few of them are blooming
| | with the little light that is able to get to them during
f | daylight hours. The rustling of the needle covered branches
| | rubbing against one another fills the air.
f-f-f-f |
---------+

[Exits: east south west]
A rotund man in fine leather forages in the forest.

<366hp 774m 348mv> south
south
A Moss Covered Path
| A crowded path covered with brightly colored green moss
| meanders awkwardly between tall trees covered with dark
f-f-f| brown bark and thin branches weighed down with large
| | numbers of needles. Simfea, Carss, Fiek, and a few other
@ | types of bushes surround the trees, though few of them
| | are blooming with the little light that is able to get
f-f-f-f | to them during daylight hours. A circle of small brightly
| | | colored yellow flowers grows just off the side of the
f f-f| path, surrounding a much larger, red, speckled and fleshy
---------+ petaled flower. The rustling of the needle covered branches
rubbing against one another fills the air.

[Exits: north south]

<366hp 774m 347mv> where
A Moss Covered Path
f-f-f| A crowded path covered with brightly colored green moss meanders
| | awkwardly between tall trees covered with dark brown bark and
f | thin branches weighed down with large numbers of needles. Simfea,
| | Carss, Fiek, and a few other types of bushes surround the trees,
f-f-@-f | though few of them are blooming with the little light that
| | | is able to get to them during daylight hours. The rustling
f f-f| of the needle covered branches rubbing against one another
| | fills the air.
o-f |
---------+

[Exits: north east west]
An elegant narcissus flower has been discarded.

<366hp 774m 346mv> west
Players near you in Unsiliel Wood:
<PK> Dhaartnab A Moss Covered Path

<366hp 774m 346mv> south
A Moss Covered Path
f-f| A crowded path covered with brightly colored green moss meanders
| | awkwardly between tall trees covered with dark brown bark
f | and thin branches weighed down with large numbers of needles.
| | Simfea, Carss, Fiek, and a few other types of bushes surround
f-f-@-f-f| the trees, though few of them are blooming with the little
| || light that is able to get to them during daylight hours.
f f| The rustling of the needle covered branches rubbing against
| | one another fills the air.
o-f |
---------+

[Exits: east south west]
An elegant narcissus flower has been discarded.
A small orange fox is here.

<366hp 774m 345mv> south
south
A Wide Path
f | A wide, well used path surrounded by tall trees with dark
| | brown bark and thin branches weighed down with large numbers
f-f-f-f-f| of needles. Simfea, Carss, Fiek, and a few other types
| || of bushes surround the trees, though few of them are blooming
@ f| with the little light that is able to get to them during
| | daylight hours. The side of a rock outcropping rises up
o-f | to the west. The rustling of the needle covered branches
| | rubbing against one another fills the air.
o-f |
---------+

[Exits: north south]
A small orange fox is here.

<366hp 774m 344mv> A Wide Path
f-f-f-f-f| A wide, well used path surrounded by tall trees with dark
| || brown bark and thin branches weighed down with large numbers
f f| of needles. Simfea, Carss, Fiek, and a few other types of
| | bushes surround the trees, though few of them are blooming
o-@ | with the little light that is able to get to them during
| | daylight hours. The path heads off to the north and into
o-f | a small cave to the west. It may very well be possible to
| slip through an almost hidden crevice in the rock wall to
| the south as well. The rustling of the needle covered branches
---------+ rubbing against one another fills the air.

[Exits: north south west]
An elegant narcissus flower has been discarded.

<366hp 774m 343mv> A Large Cave
f | You are in a large, open cave formed out of a heavily speckled
| | dark gray stone. An old firepit sits near the southeastern
o-f | edge of the cave, just inside the lip. It doesn't appear
| | to have been used in quite some time. A small crevice provides
@-f | a way out to the north and the cave opens out, over a small
| rise, into a beautiful clearing in the middle of a forest
| to the east.
|
|
---------+

[Exits: north east]
A long-extinguished firepit is here, with something glittering in it.

<366hp 774m 342mv> east
east
A Beautiful Clearing
f | A large and very beautiful clearing in the middle of a heavily
| | packed together circle of trees. The trees are tall and thin,
o-f | covered with dark brown bark and thin branches weighed down
| | with large numbers of needles. A few small and unconnected
o-@ | upwellings of water are in the center of the clearing, the
| ground around them is solid and covered in a vivid red grass.
| An open cave, formed out of a heavily speckled, dark gray
| stone, is to the west, a small rise of the same stone stands
| before its entrance.
---------+

[Exits: east west]
An elegant narcissus flower has been discarded.

<366hp 774m 341mv> east
south
A Small Clearing
| A small clearing surrounded on all sides by towering
| trees and small needly bushes. Standing in the center
| of and taking up most of the clearing is a huge, leafy
| bush with branches covered in sharp thorns. The red leaves
@-x | of the bush leak a bright yellowish liquid that smokes
| | and burns when it hits the ground. The ground around
+ | the bush is completely dead, leaving only sterile gray
| | earth.
+-*|
---------+

[Exits: east west]
An elegant narcissus flower has been discarded.

<366hp 774m 340mv> south
south
south
A rock outcropping
| From this rock outcropping the valley below seems peaceful,
| untouched. Dense forests of pine carpet the mountainsides,
| broken only by thick aspen woods. The mountains, deep blue
| in the distance, circle the valley floor and form a soft
f-@ | highland bowl. A well-traveled path leads down into a small
| | grove below.
+ |
| |
+-* |
---------+

[Exits: south west down]
A small hobgoblin seems to be searching for something.
(White Aura) Dinswel the Ranger stands here.
Dinswel searches high and low for something.

<366hp 774m 338mv> south
North Gate of Timaran
| You have reached the north gate of the city of Timaran.
| Solid stone walls a good 6 feet thick surround the city
f-x | and stretch high into the sky. A large number of torches
| | make sure the area is well lit so the gate guards may see
@ | everyone who passes by them. More guards pace the battlements
| | keeping an eye out for possible invaders and threats to
+-* | the city. The gate guards watch each passer-by careful,
| | checking for known criminals along with other undesirables.
*-+-S | Even at this late hour people stream into and out of the
---------+ city, mostly travellers in dusty clothes seeking a place
out from under the night sky. A large street leads into the city southwards,
and to the north you may return to the land outside.

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

<366hp 774m 336mv> Travellers Way, near the North Gate
f-x | Here the buildings seem to thin out slightly as you near
| | the city walls and the north gate. There are fewer torches
+ | apparent as the need for light is less, being as no important
| | buildings stand near here. The majority of people walking
@-* | past are travellers, some just entering the city in dusty
| | clothes, and others leaving out on their journeys. The
*-+-S | gate guards are clearly visible standing by the gate,
| | and the battlements stretch into the sky above you. An
+-S | empty looking, seemingly abandoned mansion stands on its
---------+ own to your east. The road continues to the south.

[Exits: north east south]

<366hp 774m 335mv> Travellers Way
+ | You are walking along Travellers Way, the street that leads
| | between the city centre and the northern gate. Torches
+-* | hang on walls ready to be lit when the night comes so people
| | may continue about their business. Various citizens and
*-@-S | travellers walk past you on their way to the city centre,
| | or sometimes entering some of the stores that can be found
* +-S | on this street. To the west, three shining towers of pure
| | | ivory reach towards the sky, connected by gleaming skybridges.
*-+-S | The entire area to your west gives off a hum of magic.
---------+ Something very powerful has been imbued into the structure
itself.

[Exits: north east south west]

<366hp 774m 334mv> Travellers Way
+-* | You are walking along Travellers Way, the street that
| | leads between the city centre and the northern gate.
*-+-S | Torches hang on walls ready to be lit when the night
| | comes so people may continue about their business. Various
* @-S | citizens and travellers walk past you on their way to
| | | the city centre, or sometimes entering some of the stores
B *-+-S | that can be found on this street. A solid looking stone
| | | wall is the only thing visible to the west, while east
+-+-S-+-+| you see a building. Looking into the front windows you
---------+ see numerous types of blunt weapons. A flag flies above
the door with the insignia of a mace on a field of red. A short distance to
the south, a busy square is visible, while northwards lies the northern gate.


[Exits: north east south]
A feral cat wanders around, looking for prey or scraps.

<366hp 774m 333mv> GT I MAKE MY WAY THERE
Travellers Way
*-+-S | This straight road runs from the north gate to the centre
| | of the city. It used to be called the Dragon Road, but
* +-S | in honor of the highly successful Travellers Rest on
| | | this street it was renamed. Torches light the way in the
B *-@-S | darkness, casting pale, flickering shadows across the
| | | pavement. Citizens and travellers bustle past going about
+-+-S-+-+| their business, on occasion running into each other as
| | they are absorbed in their thinking. To your west a plain
*-*-+-*- | grey building with bars on the windows is visible. Over
---------+ the door hangs a sign bearing the scales of Justice.
To the east is a smallish stone building with a sign depicting a crossed sword
and dagger over the door. A few weapons can also been seen through the windows.
The road heads north towards the northern gate, and just to the south is the
busy city centre.

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

<366hp 774m 332mv> where
You tell your group 'I MAKE MY WAY THERE.'

<366hp 774m 332mv> Players near you in Timaran:
<PK> Dhaartnab Travellers Way

<366hp 774m 332mv> south
west
City Centre of Timaran
* +-S | You have entered the busy centre of Timaran. Although night
| | | darkens the sky, many torches cast a flickering light
B *-+-S | around the square. Strange shadows dance along the ground
| | | and against walls. Even at this late hour the square is
+-+-@-+-+| a bustle of activity with travellers arriving from the
| | various gates and local people generally chatting and enjoying
*-*-+-*-T| themselves after a hard days work. A large marble fountain
| | | dominates the centre of the square, beautifully carved
* S-+-S | and spraying arching streams of water into the night sky.
---------+ The benches around it hold people discussing the day, or
travellers resting their weary feet for a moment. The torches burn brightly
in various holders dotted around the square, providing ample light to see
by. To the south you see what looks like a temple. Exits lead in all directions
to other parts of the city.

[Exits: north east south west]
A number of wooden benches are arranged around the fountain.
A beautiful marble fountain stands in the centre of the square.
The Herald Bulletin Board gleams majestically in the middle of the square.
A bell sits here, waiting to be rung.
Mrsa the Lady of dubious virtue walks around in her black stockings.
The Town Crier stands here, yelling the daily news.

<366hp 774m 331mv> west
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| The way is brightly lit by torches that dance and flare
| | | as the wind blows. Just to your east is the busy city
+-+-@-S-+| centre, and many people pass you on their way to it.
| | | To the north is a stone wall, solid and impenetrable.
+ *-*-+-*| South lies a small building with many wooden boats standing
| | | | outside it, and the sign of a shipwright hanging above
+ * S-+-S| the door. You can continue down the street to the west.
---------+

[Exits: east west]

<366hp 774m 330mv> Western Main Street
* +| You are travelling along the Main Street. The way is
| || lit by torches now that night covers the city. Many people
* B *-+| walk past, going about their business quietly alone or
| | || in groups. A short distance to the east the busy city
+-+-@-+-S| centre is visible, and to your north stands a large building
| | || with marble pillars outside. The ornate sign above the
S + *-*-+| door indicates that this is the city bank. You can continue
| | || down the street east and west.
+ * S-+|
---------+

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

<366hp 774m 329mv> west
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. Torches flare in the odd gust of
+-+-@-+-+| wind, casting their light on the street. North of you is
| | | | an empty looking building, and to the south you can see a
+ S + | small, dark alleyway. Looking westwards you can see the outline
| | | of what looks like a temple. You can continue along the street
+-+ + | east and west.
---------+

[Exits: east south west]

<366hp 774m 328mv> west
west
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 number
+-+-@-+-+| of torches line the street, casting a bright light on the
| | | | cobblestones. A busy city square is visible just to your
*-+ S + | west, and the road continues east. A large building that
| | | | looks like a temple can be seen just to the south-west.
* +-+ + |
---------+

[Exits: north east south west]

<366hp 774m 327mv> 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 shine
| | || brightly, and there are one or two statues of various
*-* +-+ +| animals dotted around. At the centre is a large fountain
---------+ with benches surrounding it, in which children are playing.
More people sit on the benches by the fountain, talking quietly or just 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 night watch keeps an eye out.

<366hp 774m 326mv> west
where
Western Main Street
S-+-S| You are standing on the Main Street of the city, which
| | runs between the west and east gates through the centre
+ *| of the city. Just to your west is the west gate, people
| || walking in and out of it in a steady stream past you.
+-+-@-+-+| A number of torches push away the dark of night so people
| || may continue what they are doing. To the east lies a
T-*-+ S| busy square. South of you is the wall of a large building,
| | | and from the stained glass windows you surmise it is
*-*-* +-+| a temple.
---------+

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

<366hp 774m 325mv> west
Players near you in Timaran:
<PK> Dhaartnab Western Main Street

<366hp 774m 325mv> 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. Large torches burn
|| brightly, pushing away the darkness of the night. Everyone
T-*-+| who walks in and out is closely checked by the guards,
| || who keep an eye out for criminals and other undesirables.
*-* +| You can leave the city to the west, or walk east onto
---------+ a street.

[Exits: east west up]
A member of the Timaran city night watch keeps an eye out.
A giant gate guard stands here, checking people who walk by.
A giant gate guard stands here, checking people who walk by.

<366hp 774m 324mv> west
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]

<366hp 774m 323mv> east
up
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. Large torches burn
|| brightly, pushing away the darkness of the night. Everyone
T-*-+| who walks in and out is closely checked by the guards,
| || who keep an eye out for criminals and other undesirables.
*-* +| You can leave the city to the west, or walk east onto
---------+ a street.

[Exits: east west up]
A member of the Timaran city night watch keeps an eye out.
A giant gate guard stands here, checking people who walk by.
A giant gate guard stands here, checking people who walk by.

<366hp 774m 322mv> where
West guard tower
| This tower stretches into the sky above the battlements, providing
| a convenient place for archers to shoot at approaching enemies
| in relative safety. Of course, that's assuming some magician
| doesn't blast the tower into little pieces. Two archways stand
@ | to the north and south, leading out onto the battlements themselves.
| The tower itself is sparsely furnished, containing a couple
| of beds for quick rests in-between shifts, and a few chairs
| along with a table that is often used for playing cards on.
| A small flight of steps leads up to the top of the tower.
---------+

[Exits: up down]

<366hp 774m 321mv> SL
SC
Players near you in Timaran:
<PK> Dhaartnab West guard tower

<366hp 774m 321mv> You go to sleep.

<366hp 774m 321mv>
/@============================================================-
| \
| Dhaartnab the Face of Demons, adherent of Nycticora |
| Adherent of the Order of Trickery |
| Unaffiliated, 20 years old (61 hours). |
| |
| Race: Undead Hometown: Timaran Health: 366/1059 |
| Sex: Male Alignment: Evil Mana: 774/1071 |
| Class: Illusionist Ethos: Chaotic Move: 321/349 |
\ -------------------------------------------/
| |
| Streng: 16 (16+0) Rating: Great Weight: 240/290 |
| Intell: 24 (24+0) Level: 50 Pracs: 7 |
| Wisdom: 20 (20+0) Exp tnl: 21188 Trains: 0 |
| Dexter: 22 (22+0) Relics: 2983 Items: 31/36 |
| Consti: 18 (18+0) Gold: 34684 Wimpy: 0 hp |
| Luck: Changing Hunger: [-----] Thirst: [-----] |
| |
| Condition: In prime health |
------------------------------------------ \
/ |
| Armor Vs Pierce: 146 Saving Throws |
| Hitroll: 13 Vs Bash: 150 Afflictive: 30 |
| Damroll: 10 Vs Slash: 142 Maledictive: 34 |
| Vs Magic: 110 Mental: 44 |
\==========================================================-/
You are affected by the following:
Spell: stone skin : modifies armor class by 40 for 50 hours
Spell: protective shield: lasts for 4 hours
Spell: armor : modifies armor class by 20 for 7 hours
Spell: detect invis : lasts for 13 hours

<366hp 774m 321mv>

<366hp 774m 321mv>

<366hp 774m 321mv>

<366hp 774m 321mv>

<366hp 774m 321mv>

<366hp 774m 321mv>

<366hp 774m 321mv>

<366hp 774m 321mv>

<366hp 774m 321mv>

<366hp 774m 321mv>

<366hp 774m 321mv>

<423hp 852m 349mv> ST
where
You wake and stand up.

<423hp 852m 349mv> down
Players near you in Timaran:
<PK> Dhaartnab West guard tower

<423hp 852m 349mv> west
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. Large torches burn
|| brightly, pushing away the darkness of the night. Everyone
T-*-+| who walks in and out is closely checked by the guards,
| || who keep an eye out for criminals and other undesirables.
*-* +| You can leave the city to the west, or walk east onto
---------+ a street.

[Exits: east west up]
A giant gate guard stands here, checking people who walk by.
A giant gate guard stands here, checking people who walk by.

<423hp 852m 348mv> 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]

<423hp 852m 347mv> west
where
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]

<423hp 852m 346mv> west
Players near you in Eastern Road:
<PK> Dhaartnab Along the Eastern Road

<423hp 852m 346mv> 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]

<423hp 852m 345mv> west
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]

<423hp 852m 344mv> west
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]

<423hp 852m 343mv> west
west
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]

<423hp 852m 342mv> 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.

<423hp 852m 341mv> where
west
Players near you in Eastern Road:
<PK> Dhaartnab The Checkpoint

<423hp 852m 341mv> 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]

<423hp 852m 340mv> west
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]

<423hp 852m 339mv> south
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]

<423hp 852m 338mv> west
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.

<423hp 852m 337mv> west
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]

<423hp 852m 336mv> west
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]

<423hp 852m 335mv> north
west
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]

<423hp 852m 334mv> west
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]

<423hp 852m 333mv> where
The Crossroads
o | Here, the great eastern road intersects with an older road
| | between the mines of Tenebria and the ruined city of Thalos.
o | The outskirts of Seringale lie to your west, and the highway
| | continues to the east. An old northern road leads to the
+-+-@-+-+| dwarven kingdom and the abandoned mines, while the southern
| || road shows the scars of the war which destroyed Thalos.
+ +|
| |
+-+ |
---------+

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

<423hp 852m 332mv> west
Players near you in Eastern Road:
<PK> Dhaartnab The Crossroads

<423hp 852m 332mv> west
Along the Eastern Road
o | You are traveling along a well-travelled road between Seringale
| | and the lands to the east. A northern road crosses this
o | one to the east. The path has been created from a light
| | stone material that is very resilient. It has worn away
+-+-@-+-+| over time from the flow of traffic that has passed through
| | here. This is one of Serin's busiest trade routes.
+ |
| |
+-+ |
---------+

[Exits: east west]

<423hp 852m 331mv> west
Along the Eastern Road
o| You are traveling along a well-travelled road between
|| Seringale and the lands to the east. The path has been
o| created from a light stone material that is very resilient.
|| It has worn away over time from the flow of traffic that
+-+-@-+-+| has passed through here. This is one of Serin's busiest
|| trade routes.
+|
||
+-+|
---------+

[Exits: east west]

<423hp 852m 330mv> west
Along the Eastern Road
| You are traveling along a well-travelled road between
| Seringale and the lands to the east. The path has been
| created from a light stone material that is very resilient.
| It has worn away over time from the flow of traffic that
+-+-@-+-+| has passed through here. This is one of Serin's busiest
| trade routes.
|
|
|
---------+

[Exits: east west]

<423hp 852m 329mv> west
Along the Eastern Road
| You are traveling along a well-travelled road between
| Seringale and the lands to the east. The path has been
| created from a light stone material that is very resilient.
| It has worn away over time from the flow of traffic that
+-+-@-+-+| has passed through here. This is one of Serin's busiest
| trade routes.
|
|
|
---------+

[Exits: east west]

<423hp 852m 328mv> 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]

<423hp 852m 327mv> west
where
Players near you in Eastern Road:
<PK> Dhaartnab City Entrance

<423hp 852m 327mv> 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]

<423hp 852m 326mv> west
Players near you in Seringale:
<PK> Dluldor Trading Post
<PK> Dhaartnab Outside the East Gate
Ingra Chamber of Soul

<423hp 852m 326mv> west
Inside the East Gate
+ | You are inside the East Gate of Seringale. All around you
| | are people travelling in and out of the city. The great wall
S-* + | of Seringale soars over your head at over 30 spans tall.
| | | You see the city to the west, the east gate above you, and
+-+-@-+-+| the city walls lead to the north and south.
| | |
S + |
| |
+ |
---------+

[Exits: north east south west]
A gate guard is here guarding the gates of Seringale.
A gate guard is here guarding the gates of Seringale.
A gate guard steps aside and allows you to pass him.
A gate guard says 'We're serious about our laws here, Dhaartnab. You can read all about them in the
Cityguard Headquarters.'
A gate guard says 'Cityguard Headquarters is located just off of North Main Street. Have a look at t
he sign there.'

<423hp 852m 325mv> 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]

<423hp 852m 324mv> west
west

Rimath the trader auctions 'Dluldor has auctioned the severed talon of a manticore for 60 minutes, m
inimum bid 15000 coins.'
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]

<423hp 852m 323mv> west
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]

<423hp 852m 322mv> 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| the Common Road continues to the east and west.
| |
+-+|
---------+

[Exits: east south west]
A half-elf city guard of seringale stands watch here.

<423hp 852m 321mv> west
west
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 +-+|
||
+|
---------+

[Exits: north east south west]

<423hp 852m 320mv> where
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 |
---------+

[Exits: north east south west]

<423hp 852m 319mv> west
Players near you in Seringale:
<PK> Dluldor Trading Post
<PK> Dhaartnab The East Common Road
Ingra Chamber of Soul

<423hp 852m 319mv> north
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]
A long-haired lanky man with piercing blue eyes stands here.

<423hp 852m 318mv> 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]

<423hp 852m 317mv> west
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]

<423hp 852m 316mv> west
south
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
S S @-+-*| over it.
| | | ||
+-+-+ +|
| | | ||
S F *-+-*|
---------+

[Exits: east south]

<423hp 852m 315mv> 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]

<423hp 852m 314mv> west
west
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]

<423hp 852m 313mv> south
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]

<423hp 852m 312mv> Trading Post
S S S S *| You are inside the Trading Post. Here is where many people
| | | | || of Seringale come to trade their miscellaneous possessions.
+-+-+-+-+| Chests with various sorts of things fill this room. Tall
| | | | || wooden shelves line the walls of the shop filled with
*-* @ F *| strange items. An old candle-stand covered with drops
| of dry wax from all different sorts of candles stands
| at the edge of the counter. You see the exit of the shop
| to the north and a small opening leading to a room above
| the shop.
---------+

[Exits: north]
(Invis) (White Aura) Dluldor the Holy Shaman is here.
Rimath the trader is here trading and selling various goods.
Rimath the trader says 'The shops of Seringale bid me to send them adventurers.'
Rimath the trader says 'Do a task for Mire the jeweler. His shop is on the east common road.'
Rimath the trader says 'Return to me once you complete the task.'

<423hp 852m 311mv> SAY HEALS!
You say 'HEALS!'

<423hp 852m 311mv> WHO
[ H-Elf ] Xvim the Child of the Monastery
[ Undea ] <PK> (OUTLAW) Luthir the Stalker of the Living
[ Golem ] <PK> Dluldor the Holy Shaman
[ Fire ] Grakkus the Fighter
[ H-Elf ] <PK> Belan the Sage of Arcane Power
[50 Undea Ill] <PK> [ASSASSIN] [Trickery] Dhaartnab Merbawkle the Face of Demons
[ Human ] <NEW> Icoletti Usgrave the Denizen of Quazark
[ Human ] [Rival] [KNIGHT] Sir Ingra Varita the Grand Master of Seasons, Knight of Valour
Players found: 8
[KEEPER] The Balance prevails within the four kingdoms.
There are 8 characters on; the most on this past month was 9.

<423hp 852m 311mv>
Dluldor closes his eyes momentarily and nods at you.
You feel a lot better!

<480hp 852m 311mv> SAY AURA?

Luthir tells the group 'I will deal with Estra.'
You say 'AURA?'

<480hp 852m 311mv> GR

Rimath the trader auctions 'Place yer bids! the severed talon of a manticore is being auctioned for
15000 gold!'

<480hp 852m 311mv> Dhaartnab's group:
[50 Ill] Dhaartnab 45% hp 79% mana 89% mv 570812 xp Damage per round: 78
[50 Vam] Luthir 100% hp 92% mana 77% mv 543092 xp Damage per round: 203
[50 Sha] Dluldor 96% hp 89% mana 98% mv 535880 xp Damage per round: 40

<480hp 852m 311mv>
Dluldor closes his eyes momentarily and nods at you.
You are surrounded by a white aura.

<480hp 852m 311mv> where

Luthir tells the group 'Rest yourself.'

<497hp 877m 349mv> Players near you in Seringale:
<PK> Dluldor Trading Post
<PK> Dhaartnab Trading Post
Ingra Chamber of Soul

<497hp 877m 349mv> look

Dluldor closes his eyes momentarily and nods at you.
You feel a lot better!

<557hp 877m 349mv> Trading Post
S S S S *| You are inside the Trading Post. Here is where many people
| | | | || of Seringale come to trade their miscellaneous possessions.
+-+-+-+-+| Chests with various sorts of things fill this room. Tall
| | | | || wooden shelves line the walls of the shop filled with
*-* @ F *| strange items. An old candle-stand covered with drops
| of dry wax from all different sorts of candles stands
| at the edge of the counter. You see the exit of the shop
| to the north and a small opening leading to a room above
| the shop.
---------+

[Exits: north]
(Invis) (White Aura) Dluldor the Holy Shaman is here.
Rimath the trader is here trading and selling various goods.

<557hp 877m 349mv> where
Players near you in Seringale:
<PK> Dluldor Trading Post
<PK> Dhaartnab Trading Post
Ingra Chamber of Soul

<557hp 877m 349mv> GR
Dhaartnab's group:
[50 Ill] Dhaartnab 52% hp 81% mana 100% mv 570812 xp Damage per round: 78
[50 Vam] Luthir 100% hp 94% mana 88% mv 543092 xp Damage per round: 203
[50 Sha] Dluldor 98% hp 82% mana 100% mv 535880 xp Damage per round: 40

<557hp 877m 349mv> Dluldor closes his eyes momentarily and nods at you.
You feel a lot better!

<616hp 877m 349mv> SL

Luthir tells the group 'Ah, haste has fallen.'
You go to sleep.

<616hp 877m 349mv> SC

/@============================================================-
| \
| Dhaartnab the Face of Demons, adherent of Nycticora |
| Adherent of the Order of Trickery |
| Unaffiliated, 20 years old (61 hours). |
| |
| Race: Undead Hometown: Timaran Health: 616/1059 |
| Sex: Male Alignment: Evil Mana: 877/1071 |
| Class: Illusionist Ethos: Chaotic Move: 349/349 |
\ -------------------------------------------/
| |
| Streng: 16 (16+0) Rating: Great Weight: 240/290 |
| Intell: 24 (24+0) Level: 50 Pracs: 7 |
| Wisdom: 20 (20+0) Exp tnl: 21188 Trains: 0 |
| Dexter: 22 (22+0) Relics: 2983 Items: 31/36 |
| Consti: 18 (18+0) Gold: 34684 Wimpy: 0 hp |
| Luck: Changing Hunger: [-----] Thirst: [-----] |
| |
| Condition: In prime health |
------------------------------------------ \
/ |
| Armor Vs Pierce: 146 Saving Throws |
| Hitroll: 13 Vs Bash: 150 Afflictive: 30 |
| Damroll: 10 Vs Slash: 142 Maledictive: 34 |
| Vs Magic: 110 Mental: 44 |
\==========================================================-/
You are affected by the following:
Spell: sanctuary : lasts for 7 hours
Spell: stone skin : modifies armor class by 40 for 48 hours
Spell: protective shield: lasts for 2 hours
Spell: armor : modifies armor class by 20 for 5 hours
Spell: detect invis : lasts for 11 hours

<616hp 877m 349mv> GR
Dhaartnab's group:
[50 Ill] Dhaartnab 58% hp 81% mana 100% mv 570812 xp Damage per round: 78
[50 Vam] Luthir 100% hp 94% mana 85% mv 543092 xp Damage per round: 203
[50 Sha] Dluldor 98% hp 79% mana 100% mv 535880 xp Damage per round: 40

<616hp 877m 349mv>
You feel a lot better!

<680hp 877m 349mv> GT I COME
You tell your group 'I COME.'

<680hp 877m 349mv> GT FOUND DLUDLOR

You feel a lot better!

<732hp 877m 349mv> You tell your group 'FOUND DLUDLOR.'

<732hp 877m 349mv> GT HE HEALS ME
You tell your group 'HE HEALS ME.'

<732hp 877m 349mv> You feel a lot better!

<792hp 877m 349mv> GR
Dhaartnab's group:
[50 Ill] Dhaartnab 74% hp 81% mana 100% mv 570812 xp Damage per round: 78
[50 Vam] Luthir 100% hp 94% mana 77% mv 543092 xp Damage per round: 201
[50 Sha] Dluldor 98% hp 70% mana 100% mv 535880 xp Damage per round: 40

<792hp 877m 349mv> SC

Luthir tells the group 'Aye.'

<792hp 877m 349mv>
/@============================================================-
| \
| Dhaartnab the Face of Demons, adherent of Nycticora |
| Adherent of the Order of Trickery |
| Unaffiliated, 20 years old (61 hours). |
| |
| Race: Undead Hometown: Timaran Health: 792/1059 |
| Sex: Male Alignment: Evil Mana: 877/1071 |
| Class: Illusionist Ethos: Chaotic Move: 349/349 |
\ -------------------------------------------/
| |
| Streng: 16 (16+0) Rating: Great Weight: 240/290 |
| Intell: 24 (24+0) Level: 50 Pracs: 7 |
| Wisdom: 20 (20+0) Exp tnl: 21188 Trains: 0 |
| Dexter: 22 (22+0) Relics: 2983 Items: 31/36 |
| Consti: 18 (18+0) Gold: 34684 Wimpy: 0 hp |
| Luck: Changing Hunger: [-----] Thirst: [-----] |
| |
| Condition: In prime health |
------------------------------------------ \
/ |
| Armor Vs Pierce: 146 Saving Throws |
| Hitroll: 13 Vs Bash: 150 Afflictive: 30 |
| Damroll: 10 Vs Slash: 142 Maledictive: 34 |
| Vs Magic: 110 Mental: 44 |
\==========================================================-/
You are affected by the following:
Spell: sanctuary : lasts for 7 hours
Spell: stone skin : modifies armor class by 40 for 48 hours
Spell: protective shield: lasts for 2 hours
Spell: armor : modifies armor class by 20 for 5 hours
Spell: detect invis : lasts for 11 hours

<792hp 877m 349mv>
You feel a lot better!

<851hp 877m 349mv> ST
where
You wake and stand up.

<851hp 877m 349mv> Players near you in Seringale:
<PK> Dluldor Trading Post
<PK> Dhaartnab Trading Post
Ingra Chamber of Soul

<851hp 877m 349mv> SL
SC
You go to sleep.

<851hp 877m 349mv>
/@============================================================-
| \
| Dhaartnab the Face of Demons, adherent of Nycticora |
| Adherent of the Order of Trickery |
| Unaffiliated, 20 years old (61 hours). |
| |
| Race: Undead Hometown: Timaran Health: 851/1059 |
| Sex: Male Alignment: Evil Mana: 877/1071 |
| Class: Illusionist Ethos: Chaotic Move: 349/349 |
\ -------------------------------------------/
| |
| Streng: 16 (16+0) Rating: Great Weight: 240/290 |
| Intell: 24 (24+0) Level: 50 Pracs: 7 |
| Wisdom: 20 (20+0) Exp tnl: 21188 Trains: 0 |
| Dexter: 22 (22+0) Relics: 2983 Items: 31/36 |
| Consti: 18 (18+0) Gold: 34684 Wimpy: 0 hp |
| Luck: Changing Hunger: [-----] Thirst: [-----] |
| |
| Condition: In prime health |
------------------------------------------ \
/ |
| Armor Vs Pierce: 146 Saving Throws |
| Hitroll: 13 Vs Bash: 150 Afflictive: 30 |
| Damroll: 10 Vs Slash: 142 Maledictive: 34 |
| Vs Magic: 110 Mental: 44 |
\==========================================================-/
You are affected by the following:
Spell: sanctuary : lasts for 7 hours
Spell: stone skin : modifies armor class by 40 for 48 hours
Spell: protective shield: lasts for 2 hours
Spell: armor : modifies armor class by 20 for 5 hours
Spell: detect invis : lasts for 11 hours

<851hp 877m 349mv>

You feel a lot better!

<908hp 877m 349mv>

<908hp 877m 349mv> ST
You wake and stand up.

<908hp 877m 349mv> C DUP
An illusion of a Warlock appears in a hazy smoke!
An illusion of a Warlock looks at you with sad eyes.
An illusion of a Warlock now follows you.

<908hp 842m 349mv> C DUP

Dluldor closes his eyes momentarily and nods at you.
You feel a lot better!

<969hp 842m 349mv> An illusion of the Huntsmaster appears in a bright flash of light!
An illusion of the Huntsmaster looks at you with adoring eyes.
An illusion of the Huntsmaster now follows you.
You have become better at casting duplicate!

<969hp 807m 349mv>
Luthir tells the group 'Estra is here.'

<969hp 807m 349mv>
Dluldor pitches a small tent.

<969hp 807m 349mv> RELEASE WARLOCK

Dluldor closes his eyes momentarily and nods at you.
You feel a lot better!

<1022hp 807m 349mv> C DUP
You send an illusion of a Warlock back home.
An illusion of a Warlock slowly fades away.

<1022hp 807m 349mv> An illusion of a Warlock appears in a blurred light!
An illusion of a Warlock looks at you with indifferent eyes.
An illusion of a Warlock now follows you.

<1022hp 772m 349mv>
The white aura around Dluldor fades.
The town clock tolls twelve times as midnight arrives.

<1039hp 790m 349mv>
Dluldor goes to sleep in a small tent.

<1039hp 790m 349mv> GATE STRIPED
You move the black staff of ancient magic around in a circular motion, creating a gate.

<1039hp 710m 349mv> GT I AM NEAR

Dluldor wakes and stands up.

<1039hp 710m 349mv>
Dluldor sits down and rests.

<1039hp 710m 349mv>
Dluldor rolls up a small tent as he picks it up.

<1039hp 710m 349mv>
You step through a gate and vanish.
A patch of grass
| East of here are the gates of the imperial prison of Tyr Unguld,
| where the wretched creatures defeated by Knights yet too strong
| to be slain, are imprisoned permanently. Heavily guarded by the
| special justiciers of Valour, and high magi of the Light, death
@-* | surely awaits the one foolish enough to undo the seals within
| | here. These creatures hold powers unknown for millenia of the
o-o-* | new world.
| |
o |
---------+

[Exits: east south]
A striped snake is here, coiled and ready to strike.

<1039hp 710m 349mv> You tell your group 'I AM NEAR.'

<1039hp 710m 349mv> south
west
Near a Fortress Gate
| The mist begins to dissipate as the path approaches an ominous
| gate. The gate appears to be made of wrought iron. Etched into
o-* | the wrought iron are countless character and symbols in a foreign
| | tongue. The path ends at the gate, and peering through a slit
o-o-@ | in the gate, one can see the path continuing on the other side.
| | The mist which dogged the path all throughout the swamp appears
o | to recoil from the fortress wall in fear.
| |
o |
---------+

[Exits: north west]

<1039hp 710m 348mv> west
Outside the Mist
| The path appears to disappear into the side of a white rock
| wall. Upon closer examination, the wall is actually an almost
o-*| perfectly straight line of mist. The mist spreads off into
| | either direction, out of sight, in perfect harmony. The area
o-@-* | outside the wall of mist appears completely normal. The sounds
| | of wildlife pervade the area. Once inside the mist, the sound
o | of everything is completely and utterly gone.
| |
o-o |
---------+

[Exits: east west]

<1039hp 710m 347mv> Within the Mist
| Swirling tendril of mist ebb and flow, with the motion of
| an ocean, all around you. Diffused light seeps through the
o| clouds. Sounds die inches from their creation, as the mist
|| casts a thick pall upon everything. The ground, unseen, seems
@-o-*| soft and squishy, yet strangely trembling, as if afraid.
| | The path, faintly seen through the mist, appears to run its
o | course through this small area. To either side of the path,
| | the mist looks like a solid wall, impenetrable.
o-o-o |
---------+

[Exits: east south]
A corrupted treant's bark has faded to a dull red.

<1039hp 710m 346mv> south
Within the Mist
o| Swirling tendril of mist ebb and flow, with the motion of an
|| ocean, all around you. Diffused light seeps through the clouds.
o-o-*| Sounds die inches from their creation, as the mist casts a
| | thick pall upon everything. The ground, unseen, seems soft
@ | and squishy, yet strangely trembling, as if afraid. The path,
| | faintly seen through the mist, appears to run its course through
o-o-o | this small area. To either side of the path, the mist looks
| | like a solid wall, impenetrable.
o |
---------+

[Exits: north south]

<1039hp 710m 345mv> south
Within the Mist
o-o-*| Swirling tendril of mist ebb and flow, with the motion of an
| | ocean, all around you. Diffused light seeps through the clouds.
o | Sounds die inches from their creation, as the mist casts a
| | thick pall upon everything. The ground, unseen, seems soft
o-o-@ | and squishy, yet strangely trembling, as if afraid. The path,
| | faintly seen through the mist, appears to run its course through
o | this small area. To either side of the path, the mist looks
| | like a solid wall, impenetrable.
o |
---------+

[Exits: north west]

<1039hp 710m 344mv> west
south
Within the Mist
o-o| Swirling tendril of mist ebb and flow, with the motion of
| | an ocean, all around you. Diffused light seeps through the
o | clouds. Sounds die inches from their creation, as the mist
| | casts a thick pall upon everything. The ground, unseen, seems
o-@-o | soft and squishy, yet strangely trembling, as if afraid.
| | The path, faintly seen through the mist, appears to run its
o | course through this small area. To either side of the path,
| | the mist looks like a solid wall, impenetrable.
o |
---------+

[Exits: east south west]
A corrupted treant's bark has faded to a dull red.
A ghastly shape floats through the mists.

<1039hp 710m 343mv> Deep in the Mist
o | Swirling tendril of mist ebb and flow, with the motion of
| | an ocean, all around you. Diffused light seeps through the
o-o-o | clouds. Sounds die inches from their creation, as the mist
| | casts a thick pall upon everything. The ground, unseen, seems
@ | soft and squishy, yet strangely trembling, as if afraid.
| | The path, faintly seen through the mist, appears to run its
o o | course through this small area. To either side of the path,
| | | the mist looks like a solid wall, impenetrable.
o-o-o |
---------+

[Exits: north south]
A corrupted treant's bark has faded to a dull red.

<1039hp 710m 342mv> south
Deep in the Mist
o-o-o | Swirling tendril of mist ebb and flow, with the motion of
| | an ocean, all around you. Diffused light seeps through the
o | clouds. Sounds die inches from their creation, as the mist
| | casts a thick pall upon everything. The ground, unseen, seems
o @ | soft and squishy, yet strangely trembling, as if afraid. The
| | | path, faintly seen through the mist, appears to run its course
o-o-o | through this small area. To either side of the path, the mist
| looks like a solid wall, impenetrable.
|
---------+

[Exits: north south]

<1039hp 710m 341mv> south
west
Deep in the Mist
o | Swirling tendril of mist ebb and flow, with the motion of
| | an ocean, all around you. Diffused light seeps through the
o o | clouds. Sounds die inches from their creation, as the mist
| | | casts a thick pall upon everything. The ground, unseen, seems
o-o-@ | soft and squishy, yet strangely trembling, as if afraid. The
| path, faintly seen through the mist, appears to run its course
| through this small area. To either side of the path, the mist
| looks like a solid wall, impenetrable.
|
---------+

[Exits: north west]

<1039hp 710m 340mv> west
Deep in the Mist
o | Swirling tendril of mist ebb and flow, with the motion of
| | an ocean, all around you. Diffused light seeps through the
o-o o | clouds. Sounds die inches from their creation, as the mist
| | | casts a thick pall upon everything. The ground, unseen,
o-@-o | seems soft and squishy, yet strangely trembling, as if afraid.
| The path, faintly seen through the mist, appears to run
| its course through this small area. To either side of the
| path, the mist looks like a solid wall, impenetrable.
|
---------+

[Exits: east west]

<1039hp 710m 339mv> Deep in the Mist
o| Swirling tendril of mist ebb and flow, with the motion
|| of an ocean, all around you. Diffused light seeps through
o-o-o o| the clouds. Sounds die inches from their creation, as
| || the mist casts a thick pall upon everything. The ground,
@-o-o| unseen, seems soft and squishy, yet strangely trembling,
| as if afraid. The path, faintly seen through the mist,
| appears to run its course through this small area. To
| either side of the path, the mist looks like a solid wall,
| impenetrable.
---------+

[Exits: north east]

<1039hp 710m 338mv> north
west
Within the Mist
o| A thick fog of mist has dropped over this once-beautiful
|| forest, now corrupted by the evil imprisoned within the
o| nearby fortress of Tyr Unguld. A great misery has befallen
|| here. Distant howls are audible on the shrill wind that
o-o-@ o| sweeps through this fog. The mists surround everything.
| || Its all that is visible in this darkness.
o-o-o|
|
|
---------+

[Exits: south west]
A corrupted treant's bark has faded to a dull red.
A ghastly shape floats through the mists.

<1039hp 710m 337mv> Within the Mist
| A thick fog of mist has dropped over this once-beautiful
| forest, now corrupted by the evil imprisoned within the
| nearby fortress of Tyr Unguld. A great misery has befallen
| here. Distant howls are audible on the shrill wind that
o-o-@-o | sweeps through this fog. The mists surround everything.
| | | Its all that is visible in this darkness.
o o-o|
|
|
---------+

[Exits: east west]
A corrupted treant's bark has faded to a dull red.

<1039hp 710m 336mv> west
Within the Mist
| A thick fog of mist has dropped over this once-beautiful
| forest, now corrupted by the evil imprisoned within the
| nearby fortress of Tyr Unguld. A great misery has befallen
| here. Distant howls are audible on the shrill wind that
o-@-o-o| sweeps through this fog. The mists surround everything.
| || Its all that is visible in this darkness.
o-o o|
|
|
---------+

[Exits: east west]

<1039hp 710m 335mv> AF
You are affected by the following:
Spell: duplicate : can be cast again in 1 hours
: can be cast again in 1 hours
: can be cast again in 1 hours
Spell: sanctuary : lasts for 6 hours
Spell: stone skin : modifies armor class by 40 for 47 hours
Spell: protective shield: lasts for 1 hours
Spell: armor : modifies armor class by 20 for 4 hours
Spell: detect invis : lasts for 10 hours

<1039hp 710m 335mv> west
Within the Mist
| A thick fog of mist has dropped over this once-beautiful forest,
| now corrupted by the evil imprisoned within the nearby fortress
| of Tyr Unguld. A great misery has befallen here. Distant howls
| are audible on the shrill wind that sweeps through this fog.
@-o-o| The mists surround everything. Its all that is visible in this
| | darkness.
o-o-o |
| |
o |
---------+

[Exits: east south]
A ghastly shape floats through the mists.

<1039hp 710m 334mv> south
Within the Mist
| A thick fog of mist has dropped over this once-beautiful forest,
| now corrupted by the evil imprisoned within the nearby fortress
o-o-o| of Tyr Unguld. A great misery has befallen here. Distant howls
| | are audible on the shrill wind that sweeps through this fog.
o-o-@ | The mists surround everything. Its all that is visible in this
| | darkness.
o |
| |
o |
---------+

[Exits: north west]

<1039hp 710m 333mv> west
Within the Mist
| A thick fog of mist has dropped over this once-beautiful forest,
| now corrupted by the evil imprisoned within the nearby fortress
o-o| of Tyr Unguld. A great misery has befallen here. Distant howls
| | are audible on the shrill wind that sweeps through this fog.
o-o-@-o | The mists surround everything. Its all that is visible in this
| | darkness.
o |
| |
o |
---------+

[Exits: east west]

<1039hp 710m 332mv> west
Within the Mist
| A thick fog of mist has dropped over this once-beautiful
| forest, now corrupted by the evil imprisoned within the nearby
o-o o| fortress of Tyr Unguld. A great misery has befallen here.
| || Distant howls are audible on the shrill wind that sweeps
o-o-@-o-o| through this fog. The mists surround everything. Its all
| | that is visible in this darkness.
o |
| |
o |
---------+

[Exits: east south west]

<1039hp 710m 331mv> south
south
Outside the Mist
o-o o| A vast expanse of thick mist is before you. Its difficult
| || to see much of anything through the blanket. As it unfolds
o-o-o-o-o| before you, it engulfs the entire skies, preventing any sunlight
| | from entering here. Strange groaning sounds come from deep
@ | within the mist.
| |
o |
| |
+ |
---------+

[Exits: north south]
An old sign overhead exclaims 'DANGER!'

<1039hp 710m 330mv> south
Outside the North Gate of Valour
o-o-o-o-o| This is a small grassy field outside the city of Valour.
| | To the south, the large city of Valour looms overhead. Its
o | tall monuments are visible on the skyline. North of here
| | are the mists, beyond which Valour's denizens store their
@ | criminals. They are not a welcome place to outsiders. The
| | safe gate of the city of Valour is south of you.
+ |
| |
+ |
---------+

[Exits: north south]

<1039hp 710m 329mv> North Gate of City of Valour
o | Here stands the great golden gates of the city of Valour.
| | They bear the sigil of Valour upon them - an enlarged depiction
o | of the Holy Cross. Strong and heavy, these gates are at least
| | fifteen feet tall. They have been attached to the white stone
@ | 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: north south]
A disciple of Sarich quietly observes the area.
A centurion is here guarding the gates of Valour.
A centurion is here guarding the gates of Valour.

<1039hp 710m 328mv> south
A centurion grudgingly moves aside for you.
Regent Street
o | The long street is watched over by the tall buildings at
| | its sides. This road is wider than any other in Valour.
+ | It travels directly toward the heart of the city. Neatly
| | laid and cast in white stone, it could last a thousand
@ | years. The buildings that surround it have been made from
| | the same stone, that is prevalent throughout the city.
+ * | They reach such great heights that the heavens do not feel
| | | too far away here. The street continues to the north and
+-* | south.
---------+

[Exits: north south]

<1039hp 710m 327mv> south
south
Regent Street
+ | The long street is watched over by the tall buildings at
| | its sides. This road is wider than any other in Valour. It
+ | travels directly toward the heart of the city. Neatly laid
| | and cast in white stone, it could last a thousand years.
@ * | The buildings that surround it have been made from the same
| | | stone, that is prevalent throughout the city. They reach
+-* | such great heights that the heavens do not feel too far away
| | here. The street 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.

<1039hp 710m 326mv> south
Regent Street
+ | The long street is watched over by the tall buildings at
| | its sides. This road is wider than any other in Valour. It
+ * | travels directly toward the heart of the city. Neatly laid
| | | and cast in white stone, it could last a thousand years.
@-* | The buildings that surround it have been made from the same
| | stone, that is prevalent throughout the city. They reach
+ | such great heights that the heavens do not feel too far away
| | here. The street continues to the north and south.
+ |
---------+

[Exits: north east south]
A knight of the Holy Cross patrols the area diligently.

<1048hp 744m 348mv> south
Regent Street
+ * | The long street is watched over by the tall buildings
| | | at its sides. This road is wider than any other in Valour.
+-* | It travels directly toward the heart of the city. Neatly
| | laid and cast in white stone, it could last a thousand
@ | years. The buildings that surround it have been made
| | from the same stone, that is prevalent throughout the
+ | city. They reach such great heights that the heavens
| | do not feel too far away here. The street continues to
+-+-+-+-+| the north and south.
---------+

[Exits: north south]

<1048hp 744m 347mv> south
Regent Street
+-* | The long street is watched over by the tall buildings at
| | its sides. This road is wider than any other in Valour. It
+ | travels directly toward the heart of the city. Neatly laid
| | and cast in white stone, it could last a thousand years.
@ | The buildings that surround it have been made from the same
| | stone, that is prevalent throughout the city. They reach
+-+-+-+-+| such great heights that the heavens do not feel too far away
| | here. The street continues to the north and south.
+ |
---------+

[Exits: north south]

<1048hp 744m 346mv> Queen Victoria's Needle
+ | This monument has been built in memorial of the late Queen
| | Victoria, the first to sit upon Valour's powerful throne.
+ | It is a twenty feet high golden needle, inserted into a heavy
| | and strong marble base. The needle symbolises the care that
+-+-@-+-+| Knights must place into their work, and the precision needed
| | in the choice of crusades they leave on.
+ |
| |
+ |
---------+

[Exits: north east south west]
A golden needle thrust into a marble platform extends high overhead.
The Herald Bulletin Board gleams majestically in the middle of the square.

<1048hp 744m 345mv> east
east
Greater Valour Avenue
+ | This road leads through the upper district of the city of Valour.
| | At its border are the large business buildings 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]

<1048hp 744m 344mv> east
Greater Valour Avenue
+ | This road leads through the upper district of the city of Valour.
| | At its border are the large business buildings that direct the
+ +-S| 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.

<1048hp 744m 343mv> where
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 knight of the Holy Cross patrols the area diligently.
A noble of Valour walks down the street.

<1048hp 744m 342mv>
Rimath the trader auctions 'Place yer bids! the severed talon of a manticore is being auctioned for
15000 gold!'

<1048hp 744m 342mv> east
Players near you in Valour:
<PK> Luthir The War Room
<PK> Estra The War Room
<PK> Dhaartnab Greater Valour Avenue

<1048hp 744m 342mv> Estra yells 'Help! someone just knocked me flying!'
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.

<1048hp 744m 341mv> east
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.

<1048hp 744m 340mv> east
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.
A dame of Valour walks down the street.
(White Aura) Lorial is relaxing on a deck-chair as she processes papers.

<1048hp 744m 339mv> south
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 ring of bronze lies here.
Thick bronze boots look rather heavy.
A thick bronze helm lies here.
A strip of bronze-imbued leather glints here.
A pile of shiny bronze mail lies here.
A set of loose armor plate lies here.
A set of loose armor plate lies here.

<1048hp 744m 338mv> south
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]

<1048hp 744m 337mv> south
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 noble of Valour walks down the street.

<1048hp 744m 336mv> south
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 noble of Valour walks down the street.

<1048hp 744m 335mv> south
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]

<1048hp 744m 334mv> south
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.

<1048hp 744m 333mv> south
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.

<1048hp 744m 332mv> south
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]

<1048hp 744m 331mv> south
south
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.

<1048hp 744m 330mv> south
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 shadow yells 'Estra! Now you die!'

<1048hp 744m 329mv> 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 long polearm with a curved blade is here.
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 Knight of the Holy Cross looks at you sternly.

<1048hp 744m 328mv> south
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.

<1048hp 744m 327mv>
Estra yells 'Help! someone just knocked me flying!'

<1048hp 744m 327mv> south
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.

<1048hp 744m 325mv> south
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]

<1048hp 744m 322mv> west
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]

<1048hp 744m 319mv> south

A shadow yells 'Estra! You shall pay!'

<1048hp 744m 319mv> south
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]

<1048hp 744m 316mv> 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]

<1048hp 744m 313mv> scan all
You scan all around.
You scan north.
You scan east.
*** Range 3 (east) ***
(White Aura) Salania the Squire of Knights is here heeding a warning.

<1048hp 744m 313mv> AA
They aren't here.

<1048hp 744m 313mv> AA
scan all
They aren't here.

<1048hp 744m 313mv> AA
You scan all around.
You scan north.
You scan east.
*** Range 3 (east) ***
(White Aura) Salania the Squire of Knights is here heeding a warning.

<1048hp 744m 313mv> They aren't here.

<1048hp 744m 313mv> AA
They aren't here.

<1048hp 744m 313mv> AA
Estra yells 'Help! someone just knocked me flying!'

<1048hp 744m 313mv> east
They aren't here.

<1048hp 744m 313mv> 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]

<1048hp 744m 310mv> east
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]

<1048hp 744m 307mv> east
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.
Salania the Squire of Knights says 'I warn you not to proceed, though if you so choose be my guest.'

Salania the Squire of Knights says 'I have done what I must, though I would gladly see you perish.'
Salania the Squire of Knights smirks at your saying.

<1048hp 744m 304mv> east
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]

<1048hp 744m 302mv> scan all
You scan all around.
You scan north.
*** Range 1 (north) ***
(White Aura) The Holy Knight of Valour is here protecting the shrine.
You scan west.
*** Range 1 (west) ***
(White Aura) Salania the Squire of Knights is here heeding a warning.

<1048hp 744m 302mv> AA
They aren't here.

<1048hp 744m 302mv> where
Players near you in Valour:
<PK> Luthir Chamber of Heroes
Estra The Quire of the Cathedral of Valour
<PK> Dhaartnab The Castle Moat

<1048hp 744m 302mv>
Rimath the trader auctions 'Place yer bids! the severed talon of a manticore is being auctioned for
15000 gold!'

<1048hp 744m 302mv> north
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.
Holy Knight yells 'You don't belong here, Dhaartnab!'
You thrust Holy Knight's arrow aside in a skillful parry.
Holy Knight is in excellent condition.

<1048hp 744m 301mv> FLE
You flee from combat!
You generate a field of fear in your wake.
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]

<1048hp 744m 300mv> north
FLE
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.
Holy Knight yells 'You don't belong here, Dhaartnab!'
You parry Holy Knight's arrow with an easy flourish.
Holy Knight's arrow wounds you.
You parry Holy Knight's arrow with an easy flourish.
Holy Knight's arrow decimates you!
Holy Knight's arrow wounds you.
Holy Knight's arrow mauls you.
Your smash injures Holy Knight.
Holy Knight has a few scratches.

<960hp 744m 299mv> You flee from combat!
You generate a field of fear in your wake.
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]
You feel able to duplicate another creature.
Your protective shield dissipates.

<965hp 756m 349mv> FLE
Luthir tells the group 'Estra is dead.'

<965hp 756m 349mv> You aren't fighting anyone.

<965hp 756m 349mv> west
north
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]

<965hp 756m 348mv> east
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]

<965hp 756m 347mv> The Armory
| Nothing but a pile of ash remains.
|
|
|
*-@-* |
| |
*-*-* |
| |
* |
---------+

[Exits: east west]

<965hp 756m 346mv> east
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]

<965hp 756m 345mv> up
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]
The corpse of Estra is lying here.
The sliced-off leg of Estra is lying here.
(White Aura) (OUTLAW) Luthir the Stalker of the Living is here.

<965hp 756m 344mv>
Luthir gets a heavy backpack from the corpse of Estra.
Luthir grunts as he begins to struggle with his belongings.
Luthir gets a psi-faded mithril-white bangle of resistance from a heavy backpack.
Luthir quickly drops a psi-faded mithril-white bangle of resistance with a grimace.
Luthir gets a dragonblood mithril-white ascot of evisceration from a heavy backpack.
Luthir grunts as he begins to struggle with his belongings.
Luthir quickly drops a dragonblood mithril-white ascot of evisceration with a grimace.
Luthir gets a dragonblood mithril-white ascot of evisceration from a heavy backpack.
Luthir quickly drops a dragonblood mithril-white ascot of evisceration with a grimace.
Luthir gets a deflective mithril-white ascot of defiance from a heavy backpack.
Luthir quickly drops a deflective mithril-white ascot of defiance with a grimace.
Luthir gets a disease-scarred mithril-white ascot of survival from a heavy backpack.
Luthir quickly drops a disease-scarred mithril-white ascot of survival with a grimace.
Luthir gets a dragonblood mithril-white bangle of evisceration from a heavy backpack.
Luthir quickly drops a dragonblood mithril-white bangle of evisceration with a grimace.
Luthir gets a dragonblood mithril-white bangle of evisceration from a heavy backpack.
Luthir quickly drops a dragonblood mithril-white bangle of evisceration with a grimace.
Luthir gets a disease-scarred mithril-white ascot of survival from a heavy backpack.
Luthir quickly drops a disease-scarred mithril-white ascot of survival with a grimace.
Luthir gets a disease-scarred mithril-white coif of survival from a heavy backpack.
Luthir quickly drops a disease-scarred mithril-white coif of survival with a grimace.
Luthir gets an earthen mithril-white bangle of the hills from a heavy backpack.
Luthir quickly drops an earthen mithril-white bangle of the hills with a grimace.
Luthir gets a fire-scorched mithril-white bangle of acclimation from a heavy backpack.
Luthir quickly drops a fire-scorched mithril-white bangle of acclimation with a grimace.
Luthir gets an earthen mithril-white claddagh of the hills from a heavy backpack.
Luthir quickly drops an earthen mithril-white claddagh of the hills with a grimace.
Luthir gets a sapphire encrusted dagger from the corpse of Estra.
Luthir gets the Demonflame from the corpse of Estra.
Luthir gets a spiked mithril trident from the corpse of Estra.
Luthir gets 'Angelus', the Sceptre of Divine Virtue from the corpse of Estra.
Luthir quickly drops 'Angelus', the Sceptre of Divine Virtue with a grimace.
Luthir gets a gnarled staff named 'Fallbringer' from the corpse of Estra.
Luthir grunts as he begins to struggle with his belongings.
Luthir gets red adamantine gloves from the corpse of Estra.
Luthir gets 'Grazz-Tinran', Mask of Eternal Terror from the corpse of Estra.
Luthir gets a drop of sunray from the corpse of Estra.
Luthir gets an embossed titanium earring from the corpse of Estra.
Luthir gets a Ring of Accuracy from the corpse of Estra.

<965hp 756m 344mv>
Luthir puts a drop of sunray in a heavy backpack.

<965hp 756m 344mv>
Luthir gets the Ring of Radiance from the corpse of Estra.
Luthir quickly drops the Ring of Radiance with a grimace.

<965hp 756m 344mv> GET ALL CORPSE
PUT ALL SACK
GET ALL CORPSE
PUT ALL SACK
GET ALL CORPSE
PUT ALL SACK
You get a pair of spiked light-steel boots from the corpse of Estra.
You get a dead man's entrails from the corpse of Estra.
You get a marked bracelet from the corpse of Estra.
You get a Dagger of Chaos from the corpse of Estra.
You get a beautiful gown of white samite from the corpse of Estra.
You can't carry that many items.
You can't carry that many items.
You can't carry that many items.
You can't carry that many items.
You can't carry that many items.
You can't carry that many items.

<965hp 756m 344mv> GET ALL CORPSE
PUT ALL SACK
You put a purple potion in a Big Ol'Pack Sack.
You put a purple potion in a Big Ol'Pack Sack.
You put a seashell ring in a Big Ol'Pack Sack.
You put a purple potion in a Big Ol'Pack Sack.
You put a purple potion in a Big Ol'Pack Sack.
You put a purple potion in a Big Ol'Pack Sack.
You put a purple potion in a Big Ol'Pack Sack.
You put a purple potion in a Big Ol'Pack Sack.

<965hp 756m 344mv> You get a marked bracelet from the corpse of Estra.
You get a segmented belt of crimson scales from the corpse of Estra.
You get a psi-faded mithril-white ascot of enlightenment from the corpse of Estra.
You drop a psi-faded mithril-white ascot of enlightenment disgusted by its purity.
You get a pure white herb from the corpse of Estra.
You get a pure white herb from the corpse of Estra.
You get a pure white herb from the corpse of Estra.

<965hp 756m 344mv> SAC 1.
You put a pure white herb in a Big Ol'Pack Sack.
You put a pure white herb in a Big Ol'Pack Sack.
You put a pure white herb in a Big Ol'Pack Sack.

<965hp 756m 344mv> SAC 1.
Luthir looks in the corpse of Estra.
You see nothing in the corpse of Estra.

<965hp 756m 344mv> SAC 1.

<965hp 756m 344mv> SAC 1.
SAC 1.
You see nothing in the corpse of Estra.

<965hp 756m 344mv> SAC 1.
SAC 1.

<965hp 756m 344mv> SAC 1.
SAC 1.
You receive 50 bindings of [ASSASSIN].
Nycticora gives you one gold coin for your sacrifice.

<965hp 756m 344mv> You receive 50 bindings of [ASSASSIN].
Nycticora gives you one gold coin for your sacrifice.

<965hp 756m 344mv> You receive 50 bindings of [ASSASSIN].
Nycticora gives you 3 gold coins for your sacrifice.
You split 3 gold coins. Your share is 2 gold coins.

<965hp 756m 344mv> Nycticora gives you one gold coin for your sacrifice.

<965hp 756m 344mv> Nycticora gives you one gold coin for your sacrifice.

<965hp 756m 344mv> SAC 1.
Nycticora gives you one gold coin for your sacrifice.

<965hp 756m 344mv> Nycticora gives you one gold coin for your sacrifice.

<965hp 756m 344mv> SAC 1.
Nycticora gives you one gold coin for your sacrifice.

<965hp 756m 344mv> look
Nycticora gives you one gold coin for your sacrifice.

<965hp 756m 344mv> Nycticora gives you one gold coin for your sacrifice.

<965hp 756m 344mv> SAC 1.
Nycticora gives you one gold coin for your sacrifice.

<965hp 756m 344mv> 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]
You see 3 of a deflective mithril-white ascot of defiance here.
A mithril-white bangle is here, gleaming with purity.
The corpse of Estra is lying here.
The sliced-off leg of Estra is lying here.
(White Aura) (OUTLAW) Luthir the Stalker of the Living is here.

<965hp 756m 344mv> SAC 1.
Nycticora gives you one gold coin for your sacrifice.

<965hp 756m 344mv> Nycticora gives you one gold coin for your sacrifice.

<965hp 756m 344mv> SAC 1.
Nycticora gives you one gold coin for your sacrifice.

<965hp 756m 344mv> SAC 1.
SAC 1.

Luthir walks down.
Nycticora gives you one gold coin for your sacrifice.

<965hp 756m 344mv> Nycticora wouldn't like that.

<965hp 756m 344mv> where
Players near you in The Holy Altar:
<PK> Luthir The War Room
Estra Bridge over the Bay of Sarich
<PK> Dhaartnab Chamber of Heroes

<965hp 756m 344mv> L I CORPSE
The corpse of Estra holds:
a tantalum helm
a tantalum girth
a griffon's eye
a purple potion
a gyvel potion

<965hp 756m 344mv> I
You are carrying:
(Glowing) a segmented belt of crimson scales
( 2) (Glowing) a marked bracelet
a beautiful gown of white samite
(Glowing) a Dagger of Chaos
a dead man's entrails
(Glowing) (Humming) a pair of spiked light-steel boots
a training whip
(Glowing) (Humming) the tome of Arcanus
(Invis) a cloak of shifting colors
a jester's crown
an old, dusty druid's robe
a Big Ol'Pack sack (open)

<965hp 756m 344mv> NOD
You nod.

<965hp 756m 344mv>
Holy Knight yells 'You don't belong here, someone!'

<965hp 756m 344mv> 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.

[Mentions]: None.

Comments

  1. What's up with the [ASSASSIN] tag? Are they a cabal again?
    1. naw it's just a coterie.
    [reply to Rothak]

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