Lol, I was just being funny with the title... it was actually a really fair fight, we were just better organized than you guys
before this was literally 100k pages of me and Luthir ganking Ingra than Estra and Belan log on and this is where the log starts
<877hp 942m 321mv> scan all
You scan all around.
You scan east.
*** Range 2 (east) ***
A human city guard of Seringale stands watch here.
A drow city guard of seringale stands watch here.
A gate guard is here guarding the gates of Seringale.
A gate guard is here guarding the gates of Seringale.
*** Range 6 (east) ***
A beggar wanders around asking for spare gold.
You scan west.
*** Range 2 (west) ***
A fearless adventurer is here, asking for a group to explore the Mystic Forest.
*** Range 3 (west) ***
Ingra the Grand Master of Seasons, Knight of Valour is riding on the back of a brass Asc'Liena stall
ion.
A homeless animal roams the streets alone.
*** Range 4 (west) ***
The caravan attendant is here, with caravans for hire.
*** Range 5 (west) ***
A proud, powerful looking black stallion stomps its feet restlessly.
<877hp 942m 321mv> AA
They aren't here.
<877hp 942m 321mv> west
AA
A trail through the light forest
| You are on a trail leading east and west through the dense
| forest. To the east, the forest gradually seems to become
| lighter. A thinner trail twists off slowly to the north.
|
f-f-@-o-+|
|
|
|
|
---------+
[Exits: east west]
An illusion of Xavier walks in.
An illusion of the Huntsmaster walks in.
An illusion of a Warlock walks in.
Dhaartnab walks in.
Dhaartnab walks in.
Dhaartnab walks in.
<877hp 942m 320mv> They aren't here.
<877hp 942m 320mv> west
A trail through the light forest
f-o-o | You are on a trail leading east and west through the dense
| | | forest. To the east, the forest gradually seems to become
f o | lighter.
| |
f-f-@-f-o|
|
|
|
|
---------+
[Exits: east west]
A fearless adventurer is here, asking for a group to explore the Mystic Forest.
Dhaartnab walks in.
Dhaartnab walks in.
Dhaartnab walks in.
An illusion of a Warlock walks in.
An illusion of the Huntsmaster walks in.
An illusion of Xavier walks in.
<877hp 942m 319mv> west
A trail through the light forest
f-o-o-o| You are on a trail leading east and west through the dense
| | | | forest. To the east, the forest gradually seems to become
f o-o | lighter.
| |
f-f-@-f-f|
| |
f |
| |
f-f |
---------+
[Exits: east west]
A homeless animal roams the streets alone.
An illusion of Xavier walks in.
An illusion of the Huntsmaster walks in.
An illusion of a Warlock walks in.
Dhaartnab walks in.
Dhaartnab walks in.
Dhaartnab walks in.
<877hp 942m 318mv> where
Players near you in Mystic Forest:
<PK> Dhaartnab A trail through the light forest
<PK> Ingra A trail through the light forest
<877hp 942m 318mv>
You yell 'Help! Ingra kicked dirt into my eyes!'
Ingra kicks dirt in your eyes!
Ingra's kicked dirt scratches you.
You can't see a thing!
<873hp 942m 318mv> PSDR
You lost your concentration.
Someone parries your attack with his second hand.
You parry someone's palm strike.
Someone's palm strike injures you.
You awkwardly parry someone's roundhouse kick with a loud clang.
<859hp 920m 318mv> PSDR
Someone parries your attack with his first hand.
Someone parries your attack with his second hand.
You parry someone's tiger uppercut.
Someone's back fist mauls you.
Someone's jump kick mauls you.
<824hp 934m 349mv> You send a psionic dragon into battle!
A deadly dragon snakes in and attacks!
<824hp 889m 349mv>
Someone growls.
Someone yells 'Help! I am being attacked by a stray dog!'
<824hp 889m 349mv>
Someone's kick decimates you!
Someone's double kick hits you.
<786hp 889m 349mv> ILSP
You rub the dirt out of your eyes, but they're still watering.
Ingra parries your attack with his first hand.
Ingra's palm strike hits you.
You parry Ingra's dragon punch.
Ingra's roundhouse kick hits you.
Ingra is in excellent condition.
<766hp 889m 349mv> You send an illusionary spectre into the battle!
A spectre materializes from the shadows!
Ingra is in excellent condition.
<766hp 854m 349mv>
Ingra parries your attack with his second hand.
Ingra parries your attack with his second hand.
Your psionic dragon disappears.
Ingra evades an illusion of Xavier's attack and exploits the brief opening.
Ingra's leopard paw to the kidney grazes an illusion of Xavier.
Ingra evades an illusion of the Huntsmaster's attack and exploits the brief opening.
Ingra's leopard paw to the kidney grazes an illusion of the Huntsmaster.
Ingra's palm strike injures you.
Ingra's jab hits you.
Ingra's knee thrust hits you.
Ingra is in excellent condition.
<731hp 854m 349mv> C HOB
Ingra isn't fooled by your hob spark.
Ingra is in excellent condition.
<731hp 839m 349mv>
Ingra parries your attack with his first hand.
Your illusionary spectre disappears.
You deflect Ingra's palm strike aside in an ungraceful parry.
Ingra's elbow slash devastates you!
Ingra performs the form, leopard stalks over thin ice!
Ingra's oblique kick maims you!
Ingra is in excellent condition.
<666hp 839m 349mv>
An adventurer walks in.
Ingra is in excellent condition.
<666hp 839m 349mv>
Ingra parries your attack with his first hand.
Ingra evades an illusion of Xavier's attack and exploits the brief opening.
Ingra's leopard paw to the kidney grazes an illusion of Xavier.
An illusion of Xavier's slash decimates Ingra!
An illusion of the Huntsmaster's slash maims Ingra!
Ingra's dragon punch mauls you.
Ingra's leopard claw wounds you.
You parry Ingra's whirlwind kick.
Ingra has a few scratches.
<623hp 839m 349mv> ILSP
You send an illusionary spectre into the battle!
A spectre materializes from the shadows!
Ingra has a few scratches.
<623hp 804m 349mv>
Your eyes stop watering.
Ingra evades your attack and exploits the brief opening.
Ingra's leopard paw to the kidney hits you.
Ingra parries your attack with his second hand.
An illusion of Xavier's slash decimates Ingra!
Ingra evades an illusion of the Huntsmaster's attack and exploits the brief opening.
Ingra's leopard paw to the kidney grazes an illusion of the Huntsmaster.
Ingra evades an illusion of the Huntsmaster's attack and exploits the brief opening.
Ingra's leopard paw to the kidney grazes an illusion of the Huntsmaster.
You thrust Ingra's back fist aside in a skillful parry.
Ingra performs the form, leopard stalks over thin ice!
Ingra's tiger uppercut mauls you.
Ingra's oblique kick wounds you.
Ingra has some small wounds and bruises.
<572hp 804m 349mv> DISP
The white aura around Ingra's body vanishes.
Success!
Ingra has some small wounds and bruises.
<572hp 789m 349mv>
Belan flies in.
A stray dog suddenly starts barking at Belan crazily.
Ingra has some small wounds and bruises.
<572hp 789m 349mv>
Belan utters the words, 'pzrrghcandusaw'.
You yell 'Help! Belan is hellstreaming me!'
The ground erupts as you are caught in a searing beam of arcane light.
Belan's hellstream *** DEVASTATES *** you!
Ingra has some small wounds and bruises.
<418hp 789m 349mv>
Ingra has fled!
Ingra walks west.
Belan blocks your attack with his shield.
Belan parries your smash.
Belan is unaffected by an illusion of Xavier's slash!
Belan is unaffected by an illusion of Xavier's slash!
Belan is unaffected by an illusion of the Huntsmaster's slash!
Belan is unaffected by an illusion of the Huntsmaster's slash!
Belan's wrath misses you.
Belan has a few scratches.
<418hp 789m 349mv> FLE
You flee from combat!
You generate a field of fear in your wake.
An adventurer cowers in abject terror!
The hairs on an adventurer's body stand on end.
Why would you turn on your own creation?
Why would you turn on your own creation?
Why would you turn on your own creation?
Why would you turn on your own creation?
Why would you turn on your own creation?
Why would you turn on your own creation?
A stray dog cowers in abject terror!
The hairs on a stray dog's body stand on end.
A trail through the light forest
f-o-o| You are on a trail leading east and west through the dense
| | || forest. To the east, the forest gradually seems to become
f o-o| lighter. A small path leads north.
| |
f-f-@-f-f|
| |
f |
| |
f-f-f |
---------+
[Exits: north east west]
(Invis) Shargugh the Forest Brownie is here, grinning broadly at you.
A beautiful stallion with a shining brass coat grazes nearby.
The caravan attendant is here, with caravans for hire.
Dhaartnab walks in.
Dhaartnab walks in.
Dhaartnab walks in.
An illusion of a Warlock walks in.
An illusion of the Huntsmaster walks in.
An illusion of Xavier walks in.
<418hp 789m 348mv> east
A trail through the light forest
f-o-o-o| You are on a trail leading east and west through the dense
| | | | forest. To the east, the forest gradually seems to become
f o-o | lighter.
| |
f-f-@-f-f|
| |
f |
| |
f-f |
---------+
[Exits: east west]
(Translucent) (White Aura) Belan the Sage of Arcane Power is here.
A fearless adventurer is here, asking for a group to explore the Mystic Forest.
A homeless animal roams the streets alone.
An illusion of Xavier walks in.
An illusion of the Huntsmaster walks in.
An illusion of a Warlock walks in.
Dhaartnab walks in.
Dhaartnab walks in.
Dhaartnab walks in.
<418hp 789m 347mv> east
east
A trail through the light forest
f-o-o | You are on a trail leading east and west through the dense
| | | forest. To the east, the forest gradually seems to become
f o | lighter.
| |
f-f-@-f-o|
|
|
|
|
---------+
[Exits: east west]
Dhaartnab walks in.
Dhaartnab walks in.
Dhaartnab walks in.
An illusion of a Warlock walks in.
An illusion of the Huntsmaster walks in.
An illusion of Xavier walks in.
<418hp 789m 346mv> A trail through the light forest
| You are on a trail leading east and west through the dense
| forest. To the east, the forest gradually seems to become
| lighter. A thinner trail twists off slowly to the north.
|
f-f-@-o-+|
|
|
|
|
---------+
[Exits: east west]
An illusion of Xavier walks in.
An illusion of the Huntsmaster walks in.
An illusion of a Warlock walks in.
Dhaartnab walks in.
Dhaartnab walks in.
Dhaartnab walks in.
<418hp 789m 345mv> east
The edge of the forest
+| You are standing at the eastern edge of a big forest.
|| To the east is the West Gate of Seringale and to the
+| west is a narrow trail, leading in through the forest.
||
f-f-@-+-+|
||
+|
||
+|
---------+
[Exits: east west]
Dhaartnab walks in.
Dhaartnab walks in.
Dhaartnab walks in.
An illusion of a Warlock walks in.
An illusion of the Huntsmaster walks in.
An illusion of Xavier walks in.
<418hp 789m 344mv> east
Outside the West Gate
+ | You are outside the West Gate of Seringale. Before you
| | is a great wall. It is made of huge slabs of white stones
+ S| with various figures of birds, beasts, and dragons carved
| || into it. The great wall soars over your head at over
f-o-@-+-+| 30 spans tall. You see the entrance into the city of
| || Seringale to the east and the beginnings of a forest
+ +| to the west.
| ||
+ f|
---------+
[Exits: east west]
A drow city guard of seringale stands watch here.
An illusion of Xavier walks in.
An illusion of the Huntsmaster walks in.
An illusion of a Warlock walks in.
Dhaartnab walks in.
Dhaartnab walks in.
Dhaartnab walks in.
<418hp 789m 343mv> east
east
Inside the West Gate
+ | You are inside the West Gate of Seringale. All around
| | you are people travelling in and out of the city. The
+ S S| great wall of Seringale soars over your head at over
| | || 30 spans tall. You see the city to the east, the west
o-+-@-+-+| gate above you, and the city walls lead to the north
| | | and south.
+ + |
| | |
+ f-f|
---------+
[Exits: north east south west]
A human city guard of Seringale stands watch here.
A gate guard is here guarding the gates of Seringale.
A gate guard is here guarding the gates of Seringale.
Dhaartnab walks in.
Dhaartnab walks in.
Dhaartnab walks in.
An illusion of a Warlock walks in.
An illusion of the Huntsmaster walks in.
An illusion of Xavier walks in.
<418hp 789m 342mv> where
The West Common Road
+ | You are on the Common Road of Seringale. All around you
| | are busy people hurrying along minding their own business.
+ S S S| You see the Common Road to the east, a small fishing shop
| | | || to the north, the entrance of a park to the south, and
+-+-@-+-+| the Western Gate to the west.
| | ||
+ + *|
| | |
+ f-f |
---------+
[Exits: north east south west]
An illusion of Xavier walks in.
An illusion of the Huntsmaster walks in.
An illusion of a Warlock walks in.
Dhaartnab walks in.
Dhaartnab walks in.
Dhaartnab walks in.
<418hp 789m 341mv> east
Players near you in Seringale:
<PK> Dluldor Shaman Guildhall
<PK> Dhaartnab The West Common Road
<418hp 789m 341mv> The West Common Road
+ | You are on the Common Road of Seringale. All around you are
| | busy people hurrying along minding their own business. You
+ S S S S| see a small shop with a sign of a glowing staff to the north,
| | | | || and the Common Road leads to the east and west.
+-+-@-+-+|
| | | ||
+ + *-*|
| | |
+ f-f |
---------+
[Exits: north east west]
Dhaartnab walks in.
Dhaartnab walks in.
Dhaartnab walks in.
An illusion of a Warlock walks in.
An illusion of the Huntsmaster walks in.
An illusion of Xavier walks in.
<418hp 789m 340mv> east
The West Common Road
| You are on the Common Road of Seringale. All around you are
| busy people hurrying along minding their own business. You
S S S S S| see a shop with a sign of a silver wand shooting sparks on
| | | | || the north, the stables of an inn to the south, and the Common
+-+-@-+-+| Road continues to the east and the west.
| | | ||
+ *-* S|
| |
f-f |
---------+
[Exits: north east south west]
An illusion of Xavier walks in.
An illusion of the Huntsmaster walks in.
An illusion of a Warlock walks in.
Dhaartnab walks in.
Dhaartnab walks in.
Dhaartnab walks in.
<418hp 789m 339mv> east
The Western Monument
| Raised in the middle of the Common Road is a granite pillar,
| the Western Monument. Several glyphs and words have been
S S S S S| chiseled into its sides, as many travellers have attempted
| | | | || to leave their mark within Seringale. Many sets of footprints
+-+-@-+-+| can be seen on the ground, as several people frequent
| | | || this path. The road continues east and west, and the Scroll
*-* S F| Shop is to the north.
|
|
---------+
[Exits: north east south west]
A beggar wanders around asking for spare gold.
Dhaartnab walks in.
Dhaartnab walks in.
Dhaartnab walks in.
An illusion of a Warlock walks in.
An illusion of the Huntsmaster walks in.
An illusion of Xavier walks in.
<418hp 789m 338mv> east
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]
An illusion of Xavier walks in.
An illusion of the Huntsmaster walks in.
An illusion of a Warlock walks in.
Dhaartnab walks in.
Dhaartnab walks in.
Dhaartnab walks in.
<418hp 789m 337mv> east
east
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]
Dhaartnab walks in.
Dhaartnab walks in.
Dhaartnab walks in.
An illusion of a Warlock walks in.
An illusion of the Huntsmaster walks in.
An illusion of Xavier walks in.
<418hp 789m 336mv> north
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]
An illusion of Xavier walks in.
An illusion of the Huntsmaster walks in.
An illusion of a Warlock walks in.
Dhaartnab walks in.
Dhaartnab walks in.
Dhaartnab walks in.
<418hp 789m 335mv> east
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]
Dhaartnab walks in.
Dhaartnab walks in.
Dhaartnab walks in.
An illusion of a Warlock walks in.
An illusion of the Huntsmaster walks in.
An illusion of Xavier walks in.
<418hp 789m 334mv> North of Market Square
+-S-+-F | You are north of Market Square. A marvellous monument
| | has been erected here in the middle of the city of Seringale,
S-+-S | ever flowing with clear drinkable water. The road is
| | well worn from the traffic constantly passing over it.
S *-@-* F| A path leads east and west around the fountain, while
| | | || the main street continues to the north.
+-+ +-+|
| | | ||
F *-+-* S|
---------+
[Exits: north east west]
An illusion of Xavier walks in.
An illusion of the Huntsmaster walks in.
An illusion of a Warlock walks in.
Dhaartnab walks in.
Dhaartnab walks in.
Dhaartnab walks in.
<418hp 789m 333mv> north
north
The Main Street
S-+ | You are on the Main Street of Seringale. It is a wide
| | street with lots of space to both sides. There are tons
+-S-+-F | of people rushing from one place to another, minding
| | their own business. You see a shop with a sign of a flute
S-@-S | to the west, and the general shop to the east.
| |
S *-+-* F|
| | | ||
+-+ +-+|
---------+
[Exits: north east south west]
Dhaartnab walks in.
Dhaartnab walks in.
Dhaartnab walks in.
An illusion of a Warlock walks in.
An illusion of the Huntsmaster walks in.
An illusion of Xavier walks in.
<418hp 789m 332mv> The Main Street
+-+-+-+-+| You are on the Main Street of Seringale. It is a wide street
| | || with lots of space to both sides. There are tons of people
S-+ F +| rushing from one place to another, minding their own business.
| || You see a shop with a sign of a map to the east and the
+-S-@-F +| Mocker's Tavern to the west. Main Street continues to the
| | north and south.
S-+-S |
| |
*-+-* |
---------+
[Exits: north east south west]
An illusion of Xavier walks in.
An illusion of the Huntsmaster walks in.
An illusion of a Warlock walks in.
Dhaartnab walks in.
Dhaartnab walks in.
Dhaartnab walks in.
<418hp 789m 331mv> north
The Main Street
S-+ | You are on the Main Street of Seringale. It is a very wide
| | street with lots of space to both sides. There are a significant
+-+-+-+-+| number of people rushing from one place to another, minding
| | || their own business. You see the bustling North Square to
S-@ F +| the north, as the Main street continues to the south. A
| || flurry of activity emanates from a tidy little shop to
+-S-+-F +| the west. A small pile of breadcrumbs lies in the center
| | of the street for some mundane reason.
S-+-S |
---------+
[Exits: north south west]
Dhaartnab walks in.
Dhaartnab walks in.
Dhaartnab walks in.
An illusion of a Warlock walks in.
An illusion of the Huntsmaster walks in.
An illusion of Xavier walks in.
<418hp 789m 330mv> north
where
North Square
B-+-* | You are at the North Square of Seringale. It is peaceful
| | | and quiet here. The square is a large opening space surrounded
S-+ *-o| by grand buildings made by fanciful stonework. You see
| | the Main Street to the north and the south and the North
+-+-@-+-+| Road to the east and the west. A small tuft of grass
| | || pokes up defiantly in the middle of the square. A set
S-+ F +| of dents shaped curiously like one's rear end has been
| || well-worn into the paving stones here.
+-S-+-F +|
---------+
[Exits: north east south west]
A brass finger post stands here.
The Herald Bulletin Board gleams majestically in the middle of the square.
Golden coat gleaming in the light, a stallion with slightly dented armor stands here.
An illusion of Xavier walks in.
An illusion of the Huntsmaster walks in.
An illusion of a Warlock walks in.
Dhaartnab walks in.
Dhaartnab walks in.
Dhaartnab walks in.
<418hp 789m 329mv> north
Players near you in Seringale:
<PK> Dluldor Shaman Guildhall
<PK> Belan West of Market Square
<PK> Dhaartnab North Square
<PK> Ingra West of Market Square
<418hp 789m 329mv> The North Main Street
*-+-* | You are on the Main Street of Seringale. It is a wide
| | street with lots of space to both sides. It is peaceful
B-+-* | and quiet here. Around you are magnificent buildings
| | | made of fanciful stonework. The Main Street continues
S-@ *-o| to the north, the North Square is to the south, and the
| | Training Grounds is to the west.
+-+-+-+-+|
| | ||
S-+ F +|
---------+
[Exits: north south west]
A beggar wanders around asking for spare gold.
A half-elf city guard of seringale stands watch here.
Dhaartnab walks in.
Dhaartnab walks in.
Dhaartnab walks in.
An illusion of a Warlock walks in.
An illusion of the Huntsmaster walks in.
An illusion of Xavier walks in.
<418hp 789m 328mv> north
north
The North Main Street
S + * | You are on the Main Street of Seringale. It is a wide
| | | | street with lots of space to both sides. It is peaceful
*-+-* | and quiet here. Around you are magnificent buildings
| | made of fanciful stonework. You see the entrance of
B-@-* | the Cityguard Headquarters to the east and the Main Street
| | | continues to the north and the south.
S-+ *-o|
| |
+-+-+-+-+|
---------+
[Exits: north east south west]
A duergar city guard of Seringale stands watch here.
An illusion of Xavier walks in.
An illusion of the Huntsmaster walks in.
An illusion of a Warlock walks in.
Dhaartnab walks in.
Dhaartnab walks in.
Dhaartnab walks in.
<418hp 789m 327mv>
An illusion of the Huntsmaster slows down.
The white aura around your body fades.
<429hp 819m 349mv> north
The North Main Street
+ | You are on the Main Street of Seringale. It is a wide
| | street with lots of space to both sides. It is peaceful
S + * | and quiet here. Around you are magnificent buildings
| | | | made of fanciful stonework. You see the entrance of the
*-@-* | Temple of Odoacer to the west, City Hall to the east,
| | and the Main Street continues to the north and the south.
B-+-* |
| | |
S-+ *-o|
---------+
[Exits: north east south west]
Dhaartnab walks in.
Dhaartnab walks in.
Dhaartnab walks in.
An illusion of a Warlock walks in.
An illusion of the Huntsmaster walks in.
An illusion of Xavier walks in.
<429hp 819m 348mv> The North Main Street
+ | You are on the Main Street of Seringale. It is a wide street
| | with lots of space to both sides. It is peaceful and quiet
+ | here. Around you are magnificent buildings made of fanciful
| | stonework. You see the Main Street continues to the north
S @ * | and the south.
| | | |
*-+-* |
| |
B-+-* |
---------+
[Exits: north south]
An illusion of Xavier walks in.
An illusion of the Huntsmaster walks in.
An illusion of a Warlock walks in.
Dhaartnab walks in.
Dhaartnab walks in.
Dhaartnab walks in.
<429hp 819m 347mv> north
Inside the North Gate
o-o-o-o| You are inside the North Gate of Seringale. All around
| | | you are people travelling in and out of the city. The
* + | great wall of Seringale soars over your head at over 30
| | spans tall. You see the city to the south, the north gate
@ | to the north, and the battlement of the city above you.
| |
S + * |
| | | |
*-+-* |
---------+
[Exits: north south up]
A gate guard is here guarding the gates of Seringale.
A gate guard is here guarding the gates of Seringale.
Dhaartnab walks in.
Dhaartnab walks in.
Dhaartnab walks in.
An illusion of a Warlock walks in.
An illusion of the Huntsmaster walks in.
An illusion of Xavier walks in.
<429hp 819m 346mv> north
where
Outside the North Gate
o-z-o-o| You are outside the North Gate of Seringale. Before you is
| | | || a great wall. It is made of huge slabs of white stones with
o-o-o-o| 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 beginnings of a grass field to the north
| | and the entrance into the city of Seringale to the south.
+ |
| |
+ |
---------+
[Exits: north south]
An illusion of Xavier walks in.
An illusion of the Huntsmaster walks in.
An illusion of a Warlock walks in.
Dhaartnab walks in.
Dhaartnab walks in.
Dhaartnab walks in.
<429hp 819m 345mv> north
Players near you in Seringale:
<PK> Dluldor Shaman Guildhall
<PK> Belan Southeast of Market Square
<PK> Dhaartnab Outside the North Gate
<PK> Ingra Southeast of Market Square
<429hp 819m 345mv> Path in the plains
o-o-o-o| You are walking on a faint path leading into the plains.
| | | || You feel a silent whisper as the gentle breeze blows through
o-z-o-o| your hair as you ponder what created this beautiful place.
| | | || As you glance around you see a huge mountain covered with
o-@-o-o| elegant white clouds to the distant north. The path continues
| | | to the east through some high grass in the plains.
* + |
| |
+ |
---------+
[Exits: north east south west]
Dhaartnab walks in.
Dhaartnab walks in.
Dhaartnab walks in.
An illusion of a Warlock walks in.
An illusion of the Huntsmaster walks in.
An illusion of Xavier walks in.
<429hp 819m 344mv> north
Gallow hill
*-z-z-z-z| You walk in the grassy plains. On this little hill you can
| | | || see two gallows, with rotting human tissue hanging from the
o-o-o-o| ropes. There is a sign here.
| | | ||
o-@-o-o|
| | | ||
o-o-o-o|
| | |
* + |
---------+
[Exits: north east south west]
The disfigured corpse of Harlen hangs from the gallows.
An elegant narcissus flower has been discarded.
A cute rabbit is here.
A cute rabbit is here.
(White Aura) A black veiled female figure waits here patiently.
An illusion of Xavier walks in.
An illusion of the Huntsmaster walks in.
An illusion of a Warlock walks in.
Dhaartnab walks in.
Dhaartnab walks in.
Dhaartnab walks in.
<429hp 819m 343mv> north
Grassy plains
z-z-z-z| You are walking across grassy plains. The wind blows
| | | || at your cheeks with a strength and purpose of mother
*-z-z-z-z| nature. Creatures of the plains scamper away from you
| | | || as your footsteps draw near to them. To the north, east
o-@-o-o| and west the plains stretch out before you, while the
| | | || skyline of Seringale rises up to the south.
o-z-o-o|
| | | ||
o-o-o-o|
---------+
[Exits: north east south west]
Dhaartnab walks in.
Dhaartnab walks in.
Dhaartnab walks in.
An illusion of a Warlock walks in.
An illusion of the Huntsmaster walks in.
An illusion of Xavier walks in.
<429hp 819m 342mv> west
Grassy plains
z-z-z| You are walking across grassy plains. The wind blows
| | || at your cheeks with a strength and purpose of mother
*-z-z-z| nature. Creatures of the plains scamper away from you
| | || as your footsteps draw near to them. To the north, east
@-o-o| and west the plains stretch out before you, while the
| | || skyline of Seringale rises up to the south.
o-z-o|
| | ||
o-o-o|
---------+
[Exits: north east south]
Some black gyvel is lying here, dark green with tiny blood red flowers.
A cute rabbit is here.
An illusion of Xavier walks in.
An illusion of the Huntsmaster walks in.
An illusion of a Warlock walks in.
Dhaartnab walks in.
Dhaartnab walks in.
Dhaartnab walks in.
<429hp 819m 341mv> north
north
In front of hut in foothills
o x | You are standing in the foothills. To the west, well
| | | hidden among the small foothills and pines, you see a
z-z-z| small hut. To the north you can see the foothills, and
| | || some pine forest. Further on mountain peaks are visible.
*-@-z-z|
| | ||
o-o-o|
| | ||
o-z-o|
---------+
[Exits: north east south west]
A cute rabbit is here.
Dhaartnab walks in.
Dhaartnab walks in.
Dhaartnab walks in.
An illusion of a Warlock walks in.
An illusion of the Huntsmaster walks in.
An illusion of Xavier walks in.
<429hp 819m 340mv> north
The steep foothills
o-o-o | You are walking through steep foothills of a tall mountain
| | far to the north. It is quite hard to move here due to
o x | the uneven footing and generally rough terrain. Pine
| | | trees have grown here, seemingly for centuries, as they
@-z-z| begin to crowd you the further you go. Far to the south
| | || you can barely see the skyline of a city.
*-z-z-z|
| | ||
o-o-o|
---------+
[Exits: north east south]
A bunch of pretty wild flowers is here.
An illusion of Xavier walks in.
An illusion of the Huntsmaster walks in.
An illusion of a Warlock walks in.
Dhaartnab walks in.
Dhaartnab walks in.
Dhaartnab walks in.
<429hp 819m 338mv> where
A Path from the Plains
o-o o o-*| You are travelling on an old overgrown path leading away
| | | | from the plains north of Seringale. The path doesn't
o-o-o | look like it is used very often, but a trail through
| | it has been relatively well kept. Small rocks and stones
@ x | lie scattered in the grass. South of here leads back
| | | into the plains, while the pathway northwards leads into
z-z-z| a valley occupied by elves.
| | ||
*-z-z-z|
---------+
[Exits: north south]
Dhaartnab walks in.
Dhaartnab walks in.
Dhaartnab walks in.
An illusion of a Warlock walks in.
An illusion of the Huntsmaster walks in.
An illusion of Xavier walks in.
<429hp 819m 337mv> north
Players near you in Sylvan Vale:
Grakkus Entrance to Sylvan Vale
<PK> Dhaartnab A Path from the Plains
<429hp 819m 337mv> Along the Path
o *| You suddenly find yourself wading through knee-high grasses,
| || as the path is swallowed by infringing vegetation - yet
o-o o o-*| the path remains distinct, for the earth to either side
| | | | of you has collapsed into the valley below. Majestic
o-@-o | trees have since grown from the fallen earth and crowd
| | around you, blocking out most of the sun and leaving
o x | the path in deep shadow. A fragile-looking meshwork of
| | | branches spans to both east and west, framed by rows
z-z-z| of narrow arching trunks, forming a delicate walkway
---------+ through the foliage.
[Exits: north east south west]
A shiny blade is on the floor.
An illusion of Xavier walks in.
An illusion of the Huntsmaster walks in.
An illusion of a Warlock walks in.
Dhaartnab walks in.
Dhaartnab walks in.
Dhaartnab walks in.
<429hp 819m 336mv> north
Scenic Rock
| You stand upon a jutting protrusion of sandstone, overlooking
| the vale below. From here you can see odd sorts of tree huts
o *| formed by excellent elven craftsmanship that emerge between
| || the branches of trees that sprout along the rim of the valley.
o-o @ o-*| You notice a sort of leafy tunnel that seems to allow passage
| | | | into the vale below.
o-o-o |
| |
o |
---------+
[Exits: south down]
A regal sign has been attached to a nearby tree.
Dhaartnab walks in.
Dhaartnab walks in.
Dhaartnab walks in.
An illusion of a Warlock walks in.
An illusion of the Huntsmaster walks in.
An illusion of Xavier walks in.
The sight of the wood-elves frolicking happily in the Vale fills you with contempt.
<429hp 819m 335mv> down
north
Entrance to Sylvan Vale
o-o-o-o-o| The steep overgrown path from the plains fades into the
| | | | || lush vegetation and brilliant verdance of a gentle valley,
o-o-o-o-o| apparently untouched by any forms of civilization. Birds
| | | | of all colors and plumages flit through the trees, while
o-@-o | rustles of forest creatures echo through the undergrowth.
| To the north the valley expands in its placid serenity,
| or you could skirt the lower edges of the valley to either
| side. The path entrance is nearly obscured by a curtain
| of dangling vines to the south.
---------+
[Exits: north east west up]
Grakkus the Trooper is here.
An illusion of Xavier walks in.
An illusion of the Huntsmaster walks in.
An illusion of a Warlock walks in.
Dhaartnab walks in.
Dhaartnab walks in.
Dhaartnab walks in.
<429hp 819m 334mv> north
In the Valley Basin
o-o-o-o-o| The view from the mossy path here is breathtaking. To either
| | | | || side, viridian slopes rise sharply in glowing contrast with
o-o-o-o-o| the sky, stealing your gaze from the scattered moldering
| | | | || planks set by some ancient hand into the embrace of the
o-o-@-o-o| earth. Beneath some drooping boughs you can make out a burbling
| | | | stream accompanying the path.
o-o-o |
|
|
---------+
[Exits: north east south west]
A shiny key is on the floor.
A shiny blade is on the floor.
Dhaartnab walks in.
Dhaartnab walks in.
Dhaartnab walks in.
An illusion of a Warlock walks in.
An illusion of the Huntsmaster walks in.
An illusion of Xavier walks in.
<429hp 819m 333mv> north
In the Valley Basin
o-o-o | The view from the mossy path here is breathtaking. To either
| | | | side, viridian slopes rise sharply in glowing contrast
o-o-o-o-o| with the sky, stealing your gaze from the scattered moldering
| | | | || planks set by some ancient hand into the embrace of the
o-o-@-o-o| earth.
| | | | ||
o-o-o-o-o|
| | | |
o-o-o |
---------+
[Exits: north east south west]
A giant stone feeling very holy is here.
A shiny blade is on the floor.
An illusion of Xavier walks in.
An illusion of the Huntsmaster walks in.
An illusion of a Warlock walks in.
Dhaartnab walks in.
Dhaartnab walks in.
Dhaartnab walks in.
<429hp 819m 332mv> where
In the Valley Basin
o | The view from the mossy path here is breathtaking. To
| | either side, viridian slopes rise sharply in glowing
o-o-o | contrast with the sky, stealing your gaze from the scattered
| | | | moldering planks set by some ancient hand into the embrace
o-o-@-o-o| of the earth.
| | | | ||
o-o-o-o-o|
| | | | ||
o-o-o-o-o|
---------+
[Exits: north east south west]
Dhaartnab walks in.
Dhaartnab walks in.
Dhaartnab walks in.
An illusion of a Warlock walks in.
An illusion of the Huntsmaster walks in.
An illusion of Xavier walks in.
<429hp 819m 331mv> north
Players near you in Sylvan Vale:
Grakkus Entrance to Sylvan Vale
<PK> Dhaartnab In the Valley Basin
<429hp 819m 331mv> north
Circular Clearing
o-o-o | The trees and shrubs fade from the grassy expanse here,
| | exposing a nearly perfect circle from which mushrooms
o | sprout. Specks of light glisten from the dewdrops that
| | mysteriously perpetuate on the foliage, as if in reflection
o-@-o | of the flickering of invisible candlelight.
| | | |
o-o-o-o-o|
| | | | ||
o-o-o-o-o|
---------+
[Exits: north east south west]
An elegant narcissus flower has been discarded.
A fairy ring of mushrooms grows at the center of this clearing.
You see 2 of an elven longsword here.
A giant stone feeling very holy is here.
An illusion of Xavier walks in.
An illusion of the Huntsmaster walks in.
An illusion of a Warlock walks in.
Dhaartnab walks in.
Dhaartnab walks in.
Dhaartnab walks in.
<429hp 819m 330mv> A Narrow Passage
o-o o-o-o| At last a path emerges from the valley bed, leading northward.
| | | | The trees to both east and west are tightly knit and
o o-o-o | seem to shift to block all view of the flitting shadows
| | beyond, despite your best efforts. Whispers of voices
@ | and fleeting wisps of some rustic flute melodies meld
| | with the buzzing of insects and twitters of birdsong
o-o-o | in the air. One of the gargantuan trees flanking the
| | | | path is covered with peculiarly cracked bark, almost
o-o-o-o-o| in the pattern of a ladder leading up into the foliage.
---------+
[Exits: north south up]
A giant stone feeling very holy is here.
You see 2 of an elven longsword here.
A pile of brown cloth is on the floor.
A wolf is here, looking for small prey.
Dhaartnab walks in.
Dhaartnab walks in.
Dhaartnab walks in.
An illusion of a Warlock walks in.
An illusion of the Huntsmaster walks in.
An illusion of Xavier walks in.
<429hp 819m 329mv> north
Along the Trail
o o | You are on the trail away from the Valley of the Elves.
| | | The hills around you keep this trail narrow. The trail
o-o o-o-o| continues east, south, and west.
| | | |
o o-@-o |
| |
o |
| |
o-o-o |
---------+
[Exits: east south west]
A valley elf scout wanders the valley, searching for intruders like you!
An illusion of Xavier walks in.
An illusion of the Huntsmaster walks in.
An illusion of a Warlock walks in.
Dhaartnab walks in.
Dhaartnab walks in.
Dhaartnab walks in.
<429hp 819m 328mv> west
north
A Bend in the Trail
o-o o | A narrow path has been worn through the surrounding hills.
| | | Trees overhead have their branches interlocking over
o-o o-o| the beaten trail in a secure attempt to block the weather.
| | || The leaves make a continuous rustle, and strangely, even
o-o @-o-o| so when the wind is not even blowing. A small gathering
| | of wind chimes have been loosely hung from one of the
o | highest branches. The path is at an L-shape cutting
| | straight through the undergrowth, and along the grassy
o-o-o| path you also notice an arrangement of flowers. The directions
---------+ in which you may are easily noticed are to the east and
north.
[Exits: north east]
You see 3 of a brown cloak here.
You see 3 of elven boots here.
A shiny blade is on the floor.
Dhaartnab walks in.
Dhaartnab walks in.
Dhaartnab walks in.
An illusion of a Warlock walks in.
An illusion of the Huntsmaster walks in.
An illusion of Xavier walks in.
<429hp 819m 327mv> west
A Bend in the Trail
| A narrow path has been worn through the surrounding hills,
| barely visible from the intrusion of all different kinds
o-o o | of shrubberies. Easily swaying overhead are the branches
| | | which have become more thin and allow much more light through
o-@ o-o| than in other areas. This path has also formed an L-shaped
| | || way through the towering hills, and several mushrooms have
o-o o-o-o| risen from an expedient amount of rainfall. The southern
| | way is accessible, as well as the western way which leads
o | into a small valley, with a small shack down in the middle
---------+ of it.
[Exits: south west]
An elegant narcissus flower has been discarded.
Some soft boots are on the floor.
A shiny blade is on the floor.
A pile of brown cloth is on the floor.
An illusion of Xavier walks in.
An illusion of the Huntsmaster walks in.
An illusion of a Warlock walks in.
Dhaartnab walks in.
Dhaartnab walks in.
Dhaartnab walks in.
<429hp 819m 326mv> north
The Small Valley
| You have come to a T-intersection in the small valley
| which is completely encased in a green overgrowth. Strange
o-o-o | tall trees tower in the sky as if magic was used to assist
| | | in their growth. On the western bank, an outline of a
o @-o | rectangular shape turned upward is present, and there
| | | | is a green vine that droops from the highest branch and
o-o-o o-o| dangles just above the grass. All about the forest ground
|| there are strange animal-like tracks. The forest leads
o| uphill to the north, south, and the path starts back
---------+ to the east. A small shack is just west of here, with
a warm glow emanating from its single window.
[Exits: north east south (door)]
An elegant narcissus flower has been discarded.
Some soft boots are on the floor.
You see 2 of an elven longsword here.
A pile of brown cloth is on the floor.
A valley elf wanders here, skirting between the tall grasses.
Dhaartnab walks in.
Dhaartnab walks in.
Dhaartnab walks in.
An illusion of a Warlock walks in.
An illusion of the Huntsmaster walks in.
An illusion of Xavier walks in.
<429hp 819m 325mv> west
The Small Valley
| The path here has formed into a narrow bend around the
| large mound to the southwest. A grass coating rises healthily
| above the ground in a mixture of flowers and weeds. Most
| of the trees to the direct northeast have been covered
o-o-@ | in bright green moss around the bottom of their trunks.
| | | The path to your south continues downhill to a T-intersection,
o o-o | and to the west it shares level ground and leads into
| | | | many leaves.
o-o-o o-o|
---------+
[Exits: south west]
An elegant narcissus flower has been discarded.
An illusion of Xavier walks in.
An illusion of the Huntsmaster walks in.
An illusion of a Warlock walks in.
Dhaartnab walks in.
Dhaartnab walks in.
Dhaartnab walks in.
<429hp 819m 324mv> west
The Small Valley
| The ground is level and littered with many healthy leaves.
| A soft squish in your step indicates that the grass is
| camouflaged. Overhead the many trees of the vale groan
| softly in the wind as their branches stir their shades
o-@-o | on the valley floor beneath them. One large tree to your
| | | south has been rooted out of the ground, making an arch.
f-o o-o| As you glance about the eastern and western ways, it
| | || seems that they both lead to the corners around this
o-o-o o| large mound.
---------+
[Exits: east west]
An elegant narcissus flower has been discarded.
Dhaartnab walks in.
Dhaartnab walks in.
Dhaartnab walks in.
An illusion of a Warlock walks in.
An illusion of the Huntsmaster walks in.
An illusion of Xavier walks in.
<429hp 819m 323mv> where
The Small Valley
| This is another bend in the valley located northwest
| of the large mound. It seems you've stumbled across a
| glorious patch of mushrooms of all translucent colors.
| The light in the sky is shown sparsely through the treetops,
@-o-o| giving this particular area a wonderful view. Spattered
| || across the many yellow and brown leaves that cover the
f-f-o o| ground are colors of red and green. Back uphill to the
| | || south leads to the T-intersection, and the way east is
f o-o-o| accessible.
---------+
[Exits: east south]
An elegant narcissus flower has been discarded.
An illusion of Xavier walks in.
An illusion of the Huntsmaster walks in.
An illusion of a Warlock walks in.
Dhaartnab walks in.
Dhaartnab walks in.
Dhaartnab walks in.
<429hp 819m 322mv> south
Players near you in Sylvan Vale:
Grakkus In the Valley Basin
<PK> Dhaartnab The Small Valley
<429hp 819m 322mv> west
The Small Valley
| You have come to a T-intersection in the small valley
| just west of the bank that almost looks man made. Many
o-o-o| of the taller trees have spread out here, giving this
| || intersection a more open environment than other places
f-f-@ o| about the valley. Splotches of grass show here and there,
| | || but vastly spread out across the valley floor are the
f o-o-o| same yellow and brown leaves. To the west the path becomes
| much more dense through the trees, the northern and southern
| ways both elevated slightly downhill like a ramp.
---------+
[Exits: north south west]
You see 2 of an elven longsword here.
An elegant narcissus flower has been discarded.
Dhaartnab walks in.
Dhaartnab walks in.
Dhaartnab walks in.
An illusion of a Warlock walks in.
An illusion of the Huntsmaster walks in.
An illusion of Xavier walks in.
<429hp 819m 321mv> A Thin Trail
| A terribly thin trail twisting among trees. The trees
| vary greatly in size, but they have the same coloring
o o-o| and appear to be the same type. A thick layer of yellow
| | | and brown leaves is scattered across the healthy, dark,
o f-@-o | reddish and brown colored soil. The trail connects to
| | | | another, slightly wider, trail just to the east, and continues
f-f o-o| on its way to the west.
|
|
---------+
[Exits: east west]
A pile of brown cloth is on the floor.
A shiny blade is on the floor.
Some soft boots are on the floor.
An elegant narcissus flower has been discarded.
An illusion of Xavier walks in.
An illusion of the Huntsmaster walks in.
An illusion of a Warlock walks in.
Dhaartnab walks in.
Dhaartnab walks in.
Dhaartnab walks in.
<429hp 819m 320mv> west
where
A Thin Trail
| A terribly thin trail twisting among trees. The trees vary greatly
| in size, but they have the same coloring and appear to be the
x-o o| same type. A thick layer of yellow and brown leaves is scattered
| || across the healthy, dark, reddish and brown colored soil. The
o @-f-o| trail continues on its way to the south and east.
| | ||
f-f-f o|
| |
f |
---------+
[Exits: east south]
An elegant narcissus flower has been discarded.
Dhaartnab walks in.
Dhaartnab walks in.
Dhaartnab walks in.
An illusion of a Warlock walks in.
An illusion of the Huntsmaster walks in.
An illusion of Xavier walks in.
<429hp 819m 319mv> south
Grakkus yells 'Help! I am being attacked by a valley elf!'
Players near you in Sylvan Vale:
Grakkus Skirting the Vale
<PK> Belan A Path from the Plains
<PK> Dhaartnab A Thin Trail
<PK> Ingra A Path from the Plains
<429hp 819m 319mv> west
A Thin Trail
x-o o| A terribly thin trail twisting among trees. The trees vary greatly
| || in size, but they have the same coloring and appear to be the
o f-f-o| same type. A thick layer of yellow and brown leaves is scattered
| | || across the healthy, dark, reddish and brown colored soil. The
f-f-@ o| trail continues on its way to the north and west.
| |
f |
| |
f |
---------+
[Exits: north west]
A shiny blade is on the floor.
An illusion of Xavier walks in.
An illusion of the Huntsmaster walks in.
An illusion of a Warlock walks in.
Dhaartnab walks in.
Dhaartnab walks in.
Dhaartnab walks in.
<429hp 819m 318mv> A Thin Trail
x-o | A terribly thin trail twisting among trees. The trees vary
| | greatly in size, but they have the same coloring and appear
o f-f| to be the same type. A thick layer of yellow and brown leaves
| | | is scattered across the healthy, dark, reddish and brown colored
f-@-f | soil. The trail continues on its way to the east and west.
| |
f |
| |
o-f |
---------+
[Exits: north east west]
There is a sign with a very important warning written here.
Dhaartnab walks in.
Dhaartnab walks in.
Dhaartnab walks in.
An illusion of a Warlock walks in.
An illusion of the Huntsmaster walks in.
An illusion of Xavier walks in.
<429hp 819m 317mv> west
A Thin Trail
x-o | A terribly thin trail twisting among trees. The trees vary
| | greatly in size, but they have the same coloring and appear
o f| to be the same type. A thick layer of yellow and brown leaves
| || is scattered across the healthy, dark, reddish and brown
@-f-f| colored soil. The trail continues on its way to the north
| | and south.
f |
| |
o-o-f |
---------+
[Exits: east south]
An illusion of Xavier walks in.
An illusion of the Huntsmaster walks in.
An illusion of a Warlock walks in.
Dhaartnab walks in.
Dhaartnab walks in.
Dhaartnab walks in.
<429hp 819m 316mv> south
A Thin Trail
o f| A terribly thin trail twisting among trees. The trees vary great
| || in size, but they have the same coloring and appear to be the
f-f-f| same type. A thick layer of yellow and brown leaves is scattered
| | across the healthy, dark, reddish and brown colored soil. The
@ | trail continues on its way to the north and south.
| |
o-o-f |
| |
o |
---------+
[Exits: north south]
Dhaartnab walks in.
Dhaartnab walks in.
Dhaartnab walks in.
An illusion of a Warlock walks in.
An illusion of the Huntsmaster walks in.
An illusion of Xavier walks in.
<429hp 819m 315mv> south
A Thin Trail
f-f-f| You have reached the terminus of a terribly thin trail twisting
| | among trees. The trees vary greatly in size, but they have the
f | same coloring and appear to be of the same type. A thick layer
| | of yellow and brown leaves is scattered across the healthy, dark,
o-o-@ | reddish-brown colored soil. The trail leads to the north. A thick
| | clay wall has been constructed to the south, but a small hand-made
o | opening has been dug through it allowing passage.
| |
z |
---------+
[Exits: north west down]
An illusion of Xavier walks in.
An illusion of the Huntsmaster walks in.
An illusion of a Warlock walks in.
Dhaartnab walks in.
Dhaartnab walks in.
Dhaartnab walks in.
<429hp 819m 314mv> west
west
Thin Growth
f-f| A few trees and ferns sparsely populate the sides of the quiet
| | path. Grass is more common here, nearly covering a few patches
f | of the reddish-brown path completely. Despite the thin growth,
| | neither sound nor sign of animals are to be found. To the south
o-@-f | looms Vorthyn Mountain, its high peak nearly touching the clouds.
| | The path to the east leads toward a wide, lush valley.
o |
| |
z |
---------+
[Exits: east west]
Dhaartnab walks in.
Dhaartnab walks in.
Dhaartnab walks in.
An illusion of a Warlock walks in.
An illusion of the Huntsmaster walks in.
An illusion of Xavier walks in.
<429hp 819m 313mv> Thin Growth
f| A few trees and ferns sparsely populate the sides of the
|| quiet path. Grass is more common here, nearly covering a
f| few patches of the reddish-brown path completely. Despite
|| the thin growth, neither sound nor sign of animals are to
@-o-f| be found. To the south looms Vorthyn Mountain, its high peak
| | nearly touching the clouds. The path to the east leads toward
o | a wide, lush valley.
| |
z |
---------+
[Exits: east south]
An illusion of Xavier walks in.
An illusion of the Huntsmaster walks in.
An illusion of a Warlock walks in.
Dhaartnab walks in.
Dhaartnab walks in.
Dhaartnab walks in.
<429hp 819m 312mv> south
south
Thin Growth
f| A few trees and ferns sparsely populate the sides of the quiet
|| path. Grass is more common here, nearly covering a few patches
o-o-f| of the reddish-brown path completely. Despite the thin growth,
| | neither sound nor sign of animals are to be found. To the
@ | south looms Vorthyn Mountain, its high peak nearly touching
| | the clouds. The path to the north leads toward a wide, lush
z | valley.
|
|
---------+
[Exits: north south]
Dhaartnab walks in.
Dhaartnab walks in.
Dhaartnab walks in.
An illusion of a Warlock walks in.
An illusion of the Huntsmaster walks in.
An illusion of Xavier walks in.
<429hp 819m 311mv> The Eastern Piedmont
o-o-f| Any ideas that traversing Vorthyn Mountain is a small thing
| | are completely wiped away here at the base. The long, rising
o | path can be seen clearly now, as can the sparse grass on the
| | mountainside. Occasionally, a gust of wind blows down from
@ | the slopes, doing nothing to ease your concern. From here,
| it's either up the mountain or along the path to the north.
|
|
|
---------+
[Exits: north up]
An illusion of Xavier walks in.
An illusion of the Huntsmaster walks in.
An illusion of a Warlock walks in.
Dhaartnab walks in.
Dhaartnab walks in.
Dhaartnab walks in.
<429hp 819m 310mv> up
East Side of the Mountain
| The thin path allowing passage over Vorthyn Mountain is relatively
| stable here on the eastern slope. Scattered blades of grass
| are able to cling to life here on the rocky ground, no doubt
| bolstered each morning by the rising sun. The path leads up
@ | the mountain toward the peak or down toward a valley far below.
|
|
|
|
---------+
[Exits: up down]
Dhaartnab climbs in.
Dhaartnab climbs in.
Dhaartnab climbs in.
An illusion of a Warlock climbs in.
An illusion of the Huntsmaster climbs in.
An illusion of Xavier climbs in.
<429hp 819m 308mv> up
Vorthyn Summit
| Finally! You've managed to reach the summit of Vorthyn Mountain.
| The clouds over your head seem to be just out of arms reach,
| definitely closer than the level ground far below. The thought
| of more travel on this rocky, uneven mountain is disheartening
x-@ | at best, but there's only one way to go from here: down. The
| trail to the west looks slightly more treacherous than the
| relatively stable path down the eastern slope.
|
|
---------+
[Exits: west down]
A halfling refugee is here, looking forlorn.
An illusion of Xavier climbs in.
An illusion of the Huntsmaster climbs in.
An illusion of a Warlock climbs in.
Dhaartnab climbs in.
Dhaartnab climbs in.
Dhaartnab climbs in.
<429hp 819m 305mv> west
Vorthyn Summit
| Finally! You've managed to reach the summit of Vorthyn Mountain.
| The clouds over your head seem to be just out of arms reach,
| definitely closer than the level ground far below. The thought
| of more travel on this rocky, uneven mountain is disheartening
@-x | at best, but there's only one way to go from here: down.
| The path to the east looks slightly safer than the treacherous
| trail down the western slope.
|
|
---------+
[Exits: east down]
Dhaartnab climbs in.
Dhaartnab climbs in.
Dhaartnab climbs in.
An illusion of a Warlock climbs in.
An illusion of the Huntsmaster climbs in.
An illusion of Xavier climbs in.
<429hp 819m 302mv> down
west
West Side of the Mountain
| The narrow trail allowing passage over Vorthyn Mountain
| is perhaps most treacherous here on the western slope. The
| idea of climbing higher in these conditions is not pleasant,
| one misstep would surely bring disaster here amongst the
x-@>x | skittering pebbles and swirling wind. It may be best to
| carefully follow the trail to the west and reach the long
| plateau below, which leads to a large field of some kind.
|
|
---------+
[Exits: east west up down]
An illusion of Xavier climbs in.
An illusion of the Huntsmaster climbs in.
An illusion of a Warlock climbs in.
Dhaartnab climbs in.
Dhaartnab climbs in.
Dhaartnab climbs in.
<429hp 819m 299mv> West Side of the Mountain
| The narrow trail allowing passage over Vorthyn Mountain
| is perhaps most treacherous here on the western slope.
| The idea of climbing higher in these conditions is not
| pleasant, one misstep would surely bring disaster here
@-x>x| amongst the skittering pebbles and swirling wind. A long
| plateau below leads to a large field of some kind.
| A smooth crack in the face of the mountain looks unnatural.
|
|
---------+
[Exits: (crack) east down]
Dhaartnab climbs in.
Dhaartnab climbs in.
Dhaartnab climbs in.
An illusion of a Warlock climbs in.
An illusion of the Huntsmaster climbs in.
An illusion of Xavier climbs in.
<429hp 819m 296mv> south
Alas, you cannot go that way.
<429hp 819m 296mv> down
The Western Piedmont
| Any ideas that traversing Vorthyn Mountain is a small thing
| are completely wiped away here at the base. The steep, narrow
| path can be seen clearly now, and the reason no fauna and
| flora are visible is painfully obvious. The periodic gusts
@ | of wind blowing down from the rocky slopes do nothing to
| | ease your concern. From here, it's either up the treacherous
z | mountain or across the boulder laden plateau to the south.
| |
z-z |
---------+
[Exits: south up]
An illusion of Xavier walks in.
An illusion of the Huntsmaster walks in.
An illusion of a Warlock walks in.
Dhaartnab walks in.
Dhaartnab walks in.
Dhaartnab walks in.
<429hp 819m 294mv> south
A Dry Plateau
| This long plateau bridges the slopes of Vorthyn Mountain,
| visible to the north, to the muddy remnants of a halfling
z | farm below. Underneath the myriad tiny round stones, the ground
| | here appears to be one giant slab of greyish stone, also burdened
@ | with several boulders ranging from gnome-sized to taller than
| | the biggest giant. The pebbles underfoot occasionally tremble
z-z | lightly, perhaps it is only the wind?
|
|
---------+
[Exits: north south]
Dhaartnab walks in.
Dhaartnab walks in.
Dhaartnab walks in.
An illusion of a Warlock walks in.
An illusion of the Huntsmaster walks in.
An illusion of Xavier walks in.
<429hp 819m 292mv> south
west
A Dry Plateau
z | This long plateau bridges the slopes of Vorthyn Mountain,
| | visible to the north, to the muddy remnants of a halfling
z | farm below. Underneath the myriad tiny round stones, the ground
| | here appears to be one giant slab of greyish stone, also burdened
z-@ | with several boulders ranging from gnome-sized to taller than
| the biggest giant. The pebbles underfoot occasionally tremble
| lightly, perhaps it is only the wind?
|
|
---------+
[Exits: north west]
An illusion of Xavier walks in.
An illusion of the Huntsmaster walks in.
An illusion of a Warlock walks in.
Dhaartnab walks in.
Dhaartnab walks in.
Dhaartnab walks in.
<429hp 819m 290mv> down
A Dry Plateau
z | This long plateau bridges the slopes of Vorthyn Mountain,
| | visible to the north, to the muddy remnants of a halfling
z | farm below. Underneath the myriad tiny round stones, the
| | ground here appears to be one giant slab of greyish stone,
@-z | also burdened with several boulders ranging from gnome-sized
| to taller than the biggest giant. The pebbles underfoot
| occasionally tremble lightly, perhaps it is only the wind?
| There's a sizeable mud slope here leading downwards.
|
---------+
[Exits: east down]
Dhaartnab walks in.
Dhaartnab walks in.
Dhaartnab walks in.
An illusion of a Warlock walks in.
An illusion of the Huntsmaster walks in.
An illusion of Xavier walks in.
<429hp 819m 288mv> where
Sunbaked Clay
| A layer of hard, cracked clay covers what was once a prospering
| farm. The few remaining barley stalks are brown and withered,
| their roots denied water for some time now and the various
| farming implements scattered about the area appear to have
o-@ | been abandoned in haste. Looming over the old farm is the towering
| | | presence of Vorthyn Mountain, which appears accessible from
o-o-o-o | the plateau above you. A canvas structure has been erected
| | across the field to the southwest.
o |
---------+
[Exits: south west up]
A curved sword with a heavy tip sits here.
A long polearm with a curved blade is here.
An illusion of Xavier walks in.
An illusion of the Huntsmaster walks in.
An illusion of a Warlock walks in.
Dhaartnab walks in.
Dhaartnab walks in.
Dhaartnab walks in.
<429hp 819m 287mv> south
Players near you in The Mudfall:
<PK> Dhaartnab Sunbaked Clay
<429hp 819m 287mv> Sunbaked Clay
| A layer of hard, cracked clay covers what was once a prospering
| farm. The few remaining barley stalks are brown and withered,
o-o | their roots denied water for some time now and the various farming
| | | implements scattered about the area appear to have been abandoned
o-o-@-o | in haste. Looming over the old farm is the towering presence
| | of Vorthyn Mountain, seen clearly to the northeast. A canvas
o | structure has been erected across the field to the southwest.
|
|
---------+
[Exits: north east west]
Dhaartnab walks in.
Dhaartnab walks in.
Dhaartnab walks in.
An illusion of a Warlock walks in.
An illusion of the Huntsmaster walks in.
An illusion of Xavier walks in.
<429hp 819m 286mv> west
west
Sunbaked Clay
| A layer of hard, cracked clay covers what was once a prospering
| farm. The few remaining barley stalks are brown and withered,
o-o | their roots denied water for some time now and the various
| | | farming implements scattered about the area appear to have
o-@-o-o| been abandoned in haste. Looming over the old farm is the
| | towering presence of Vorthyn Mountain, seen clearly to the
o | northeast. A canvas structure has been erected to the south.
|
|
---------+
[Exits: north east south west]
An illusion of Xavier walks in.
An illusion of the Huntsmaster walks in.
An illusion of a Warlock walks in.
Dhaartnab walks in.
Dhaartnab walks in.
Dhaartnab walks in.
You purge the arcane energy from your body.
You feel less vulnerable to afflictions.
<439hp 835m 340mv> Above the Fissure
| A layer of hard, cracked clay covers what was once a prospering
| farm. The few remaining barley stalks are brown and withered,
o-o| their roots denied water for some time now and the various
| || farming implements scattered about the area appear to have
@-o-o| been abandoned in haste. A faint smell of sulfur emanates
| | from a jagged crack in the clay's surface.
o |
|
|
---------+
[Exits: east down]
A halfling child is sitting here weeping.
Dhaartnab walks in.
Dhaartnab walks in.
Dhaartnab walks in.
An illusion of a Warlock walks in.
An illusion of the Huntsmaster walks in.
An illusion of Xavier walks in.
<439hp 835m 339mv> down
A Narrow Fissure
| The narrow fissure in the hard grey stone is barely big enough
| for you to traverse without getting stuck. The air here is
| heavy and rank as the smell of baked clay collides with the
| sickly sweet stench of sulfur wafting in slowly from somewhere
@ | below, making your stomach turn. You can squeeze up or down
| to escape the cramped fissure.
|
|
|
---------+
[Exits: up down]
A giant bombardier beetle scurries around as it hunts for carrion.
A halfling refugee is here, looking forlorn.
A large praying mantis is here, holding perfectly still.
An illusion of Xavier walks in.
An illusion of the Huntsmaster walks in.
An illusion of a Warlock walks in.
Dhaartnab walks in.
Dhaartnab walks in.
Dhaartnab walks in.
<439hp 835m 338mv> down
where
Beneath the Fissure
| A large crack in the center of this subterranean chamber's
| low, jagged ceiling allows you to stand upright beneath it,
| but the limited height requires a crouch for exploring the
| rest of the cavern. The three egg-shaped boulders that line
o-o-@ | the north wall, each marked by a single rune of unknown origin,
| | | partially conceal a thin crack in the ground that widens
o o | into a larger fault to the west. An opening to the south
| | | leads into a narrow tunnel and it may be possible to squeeze
~ F-o | into the crack overhead.
---------+
[Exits: south west up]
Dhaartnab walks in.
Dhaartnab walks in.
Dhaartnab walks in.
An illusion of a Warlock walks in.
An illusion of the Huntsmaster walks in.
An illusion of Xavier walks in.
<439hp 835m 337mv> south
Players near you in The Mudfall:
<PK> Dhaartnab Beneath the Fissure
<439hp 835m 337mv> Tunneling Through Mud
| A shallow morass rests atop mud already baked solid by the
| heat radiating from the cavern to the north. The tunnel is
o-o-o | almost too narrow to squeeze through, but pieces of the wall
| | | crack and tumble free as you slide by. The tunnel continues
o @ | to the south.
| | |
~ F-o |
| |
o-o |
---------+
[Exits: north south]
An illusion of Xavier walks in.
An illusion of the Huntsmaster walks in.
An illusion of a Warlock walks in.
Dhaartnab walks in.
Dhaartnab walks in.
Dhaartnab walks in.
<439hp 835m 336mv> south
Tunneling Through Mud
o-o-o | A shallow morass rests atop mud partially baked solid by heat
| | | emanating from the cavern to the far north. The tunnel is almost
o o | too narrow to squeeze through, but pieces of the wall crack
| | | and tumble free as you slide by. The tunnel leads south into
~ F-@ | deeper muck.
| |
o-o |
| |
o |
---------+
[Exits: north south west]
A large praying mantis is here, holding perfectly still.
Dhaartnab walks in.
Dhaartnab walks in.
Dhaartnab walks in.
An illusion of a Warlock walks in.
An illusion of the Huntsmaster walks in.
An illusion of Xavier walks in.
<439hp 835m 335mv> south
Against Stone
o | This slab of hard grey stone sits well above the mud below.
| | The southern wall of the passageway is composed of glossy black
F-o | stone that reflects a small amount of light. In stark contrast,
| | the eastern wall is tan in color and formed by a softer looking,
o-@ | sponge-like rock. A faint trembling overhead causes mud to dislodge
| | from several of the orangish-red stalactites hanging from the
o | rugged and uneven ceiling. The passage continues along the aberrant
| wall and an opening to the north leads into a narrow tunnel.
|
---------+
[Exits: north west]
A corked brown bottle is here.
An illusion of Xavier walks in.
An illusion of the Huntsmaster walks in.
An illusion of a Warlock walks in.
Dhaartnab walks in.
Dhaartnab walks in.
Dhaartnab walks in.
<439hp 835m 334mv> west
south
up
Against Stone
o | This slab of hard grey stone sits well above the mud below.
| | The southern wall of the passageway is composed of glossy
F-o | black stone that reflects a small amount of light. In stark
| | contrast, the northern and western walls are tan in color
@-o | and formed by softer looking, sponge-like rocks. A faint trembling
| | overhead causes mud to dislodge from several of the orangish-red
o | stalactites hanging from the rugged and uneven ceiling. The
| passage continues along the aberrant wall and an opening to
| the south leads into a glowing cavern.
---------+
[Exits: east south]
A millipede is here, searching for something to eat.
Dhaartnab walks in.
Dhaartnab walks in.
Dhaartnab walks in.
An illusion of a Warlock walks in.
An illusion of the Huntsmaster walks in.
An illusion of Xavier walks in.
<439hp 835m 333mv> where
Below an Opening
F-o | This small subterranean cavern is sweltering. A narrow canal
| | of lava flows from east to west along the southern wall, filling
o-o | the room with an eerie orange light and scalding steam. A
| | slim passageway leads north into a heat-dried mud tunnel and
@ | a clay ramp spirals into the chamber above.
|
|
|
|
---------+
[Exits: north up]
A halfling refugee is here, looking forlorn.
Thiel is here, searching for survivors.
An illusion of Xavier walks in.
An illusion of the Huntsmaster walks in.
An illusion of a Warlock walks in.
Dhaartnab walks in.
Dhaartnab walks in.
Dhaartnab walks in.
<439hp 835m 332mv> A Hole in the Mud
o-o | The heat radiating from the floor and outer walls of this chamber
| | has nearly completely dried the mud drifting in from the north
o o-o | and west. Steam accompanies an eerie orange light that rises
| | | into the cavern from below, where it clings to the worn clay
~-o-@ | walls and glistens in the dim light. A tapered clay ramp spirals
| | into the depths below.
~-o |
| | |
o-o |
---------+
[Exits: north west down]
A medic is here, looking for refugees.
Dhaartnab walks in.
Dhaartnab walks in.
Dhaartnab walks in.
An illusion of a Warlock walks in.
An illusion of the Huntsmaster walks in.
An illusion of Xavier walks in.
<439hp 835m 331mv> west
Players near you in The Mudfall:
<PK> Dhaartnab A Hole in the Mud
<439hp 835m 331mv> A Soggy Passage
o-o-o | The liquid sludge flowing into the tunnel from the north
| | | more than covers your knees as you trudge through. Several
o-o o-o | orangish-red mudsicles dangle from the ceiling like stalactites,
| | | dripping ever so slowly into the muddy current below. The
~-@-o | mud extends into a large chamber to the west and toward an
| | unusually hot cavern to the east.
o-~-o |
| | |
o-o |
---------+
[Exits: east west]
A pair of torn trousers are here, covered in mud.
An illusion of Xavier walks in.
An illusion of the Huntsmaster walks in.
An illusion of a Warlock walks in.
Dhaartnab walks in.
Dhaartnab walks in.
Dhaartnab walks in.
<439hp 835m 330mv> west
Wading Through Mud
o-o-o | Waist-deep mud is everywhere in this wide, cavernous chamber.
| | | The low ceiling continually drips more mud into the sulfurous
o-o o-o| quagmire, adding to the difficulty of travel. A loud rumble
| || can be heard from somewhere below the surface to the south.
@-o-o|
| |
o-o-~-o |
| | |
o-o |
---------+
[Exits: north east south]
A giant bombardier beetle scurries around as it hunts for carrion.
A medic is here, looking for refugees.
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.
<439hp 835m 329mv> south
west
west
Wading Through Mud
o-o o-o| Waist-deep mud is everywhere in this wide, cavernous chamber.
| || The low ceiling continually drips more mud into the sulfurous
~-o-o| quagmire, adding to the difficulty of travel. The mud extends
| | into the darkness in all directions, and a loud rumble can
o-o-@-o | be heard from somewhere below the surface.
| | |
o-o |
|
|
---------+
[Exits: north east south west]
A curved sword with a heavy tip sits here.
A long polearm with a curved blade is here.
A halfling refugee is here, looking forlorn.
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 water gurgles beneath you.
<439hp 835m 327mv> up
where
A Soggy Passage
o-o | The liquid sludge flowing eastward though the tunnel more
| | than covers your knees as you trudge through. Several
~-o| orangish-red mudsicles dangle from the ceiling like stalactites,
| | dripping ever so slowly into the muddy current below.
o-@-~-o| You can drift eastward with the current into deeper mud
| || or move upstream to a larger chamber to the west.
o-o|
|
|
---------+
[Exits: east west]
A medic is here, looking for refugees.
A halfling child is sitting here weeping.
Dhaartnab walks in.
Dhaartnab walks in.
Dhaartnab walks in.
An illusion of a Warlock walks in.
An illusion of the Huntsmaster walks in.
An illusion of Xavier walks in.
<439hp 835m 326mv> Mud-Covered Rubble
o-o| The ground here is littered with the detritus of a fallen
|| settlement. The mud-covered remains of sod, wood, thatch,
~| and mortared stone cover nearly every inch of this subterranean
|| grotto. One lump of mud in particular catches your eye,
@-o-~| where a golden glitter can be seen. Mud and loose rock
|| continue to ooze into the chamber from above and a narrow
o| path through the rubble has been cleared to allow passage
| east.
|
---------+
[Exits: east up]
(White Aura) Erion is here, hunting the dragon.
A medic is here, looking for refugees.
An illusion of Xavier walks in.
An illusion of the Huntsmaster walks in.
An illusion of a Warlock walks in.
Dhaartnab walks in.
Dhaartnab walks in.
Dhaartnab walks in.
<439hp 835m 325mv> Falling Mud
| This small pond of liquid mud shines a little too brightly.
| The mud's bright orange color leaves no doubt that this
o-S | is the source of the sulfuric mephitis that predominates
| | the surrounding field. A steady flow of mud seeps through
f o-@-o | a hole on the north bank of the slough.
| | | | |
f-o-o-o |
| | | | |
f o-o-o |
---------+
[Exits: east south west down]
A mud puddle is here, glinting strangely.
A medic is here, looking for refugees.
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.
<439hp 835m 324mv> west
Players near you in The Mudfall:
<PK> Dhaartnab Falling Mud
<439hp 835m 324mv> south
west
A Mud-Covered Field
* | The mud covering this open field is mostly dry. A few
| | of the remaining blades of crabgrass remain green, but
o-S | most are brown and wilted. An overwhelming stench of
| | sulfur permeates the area, apparently wafting from the
f @-~-o| glistening mud pond to the east.
| | | ||
f-o-o-o|
| | | ||
f o-o-o|
---------+
[Exits: east south]
An illusion of Xavier walks in.
An illusion of the Huntsmaster walks in.
An illusion of a Warlock walks in.
Dhaartnab walks in.
Dhaartnab walks in.
Dhaartnab walks in.
<439hp 835m 323mv> A Mud-Covered Field
o-S | The mud covering this open field is mostly dry. A few
| | of the remaining blades of crabgrass remain green, but
f o-~-o| most are brown and wilted. An overwhelming stench of
| | | || sulfur permeates the area, apparently wafting from the
f-@-o-o| glistening mud pond to the northeast.
| | | ||
f o-o-o|
| |
f-f-f-f-f|
---------+
[Exits: north east south west]
A large praying mantis is here, holding perfectly still.
Dhaartnab walks in.
Dhaartnab walks in.
Dhaartnab walks in.
An illusion of a Warlock walks in.
An illusion of the Huntsmaster walks in.
An illusion of Xavier walks in.
<439hp 835m 322mv> where
A muddy path
o-S | You tread through the deep, dark forest on a dimly lit
| | path. A field overflowing with mud to the east has spilled
f o-~| mud onto the path. The sound of applause reaches your
| | || ears from the north.
@-o-o|
| | ||
f o-o|
| |
f-f-f-f-f|
---------+
[Exits: north east south]
An illusion of Xavier walks in.
An illusion of the Huntsmaster walks in.
An illusion of a Warlock walks in.
Dhaartnab walks in.
Dhaartnab walks in.
Dhaartnab walks in.
<439hp 835m 321mv> south
south
Players near you in Mystic Forest:
<PK> Estra A trail through the light forest
<PK> Dhaartnab A muddy path
<439hp 835m 321mv> where
A muddy path
f o-~| You tread through the deep, dark forest on a dimly lit path.
| | || The ground is somewhat muddy beneath your feet. The sound
f-o-o| of applause reaches your ears from the north.
| | ||
@ o-o|
| |
f-f-f-f-f|
| |
f |
---------+
[Exits: north south]
Dhaartnab walks in.
Dhaartnab walks in.
Dhaartnab walks in.
An illusion of a Warlock walks in.
An illusion of the Huntsmaster walks in.
An illusion of Xavier walks in.
<439hp 835m 320mv> A trail through the light forest
f-o-o| You are on a trail leading east and west through the dense
| | || forest. To the east, the forest gradually seems to become
f o-o| lighter. A small path leads north.
| |
f-f-@-f-f|
| |
f |
| |
f-f-f |
---------+
[Exits: north east west]
(Invis) Estra the Shadow Mistress of the Lau Kuan, Knight of Valour is riding on the back of a brass
Asc'Liena stallion.
A beautiful stallion with a shining brass coat grazes nearby.
The caravan attendant is here, with caravans for hire.
An illusion of Xavier walks in.
An illusion of the Huntsmaster walks in.
An illusion of a Warlock walks in.
Dhaartnab walks in.
Dhaartnab walks in.
Dhaartnab walks in.
<439hp 835m 319mv> west
Estra gallops east on a brass Asc'Liena stallion.
Players near you in Mystic Forest:
<PK> Estra A trail through the light forest
<PK> Dhaartnab A trail through the light forest
<439hp 835m 319mv> where
A trail through the light forest
f-o| You are on a narrow trail leading east and west through
| || the forest. To the west, the forest gradually becomes more
f o| dense. A small forest path leads south and a large tree
| | stands to the north.
f-f-@-f-f|
| | |
f f |
| | |
f-f-f-f |
---------+
[Exits: east south west]
A proud, powerful looking black stallion stomps its feet restlessly.
Dhaartnab walks in.
Dhaartnab walks in.
Dhaartnab walks in.
An illusion of a Warlock walks in.
An illusion of the Huntsmaster walks in.
An illusion of Xavier walks in.
<439hp 835m 318mv> Players near you in Mystic Forest:
<PK> Estra A trail through the light forest
<PK> Dhaartnab A trail through the light forest
<439hp 835m 318mv> west
south
A trail through the dense forest
f| You are on a trail leading east and west through the
|| dense forest. To the east, the forest gradually seems
f| to become lighter.
||
f-f-@-f-f|
| | |
f f |
| | |
f-f-f-f|
---------+
[Exits: east west]
An illusion of Xavier walks in.
An illusion of the Huntsmaster walks in.
An illusion of a Warlock walks in.
Dhaartnab walks in.
Dhaartnab walks in.
Dhaartnab walks in.
<439hp 835m 317mv> south
Ancient trees crowd along the beaten path.
<439hp 835m 317mv> Ancient trees crowd along the beaten path.
<439hp 835m 317mv> west
A trail through the dense forest
| You are on a trail leading east and west through the
| dense forest. To the west, the trees are so huge and
| their crowns so dense that the forest remains in total
| darkness. A small path leads south through the trees.
f-f-@-f-f|
| | ||
f f f|
| | ||
f f-f-f|
---------+
[Exits: east south west]
Dhaartnab walks in.
Dhaartnab walks in.
Dhaartnab walks in.
An illusion of a Warlock walks in.
An illusion of the Huntsmaster walks in.
An illusion of Xavier walks in.
<439hp 835m 316mv> south
A small path in the dense forest
| You are on a small path leading through the dense forest.
| The crowns of the old trees leave the forest in an unreal
f-f-f-f-f| twilight illumination. The path continues north and south.
| | ||
f @ f|
| | ||
f f-f-f|
| |
f-f|
---------+
[Exits: north south]
An illusion of Xavier walks in.
An illusion of the Huntsmaster walks in.
An illusion of a Warlock walks in.
Dhaartnab walks in.
Dhaartnab walks in.
Dhaartnab walks in.
<439hp 835m 315mv> south
where
A small path in the dense forest
f-f-f-f-f| You are on a small path leading through the dense forest.
| | || The crowns of the old trees leave the forest in an unreal
f f f| twilight illumination. The path continues north and east.
| | ||
f @-f-f|
| |
f-f|
| |
o-f-f|
---------+
[Exits: north east]
A small mushroom grows nearby.
Conspicuous by its large size, this marvellous mushroom dwarfs the nearby bushes.
A brown fox is here, looking for some rabbits to chew up.
Dhaartnab walks in.
Dhaartnab walks in.
Dhaartnab walks in.
An illusion of a Warlock walks in.
An illusion of the Huntsmaster walks in.
An illusion of Xavier walks in.
<439hp 835m 314mv> Players near you in Mystic Forest:
<PK> Estra The edge of the forest
<PK> Dhaartnab A small path in the dense forest
<439hp 835m 314mv> east
An intersection in the dense forest
f-f-f-f-f| You are on a small path leading through the dense forest.
| | | The crowns of the old trees leave the forest in an unreal
f f | twilight illumination. The forest gradually lightens to
| | | the east. Paths lead east, west and south.
f-@-f-f|
| ||
f-f-f|
| |
o-f-f |
---------+
[Exits: east south west]
An illusion of Xavier walks in.
An illusion of the Huntsmaster walks in.
An illusion of a Warlock walks in.
Dhaartnab walks in.
Dhaartnab walks in.
Dhaartnab walks in.
<439hp 835m 313mv> south
An intersection in the dense forest
f f | You are on a small path leading through the dense forest.
| | | The crowns of the old trees leave the forest floor in
f-f-f-f| an unreal twilight illumination. Paths lead north, east
| || and south.
@-f-f|
| |
o-f-f o|
| ||
f-f|
---------+
[Exits: north east south]
A fearless adventurer is here, asking for a group to explore the Mystic Forest.
Dhaartnab walks in.
Dhaartnab walks in.
Dhaartnab walks in.
An illusion of a Warlock walks in.
An illusion of the Huntsmaster walks in.
An illusion of Xavier walks in.
<439hp 835m 312mv> south
A small path in the dense forest
f-f-f-f| You are on a small path leading through the dense forest.
| || Sounds of growling and rumbling and the occasional high-pitched
f-f-f| shriek emanate from the cave entrance in the rock formation
| | to your west. The path continues blithely north and east.
o-@-f o|
| ||
f-f|
| |
f |
---------+
[Exits: north east west]
A cute rabbit is here.
An illusion of Xavier walks in.
An illusion of the Huntsmaster walks in.
An illusion of a Warlock walks in.
Dhaartnab walks in.
Dhaartnab walks in.
Dhaartnab walks in.
<439hp 835m 311mv> east
A small path in the dense forest
f-f-f-f | You are on a small path leading through the dense forest.
| | | The crowns of the old trees leave the forest in an unreal
f-f-f-f| twilight illumination. The path continues south and west.
| ||
o-f-@ o f|
| | ||
f-f-f|
| |
f |
---------+
[Exits: south west]
Dhaartnab walks in.
Dhaartnab walks in.
Dhaartnab walks in.
An illusion of a Warlock walks in.
An illusion of the Huntsmaster walks in.
An illusion of Xavier walks in.
<439hp 835m 310mv> south
south
A small path in the dense forest
f-f-f-f| You are on a small path leading through the dense forest.
| || No birdsong can be heard - only the buzzing of insects and
o-f-f o f| the rustling of some creature burrowing in the dry leaves
| | || stirs the silence of the forest. It seems to become lighter
@-f-f| to the east. The path continues north and south, with a thin
| | trail winding to the east.
f |
| |
f |
---------+
[Exits: north east south]
A cute rabbit is here.
An illusion of Xavier walks in.
An illusion of the Huntsmaster walks in.
An illusion of a Warlock walks in.
Dhaartnab walks in.
Dhaartnab walks in.
Dhaartnab walks in.
<439hp 835m 309mv> A small path in the dense forest
o-f-f o f| You are on a small path leading through the dense forest.
| | || No birdsong can be heard - only the buzzing of insects and
f-f-f| the rustling of some creature burrowing in the dry leaves
| | stirs the silence of the forest. It seems to become lighter
@ | to the north, while gloomy shadows engulf the forest to the
| | south. The path continues north and south.
f |
| |
f |
---------+
[Exits: north south]
A fallow deer is grazing peacefully here.
Dhaartnab walks in.
Dhaartnab walks in.
Dhaartnab walks in.
An illusion of a Warlock walks in.
An illusion of the Huntsmaster walks in.
An illusion of Xavier walks in.
<439hp 835m 308mv> south
A forbidden path
f-f-f| The eerie darkness engulfs everything as if it were alive.
| | There is something in the air, as if none have tread upon
f | this path for the longest of times. The path is of brown
| | powdery dirt. The leaves on the trees around you seem black
@ | and looming.
| |
f |
| |
o-f-f-f |
---------+
[Exits: north south]
An illusion of Xavier walks in.
An illusion of the Huntsmaster walks in.
An illusion of a Warlock walks in.
Dhaartnab walks in.
Dhaartnab walks in.
Dhaartnab walks in.
<439hp 835m 307mv> south
A forbidden path
f | The eerie darkness engulfs all sound and livings things as if
| | it were alive. There is something in the air, as if none have
f | tread upon this path for the longest of times. The path is of
| | brown powdery dirt. The leaves on the trees around you seem black
@ | and looming.
| |
o-f-f-f |
| |
f |
---------+
[Exits: north south]
Dhaartnab walks in.
Dhaartnab walks in.
Dhaartnab walks in.
An illusion of a Warlock walks in.
An illusion of the Huntsmaster walks in.
An illusion of Xavier walks in.
<439hp 835m 306mv> south
A fork in the path
f | A distinct split in the earth is formed by the dirt path carving
| | its way through the trees. Out of the corner of your eye, you
f | think you see a tree edging closer to you - but when you look
| | at it, it stands perfectly still. The path curves steeply to
o-f-@-f | the east down a hill, while a small hole in the underbrush allows
| | passage west.
f |
| |
x |
---------+
[Exits: north east west]
An illusion of Xavier walks in.
An illusion of the Huntsmaster walks in.
An illusion of a Warlock walks in.
Dhaartnab walks in.
Dhaartnab walks in.
Dhaartnab walks in.
<439hp 835m 305mv> west
Sudden clearing
f | Crashing through the underbrush, you suddenly find yourself
| | in a large, serene clearing. Nothing taller than grass grows
f | here, other than the occasional innocuous white mushroom. The
| | sky is openly visible at last, letting the sun's golden rays
o-@-f-f| stream onto your skin and warming away the chill of the dark
| | shadows. The clearing stretches to the west, where the grass
f | seems trampled and ailing.
| |
x-x |
---------+
[Exits: east west]
Dhaartnab walks in.
Dhaartnab walks in.
Dhaartnab walks in.
An illusion of a Warlock walks in.
An illusion of the Huntsmaster walks in.
An illusion of Xavier walks in.
<439hp 835m 304mv> west
south
A ravaged, torn field
f| Something terrible has happened in this field. The grass
|| seems to grow untouched, but is soaked with blood. Several
f| corpses of rabbits and other small animals lie mangled and
|| disemboweled by some unidentified creature, impaled impossibly
* @-f-f| upon the blades of soft grass that bend beneath your feet.
| | | The air about the corpses is yellowed and scented of decay.
x f | A lone tree stump to the west has been burned recently and
| | | is covered with ridges of poisonous dark red fungi.
x-x-x |
---------+
[Exits: east south]
(Pink Aura) A rabbit with glazed eyes and bloodied fur crawls about in the grass.
An illusion of Xavier walks in.
An illusion of the Huntsmaster walks in.
An illusion of a Warlock walks in.
Dhaartnab walks in.
Dhaartnab walks in.
Dhaartnab walks in.
<439hp 835m 303mv> A withered forest path
f| The surrounding area is void of all life. Everything you see
|| seems to be brown and withered, as if the Reaper himself had
* o-f-f| descended on the earth and drawn away all its sustenance. To
| | | the south the rocky base of a mountain cuts upward into the sky,
x @ | while a yellow-tinged clearing opens to the north.
| | |
x-x-x |
| |
f |
---------+
[Exits: north south]
Dhaartnab walks in.
Dhaartnab walks in.
Dhaartnab walks in.
An illusion of a Warlock walks in.
An illusion of the Huntsmaster walks in.
An illusion of Xavier walks in.
<439hp 835m 302mv> south
The Mountain Waste
* o-f-f| The ground suddenly slopes into a mountain waste. All around
| | | you are peaks of dagger like mountain tops that jut out menacingly
x f | from all directions. The altitude is noticeably higher here.
| | |
x-x-@ |
| |
f |
| |
f |
---------+
[Exits: north west]
An illusion of Xavier climbs in.
An illusion of the Huntsmaster climbs in.
An illusion of a Warlock climbs in.
Dhaartnab climbs in.
Dhaartnab climbs in.
Dhaartnab climbs in.
<439hp 835m 300mv> west
west
The Mountain Waste
* o-f| The ground suddenly slopes into a mountain waste. All around
| | | you are peaks of dagger like mountain tops that jut out menacingly
x f | from all directions. The altitude is noticeably higher here.
| | |
x-@-x |
| |
f |
| |
f |
---------+
[Exits: east west]
Dhaartnab climbs in.
Dhaartnab climbs in.
Dhaartnab climbs in.
An illusion of a Warlock climbs in.
An illusion of the Huntsmaster climbs in.
An illusion of Xavier climbs in.
<439hp 835m 297mv> The Mountain Waste
* o| The ground suddenly slopes into a mountain waste. All around
| || you are peaks of dagger like mountain tops that jut out menacingly
x f| from all directions. The altitude is noticeably higher here.
| ||
@-x-x|
| |
f |
| |
f |
---------+
[Exits: north east south]
An illusion of Xavier climbs in.
An illusion of the Huntsmaster climbs in.
An illusion of a Warlock climbs in.
Dhaartnab climbs in.
Dhaartnab climbs in.
Dhaartnab climbs in.
<439hp 835m 294mv> south
Darker forest
x f| A dark forest surrounds you as the path you tread upon seems
| || to get darker and darker. Foliage from the leaves loom menacingly
x-x-x| as rustles can be heard from underneath the brush.
| |
@ |
| |
f |
| |
f |
---------+
[Exits: north south]
Dhaartnab walks in.
Dhaartnab walks in.
Dhaartnab walks in.
An illusion of a Warlock walks in.
An illusion of the Huntsmaster walks in.
An illusion of Xavier walks in.
<439hp 835m 292mv> south
A forest road
x-x-x| A dark forest surrounds you as the path you tread upon seems
| | to get darker and darker. Foliage from the leaves loom menacingly
f | as rustles can be heard from underneath the brush.
| |
@ |
| |
f |
| |
f |
---------+
[Exits: north south]
An illusion of Xavier walks in.
An illusion of the Huntsmaster walks in.
An illusion of a Warlock walks in.
Dhaartnab walks in.
Dhaartnab walks in.
Dhaartnab walks in.
<439hp 835m 291mv> south
south
A forest road
f | A dark forest surrounds you as the path you tread upon seems
| | to get darker and darker. Foliage from the leaves loom menacingly
f | as rustles can be heard from underneath the brush.
| |
@ |
| |
f |
| |
f-z-z |
---------+
[Exits: north south]
Dhaartnab walks in.
Dhaartnab walks in.
Dhaartnab walks in.
An illusion of a Warlock walks in.
An illusion of the Huntsmaster walks in.
An illusion of Xavier walks in.
<439hp 835m 290mv> A forest road
f | The forest surrounds you as the path you tread upon seems to
| | get darker and darker. Foliage from the leaves loom menacingly
f | as rustles can be heard from underneath the brush.
| |
@ |
| |
f-z-z |
| |
~ |
---------+
[Exits: north south]
An illusion of Xavier walks in.
An illusion of the Huntsmaster walks in.
An illusion of a Warlock walks in.
Dhaartnab walks in.
Dhaartnab walks in.
Dhaartnab walks in.
<439hp 835m 289mv> south
west
An inlet of a Bay
f | The beginnings of a large body of water are evident to you as
| | you tread a little closer. Ripples on the water make it look
f | like it is filled with crystals. The serenity is unnerving to
| | say the least.
f-z-@ |
| |
~ |
| |
~ |
---------+
[Exits: north west]
A fearless adventurer is here, asking for a group to explore the Mystic Forest.
Dhaartnab walks in.
Dhaartnab walks in.
Dhaartnab walks in.
An illusion of a Warlock walks in.
An illusion of the Huntsmaster walks in.
An illusion of Xavier walks in.
An illusion of Xavier shrinks in size.
<455hp 855m 343mv> Hugging the coastline
f | You are hugging the coastline of a large body of water. The
| | dirt upon which you walk is very grainy and red. Sparks seem
f | to shimmer in the air as the water moves silently about in
| | serenity.
f-@-z |
| |
~ |
| |
~ |
---------+
[Exits: east west]
An illusion of Xavier walks in.
An illusion of the Huntsmaster walks in.
An illusion of a Warlock walks in.
Dhaartnab walks in.
Dhaartnab walks in.
Dhaartnab walks in.
<455hp 855m 341mv> west
Entrance to a river valley
f| Before you stands a beautiful river valley filled with lush
|| green vegetation. Waterfalls cascade breathtakingly beautifully
f| all around you. Birds and other wildlife are abundant here.
||
@-z-z|
| |
~ |
| |
~ |
---------+
[Exits: east south]
Dhaartnab walks in.
Dhaartnab walks in.
Dhaartnab walks in.
An illusion of a Warlock walks in.
An illusion of the Huntsmaster walks in.
An illusion of Xavier walks in.
<455hp 855m 340mv> south
A glistening cascade of water
f| Beautiful white waterfalls surround you in their graceful
|| embrace. You are in an inner cave in which dampness is all
f-z-z| around you and green moss grows on the ground.
| |
@ |
| |
~ |
|
|
---------+
[Exits: north south]
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.
<455hp 855m 339mv> south
A watery chute
f-z-z| The torrent of water suddenly surges into a downward direction
| | as white foaming water surrounds your every being. So violent
~ | is this collision that bluish water tipped with white is
| | all that you can see and the air bubbles that are created
@ | floated lightly against your skin. This seems more like a
| warning to outsiders then anything to entrap them. It is not
| too late to escape this whirlpool.
|
|
---------+
[Exits: north down]
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.
<455hp 855m 337mv> down
south
Stagnant water
| You are in a green body of water with arms stretch to
| either side of you. The odor of stagnant swamp plants
| persists here as small fish and frogs swim here in abundance.
| This place seems very still, almost too still for your
@ | own comfort.
| |
~-~-~-~-~|
|
|
---------+
[Exits: south up]
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.
<455hp 855m 335mv> east
Open water
| Crystal blue water is so clear here that you can see all
| around you.. Animals swim here in abundance, creating
~ | what seems a very harmless and healthy atmosphere. The
| | fish here would fetch a fair price and large amounts
~-~-@-~-~| of gold in the Seringale markets. Water is open and all
| around you showing you no bounds.
|
|
|
---------+
[Exits: north east west]
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.
<455hp 855m 333mv> east
east
A murky river
| Mud lines the floor of this section of the river. Even
| in the light it seems murky and opaque at best. As you
~ | look closer, you see that there are footprints on the
| | floor. They go in multiple directions and appear quite
~-~-@-~-~| fresh. The air is clean, with a notable saline tang to
| it.
|
|
|
---------+
[Exits: east west]
A river pike swims frantically about.
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.
<455hp 855m 331mv> east
A murky river
~| Mud lines the floor of this section of the river. Even
|| in the light it seems murky and opaque at best. As you
~ ~| look closer, you see that there are footprints on the
| || floor. They go in multiple directions and appear quite
~-~-@-~-~| fresh. The air is clean, with a notable saline tang to
| it.
|
|
|
---------+
[Exits: east west]
A short-haired beaver looks around for wood.
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.
<455hp 855m 329mv> Cold water
~ | Brrrrrrrr! The water suddenly turns VERY deep and VERY
| | cold here. If you stay too long you will definitely die
~ | from heat loss and frost bite. The water turns jet black
| | and tosses a bit unsteadily. You notice the current going
~-~-@-~-~| in a circular motion.
|
|
|
|
---------+
[Exits: east west]
A short-haired beaver looks around for wood.
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.
<455hp 855m 327mv> OP N
Among white caps
~ | Brrrrrrrr! The water suddenly turns VERY deep and VERY
| | cold here. If you stay too long you will definitely
~ | die from heat loss and frost bite. The water turns jet
| | black and tosses a bit unsteadily. You notice the current
~-~-@-~-~| going in a circular motion.
||
~|
||
~|
---------+
[Exits: north east west]
A servant shimmers from place to place.
A servant shimmers from place to place.
A monstrous devilish is in search of an unsuspecting Newborn to eat.
A servant shimmers from place to place.
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.
<455hp 855m 325mv> north
It's already open.
<455hp 855m 325mv> Sudden stillness
~ | The water current is strangely still here, as if you
| | are in between two violent storms but unable to be touched
~ | by either. The water is cold and there is very little
| | light. Raging white waters with enough force to easily
@ | throw you to the other side of the caverns can be barely
| | seen off in the distance.
~-~-~-~-~|
||
~|
---------+
[Exits: north south]
Kre' Qusan, the Sea Wyrm 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.
<455hp 855m 323mv> north
Sudden stillness
~ | The water current is strangely still here, as if you
| | are in between two violent storms but unable to be touched
~ | by either. The water is cold and there is very little
| | light. Raging white waters with enough force to easily
@ | throw you to the other side of the caverns can be barely
| | seen off in the distance.
~ |
| |
~-~-~-~-~|
---------+
[Exits: north south]
An enraged titan stands adrift with a burning look through your soul.
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.
<455hp 855m 321mv> north
Increasing Current
| Ah, this is more like what you are used to. The froth returns
| as the current speeds you along your way. The acceleration
~ | going faster and faster bringing you closer to an unknown
| | destination. The air is clean, with a notable saline tang
@ | to it.
| |
~ |
| |
~ |
---------+
[Exits: north south]
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.
<455hp 855m 319mv> north
A whirlpool
| A menacing whirlpool spinning in what seems a dance of madness
| and rage - draws every living creature into it - with out
| any escape. The water is deathly cold, biting your skin and
| pushing on our lungs as if it is trying to crush you or suck
@ | the air right out of you. There is nothing you can do but
| | ponder upon your folly as you close upon your death.
~ |
| |
~ |
---------+
[Exits: south down]
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.
<455hp 855m 317mv> down
down
A whirlpool
| Young fool! Even you aren't a match for the force of nature.
| A menacing whirlpool spinning in what seems a dance of madness
| and rage - draws every living creature into it - with out
| any escape. There is nothing you can do but ponder upon your
@ | folly as you close upon your death.
|
|
|
|
---------+
[Exits: up down]
A water weird swims around you, laughing at your folly.
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.
<455hp 855m 315mv> Into a whirlpool
| Young fool! Even you aren't a match for the force of nature.
| A menacing whirlpool spinning in what seems a dance of madness
~ | and rage - draws every living creature into it - with out
| | any escape. There is nothing you can do but ponder upon your
~-@-~ | folly as you close upon your death.
| |
~ |
|
|
---------+
[Exits: north east south west up down]
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.
<455hp 855m 313mv> down
Into a whirlpool
~-~-~-~-~| Young fool! Even you aren't a match for the force of nature.
| | | A menacing whirlpool spinning in what seems a dance of madness
~ ~-~| and rage - draws every living creature into it - with out
| | any escape. There is nothing you can do but ponder upon your
@ | folly as you close upon your death.
|
|
|
|
---------+
[Exits: north up down]
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.
<455hp 855m 311mv> north
north
Underwater
~ | Water spans all around you as the direction you can swim in
| | is endless. The sea is bountiful with life and plants ...sea
~-~-~-~-~| weed is abundant - floating near the surface. The light shines
| | | through dimly here.
@ ~-~|
| |
~ |
|
|
---------+
[Exits: north south]
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.
<455hp 855m 310mv> west
Underwater
~ | Water spans all around you as the direction you can swim
| | in is endless. The sea is bountiful with life and plants
~ | ...sea weed is abundant - floating near the surface. The
| | light shines through dimly here.
~-~-@-~-~|
| | |
~ ~-~|
| |
~ |
---------+
[Exits: east south west]
An Underling moves here with deadly grace.
A battered ray swims at the bottom.
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.
<455hp 855m 309mv> west
Underwater
~ | Water spans all around you as the direction you can swim
| | in is endless. The sea is bountiful with life and plants
~ | ...sea weed is abundant - floating near the surface. The
| | light shines through dimly here.
~-~-@-~-~|
| ||
~ ~|
| |
~ |
---------+
[Exits: east west]
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.
<455hp 855m 308mv> Underwater
~ | Water spans all around you as the direction you can swim
| | in is endless. The sea is bountiful with life and plants
~ | ...sea weed is abundant - floating near the surface.
| | The light shines through dimly here.
~-@-~-~|
||
~|
||
~|
---------+
[Exits: north east west]
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.
<455hp 855m 307mv> west
up
Underwater
~ | Water spans all around you as the direction you can swim
| | in is endless. The sea is bountiful with life and plants
~ | ...sea weed is abundant - floating near the surface. The
| | light shines through dimly here.
@-~-~|
|
|
|
|
---------+
[Exits: east up]
A laurien elf seems unconcerned of any possible danger.
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.
<455hp 855m 306mv> west
Shallow Water
| The water is extremely shallow here, baring the floor - brown
| with black specks. The small peaks stand above the water as
| glaciers to above oceans. Clear, blue water is all around
| you as the soft lapping of small waves hits your body with
+-o-@ | small shudders. Each sound echoes lightly in the cavernous
| pool. It is dark , but light enough to see.
|
|
|
---------+
[Exits: west down]
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.
<455hp 855m 305mv> west
A grassy bank near the water
| Long grass has climbed through the fertile soil that meets
| this river bank. It has grown in clumps in a haphazard way.
| The gates of a large city are nearby to the west.
| |
+-+-@-~ |
| |
* |
| |
*-* |
---------+
[Exits: east west]
Dhaartnab walks in.
Dhaartnab walks in.
Dhaartnab walks in.
An illusion of a Warlock walks in.
An illusion of the Huntsmaster walks in.
An illusion of Xavier walks in.
<455hp 855m 304mv> East Gate of City of Valour
| Here stands the great golden gates of the city of Valour.
| They bear the sigil of Valour upon them - an enlarged depiction
| of the Holy Cross. Strong and heavy, these gates are at least
| | fifteen feet tall. They have been attached to the white stone
+-+-@-o-~| fortress wall that encloses the inside city. At the top of
| | the gates and looking out over them, two flags fly proudly
* | - the first, Valour's national flag, and the second, the
| | flag of Seringale.
*-* |
---------+
[Exits: east west]
A centurion is here guarding the gates of Valour.
A centurion is here guarding the gates of Valour.
An illusion of Xavier walks in.
An illusion of the Huntsmaster walks in.
An illusion of a Warlock walks in.
Dhaartnab walks in.
Dhaartnab walks in.
Dhaartnab walks in.
<455hp 855m 303mv> west
A centurion grudgingly moves aside for you.
The Eastern Promenade
| A stone-laden road stretches from east to west through
| this grass covered plateau. The masonry on the stonework
| has a simple elegance - smooth and sharply defined at its
| | edges, seamless in its procession across the ground it
+-+-@-+-o| has been laid down on. It marries the man-made with the
| | | work of mother nature, creating a bond for both to benefit
+ * | from. Valourian flags, bearing the motif of the Holy Cross,
| | have been raised to their greatest height, flying proudly
*-* | atop white poles.
---------+
[Exits: north east south west]
Dhaartnab walks in.
Dhaartnab walks in.
Dhaartnab walks in.
An illusion of a Warlock walks in.
An illusion of the Huntsmaster walks in.
An illusion of Xavier walks in.
<455hp 855m 302mv> west
west
The Eastern Promenade
| A stone-laden road stretches from east to west through
| this grass covered plateau. The masonry on the stonework
| has a simple elegance - smooth and sharply defined at
| | its edges, seamless in its procession across the ground
+-+-@-+-+| it has been laid down on. It marries the man-made with
| | | the work of mother nature, creating a bond for both to
+ * | benefit from. Valourian flags, bearing the motif of the
| | Holy Cross, have been raised to their greatest height,
*-*| flying proudly atop white poles.
---------+
[Exits: east west]
An illusion of Xavier walks in.
An illusion of the Huntsmaster walks in.
An illusion of a Warlock walks in.
Dhaartnab walks in.
Dhaartnab walks in.
Dhaartnab walks in.
<455hp 855m 301mv> west
The Eastern Promenade
+-S | A stone-laden road stretches from east to west through
| | this grass covered plateau. The masonry on the stonework
+ N| has a simple elegance - smooth and sharply defined at
| || its edges, seamless in its procession across the ground
+-+-@-+-+| it has been laid down on. It marries the man-made with
| | || the work of mother nature, creating a bond for both to
+ + *| benefit from. Valourian flags, bearing the motif of the
| || Holy Cross, have been raised to their greatest height,
+ *| flying proudly atop white poles.
---------+
[Exits: east south west]
Dhaartnab walks in.
Dhaartnab walks in.
Dhaartnab walks in.
An illusion of a Warlock walks in.
An illusion of the Huntsmaster walks in.
An illusion of Xavier walks in.
<455hp 855m 300mv> where
The Eastern Promenade
+-S | A stone-laden road stretches from east to west through this
| | grass covered plateau. The masonry on the stonework has a simple
+ | elegance - smooth and sharply defined at its edges, seamless
| | in its procession across the ground it has been laid down on.
+-@-+-+| It marries the man-made with the work of mother nature, creating
| | | a bond for both to benefit from. Valourian flags, bearing the
+ + | motif of the Holy Cross, have been raised to their greatest
| | height, flying proudly atop white poles.
+ |
---------+
[Exits: east west]
An illusion of Xavier walks in.
An illusion of the Huntsmaster walks in.
An illusion of a Warlock walks in.
Dhaartnab walks in.
Dhaartnab walks in.
Dhaartnab walks in.
<455hp 855m 299mv> west
Players near you in Valour:
<PK> Dhaartnab The Eastern Promenade
<455hp 855m 299mv> 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.
Dhaartnab walks in.
Dhaartnab walks in.
Dhaartnab walks in.
An illusion of a Warlock walks in.
An illusion of the Huntsmaster walks in.
An illusion of Xavier walks in.
<455hp 855m 298mv> 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.
An illusion of Xavier walks in.
An illusion of the Huntsmaster walks in.
An illusion of a Warlock walks in.
Dhaartnab walks in.
Dhaartnab walks in.
Dhaartnab walks in.
<455hp 855m 297mv> 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]
Dhaartnab walks in.
The bridge creaks beneath your feet.
Dhaartnab walks in.
Dhaartnab walks in.
The bridge creaks beneath your feet.
An illusion of a Warlock walks in.
An illusion of the Huntsmaster walks in.
An illusion of Xavier walks in.
<455hp 855m 296mv> 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]
An illusion of Xavier walks in.
An illusion of the Huntsmaster walks in.
An illusion of a Warlock walks in.
Dhaartnab walks in.
Dhaartnab walks in.
Dhaartnab walks in.
<455hp 855m 295mv> 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 knight of the Holy Cross patrols the area diligently.
Dhaartnab walks in.
Dhaartnab walks in.
Dhaartnab walks in.
The bridge creaks beneath your feet.
An illusion of a Warlock walks in.
An illusion of the Huntsmaster walks in.
An illusion of Xavier walks in.
A Knight of the Holy Cross looks at you sternly.
<455hp 855m 294mv> 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 long polearm with a curved blade is here.
A Valourian sentry stands on duty, guarding the bridge.
An illusion of Xavier walks in.
An illusion of the Huntsmaster walks in.
An illusion of a Warlock walks in.
Dhaartnab walks in.
Dhaartnab walks in.
Dhaartnab walks in.
<455hp 855m 293mv> south
where
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.
Dhaartnab walks in.
Dhaartnab walks in.
Dhaartnab walks in.
An illusion of a Warlock walks in.
An illusion of the Huntsmaster walks in.
An illusion of Xavier walks in.
<455hp 855m 292mv> west
Players near you in Valour:
<PK> Dhaartnab The Outer Gates of Castle Valour
<455hp 855m 292mv> Bridge over the Bay of Sarich
+ | A wooden bridge leaps out over the gentle ocean swirling
| | beneath here. A rope support is provided for the hands,
+ | while wooden sleepers support the feet that traverse it.
| | There is enough room here for three soldiers to walk abreast.
+-+-@-+ | The ocean gently laps the thick wooden pillars that keep
| | this remarkably sturdy platform raised above the sea level.
! | The bridge continues to the east and west.
| |
!-! |
---------+
[Exits: east west]
A knight of the Holy Cross patrols the area diligently.
A Valourian sentry stands on duty, guarding the bridge.
An illusion of Xavier walks in.
An illusion of the Huntsmaster walks in.
An illusion of a Warlock walks in.
Dhaartnab walks in.
Dhaartnab walks in.
Dhaartnab walks in.
A Knight of the Holy Cross looks at you sternly.
<455hp 855m 291mv> west
Bridge over the Bay of Sarich
+| A wooden bridge leaps out over the gentle ocean swirling
|| beneath here. A rope support is provided for the hands,
+| while wooden sleepers support the feet that traverse
|| it. There is enough room here for three soldiers to walk
+-+-@-+-+| abreast. The ocean gently laps the thick wooden pillars
|| that keep this remarkably sturdy platform raised above
!| the sea level. The bridge continues to the east and west.
||
!-!|
---------+
[Exits: east west]
A member of the Valourian special forces is riding on a powerful steed.
A knight of the Holy Cross patrols the area diligently.
Dhaartnab walks in.
Dhaartnab walks in.
The bridge creaks beneath your feet.
Dhaartnab walks in.
An illusion of a Warlock walks in.
An illusion of the Huntsmaster walks in.
An illusion of Xavier walks in.
A Knight of the Holy Cross looks at you sternly.
<455hp 855m 290mv> west
Bridge over the Bay of Sarich
| A wooden bridge leaps out over the gentle ocean swirling
| beneath here. A rope support is provided for the hands,
| while wooden sleepers support the feet that traverse it.
| There is enough room here for three soldiers to walk abreast.
+-+-@-+-+| The ocean gently laps the thick wooden pillars that keep
| this remarkably sturdy platform raised above the sea level.
| The bridge continues to the east and west.
|
|
---------+
[Exits: east west]
An illusion of Xavier walks in.
An illusion of the Huntsmaster walks in.
An illusion of a Warlock walks in.
Dhaartnab walks in.
Dhaartnab walks in.
Dhaartnab walks in.
<455hp 855m 289mv> west
Bridge over the Bay of Sarich
+ | A wooden bridge leaps out over the gentle ocean swirling beneath
| | here. A rope support is provided for the hands, while wooden
+ | sleepers support the feet that traverse it. There is enough room
| | here for three soldiers to walk abreast. The ocean gently laps
+-+-@-+-+| the thick wooden pillars that keep this remarkably sturdy platform
| | raised above the sea level. The bridge continues to the east
+ | and west.
| |
+ |
---------+
[Exits: east west]
A knight of the Holy Cross patrols the area diligently.
Dhaartnab walks in.
Dhaartnab walks in.
Dhaartnab walks in.
An illusion of a Warlock walks in.
An illusion of the Huntsmaster walks in.
An illusion of Xavier walks in.
A Knight of the Holy Cross looks at you sternly.
<455hp 855m 288mv> west
Bridge over the Bay of Sarich
+ | A wooden bridge leaps out over the gentle ocean swirling beneath
| | here. A rope support is provided for the hands, while wooden
+ | sleepers support the feet that traverse it. There is enough
| | room here for three soldiers to walk abreast. The ocean gently
+-+-@-+-+| laps the thick wooden pillars that keep this remarkably sturdy
| | platform raised above the sea level. The bridge continues to
+ | the east and west.
| |
+ |
---------+
[Exits: east west]
A Valourian sentry stands on duty, guarding the bridge.
An illusion of Xavier walks in.
An illusion of the Huntsmaster walks in.
An illusion of a Warlock walks in.
Dhaartnab walks in.
Dhaartnab walks in.
Dhaartnab walks in.
<455hp 855m 287mv> west
where
The Knight's War Memorial
+ | A set of stairs lead up the octagonal base of this majestic
| | statue. They reach walls where names of fallen Knights that
+ | have died with honor are inscribed. Standing atop this base
| | is a twenty feet high column overlooking the entire area.
+-+-@-+-+| At the top of the column a statue of an angel with wings
| | outspread soars above the city.
+ |
| |
+ |
---------+
[Exits: north east south west]
A memorial for the heroic Knights of Valour has been laid to rest here.
Dhaartnab walks in.
Dhaartnab walks in.
Dhaartnab walks in.
An illusion of a Warlock walks in.
An illusion of the Huntsmaster walks in.
An illusion of Xavier walks in.
<455hp 855m 286mv> Players near you in Valour:
<PK> Dhaartnab The Knight's War Memorial
<455hp 855m 286mv> west
Lower Valour Avenue
+ | The avenue cuts a pathway between the houses in the lower
| | district of the city of Valour. Houses loom over the road,
+ | just barely managing to avoid blocking the natural light
| | from entrance. Their fixtures and decor gives away that
+-+-@-+-+| this is a residential area. It is a very quiet area, void
| | | of most of the hustle and bustle of city life. Lamp-posts
+ + | lead the avenue east and west, each of them bearing a statuette
| | of a Knight.
+ |
---------+
[Exits: east west]
An illusion of Xavier walks in.
An illusion of the Huntsmaster walks in.
An illusion of a Warlock walks in.
Dhaartnab walks in.
Dhaartnab walks in.
Dhaartnab walks in.
<455hp 855m 285mv> west
Lower Valour Avenue
+| The avenue cuts a pathway between the houses in the lower
|| district of the city of Valour. Houses loom over the
+| road, just barely managing to avoid blocking the natural
|| light from entrance. Their fixtures and decor gives away
+-+-@-+-+| that this is a residential area. It is a very quiet area,
| || void of most of the hustle and bustle of city life. Lamp-posts
F-+ +| lead the avenue east and west, each of them bearing a
|| statuette of a Knight.
+|
---------+
[Exits: east west]
Dhaartnab walks in.
Dhaartnab walks in.
Dhaartnab walks in.
An illusion of a Warlock walks in.
An illusion of the Huntsmaster walks in.
An illusion of Xavier walks in.
<455hp 855m 284mv> west
west
Lower Valour Avenue
| The avenue cuts a pathway between the houses in the lower
| district of the city of Valour. Houses loom over the road,
| just barely managing to avoid blocking the natural light from
| entrance. Their fixtures and decor gives away that this is
+-+-@-+-+| a residential area. It is a very quiet area, void of most
| | of the hustle and bustle of city life. Lamp-posts lead the
F-+ | avenue east and west, each of them bearing a statuette of
| a Knight.
|
---------+
[Exits: east south west]
An illusion of Xavier walks in.
An illusion of the Huntsmaster walks in.
An illusion of a Warlock walks in.
Dhaartnab walks in.
Dhaartnab walks in.
Dhaartnab walks in.
<455hp 855m 283mv> Lower Valour Avenue
+-* | The avenue cuts a pathway between the houses in the lower
| | district of the city of Valour. Houses loom over the road,
+-S | just barely managing to avoid blocking the natural light
| | from entrance. Their fixtures and decor gives away that
+-+-@-+-+| this is a residential area. It is a very quiet area, void
| | of most of the hustle and bustle of city life. Lamp-posts
F-+ | lead the avenue east and west, each of them bearing a statuette
| of a Knight.
|
---------+
[Exits: east west]
Dhaartnab walks in.
Dhaartnab walks in.
Dhaartnab walks in.
An illusion of a Warlock walks in.
An illusion of the Huntsmaster walks in.
An illusion of Xavier walks in.
<455hp 855m 282mv> west
west
Lower Valour Avenue
S-+-* | The avenue cuts a pathway between the houses in the lower
| | district of the city of Valour. Houses loom over the road,
+-S | just barely managing to avoid blocking the natural light
| | from entrance. Their fixtures and decor gives away that
*-+-@-+-+| this is a residential area. It is a very quiet area, void
|| of most of the hustle and bustle of city life. Lamp-posts
F-+| lead the avenue east and west, each of them bearing a
| statuette of a Knight.
|
---------+
[Exits: east west]
(White Aura) A fabulously dressed man of the cross is dancing here.
An illusion of Xavier walks in.
An illusion of the Huntsmaster walks in.
An illusion of a Warlock walks in.
Dhaartnab walks in.
Dhaartnab walks in.
Dhaartnab walks in.
<455hp 855m 281mv> Gates of the Royal Palace
S-+-* | These are the famed gates of the palace of Valour. Their
| | handles are tipped with diamonds that scintillate as the
+-S | natural light catches them. Made up of long bars of gold,
| | with the topmost bar curved into an arch across the gate,
*-@-+-+| this is the aesthetic perfection that the denizens of
| Valour have come to expect from their dignified monarch.
| The gates remain open, for all to visit Valour's ruler
| to seek counsel.
|
---------+
[Exits: north east west]
A lush, leafy arbor provides some peaceful shaded respite.
A knight of the Holy Cross patrols the area diligently.
Dhaartnab walks in.
Dhaartnab walks in.
Dhaartnab walks in.
An illusion of a Warlock walks in.
An illusion of the Huntsmaster walks in.
An illusion of Xavier walks in.
<455hp 855m 280mv> where
north
Players near you in Valour:
<PK> Dhaartnab Gates of the Royal Palace
<455hp 855m 280mv> north
Tribute Street
+-S | This street leads directly through to the epicentre of
| | lower Valour. Houses line the sides, built majestically
S-+-* | high, but blocking none of the natural light from finding
| | its way towards the surface of the stone road. They each
@-S | bear the same shaped roof - slates that meet to form a
| | triangle. At their apex, light wood provides a bond. The
*-+-+-+| street is wide enough for a wagon pulled by horses to
| travel down without disrupting foot traffic. Lamp-posts
| leading down it bear statuettes of Knights.
---------+
[Exits: north east south]
A member of the Valourian special forces is riding on a powerful steed.
A citizen of Valour wanders about.
An illusion of Xavier walks in.
An illusion of the Huntsmaster walks in.
An illusion of a Warlock walks in.
Dhaartnab walks in.
Dhaartnab walks in.
Dhaartnab walks in.
An illusion of a Warlock stops following you.
An illusion of a Warlock disappears.
<472hp 885m 334mv> Tribute Street
S-+ | This street leads directly through to the epicentre of
| | lower Valour. Houses line the sides, built majestically
+-S | high, but blocking none of the natural light from finding
| | its way towards the surface of the stone road. They each
S-@-* | bear the same shaped roof - slates that meet to form
| | a triangle. At their apex, light wood provides a bond.
+-S | The street is wide enough for a wagon pulled by horses
| | to travel down without disrupting foot traffic. Lamp-posts
*-+-+-+| leading down it bear statuettes of Knights.
---------+
[Exits: north east south west]
Dhaartnab walks in.
Dhaartnab walks in.
Dhaartnab walks in.
An illusion of the Huntsmaster walks in.
An illusion of Xavier walks in.
<472hp 885m 333mv> north
Tribute Street
+ | This street leads directly through to the epicentre of
| | lower Valour. Houses line the sides, built majestically
S-+ | high, but blocking none of the natural light from finding
| | its way towards the surface of the stone road. They each
@-S | bear the same shaped roof - slates that meet to form a
| | triangle. At their apex, light wood provides a bond. The
S-+-* | street is wide enough for a wagon pulled by horses to travel
| | down without disrupting foot traffic. Lamp-posts leading
+-S | down it bear statuettes of Knights.
---------+
[Exits: north east south]
An illusion of Xavier walks in.
An illusion of the Huntsmaster walks in.
Dhaartnab walks in.
Dhaartnab walks in.
Dhaartnab walks in.
<472hp 885m 332mv> north
Tribute Street
+-+-+ | This street leads directly through to the epicentre of
| | lower Valour. Houses line the sides, built majestically
+ | high, but blocking none of the natural light from finding
| | its way towards the surface of the stone road. They each
S-@ | bear the same shaped roof - slates that meet to form a
| | triangle. At their apex, light wood provides a bond. The
+-S | street is wide enough for a wagon pulled by horses to travel
| | down without disrupting foot traffic. Lamp-posts leading
S-+-* | down it bear statuettes of Knights.
---------+
[Exits: north south west]
Dhaartnab walks in.
Dhaartnab walks in.
Dhaartnab walks in.
An illusion of the Huntsmaster walks in.
An illusion of Xavier walks in.
<472hp 885m 331mv> north
north
Tribute Street
+ + | This street leads directly through to the epicentre of
| | | lower Valour. Houses line the sides, built majestically
+-+-+ | high, but blocking none of the natural light from finding
| | its way towards the surface of the stone road. They each
@ | bear the same shaped roof - slates that meet to form a
| | triangle. At their apex, light wood provides a bond. The
S-+ | street is wide enough for a wagon pulled by horses to travel
| | down without disrupting foot traffic. Lamp-posts leading
+-S | down it bear statuettes of Knights.
---------+
[Exits: north south]
A member of the Valourian special forces is riding on a powerful steed.
An illusion of Xavier walks in.
An illusion of the Huntsmaster walks in.
Dhaartnab walks in.
Dhaartnab walks in.
Dhaartnab walks in.
<472hp 885m 330mv> The Monument of Saint Torin
+ | The statue of Torin is a simple depiction of an armored male
| | on a mighty steed. Yet this image contains the purity of
+ + | Knighthood. Ordinary folks that have dedicated their lives
| | | to the defence of the innocents that their kingdom protects,
+-+-@ | themselves guarded only by a well-crafted weapon and a strong
| | shield. They enter each mission knowing they may never return
+ | to see again the city they fought for. Lord Torin led the
| | Knights to many victories, in his short but legendary career.
S-+ |
---------+
[Exits: north south west]
A statue of Torin straddled upon the back of a mighty warhorse.
Dhaartnab walks in.
Dhaartnab walks in.
Dhaartnab walks in.
An illusion of the Huntsmaster walks in.
An illusion of Xavier walks in.
<472hp 885m 329mv> where
west
Players near you in Valour:
<PK> Dhaartnab The Monument of Saint Torin
<472hp 885m 329mv> The Western Promenade
+ | A stone-laden road stretches from east to west through
| | this grass covered plateau. The masonry on the stonework
+ + | has a simple elegance - smooth and sharply defined at its
| | | edges, seamless in its procession across the ground it
+-+-@-+ | has been laid down on. It marries the man-made with the
| | work of mother nature, creating a bond for both to benefit
+ | from. Valourian flags, bearing the motif of the Holy Cross,
| | have been raised to their greatest height, flying proudly
S-+ | atop white poles.
---------+
[Exits: east west]
An illusion of Xavier walks in.
An illusion of the Huntsmaster walks in.
Dhaartnab walks in.
Dhaartnab walks in.
Dhaartnab walks in.
<472hp 885m 328mv> west
west
The Western Promenade
* +| A stone-laden road stretches from east to west through
| || this grass covered plateau. The masonry on the stonework
* + +| has a simple elegance - smooth and sharply defined at
| | || its edges, seamless in its procession across the ground
+-+-@-+-+| it has been laid down on. It marries the man-made with
| || the work of mother nature, creating a bond for both to
* +| benefit from. Valourian flags, bearing the motif of the
|| Holy Cross, have been raised to their greatest height,
S-+| flying proudly atop white poles.
---------+
[Exits: north east west]
A member of the Valourian special forces is riding on a powerful steed.
A disciple of Sarich quietly observes the area.
A citizen of Valour wanders about.
Dhaartnab walks in.
Dhaartnab walks in.
Dhaartnab walks in.
An illusion of the Huntsmaster walks in.
An illusion of Xavier walks in.
<472hp 885m 327mv> The Western Promenade
*-* | A stone-laden road stretches from east to west through this
| | grass covered plateau. The masonry on the stonework has a simple
* + | elegance - smooth and sharply defined at its edges, seamless
| | | in its procession across the ground it has been laid down on.
+-+-@-+-+| It marries the man-made with the work of mother nature, creating
| | a bond for both to benefit from. Valourian flags, bearing the
* | motif of the Holy Cross, have been raised to their greatest
| height, flying proudly atop white poles.
|
---------+
[Exits: east west]
An illusion of Xavier walks in.
An illusion of the Huntsmaster walks in.
Dhaartnab walks in.
Dhaartnab walks in.
Dhaartnab walks in.
<472hp 885m 326mv> west
west
The Western Promenade
*-* | A stone-laden road stretches from east to west through this
| | grass covered plateau. The masonry on the stonework has a
o-o * +| simple elegance - smooth and sharply defined at its edges,
| | || seamless in its procession across the ground it has been laid
o-+-@-+-+| down on. It marries the man-made with the work of mother nature,
| | creating a bond for both to benefit from. Valourian flags,
* | bearing the motif of the Holy Cross, have been raised to their
| greatest height, flying proudly atop white poles.
|
---------+
[Exits: north east south west]
A knight of the Holy Cross patrols the area diligently.
A disciple of Sarich quietly observes the area.
Dhaartnab walks in.
Dhaartnab walks in.
Dhaartnab walks in.
An illusion of the Huntsmaster walks in.
An illusion of Xavier walks in.
<472hp 885m 325mv> West Gate of City of Valour
*-* | Here stands the great golden gates of the city of Valour. They
| | bear the sigil of Valour upon them - an enlarged depiction of
o-o * | the Holy Cross. Strong and heavy, these gates are at least fifteen
| | | feet tall. They have been attached to the white stone fortress
o-o-@-+-+| 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
o * | national flag, and the second, the flag of Seringale.
| |
+ |
---------+
[Exits: east west]
A knight of the Holy Cross patrols the area diligently.
A centurion is here guarding the gates of Valour.
A centurion is here guarding the gates of Valour.
An illusion of Xavier walks in.
An illusion of the Huntsmaster walks in.
Dhaartnab walks in.
Dhaartnab walks in.
Dhaartnab walks in.
A Knight of the Holy Cross looks at you sternly.
<472hp 885m 324mv> west
west
A Secluded Field
*-*| This small field appears to be completely empty. All that you
|| see in all directions is nothing but a short mat of fresh green
o-o *| grass. Far to the north you think you see a white picket fence
| || but you cannot be sure from this great distance. Growing inside
o-@-+-+| the grass are small white daisies, their yellow faces staring
| || up at the sky. This part of Drakath has been untouched by the
*-o *| busy hands of progress and remains even to this day in its
| | natural beauty. It seems the perfect place to have a picnic.
+ |
---------+
[Exits: north east west]
Dhaartnab walks in.
Dhaartnab walks in.
Dhaartnab walks in.
An illusion of the Huntsmaster walks in.
An illusion of Xavier walks in.
<472hp 885m 323mv> Flattened Grass
| The constant marching of soldiers through this field have
| left the young grass completely flattened, although it still
o-o| grows with the vigour it had before it was ever stepped on.
| | Amongst the grass you see small daisies and buttercups, their
@-o-+| happy faces staring straight up into the sky. A few huge
| | footprints have been left in a long line directly across
o-*-o | the field, giving the impression that a heavily armored giant
| | | passed through here not too long ago. It seems very peaceful
o + | and quiet.
---------+
[Exits: east south]
A huge block of ice stands here, despite being in bright sunlight.
An illusion of Xavier walks in.
An illusion of the Huntsmaster walks in.
Dhaartnab walks in.
Dhaartnab walks in.
Dhaartnab walks in.
<472hp 885m 322mv> south
A Grassy Plateau
o-o| The ground here appears to have been levelled off carefully
| | by the folk of Drakath. It is almost completely flat, not
o-o-+| a single bump rising upon it. All that covers it is a lush
| | green grass barely a few inches long. This plateau of grass
o-*-@ | continues off northwards almost as far as you can see. Small
| | | drops of morning dew have collected upon it, glistening and
o + | gleaming in the light. A light breeze blows in from the west,
| | bringing with it the fresh salty scent of the ocean. High
+-+-+ | above you seagulls circle around scouting the plateau for
---------+ scraps.
[Exits: north south west]
Dhaartnab walks in.
Dhaartnab walks in.
Dhaartnab walks in.
An illusion of the Huntsmaster walks in.
An illusion of Xavier walks in.
<472hp 885m 321mv> west
west
A Peaceful Outpost
o| This looks like a relatively new clearing. All the stones
|| have been brushed away to make room for a camp of a sort.
o-o| Occupying one part of the clearing is a hut built out of
| | freshly hewn wood. Upon closer inspection you realize that
o-@-o | this hut is big enough to fit a legendary Oliphaunt. A
| | | well worn path runs through the middle of the clearing.
o-o + | On one side of the path is fresh mud, in which there are
| | gigantic footprints. Strangely, there is a well-tended
o-+-+-+ | vegetable garden laid in a sunny corner of the clearing.
---------+ Rutabaga's, potatoes and many other herbs and vegetables
you are unable to recognize have been perfectly organized in rows, with loving
care.
[Exits: east west]
A storm giant warrior is posted here.
An illusion of Xavier walks in.
An illusion of the Huntsmaster walks in.
Dhaartnab walks in.
Dhaartnab walks in.
Dhaartnab walks in.
<472hp 885m 320mv> south
Along the Trail
| A pathway covered in dried and broken tree branches leads
| its way through a minor forest here. It seems to have
o| been travelled infrequently judging from the amount of
|| growth that has been allowed to occur regarding the bushes
* @-*-o| here. The north and west fronts are rendered completely
| | || impossible to pass by the presence of huge vines and
o-o-o +| dense thickets in their general directions. The scent
|| of mildew is prevalent here and the thickets are covered
+-+-+| in a thin layer of liquid rain that has condensed upon
---------+ them. It seems to have been left completely untouched
by the town's people, as if they had left it to grow over quite deliberately.
[Exits: east south]
Dhaartnab walks in.
Dhaartnab walks in.
Dhaartnab walks in.
An illusion of the Huntsmaster walks in.
An illusion of Xavier walks in.
<472hp 885m 319mv> Around a Meandering Trail
o| The trail winds its way around a bend in the path here,
|| heading directly through dense bushes. The main streak
* o-*-o| of the trail has been brushed clear of dirt and gravel
| | || by the many passersby leaving it fairly visible, but the
o-o-@ +| heavy woodland surrounding it unfortunately makes it hard
|| to see what is round the next corner. Light clear patches
+-+| of mountain dew rest on the long green leaves of the glade,
| reflecting the sunlight in a spectrum of colour. Though
| difficult to squeeze through, this part of Drakath is
---------+ an outstanding area of natural beauty and you may wonder
if it has been left in this unkept state quite intentionally.
[Exits: north west]
An illusion of Xavier walks in.
An illusion of the Huntsmaster walks in.
Dhaartnab walks in.
Dhaartnab walks in.
Dhaartnab walks in.
<472hp 885m 318mv> west
west
A Narrow Trail
* | Small rocks have been brushed aside of the path here creating
| | a narrow trail leading away from the collosal Storm hill.
*-* o-*| At the sides of the path wild bracken grows, overpopulating
| | | it and making it a struggle just to get past. Tall hedgerows
z-o-@-o | block both your vision and passage to the east and south
| | as you wade onward. The greenery here is covered in a strange
z | clear dew that appears to be without source, for the air
| | is very dry and chilly. The only trace of wind that blows
+-+-+ | through here is that which waves the upper arms of the plantlife
---------+ slightly, not enough to feel on your face. It seems that
this part of Drakath has been left to its own devices.
[Exits: east west]
Dhaartnab walks in.
Dhaartnab walks in.
Dhaartnab walks in.
An illusion of the Huntsmaster walks in.
An illusion of Xavier walks in.
<472hp 885m 317mv> north
Entrance to a Cave
* | A huge hole has been excavated from the side of the hill,
| | leaving some sort of cave-in just ahead of you. As you
*-*-* o| look into the cave all you see is utter darkness, not a
| | || trace of light coming from within. It seems to have been
z z-@-o-o| left unvisited for many years. Strange voices and even
| | roars echo from the inside of the cave as you approach
z o | it. Its entrance is over fifteen feet high and there is
| | | easily enough room for three men to walk in abreast, although
+-+-+-+ | not particularly inviting. To the west a pathway leads
---------+ around the collosal hill and east of here is a vague looking
trail.
[Exits: north east west]
An illusion of Xavier walks in.
An illusion of the Huntsmaster walks in.
Dhaartnab walks in.
Dhaartnab walks in.
Dhaartnab walks in.
<472hp 885m 316mv> west
Into Darkness
| You find yourself deep inside the heart of Storm hill, so dark
| that it is impossible to even see your hand in front of your
* | face. The air is musty and stale, smelling like the rotten
| | breath of some foul creature. It is completely still and silent.
*-*-@ o| The walls almost seem to close in on you in an attempt to prevent
| | || your escape from this magical cave. The atmosphere here is
z z-o-o-o| very claustrophobic, even though the size of this cave is enormous.
| | A trickle of light escapes into the cave from the south. To
z | the west of here the cave gets even darker and more foreboding.
---------+ Strange echoes resonate.
[Exits: south west]
Dhaartnab walks in.
Dhaartnab walks in.
Dhaartnab walks in.
An illusion of the Huntsmaster walks in.
An illusion of Xavier walks in.
<472hp 885m 315mv> west
Total Darkness
| You find yourself deep inside the heart of Storm hill, so
| dark that it is impossible to even see your hand in front
* | of your face. The air is musty and stale, smelling like the
| | rotten breath of some foul creature. It is completely still
*-@-* | and silent. It almost seems to close in on you in an attempt
| | | to prevent your escape from this magical cave. You can feel
z-z z-o-o| the heavily excavated wall of the hill to the south, very
| | jagged and sharp to the touch from the rough way its minerals
z | were extracted. All the other directions seem to lead off
---------+ on paths of their own.
[Exits: north east west]
A young bear cub sits sulking here.
An illusion of Xavier walks in.
An illusion of the Huntsmaster walks in.
Dhaartnab walks in.
Dhaartnab walks in.
Dhaartnab walks in.
<472hp 885m 314mv> south
A Dark Passage
| Just enough light has reached in from outside the cave
| to be able to see here. The walls appear to have been scraped
* | away, clearly mined for their minerals and the stone used
| | elsewhere to build with. Strange echoes emanate from the
@-*-*| east, some of them sounding inhuman. The lack of light
| || combined with the eerie noises coming from an unknown direction
z-z-z z-o| fills you with fear and your stay here is uncomfortable.
| | | A gust of wind blows in from the south carrying with it
o z | a salty scent not unlike that of the ocean. The blast of
---------+ fresh air it brings with it almost makes you wish to turn
back and head towards it. The atmosphere here is very unpleasant.
[Exits: east south]
Dhaartnab walks in.
Dhaartnab walks in.
Dhaartnab walks in.
An illusion of the Huntsmaster walks in.
An illusion of Xavier walks in.
<472hp 885m 313mv> west
The Mouth of a Cave
* | A huge hole has been excavated from the side of the hill,
| | leaving some sort of cave-in just ahead of you. The pathway
*-*-*| to the east has been sealed off by boulders that have collapsed
| || from the hills peak, leaving your only choice to either
z-z-@ z-o| go west or enter the huge cave. As you look into the cave
| | | all you see is utter darkness, not a trace of light coming
o z | from within. It seems to have been left unvisited for many
| years. Strange voices and even roars echo from the inside
| of the cave as you approach it. Its entrance is over fifteen
---------+ feet high and there is easily enough room for three men
to walk in abreast, although not particularly inviting.
[Exits: north west]
An illusion of Xavier walks in.
An illusion of the Huntsmaster walks in.
Dhaartnab walks in.
Dhaartnab walks in.
Dhaartnab walks in.
<472hp 885m 312mv> west
Around Storm Hill
*| A grassy path circumvents the colossal Storm hill. As you
|| look up into the sky you see far above you the peak of the
*-*| hill, its very top blanketed in clouds. Surrounding the terrain
| | at the top of it is a dark forest that has been left completely
z-@-z | untouched by mankind. The hill rises upwards so steeply that
| | it is impossible to climb for even the most accomplished
o-o | of adventurers. The pathway around it is covered in the loose
| | gravel that has slowly fallen down from the hill over the
+-+-o | years, paved in an equally uneven granite that has been worn
---------+ away from being trecked upon. Not a trace of plant life has
been left on the path, all that is upon it is a fine layer of light grey dust.
It seems to have been travelled recently.
[Exits: east west]
Dhaartnab walks in.
Dhaartnab walks in.
Dhaartnab walks in.
An illusion of the Huntsmaster walks in.
An illusion of Xavier walks in.
<472hp 885m 310mv> where
The Base of Storm Hill
| High above an enormous hill towers overhead, casting
| a shadow over this part of the landscape. As you look
*| up the hill you almost fall over onto your back as you
|| strain your neck to look at its peak. The hill has been
o @-z-z| overgrown with green grass and at its very top you see
| | | a wooded forest thriving, out of reach of mankind. So
o o-o | high is the hill that snow rests on its flat top, no
| | | doubt very cold indeed. A small trail leads around the
+-+-+-o-+| side of the hill, covered in small pieces of gravel that
---------+ have fallen down slowly from the sides of the hill.
[Exits: east south up]
An illusion of Xavier walks in.
An illusion of the Huntsmaster walks in.
Dhaartnab walks in.
Dhaartnab walks in.
Dhaartnab walks in.
<472hp 885m 308mv> south
Players near you in Storm Hill:
<PK> Dhaartnab The Base of Storm Hill
<472hp 885m 308mv> west
An Obelisk
o *| A huge stone column has been cut out of the side of the hill
| || here, and engraved upon it you see many inscriptions and
o z-z-z| symbols. The most prevalent symbol is that of a golden sun,
| | | etched in more than thirty places. The stone is a light blueish-grey
o o-@ | and has remained completely unweathered even over many years.
| | | At the base of the column you see a small layer of grass
+-+-+-o-+| that has been left to flourish unattended. Despite this it
| | | remains short and tidy, seemingly governed by the stone obelisk.
o o | A trail leads around the hill in both the west and north
---------+ directions. Some writing has been scrawled at the base
of the obelisk.
[Exits: north west]
Dhaartnab walks in.
Dhaartnab walks in.
Dhaartnab walks in.
An illusion of the Huntsmaster walks in.
An illusion of Xavier walks in.
<472hp 885m 307mv> south
west
where
The Northern Shoreline
!-o | A sandy shoreline stretches in from the base of storm hill
| | here leaving an estuary of sorts to the east of you. All
+-o z-z| over the ground are scattered many shapes and sizes of
| | | seashell, brightly coloured and striped with white, reds
o @-o | and blues. As you look at them you may think for a moment
| | | they are gems. The air is chilly, a gust blowing in from
+-+-+-o| the west bringing with it a salty smell of the ocean waves
| | | and carrying upon it a fine spray of surf. It is very
*-o o | refreshing to breathe although a little too cool for comfort.
---------+ Lieing just in front of the meeting place of the ocean
and shore is a long row of washed up seaweed that has taken this place as its
home.
[Exits: east south]
An illusion of Xavier walks in.
An illusion of the Huntsmaster walks in.
Dhaartnab walks in.
Dhaartnab walks in.
Dhaartnab walks in.
<472hp 885m 306mv> Walking on Dock
+-o z-z| The docks continue to stretch out from east to west, their
| | | light wooden planks quietly creaking beneath your feet
o o-o | as you move over them. A stempole girdered to the northern
| | | side of the dock has many ropes securely fastened to it,
+-@-+-o| one of which has been attached to the stern of a small
| | | sailing boat. The rhythmic tidal motion of the ocean causes
*-o o | it to bob up and down, sometimes banging gently into the
| | sides of the dock as it does so. A sudden spray of water
*-o-o | occassionally shoots into the air as the ocean and ship
---------+ clash together. There is a shoreline to the north leading
around Storm hill.
[Exits: north east west]
Ertgar the dockhand stands here, hard at work.
Dhaartnab walks in.
Dhaartnab walks in.
Dhaartnab walks in.
An illusion of the Huntsmaster walks in.
An illusion of Xavier walks in.
<472hp 885m 305mv> On A Wooden Dock
+-+-o z| You find yourself in a harbour of some sort designed
| | || to cope with the many ships alighting upon and leaving
! o o-o| Drakath's calm bay. The docks have been constructed of
| | | | a light waterproofed basalt, its planks stretching across
! @-+-+| from east to west. Small gaps in between adjacent planks
| || allow you to see the clear blue sea below as its waves
z-*-o o| slowly rise and fall beneath. Occassionally the sea may
| || rise a little too high and spill over the sides of the
z *-o-o| docks, giving anyone standing upon them a soaking.
---------+
[Exits: north east south]
An illusion of Xavier walks in.
An illusion of the Huntsmaster walks in.
Dhaartnab walks in.
Dhaartnab walks in.
Dhaartnab walks in.
<472hp 885m 304mv> WHO
Players near you in Storm Hill:
<PK> Dhaartnab On A Wooden Dock
<472hp 885m 304mv> [ Human ] [Rival] <PK> [KNIGHT] Dame Estra the Shadow Mistress of the Lau K
uan, Knight of Valour
[ Golem ] <PK> Dluldor the Holy Shaman
[ Fire ] Grakkus the Trooper
[ 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] <PK> [KNIGHT] Sir Ingra Varita the Grand Master of Seasons, Knight of Valour
Players found: 7
[KEEPER] The Balance prevails within the four kingdoms.
There are 7 characters on; the most on this past month was 9.
<472hp 885m 304mv> SOL
You decide to venture on by yourself!
An illusion of Xavier stops following you.
An illusion of Xavier slowly disappears.
Dhaartnab stops following you.
Dhaartnab slowly disappears.
Dhaartnab stops following you.
Dhaartnab slowly disappears.
Dhaartnab stops following you.
Dhaartnab slowly disappears.
An illusion of the Huntsmaster stops following you.
An illusion of the Huntsmaster slowly disappears.
<472hp 885m 304mv> where
Players near you in Storm Hill:
<PK> Dhaartnab On A Wooden Dock
<472hp 885m 304mv> where
where
Players near you in Storm Hill:
<PK> Dhaartnab On A Wooden Dock
<472hp 885m 304mv> Players near you in Storm Hill:
<PK> Dhaartnab On A Wooden Dock
<472hp 885m 304mv> WHO PK
[50 Human Shw] [Rival] <PK> [KNIGHT] Dame Estra the Shadow Mistress of the Lau Kuan, Knight of Valou
r
[50 Golem Sha] <PK> Dluldor the Holy Shaman
[50 H-Elf Inv] <PK> Belan the Sage of Arcane Power
[50 Undea Ill] <PK> (JUGGERNAUT) [ASSASSIN] [Trickery] Dhaartnab Merbawkle the Face of Demons
[50 Human Mon] [Rival] <PK> [KNIGHT] Sir Ingra Varita the Grand Master of Seasons, Knight of Valour
Players found: 5
[KEEPER] The Balance prevails within the four kingdoms.
There are 7 characters on; the most on this past month was 9.
<472hp 885m 304mv> where
Players near you in Storm Hill:
<PK> Dhaartnab On A Wooden Dock
<472hp 885m 304mv> where
Players near you in Storm Hill:
<PK> Dhaartnab On A Wooden Dock
<472hp 885m 304mv> where
Players near you in Storm Hill:
<PK> Dhaartnab On A Wooden Dock
<472hp 885m 304mv> north
north
A Small Pool
!-o | A small clear pool has been cut out of the wooden floor
| | here. As you look into it you notice that several crabs
+-+-o z| and worms have been carefully placed into it, perhaps
| | || for future use. At its bottom is a thin layer of grit.
! @ o-o| Around the sides of the pool you see various crab buckets
| | | | and small pieces of bread that have been hooked onto
! +-+-+| catnip. A thin white railing surrounds it preventing
| || the contents from climbing back out and scuttling off
z-*-o o| back into the ocean waters.
---------+
[Exits: north south]
<472hp 885m 303mv> A Tall Flagpole
o-! | A huge flagpole is raised high up into the air here,
| | bearing the official flag of the town of Drakath. Emblazoned
!-o | on the flag is a huge blue dragon roaring on a white
| | background. The pole is otherwise white with a gnarled
+-+-@ z| drawstring reaching up its length, and at its base is
| | || a pack of reinforced concrete to hold it steady. It has
! o o-o| been set in a small wooden base.
| | | |
! +-+-+|
---------+
[Exits: north south west]
<472hp 885m 302mv> north
On a Jetty
| A small jetty has been built here to provide a platform for
| the sealoving people of Drakath to rest upon. Long planks
o-! | of basalt stretch down its length, coiling slightly at their
| | ends due to age and use. A layer of moss has began to take
!-@ | over the sides of the jetty reaching up and walking a few
| | feet into it. Constructed to the east is a small wooden bench
+-+-o | that seems the perfect spot to fish from.
| | |
! o |
---------+
[Exits: south west]
A small wooden bench rests at the edge of the jetty.
A small golden crab scuttles about.
<472hp 885m 301mv> west
north
The Sand Dune
| Over time the cool prevailing winds that are blowing in
| from the west have have slowly but surely blown the sand
!-o-! | into a dune like formation. Piled a few feet high with
| | | a definitely eastern skew, the sand dune has remained completely
!-+ @-o | untouched and in its natural state. Its golden mane reflects
| | | brilliantly the beauty of unspoilt nature and is a testament
! +-+-o | to the wonders of the ocean and its surroundings.
| | |
! o |
---------+
[Exits: north east]
<472hp 885m 299mv> where
Lighter Sand
| Your surroundings seem out of focus and wavy due to the
| heat rising up from the sand. A couple of large oyster
| shells seem to have been washed up onto the beach and are
| just lying here waiting for you to put your ear to them.
!-o-@ | Little pebbles are intermixed in the sand here that you
| | | can feel ever so slightly with every step. The breeze just
!-+ !-o | barely brushes you here making the muggy air slightly uncomfortable.
| | |
! +-+-o |
---------+
[Exits: south west]
A small seagull sits comfortably on the sand.
<472hp 885m 296mv> west
Players near you in Storm Hill:
<PK> Dhaartnab Lighter Sand
<472hp 885m 296mv> A Small Rope Bridge
! | The tide has came in a little too far here making the
| | direction to the east impassable. This has been resolved
! | by the construction of a small wooden rope bridge, raised
| | a few feet above the sea level. Small sleepers run along
! !-@-! | its length joined together by a thick rope that is knotted
| | | | in between each conjunctive plank. At the edge of either
!-!-+ !-o| side of the bridge is a small protective barrier to prevent
| || the crosser from accidentally falling into the ocean's
!-! +-+-o| crystal clear waters.
---------+
[Exits: east west]
<472hp 885m 294mv> west
A Sparkling Estuary
!-! | The ocean has dug its way deep into this area creating a
| | small basin of water surrounded by rich golden sands. Strewn
! | all over the sands you see a glistening and twinkling made
| | by brilliant reflections of light. No trace of litter or
! @-o-!| any kind of life besides the pure and untouched beauty of
| | || the estaury is present, giving this small but beautiful part
!-!-+ !| of Drakath a deeper sense of tranquility.
| |
~-!-! |
---------+
[Exits: east south]
A small seagull sits comfortably on the sand.
<472hp 885m 292mv> south
west
Along the Seashore
! | Various shapes and sizes of shells of multiple and beautiful
| | colours are mixed in with a light and permeable golden sand
! !-o-!| that has retained the warmth of the sun shining upon it. To
| | || the west the clear blue ocean gently laps the shoreline leaving
!-@-+ !| a wet layer of sand behind. Strewn about are several small
| | minglings of seaweed that have been washed in by the tide.
~-!-! |
|
|
---------+
[Exits: north east south west]
<472hp 885m 289mv> where
The Shoreline
! | The smooth dunes of sand here stretch for miles in all four
| | directions creating a lot of disorientation and confusion.
! !-o| Overhead a few seagulls circle looking for a snack. Some
| | | tracks north of you appear to have been recently travelled.
@-!-+| To the east the sands continue perpetually, seemingly without
| | end or beginning.
~-!-! |
|
|
---------+
[Exits: north east]
<472hp 885m 286mv> north
Players near you in Forest of Illusion:
<PK> Dhaartnab The Shoreline
<472hp 885m 286mv> A Sandy Trail
!-! | Sand is scattered all over the floor here and amongst it
| | lies powerful looking runes. Gems of ruby red, emerald
! | green and sapphire blue litter the ground causing many
| | twinkles. The salty scent of the ocean drifts by on the
@ !-o| breeze here carrying with it your thoughts. The sands continue
| | | to the north. South of here is a shoreline.
!-!-+|
| |
~-!-! |
---------+
[Exits: north south]
A seagull is here, making circles in the sky.
A seagull is here, making circles in the sky.
<472hp 885m 283mv> north
A Sandy Trail
! | Sand is scattered all over the floor here and amongst
| | it lies powerful looking runes. Gems of ruby red, emerald
!-! | green and sapphire blue litter the ground causing many
| | twinkles. The salty scent of the ocean drifts by on the
@ | breeze here carrying with it your thoughts. The sands
| | continue to the north and south, seemingly forever.
! !-o|
| | |
!-!-+|
---------+
[Exits: north south]
<472hp 885m 280mv> where
Players near you in Forest of Illusion:
<PK> Dhaartnab A Sandy Trail
<472hp 885m 280mv> where
Players near you in Forest of Illusion:
<PK> Dhaartnab A Sandy Trail
<472hp 885m 280mv> where
Players near you in Forest of Illusion:
<PK> Dhaartnab A Sandy Trail
<472hp 885m 280mv> where
Players near you in Forest of Illusion:
<PK> Dhaartnab A Sandy Trail
<472hp 885m 280mv> north
A Sandy Trail
+ | The air here carries a scent of the ocean and is refreshing
| | to breathe. Small multi-coloured seashells lie on a sandy
! | mat glistening with a slightly wet shine. Scattered around
| | here and there are a few power encrypted runes only a few
!-@ | inches wide. You may well spot a crab or two here if you
| | come at the right time. The sands continue west and south.
! |
| |
! |
---------+
[Exits: south west]
A seagull is here, making circles in the sky.
<472hp 885m 277mv> west
north
A Sandy Trail
+ | Sand is scattered all over the floor here and amongst it
| | lies a number of powerful looking runes. Gems of ruby red,
! | emerald green and sapphire blue litter the ground causing
| | many twinkles as they sparkle in the light. The salty scent
@-! | of the ocean drifts by on the breeze here carrying with
| | it your thoughts. The sands continue to the north and east.
! |
| |
! |
---------+
[Exits: north east]
<472hp 885m 274mv> A Sandy Trail
| The air here carries a scent of the ocean and is refreshing
| to breathe. Small multi-coloured seashells lie on a sandy
+ | mat glistening with a slightly wet shine. Scattered around
| | here and there are a few power encrypted runes only a few
@ | inches wide. You may well spot a crab or two here if you
| | come at the right time. To the north of you is the gates
!-! | of a small but busy city. Southwards the sands continue.
| |
! |
---------+
[Exits: north south]
A seagull is here, making circles in the sky.
A seagull is here, making circles in the sky.
<472hp 885m 271mv> north
where
Outside the South Gate
| You are outside the south gate of the town. A grey stone
| wall reaching at least 20 feet high soars above you blocking
| your view. Sitting on top of the wall is a few small birds.
| Draping down the walls are red banners inscribed with golden
@ | magical symbols. A sandy trail leads off to the south.
| | North of you is the gates of the city.
! |
| |
!-! |
---------+
[Exits: (gate) south]
Some bright red banners stream down over the southern gates.
<472hp 885m 269mv> Players near you in Forest of Illusion:
<PK> Dhaartnab Outside the South Gate
<472hp 885m 269mv> north
The gate is closed.
<472hp 885m 269mv> where
Players near you in Forest of Illusion:
<PK> Dhaartnab Outside the South Gate
<472hp 885m 269mv> north
The gate is closed.
<472hp 885m 269mv> C PASS
You phase out of existence.
<486hp 912m 324mv> north
north
where
Inside the South Gate
S-+ | The road here ends as you reach a large iron gate. Sapphire
| | blue banners drape down from the tops of the gates heralding
+-S | the majesty of the town. The gate has been painted an
| | emerald green clashing slightly with the banners. Painted
+-+-@-+-+| on the ground is a fiery red dragon. As you look at it,
| it seems to wink. North of you is Illusion Avenue.
|
|
|
---------+
[Exits: north east (gate) west]
A gate guard stands here, protecting the city from crime.
A gate guard stands here, protecting the city from crime.
<486hp 912m 323mv> Illusion Avenue
+-+-+-+-+| A layer of beautiful sparkling dust lays on the ground
| | | | scintillating in the light. At the side of the street
F S-+ * | a tall black lanternpost casts a magical blue light down
| | | upon you. The small pebbles lying on the path seem to
o @-S | be slightly wet from rain. The South Gate is to the south
| | of you and Illusion Avenue continues north.
+-+-+-+-+|
|
|
---------+
[Exits: north east south]
<486hp 912m 322mv> north
north
Players near you in Forest of Illusion:
<PK> Dhaartnab Illusion Avenue
<486hp 912m 322mv> where
Illusion Avenue
S +-F *| A layer of beautiful sparkling dust lays on the ground
| | || scintillating in the light. At the side of the street
+-+-+-+-+| a tall black lanternpost casts a magical blue light down
| | | | upon you. The small pebbles lying on the path seem to
F S-@ * | be slightly wet from rain. Town Square is to the north
| | | of you and Illusion Avenue continues south.
o +-S |
| |
+-+-+-+-+|
---------+
[Exits: north south west]
(Translucent) Alycla the crazed Illusionist stands here phasing in and out of existence.
<486hp 912m 321mv> SL
Town Square
*-+ o| The City's Town Square seems to be the center of all activity.
| || The magical creatures that have gathered here appear to
S +-F *| be very social with each other, laughing and joking about
| | || a variety of things. A sign has been erected here. Illusion
+-+-@-+-+| Avenue runs from the north to south. Arcane Way leads off
| | | | to the east and west.
F S-+ * |
| | |
o +-S |
---------+
[Exits: north east south west (cell)]
A shimmering fountain flares with an illusionary aspect.
<486hp 912m 320mv> SC
Players near you in Forest of Illusion:
<PK> Dhaartnab Town Square
<486hp 912m 320mv> You go to sleep.
<486hp 912m 320mv> WHO
/@============================================================-
| \
| Dhaartnab the Face of Demons, adherent of Nycticora |
| Adherent of the Order of Trickery |
| Unaffiliated, 20 years old (60 hours). |
| |
| Race: Undead Hometown: Timaran Health: 486/1059 |
| Sex: Male Alignment: Evil Mana: 912/1071 |
| Class: Illusionist Ethos: Chaotic Move: 320/349 |
\ -------------------------------------------/
| |
| 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: 28/36 |
| Consti: 18 (18+0) Gold: 34584 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: pass door : lasts for 12 hours
Spell: armor : modifies armor class by 20 for 8 hours
Spell: detect invis : lasts for 15 hours
Spell: stone skin : modifies armor class by 40 for 0 hours
<486hp 912m 320mv> [ Human ] [Rival] <PK> [KNIGHT] Dame Estra the Shadow Mistress of the Lau K
uan, Knight of Valour
[ Golem ] <PK> Dluldor the Holy Shaman
[ Fire ] Grakkus the Trooper
[ 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] <PK> [KNIGHT] Sir Ingra Varita the Grand Master of Seasons, Knight of Valour
Players found: 7
[KEEPER] The Balance prevails within the four kingdoms.
There are 7 characters on; the most on this past month was 9.
<486hp 912m 320mv>
<486hp 912m 320mv>
<486hp 912m 320mv> SC
/@============================================================-
| \
| Dhaartnab the Face of Demons, adherent of Nycticora |
| Adherent of the Order of Trickery |
| Unaffiliated, 20 years old (60 hours). |
| |
| Race: Undead Hometown: Timaran Health: 486/1059 |
| Sex: Male Alignment: Evil Mana: 912/1071 |
| Class: Illusionist Ethos: Chaotic Move: 320/349 |
\ -------------------------------------------/
| |
| 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: 28/36 |
| Consti: 18 (18+0) Gold: 34584 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: pass door : lasts for 12 hours
Spell: armor : modifies armor class by 20 for 8 hours
Spell: detect invis : lasts for 15 hours
Spell: stone skin : modifies armor class by 40 for 0 hours
<486hp 912m 320mv>
<486hp 912m 320mv> S
where
In your dreams, or what?
<486hp 912m 320mv> TSL
In your dreams, or what?
<486hp 912m 320mv> SC
I don't think much is to be achieved by that.
<486hp 912m 320mv>
/@============================================================-
| \
| Dhaartnab the Face of Demons, adherent of Nycticora |
| Adherent of the Order of Trickery |
| Unaffiliated, 20 years old (60 hours). |
| |
| Race: Undead Hometown: Timaran Health: 486/1059 |
| Sex: Male Alignment: Evil Mana: 912/1071 |
| Class: Illusionist Ethos: Chaotic Move: 320/349 |
\ -------------------------------------------/
| |
| 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: 28/36 |
| Consti: 18 (18+0) Gold: 34584 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: pass door : lasts for 12 hours
Spell: armor : modifies armor class by 20 for 8 hours
Spell: detect invis : lasts for 15 hours
Spell: stone skin : modifies armor class by 40 for 0 hours
<486hp 912m 320mv> ST
where
You wake and stand up.
<486hp 912m 320mv> SL
Players near you in Forest of Illusion:
<PK> Dhaartnab Town Square
<486hp 912m 320mv> SC
You go to sleep.
<486hp 912m 320mv>
/@============================================================-
| \
| Dhaartnab the Face of Demons, adherent of Nycticora |
| Adherent of the Order of Trickery |
| Unaffiliated, 20 years old (60 hours). |
| |
| Race: Undead Hometown: Timaran Health: 486/1059 |
| Sex: Male Alignment: Evil Mana: 912/1071 |
| Class: Illusionist Ethos: Chaotic Move: 320/349 |
\ -------------------------------------------/
| |
| 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: 28/36 |
| Consti: 18 (18+0) Gold: 34584 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: pass door : lasts for 12 hours
Spell: armor : modifies armor class by 20 for 8 hours
Spell: detect invis : lasts for 15 hours
Spell: stone skin : modifies armor class by 40 for 0 hours
<486hp 912m 320mv> WHO PK
[50 Human Shw] [Rival] <PK> [KNIGHT] Dame Estra the Shadow Mistress of the Lau Kuan, Knight of Valou
r
[50 Golem Sha] <PK> Dluldor the Holy Shaman
[50 H-Elf Inv] <PK> Belan the Sage of Arcane Power
[50 Undea Ill] <PK> (JUGGERNAUT) [ASSASSIN] [Trickery] Dhaartnab Merbawkle the Face of Demons
[50 Human Mon] [Rival] <PK> [KNIGHT] Sir Ingra Varita the Grand Master of Seasons, Knight of Valour
Players found: 5
[KEEPER] The Balance prevails within the four kingdoms.
There are 7 characters on; the most on this past month was 9.
<486hp 912m 320mv>
Your skin feels softer.
<547hp 964m 349mv>
<547hp 964m 349mv> ST
where
You wake and stand up.
<547hp 964m 349mv> Players near you in Forest of Illusion:
<PK> Dhaartnab Town Square
<547hp 964m 349mv> C STONE
You lost your concentration.
<547hp 958m 349mv> C STONE
where
You lost your concentration.
<547hp 952m 349mv> C STONE
Players near you in Forest of Illusion:
<PK> Dhaartnab Town Square
<547hp 952m 349mv> Your skin turns to stone.
<547hp 940m 349mv> where
look
where
Players near you in Forest of Illusion:
<PK> Dhaartnab Town Square
<547hp 940m 349mv> Town Square
*-+ o| The City's Town Square seems to be the center of all activity.
| || The magical creatures that have gathered here appear to
S +-F *| be very social with each other, laughing and joking about
| | || a variety of things. A sign has been erected here. Illusion
+-+-@-+-+| Avenue runs from the north to south. Arcane Way leads off
| | | | to the east and west.
F S-+ * |
| | |
o +-S |
---------+
[Exits: north east south west (cell)]
A shimmering fountain flares with an illusionary aspect.
<547hp 940m 349mv> Players near you in Forest of Illusion:
<PK> Dhaartnab Town Square
<547hp 940m 349mv> east
east
Arcane Way
*-+ o +| The road here is paved with lightly coloured runes and
| | || pebbles that have an eerie glow about them. High above
S +-F * +| the street runs a triumphant navy blue banner symbolising
| | | || the superiority of magic. The pathway is paved with blue
+-+-@-+-+| gems and sapphires. The air here is cloaked with a thin
| | || white mist. The Town Square is to your west and Arcane
S-+ * +| Way continues to your east.
| ||
+-S +|
---------+
[Exits: east south west]
<547hp 940m 348mv> Arcane Way
+ o + | The road here is paved with lightly coloured runes and
| | | | pebbles that have an eerie glow about them. High above
+-F * + | the street runs a triumphant blue banner symbolising the
| | | | superiority of magic. The air here is cloaked with a thin
+-+-@-+ | white mist. The East Gate of the City is to your east and
| | | | Arcane Way continues to your west.
+ * + |
| | |
+-S + |
---------+
[Exits: north east west]
<547hp 940m 347mv> east
Inside the East Gate
o + | The road here ends as you reach a large iron gate. Sapphire
| | | blue banners drape down from the tops of the gates heralding
* + | the majesty of the town. The gate has been painted an emerald
| | | green clashing slightly with the banners. Painted on the
+-+-@ | ground is a fiery red dragon. As you look at it, it seems
| | | to wink. West of you is Arcane Way.
* + |
| |
+ |
---------+
[Exits: north (gate) south west]
A gate guard stands here, protecting the city from crime.
A gate guard stands here, protecting the city from crime.
<547hp 940m 346mv> where
Players near you in Forest of Illusion:
<PK> Dhaartnab Inside the East Gate
<547hp 940m 346mv> OP E
You open the gate east of you.
<547hp 940m 346mv> east
east
Belan tells you 'If you would not have teamed up on me then I would not be acting this way.'
Outside the East Gate
o + | You are outside the west gate of the town. A grey stone wall
| | | reaching at least 20 feet high soars above you blocking your
* + | view. Sitting on top of the wall is a few small birds. Draping
| | | down the walls are red banners inscribed with golden magical
+-+-@-f-f| symbols. A dirt path leads off to your west. A road leading
| | into the city is through the gates to your west.
+ |
| |
+ |
---------+
[Exits: east west]
<547hp 940m 345mv> where
A Dirt Path
+ | The ground here is covered in a silty loam that is very fertile.
| | It seems to have been turned over slightly as if being prepared
+ | for planting in. Lush grass grows lightly at the sides of the
| | beaten trail looking perfect for grazing an animal with. Tall
+-+-@-f-f| trees overshadow the path casting a magical blanket over it.
| | The path continues to the east and west.
+ |
| |
+ |
---------+
[Exits: east west]
A fuzzar is here, playing in the forest.
<547hp 940m 344mv> Players near you in Forest of Illusion:
<PK> Dhaartnab A Dirt Path
<547hp 940m 344mv> REPLY BLAH BLAH BLAH, I EXPECT NOTHING LESS FROM ALL OF YOU
You tell Belan 'BLAH BLAH BLAH, I EXPECT NOTHING LESS FROM ALL OF YOU.'
<560hp 979m 349mv> look
A Dirt Path
+ | The ground here is covered in a silty loam that is very fertile.
| | It seems to have been turned over slightly as if being prepared
+ | for planting in. Lush grass grows lightly at the sides of the
| | beaten trail looking perfect for grazing an animal with. Tall
+-+-@-f-f| trees overshadow the path casting a magical blanket over it.
| | The path continues to the east and west.
+ |
| |
+ |
---------+
[Exits: east west]
A fuzzar is here, playing in the forest.
<560hp 979m 349mv> where
Players near you in Forest of Illusion:
<PK> Dhaartnab A Dirt Path
<560hp 979m 349mv> north
Alas, you cannot go that way.
<560hp 979m 349mv> north
Alas, you cannot go that way.
<560hp 979m 349mv> east
where
A Dirt Path
f| The ground here is covered in a silty loam that is very
|| fertile. It seems to have been turned over slightly as
f| if being prepared for planting in. Lush grass grows lightly
|| at the sides of the beaten trail looking perfect for grazing
+-f-@-f-f| an animal with. Tall trees overshadow the path casting
| a magical blanket over it. The path continues to the east
| and west.
|
|
---------+
[Exits: east west]
A small fairy is here, dancing playfully in the forest.
<560hp 979m 348mv> east
Players near you in Forest of Illusion:
<PK> Dhaartnab A Dirt Path
<560hp 979m 348mv> A Dirt Path
f | The ground here is covered in a silty loam that is very
| | fertile. Lush grass grows lightly at the sides of the
f | beaten trail looking perfect for grazing an animal with.
| | Tall trees overshadow the path casting a magical blanket
f-f-@-f-f| over it. The path continues to the west. Eastwards you
|| may enter a dense looking forest.
f|
||
f|
---------+
[Exits: east west]
<560hp 979m 347mv> east
Dense Forest
f | You follow a small trail that makes its way through the
| | dense forest. It is dimly lit, even in the daytime, as
f | little sunlight gets through the thick trees that tower
| | above you. You notice several pairs of glowing eyes in
f-f-@-f | the distance, watching your every move. The trail veers
| | off sharply to the east and a dirt path leads to the west.
f |
| |
f |
---------+
[Exits: north east west]
(Translucent) A warrior of the forest patrols here, expecting trouble.
A young and brightly coloured griffon plays in the forest.
A pile of wood comes to life before your very eyes.
<560hp 979m 346mv> north
Dense Forest
f-f | You follow a small trail that travels through the dense
| | forest. Little sunlight gets through the thick trees that
f | tower above you making vision ahead difficult. You notice
| | several pairs of glowing eyes in the distance, watching
@ | your every move intently. They seem to be contemplating
| | you rather than be threatening. The forest trail continues
f-f-f-f | north and south.
| |
f |
---------+
[Exits: north south]
A fuzzar is here, playing in the forest.
<560hp 979m 345mv> north
Dense Forest
f | You follow a small trail that makes its way through the
| | dense forest. It is dimly lit, even in the daytime, as
f-f | little sunlight gets through the thick trees that tower
| | above you. You notice several pairs of glowing eyes in
@ | the distance, watching your every move. A path through
| | some trees leads north of you. The trail continues to the
f | south.
| |
f-f-f-f |
---------+
[Exits: north south]
(Translucent) A warrior of the forest patrols here, expecting trouble.
<560hp 979m 344mv> north
where
Hollow Trees
f | The ground here is blanketed in a scatter of leaves, fallen
| | bark and dried berries. Overshadowing the path are large
f | and powerful looking tree branches. Sunlight barely forces
| | its way through the gaps in the canopy making vision a little
@-f | difficult. The smell of bark is heavy on the air here. The
| | way that the leaves have been scattered aside on the ground
f | suggests that something has been here recently. The trail
| | continues to the east. The forest gets thicker to the south.
f |
---------+
[Exits: east south]
A young and brightly coloured griffon plays in the forest.
<560hp 979m 343mv> east
Players near you in Forest of Illusion:
<PK> Dhaartnab Hollow Trees
<560hp 979m 343mv> north
Hollow Trees
f | The ground here is blanketed in a scatter of leaves, fallen
| | bark and dried berries. Overshadowing the path are large and
f | powerful looking tree branches. Sunlight barely forces its
| | way through the gaps in the canopy making vision a little difficult.
f-@ | The smell of bark is heavy on the air here. The way that the
| | leaves have been scattered aside on the ground suggests that
f | something has been here recently. The trail continues to your
| | north and west.
f |
---------+
[Exits: north west]
A small fairy is here, dancing playfully in the forest.
A young and brightly coloured griffon plays in the forest.
<560hp 979m 342mv> Belan tells you 'I believe in an eye for an eye.'
<560hp 979m 342mv> north
A Woodland Path
f | The trees here tower to the sky, their arm-like branches reaching
| | across the trail, forming a giant arc high above your head.
f | Small patches of sapphire sky shine through the overlapping
| | living wood. Bright orange vines spiral up the trunks of several
@ | trees, meeting your eye with great contrast to the dull brown
| | entities they grip. A narrow break in some trees leads to the
f-f | south. The path continues north.
| |
f |
---------+
[Exits: north south]
<560hp 979m 341mv> A Woodland Path
*-f | The trees here tower to the sky, their arm-like branches
| | reaching across the trail, forming a giant arc high above
f | your head. Small patches of sapphire sky shine through the
| | overlapping living wood. Bright orange vines spiral up the
@ | trunks of several trees, meeting your eye with great contrast
| | to the dull brown entities they grip. The path continues
f | south. Something here seems not quite right.
| |
f-f |
---------+
[Exits: north south (illusion)]
A small fairy is here, dancing playfully in the forest.
<560hp 979m 340mv>
A forest warrior walks in.
<560hp 979m 340mv> where
Players near you in Forest of Illusion:
<PK> Dhaartnab A Woodland Path
<560hp 979m 340mv> north
A Woodland Path
f | The sounds of strange and magical creatures enamate from
| | the surroundings all around you. This mess of chirps and
*-f | grunts is quite unlike anything you have ever heard. Not
| | far away from you, you think you notice a large tree appear
@ | on the path out of nowhere. You blink in disbelief and look
| | again, but it has disappeared out of sight. The trail continues
f | north and south.
| |
f |
---------+
[Exits: north south]
A fake-looking branch lies here.
A fuzzar is here, playing in the forest.
A young and brightly coloured griffon plays in the forest.
A pile of wood comes to life before your very eyes.
A living tree hits you in the face with its branches.
<560hp 979m 339mv> WHO
Belan tells you 'You started I pick it up.'
<560hp 979m 339mv> [ Human ] [Rival] <PK> [KNIGHT] Dame Estra the Shadow Mistress of the Lau K
uan, Knight of Valour
[ Golem ] <PK> Dluldor the Holy Shaman
[ Fire ] Grakkus the Trooper
[ 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] <PK> [KNIGHT] Sir Ingra Varita the Grand Master of Seasons, Knight of Valour
Players found: 7
[KEEPER] The Balance prevails within the four kingdoms.
There are 7 characters on; the most on this past month was 9.
<560hp 979m 339mv> where
Players near you in Forest of Illusion:
<PK> Dhaartnab A Woodland Path
<560hp 979m 339mv> where
Players near you in Forest of Illusion:
<PK> Dhaartnab A Woodland Path
<569hp 1006m 349mv> north
A Woodland Path
f | The trees here tower to the sky, their arm-like branches
| | reaching across the trail, forming a giant arc high above
f | your head. Small patches of sapphire sky shine through the
| | overlapping living wood. Bright orange vines spiral up the
*-@ | trunks of several trees, meeting your eye with great contrast
| | to the dull brown entities they grip. To your west is a small
f | outpost and a trail meanders on to the south.
| |
f |
---------+
[Exits: north south west]
<569hp 1006m 348mv> north
A Woodland Path
f-f-! | The trees here tower to the sky, their arm-like branches
| | | reaching across the trail, forming a giant arc high above
f f | your head. Small patches of sapphire sky shine through the
| | | overlapping living wood. Bright orange vines spiral up the
f @ | trunks of several trees, meeting your eye with great contrast
| | to the dull brown entities they grip.
*-f |
| |
f |
---------+
[Exits: north south]
A fake-looking branch lies here.
(Translucent) A warrior of the forest patrols here, expecting trouble.
A pile of wood comes to life before your very eyes.
A living tree hits you in the face with its branches.
<569hp 1006m 347mv> where
Players near you in Forest of Illusion:
<PK> Dhaartnab A Woodland Path
<569hp 1006m 347mv> north
A Woodland Path
| Massive, dark brown trees line shady path, their numbers
| increasing to the west. Visible through the branches to the
f-f-! | east is the infinite blue ocean. As you make your way through
| | | an assortment of ivy growing on the path, you realize there
f @ | are very few signs of life in what would appear to be a thriving
| | | forest.
f f |
| | |
f *-f |
---------+
[Exits: north south]
A fuzzar is here, playing in the forest.
<569hp 1006m 346mv> north
A Mystical Shoreline
| The wet sand emits a strange sparkle as the waves rolling
| in from the north glide across its smoothed surface. Two
| wooded paths make their way west and south, meandering through
| the maze of trees. You think you feel a strange magical sensation
f-f-@ | around your body, but you see no source of it. Something
| | | about here seems not quite right, as if supernatural forces
f f | are at work.
| | |
f f |
---------+
[Exits: (vortex) south west]
A magical spring flows here, inviting your thirst.
<569hp 1006m 344mv> where
Players near you in Forest of Illusion:
<PK> Dhaartnab A Mystical Shoreline
<569hp 1006m 344mv> OP N
You open the vortex north of you.
<569hp 1006m 344mv> north
where
OP UP
The Portal
| The water has parted from around you, forming a gigantic
| sphere of air. Mist rises from the ground, taking on a blue
| color, reflecting the light of the surrounding water. A massive
| vortex of swirling colors occupies the south wall of the
@ | sphere. It appears to be in constant motion, its pattern
| | of change infinitely complex. The hypnotic cycle of imagery
f-f-! | yields only mixed feelings for what may lie beyond.
| | |
f f |
---------+
[Exits: south (rock)]
<569hp 1006m 343mv> Players near you in Forest of Illusion:
<PK> Dhaartnab The Portal
<569hp 1006m 343mv> up
You open the rock above you.
<569hp 1006m 343mv> where
north
The Ocean
~-~-~-~= | As far as the eye can see, water spans out in every direction.
| | | | | The wind carries a fresh scent of salt across the sparkling
~-~>~-~= | ocean. Everything is ominously quiet. Even the distant waves
| | | | || that clash against each other appear to make no sound. A
~-~)@-~-~| strange aura surrounds your thoughts, echoing hopelessness
| / | | /| and despair. Something here seems not quite right.
~-~=~- |
| | | |
~-~-~- |
---------+
[Exits: north east south down]
<569hp 1006m 342mv> Players near you in Forest of Illusion:
<PK> Dhaartnab The Ocean
<569hp 1006m 342mv> north
The Ocean
~-~=~-~-~| As far as the eye can see, water spans out in every direction.
| | | | | The wind carries a fresh scent of salt across the sparkling
~=~-~-~= | ocean. Everything is ominously quiet. Even the distant waves
/ | | | | that clash against each other appear to make no sound. A
~-~>@-~= | strange aura surrounds your thoughts, echoing hopelessness
| | | | || and despair.
~-~)~-~-~|
| | | | /|
~-~-~- |
---------+
[Exits: north east south]
<569hp 1006m 341mv> where
The Ocean
~-~-~-~= | As far as the eye can see, water spans out in every direction.
/ / | ^ | The wind carries a fresh scent of salt across the sparkling
~-~=~-~= | ocean. Everything is ominously quiet. Even the distant
| | | | || waves that clash against each other appear to make no
~=~-@-~-~| sound. A strange aura surrounds your thoughts, echoing
/ | | | || hopelessness and despair.
~-~>~- -~|
| | | | ||
~-~)~=~-~|
---------+
[Exits: north east south west]
<569hp 1006m 340mv> north
Players near you in Forest of Illusion:
<PK> Dhaartnab The Ocean
<569hp 1006m 340mv> north
The Ocean
!-!-!-~-~| As far as the eye can see, water spans out in every direction.
| | | , | The wind carries a fresh scent of salt across the sparkling
~-~-~-~= | ocean. Everything is ominously quiet. Even the distant
| | | ^ | waves that clash against each other appear to make no
~-~=@-~= | sound. A strange aura surrounds your thoughts, echoing
, , | | || hopelessness and despair.
~-~-~-~-~|
| | | / ||
~-~>~-~-~|
---------+
[Exits: north east south west]
<569hp 1006m 339mv> The Tide
o-o | The crested waves move towards the shoreline which is
| | visible to the north. A swift breeze sweeps across the
!-!-!-~-~| water's surface, racing inland towards the sandy beach.
| | | , ,| Small white clouds patch the sky overhead, but several
~-~-@-~-~| darker ones can be seen to the south.
| | | ||
~-~=~- -~|
, , | | ||
~-~-~-~-~|
---------+
[Exits: north east south west]
<569hp 1006m 338mv> north
where
A Beach
| A few grass patches grow through the sand here, and the
| buzzing outcrop wildlife is obviously present. The weeds
o-o | to the east are too thick to travel through. Digging
| | its way up from the sand, a spider emerges and walks
!-!-@-~-~| into the eastern thickness. Several pieces of driftwood
| | | , ,| are washed up on the shore. Just then, you hear something
~-~-~-~-~| stir within the forest of weeds. Or was it just the wind?
/ / | ||
~-~-~- -~|
---------+
[Exits: east south west]
A seagull is here, making circles in the sky.
<569hp 1006m 337mv> Players near you in Forest of Illusion:
<PK> Dhaartnab A Beach
<569hp 1006m 337mv> SL
You go to sleep.
<569hp 1006m 337mv> SC
/@============================================================-
| \
| Dhaartnab the Face of Demons, adherent of Nycticora |
| Adherent of the Order of Trickery |
| Unaffiliated, 20 years old (60 hours). |
| |
| Race: Undead Hometown: Timaran Health: 569/1059 |
| Sex: Male Alignment: Evil Mana: 1006/1071 |
| Class: Illusionist Ethos: Chaotic Move: 337/349 |
\ -------------------------------------------/
| |
| 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: 28/36 |
| Consti: 18 (18+0) Gold: 34584 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 49 hours
Spell: pass door : lasts for 9 hours
Spell: armor : modifies armor class by 20 for 5 hours
Spell: detect invis : lasts for 12 hours
<569hp 1006m 337mv>
<569hp 1006m 337mv> SC
/@============================================================-
| \
| Dhaartnab the Face of Demons, adherent of Nycticora |
| Adherent of the Order of Trickery |
| Unaffiliated, 20 years old (60 hours). |
| |
| Race: Undead Hometown: Timaran Health: 569/1059 |
| Sex: Male Alignment: Evil Mana: 1006/1071 |
| Class: Illusionist Ethos: Chaotic Move: 337/349 |
\ -------------------------------------------/
| |
| 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: 28/36 |
| Consti: 18 (18+0) Gold: 34584 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 49 hours
Spell: pass door : lasts for 9 hours
Spell: armor : modifies armor class by 20 for 5 hours
Spell: detect invis : lasts for 12 hours
<569hp 1006m 337mv>
<569hp 1006m 337mv> ST
where
You wake and stand up.
<569hp 1006m 337mv> Players near you in Forest of Illusion:
<PK> Estra Inside the South Gate
<PK> Dhaartnab A Beach
<569hp 1006m 337mv> SL
SC
You go to sleep.
<569hp 1006m 337mv>
/@============================================================-
| \
| Dhaartnab the Face of Demons, adherent of Nycticora |
| Adherent of the Order of Trickery |
| Unaffiliated, 20 years old (60 hours). |
| |
| Race: Undead Hometown: Timaran Health: 569/1059 |
| Sex: Male Alignment: Evil Mana: 1006/1071 |
| Class: Illusionist Ethos: Chaotic Move: 337/349 |
\ -------------------------------------------/
| |
| 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: 28/36 |
| Consti: 18 (18+0) Gold: 34584 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 49 hours
Spell: pass door : lasts for 9 hours
Spell: armor : modifies armor class by 20 for 5 hours
Spell: detect invis : lasts for 12 hours
<569hp 1006m 337mv> ST
You wake and stand up.
<569hp 1006m 337mv> look
A Beach
| A few grass patches grow through the sand here, and the
| buzzing outcrop wildlife is obviously present. The weeds
o-o | to the east are too thick to travel through. Digging
| | its way up from the sand, a spider emerges and walks
!-!-@-~-~| into the eastern thickness. Several pieces of driftwood
| | | , ,| are washed up on the shore. Just then, you hear something
~-~-~-~-~| stir within the forest of weeds. Or was it just the wind?
/ / | ||
~-~-~- -~|
---------+
[Exits: east south west]
A seagull is here, making circles in the sky.
<569hp 1006m 337mv> south
The Tide
o-o | The crested waves move towards the shoreline which is
| | visible to the north. A swift breeze sweeps across the
!-!-!-~-~| water's surface, racing inland towards the sandy beach.
| | | , ,| Small white clouds patch the sky overhead, but several
~-~-@-~-~| darker ones can be seen to the south.
| | | ||
~-~=~- -~|
, , | | ||
~-~-~-~-~|
---------+
[Exits: north east south west]
<569hp 1006m 336mv> south
The sun slowly disappears in the west.
<580hp 1017m 349mv> The Ocean
!-!-!-~-~| As far as the eye can see, water spans out in every direction.
| | | , | The wind carries a fresh scent of salt across the sparkling
~-~-~-~= | ocean. Everything is ominously quiet. Even the distant
| | | ^ | waves that clash against each other appear to make no
~-~=@-~= | sound. A strange aura surrounds your thoughts, echoing
, , | | || hopelessness and despair.
~-~-~-~-~|
| | | / ||
~-~>~-~-~|
---------+
[Exits: north east south west]
<580hp 1017m 348mv> south
The Ocean
~-~-~-~= | As far as the eye can see, water spans out in every direction.
/ / | ^ | The wind carries a fresh scent of salt across the sparkling
~-~=~-~= | ocean. Everything is ominously quiet. Even the distant
| | | | || waves that clash against each other appear to make no
~=~-@-~-~| sound. A strange aura surrounds your thoughts, echoing
/ | | | || hopelessness and despair.
~-~>~- -~|
| | | | ||
~-~)~=~-~|
---------+
[Exits: north east south west]
<580hp 1017m 347mv> south
The Ocean
~-~=~-~-~| As far as the eye can see, water spans out in every direction.
| | | | | The wind carries a fresh scent of salt across the sparkling
~=~-~-~= | ocean. Everything is ominously quiet. Even the distant waves
/ | | | | that clash against each other appear to make no sound. A
~-~>@-~= | strange aura surrounds your thoughts, echoing hopelessness
| | | | || and despair.
~-~)~-~-~|
| | | | /|
~-~-~- |
---------+
[Exits: north east south]
<580hp 1017m 346mv> south
Belan tells you 'I am surprised you are still around to be honest.'
<580hp 1017m 346mv> The Ocean
~-~-~-~= | As far as the eye can see, water spans out in every direction.
| | | | | The wind carries a fresh scent of salt across the sparkling
~-~>~-~= | ocean. Everything is ominously quiet. Even the distant waves
| | | | || that clash against each other appear to make no sound. A
~-~)@-~-~| strange aura surrounds your thoughts, echoing hopelessness
| / | | /| and despair. Something here seems not quite right.
~-~=~- |
| | | |
~-~-~- |
---------+
[Exits: north east south down]
<580hp 1017m 345mv> down
The Portal
| The water has parted from around you, forming a gigantic
| sphere of air. Mist rises from the ground, taking on a blue
| color, reflecting the light of the surrounding water. A massive
| vortex of swirling colors occupies the south wall of the
@ | sphere. It appears to be in constant motion, its pattern
| | of change infinitely complex. The hypnotic cycle of imagery
f-f-! | yields only mixed feelings for what may lie beyond.
| | |
f f |
---------+
[Exits: south up]
<580hp 1017m 344mv> down
Alas, you cannot go that way.
<580hp 1017m 344mv> south
A Mystical Shoreline
| The wet sand emits a strange sparkle as the waves rolling
| in from the north glide across its smoothed surface. Two
~ | wooded paths make their way west and south, meandering through
| | the maze of trees. You think you feel a strange magical sensation
f-f-@ | around your body, but you see no source of it. Something
| | | about here seems not quite right, as if supernatural forces
f f | are at work.
| | |
f f |
---------+
[Exits: north south west]
A magical spring flows here, inviting your thirst.
<580hp 1017m 343mv> south
south
A Woodland Path
~ | Massive, dark brown trees line shady path, their numbers
| | increasing to the west. Visible through the branches to the
f-f-! | east is the infinite blue ocean. As you make your way through
| | | an assortment of ivy growing on the path, you realize there
f @ | are very few signs of life in what would appear to be a thriving
| | | forest.
f f |
| | |
f *-f |
---------+
[Exits: north south]
A fuzzar is here, playing in the forest.
<580hp 1017m 341mv> where
A Woodland Path
f-f-! | The trees here tower to the sky, their arm-like branches
| | | reaching across the trail, forming a giant arc high above
f f | your head. Small patches of sapphire sky shine through the
| | | overlapping living wood. Bright orange vines spiral up the
f @ | trunks of several trees, meeting your eye with great contrast
| | to the dull brown entities they grip.
*-f |
| |
f |
---------+
[Exits: north south]
A fake-looking branch lies here.
(Translucent) A warrior of the forest patrols here, expecting trouble.
A pile of wood comes to life before your very eyes.
<580hp 1017m 340mv> south
Players near you in Forest of Illusion:
<PK> Estra A Dirt Path
<PK> Dhaartnab A Woodland Path
<580hp 1017m 340mv> A Woodland Path
f | The trees here tower to the sky, their arm-like branches
| | reaching across the trail, forming a giant arc high above
f | your head. Small patches of sapphire sky shine through the
| | overlapping living wood. Bright orange vines spiral up the
*-@ | trunks of several trees, meeting your eye with great contrast
| | to the dull brown entities they grip. To your west is a small
f | outpost and a trail meanders on to the south.
| |
f |
---------+
[Exits: north south west]
<580hp 1017m 339mv> south
A Woodland Path
f | The sounds of strange and magical creatures enamate from
| | the surroundings all around you. This mess of chirps and
*-f | grunts is quite unlike anything you have ever heard. Not
| | far away from you, you think you notice a large tree appear
@ | on the path out of nowhere. You blink in disbelief and look
| | again, but it has disappeared out of sight. The trail continues
f | north and south.
| |
f |
---------+
[Exits: north south]
A fake-looking branch lies here.
A fuzzar is here, playing in the forest.
A young and brightly coloured griffon plays in the forest.
A pile of wood comes to life before your very eyes.
A living tree hits you in the face with its branches.
<580hp 1017m 338mv> south
A Woodland Path
*-f | The trees here tower to the sky, their arm-like branches
| | reaching across the trail, forming a giant arc high above
f | your head. Small patches of sapphire sky shine through the
| | overlapping living wood. Bright orange vines spiral up the
@ | trunks of several trees, meeting your eye with great contrast
| | to the dull brown entities they grip. The path continues
f | south. Something here seems not quite right.
| |
f-f |
---------+
[Exits: north south (illusion)]
(Translucent) A warrior of the forest patrols here, expecting trouble.
<580hp 1017m 337mv> south
A Woodland Path
f | The trees here tower to the sky, their arm-like branches reaching
| | across the trail, forming a giant arc high above your head.
f | Small patches of sapphire sky shine through the overlapping
| | living wood. Bright orange vines spiral up the trunks of several
@ | trees, meeting your eye with great contrast to the dull brown
| | entities they grip. A narrow break in some trees leads to the
f-f | south. The path continues north.
| |
f |
---------+
[Exits: north south]
A small fairy is here, dancing playfully in the forest.
<580hp 1017m 336mv> south
Hollow Trees
f | The ground here is blanketed in a scatter of leaves, fallen
| | bark and dried berries. Overshadowing the path are large and
f | powerful looking tree branches. Sunlight barely forces its
| | way through the gaps in the canopy making vision a little difficult.
f-@ | The smell of bark is heavy on the air here. The way that the
| | leaves have been scattered aside on the ground suggests that
f | something has been here recently. The trail continues to your
| | north and west.
f |
---------+
[Exits: north west]
A young and brightly coloured griffon plays in the forest.
<580hp 1017m 335mv> west
south
Hollow Trees
f | The ground here is blanketed in a scatter of leaves, fallen
| | bark and dried berries. Overshadowing the path are large
f | and powerful looking tree branches. Sunlight barely forces
| | its way through the gaps in the canopy making vision a little
@-f | difficult. The smell of bark is heavy on the air here. The
| | way that the leaves have been scattered aside on the ground
f | suggests that something has been here recently. The trail
| | continues to the east. The forest gets thicker to the south.
f |
---------+
[Exits: east south]
A small fairy is here, dancing playfully in the forest.
A young and brightly coloured griffon plays in the forest.
<580hp 1017m 334mv> south
Dense Forest
f | You follow a small trail that makes its way through the
| | dense forest. It is dimly lit, even in the daytime, as
f-f | little sunlight gets through the thick trees that tower
| | above you. You notice several pairs of glowing eyes in
@ | the distance, watching your every move. A path through
| | some trees leads north of you. The trail continues to the
f | south.
| |
f-f-f-f |
---------+
[Exits: north south]
(Translucent) A warrior of the forest patrols here, expecting trouble.
<580hp 1017m 333mv> south
Dense Forest
f-f | You follow a small trail that travels through the dense
| | forest. Little sunlight gets through the thick trees that
f | tower above you making vision ahead difficult. You notice
| | several pairs of glowing eyes in the distance, watching
@ | your every move intently. They seem to be contemplating
| | you rather than be threatening. The forest trail continues
f-f-f-f | north and south.
| |
f |
---------+
[Exits: north south]
(Invis) Estra the Shadow Mistress of the Lau Kuan, Knight of Valour is riding on the back of a brass
Asc'Liena stallion.
A young and brightly coloured griffon plays in the forest.
A fuzzar is here, playing in the forest.
<580hp 1017m 332mv> Dense Forest
f | You follow a small trail that makes its way through the
| | dense forest. It is dimly lit, even in the daytime, as
f | little sunlight gets through the thick trees that tower
| | above you. You notice several pairs of glowing eyes in
f-f-@-f | the distance, watching your every move. The trail veers
| | off sharply to the east and a dirt path leads to the west.
f |
| |
f |
---------+
[Exits: north east west]
(Translucent) A warrior of the forest patrols here, expecting trouble.
A pile of wood comes to life before your very eyes.
<580hp 1017m 331mv> where
west
Players near you in Forest of Illusion:
<PK> Estra Dense Forest
<PK> Dhaartnab Dense Forest
<580hp 1017m 331mv> A Dirt Path
f | The ground here is covered in a silty loam that is very
| | fertile. Lush grass grows lightly at the sides of the
f | beaten trail looking perfect for grazing an animal with.
| | Tall trees overshadow the path casting a magical blanket
f-f-@-f-f| over it. The path continues to the west. Eastwards you
|| may enter a dense looking forest.
f|
||
f|
---------+
[Exits: east west]
<580hp 1017m 330mv> west
A Dirt Path
f| The ground here is covered in a silty loam that is very
|| fertile. It seems to have been turned over slightly as
f| if being prepared for planting in. Lush grass grows lightly
|| at the sides of the beaten trail looking perfect for grazing
+-f-@-f-f| an animal with. Tall trees overshadow the path casting
| a magical blanket over it. The path continues to the east
| and west.
|
|
---------+
[Exits: east west]
A small fairy is here, dancing playfully in the forest.
<580hp 1017m 329mv> west
A Dirt Path
+ | The ground here is covered in a silty loam that is very fertile.
| | It seems to have been turned over slightly as if being prepared
+ | for planting in. Lush grass grows lightly at the sides of the
| | beaten trail looking perfect for grazing an animal with. Tall
+-+-@-f-f| trees overshadow the path casting a magical blanket over it.
| | The path continues to the east and west.
+ |
| |
+ |
---------+
[Exits: east west]
A fuzzar is here, playing in the forest.
<580hp 1017m 328mv> west
west
Outside the East Gate
o + | You are outside the west gate of the town. A grey stone wall
| | | reaching at least 20 feet high soars above you blocking your
* + | view. Sitting on top of the wall is a few small birds. Draping
| | | down the walls are red banners inscribed with golden magical
+-+-@-f-f| symbols. A dirt path leads off to your west. A road leading
| | into the city is through the gates to your west.
+ |
| |
+ |
---------+
[Exits: east west]
<580hp 1017m 327mv> west
Inside the East Gate
o + | The road here ends as you reach a large iron gate. Sapphire
| | | blue banners drape down from the tops of the gates heralding
* + | the majesty of the town. The gate has been painted an emerald
| | | green clashing slightly with the banners. Painted on the
+-+-@-+-f| ground is a fiery red dragon. As you look at it, it seems
| | | to wink. West of you is Arcane Way.
* + |
| |
+ |
---------+
[Exits: north east south west]
A gate guard stands here, protecting the city from crime.
A gate guard stands here, protecting the city from crime.
<580hp 1017m 326mv> west
Arcane Way
+ o + | The road here is paved with lightly coloured runes and
| | | | pebbles that have an eerie glow about them. High above
+-F * + | the street runs a triumphant blue banner symbolising the
| | | | superiority of magic. The air here is cloaked with a thin
+-+-@-+-+| white mist. The East Gate of the City is to your east and
| | | | Arcane Way continues to your west.
+ * + |
| | |
+-S + |
---------+
[Exits: north east west]
<580hp 1017m 325mv> west
Arcane Way
*-+ o +| The road here is paved with lightly coloured runes and
| | || pebbles that have an eerie glow about them. High above
S +-F * +| the street runs a triumphant navy blue banner symbolising
| | | || the superiority of magic. The pathway is paved with blue
+-+-@-+-+| gems and sapphires. The air here is cloaked with a thin
| | || white mist. The Town Square is to your west and Arcane
S-+ * +| Way continues to your east.
| ||
+-S +|
---------+
[Exits: east south west]
<580hp 1017m 324mv> south
Town Square
*-+ o| The City's Town Square seems to be the center of all activity.
| || The magical creatures that have gathered here appear to
S +-F *| be very social with each other, laughing and joking about
| | || a variety of things. A sign has been erected here. Illusion
+-+-@-+-+| Avenue runs from the north to south. Arcane Way leads off
| | | | to the east and west.
F S-+ * |
| | |
o +-S |
---------+
[Exits: north east south west (cell)]
A shimmering fountain flares with an illusionary aspect.
<580hp 1017m 323mv> south
Illusion Avenue
S +-F *| A layer of beautiful sparkling dust lays on the ground
| | || scintillating in the light. At the side of the street
+-+-+-+-+| a tall black lanternpost casts a magical blue light down
| | | | upon you. The small pebbles lying on the path seem to
F S-@ * | be slightly wet from rain. Town Square is to the north
| | | of you and Illusion Avenue continues south.
o +-S |
| |
+-+-+-+-+|
---------+
[Exits: north south west]
(Translucent) Alycla the crazed Illusionist stands here phasing in and out of existence.
<580hp 1017m 322mv> south
Illusion Avenue
+-+-+-+-+| A layer of beautiful sparkling dust lays on the ground scintillating
| | | | in the light. At the side of the street a tall black lanternpost
F S-+ * | casts a magical blue light down upon you. The small pebbles
| | | lying on the path seem to be slightly wet from rain. The
o @-S | South Gate is to the south of you and Illusion Avenue continues
| | north.
+-+-+-+-+|
| |
+ |
---------+
[Exits: north east south]
<580hp 1017m 321mv> south
Inside the South Gate
S-+ | The road here ends as you reach a large iron gate. Sapphire
| | blue banners drape down from the tops of the gates heralding
+-S | the majesty of the town. The gate has been painted an emerald
| | green clashing slightly with the banners. Painted on the
+-+-@-+-+| ground is a fiery red dragon. As you look at it, it seems
| | to wink. North of you is Illusion Avenue.
+ |
| |
! |
---------+
[Exits: north east south west]
A gate guard stands here, protecting the city from crime.
A gate guard stands here, protecting the city from crime.
<580hp 1017m 320mv> south
Outside the South Gate
+-S | You are outside the south gate of the town. A grey stone
| | wall reaching at least 20 feet high soars above you blocking
+-+-+-+-+| your view. Sitting on top of the wall is a few small birds.
| | Draping down the walls are red banners inscribed with golden
@ | magical symbols. A sandy trail leads off to the south.
| | North of you is the gates of the city.
! |
| |
!-! |
---------+
[Exits: north south]
Some bright red banners stream down over the southern gates.
<580hp 1017m 319mv> south
A Sandy Trail
+-+-+-+-+| The air here carries a scent of the ocean and is refreshing
| | to breathe. Small multi-coloured seashells lie on a sandy
+ | mat glistening with a slightly wet shine. Scattered around
| | here and there are a few power encrypted runes only a few
@ | inches wide. You may well spot a crab or two here if you
| | come at the right time. To the north of you is the gates
!-! | of a small but busy city. Southwards the sands continue.
| |
! |
---------+
[Exits: north south]
A seagull is here, making circles in the sky.
A seagull is here, making circles in the sky.
<580hp 1017m 317mv> A Sandy Trail
+ | Sand is scattered all over the floor here and amongst it
| | lies a number of powerful looking runes. Gems of ruby red,
! | emerald green and sapphire blue litter the ground causing
| | many twinkles as they sparkle in the light. The salty scent
@-! | of the ocean drifts by on the breeze here carrying with
| | it your thoughts. The sands continue to the north and east.
! |
| |
! |
---------+
[Exits: north east]
<580hp 1017m 314mv> east
south
A Sandy Trail
+ | The air here carries a scent of the ocean and is refreshing
| | to breathe. Small multi-coloured seashells lie on a sandy
! | mat glistening with a slightly wet shine. Scattered around
| | here and there are a few power encrypted runes only a few
!-@ | inches wide. You may well spot a crab or two here if you
| | come at the right time. The sands continue west and south.
! |
| |
! |
---------+
[Exits: south west]
A seagull is here, making circles in the sky.
<580hp 1017m 311mv> A Sandy Trail
! | Sand is scattered all over the floor here and amongst
| | it lies powerful looking runes. Gems of ruby red, emerald
!-! | green and sapphire blue litter the ground causing many
| | twinkles. The salty scent of the ocean drifts by on the
@ | breeze here carrying with it your thoughts. The sands
| | continue to the north and south, seemingly forever.
! !-o|
| | |
!-!-+|
---------+
[Exits: north south]
<580hp 1017m 308mv> south
A Sandy Trail
!-! | Sand is scattered all over the floor here and amongst it
| | lies powerful looking runes. Gems of ruby red, emerald
! | green and sapphire blue litter the ground causing many
| | twinkles. The salty scent of the ocean drifts by on the
@ !-o| breeze here carrying with it your thoughts. The sands continue
| | | to the north. South of here is a shoreline.
!-!-+|
| |
~-!-! |
---------+
[Exits: north south]
A seagull is here, making circles in the sky.
A seagull is here, making circles in the sky.
<580hp 1017m 305mv> south
east
The Shoreline
! | The smooth dunes of sand here stretch for miles in all four
| | directions creating a lot of disorientation and confusion.
! !-o| Overhead a few seagulls circle looking for a snack. Some
| | | tracks north of you appear to have been recently travelled.
@-!-+| To the east the sands continue perpetually, seemingly without
| | end or beginning.
~-!-! |
|
|
---------+
[Exits: north east]
<580hp 1017m 302mv> north
Along the Seashore
! | Various shapes and sizes of shells of multiple and beautiful
| | colours are mixed in with a light and permeable golden sand
! !-o-!| that has retained the warmth of the sun shining upon it. To
| | || the west the clear blue ocean gently laps the shoreline leaving
!-@-+ !| a wet layer of sand behind. Strewn about are several small
| | minglings of seaweed that have been washed in by the tide.
~-!-! |
|
|
---------+
[Exits: north east south west]
<580hp 1017m 299mv> east
A Sparkling Estuary
!-! | The ocean has dug its way deep into this area creating a
| | small basin of water surrounded by rich golden sands. Strewn
! | all over the sands you see a glistening and twinkling made
| | by brilliant reflections of light. No trace of litter or
! @-o-!| any kind of life besides the pure and untouched beauty of
| | || the estaury is present, giving this small but beautiful part
!-!-+ !| of Drakath a deeper sense of tranquility.
| |
~-!-! |
---------+
[Exits: east south]
A small seagull sits comfortably on the sand.
<580hp 1017m 296mv> where
A Small Rope Bridge
! | The tide has came in a little too far here making the
| | direction to the east impassable. This has been resolved
! | by the construction of a small wooden rope bridge, raised
| | a few feet above the sea level. Small sleepers run along
! !-@-! | its length joined together by a thick rope that is knotted
| | | | in between each conjunctive plank. At the edge of either
!-!-+ !-o| side of the bridge is a small protective barrier to prevent
| || the crosser from accidentally falling into the ocean's
!-! +-+-o| crystal clear waters.
---------+
[Exits: east west]
<580hp 1017m 294mv> east
Players near you in Storm Hill:
<PK> Dhaartnab A Small Rope Bridge
<580hp 1017m 294mv> Lighter Sand
| Your surroundings seem out of focus and wavy due to the
| heat rising up from the sand. A couple of large oyster
| shells seem to have been washed up onto the beach and are
| just lying here waiting for you to put your ear to them.
!-o-@ | Little pebbles are intermixed in the sand here that you
| | | can feel ever so slightly with every step. The breeze just
!-+ !-o | barely brushes you here making the muggy air slightly uncomfortable.
| | |
! +-+-o |
---------+
[Exits: south west]
A small seagull sits comfortably on the sand.
<580hp 1017m 292mv> south
east
The Sand Dune
| Over time the cool prevailing winds that are blowing in
| from the west have have slowly but surely blown the sand
!-o-! | into a dune like formation. Piled a few feet high with
| | | a definitely eastern skew, the sand dune has remained completely
!-+ @-o | untouched and in its natural state. Its golden mane reflects
| | | brilliantly the beauty of unspoilt nature and is a testament
! +-+-o | to the wonders of the ocean and its surroundings.
| | |
! o |
---------+
[Exits: north east]
<580hp 1017m 289mv> where
On a Jetty
| A small jetty has been built here to provide a platform for
| the sealoving people of Drakath to rest upon. Long planks
o-! | of basalt stretch down its length, coiling slightly at their
| | ends due to age and use. A layer of moss has began to take
!-@ | over the sides of the jetty reaching up and walking a few
| | feet into it. Constructed to the east is a small wooden bench
+-+-o | that seems the perfect spot to fish from.
| | |
! o |
---------+
[Exits: south west]
A small wooden bench rests at the edge of the jetty.
A small golden crab scuttles about.
<580hp 1017m 287mv> south
Players near you in Storm Hill:
<PK> Dhaartnab On a Jetty
<580hp 1017m 287mv> A Tall Flagpole
o-! | A huge flagpole is raised high up into the air here,
| | bearing the official flag of the town of Drakath. Emblazoned
!-o | on the flag is a huge blue dragon roaring on a white
| | background. The pole is otherwise white with a gnarled
+-+-@ z| drawstring reaching up its length, and at its base is
| | || a pack of reinforced concrete to hold it steady. It has
! o o-o| been set in a small wooden base.
| | | |
! +-+-+|
---------+
[Exits: north south west]
<580hp 1017m 286mv> south
A Small Pool
!-o | A small clear pool has been cut out of the wooden floor
| | here. As you look into it you notice that several crabs
+-+-o z| and worms have been carefully placed into it, perhaps
| | || for future use. At its bottom is a thin layer of grit.
! @ o-o| Around the sides of the pool you see various crab buckets
| | | | and small pieces of bread that have been hooked onto
! +-+-+| catnip. A thin white railing surrounds it preventing
| || the contents from climbing back out and scuttling off
z-*-o o| back into the ocean waters.
---------+
[Exits: north south]
<580hp 1017m 285mv> south
On A Wooden Dock
+-+-o z| You find yourself in a harbour of some sort designed
| | || to cope with the many ships alighting upon and leaving
! o o-o| Drakath's calm bay. The docks have been constructed of
| | | | a light waterproofed basalt, its planks stretching across
! @-+-+| from east to west. Small gaps in between adjacent planks
| || allow you to see the clear blue sea below as its waves
z-*-o o| slowly rise and fall beneath. Occassionally the sea may
| || rise a little too high and spill over the sides of the
z *-o-o| docks, giving anyone standing upon them a soaking.
---------+
[Exits: north east south]
<580hp 1017m 284mv> east
north
Walking on Dock
+-o z-z| The docks continue to stretch out from east to west, their
| | | light wooden planks quietly creaking beneath your feet
o o-o | as you move over them. A stempole girdered to the northern
| | | side of the dock has many ropes securely fastened to it,
+-@-+-o| one of which has been attached to the stern of a small
| | | sailing boat. The rhythmic tidal motion of the ocean causes
*-o o | it to bob up and down, sometimes banging gently into the
| | sides of the dock as it does so. A sudden spray of water
*-o-o | occassionally shoots into the air as the ocean and ship
---------+ clash together. There is a shoreline to the north leading
around Storm hill.
[Exits: north east west]
Ertgar the dockhand stands here, hard at work.
<580hp 1017m 283mv> east
The Northern Shoreline
!-o | A sandy shoreline stretches in from the base of storm hill
| | here leaving an estuary of sorts to the east of you. All
+-o z-z| over the ground are scattered many shapes and sizes of
| | | seashell, brightly coloured and striped with white, reds
o @-o | and blues. As you look at them you may think for a moment
| | | they are gems. The air is chilly, a gust blowing in from
+-+-+-o| the west bringing with it a salty smell of the ocean waves
| | | and carrying upon it a fine spray of surf. It is very
*-o o | refreshing to breathe although a little too cool for comfort.
---------+ Lieing just in front of the meeting place of the ocean
and shore is a long row of washed up seaweed that has taken this place as its
home.
[Exits: east south]
<580hp 1017m 282mv> where
An Obelisk
o *| A huge stone column has been cut out of the side of the hill
| || here, and engraved upon it you see many inscriptions and
o z-z-z| symbols. The most prevalent symbol is that of a golden sun,
| | | etched in more than thirty places. The stone is a light blueish-grey
o o-@ | and has remained completely unweathered even over many years.
| | | At the base of the column you see a small layer of grass
+-+-+-o-+| that has been left to flourish unattended. Despite this it
| | | remains short and tidy, seemingly governed by the stone obelisk.
o o | A trail leads around the hill in both the west and north
---------+ directions. Some writing has been scrawled at the base
of the obelisk.
[Exits: north west]
<580hp 1017m 281mv> north
Players near you in Storm Hill:
<PK> Dhaartnab An Obelisk
<580hp 1017m 281mv> east
The Base of Storm Hill
| High above an enormous hill towers overhead, casting
| a shadow over this part of the landscape. As you look
*| up the hill you almost fall over onto your back as you
|| strain your neck to look at its peak. The hill has been
o @-z-z| overgrown with green grass and at its very top you see
| | | a wooded forest thriving, out of reach of mankind. So
o o-o | high is the hill that snow rests on its flat top, no
| | | doubt very cold indeed. A small trail leads around the
+-+-+-o-+| side of the hill, covered in small pieces of gravel that
---------+ have fallen down slowly from the sides of the hill.
[Exits: east south up]
<580hp 1017m 280mv> east
Around Storm Hill
*| A grassy path circumvents the colossal Storm hill. As you
|| look up into the sky you see far above you the peak of the
*-*| hill, its very top blanketed in clouds. Surrounding the terrain
| | at the top of it is a dark forest that has been left completely
z-@-z | untouched by mankind. The hill rises upwards so steeply that
| | it is impossible to climb for even the most accomplished
o-o | of adventurers. The pathway around it is covered in the loose
| | gravel that has slowly fallen down from the hill over the
+-+-o | years, paved in an equally uneven granite that has been worn
---------+ away from being trecked upon. Not a trace of plant life has
been left on the path, all that is upon it is a fine layer of light grey dust.
It seems to have been travelled recently.
[Exits: east west]
<580hp 1017m 278mv> where
The Mouth of a Cave
* | A huge hole has been excavated from the side of the hill,
| | leaving some sort of cave-in just ahead of you. The pathway
*-*-*| to the east has been sealed off by boulders that have collapsed
| || from the hills peak, leaving your only choice to either
z-z-@ z-o| go west or enter the huge cave. As you look into the cave
| | | all you see is utter darkness, not a trace of light coming
o z | from within. It seems to have been left unvisited for many
| years. Strange voices and even roars echo from the inside
| of the cave as you approach it. Its entrance is over fifteen
---------+ feet high and there is easily enough room for three men
to walk in abreast, although not particularly inviting.
[Exits: north west]
<580hp 1017m 276mv> north
Players near you in Storm Hill:
<PK> Dhaartnab The Mouth of a Cave
<580hp 1017m 276mv> east
A Dark Passage
| Just enough light has reached in from outside the cave
| to be able to see here. The walls appear to have been scraped
* | away, clearly mined for their minerals and the stone used
| | elsewhere to build with. Strange echoes emanate from the
@-*-*| east, some of them sounding inhuman. The lack of light
| || combined with the eerie noises coming from an unknown direction
z-z-z z-o| fills you with fear and your stay here is uncomfortable.
| | | A gust of wind blows in from the south carrying with it
o z | a salty scent not unlike that of the ocean. The blast of
---------+ fresh air it brings with it almost makes you wish to turn
back and head towards it. The atmosphere here is very unpleasant.
[Exits: east south]
<580hp 1017m 275mv> east
Total Darkness
| You find yourself deep inside the heart of Storm hill, so
| dark that it is impossible to even see your hand in front
* | of your face. The air is musty and stale, smelling like the
| | rotten breath of some foul creature. It is completely still
*-@-* | and silent. It almost seems to close in on you in an attempt
| | | to prevent your escape from this magical cave. You can feel
z-z z-o-o| the heavily excavated wall of the hill to the south, very
| | jagged and sharp to the touch from the rough way its minerals
z | were extracted. All the other directions seem to lead off
---------+ on paths of their own.
[Exits: north east west]
A young bear cub sits sulking here.
<580hp 1017m 274mv> south
Into Darkness
| You find yourself deep inside the heart of Storm hill, so dark
| that it is impossible to even see your hand in front of your
* | face. The air is musty and stale, smelling like the rotten
| | breath of some foul creature. It is completely still and silent.
*-*-@ o| The walls almost seem to close in on you in an attempt to prevent
| | || your escape from this magical cave. The atmosphere here is
z z-o-o-o| very claustrophobic, even though the size of this cave is enormous.
| | A trickle of light escapes into the cave from the south. To
z | the west of here the cave gets even darker and more foreboding.
---------+ Strange echoes resonate.
[Exits: south west]
<580hp 1017m 273mv> east
where
Entrance to a Cave
* | A huge hole has been excavated from the side of the hill,
| | leaving some sort of cave-in just ahead of you. As you
*-*-* o| look into the cave all you see is utter darkness, not a
| | || trace of light coming from within. It seems to have been
z z-@-o-o| left unvisited for many years. Strange voices and even
| | roars echo from the inside of the cave as you approach
z o | it. Its entrance is over fifteen feet high and there is
| | | easily enough room for three men to walk in abreast, although
+-+-+-+ | not particularly inviting. To the west a pathway leads
---------+ around the collosal hill and east of here is a vague looking
trail.
[Exits: north east west]
<580hp 1017m 272mv> A Narrow Trail
* | Small rocks have been brushed aside of the path here creating
| | a narrow trail leading away from the collosal Storm hill.
*-* o-*| At the sides of the path wild bracken grows, overpopulating
| | | it and making it a struggle just to get past. Tall hedgerows
z-o-@-o | block both your vision and passage to the east and south
| | as you wade onward. The greenery here is covered in a strange
z | clear dew that appears to be without source, for the air
| | is very dry and chilly. The only trace of wind that blows
+-+-+ | through here is that which waves the upper arms of the plantlife
---------+ slightly, not enough to feel on your face. It seems that
this part of Drakath has been left to its own devices.
[Exits: east west]
<580hp 1017m 271mv> east
The night has begun.
<597hp 1047m 326mv> Players near you in Storm Hill:
<PK> Dhaartnab A Narrow Trail
<597hp 1047m 326mv> Around a Meandering Trail
o| The trail winds its way around a bend in the path here,
|| heading directly through dense bushes. The main streak
* o-*-o| of the trail has been brushed clear of dirt and gravel
| | || by the many passersby leaving it fairly visible, but the
o-o-@ +| heavy woodland surrounding it unfortunately makes it hard
|| to see what is round the next corner. Light clear patches
+-+| of mountain dew rest on the long green leaves of the glade,
| reflecting the sunlight in a spectrum of colour. Though
| difficult to squeeze through, this part of Drakath is
---------+ an outstanding area of natural beauty and you may wonder
if it has been left in this unkept state quite intentionorth
nally.
[Exits: north west]
<597hp 1047m 325mv> Along the Trail
| A pathway covered in dried and broken tree branches leads
| its way through a minor forest here. It seems to have
o| been travelled infrequently judging from the amount of
|| growth that has been allowed to occur regarding the bushes
* @-*-o| here. The north and west fronts are rendered completely
| | || impossible to pass by the presence of huge vines and
o-o-o +| dense thickets in their general directions. The scent
|| of mildew is prevalent here and the thickets are covered
+-+-+| in a thin layer of liquid rain that has condensed upon
---------+ them. It seems to have been left completely untouched
by the town's people, as if they had left it to grow over quite deliberately.
[Exits: east south]
<597hp 1047m 324mv> east
east
A Peaceful Outpost
o| This looks like a relatively new clearing. All the stones
|| have been brushed away to make room for a camp of a sort.
o-o| Occupying one part of the clearing is a hut built out of
| | freshly hewn wood. Upon closer inspection you realize that
o-@-o | this hut is big enough to fit a legendary Oliphaunt. A
| | | well worn path runs through the middle of the clearing.
o-o + | On one side of the path is fresh mud, in which there are
| | gigantic footprints. Strangely, there is a well-tended
o-+-+-+ | vegetable garden laid in a sunny corner of the clearing.
---------+ Rutabaga's, potatoes and many other herbs and vegetables
you are unable to recognize have been perfectly organized in rows, with loving
care.
[Exits: east west]
A storm giant warrior is posted here.
<597hp 1047m 323mv> where
A Grassy Plateau
o-o| The ground here appears to have been levelled off carefully
| | by the folk of Drakath. It is almost completely flat, not
o-o-+| a single bump rising upon it. All that covers it is a lush
| | green grass barely a few inches long. This plateau of grass
o-*-@ | continues off northwards almost as far as you can see. Small
| | | drops of morning dew have collected upon it, glistening and
o + | gleaming in the light. A light breeze blows in from the west,
| | bringing with it the fresh salty scent of the ocean. High
+-+-+ | above you seagulls circle around scouting the plateau for
---------+ scraps.
[Exits: north south west]
<597hp 1047m 322mv> north
Players near you in Storm Hill:
<PK> Estra A Sparkling Estuary
<PK> Dhaartnab A Grassy Plateau
<597hp 1047m 322mv> Flattened Grass
| The constant marching of soldiers through this field have
| left the young grass completely flattened, although it still
o-o| grows with the vigour it had before it was ever stepped on.
| | Amongst the grass you see small daisies and buttercups, their
@-o-+| happy faces staring straight up into the sky. A few huge
| | footprints have been left in a long line directly across
o-*-o | the field, giving the impression that a heavily armored giant
| | | passed through here not too long ago. It seems very peaceful
o + | and quiet.
---------+
[Exits: east south]
A huge block of ice stands here, despite being in bright sunlight.
<597hp 1047m 321mv> east
A Secluded Field
*-*| This small field appears to be completely empty. All that you
|| see in all directions is nothing but a short mat of fresh green
o-o *| grass. Far to the north you think you see a white picket fence
| || but you cannot be sure from this great distance. Growing inside
o-@-+-+| the grass are small white daisies, their yellow faces staring
| || up at the sky. This part of Drakath has been untouched by the
*-o *| busy hands of progress and remains even to this day in its
| | natural beauty. It seems the perfect place to have a picnic.
+ |
---------+
[Exits: north east west]
<597hp 1047m 320mv> east
West Gate of City of Valour
*-* | Here stands the great golden gates of the city of Valour. They
| | bear the sigil of Valour upon them - an enlarged depiction of
o-o * | the Holy Cross. Strong and heavy, these gates are at least fifteen
| | | feet tall. They have been attached to the white stone fortress
o-o-@-+-+| 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
o * | national flag, and the second, the flag of Seringale.
| |
+ |
---------+
[Exits: east west]
A centurion is here guarding the gates of Valour.
A centurion is here guarding the gates of Valour.
<597hp 1047m 319mv> east
east
The Western Promenade
*-* | A stone-laden road stretches from east to west through this
| | grass covered plateau. The masonry on the stonework has a
o-o * +| simple elegance - smooth and sharply defined at its edges,
| | || seamless in its procession across the ground it has been laid
o-+-@-+-+| down on. It marries the man-made with the work of mother nature,
| | creating a bond for both to benefit from. Valourian flags,
* | bearing the motif of the Holy Cross, have been raised to their
| greatest height, flying proudly atop white poles.
|
---------+
[Exits: north east south west]
A knight of the Holy Cross patrols the area diligently.
A member of the Valourian special forces is riding on a powerful steed.
A member of the Valourian special forces is riding on a powerful steed.
A disciple of Sarich quietly observes the area.
A Knight of the Holy Cross looks at you sternly.
<597hp 1047m 318mv> where
The Western Promenade
*-* | A stone-laden road stretches from east to west through this
| | grass covered plateau. The masonry on the stonework has a simple
* + | elegance - smooth and sharply defined at its edges, seamless
| | | in its procession across the ground it has been laid down on.
+-+-@-+-+| It marries the man-made with the work of mother nature, creating
| | a bond for both to benefit from. Valourian flags, bearing the
* | motif of the Holy Cross, have been raised to their greatest
| height, flying proudly atop white poles.
|
---------+
[Exits: east west]
<597hp 1047m 317mv> east
Players near you in Valour:
<PK> Dhaartnab The Western Promenade
<597hp 1047m 317mv> The Western Promenade
* +| A stone-laden road stretches from east to west through
| || this grass covered plateau. The masonry on the stonework
* + +| has a simple elegance - smooth and sharply defined at
| | || its edges, seamless in its procession across the ground
+-+-@-+-+| it has been laid down on. It marries the man-made with
| || the work of mother nature, creating a bond for both to
* +| benefit from. Valourian flags, bearing the motif of the
|| Holy Cross, have been raised to their greatest height,
S-+| flying proudly atop white poles.
---------+
[Exits: north east west]
A citizen of Valour wanders about.
<597hp 1047m 316mv> east
The Western Promenade
+ | A stone-laden road stretches from east to west through
| | this grass covered plateau. The masonry on the stonework
+ + | has a simple elegance - smooth and sharply defined at its
| | | edges, seamless in its procession across the ground it
+-+-@-+ | has been laid down on. It marries the man-made with the
| | work of mother nature, creating a bond for both to benefit
+ | from. Valourian flags, bearing the motif of the Holy Cross,
| | have been raised to their greatest height, flying proudly
S-+ | atop white poles.
---------+
[Exits: east west]
<597hp 1047m 315mv> east
The Monument of Saint Torin
+ | The statue of Torin is a simple depiction of an armored male
| | on a mighty steed. Yet this image contains the purity of
+ + | Knighthood. Ordinary folks that have dedicated their lives
| | | to the defence of the innocents that their kingdom protects,
+-+-@ | themselves guarded only by a well-crafted weapon and a strong
| | shield. They enter each mission knowing they may never return
+ | to see again the city they fought for. Lord Torin led the
| | Knights to many victories, in his short but legendary career.
S-+ |
---------+
[Exits: north south west]
A statue of Torin straddled upon the back of a mighty warhorse.
<597hp 1047m 314mv> south
south
Tribute Street
+ + | This street leads directly through to the epicentre of
| | | lower Valour. Houses line the sides, built majestically
+-+-+ | high, but blocking none of the natural light from finding
| | its way towards the surface of the stone road. They each
@ | bear the same shaped roof - slates that meet to form a
| | triangle. At their apex, light wood provides a bond. The
S-+ | street is wide enough for a wagon pulled by horses to travel
| | down without disrupting foot traffic. Lamp-posts leading
+-S | down it bear statuettes of Knights.
---------+
[Exits: north south]
<597hp 1047m 313mv> south
south
south
Tribute Street
+-+-+ | This street leads directly through to the epicentre of
| | lower Valour. Houses line the sides, built majestically
+ | high, but blocking none of the natural light from finding
| | its way towards the surface of the stone road. They each
S-@ | bear the same shaped roof - slates that meet to form a
| | triangle. At their apex, light wood provides a bond. The
+-S | street is wide enough for a wagon pulled by horses to travel
| | down without disrupting foot traffic. Lamp-posts leading
S-+-* | down it bear statuettes of Knights.
---------+
[Exits: north south west]
<597hp 1047m 312mv> where
Tribute Street
+ | This street leads directly through to the epicentre of
| | lower Valour. Houses line the sides, built majestically
S-+ | high, but blocking none of the natural light from finding
| | its way towards the surface of the stone road. They each
@-S | bear the same shaped roof - slates that meet to form a
| | triangle. At their apex, light wood provides a bond. The
S-+-* | street is wide enough for a wagon pulled by horses to travel
| | down without disrupting foot traffic. Lamp-posts leading
+-S | down it bear statuettes of Knights.
---------+
[Exits: north east south]
A member of the Valourian special forces is riding on a powerful steed.
<597hp 1047m 311mv> Tribute Street
S-+ | This street leads directly through to the epicentre of
| | lower Valour. Houses line the sides, built majestically
+-S | high, but blocking none of the natural light from finding
| | its way towards the surface of the stone road. They each
S-@-* | bear the same shaped roof - slates that meet to form
| | a triangle. At their apex, light wood provides a bond.
+-S | The street is wide enough for a wagon pulled by horses
| | to travel down without disrupting foot traffic. Lamp-posts
*-+-+-+| leading down it bear statuettes of Knights.
---------+
[Exits: north east south west]
<597hp 1047m 310mv> Tribute Street
+-S | This street leads directly through to the epicentre of
| | lower Valour. Houses line the sides, built majestically
S-+-* | high, but blocking none of the natural light from finding
| | its way towards the surface of the stone road. They each
@-S | bear the same shaped roof - slates that meet to form a
| | triangle. At their apex, light wood provides a bond. The
*-+-+-+| street is wide enough for a wagon pulled by horses to
| travel down without disrupting foot traffic. Lamp-posts
| leading down it bear statuettes of Knights.
---------+
[Exits: north east south]
A citizen of Valour wanders about.
<597hp 1047m 309mv> Players near you in Valour:
<PK> Dhaartnab Tribute Street
<597hp 1047m 309mv> east
The Lion's Den
+-S | The wooden shelves lining the walls of this small building
| | groan under the strain of so many weapons and suits of
S-+-* | armor. Each piece has been carefully sorted and labeled,
| | then stacked neatly in its proper place. Tapestries
+-@ | line the highest quarter of each wall, portraying brave
| | Knights facing immeasurable odds in glorious battle.
*-+-+-+-+| Four small glowing globes provide adequate light to the
|| small shop.
+|
---------+
[Exits: west]
A large, richly interwoven rug is here, depicting the Gules-lion.
Lathognis the outfitter is here, crafting armor.
<597hp 1047m 308mv> west
south
Tribute Street
+-S | This street leads directly through to the epicentre of
| | lower Valour. Houses line the sides, built majestically
S-+-* | high, but blocking none of the natural light from finding
| | its way towards the surface of the stone road. They each
@-S | bear the same shaped roof - slates that meet to form a
| | triangle. At their apex, light wood provides a bond. The
*-+-+-+| street is wide enough for a wagon pulled by horses to
| travel down without disrupting foot traffic. Lamp-posts
| leading down it bear statuettes of Knights.
---------+
[Exits: north east south]
A citizen of Valour wanders about.
<597hp 1047m 307mv> east
east
Gates of the Royal Palace
S-+-* | These are the famed gates of the palace of Valour. Their
| | handles are tipped with diamonds that scintillate as the
+-S | natural light catches them. Made up of long bars of gold,
| | with the topmost bar curved into an arch across the gate,
*-@-+-+| this is the aesthetic perfection that the denizens of
| Valour have come to expect from their dignified monarch.
| The gates remain open, for all to visit Valour's ruler
| to seek counsel.
|
---------+
[Exits: north east west]
A lush, leafy arbor provides some peaceful shaded respite.
A member of the Valourian special forces is riding on a powerful steed.
A knight of the Holy Cross patrols the area diligently.
<597hp 1047m 306mv> east
east
Lower Valour Avenue
S-+-* | The avenue cuts a pathway between the houses in the lower
| | district of the city of Valour. Houses loom over the road,
+-S | just barely managing to avoid blocking the natural light
| | from entrance. Their fixtures and decor gives away that
*-+-@-+-+| this is a residential area. It is a very quiet area, void
|| of most of the hustle and bustle of city life. Lamp-posts
F-+| lead the avenue east and west, each of them bearing a
| statuette of a Knight.
|
---------+
[Exits: east west]
<597hp 1047m 305mv> east
east
Lower Valour Avenue
+-* | The avenue cuts a pathway between the houses in the lower
| | district of the city of Valour. Houses loom over the road,
+-S | just barely managing to avoid blocking the natural light
| | from entrance. Their fixtures and decor gives away that
+-+-@-+-+| this is a residential area. It is a very quiet area, void
| | of most of the hustle and bustle of city life. Lamp-posts
F-+ | lead the avenue east and west, each of them bearing a statuette
| of a Knight.
|
---------+
[Exits: east west]
(White Aura) A fabulously dressed man of the cross is dancing here.
<597hp 1047m 304mv> where
Lower Valour Avenue
| The avenue cuts a pathway between the houses in the lower
| district of the city of Valour. Houses loom over the road,
| just barely managing to avoid blocking the natural light from
| entrance. Their fixtures and decor gives away that this is
+-+-@-+-+| a residential area. It is a very quiet area, void of most
| | of the hustle and bustle of city life. Lamp-posts lead the
F-+ | avenue east and west, each of them bearing a statuette of
| a Knight.
|
---------+
[Exits: east south west]
<597hp 1047m 303mv> Lower Valour Avenue
+| The avenue cuts a pathway between the houses in the lower
|| district of the city of Valour. Houses loom over the
+| road, just barely managing to avoid blocking the natural
|| light from entrance. Their fixtures and decor gives away
+-+-@-+-+| that this is a residential area. It is a very quiet area,
| || void of most of the hustle and bustle of city life. Lamp-posts
F-+ +| lead the avenue east and west, each of them bearing a
|| statuette of a Knight.
+|
---------+
[Exits: east west]
<597hp 1047m 302mv> Lower Valour Avenue
+ | The avenue cuts a pathway between the houses in the lower
| | district of the city of Valour. Houses loom over the road,
+ | just barely managing to avoid blocking the natural light
| | from entrance. Their fixtures and decor gives away that
+-+-@-+-+| this is a residential area. It is a very quiet area, void
| | | of most of the hustle and bustle of city life. Lamp-posts
+ + | lead the avenue east and west, each of them bearing a statuette
| | of a Knight.
+ |
---------+
[Exits: east west]
<597hp 1047m 301mv> The Knight's War Memorial
+ | A set of stairs lead up the octagonal base of this majestic
| | statue. They reach walls where names of fallen Knights that
+ | have died with honor are inscribed. Standing atop this base
| | is a twenty feet high column overlooking the entire area.
+-+-@-+-+| At the top of the column a statue of an angel with wings
| | outspread soars above the city.
+ |
| |
+ |
---------+
[Exits: north east south west]
A memorial for the heroic Knights of Valour has been laid to rest here.
<597hp 1047m 300mv> south
Players near you in Valour:
<PK> Dhaartnab The Knight's War Memorial
<597hp 1047m 300mv> south
The Walk of Pride
+ | Tall buildings surround this immaculately built and laid
| | stone road. They are of uniform height and stand close together.
+-+-+-+-+| Natural light shines in from the skies above. The buildings
| | and the skies together create a striking contrast between
@ | the forces of humanity and nature. The stone road is wide
| | enough for a group of adventurers to travel down. Lamp-posts
+ | line the street, leading it to the north and south.
| |
S-+ |
---------+
[Exits: north south]
A citizen of Valour wanders about.
<597hp 1047m 299mv> The Walk of Pride
+-+-+-+-+| Tall buildings surround this immaculately built and laid
| | stone road. They are of uniform height and stand close together.
+ | Natural light shines in from the skies above. The buildings
| | and the skies together create a striking contrast between
@ | the forces of humanity and nature. The stone road is wide
| | enough for a group of adventurers to travel down. Lamp-posts
S-+ | line the street, leading it to the north and south.
| |
+ |
---------+
[Exits: north south]
<597hp 1047m 298mv> south
The Walk of Pride
+ | Tall buildings surround this immaculately built and laid
| | stone road. They are of uniform height and stand close together.
+ | Natural light shines in from the skies above. The buildings
| | and the skies together create a striking contrast between
S-@ | the forces of humanity and nature. The stone road is wide
| | enough for a group of adventurers to travel down. Lamp-posts
+ | line the street, leading it to the north and south.
| |
+ |
---------+
[Exits: north south west]
<597hp 1047m 297mv> south
The Walk of Pride
+ | Tall buildings surround this immaculately built and laid
| | stone road. They are of uniform height and stand close together.
S-+ | Natural light shines in from the skies above. The buildings
| | and the skies together create a striking contrast between
@ | the forces of humanity and nature. The stone road is wide
| | enough for a group of adventurers to travel down. Lamp-posts
+ | line the street, leading it to the north and south.
| |
z |
---------+
[Exits: north south]
<597hp 1047m 296mv> south
South Gate of City of Valour
S-+ | Here stands the great golden gates of the city of Valour.
| | They bear the sigil of Valour upon them - an enlarged depiction
+ | of the Holy Cross. Strong and heavy, these gates are at least
| | fifteen feet tall. They have been attached to the white stone
@ | fortress wall that encloses the inside city. At the top of
| | the gates and looking out over them, two flags fly proudly
z | - the first, Valour's national flag, and the second, the
| | flag of Seringale.
z |
---------+
[Exits: north south]
A centurion is here guarding the gates of Valour.
A centurion is here guarding the gates of Valour.
<597hp 1047m 295mv> south
Steep Incline of Shale and Skree
+ | Shale and small pieces of rock lie all around this steep
| | incline. The incline appears to lead up the side of a mountain,
+ | leading completely away from the village. The whole world
| | lays before you from this viewpoint, a sight that can be
@ | seen this well from no other vantage point, the clear sky
| | allowing perfect vision for miles around. To the south
z | is a small encampment but to the north a rather large city
| | covers the landscape. Far to the west is an ocean with
z-z | some wavering isles somewhat visible in them. Far to the
---------+ east you can see the sliver of Seringale poking out through
the wooded lands around it.
[Exits: north south]
<597hp 1047m 294mv> south
where
Walking along a Rocky Incline
+ | The trail is about four feet at its widest point, with
| | portions that are less than one. A constant wind howls
z | past your ears, making it hard to keep your balance. A
| | steady stream of dust and pebbles fly down the slope, from
@ | right to left, making an incessant clattering sound as
| | they tumble. Deep shadows make seeing difficult in any
z-z | direction. The incline appears to continue north and south.
| |
z |
---------+
[Exits: north south]
<597hp 1047m 292mv> south
Players near you in Dwarven Encampment:
<PK> Dhaartnab Walking along a Rocky Incline
<597hp 1047m 292mv> east
Walking along a Rocky Incline
z | The trail is about four feet at its widest point, with
| | portions that are less than one. A constant wind howls
z | past your ears, making it hard to keep your balance. A
| | steady stream of dust and pebbles fly down the slope, from
@-z | right to left, making an incessant clattering sound as
| | they tumble. Deep shadows make seeing difficult in any
z | direction. The incline appears to continue north and east.
| |
+-o-z |
---------+
[Exits: north east]
A dwarven scout stands here, looking for tracks.
A dwarven scout glares icily at you.
<597hp 1047m 290mv> Walking along a Rocky Incline
z | The trail is about four feet at its widest point, with portions
| | that are less than one. A constant wind howls past your ears,
z | making it hard to keep your balance. A steady stream of dust
| | and pebbles fly down the slope, from right to left, making
z-@ | an incessant clattering sound as it tumbles. Deep shadows
| | make seeing difficult in any direction. The incline appears
z | to continue west and south.
| |
+-o-z |
---------+
[Exits: south west]
<597hp 1047m 288mv> south
Walking along a Rocky Incline
z | The trail is about four feet at its widest point, with portions
| | that are less than one. A constant wind howls past your ears,
z-z | making it hard to keep your balance. A steady stream of dust
| | and pebbles fly down the slope, from right to left, making an
@ | incessant clattering sound as they tumble. Deep shadows make
| | seeing difficult in any direction. The incline appears to continue
+-o-z | north and south.
| |
+ |
---------+
[Exits: north south]
A dwarven scout stands here, looking for tracks.
A dwarven scout glares icily at you.
<597hp 1047m 286mv> south
Rising Ground
z-z | A well-worn trail leads up a fairly steep incline to the north
| | of here, winding slowly around and up to the base of a mountain.
z | Rocks, dirt, and other loose bits of debris litter the ground
| | in regular spaces. Sharp winds whip up dust from the ground,
+-o-@ | stinging your face with unseen dust. It is desolate here, the
| | ground barren and void of any life or personality. All that surrounds
+ | you is the enchanting coldness of darkness and solitude. There
| | is little trace of any regularity in the passage of travellers
+ | over this barren rock. You can head back towards Valour to the
---------+ north or head on west toward the encampment.
[Exits: north west]
<597hp 1047m 284mv> west
west
An Old Creek Bed
z-z | What was once an animal track has now dissolved into nothing
| | more than a dried up creek bed. Loose rocks, dirt and other
z | debris litter the ground at regular intervals. The creek appears
| | to continue to rise to the east, while to the west, nothing
+-@-z | can be seen through the darkness. A sharp wind whistles past,
| | stinging your face with unseen dust. A faint gurgling sound
+ | can be heard from all directions.
| |
*-+ |
---------+
[Exits: east west]
A dwarven scout stands here, looking for tracks.
A dwarven scout glares icily at you.
<597hp 1047m 283mv> The Northern Outskirts of the Encampment
z-z| The well travelled path has now transformed into a small
|| animal track, as it begins to wind its way into the wilds.
z| To the south you believe you can see the town of Sliivalan
|| through the darkness. Welcoming dwarfish lamps are glowing
@-o-z| near what might be a gate. To the east, the lack of stars
| | and a breeze lead you to think that the ground begins to
+ | rise. The dirt underfoot seems to have a hard, stony feel.
| |
*-*-+ |
---------+
[Exits: east south]
<597hp 1047m 282mv> south
where
Along a Worn Path
z| The ground underfoot appears to have been worn by the passage
|| of many many feet, over many many years. At the edge of each
+-o-z| side of the path, is an interesting wear mark, as if something
| | has gently dragged over it, swaying, over a long period of
@ | time. There are slight marks of picks and shovels still apparent
| | along the extreme edge of the path. It has been well kept,
*-*-+ | as there are no weeds or grass growing at all. Deep pools
| | of shadow envelop the sides of the path, giving it an eerie
+ | look. The wind is constantly blowing, which adds to the strange
---------+ feeling. There is a faint gurgle of some sort of liquid on
the ground, every few feet. The path appears to continue north and south.
[Exits: north south]
A dwarven scout stands here, looking for tracks.
A dwarven scout glares icily at you.
<597hp 1047m 281mv> south
Players near you in Dwarven Encampment:
<PK> Dhaartnab Along a Worn Path
<597hp 1047m 281mv> Along a Worn Path
+-o-z| The ground underfoot appears to have been worn by the passage
| | of many many feet, over many many years. At the edge of each
+ | side of the path, is an interesting wear mark, as if something
| | has gently dragged over it, swaying, over a long period of
*-*-@ | time. There are slight marks of picks and shovels still apparent
| | along the extreme edge of the path. It has been well kept,
* + | as there are no weeds or grass growing at all. Deep pools
| | | of shadow envelop the sides of the path, giving it an eerie
+-+-+ | look. The wind is constantly blowing, which adds to the strange
---------+ feeling. There is a faint gurgle of some sort of liquid on
the ground, every few feet. The path appears to continue north and south. To
the west, a large hut is barely visible through the gloom.
[Exits: north south west]
<597hp 1047m 280mv> GATE JUVENILE
You lost your concentration.
<597hp 1007m 280mv> GATE JUVENILE
You move the black staff of ancient magic around in a circular motion, creating a gate.
<597hp 927m 280mv>
You step through a gate and vanish.
On the Main Street
*-+-* | You are going down a long smelly street where waste covers
| | your path. Screams and yell come form every direction.
+-* *| People are bumping into you, speaking obscenities, and
| | || asking for help. Ruined buildings litter the skyline.
*-*-@-+-+| You almost faint, for the smell and the things you see
| | || start to make you sick. The main street continues north
*-+-+-+| and south. A small tavern lies to the west. A smaller
| | || street can be seen to the east.
+ + *|
---------+
[Exits: north east south west]
A young juvenile boy scurries about, running and giggling in your face.
<610hp 975m 335mv> where
Players near you in Isle of Exile:
<PK> Dhaartnab On the Main Street
<610hp 975m 335mv> SL
You go to sleep.
<610hp 975m 335mv> SC
/@============================================================-
| \
| Dhaartnab the Face of Demons, adherent of Nycticora |
| Adherent of the Order of Trickery |
| Unaffiliated, 20 years old (60 hours). |
| |
| Race: Undead Hometown: Timaran Health: 610/1059 |
| Sex: Male Alignment: Evil Mana: 975/1071 |
| Class: Illusionist Ethos: Chaotic Move: 335/349 |
\ -------------------------------------------/
| |
| 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: 28/36 |
| Consti: 18 (18+0) Gold: 34584 Wimpy: 0 hp |
| Luck: Fortunate 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 46 hours
Spell: pass door : lasts for 6 hours
Spell: armor : modifies armor class by 20 for 2 hours
Spell: detect invis : lasts for 9 hours
<610hp 975m 335mv> GR
Dhaartnab's group:
[50 Ill] Dhaartnab 57% hp 91% mana 95% mv 570812 xp Damage per round: 64
<610hp 975m 335mv>
<610hp 975m 335mv>
<610hp 975m 335mv>
<610hp 975m 335mv> SC
/@============================================================-
| \
| Dhaartnab the Face of Demons, adherent of Nycticora |
| Adherent of the Order of Trickery |
| Unaffiliated, 20 years old (60 hours). |
| |
| Race: Undead Hometown: Timaran Health: 610/1059 |
| Sex: Male Alignment: Evil Mana: 975/1071 |
| Class: Illusionist Ethos: Chaotic Move: 335/349 |
\ -------------------------------------------/
| |
| 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: 28/36 |
| Consti: 18 (18+0) Gold: 34584 Wimpy: 0 hp |
| Luck: Fortunate 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 46 hours
Spell: pass door : lasts for 6 hours
Spell: armor : modifies armor class by 20 for 2 hours
Spell: detect invis : lasts for 9 hours
<610hp 975m 335mv>
<610hp 975m 335mv>
<610hp 975m 335mv>
<610hp 975m 335mv>
<610hp 975m 335mv>
<610hp 975m 335mv>
<610hp 975m 335mv> SC
/@============================================================-
| \
| Dhaartnab the Face of Demons, adherent of Nycticora |
| Adherent of the Order of Trickery |
| Unaffiliated, 20 years old (60 hours). |
| |
| Race: Undead Hometown: Timaran Health: 610/1059 |
| Sex: Male Alignment: Evil Mana: 975/1071 |
| Class: Illusionist Ethos: Chaotic Move: 335/349 |
\ -------------------------------------------/
| |
| 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: 28/36 |
| Consti: 18 (18+0) Gold: 34584 Wimpy: 0 hp |
| Luck: Fortunate 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 46 hours
Spell: pass door : lasts for 6 hours
Spell: armor : modifies armor class by 20 for 2 hours
Spell: detect invis : lasts for 9 hours
<610hp 975m 335mv>
<610hp 975m 335mv>
<610hp 975m 335mv>
<659hp 1045m 349mv> ST
where
You wake and stand up.
<659hp 1045m 349mv> look
Players near you in Isle of Exile:
<PK> Dhaartnab On the Main Street
<659hp 1045m 349mv> where
On the Main Street
*-+-* | You are going down a long smelly street where waste covers
| | your path. Screams and yell come form every direction.
+-* *| People are bumping into you, speaking obscenities, and
| | || asking for help. Ruined buildings litter the skyline.
*-*-@-+-+| You almost faint, for the smell and the things you see
| | || start to make you sick. The main street continues north
*-+-+-+| and south. A small tavern lies to the west. A smaller
| | || street can be seen to the east.
+ + *|
---------+
[Exits: north east south west]
A young juvenile boy scurries about, running and giggling in your face.
<659hp 1045m 349mv> Players near you in Isle of Exile:
<PK> Dhaartnab On the Main Street
<659hp 1045m 349mv> SL
SC
You go to sleep.
<659hp 1045m 349mv>
/@============================================================-
| \
| Dhaartnab the Face of Demons, adherent of Nycticora |
| Adherent of the Order of Trickery |
| Unaffiliated, 20 years old (60 hours). |
| |
| Race: Undead Hometown: Timaran Health: 659/1059 |
| Sex: Male Alignment: Evil Mana: 1045/1071 |
| 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: 28/36 |
| Consti: 18 (18+0) Gold: 34584 Wimpy: 0 hp |
| Luck: Fortunate 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 45 hours
Spell: pass door : lasts for 5 hours
Spell: armor : modifies armor class by 20 for 1 hours
Spell: detect invis : lasts for 8 hours
<659hp 1045m 349mv> WHO
[ Human ] [Rival] <PK> [KNIGHT] Dame Estra the Shadow Mistress of the Lau Kuan, Knight of Valou
r
[ Golem ] <PK> Dluldor the Holy Shaman
[ Fire ] Grakkus the Trooper
[ 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] <PK> [KNIGHT] Sir Ingra Varita the Grand Master of Seasons, Knight of Valour
Players found: 7
[KEEPER] The Balance prevails within the four kingdoms.
There are 7 characters on; the most on this past month was 9.
<659hp 1045m 349mv>
<659hp 1045m 349mv>
<659hp 1045m 349mv> SC
/@============================================================-
| \
| Dhaartnab the Face of Demons, adherent of Nycticora |
| Adherent of the Order of Trickery |
| Unaffiliated, 20 years old (60 hours). |
| |
| Race: Undead Hometown: Timaran Health: 659/1059 |
| Sex: Male Alignment: Evil Mana: 1045/1071 |
| 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: 28/36 |
| Consti: 18 (18+0) Gold: 34584 Wimpy: 0 hp |
| Luck: Fortunate 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 45 hours
Spell: pass door : lasts for 5 hours
Spell: armor : modifies armor class by 20 for 1 hours
Spell: detect invis : lasts for 8 hours
<659hp 1045m 349mv>
<659hp 1045m 349mv>
<659hp 1045m 349mv> SC
/@============================================================-
| \
| Dhaartnab the Face of Demons, adherent of Nycticora |
| Adherent of the Order of Trickery |
| Unaffiliated, 20 years old (60 hours). |
| |
| Race: Undead Hometown: Timaran Health: 659/1059 |
| Sex: Male Alignment: Evil Mana: 1045/1071 |
| 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: 28/36 |
| Consti: 18 (18+0) Gold: 34584 Wimpy: 0 hp |
| Luck: Fortunate 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 45 hours
Spell: pass door : lasts for 5 hours
Spell: armor : modifies armor class by 20 for 1 hours
Spell: detect invis : lasts for 8 hours
<659hp 1045m 349mv>
<659hp 1045m 349mv>
<659hp 1045m 349mv>
<659hp 1045m 349mv>
<659hp 1045m 349mv>
<659hp 1045m 349mv>
<659hp 1045m 349mv>
<709hp 1071m 349mv> ST
where
You wake and stand up.
<709hp 1071m 349mv> Players near you in Isle of Exile:
<PK> Dhaartnab On the Main Street
<709hp 1071m 349mv> WWAD
The black staff of ancient magic glows as it is imbued by a weapon ward.
<709hp 1051m 349mv> where
Players near you in Isle of Exile:
<PK> Dhaartnab On the Main Street
<709hp 1051m 349mv> where
Players near you in Isle of Exile:
<PK> Dhaartnab On the Main Street
<709hp 1051m 349mv> where
Players near you in Isle of Exile:
<PK> Dhaartnab On the Main Street
<709hp 1051m 349mv> SL
You go to sleep.
<709hp 1051m 349mv> SC
/@============================================================-
| \
| Dhaartnab the Face of Demons, adherent of Nycticora |
| Adherent of the Order of Trickery |
| Unaffiliated, 20 years old (60 hours). |
| |
| Race: Undead Hometown: Timaran Health: 709/1059 |
| Sex: Male Alignment: Evil Mana: 1051/1071 |
| 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: 28/36 |
| Consti: 18 (18+0) Gold: 34584 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: weapon ward : lasts for 5 hours
Spell: stone skin : modifies armor class by 40 for 44 hours
Spell: pass door : lasts for 4 hours
Spell: armor : modifies armor class by 20 for 0 hours
Spell: detect invis : lasts for 7 hours
<709hp 1051m 349mv> WHO
[ Human ] [Rival] <PK> [KNIGHT] Dame Estra the Shadow Mistress of the Lau Kuan, Knight of Valou
r
[ Golem ] <PK> Dluldor the Holy Shaman
[ Fire ] Grakkus the Trooper
[ 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] <PK> [KNIGHT] Sir Ingra Varita the Grand Master of Seasons, Knight of Valour
Players found: 7
[KEEPER] The Balance prevails within the four kingdoms.
There are 7 characters on; the most on this past month was 9.
<709hp 1051m 349mv>
<709hp 1051m 349mv> SC
/@============================================================-
| \
| Dhaartnab the Face of Demons, adherent of Nycticora |
| Adherent of the Order of Trickery |
| Unaffiliated, 20 years old (60 hours). |
| |
| Race: Undead Hometown: Timaran Health: 709/1059 |
| Sex: Male Alignment: Evil Mana: 1051/1071 |
| 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: 28/36 |
| Consti: 18 (18+0) Gold: 34584 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: weapon ward : lasts for 5 hours
Spell: stone skin : modifies armor class by 40 for 44 hours
Spell: pass door : lasts for 4 hours
Spell: armor : modifies armor class by 20 for 0 hours
Spell: detect invis : lasts for 7 hours
<709hp 1051m 349mv>
You feel less armored.
<754hp 1071m 349mv>
<754hp 1071m 349mv> ST
where
You wake and stand up.
<754hp 1071m 349mv> Players near you in Isle of Exile:
<PK> Dhaartnab On the Main Street
<754hp 1071m 349mv> ARMO
You feel someone protecting you.
<754hp 1066m 349mv> look
where
SL
SC
On the Main Street
*-+-* | You are going down a long smelly street where waste covers
| | your path. Screams and yell come form every direction.
+-* *| People are bumping into you, speaking obscenities, and
| | || asking for help. Ruined buildings litter the skyline.
*-*-@-+-+| You almost faint, for the smell and the things you see
| | || start to make you sick. The main street continues north
*-+-+-+| and south. A small tavern lies to the west. A smaller
| | || street can be seen to the east.
+ + *|
---------+
[Exits: north east south west]
<754hp 1066m 349mv> Players near you in Isle of Exile:
<PK> Dhaartnab On the Main Street
<754hp 1066m 349mv> You go to sleep.
<754hp 1066m 349mv>
/@============================================================-
| \
| Dhaartnab the Face of Demons, adherent of Nycticora |
| Adherent of the Order of Trickery |
| Unaffiliated, 20 years old (60 hours). |
| |
| Race: Undead Hometown: Timaran Health: 754/1059 |
| Sex: Male Alignment: Evil Mana: 1066/1071 |
| 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: 28/36 |
| Consti: 18 (18+0) Gold: 34584 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: armor : modifies armor class by 20 for 24 hours
Spell: weapon ward : lasts for 4 hours
Spell: stone skin : modifies armor class by 40 for 43 hours
Spell: pass door : lasts for 3 hours
Spell: detect invis : lasts for 6 hours
<754hp 1066m 349mv>
<754hp 1066m 349mv> SC
/@============================================================-
| \
| Dhaartnab the Face of Demons, adherent of Nycticora |
| Adherent of the Order of Trickery |
| Unaffiliated, 20 years old (60 hours). |
| |
| Race: Undead Hometown: Timaran Health: 754/1059 |
| Sex: Male Alignment: Evil Mana: 1066/1071 |
| 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: 28/36 |
| Consti: 18 (18+0) Gold: 34584 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: armor : modifies armor class by 20 for 24 hours
Spell: weapon ward : lasts for 4 hours
Spell: stone skin : modifies armor class by 40 for 43 hours
Spell: pass door : lasts for 3 hours
Spell: detect invis : lasts for 6 hours
<754hp 1066m 349mv>
<754hp 1066m 349mv>
<754hp 1066m 349mv>
<754hp 1066m 349mv>
<754hp 1066m 349mv> SC
/@============================================================-
| \
| Dhaartnab the Face of Demons, adherent of Nycticora |
| Adherent of the Order of Trickery |
| Unaffiliated, 20 years old (60 hours). |
| |
| Race: Undead Hometown: Timaran Health: 754/1059 |
| Sex: Male Alignment: Evil Mana: 1066/1071 |
| 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: 28/36 |
| Consti: 18 (18+0) Gold: 34584 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: armor : modifies armor class by 20 for 24 hours
Spell: weapon ward : lasts for 4 hours
Spell: stone skin : modifies armor class by 40 for 43 hours
Spell: pass door : lasts for 3 hours
Spell: detect invis : lasts for 6 hours
<754hp 1066m 349mv>
<754hp 1066m 349mv> WHO
[ Human ] [Rival] <PK> [KNIGHT] Dame Estra the Shadow Mistress of the Lau Kuan, Knight of Valou
r
[ Golem ] <PK> Dluldor the Holy Shaman
[ Fire ] Grakkus the Trooper
[ 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] <PK> [KNIGHT] Sir Ingra Varita the Grand Master of Seasons, Knight of Valour
Players found: 7
[KEEPER] The Balance prevails within the four kingdoms.
There are 7 characters on; the most on this past month was 9.
<754hp 1066m 349mv>
<754hp 1066m 349mv>
<754hp 1066m 349mv>
<754hp 1066m 349mv> where
In your dreams, or what?
<754hp 1066m 349mv>
<754hp 1066m 349mv>
<817hp 1071m 349mv> ST
You wake and stand up.
<817hp 1071m 349mv> look
On the Main Street
*-+-* | You are going down a long smelly street where waste covers
| | your path. Screams and yell come form every direction.
+-* *| People are bumping into you, speaking obscenities, and
| | || asking for help. Ruined buildings litter the skyline.
*-*-@-+-+| You almost faint, for the smell and the things you see
| | || start to make you sick. The main street continues north
*-+-+-+| and south. A small tavern lies to the west. A smaller
| | || street can be seen to the east.
+ + *|
---------+
[Exits: north east south west]
A young juvenile boy scurries about, running and giggling in your face.
<817hp 1071m 349mv> where
Players near you in Isle of Exile:
<PK> Dhaartnab On the Main Street
<817hp 1071m 349mv> C DUP
An illusion of a Warlock appears in a bright flash of light!
An illusion of a Warlock looks at you with adoring eyes.
An illusion of a Warlock now follows you.
<817hp 1036m 349mv> C DUP
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.
<817hp 1001m 349mv> C DUP
A young juvenile walks in.
<817hp 1001m 349mv> An illusion of Xavier appears in a bright flash of light!
An illusion of Xavier looks at you with adoring eyes.
An illusion of Xavier now follows you.
<817hp 966m 349mv> HAST HUNT
An illusion of the Huntsmaster is moving more quickly.
<817hp 936m 349mv> C EN HUNT
An illusion of the Huntsmaster dwarfs everything around him as he grows.
<817hp 906m 349mv> where
SL
Players near you in Isle of Exile:
<PK> Estra An Escape Tunnel
<PK> Dhaartnab On the Main Street
<817hp 906m 349mv> You go to sleep.
<817hp 906m 349mv> ST
You wake and stand up.
<817hp 906m 349mv> look
On the Main Street
*-+-* | You are going down a long smelly street where waste covers
| | your path. Screams and yell come form every direction.
+-* *| People are bumping into you, speaking obscenities, and
| | || asking for help. Ruined buildings litter the skyline.
*-*-@-+-+| You almost faint, for the smell and the things you see
| | || start to make you sick. The main street continues north
*-+-+-+| and south. A small tavern lies to the west. A smaller
| | || street can be seen to the east.
+ + *|
---------+
[Exits: north east south west]
(Charmed) (White Aura) An illusion of Xavier guards its master.
A young juvenile boy scurries about, running and giggling in your face.
(Charmed) (White Aura) An illusion of the Huntsmaster guards its master.
(Charmed) An illusion of a Warlock guards its master.
A young juvenile boy scurries about, running and giggling in your face.
<817hp 906m 349mv> scan all
You scan all around.
You scan north.
You scan east.
*** Range 3 (east) ***
A small mouse scurries about the floor looking for food.
You scan south.
*** Range 2 (south) ***
A wandering prophet stands speaking of the after-life.
*** Range 3 (south) ***
A young juvenile boy scurries about, running and giggling in your face.
You scan west.
<817hp 906m 349mv> north
On the Main Street
* | You are going down a long smelly street where waste covers
| | your path. Screams and yell come form every direction.
*-+-* | People are bumping into you, speaking obscenities, and
| | asking for help. Ruined buildings litter the skyline.
@-* *| You almost faint for the smell and the things you see
| | || start to make you sick. The main street continues north
*-*-+-+-+| and south, while a small outlook station can be seen
| | || to the east.
*-+-+-+|
---------+
[Exits: north east south]
An illusion of Xavier walks in.
An illusion of the Huntsmaster walks in.
An illusion of a Warlock walks in.
<817hp 906m 348mv> north
north
End of Main Street
| Faint voices can still be heard as the main street through
| the Isle of Exile ends. There are very few people about,
* | and the memory of what you have seen so far has left
| | your mind. To the west the blackened remains of a house
*-@-* | sways back and forth. To the east a ruined Monastery
| | stands lies. To the south you can still hear the chaos
+-* *| of the main street.
| | ||
*-*-+-+-+|
---------+
[Exits: east south west]
An illusion of a Warlock walks in.
An illusion of the Huntsmaster walks in.
An illusion of Xavier walks in.
<817hp 906m 347mv> Alas, you cannot go that way.
<817hp 906m 347mv> WW
You get a purple potion from a Big Ol'Pack Sack.
<817hp 906m 347mv> You quaff a purple potion.
You aren't blind.
You are surrounded by a white aura.
<817hp 906m 347mv> TARGET ESTRA
$$ will now be substituted with : ESTRA
<817hp 906m 347mv> AA
They aren't here.
<817hp 906m 347mv> AA
AA
They aren't here.
<817hp 906m 347mv> They aren't here.
<817hp 906m 347mv> scan all
AA
You scan all around.
You scan east.
*** Range 1 (east) ***
A young juvenile boy scurries about, running and giggling in your face.
You scan south.
*** Range 2 (south) ***
A young juvenile boy scurries about, running and giggling in your face.
A young juvenile boy scurries about, running and giggling in your face.
*** Range 4 (south) ***
A wandering prophet stands speaking of the after-life.
*** Range 5 (south) ***
A young juvenile boy scurries about, running and giggling in your face.
You scan west.
<817hp 906m 347mv> AA
They aren't here.
<817hp 906m 347mv> where
They aren't here.
<817hp 906m 347mv> where $$
Players near you in Isle of Exile:
<PK> Estra Outside a Barrier Wall
<PK> Dhaartnab End of Main Street
<817hp 906m 347mv> <PK> Estra Outside a Barrier Wall
<817hp 906m 347mv> south
south
On the Main Street
* | You are going down a long smelly street where waste covers
| | your path. Screams and yell come form every direction.
*-+-* | People are bumping into you, speaking obscenities, and
| | asking for help. Ruined buildings litter the skyline.
@-* *| You almost faint for the smell and the things you see
| | || start to make you sick. The main street continues north
*-*-+-+-+| and south, while a small outlook station can be seen
| | || to the east.
*-+-+-+|
---------+
[Exits: north east south]
An illusion of Xavier walks in.
An illusion of the Huntsmaster walks in.
An illusion of a Warlock walks in.
<817hp 906m 346mv> On the Main Street
*-+-* | You are going down a long smelly street where waste covers
| | your path. Screams and yell come form every direction.
+-* *| People are bumping into you, speaking obscenities, and
| | || asking for help. Ruined buildings litter the skyline.
*-*-@-+-+| You almost faint, for the smell and the things you see
| | || start to make you sick. The main street continues north
*-+-+-+| and south. A small tavern lies to the west. A smaller
| | || street can be seen to the east.
+ + *|
---------+
[Exits: north east south west]
A young juvenile boy scurries about, running and giggling in your face.
A young juvenile boy scurries about, running and giggling in your face.
An illusion of a Warlock walks in.
An illusion of the Huntsmaster walks in.
An illusion of Xavier walks in.
<817hp 906m 345mv> south
south
Grand Central Square
+-* *| Voices fill the air from every direction as you stand in
| | || Grand Central Square. Hustlers, thieves, and con artists
*-*-+-+-+| are gathered around looking for the next victim. You feel
| | || very uneasy in this area and want to leave at once. Escape
*-@-+-+| routes are in all directions.
| | ||
+ + + *|
| | |
+-+-* |
---------+
[Exits: north east south west]
A pool of murky green water bubbles from the ground.
An illusion of Xavier walks in.
An illusion of the Huntsmaster walks in.
An illusion of a Warlock walks in.
<817hp 906m 344mv>
You are ready to cast the haste spell again.
<832hp 937m 349mv> scan all
On the Main Street
*-*-+-+-+| You are going down a long smelly street where waste covers
| | || your path. Screams and yell come form every direction. People
*-+-+-+| are bumping into you, speaking obscenities, and asking for
| | || help. Ruined buildings litter the skyline. You almost faint
+ @ + *| for the smell and the things you see start to make you sick.
| | | The street continues north and south.
+-+-* |
| |
+ |
---------+
[Exits: north south]
A wandering prophet stands speaking of the after-life.
An illusion of a Warlock walks in.
An illusion of the Huntsmaster walks in.
An illusion of Xavier walks in.
<832hp 937m 348mv> You scan all around.
You scan north.
*** Range 2 (north) ***
A young juvenile boy scurries about, running and giggling in your face.
A young juvenile boy scurries about, running and giggling in your face.
You scan south.
*** Range 1 (south) ***
A young juvenile boy scurries about, running and giggling in your face.
<832hp 937m 348mv> south
On the Main Street
*-+-+-+| You are going down a long smelly street where waste covers
| | || your path. Screams and yell come form every direction. People
+ + + *| are bumping into you, speaking obscenities, and asking for
| | | help. Ruined buildings litter the skyline. You almost faint
+-@-* | for the smell and the things you see start to make you sick.
| | Exits are in every direction.
+ |
|
|
---------+
[Exits: north east south west]
A young juvenile boy scurries about, running and giggling in your face.
An illusion of Xavier walks in.
An illusion of the Huntsmaster walks in.
An illusion of a Warlock walks in.
<832hp 937m 347mv> AA
They aren't here.
<832hp 937m 347mv> scan all
You scan all around.
You scan north.
*** Range 1 (north) ***
A wandering prophet stands speaking of the after-life.
*** Range 3 (north) ***
A young juvenile boy scurries about, running and giggling in your face.
A young juvenile boy scurries about, running and giggling in your face.
You scan east.
You scan south.
You scan west.
*** Range 1 (west) ***
A young juvenile boy scurries about, running and giggling in your face.
A wandering prophet stands speaking of the after-life.
<832hp 937m 347mv> where $$
<PK> Estra Outside a Barrier Wall
<832hp 937m 347mv> south
Inside the Main Gate
+ + | Before you is a huge, rusted, iron gate preventing you from
| | | leaving the city. Its towering height is very threatening.
+-+-* | It is the only blockade between you and the other side. To
| | the north endless chatter from the streets can be heard.
@ |
|
|
|
|
---------+
[Exits: north (gate)]
A rusty lever is mounted here next to the huge, iron gate.
An illusion of a Warlock walks in.
An illusion of the Huntsmaster walks in.
An illusion of Xavier walks in.
<832hp 937m 346mv> scan all
You scan all around.
You scan north.
*** Range 1 (north) ***
A young juvenile boy scurries about, running and giggling in your face.
*** Range 2 (north) ***
A wandering prophet stands speaking of the after-life.
*** Range 4 (north) ***
A young juvenile boy scurries about, running and giggling in your face.
A young juvenile boy scurries about, running and giggling in your face.
You scan south.
<832hp 937m 346mv> UN S
*Click*
<832hp 937m 346mv>
The gate south of you opens.
<832hp 937m 346mv> south
AA
Outside a Barrier Wall
+-+-* | Before you is a huge, rusted, iron gate preventing you from entering
| | the city. It is solid so you can't see what is beyond. You look
+ | for a way to get in to get glimpse of such a chaotic place.
| | This iron gate seems quite resistant. To try and push it open
+-+-@ | would be futile.
| |
* |
| |
~ |
---------+
[Exits: north west]
A pair of gate glyphs glows dangerously over the entrance to the city.
(White Aura) Estra the Shadow Mistress of the Lau Kuan, Knight of Valour is here.
A Guardian of Exile stands tall.
A Guardian of Exile stands tall.
A Gate Guard stands at attention.
An illusion of Xavier walks in.
An illusion of the Huntsmaster walks in.
An illusion of a Warlock walks in.
<832hp 937m 345mv> You yell 'Help! I am being attacked by Estra!'
Estra's turmoil decimates you!
You deflect Estra's turmoil aside in an ungraceful parry.
Estra is in excellent condition.
<804hp 937m 345mv> You failed to misguide Estra.
Estra nimbly dodges your smash with a practiced maneuver.
Estra dances around your smash, easily dodging it.
Estra deftly performs a counterbalance evasion.
An illusion of the Huntsmaster's slash DISMEMBERS Estra!
An illusion of a Warlock's slash misses Estra.
You parry Estra's turmoil.
Estra has a few scratches.
<804hp 902m 345mv> AA
Estra nimbly dodges your smash with a practiced maneuver.
Estra deftly performs a counterbalance evasion.
An illusion of the Huntsmaster's slash DISMEMBERS Estra!
An illusion of a Warlock's slash MUTILATES Estra!
You deflect Estra's turmoil aside in an ungraceful parry.
You parry Estra's turmoil.
Estra's turmoil maims you!
Estra has some small wounds and bruises.
<769hp 902m 345mv> Estra suddenly looks lost.
Estra has some small wounds and bruises.
<769hp 867m 345mv>
Estra utters the words, 'gzabrauio gpjfutunso'.
Estra throws a handful of shurikens.
Estra's searing star wounds you.
Estra's searing star injures you.
Estra's searing star wounds you.
Estra has some small wounds and bruises.
<718hp 867m 345mv> ZZ
Estra dodges your smash.
An illusion of Xavier's slash DISEMBOWELS Estra!
Estra deftly performs a counterbalance evasion.
Estra deftly performs a counterbalance evasion.
Estra's turmoil devastates you!
Estra has quite a few wounds.
<687hp 867m 345mv> You failed to deceive Estra.
Estra has quite a few wounds.
<687hp 827m 345mv> ZZ
Estra utters the words, 'gzabrauio gpjfutunso'.
Estra throws a handful of shurikens.
Estra's throwing star misses you.
Estra's searing star injures you.
Estra's throwing star misses you.
Estra has quite a few wounds.
<671hp 827m 345mv>
Estra dances around your smash, easily dodging it.
An illusion of the Huntsmaster's slash DISMEMBERS Estra!
Estra's turmoil decimates you!
Estra's turmoil devastates you!
Estra's turmoil MUTILATES you!
Estra has quite a few wounds.
<571hp 827m 345mv> You failed to deceive Estra.
Estra has quite a few wounds.
<571hp 787m 345mv>
An illusion of a Warlock gets a wild look in his eyes.
Estra has quite a few wounds.
<571hp 787m 345mv>
Estra has fled!
<571hp 787m 345mv>
You yell 'Help! I am being attacked by Estra!'
Estra's turmoil misses you.
Estra's turmoil decimates you!
Estra has quite a few wounds.
<543hp 787m 345mv> QQ
Estra falls to the ground!
The white aura around Estra's body vanishes.
Success!
Estra has quite a few wounds.
<543hp 772m 345mv>
The white aura around your body fades.
The Demonflame emits a cloud of light blue smoke.
Estra has quite a few wounds.
<550hp 788m 349mv>
Estra nimbly dodges your smash with a practiced maneuver.
Estra thrusts your smash aside in a skillful parry.
An illusion of Xavier's slash MASSACRES Estra!
An illusion of the Huntsmaster's slash *** DEMOLISHES *** Estra!
An illusion of the Huntsmaster's slash *** DEMOLISHES *** Estra!
Estra's turmoil DISMEMBERS you!
Estra looks pretty hurt.
<497hp 788m 349mv>
Estra has fled!
Estra walks north.
<497hp 788m 349mv> WW
You get a purple potion from a Big Ol'Pack Sack.
<497hp 788m 349mv> You quaff a purple potion.
You aren't blind.
You are surrounded by a white aura.
<497hp 788m 349mv> AA
scan all
Estra walks in.
Estra yells 'Die! Dhaartnab, you sorcerous dog!'
Estra is already misguided.
Estra's turmoil misses you.
Estra looks pretty hurt.
<497hp 753m 349mv> AA
QQ
Your smash injures Estra.
Your smash injures Estra.
Estra's turmoil devastates you!
Estra looks pretty hurt.
<466hp 753m 349mv>
Estra has fled!
Estra walks north.
<466hp 753m 349mv> You scan all around.
You scan north.
*** Range 1 (north) ***
(White Aura) Estra the Shadow Mistress of the Lau Kuan, Knight of Valour is here.
*** Range 2 (north) ***
A young juvenile boy scurries about, running and giggling in your face.
*** Range 4 (north) ***
A wandering prophet stands speaking of the after-life.
You scan west.
*** Range 1 (west) ***
A Guardian of Exile stands tall.
*** Range 2 (west) ***
A Guardian of Exile stands tall.
A Guardian of Exile stands tall.
*** Range 3 (west) ***
A Guardian of Exile stands tall.
*** Range 4 (west) ***
A Guardian of Exile stands tall.
*** Range 5 (west) ***
A Guardian of Exile stands tall.
A Guardian of Exile stands tall.
<466hp 753m 349mv> They aren't here.
<466hp 753m 349mv> They aren't here.
<466hp 753m 349mv> QQ
They aren't here.
<466hp 753m 349mv> QQ
They aren't here.
<466hp 753m 349mv> QQ
They aren't here.
<466hp 753m 349mv> QQ
scan all
They aren't here.
<466hp 753m 349mv> QQ
You scan all around.
You scan north.
*** Range 1 (north) ***
(White Aura) Estra the Shadow Mistress of the Lau Kuan, Knight of Valour is here.
*** Range 2 (north) ***
A young juvenile boy scurries about, running and giggling in your face.
*** Range 4 (north) ***
A wandering prophet stands speaking of the after-life.
You scan west.
*** Range 1 (west) ***
A Guardian of Exile stands tall.
*** Range 2 (west) ***
A Guardian of Exile stands tall.
A Guardian of Exile stands tall.
*** Range 3 (west) ***
A Guardian of Exile stands tall.
*** Range 4 (west) ***
A Guardian of Exile stands tall.
*** Range 5 (west) ***
A Guardian of Exile stands tall.
A Guardian of Exile stands tall.
<466hp 753m 349mv> north
QQ
They aren't here.
<466hp 753m 349mv> Inside the Main Gate
+ + | Before you is a huge, rusted, iron gate preventing you from leaving
| | | the city. Its towering height is very threatening. It is the
+-+-* | only blockade between you and the other side. To the north endless
| | chatter from the streets can be heard.
@ |
| |
+-+-+ |
| |
* |
---------+
[Exits: north south]
A rusty lever is mounted here next to the huge, iron gate.
(White Aura) Estra the Shadow Mistress of the Lau Kuan, Knight of Valour is here.
An illusion of a Warlock walks in.
An illusion of the Huntsmaster walks in.
An illusion of Xavier walks in.
<466hp 753m 348mv> Estra yells 'Die! Dhaartnab, you sorcerous dog!'
Nothing happened.
You parry Estra's turmoil.
Estra's turmoil devastates you!
Estra looks pretty hurt.
<435hp 738m 348mv>
Your smash wounds Estra.
An illusion of the Huntsmaster's slash MASSACRES Estra!
Estra's turmoil mauls you.
Estra's turmoil misses you.
Estra is in awful condition.
<411hp 738m 348mv>
Estra gets a perfect potion of recall from a heavy backpack.
Estra is in awful condition.
<411hp 738m 348mv>
Estra has fled!
<411hp 738m 348mv>
Estra quaffs a perfect potion of recall.
A ray of light from above envelops Estra.
Estra disappears.
<411hp 738m 348mv> QQ
They aren't here.
<411hp 738m 348mv> C GATE ESTRA
You failed to create a gate.
<411hp 658m 348mv> C GATE ESTRA
Ingra gallops in on a brass Asc'Liena stallion.
<411hp 658m 348mv>
Ingra gallops north on a brass Asc'Liena stallion.
<411hp 658m 348mv>
Ingra gallops in on a brass Asc'Liena stallion.
<411hp 658m 348mv> You failed to create a gate.
<411hp 578m 348mv> FLE
FLE
You aren't fighting anyone.
<411hp 578m 348mv> You aren't fighting anyone.
<411hp 578m 348mv>
You yell 'Help! Ingra tried to kick dirt into my eyes!'
Ingra's foot catches in the dirt and he barely stays mounted.
Ingra's kicked dirt misses you.
Ingra is in excellent condition.
<411hp 578m 348mv> south
No way! You are still fighting!
Ingra is in excellent condition.
<411hp 578m 348mv> DISP
Success!
Ingra is in excellent condition.
<411hp 563m 348mv>
Ingra evades your attack and exploits the brief opening.
Ingra's leopard paw to the kidney grazes you.
Ingra dodges your smash.
Ingra evades an illusion of Xavier's attack and exploits the brief opening.
Ingra's leopard paw to the kidney grazes an illusion of Xavier.
Ingra's jab hits you.
You thrust Ingra's elbow slash aside in a skillful parry.
You deflect Ingra's spin kick aside in an ungraceful parry.
The night is about to end.
You feel able to duplicate another creature.
You feel able to duplicate another creature.
You feel solid again.
Ingra is in excellent condition.
<406hp 591m 349mv> FLE
scan all
You flee from combat!
You generate a field of fear in your wake.
Why would you turn on your own creation?
Why would you turn on your own creation?
Why would you turn on your own creation?
On the Main Street
*-+-+-+| You are going down a long smelly street where waste covers
| | || your path. Screams and yell come form every direction. People
+ + + *| are bumping into you, speaking obscenities, and asking for
| | | help. Ruined buildings litter the skyline. You almost faint
+-@-* | for the smell and the things you see start to make you sick.
| | Exits are in every direction.
+ |
| |
+-+-+ |
---------+
[Exits: north east south west]
A young juvenile boy scurries about, running and giggling in your face.
An illusion of a Warlock walks in.
<406hp 591m 348mv> You scan all around.
You scan north.
*** Range 2 (north) ***
A wandering prophet stands speaking of the after-life.
*** Range 3 (north) ***
A young juvenile boy scurries about, running and giggling in your face.
You scan east.
You scan south.
*** Range 1 (south) ***
Ingra the Grand Master of Seasons, Knight of Valour is riding on the back of a brass Asc'Liena stall
ion.
*** Range 2 (south) ***
(Charmed) (White Aura) An illusion of the Huntsmaster guards its master.
(Charmed) (White Aura) An illusion of Xavier guards its master.
A Guardian of Exile stands tall.
A Gate Guard stands at attention.
You scan west.
*** Range 1 (west) ***
A wandering prophet stands speaking of the after-life.
<406hp 591m 348mv> south
Inside the Main Gate
+ + | Before you is a huge, rusted, iron gate preventing you from leaving
| | | the city. Its towering height is very threatening. It is the
+-+-* | only blockade between you and the other side. To the north endless
| | chatter from the streets can be heard.
@ |
| |
+-+-+ |
| |
* |
---------+
[Exits: north south]
A rusty lever is mounted here next to the huge, iron gate.
Ingra the Grand Master of Seasons, Knight of Valour is riding on the back of a brass Asc'Liena stall
ion.
An illusion of a Warlock walks in.
Ingra eats a pure white herb.
Ingra is surrounded by a white aura.
<406hp 591m 347mv> south
Outside a Barrier Wall
+-+-* | Before you is a huge, rusted, iron gate preventing you from entering
| | the city. It is solid so you can't see what is beyond. You look
+ | for a way to get in to get glimpse of such a chaotic place.
| | This iron gate seems quite resistant. To try and push it open
+-+-@ | would be futile.
| |
* |
| |
~ |
---------+
[Exits: north west]
A pair of gate glyphs glows dangerously over the entrance to the city.
(Charmed) (White Aura) An illusion of the Huntsmaster guards its master.
(Charmed) (White Aura) An illusion of Xavier guards its master.
A Guardian of Exile stands tall.
A Gate Guard stands at attention.
An illusion of a Warlock walks in.
<406hp 591m 346mv> south
Alas, you cannot go that way.
<406hp 591m 346mv> south
Alas, you cannot go that way.
<406hp 591m 346mv> west
Outside a Barrier Wall
+-+-*| You are standing outside of an enormous wall. It is at least
| | 25 feet high and surrounds some sort of city. There are scars
+ | and wounds all over the face of this giant stone beast. You
| | are on an isolated island, why is this wall needed? Is it
+-+-@-+ | keeping someone out? Or keeping someone in? One thing is for
| | sure, it is not very welcoming. The wall continues to the
* | east and west.
| | |
~-~ |
---------+
[Exits: east west]
A Guardian of Exile stands tall.
A Guardian of Exile stands tall.
An illusion of a Warlock walks in.
An illusion of the Huntsmaster walks in.
An illusion of Xavier walks in.
<406hp 591m 345mv> west
south
Outside a Barrier Wall
+-+| You are standing outside of an enormous wall. It is at least
|| 25 feet high and surrounds some sort of city. There are
+| scars and wounds all over the face of this giant stone beast.
|| You are on an isolated island, why is this wall needed?
+-+-@-+-+| Is it keeping someone out? Or keeping someone in? One thing
| | is for sure, it is not very welcoming. The wall continues
* | to the east and west. A small boat ramp lies to the south.
| | |
~-~ |
---------+
[Exits: east south west]
A Guardian of Exile stands tall.
A Guardian of Exile stands tall.
An illusion of Xavier walks in.
An illusion of the Huntsmaster walks in.
An illusion of a Warlock walks in.
A Guardian of Exile walks in.
<406hp 591m 344mv> A Small Boat Ramp
+| A small cement boating ramp provides a well-needed access
|| from the land to the river. It seems quite used, but
+-+-+-+-+| at the same time, very new. Wooden crates are stacked
| | neatly to the side and the sound of voices can be heard
@ | in the distance.
| | |
~-~ |
| | |
<~-+-+|
---------+
[Exits: north south]
An illusion of a Warlock walks in.
An illusion of the Huntsmaster walks in.
An illusion of Xavier walks in.
<406hp 591m 343mv> south
On Choppy Waters
+-+-+-+-+| You are tossed and thrown about as water crashes into
| | your body. The motion of the churning water makes you
* | very nauseous and disoriented. You look all around and
| | | see no land insight, just miles of turbulent, chilling
~-@ | water.
| | |
<~-+-+|
|
|
---------+
[Exits: north south west]
<406hp 591m 342mv> south
east
On Choppy Waters
* | You are tossed and thrown about as water crashes into
| | | your body. The motion of the churning water makes you
~-~ | very nauseous and disoriented. You look all around and
| | | see no land insight, just miles of turbulent, chilling
<@-+-+| water.
|
|
|
|
---------+
[Exits: north east west]
<406hp 591m 341mv> east
A Broken Dock
* | Rickety planks, some that have been shattered into halves,
| | | lie across this broken up jetty. It is in a state of complete
~-~ | disrepair, forgotten and neglected. The howling winds
| | | shriek and lash out like a whip, stinging even the hardest
<~-@-+-x| of skins.
|
|
|
|
---------+
[Exits: east west]
<406hp 591m 340mv> A Broken Dock
* | Rickety planks, some that have been shattered into halves,
| | lie across this broken up jetty. It is in a state of complete
~ | disrepair, forgotten and neglected. The howling winds shriek
| | and lash out like a whip, stinging even the hardest of skins.
~-+-@-x |
|
|
|
|
---------+
[Exits: east west]
<406hp 591m 339mv> east
up
Base of a Cliff
| Looming overhead, a large rock face greets you. It must be
| over fifty feet tall and is covered in cracks and weather
| scars. Loose rocks fall to the ground, barely missing you.
| To the west the sound of water is heard and the wind howls
+-+-@ | from up above. A short path runs off to the south.
|
|
|
|
---------+
[Exits: west up]
<406hp 591m 337mv> up
On a Jagged Cliff
| You are on a steep rock slope that provides a dangerous environment
| for survival. Loose rocks, falling pebbles, and sliding dirt
| pelt you in the head. There is very little room for good
| footing and you fear you may plunge to your death.
@ |
|
|
|
|
---------+
[Exits: up down]
<406hp 591m 334mv> On a Cliff
| You are standing at the edge of a cliff. You only see vast
| amounts of water surrounding a small patch of land. Judging
| by the ruined buildings and screaming voices, it does not
| seem to be a pleasant place.
@-x |
|
|
|
|
---------+
[Exits: east down]
<406hp 591m 331mv> east
Top of the Mountain
| Your ascent has brought you here to the summit of the mountain.
| You can see for miles and the view is incredible. A chilling
| breeze caresses your face. To the west a dangerous cliff-face
| lays bare the entire landscape. The mountain continues downward.
x-@ |
|
|
|
|
---------+
[Exits: west down]
<406hp 591m 328mv> down
down
On a Path up the Mountainside
| A narrow curving path winds about the mountainside. It is
| not well used and almost taken over by tall grass. The wind
| rustles and whistles through the tiny bushes blowing the leaves
| down to the ground. You see the summit of the mountain above
@ | you.
|
|
|
|
---------+
[Exits: up down]
<406hp 591m 325mv> east
On a Path up the Mountainside
| A narrow curving path winds about the mountainside. It
| is not well used and almost taken over by tall grass.
| The wind rustles and whistles through the tiny bushes
| blowing the leaves down to the ground. You see the summit
@-f-f| of the mountain above you.
|
|
|
|
---------+
[Exits: east up]
<406hp 591m 323mv> east
At a Mountainside
| A narrow curving path winds about the mountainside. It
| is not well used and almost taken over by tall grass.
| The wind rustles and whistles through the tiny bushes
| blowing the leaves down to the ground. To the west, a
o-@-f-f| towering mountain looms overhead.
|
|
|
|
---------+
[Exits: east west]
<406hp 591m 322mv> east
Before Mountains
| You are at the base of a very impressive mountain range.
| You are not the first to travel here, but it has been
| a while since anyone has tread this place. There is a
| narrow little trail cut into the side of this steep mountain.
o-f-@-f-f|
|
|
|
|
---------+
[Exits: east west]
<406hp 591m 321mv> east
Forest Trail
| The growth is thicker here now. A dense little path leads
| toward a mountain that is just ahead. The flies have gotten
| thicker as well. Constantly buzzing around your head.
|
f-f-@-f-f|
|
|
|
|
---------+
[Exits: east west]
<406hp 591m 320mv> east
Forest Trail
o| The growth is thicker here now. A dense little path leads
|| toward a mountain that is just ahead. The flies have gotten
o| thicker as well. Constantly buzzing around your head.
||
f-f-@-f-f|
|
|
|
|
---------+
[Exits: east west]
<406hp 591m 319mv> east
A Light Forest
o | The sand and dirt mix together making an odd shade of
| | brown. The trees do not block the sun very well giving
o | little comfort from the sun's rays.
| |
f-f-@-f-f|
|
|
|
|
---------+
[Exits: east west]
<406hp 591m 318mv> A Circlet of Bushes
o | A bare path of earth consisting of a fine yellow sand
| | swelters in the the heat which remains hot - even at
o | night. Waxy leaf bushes with bright green berries grow
| | in a ring around this patch. You can hear the roar of
f-f-@-f-o| the ocean or a body of water nearby while a mountain
|| lies to your west.
o|
||
o|
---------+
[Exits: north east west]
<406hp 591m 317mv> east
east
Underbrush
o | In the distance, you hear the roar of crashing waves. Small
| | trees and underbrush grow all around you creating a miniature
o | forest of sorts. The air is very cool here, blowing from
| | the mountains to the west. Cries of eagles and other creatures
f-f-@-o | can be heard here. The air is very cool here, blowing from
| | the mountains to the west across a small pond.
o |
| |
o |
---------+
[Exits: east west]
<406hp 591m 316mv> A Rocky Shore
o | The narrow path opens out in front of you. It is bare with
| | no signs of wildlife. The soil is actually red here. Hmmm
o | very peculiar. You sense another being nearby. You cannot
| | gather what type of creature or its nature. The shore continues
f-f-@ | in front of you.
| |
o |
| |
o |
---------+
[Exits: south west]
<406hp 591m 315mv> south
south
A Rocky Shore
o | The narrow path opens out in front of you. It is bare
| | with no signs of wildlife. The soil is actually red
f-f-o | here. Hmmm very peculiar. You sense another being nearby.
| | You cannot gather what type of creature or its nature.
@ | The shore continues in front of you.
| |
o |
| |
o-~-~|
---------+
[Exits: north south]
<406hp 591m 314mv> A Rocky Shore
f-f-o | The narrow path opens out in front of you. It is bare with
| | no signs of wildlife. The soil is actually red here. Hmmm
o | very peculiar. You sense another being nearby. You cannot
| | gather what type of creature or its nature. The shore continues
@ | in front of you.
| |
o-~-~|
| |
o |
---------+
[Exits: north south]
<406hp 591m 313mv> south
A Rocky Shore
o | The narrow path opens out in front of you. It is bare with
| | no signs of wildlife. The soil is actually red here. Hmmm
o | very peculiar. You sense another being nearby. You cannot
| | gather what type of creature or its nature. The shore continues
@-~-~| in front of you.
| |
o |
| |
o |
---------+
[Exits: north east south]
Inexplicably, a plump carrot has sprouted here.
<406hp 591m 312mv> east
east
A Stasis
o | The river pools off into a small, hauntingly still cove
| | here. Actually, all movement seems to be extremely lagged
o | and labored at just this point, as if some mage had placed
| | a spell here for some reason.
o-@-~-~|
| ||
o ~|
| ||
o ~|
---------+
[Exits: east west]
<406hp 591m 311mv> east
In the Water
o | The river moves slowly but steadily on its southeasterly
| | course, without any real force behind it, but, at times,
o | it spins carelessly off into the many nooks and crannies
| | that line the river bank. The water is filled with quick
o-~-@-~ | fleeting movements, small and large, that disturb the crystal
| | | clarity of it all. Fed by the river, the shore almost seems
o ~ | to glow in its brilliant and unfailing health.
| | |
o ~ |
---------+
[Exits: east west]
A gnoll is here, roaming the forest.
A scaly serpent is here.
<406hp 591m 309mv> where
In the Water
| The river moves slowly but steadily on its southeasterly
| course, without any real force behind it, but, at times,
| it spins carelessly off into the many nooks and crannies
| that line the river bank. The water is filled with quick
~-~-@ | fleeting movements, small and large, that disturb the crystal
| | clarity of it all. Fed by the river, the shore almost seems
~ | to glow in its brilliant and unfailing health.
| |
~ |
---------+
[Exits: south west]
<406hp 591m 307mv> south
Players near you in Drkshtyre Wood:
<PK> Belan A long bridge
<PK> Dhaartnab In the Water
<406hp 591m 307mv> south
In the Water
| The river moves slowly but steadily on its southeasterly
| course, without any real force behind it, but, at times,
~-~-~ | it spins carelessly off into the many nooks and crannies
| | that line the river bank. The water is filled with quick
@ | fleeting movements, small and large, that disturb the
| | crystal clarity of it all. Fed by the river, the shore
~ | almost seems to glow in its brilliant and unfailing health.
| |
~-~-~|
---------+
[Exits: north south]
The Tyrant of the Serpents dwarfs every living thing around it.
<406hp 591m 305mv> In the Water
~-~-~ | The river moves slowly but steadily on its southeasterly
| | course, without any real force behind it, but, at times,
~ | it spins carelessly off into the many nooks and crannies
| | that line the river bank. The water is filled with quick
@ | fleeting movements, small and large, that disturb the
| | crystal clarity of it all. Fed by the river, the shore
~-~-~| almost seems to glow in its brilliant and unfailing health.
|
|
---------+
[Exits: north south]
A scaly serpent is here.
A scaly serpent is here.
<406hp 591m 303mv> south
In the Water
~ | The river moves slowly but steadily on its southeasterly
| | course, without any real force behind it, but, at times,
~ | it spins carelessly off into the many nooks and crannies
| | that line the river bank. The water is filled with quick
@-~-~| fleeting movements, small and large, that disturb the
| crystal clarity of it all. Fed by the river, the shore
| almost seems to glow in its brilliant and unfailing health.
|
|
---------+
[Exits: north east]
A scaly serpent is here.
A scaly serpent is here.
<406hp 591m 301mv> east
east
In the Water
~ | The river moves slowly but steadily on its southeasterly
| | course, without any real force behind it, but, at times,
~ | it spins carelessly off into the many nooks and crannies
| | that line the river bank. The water is filled with quick
~-@-~-~| fleeting movements, small and large, that disturb the
| crystal clarity of it all. Fed by the river, the shore
| almost seems to glow in its brilliant and unfailing health.
|
|
---------+
[Exits: east west]
<406hp 591m 299mv> east
In the Water
~ | The river moves slowly but steadily on its southeasterly
| | course, without any real force behind it, but, at times,
~ | it spins carelessly off into the many nooks and crannies
| | that line the river bank. The water is filled with quick
~-~-@-~-~| fleeting movements, small and large, that disturb the
|| crystal clarity of it all. Fed by the river, the shore
+| almost seems to glow in its brilliant and unfailing health.
|
|
---------+
[Exits: east west]
(Translucent) (White Aura) Belan the Sage of Arcane Power is here.
A scaly serpent is here.
A scaly serpent is here.
<406hp 591m 297mv> east
Belan flies west.
<406hp 591m 297mv> east
In the Water
| The river moves slowly but steadily on its southeasterly
| course, without any real force behind it, but, at times,
| it spins carelessly off into the many nooks and crannies
| that line the river bank. The water is filled with quick
~-~-@-~ | fleeting movements, small and large, that disturb the
| | crystal clarity of it all. Fed by the river, the shore
+-+| almost seems to glow in its brilliant and unfailing health.
|
|
---------+
[Exits: east west]
A serpent's tail lies here.
A long bladed pole with a curved axe at its tip lies here.
A gruff-looking billy goat stands here looking hungry.
A scaly serpent is here.
<406hp 591m 295mv> In the Water
| The river moves slowly but steadily on its southeasterly
| course, without any real force behind it, but, at times,
| it spins carelessly off into the many nooks and crannies
| that line the river bank. The water is filled with quick
~-~-@ | fleeting movements, small and large, that disturb the
| | crystal clarity of it all. Fed by the river, the shore
+-+-+| almost seems to glow in its brilliant and unfailing health.
|
|
---------+
[Exits: south west]
A serpent's tail lies here.
<406hp 591m 293mv> The river disappears into an underground tunnel.
<406hp 591m 293mv> south
east
A long bridge
| A large wooden bridge spans the flowing river below you.
| The current here is swift but has little force behind
~-~-~ | it. The crystalline water sparkles in the sunlight emulating
| | diamonds on the surface. Strong, thick ropes hold the
@-+-+| bridge together. As the wind blows, the entire structure
| sways slowly.
|
|
|
---------+
[Exits: north east]
A long bladed pole with a curved axe at its tip lies here.
<406hp 591m 292mv> east
A long bridge
| A large wooden bridge spans the flowing river below you.
| The current here is swift but has little force behind
~-~ | it. The crystalline water sparkles in the sunlight emulating
| | diamonds on the surface. Strong, thick ropes hold the
+-@-+-+| bridge together. As the wind blows, the entire structure
| sways slowly.
|
|
|
---------+
[Exits: east west]
<406hp 591m 291mv> east
The toll troll clambers out from under the bridge, blocking your way.
The toll troll holds out his hand and says 'Toll please.'
<406hp 591m 291mv> A long bridge
| A large wooden bridge spans the flowing river below you.
| The current here is swift but has little force behind
~ | it. The crystalline water sparkles in the sunlight emulating
| | diamonds on the surface. Strong, thick ropes hold the
+-+-@-+-f| bridge together. As the wind blows, the entire structure
| sways slowly.
|
|
|
---------+
[Exits: east west]
<406hp 591m 290mv> east
A long bridge
| A large wooden bridge spans the flowing river below you.
| The current here is swift but has little force behind
| it. The crystalline water sparkles in the sunlight emulating
| diamonds on the surface. Strong, thick ropes hold the
+-+-@-f-f| bridge together. As the wind blows, the entire structure
| sways slowly.
|
|
|
---------+
[Exits: east west]
You see 2 of a lochaber axe here.
<406hp 591m 289mv> east
A large wooded path
| Bright sun light. Bright light Bright light! The rays
| of the sun beam toward you through the openings left
| within the upper canopy of the forest. Not used to the
| light, the sun temporarily blinds you. Stumbling forward,
+-+-@-f-f| you try and find your way around - hitting your face
|| against trees and other things - Ugh!
f|
||
f-f|
---------+
[Exits: east west]
A chef is here, looking to cook a nasty meal for you.
<406hp 591m 288mv> east
A large wooded path
| Bright sun light. Bright light Bright light! The rays
| of the sun beam toward you through the openings left
| within the upper canopy of the forest. Not used to the
| light, the sun temporarily blinds you. Stumbling forward,
+-f-@-f | you try and find your way around - hitting your face
| | against trees and other things - Ugh! You see a poorly
f-f| carved totem pole here, the faces freshly carved.
| |
f-f-f|
---------+
[Exits: east west]
A small boy is here, carving trees into totem poles.
<406hp 591m 287mv> south
You run blindly into a thorny hedge.
<406hp 591m 287mv> east
south
A large wooded path
| Bright sun light. Bright light Bright light! The rays of
| the sun beam toward you through the openings left within
| the upper canopy of the forest. Not used to the light,
| the sun temporarily blinds you. Stumbling forward, you
f-f-@ | try and find your way around - hitting your face against
| | trees and other things - Ugh!
f-f-f|
| |
f-f-f |
---------+
[Exits: south west]
A gnoll is here, roaming the forest.
A mage is here doing a fiery incantation upon the trees.
<406hp 591m 286mv> A large wooded path
| Bright sun light. Bright light Bright light! The rays
| of the sun beam toward you through the openings left
f-f-f | within the upper canopy of the forest. Not used to the
| | light, the sun temporarily blinds you. Stumbling forward,
@-f-f| you try and find your way around - hitting your face
| | against trees and other things - Ugh!
f-f-f |
| | |
f f-f|
---------+
[Exits: north east south]
You see 2 of a lochaber axe here.
<406hp 591m 285mv> south
The day has begun.
The white aura around your body fades.
Your weapon ward expires.
<421hp 608m 340mv> west
A large wooded path
f-f-f | Bright sun light. Bright light Bright light! The rays of the
| | sun beam toward you through the openings left within the upper
f-f-f| canopy of the forest. Not used to the light, the sun temporarily
| | blinds you. Stumbling forward, you try and find your way around
f-@-f | - hitting your face against trees and other things - Ugh!
| | |
f f-f|
| |
f-f |
---------+
[Exits: north east west]
A long bladed pole with a curved axe at its tip lies here.
A pyromaniac is here, burning up the forest.
<421hp 608m 339mv> south
A large wooded path
+-f-f-f | Trees unlike you've every seen before stand all around you.
| | They are a shiny gold in color and seem alive to the touch.
f-f| There is an ancient feel to this forest - as if this wooded
| | dell has been around since the beginning of time. In the
@-f-f| distance, you hear a battle cry and the clashing of metal,
| || wood, and fire.
f f|
| |
f-f-f |
---------+
[Exits: east south]
<421hp 608m 338mv> south
A large wooded path
f-f| Trees unlike you've every seen before stand all around you.
| | They are a shiny gold in color and seem alive to the touch.
f-f-f| There is an ancient feel to this forest - as if this wooded
| || dell has been around since the beginning of time. In the
@ f| distance, you hear a battle cry and the clashing of metal,
| | wood, and fire.
f-f-f |
| |
f |
---------+
[Exits: north south]
<421hp 608m 337mv> A large wooded path
f-f-f| You are on a large open path in the middle of a huge red
| || oak forest. There is an ancient feel to this place, as if
f f| the trees are actually alive and kicking. The feeling of
| | strange eyes constantly watching is evident here. On the
f-f-@ | side of the trail, are large border stones similar to large
| | pearls.
f |
| |
f |
---------+
[Exits: north south west]
A long bladed pole with a curved axe at its tip lies here.
(White Aura) A treant guardian is here, protecting its home.
<421hp 608m 336mv> south
A large wooded path
f | You are on a large open path in the middle of a huge
| | red oak forest. There is an ancient feel to this place,
f-f-f | as if the trees are actually alive and kicking. The feeling
| | of strange eyes constantly watching is evident here.
@ | On the side of the trail, are large border stones similar
| | to large pearls.
f |
| |
f-f-f|
---------+
[Exits: north south]
A gnoll is here, roaming the forest.
A treant sibling is here.
<421hp 608m 335mv> south
A large wooded path
f-f-f | You are on a large open path in the middle of a huge red
| | oak forest. There is an ancient feel to this place, as
f | if the trees are actually alive and kicking. The feeling
| | of strange eyes constantly watching is evident here. On
@ | the side of the trail, are large border stones similar
| | to large pearls.
f-f-f|
|
|
---------+
[Exits: north south]
A giant spider is here, waiting to suck your blood.
A treant sibling is here.
<421hp 608m 334mv> south
A large wooded path
f | You are on a large open path in the middle of a huge red
| | oak forest. There is an ancient feel to this place, as
f | if the trees are actually alive and kicking. The feeling
| | of strange eyes constantly watching is evident here. On
@-f-f| the side of the trail, are large border stones similar
| to large pearls.
|
|
|
---------+
[Exits: north east up]
A giant spider is here, waiting to suck your blood.
<421hp 608m 333mv> east
east
east
In Drkshtyre Wood
f | Black Oak trees are all around - it makes it extremely
| | difficult to move about. It is extremely dark and very
f | difficult to see. There is an ancient feel to this forest
| | - as if this wooded dell has been around since the beginning
f-@-f-f| of time. In the distance, you hear a battle cry and the
|| clashing of metal, wood, and fire.
f|
||
f|
---------+
[Exits: east west]
A crystal ooze sloshes about.
A sapling is here, trying to find sunlight.
<421hp 608m 332mv> east
In Drkshtyre Wood
f | Black Oak trees are all around - it makes it extremely
| | difficult to move about. It is extremely dark and very
f | difficult to see. 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, you hear a battle cry and the
| | clashing of metal, wood, and fire.
f |
| |
f |
---------+
[Exits: east west]
A sapling is here, trying to find sunlight.
<421hp 608m 331mv> The main path in Drkshtyre Wood
| You are on a large open path in the middle of a huge red
| oak forest. There is an ancient feel to this place, as if
| the trees are actually alive and kicking. The feeling of
| strange eyes constantly watching is evident here. On the
f-f-@-f-f| side of the trail, are large border stones similar to large
| | pearls.
f |
| |
f |
---------+
[Exits: east south west well]
A brick well has been set up here.
A giant spider is here, waiting to suck your blood.
A giant spider is here, waiting to suck your blood.
A sapling is here, trying to find sunlight.
<421hp 608m 330mv> east
The main path in Drkshtyre Wood
| You are on a large open path in the middle of a huge red oak
| forest. There is an ancient feel to this place, as if the
| trees are actually alive and kicking. The feeling of strange
| eyes constantly watching is evident here. On the side of the
f-f-@-f-f| trail, are large border stones similar to large pearls.
| |
f |
| |
f |
---------+
[Exits: east west]
A giant spider is here, waiting to suck your blood.
A sapling is here, trying to find sunlight.
<421hp 608m 329mv> east
The main path in Drkshtyre Wood
| You are on a large open path in the middle of a huge red oak
| forest. There is an ancient feel to this place, as if the trees
| are actually alive and kicking. The feeling of strange eyes constantly
| watching is evident here. On the side of the trail, are large
f-f-@-f-f| border stones similar to large pearls.
| |
f |
| |
f |
---------+
[Exits: east west]
A mushroom has grown to gigantic proportions here.
A sapling is here, trying to find sunlight.
<421hp 608m 328mv> east
east
The main path in Drkshtyre Wood
| You are on a large open path in the middle of a huge red
| oak forest. There is an ancient feel to this place, as
| if the trees are actually alive and kicking. The feeling
| of strange eyes constantly watching is evident here. On
f-f-@-f-f| the side of the trail, are large border stones similar
| to large pearls.
|
|
|
---------+
[Exits: east west]
A giant spider is here, waiting to suck your blood.
A sapling is here, trying to find sunlight.
<421hp 608m 327mv> The main path in Drkshtyre Wood
| You are on a large open path in the middle of a huge red
| oak forest. There is an ancient feel to this place, as
| if the trees are actually alive and kicking. The feeling
| of strange eyes constantly watching is evident here. On
f-f-@-f-f| the side of the trail, are large border stones similar
| to large pearls.
|
|
|
---------+
[Exits: east west]
A sapling is here, trying to find sunlight.
<421hp 608m 326mv> east
The main path in Drkshtyre Wood
| You are on a large open path in the middle of a huge
| red oak forest. There is an ancient feel to this place,
| as if the trees are actually alive and kicking. The feeling
| of strange eyes constantly watching is evident here.
f-f-@-f-f| On the side of the trail, are large border stones similar
|| to large pearls.
f|
||
f|
---------+
[Exits: east west]
A sapling is here, trying to find sunlight.
<421hp 608m 325mv> east
east
Entrance to Drkshtyre Wood
| The forest begins to thicken. Black oak surrounds you
| in constant embrace. Further down the path, it is darker
| - the light dimmer. Several animals run by the trailside.
| A feeling of peace wrought all around you.
f-f-@-f-f|
| |
f |
| |
f-f|
---------+
[Exits: east west]
(White Aura) The Grandmaster of Treants is here.
<421hp 608m 324mv> The narrow trail
| This area of the trail is also very peculiar. You can
| sense no signs of animal life what so ever. The structure
| of the surrounding trees forces the path to make a sharp
| turn to the east.
f-f-@-f |
| |
f |
| |
f-f-f|
---------+
[Exits: east south west]
<421hp 608m 323mv> south
south
The circle of trees
| The trees here seem to form a circle with a HUGE tree
| marking the exact position of the east. You notice a
| huge door carved into the huge tree. The trail that you
| followed to get here seems to end at its base.
f-f-@ |
| |
f |
| |
f-f-f-f|
---------+
[Exits: (door) west]
A runic circle has been formed on the ground here.
A small tent is pitched here next to a small fire pit.
<421hp 608m 322mv> The trees form a nearly perfect semicircle to the south.
<421hp 608m 322mv> west
The trees form a nearly perfect semicircle to the south.
<421hp 608m 322mv> south
The narrow trail
| This area of the trail is also very peculiar. You can
| sense no signs of animal life what so ever. The structure
| of the surrounding trees forces the path to make a sharp
| turn to the east.
f-f-@-f |
| |
f |
| |
f-f-f|
---------+
[Exits: east south west]
<421hp 608m 321mv> south
The narrow trail
| This trail looks much spookier than any other that you
| have seen. The usual animal claw marks and bites on the
f-f-f-f | trees are increasing in frequency. The trail continues
| | north. There is the heavy smell of a swamp nearby and
@ | you can see a fish leap out to catch a bug.
| |
f f-f-f|
| | ||
f-f-f f|
---------+
[Exits: north south]
<421hp 608m 320mv> where
east
A narrow trail through the deep, dark forest
f-f-f-f | You are where the dusty trail bends, as to avoid conflict
| | with a colossal trunk to the west. A faint glow emanates
f | from a hollow in the tree. Not a sound is to be heard
| | - everything is ominously quiet. The trail leads east
f @-f-f| and south.
| | ||
f-f-f f|
| | ||
f f-f-f|
---------+
[Exits: north east south up]
A colossal tree blocks the way westwards.
(Invis) Shargugh the Forest Brownie is here, grinning broadly at you.
Shargugh holds out his hands entreatingly.
Shargugh says 'Do you have any nuts?!'
<421hp 608m 319mv> east
east
Players near you in Mystic Forest:
<PK> Dhaartnab A narrow trail through the deep, dark forest
<421hp 608m 319mv> east
A narrow trail through the deep, dark forest
f-f-f | You are on a dusty trail winding its way east-west between
| | huge, ancient trees that stand close on all sides. Not
f | a sound is to be heard - everything is ominously quiet.
| |
f-@-f-f|
| | |
f-f f |
| | |
f-f-f |
---------+
[Exits: east west]
<421hp 608m 318mv> east
east
east
east
A narrow trail through the deep, dark forest
f-f | You are on a dusty trail winding its way east-west between
| | huge, ancient trees whose grey trunks remind you of ancient
f | pillars in a enormous, deserted hall. To the south, an
| | faint path leads away from the trail.
f-f-@-f-f|
| | ||
f f f|
| | ||
f-f-f f|
---------+
[Exits: east south west]
<421hp 608m 317mv> east
east
east
east
A narrow trail through the deep, dark forest
| You are on a narrow trail winding its way between the
| enormous, grey trunks. The crowns of the trees must be
| very dense, as they leave the forest floor in utter darkness.
| The trail leads east and west.
f-f-@-f-f|
| | |
f f |
| | |
f-f f-f|
---------+
[Exits: east west]
A fearless adventurer is here, asking for a group to explore the Mystic Forest.
<421hp 608m 316mv> where
A trail through the dense forest
| You are on a trail leading east and west through the
| dense forest. To the west, the trees are so huge and
| their crowns so dense that the forest remains in total
| darkness. A small path leads south through the trees.
f-f-@-f-f|
| | ||
f f f|
| | ||
f f-f-f|
---------+
[Exits: east south west]
<421hp 608m 315mv> A trail through the dense forest
f| You are on a trail leading east and west through the
|| dense forest. To the east, the forest gradually seems
f| to become lighter.
||
f-f-@-f-f|
| | |
f f |
| | |
f-f-f-f|
---------+
[Exits: east west]
<421hp 608m 314mv> A trail through the light forest
f-o| You are on a narrow trail leading east and west through
| || the forest. To the west, the forest gradually becomes more
f o| dense. A small forest path leads south and a large tree
| | stands to the north.
f-f-@-f-f|
| | |
f f |
| | |
f-f-f-f |
---------+
[Exits: east south west]
A proud, powerful looking black stallion stomps its feet restlessly.
<421hp 608m 313mv> SOL
A trail through the light forest
f-o-o| You are on a trail leading east and west through the dense
| | || forest. To the east, the forest gradually seems to become
f o-o| lighter. A small path leads north.
| |
f-f-@-f-f|
| |
f |
| |
f-f-f |
---------+
[Exits: north east west]
The caravan attendant is here, with caravans for hire.
<421hp 608m 312mv> A trail through the light forest
f-o-o-o| You are on a trail leading east and west through the dense
| | | | forest. To the east, the forest gradually seems to become
f o-o | lighter.
| |
f-f-@-f-f|
| |
f |
| |
f-f |
---------+
[Exits: east west]
<421hp 608m 311mv> A trail through the light forest
f-o-o | You are on a trail leading east and west through the dense
| | | forest. To the east, the forest gradually seems to become
f o | lighter.
| |
f-f-@-f-o|
|
|
|
|
---------+
[Exits: east west]
<421hp 608m 310mv> east
A trail through the light forest
| You are on a trail leading east and west through the dense
| forest. To the east, the forest gradually seems to become
| lighter. A thinner trail twists off slowly to the north.
|
f-f-@-o-+|
|
|
|
|
---------+
[Exits: east west]
<421hp 608m 309mv> east
The edge of the forest
+| You are standing at the eastern edge of a big forest.
|| To the east is the West Gate of Seringale and to the
+| west is a narrow trail, leading in through the forest.
||
f-f-@-+-+|
||
+|
||
+|
---------+
[Exits: east west]
<421hp 608m 308mv> Outside the West Gate
+ | You are outside the West Gate of Seringale. Before you
| | is a great wall. It is made of huge slabs of white stones
+ S| with various figures of birds, beasts, and dragons carved
| || into it. The great wall soars over your head at over
f-o-@-+-+| 30 spans tall. You see the entrance into the city of
| || Seringale to the east and the beginnings of a forest
+ +| to the west.
| ||
+ f|
---------+
[Exits: east west]
A drow city guard of seringale stands watch here.
<421hp 608m 307mv> Players near you in Seringale:
<PK> Dluldor North of Market Square
<PK> Dhaartnab Outside the West Gate
<421hp 608m 307mv> where
You decide to venture on by yourself!
<421hp 608m 307mv> Inside the West Gate
+ | You are inside the West Gate of Seringale. All around
| | you are people travelling in and out of the city. The
+ S S| great wall of Seringale soars over your head at over
| | || 30 spans tall. You see the city to the east, the west
o-+-@-+-+| gate above you, and the city walls lead to the north
| | | and south.
+ + |
| | |
+ f-f|
---------+
[Exits: north east south west]
A gnomish city guard of Seringale stands watch here.
A human city guard of Seringale stands watch here.
A gate guard is here guarding the gates of Seringale.
A gate guard is here guarding the gates of Seringale.
<421hp 608m 306mv> east
The West Common Road
+ | You are on the Common Road of Seringale. All around you
| | are busy people hurrying along minding their own business.
+ S S S| You see the Common Road to the east, a small fishing shop
| | | || to the north, the entrance of a park to the south, and
+-+-@-+-+| the Western Gate to the west.
| | ||
+ + *|
| | |
+ f-f |
---------+
[Exits: north east south west]
<421hp 608m 305mv> east
Players near you in Seringale:
<PK> Dluldor The West Common Road
<PK> Dhaartnab The West Common Road
<421hp 608m 305mv> east
The West Common Road
+ | You are on the Common Road of Seringale. All around you are
| | busy people hurrying along minding their own business. You
+ S S S S| see a small shop with a sign of a glowing staff to the north,
| | | | || and the Common Road leads to the east and west.
+-+-@-+-+|
| | | ||
+ + *-*|
| | |
+ f-f |
---------+
[Exits: north east west]
<421hp 608m 304mv> where
The West Common Road
| You are on the Common Road of Seringale. All around you are
| busy people hurrying along minding their own business. You
S S S S S| see a shop with a sign of a silver wand shooting sparks on
| | | | || the north, the stables of an inn to the south, and the Common
+-+-@-+-+| Road continues to the east and the west.
| | | ||
+ *-* S|
| |
f-f |
---------+
[Exits: north east south west]
<421hp 608m 303mv> east
Dluldor flies in.
The Western Monument
| Raised in the middle of the Common Road is a granite pillar,
| the Western Monument. Several glyphs and words have been
S S S S S| chiseled into its sides, as many travellers have attempted
| | | | || to leave their mark within Seringale. Many sets of footprints
+-+-@-+-+| can be seen on the ground, as several people frequent
| | | || this path. The road continues east and west, and the Scroll
*-* S F| Shop is to the north.
|
|
---------+
[Exits: north east south west]
<421hp 608m 302mv> east
Players near you in Seringale:
<PK> Dluldor The West Common Road
<PK> Dhaartnab The Western Monument
<421hp 608m 302mv> east
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]
<421hp 608m 301mv> east
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]
<421hp 608m 300mv> scan all
West of Market Square
S-+-S| You are west of Market Square. A marvellous monument
| | has been erected here in the middle of the city of Seringale,
S S *-+-*| ever flowing with clear drinkable water. The road is
| | | || well worn from the traffic constantly passing over it.
+-+-@ +| A path leads north and south around the fountain, while
| | | || the common road continues to the west.
S F *-+-*|
| |
S-+-S|
---------+
[Exits: north south west]
A beggar wanders around asking for spare gold.
<421hp 608m 299mv> south
A fenced-in fountain! You reach for the delicious water but can't fit through the iron bars.
<421hp 608m 299mv> east
You scan all around.
You scan north.
You scan south.
You scan west.
<421hp 608m 299mv> Southwest of Market Square
S S *-+-*| You are standing southwest of the Market Square. A marvellous
| | | || monument has been erected here in the middle of the city
+-+-+ +| of Seringale, ever flowing with clear drinkable water.
| | | || The road is well worn from the traffic constantly passing
S F @-+-*| over it. You see a path around the square to the east
| | and north.
S-+-S|
| |
S-+-*|
---------+
[Exits: north east]
<421hp 608m 298mv> where
South of Market Square
S *-+-* F| You are south of Market Square. A marvellous monument has
| | | || been erected here in the middle of the city of Seringale,
+-+ +-+| ever flowing with clear drinkable water. The road is well
| | | || worn from the traffic constantly passing over it. A path
F *-@-* S| leads east and west around the fountain, while the main
| | street continues to the south.
S-+-S |
| |
S-+-* |
---------+
[Exits: east south west]
A halfling citizen of Seringale strolls about.
A beggar wanders around asking for spare gold.
A beggar wanders around asking for spare gold.
<421hp 608m 297mv> east
Players near you in Seringale:
<PK> Dhaartnab South of Market Square
<421hp 608m 297mv> Southeast of Market Square
*-+-* F +| You are standing southeast of the Market Square. A marvellous
| | | || monument has been erected here in the middle of the city
+ +-+-+| of Seringale, ever flowing with clear drinkable water. The
| | | || road is well worn from the traffic constantly passing over
*-+-@ S S| it. You see a path around the square to the west and north.
| |
S-+-S |
| |
S-+-* |
---------+
[Exits: north west]
<421hp 608m 296mv> 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-+-S |
---------+
[Exits: north east south]
A beggar wanders around asking for spare gold.
A beggar wanders around asking for spare gold.
A long-haired lanky man with piercing blue eyes stands here.
Jack the hat says ''Ere you, "TOSS" us a coin would ya? My gambling addiction needs funds.'
<421hp 608m 295mv> east
east
The East Common Road
+-S *| You are on the Common Road of Seringale. All around you are
| || busy people hurrying along minding their own business. The
+-* F +-*| smell of fresh bread wafts in from the north of here. A shop
| | | | with a sign of an iron hammer is south.
+-@-+-+|
| | | ||
+-* S S +|
| |
+-S |
---------+
[Exits: north east south west]
<421hp 608m 294mv> where
The East Common Road
* | You are on the Common Road of Seringale. All around you
| | are busy people hurrying along minding their own business.
* F +-* | You see the entrance to the Warrior Guild to the north,
| | | | a shop with a sign of a sword and an axe to the south,
+-+-@-+-+| and the Common Road continues to the east and the west.
| | | | |
* S S +-+|
||
+|
---------+
[Exits: north east south west]
<421hp 608m 293mv> east
Players near you in Seringale:
<PK> Dhaartnab The East Common Road
<421hp 608m 293mv> The Eastern Monument
* | Standing in the center of the road is a large marble
| | monument, chiseled at odd angles and serving as a landmark
F +-* S| for Serin adventurers. Several dusty sets of footprints
| | || can be seen around the base of the monument, as hundreds
+-+-@-+-+| of passing citizens mark their paths from this large
| | | || stone monolith. To the south you see a dark alley, and
S S +-+ S| the Common Road continues to the east and west.
| |
+-+|
---------+
[Exits: east south west]
<421hp 608m 292mv> east
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]
<421hp 608m 291mv> east
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]
<421hp 608m 290mv> east
where
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]
<421hp 608m 289mv> east
Players near you in Seringale:
<PK> Dhaartnab The East Common Road
<421hp 608m 289mv> 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.'
<421hp 608m 288mv> east
The sun rises in the east.
The town clock tolls once as the day begins.
<431hp 637m 343mv> east
Outside the East Gate
+ | You are outside the East Gate of Seringale. Before you is a
| | great wall. It is made of huge slabs of white stones with
+ | various figures of birds, beasts, and dragons carved into
| | it. The great wall soars over your head at over 30 spans tall.
+-+-@-+-+| You see the entrance into the city of Seringale to the west
| | and a road travelling out of the city to the east.
+ |
| |
+ |
---------+
[Exits: east west]
<431hp 637m 342mv> 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]
<431hp 637m 341mv> east
east
Along the Eastern Road
| You are traveling along a well-travelled road between
| Seringale and the lands to the east. The path has been
| created from a light stone material that is very resilient.
| It has worn away over time from the flow of traffic that
+-+-@-+-+| has passed through here. This is one of Serin's busiest
| trade routes.
|
|
|
---------+
[Exits: east west]
<431hp 637m 340mv> AF
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]
<431hp 637m 339mv> You are affected by the following:
Spell: armor : modifies armor class by 20 for 18 hours
Spell: stone skin : modifies armor class by 40 for 37 hours
Spell: detect invis : lasts for 0 hours
<431hp 637m 339mv> C MIR
A mirror image of yourself appears beside you!
A mirror image of yourself appears beside you!
A mirror image of yourself appears beside you!
<431hp 597m 339mv> east
where
east
Along the Eastern Road
o| You are traveling along a well-travelled road between
|| Seringale and the lands to the east. The path has been
o| created from a light stone material that is very resilient.
|| It has worn away over time from the flow of traffic that
+-+-@-+-+| has passed through here. This is one of Serin's busiest
|| trade routes.
+|
||
+-+|
---------+
[Exits: east west]
Dhaartnab walks in.
Dhaartnab walks in.
Dhaartnab walks in.
<431hp 597m 338mv> Players near you in Eastern Road:
<PK> Dhaartnab Along the Eastern Road
<431hp 597m 338mv> 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]
Dhaartnab walks in.
Dhaartnab walks in.
Dhaartnab walks in.
<431hp 597m 337mv> east
The Crossroads
o | Here, the great eastern road intersects with an older road
| | between the mines of Tenebria and the ruined city of Thalos.
o | The outskirts of Seringale lie to your west, and the highway
| | continues to the east. An old northern road leads to the
+-+-@-+-+| dwarven kingdom and the abandoned mines, while the southern
| || road shows the scars of the war which destroyed Thalos.
+ +|
| |
+-+ |
---------+
[Exits: north east south west]
The caravan attendant is here, with caravans for hire.
Dhaartnab walks in.
Dhaartnab walks in.
Dhaartnab walks in.
<431hp 597m 336mv> north
The Lane
x-x | You are strolling along a pleasant, shady lane. The road
| | is lined on both sides by tall, stately trees which lend
o | the scene with a sense of quiet serenity. You can follow
| | the road north or south.
@ |
| |
+-+-+-+-+|
| ||
+ +|
---------+
[Exits: north south]
Dhaartnab walks in.
Dhaartnab walks in.
Dhaartnab walks in.
<431hp 597m 335mv> north
The Plains
| You are standing on the plains. This is a vast desolate
| place where the wind can howl undisturbed since nothing
x-x | but you bars its way. However you are not the first to
| | wander here. Before you somebody has left a small path.
@ | The path looks rather bewildered and is not the kind
| | of path to lead to anywhere significant or important
o | but it seems to have made up its mind to enter the hills
| | far away north.
+-+-+-+-+|
---------+
[Exits: north south]
Dhaartnab walks in.
Dhaartnab walks in.
Dhaartnab walks in.
<431hp 597m 334mv> north
west
Road to Tenebria
| This is a non descript path which appears to have been made
| over the years by those wishing to enter the lands of dwarves
| from the Eastern road. To the south you can see the Eastern
| Road. To the west, you can see a steeply rising trail.
x-@ |
| |
o |
| |
o |
---------+
[Exits: south west]
Dhaartnab climbs in.
Dhaartnab climbs in.
Dhaartnab climbs in.
<431hp 597m 332mv> up
east
Base of the Ladder
| The trail rises very sharply at this point. Progress appears
| limited to a ladder which leans against the side of the
| cliff. Without the ladder, it appears one would need wings.
| To the east, the trail sharply descends to the Eastern
@-x | Road.
| |
o |
| |
o |
---------+
[Exits: east up]
Dhaartnab climbs in.
Dhaartnab climbs in.
Dhaartnab climbs in.
<431hp 597m 329mv> Windswept Plateau of the Dwarven Mines
z| A stunning view of the Eastern Road is available to all
|| who stand on this ledge. The wind buffets even the most
z| solidly built contraption. There is no cover at all. The
|| top of a ladder peeks up from over the ledge, leading
@-~-o| down into a difficult section of the trail that appears
| impassible without the ladder. To the east, you can hear
| the sound of gurgling water.
|
|
---------+
[Exits: east down]
Dhaartnab climbs in.
Dhaartnab climbs in.
Dhaartnab climbs in.
<431hp 597m 326mv> east
Bank of a Swift Stream
z | A narrow and swift moving stream bisects the path here.
| | Evidence of a small bridge litters each side of the stream.
z | It is obviously beyond repair. Walking through the stream
| | appears to be possible, but it runs swiftly southward. Across
x-@-o | the stream you can see the path continue on the other side,
| rising into darkness. To the west the path descends somewhat,
| towards the Eastern Road.
|
|
---------+
[Exits: east west]
Dhaartnab swims in.
Dhaartnab swims in.
Dhaartnab swims in.
<431hp 597m 324mv> South of the Foothills
z | The path here follows the swift-moving stream along its east
| | bank. The path itself is little more than a three feet wide,
z | and somewhat segregates the stream from the surrounding field
| | of grass, ragweed, and dandelions. The path approaches an
x-~-@ | old bridge crossing the stream to the west and ascends northward
| into the foothills.
|
|
|
---------+
[Exits: north west]
Dhaartnab walks in.
Dhaartnab walks in.
Dhaartnab walks in.
<431hp 597m 323mv> north
A Path Through the Foothills
z | The hard-packed path makes the trek through these foothills
| | much less daunting. It ascends as it continues northward and,
z | to the south, it descends towards the Eastern Road. The foothills
| | themselves are sprawling, extending north and east towards
@ | peaked mountains.
| |
x-~-o |
|
|
---------+
[Exits: north south]
Dhaartnab walks in.
Dhaartnab walks in.
Dhaartnab walks in.
<431hp 597m 322mv> north
north
A Path Through the Foothills
+-+-+| The hard-packed path makes the trek through these foothills
| || much less daunting. It ascends as it continues northward
z +| and, to the south, it descends towards the Eastern Road.
| || The foothills themselves are sprawling, extending north and
@ +| east towards peaked mountains.
| |
z |
| |
x-~-o |
---------+
[Exits: north south]
Dhaartnab walks in.
Dhaartnab walks in.
Dhaartnab walks in.
<431hp 597m 320mv> A Path Through the Foothills
z| The hard-packed path makes the trek through these foothills
|| much less daunting. It ascends as it continues northward
+-+-+| and, to the south, it descends towards the Eastern Road.
| || The foothills themselves are sprawling, extending north and
@ +| east towards peaked mountains.
| ||
z +|
| |
z |
---------+
[Exits: north south]
Dhaartnab walks in.
Dhaartnab walks in.
Dhaartnab walks in.
<431hp 597m 318mv> north
east
On the Plateau
z-z| You stand on the western edge of a thin plateau overlooking
|| the steady bustle of the city of Seringale to the southwest.
z| A solemn stillness permeates from the rock beneath you,
|| as if stone itself could mourn the tragedies of its ancient
@-+-+| and tumultuous past. A sheer cliff on one face of Grimforge
| || Mountain blocks any ascent to the north. A path descends
z +| southward into the foothills, and the plateau extends
| || to the east.
z +|
---------+
[Exits: east south]
Dhaartnab walks in.
Dhaartnab walks in.
Dhaartnab walks in.
<431hp 597m 317mv> east
On the Plateau
z-z | You stand on a thin plateau that juts out even further
| | to the west, forming a shelf on the side of Grimforge
z | Mountain. Sparse flora can be seen clinging to the mountain
| | in places, stubbornly refusing to be cast down the mountainside
+-@-+-+| by water, wind, or time. The trail has all but vanished
| | | here, as one might expect whilst traversing solid stone.
z + |
| | |
z +-+|
---------+
[Exits: east west]
Dhaartnab walks in.
Dhaartnab walks in.
Dhaartnab walks in.
<431hp 597m 316mv> Audsug Crossing
z-z | A large boulder rests on the south-eastern side of this
| | intersection of paths. It appears to be granite, but has
z | several black, glass-like protrusions. A wooden signpost
| | has been erected beside the curious boulder to help travellers
+-+-@-+-+| find their way. The one path appears to wind towards the
| | | mountains to the north, while disappearing into some rocks
z + | off to the south. The other heads east towards a small
| | | village and extends out onto some sort of plateau to the
z +-+ | west.
---------+
[Exits: north east south west]
A wooden signpost has been placed here to help travelers find their way.
Dhaartnab walks in.
Dhaartnab walks in.
Dhaartnab walks in.
<431hp 597m 315mv> east
A Pebble-Strewn Path
z-z | The pebble-strewn path appears to be used regularly, despite
| | its relatively remote location. Mountains to the north and
z | east provide a breathtaking landscape as you travel, but
| | no signs of animal life can be seen. To the west, the path
+-+-@-+-+| continues towards a thin plateau and, to the east, it appears
| | to be approaching a small village.
+ |
| |
+-+ |
---------+
[Exits: east west]
Dhaartnab walks in.
Dhaartnab walks in.
Dhaartnab walks in.
<431hp 597m 314mv> east
east
A Pebble-Strewn Path
z | The pebble-strewn path appears to be used regularly, despite
| | its relatively remote location. Mountains to the north and
z | east provide a breathtaking landscape as you travel, but no
| | signs of animal life can be seen. To the west, the path continues
+-+-@-+-+| towards a thin plateau and, to the east, it appears to be approaching
| | a small village.
+ |
| |
+-+ |
---------+
[Exits: east west]
Dhaartnab walks in.
Dhaartnab walks in.
Dhaartnab walks in.
<431hp 597m 313mv> Outside the Village of Gwidry
*-*-+| The pebble-strewn path appears to be used regularly, despite
| || its relatively remote location. Mountains to the north
* +| and east provide a breathtaking landscape as you travel,
|| but no signs of animal life can be seen. To the west,
+-+-@-+-+| the path continues towards a thin plateau and, to the
| east, it appears to be approaching a small village.
|
|
|
---------+
[Exits: east west]
Dhaartnab walks in.
Dhaartnab walks in.
Dhaartnab walks in.
<431hp 597m 312mv> east
A Dusty Road
*-*-+-*| An old road created long ago runs through the small agricultural
| | | village of Gwidry. The road is paved with small pebbles,
* + | weathered by rain and beaten flat by the traffic of feet
| | over it. As you move outward toward the edges of the street,
+-+-@-+ | grasses and weeds start to overtake it. The grass is short
| and colored green and brown.
|
|
|
---------+
[Exits: east west]
Dhaartnab walks in.
Dhaartnab walks in.
Dhaartnab walks in.
<431hp 597m 311mv> east
north
A Dusty Road
*-*-+-* | An old road created long ago runs through the small agricultural
| | | village of Gwidry. The road is paved with small pebbles, weathered
* + | by rain and beaten flat by the traffic of feet over it. As
| | you move outward toward the edges of the street, grasses and
+-+-@ | weeds start to overtake it. The grass is short and colored
| green and brown.
|
|
|
---------+
[Exits: north west]
Dhaartnab walks in.
Dhaartnab walks in.
Dhaartnab walks in.
<431hp 597m 310mv> north
A Dusty Road
+ | An old road created long ago runs through the small agricultural
| | village of Gwidry. The road is paved with small pebbles, weathered
*-*-+-* | by rain and beaten flat by the traffic of feet over it. As
| | | you move outward toward the edges of the street, grasses and
* @ | weeds start to overtake it. The grass is short and colored
| | green and brown.
+-+-+ |
|
|
---------+
[Exits: north south]
A little kid stands here, looking nervous.
Dhaartnab walks in.
Dhaartnab walks in.
Dhaartnab walks in.
A little kid says 'Hey, Dhaartnab, my cat's having kittens, do you want one?'
<431hp 597m 309mv> A Dusty Road
*-+ | An old road created long ago runs through the small agricultural
| | | village of Gwidry. The road is paved with small pebbles,
* + | weathered by rain and beaten flat by the traffic of feet
| | over it. As you move outward toward the edges of the street,
*-*-@-* | grasses and weeds start to overtake it. The grass is short
| | | and colored green and brown. Farmland stretches off to the
* + | east and a tall building stands to the west, its doorless
| | doorway making it seem unlikely it could be anything other
+-+-+ | than an inn.
---------+
[Exits: north east south west]
Dhaartnab walks in.
Dhaartnab walks in.
Dhaartnab walks in.
<431hp 597m 308mv> west
Main Room of the Inn
*-+ | A series of crude wooden tables sit along the walls, each
| | | with a bench set firmly on each of its sides, the large
* + | metal rivets that hold them together are clearly visible,
| | even from a distance. The floor is covered in dirt, apparently
*-@-+-*| it hasn't been cleaned in a while. The walls are almost
| | | completely covered with graffiti, mostly carvings, but
* + | some penned or painted on the surface of the wall with
| | one utensil or another. A door stands at the back of the
+-+-+-+ | room, it seems to sway open and closed all the time, never
---------+ ceasing for even a moment. A staircase leads up the second
floor where lies a room, rentable for a night, no more. An open doorway leads
out to a dusty road to the east, next to it hangs a sign, another stands to
the west, leading into a short hall that itself leads to the owner's room. There
is a trapdoor worked into the northwest corner of the room's floor.
[Exits: east south west up (trapdoor)]
Dhaartnab walks in.
Dhaartnab walks in.
Dhaartnab walks in.
<431hp 597m 307mv> OP D
D
You open the trapdoor below you.
<431hp 597m 307mv> east
north
where
A Tunnel Beneath the Inn
o | This cramped tunnel appears to be older than the rest of
| | the village above. The black rocks lining its walls sparkle
o | with a natural glow, despite nearly everything being coated
| | in a layer of dust. Several sets of footprints in the accumulated
@-o | dust indicate that this place sees quite a bit of traffic.
| There is a trapdoor above you, and the tunnel continues
| to the east.
|
|
---------+
[Exits: east up]
Dhaartnab walks in.
Dhaartnab walks in.
Dhaartnab walks in.
<431hp 597m 306mv> A Tunnel Beneath Gwidry
o | This cramped tunnel appears to be older than the rest of the
| | village above. The black rocks lining its walls sparkle with
o | a natural glow, despite nearly everything being coated in
| | a layer of dust. Several sets of footprints in the accumulated
o-@ | dust indicate that this place sees quite a bit of traffic.
| The tunnel extends to the west and to the north.
|
|
|
---------+
[Exits: north west]
Dhaartnab walks in.
Dhaartnab walks in.
Dhaartnab walks in.
<431hp 597m 305mv> A Tunnel Beneath Gwidry
o-o-o| This cramped tunnel appears to be older than the rest of the
| | village above. The black rocks lining its walls sparkle with
o | a natural glow, despite nearly everything being coated in
| | a layer of dust. Several sets of footprints in the accumulated
@ | dust indicate that this place sees quite a bit of traffic.
| | The tunnel extends to the north and to the south.
o-o |
|
|
---------+
[Exits: north south]
A large hobgoblin is here, plotting to take over the world.
Dhaartnab walks in.
Dhaartnab walks in.
Dhaartnab walks in.
<431hp 597m 304mv> ass large
ki large
get purp
put purp sack
Players near you in Gwidry:
<PK> Dhaartnab A Tunnel Beneath Gwidry
<431hp 597m 304mv> You can't expect to assassinate someone without proper training.
<431hp 597m 304mv> Your smash maims the large hobgoblin!
The large hobgoblin has quite a few wounds.
<431hp 597m 304mv>
You parry the large hobgoblin's chop.
Your smash MUTILATES the large hobgoblin!
Dhaartnab's punch decimates the large hobgoblin!
Dhaartnab's punch decimates the large hobgoblin!
Dhaartnab's punch decimates the large hobgoblin!
The large hobgoblin is DEAD!!
You get 11 gold coins from the corpse of the large hobgoblin.
Nycticora gives you 10 gold coins for your sacrifice.
<431hp 597m 304mv> where
You get a purple potion.
<431hp 597m 304mv> You put a purple potion in a Big Ol'Pack Sack.
<431hp 597m 304mv> north
Players near you in Gwidry:
<PK> Dhaartnab A Tunnel Beneath Gwidry
<431hp 597m 304mv> north
A Tunnel Beneath Gwidry
| This cramped tunnel appears to be older than the rest of
| the village above. The black rocks lining its walls sparkle
o-o-o| with a natural glow, despite nearly everything being coated
| | in a layer of dust. Several sets of footprints in the accumulated
@ | dust indicate that this place sees quite a bit of traffic.
| | The tunnel extends to the north and to the south.
o |
| |
o-o |
---------+
[Exits: north south]
Dhaartnab walks in.
Dhaartnab walks in.
Dhaartnab walks in.
<431hp 597m 303mv> east
A Tunnel Beneath Gwidry
| This cramped tunnel appears to be older than the rest of
| the village above. The black rocks lining its walls sparkle
| with a natural glow, despite nearly everything being coated
| in a layer of dust. Several sets of footprints in the accumulated
@-o-o| dust indicate that this place sees quite a bit of traffic.
| | The tunnel extends to the south and to the east.
o |
| |
o |
---------+
[Exits: east south]
Dhaartnab walks in.
Dhaartnab walks in.
Dhaartnab walks in.
<431hp 597m 302mv> east
A Tunnel Beneath Gwidry
| This cramped tunnel appears to be older than the rest of the
| village above. The black rocks lining its walls sparkle with
o| a natural glow, despite nearly everything being coated in a
|| layer of dust. Several sets of footprints in the accumulated
o-@-o-o| dust indicate that this place sees quite a bit of traffic.
| | The tunnel extends to the west and to the east.
o |
| |
o |
---------+
[Exits: east west]
Dhaartnab walks in.
Dhaartnab walks in.
Dhaartnab walks in.
<431hp 597m 301mv> A Tunnel Beneath Gwidry
| This cramped tunnel appears to be older than the rest of the
| village above. The black rocks lining its walls sparkle with
o-o| a natural glow, despite nearly everything being coated in a layer
| | of dust. Several sets of footprints in the accumulated dust indicate
o-o-@-o | that this place sees quite a bit of traffic. The tunnel extends
| | to the west and to the east.
o |
| |
o |
---------+
[Exits: east west]
A large hobgoblin is here, plotting to take over the world.
Dhaartnab walks in.
Dhaartnab walks in.
Dhaartnab walks in.
<431hp 597m 300mv> ass large
ki large
get purp
put purp sack
You can't expect to assassinate someone without proper training.
<431hp 597m 300mv> Your smash maims the large hobgoblin!
Your smash maims the large hobgoblin!
You thrust the large hobgoblin's slash aside in a skillful parry.
Your smash MUTILATES the large hobgoblin!
Dhaartnab's punch decimates the large hobgoblin!
The large hobgoblin is DEAD!!
You get 13 gold coins from the corpse of the large hobgoblin.
Nycticora gives you 10 gold coins for your sacrifice.
<431hp 597m 300mv> where
You get a purple potion.
<431hp 597m 300mv> You put a purple potion in a Big Ol'Pack Sack.
<431hp 597m 300mv> Players near you in Gwidry:
<PK> Dhaartnab A Tunnel Beneath Gwidry
<431hp 597m 300mv> west
west
A Tunnel Beneath Gwidry
| This cramped tunnel appears to be older than the rest of the
| village above. The black rocks lining its walls sparkle with
o| a natural glow, despite nearly everything being coated in a
|| layer of dust. Several sets of footprints in the accumulated
o-@-o-o| dust indicate that this place sees quite a bit of traffic.
| | The tunnel extends to the west and to the east.
o |
| |
o |
---------+
[Exits: east west]
Dhaartnab walks in.
Dhaartnab walks in.
Dhaartnab walks in.
You no longer see invisible objects.
<443hp 628m 349mv> A Tunnel Beneath Gwidry
| This cramped tunnel appears to be older than the rest of
| the village above. The black rocks lining its walls sparkle
| with a natural glow, despite nearly everything being coated
| in a layer of dust. Several sets of footprints in the accumulated
@-o-o| dust indicate that this place sees quite a bit of traffic.
| | The tunnel extends to the south and to the east.
o |
| |
o |
---------+
[Exits: east south]
Dhaartnab walks in.
Dhaartnab walks in.
Dhaartnab walks in.
<443hp 628m 348mv> where
Players near you in Gwidry:
<PK> Dhaartnab A Tunnel Beneath Gwidry
<443hp 628m 348mv> DINV
Your eyes tingle.
<443hp 623m 348mv> where
AF
Players near you in Gwidry:
<PK> Dhaartnab A Tunnel Beneath Gwidry
<443hp 623m 348mv> You are affected by the following:
Spell: detect invis : lasts for 51 hours
Spell: mirror image : can be cast again in 3 hours
Spell: armor : modifies armor class by 20 for 17 hours
Spell: stone skin : modifies armor class by 40 for 36 hours
<443hp 623m 348mv> SLOW SELF
You feel yourself moving more slowly.
<443hp 593m 348mv> C BLUR
Your physical contours become distorted.
<443hp 533m 348mv> where
south
south
Players near you in Gwidry:
<PK> Dhaartnab A Tunnel Beneath Gwidry
<443hp 533m 348mv> A Tunnel Beneath Gwidry
| This cramped tunnel appears to be older than the rest of
| the village above. The black rocks lining its walls sparkle
o-o-o| with a natural glow, despite nearly everything being coated
| | in a layer of dust. Several sets of footprints in the accumulated
@ | dust indicate that this place sees quite a bit of traffic.
| | The tunnel extends to the north and to the south.
o |
| |
o-o |
---------+
[Exits: north south]
Dhaartnab walks in.
Dhaartnab walks in.
Dhaartnab walks in.
<443hp 533m 345mv> A Tunnel Beneath Gwidry
o-o-o| This cramped tunnel appears to be older than the rest of the
| | village above. The black rocks lining its walls sparkle with
o | a natural glow, despite nearly everything being coated in
| | a layer of dust. Several sets of footprints in the accumulated
@ | dust indicate that this place sees quite a bit of traffic.
| | The tunnel extends to the north and to the south.
o-o |
|
|
---------+
[Exits: north south]
A curved sword with a heavy tip sits here.
Dhaartnab walks in.
Dhaartnab walks in.
Dhaartnab walks in.
<443hp 533m 342mv> south
A Tunnel Beneath Gwidry
o | This cramped tunnel appears to be older than the rest of the
| | village above. The black rocks lining its walls sparkle with
o | a natural glow, despite nearly everything being coated in
| | a layer of dust. Several sets of footprints in the accumulated
o-@ | dust indicate that this place sees quite a bit of traffic.
| The tunnel extends to the west and to the north.
|
|
|
---------+
[Exits: north west]
Dhaartnab walks in.
Dhaartnab walks in.
Dhaartnab walks in.
<443hp 533m 339mv> west
up
A Tunnel Beneath the Inn
o | This cramped tunnel appears to be older than the rest of
| | the village above. The black rocks lining its walls sparkle
o | with a natural glow, despite nearly everything being coated
| | in a layer of dust. Several sets of footprints in the accumulated
@-o | dust indicate that this place sees quite a bit of traffic.
| There is a trapdoor above you, and the tunnel continues
| to the east.
|
|
---------+
[Exits: east up]
Dhaartnab walks in.
Dhaartnab walks in.
Dhaartnab walks in.
<443hp 533m 336mv> east
Main Room of the Inn
*-+ | A series of crude wooden tables sit along the walls, each
| | | with a bench set firmly on each of its sides, the large
* + | metal rivets that hold them together are clearly visible,
| | even from a distance. The floor is covered in dirt, apparently
*-@-+-*| it hasn't been cleaned in a while. The walls are almost
| | | completely covered with graffiti, mostly carvings, but
* + | some penned or painted on the surface of the wall with
| | one utensil or another. A door stands at the back of the
+-+-+-+ | room, it seems to sway open and closed all the time, never
---------+ ceasing for even a moment. A staircase leads up the second
floor where lies a room, rentable for a night, no more. An open doorway leads
out to a dusty road to the east, next to it hangs a sign, another stands to
the west, leading into a short hall that itself leads to the owner's room. There
is a trapdoor worked into the northwest corner of the room's floor.
[Exits: east south west up down]
Dhaartnab walks in.
Dhaartnab walks in.
Dhaartnab walks in.
<443hp 533m 334mv> A Dusty Road
*-+ | An old road created long ago runs through the small agricultural
| | | village of Gwidry. The road is paved with small pebbles,
* + | weathered by rain and beaten flat by the traffic of feet
| | over it. As you move outward toward the edges of the street,
*-*-@-* | grasses and weeds start to overtake it. The grass is short
| | | and colored green and brown. Farmland stretches off to the
* + | east and a tall building stands to the west, its doorless
| | doorway making it seem unlikely it could be anything other
+-+-+ | than an inn.
---------+
[Exits: north east south west]
Dhaartnab walks in.
Dhaartnab walks in.
Dhaartnab walks in.
<443hp 533m 333mv> where
Players near you in Gwidry:
<PK> Dhaartnab A Dusty Road
<443hp 533m 333mv> north
A Dusty Road
+-+-+| An old road created long ago runs through the small agricultural
| | village of Gwidry. The road is paved with small pebbles,
*-+ | weathered by rain and beaten flat by the traffic of feet
| | | over it. As you move outward toward the edges of the street,
* @ | grasses and weeds start to overtake it. The grass is short
| | and colored green and brown. Farmland stretches off to the
*-*-+-* | east.
| | |
* + |
---------+
[Exits: north south]
Dhaartnab walks in.
Dhaartnab walks in.
Dhaartnab walks in.
<443hp 533m 331mv> north
A Dusty Road
* | An old road created long ago runs through the small agricultural
| | village of Gwidry. The road is paved with small pebbles,
+-+-+| weathered by rain and beaten flat by the traffic of feet
| | over it. As you move outward toward the edges of the street,
*-@ | grasses and weeds start to overtake it. The grass is short
| | | and colored green and brown. Farmland stretches off to
* + | the east and a building stands to the west.
| |
*-*-+-* |
---------+
[Exits: north south west]
Dhaartnab walks in.
Dhaartnab walks in.
Dhaartnab walks in.
<443hp 533m 329mv> north
A Dusty Road
| You are at the intersection of two roads running through
| the quiet little agricultural village of Gwidry. Wandering
* | off to the east is a dusty path that has been created completely
| | by people walking over the land. Southwards a more well defined
@-+-+| road has been dug from the earth, its borders kept straight
| | and clear of obstacles. A small patch of grass grows here
*-+ | at the roadside, weeds beginning to take over its stronghold.
| | |
* + |
---------+
[Exits: north east south]
An old fingerpost is erected here, pointing east and south.
You see 2 of a falchion here.
You see 2 of a voulge here.
Dhaartnab walks in.
Dhaartnab walks in.
Dhaartnab walks in.
<443hp 533m 327mv> east
east
A Dusty Road
| A dusty road running through the quiet little village of Gwidry.
| The road is narrow and obviously created purely by foot traffic,
* +| the center is completely barren, but as you move outward toward
| || the edges grasses and weeds start to grow over it. The grass
+-@-+-+| is short and colored green and brown, only a little of it grows
| | on the road, but it is noticeable. Farmland stretches off
*-+ | to the south where a farmhouse stands, and a delicious aroma
| | | of bread wafts in from the north.
* + |
---------+
[Exits: (north) east (south) west]
Dhaartnab walks in.
Dhaartnab walks in.
Dhaartnab walks in.
<443hp 533m 325mv> A Dusty Road
| A dusty road running through the quiet little village
| of Gwidry. The road is narrow and obviously created purely
* + | by foot traffic, the center is completely barren, but
| | | as you move outward toward the edges grasses and weeds
+-+-@-+-+| start to grow over it. The grass is short and colored
| || green and brown, only a little of it grows on the road,
+ +| but it is noticeable. Farmland stretches off to the north
| || and south.
+ +-+-+|
---------+
[Exits: east west]
Dhaartnab walks in.
Dhaartnab walks in.
Dhaartnab walks in.
<443hp 533m 323mv> east
A Dusty Road
| A dusty road running through the quiet little village
| of Gwidry. The road is narrow and obviously created purely
+ | by foot traffic, the center is completely barren, but
| | as you move outward toward the edges grasses and weeds
+-+-@-+ | start to grow over it. The grass is short and colored
| | green and brown, only a little of it grows on the road,
+ | but it is noticeable. The road leads north, east and
| | to the west.
+-+-+-+|
---------+
[Exits: north east west]
Dhaartnab walks in.
Dhaartnab walks in.
Dhaartnab walks in.
<443hp 533m 321mv> east
A Dusty Road
| You are at the intersection of two roads quietly running
| through the small agricultural village of Gwidry. Wandering
+ | off westwards is an old dusty path that has been manufactured
| | entirely by the action of people walking over the grass,
+-+-@ | slowly creating a track. To the south an old lane leads
| | down towards the river Azial, paved with small stones.
+ f| Grass grows all around here, most of it beginning to
| || suffocate under the presence of weeds. A building lies
+-+-+-+-f| to the north, and a forest stands darkly to the east.
---------+
[Exits: south west]
Dhaartnab walks in.
Dhaartnab walks in.
Dhaartnab walks in.
<443hp 533m 319mv> south
A Dusty Road
+ | The sides of the road are marked out by cartwheel marks,
| | dug into the ground by something heavy. In between the
+-+-+ | tracks a tuft of long grass grows, its spiky mane covered
| | in moisture. As you move outward toward the edges of
@ f| the lane, grasses and weeds start to grow over it. The
| || grass is short and colored green and brown, colourful
+-+-+-+-f| thistles and weeds poking out of it. A building sits
|| off to the west and a forest stands darkly to the east.
f|
---------+
[Exits: north south (west)]
Dhaartnab walks in.
Dhaartnab walks in.
Dhaartnab walks in.
<443hp 533m 317mv> south
east
A Dusty Road
+-+-+ | The sides of the road are marked out by cartwheel marks,
| | dug into the ground by something heavy. In between the
+ f| tracks a tuft of long grass grows, its spiky mane covered
| || in moisture. As you move outward toward the edges of
+-+-@-+-f| the lane, grasses and weeds start to grow over it. The
|| grass is short and colored green and brown, colourful
f| thistles and weeds poking out of it. The road moves off
|| toward the rivers edge to the east, it also leads to
f| the west and north.
---------+
[Exits: north east west]
Dhaartnab walks in.
Dhaartnab walks in.
Dhaartnab walks in.
<443hp 533m 315mv> east
A Dusty Road
+-+ +| The sides of the road are marked out by cartwheel marks,
| || dug into the ground by something heavy. In between the
+ f-+| tracks a tuft of long grass grows, its spiky mane covered
| | || in moisture. As you move outward toward the edges of
+-+-@-f-+| the lane, grasses and weeds start to grow over it. The
| || grass is short and colored green and brown, colourful
f-+| thistles and weeds poking out of it. The road moves off
| || toward the west and a forest stands to the east.
f-+|
---------+
[Exits: east west]
Dhaartnab walks in.
Dhaartnab walks in.
Dhaartnab walks in.
<443hp 533m 313mv> where
Lightning flashes in the sky.
<455hp 567m 349mv> The western edge of the forest
+ +-o| A steep incline of rock prevents you from moving further
| | || westward. The rock is unusually smooth, as though it
+ f-+-+| were done by hand. The trees surrounding you are as immense
| | | | as the rest of the forest if not larger. As you look
+-+-@-+ *| closer, you notice small mysterious symbols etched around
| | || the base of the enormous trees that border along the
f-+-o| incline. What life was visible before, have avoided this
| | | section of the woods.
f-+-f|
---------+
[Exits: north east south west]
A curved sword with a heavy tip sits here.
A long polearm with a curved blade is here.
Dhaartnab walks in.
Dhaartnab walks in.
Dhaartnab walks in.
<455hp 567m 347mv> south
Players near you in Armageddon Sanctuary:
<PK> Dhaartnab The western edge of the forest
<455hp 567m 347mv> south
The western edge of the forest
+ f-+-+| A steep incline of rock prevents you from moving further
| | | | westward. The rock is unusually smooth, as though it
+-+-f-+ *| were done by hand. The trees surrounding you are as immense
| | || as the rest of the forest if not larger. As you look
@-+-o| closer, you notice small mysterious symbols etched around
| | | the base of the enormous trees that border along the
f-+-f| incline. What life was visible before, have avoided this
| || section of the woods.
+-f|
---------+
[Exits: north east south]
A skinny mouse scampers about, looking for something to eat.
Dhaartnab walks in.
Dhaartnab walks in.
Dhaartnab walks in.
<455hp 567m 344mv> south
The western edge of the forest
+-+-f-+ *| A steep incline of rock prevents you from moving further
| | || westward. The rock is unusually smooth, as though it
f-+-o| were done by hand. The trees surrounding you are as immense
| | | as the rest of the forest if not larger. As you look
@-+-f| closer, you notice small mysterious symbols etched around
| || the base of the enormous trees that border along the
+-f| incline. What life was visible before, have avoided this
| || section of the woods.
+-f|
---------+
[Exits: north east]
A massive owl waits patiently for its next meal.
Dhaartnab walks in.
Dhaartnab walks in.
Dhaartnab walks in.
<455hp 567m 341mv> east
Alas, you cannot go that way.
<455hp 567m 341mv> east
A very muddy path
+-f-+ *-S| Filth. Various clumps of mud have been flung everywhere,
| | | | lining the thick trunks of numerous oak trees near by.
f-+-o | The ground seems very unstable and you feel yourself
| | | sink slowly into the ground with every step. You wonder
f-@-f | how all this mud was formed in the first place. The sound
| | | of gushing water can be heard nearby.
+-f |
| | |
+-f-f|
---------+
[Exits: north east south west down]
A druid is here, chanting in a mysterious language.
A druid is here, chanting in a mysterious language.
Dhaartnab walks in.
Dhaartnab walks in.
Dhaartnab walks in.
An insipid druid says 'The time draws near, Dhaartnab. I can feel it.'
<455hp 567m 339mv> south
Dense undergrowth
f-+ *-S | This part of the forest is very thick and overgrown with
| | | | vines and all sorts of foilage. The vines crawl across
f-+-o | the path as if attempting to set up a trap for any that
| | | wish to walk past. It looks as if the arrangement was man-made
f-+-@ | for its intricacy. Small dens and burrows have been dug
| | | out of the ground, big enough for animals of small stature
+-f | to shelter inside. Life looks rich in this part of the
| | | forest.
+-f-f |
---------+
[Exits: south west]
Dhaartnab walks in.
Dhaartnab walks in.
Dhaartnab walks in.
<455hp 567m 337mv> south
Dense undergrowth
f-+-o | This part of the forest is very thick and overgrown with
| | | vines and all sorts of foilage. The vines crawl across
f-+-f | the path as if attempting to set up a trap for any that
| | | wish to walk past. It looks as if the arrangement was
+-@ | man-made for its intricacy. Small dens and burrows have
| | | been dug out of the ground, big enough for animals of
+-f-f | small stature to shelter inside. Life looks rich in this
| | | | part of the forest.
f-f-f-f|
---------+
[Exits: north south west]
Dhaartnab walks in.
Dhaartnab walks in.
Dhaartnab walks in.
<455hp 567m 334mv> east
Dense undergrowth
f-+-f | This part of the forest is very thick and overgrown with
| | | vines and all sorts of foilage. The vines crawl across
+-f | the path as if attempting to set up a trap for any that
| | | wish to walk past. It looks as if the arrangement was
+-@-f | man-made for its intricacy. Small dens and burrows have
| | | | been dug out of the ground, big enough for animals of
f-f-f-f| small stature to shelter inside. Life looks rich in this
| | || part of the forest.
f-f-f|
---------+
[Exits: north east south west up]
Dhaartnab walks in.
Dhaartnab walks in.
Dhaartnab walks in.
<455hp 567m 331mv> south
Dense undergrowth
+-f | This part of the forest is very thick and overgrown with
| | | vines and all sorts of foilage. The vines crawl across
+-f | the path as if attempting to set up a trap for any that
| | | wish to walk past. It looks as if the arrangement was
+-f-@ | man-made for its intricacy. Small dens and burrows have
| | | | been dug out of the ground, big enough for animals of
f-f-f-f-f| small stature to shelter inside. Life looks rich in this
| | | || part of the forest. The walls of a huge temple rise to
f-f-f-f| the north of you.
---------+
[Exits: south west]
Dhaartnab walks in.
Dhaartnab walks in.
Dhaartnab walks in.
<455hp 567m 328mv> Dense undergrowth
+-f | This part of the forest is very thick and overgrown with
| | | vines and all sorts of foilage. The vines crawl across
+-f-f | the path as if attempting to set up a trap for any that
| | | | wish to walk past. It looks as if the arrangement was
f-f-@-f-f| man-made for its intricacy. Small dens and burrows have
| | | || been dug out of the ground, big enough for animals of
f-f-f-f| small stature to shelter inside. Life looks rich in this
| | part of the forest.
f-f|
---------+
[Exits: north east south west]
A druid is here, chanting in a mysterious language.
Dhaartnab walks in.
Dhaartnab walks in.
Dhaartnab walks in.
An insipid druid says 'Nature has brought us life, and it is nature that will end it!'
<455hp 567m 325mv> east
Surrounded by oak trees
f | Ancient oak trees surround you in every direction making
| | it difficult to traverse any further. They loom upwards
f-f | as far as your eyes can see, letting no light come through
| | | their tightly-knit leaves and branches. The ground is
f-f-@-f-f| covered in thick patches of dying moss and dried, crumbled
| | | | || leaves. Life in this prison of trees is scarce, as though
f-f-f-f-f| field of fear surrounds the area. The walls of a huge
| | temple rise to the north of you.
f-f-f|
---------+
[Exits: east south west]
A massive owl waits patiently for its next meal.
A tree-like creature with large fangs looms your way.
Dhaartnab walks in.
Dhaartnab walks in.
Dhaartnab walks in.
<455hp 567m 322mv> east
Surrounded by oak trees
f| Ancient oak trees surround you in every direction making
|| it difficult to traverse any further. They loom upwards
f o-f| as far as your eyes can see, letting no light come through
| || their tightly-knit leaves and branches. The ground is
f-f-@-f f| covered in thick patches of dying moss and dried, crumbled
| | | | || leaves. Life in this prison of trees is scarce, as though
f-f-f-f-f| field of fear surrounds the area. The walls of a huge
| || temple rise to the north of you.
f-f-f-f|
---------+
[Exits: east south west]
A druid is here, chanting in a mysterious language.
Dhaartnab walks in.
Dhaartnab walks in.
Dhaartnab walks in.
<455hp 567m 319mv> east
Surrounded by oak trees
f-o| Ancient oak trees surround you in every direction making
| || it difficult to traverse any further. They loom upwards
o-f-f| as far as your eyes can see, letting no light come through
| || their tightly-knit leaves and branches. The ground is
f-f-@ f-f| covered in thick patches of dying moss and dried, crumbled
| | | | || leaves. Life in this prison of trees is scarce, as though
f-f-f-f-f| field of fear surrounds the area. The walls of a huge
| | || temple rise to the north of you.
f-f-f-f-f|
---------+
[Exits: south west]
Dhaartnab walks in.
Dhaartnab walks in.
Dhaartnab walks in.
<455hp 567m 316mv> south
east
Surrounded by oak trees
o-f-f| Ancient oak trees surround you in every direction making
| || it difficult to traverse any further. They loom upwards
f-f-f f-f| as far as your eyes can see, letting no light come through
| | | | || their tightly-knit leaves and branches. The ground is
f-f-@-f-f| covered in thick patches of dying moss and dried, crumbled
| | || leaves. Life in this prison of trees is scarce, as though
f-f-f-f-f| field of fear surrounds the area. The walls of a huge
| | || temple rise to the north of you.
f-f-f|
---------+
[Exits: north east west]
A druid is here, chanting in a mysterious language.
Dhaartnab walks in.
Dhaartnab walks in.
Dhaartnab walks in.
<455hp 567m 313mv> where
A narrow trail
o-f-f | Light filters in through the canopy here, brushing past
| | | the trees and casting long shadows on the ground. This
f-f f-f | part of the forest is eerie and very humid. A soft wind
| | | | | floats by gradually and slowly, carrying upon it a pine
f-f-@-f ~| scent that is mixed with the burning bark of the oaks
| | || here. The enormous trees that surround you have been
f-f-f-f-f| etched with small mysterious symbols. Some strange force
| | | || is at work here, giving long life to these surroundings.
f-f-f-f|
---------+
[Exits: north east south west]
A massive owl waits patiently for its next meal.
Dhaartnab walks in.
Dhaartnab walks in.
Dhaartnab walks in.
<455hp 567m 310mv> Players near you in Armageddon Sanctuary:
<PK> Dhaartnab A narrow trail
<455hp 567m 310mv> east
The eastern edge of the forest
o-f-f | A steep incline of rock prevents you from moving further
| | | eastward. The rock is unusually smooth, as though it were
f f-f | done by hand. The trees surrounding you are as immense
| | | | as the rest of the forest if not larger. As you look closer,
f-f-@ ~ | you notice small mysterious symbols etched around the base
| | | | of the enormous trees that border along the incline. What
f-f-f-f | life was visible before, have avoided this section of the
| | | | | woods.
f-f-f-f |
---------+
[Exits: north south west]
A massive owl waits patiently for its next meal.
A tree-like creature with large fangs looms your way.
Dhaartnab walks in.
Dhaartnab walks in.
Dhaartnab walks in.
<455hp 567m 307mv> south
east
Among ancient oak trees
f f-f | This is part of a dense forest of ancient oak trees, the
| | | | boles of which tower up into the sky to be lost amid the
f-f-f ~ | leafy canopy overhead. Slender beams of sunlight filter
| | | | down through the leaves onto the dense foliage which covers
f-f-@-f | the floor of the forest. There is life visible in abundance
| | | | | here, from the numerous bushes and ferns, to the thick coatings
f-f-f-f | of moss that cover the trunks of the trees.
|
|
---------+
[Exits: north east south west]
A druid is here, chanting in a mysterious language.
(White Aura) The lord of Dark Oak is here.
A tree-like creature with large fangs looms your way.
Dhaartnab walks in.
Dhaartnab walks in.
Dhaartnab walks in.
An insipid druid says 'Nature has brought us life, and it is nature that will end it!'
<455hp 567m 304mv> north
Diabolical Clearing
f-f | The ancient forest fades away gradually into odd, spiky shrubs
| | | and tufts of browned grass with jagged blades. The flat, bare
f-f ~ | earth in the center is peculiar in its unnaturally perfect
| | | | circumference. The seams in the dry caked soil seem to form
f-f-@ | runes that shimmer and wriggle in the strange heat rising
| | | | from somewhere deep beneath. Only in the exact middle of the
f-f-f | clearing is the even ground marred, as though something had
| erupted from the otherwise lifeless earth.
|
---------+
[Exits: north south west]
A tattered piece of paper has been dropped on the ground.
Dhaartnab walks in.
Dhaartnab walks in.
Dhaartnab walks in.
<455hp 567m 301mv> down
Lake in the Forest
f-f | The festering bogs of the dead moors recede here, as the
| | | environment opens into the outskirts of an ancient oak forest.
f-f | Soft marshy ground lies beneath you, a haze of pungent stink
| | | escaping from it. An eerie darkness lies off to the east,
f-f @ | the passage to the west through the trees ahead looking equally
| | | | uninviting. To go north is to enter into a battlezone while
f-f-f | to go west ventures into the dangerous forest of Serin's
| | | | renegade clerics. This area of the forest is occupied by
f-f-f | a small lake, filled with dirty waters. A stone wall borders
---------+ the northern edge of the lake, preventing the water from
flooding into a stone aperture that disappears underground.
[Exits: south down]
Dhaartnab swims in.
Dhaartnab swims in.
Dhaartnab swims in.
<455hp 567m 298mv> SL
In Water
| A narrow stone corridor filled from wall to wall with a clean
| and clear flow of increasingly swiftly moving water. The water
~-~-~ | moves in from the north and flows quickly southward, into
| | | a hole near the bottom of a high wall of stone. The ground
~ @ | under the water slopes up steeply toward the north.
|
|
|
|
---------+
[Exits: north up]
Dhaartnab swims in.
Dhaartnab swims in.
Dhaartnab swims in.
<455hp 567m 294mv> SC
You go to sleep.
<455hp 567m 294mv>
/@============================================================-
| \
| Dhaartnab the Face of Demons, adherent of Nycticora |
| Adherent of the Order of Trickery |
| Unaffiliated, 20 years old (60 hours). |
| |
| Race: Undead Hometown: Timaran Health: 455/1059 |
| Sex: Male Alignment: Evil Mana: 567/1071 |
| Class: Illusionist Ethos: Chaotic Move: 294/349 |
\ -------------------------------------------/
| |
| 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: 19 (22-3) Relics: 2983 Items: 28/33 |
| Consti: 18 (18+0) Gold: 34628 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: blur : lasts for 6 hours
Spell: slow : modifies dexterity by -4 for 11 hours
Spell: detect invis : lasts for 50 hours
Spell: mirror image : can be cast again in 2 hours
Spell: armor : modifies armor class by 20 for 16 hours
Spell: stone skin : modifies armor class by 40 for 35 hours
<455hp 567m 294mv>
<455hp 567m 294mv>
<455hp 567m 294mv> EQ
GR
You are using:
<used as light> (Glowing) (Humming) a Skull and Cross-Sword flag
<worn on finger> (Humming) a polished marble ring with blue swirls
<worn on finger> (Glowing) (Humming) a ring of remembrance
<worn around neck> (Humming) a cloak of mist
<worn around neck> (Glowing) a brooch of life
<worn on head> (Glowing) the Ancient Ranger Lord's Stetson
<worn on torso> (Glowing) a tight fitting blue shirt embroidered with gems
<worn on arms> (Glowing) (Humming) a pair of satanic sleeves
<worn on hands> many-colored gloves
<worn on legs> (Glowing) (Humming) a pair of black crystal leggings
<worn on feet> (Glowing) (Humming) a pair of waterweave wyrmhide boots
<worn about body> (Humming) the skin of the Winged Devil
<worn about waist> (Glowing) (Humming) a tendril of mist
<worn around wrist> an earthen goat-hide wristlet
<worn around wrist> an earthen goat-hide wristlet
<wielded two-handed> (Invis) the black staff of ancient magic
<floating nearby> a pale blue stone
<tattooed> (Glowing) a shattered crystal hourglass
<455hp 567m 294mv> Dhaartnab's group:
[50 Ill] Dhaartnab 42% hp 52% mana 84% mv 570812 xp Damage per round: 70
* [50 Mob] Dhaartnab 100% hp 100% mana 100% mv
* [50 Mob] Dhaartnab 100% hp 100% mana 100% mv
* [50 Mob] Dhaartnab 100% hp 100% mana 100% mv
<455hp 567m 294mv>
<455hp 567m 294mv>
<455hp 567m 294mv>
<455hp 567m 294mv>
<455hp 567m 294mv> WHO
[ Human ] [Rival] <PK> [KNIGHT] Dame Estra the Shadow Mistress of the Lau Kuan, Knight of Valou
r
[ Golem ] <PK> Dluldor the Holy Shaman
[ Fire ] Grakkus the Guardsman
[ 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] <PK> [KNIGHT] Sir Ingra Varita the Grand Master of Seasons, Knight of Valour
Players found: 7
[KEEPER] The Balance prevails within the four kingdoms.
There are 7 characters on; the most on this past month was 9.
<455hp 567m 294mv>
<455hp 567m 294mv>
<455hp 567m 294mv> 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: 455/1059 |
| Sex: Male Alignment: Evil Mana: 567/1071 |
| Class: Illusionist Ethos: Chaotic Move: 294/349 |
\ -------------------------------------------/
| |
| 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: 19 (22-3) Relics: 2983 Items: 28/33 |
| Consti: 18 (18+0) Gold: 34628 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: blur : lasts for 6 hours
Spell: slow : modifies dexterity by -4 for 11 hours
Spell: detect invis : lasts for 50 hours
Spell: mirror image : can be cast again in 2 hours
Spell: armor : modifies armor class by 20 for 16 hours
Spell: stone skin : modifies armor class by 40 for 35 hours
<455hp 567m 294mv>
<455hp 567m 294mv>
<455hp 567m 294mv>
<455hp 567m 294mv>
<455hp 567m 294mv> GR
Dhaartnab's group:
[50 Ill] Dhaartnab 46% hp 76% mana 100% mv 570812 xp Damage per round: 70
* [50 Mob] Dhaartnab 100% hp 100% mana 100% mv
* [50 Mob] Dhaartnab 100% hp 100% mana 100% mv
* [50 Mob] Dhaartnab 100% hp 100% mana 100% mv
<493hp 823m 349mv> WHO
[ Human ] [Rival] <PK> [KNIGHT] Dame Estra the Shadow Mistress of the Lau Kuan, Knight of Valou
r
[ Golem ] <PK> Dluldor the Holy Shaman
[ Fire ] Grakkus the Guardsman
[ 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] <PK> [KNIGHT] Sir Ingra Varita the Grand Master of Seasons, Knight of Valour
Players found: 7
[KEEPER] The Balance prevails within the four kingdoms.
There are 7 characters on; the most on this past month was 9.
<493hp 823m 349mv> ST
You wake and stand up.
<493hp 823m 349mv> look
where
In Water
| A narrow stone corridor filled from wall to wall with a clean
| and clear flow of increasingly swiftly moving water. The water
~-~-~ | moves in from the north and flows quickly southward, into
| | | a hole near the bottom of a high wall of stone. The ground
~ @ | under the water slopes up steeply toward the north.
|
|
|
|
---------+
[Exits: north up]
Dhaartnab the Face of Demons is here.
Dhaartnab the Face of Demons is here.
Dhaartnab the Face of Demons is here.
<493hp 823m 349mv> Players near you in Unsiliel Wood:
<PK> Dhaartnab In Water
<493hp 823m 349mv> north
In Water
| A narrow stone corridor filled from wall to wall with a clean
| and clear flow of increasingly swiftly moving water, moving
| in from the west and slowly curving southward along a quickly
| downsloping floor. The corridor curves quickly here, pointing
~-~-@ | itself generally to the south and the west. The view of the
| | | water ends shortly to the south as it flows under a wall of
~ ~ | stone.
|
|
---------+
[Exits: south west]
Dhaartnab swims in.
Dhaartnab swims in.
Dhaartnab swims in.
<493hp 823m 345mv> west
In Water
| A narrow stone corridor filled from wall to wall with a clean
| and clear flow of increasingly swiftly moving water, moving generally
| eastward along a quickly downsloping floor. Off to the east the
| corridor curves quickly off, pointing itself generally southward.
o-~-@-~ | A heavy spray of water can be seen to the west, pounding forcefully
| | | out of the southern wall.
~-~ ~ |
| |
~ |
---------+
[Exits: east west]
Dhaartnab swims in.
Dhaartnab swims in.
Dhaartnab swims in.
<493hp 823m 341mv> west
In Water
* | A narrow stone corridor, filled shallowly with water spraying
| | from a highly curved hole in the wall to the south, which splatters
* | against the wall to the north and down into the water below.
| | The water is clean and clear, it sweeps slowly eastward into
*-o-@-~-~| a less shallowly floored area. The entrance to a small cave
| || is to the west, out of the water and over a short stone step.
~-~ ~|
| |
~-~ |
---------+
[Exits: east south west]
A curved sword with a heavy tip sits here.
A long polearm with a curved blade is here.
Dhaartnab swims in.
Dhaartnab swims in.
Dhaartnab swims in.
<493hp 823m 337mv> west
The Edge of a Cave
* | A short step is set at the mouth of the cave, smoothly cut
| | into its form by moving water. The ground quickly drops away
* | to the east, into a water filled gully, fed by a highly curved
| | hole in the north wall, spewing its water with such great
*-@-~-~| force it almost touches the wall to the south before, which
| | stands a good distance away. A trickle of water flows along
~-~ | the southern wall, quickly speeding up as it flows in its
| | easterly direction.
~-~-~ |
---------+
[Exits: east west]
An undead butterfly is here, fluttering blindly about.
Dhaartnab walks in.
Dhaartnab walks in.
Dhaartnab walks in.
<493hp 823m 334mv> west
north
A Stone Corridor
* | A dark stone corridor, naturally carved into shape by water
| | passing through it for quite a long time, leaving the walls
* | terribly smooth. Near the western wall a trickle of water
| | flows through a clearly unnatural channel carved into the
@-o-~| floor, turning smoothly eastward on an ever shallower channel
|| and overflowing slightly before it touches the southern
~-~| wall, other than that everything looks completely dry,
| | despite the sound of rushing water that seems to echo from
~-~ | all around.
---------+
[Exits: north east]
Dhaartnab walks in.
Dhaartnab walks in.
Dhaartnab walks in.
<493hp 823m 333mv> north
A Stone Corridor
| A dark stone corridor, naturally carved into shape by
| water passing through it for quite a long time, leaving
* | the walls terribly smooth. Near the western wall a trickle
| | of water flows through a clearly unnatural channel carved
@ | into the floor, other than that everything looks completely
| | dry, despite the sound of rushing water that seems to
*-o-~| echo from all around. A heavy slab of stone leans against
|| the wall the east, not quite fully covering a hole through
~-~| it.
---------+
[Exits: north (slab) south]
Dhaartnab walks in.
Dhaartnab walks in.
Dhaartnab walks in.
<493hp 823m 332mv> up
A Stone Corridor
| A dark stone corridor, naturally carved into shape by
| water passing through it for quite a long time, leaving
| the walls terribly smooth. A trickle of water leaks from
| a small hole at the bottom of the western wall, falling
@ | into a clearly unnatural channel carved into the floor,
| | other than that everything looks completely dry - despite
* | the sound of rushing water that seems to echo from all
| | around.
*-o-~|
---------+
[Exits: south up]
Dhaartnab walks in.
Dhaartnab walks in.
Dhaartnab walks in.
<493hp 823m 331mv> where
Among Trees
| Large trees tower high overhead, they are 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 grow all around, though very few of them are blooming
@ | with the little light that reaches them during daylight hours.
| The rustling of the needle covered branches rubbing against
| one another fills the air.
|
|
---------+
[Exits: east down]
Dhaartnab walks in.
Dhaartnab walks in.
Dhaartnab walks in.
<493hp 823m 329mv> Players near you in Unsiliel Wood:
<PK> Dhaartnab Among Trees
<493hp 823m 329mv> east
You manage to squeeze your way eastward.
Among Trees
| Large trees tower high overhead, they are 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 grow all around, though very few of them are blooming
@ | with the little light that reaches them during daylight hours.
| The rustling of the needle covered branches rubbing against
| one another fills the air.
|
|
---------+
[Exits: east west]
A brown nkni is here, wandering lazily about.
Dhaartnab walks in.
Dhaartnab walks in.
Dhaartnab walks in.
<493hp 823m 326mv> east
You manage to squeeze your way eastward.
Among Trees
| Large trees tower high overhead, they are 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 grow all around, though very few of them are blooming
@ | with the little light that reaches them during daylight hours.
| The rustling of the needle covered branches rubbing against
| one another fills the air.
|
|
---------+
[Exits: east west]
Dhaartnab walks in.
Dhaartnab walks in.
Dhaartnab walks in.
<493hp 823m 323mv> east
You manage to squeeze your way eastward.
Among Trees
| Large trees tower high overhead, they are 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 grow all around, though very few of them are blooming
@ | with the little light that reaches them during daylight hours.
| The rustling of the needle covered branches rubbing against
| one another fills the air.
|
|
---------+
[Exits: south west]
Dhaartnab walks in.
Dhaartnab walks in.
Dhaartnab walks in.
<493hp 823m 320mv> south
east
You manage to squeeze your way southward.
Among Trees
| Large trees tower high overhead, they are 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 grow all around, though very few of them are blooming
@ | with the little light that reaches them during daylight hours.
| The rustling of the needle covered branches rubbing against
| one another fills the air.
|
|
---------+
[Exits: north east]
Dhaartnab walks in.
Dhaartnab walks in.
Dhaartnab walks in.
<493hp 823m 317mv> You manage to squeeze your way eastward.
Among Trees
| Large trees tower high overhead, they are 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 grow all around, though very few of them are blooming
@ | with the little light that reaches them during daylight hours.
| The rustling of the needle covered branches rubbing against
| one another fills the air.
|
|
---------+
[Exits: east west]
A brown nkni is here, wandering lazily about.
A huge black and white mottled wolf is here.
A huge black and white mottled wolf is here.
Dhaartnab walks in.
Dhaartnab walks in.
Dhaartnab walks in.
<493hp 823m 314mv> east
where
You manage to squeeze your way eastward.
Among Trees
| Large trees tower high overhead, they are 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 grow all around, though very few of them are blooming
@ | with the little light that reaches them during daylight hours.
| The rustling of the needle covered branches rubbing against
| one another fills the air.
|
|
---------+
[Exits: north west]
A huge black and white mottled wolf is here.
Dhaartnab walks in.
Dhaartnab walks in.
Dhaartnab walks in.
<493hp 823m 311mv> north
Players near you in Unsiliel Wood:
<PK> Dhaartnab Among Trees
<493hp 823m 311mv> east
You manage to squeeze your way northward.
Among Trees
| Large trees tower high overhead, they are 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 grow all around, though very few of them are blooming
@ | with the little light that reaches them during daylight hours.
| The rustling of the needle covered branches rubbing against
| one another fills the air.
|
|
---------+
[Exits: east south]
Dhaartnab walks in.
Dhaartnab walks in.
Dhaartnab walks in.
<493hp 823m 308mv> You manage to squeeze your way eastward.
Among Trees
| Large trees tower high overhead, they are 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 grow all around, though very few of them are blooming
@ | with the little light that reaches them during daylight hours.
| The rustling of the needle covered branches rubbing against
| one another fills the air.
|
|
---------+
[Exits: east west]
Dhaartnab walks in.
Dhaartnab walks in.
Dhaartnab walks in.
<493hp 823m 305mv> east
You manage to squeeze your way eastward.
Among Trees
| Large trees tower high overhead, they are 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 grow all around, though very few of them are blooming
@ | with the little light that reaches them during daylight hours.
| The rustling of the needle covered branches rubbing against
| one another fills the air.
|
|
---------+
[Exits: north west]
Dhaartnab walks in.
Dhaartnab walks in.
Dhaartnab walks in.
<493hp 823m 302mv> east
Alas, you cannot go that way.
<493hp 823m 302mv> north
You manage to squeeze your way northward.
A Moss Covered Path
f | 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
@-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
| daylight hours. The rustling of the needle covered branches
| rubbing against one another fills the air.
|
---------+
[Exits: north east south]
A slender woman in fine leather combs the bushes for blackberries.
Dhaartnab walks in.
Dhaartnab walks in.
Dhaartnab walks in.
<493hp 823m 299mv> east
A Moss Covered Path
f | A crowded path covered with brightly colored green moss
| | meanders awkwardly between tall trees covered with dark
f-f | 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| to them during daylight hours. A tiny sprout of brilliantly
|| colored Tukea grows at the base of one of the trees.
o-f| The rustling of the needle covered branches rubbing against
---------+ one another fills the air.
[Exits: east west]
A brown nkni is here, wandering lazily about.
Dhaartnab walks in.
Dhaartnab walks in.
Dhaartnab walks in.
<493hp 823m 296mv> east
A Moss Covered Path
f f| A crowded path covered with brightly colored green moss
| || meanders awkwardly between tall trees covered with dark
f f| brown bark and thin branches weighed down with large numbers
| || of needles. Simfea, Carss, Fiek, and a few other types
f-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 | daylight hours. The rustling of the needle covered branches
| | rubbing against one another fills the air.
o-f |
---------+
[Exits: east west]
A small orange fox is here.
A small orange fox is here.
A small orange fox is here.
Dhaartnab walks in.
Dhaartnab walks in.
Dhaartnab walks in.
<493hp 823m 293mv> east
where
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 brown nkni is here, wandering lazily about.
Dhaartnab walks in.
Dhaartnab walks in.
Dhaartnab walks in.
<493hp 823m 290mv> east
Players near you in Unsiliel Wood:
<PK> Dhaartnab A Moss Covered Path
<493hp 823m 290mv> 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.
Dhaartnab walks in.
Dhaartnab walks in.
Dhaartnab walks in.
<493hp 823m 287mv> east
A Moss Covered Path
f-f-f-f| 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 of the
f f-f-f| needle covered branches rubbing against one another fills the
| | air.
f |
---------+
[Exits: south west]
An elegant narcissus flower has been discarded.
Dhaartnab walks in.
Dhaartnab walks in.
Dhaartnab walks in.
<493hp 823m 284mv> south
east
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 and
f-f-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. Tiny white mushrooms
f | grow on a small patch of ground near the southern border of the
| | path, just slightly crossing over onto it. The rustling of the
o | needle covered branches rubbing against one another fills the
---------+ air.
[Exits: north east]
An elegant narcissus flower has been discarded.
An endath is here, scooting slowly around.
Dhaartnab walks in.
Dhaartnab walks in.
Dhaartnab walks in.
<493hp 823m 281mv> A Moss Covered Path
f f-f| 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
f-@-f | bushes surround the trees, though few of them are blooming
| with the little light that is able to get to them during
| daylight hours. The rustling of the needle covered branches
| rubbing against one another fills the air.
|
---------+
[Exits: east south west]
An elegant narcissus flower has been discarded.
Dhaartnab walks in.
Dhaartnab walks in.
Dhaartnab walks in.
<493hp 823m 278mv> east
north
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
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. The
| rustling of the needle covered branches rubbing against one
| another fills the air.
|
---------+
[Exits: north west]
An elegant narcissus flower has been discarded.
(Translucent) (White Aura) Gi'astu the spirit of the forest is here.
A brown nkni is here, wandering lazily about.
A slender woman in fine leather combs the bushes for blackberries.
A red-headed woman in fine leather sets snares for intruders.
Dhaartnab walks in.
Dhaartnab walks in.
Dhaartnab walks in.
Gi'astu walks west.
<493hp 823m 275mv> north
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
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 @ | the trees, though few of them are blooming with the little
| | | light that is able to get to them during daylight hours. Dull
f-f-f | gray stones have been stacked nice and neatly to the side
| of the path, they seem almost out of place among the much
| brighter colors of their surrounding. The rustling of the
---------+ needle covered branches rubbing against one another fills
the air.
[Exits: north south]
An elegant narcissus flower has been discarded.
Dhaartnab walks in.
Dhaartnab walks in.
Dhaartnab walks in.
<493hp 823m 272mv> where
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.
Dhaartnab walks in.
Dhaartnab walks in.
Dhaartnab walks in.
<493hp 823m 269mv> Players near you in Unsiliel Wood:
<PK> Dhaartnab A Moss Covered Path
<493hp 823m 269mv> 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
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.
Dhaartnab walks in.
Dhaartnab walks in.
Dhaartnab walks in.
<493hp 823m 266mv> east
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.
Dhaartnab walks in.
Dhaartnab walks in.
Dhaartnab walks in.
<493hp 823m 263mv> east
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]
Dhaartnab walks in.
Dhaartnab walks in.
Dhaartnab walks in.
<493hp 823m 260mv> east
south
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]
Dhaartnab walks in.
Dhaartnab walks in.
Dhaartnab walks in.
<493hp 823m 257mv> south
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.
Dhaartnab walks in.
Dhaartnab walks in.
Dhaartnab walks in.
<493hp 823m 254mv> east
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.
Dhaartnab walks in.
Dhaartnab walks in.
Dhaartnab walks in.
<493hp 823m 251mv> where
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.
Dhaartnab walks in.
Dhaartnab walks in.
Dhaartnab walks in.
<493hp 823m 248mv> Players near you in Dankbark Forest:
<PK> Dhaartnab Dankbark Forest
<493hp 823m 248mv> east
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.
Dhaartnab walks in.
Dhaartnab walks in.
Dhaartnab walks in.
<493hp 823m 245mv> south
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.
Dhaartnab walks in.
Dhaartnab walks in.
Dhaartnab walks in.
<493hp 823m 242mv> east
south
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.
Dhaartnab walks in.
Dhaartnab walks in.
Dhaartnab walks in.
<493hp 823m 239mv> east
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.
Dhaartnab walks in.
Dhaartnab walks in.
Dhaartnab walks in.
<493hp 823m 237mv> east
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]
Dhaartnab walks in.
Dhaartnab walks in.
Dhaartnab walks in.
<493hp 823m 235mv> where
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.
Dhaartnab walks in.
Dhaartnab walks in.
Dhaartnab walks in.
<493hp 823m 233mv> SL
Players near you in Outerlimits:
<PK> Dhaartnab An unstable rope bridge
<493hp 823m 233mv> SC
You go to sleep.
<493hp 823m 233mv>
/@============================================================-
| \
| 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: 493/1059 |
| Sex: Male Alignment: Evil Mana: 823/1071 |
| Class: Illusionist Ethos: Chaotic Move: 233/349 |
\ -------------------------------------------/
| |
| 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: 19 (22-3) Relics: 2983 Items: 28/33 |
| Consti: 18 (18+0) Gold: 34628 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: blur : lasts for 5 hours
Spell: slow : modifies dexterity by -4 for 10 hours
Spell: detect invis : lasts for 49 hours
Spell: mirror image : can be cast again in 1 hours
Spell: armor : modifies armor class by 20 for 15 hours
Spell: stone skin : modifies armor class by 40 for 34 hours
<493hp 823m 233mv> WHO
[ Human ] [Rival] <PK> [KNIGHT] Dame Estra the Shadow Mistress of the Lau Kuan, Knight of Valou
r
[ Golem ] <PK> Dluldor the Holy Shaman
[ Fire ] Grakkus the Guardsman
[ 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] <PK> [KNIGHT] Sir Ingra Varita the Grand Master of Seasons, Knight of Valour
Players found: 7
[KEEPER] The Balance prevails within the four kingdoms.
There are 7 characters on; the most on this past month was 9.
<493hp 823m 233mv>
<542hp 955m 349mv> ST
east
You wake and stand up.
<542hp 955m 349mv> where
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]
Dhaartnab walks in.
Dhaartnab walks in.
Dhaartnab walks in.
<542hp 955m 347mv> east
Players near you in Outerlimits:
<PK> Dhaartnab The end of a bridge
<542hp 955m 347mv> 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.
Dhaartnab walks in.
Dhaartnab walks in.
Dhaartnab walks in.
<542hp 955m 345mv> south
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.
Dhaartnab walks in.
Dhaartnab walks in.
Dhaartnab walks in.
<542hp 955m 343mv> south
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.
Dhaartnab walks in.
Dhaartnab walks in.
Dhaartnab walks in.
<542hp 955m 341mv> south
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.
Dhaartnab walks in.
Dhaartnab walks in.
Dhaartnab walks in.
<542hp 955m 339mv> south
east
Alas, you cannot go that way.
<542hp 955m 339mv> 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.
Dhaartnab walks in.
Dhaartnab walks in.
Dhaartnab walks in.
<542hp 955m 337mv> east
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.
Dhaartnab walks in.
Dhaartnab walks in.
Dhaartnab walks in.
<542hp 955m 335mv> south
south
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.
A foul looking crow crawls around here.
A foul looking crow crawls around here.
Dhaartnab walks in.
Dhaartnab walks in.
Dhaartnab walks in.
<542hp 955m 333mv> south
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]
Dhaartnab walks in.
Dhaartnab walks in.
Dhaartnab walks in.
<542hp 955m 331mv> 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.
Dhaartnab walks in.
Dhaartnab walks in.
Dhaartnab walks in.
<542hp 955m 329mv> east
Players near you in Outerlimits:
<PK> Dhaartnab Over some fields
<542hp 955m 329mv> east
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.
A foul looking crow crawls around here.
Dhaartnab walks in.
Dhaartnab walks in.
Dhaartnab walks in.
<542hp 955m 327mv> 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.
Dhaartnab walks in.
Dhaartnab walks in.
Dhaartnab walks in.
<542hp 955m 325mv> east
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.
Dhaartnab walks in.
Dhaartnab walks in.
Dhaartnab walks in.
<542hp 955m 323mv> where
Players near you in Outerlimits:
<PK> Dhaartnab The open plains
<542hp 955m 323mv> south
Alas, you cannot go that way.
<542hp 955m 323mv> east
south
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.
Dhaartnab walks in.
Dhaartnab walks in.
Dhaartnab walks in.
<542hp 955m 321mv> south
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.
Dhaartnab walks in.
Dhaartnab walks in.
Dhaartnab walks in.
<542hp 955m 319mv> 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.
Dhaartnab walks in.
Dhaartnab walks in.
Dhaartnab walks in.
<542hp 955m 317mv> south
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.
Dhaartnab walks in.
Dhaartnab walks in.
Dhaartnab walks in.
<542hp 955m 315mv> where
Players near you in Outerlimits:
<PK> Dhaartnab Outside the Gates
<542hp 955m 315mv> OP S
S
You open the door south of you.
<542hp 955m 315mv> where
where
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.
Dhaartnab walks in.
Dhaartnab walks in.
Dhaartnab walks in.
<542hp 955m 313mv> Players near you in Darkhaven:
<PK> Dhaartnab At the North Gate
<542hp 955m 313mv> Players near you in Darkhaven:
<PK> Dhaartnab At the North Gate
<542hp 955m 313mv> CLOSE N
You close the door north of you.
<542hp 955m 313mv> C DUP
An illusion of a Warlock appears in a bright flash of light!
An illusion of a Warlock looks at you with adoring eyes.
An illusion of a Warlock now follows you.
<542hp 920m 313mv> SL
SC
You go to sleep.
<542hp 920m 313mv>
/@============================================================-
| \
| 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: 542/1059 |
| Sex: Male Alignment: Evil Mana: 920/1071 |
| Class: Illusionist Ethos: Chaotic Move: 313/349 |
\ -------------------------------------------/
| |
| 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: 19 (22-3) Relics: 2983 Items: 28/33 |
| Consti: 18 (18+0) Gold: 34628 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: duplicate : can be cast again in 2 hours
Spell: blur : lasts for 4 hours
Spell: slow : modifies dexterity by -4 for 9 hours
Spell: detect invis : lasts for 48 hours
Spell: mirror image : can be cast again in 0 hours
Spell: armor : modifies armor class by 20 for 14 hours
Spell: stone skin : modifies armor class by 40 for 33 hours
<542hp 920m 313mv>
<542hp 920m 313mv>
<542hp 920m 313mv>
<542hp 920m 313mv>
<542hp 920m 313mv>
You can cast mirror image again.
<610hp 1071m 349mv>
<610hp 1071m 349mv> ST
You wake and stand up.
<610hp 1071m 349mv> where
Players near you in Darkhaven:
<PK> Dhaartnab At the North Gate
<610hp 1071m 349mv> look
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.
(Charmed) An illusion of a Warlock guards its master.
Dhaartnab the Face of Demons is here.
Dhaartnab the Face of Demons is here.
Dhaartnab the Face of Demons is here.
<610hp 1071m 349mv> south
south
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.
An illusion of a Warlock walks in.
Dhaartnab walks in.
Dhaartnab walks in.
Dhaartnab walks in.
<610hp 1071m 347mv> 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.
Dhaartnab walks in.
Dhaartnab walks in.
Dhaartnab walks in.
An illusion of a Warlock walks in.
<610hp 1071m 345mv> south
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]
An illusion of a Warlock walks in.
Dhaartnab walks in.
Dhaartnab walks in.
Dhaartnab walks in.
<610hp 1071m 343mv> south
Coral Way
S + | 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.
@-*-*|
| |
* + + |
| | | |
+-+-+ |
---------+
[Exits: north east south]
An assassin is here skulking about.
A Darkhaven guard stalks the area.
Dhaartnab walks in.
Dhaartnab walks in.
Dhaartnab walks in.
An illusion of a Warlock walks in.
<610hp 1071m 341mv> where
south
Players near you in Darkhaven:
<PK> Dhaartnab Coral Way
<610hp 1071m 341mv> 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.
* + @ |
| | | |
+-+-+ |
| |
+ |
---------+
[Exits: north south]
An illusion of a Warlock walks in.
Dhaartnab walks in.
Dhaartnab walks in.
Dhaartnab walks in.
<610hp 1071m 339mv> south
Dravanoth Way
+-*-*| This street was created of the finest brick. Very regal
| | looking compared to that of the other streets. Some
* + + | sort of public hall lies to the near west and to the
| | | | distant east you see a plain looking fountain. The buildings
+-+-@ | here are tall and narrow. Citizens look out from their
| | homes through the window - they look very scared. Despite
+ F| the regal outlook of things here, poverty is distinctly
| || present.
+-+-+|
---------+
[Exits: north south west]
A slimy looking fountain is here.
Dhaartnab walks in.
Dhaartnab walks in.
Dhaartnab walks in.
An illusion of a Warlock walks in.
<610hp 1071m 337mv> west
west
west
Dravanoth Way
+-*| This street was created of the finest brick. Very regal
| | looking compared to that of the other streets. Some
* + + | sort of public hall lies to the near west and to the
| | | | distant east you see a plain looking fountain. The buildings
+-+-@-+ | here are tall and narrow. Citizens look out from their
| | | homes through the window - they look very scared. Despite
+-* + | the regal outlook of things here, poverty is distinctly
| | | present.
+-* +-+|
---------+
[Exits: north east west]
A broken fruit cart is here, filled with rotting fruit.
An illusion of a Warlock walks in.
Dhaartnab walks in.
Dhaartnab walks in.
Dhaartnab walks in.
<610hp 1071m 335mv> west
Dravanoth Way
+| This street was created of the finest brick. Very regal
|| looking compared to that of the other streets. Some
* + +| sort of public hall lies to the near west and to the
| | || distant east you see a plain looking fountain. The buildings
+-+-@-+-+| here are tall and narrow. Citizens look out from their
| | || homes through the window - they look very scared. Despite
S +-* +| the regal outlook of things here, poverty is distinctly
| || present.
+-* +|
---------+
[Exits: north east west]
Dhaartnab walks in.
Dhaartnab walks in.
Dhaartnab walks in.
An illusion of a Warlock walks in.
<610hp 1071m 333mv> Dravanoth Way
+ * | This street was created of the finest brick. Very regal
| | | looking compared to that of the other streets. Some sort
+-*-* * +| of public hall lies to the near west and to the distant
| | || east you see a plain looking fountain. The buildings here
+-+-@-+-+| are tall and narrow. Citizens look out from their homes
| | | | through the window - they look very scared. Despite the
+ S +-* | regal outlook of things here, poverty is distinctly present.
| | |
+ +-* |
---------+
[Exits: east south west]
An illusion of a Warlock walks in.
Dhaartnab walks in.
Dhaartnab walks in.
Dhaartnab walks in.
<610hp 1071m 331mv> Dravanoth Way
+-+ * | This street was created of the finest brick. Very regal
| | | | looking compared to that of the other streets. Some
* +-*-* *| sort of public hall lies to the near west and to the
| || distant east you see a plain looking fountain. The buildings
*-+-@-+-+| here are tall and narrow. Citizens look out from their
| | | | homes through the window - they look very scared. Despite
*-+ S +-*| the regal outlook of things here, poverty is distinctly
| || present.
S-+ +-*|
---------+
[Exits: east south west]
A female prostitute gives you a lusty look.
Dhaartnab walks in.
Dhaartnab walks in.
Dhaartnab walks in.
An illusion of a Warlock walks in.
<610hp 1071m 329mv> C DUP
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.
<610hp 1036m 329mv> HAST HUNT
where
An illusion of the Huntsmaster is moving more quickly.
<610hp 1006m 329mv> C EN HUNT
where
Players near you in Darkhaven:
<PK> Dhaartnab Dravanoth Way
<610hp 1006m 329mv> An illusion of the Huntsmaster dwarfs everything around him as he grows.
<610hp 976m 329mv> west
where
SL
SC
Players near you in Darkhaven:
<PK> Dhaartnab Dravanoth Way
<610hp 976m 329mv> 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]
An illusion of the Huntsmaster walks in.
An illusion of a Warlock walks in.
Dhaartnab walks in.
Dhaartnab walks in.
Dhaartnab walks in.
<610hp 976m 327mv> Players near you in Darkhaven:
<PK> Dhaartnab Town Square
<610hp 976m 327mv> You go to sleep.
<610hp 976m 327mv>
/@============================================================-
| \
| 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: 610/1059 |
| Sex: Male Alignment: Evil Mana: 976/1071 |
| Class: Illusionist Ethos: Chaotic Move: 327/349 |
\ -------------------------------------------/
| |
| 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: 19 (22-3) Relics: 2983 Items: 28/33 |
| Consti: 18 (18+0) Gold: 34628 Wimpy: 0 hp |
| Luck: Changing Hunger: [-----] Thirst: [-----] |
| |
| Condition: In prime health |
------------------------------------------ \
/ |
| Armor Vs Pierce: 146 Saving Throws |
| Hitroll: 17 Vs Bash: 150 Afflictive: 30 |
| Damroll: 10 Vs Slash: 142 Maledictive: 34 |
| Vs Magic: 110 Mental: 44 |
\==========================================================-/
You are affected by the following:
Skill: spell delay : lasts for 0 hours
Skill: grandeur : modifies afflictive break by 4 for 54 moments
: modifies hitroll by 4 for 40 moments
Spell: duplicate : can be cast again in 2 hours
: can be cast again in 1 hours
Spell: blur : lasts for 3 hours
Spell: slow : modifies dexterity by -4 for 8 hours
Spell: detect invis : lasts for 47 hours
Spell: armor : modifies armor class by 20 for 13 hours
Spell: stone skin : modifies armor class by 40 for 32 hours
<610hp 976m 327mv>
<610hp 976m 327mv>
You are ready to cast the haste spell again.
<662hp 1071m 349mv> ST
HAST WARLOCK
where
You wake and stand up.
<662hp 1071m 349mv> An illusion of a Warlock is moving more quickly.
<662hp 1041m 349mv> look
Players near you in Darkhaven:
<PK> Dhaartnab Town Square
<662hp 1041m 349mv> 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]
Dhaartnab the Face of Demons is here.
Dhaartnab the Face of Demons is here.
Dhaartnab the Face of Demons is here.
(Charmed) An illusion of a Warlock guards its master.
(Charmed) (White Aura) An illusion of the Huntsmaster guards its master.
<662hp 1041m 349mv> west
City Hall
+-+ | A grand building with long luminous corridors stands before
| | | you. Torches and lamps line the walls on either side of
* +-*| you. Golden pillars stand every 10 feet away from one another.
| | It is a regal sight - much different than the rest of the
T-@-+-+| city which seems to be in utter ruin and despair. Evidence
| || gives that at one point in time, Darkhaven was rich and
*-*-+ S| a beautiful seaport filled with visitors and guests from
| | | all lands. The walls are a bright white in color and in
* S-+ | the center of it all stands a blue swirling orb that has
---------+ been broken by some unseen force. A blood stain is present
upon the orb. A sign has been tacked onto the wall here.
[Exits: east west]
A meditationist walks slowly about chanting mantras.
Dhaartnab walks in.
Dhaartnab walks in.
Dhaartnab walks in.
An illusion of a Warlock walks in.
An illusion of the Huntsmaster walks in.
<662hp 1041m 348mv> east
south
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]
An illusion of the Huntsmaster walks in.
An illusion of a Warlock walks in.
Dhaartnab walks in.
Dhaartnab walks in.
Dhaartnab walks in.
<662hp 1041m 347mv> 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]
Dhaartnab walks in.
Dhaartnab walks in.
Dhaartnab walks in.
An illusion of a Warlock walks in.
An illusion of the Huntsmaster walks in.
<662hp 1041m 345mv> south
south
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.
An illusion of the Huntsmaster walks in.
An illusion of a Warlock walks in.
Dhaartnab walks in.
Dhaartnab walks in.
Dhaartnab walks in.
<662hp 1041m 343mv> where
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]
Dhaartnab walks in.
Dhaartnab walks in.
Dhaartnab walks in.
An illusion of a Warlock walks in.
An illusion of the Huntsmaster walks in.
<662hp 1041m 341mv> south
south
Players near you in Darkhaven:
<PK> Dhaartnab Flourantine Way
<662hp 1041m 341mv> 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]
An illusion of the Huntsmaster walks in.
An illusion of a Warlock walks in.
Dhaartnab walks in.
Dhaartnab walks in.
Dhaartnab walks in.
<662hp 1041m 339mv> 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.
Dhaartnab walks in.
Dhaartnab walks in.
Dhaartnab walks in.
An illusion of a Warlock walks in.
An illusion of the Huntsmaster walks in.
<662hp 1041m 337mv> where
Players near you in Darkhaven:
<PK> Dhaartnab An opening in the fog
<662hp 1041m 337mv> west
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.
An illusion of the Huntsmaster walks in.
An illusion of a Warlock walks in.
Dhaartnab walks in.
Dhaartnab walks in.
Dhaartnab walks in.
<662hp 1041m 335mv> south
Cartographers Store
+ + *| You are in a rumbled down old building filled with dust
| | || and a musty smell. Several chairs and tables have been
+-+-+-+-+| recently smashed here as the imprints of heavy booted feet
| | | is apparent in the doorway. The walls are plain grey in
@ + | color and of grainy stone make. A glass showcase stands
| | in the forefront of the store, displaying a myriad of compasses
*-+ | and drawing utensils that are probably antiques.
| |
+ |
---------+
[Exits: north]
An unmistakeable circle of runes form the Darkhaven nexus.
A cartographer is here, offering you his services.
Dhaartnab walks in.
Dhaartnab walks in.
Dhaartnab walks in.
An illusion of a Warlock walks in.
An illusion of the Huntsmaster walks in.
<662hp 1041m 334mv> C DUP
An illusion of Xavier appears in a blurred light!
An illusion of Xavier looks at you with indifferent eyes.
An illusion of Xavier now follows you.
<662hp 1006m 334mv> where
SL
SC
Players near you in Darkhaven:
<PK> Dhaartnab Cartographers Store
<662hp 1006m 334mv> You go to sleep.
<662hp 1006m 334mv>
/@============================================================-
| \
| 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: 662/1059 |
| Sex: Male Alignment: Evil Mana: 1006/1071 |
| Class: Illusionist Ethos: Chaotic Move: 334/349 |
\ -------------------------------------------/
| |
| 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: 19 (22-3) Relics: 2983 Items: 28/33 |
| Consti: 18 (18+0) Gold: 34628 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: duplicate : can be cast again in 2 hours
Skill: spell delay : lasts for 0 hours
Skill: grandeur : modifies afflictive break by 4 for 7 moments
Spell: duplicate : can be cast again in 1 hours
: can be cast again in 0 hours
Spell: blur : lasts for 2 hours
Spell: slow : modifies dexterity by -4 for 7 hours
Spell: detect invis : lasts for 46 hours
Spell: armor : modifies armor class by 20 for 12 hours
Spell: stone skin : modifies armor class by 40 for 31 hours
<662hp 1006m 334mv>
<662hp 1006m 334mv>
<662hp 1006m 334mv>
<662hp 1006m 334mv> 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: 662/1059 |
| Sex: Male Alignment: Evil Mana: 1006/1071 |
| Class: Illusionist Ethos: Chaotic Move: 334/349 |
\ -------------------------------------------/
| |
| 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: 19 (22-3) Relics: 2983 Items: 28/33 |
| Consti: 18 (18+0) Gold: 34628 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: duplicate : can be cast again in 2 hours
Skill: spell delay : lasts for 0 hours
Spell: duplicate : can be cast again in 1 hours
: can be cast again in 0 hours
Spell: blur : lasts for 2 hours
Spell: slow : modifies dexterity by -4 for 7 hours
Spell: detect invis : lasts for 46 hours
Spell: armor : modifies armor class by 20 for 12 hours
Spell: stone skin : modifies armor class by 40 for 31 hours
<662hp 1006m 334mv>
<662hp 1006m 334mv>
<662hp 1006m 334mv>
<662hp 1006m 334mv> 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: 662/1059 |
| Sex: Male Alignment: Evil Mana: 1006/1071 |
| Class: Illusionist Ethos: Chaotic Move: 334/349 |
\ -------------------------------------------/
| |
| 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: 19 (22-3) Relics: 2983 Items: 28/33 |
| Consti: 18 (18+0) Gold: 34628 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: duplicate : can be cast again in 2 hours
Skill: spell delay : lasts for 0 hours
Spell: duplicate : can be cast again in 1 hours
: can be cast again in 0 hours
Spell: blur : lasts for 2 hours
Spell: slow : modifies dexterity by -4 for 7 hours
Spell: detect invis : lasts for 46 hours
Spell: armor : modifies armor class by 20 for 12 hours
Spell: stone skin : modifies armor class by 40 for 31 hours
<662hp 1006m 334mv>
<662hp 1006m 334mv>
<662hp 1006m 334mv> GR
Dhaartnab's group:
[50 Ill] Dhaartnab 62% hp 93% mana 95% mv 570812 xp Damage per round: 70
* [33 Chm] An illusion of xavier 100% hp 100% mana 100% mv
* [48 Chm] An illusion of the huntsmaster 100% hp 100% mana 100% mv
* [45 Chm] An illusion of a warlock 100% hp 100% mana 100% mv
* [50 Mob] Dhaartnab 100% hp 100% mana 100% mv
* [50 Mob] Dhaartnab 100% hp 100% mana 100% mv
* [50 Mob] Dhaartnab 100% hp 100% mana 100% mv
<662hp 1006m 334mv>
You are ready to cast the haste spell again.
You feel able to duplicate another creature.
<709hp 1071m 349mv> WHO
[ Human ] [Rival] <PK> [KNIGHT] Dame Estra the Shadow Mistress of the Lau Kuan, Knight of Valou
r
[ Golem ] <PK> Dluldor the Holy Shaman
[ Fire ] Grakkus the Guardsman
[ 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] <PK> [KNIGHT] Sir Ingra Varita the Grand Master of Seasons, Knight of Valour
Players found: 7
[KEEPER] The Balance prevails within the four kingdoms.
There are 7 characters on; the most on this past month was 9.
<709hp 1071m 349mv> ST
where
You wake and stand up.
<709hp 1071m 349mv> Players near you in Darkhaven:
<PK> Dhaartnab Cartographers Store
<709hp 1071m 349mv> look
Cartographers Store
+ + *| You are in a rumbled down old building filled with dust
| | || and a musty smell. Several chairs and tables have been
+-+-+-+-+| recently smashed here as the imprints of heavy booted feet
| | | is apparent in the doorway. The walls are plain grey in
@ + | color and of grainy stone make. A glass showcase stands
| | in the forefront of the store, displaying a myriad of compasses
*-+ | and drawing utensils that are probably antiques.
| |
+ |
---------+
[Exits: north]
An unmistakeable circle of runes form the Darkhaven nexus.
(Charmed) (White Aura) A blurry illusion of Xavier guards its master.
(Charmed) (White Aura) An illusion of the Huntsmaster guards its master.
(Charmed) An illusion of a Warlock guards its master.
Dhaartnab the Face of Demons is here.
Dhaartnab the Face of Demons is here.
Dhaartnab the Face of Demons is here.
A cartographer is here, offering you his services.
<709hp 1071m 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: 709/1059 |
| Sex: Male Alignment: Evil Mana: 1071/1071 |
| 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: 19 (22-3) Relics: 2983 Items: 28/33 |
| Consti: 18 (18+0) Gold: 34628 Wimpy: 0 hp |
| Luck: Changing Hunger: [-----] Thirst: [-----] |
| |
| Condition: In prime health |
------------------------------------------ \
/ |
| Armor Vs Pierce: 186 Saving Throws |
| Hitroll: 13 Vs Bash: 190 Afflictive: 30 |
| Damroll: 10 Vs Slash: 182 Maledictive: 34 |
| Vs Magic: 150 Mental: 44 |
\==========================================================-/
You are affected by the following:
Spell: duplicate : can be cast again in 1 hours
: can be cast again in 0 hours
Spell: blur : lasts for 1 hours
Spell: slow : modifies dexterity by -4 for 6 hours
Spell: detect invis : lasts for 45 hours
Spell: armor : modifies armor class by 20 for 11 hours
Spell: stone skin : modifies armor class by 40 for 30 hours
<709hp 1071m 349mv> where
Players near you in Darkhaven:
<PK> Dhaartnab Cartographers Store
<709hp 1071m 349mv> C DUP
You are already controlling as many as you can.
<709hp 1036m 349mv> where
Players near you in Darkhaven:
<PK> Dhaartnab Cartographers Store
<709hp 1036m 349mv> RELEASE XAVI
You send an illusion of Xavier back home.
An illusion of Xavier slowly fades away.
<709hp 1036m 349mv> C DUP
An illusion of Xavier appears in a hazy smoke!
An illusion of Xavier looks at you with sad eyes.
An illusion of Xavier now follows you.
<709hp 1001m 349mv> where
RELEASE XAVI
Players near you in Darkhaven:
<PK> Dhaartnab Cartographers Store
<709hp 1001m 349mv> You send an illusion of Xavier back home.
An illusion of Xavier slowly fades away.
<709hp 1001m 349mv> SL
SC
You go to sleep.
<709hp 1001m 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: 709/1059 |
| Sex: Male Alignment: Evil Mana: 1001/1071 |
| 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: 19 (22-3) Relics: 2983 Items: 28/33 |
| Consti: 18 (18+0) Gold: 34628 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: duplicate : can be cast again in 2 hours
: can be cast again in 1 hours
: can be cast again in 0 hours
Spell: blur : lasts for 1 hours
Spell: slow : modifies dexterity by -4 for 6 hours
Spell: detect invis : lasts for 45 hours
Spell: armor : modifies armor class by 20 for 11 hours
Spell: stone skin : modifies armor class by 40 for 30 hours
<709hp 1001m 349mv>
<709hp 1001m 349mv> GR
Dhaartnab's group:
[50 Ill] Dhaartnab 66% hp 93% mana 100% mv 570812 xp Damage per round: 70
* [48 Chm] An illusion of the huntsmaster 100% hp 100% mana 100% mv
* [45 Chm] An illusion of a warlock 100% hp 100% mana 100% mv
* [50 Mob] Dhaartnab 100% hp 100% mana 100% mv
* [50 Mob] Dhaartnab 100% hp 100% mana 100% mv
* [50 Mob] Dhaartnab 100% hp 100% mana 100% mv
<709hp 1001m 349mv> WHO
[ Human ] [Rival] <PK> [KNIGHT] Dame Estra the Shadow Mistress of the Lau Kuan, Knight of Valou
r
[ Golem ] <PK> Dluldor the Holy Shaman
[ Fire ] Grakkus the Guardsman
[ 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] <PK> [KNIGHT] Sir Ingra Varita the Grand Master of Seasons, Knight of Valour
Players found: 7
[KEEPER] The Balance prevails within the four kingdoms.
There are 7 characters on; the most on this past month was 9.
<709hp 1001m 349mv>
<709hp 1001m 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: 709/1059 |
| Sex: Male Alignment: Evil Mana: 1001/1071 |
| 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: 19 (22-3) Relics: 2983 Items: 28/33 |
| Consti: 18 (18+0) Gold: 34628 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: duplicate : can be cast again in 2 hours
: can be cast again in 1 hours
: can be cast again in 0 hours
Spell: blur : lasts for 1 hours
Spell: slow : modifies dexterity by -4 for 6 hours
Spell: detect invis : lasts for 45 hours
Spell: armor : modifies armor class by 20 for 11 hours
Spell: stone skin : modifies armor class by 40 for 30 hours
<709hp 1001m 349mv>
<709hp 1001m 349mv> GR
Dhaartnab's group:
[50 Ill] Dhaartnab 66% hp 93% mana 100% mv 570812 xp Damage per round: 70
* [48 Chm] An illusion of the huntsmaster 100% hp 100% mana 100% mv
* [45 Chm] An illusion of a warlock 100% hp 100% mana 100% mv
* [50 Mob] Dhaartnab 100% hp 100% mana 100% mv
* [50 Mob] Dhaartnab 100% hp 100% mana 100% mv
* [50 Mob] Dhaartnab 100% hp 100% mana 100% mv
<709hp 1001m 349mv>
<709hp 1001m 349mv>
<709hp 1001m 349mv>
<709hp 1001m 349mv>
<709hp 1001m 349mv>
<709hp 1001m 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: 709/1059 |
| Sex: Male Alignment: Evil Mana: 1001/1071 |
| 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: 19 (22-3) Relics: 2983 Items: 28/33 |
| Consti: 18 (18+0) Gold: 34628 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: duplicate : can be cast again in 2 hours
: can be cast again in 1 hours
: can be cast again in 0 hours
Spell: blur : lasts for 1 hours
Spell: slow : modifies dexterity by -4 for 6 hours
Spell: detect invis : lasts for 45 hours
Spell: armor : modifies armor class by 20 for 11 hours
Spell: stone skin : modifies armor class by 40 for 30 hours
<709hp 1001m 349mv>
You feel able to duplicate another creature.
<775hp 1071m 349mv>
<775hp 1071m 349mv> ST
where
You wake and stand up.
<775hp 1071m 349mv> Players near you in Darkhaven:
Guch The Altar of Sirens
<PK> Dhaartnab Cartographers Store
<775hp 1071m 349mv> where
north
Players near you in Darkhaven:
Guch The Altar of Sirens
<PK> Dhaartnab Cartographers Store
<775hp 1071m 349mv> west
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.
An illusion of the Huntsmaster walks in.
An illusion of a Warlock walks in.
Dhaartnab walks in.
Dhaartnab walks in.
Dhaartnab walks in.
<775hp 1071m 348mv> 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]
Dhaartnab walks in.
Dhaartnab walks in.
Dhaartnab walks in.
An illusion of a Warlock walks in.
An illusion of the Huntsmaster walks in.
<775hp 1071m 346mv> west
where
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]
An illusion of the Huntsmaster walks in.
An illusion of a Warlock walks in.
Dhaartnab walks in.
Dhaartnab walks in.
Dhaartnab walks in.
<775hp 1071m 344mv> west
Players near you in Darkhaven:
Guch The Altar of Sirens
<PK> Dhaartnab Misty Lane
<775hp 1071m 344mv> 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.
Dhaartnab walks in.
Dhaartnab walks in.
Dhaartnab walks in.
An illusion of a Warlock walks in.
An illusion of the Huntsmaster walks in.
<775hp 1071m 342mv> west
where
Within the docks
+-+-+-+ | 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 illusion of the Huntsmaster walks in.
An illusion of a Warlock walks in.
Dhaartnab walks in.
Dhaartnab walks in.
Dhaartnab walks in.
<775hp 1071m 340mv> west
Players near you in Darkhaven:
Guch The Altar of Sirens
<PK> Dhaartnab Within the docks
<775hp 1071m 340mv> Within the docks
+-+-+-+| 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]
Dhaartnab walks in.
Dhaartnab walks in.
Dhaartnab walks in.
An illusion of a Warlock walks in.
An illusion of the Huntsmaster walks in.
<775hp 1071m 338mv> west
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]
An illusion of the Huntsmaster walks in.
An illusion of a Warlock walks in.
Dhaartnab walks in.
Dhaartnab walks in.
Dhaartnab walks in.
<775hp 1071m 336mv> west
where
The icy water of the Dragon Sea is all that lies in that direction.
<775hp 1071m 336mv> Players near you in Darkhaven:
Guch The Altar of Sirens
<PK> Dhaartnab A Boating Dock
<775hp 1071m 336mv> C DUP
An illusion of Xavier appears in a bright flash of light!
An illusion of Xavier looks at you with adoring eyes.
An illusion of Xavier now follows you.
<775hp 1036m 336mv> HAST XAVI
An illusion of Xavier is moving more quickly.
<775hp 1006m 336mv> where
south
C EN XAVI
Players near you in Darkhaven:
Guch Dravanoth Way
<PK> Dhaartnab A Boating Dock
<775hp 1006m 336mv> Along the harbor
+ | You are standing on the docks of a gloomy looking harbor.
| | The wood beneath you of 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 south]
A malevolent looking mariner beams a vicious smile at you.
An illusion of Xavier walks in.
Dhaartnab walks in.
Dhaartnab walks in.
Dhaartnab walks in.
An illusion of a Warlock walks in.
An illusion of the Huntsmaster walks in.
<775hp 1006m 334mv> where
An illusion of Xavier dwarfs everything around him as he grows.
<775hp 976m 334mv> south
where
Players near you in Darkhaven:
Guch Dravanoth Way
<PK> Dhaartnab Along the harbor
<775hp 976m 334mv> 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.
An illusion of the Huntsmaster walks in.
An illusion of a Warlock walks in.
Dhaartnab walks in.
Dhaartnab walks in.
Dhaartnab walks in.
An illusion of Xavier walks in.
<775hp 976m 332mv> west
west
Players near you in Darkhaven:
Guch Dravanoth Way
<PK> Dhaartnab A Boating Dock
<775hp 976m 332mv> 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]
<775hp 976m 331mv> west
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]
<775hp 976m 330mv> west
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.
<775hp 976m 329mv> where
Out of nowhere, a swirling, rushing current propels you backwards.
<775hp 976m 329mv> south
Players near you in Dragon Sea:
<PK> Dhaartnab A Blue-Water Current
<775hp 976m 329mv> south
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.
A swordfish moves slowly well beneath the depths of the water.
<775hp 976m 328mv> 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: north east]
<775hp 976m 327mv> south
west
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]
<775hp 976m 326mv> 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]
<775hp 976m 325mv> SL
SC
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]
<775hp 976m 324mv> Players near you in Dragon Sea:
<PK> Dhaartnab A Blue-Water Current
<775hp 976m 324mv> You go to sleep.
<775hp 976m 324mv>
/@============================================================-
| \
| 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: 775/1059 |
| Sex: Male Alignment: Evil Mana: 976/1071 |
| Class: Illusionist Ethos: Chaotic Move: 324/349 |
\ -------------------------------------------/
| |
| 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: 19 (22-3) Relics: 2983 Items: 28/33 |
| Consti: 18 (18+0) Gold: 34628 Wimpy: 0 hp |
| Luck: Changing Hunger: [-----] Thirst: [-----] |
| |
| Condition: In prime health |
------------------------------------------ \
/ |
| Armor Vs Pierce: 146 Saving Throws |
| Hitroll: 17 Vs Bash: 150 Afflictive: 30 |
| Damroll: 10 Vs Slash: 142 Maledictive: 34 |
| Vs Magic: 110 Mental: 44 |
\==========================================================-/
You are affected by the following:
Skill: spell delay : lasts for 0 hours
Skill: grandeur : modifies afflictive break by 4 for 35 moments
: modifies hitroll by 4 for 19 moments
Spell: duplicate : can be cast again in 2 hours
: can be cast again in 1 hours
: can be cast again in 0 hours
Spell: blur : lasts for 0 hours
Spell: slow : modifies dexterity by -4 for 5 hours
Spell: detect invis : lasts for 44 hours
Spell: armor : modifies armor class by 20 for 10 hours
Spell: stone skin : modifies armor class by 40 for 29 hours
<775hp 976m 324mv>
<775hp 976m 324mv>
<775hp 976m 324mv>
You are ready to cast the haste spell again.
You feel able to duplicate another creature.
Your definition returns to your physical self.
<815hp 1071m 349mv> ST
where
You wake and stand up.
<815hp 1071m 349mv> Players near you in Dragon Sea:
<PK> Dhaartnab A Blue-Water Current
<815hp 1071m 349mv> PRSH
You surround yourself in a protective shell of magic.
<815hp 1001m 349mv> C BLUR
Your physical contours become distorted.
<815hp 941m 349mv> where
WWAD
Players near you in Dragon Sea:
<PK> Dhaartnab A Blue-Water Current
<815hp 941m 349mv> The black staff of ancient magic glows as it is imbued by a weapon ward.
<815hp 921m 349mv> west
look
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.
<815hp 921m 347mv> 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.
<815hp 921m 347mv> north
west
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.
<815hp 921m 343mv> west
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]
<815hp 921m 339mv> west
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.
<815hp 921m 335mv> 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]
<815hp 921m 331mv> west
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.
<815hp 921m 327mv> west
west
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]
<815hp 921m 323mv> 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]
<815hp 921m 319mv> west
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]
<815hp 921m 315mv> west
north
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]
<815hp 921m 311mv> north
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]
<815hp 921m 309mv> 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]
<815hp 921m 308mv> west
north
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]
<815hp 921m 307mv> 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]
<815hp 921m 306mv> west
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]
<815hp 921m 305mv> west
where
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.
<815hp 921m 304mv> up
where
Players near you in Dragon Sea:
<PK> Dhaartnab Under an Old Bridge
<815hp 921m 304mv> 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]
<815hp 921m 303mv> north
Players near you in Dragon Sea:
<PK> Dhaartnab A Wooden Bridge South of Timaran
<815hp 921m 303mv> north
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.
<815hp 921m 302mv> where
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.
<815hp 921m 300mv> north
north
Players near you in Timaran:
<PK> Dhaartnab Meadow Lane
<815hp 921m 300mv> where
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]
<815hp 921m 298mv> north
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]
<815hp 921m 296mv> Players near you in Timaran:
<PK> Dhaartnab Meadow Lane
<815hp 921m 296mv> north
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]
<815hp 921m 294mv> north
Meadow Lane
+-+-S-+-+| This is another part of Meadow Lane. Further north is
| | the busy city centre, which people are walking to and
*-*-+-*-T| from past you, and a large ornate building that must
| | | be a temple. There is a shop to your west with many an
* S-@-S | animal cry emanating from it. You don't need the sign
| | bearing animals hanging above the door to know this
+-+-+-+| is a pet shop. A number of torches stand cold at the
| || side of the road, ready to be lit when needed. The road
+ +| continues southward.
---------+
[Exits: north east south west]
<815hp 921m 292mv> where
Meadow Lane
B *-+-S | You are now walking along Meadow Lane, leading from the
| | | city centre to the south gate. Torches stand ready to
+-+-S-+-+| be lit when darkness comes, and many people walk past
| | about their business. The busy city centre is just to
*-*-@-*-T| your north, while to the east stands a large ornate building,
| | | very obviously a temple of some sort. A small hovel stands
* S-+-S | to the west with awful instrumental squawking noises
| | coming from it. The road continues to the south.
+-+-+-+|
---------+
[Exits: north east south west]
<815hp 921m 290mv> Players near you in Timaran:
<PK> Dhaartnab Meadow Lane
<815hp 921m 290mv> north
City Centre of Timaran
* +-S | You have entered the busy centre of Timaran. All around
| | | you people bustle about their daily routine, smiling and
B *-+-S | laughing or walking by silently on business. You see many
| | | buildings close by, mostly made of sold grey stone with
+-+-@-+-+| tiled roofs. A beautifully carved marble fountain dominates
| | the centre of the square, spraying water gently into the
*-*-+-*-T| air in graceful arches. Often used as a meeting place,
| | | people stand around or sit on the benches nearby discussing
* S-+-S | various things or just generally relaxing. A few children,
---------+ out from the watchful eye of their parents, splash each
other in the fountains basin. Unlit torches stand in holders at various points
of the square, so that even at night the activity may continue unabated. Just
to your south is a large temple, and two others can be seen to the west and
northeast. Exits lead in all directions to other parts of the city.
[Exits: north east south west]
A number of wooden benches are arranged around the fountain.
A beautiful marble fountain stands in the centre of the square.
The Herald Bulletin Board gleams majestically in the middle of the square.
A bell sits here, waiting to be rung.
A member of the Timaran city day watch keeps an eye out.
The Town Crier stands here, yelling the daily news.
<815hp 921m 288mv> west
where
Western Main Street
* +-S| This is the western part of Main Street, which runs between
| | | the east and west gates through the centre of the city.
B *-+-S| Just to your east is the busy city centre, and many people
| | | pass you on their way to it. To the north is a stone
+-+-@-S-+| wall, solid and impenetrable.
| | |
+ *-*-+-*|
| | | |
+ * S-+-S|
---------+
[Exits: east west]
A member of the Timaran city day watch keeps an eye out.
<815hp 921m 286mv> west
Players near you in Timaran:
<PK> Dhaartnab Western Main Street
<815hp 921m 286mv> Western Main Street
* +| You are travelling along the Main Street. Many people
| || walk past, going about their business quietly alone or
* B *-+| in groups. A short distance to the east the busy city
| | || centre is visible, and to your north stands a large building
+-+-@-+-S| with marble pillars outside. The ornate sign above the
| | || door indicates that this is the city bank. You can continue
S + *-*-+| down the street east and west.
| | ||
+ * S-+|
---------+
[Exits: north east west]
A member of the Timaran city day watch keeps an eye out.
<815hp 921m 284mv> west
where
Western Main Street
+-S | You are standing on the Main Street, just east of a large
| | building that looks suspiciously like a bank, and a constant
+ * B | stream of people pass you by on their way to the city centre
| | | | that also lies eastwards. North of you is an empty looking
+-+-@-+-+| building, and to the south you can see a small, dark alleyway.
| | | | Looking westwards you can see the outline of what looks like
+ S + | a temple. You can continue along the street east and west.
| | |
+-+ + |
---------+
[Exits: east south west]
<815hp 921m 282mv> west
Players near you in Timaran:
<PK> Dhaartnab Western Main Street
<815hp 921m 282mv> Western Main Street
S-+-S | This part of the main street has a small, plain looking
| | building to the north, and a small garden is visible southwards.
+ * B| The garden has been grown so as to be pleasing to the eye,
| | || and is a welcome change from all the buildings. A busy
+-+-@-+-+| city square is visible just to your west, and the road
| | | | continues east. A large building that looks like a temple
*-+ S + | can be seen just to the south-west.
| | | |
* +-+ + |
---------+
[Exits: north east south west]
<815hp 921m 280mv>
You feel able to duplicate another creature.
<829hp 971m 349mv> west
Western Square of Timaran
S-+-S | This is the busy Western Square of the city. People stand
| | around in groups talking and laughing, and others walk
+ * | past on their own business. Many adventurers are here,
| | | looking for partners for exploring the world outside
+-+-@-+-+| the city. Travel stained people arrive here from the
| | || west, and others head out that way towards the west gate.
T-*-+ S +| Beautifully carved wooden poles hold torches that stand
| | || unlit currently, and there are one or two statues of
*-* +-+ +| various animals dotted around. At the centre is a large
---------+ fountain with benches surrounding it, in which children
are playing. More people sit on the benches by the fountain, talking quietly
or just watching the children play. Just south of here a large building that
looks like a temple can be seen, shining strangely. To the north is a beautiful
marble archway, and not far away to the west is the west gate. Southwards lies
another street, and the Main Street continues to the east.
[Exits: north east south west]
A number of wooden benches are arranged around the fountain.
A fountain stands here, lovingly carved into a dolphin shape.
A large, filthy looking rat scurries around.
<829hp 971m 347mv> west
Western Main Street
S-+-S| You are standing on the Main Street of the city, which
| | runs between the west and east gates through the centre
+ *| of the city. Just to your west is the west gate, people
| || walking in and out of it in a steady stream past you.
+-+-@-+-+| To the east lies a busy square. South of you is the wall
| || of a large building, and from the stained glass windows
T-*-+ S| you surmise it is a temple.
| | |
*-*-* +-+|
---------+
[Exits: east west]
A member of the Timaran city day watch keeps an eye out.
A member of the Timaran city day watch keeps an eye out.
<829hp 971m 345mv> where
Players near you in Timaran:
<PK> Dhaartnab Western Main Street
<829hp 971m 345mv> 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. Everyone who walks
|| in and out is closely checked by the guards, who keep
T-*-+| an eye out for criminals and other undesirables. You
| || can leave the city to the west, or walk east onto a street.
*-* +|
---------+
[Exits: east west up]
A giant gate guard stands here, checking people who walk by.
A giant gate guard stands here, checking people who walk by.
<829hp 971m 343mv> where
west
Players near you in Timaran:
<PK> Dhaartnab West Gate of Timaran
<829hp 971m 343mv> 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]
<829hp 971m 341mv> 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]
<829hp 971m 339mv> where
Players near you in Eastern Road:
<PK> Dhaartnab Along the Eastern Road
<829hp 971m 339mv> look
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]
<829hp 971m 339mv> GR
Dhaartnab's group:
[50 Ill] Dhaartnab 78% hp 90% mana 97% mv 570812 xp Damage per round: 70
* [50 Mob] Dhaartnab 100% hp 100% mana 100% mv
* [50 Mob] Dhaartnab 100% hp 100% mana 100% mv
* [50 Mob] Dhaartnab 100% hp 100% mana 100% mv
<829hp 971m 339mv> I
You are carrying:
( 5) a purple potion
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)
<829hp 971m 339mv> GET SEA SACK
You get a seashell ring from a Big Ol'Pack Sack.
<829hp 971m 339mv> SOL
You decide to venture on by yourself!
Dhaartnab stops following you.
Dhaartnab stops following you.
Dhaartnab stops following you.
<829hp 971m 339mv> where
Players near you in Eastern Road:
<PK> Dhaartnab Along the Eastern Road
<829hp 971m 339mv> look
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]
<829hp 971m 339mv> west
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]
<829hp 971m 337mv> west
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]
<829hp 971m 335mv> where
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]
<829hp 971m 333mv> west
Players near you in Eastern Road:
<PK> Dhaartnab Along the Eastern Road
<829hp 971m 333mv> 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]
<829hp 971m 331mv> 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.
<829hp 971m 329mv> west
west
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]
<829hp 971m 327mv> south
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]
<829hp 971m 325mv> west
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]
<829hp 971m 323mv> 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.
<829hp 971m 321mv> 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]
<829hp 971m 319mv> west
north
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]
<829hp 971m 317mv> where
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]
<829hp 971m 315mv> west
Players near you in Eastern Road:
<PK> Dhaartnab Along the Eastern Road
<829hp 971m 315mv> 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]
<829hp 971m 313mv> 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.
<829hp 971m 311mv> north
north
The Lane
x-x | You are strolling along a pleasant, shady lane. The road
| | is lined on both sides by tall, stately trees which lend
o | the scene with a sense of quiet serenity. You can follow
| | the road north or south.
@ |
| |
+-+-+-+-+|
| ||
+ +|
---------+
[Exits: north south]
<829hp 971m 309mv> north
The Plains
| You are standing on the plains. This is a vast desolate
| place where the wind can howl undisturbed since nothing
x-x | but you bars its way. However you are not the first to
| | wander here. Before you somebody has left a small path.
@ | The path looks rather bewildered and is not the kind
| | of path to lead to anywhere significant or important
o | but it seems to have made up its mind to enter the hills
| | far away north.
+-+-+-+-+|
---------+
[Exits: north south]
<829hp 971m 307mv> Road to Tenebria
| This is a non descript path which appears to have been made
| over the years by those wishing to enter the lands of dwarves
| from the Eastern road. To the south you can see the Eastern
| Road. To the west, you can see a steeply rising trail.
x-@ |
| |
o |
| |
o |
---------+
[Exits: south west]
<829hp 971m 303mv> C DUP
An illusion of a Warlock appears in a bright flash of light!
An illusion of a Warlock looks at you with adoring eyes.
An illusion of a Warlock now follows you.
<829hp 936m 303mv> west
up
east
where
C DUP
Base of the Ladder
| The trail rises very sharply at this point. Progress appears
| limited to a ladder which leans against the side of the
| cliff. Without the ladder, it appears one would need wings.
| To the east, the trail sharply descends to the Eastern
@-x | Road.
| |
o |
| |
o |
---------+
[Exits: east up]
An illusion of a Warlock climbs in.
<829hp 936m 297mv> Windswept Plateau of the Dwarven Mines
z| A stunning view of the Eastern Road is available to all
|| who stand on this ledge. The wind buffets even the most
z| solidly built contraption. There is no cover at all. The
|| top of a ladder peeks up from over the ledge, leading
@-~-o| down into a difficult section of the trail that appears
| impassible without the ladder. To the east, you can hear
| the sound of gurgling water.
|
|
---------+
[Exits: east down]
An illusion of a Warlock climbs in.
<829hp 936m 291mv> Bank of a Swift Stream
z | A narrow and swift moving stream bisects the path here.
| | Evidence of a small bridge litters each side of the stream.
z | It is obviously beyond repair. Walking through the stream
| | appears to be possible, but it runs swiftly southward. Across
x-@-o | the stream you can see the path continue on the other side,
| rising into darkness. To the west the path descends somewhat,
| towards the Eastern Road.
|
|
---------+
[Exits: east west]
An illusion of a Warlock swims in.
You feel able to duplicate another creature.
<843hp 1000m 349mv> Players near you in Eastern Road:
<PK> Dhaartnab Bank of a Swift Stream
<843hp 1000m 349mv> An illusion of the Huntsmaster appears in a hazy smoke!
An illusion of the Huntsmaster looks at you with sad eyes.
An illusion of the Huntsmaster now follows you.
<843hp 965m 349mv> RELEASE HUNT
You send an illusion of the Huntsmaster back home.
An illusion of the Huntsmaster slowly fades away.
<843hp 965m 349mv> C MIR
A mirror image of yourself appears beside you!
A mirror image of yourself appears beside you!
A mirror image of yourself appears beside you!
<843hp 925m 349mv> C DUP
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.
<843hp 890m 349mv> where
east
north
north
where
Players near you in Eastern Road:
<PK> Dhaartnab Bank of a Swift Stream
<843hp 890m 349mv> South of the Foothills
z | The path here follows the swift-moving stream along its east
| | bank. The path itself is little more than a three feet wide,
z | and somewhat segregates the stream from the surrounding field
| | of grass, ragweed, and dandelions. The path approaches an
x-~-@ | old bridge crossing the stream to the west and ascends northward
| into the foothills.
|
|
|
---------+
[Exits: north west]
An illusion of the Huntsmaster walks in.
Dhaartnab walks in.
Dhaartnab walks in.
Dhaartnab walks in.
An illusion of a Warlock walks in.
<843hp 890m 346mv> A Path Through the Foothills
z | The hard-packed path makes the trek through these foothills
| | much less daunting. It ascends as it continues northward and,
z | to the south, it descends towards the Eastern Road. The foothills
| | themselves are sprawling, extending north and east towards
@ | peaked mountains.
| |
x-~-o |
|
|
---------+
[Exits: north south]
An illusion of a Warlock walks in.
Dhaartnab walks in.
Dhaartnab walks in.
Dhaartnab walks in.
An illusion of the Huntsmaster walks in.
<843hp 890m 343mv> A Path Through the Foothills
+-+-+| The hard-packed path makes the trek through these foothills
| || much less daunting. It ascends as it continues northward
z +| and, to the south, it descends towards the Eastern Road.
| || The foothills themselves are sprawling, extending north and
@ +| east towards peaked mountains.
| |
z |
| |
x-~-o |
---------+
[Exits: north south]
An illusion of the Huntsmaster walks in.
Dhaartnab walks in.
Dhaartnab walks in.
Dhaartnab walks in.
An illusion of a Warlock walks in.
<843hp 890m 339mv> north
Players near you in Tenebria:
<PK> Dhaartnab A Path Through the Foothills
<843hp 890m 339mv> A Path Through the Foothills
z| The hard-packed path makes the trek through these foothills
|| much less daunting. It ascends as it continues northward
+-+-+| and, to the south, it descends towards the Eastern Road.
| || The foothills themselves are sprawling, extending north and
@ +| east towards peaked mountains.
| ||
z +|
| |
z |
---------+
[Exits: north south]
An illusion of a Warlock walks in.
Dhaartnab walks in.
Dhaartnab walks in.
Dhaartnab walks in.
An illusion of the Huntsmaster walks in.
<843hp 890m 335mv> AF
You are affected by the following:
Spell: duplicate : can be cast again in 2 hours
Spell: mirror image : can be cast again in 4 hours
Skill: grandeur : modifies afflictive break by 4 for 36 moments
: modifies hitroll by 4 for 36 moments
Spell: duplicate : can be cast again in 2 hours
: can be cast again in 1 hours
Spell: weapon ward : lasts for 4 hours
Spell: blur : lasts for 6 hours
Spell: protective shield: lasts for 7 hours
Spell: slow : modifies dexterity by -4 for 2 hours
Spell: detect invis : lasts for 41 hours
Spell: armor : modifies armor class by 20 for 7 hours
Spell: stone skin : modifies armor class by 40 for 26 hours
<843hp 890m 335mv> north
On the Plateau
z-z| You stand on the western edge of a thin plateau overlooking
|| the steady bustle of the city of Seringale to the southwest.
z| A solemn stillness permeates from the rock beneath you,
|| as if stone itself could mourn the tragedies of its ancient
@-+-+| and tumultuous past. A sheer cliff on one face of Grimforge
| || Mountain blocks any ascent to the north. A path descends
z +| southward into the foothills, and the plateau extends
| || to the east.
z +|
---------+
[Exits: east south]
An illusion of the Huntsmaster walks in.
Dhaartnab walks in.
Dhaartnab walks in.
Dhaartnab walks in.
An illusion of a Warlock walks in.
<843hp 890m 332mv> where
Players near you in Tenebria:
<PK> Dhaartnab On the Plateau
<843hp 890m 332mv> SL
You go to sleep.
<843hp 890m 332mv> 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: 843/1059 |
| Sex: Male Alignment: Evil Mana: 890/1071 |
| Class: Illusionist Ethos: Chaotic Move: 332/349 |
\ -------------------------------------------/
| |
| 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: 19 (22-3) Relics: 2983 Items: 29/33 |
| Consti: 18 (18+0) Gold: 34628 Wimpy: 0 hp |
| Luck: Changing Hunger: [-----] Thirst: [-----] |
| |
| Condition: In prime health |
------------------------------------------ \
/ |
| Armor Vs Pierce: 146 Saving Throws |
| Hitroll: 17 Vs Bash: 150 Afflictive: 30 |
| Damroll: 10 Vs Slash: 142 Maledictive: 34 |
| Vs Magic: 110 Mental: 44 |
\==========================================================-/
You are affected by the following:
Spell: duplicate : can be cast again in 2 hours
Spell: mirror image : can be cast again in 4 hours
Skill: grandeur : modifies afflictive break by 4 for 25 moments
: modifies hitroll by 4 for 25 moments
Spell: duplicate : can be cast again in 2 hours
: can be cast again in 1 hours
Spell: weapon ward : lasts for 4 hours
Spell: blur : lasts for 6 hours
Spell: protective shield: lasts for 7 hours
Spell: slow : modifies dexterity by -4 for 2 hours
Spell: detect invis : lasts for 41 hours
Spell: armor : modifies armor class by 20 for 7 hours
Spell: stone skin : modifies armor class by 40 for 26 hours
<843hp 890m 332mv> ST
where
east
You wake and stand up.
<843hp 890m 332mv> Players near you in Tenebria:
<PK> Dhaartnab On the Plateau
<843hp 890m 332mv> east
On the Plateau
z-z | You stand on a thin plateau that juts out even further
| | to the west, forming a shelf on the side of Grimforge
z | Mountain. Sparse flora can be seen clinging to the mountain
| | in places, stubbornly refusing to be cast down the mountainside
+-@-+-+| by water, wind, or time. The trail has all but vanished
| | | here, as one might expect whilst traversing solid stone.
z + |
| | |
z +-+|
---------+
[Exits: east west]
An illusion of a Warlock walks in.
Dhaartnab walks in.
Dhaartnab walks in.
Dhaartnab walks in.
An illusion of the Huntsmaster walks in.
<843hp 890m 330mv> Audsug Crossing
z-z | A large boulder rests on the south-eastern side of this
| | intersection of paths. It appears to be granite, but has
z | several black, glass-like protrusions. A wooden signpost
| | has been erected beside the curious boulder to help travellers
+-+-@-+-+| find their way. The one path appears to wind towards the
| | | mountains to the north, while disappearing into some rocks
z + | off to the south. The other heads east towards a small
| | | village and extends out onto some sort of plateau to the
z +-+ | west.
---------+
[Exits: north east south west]
A wooden signpost has been placed here to help travelers find their way.
An illusion of the Huntsmaster walks in.
Dhaartnab walks in.
Dhaartnab walks in.
Dhaartnab walks in.
An illusion of a Warlock walks in.
<843hp 890m 328mv> east
A Pebble-Strewn Path
z-z | The pebble-strewn path appears to be used regularly, despite
| | its relatively remote location. Mountains to the north and
z | east provide a breathtaking landscape as you travel, but
| | no signs of animal life can be seen. To the west, the path
+-+-@-+-+| continues towards a thin plateau and, to the east, it appears
| | to be approaching a small village.
+ |
| |
+-+ |
---------+
[Exits: east west]
An illusion of a Warlock walks in.
Dhaartnab walks in.
Dhaartnab walks in.
Dhaartnab walks in.
An illusion of the Huntsmaster walks in.
<843hp 890m 326mv> east
A Pebble-Strewn Path
z | The pebble-strewn path appears to be used regularly, despite
| | its relatively remote location. Mountains to the north and
z | east provide a breathtaking landscape as you travel, but no
| | signs of animal life can be seen. To the west, the path continues
+-+-@-+-+| towards a thin plateau and, to the east, it appears to be approaching
| | a small village.
+ |
| |
+-+ |
---------+
[Exits: east west]
An illusion of the Huntsmaster walks in.
Dhaartnab walks in.
Dhaartnab walks in.
Dhaartnab walks in.
An illusion of a Warlock walks in.
<843hp 890m 324mv> east
where
Outside the Village of Gwidry
*-*-+| The pebble-strewn path appears to be used regularly, despite
| || its relatively remote location. Mountains to the north
* +| and east provide a breathtaking landscape as you travel,
|| but no signs of animal life can be seen. To the west,
+-+-@-+-+| the path continues towards a thin plateau and, to the
| east, it appears to be approaching a small village.
|
|
|
---------+
[Exits: east west]
An illusion of a Warlock walks in.
Dhaartnab walks in.
Dhaartnab walks in.
Dhaartnab walks in.
An illusion of the Huntsmaster walks in.
<843hp 890m 322mv> Players near you in Tenebria:
<PK> Belan A Path Through the Foothills
<PK> Dhaartnab Outside the Village of Gwidry
<843hp 890m 322mv> HAST WARLOCK
An illusion of a Warlock is moving more quickly.
<843hp 860m 322mv> west
west
A Pebble-Strewn Path
z | The pebble-strewn path appears to be used regularly, despite
| | its relatively remote location. Mountains to the north and
z | east provide a breathtaking landscape as you travel, but no
| | signs of animal life can be seen. To the west, the path continues
+-+-@-+-+| towards a thin plateau and, to the east, it appears to be approaching
| | a small village.
+ |
| |
+-+ |
---------+
[Exits: east west]
An illusion of the Huntsmaster walks in.
Dhaartnab walks in.
Dhaartnab walks in.
Dhaartnab walks in.
An illusion of a Warlock walks in.
<843hp 860m 320mv> Belan flies in.
<843hp 860m 320mv> west
A Pebble-Strewn Path
z-z | The pebble-strewn path appears to be used regularly, despite
| | its relatively remote location. Mountains to the north and
z | east provide a breathtaking landscape as you travel, but
| | no signs of animal life can be seen. To the west, the path
+-+-@-+-+| continues towards a thin plateau and, to the east, it appears
| | to be approaching a small village.
+ |
| |
+-+ |
---------+
[Exits: east west]
An illusion of a Warlock walks in.
Dhaartnab walks in.
Dhaartnab walks in.
Dhaartnab walks in.
An illusion of the Huntsmaster walks in.
<843hp 860m 318mv> Audsug Crossing
z-z | A large boulder rests on the south-eastern side of this
| | intersection of paths. It appears to be granite, but has
z | several black, glass-like protrusions. A wooden signpost
| | has been erected beside the curious boulder to help travellers
+-+-@-+-+| find their way. The one path appears to wind towards the
| | | mountains to the north, while disappearing into some rocks
z + | off to the south. The other heads east towards a small
| | | village and extends out onto some sort of plateau to the
z +-+ | west.
---------+
[Exits: north east south west]
A wooden signpost has been placed here to help travelers find their way.
An illusion of the Huntsmaster walks in.
Dhaartnab walks in.
Dhaartnab walks in.
Dhaartnab walks in.
An illusion of a Warlock walks in.
<843hp 860m 316mv> west
west
On the Plateau
z-z | You stand on a thin plateau that juts out even further
| | to the west, forming a shelf on the side of Grimforge
z | Mountain. Sparse flora can be seen clinging to the mountain
| | in places, stubbornly refusing to be cast down the mountainside
+-@-+-+| by water, wind, or time. The trail has all but vanished
| | | here, as one might expect whilst traversing solid stone.
z + |
| | |
z +-+|
---------+
[Exits: east west]
An illusion of a Warlock walks in.
Dhaartnab walks in.
Dhaartnab walks in.
Dhaartnab walks in.
An illusion of the Huntsmaster walks in.
<843hp 860m 314mv> south
On the Plateau
z-z| You stand on the western edge of a thin plateau overlooking
|| the steady bustle of the city of Seringale to the southwest.
z| A solemn stillness permeates from the rock beneath you,
|| as if stone itself could mourn the tragedies of its ancient
@-+-+| and tumultuous past. A sheer cliff on one face of Grimforge
| || Mountain blocks any ascent to the north. A path descends
z +| southward into the foothills, and the plateau extends
| || to the east.
z +|
---------+
[Exits: east south]
An illusion of the Huntsmaster walks in.
Dhaartnab walks in.
Dhaartnab walks in.
Dhaartnab walks in.
An illusion of a Warlock walks in.
<843hp 860m 312mv> south
A Path Through the Foothills
z| The hard-packed path makes the trek through these foothills
|| much less daunting. It ascends as it continues northward
+-+-+| and, to the south, it descends towards the Eastern Road.
| || The foothills themselves are sprawling, extending north and
@ +| east towards peaked mountains.
| ||
z +|
| |
z |
---------+
[Exits: north south]
An illusion of a Warlock walks in.
Dhaartnab walks in.
Dhaartnab walks in.
Dhaartnab walks in.
An illusion of the Huntsmaster walks in.
<843hp 860m 309mv> A Path Through the Foothills
+-+-+| The hard-packed path makes the trek through these foothills
| || much less daunting. It ascends as it continues northward
z +| and, to the south, it descends towards the Eastern Road.
| || The foothills themselves are sprawling, extending north and
@ +| east towards peaked mountains.
| |
z |
| |
x-~-o |
---------+
[Exits: north south]
An illusion of the Huntsmaster walks in.
Dhaartnab walks in.
Dhaartnab walks in.
Dhaartnab walks in.
An illusion of a Warlock walks in.
<843hp 860m 305mv> south
south
A Path Through the Foothills
z | The hard-packed path makes the trek through these foothills
| | much less daunting. It ascends as it continues northward and,
z | to the south, it descends towards the Eastern Road. The foothills
| | themselves are sprawling, extending north and east towards
@ | peaked mountains.
| |
x-~-o |
|
|
---------+
[Exits: north south]
An illusion of a Warlock walks in.
Dhaartnab walks in.
Dhaartnab walks in.
Dhaartnab walks in.
An illusion of the Huntsmaster walks in.
You are ready to cast the haste spell again.
<860hp 924m 349mv> South of the Foothills
z | The path here follows the swift-moving stream along its east
| | bank. The path itself is little more than a three feet wide,
z | and somewhat segregates the stream from the surrounding field
| | of grass, ragweed, and dandelions. The path approaches an
x-~-@ | old bridge crossing the stream to the west and ascends northward
| into the foothills.
|
|
|
---------+
[Exits: north west]
An illusion of the Huntsmaster walks in.
Dhaartnab walks in.
Dhaartnab walks in.
Dhaartnab walks in.
An illusion of a Warlock walks in.
<860hp 924m 346mv> west
Bank of a Swift Stream
z | A narrow and swift moving stream bisects the path here.
| | Evidence of a small bridge litters each side of the stream.
z | It is obviously beyond repair. Walking through the stream
| | appears to be possible, but it runs swiftly southward. Across
x-@-o | the stream you can see the path continue on the other side,
| rising into darkness. To the west the path descends somewhat,
| towards the Eastern Road.
|
|
---------+
[Exits: east west]
An illusion of a Warlock swims in.
Dhaartnab swims in.
Dhaartnab swims in.
Dhaartnab swims in.
An illusion of the Huntsmaster swims in.
<860hp 924m 343mv> west
down
Windswept Plateau of the Dwarven Mines
z| A stunning view of the Eastern Road is available to all
|| who stand on this ledge. The wind buffets even the most
z| solidly built contraption. There is no cover at all. The
|| top of a ladder peeks up from over the ledge, leading
@-~-o| down into a difficult section of the trail that appears
| impassible without the ladder. To the east, you can hear
| the sound of gurgling water.
|
|
---------+
[Exits: east down]
An illusion of the Huntsmaster climbs in.
Dhaartnab climbs in.
Dhaartnab climbs in.
Dhaartnab climbs in.
An illusion of a Warlock climbs in.
<860hp 924m 338mv> east
Base of the Ladder
| The trail rises very sharply at this point. Progress appears
| limited to a ladder which leans against the side of the
| cliff. Without the ladder, it appears one would need wings.
| To the east, the trail sharply descends to the Eastern
@-x | Road.
| |
o |
| |
o |
---------+
[Exits: east up]
An illusion of a Warlock climbs in.
Dhaartnab climbs in.
Dhaartnab climbs in.
Dhaartnab climbs in.
An illusion of the Huntsmaster climbs in.
<860hp 924m 332mv> Road to Tenebria
| This is a non descript path which appears to have been made
| over the years by those wishing to enter the lands of dwarves
| from the Eastern road. To the south you can see the Eastern
| Road. To the west, you can see a steeply rising trail.
x-@ |
| |
o |
| |
o |
---------+
[Exits: south west]
An illusion of the Huntsmaster climbs in.
Dhaartnab climbs in.
Dhaartnab climbs in.
Dhaartnab climbs in.
An illusion of a Warlock climbs in.
<860hp 924m 326mv> south
south
south
The Plains
| You are standing on the plains. This is a vast desolate
| place where the wind can howl undisturbed since nothing
x-x | but you bars its way. However you are not the first to
| | wander here. Before you somebody has left a small path.
@ | The path looks rather bewildered and is not the kind
| | of path to lead to anywhere significant or important
o | but it seems to have made up its mind to enter the hills
| | far away north.
+-+-+-+-+|
---------+
[Exits: north south]
An illusion of a Warlock walks in.
Dhaartnab walks in.
Dhaartnab walks in.
Dhaartnab walks in.
An illusion of the Huntsmaster walks in.
<860hp 924m 322mv> The Lane
x-x | You are strolling along a pleasant, shady lane. The road
| | is lined on both sides by tall, stately trees which lend
o | the scene with a sense of quiet serenity. You can follow
| | the road north or south.
@ |
| |
+-+-+-+-+|
| ||
+ +|
---------+
[Exits: north south]
An illusion of the Huntsmaster walks in.
Dhaartnab walks in.
Dhaartnab walks in.
Dhaartnab walks in.
An illusion of a Warlock walks in.
<860hp 924m 320mv> 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.
An illusion of a Warlock walks in.
Dhaartnab walks in.
Dhaartnab walks in.
Dhaartnab walks in.
An illusion of the Huntsmaster walks in.
<860hp 924m 318mv> south
south
Players near you in Eastern Road:
<PK> Estra Quiet Forest Path
<PK> Belan Windswept Plateau of the Dwarven Mines
<PK> Dhaartnab The Crossroads
<PK> Ingra Quiet Forest Path
<860hp 924m 318mv> Path from Eastern Road into the Forest
o | To each side of this trail are dark, grim trees. The trees
| | are so close to one another that very little light gets through.
+-+-+-+-+| The path, however, is free of foliage. To the south you can
| || see the path continue. To the north you can see the Eastern
@ +| Road.
| |
+-+ |
|
|
---------+
[Exits: north south]
An illusion of the Huntsmaster walks in.
Dhaartnab walks in.
Dhaartnab walks in.
Dhaartnab walks in.
An illusion of a Warlock walks in.
<860hp 924m 316mv> west
Path from Eastern Road into the Forest
+-+-+-+-+| To each side of this trail are dark, grim trees. The trees
| || are so close to one another that very little light gets through.
+ +| The path, however, is free of foliage. To the south you can
| | see the path continue. To the north you can see the Eastern
+-@ | Road.
|
|
|
|
---------+
[Exits: north west]
Ingra the Grand Master of Seasons, Knight of Valour is riding on the back of a brass Asc'Liena stall
ion.
Estra the Shadow Mistress of the Lau Kuan, Knight of Valour is here.
An illusion of a Warlock walks in.
Dhaartnab walks in.
Dhaartnab walks in.
Dhaartnab walks in.
An illusion of the Huntsmaster walks in.
<860hp 924m 314mv> down
east
down
Sharply Downturning Forest Path
+-+-+-+-+| To each side of this trail are dark, grim trees. The trees
| | are so close to one another that very little light gets
+ | through. The path, however, is free of foliage. To the west
| | you can see the path continue. To the north you can see
@-+ | a large, wide road.
|
|
|
|
---------+
[Exits: east down]
An illusion of the Huntsmaster walks in.
Dhaartnab walks in.
Dhaartnab walks in.
Dhaartnab walks in.
An illusion of a Warlock walks in.
<860hp 924m 312mv> west
Quiet Forest Path
| To each side of this trail are dark, grim trees. The trees
| are so close to one another that very little light gets
| through. The path, however, is free of foliage. To the east
| you can see the path continue. There is a sharp incline
@-+ | in the path leading upwards.
|
|
|
|
---------+
[Exits: east up]
An illusion of a Warlock walks in.
Dhaartnab walks in.
Dhaartnab walks in.
Dhaartnab walks in.
An illusion of the Huntsmaster walks in.
<860hp 924m 310mv> Quiet Forest Path
| To each side of this trail are dark, grim trees. The trees
| are so close to one another that very little light gets through.
| The path, however, is free of foliage. To the west you can
| see the path continue. There is a sharp decline in the path
+-@ | leading downwards.
|
|
|
|
---------+
[Exits: west down]
An illusion of the Huntsmaster walks in.
Dhaartnab walks in.
Dhaartnab walks in.
Dhaartnab walks in.
An illusion of a Warlock walks in.
<860hp 924m 308mv> Path into Dwarf Forest
| The path continues upwards if one wished to use roots and tree
| branches for support as they climbed the trail. To the east
| is a wide path which appears to be passing into a forest. To
| each side of this trail are dark, grim trees. The trees are
+-@ | so close to one another that very little light gets through.
| | The path, however, is free of foliage.
+ |
| |
+ |
---------+
[Exits: west up]
An illusion of a Warlock walks in.
Dhaartnab walks in.
Dhaartnab walks in.
Dhaartnab walks in.
An illusion of the Huntsmaster walks in.
<860hp 924m 306mv> A Road through the Dwarf Forest
| You are on a road leading from the crossroads of Seringale
| into a deep forest. The trees surrounding the round are strangely
| shorter than those of common breed. A thin pine scent on
| the air draws your attention a little as you walk by. The
@-+ | road has been made hurriedly, small clumps of grass growing
| | from its centre. It looks like it was designed for a horse
+ | and cart, weathered heavily and abandoned.
| |
+ |
---------+
[Exits: east south]
An illusion of the Huntsmaster walks in.
Dhaartnab walks in.
Dhaartnab walks in.
Dhaartnab walks in.
An illusion of a Warlock walks in.
<860hp 924m 304mv> south
A Road through the Dwarf Forest
| The road through the forest has been weathered heavily,
| but judging from the amount of disarrayed stones led
+-+ | over it, its clear that it hasn't been maintained in
| | a while. It looks like an old trade route that long since
@ | been left to ruin. Grass grows in the centre of the track,
| | more than a few feet high. To the sides of the roads
+ | grow trees that seem to have stunted.
| |
+-+-+-f-f|
---------+
[Exits: north south]
An illusion of a Warlock walks in.
Dhaartnab walks in.
Dhaartnab walks in.
Dhaartnab walks in.
An illusion of the Huntsmaster walks in.
<860hp 924m 302mv> south
A Road through the Dwarf Forest
+-+ | An old road leads through the stunted trees of the dwarf
| | forest, its centre marked with overgrown grass and weeds.
+ | The road has been left to ruin, clearly untravelled by
| | traders in centuries. Some of the grass on the side of
@ | the road appears to be scarred by fire and has died.
| |
+-+-+-f-f|
||
f|
---------+
[Exits: north south]
A large, hairy looking humanoid is here.
An illusion of the Huntsmaster walks in.
Dhaartnab walks in.
Dhaartnab walks in.
Dhaartnab walks in.
An illusion of a Warlock walks in.
<860hp 924m 300mv> south
east
The T-Intersection
+ | A small intersection has been placed here, where the forest
| | meets the trade route of Old Thalos. It has been poorly
+ | maintained, its condition clearly having slid over the
| | past few centuries. The trail continues to the west into
+-+-@-f-f| Thalos, while eastwards leads deeper into the dwarf forest.
|| To the north the old trade road motions for the Crossroads.
f|
|
|
---------+
[Exits: north east west]
An illusion of a Warlock walks in.
Dhaartnab walks in.
Dhaartnab walks in.
Dhaartnab walks in.
An illusion of the Huntsmaster walks in.
<860hp 924m 298mv> east
south
The dwarf forest
+ | You see more stunted trees here. It looks almost as if
| | this place was cursed by a god to be short and dry. The
+ | trail leads east and west. It looks dark toward the east.
| |
+-+-@-f |
| |
f-f|
|
|
---------+
[Exits: east west]
An illusion of the Huntsmaster walks in.
Dhaartnab walks in.
Dhaartnab walks in.
Dhaartnab walks in.
An illusion of a Warlock walks in.
<860hp 924m 296mv> east
east
down
The darker dwarf forest
+ | You see a more dense foliage in these stunted trees. The
| | gloom caused by them is enhanced by a draft coming from
+ | all around. The trail turns south from the west.
| |
+-f-@ |
| |
f-f-f|
|
|
---------+
[Exits: south west]
An illusion of a Warlock walks in.
Dhaartnab walks in.
Dhaartnab walks in.
Dhaartnab walks in.
An illusion of the Huntsmaster walks in.
<860hp 924m 293mv> where
The darker dwarf forest
+ | You see a more dense foliage in these stunted trees. The
| | gloom caused by them is enhanced by a draft coming from
+-f-f | all around. The trail turns east from the north.
| |
@-f-f|
|
|
|
|
---------+
[Exits: north east]
An illusion of the Huntsmaster walks in.
Dhaartnab walks in.
Dhaartnab walks in.
Dhaartnab walks in.
An illusion of a Warlock walks in.
<860hp 924m 290mv> The darker dwarf forest
| You see a more dense foliage in these stunted trees. The
| gloom caused by them is enhanced by a draft coming from
f-f | all around. The trail leads east and west.
| |
f-@-f |
|
|
|
|
---------+
[Exits: east west]
An illusion of a Warlock walks in.
Dhaartnab walks in.
Dhaartnab walks in.
Dhaartnab walks in.
An illusion of the Huntsmaster walks in.
<860hp 924m 287mv> The darker dwarf forest
| You see a more dense foliage in these stunted trees. The gloom
| caused by them is enhanced by a draft coming from all around.
f | The trail leads down into a valley and west.
| |
f-f-@ |
|
|
|
|
---------+
[Exits: west down]
An illusion of the Huntsmaster walks in.
Dhaartnab walks in.
Dhaartnab walks in.
Dhaartnab walks in.
An illusion of a Warlock walks in.
<860hp 924m 284mv> Crossroads in the Wilderness
f f| You are in a valley in the dark dwarf forest. Short black
| || grass grows around you. Trails lead in all directions.
f f|
| ||
o-@-f-f|
| | ||
o x *|
|
|
---------+
[Exits: north east south west up]
A trapper stands here, bartering his pelts.
An illusion of a Warlock walks in.
Dhaartnab walks in.
Dhaartnab walks in.
Dhaartnab walks in.
An illusion of the Huntsmaster walks in.
<860hp 924m 281mv> north
north
Players near you in Thalos Ruins:
<PK> Dhaartnab Crossroads in the Wilderness
<860hp 924m 281mv> The Valley in the dark dwarf forest
f-f f| You are in a valley in the forest. To the north is a
| | || trail out of this dark valley. South is more of this
f f f| valley.
| | ||
@ f f|
| | |
o-f-f-f|
| | ||
o x *|
---------+
[Exits: north south]
An illusion of the Huntsmaster walks in.
Dhaartnab walks in.
Dhaartnab walks in.
Dhaartnab walks in.
An illusion of a Warlock walks in.
<860hp 924m 278mv> north
A dim trail in the dwarf forest
| You are in a dim trail in the dwarf forest. Not much
| sunlight passes through here. To the south is a gloomy
f-f | valley, while to the north the light grows brighter.
| | |
@ f f|
| | ||
f f f|
| | |
o-f-f-f|
---------+
[Exits: north south]
An illusion of a Warlock walks in.
Dhaartnab walks in.
Dhaartnab walks in.
Dhaartnab walks in.
An illusion of the Huntsmaster walks in.
<860hp 924m 275mv> north
A dim trail in the dwarf forest
| You are in a dim trail in the dwarf forest. Not much sunlight
| passes through here. The trail runs north and south, and
| the light seems to come from the north. To the east, you
| see a small path into darkness.
@-f |
| | |
f f |
| | |
f f |
---------+
[Exits: east south]
An illusion of the Huntsmaster walks in.
Dhaartnab walks in.
Dhaartnab walks in.
Dhaartnab walks in.
An illusion of a Warlock walks in.
<860hp 924m 272mv> east
Alas, you cannot go that way.
<860hp 924m 272mv> south
A dark bend in the forest
| You are in a dark bend in the forest. To the west, you see
| the trail leading back to the dwarven forest, and to the
| south, you see a dark and dismal path.
|
f-@ |
| | |
f f |
| | |
f f |
---------+
[Exits: south west]
An illusion of a Warlock walks in.
Dhaartnab walks in.
Dhaartnab walks in.
Dhaartnab walks in.
An illusion of the Huntsmaster walks in.
<860hp 924m 269mv> south
The dark woods
| You are travelling through woods that are as dark as night.
| The trees above block all light and wind. The air is stagnant
f-f | and smells of death and decay. The lack of sounds and other
| | | signs of life make your skin crawl and you feel very much
f @ | like turning back and heading for safer areas. The path
| | | leads north into more open lands while it also leads south
f f | into the darkness of the forest. A small sign is posted
| | | here.
o-f)f-f |
---------+
[Exits: north south]
An illusion of the Huntsmaster walks in.
Dhaartnab walks in.
Dhaartnab walks in.
Dhaartnab walks in.
An illusion of a Warlock walks in.
<860hp 924m 266mv> south
The dark woods
f-f | You wearily travel through the darkness of the forest.
| | | Huge skeletal trees line the edges of the path and tower
f f | above you. Errant rays of sunlight spear down through
| | | the gaps in the canopy above and provide small spots
f @ | of light that seem to attract what little foliage can
| | | grow on the dark forest floor. The path winds north and
f f-f | south into darkness.
| | |
z-z f-f|
---------+
[Exits: north south]
An illusion of a Warlock walks in.
Dhaartnab walks in.
Dhaartnab walks in.
Dhaartnab walks in.
An illusion of the Huntsmaster walks in.
<860hp 924m 263mv> The small intersection in the forest
f | The forest path splits here in three directions. Small
| | paths lead to the east, north, and south. The trees above
f | leave a gap which allows sunlight to fill the intersection.
| | It is almost as though you are in a circle of light that
@-f | provides sanctuary in this land of darkness. Something
| | | has been scrawled in the dirt in blood here.
z-z f-f|
| | |
z-z-f |
---------+
[Exits: north east south]
An illusion of the Huntsmaster walks in.
Dhaartnab walks in.
Dhaartnab walks in.
Dhaartnab walks in.
An illusion of a Warlock walks in.
<860hp 924m 260mv> south
west
The edge of the forest and hills
f | You stand at the edge of a dark forest. A path leads north
| | into the forest and its deadly darkness and silence. Looking
f-f | west, you see a path that leads up into a foothills region.
| | | Standing here on the boundary between light and darkness,
z-@ f-f| you feel very vulnerable and alone.
| | |
z-z-f |
| |
z-x-z |
---------+
[Exits: north west]
An illusion of a Warlock walks in.
Dhaartnab walks in.
Dhaartnab walks in.
Dhaartnab walks in.
An illusion of the Huntsmaster walks in.
<860hp 924m 257mv> south
The rocky path
f | The path here is very rocky and treacherous. The travelling
| | is rough and you slip and fall often. The path continues
f-f| into the hills to the south. Smoother ground is to the
| || east, but the path seems to lead into a dark forest in
@-z f| that direction.
| ||
z-z-f|
| |
z-x-z|
---------+
[Exits: east south]
An illusion of the Huntsmaster walks in.
Dhaartnab walks in.
Dhaartnab walks in.
Dhaartnab walks in.
An illusion of a Warlock walks in.
<860hp 924m 253mv> east
The rocky path
f-f| The path here winds among the low rocky hills. The long
| || trek up and down the hills begins to tire you greatly.
z-z f| To the east is a small clearing. More hills are to the
| || north of here.
@-z-f|
| |
z-x-z|
| | ||
z-z-z|
---------+
[Exits: north east]
An illusion of a Warlock walks in.
Dhaartnab walks in.
Dhaartnab walks in.
Dhaartnab walks in.
An illusion of the Huntsmaster walks in.
<860hp 924m 249mv> south
The bloody intersection
f-f | This is a small intersection. Paths lead east, west, and
| | | south. You are struck by the carnage here when you enter
z-z f-f| the clearing. There appears to have been a great battle
| | | here. Blood is everywhere and the ground is all torn up.
z-@-f | Pieces of beaten armour and broken blades lie all around.
| | Examining the tracks here lead you to believe that the
z-x-z | dead and wounded were dragged off in two directions, south
| | | | and east.
z-z-z |
---------+
[Exits: east south west]
(White Aura) A dark ethereal knight hovers over the bloody clearing.
An illusion of the Huntsmaster walks in.
Dhaartnab walks in.
Dhaartnab walks in.
Dhaartnab walks in.
An illusion of a Warlock walks in.
The Dark Ethereal Knight sniffs sadly.
<860hp 924m 245mv> Up the rocky hillside
z-z f-f| You are climbing on a rocky hillside. As you scramble about,
| | | loose rocks and small boulders bounce and fall down below
z-z-f | you. To the east and west are more stable ground. The hillside
| | itself goes on higher to the south and it drops away to
z-@-z | the north.
| | | |
z-z-z |
| | | |
z-z-z |
---------+
[Exits: north east south west]
An illusion of a Warlock climbs in.
Dhaartnab climbs in.
Dhaartnab climbs in.
Dhaartnab climbs in.
An illusion of the Huntsmaster climbs in.
<860hp 924m 240mv> south
Before the huge tree
z-z-f | You enter a large ring of boulders. Sheltered by this wall
| | of stones, a small cluster of plants have sprung up. In
z-x-z | the center of this group of trees and bushes is a huge gnarled
| | | | tree. It appears to have been twisted and torn by the forces
z-@-z | of nature. It sways and moans as a strong wind from the
| | | | south tears through its old feeble branches. The hills themselves
z-z-z | lead in all directions.
|
|
---------+
[Exits: north east south west]
A huge, gnarled tree stands here, battered by age and nature.
An illusion of the Huntsmaster walks in.
Dhaartnab walks in.
Dhaartnab walks in.
Dhaartnab walks in.
An illusion of a Warlock walks in.
<860hp 924m 235mv> south
The hills overlooking the shoreline
z-x-z | You stand on a barren section of hills that overlook a rocky
| | | | shoreline. The stiff ocean wind has blown the rocks smooth
z-z-z | here and you have to lean forward a bit to keep your balance.
| | | | The salty sea air fills your nostrils and you notice signs
z-@-z | of life in the rocky crags here. You can climb down towards
| the shore or head north into the hills themselves. The rocky
| summit you are standing leads east and west along the shoreline.
|
|
---------+
[Exits: north east west down]
An illusion of a Warlock walks in.
Dhaartnab walks in.
Dhaartnab walks in.
Dhaartnab walks in.
An illusion of the Huntsmaster walks in.
<860hp 924m 231mv> south
Alas, you cannot go that way.
<860hp 924m 231mv> down
The rocky shoreline
| You are on a rocky shore that borders a vast sea. A stiff
| wind blows here and whistles among the rocks. You see an
| altar of some sort built on the shore to the south. The shore
| itself leads east and west. Looking up, you see foothills
o-@-o | and rocky crags.
| | |
o-o |
| |
* |
---------+
[Exits: east south west up]
An illusion of the Huntsmaster walks in.
Dhaartnab walks in.
Dhaartnab walks in.
Dhaartnab walks in.
An illusion of a Warlock walks in.
<860hp 924m 228mv> south
south
The Blood Sea Portal
| You stand on a small pedestal-like altar that has been built
| on the shore here. Standing here, you can look out across
o-o-o | the sea. You can almost imagine that you see a far away island.
| | | Dominating the altar is a small blue portal. It is possible
@-o | to walk south into the portal. The shore itself extends to
| | the north, east, and west. There are small inscriptions on
* | the rock at the base of the portal.
| |
* |
---------+
[Exits: north east south]
An illusion of a Warlock walks in.
Dhaartnab walks in.
Dhaartnab walks in.
Dhaartnab walks in.
An illusion of the Huntsmaster walks in.
<860hp 924m 226mv> where
Floating in blue light
o-o-o | You seem to be floating in blue weightlessness. You tumble
| | | head over heels and finally right yourself. Gaining your
o-o | bearings, you notice that there are two "windows" in
| | , | the sea of blue here. One to the south shows an image
-x)@(x- | of a snowy plain. Another window the the north shows
| | | || an image of a rocky shore.
-x)*(x-x|
| | | ||
-x-x-x-x|
---------+
[Exits: north south]
An illusion of the Huntsmaster walks in.
Dhaartnab walks in.
Dhaartnab walks in.
Dhaartnab walks in.
An illusion of a Warlock walks in.
<860hp 924m 225mv> south
south
Players near you in Barren Highlands:
<PK> Dhaartnab Floating in blue light
<860hp 924m 225mv> south
The Glacier Temple
o-o | You are in a small temple. It appears to be built entirely
| | from ice. The ice walls are frosted and are opaque. There
* | is a small blue portal here. You can go north, to enter
| | | | the portal. Looking south, you see a world of white outside
-x)@(x- | the open doorway. Swirling snow and bright light obscure
| | | | your view.
-x-x-x- |
| | | |
-x-x=x- |
---------+
[Exits: north south]
An illusion of a Warlock walks in.
Dhaartnab walks in.
Dhaartnab walks in.
Dhaartnab walks in.
An illusion of the Huntsmaster walks in.
<860hp 924m 224mv> south
The frigid wastelands
* | You wander through the frigid wastelands. Your breath is
| | | | a cloud before you. The cold cuts to the bone. Swirling
-x)*(x- | snow and wind make impossible for you to discern any directions.
| | | |
-x-@-x- |
| | | |
-x-x=x- |
| | | |
x |
---------+
[Exits: north east south west]
A plains barbarian is here, clad in heavy furs.
An illusion of the Huntsmaster climbs in.
Dhaartnab climbs in.
Dhaartnab climbs in.
Dhaartnab climbs in.
An illusion of a Warlock climbs in.
<860hp 924m 221mv> The frigid wastelands
* | You wander through the frigid wastelands. Your breath is
| | | | a cloud before you. The cold cuts to the bone. Swirling
-x-x-x- | snow and wind make it impossible for you to discern any
| | / | directions.
-@-x- |
| | |
-x=x- |
| | |
|
---------+
[Exits: north east south west]
The white yeti crouches here snarling.
An illusion of a Warlock climbs in.
Dhaartnab climbs in.
Dhaartnab climbs in.
Dhaartnab climbs in.
An illusion of the Huntsmaster climbs in.
<860hp 924m 215mv> south
The frigid wastelands
-x- | You wander through the frigid wastelands. Your breath is a
| | | cloud before you. The cold cuts to the bone. Swirling snow
-x-x- | and wind make it impossible for you to discern any directions.
| | / |
-x-@-x- |
| | | |
-x=x)x |
| | |
|
---------+
[Exits: north east south west]
The white yeti crouches here snarling.
An illusion of the Huntsmaster climbs in.
Dhaartnab climbs in.
Dhaartnab climbs in.
Dhaartnab climbs in.
An illusion of a Warlock climbs in.
<860hp 924m 209mv> south
The frigid wastelands
-x- | You wander through the frigid wastelands. Your breath is
| | | a cloud before you. The cold cuts to the bone. Swirling snow
-x-x- | and wind make it impossible to discern any directions.
/ | | |
-x-@-x- |
| | | |
-x=x- |
| | |
x |
---------+
[Exits: north east south west]
A huge ice worm burrows through the ice and snow here. It rears up and
attacks!
An illusion of a Warlock climbs in.
Dhaartnab climbs in.
Dhaartnab climbs in.
Dhaartnab climbs in.
An illusion of the Huntsmaster climbs in.
<860hp 924m 203mv> south
The frigid wastelands
* | You wander through the frigid wastelands. Your breath is a
| | | | cloud before you. The cold cuts to the bone. Swirling snow
-x-x-x- | and wind make it impossible for you to discern any directions.
/ | / |
-x-@-x- |
| | | |
x |
|
|
---------+
[Exits: north east south west]
An illusion of the Huntsmaster climbs in.
Dhaartnab climbs in.
Dhaartnab climbs in.
Dhaartnab climbs in.
An illusion of a Warlock climbs in.
<860hp 924m 197mv> The edge of the frigid wastes
-x-x-x- | You stand at the base of a steep rocky cliff. To the north,
/ | / | a vast arctic wasteland stretches out. The snow falls lightly
-x-x-x- | here and the wind is not very fierce. You can climb up the
| | | | rocky cliff or head north into the arctic wastes.
@ |
|
|
|
|
---------+
[Exits: north up]
A key made of ice is here.
A small key lies here.
A small green key lies here.
You see 2 of a pair of steel greaves here.
You see 3 of a battle axe here.
You see 2 of a pair of gleaming steel vambraces here.
A torch sits on the ground.
An illusion of a Warlock climbs in.
Dhaartnab climbs in.
Dhaartnab climbs in.
Dhaartnab climbs in.
An illusion of the Huntsmaster climbs in.
<860hp 924m 191mv> south
Alas, you cannot go that way.
<860hp 924m 191mv> C PASS
You phase out of existence.
<860hp 904m 191mv> up
up
SOL
The sun slowly disappears in the west.
You feel able to duplicate another creature.
<869hp 958m 299mv> On the cliffside
| You cling to the side of the cliff. Looking down, you are
| terrified by the sheer distance to the ground below. You can
| climb up higher into the cliffs, but the area above is obscured
| by clouds and you cannot tell what lies waiting above.
@ |
|
|
|
|
---------+
[Exits: up down]
An illusion of the Huntsmaster climbs in.
Dhaartnab climbs in.
Dhaartnab climbs in.
Dhaartnab climbs in.
An illusion of a Warlock climbs in.
<869hp 958m 293mv> Before the gates of Mahn-Tor
| You stand at the edge of a high cliff. Directly south, set
| back off the cliff's edge, you see a huge pair of gates. These
| gates appear to be carved almost completely out of ice. A
| huge city and keep appear to be on the other side of these
@ | gates. There is also a possibility of climbing down the cliff
| face.
|
|
|
---------+
[Exits: (south) down]
A minotaur guard catches you trespassing and attacks!
An illusion of a Warlock climbs in.
Dhaartnab climbs in.
Dhaartnab climbs in.
Dhaartnab climbs in.
An illusion of the Huntsmaster climbs in.
The Minotaur Guard yells 'No trespassing, Dhaartnab!'
<869hp 958m 287mv> south
You decide to venture on by yourself!
An illusion of the Huntsmaster stops following you.
An illusion of the Huntsmaster slowly disappears.
Dhaartnab stops following you.
Dhaartnab slowly disappears.
Dhaartnab stops following you.
Dhaartnab slowly disappears.
Dhaartnab stops following you.
Dhaartnab slowly disappears.
An illusion of a Warlock stops following you.
An illusion of a Warlock slowly disappears.
<869hp 958m 287mv> south
Inside the gates of Mahn-Tor
| You stand just inside the gates to the city of Mahn-Tor.
| The city itself spreads out in front of you. The buildings
| are sturdy, as they appear to be made from the very rock
| of this mountain. Snow falls all around and a fine sheet
+-@-+ | of ice can be seen covering all but the most used walk
| | | | ways. Small city streets lead east and west, while a main
*-+-+-+-+| road appears to lead south.
| | | |
S S + |
---------+
[Exits: (north) east south west]
A dangerous looking battle axe rests here.
A gleaming pair of vambraces lies here.
<869hp 958m 283mv> The Square of Mahn-Tor
| This appears to be the main square of Mahn-Tor. A huge fountain
| graces the center of the square, but the extreme cold has
+-+-+ | turned it into an ice sculpture. The water has frozen in
| | | | arcs through the air. Snow and ice covers the square and
*-+-@-+-+| small streets lead east and west. To the north, you see
| | | | the gates to the city. You also notice a small store to
S S + | the south. A small sign hangs outside the store.
|
|
---------+
[Exits: north east south west]
A dangerous looking battle axe rests here.
A gleaming pair of greaves lie here.
A gleaming pair of vambraces lies here.
A sword with a curved blade lies here.
A minotaur citizen is here, hurrying through the icy streets.
<869hp 958m 281mv> east
east
The streets of Mahn-Tor
| You walk among the small stores and homes of Mahn-Tor.
| The cobblestone streets are covered with ice and snow.
+-+-+ +| Small snow drifts have formed at the edges of the streets.
| | | || The wind blows fiercely. Small streets lead in all directions.
+-+-@-+-+| There appears to be a large building to the east, but
| | | || the snow obscures your view.
S S + +|
|
|
---------+
[Exits: north east south west]
<869hp 958m 279mv> east
east
The road to the Keep of Mahn-Tor
| You walk up a steep rocky road. It leads up a steep grade
| to the east. At the end of this steep road, you see a huge
+-+ + | keep. Snow swirls all about you and you feel your breath
| | | | freeze as it leaves your lungs.
+-+-@-+ |
| | | |
S + + |
|
|
---------+
[Exits: east west]
You see 2 of a huge halberd here.
You see 2 of a steel helm here.
You see 2 of a steel breast plate here.
<869hp 958m 277mv> east
east
Before the Keep of Mahn-Tor
| You stand before a huge keep that has been carved into the
| side of the mountain. Huge wooden gates before you provide
+ + | entrance to the keep. It appears as though the cold here has
| | | convinced the guards to seek warmth inside. You notice small
+-+-@ | guard houses to the north and south.
| | |
+ + |
|
|
---------+
[Exits: north (gate) south west]
A small key lies here.
A minotaur is here guarding the Keep of Mahn-Tor.
<869hp 958m 275mv> The entryway to the Keep of Mahn-Tor
| You are at the entry hall to the huge keep. The high
| vaulted ceiling is carved from solid stone. Huge stone
| pillars rise up from the floor to meet the ceiling far
| above. The architecture appears to be dwarven. A huge
@-*-*| pair of gates stand to the west, protecting the keep
|| from the harsh cold outside. A large hall leads east,
*| deeper into the keep.
||
*|
---------+
[Exits: east (gate)]
The minotaur high guard is here guarding the Keep.
<869hp 958m 274mv> The Hall
| You are in a huge hall. Large tapestries line the walls
| and huge statues of various make and appearance are spread
| about. The ceiling above supports huge candelabras, which
| light the room. To the east, you see a bright light and
*-@-*-*| hear sounds of inhabitation. Looking west, you see the
| || entry gates to the keep.
*-*|
| |
* |
---------+
[Exits: east west]
The minotaur high guard is here guarding the Keep.
The High Minotaur Guard yells 'No trespassing, Dhaartnab!'
<869hp 958m 273mv> east
The Grand Hall
| You are in the main hall of the Keep of Mahn-Tor. This hall
| is huge. The wide floor of the hall is an expanse of marble.
| It shimmers in the light thrown off by the torches that line
| the walls. To the east, you see what appears to be a huge
*-*-@-* | golden throne. The hall itself stretches south and a smaller
| | | hall leads to the west.
*-* |
| |
* |
---------+
[Exits: east south west]
<869hp 958m 272mv> east
Standing before the throne
| You stand before the throne of Mahn-Tor. This golden throne
| is so huge that it takes up almost the entire wall, stretching
| far above the floor. Sitting upon it, you feel small and feeble.
| It is evident that this throne is more of a decoration than
*-*-@ | anything else. Only the largest of kings could sit upon it.
| | | The hall leads south and west into other parts of the keep.
*-* |
| |
* |
---------+
[Exits: (east) south west]
A huge golden throne sits in the middle of the room.
A long polearm with a curved blade is here.
A curved sword with a heavy tip sits here.
The royal minotaur guard considers you an intruder and attacks!
<869hp 958m 271mv> south
The secret hallway
| You are in a small, torch lit hall. It leads from east to west.
| A large gold door is to the west. To the east, you see a heavy
| stone door.
|
*-*-@ |
| | |
*-* |
| |
* |
---------+
[Exits: (east) west]
A small key lies here.
The elite minotaur guard sees you and attacks!
The elite minotaur guard sees you and attacks!
<869hp 958m 270mv> Alas, you cannot go that way.
<869hp 958m 270mv> C GATE JUVENILE
You move the black staff of ancient magic around in a circular motion, creating a gate.
<869hp 878m 270mv> where
You step through a gate and vanish.
An Abandoned Tavern
*-+-*| Broken bottles, smashed tables, and fallen ceiling planks
| | lie on the floor of this tavern. Cobwebs cover the walls
+-*| and rats roam the floor. Dust has gathered on everything
| || in sight, almost making you sneeze. It seems this has
*-@-+-+| been abandoned for some time. To the west lies a room
| || used for storage. The endless chatter of the city streets
*-+-+| is heard to the east.
| ||
+ +|
---------+
[Exits: east west]
A young juvenile boy scurries about, running and giggling in your face.
A young juvenile boy scurries about, running and giggling in your face.
<869hp 878m 270mv> east
Players near you in Isle of Exile:
<PK> Dhaartnab An Abandoned Tavern
<869hp 878m 270mv> On the Main Street
*-+-* | You are going down a long smelly street where waste covers
| | your path. Screams and yell come form every direction.
+-* *| People are bumping into you, speaking obscenities, and
| | || asking for help. Ruined buildings litter the skyline.
*-*-@-+-+| You almost faint, for the smell and the things you see
| | || start to make you sick. The main street continues north
*-+-+-+| and south. A small tavern lies to the west. A smaller
| | || street can be seen to the east.
+ + *|
---------+
[Exits: north east south west]
A wandering prophet stands speaking of the after-life.
<869hp 878m 269mv> where
Players near you in Isle of Exile:
<PK> Dhaartnab On the Main Street
<869hp 878m 269mv> GATE STRIPED
You move the black staff of ancient magic around in a circular motion, creating a gate.
<869hp 798m 269mv> where
The night has begun.
You feel able to duplicate another creature.
You feel able to duplicate another creature.
You feel yourself speed up.
<880hp 878m 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.
<880hp 878m 349mv> Players near you in Tyr Unguld:
<PK> Dhaartnab A patch of grass
<880hp 878m 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]
<880hp 878m 348mv> where
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]
A corrupted treant's bark has faded to a dull red.
<880hp 878m 347mv> Players near you in Murmuring Mists:
<PK> Dhaartnab Outside the Mist
<880hp 878m 347mv> west
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]
<880hp 878m 346mv> south
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]
<880hp 878m 345mv> 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]
<880hp 878m 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.
<880hp 878m 343mv> south
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.
<880hp 878m 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]
<880hp 878m 341mv> where
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]
<880hp 878m 340mv> SC
Players near you in Murmuring Mists:
<PK> Dhaartnab Deep in the Mist
<880hp 878m 340mv>
/@============================================================-
| \
| 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: 880/1059 |
| Sex: Male Alignment: Evil Mana: 878/1071 |
| Class: Illusionist Ethos: Chaotic Move: 340/349 |
\ -------------------------------------------/
| |
| 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: 29/36 |
| Consti: 18 (18+0) Gold: 34628 Wimpy: 0 hp |
| Luck: Changing Hunger: [-----] Thirst: [-----] |
| |
| Condition: In prime health |
------------------------------------------ \
/ |
| Armor Vs Pierce: 221 Saving Throws |
| Hitroll: 13 Vs Bash: 225 Afflictive: 30 |
| Damroll: 10 Vs Slash: 217 Maledictive: 34 |
| Vs Magic: 185 Mental: 44 |
\==========================================================-/
You are affected by the following:
Spell: pass door : lasts for 10 hours
Spell: mirror image : can be cast again in 1 hours
Spell: weapon ward : lasts for 1 hours
Spell: blur : lasts for 3 hours
Spell: protective shield: lasts for 4 hours
Spell: detect invis : lasts for 38 hours
Spell: armor : modifies armor class by 20 for 4 hours
Spell: stone skin : modifies armor class by 40 for 23 hours
<880hp 878m 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]
<880hp 878m 339mv> 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
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]
A corrupted treant's bark has faded to a dull red.
<880hp 878m 338mv> where
Players near you in Murmuring Mists:
<PK> Dhaartnab Deep in the Mist
<880hp 878m 338mv> SL
You go to sleep.
<880hp 878m 338mv> 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: 880/1059 |
| Sex: Male Alignment: Evil Mana: 878/1071 |
| Class: Illusionist Ethos: Chaotic Move: 338/349 |
\ -------------------------------------------/
| |
| 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: 29/36 |
| Consti: 18 (18+0) Gold: 34628 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: pass door : lasts for 10 hours
Spell: mirror image : can be cast again in 1 hours
Spell: weapon ward : lasts for 1 hours
Spell: blur : lasts for 3 hours
Spell: protective shield: lasts for 4 hours
Spell: detect invis : lasts for 38 hours
Spell: armor : modifies armor class by 20 for 4 hours
Spell: stone skin : modifies armor class by 40 for 23 hours
<880hp 878m 338mv>
<880hp 878m 338mv>
<880hp 878m 338mv> WHO
[ Undea ] <PK> (OUTLAW) Luthir the Stalker of the Living
[ Quasi ] Guch the Phantasm
[ Human ] [Rival] <PK> [KNIGHT] Dame Estra the Shadow Mistress of the Lau Kuan, Knight of Valou
r
[ Golem ] <PK> Dluldor the Holy Shaman
[ Fire ] Grakkus the Guardsman
[ 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] <PK> [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.
<880hp 878m 338mv>
<880hp 878m 338mv> WHO
[ Undea ] <PK> (OUTLAW) Luthir the Stalker of the Living
[ Quasi ] Guch the Phantasm
[ Human ] [Rival] <PK> [KNIGHT] Dame Estra the Shadow Mistress of the Lau Kuan, Knight of Valou
r
[ Golem ] <PK> Dluldor the Holy Shaman
[ Fire ] Grakkus the Guardsman
[ 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] <PK> [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.
<880hp 878m 338mv> ST
You wake and stand up.
<880hp 878m 338mv> REST
You rest.
<880hp 878m 338mv> TELL LUTHIR SO IM HAVING SOME FUN
You tell a vampire bat 'SO IM HAVING SOME FUN.'
<915hp 923m 349mv> where
Players near you in Murmuring Mists:
<PK> Dhaartnab Deep in the Mist
<915hp 923m 349mv> where
Players near you in Murmuring Mists:
<PK> Dhaartnab Deep in the Mist
<915hp 923m 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: 915/1059 |
| Sex: Male Alignment: Evil Mana: 923/1071 |
| 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: 29/36 |
| Consti: 18 (18+0) Gold: 34628 Wimpy: 0 hp |
| Luck: Changing Hunger: [-----] Thirst: [-----] |
| |
| Condition: In prime health |
------------------------------------------ \
/ |
| Armor Vs Pierce: 221 Saving Throws |
| Hitroll: 13 Vs Bash: 225 Afflictive: 30 |
| Damroll: 10 Vs Slash: 217 Maledictive: 34 |
| Vs Magic: 185 Mental: 44 |
\==========================================================-/
You are affected by the following:
Spell: pass door : lasts for 9 hours
Spell: mirror image : can be cast again in 0 hours
Spell: weapon ward : lasts for 0 hours
Spell: blur : lasts for 2 hours
Spell: protective shield: lasts for 3 hours
Spell: detect invis : lasts for 37 hours
Spell: armor : modifies armor class by 20 for 3 hours
Spell: stone skin : modifies armor class by 40 for 22 hours
<915hp 923m 349mv> ST
look
You stand up.
<915hp 923m 349mv> where
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]
A corrupted treant's bark has faded to a dull red.
<915hp 923m 349mv> Players near you in Murmuring Mists:
<PK> Dhaartnab Deep in the Mist
<915hp 923m 349mv> A vampire bat tells you 'Oh?'
<915hp 923m 349mv> where
Players near you in Murmuring Mists:
<PK> Dhaartnab Deep in the Mist
<915hp 923m 349mv> REPLY IM FIGHTING ALL OF THEM
You tell a vampire bat 'IM FIGHTING ALL OF THEM.'
<915hp 923m 349mv> where
Players near you in Murmuring Mists:
<PK> Dhaartnab Deep in the Mist
<915hp 923m 349mv> WHO
[ Undea ] <PK> (OUTLAW) Luthir the Stalker of the Living
[ Quasi ] Guch the Phantasm
[ Human ] [Rival] <PK> [KNIGHT] Dame Estra the Shadow Mistress of the Lau Kuan, Knight of Valou
r
[ Golem ] <PK> Dluldor the Holy Shaman
[ Fire ] Grakkus the Guardsman
[ 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] <PK> [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.
<915hp 923m 349mv> where
Players near you in Murmuring Mists:
<PK> Dhaartnab Deep in the Mist
<915hp 923m 349mv>
A vampire bat tells you 'Two Knights and the Half Breed.'
<915hp 923m 349mv> look
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]
A corrupted treant's bark has faded to a dull red.
<915hp 923m 349mv> REPLY INDEED
You tell a vampire bat 'INDEED.'
<915hp 923m 349mv> where
north
Players near you in Murmuring Mists:
<PK> Dhaartnab Deep in the Mist
<915hp 923m 349mv> 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 ghastly shape floats through the mists.
<915hp 923m 348mv> 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]
<915hp 923m 347mv> 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]
A corrupted treant's bark has faded to a dull red.
<915hp 923m 346mv> where
west
Players near you in Murmuring Mists:
<PK> Dhaartnab Within the Mist
<915hp 923m 346mv> 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.
<915hp 923m 345mv> south
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-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]
<915hp 923m 344mv> 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]
<915hp 923m 343mv> 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]
<915hp 923m 342mv> west
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-o-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 |
---------+
[Exits: east west]
A ghastly shape floats through the mists.
<915hp 923m 341mv> 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-o-o | nearby fortress of Tyr Unguld. A great misery has befallen
| | here. Distant howls are audible on the shrill wind that
@-o-o| sweeps through this fog. The mists surround everything.
|| Its all that is visible in this darkness.
o|
||
o|
---------+
[Exits: north east]
<915hp 923m 340mv> north
west
Within the Mist
o-o-o-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 | sweeps through this fog. The mists surround everything.
| | Its all that is visible in this darkness.
o-o-o|
||
o|
---------+
[Exits: east south west]
<915hp 923m 339mv> Within the Mist
o-o-o-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| sweeps through this fog. The mists surround everything.
| | Its all that is visible in this darkness.
o-o|
|
|
---------+
[Exits: north east]
Swirling mist roams this place, devouring everything smaller.
<915hp 923m 338mv>
A vampire bat tells you 'Dluldor does not assist?'
<915hp 923m 338mv>
You can cast mirror image again.
Your weapon ward expires.
<931hp 938m 349mv> where
Players near you in Murmuring Mists:
<PK> Dhaartnab Within the Mist
<931hp 938m 349mv> REPLY HONESTLY FELT LIKE HED BE A HINDRANCE
You tell a vampire bat 'HONESTLY FELT LIKE HED BE A HINDRANCE.'
<931hp 938m 349mv> where
Players near you in Murmuring Mists:
<PK> Dhaartnab Within the Mist
<931hp 938m 349mv> north
west
Within the Mist
o-o-o| A thick fog of mist has dropped over this once-beautiful
| | forest, now corrupted by the evil imprisoned within the
o-o-o-o| nearby fortress of Tyr Unguld. A great misery has befallen
| | here. Distant howls are audible on the shrill wind that
@ | sweeps through this fog. The mists surround everything.
| | Its all that is visible in this darkness.
o-o-o|
| |
o-o|
---------+
[Exits: north south]
<931hp 938m 348mv> Alas, you cannot go that way.
<931hp 938m 348mv> north
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-o-o-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-o|
---------+
[Exits: east south west]
Swirling mist roams this place, devouring everything smaller.
A ghastly shape floats through the mists.
A ghastly shape floats through the mists.
<931hp 938m 347mv> west
where
Deadend in the Mist
| A thick barrier of trees blocks any further movement
| along this direction. Talons of mist float through the
| trees and around your legs, seemingly with a mind of
| their own. A large pile of leaves and branches, dimly
@-o-o| seen through the mist, appears to be freshly heaped.
| | Small tracks of some sort of animal crisscross the area.
o | The oppressive mist seems to grow stronger with every
| | passing moment.
o-o|
---------+
[Exits: east]
A corrupted treant's bark has faded to a dull red.
A ghastly shape floats through the mists.
The tentacles sway ominously and grab around.
<931hp 938m 346mv> Players near you in Murmuring Mists:
<PK> Dhaartnab Deadend in the Mist
<931hp 938m 346mv> AF
You are affected by the following:
Spell: pass door : lasts for 8 hours
Spell: blur : lasts for 1 hours
Spell: protective shield: lasts for 2 hours
Spell: detect invis : lasts for 36 hours
Spell: armor : modifies armor class by 20 for 2 hours
Spell: stone skin : modifies armor class by 40 for 21 hours
<931hp 938m 346mv> where
Players near you in Murmuring Mists:
<PK> Dhaartnab Deadend in the Mist
<931hp 938m 346mv> east
east
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-o-o-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-o|
---------+
[Exits: east south west]
Swirling mist roams this place, devouring everything smaller.
A ghastly shape floats through the mists.
A ghastly shape floats through the mists.
<931hp 938m 345mv> Lost in the Mist
o | Swirling tendrils 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, unseen,
o-o-@-o | seems soft and squishy, yet strangely trembling, as if
| | afraid. Visibility in any direction is absolutely nil.
o | Every direction appears the same.
| |
o-o-o |
---------+
[Exits: east west]
<931hp 938m 344mv> east
Lost in the Mist
o| Swirling tendrils of mist ebb and flow, with the motion of
|| an ocean, all around you. Diffused light seeps through the
-o-o-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.
| | Visibility in any direction is absolutely nil. Every direction
o | appears the same.
| |
o-o-o |
---------+
[Exits: north west]
<931hp 938m 343mv> north
west
Lost in the Mist
o-o| Swirling tendrils 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 and squishy,
-o-@-o-o| yet strangely trembling, as if afraid. Visibility in any direction
| | is absolutely nil. Every direction appears the same.
o-o-o |
| |
o |
---------+
[Exits: east south west]
<931hp 938m 342mv> south
Lost in the Mist
o-o | Swirling tendrils of mist ebb and flow, with the motion
| | of an ocean, all around you. Diffused light seeps through
o | the clouds. Sounds die inches from their creation as the
| | mist casts a thick pall upon everything. The ground, unseen,
-o-@-o-o| seems soft and squishy, yet strangely trembling, as if
| | | afraid. Visibility in any direction is absolutely nil.
o(o | Every direction appears the same.
| |
o-o |
---------+
[Exits: east south west]
<931hp 938m 341mv> Lost in the Mist
o | Swirling tendrils 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, unseen,
@(o | seems soft and squishy, yet strangely trembling, as if afraid.
| | Visibility in any direction is absolutely nil. Every direction
o-o | appears the same.
|
|
---------+
[Exits: north south]
Swirling mist roams this place, devouring everything smaller.
<931hp 938m 340mv> south
east
Lost in the Mist
-o-o-o-o| Swirling tendrils of mist ebb and flow, with the motion
| | | of an ocean, all around you. Diffused light seeps through
o(o | the clouds. Sounds die inches from their creation as the
| | mist casts a thick pall upon everything. The ground, unseen,
@-o | seems soft and squishy, yet strangely trembling, as if afraid.
| Visibility in any direction is absolutely nil. Every direction
| appears the same.
|
|
---------+
[Exits: north east]
A corrupted treant's bark has faded to a dull red.
<931hp 938m 339mv> where
Deadend in the Mist
o-o-o-o- | A thick barrier of trees blocks any further movement along
| | | this direction. Talons of mist float through the trees and
o(o | around your legs, seemingly with a mind of their own. A large
| | pile of leaves and branches, dimly seen through the mist,
o-@ | appears to be freshly heaped. Small tracks of some sort of
| animal crisscross the area. The oppressive mist seems to grow
| stronger with every passing moment.
|
|
---------+
[Exits: west]
A corrupted treant's bark has faded to a dull red.
The tentacles sway ominously and grab around.
A corrupt treant walks west.
<931hp 938m 338mv> Players near you in Murmuring Mists:
<PK> Dhaartnab Deadend in the Mist
<931hp 938m 338mv> AF
You are affected by the following:
Spell: pass door : lasts for 8 hours
Spell: blur : lasts for 1 hours
Spell: protective shield: lasts for 2 hours
Spell: detect invis : lasts for 36 hours
Spell: armor : modifies armor class by 20 for 2 hours
Spell: stone skin : modifies armor class by 40 for 21 hours
<931hp 938m 338mv> C MIR
You lost your concentration.
You learn from your mistakes, and your mirror image skill improves.
<931hp 918m 338mv> where
C MIR
where
Players near you in Murmuring Mists:
<PK> Dhaartnab Deadend in the Mist
<931hp 918m 338mv> You lost your concentration.
<931hp 898m 338mv> C MIR
Players near you in Murmuring Mists:
<PK> Dhaartnab Deadend in the Mist
<931hp 898m 338mv> You lost your concentration.
<931hp 878m 338mv> REPLY TRYING TO SEPERATE THEM RIGHT NOW
You tell a vampire bat 'TRYING TO SEPERATE THEM RIGHT NOW.'
<931hp 878m 338mv> AF
Lightning flashes in the sky.
<943hp 906m 349mv> You are affected by the following:
Spell: pass door : lasts for 7 hours
Spell: blur : lasts for 0 hours
Spell: protective shield: lasts for 1 hours
Spell: detect invis : lasts for 35 hours
Spell: armor : modifies armor class by 20 for 1 hours
Spell: stone skin : modifies armor class by 40 for 20 hours
<943hp 906m 349mv> C MIR
A mirror image of yourself appears beside you!
A mirror image of yourself appears beside you!
A mirror image of yourself appears beside you!
<943hp 866m 349mv> where
Players near you in Murmuring Mists:
<PK> Dhaartnab Deadend in the Mist
<943hp 866m 349mv> where
Players near you in Murmuring Mists:
<PK> Dhaartnab Deadend in the Mist
<943hp 866m 349mv> look
Deadend in the Mist
o-o-o-o- | A thick barrier of trees blocks any further movement along
| | | this direction. Talons of mist float through the trees and
o(o | around your legs, seemingly with a mind of their own. A large
| | pile of leaves and branches, dimly seen through the mist,
o-@ | appears to be freshly heaped. Small tracks of some sort of
| animal crisscross the area. The oppressive mist seems to grow
| stronger with every passing moment.
|
|
---------+
[Exits: west]
(Translucent) Dhaartnab the Face of Demons is here.
(Translucent) Dhaartnab the Face of Demons is here.
(Translucent) Dhaartnab the Face of Demons is here.
The tentacles sway ominously and grab around.
<943hp 866m 349mv>
A vampire bat tells you 'Your location?'
<943hp 866m 349mv> KI TENT
Your smash devastates a tentacle!
A tentacle has some small wounds and bruises.
<943hp 866m 349mv>
You parry a tentacle's pierce with an easy flourish.
Your smash decimates a tentacle!
Dhaartnab's punch decimates a tentacle!
Dhaartnab's punch decimates a tentacle!
Dhaartnab's punch decimates a tentacle!
A tentacle is DEAD!!
You hear a tentacle's death cry.
You get 19 gold coins from the corpse of a tentacle.
Nycticora gives you 10 gold coins for your sacrifice.
<943hp 866m 349mv> REPLY TENTACLES, GETTING POTIONS
You tell a vampire bat 'TENTACLES, GETTING POTIONS.'
<943hp 866m 349mv> west
Lost in the Mist
-o-o-o-o| Swirling tendrils of mist ebb and flow, with the motion
| | | of an ocean, all around you. Diffused light seeps through
o(o | the clouds. Sounds die inches from their creation as the
| | mist casts a thick pall upon everything. The ground, unseen,
@-o | seems soft and squishy, yet strangely trembling, as if afraid.
| Visibility in any direction is absolutely nil. Every direction
| appears the same.
|
|
---------+
[Exits: north east]
A corrupted treant's bark has faded to a dull red.
A corrupted treant's bark has faded to a dull red.
Dhaartnab walks in.
Dhaartnab walks in.
Dhaartnab walks in.
<943hp 866m 348mv> east
Deadend in the Mist
o-o-o-o- | A thick barrier of trees blocks any further movement along
| | | this direction. Talons of mist float through the trees and
o(o | around your legs, seemingly with a mind of their own. A large
| | pile of leaves and branches, dimly seen through the mist,
o-@ | appears to be freshly heaped. Small tracks of some sort of
| animal crisscross the area. The oppressive mist seems to grow
| stronger with every passing moment.
|
|
---------+
[Exits: west]
A purple potion is here.
Dhaartnab walks in.
Dhaartnab walks in.
Dhaartnab walks in.
<943hp 866m 347mv> GET PURP
where
You get a purple potion.
<943hp 866m 347mv> Players near you in Murmuring Mists:
<PK> Dhaartnab Deadend in the Mist
<943hp 866m 347mv> west
north
Lost in the Mist
-o-o-o-o| Swirling tendrils of mist ebb and flow, with the motion
| | | of an ocean, all around you. Diffused light seeps through
o(o | the clouds. Sounds die inches from their creation as the
| | mist casts a thick pall upon everything. The ground, unseen,
@-o | seems soft and squishy, yet strangely trembling, as if afraid.
| Visibility in any direction is absolutely nil. Every direction
| appears the same.
|
|
---------+
[Exits: north east]
A corrupted treant's bark has faded to a dull red.
A corrupted treant's bark has faded to a dull red.
Dhaartnab walks in.
Dhaartnab walks in.
Dhaartnab walks in.
<943hp 866m 346mv> north
Lost in the Mist
o | Swirling tendrils 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, unseen,
@(o | seems soft and squishy, yet strangely trembling, as if afraid.
| | Visibility in any direction is absolutely nil. Every direction
o-o | appears the same.
|
|
---------+
[Exits: north south]
Dhaartnab walks in.
Dhaartnab walks in.
Dhaartnab walks in.
<943hp 866m 345mv> east
Lost in the Mist
o-o | Swirling tendrils of mist ebb and flow, with the motion
| | of an ocean, all around you. Diffused light seeps through
o | the clouds. Sounds die inches from their creation as the
| | mist casts a thick pall upon everything. The ground, unseen,
-o-@-o-o| seems soft and squishy, yet strangely trembling, as if
| | | afraid. Visibility in any direction is absolutely nil.
o(o | Every direction appears the same.
| |
o-o |
---------+
[Exits: east south west]
Dhaartnab walks in.
Dhaartnab walks in.
Dhaartnab walks in.
<943hp 866m 344mv> south
west
Lost in the Mist
o-o| Swirling tendrils 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 and squishy,
-o-@-o-o| yet strangely trembling, as if afraid. Visibility in any direction
| | is absolutely nil. Every direction appears the same.
o-o-o |
| |
o |
---------+
[Exits: east south west]
Swirling mist roams this place, devouring everything smaller.
Dhaartnab walks in.
Dhaartnab walks in.
Dhaartnab walks in.
<943hp 866m 343mv> Lost in the Mist
o| Swirling tendrils of mist ebb and flow, with the motion of
|| an ocean, all around you. Diffused light seeps through the
-o-o-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.
| | Visibility in any direction is absolutely nil. Every direction
o | appears the same.
| |
o-o-o |
---------+
[Exits: north west]
Dhaartnab walks in.
Dhaartnab walks in.
Dhaartnab walks in.
<943hp 866m 342mv> Lost in the Mist
o | Swirling tendrils 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, unseen,
o-o-@-o | seems soft and squishy, yet strangely trembling, as if
| | afraid. Visibility in any direction is absolutely nil.
o | Every direction appears the same.
| |
o-o-o |
---------+
[Exits: east west]
Dhaartnab walks in.
Dhaartnab walks in.
Dhaartnab walks in.
<943hp 866m 341mv> INVITE LUTHIR
You invite Luthir to join your group.
<943hp 866m 341mv> west
where
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-o-o-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-o|
---------+
[Exits: east south west]
Swirling mist roams this place, devouring everything smaller.
A ghastly shape floats through the mists.
A ghastly shape floats through the mists.
Dhaartnab walks in.
Dhaartnab walks in.
Dhaartnab walks in.
<943hp 866m 340mv> Players near you in Murmuring Mists:
<PK> Dhaartnab Within the Mist
<943hp 866m 340mv> west
Deadend in the Mist
| A thick barrier of trees blocks any further movement
| along this direction. Talons of mist float through the
| trees and around your legs, seemingly with a mind of
| their own. A large pile of leaves and branches, dimly
@-o-o| seen through the mist, appears to be freshly heaped.
| | Small tracks of some sort of animal crisscross the area.
o | The oppressive mist seems to grow stronger with every
| | passing moment.
o-o|
---------+
[Exits: east]
A corrupted treant's bark has faded to a dull red.
A ghastly shape floats through the mists.
The tentacles sway ominously and grab around.
Dhaartnab walks in.
Dhaartnab walks in.
Dhaartnab walks in.
<943hp 866m 339mv>
A vampire bat now follows you.
Luthir joins the group.
<943hp 866m 339mv> east
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-o-o-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-o|
---------+
[Exits: east south west]
Swirling mist roams this place, devouring everything smaller.
A ghastly shape floats through the mists.
A ghastly shape floats through the mists.
Dhaartnab walks in.
Dhaartnab walks in.
Dhaartnab walks in.
<943hp 866m 338mv> where
west
Players near you in Murmuring Mists:
<PK> Dhaartnab Within the Mist
<943hp 866m 338mv> Deadend in the Mist
| A thick barrier of trees blocks any further movement
| along this direction. Talons of mist float through the
| trees and around your legs, seemingly with a mind of
| their own. A large pile of leaves and branches, dimly
@-o-o| seen through the mist, appears to be freshly heaped.
| | Small tracks of some sort of animal crisscross the area.
o | The oppressive mist seems to grow stronger with every
| | passing moment.
o-o|
---------+
[Exits: east]
A corrupted treant's bark has faded to a dull red.
A ghastly shape floats through the mists.
The tentacles sway ominously and grab around.
Dhaartnab walks in.
Dhaartnab walks in.
Dhaartnab walks in.
<943hp 866m 337mv> KI TENT
Your smash misses a tentacle.
A tentacle is in excellent condition.
<943hp 866m 337mv>
You thrust a tentacle's pierce aside in a skillful parry.
Your smash mauls a tentacle.
Your smash devastates a tentacle!
Dhaartnab's punch decimates a tentacle!
Dhaartnab's punch decimates a tentacle!
Dhaartnab's punch decimates a tentacle!
A tentacle is DEAD!!
You hear a tentacle's death cry.
You get 17 gold coins from the corpse of a tentacle.
Nycticora gives you 10 gold coins for your sacrifice.
<943hp 866m 337mv> where
GET PURP
Players near you in Murmuring Mists:
<PK> Dhaartnab Deadend in the Mist
<943hp 866m 337mv> You get a purple potion.
<943hp 866m 337mv> east
south
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-o-o-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-o|
---------+
[Exits: east south west]
Swirling mist roams this place, devouring everything smaller.
A ghastly shape floats through the mists.
A ghastly shape floats through the mists.
Dhaartnab walks in.
Dhaartnab walks in.
Dhaartnab walks in.
<943hp 866m 336mv> south
Within the Mist
o-o-o| A thick fog of mist has dropped over this once-beautiful
| | forest, now corrupted by the evil imprisoned within the
o-o-o-o| nearby fortress of Tyr Unguld. A great misery has befallen
| | here. Distant howls are audible on the shrill wind that
@ | sweeps through this fog. The mists surround everything.
| | Its all that is visible in this darkness.
o-o-o|
| |
o-o|
---------+
[Exits: north south]
Swirling mist roams this place, devouring everything smaller.
Dhaartnab walks in.
Dhaartnab walks in.
Dhaartnab walks in.
<943hp 866m 335mv> Within the Mist
o-o-o-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| sweeps through this fog. The mists surround everything.
| | Its all that is visible in this darkness.
o-o|
|
|
---------+
[Exits: north east]
Dhaartnab walks in.
Dhaartnab walks in.
Dhaartnab walks in.
<943hp 866m 334mv> east
south
Within the Mist
o-o-o-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 | sweeps through this fog. The mists surround everything.
| | Its all that is visible in this darkness.
o-o-o|
||
o|
---------+
[Exits: east south west]
Dhaartnab walks in.
Dhaartnab walks in.
Dhaartnab walks in.
<943hp 866m 333mv> where
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-o-o | nearby fortress of Tyr Unguld. A great misery has befallen
| | here. Distant howls are audible on the shrill wind that
@-o-o| sweeps through this fog. The mists surround everything.
|| Its all that is visible in this darkness.
o|
||
o|
---------+
[Exits: north east]
Dhaartnab walks in.
Dhaartnab walks in.
Dhaartnab walks in.
<943hp 866m 332mv> east
Players near you in Murmuring Mists:
<PK> Dhaartnab Within the Mist
<943hp 866m 332mv> 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-o-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 |
---------+
[Exits: east west]
A ghastly shape floats through the mists.
Dhaartnab walks in.
Dhaartnab walks in.
Dhaartnab walks in.
<943hp 866m 331mv> east
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]
Dhaartnab walks in.
Dhaartnab walks in.
Dhaartnab walks in.
<943hp 866m 330mv> 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!'
Dhaartnab walks in.
Dhaartnab walks in.
Dhaartnab walks in.
Your definition returns to your physical self.
<960hp 908m 349mv> 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]
Dhaartnab walks in.
Dhaartnab walks in.
Dhaartnab walks in.
<960hp 908m 348mv> south
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 centurion is here guarding the gates of Valour.
A centurion is here guarding the gates of Valour.
Dhaartnab walks in.
Dhaartnab walks in.
Dhaartnab walks in.
<960hp 908m 347mv> 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]
A knight of the Holy Cross patrols the area diligently.
A knight of the Holy Cross patrols the area diligently.
Dhaartnab walks in.
Dhaartnab walks in.
Dhaartnab walks in.
<960hp 908m 346mv> south
where
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 disciple of Sarich quietly observes the area.
Dhaartnab walks in.
Dhaartnab walks in.
Dhaartnab walks in.
<960hp 908m 345mv> Players near you in Valour:
<PK> Dluldor East Gate of City of Valour
<PK> Dhaartnab Regent Street
<960hp 908m 345mv> 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]
Dhaartnab walks in.
Dhaartnab walks in.
Dhaartnab walks in.
<960hp 908m 344mv> 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]
Dhaartnab walks in.
Dhaartnab walks in.
Dhaartnab walks in.
<960hp 908m 343mv> south
where
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]
Dhaartnab walks in.
Dhaartnab walks in.
Dhaartnab walks in.
<960hp 908m 342mv> Players near you in Valour:
<PK> Dluldor East Gate of City of Valour
<PK> Dhaartnab Regent Street
<960hp 908m 342mv> south
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.
A knight of the Holy Cross patrols the area diligently.
Dhaartnab walks in.
Dhaartnab walks in.
Dhaartnab walks in.
<960hp 908m 341mv> INVITE DL
You invite Dluldor to join your group.
<960hp 908m 341mv> where
Players near you in Valour:
<PK> Dhaartnab Queen Victoria's Needle
<960hp 908m 341mv> GR
Dhaartnab's group:
[50 Ill] Dhaartnab 90% hp 84% mana 97% mv 570812 xp Damage per round: 73
* [50 Mob] Dhaartnab 100% hp 100% mana 100% mv
* [50 Mob] Dhaartnab 100% hp 100% mana 100% mv
* [50 Mob] Dhaartnab 100% hp 100% mana 100% mv
[50 Vam] A vampire bat 100% hp 100% mana 97% mv 543092 xp Damage per round: 0
<960hp 908m 341mv> WHO
[ Undea ] <PK> (OUTLAW) Luthir the Stalker of the Living
[ Quasi ] Guch the Phantasm
[ Human ] [Rival] <PK> [KNIGHT] Dame Estra the Shadow Mistress of the Lau Kuan, Knight of Valou
r
[ Golem ] <PK> Dluldor the Holy Shaman
[ Fire ] Grakkus the Guardsman
[ 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] <PK> [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.
<960hp 908m 341mv> where
Players near you in Valour:
<PK> Dhaartnab Queen Victoria's Needle
<960hp 908m 341mv>
Dluldor now follows you.
Dluldor joins the group.
<960hp 908m 341mv> where
Players near you in Valour:
<PK> Dhaartnab Queen Victoria's Needle
<960hp 908m 341mv> GR
Dhaartnab's group:
[50 Ill] Dhaartnab 90% hp 84% mana 97% mv 570812 xp Damage per round: 73
* [50 Mob] Dhaartnab 100% hp 100% mana 100% mv
* [50 Mob] Dhaartnab 100% hp 100% mana 100% mv
* [50 Mob] Dhaartnab 100% hp 100% mana 100% mv
[50 Vam] A vampire bat 100% hp 100% mana 97% mv 543092 xp Damage per round: 0
[50 Sha] Dluldor 78% hp 66% mana 97% mv 535880 xp Damage per round: 41
<960hp 908m 341mv>
A vampire bat tells the group 'I will wait for a new night to fall.'
<960hp 908m 341mv> GT THREE VERSUS THREE?
You tell your group 'THREE VERSUS THREE?'
<960hp 908m 341mv> look
where
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.
(Translucent) Dhaartnab the Face of Demons is here.
(Translucent) Dhaartnab the Face of Demons is here.
(Translucent) Dhaartnab the Face of Demons is here.
A knight of the Holy Cross patrols the area diligently.
<960hp 908m 341mv> Players near you in Valour:
<PK> Dhaartnab Queen Victoria's Needle
<960hp 908m 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 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]
Dhaartnab walks in.
Dhaartnab walks in.
Dhaartnab walks in.
<960hp 908m 340mv> 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.
Dhaartnab walks in.
Dhaartnab walks in.
Dhaartnab walks in.
<960hp 908m 339mv> 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: north east west]
A knight of the Holy Cross patrols the area diligently.
Dhaartnab walks in.
Dhaartnab walks in.
Dhaartnab walks in.
<960hp 908m 338mv> 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.
Dhaartnab walks in.
Dhaartnab walks in.
Dhaartnab walks in.
<960hp 908m 337mv> 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]
Dhaartnab walks in.
Dhaartnab walks in.
Dhaartnab walks in.
<960hp 908m 336mv> east
where
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 noble of Valour walks down the street.
(White Aura) Lorial is relaxing on a deck-chair as she processes papers.
Dhaartnab walks in.
Dhaartnab walks in.
Dhaartnab walks in.
<960hp 908m 335mv> Players near you in Valour:
<PK> Dhaartnab City Forum
<960hp 908m 335mv> 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.
A dame of Valour walks down the street.
Dhaartnab walks in.
Dhaartnab walks in.
Dhaartnab walks in.
<960hp 908m 334mv> 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]
Dhaartnab walks in.
Dhaartnab walks in.
Dhaartnab walks in.
<960hp 908m 333mv> 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.
Dhaartnab walks in.
Dhaartnab walks in.
Dhaartnab walks in.
<960hp 908m 332mv> south
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 noble of Valour walks down the street.
Dhaartnab walks in.
Dhaartnab walks in.
Dhaartnab walks in.
<960hp 908m 331mv> Liberty Street
+ | This road leads through into the centre of Greater Valour,
| | towards the epicentre of its business district. Buildings
+-S | line the street, tall and with smooth gentle walls that
| | create a warm and welcoming atmosphere. Sigils of the
@ | Knights are marked upon every door frame. The masonry
| | is of the highest quality, matched only by that of the
+-+-+| street itself. Lamp-posts lead the way north and south.
| ||
+ +|
---------+
[Exits: north south]
A noble of Valour walks down the street.
Dhaartnab walks in.
Dhaartnab walks in.
Dhaartnab walks in.
<960hp 908m 330mv> 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.
Dhaartnab walks in.
Dhaartnab walks in.
Dhaartnab walks in.
<960hp 908m 329mv> where
Players near you in Valour:
<PK> Dhaartnab The Arch of Saint Avangulen
<960hp 908m 329mv> east
The Eastern Promenade
+-S | A stone-laden road stretches from east to west through this
| | grass covered plateau. The masonry on the stonework has a simple
+ | elegance - smooth and sharply defined at its edges, seamless
| | in its procession across the ground it has been laid down on.
+-@-+-+| It marries the man-made with the work of mother nature, creating
| | | a bond for both to benefit from. Valourian flags, bearing the
+ + | motif of the Holy Cross, have been raised to their greatest
| | height, flying proudly atop white poles.
+ |
---------+
[Exits: east west]
Dhaartnab walks in.
Dhaartnab walks in.
Dhaartnab walks in.
<960hp 908m 328mv> east
east
The Eastern Promenade
+-S | A stone-laden road stretches from east to west through
| | this grass covered plateau. The masonry on the stonework
+ N| has a simple elegance - smooth and sharply defined at
| || its edges, seamless in its procession across the ground
+-+-@-+-+| it has been laid down on. It marries the man-made with
| | || the work of mother nature, creating a bond for both to
+ + *| benefit from. Valourian flags, bearing the motif of the
| || Holy Cross, have been raised to their greatest height,
+ *| flying proudly atop white poles.
---------+
[Exits: east south west]
A knight of the Holy Cross patrols the area diligently.
Dhaartnab walks in.
Dhaartnab walks in.
Dhaartnab walks in.
A Knight of the Holy Cross looks at you sternly.
Your protective shield dissipates.
You feel less armored.
<969hp 929m 349mv> The Eastern Promenade
| A stone-laden road stretches from east to west through
| this grass covered plateau. The masonry on the stonework
| has a simple elegance - smooth and sharply defined at
| | its edges, seamless in its procession across the ground
+-+-@-+-+| it has been laid down on. It marries the man-made with
| | | the work of mother nature, creating a bond for both to
+ * | benefit from. Valourian flags, bearing the motif of the
| | Holy Cross, have been raised to their greatest height,
*-*| flying proudly atop white poles.
---------+
[Exits: east west]
Dhaartnab walks in.
Dhaartnab walks in.
Dhaartnab walks in.
<969hp 929m 348mv> east
The Eastern Promenade
| A stone-laden road stretches from east to west through
| this grass covered plateau. The masonry on the stonework
| has a simple elegance - smooth and sharply defined at its
| | edges, seamless in its procession across the ground it
+-+-@-+-o| has been laid down on. It marries the man-made with the
| | | work of mother nature, creating a bond for both to benefit
+ * | from. Valourian flags, bearing the motif of the Holy Cross,
| | have been raised to their greatest height, flying proudly
*-* | atop white poles.
---------+
[Exits: north east south west]
Dhaartnab walks in.
Dhaartnab walks in.
Dhaartnab walks in.
<969hp 929m 347mv> east
East Gate of City of Valour
| Here stands the great golden gates of the city of Valour.
| They bear the sigil of Valour upon them - an enlarged depiction
| of the Holy Cross. Strong and heavy, these gates are at least
| | fifteen feet tall. They have been attached to the white stone
+-+-@-o-~| fortress wall that encloses the inside city. At the top of
| | the gates and looking out over them, two flags fly proudly
* | - the first, Valour's national flag, and the second, the
| | flag of Seringale.
*-* |
---------+
[Exits: east west]
A centurion is here guarding the gates of Valour.
A centurion is here guarding the gates of Valour.
Dhaartnab walks in.
Dhaartnab walks in.
Dhaartnab walks in.
<969hp 929m 346mv> east
A vampire bat tells the group 'It would seem so.'
<969hp 929m 346mv> where
A grassy bank near the water
| Long grass has climbed through the fertile soil that meets
| this river bank. It has grown in clumps in a haphazard way.
| The gates of a large city are nearby to the west.
| |
+-+-@-~ |
| |
* |
| |
*-* |
---------+
[Exits: east west]
Dhaartnab walks in.
Dhaartnab walks in.
Dhaartnab walks in.
<969hp 929m 345mv> Players near you in River Wood:
<PK> Dluldor On the edge of a Coral Reef
<PK> Dhaartnab A grassy bank near the water
<969hp 929m 345mv> east
Shallow Water
| The water is extremely shallow here, baring the floor - brown
| with black specks. The small peaks stand above the water as
| glaciers to above oceans. Clear, blue water is all around
| you as the soft lapping of small waves hits your body with
+-o-@ | small shudders. Each sound echoes lightly in the cavernous
| pool. It is dark , but light enough to see.
|
|
|
---------+
[Exits: west down]
Dhaartnab swims in.
Dhaartnab swims in.
Dhaartnab swims in.
<969hp 929m 344mv> east
east
Alas, you cannot go that way.
<969hp 929m 344mv> Alas, you cannot go that way.
<969hp 929m 344mv> GT ESTRA IS THE TARGET, HE IS DANGEROUS
You tell your group 'ESTRA IS THE TARGET, HE IS DANGEROUS.'
<969hp 929m 344mv> where
Players near you in River Wood:
<PK> Dluldor On the edge of a Coral Reef
<PK> Dhaartnab Shallow Water
<969hp 929m 344mv> look
Shallow Water
| The water is extremely shallow here, baring the floor - brown
| with black specks. The small peaks stand above the water as
| glaciers to above oceans. Clear, blue water is all around
| you as the soft lapping of small waves hits your body with
+-o-@ | small shudders. Each sound echoes lightly in the cavernous
| pool. It is dark , but light enough to see.
|
|
|
---------+
[Exits: west down]
(Translucent) Dhaartnab the Face of Demons is here.
(Translucent) Dhaartnab the Face of Demons is here.
(Translucent) Dhaartnab the Face of Demons is here.
<969hp 929m 344mv> GT THAN BELAN
You tell your group 'THAN BELAN.'
<969hp 929m 344mv> where
Players near you in River Wood:
<PK> Dluldor On the edge of a Coral Reef
<PK> Dhaartnab Shallow Water
<969hp 929m 344mv> look
where
Shallow Water
| The water is extremely shallow here, baring the floor - brown
| with black specks. The small peaks stand above the water as
| glaciers to above oceans. Clear, blue water is all around
| you as the soft lapping of small waves hits your body with
+-o-@ | small shudders. Each sound echoes lightly in the cavernous
| pool. It is dark , but light enough to see.
|
|
|
---------+
[Exits: west down]
(Translucent) Dhaartnab the Face of Demons is here.
(Translucent) Dhaartnab the Face of Demons is here.
(Translucent) Dhaartnab the Face of Demons is here.
<969hp 929m 344mv> Players near you in River Wood:
<PK> Dluldor On the edge of a Coral Reef
<PK> Dhaartnab Shallow Water
<969hp 929m 344mv> west
west
A grassy bank near the water
| Long grass has climbed through the fertile soil that meets
| this river bank. It has grown in clumps in a haphazard way.
| The gates of a large city are nearby to the west.
| |
+-+-@-~ |
| |
* |
| |
*-* |
---------+
[Exits: east west]
Dhaartnab walks in.
Dhaartnab walks in.
Dhaartnab walks in.
<969hp 929m 343mv> East Gate of City of Valour
| Here stands the great golden gates of the city of Valour.
| They bear the sigil of Valour upon them - an enlarged depiction
| of the Holy Cross. Strong and heavy, these gates are at least
| | fifteen feet tall. They have been attached to the white stone
+-+-@-o-~| fortress wall that encloses the inside city. At the top of
| | the gates and looking out over them, two flags fly proudly
* | - the first, Valour's national flag, and the second, the
| | flag of Seringale.
*-* |
---------+
[Exits: east west]
A centurion is here guarding the gates of Valour.
A centurion is here guarding the gates of Valour.
Dhaartnab walks in.
Dhaartnab walks in.
Dhaartnab walks in.
<969hp 929m 342mv> where
Players near you in Valour:
<PK> Dhaartnab East Gate of City of Valour
<969hp 929m 342mv> west
A centurion grudgingly moves aside for you.
The Eastern Promenade
| A stone-laden road stretches from east to west through
| this grass covered plateau. The masonry on the stonework
| has a simple elegance - smooth and sharply defined at its
| | edges, seamless in its procession across the ground it
+-+-@-+-o| has been laid down on. It marries the man-made with the
| | | work of mother nature, creating a bond for both to benefit
+ * | from. Valourian flags, bearing the motif of the Holy Cross,
| | have been raised to their greatest height, flying proudly
*-* | atop white poles.
---------+
[Exits: north east south west]
Dhaartnab walks in.
Dhaartnab walks in.
Dhaartnab walks in.
<969hp 929m 341mv> west
The Eastern Promenade
| A stone-laden road stretches from east to west through
| this grass covered plateau. The masonry on the stonework
| has a simple elegance - smooth and sharply defined at
| | its edges, seamless in its procession across the ground
+-+-@-+-+| it has been laid down on. It marries the man-made with
| | | the work of mother nature, creating a bond for both to
+ * | benefit from. Valourian flags, bearing the motif of the
| | Holy Cross, have been raised to their greatest height,
*-*| flying proudly atop white poles.
---------+
[Exits: east west]
A knight of the Holy Cross patrols the area diligently.
Dhaartnab walks in.
Dhaartnab walks in.
Dhaartnab walks in.
A Knight of the Holy Cross looks at you sternly.
<969hp 929m 340mv> where
east
Players near you in Valour:
<PK> Dhaartnab The Eastern Promenade
<969hp 929m 340mv> The Eastern Promenade
| A stone-laden road stretches from east to west through
| this grass covered plateau. The masonry on the stonework
| has a simple elegance - smooth and sharply defined at its
| | edges, seamless in its procession across the ground it
+-+-@-+-o| has been laid down on. It marries the man-made with the
| | | work of mother nature, creating a bond for both to benefit
+ * | from. Valourian flags, bearing the motif of the Holy Cross,
| | have been raised to their greatest height, flying proudly
*-* | atop white poles.
---------+
[Exits: north east south west]
Dhaartnab walks in.
Dhaartnab walks in.
Dhaartnab walks in.
<969hp 929m 339mv> east
East Gate of City of Valour
| Here stands the great golden gates of the city of Valour.
| They bear the sigil of Valour upon them - an enlarged depiction
| of the Holy Cross. Strong and heavy, these gates are at least
| | fifteen feet tall. They have been attached to the white stone
+-+-@-o-~| fortress wall that encloses the inside city. At the top of
| | the gates and looking out over them, two flags fly proudly
* | - the first, Valour's national flag, and the second, the
| | flag of Seringale.
*-* |
---------+
[Exits: east west]
A centurion is here guarding the gates of Valour.
A centurion is here guarding the gates of Valour.
Dhaartnab walks in.
Dhaartnab walks in.
Dhaartnab walks in.
<969hp 929m 338mv> east
A grassy bank near the water
| Long grass has climbed through the fertile soil that meets
| this river bank. It has grown in clumps in a haphazard way.
| The gates of a large city are nearby to the west.
| |
+-+-@-~ |
| |
* |
| |
*-* |
---------+
[Exits: east west]
Dhaartnab walks in.
Dhaartnab walks in.
Dhaartnab walks in.
<969hp 929m 337mv> east
down
Shallow Water
| The water is extremely shallow here, baring the floor - brown
| with black specks. The small peaks stand above the water as
| glaciers to above oceans. Clear, blue water is all around
| you as the soft lapping of small waves hits your body with
+-o-@ | small shudders. Each sound echoes lightly in the cavernous
| pool. It is dark , but light enough to see.
|
|
|
---------+
[Exits: west down]
Dhaartnab swims in.
Dhaartnab swims in.
Dhaartnab swims in.
<969hp 929m 336mv> east
Underwater
~ | Water spans all around you as the direction you can swim
| | in is endless. The sea is bountiful with life and plants
~ | ...sea weed is abundant - floating near the surface. The
| | light shines through dimly here.
@-~-~|
|
|
|
|
---------+
[Exits: east up]
Dhaartnab swims in.
Dhaartnab swims in.
Dhaartnab swims in.
<969hp 929m 335mv> where
Underwater
~ | Water spans all around you as the direction you can swim
| | in is endless. The sea is bountiful with life and plants
~ | ...sea weed is abundant - floating near the surface.
| | The light shines through dimly here.
~-@-~-~|
||
~|
||
~|
---------+
[Exits: north east west]
A laurien elf seems unconcerned of any possible danger.
Dhaartnab swims in.
Dhaartnab swims in.
Dhaartnab swims in.
<969hp 929m 334mv> Players near you in River Wood:
<PK> Dluldor On the edge of a Coral Reef
<PK> Dhaartnab Underwater
<969hp 929m 334mv> east
Dluldor tells the group 'Killing the battlesmith real quick.'
Underwater
~ | Water spans all around you as the direction you can swim
| | in is endless. The sea is bountiful with life and plants
~ | ...sea weed is abundant - floating near the surface. The
| | light shines through dimly here.
~-~-@-~-~|
| ||
~ ~|
| |
~ |
---------+
[Exits: east west]
A battered ray swims at the bottom.
An Underling moves here with deadly grace.
Dhaartnab swims in.
Dhaartnab swims in.
Dhaartnab swims in.
<969hp 929m 333mv> east
Underwater
~ | Water spans all around you as the direction you can swim
| | in is endless. The sea is bountiful with life and plants
~ | ...sea weed is abundant - floating near the surface. The
| | light shines through dimly here.
~-~-@-~-~|
| | |
~ ~-~|
| |
~ |
---------+
[Exits: east south west]
Dhaartnab swims in.
Dhaartnab swims in.
Dhaartnab swims in.
<969hp 929m 332mv> where
Players near you in River Wood:
<PK> Dluldor On the edge of a Coral Reef
<PK> Dhaartnab Underwater
<969hp 929m 332mv> south
Underwater
~ | Water spans all around you as the direction you can swim in
| | is endless. The sea is bountiful with life and plants ...sea
~-~-~-~-~| weed is abundant - floating near the surface. The light shines
| | | through dimly here.
@ ~-~|
| |
~ |
|
|
---------+
[Exits: north south]
Dhaartnab swims in.
Dhaartnab swims in.
Dhaartnab swims in.
<969hp 929m 331mv> south
Into a whirlpool
~-~-~-~-~| Young fool! Even you aren't a match for the force of nature.
| | | A menacing whirlpool spinning in what seems a dance of madness
~ ~-~| and rage - draws every living creature into it - with out
| | any escape. There is nothing you can do but ponder upon your
@ | folly as you close upon your death.
|
|
|
|
---------+
[Exits: north up down]
Dhaartnab swims in.
Dhaartnab swims in.
Dhaartnab swims in.
<969hp 929m 330mv> 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: 969/1059 |
| Sex: Male Alignment: Evil Mana: 929/1071 |
| Class: Illusionist Ethos: Chaotic Move: 330/349 |
\ -------------------------------------------/
| |
| Streng: 16 (16+0) Rating: Great Weight: 242/290 |
| 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: 201 Saving Throws |
| Hitroll: 13 Vs Bash: 205 Afflictive: 30 |
| Damroll: 10 Vs Slash: 197 Maledictive: 34 |
| Vs Magic: 165 Mental: 44 |
\==========================================================-/
You are affected by the following:
Spell: mirror image : can be cast again in 2 hours
Spell: pass door : lasts for 5 hours
Spell: detect invis : lasts for 33 hours
Spell: stone skin : modifies armor class by 40 for 18 hours
<969hp 929m 330mv> C DUP
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.
<969hp 894m 330mv> A vampire bat tells the group 'Good. That is who I was planning on murdering.'
<969hp 894m 330mv> where
Players near you in River Wood:
<PK> Dluldor On the edge of a Coral Reef
<PK> Dhaartnab Into a whirlpool
<969hp 894m 330mv> RELEASE WARLOCK
You send an illusion of a Warlock back home.
An illusion of a Warlock slowly fades away.
<969hp 894m 330mv> GT I ALREADY JUST ABOUT GOT HIM ONCE BEFORE THE OTHER TWO CONVERGED
You tell your group 'I ALREADY JUST ABOUT GOT HIM ONCE BEFORE THE OTHER TWO CONVERGED.'
<984hp 911m 349mv> where
Players near you in River Wood:
<PK> Dluldor On the edge of a Coral Reef
<PK> Dhaartnab Into a whirlpool
<984hp 911m 349mv> REPLY CRAWLED AWAY
You tell a vampire bat 'CRAWLED AWAY.'
<984hp 911m 349mv> where
Players near you in River Wood:
<PK> Dluldor On the edge of a Coral Reef
<PK> Dhaartnab Into a whirlpool
<984hp 911m 349mv> look
Into a whirlpool
~-~-~-~-~| Young fool! Even you aren't a match for the force of nature.
| | | A menacing whirlpool spinning in what seems a dance of madness
~ ~-~| and rage - draws every living creature into it - with out
| | any escape. There is nothing you can do but ponder upon your
@ | folly as you close upon your death.
|
|
|
|
---------+
[Exits: north up down]
(Translucent) Dhaartnab the Face of Demons is here.
(Translucent) Dhaartnab the Face of Demons is here.
(Translucent) Dhaartnab the Face of Demons is here.
<984hp 911m 349mv> south
south
Alas, you cannot go that way.
<984hp 911m 349mv> where
Alas, you cannot go that way.
<984hp 911m 349mv> Players near you in River Wood:
<PK> Dluldor On the edge of a Coral Reef
<PK> Dhaartnab Into a whirlpool
<984hp 911m 349mv> up
up
Into a whirlpool
| Young fool! Even you aren't a match for the force of nature.
| A menacing whirlpool spinning in what seems a dance of madness
~ | and rage - draws every living creature into it - with out
| | any escape. There is nothing you can do but ponder upon your
~-@-~ | folly as you close upon your death.
| |
~ |
|
|
---------+
[Exits: north east south west up down]
Dhaartnab swims in.
Dhaartnab swims in.
Dhaartnab swims in.
<984hp 911m 347mv> where
A vampire bat tells the group 'Indeed.'
A whirlpool
| Young fool! Even you aren't a match for the force of nature.
| A menacing whirlpool spinning in what seems a dance of madness
| and rage - draws every living creature into it - with out
| any escape. There is nothing you can do but ponder upon your
@ | folly as you close upon your death.
|
|
|
|
---------+
[Exits: up down]
A water weird swims around you, laughing at your folly.
Dhaartnab swims in.
Dhaartnab swims in.
Dhaartnab swims in.
<984hp 911m 345mv> Players near you in River Wood:
<PK> Dluldor On the edge of a Coral Reef
<PK> Dhaartnab A whirlpool
<984hp 911m 345mv> AF
You are affected by the following:
Spell: duplicate : can be cast again in 1 hours
Spell: mirror image : can be cast again in 1 hours
Spell: pass door : lasts for 4 hours
Spell: detect invis : lasts for 32 hours
Spell: stone skin : modifies armor class by 40 for 17 hours
<984hp 911m 345mv> C DUP
An illusion of a Warlock appears in a bright flash of light!
An illusion of a Warlock looks at you with adoring eyes.
An illusion of a Warlock now follows you.
<984hp 876m 345mv> where
Players near you in River Wood:
<PK> Dluldor On the edge of a Coral Reef
<PK> Dhaartnab A whirlpool
<984hp 876m 345mv> C DUP
An illusion of the Huntsmaster appears in a blurred light!
An illusion of the Huntsmaster looks at you with indifferent eyes.
An illusion of the Huntsmaster now follows you.
<984hp 841m 345mv> RELEASE HUNT
You send an illusion of the Huntsmaster back home.
An illusion of the Huntsmaster slowly fades away.
<993hp 866m 349mv>
A vampire bat tells the group 'When I fought Ingra after you left, he fled for his life.'
<993hp 866m 349mv> where
Players near you in River Wood:
<PK> Dluldor On the edge of a Coral Reef
<PK> Dhaartnab A whirlpool
<993hp 866m 349mv> up
A whirlpool
| A menacing whirlpool spinning in what seems a dance of madness
| and rage - draws every living creature into it - with out
| any escape. The water is deathly cold, biting your skin and
| pushing on our lungs as if it is trying to crush you or suck
@ | the air right out of you. There is nothing you can do but
| | ponder upon your folly as you close upon your death.
~ |
| |
~ |
---------+
[Exits: south down]
An illusion of a Warlock swims in.
Dhaartnab swims in.
Dhaartnab swims in.
Dhaartnab swims in.
<993hp 866m 347mv> where
Players near you in River Wood:
<PK> Dluldor On the edge of a Coral Reef
<PK> Dhaartnab A whirlpool
<993hp 866m 347mv> south
Increasing Current
| Ah, this is more like what you are used to. The froth returns
| as the current speeds you along your way. The acceleration
~ | going faster and faster bringing you closer to an unknown
| | destination. The air is clean, with a notable saline tang
@ | to it.
| |
~ |
| |
~ |
---------+
[Exits: north south]
An enraged titan stands adrift with a burning look through your soul.
Dhaartnab swims in.
Dhaartnab swims in.
Dhaartnab swims in.
An illusion of a Warlock swims in.
<993hp 866m 345mv> south
Sudden stillness
~ | The water current is strangely still here, as if you are in
| | between two violent storms but unable to be touched by either.
~ | The water is cold and there is very little light. Raging white
| | waters with enough force to easily throw you to the other
@ | side of the caverns can be barely seen off in the distance.
| |
~ |
|
|
---------+
[Exits: north south]
An illusion of a Warlock swims in.
Dhaartnab swims in.
Dhaartnab swims in.
Dhaartnab swims in.
<993hp 866m 343mv> south
Sudden stillness
~ | The water current is strangely still here, as if you are in
| | between two violent storms but unable to be touched by either.
~ | The water is cold and there is very little light. Raging white
| | waters with enough force to easily throw you to the other
@ | side of the caverns can be barely seen off in the distance.
|
|
|
|
---------+
[Exits: north (south)]
A servant shimmers from place to place.
Dhaartnab swims in.
Dhaartnab swims in.
Dhaartnab swims in.
An illusion of a Warlock swims in.
<993hp 866m 341mv> where
Players near you in River Wood:
<PK> Dluldor On the edge of a Coral Reef
<PK> Dhaartnab Sudden stillness
<993hp 866m 341mv> OP S
S
You open the door south of you.
<993hp 866m 341mv> Among white caps
~ | Brrrrrrrr! The water suddenly turns VERY deep and VERY
| | cold here. If you stay too long you will definitely
~ | die from heat loss and frost bite. The water turns jet
| | black and tosses a bit unsteadily. You notice the current
~-~-@-~-~| going in a circular motion.
||
~|
||
~|
---------+
[Exits: north east west]
A monstrous devilish is in search of an unsuspecting Newborn to eat.
Kre' Qusan, the Sea Wyrm is here.
A servant shimmers from place to place.
A servant shimmers from place to place.
A monstrous devilish is in search of an unsuspecting Newborn to eat.
An illusion of a Warlock swims in.
Dhaartnab swims in.
Dhaartnab swims in.
Dhaartnab swims in.
<993hp 866m 339mv> GT HE IS A TOUGH FIGHT FOR ME
You tell your group 'HE IS A TOUGH FIGHT FOR ME.'
<993hp 866m 339mv> west
Cold water
~ | Brrrrrrrr! The water suddenly turns VERY deep and VERY
| | cold here. If you stay too long you will definitely die
~ | from heat loss and frost bite. The water turns jet black
| | and tosses a bit unsteadily. You notice the current going
~-~-@-~-~| in a circular motion.
|
|
|
|
---------+
[Exits: east west]
A short-haired beaver looks around for wood.
Dhaartnab swims in.
Dhaartnab swims in.
Dhaartnab swims in.
An illusion of a Warlock swims in.
<993hp 866m 337mv> west
west
A murky river
~| Mud lines the floor of this section of the river. Even
|| in the light it seems murky and opaque at best. As you
~ ~| look closer, you see that there are footprints on the
| || floor. They go in multiple directions and appear quite
~-~-@-~-~| fresh. The air is clean, with a notable saline tang to
| it.
|
|
|
---------+
[Exits: east west]
An illusion of a Warlock swims in.
Dhaartnab swims in.
Dhaartnab swims in.
Dhaartnab swims in.
<993hp 866m 335mv> where
A murky river
| Mud lines the floor of this section of the river. Even
| in the light it seems murky and opaque at best. As you
~ | look closer, you see that there are footprints on the
| | floor. They go in multiple directions and appear quite
~-~-@-~-~| fresh. The air is clean, with a notable saline tang to
| it.
|
|
|
---------+
[Exits: east west]
A river pike swims frantically about.
Dhaartnab swims in.
Dhaartnab swims in.
Dhaartnab swims in.
An illusion of a Warlock swims in.
<993hp 866m 333mv> Players near you in River Wood:
<PK> Dluldor On the edge of a Coral Reef
<PK> Dhaartnab A murky river
<993hp 866m 333mv> west
Open water
| Crystal blue water is so clear here that you can see all
| around you.. Animals swim here in abundance, creating
~ | what seems a very harmless and healthy atmosphere. The
| | fish here would fetch a fair price and large amounts
~-~-@-~-~| of gold in the Seringale markets. Water is open and all
| around you showing you no bounds.
|
|
|
---------+
[Exits: north east west]
A short-haired beaver looks around for wood.
An illusion of a Warlock swims in.
Dhaartnab swims in.
Dhaartnab swims in.
Dhaartnab swims in.
<993hp 866m 331mv> north
up
Stagnant water
| You are in a green body of water with arms stretch to
| either side of you. The odor of stagnant swamp plants
| persists here as small fish and frogs swim here in abundance.
| This place seems very still, almost too still for your
@ | own comfort.
| |
~-~-~-~-~|
|
|
---------+
[Exits: south up]
Dhaartnab swims in.
Dhaartnab swims in.
Dhaartnab swims in.
An illusion of a Warlock swims in.
<993hp 866m 329mv> where
A watery chute
f-z-z| The torrent of water suddenly surges into a downward direction
| | as white foaming water surrounds your every being. So violent
~ | is this collision that bluish water tipped with white is
| | all that you can see and the air bubbles that are created
@ | floated lightly against your skin. This seems more like a
| warning to outsiders then anything to entrap them. It is not
| too late to escape this whirlpool.
|
|
---------+
[Exits: north down]
An illusion of a Warlock swims in.
Dhaartnab swims in.
Dhaartnab swims in.
Dhaartnab swims in.
<993hp 866m 327mv> Players near you in River Wood:
<PK> Dluldor On the edge of a Coral Reef
<PK> Dhaartnab A watery chute
<993hp 866m 327mv> north
A glistening cascade of water
f| The deafening roar of waterfalls surround you. You are in
|| an inner cave in which dampness surrounds you. Slippery patches
f-z-z| of moss grow on the ground.
| |
@ |
| |
~ |
|
|
---------+
[Exits: north south]
Dhaartnab swims in.
Dhaartnab swims in.
Dhaartnab swims in.
An illusion of a Warlock swims in.
<993hp 866m 325mv> north
where
Entrance to a river valley
f| Before you stands a river valley filled with lush vegetation.
|| You hear the deafening roar of waterfalls as they cascade
f| all around you.
||
@-z-z|
| |
~ |
| |
~ |
---------+
[Exits: east south]
An illusion of a Warlock walks in.
Dhaartnab walks in.
Dhaartnab walks in.
Dhaartnab walks in.
<993hp 866m 324mv> SL
SC
Players near you in Mystic Forest:
<PK> Dhaartnab Entrance to a river valley
<993hp 866m 324mv> You go to sleep.
<993hp 866m 324mv>
/@============================================================-
| \
| 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: 993/1059 |
| Sex: Male Alignment: Evil Mana: 866/1071 |
| Class: Illusionist Ethos: Chaotic Move: 324/349 |
\ -------------------------------------------/
| |
| Streng: 16 (16+0) Rating: Great Weight: 242/290 |
| 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: 126 Saving Throws |
| Hitroll: 13 Vs Bash: 130 Afflictive: 30 |
| Damroll: 10 Vs Slash: 122 Maledictive: 34 |
| Vs Magic: 90 Mental: 44 |
\==========================================================-/
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 0 hours
Spell: mirror image : can be cast again in 0 hours
Spell: pass door : lasts for 3 hours
Spell: detect invis : lasts for 31 hours
Spell: stone skin : modifies armor class by 40 for 16 hours
<993hp 866m 324mv> GR
Dhaartnab's group:
[50 Ill] Dhaartnab 93% hp 80% mana 92% mv 570812 xp Damage per round: 73
* [45 Chm] An illusion of a warlock 100% hp 100% mana 100% mv
* [50 Mob] Dhaartnab 100% hp 100% mana 100% mv
* [50 Mob] Dhaartnab 100% hp 100% mana 100% mv
* [50 Mob] Dhaartnab 100% hp 100% mana 100% mv
[50 Vam] A vampire bat 100% hp 100% mana 100% mv 543092 xp Damage per round: 0
[50 Sha] Dluldor 39% hp 48% mana 100% mv 535880 xp Damage per round: 41
<993hp 866m 324mv>
<993hp 866m 324mv>
<993hp 866m 324mv> 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: 993/1059 |
| Sex: Male Alignment: Evil Mana: 866/1071 |
| Class: Illusionist Ethos: Chaotic Move: 324/349 |
\ -------------------------------------------/
| |
| Streng: 16 (16+0) Rating: Great Weight: 242/290 |
| 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: 126 Saving Throws |
| Hitroll: 13 Vs Bash: 130 Afflictive: 30 |
| Damroll: 10 Vs Slash: 122 Maledictive: 34 |
| Vs Magic: 90 Mental: 44 |
\==========================================================-/
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 0 hours
Spell: mirror image : can be cast again in 0 hours
Spell: pass door : lasts for 3 hours
Spell: detect invis : lasts for 31 hours
Spell: stone skin : modifies armor class by 40 for 16 hours
<993hp 866m 324mv>
<993hp 866m 324mv> GR
Dhaartnab's group:
[50 Ill] Dhaartnab 93% hp 80% mana 92% mv 570812 xp Damage per round: 73
* [45 Chm] An illusion of a warlock 100% hp 100% mana 100% mv
* [50 Mob] Dhaartnab 100% hp 100% mana 100% mv
* [50 Mob] Dhaartnab 100% hp 100% mana 100% mv
* [50 Mob] Dhaartnab 100% hp 100% mana 100% mv
[50 Vam] A vampire bat 100% hp 100% mana 100% mv 543092 xp Damage per round: 0
[50 Sha] Dluldor 31% hp 47% mana 100% mv 535880 xp Damage per round: 41
<993hp 866m 324mv>
You feel able to duplicate another creature.
You can cast mirror image again.
<1045hp 940m 349mv>
A vampire bat tells the group 'Monks typically are for anyone.'
<1045hp 940m 349mv> GR
Dhaartnab's group:
[50 Ill] Dhaartnab 98% hp 87% mana 100% mv 570812 xp Damage per round: 73
* [45 Chm] An illusion of a warlock 100% hp 100% mana 100% mv
* [50 Mob] Dhaartnab 100% hp 100% mana 100% mv
* [50 Mob] Dhaartnab 100% hp 100% mana 100% mv
* [50 Mob] Dhaartnab 100% hp 100% mana 100% mv
[50 Vam] A vampire bat 100% hp 100% mana 100% mv 543092 xp Damage per round: 0
[50 Sha] Dluldor 34% hp 47% mana 100% mv 535880 xp Damage per round: 41
<1045hp 940m 349mv> ST
where
You wake and stand up.
<1045hp 940m 349mv> Players near you in Mystic Forest:
<PK> Dhaartnab Entrance to a river valley
<1045hp 940m 349mv> where
Players near you in Mystic Forest:
<PK> Dhaartnab Entrance to a river valley
<1045hp 940m 349mv> AF
You are affected by the following:
Spell: duplicate : can be cast again in 0 hours
: can be cast again in 0 hours
Spell: pass door : lasts for 2 hours
Spell: detect invis : lasts for 30 hours
Spell: stone skin : modifies armor class by 40 for 15 hours
<1045hp 940m 349mv> ARMO
You lost your concentration.
<1045hp 938m 349mv> ARMO
You lost your concentration.
<1045hp 936m 349mv> where
ARMO
Players near you in Mystic Forest:
<PK> Dhaartnab Entrance to a river valley
<1045hp 936m 349mv> You lost your concentration.
<1045hp 934m 349mv> ARMO
where
You feel someone protecting you.
<1045hp 929m 349mv> SL
Players near you in Mystic Forest:
<PK> Dhaartnab Entrance to a river valley
<1045hp 929m 349mv> You go to sleep.
<1045hp 929m 349mv>
<1045hp 929m 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: 1045/1059 |
| Sex: Male Alignment: Evil Mana: 929/1071 |
| Class: Illusionist Ethos: Chaotic Move: 349/349 |
\ -------------------------------------------/
| |
| Streng: 16 (16+0) Rating: Great Weight: 242/290 |
| 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: armor : modifies armor class by 20 for 24 hours
Spell: duplicate : can be cast again in 0 hours
: can be cast again in 0 hours
Spell: pass door : lasts for 2 hours
Spell: detect invis : lasts for 30 hours
Spell: stone skin : modifies armor class by 40 for 15 hours
You feel able to duplicate another creature.
<1059hp 1017m 349mv> A vampire bat tells the group 'Does Estra wear the set I seek?'
<1059hp 1017m 349mv>
<1059hp 1017m 349mv>
<1059hp 1017m 349mv> GR
Dhaartnab's group:
[50 Ill] Dhaartnab 100% hp 94% mana 100% mv 570812 xp Damage per round: 73
* [45 Chm] An illusion of a warlock 100% hp 100% mana 100% mv
* [50 Mob] Dhaartnab 100% hp 100% mana 100% mv
* [50 Mob] Dhaartnab 100% hp 100% mana 100% mv
* [50 Mob] Dhaartnab 100% hp 100% mana 100% mv
[50 Vam] A vampire bat 100% hp 100% mana 100% mv 543092 xp Damage per round: 0
[50 Sha] Dluldor 75% hp 49% mana 100% mv 535880 xp Damage per round: 41
<1059hp 1017m 349mv> GT UH, HE MIGHT?
You tell your group 'UH, HE MIGHT?'
<1059hp 1017m 349mv> GT I DIDNT LOOK, I KNOW HE IS VERY WELL DRESSED THOUGH
You tell your group 'I DIDNT LOOK, I KNOW HE IS VERY WELL DRESSED THOUGH.'
<1059hp 1017m 349mv> ST
You wake and stand up.
<1059hp 1017m 349mv> look
Entrance to a river valley
f| Before you stands a beautiful river valley filled with lush
|| green vegetation. Waterfalls cascade breathtakingly beautifully
f| all around you. Birds and other wildlife are abundant here.
||
@-z-z|
| |
~ |
| |
~ |
---------+
[Exits: east south]
(Translucent) Dhaartnab the Face of Demons is here.
(Translucent) Dhaartnab the Face of Demons is here.
(Translucent) Dhaartnab the Face of Demons is here.
(Charmed) An illusion of a Warlock guards its master.
<1059hp 1017m 349mv> where
Players near you in Mystic Forest:
<PK> Dhaartnab Entrance to a river valley
<1059hp 1017m 349mv> where
Players near you in Mystic Forest:
<PK> Dhaartnab Entrance to a river valley
<1059hp 1017m 349mv> east
Hugging the coastline
f | You are hugging the coastline of a large body of water. The
| | dirt upon which you walk is very grainy and red. Sparks seem
f | to shimmer in the air as the water moves silently about in
| | serenity.
f-@-z |
| |
~ |
| |
~ |
---------+
[Exits: east west]
Dhaartnab walks in.
Dhaartnab walks in.
Dhaartnab walks in.
An illusion of a Warlock walks in.
<1059hp 1017m 348mv> east
An inlet of a Bay
f | The beginnings of a large body of water are evident to you as
| | you tread a little closer. Ripples on the water make it look
f | like it is filled with crystals. The serenity is unnerving to
| | say the least.
f-z-@ |
| |
~ |
| |
~ |
---------+
[Exits: north west]
An illusion of a Warlock walks in.
Dhaartnab walks in.
Dhaartnab walks in.
Dhaartnab walks in.
<1059hp 1017m 346mv> where
Players near you in Mystic Forest:
<PK> Dhaartnab An inlet of a Bay
<1059hp 1017m 346mv>
The sun rises in the east.
<1059hp 1045m 349mv> where
Players near you in Mystic Forest:
<PK> Dhaartnab An inlet of a Bay
<1059hp 1045m 349mv> WHO
[ Undea ] <PK> (OUTLAW) Luthir the Stalker of the Living
[ Human ] [Rival] <PK> [KNIGHT] Dame Estra the Shadow Mistress of the Lau Kuan, Knight of Valou
r
[ Golem ] <PK> Dluldor the Holy Shaman
[ Fire ] Grakkus the Guardsman
[ 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] <PK> [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.
<1059hp 1045m 349mv> look
where
An inlet of a Bay
f | The beginnings of a large body of water are evident to you as
| | you tread a little closer. Ripples on the water make it look
f | like it is filled with crystals. The serenity is unnerving to
| | say the least.
f-z-@ |
| |
~ |
| |
~ |
---------+
[Exits: north west]
(Translucent) Dhaartnab the Face of Demons is here.
(Translucent) Dhaartnab the Face of Demons is here.
(Translucent) Dhaartnab the Face of Demons is here.
(Charmed) An illusion of a Warlock guards its master.
<1059hp 1045m 349mv> Players near you in Mystic Forest:
<PK> Dhaartnab An inlet of a Bay
<1059hp 1045m 349mv> GR
Dhaartnab's group:
[50 Ill] Dhaartnab 100% hp 97% mana 100% mv 570812 xp Damage per round: 73
* [45 Chm] An illusion of a warlock 100% hp 100% mana 100% mv
* [50 Mob] Dhaartnab 100% hp 100% mana 100% mv
* [50 Mob] Dhaartnab 100% hp 100% mana 100% mv
* [50 Mob] Dhaartnab 100% hp 100% mana 100% mv
[50 Vam] A vampire bat 100% hp 100% mana 100% mv 543092 xp Damage per round: 0
[50 Sha] Dluldor 84% hp 50% mana 100% mv 535880 xp Damage per round: 41
<1059hp 1045m 349mv> north
north
A forest road
f | The forest surrounds you as the path you tread upon seems to
| | get darker and darker. Foliage from the leaves loom menacingly
f | as rustles can be heard from underneath the brush.
| |
@ |
| |
f-z-z |
| |
~ |
---------+
[Exits: north south]
Dhaartnab walks in.
Dhaartnab walks in.
Dhaartnab walks in.
An illusion of a Warlock walks in.
<1059hp 1045m 348mv> A forest road
f | A dark forest surrounds you as the path you tread upon seems
| | to get darker and darker. Foliage from the leaves loom menacingly
f | as rustles can be heard from underneath the brush.
| |
@ |
| |
f |
| |
f-z-z |
---------+
[Exits: north south]
A fearless adventurer is here, asking for a group to explore the Mystic Forest.
An illusion of a Warlock walks in.
Dhaartnab walks in.
Dhaartnab walks in.
Dhaartnab walks in.
<1059hp 1045m 347mv> north
north
A forest road
x-x-x| A dark forest surrounds you as the path you tread upon seems
| | to get darker and darker. Foliage from the leaves loom menacingly
f | as rustles can be heard from underneath the brush.
| |
@ |
| |
f |
| |
f |
---------+
[Exits: north south]
Dhaartnab walks in.
Dhaartnab walks in.
Dhaartnab walks in.
An illusion of a Warlock walks in.
<1059hp 1045m 346mv> Darker forest
x f| A dark forest surrounds you as the path you tread upon seems
| || to get darker and darker. Foliage from the leaves loom menacingly
x-x-x| as rustles can be heard from underneath the brush.
| |
@ |
| |
f |
| |
f |
---------+
[Exits: north south]
An illusion of a Warlock walks in.
Dhaartnab walks in.
Dhaartnab walks in.
Dhaartnab walks in.
<1059hp 1045m 345mv> north
where
The Mountain Waste
* o| The ground suddenly slopes into a mountain waste. All around
| || you are peaks of dagger like mountain tops that jut out menacingly
x f| from all directions. The altitude is noticeably higher here.
| ||
@-x-x|
| |
f |
| |
f |
---------+
[Exits: north east south]
Dhaartnab climbs in.
Dhaartnab climbs in.
Dhaartnab climbs in.
An illusion of a Warlock climbs in.
<1059hp 1045m 343mv> east
Players near you in Mystic Forest:
<PK> Dhaartnab The Mountain Waste
<1059hp 1045m 343mv> The Mountain Waste
* o-f| The ground suddenly slopes into a mountain waste. All around
| | | you are peaks of dagger like mountain tops that jut out menacingly
x f | from all directions. The altitude is noticeably higher here.
| | |
x-@-x |
| |
f |
| |
f |
---------+
[Exits: east west]
An illusion of a Warlock climbs in.
Dhaartnab climbs in.
Dhaartnab climbs in.
Dhaartnab climbs in.
<1059hp 1045m 340mv> east
The Mountain Waste
* o-f-f| The ground suddenly slopes into a mountain waste. All around
| | | you are peaks of dagger like mountain tops that jut out menacingly
x f | from all directions. The altitude is noticeably higher here.
| | |
x-x-@ |
| |
f |
| |
f |
---------+
[Exits: north west]
Dhaartnab climbs in.
Dhaartnab climbs in.
Dhaartnab climbs in.
An illusion of a Warlock climbs in.
<1059hp 1045m 337mv> north
north
A withered forest path
f| The surrounding area is void of all life. Everything you see
|| seems to be brown and withered, as if the Reaper himself had
* o-f-f| descended on the earth and drawn away all its sustenance. To
| | | the south the rocky base of a mountain cuts upward into the sky,
x @ | while a yellow-tinged clearing opens to the north.
| | |
x-x-x |
| |
f |
---------+
[Exits: north south]
An illusion of a Warlock walks in.
Dhaartnab walks in.
Dhaartnab walks in.
Dhaartnab walks in.
<1059hp 1045m 335mv> A vampire bat tells the group 'Indeed.'
<1059hp 1045m 335mv> A ravaged, torn field
f| Something terrible has happened in this field. The grass
|| seems to grow untouched, but is soaked with blood. Several
f| corpses of rabbits and other small animals lie mangled and
|| disemboweled by some unidentified creature, impaled impossibly
* @-f-f| upon the blades of soft grass that bend beneath your feet.
| | | The air about the corpses is yellowed and scented of decay.
x f | A lone tree stump to the west has been burned recently and
| | | is covered with ridges of poisonous dark red fungi.
x-x-x |
---------+
[Exits: east south]
(Pink Aura) A rabbit with glazed eyes and bloodied fur crawls about in the grass.
Dhaartnab walks in.
Dhaartnab walks in.
Dhaartnab walks in.
An illusion of a Warlock walks in.
<1059hp 1045m 334mv> east
east
Sudden clearing
f | Crashing through the underbrush, you suddenly find yourself
| | in a large, serene clearing. Nothing taller than grass grows
f | here, other than the occasional innocuous white mushroom. The
| | sky is openly visible at last, letting the sun's golden rays
o-@-f-f| stream onto your skin and warming away the chill of the dark
| | shadows. The clearing stretches to the west, where the grass
f | seems trampled and ailing.
| |
x-x |
---------+
[Exits: east west]
An illusion of a Warlock walks in.
Dhaartnab walks in.
Dhaartnab walks in.
Dhaartnab walks in.
<1059hp 1045m 333mv> A fork in the path
f | A distinct split in the earth is formed by the dirt path carving
| | its way through the trees. Out of the corner of your eye, you
f | think you see a tree edging closer to you - but when you look
| | at it, it stands perfectly still. The path curves steeply to
o-f-@-f | the east down a hill, while a small hole in the underbrush allows
| | passage west.
f |
| |
x |
---------+
[Exits: north east west]
Dhaartnab walks in.
Dhaartnab walks in.
Dhaartnab walks in.
An illusion of a Warlock walks in.
<1059hp 1045m 332mv> north
north
A forbidden path
f | The eerie darkness engulfs all sound and livings things as if
| | it were alive. There is something in the air, as if none have
f | tread upon this path for the longest of times. The path is of
| | brown powdery dirt. The leaves on the trees around you seem black
@ | and looming.
| |
o-f-f-f |
| |
f |
---------+
[Exits: north south]
An illusion of a Warlock walks in.
Dhaartnab walks in.
Dhaartnab walks in.
Dhaartnab walks in.
<1059hp 1045m 331mv> A forbidden path
f-f-f| The eerie darkness engulfs everything as if it were alive.
| | There is something in the air, as if none have tread upon
f | this path for the longest of times. The path is of brown
| | powdery dirt. The leaves on the trees around you seem black
@ | and looming.
| |
f |
| |
o-f-f-f |
---------+
[Exits: north south]
Dhaartnab walks in.
Dhaartnab walks in.
Dhaartnab walks in.
An illusion of a Warlock walks in.
<1059hp 1045m 330mv> north
A small path in the dense forest
o-f-f o f| You are on a small path leading through the dense forest.
| | || No birdsong can be heard - only the buzzing of insects and
f-f-f| the rustling of some creature burrowing in the dry leaves
| | stirs the silence of the forest. It seems to become lighter
@ | to the north, while gloomy shadows engulf the forest to the
| | south. The path continues north and south.
f |
| |
f |
---------+
[Exits: north south]
A fallow deer is grazing peacefully here.
An illusion of a Warlock walks in.
Dhaartnab walks in.
Dhaartnab walks in.
Dhaartnab walks in.
<1059hp 1045m 329mv> north
east
A small path in the dense forest
f-f-f-f| You are on a small path leading through the dense forest.
| || No birdsong can be heard - only the buzzing of insects and
o-f-f o f| the rustling of some creature burrowing in the dry leaves
| | || stirs the silence of the forest. It seems to become lighter
@-f-f| to the east. The path continues north and south, with a thin
| | trail winding to the east.
f |
| |
f |
---------+
[Exits: north east south]
A cute rabbit is here.
Dhaartnab walks in.
Dhaartnab walks in.
Dhaartnab walks in.
An illusion of a Warlock walks in.
<1059hp 1045m 328mv> east
An intersection in the light forest
f-f-f-f | You are on a small path leading through the forest. No birdsong
| | | can be heard - only the buzzing of insects and the rustling
f-f o f | of creatures burrowing in the dry leaves stirs the silence
| | | | of the forest. To the north a half-hidden opening in the hedges
f-@-f | allows access to a small field, while other paths lead west
| | and east through the forest.
f |
| |
f |
---------+
[Exits: north east west]
An illusion of a Warlock walks in.
Dhaartnab walks in.
Dhaartnab walks in.
Dhaartnab walks in.
<1059hp 1045m 327mv> A small path in the dense forest
f-f-f | You are on a small path leading through the dense forest. No
| | birdsong can be heard - only the buzzing of insects and the rustling
f o f | of some creature burrowing in the dry leaves stirs the silence
| | | | of the forest. It seems to become lighter to the west. The path
f-f-@ | continues north and west.
| |
f |
| |
f |
---------+
[Exits: north west]
Some blackberries grow on a bush nearby.
Dhaartnab walks in.
Dhaartnab walks in.
Dhaartnab walks in.
An illusion of a Warlock walks in.
<1059hp 1045m 326mv> north
A small path in the dense forest
f-f | You are on a small path leading through the dense forest. The
| | ancient trees have grown so thick here that the forest is illuminated
f-f-f | in twilight. Shadows flicker all around you, and you have the
| | uneasy feeling that you're being watched. The bark on the trees
f o @ | closest to you have been scorched recently, and crumbles to charcoal
| | | | beneath the touch. The path continues north and south.
f-f-f |
| |
f |
---------+
[Exits: north south]
A small mushroom grows nearby.
An illusion of a Warlock walks in.
Dhaartnab walks in.
Dhaartnab walks in.
Dhaartnab walks in.
<1059hp 1045m 325mv> north
A small path in the dense forest
f | You are on a small path leading through the dense forest.
| | The ancient trees have grown so thick here that the forest
f-f | is illuminated in twilight. Shadows flicker all around you,
| | and you have the uneasy feeling that you're being watched.
f-f-@ | The path continues south and west.
| |
f o f |
| | | |
f-f-f |
---------+
[Exits: south west]
A cute rabbit is here.
Dhaartnab walks in.
Dhaartnab walks in.
Dhaartnab walks in.
An illusion of a Warlock walks in.
<1059hp 1045m 324mv> west
An intersection in the dense forest
f | You are on a small path leading through the dense forest.
| | The forest gradually lightens to the north. Paths lead
f-f-f | north, east and west. A squat fossilized tree stump sits
| | | to the south, with markings and hardened candle drippings
f-f-@-f | on it. It must have been recently used as an altar.
| | |
f-f o f |
| | | |
f-f-f |
---------+
[Exits: north east west]
A smooth tree stump sits here, with runic markings etched into it.
An illusion of a Warlock walks in.
Dhaartnab walks in.
Dhaartnab walks in.
Dhaartnab walks in.
<1059hp 1045m 323mv> north
west
Outside a small cabin in the forest
f-f-f-f-f| You are outside a small cabin built entirely from heavy
| | logs. There is a wooden door to the north and small paths
f | lead west and south through the trees.
| |
f-f-@ |
| | |
f-f-f-f |
| | |
f-f f |
---------+
[Exits: (north) south west]
Dhaartnab walks in.
Dhaartnab walks in.
Dhaartnab walks in.
An illusion of a Warlock walks in.
<1059hp 1045m 322mv> north
The forest clearing
f-f-f-f-f| You are in a clearing in the forest. Lots of fresh stumps
| | | of varying sizes protrude from the ground and heavy logs
f f | are stacked neatly in a big pile supported by stakes
| | | set into the ground. Paths lead north, east and west.
f-f-@-f |
| | |
f-f-f-f|
| ||
o-f-f f|
---------+
[Exits: north east west]
An illusion of a Warlock walks in.
Dhaartnab walks in.
Dhaartnab walks in.
Dhaartnab walks in.
<1059hp 1045m 321mv> north
A small path through the light forest
f | You are on a small path leading through the forest. The
| | trees are tall and slender, waving gracefully in the
f-f-f-f-f| wind. Sunlight streams down through the foliage, shining
| | | in patches on the path that leads north and south.
f @ |
| | |
f-f-f-f |
| | |
f-f-f-f|
---------+
[Exits: north south]
Dhaartnab walks in.
Dhaartnab walks in.
Dhaartnab walks in.
An illusion of a Warlock walks in.
<1059hp 1045m 320mv> A trail through the light forest
f-o| You are on a narrow trail leading east and west through
| || the forest. To the west, the forest gradually becomes more
f o| dense. A small forest path leads south and a large tree
| | stands to the north.
f-f-@-f-f|
| | |
f f |
| | |
f-f-f-f |
---------+
[Exits: east south west]
A proud, powerful looking black stallion stomps its feet restlessly.
An illusion of a Warlock walks in.
Dhaartnab walks in.
Dhaartnab walks in.
Dhaartnab walks in.
<1059hp 1045m 319mv> where
east
Players near you in Mystic Forest:
<PK> Estra A narrow trail through the deep, dark forest
<PK> Belan A narrow trail through the deep, dark forest
<PK> Dhaartnab A trail through the light forest
<PK> Ingra A narrow trail through the deep, dark forest
<1059hp 1045m 319mv> A trail through the light forest
f-o-o| You are on a trail leading east and west through the dense
| | || forest. To the east, the forest gradually seems to become
f o-o| lighter. A small path leads north.
| |
f-f-@-f-f|
| |
f |
| |
f-f-f |
---------+
[Exits: north east west]
The caravan attendant is here, with caravans for hire.
Dhaartnab walks in.
Dhaartnab walks in.
Dhaartnab walks in.
An illusion of a Warlock walks in.
<1059hp 1045m 318mv> east
A trail through the light forest
f-o-o-o| You are on a trail leading east and west through the dense
| | | | forest. To the east, the forest gradually seems to become
f o-o | lighter.
| |
f-f-@-f-f|
| |
f |
| |
f-f |
---------+
[Exits: east west]
An illusion of a Warlock walks in.
Dhaartnab walks in.
Dhaartnab walks in.
Dhaartnab walks in.
<1059hp 1045m 317mv> scan all
You scan all around.
You scan east.
*** Range 4 (east) ***
A drow city guard of seringale stands watch here.
*** Range 5 (east) ***
A gate guard is here guarding the gates of Seringale.
A gate guard is here guarding the gates of Seringale.
You scan west.
*** Range 1 (west) ***
Grakkus the Guardsman is here.
The caravan attendant is here, with caravans for hire.
*** Range 2 (west) ***
A proud, powerful looking black stallion stomps its feet restlessly.
*** Range 4 (west) ***
(Translucent) (White Aura) Belan the Sage of Arcane Power is here.
(White Aura) Ingra the Grand Master of Seasons, Knight of Valour is riding on the back of a brass As
c'Liena stallion.
(White Aura) Estra the Shadow Mistress of the Lau Kuan, Knight of Valour is here.
<1059hp 1045m 317mv> east
A trail through the light forest
f-o-o | You are on a trail leading east and west through the dense
| | | forest. To the east, the forest gradually seems to become
f o | lighter.
| |
f-f-@-f-o|
|
|
|
|
---------+
[Exits: east west]
Dhaartnab walks in.
Dhaartnab walks in.
Dhaartnab walks in.
An illusion of a Warlock walks in.
<1059hp 1045m 316mv> east
A trail through the light forest
| You are on a trail leading east and west through the dense
| forest. To the east, the forest gradually seems to become
| lighter. A thinner trail twists off slowly to the north.
|
f-f-@-o-+|
|
|
|
|
---------+
[Exits: east west]
An illusion of a Warlock walks in.
Dhaartnab walks in.
Dhaartnab walks in.
Dhaartnab walks in.
<1059hp 1045m 315mv> east
east
The edge of the forest
+| You are standing at the eastern edge of a big forest.
|| To the east is the West Gate of Seringale and to the
+| west is a narrow trail, leading in through the forest.
||
f-f-@-+-+|
||
+|
||
+|
---------+
[Exits: east west]
Dhaartnab walks in.
Dhaartnab walks in.
Dhaartnab walks in.
An illusion of a Warlock walks in.
<1059hp 1045m 314mv> east
Outside the West Gate
+ | You are outside the West Gate of Seringale. Before you
| | is a great wall. It is made of huge slabs of white stones
+ S| with various figures of birds, beasts, and dragons carved
| || into it. The great wall soars over your head at over
f-o-@-+-+| 30 spans tall. You see the entrance into the city of
| || Seringale to the east and the beginnings of a forest
+ +| to the west.
| ||
+ f|
---------+
[Exits: east west]
A drow city guard of seringale stands watch here.
An illusion of a Warlock walks in.
Dhaartnab walks in.
Dhaartnab walks in.
Dhaartnab walks in.
<1059hp 1045m 313mv> where
Inside the West Gate
+ | You are inside the West Gate of Seringale. All around
| | you are people travelling in and out of the city. The
+ S S| great wall of Seringale soars over your head at over
| | || 30 spans tall. You see the city to the east, the west
o-+-@-+-+| gate above you, and the city walls lead to the north
| | | and south.
+ + |
| | |
+ f-f|
---------+
[Exits: north east south west]
A gate guard is here guarding the gates of Seringale.
A gate guard is here guarding the gates of Seringale.
Dhaartnab walks in.
Dhaartnab walks in.
Dhaartnab walks in.
An illusion of a Warlock walks in.
<1059hp 1045m 312mv> east
Players near you in Seringale:
<PK> Dhaartnab Inside the West Gate
<1059hp 1045m 312mv> The West Common Road
+ | You are on the Common Road of Seringale. All around you
| | are busy people hurrying along minding their own business.
+ S S S| You see the Common Road to the east, a small fishing shop
| | | || to the north, the entrance of a park to the south, and
+-+-@-+-+| the Western Gate to the west.
| | ||
+ + *|
| | |
+ f-f |
---------+
[Exits: north east south west]
An illusion of a Warlock walks in.
Dhaartnab walks in.
Dhaartnab walks in.
Dhaartnab walks in.
<1059hp 1045m 311mv> east
east
The West Common Road
+ | You are on the Common Road of Seringale. All around you are
| | busy people hurrying along minding their own business. You
+ S S S S| see a small shop with a sign of a glowing staff to the north,
| | | | || and the Common Road leads to the east and west.
+-+-@-+-+|
| | | ||
+ + *-*|
| | |
+ f-f |
---------+
[Exits: north east west]
Dhaartnab walks in.
Dhaartnab walks in.
Dhaartnab walks in.
An illusion of a Warlock walks in.
<1059hp 1045m 310mv> east
The West Common Road
| You are on the Common Road of Seringale. All around you are
| busy people hurrying along minding their own business. You
S S S S S| see a shop with a sign of a silver wand shooting sparks on
| | | | || the north, the stables of an inn to the south, and the Common
+-+-@-+-+| Road continues to the east and the west.
| | | ||
+ *-* S|
| |
f-f |
---------+
[Exits: north east south west]
An illusion of a Warlock walks in.
Dhaartnab walks in.
Dhaartnab walks in.
Dhaartnab walks in.
<1059hp 1045m 309mv> east
The Western Monument
| Raised in the middle of the Common Road is a granite pillar,
| the Western Monument. Several glyphs and words have been
S S S S S| chiseled into its sides, as many travellers have attempted
| | | | || to leave their mark within Seringale. Many sets of footprints
+-+-@-+-+| can be seen on the ground, as several people frequent
| | | || this path. The road continues east and west, and the Scroll
*-* S F| Shop is to the north.
|
|
---------+
[Exits: north east south west]
Dhaartnab walks in.
Dhaartnab walks in.
Dhaartnab walks in.
An illusion of a Warlock walks in.
<1059hp 1045m 308mv> east
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]
An illusion of a Warlock walks in.
Dhaartnab walks in.
Dhaartnab walks in.
Dhaartnab walks in.
<1059hp 1045m 307mv> where
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]
Dhaartnab walks in.
Dhaartnab walks in.
Dhaartnab walks in.
An illusion of a Warlock walks in.
<1059hp 1045m 306mv> east
Players near you in Seringale:
<PK> Estra The West Common Road
<PK> Belan The West Common Road
<PK> Dhaartnab The West Common Road
<PK> Ingra The West Common Road
<1059hp 1045m 306mv> West of Market Square
S-+-S| You are west of Market Square. A marvellous monument
| | has been erected here in the middle of the city of Seringale,
S S *-+-*| ever flowing with clear drinkable water. The road is
| | | || well worn from the traffic constantly passing over it.
+-+-@ +| A path leads north and south around the fountain, while
| | | || the common road continues to the west.
S F *-+-*|
| |
S-+-S|
---------+
[Exits: north south west]
A beggar wanders around asking for spare gold.
An illusion of a Warlock walks in.
Dhaartnab walks in.
Dhaartnab walks in.
Dhaartnab walks in.
<1059hp 1045m 305mv> north
east
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]
A beggar wanders around asking for spare gold.
A beggar wanders around asking for spare gold.
Dhaartnab walks in.
Dhaartnab walks in.
Dhaartnab walks in.
An illusion of a Warlock walks in.
<1059hp 1045m 304mv> north
North of Market Square
+-S-+-F | You are north of Market Square. A marvellous monument
| | has been erected here in the middle of the city of Seringale,
S-+-S | ever flowing with clear drinkable water. The road is
| | well worn from the traffic constantly passing over it.
S *-@-* F| A path leads east and west around the fountain, while
| | | || the main street continues to the north.
+-+ +-+|
| | | ||
F *-+-* S|
---------+
[Exits: north east west]
An illusion of a Warlock walks in.
Dhaartnab walks in.
Dhaartnab walks in.
Dhaartnab walks in.
<1059hp 1045m 303mv> north
north
north
north
The Main Street
S-+ | You are on the Main Street of Seringale. It is a wide
| | street with lots of space to both sides. There are tons
+-S-+-F | of people rushing from one place to another, minding
| | their own business. You see a shop with a sign of a flute
S-@-S | to the west, and the general shop to the east.
| |
S *-+-* F|
| | | ||
+-+ +-+|
---------+
[Exits: north east south west]
A beggar wanders around asking for spare gold.
Dhaartnab walks in.
Dhaartnab walks in.
Dhaartnab walks in.
An illusion of a Warlock walks in.
<1059hp 1045m 302mv> north
north
north
north
The Main Street
+-+-+-+-+| You are on the Main Street of Seringale. It is a wide street
| | || with lots of space to both sides. There are tons of people
S-+ F +| rushing from one place to another, minding their own business.
| || You see a shop with a sign of a map to the east and the
+-S-@-F +| Mocker's Tavern to the west. Main Street continues to the
| | north and south.
S-+-S |
| |
*-+-* |
---------+
[Exits: north east south west]
An illusion of a Warlock walks in.
Dhaartnab walks in.
Dhaartnab walks in.
Dhaartnab walks in.
<1059hp 1045m 301mv> north
north
north
The Main Street
S-+ | You are on the Main Street of Seringale. It is a very wide
| | street with lots of space to both sides. There are a significant
+-+-+-+-+| number of people rushing from one place to another, minding
| | || their own business. You see the bustling North Square to
S-@ F +| the north, as the Main street continues to the south. A
| || flurry of activity emanates from a tidy little shop to
+-S-+-F +| the west. A small pile of breadcrumbs lies in the center
| | of the street for some mundane reason.
S-+-S |
---------+
[Exits: north south west]
Dhaartnab walks in.
Dhaartnab walks in.
Dhaartnab walks in.
An illusion of a Warlock walks in.
<1059hp 1045m 300mv> North Square
B-+-* | You are at the North Square of Seringale. It is peaceful
| | | and quiet here. The square is a large opening space surrounded
S-+ *-o| by grand buildings made by fanciful stonework. You see
| | the Main Street to the north and the south and the North
+-+-@-+-+| Road to the east and the west. A small tuft of grass
| | || pokes up defiantly in the middle of the square. A set
S-+ F +| of dents shaped curiously like one's rear end has been
| || well-worn into the paving stones here.
+-S-+-F +|
---------+
[Exits: north east south west]
A brass finger post stands here.
The Herald Bulletin Board gleams majestically in the middle of the square.
A beggar wanders around asking for spare gold.
Golden coat gleaming in the light, a stallion with slightly dented armor stands here.
An illusion of a Warlock walks in.
Dhaartnab walks in.
Dhaartnab walks in.
Dhaartnab walks in.
<1059hp 1045m 299mv> The North Main Street
*-+-* | You are on the Main Street of Seringale. It is a wide
| | street with lots of space to both sides. It is peaceful
B-+-* | and quiet here. Around you are magnificent buildings
| | | made of fanciful stonework. The Main Street continues
S-@ *-o| to the north, the North Square is to the south, and the
| | Training Grounds is to the west.
+-+-+-+-+|
| | ||
S-+ F +|
---------+
[Exits: north south west]
Dhaartnab walks in.
Dhaartnab walks in.
Dhaartnab walks in.
An illusion of a Warlock walks in.
<1059hp 1045m 298mv> The North Main Street
S + * | You are on the Main Street of Seringale. It is a wide
| | | | street with lots of space to both sides. It is peaceful
*-+-* | and quiet here. Around you are magnificent buildings
| | made of fanciful stonework. You see the entrance of
B-@-* | the Cityguard Headquarters to the east and the Main Street
| | | continues to the north and the south.
S-+ *-o|
| |
+-+-+-+-+|
---------+
[Exits: north east south west]
An illusion of a Warlock walks in.
Dhaartnab walks in.
Dhaartnab walks in.
Dhaartnab walks in.
<1059hp 1045m 297mv> GT THEY ARE ON ME
The North Main Street
+ | You are on the Main Street of Seringale. It is a wide
| | street with lots of space to both sides. It is peaceful
S + * | and quiet here. Around you are magnificent buildings
| | | | made of fanciful stonework. You see the entrance of the
*-@-* | Temple of Odoacer to the west, City Hall to the east,
| | and the Main Street continues to the north and the south.
B-+-* |
| | |
S-+ *-o|
---------+
[Exits: north east south west]
Dhaartnab walks in.
Dhaartnab walks in.
Dhaartnab walks in.
An illusion of a Warlock walks in.
<1059hp 1045m 296mv> The North Main Street
+ | You are on the Main Street of Seringale. It is a wide street
| | with lots of space to both sides. It is peaceful and quiet
+ | here. Around you are magnificent buildings made of fanciful
| | stonework. You see the Main Street continues to the north
S @ * | and the south.
| | | |
*-+-* |
| |
B-+-* |
---------+
[Exits: north south]
An illusion of a Warlock walks in.
Dhaartnab walks in.
Dhaartnab walks in.
Dhaartnab walks in.
<1059hp 1045m 295mv> Inside the North Gate
o-o-o-o| You are inside the North Gate of Seringale. All around
| | | you are people travelling in and out of the city. The
* + | great wall of Seringale soars over your head at over 30
| | spans tall. You see the city to the south, the north gate
@ | to the north, and the battlement of the city above you.
| |
S + * |
| | | |
*-+-* |
---------+
[Exits: north south up]
A gate guard is here guarding the gates of Seringale.
A gate guard is here guarding the gates of Seringale.
Dhaartnab walks in.
Dhaartnab walks in.
Dhaartnab walks in.
An illusion of a Warlock walks in.
A gate guard steps aside and allows you to pass him.
A gate guard steps aside and allows you to pass him.
You feel solid again.
<1059hp 1068m 349mv> Outside the North Gate
o-z-o-o| You are outside the North Gate of Seringale. Before you is
| | | || a great wall. It is made of huge slabs of white stones with
o-o-o-o| 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 beginnings of a grass field to the north
| | and the entrance into the city of Seringale to the south.
+ |
| |
+ |
---------+
[Exits: north south]
An illusion of a Warlock walks in.
Dhaartnab walks in.
Dhaartnab walks in.
Dhaartnab walks in.
<1059hp 1068m 348mv> GT WHERE SHOULD I GO
Path in the plains
o-o-o-o| You are walking on a faint path leading into the plains.
| | | || You feel a silent whisper as the gentle breeze blows through
o-z-o-o| your hair as you ponder what created this beautiful place.
| | | || As you glance around you see a huge mountain covered with
o-@-o-o| elegant white clouds to the distant north. The path continues
| | | to the east through some high grass in the plains.
* + |
| |
+ |
---------+
[Exits: north east south west]
Dhaartnab walks in.
Dhaartnab walks in.
Dhaartnab walks in.
An illusion of a Warlock walks in.
<1059hp 1068m 347mv> north
Gallow hill
*-z-z-z-z| You walk in the grassy plains. On this little hill you can
| | | || see two gallows, with rotting human tissue hanging from the
o-o-o-o| ropes. There is a sign here.
| | | ||
o-@-o-o|
| | | ||
o-o-o-o|
| | |
* + |
---------+
[Exits: north east south west]
The disfigured corpse of Harlen hangs from the gallows.
An elegant narcissus flower has been discarded.
A cute rabbit is here.
A cute rabbit is here.
(White Aura) A black veiled female figure waits here patiently.
An illusion of a Warlock walks in.
Dhaartnab walks in.
Dhaartnab walks in.
Dhaartnab walks in.
<1059hp 1068m 346mv> north
You tell your group 'THEY ARE ON ME.'
<1059hp 1068m 346mv> You tell your group 'WHERE SHOULD I GO.'
<1059hp 1068m 346mv> Grassy plains
z-z-z-z| You are walking across grassy plains. The wind blows
| | | || at your cheeks with a strength and purpose of mother
*-z-z-z-z| nature. Creatures of the plains scamper away from you
| | | || as your footsteps draw near to them. To the north, east
o-@-o-o| and west the plains stretch out before you, while the
| | | || skyline of Seringale rises up to the south.
o-z-o-o|
| | | ||
o-o-o-o|
---------+
[Exits: north east south west]
A cute rabbit is here.
Dhaartnab walks in.
Dhaartnab walks in.
Dhaartnab walks in.
An illusion of a Warlock walks in.
<1059hp 1068m 345mv> Grassy foothills
o x z| You are walking across grassy plains. The wind blows
| | || at your cheeks with a strength and purpose of mother
z-z-z-z| nature. Creatures of the plains scamper away from you
| | | || as your footsteps draw near to them. To the north you
*-z-@-z-z| see a far off mountain peak, while the skyline of Seringale
| | | || rises up to the south.
o-o-o-o|
| | | ||
o-z-o-o|
---------+
[Exits: north east south west]
An illusion of a Warlock walks in.
Dhaartnab walks in.
Dhaartnab walks in.
Dhaartnab walks in.
<1059hp 1068m 344mv> north
The steep foothills
o-o-o z| You are walking through steep foothills of a tall mountain
| || far to the north. It is quite hard to move here due to
o x z| the uneven footing and generally rough terrain. Pine
| | || trees have grown here, seemingly for centuries, as they
z-@-z-z| begin to crowd you the further you go. Far to the south
| | | || you can barely see the skyline of a city.
*-z-z-z-z|
| | | ||
o-o-o-o|
---------+
[Exits: north east south west]
A cute rabbit is here.
Dhaartnab walks in.
Dhaartnab walks in.
Dhaartnab walks in.
An illusion of a Warlock walks in.
<1059hp 1068m 342mv> where
east
Players near you in Plains of the North:
<PK> Dhaartnab The steep foothills
<1059hp 1068m 342mv> east
The steep foothills
o-o z | You are walking through steep foothills of a tall mountain
| | | far to the north. It is quite hard to move here due to
o x z | the uneven footing and generally rough terrain. Pine
| | | | trees have grown here, seemingly for centuries, as they
z-z-@-z-z| begin to crowd you the further you go. Far to the south
| | | | || you can barely see the skyline of a city.
z-z-z-z-z|
| | | | ||
o-o-o-o-o|
---------+
[Exits: east south west]
An illusion of a Warlock walks in.
Dhaartnab walks in.
Dhaartnab walks in.
Dhaartnab walks in.
<1059hp 1068m 340mv> The pool in the foothills
z | You are standing by a pool nestled in the foothills. The
| | water is clear and looks refreshingly cold. A steep slope
x z z| rises up from the foothills to the north, leading towards
| | || a snow-capped mountain far in the distance. To the south,
z-z-@-z-z| east, and west are some foothills, and further south beyond
| | | | || the plains is the skyline of Seringale.
z-z-z-z-z|
| | | | |
o-o-o-o |
---------+
[Exits: north east south west]
A crystal clear pool of water looks refreshing.
Dhaartnab walks in.
Dhaartnab walks in.
Dhaartnab walks in.
An illusion of a Warlock walks in.
<1059hp 1068m 338mv> east
Path in the foothills
z | You are walking on a path situated in the rough plains. You
| | feel the strong winds blow through your hair as you watch
z z-z| the beautiful landscaping here. To the south, east, and west
| | | you can walk among the rolling foothills of the plains. Further
z-z-@-z-z| south are the plains and beyond that, Seringale.
| | | | |
z-z-z-z |
| | | |
o-o-o |
---------+
[Exits: east south west]
An illusion of a Warlock walks in.
Dhaartnab walks in.
Dhaartnab walks in.
Dhaartnab walks in.
<1059hp 1068m 336mv> where
Players near you in Plains of the North:
<PK> Dhaartnab Path in the foothills
<1059hp 1068m 336mv> east
Path in the foothills
z +| You are on a path among the grassy plains. The wind blows
| || at your cheeks with a strength and purpose of mother
z z-z-+| nature. Creatures of the plains scamper away from you
| | || as your footsteps draw near to them. To the east and
z-z-@-z-o| west are some rolling foothills. You can barely make
| | | || out a side path through vegetation to the north.
z-z-z f|
| | ||
o-o f|
---------+
[Exits: north east south west]
Dhaartnab walks in.
Dhaartnab walks in.
Dhaartnab walks in.
An illusion of a Warlock walks in.
<1059hp 1068m 334mv> east
Path in the foothills
+ | You are on a path through the rocky foothills. The wind
| | blows at your cheeks with a strength and purpose of mother
z-z-+ | nature. Creatures of the plains scamper away from you as
| | | your footsteps draw near to them. To the east and west
z-z-@-o | the path continues on before you. Far off to the north
| | | | you can see the peak of a grand mountain.
z-z f |
| | |
o f |
---------+
[Exits: east west]
A cute rabbit is here.
An illusion of a Warlock walks in.
Dhaartnab walks in.
Dhaartnab walks in.
Dhaartnab walks in.
<1059hp 1068m 332mv> east
where
The path intersection
+ | You are standing at the intersection of three paths. To the
| | west you can follow a long, narrow path through the foothills.
z-z-+ | To the north a wide path leads to the village of Ofcol, while
| | | an ancient-looking and overgrown path leads away towards
z-z-@ | the south.
| | |
z f |
| |
f |
---------+
[Exits: north south west]
Dhaartnab walks in.
Dhaartnab walks in.
Dhaartnab walks in.
An illusion of a Warlock walks in.
<1059hp 1068m 331mv> where
Players near you in Plains of the North:
<PK> Estra Path in the plains
<PK> Belan Path in the plains
<PK> Dhaartnab The path intersection
<PK> Ingra Path in the plains
<1059hp 1068m 331mv> Players near you in Plains of the North:
<PK> Estra Path in the plains
<PK> Belan Path in the plains
<PK> Dhaartnab The path intersection
<PK> Ingra Path in the plains
<1059hp 1068m 331mv> where
Players near you in Plains of the North:
<PK> Estra Gallow hill
<PK> Belan Gallow hill
<PK> Dhaartnab The path intersection
<PK> Ingra Gallow hill
<1059hp 1068m 331mv> south
south
The ancient path
z-z-+ | An ancient path lined with stones on each side leads in a
| | | north-south direction. Beside the path the vegetation has
z-z-o | grown unchecked for centuries and as a result the canopy
| | | is thick with tree branches, bushes and vines. The path's
z @ | surface itself is comprised of hardened clay, trampled grass,
| | and dead leaves, the latter crackling under your feet as
f | you step on them.
| |
f |
---------+
[Exits: north south]
An illusion of a Warlock walks in.
Dhaartnab walks in.
Dhaartnab walks in.
Dhaartnab walks in.
<1059hp 1068m 330mv> The ancient path
z-z-o | An ancient path lined with stones on each side leads
| | | in a north-south direction. Beside the path the vegetation
z f | has grown unchecked for centuries and as a result the
| | canopy is thick with tree branches, bushes and vines.
@ | The path's surface itself is comprised of hardened clay,
| | trampled grass, and dead leaves, the latter crackling
f | under your feet as you step on them.
| |
f-+-f|
---------+
[Exits: north south]
Dhaartnab walks in.
Dhaartnab walks in.
Dhaartnab walks in.
An illusion of a Warlock walks in.
<1059hp 1068m 329mv> south
The ancient path
f | An ancient path lined with stones on each side leads in
| | a north-south direction. Beside the path the vegetation
f | has grown unchecked for centuries and as a result the
| | canopy is thick with tree branches, bushes and vines.
@ | The path's surface itself is comprised of hardened clay,
| | trampled grass, and dead leaves, the latter crackling
f-+-f| under your feet as you step on them.
|
|
---------+
[Exits: north south]
An illusion of a Warlock walks in.
Dhaartnab walks in.
Dhaartnab walks in.
Dhaartnab walks in.
<1059hp 1068m 328mv> south
east
The ancient path
f | An ancient path lined with stones on each side leads in
| | a north-east direction. Beside the path the vegetation
f | has grown unchecked for centuries and as a result the
| | canopy is thick with tree branches, bushes and vines.
@-+-f| The path's surface itself is comprised of hardened clay,
| trampled grass, and dead leaves, the latter crackling
| under your feet as you step on them.
|
|
---------+
[Exits: north east]
A cute rabbit is here.
Dhaartnab walks in.
Dhaartnab walks in.
Dhaartnab walks in.
An illusion of a Warlock walks in.
<1059hp 1068m 327mv> east
The wooden bridge
f | An old wooden bridge connects two sides of an ancient
| | path running in an east-west direction. Beside the path
f | and the bridge the vegetation has grown unchecked for
| | centuries and as a result the canopy is thick with tree
f-@-f-o| branches, bushes and vines. A river once flowed beneath
| the bridge but has long ago diminished into a bare trickle.
|
|
|
---------+
[Exits: east west]
An illusion of a Warlock walks in.
Dhaartnab walks in.
Dhaartnab walks in.
Dhaartnab walks in.
<1059hp 1068m 326mv> east
The ancient path
f | An ancient path lined with stones on each side leads in
| | a east-west direction. Beside the path the vegetation has
f | grown unchecked for centuries and as a result the canopy
| | is thick with tree branches, bushes and vines. The path's
f-+-@-o | surface itself is comprised of hardened clay, trampled grass,
| and dead leaves, the latter crackling under your feet as
| you step on them. To the east a rock formation not of natural
| origins peaks your interest.
|
---------+
[Exits: east west]
Dhaartnab walks in.
Dhaartnab walks in.
Dhaartnab walks in.
An illusion of a Warlock walks in.
<1059hp 1068m 325mv> OP D
The Stones of G'harne
| You are in the center of seven fifteen-feet tall monolithic
| black stones. In the center of the ring formed by the stones
| you cannot help noticing a large sacrificial altar. The ground
| is covered with dirt, but the altar shows no sign of such.
+-f-@ | In fact, the altar looks well-used as if moved from side to
| side recently and often. West of here is the ancient path.
|
|
|
---------+
[Exits: west (altar)]
An illusion of a Warlock walks in.
Dhaartnab walks in.
Dhaartnab walks in.
Dhaartnab walks in.
<1059hp 1068m 324mv> You open the altar below you.
<1059hp 1068m 324mv> down
south
A vampire bat tells the group 'I am within the sewers.'
<1059hp 1068m 324mv> Dark smelly tunnels
| You are standing in a gloomy tunnel leading south and
| west, right under the altar of G'harne. The walls are
| covered with a smelly slime and small rotting pieces of
| a meat like substance, fills the air with an unbearable
o-o-@ o| stench. You might be able to force your way up into fresh
| || air from here.
o-o-o|
|
|
---------+
[Exits: south west up]
Dhaartnab walks in.
Dhaartnab walks in.
Dhaartnab walks in.
An illusion of a Warlock walks in.
<1059hp 1068m 323mv> Mists of Stench
| The natural light invading this space is dim and casts
| shadows everywhere. As your eyes move about to examine
o-o-o o| your surroundings, the shadows waltz through the air.
| || The walls are covered in a thin layer of glistening gelatin.
@-o-o| It clings to the soil surface in an unnatural fashion.
| A small pool of water bubbles up from underground along
| the western wall. Peculiar colored steam takes off from
| the water's surface and invades the air with a foul stench.
|
---------+
[Exits: north east]
An illusion of a Warlock walks in.
Dhaartnab walks in.
Dhaartnab walks in.
Dhaartnab walks in.
<1059hp 1068m 322mv> east
Molding Darkness
| A miniscule quantity of light seeps in from a narrow opening
| in the west. The ground under you is moist but firm. The
o-o o-o| walls surrounding you are coated in abundant green mold.
| | | As if gelatinous slime, the green matter propagates in
o-@-o | ripples down the tunnel walls. Thick sheets of vivid greens
| drape from the ceiling. In areas of especially dense growth,
| thin streams of yellow spores erupt into the atmosphere.
| To the east the passageway enlarges and grows damper.
|
---------+
[Exits: east west]
Dhaartnab walks in.
Dhaartnab walks in.
Dhaartnab walks in.
An illusion of a Warlock walks in.
<1059hp 1068m 321mv> east
where
Tunnel of Agony
| The odor of dank stale air is overwhelming. Though there is
| no evidence of water seeping in from above, the ground here
o o-o-o| is moist and spongy. The tunnel walls, floor, and ceiling
| | | are all constructed of rich soil. Amid the clumps of ivory
o-o-@ | and gray growing fungi, you are able to distinguish small
| furrows dug lengthwise down the walls. It looks as if bare
| human hands had dug this tunnel. It appears that this is
| the dead end of a tunnel. To the west the tunnel tapers but
| perseveres. Vaguely visible on the northern wall is a dark
---------+ irregular shadow.
[Exits: north west]
An illusion of a Warlock walks in.
Dhaartnab walks in.
Dhaartnab walks in.
Dhaartnab walks in.
<1059hp 1068m 320mv> north
Players near you in Plains of the North:
<PK> Estra The ancient path
<PK> Belan The ancient path
<PK> Dhaartnab Tunnel of Agony
<PK> Ingra The ancient path
<1059hp 1068m 320mv> east
Ocean of Echoes
| A dense impenetrable darkness envelops the air, masking your
| sight of this colossal cavern. The sounds of dripping water
| echo all around you, swelling to near deafening levels and
| then deteriorating into faint whispers. From underneath the
o @-o-o| earth a deep thunder rumbles, as a raging river pummels against
| | | its rocky confines. Progressing through the region, one cannot
o-o-o | escape the daggers of rock extending from overhead. To the
| east, these masses of rock grow in length. A small split
| in the southern wall lays hidden in deep shadows.
---------+
[Exits: east south]
Dhaartnab walks in.
Dhaartnab walks in.
Dhaartnab walks in.
An illusion of a Warlock walks in.
<1059hp 1068m 319mv> Crystal Echoes
| The room you have traveled into is enormous at its most modest.
| Gigantic stalagmites extend from a ceiling you can only vaguely
| see. A small crack far above you permits a minute amount of
| light to creep into the area. Water glistens along the sides
o-@-o | of the stalagmites and produce petite puddles at the bases
| | of the largest. Several of these masses reach completely to
o-o | the floor, pillars of support growing from below and above.
| Miniature crystals glitter in the dim light and catch your
| eye. The vibrations of a charging river echo through the air
---------+ though no water flow can be seen. There is a modest opening
to the east and the cavern continues to the west.
[Exits: east west]
An illusion of a Warlock walks in.
Dhaartnab walks in.
Dhaartnab walks in.
Dhaartnab walks in.
<1059hp 1068m 318mv> east
up
Base of the Earthen Falls
| The south wall of this passageway is a torturous incline of crumbling
| rock and rubble. At its base are piles of fallen rock and melting
| chunks of ice. An infrequent chunk speeds downward and crashes
| against these piles. Rushing waters surge over the eastern corner
o-o-@ | of the cliff and accumulate in a small lake. From here the river
| | appears to proceed in the recesses of the earth. The dirt at
o | your feet is moist and you can hear dripping water coming from
| the chamber to your west. The walkway in that direction is encased
| in limestone.
---------+
[Exits: west up]
Dhaartnab walks in.
Dhaartnab walks in.
Dhaartnab walks in.
An illusion of a Warlock walks in.
<1059hp 1068m 317mv> up
Dancing With Death
| You realize that attempting to proceed in this direction may
| not have been intelligent. The rocks forming this immense
| cliff appear to crumble with the slightest touch. Slabs of
| ice and earth plummet downward on all sides of you. An occasional
@ | bluster of air and faint whizzing noise allow you the enlightenment
| of your close collision with the debris. To your east you
| can see the mists caused by rushing waters pounding against
| rock. Glancing up and down you see nothing more than the
| void of darkness.
---------+
[Exits: up down]
An illusion of a Warlock walks in.
Dhaartnab walks in.
Dhaartnab walks in.
Dhaartnab walks in.
<1059hp 1068m 316mv> where
The Verge of Death
| The terrain here is outrageously uneven. Massive rifts
| in the cavern floor vomit scalding volatile mists into
| the atmosphere. The air around you reverberates as chunks
| of ice crash downward and shatter. The air here is a
@ | choking mixture of water and dust, making breathing
| | difficult at best. Hidden within the chaos can be heard
o | a steady dripping, growing to the north as the sound
| | of flowing water. The earth in that direction drops
o-o-o-x| downward in a mosaic of crumbling ice and breaking rock.
---------+
[Exits: south down]
Dhaartnab walks in.
Dhaartnab walks in.
Dhaartnab walks in.
An illusion of a Warlock walks in.
<1059hp 1068m 315mv> Players near you in Plains of the North:
<PK> Estra The ancient path
<PK> Belan The ancient path
<PK> Dhaartnab The Verge of Death
<PK> Ingra The ancient path
<1059hp 1068m 315mv> up
Howling winds and swirling ice particles make your eyes tear up.
<1059hp 1068m 315mv> south
A vampire bat tells the group 'If you wish to converge here. The sunlight does not reach.'
<1059hp 1068m 315mv> south
The Depths of Silence
| You step into a small cavern deep within the bowels of
| the mountain. An icy chill seeps in through a narrow
o | passageway to the south. A nearly inaudible dripping
| | comes from the widening passage to the north. Your footsteps
@ | echo back at you; they are hollow and empty, magnifying
| | your sense of isolation. Silence seems to dwell here
o-o-o-x| and grow. Scattered across the ground at your feet are
|| large chunks of rock and ice suggesting seismic activity.
x-x-x|
---------+
[Exits: north south]
An illusion of a Warlock walks in.
Dhaartnab walks in.
Dhaartnab walks in.
Dhaartnab walks in.
<1059hp 1068m 314mv> The Frozen Past
o | You enter a small cave encased with massive layers of
| | ice. An ancient hearth rests in the center of the room,
o | cold and undisturbed. Relics of ancient occupancy litter
| | the ground: a fish bone comb, a broken pottery dish,
o-@-o-x| stone tools of a primitive age. Shadows of the long deceased
|| residents slink across the walls. A sudden draft arrives
x-x-x-x| from the north, screaming by your ears. Its chill cuts
| to your bones making your feet feel heavy and your motions
| sluggish. Splits in the ice to the north and east are
---------+ just large enough to walk through.
[Exits: north east west]
Dhaartnab walks in.
Dhaartnab walks in.
Dhaartnab walks in.
An illusion of a Warlock walks in.
<1059hp 1068m 313mv> east
A Split in the Ice
o | You stand in a small crevice between thick layers of ice.
| | The dim light arriving from the opening to the east glints
o | off the walls making them look like frosted glass. Tiny
| | bubbles of air trapped within the walls shine back like
o-o-@-x | diamonds. It is as though a deluge of water was frozen
| | in a split second leaving the moment forever still in time.
x-x-x-x | The deep cold of the space permeates to your core. With
| every exhalation, ice crystals form in front of you and
| drop to the ground. The gap widens to the west and continues
---------+ into a complete darkness.
[Exits: east west]
An illusion of a Warlock walks in.
Dhaartnab walks in.
Dhaartnab walks in.
Dhaartnab walks in.
<1059hp 1068m 312mv> east
A Rocky Trail on the Mountainside
o | The vast foothills roll off beneath you to the south like
| | clouds. The near-constantly frigid temperatures here ensure
o | that the already dangerous terrain remains frozen. Movement
| | is a struggle, and shows no sign of easing. Sharp peaks and
o-o-@ | rocky edges rise all around you, but are still dwarfed by
| | the persistent looming of Grimforge, E'gal, and Redhorne in
x-x-x | the distance to the south. It is possible to maneuver along
| the mountain to the south, or you can enter a split in the
| ice to the west.
---------+
[Exits: south west]
Dhaartnab climbs in.
Dhaartnab climbs in.
Dhaartnab climbs in.
An illusion of a Warlock climbs in.
<1059hp 1068m 310mv> south
west
A Rocky Trail on the Mountainside
o | The vast foothills roll off beneath you to the south like
| | clouds. The near-constantly frigid temperatures here ensure
o-o-x | that the already dangerous terrain remains frozen. Movement
| | is a struggle, and shows no sign of easing. Sharp peaks and
x-x-@ | rocky edges rise all around you, but are still dwarfed by
| the persistent looming of Grimforge, E'gal, and Redhorne in
| the distance to the south. It is possible to maneuver along
| the mountain to the north and west.
|
---------+
[Exits: north west]
An illusion of a Warlock climbs in.
Dhaartnab climbs in.
Dhaartnab climbs in.
Dhaartnab climbs in.
<1059hp 1068m 307mv> west
A Rocky Trail on the Mountainside
o | The vast foothills roll off beneath you to the south like
| | clouds. The near-constantly frigid temperatures here ensure
o-o-o-x | that the already dangerous terrain remains frozen. Movement
| | is a struggle, and shows no sign of easing. Sharp peaks
x-x-@-x | and rocky edges rise all around you, but are still dwarfed
| by the persistent looming of Grimforge, E'gal, and Redhorne
| in the distance to the south. It is possible to maneuver
| along the mountain to the west and east.
|
---------+
[Exits: east west]
Dhaartnab climbs in.
Dhaartnab climbs in.
Dhaartnab climbs in.
An illusion of a Warlock climbs in.
<1059hp 1068m 304mv> down
On the Mountainside
o | The vast foothills roll off beneath you to the south like
| | clouds. The near-constantly frigid temperatures here ensure
x o-o-o-x| that the already dangerous terrain remains frozen. Movement
| || is a struggle, and shows no sign of easing. Sharp peaks
x-x-@-x-x| and rocky edges rise all around you, but are still dwarfed
| by the persistent looming of Grimforge, E'gal, and Redhorne
| in the distance to the south. It is possible to maneuver
| along the mountain to the west and east, or you can climb
| down from here.
---------+
[Exits: east west down]
An illusion of a Warlock climbs in.
Dhaartnab climbs in.
Dhaartnab climbs in.
Dhaartnab climbs in.
<1059hp 1068m 301mv> where
A Lower Trail on the Mountainside
| The path ends abruptly and begins to resemble mountain
| climbing more than anything else. Rocky peaks which seem
| as sharp as spears are pointed upwards in silent tribute.
| In the distance, you can see mountain tops that are filled
@ | with snow. The wind starts to pick up causing you to shiver
| | with cold.
x-x-x|
|
|
---------+
[Exits: south up]
Dhaartnab climbs in.
Dhaartnab climbs in.
Dhaartnab climbs in.
An illusion of a Warlock climbs in.
<1059hp 1068m 298mv> Players near you in Tenebria:
<PK> Dhaartnab A Lower Trail on the Mountainside
<1059hp 1068m 298mv> south
east
A Lower Trail on the Mountainside
| The mountain rises proudly before you, even as you clings
| to its wall. This trail on the lower part of the mountain
x | is steep, but remains passable. The footing is loose and
| | inconsistent, exposing you to a very real possibility
@-x-x| of falling. The path bends sharply and climbs steadily
| to the north and descends towards the base of the mountain
| to the east.
|
|
---------+
[Exits: north east]
An illusion of a Warlock climbs in.
Dhaartnab climbs in.
Dhaartnab climbs in.
Dhaartnab climbs in.
<1059hp 1068m 295mv> east
A Lower Trail on the Mountainside
| The mountain rises proudly to the north as you move along
| its southern face. This trail on the lower part of the mountain
x | is steep, but passable. The footing is adequate, although
| | loose and inconsistent. The path climbs steadily to the
x-@-x | west and descends towards the base of the mountain to the
| east.
|
|
|
---------+
[Exits: east west]
Dhaartnab climbs in.
Dhaartnab climbs in.
Dhaartnab climbs in.
An illusion of a Warlock climbs in.
<1059hp 1068m 292mv> A Lower Trail on the Mountainside
| The mountain rises proudly to the north as you move along
| its southern face. This trail on the lower part of the mountain
x | is steep, but passable. The footing is adequate, although
| | loose and inconsistent. The path descends towards the base
x-x-@ | of the mountain below you and climbs steadily to the west.
|
|
|
|
---------+
[Exits: west down]
A mountain lion bares its teeth at the sight of more food.
An illusion of a Warlock climbs in.
Dhaartnab climbs in.
Dhaartnab climbs in.
Dhaartnab climbs in.
<1059hp 1068m 289mv> down
The Base of the Mountain
| The trail has found its way to the base of a mountain. The
| mountain is not large, at least when compared to the giants
| that are Grimforge, E'gal, and Redhorne, which line the southern
| horizon from west to east respectively. The trail ascends
@ | steeply above you and descends into the hills to the south
| | towards Audsug Pass.
z |
| |
z-z |
---------+
[Exits: south up]
Dhaartnab climbs in.
Dhaartnab climbs in.
Dhaartnab climbs in.
An illusion of a Warlock climbs in.
<1059hp 1068m 286mv> south
south
A vampire bat tells the group 'I will need haste.'
North of Audsug Pass
| Small patches of grass grow between the various boulders resting
| nearby the trail. Steep, rocky, and dangerous, the trail appears
x | to follow the path of the howling wind. It is even steeper
| | to the north where it begins to ascend one of the area's lesser
@ | mountains, and winds into Audsug Pass to the south.
| |
z-z |
| |
z-z |
---------+
[Exits: north south]
An illusion of a Warlock walks in.
Dhaartnab walks in.
Dhaartnab walks in.
Dhaartnab walks in.
<1059hp 1068m 284mv> west
south
Navigating Audsug Pass
x | Audsug Pass winds its way between Grimforge Mountain and
| | E'gal Mountain, allowing passage through this otherwise impassable
z | mountainous terrain. Sheer faces of rock rise all around
| | you, threatening to block out the sky entirely, yet failing
z-@ | to do so. The air is thin and somewhat uncomfortable here.
| | Best to keep moving.
z-z |
| |
z-z |
---------+
[Exits: north west]
Dhaartnab walks in.
Dhaartnab walks in.
Dhaartnab walks in.
An illusion of a Warlock walks in.
<1059hp 1068m 282mv> Navigating Audsug Pass
x | Audsug Pass winds its way between Grimforge Mountain and
| | E'gal Mountain, allowing passage through this otherwise
z | impassable mountainous terrain. Sheer faces of rock rise
| | all around you, threatening to block out the sky entirely,
@-z | yet failing to do so. The air is thin and somewhat uncomfortable
| | here. Best to keep moving.
o-z-z |
| |
z-z |
---------+
[Exits: east south]
A mountain lion bares its teeth at the sight of more food.
An illusion of a Warlock walks in.
Dhaartnab walks in.
Dhaartnab walks in.
Dhaartnab walks in.
<1059hp 1068m 280mv> Navigating Audsug Pass
z | Audsug Pass winds its way between Grimforge Mountain and
| | E'gal Mountain, allowing passage through this otherwise
z-z | impassable mountainous terrain. Sheer faces of rock rise
| | all around you, threatening to block out the sky entirely,
o-z-@ | yet failing to do so. A secondary trail branches off to
| | the west here, leading towards a mountain wall.
z-z |
| |
z |
---------+
[Exits: north south west]
Dhaartnab walks in.
Dhaartnab walks in.
Dhaartnab walks in.
An illusion of a Warlock walks in.
<1059hp 1068m 278mv> south
east
Navigating Audsug Pass
z-z | Audsug Pass winds its way between Grimforge Mountain
| | and E'gal Mountain, allowing passage through this otherwise
o-z-z | impassable mountainous terrain. Sheer faces of rock
| | rise all around you, threatening to block out the sky
@-z | entirely, yet failing to do so. The air is thin and somewhat
| | uncomfortable here. Best to keep moving.
z |
| |
+-+-+-+|
---------+
[Exits: north east]
An illusion of a Warlock walks in.
Dhaartnab walks in.
Dhaartnab walks in.
Dhaartnab walks in.
<1059hp 1068m 276mv> south
Navigating Audsug Pass
z-z | Audsug Pass winds its way between Grimforge Mountain
| | and E'gal Mountain, allowing passage through this otherwise
z-z | impassable mountainous terrain. Sheer faces of rock
| | rise all around you, threatening to block out the sky
z-@ | entirely, yet failing to do so. The air is thin and somewhat
| | uncomfortable here. Best to keep moving.
z |
| |
+-+-+-+-+|
---------+
[Exits: south west]
Dhaartnab walks in.
Dhaartnab walks in.
Dhaartnab walks in.
An illusion of a Warlock walks in.
<1059hp 1068m 274mv> South of Audsug Pass
z-z | These rolling hills form an appropriate foundation for the
| | three massive mountains that tower of the rest of the region.
z-z | The air is thin and the wind brisk as you pass through. The
| | path here is narrow and slightly uneven, but travel is possible
@ | nevertheless. The path appears to wind its way between two
| | mountains to the north and descends onto a plateau to the
+-+-+-+-+| south.
| | |
z + |
---------+
[Exits: north south]
An illusion of a Warlock walks in.
Dhaartnab walks in.
Dhaartnab walks in.
Dhaartnab walks in.
<1059hp 1068m 272mv> south
Audsug Crossing
z-z | A large boulder rests on the south-eastern side of this
| | intersection of paths. It appears to be granite, but has
z | several black, glass-like protrusions. A wooden signpost
| | has been erected beside the curious boulder to help travellers
+-+-@-+-+| find their way. The one path appears to wind towards the
| | | mountains to the north, while disappearing into some rocks
z + | off to the south. The other heads east towards a small
| | | village and extends out onto some sort of plateau to the
z +-+ | west.
---------+
[Exits: north east south west]
A wooden signpost has been placed here to help travelers find their way.
An adventurer is here, repeatedly glancing over his shoulder.
Dhaartnab walks in.
Dhaartnab walks in.
Dhaartnab walks in.
An illusion of a Warlock walks in.
<1059hp 1068m 271mv> west
west
On the Plateau
z-z | You stand on a thin plateau that juts out even further
| | to the west, forming a shelf on the side of Grimforge
z | Mountain. Sparse flora can be seen clinging to the mountain
| | in places, stubbornly refusing to be cast down the mountainside
+-@-+-+| by water, wind, or time. The trail has all but vanished
| | | here, as one might expect whilst traversing solid stone.
z + |
| | |
z +-+|
---------+
[Exits: east west]
An illusion of a Warlock walks in.
Dhaartnab walks in.
Dhaartnab walks in.
Dhaartnab walks in.
<1059hp 1068m 270mv> south
On the Plateau
z-z| You stand on the western edge of a thin plateau overlooking
|| the steady bustle of the city of Seringale to the southwest.
z| A solemn stillness permeates from the rock beneath you,
|| as if stone itself could mourn the tragedies of its ancient
@-+-+| and tumultuous past. A sheer cliff on one face of Grimforge
| || Mountain blocks any ascent to the north. A path descends
z +| southward into the foothills, and the plateau extends
| || to the east.
z +|
---------+
[Exits: east south]
Dhaartnab walks in.
Dhaartnab walks in.
Dhaartnab walks in.
An illusion of a Warlock walks in.
<1059hp 1068m 269mv> A Path Through the Foothills
z| The hard-packed path makes the trek through these foothills
|| much less daunting. It ascends as it continues northward
+-+-+| and, to the south, it descends towards the Eastern Road.
| || The foothills themselves are sprawling, extending north and
@ +| east towards peaked mountains.
| ||
z +|
| |
z |
---------+
[Exits: north south]
An illusion of a Warlock walks in.
Dhaartnab walks in.
Dhaartnab walks in.
Dhaartnab walks in.
<1059hp 1068m 268mv> south
A Path Through the Foothills
+-+-+| The hard-packed path makes the trek through these foothills
| || much less daunting. It ascends as it continues northward
z +| and, to the south, it descends towards the Eastern Road.
| || The foothills themselves are sprawling, extending north and
@ +| east towards peaked mountains.
| |
z |
| |
x-~-o |
---------+
[Exits: north south]
Dhaartnab walks in.
Dhaartnab walks in.
Dhaartnab walks in.
An illusion of a Warlock walks in.
<1059hp 1068m 266mv> south
A Path Through the Foothills
z | The hard-packed path makes the trek through these foothills
| | much less daunting. It ascends as it continues northward and,
z | to the south, it descends towards the Eastern Road. The foothills
| | themselves are sprawling, extending north and east towards
@ | peaked mountains.
| |
x-~-o |
|
|
---------+
[Exits: north south]
An illusion of a Warlock walks in.
Dhaartnab walks in.
Dhaartnab walks in.
Dhaartnab walks in.
<1059hp 1068m 264mv> south
South of the Foothills
z | The path here follows the swift-moving stream along its east
| | bank. The path itself is little more than a three feet wide,
z | and somewhat segregates the stream from the surrounding field
| | of grass, ragweed, and dandelions. The path approaches an
x-~-@ | old bridge crossing the stream to the west and ascends northward
| into the foothills.
|
|
|
---------+
[Exits: north west]
Dhaartnab walks in.
Dhaartnab walks in.
Dhaartnab walks in.
An illusion of a Warlock walks in.
<1059hp 1068m 263mv> west
west
Bank of a Swift Stream
z | A narrow and swift moving stream bisects the path here.
| | Evidence of a small bridge litters each side of the stream.
z | It is obviously beyond repair. Walking through the stream
| | appears to be possible, but it runs swiftly southward. Across
x-@-o | the stream you can see the path continue on the other side,
| rising into darkness. To the west the path descends somewhat,
| towards the Eastern Road.
|
|
---------+
[Exits: east west]
An illusion of a Warlock swims in.
Dhaartnab swims in.
Dhaartnab swims in.
Dhaartnab swims in.
<1059hp 1068m 262mv> down
Windswept Plateau of the Dwarven Mines
z| A stunning view of the Eastern Road is available to all
|| who stand on this ledge. The wind buffets even the most
z| solidly built contraption. There is no cover at all. The
|| top of a ladder peeks up from over the ledge, leading
@-~-o| down into a difficult section of the trail that appears
| impassible without the ladder. To the east, you can hear
| the sound of gurgling water.
|
|
---------+
[Exits: east down]
Dhaartnab climbs in.
Dhaartnab climbs in.
Dhaartnab climbs in.
An illusion of a Warlock climbs in.
<1059hp 1068m 260mv> east
Base of the Ladder
| The trail rises very sharply at this point. Progress appears
| limited to a ladder which leans against the side of the
| cliff. Without the ladder, it appears one would need wings.
| To the east, the trail sharply descends to the Eastern
@-x | Road.
| |
o |
| |
o |
---------+
[Exits: east up]
An illusion of a Warlock climbs in.
Dhaartnab climbs in.
Dhaartnab climbs in.
Dhaartnab climbs in.
<1059hp 1068m 257mv> south
Road to Tenebria
| This is a non descript path which appears to have been made
| over the years by those wishing to enter the lands of dwarves
| from the Eastern road. To the south you can see the Eastern
| Road. To the west, you can see a steeply rising trail.
x-@ |
| |
o |
| |
o |
---------+
[Exits: south west]
Dhaartnab climbs in.
Dhaartnab climbs in.
Dhaartnab climbs in.
An illusion of a Warlock climbs in.
<1059hp 1071m 309mv> The Plains
| You are standing on the plains. This is a vast desolate
| place where the wind can howl undisturbed since nothing
x-x | but you bars its way. However you are not the first to
| | wander here. Before you somebody has left a small path.
@ | The path looks rather bewildered and is not the kind
| | of path to lead to anywhere significant or important
o | but it seems to have made up its mind to enter the hills
| | far away north.
+-+-+-+-+|
---------+
[Exits: north south]
An illusion of a Warlock walks in.
Dhaartnab walks in.
Dhaartnab walks in.
Dhaartnab walks in.
<1059hp 1071m 307mv> south
south
The Lane
x-x | You are strolling along a pleasant, shady lane. The road
| | is lined on both sides by tall, stately trees which lend
o | the scene with a sense of quiet serenity. You can follow
| | the road north or south.
@ |
| |
+-+-+-+-+|
| ||
+ +|
---------+
[Exits: north south]
Dhaartnab walks in.
Dhaartnab walks in.
Dhaartnab walks in.
An illusion of a Warlock walks in.
<1059hp 1071m 306mv> 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.
An illusion of a Warlock walks in.
Dhaartnab walks in.
Dhaartnab walks in.
Dhaartnab walks in.
<1059hp 1071m 305mv> west
Players near you in Eastern Road:
<PK> Dhaartnab The Crossroads
<1059hp 1071m 305mv> west
west
Along the Eastern Road
o | You are traveling along a well-travelled road between Seringale
| | and the lands to the east. A northern road crosses this
o | one to the east. The path has been created from a light
| | stone material that is very resilient. It has worn away
+-+-@-+-+| over time from the flow of traffic that has passed through
| | here. This is one of Serin's busiest trade routes.
+ |
| |
+-+ |
---------+
[Exits: east west]
Dhaartnab walks in.
Dhaartnab walks in.
Dhaartnab walks in.
An illusion of a Warlock walks in.
<1059hp 1071m 304mv> west
west
west
Along the Eastern Road
o| You are traveling along a well-travelled road between
|| Seringale and the lands to the east. The path has been
o| created from a light stone material that is very resilient.
|| It has worn away over time from the flow of traffic that
+-+-@-+-+| has passed through here. This is one of Serin's busiest
|| trade routes.
+|
||
+-+|
---------+
[Exits: east west]
An illusion of a Warlock walks in.
Dhaartnab walks in.
Dhaartnab walks in.
Dhaartnab walks in.
<1059hp 1071m 303mv> where
Along the Eastern Road
| You are traveling along a well-travelled road between
| Seringale and the lands to the east. The path has been
| created from a light stone material that is very resilient.
| It has worn away over time from the flow of traffic that
+-+-@-+-+| has passed through here. This is one of Serin's busiest
| trade routes.
|
|
|
---------+
[Exits: east west]
Dhaartnab walks in.
Dhaartnab walks in.
Dhaartnab walks in.
An illusion of a Warlock walks in.
<1059hp 1071m 302mv> 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]
An illusion of a Warlock walks in.
Dhaartnab walks in.
Dhaartnab walks in.
Dhaartnab walks in.
<1059hp 1071m 301mv> 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]
Dhaartnab walks in.
Dhaartnab walks in.
Dhaartnab walks in.
An illusion of a Warlock walks in.
<1059hp 1071m 300mv> 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]
An illusion of a Warlock walks in.
Dhaartnab walks in.
Dhaartnab walks in.
Dhaartnab walks in.
<1059hp 1071m 299mv> Players near you in Seringale:
<PK> Dhaartnab Outside the East Gate
<1059hp 1071m 299mv> GT I NEED TO FOLLOW YOU TO SUMMON MY ILLUSIONS
west
You tell your group 'I NEED TO FOLLOW YOU TO SUMMON MY ILLUSIONS.'
<1059hp 1071m 299mv> 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.
Dhaartnab walks in.
Dhaartnab walks in.
Dhaartnab walks in.
An illusion of a Warlock walks in.
<1059hp 1071m 298mv> where
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]
An illusion of a Warlock walks in.
Dhaartnab walks in.
Dhaartnab walks in.
Dhaartnab walks in.
<1059hp 1071m 297mv> Players near you in Seringale:
<PK> Dhaartnab The East Common Road
<1059hp 1071m 297mv> west
where
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]
Dhaartnab walks in.
Dhaartnab walks in.
Dhaartnab walks in.
An illusion of a Warlock walks in.
<1059hp 1071m 296mv> Players near you in Seringale:
<PK> Dhaartnab The East Common Road
<1059hp 1071m 296mv> 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]
An illusion of a Warlock walks in.
Dhaartnab walks in.
Dhaartnab walks in.
Dhaartnab walks in.
<1059hp 1071m 295mv> west
The Eastern Monument
* | Standing in the center of the road is a large marble
| | monument, chiseled at odd angles and serving as a landmark
F +-* S| for Serin adventurers. Several dusty sets of footprints
| | || can be seen around the base of the monument, as hundreds
+-+-@-+-+| of passing citizens mark their paths from this large
| | | || stone monolith. To the south you see a dark alley, and
S S +-+ S| the Common Road continues to the east and west.
| |
+-+|
---------+
[Exits: east south west]
Dhaartnab walks in.
Dhaartnab walks in.
Dhaartnab walks in.
An illusion of a Warlock walks in.
<1059hp 1071m 294mv> 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 S +-+|
||
+|
---------+
[Exits: north east south west]
An illusion of a Warlock walks in.
Dhaartnab walks in.
Dhaartnab walks in.
Dhaartnab walks in.
<1059hp 1071m 293mv> west
west
The East Common Road
+-S *| You are on the Common Road of Seringale. All around you are
| || busy people hurrying along minding their own business. The
+-* F +-*| smell of fresh bread wafts in from the north of here. A shop
| | | | with a sign of an iron hammer is south.
+-@-+-+|
| | | ||
+-* S S +|
| |
+-S |
---------+
[Exits: north east south west]
A beggar wanders around asking for spare gold.
Dhaartnab walks in.
Dhaartnab walks in.
Dhaartnab walks in.
An illusion of a Warlock walks in.
<1059hp 1071m 292mv> where
East of Market Square
S-+-S | You are east of Market Square. A marvellous monument has
| | been erected here in the middle of the city of Seringale,
*-+-* F +| ever flowing with clear with clear drinkable water. The road
| | | || is well worn from the traffic constantly passing over it.
+ @-+-+| A path leads north and south around the fountain, while the
| | | || common road continues to the east.
*-+-* S S|
| |
S-+-S |
---------+
[Exits: north east south]
A long-haired lanky man with piercing blue eyes stands here.
An illusion of a Warlock walks in.
Dhaartnab walks in.
Dhaartnab walks in.
Dhaartnab walks in.
<1059hp 1071m 291mv> north
Players near you in Seringale:
<PK> Dhaartnab East of Market Square
<1059hp 1071m 291mv> west
Northeast of Market Square
S-+-F | You are standing northeast of the Market Square. A marvellous
| | monument has been erected here in the middle of the city
S-+-S | of Seringale, ever flowing The road is well worn from
| | the traffic constantly passing over it. You see a path
*-+-@ F +| around the square to the west and the south.
| | | ||
+ +-+-+|
| | | ||
*-+-* S S|
---------+
[Exits: south west]
A beggar wanders around asking for spare gold.
Dhaartnab walks in.
Dhaartnab walks in.
Dhaartnab walks in.
An illusion of a Warlock walks in.
<1059hp 1071m 290mv> North of Market Square
+-S-+-F | You are north of Market Square. A marvellous monument
| | has been erected here in the middle of the city of Seringale,
S-+-S | ever flowing with clear drinkable water. The road is
| | well worn from the traffic constantly passing over it.
S *-@-* F| A path leads east and west around the fountain, while
| | | || the main street continues to the north.
+-+ +-+|
| | | ||
F *-+-* S|
---------+
[Exits: north east west]
A beggar wanders around asking for spare gold.
A beggar wanders around asking for spare gold.
An illusion of a Warlock walks in.
Dhaartnab walks in.
Dhaartnab walks in.
Dhaartnab walks in.
<1059hp 1071m 289mv> north
north
north
The Main Street
S-+ | You are on the Main Street of Seringale. It is a wide
| | street with lots of space to both sides. There are tons
+-S-+-F | of people rushing from one place to another, minding
| | their own business. You see a shop with a sign of a flute
S-@-S | to the west, and the general shop to the east.
| |
S *-+-* F|
| | | ||
+-+ +-+|
---------+
[Exits: north east south west]
A beggar wanders around asking for spare gold.
Dhaartnab walks in.
Dhaartnab walks in.
Dhaartnab walks in.
An illusion of a Warlock walks in.
<1059hp 1071m 288mv> north
The Main Street
+-+-+-+-+| You are on the Main Street of Seringale. It is a wide street
| | || with lots of space to both sides. There are tons of people
S-+ F +| rushing from one place to another, minding their own business.
| || You see a shop with a sign of a map to the east and the
+-S-@-F +| Mocker's Tavern to the west. Main Street continues to the
| | north and south.
S-+-S |
| |
*-+-* |
---------+
[Exits: north east south west]
An illusion of a Warlock walks in.
Dhaartnab walks in.
Dhaartnab walks in.
Dhaartnab walks in.
<1059hp 1071m 287mv> The Main Street
S-+ | You are on the Main Street of Seringale. It is a very wide
| | street with lots of space to both sides. There are a significant
+-+-+-+-+| number of people rushing from one place to another, minding
| | || their own business. You see the bustling North Square to
S-@ F +| the north, as the Main street continues to the south. A
| || flurry of activity emanates from a tidy little shop to
+-S-+-F +| the west. A small pile of breadcrumbs lies in the center
| | of the street for some mundane reason.
S-+-S |
---------+
[Exits: north south west]
Dhaartnab walks in.
Dhaartnab walks in.
Dhaartnab walks in.
An illusion of a Warlock walks in.
<1059hp 1071m 286mv> North Square
B-+-* | You are at the North Square of Seringale. It is peaceful
| | | and quiet here. The square is a large opening space surrounded
S-+ *-o| by grand buildings made by fanciful stonework. You see
| | the Main Street to the north and the south and the North
+-+-@-+-+| Road to the east and the west. A small tuft of grass
| | || pokes up defiantly in the middle of the square. A set
S-+ F +| of dents shaped curiously like one's rear end has been
| || well-worn into the paving stones here.
+-S-+-F +|
---------+
[Exits: north east south west]
A brass finger post stands here.
The Herald Bulletin Board gleams majestically in the middle of the square.
A beggar wanders around asking for spare gold.
Golden coat gleaming in the light, a stallion with slightly dented armor stands here.
An illusion of a Warlock walks in.
Dhaartnab walks in.
Dhaartnab walks in.
Dhaartnab walks in.
<1059hp 1071m 285mv> west
west
west
The North Road
+-+ B-+-*| You are on the North Road on Seringale. It is peaceful
| | || and quiet here. Around you are magnificent buildings
+ S-+ *| made of fanciful stonework. You see the North Square
| | | to the east, and the North Road continues to the west.
+-+-@-+-+|
| ||
S-+ F|
| |
+-S-+-F|
---------+
[Exits: east west]
Dhaartnab walks in.
Dhaartnab walks in.
Dhaartnab walks in.
An illusion of a Warlock walks in.
<1059hp 1071m 284mv> west
west
west
west
The North Road
+-+ B-+| You are on the North Road on Seringale. It is peaceful
| || and quiet here. Around you are magnificent buildings
+ S-+| made of fanciful stonework. You see the North Road continuing
| || to the east and west.
+-+-@-+-+|
||
S-+|
||
+-S-+|
---------+
[Exits: east west]
An illusion of a Warlock walks in.
Dhaartnab walks in.
Dhaartnab walks in.
Dhaartnab walks in.
<1059hp 1071m 283mv> west
west
where
The North Road
* +-+ | You are on the North Road on Seringale. It is peaceful
| | | and quiet here. Around you are magnificent buildings
+ + | made of fanciful stonework. You see the Temple Square
| | | to the north and the North Road continues to east and
+-+-@-+-+| the west.
|
|
|
|
---------+
[Exits: north east west]
An avian city guard of Seringale stands watch here.
A human citizen of Seringale wanders around aimlessly.
A halfling city guard of Seringale stands watch here.
(Pink Aura) A teary-eyed, scrawny little man wanders around moaning.
Dhaartnab walks in.
Dhaartnab walks in.
Dhaartnab walks in.
An illusion of a Warlock walks in.
<1059hp 1071m 282mv> The North Road
*-* +-+| You are on the North Road on Seringale. It is peaceful
| | | and quiet here. Around you are magnificent buildings
+ + | made of fanciful stonework. You see the North Road continuing
| | | to the east and west.
+-+-@-+-+|
|
|
|
|
---------+
[Exits: east west]
An illusion of a Warlock walks in.
Dhaartnab walks in.
Dhaartnab walks in.
Dhaartnab walks in.
<1059hp 1071m 281mv> The North Road
*-* +| You are on the North Road on Seringale. It is peaceful
| || and quiet here. Around you are magnificent buildings
+ +| made of fanciful stonework. You see the North Road continues
| || to the east and the west. The entrance to the Healer guild
+-+-@-+-+| lies to the north.
|
|
|
|
---------+
[Exits: north east west]
Dhaartnab walks in.
Dhaartnab walks in.
Dhaartnab walks in.
An illusion of a Warlock walks in.
<1059hp 1071m 280mv> The North Road
*-* | You are on the North Road on Seringale. It is peaceful
| | and quiet here. Around you are magnificent buildings
+ | made of fanciful stonework. You see the North Road continues
| | to the east and the west. Nothing much else of interest
+-@-+-+| lies here.
|
|
|
|
---------+
[Exits: east west]
An illusion of a Warlock walks in.
Dhaartnab walks in.
Dhaartnab walks in.
Dhaartnab walks in.
<1059hp 1071m 279mv> The North Road
*-*| You are on the North Road on Seringale. It is peaceful
|| and quiet here. Around you are magnificent buildings
+| made of fanciful stonework. You see the North Road continues
|| on to the east, and a metal ladder leads downward into
@-+-+| Seringale's sewer system.
|
|
|
|
---------+
[Exits: east down]
Dhaartnab walks in.
Dhaartnab walks in.
Dhaartnab walks in.
An illusion of a Warlock walks in.
<1059hp 1071m 278mv> down
A large section of the battlement wall is all that you see here.
<1059hp 1071m 278mv> A large section of the battlement wall is all that you see here.
<1059hp 1071m 278mv> Players near you in Seringale:
<PK> Dhaartnab The North Road
<1059hp 1071m 278mv> The muddy sewer
| You are standing in mud that reaches up to your knees.
| This is not the kind of place for a picnic. The muddy
| sewer stretches further into the south.
|
@ *|
| ||
*-* *|
| | ||
* *-*|
---------+
[Exits: south up]
An illusion of a Warlock walks in.
Dhaartnab walks in.
Dhaartnab walks in.
Dhaartnab walks in.
<1059hp 1071m 277mv> where
Players near you in Sewers:
<PK> Dhaartnab The muddy sewer
<1059hp 1071m 277mv> AF
You are affected by the following:
Spell: armor : modifies armor class by 20 for 20 hours
Spell: detect invis : lasts for 26 hours
Spell: stone skin : modifies armor class by 40 for 11 hours
<1059hp 1071m 277mv> WWAD
The black staff of ancient magic glows as it is imbued by a weapon ward.
<1059hp 1051m 277mv>
A vampire bat tells the group 'Are they not a part of the hunting party?'
<1059hp 1051m 277mv> GT THEY ARE NOW
You tell your group 'THEY ARE NOW.'
<1059hp 1051m 277mv> where
GR
Players near you in Sewers:
<PK> Dhaartnab The muddy sewer
<1059hp 1071m 332mv> Dhaartnab's group:
[50 Ill] Dhaartnab 100% hp 100% mana 95% mv 570812 xp Damage per round: 73
* [45 Chm] An illusion of a warlock 100% hp 100% mana 100% mv
* [50 Mob] Dhaartnab 100% hp 100% mana 100% mv
* [50 Mob] Dhaartnab 100% hp 100% mana 100% mv
* [50 Mob] Dhaartnab 100% hp 100% mana 100% mv
[50 Vam] A vampire bat 100% hp 98% mana 100% mv 543092 xp Damage per round: 0
[50 Sha] Dluldor 37% hp 46% mana 100% mv 535880 xp Damage per round: 41
<1059hp 1071m 332mv> south
scan all
The muddy sewer junction
| The muddy sewer stretches into the dark to the south.
| It looks as if no person has ever set his foot here before.
* *-*| It is too muddy for that anyway. The sewer leads north,
| || south and east from here.
@-* *|
| | ||
* *-*|
| ,|
*-*-*|
---------+
[Exits: north east south]
Dhaartnab walks in.
Dhaartnab walks in.
Dhaartnab walks in.
An illusion of a Warlock walks in.
<1059hp 1071m 331mv> You scan all around.
You scan north.
You scan east.
You scan south.
<1059hp 1071m 331mv> C DUP
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.
<1059hp 1036m 331mv> GT I AM IN THE SEWERS
where
You tell your group 'I AM IN THE SEWERS.'
<1059hp 1036m 331mv> Players near you in Sewers:
<PK> Luthir The Sewers
<PK> Dhaartnab The muddy sewer junction
<1059hp 1036m 331mv> scan all
You scan all around.
You scan north.
You scan east.
You scan south.
<1059hp 1036m 331mv> east
The muddy sewer bend
* *| This isn't your idea of a place to stay too long. You're
| || in up to your knees in something that resembles mud, but
* *-* *| you're not quite sure. The bend in which you stand leads
| | || west and south.
*-@ *-*|
| | | ||
* *-*(*|
| , |
*-*-* |
---------+
[Exits: south west]
An illusion of the Huntsmaster walks in.
An illusion of a Warlock walks in.
Dhaartnab walks in.
Dhaartnab walks in.
Dhaartnab walks in.
<1059hp 1036m 330mv> Luthir tells the group 'I am here.'
Dluldor tells the group 'Battlesmith dead.'
<1059hp 1036m 330mv> scan all
You scan all around.
You scan south.
You scan west.
<1059hp 1036m 330mv> AF
You are affected by the following:
Spell: duplicate : can be cast again in 2 hours
Spell: weapon ward : lasts for 3 hours
Spell: armor : modifies armor class by 20 for 19 hours
Spell: detect invis : lasts for 25 hours
Spell: stone skin : modifies armor class by 40 for 10 hours
<1059hp 1036m 330mv> scan all
You scan all around.
You scan south.
You scan west.
<1059hp 1036m 330mv> HAST LUTHIR
They aren't here.
<1059hp 1036m 330mv>
Luthir walks in.
<1059hp 1036m 330mv> HAST HUNT
Luthir says 'Haste.'
An illusion of the Huntsmaster is moving more quickly.
<1059hp 1006m 330mv>
Dluldor tells the group 'Need rest bit.'
<1059hp 1006m 330mv> SNAP
where
DAMN! You snap your fingers.
<1059hp 1006m 330mv> Players near you in Sewers:
<PK> Luthir The muddy sewer bend
<PK> Dhaartnab The muddy sewer bend
<1059hp 1006m 330mv> FOLL LUTHI
You now follow Luthir.
<1059hp 1006m 330mv> AF
You are affected by the following:
Skill: spell delay : lasts for 0 hours
Skill: grandeur : modifies afflictive break by 4 for 52 moments
: modifies hitroll by 4 for 52 moments
Spell: duplicate : can be cast again in 2 hours
Spell: weapon ward : lasts for 3 hours
Spell: armor : modifies armor class by 20 for 19 hours
Spell: detect invis : lasts for 25 hours
Spell: stone skin : modifies armor class by 40 for 10 hours
<1059hp 1006m 330mv> Luthir shrugs helplessly.
<1059hp 1006m 330mv>
Luthir walks south.
You follow Luthir.
A muddy intersection
* *-* *| You have both your feet safely stuck in mud. It isn't
| | || the mud that's wrong, it's the smell, the sounds, the
*-* *-*| total darkness that surrounds you. Everything here is
| | | || so depressing. The pipe leads on with a trail of thick
* @-*(*| mud to the north, east and south.
| , ,|
*-*-*(*|
| | ||
*-*-*|
---------+
[Exits: north east south]
(Invis) (OUTLAW) Luthir the Stalker of the Living is here.
Dhaartnab walks in.
Dhaartnab walks in.
Dhaartnab walks in.
An illusion of a Warlock walks in.
An illusion of the Huntsmaster walks in.
<1059hp 1006m 329mv> C EN HUNT
An illusion of the Huntsmaster dwarfs everything around him as he grows.
<1059hp 976m 329mv> Luthir walks south.
You follow Luthir.
The Sewer Junction
*-* *-*| You stand in the middle of a huge junction of sewer pipes
| | | || right under what you think was an air shaft. The sewer
* *-*(*| pipes lead to the north, south, east and west. It looks
| , ,| quite impossible to force your way up.
*-@-*(*|
| | ||
*-*-*|
|
|
---------+
[Exits: north east south west]
(Invis) (OUTLAW) Luthir the Stalker of the Living is here.
An illusion of the Huntsmaster walks in.
An illusion of a Warlock walks in.
Dhaartnab walks in.
Dhaartnab walks in.
Dhaartnab walks in.
<1059hp 976m 328mv>
Luthir walks south.
You follow Luthir.
A bend in sewer pipe
*-*(*| You are in a bend in the sewer pipe. A strong smell seeps
| , || in from the north. The sewer goes north and east.
*-*-*(*|
| | ||
@-*-*|
|
|
|
|
---------+
[Exits: north east]
(Invis) (OUTLAW) Luthir the Stalker of the Living is here.
Dhaartnab walks in.
Dhaartnab walks in.
Dhaartnab walks in.
An illusion of a Warlock walks in.
An illusion of the Huntsmaster walks in.
<1059hp 976m 327mv>
Luthir walks east.
You follow Luthir.
The ordinary junction
| This looks like an ordinary junction, actually it seems
*)*-*-*| very quiet here. The pipelines lead west, east and north.
| | , 7 |
*-*-*(*-*|
| | | ,|
*-@-*-*|
|
|
|
---------+
[Exits: north east west]
(Invis) (OUTLAW) Luthir the Stalker of the Living is here.
An illusion of the Huntsmaster walks in.
An illusion of a Warlock walks in.
Dhaartnab walks in.
Dhaartnab walks in.
Dhaartnab walks in.
<1059hp 976m 326mv>
Luthir walks east.
You follow Luthir.
A triple junction
*-*-*-* | You stand in a junction with pipes leading west, north
/ | | and east.
*)*<*-* *|
| , | , ||
*-*-@-*-*|
|
|
|
|
---------+
[Exits: north east west]
(Invis) (OUTLAW) Luthir the Stalker of the Living is here.
The huge hungry-looking sewer rat sits here.
Dhaartnab walks in.
Dhaartnab walks in.
Dhaartnab walks in.
An illusion of a Warlock walks in.
An illusion of the Huntsmaster walks in.
<1059hp 976m 325mv> C DUP
An illusion of Xavier appears in a bright flash of light!
An illusion of Xavier looks at you with adoring eyes.
An illusion of Xavier now follows you.
<1059hp 941m 325mv>
Luthir walks east.
You follow Luthir.
The junction going three ways
*-*)* *| You are in a passageway in the pipes of the sewer system
| | || leading north, east and west.
*<*)* * *|
, | | | ||
*-*-@-*-*|
|
|
|
|
---------+
[Exits: north east west]
(Invis) (OUTLAW) Luthir the Stalker of the Living is here.
An illusion of Xavier walks in.
An illusion of the Huntsmaster walks in.
An illusion of a Warlock walks in.
Dhaartnab walks in.
Dhaartnab walks in.
Dhaartnab walks in.
<1059hp 941m 324mv>
Luthir walks east.
You follow Luthir.
The junction
*)* * ~| You stand in a junction leading north, west and east.
| | | ||
*)* * * ~|
| | | | ||
*-*-@-*-~|
|
|
|
|
---------+
[Exits: north east west]
(Invis) (OUTLAW) Luthir the Stalker of the Living is here.
The huge hungry-looking sewer rat sits here.
Dhaartnab walks in.
Dhaartnab walks in.
Dhaartnab walks in.
An illusion of a Warlock walks in.
An illusion of the Huntsmaster walks in.
An illusion of Xavier walks in.
<1059hp 941m 323mv> C EN XAVI
Luthir walks east.
You follow Luthir.
The dark passageway
* * ~-*| You can't see anything but the ground where you put your
| | | | feet. The passageway seems to continue west and north. To
* * * ~ | the east there is water covering the floor, and that leads
| | | | | through an arched entry to a watery sewer.
*-*-@-~ |
|
|
|
|
---------+
[Exits: north east west]
(Invis) (OUTLAW) Luthir the Stalker of the Living is here.
An illusion of Xavier walks in.
An illusion of the Huntsmaster walks in.
An illusion of a Warlock walks in.
Dhaartnab walks in.
Dhaartnab walks in.
Dhaartnab walks in.
<1059hp 941m 322mv>
Luthir walks north.
You follow Luthir.
The dark passageway
* ~ *| You can't see anything but the ground where you put your
| | || feet. The passageway seems to continue south and north.
* * ~-*|
| | | |
* * @ ~ |
| | | | |
*-*-*-~ |
|
|
---------+
[Exits: north south]
(Invis) (OUTLAW) Luthir the Stalker of the Living is here.
Dhaartnab walks in.
Dhaartnab walks in.
Dhaartnab walks in.
An illusion of a Warlock walks in.
An illusion of the Huntsmaster walks in.
An illusion of Xavier walks in.
<1059hp 941m 321mv> An illusion of Xavier dwarfs everything around him as he grows.
<1059hp 911m 321mv>
You are ready to cast the haste spell again.
<1059hp 943m 349mv> where
AF
Players near you in Sewers:
<PK> Luthir The dark passageway
<PK> Dhaartnab The dark passageway
<1059hp 943m 349mv> You are affected by the following:
Spell: duplicate : can be cast again in 1 hours
Skill: grandeur : modifies afflictive break by 4 for 58 moments
: modifies hitroll by 4 for 7 moments
Spell: duplicate : can be cast again in 1 hours
Spell: weapon ward : lasts for 2 hours
Spell: armor : modifies armor class by 20 for 18 hours
Spell: detect invis : lasts for 24 hours
Spell: stone skin : modifies armor class by 40 for 9 hours
<1059hp 943m 349mv> PRSH
You surround yourself in a protective shell of magic.
<1059hp 873m 349mv> GR
where
Dhaartnab's group:
[50 Ill] Dhaartnab 100% hp 81% mana 100% mv 570812 xp Damage per round: 73
* [45 Chm] An illusion of xavier 100% hp 100% mana 100% mv
* [48 Chm] An illusion of the huntsmaster 100% hp 100% mana 100% mv
* [45 Chm] An illusion of a warlock 100% hp 100% mana 100% mv
* [50 Mob] Dhaartnab 100% hp 100% mana 100% mv
* [50 Mob] Dhaartnab 100% hp 100% mana 100% mv
* [50 Mob] Dhaartnab 100% hp 100% mana 100% mv
[50 Vam] Luthir 100% hp 100% mana 100% mv 543092 xp Damage per round: 0
[50 Sha] Dluldor 52% hp 43% mana 96% mv 535880 xp Damage per round: 41
<1059hp 873m 349mv> Players near you in Sewers:
<PK> Luthir The dark passageway
<PK> Dhaartnab The dark passageway
<1059hp 873m 349mv>
Luthir says 'Does the Shadow wear protective gear against your spells?'
<1059hp 873m 349mv> HAST LUTHIR
Luthir is moving more quickly.
<1059hp 843m 349mv> SAY I DONT THINK SO
You say 'I DONT THINK SO.'
<1059hp 843m 349mv> where
Players near you in Sewers:
<PK> Luthir The dark passageway
<PK> Dhaartnab The dark passageway
<1059hp 843m 349mv>
Dluldor tells the group 'Heading to Sewer.'
<1059hp 843m 349mv> SAY I THINK HE IS JUST DAMAGE
You say 'I THINK HE IS JUST DAMAGE.'
<1059hp 843m 349mv> where
Players near you in Sewers:
<PK> Luthir The dark passageway
<PK> Dhaartnab The dark passageway
<1059hp 843m 349mv> GR
Dhaartnab's group:
[50 Ill] Dhaartnab 100% hp 78% mana 100% mv 570812 xp Damage per round: 73
* [45 Chm] An illusion of xavier 100% hp 100% mana 100% mv
* [48 Chm] An illusion of the huntsmaster 100% hp 100% mana 100% mv
* [45 Chm] An illusion of a warlock 100% hp 100% mana 100% mv
* [50 Mob] Dhaartnab 100% hp 100% mana 100% mv
* [50 Mob] Dhaartnab 100% hp 100% mana 100% mv
* [50 Mob] Dhaartnab 100% hp 100% mana 100% mv
[50 Vam] Luthir 100% hp 100% mana 100% mv 543092 xp Damage per round: 0
[50 Sha] Dluldor 59% hp 40% mana 96% mv 535880 xp Damage per round: 41
<1059hp 843m 349mv> where
Players near you in Sewers:
<PK> Luthir The dark passageway
<PK> Dhaartnab The dark passageway
<1059hp 843m 349mv> AF
Luthir nods.
You are affected by the following:
Spell: protective shield: lasts for 7 hours
Spell: duplicate : can be cast again in 1 hours
Skill: grandeur : modifies afflictive break by 4 for 26 moments
Spell: duplicate : can be cast again in 1 hours
Spell: weapon ward : lasts for 2 hours
Spell: armor : modifies armor class by 20 for 18 hours
Spell: detect invis : lasts for 24 hours
Spell: stone skin : modifies armor class by 40 for 9 hours
<1059hp 843m 349mv> C BLUR
Your physical contours become distorted.
<1059hp 817m 349mv> where
where
Players near you in Sewers:
<PK> Luthir The dark passageway
<PK> Dhaartnab The dark passageway
<1059hp 817m 349mv> Players near you in Sewers:
<PK> Luthir The dark passageway
<PK> Dhaartnab The dark passageway
<1059hp 817m 349mv>
Luthir sits down and rests.
<1059hp 817m 349mv> where
Players near you in Sewers:
<PK> Luthir The dark passageway
<PK> Dhaartnab The dark passageway
<1059hp 817m 349mv> FOLL SELF
You now follow yourself.
You stop following Luthir.
<1059hp 817m 349mv> AF
You are affected by the following:
Spell: blur : lasts for 6 hours
Spell: protective shield: lasts for 6 hours
Spell: duplicate : can be cast again in 0 hours
: can be cast again in 0 hours
Spell: weapon ward : lasts for 1 hours
Spell: armor : modifies armor class by 20 for 17 hours
Spell: detect invis : lasts for 23 hours
Spell: stone skin : modifies armor class by 40 for 8 hours
<1059hp 817m 349mv> GR
Dhaartnab's group:
[50 Ill] Dhaartnab 100% hp 76% mana 100% mv 570812 xp Damage per round: 0
* [45 Chm] An illusion of xavier 100% hp 100% mana 100% mv
* [48 Chm] An illusion of the huntsmaster 100% hp 100% mana 100% mv
* [45 Chm] An illusion of a warlock 100% hp 100% mana 100% mv
* [50 Mob] Dhaartnab 100% hp 100% mana 100% mv
* [50 Mob] Dhaartnab 100% hp 100% mana 100% mv
* [50 Mob] Dhaartnab 100% hp 100% mana 100% mv
[50 Vam] Luthir 100% hp 100% mana 100% mv 543092 xp Damage per round: 0
[50 Sha] Dluldor 72% hp 54% mana 90% mv 535880 xp Damage per round: 41
<1059hp 817m 349mv>
Luthir says 'Did they see you enter here?'
<1059hp 817m 349mv> SHAKE
You shake your head.
<1059hp 817m 349mv>
Luthir nods.
<1059hp 817m 349mv> SAY I MEANT FOR THEM TO
You say 'I MEANT FOR THEM TO.'
<1059hp 817m 349mv> SAY BUT I LOST THEM BY ACCIDENT
Luthir grins evilly.
You say 'BUT I LOST THEM BY ACCIDENT.'
<1059hp 817m 349mv> SAY TOO FAST I GUESS
You say 'TOO FAST I GUESS.'
<1059hp 817m 349mv> Luthir snickers softly.
You feel able to duplicate another creature.
<1059hp 841m 349mv> where
Players near you in Sewers:
<PK> Luthir The dark passageway
<PK> Dhaartnab The dark passageway
<1059hp 841m 349mv> where
Players near you in Sewers:
<PK> Luthir The dark passageway
<PK> Dhaartnab The dark passageway
<1059hp 841m 349mv> AF
You are affected by the following:
Spell: blur : lasts for 5 hours
Spell: protective shield: lasts for 5 hours
Spell: weapon ward : lasts for 0 hours
Spell: armor : modifies armor class by 20 for 16 hours
Spell: detect invis : lasts for 22 hours
Spell: stone skin : modifies armor class by 40 for 7 hours
<1059hp 841m 349mv> where
Luthir tells the group 'Remember, aim for Estra firstly.'
<1059hp 841m 349mv> Players near you in Sewers:
<PK> Luthir The dark passageway
<PK> Dhaartnab The dark passageway
<1059hp 841m 349mv> where
Players near you in Sewers:
<PK> Luthir The dark passageway
<PK> Dhaartnab The dark passageway
<1059hp 841m 349mv> GR
Dhaartnab's group:
[50 Ill] Dhaartnab 100% hp 78% mana 100% mv 570812 xp Damage per round: 0
* [45 Chm] An illusion of xavier 100% hp 100% mana 100% mv
* [48 Chm] An illusion of the huntsmaster 100% hp 100% mana 100% mv
* [45 Chm] An illusion of a warlock 100% hp 100% mana 100% mv
* [50 Mob] Dhaartnab 100% hp 100% mana 100% mv
* [50 Mob] Dhaartnab 100% hp 100% mana 100% mv
* [50 Mob] Dhaartnab 100% hp 100% mana 100% mv
[50 Vam] Luthir 100% hp 100% mana 100% mv 543092 xp Damage per round: 0
[50 Sha] Dluldor 82% hp 63% mana 100% mv 535880 xp Damage per round: 41
<1059hp 841m 349mv>
Luthir tells the group 'Since you have your set, your spells should be easy to land, Dluldor.'
<1059hp 841m 349mv> GT AURAS ALL AROUND!
You tell your group 'AURAS ALL AROUND!'
<1059hp 841m 349mv> where
Players near you in Sewers:
<PK> Luthir The dark passageway
<PK> Dhaartnab The dark passageway
<1059hp 841m 349mv> where
Players near you in Sewers:
<PK> Luthir The dark passageway
<PK> Dhaartnab The dark passageway
<1059hp 841m 349mv> GR
Dhaartnab's group:
[50 Ill] Dhaartnab 100% hp 78% mana 100% mv 570812 xp Damage per round: 0
* [45 Chm] An illusion of xavier 100% hp 100% mana 100% mv
* [48 Chm] An illusion of the huntsmaster 100% hp 100% mana 100% mv
* [45 Chm] An illusion of a warlock 100% hp 100% mana 100% mv
* [50 Mob] Dhaartnab 100% hp 100% mana 100% mv
* [50 Mob] Dhaartnab 100% hp 100% mana 100% mv
* [50 Mob] Dhaartnab 100% hp 100% mana 100% mv
[50 Vam] Luthir 100% hp 100% mana 100% mv 543092 xp Damage per round: 0
[50 Sha] Dluldor 82% hp 63% mana 100% mv 535880 xp Damage per round: 41
<1059hp 841m 349mv>
Your weapon ward expires.
<1059hp 872m 349mv> GT THEY TARGET ME MOST LIKELY
You tell your group 'THEY TARGET ME MOST LIKELY.'
<1059hp 872m 349mv> WWAD
The black staff of ancient magic glows as it is imbued by a weapon ward.
<1059hp 852m 349mv> where
Players near you in Sewers:
<PK> Luthir The dark passageway
<PK> Dhaartnab The dark passageway
<1059hp 852m 349mv> where
Players near you in Sewers:
<PK> Luthir The dark passageway
<PK> Dhaartnab The dark passageway
<1059hp 852m 349mv> GR
Dhaartnab's group:
[50 Ill] Dhaartnab 100% hp 79% mana 100% mv 570812 xp Damage per round: 0
* [45 Chm] An illusion of xavier 100% hp 100% mana 100% mv
* [48 Chm] An illusion of the huntsmaster 100% hp 100% mana 100% mv
* [45 Chm] An illusion of a warlock 100% hp 100% mana 100% mv
* [50 Mob] Dhaartnab 100% hp 100% mana 100% mv
* [50 Mob] Dhaartnab 100% hp 100% mana 100% mv
* [50 Mob] Dhaartnab 100% hp 100% mana 100% mv
[50 Vam] Luthir 100% hp 100% mana 100% mv 543092 xp Damage per round: 0
[50 Sha] Dluldor 93% hp 78% mana 100% mv 535880 xp Damage per round: 41
<1059hp 852m 349mv> GT TRY TO FIGHT WHERE THE INVOKER CANT USE HIS SPELLS
You tell your group 'TRY TO FIGHT WHERE THE INVOKER CANT USE HIS SPELLS.'
<1059hp 852m 349mv> where
Players near you in Sewers:
<PK> Luthir The dark passageway
<PK> Dhaartnab The dark passageway
<1059hp 852m 349mv> where
Players near you in Sewers:
<PK> Luthir The dark passageway
<PK> Dhaartnab The dark passageway
<1059hp 852m 349mv> GR
Dhaartnab's group:
[50 Ill] Dhaartnab 100% hp 79% mana 100% mv 570812 xp Damage per round: 0
* [45 Chm] An illusion of xavier 100% hp 100% mana 100% mv
* [48 Chm] An illusion of the huntsmaster 100% hp 100% mana 100% mv
* [45 Chm] An illusion of a warlock 100% hp 100% mana 100% mv
* [50 Mob] Dhaartnab 100% hp 100% mana 100% mv
* [50 Mob] Dhaartnab 100% hp 100% mana 100% mv
* [50 Mob] Dhaartnab 100% hp 100% mana 100% mv
[50 Vam] Luthir 100% hp 100% mana 100% mv 543092 xp Damage per round: 0
[50 Sha] Dluldor 93% hp 78% mana 97% mv 535880 xp Damage per round: 41
<1059hp 852m 349mv> look
The dark passageway
* ~ *| You can't see anything but the ground where you put your
| | || feet. The passageway seems to continue south and north.
* * ~-*|
| | | |
* * @ ~ |
| | | | |
*-*-*-~ |
|
|
---------+
[Exits: north south]
(Charmed) (White Aura) An illusion of Xavier guards its master.
(Charmed) (White Aura) An illusion of the Huntsmaster guards its master.
(Charmed) An illusion of a Warlock guards its master.
Dhaartnab the Face of Demons is here.
Dhaartnab the Face of Demons is here.
Dhaartnab the Face of Demons is here.
(Invis) (OUTLAW) Luthir is resting here.
<1059hp 852m 349mv> where
Players near you in Sewers:
<PK> Luthir The dark passageway
<PK> Dhaartnab The dark passageway
<1059hp 852m 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: 1059/1059 |
| Sex: Male Alignment: Evil Mana: 852/1071 |
| Class: Illusionist Ethos: Chaotic Move: 349/349 |
\ -------------------------------------------/
| |
| Streng: 16 (16+0) Rating: Great Weight: 242/290 |
| 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: 30 |
| Damroll: 10 Vs Slash: 217 Maledictive: 34 |
| Vs Magic: 185 Mental: 44 |
\==========================================================-/
You are affected by the following:
Spell: weapon ward : lasts for 6 hours
Spell: blur : lasts for 4 hours
Spell: protective shield: lasts for 4 hours
Spell: armor : modifies armor class by 20 for 15 hours
Spell: detect invis : lasts for 21 hours
Spell: stone skin : modifies armor class by 40 for 6 hours
<1059hp 852m 349mv> where
GR
Players near you in Sewers:
<PK> Luthir The dark passageway
<PK> Dhaartnab The dark passageway
<1059hp 852m 349mv> Dhaartnab's group:
[50 Ill] Dhaartnab 100% hp 79% mana 100% mv 570812 xp Damage per round: 0
* [45 Chm] An illusion of xavier 100% hp 100% mana 100% mv
* [48 Chm] An illusion of the huntsmaster 100% hp 100% mana 100% mv
* [45 Chm] An illusion of a warlock 100% hp 100% mana 100% mv
* [50 Mob] Dhaartnab 100% hp 100% mana 100% mv
* [50 Mob] Dhaartnab 100% hp 100% mana 100% mv
* [50 Mob] Dhaartnab 100% hp 100% mana 100% mv
[50 Vam] Luthir 100% hp 100% mana 100% mv 543092 xp Damage per round: 0
[50 Sha] Dluldor 93% hp 78% mana 95% mv 535880 xp Damage per round: 41
<1059hp 852m 349mv>
Dluldor tells the group 'They Seringale.'
<1059hp 877m 349mv> where
Players near you in Sewers:
<PK> Luthir The dark passageway
<PK> Estra The canal of Thalos
<PK> Dhaartnab The dark passageway
<1059hp 877m 349mv>
Luthir stands up.
<1059hp 877m 349mv> where
Players near you in Sewers:
<PK> Luthir The dark passageway
<PK> Estra The canal of Thalos
<PK> Dhaartnab The dark passageway
<1059hp 877m 349mv> NOD
Luthir tells the group 'Estra is here.'
You nod.
<1059hp 877m 349mv> west
west
Alas, you cannot go that way.
<1059hp 877m 349mv> where $$
Alas, you cannot go that way.
<1059hp 877m 349mv> <PK> Estra The canal of Thalos
<1059hp 877m 349mv> look
The dark passageway
* ~ *| You can't see anything but the ground where you put your
| | || feet. The passageway seems to continue south and north.
* * ~-*|
| | | |
* * @ ~ |
| | | | |
*-*-*-~ |
|
|
---------+
[Exits: north south]
(Charmed) (White Aura) An illusion of Xavier guards its master.
(Charmed) (White Aura) An illusion of the Huntsmaster guards its master.
(Charmed) An illusion of a Warlock guards its master.
Dhaartnab the Face of Demons is here.
Dhaartnab the Face of Demons is here.
Dhaartnab the Face of Demons is here.
(Invis) (OUTLAW) Luthir the Stalker of the Living is here.
<1059hp 877m 349mv> south
south
The dark passageway
* * ~-*| You can't see anything but the ground where you put your
| | | | feet. The passageway seems to continue west and north. To
* * * ~ | the east there is water covering the floor, and that leads
| | | | | through an arched entry to a watery sewer.
*-*-@-~ |
|
|
|
|
---------+
[Exits: north east west]
An illusion of Xavier walks in.
An illusion of the Huntsmaster walks in.
An illusion of a Warlock walks in.
Dhaartnab walks in.
Dhaartnab walks in.
Dhaartnab walks in.
Luthir walks in.
<1059hp 877m 348mv> Alas, you cannot go that way.
<1059hp 877m 348mv> west
The junction
*)* * ~| You stand in a junction leading north, west and east.
| | | ||
*)* * * ~|
| | | | ||
*-*-@-*-~|
|
|
|
|
---------+
[Exits: north east west]
The huge hungry-looking sewer rat sits here.
Luthir walks in.
Dhaartnab walks in.
Dhaartnab walks in.
Dhaartnab walks in.
An illusion of a Warlock walks in.
An illusion of the Huntsmaster walks in.
An illusion of Xavier walks in.
<1059hp 877m 347mv> north
The Sewers
* ~| You stand in a dead end of the sewer. The only way out
| || is south. You can see a shaft leading up but it looks
*)* * ~| too difficult to go up that way.
| | | ||
*)* @ * ~|
| | | | ||
*-*-*-*-~|
|
|
---------+
[Exits: south]
An illusion of Xavier walks in.
An illusion of the Huntsmaster walks in.
An illusion of a Warlock walks in.
Dhaartnab walks in.
Dhaartnab walks in.
Dhaartnab walks in.
Luthir walks in.
<1059hp 877m 346mv> north
Alas, you cannot go that way.
<1059hp 877m 346mv> south
The junction
*)* * ~| You stand in a junction leading north, west and east.
| | | ||
*)* * * ~|
| | | | ||
*-*-@-*-~|
|
|
|
|
---------+
[Exits: north east west]
The huge hungry-looking sewer rat sits here.
Luthir walks in.
Dhaartnab walks in.
Dhaartnab walks in.
Dhaartnab walks in.
An illusion of a Warlock walks in.
An illusion of the Huntsmaster walks in.
An illusion of Xavier walks in.
<1059hp 877m 345mv> west
The junction going three ways
*-*)* *| You are in a passageway in the pipes of the sewer system
| | || leading north, east and west.
*<*)* * *|
, | | | ||
*-*-@-*-*|
|
|
|
|
---------+
[Exits: north east west]
An illusion of Xavier walks in.
An illusion of the Huntsmaster walks in.
An illusion of a Warlock walks in.
Dhaartnab walks in.
Dhaartnab walks in.
Dhaartnab walks in.
Luthir walks in.
<1059hp 877m 344mv> north
The Sewer Entrance
* *| You stand in the middle of a pipe that leads from north
| || to south. Above you an air shaft leads up into sunlight.
*-*)* *| It seems totally impossible to go up that way.
| | ||
*<*)@ * *|
, | | | ||
*-*-*-*-*|
|
|
---------+
[Exits: north south]
Luthir walks in.
Dhaartnab walks in.
Dhaartnab walks in.
Dhaartnab walks in.
An illusion of a Warlock walks in.
An illusion of the Huntsmaster walks in.
An illusion of Xavier walks in.
<1059hp 877m 343mv> north
The Shaft
| You are standing by the edge of a deep, dark shaft leading
| down. A single ladder is your tool to work your way
| down if you so wish. The sewer pipe leads south from
| here.
*-*)@ *|
| | ||
*<*)* * *|
, | | | ||
*-*-*-*-*|
---------+
[Exits: south down]
The small fierce-looking bat is hanging from the ceiling.
The small fierce-looking bat is hanging from the ceiling.
The small fierce-looking bat is hanging from the ceiling.
An illusion of Xavier walks in.
An illusion of the Huntsmaster walks in.
An illusion of a Warlock walks in.
Dhaartnab walks in.
Dhaartnab walks in.
Dhaartnab walks in.
Luthir walks in.
<1059hp 877m 342mv> QQ
Luthir stops following you.
They aren't here.
<1059hp 877m 342mv> down
scan all
Under The Shaft
| A ladder leads up from here to the shaft. A small opening leads
| west from here.
|
|
*-@ |
| |
*-* |
| |
* |
---------+
[Exits: west up]
Dhaartnab walks in.
Dhaartnab walks in.
Dhaartnab walks in.
An illusion of a Warlock walks in.
An illusion of the Huntsmaster walks in.
An illusion of Xavier walks in.
<1059hp 877m 341mv> You scan all around.
You scan west.
You scan up.
*** Range 1 (up) ***
(Invis) (OUTLAW) Luthir the Stalker of the Living is here.
The small fierce-looking bat is hanging from the ceiling.
The small fierce-looking bat is hanging from the ceiling.
The small fierce-looking bat is hanging from the ceiling.
<1059hp 877m 341mv> west
The narrow eastern ledge
* | You are in the progress of walking all the way around the ledge
| | since there is no way of turning around on this all too narrow
* | path. There is another exit from here, but that leads right
| | into mid-air with a high probability of a free fall session
* @-* | afterwards. And that is west of here so watch your step. You
| | | also see a small opening to the east.
*-*-* |
| | |
*)* |
---------+
[Exits: east south]
An illusion of Xavier walks in.
An illusion of the Huntsmaster walks in.
An illusion of a Warlock walks in.
Dhaartnab walks in.
Dhaartnab walks in.
Dhaartnab walks in.
<1059hp 877m 340mv> south
west
The southeastern corner of the ledge
* | This seems like a ledge that is a little broader than the one
| | just to the north of here. The ledge seems to lead around some
* *-* | sort of abyss in total darkness.
| | |
*-*-@ |
| | |
*)* |
|
|
---------+
[Exits: north west]
Dhaartnab walks in.
Dhaartnab walks in.
Dhaartnab walks in.
An illusion of a Warlock walks in.
An illusion of the Huntsmaster walks in.
An illusion of Xavier walks in.
<1059hp 877m 339mv> The Broad ledge
* | You are standing on a ledge that seems quite a lot larger
| | than the rest of the ledges. This one leads to the west and
* *-*| the east, plus it has an exit going to the south. Though you
| | | could jump into mid-air, it probably wouldn't be such a good
* *-@-* | idea. The way south is in utter darkness.
| | | |
*-*)* |
|
|
---------+
[Exits: east south west]
An illusion of Xavier walks in.
An illusion of the Huntsmaster walks in.
An illusion of a Warlock walks in.
Dhaartnab walks in.
Dhaartnab walks in.
Dhaartnab walks in.
<1059hp 877m 338mv> south
The sewer line
* *-*| You are in a narrow part of the sewer. Down the sewer continues
| | | and to the north is the ledge.
* *-*-* |
| | | |
*-*)@ |
|
|
|
|
---------+
[Exits: north down]
Dhaartnab walks in.
Dhaartnab walks in.
Dhaartnab walks in.
An illusion of a Warlock walks in.
An illusion of the Huntsmaster walks in.
An illusion of Xavier walks in.
<1059hp 877m 337mv> up
Alas, you cannot go that way.
<1059hp 877m 337mv> down
The sewer drain
~ *| You are in a sewer drain. There is nothing special in
| || here, except for a loud echo.
*-*=*-*|
| ||
*-@-*-*|
|
|
|
|
---------+
[Exits: east west up]
A pair of muddy boots has been dropped here.
An ugly wererat is here, looking at you with a strange flick in his eyes.
An ugly wererat is here, looking at you with a strange flick in his eyes.
An illusion of Xavier walks in.
An illusion of the Huntsmaster walks in.
An illusion of a Warlock walks in.
Dhaartnab walks in.
Dhaartnab walks in.
Dhaartnab walks in.
<1059hp 877m 336mv> west
north
A boring drain
~ | You are in yet another sewer drain.
| |
*-*-*|
| |
@-*-*|
|
|
|
|
---------+
[Exits: north east]
A small stick lies here.
You see 3 of a short sword here.
You see 2 of a pair of muddy boots here.
Dhaartnab walks in.
Dhaartnab walks in.
Dhaartnab walks in.
An illusion of a Warlock walks in.
An illusion of the Huntsmaster walks in.
An illusion of Xavier walks in.
<1059hp 877m 335mv> east
north
A dry sewer drain
* | You are in a dry but dirty sewer drain. The drain continues
| | east and south.
~ |
| |
@-*-*|
| |
*-*-*|
|
|
---------+
[Exits: east south]
An illusion of Xavier walks in.
An illusion of the Huntsmaster walks in.
An illusion of a Warlock walks in.
Dhaartnab walks in.
Dhaartnab walks in.
Dhaartnab walks in.
<1059hp 877m 334mv> The half-dry drain
* | You are in a half-dry sewer drain. To the north the drain
| | runs a little bit downwards into some water. To the east
~ | you can see a small hole. To the west you see another
| | drain.
*-@-* *|
| ||
*-*-*-*|
|
|
---------+
[Exits: north east west]
A chieftain's sceptre is here.
An ugly wererat is here, looking at you with a strange flick in his eyes.
Dhaartnab walks in.
Dhaartnab walks in.
Dhaartnab walks in.
An illusion of a Warlock walks in.
An illusion of the Huntsmaster walks in.
An illusion of Xavier walks in.
<1059hp 877m 333mv> Under water in the sewer
*-*-*-* | You are swimming in the dirty water and are holding you
| | breath. You better continue before you drown. It is
* | a good thing that you can hold your light above water.
| |
@ |
| |
*-*-* |
| |
*-*-*-*|
---------+
[Exits: north south up]
You see 3 of a short sword here.
A pair of muddy boots has been dropped here.
An ugly wererat is here, looking at you with a strange flick in his eyes.
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 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.
tayyah 0 , 0 , 0 . yup. like I said in the intro. it should have been a square fight. but we were way more organised and slapped em
[reply to Lorne]