Ye Olde Abandoned Realms Logs

Solmundi's Mayhem

posted on 2022-08-09 20:39:04
Started my day with the usual.

<683hp 553m 393mv no opponent/no opponent evasive city (outside) >
Bone tears from flesh as the breaking wheel rotates.
Ilromie yells 'AAAAAAHHHHHHH!!!!!'
Ilromie's breaking wheel MANGLES her!

<683hp 553m 393mv no opponent/no opponent evasive city (outside) >
A beggar walks west.

<683hp 553m 393mv no opponent/no opponent evasive city (outside) >
Bone tears from flesh as the breaking wheel rotates.
Ilromie yells 'AAAAAAHHHHHHH!!!!!'
Ilromie's breaking wheel MANGLES her!
Ilromie is DEAD!!
Ilromie's head is shattered, and her brains splash all over you.


Soon after.


<908hp 593m 399mv no opponent/no opponent calm inside (indoors) > c
Players near you in Seringale:
<PK> Zersh Outside the West Gate
<PK> Zexzel Outside the West Gate
<PK> Akzylar Outside the West Gate
<PK> Dogran Outside the West Gate
<PK> Heinrildt Outside the West Gate
<PK> Hiretsuna Outside the West Gate
<PK> Solmundi A Small Room
<PK> Ilromie Outside the West Gate
<PK> Rithgjar Outside the West Gate

<908hp 593m 399mv no opponent/no opponent calm inside (indoors) >
(WILDLY) Zersh yells 'Die! Zexzel, you sorcerous dog!'

<908hp 593m 399mv no opponent/no opponent calm inside (indoors) >
(WILDLY) Zexzel yells 'Help! I am being attacked by Akzylar!'
(WILDLY) Zersh yells 'Help! I am being attacked by Dogran!'
(WILDLY) Zersh yells 'Help! I am being attacked by Heinrildt!'
(WILDLY) Zexzel yells 'Help! I am being attacked by Ilromie!'
(WILDLY) Zersh yells 'Help! I am being attacked by Rithgjar!'

<908hp 593m 399mv no opponent/no opponent calm inside (indoors) >
(WILDLY) Dogran yells 'Help! Ilromie is hellstreaming me!'

<908hp 611m 399mv no opponent/no opponent calm inside (indoors) >
(WILDLY) Rithgjar yells 'Help! Hiretsuna is hellstreaming me!'

<908hp 611m 399mv no opponent/no opponent calm inside (indoors) >
(WILDLY) Ilromie yells 'Help! I am being attacked by Dogran!'
(WILDLY) Ilromie yells 'Help! I am being attacked by Heinrildt!'

<908hp 611m 399mv no opponent/no opponent calm inside (indoors) > wanted zexzel 1

An Immortal yells 'Leeeeeeet's get ready to RUMBLLLLLE!!'
An Immortal yells 'Leeeeeeet's get ready to RUMBLLLLLE!!'
An Immortal yells 'Leeeeeeet's get ready to RUMBLLLLLE!!'
An Immortal yells 'Leeeeeeet's get ready to RUMBLLLLLE!!'
An Immortal yells 'Leeeeeeet's get ready to RUMBLLLLLE!!'
An Immortal yells 'Leeeeeeet's get ready to RUMBLLLLLE!!'
An Immortal yells 'Leeeeeeet's get ready to RUMBLLLLLE!!'
An Immortal yells 'Leeeeeeet's get ready to RUMBLLLLLE!!'
An Immortal yells 'Leeeeeeet's get ready to RUMBLLLLLE!!'
An Immortal yells 'Leeeeeeet's get ready to RUMBLLLLLE!!'
Zexzel is now a criminal.
[JUSTICE] The Guardian of Justice: 'NOTICE: Zexzel has been marked a criminal by Solmundi for breaking the first law.'

<908hp 611m 399mv no opponent/no opponent calm inside (indoors) >
(WILDLY) a sad-looking retired special guard yells 'Help! Heinrildt just filled the room with fire!'
(WILDLY) a gruff old goat yells 'Help! Heinrildt just filled the room with fire!'
(WILDLY) a sad-looking retired special guard yells 'Help! Heinrildt just filled the room with fire!'
(WILDLY) a gruff old goat yells 'Help! Heinrildt just filled the room with fire!'
(WILDLY) Akzylar yells 'Help! Heinrildt just filled the room with fire!'
(WILDLY) Hiretsuna yells 'Help! Heinrildt just filled the room with fire!'

<908hp 611m 399mv no opponent/no opponent calm inside (indoors) >
(WILDLY) a sad-looking retired special guard yells 'Help! Heinrildt just filled the room with fire!'
(WILDLY) Akzylar yells 'Help! Heinrildt just filled the room with fire!'
(WILDLY) Hiretsuna yells 'Help! Heinrildt just filled the room with fire!'

<908hp 611m 399mv no opponent/no opponent calm inside (indoors) >
(WILDLY) a young naja yells 'Help! Hiretsuna just filled the room with ice!'
(WILDLY) Dogran yells 'Help! Hiretsuna just filled the room with ice!'
(WILDLY) an illusion of Aerin the Banker yells 'Help! Hiretsuna just filled the room with ice!'
(WILDLY) an illusion of an escaping criminal yells 'Help! Hiretsuna just filled the room with ice!'
(WILDLY) an illusion of Xavier yells 'Help! Hiretsuna just filled the room with ice!'
(WILDLY) Zexzel yells 'Help! Hiretsuna just filled the room with ice!'
(WILDLY) a nightmare yells 'Help! Hiretsuna just filled the room with ice!'

<908hp 611m 399mv no opponent/no opponent calm inside (indoors) > wanted heinrildt 1
Heinrildt is now a criminal.
[JUSTICE] The Guardian of Justice: 'NOTICE: Heinrildt has been marked a criminal by Solmundi for breaking the first law.'

<908hp 611m 399mv no opponent/no opponent calm inside (indoors) >
(WILDLY) Zexzel yells 'Help! Hiretsuna just filled the room with ice!'
(WILDLY) a nightmare yells 'Help! Hiretsuna just filled the room with ice!'

<908hp 611m 399mv no opponent/no opponent calm inside (indoors) >
(WILDLY) a sad-looking retired special guard yells 'Help! Heinrildt just filled the room with fire!'
(WILDLY) Akzylar yells 'Help! Heinrildt just filled the room with fire!'

<908hp 611m 399mv no opponent/no opponent calm inside (indoors) >
(WILDLY) Heinrildt yells 'Help! I am being attacked by Akzylar!'
(WILDLY) a nightmare yells 'Help! Hiretsuna just filled the room with ice!'

<908hp 611m 399mv no opponent/no opponent calm inside (indoors) >
(WILDLY) Dogran yells 'Help! Akzylar just filled the room with ice!'
(WILDLY) a nightmare yells 'Help! Akzylar just filled the room with ice!'
(WILDLY) a sad-looking retired special guard yells 'Help! Heinrildt just filled the room with fire!'
(WILDLY) Zersh yells 'Help! Heinrildt just filled the room with fire!'

<908hp 611m 399mv no opponent/no opponent calm inside (indoors) > wanted ilrome 1
They aren't here.

<908hp 611m 399mv no opponent/no opponent calm inside (indoors) >
(WILDLY) a nightmare yells 'Help! Akzylar just filled the room with ice!'
(WILDLY) a nightmare yells 'Help! Hiretsuna just filled the room with ice!'

<908hp 611m 399mv no opponent/no opponent calm inside (indoors) >
(WILDLY) a nightmare yells 'Help! Akzylar just filled the room with ice!'

<908hp 611m 399mv no opponent/no opponent calm inside (indoors) > wanted rithjgar 1
They aren't here.

<908hp 611m 399mv no opponent/no opponent calm inside (indoors) >
The hairs on your skin rise as a static charge ripples through the area.
You hear the sound of tinkling laughter coming from nearby.

<908hp 630m 399mv no opponent/no opponent calm inside (indoors) > wh
[ Undea ] (OUTLAW) Xanivrah the Pillager
[ Elf ] <PK> Zersh the Holy Patriarch of Healing
[ Quasi ] <PK> (WANTED:**) Zexzel the Grand Spectre of Beguilement
[ Elf ] <PK> Akzylar the Sage of Arcane Power
[ Avian ] Trilil the Bringer of Torment
[ Duerg ] <PK> [Rival] Dogran the Wrath of an Immortal
[ H-Elf ] [Rival] Bunkint Darkfist the Composer
[ Avian ] <PK> [Rival] (WANTED:*) Heinrildt Schwarz the Bringer of Famine
[ Elf ] <PK> Hiretsuna the Sage of Arcane Power
[50 Jotun Pal] <PK> [JUSTICE] (Lieutenant) Solmundi Visindi the Holy Knight
[ Quasi ] Sevak the Incandescent
[ Elf ] <SCHOLAR> Duchess Ilromie Illistarre the Sage of Arcane Power
[ Human ] Fya the Mistress of the Body
[ Duerg ] <PK> [Rival] Rithgjar the Gladiator of Gore
Players found: 14
[KEEPER] The Balance prevails within the four kingdoms.
There are 14 characters on; the most on this past month was 19.

<908hp 630m 399mv no opponent/no opponent calm inside (indoors) > wanted rithgjar 1
Rithgjar is now a criminal.
[JUSTICE] The Guardian of Justice: 'NOTICE: Rithgjar has been marked a criminal by Solmundi for breaking the first law.'

<908hp 630m 399mv no opponent/no opponent calm inside (indoors) >
(UNPROTECTED) a dwarven city guard yells 'Guards! Guards! Attack Heinrildt!'

<908hp 630m 399mv no opponent/no opponent calm inside (indoors) > wanted ogar 1
They aren't here.

<908hp 630m 399mv no opponent/no opponent calm inside (indoors) > wanted dogan 1
They aren't here.

<908hp 630m 399mv no opponent/no opponent calm inside (indoors) >
The light of virtue fades from your body.

<908hp 657m 399mv no opponent/no opponent calm inside (indoors) > wanted dogran 1
Dogran is now a criminal.
[JUSTICE] The Guardian of Justice: 'NOTICE: Dogran has been marked a criminal by Solmundi for breaking the first law.'

<908hp 657m 399mv no opponent/no opponent calm inside (indoors) > wanted hiretsuna 1
Hiretsuna is now a criminal.
[JUSTICE] The Guardian of Justice: 'NOTICE: Hiretsuna has been marked a criminal by Solmundi for breaking the first law.'

<908hp 657m 399mv no opponent/no opponent calm inside (indoors) > wanted akzylar 1
Akzylar is now a criminal.
[JUSTICE] The Guardian of Justice: 'NOTICE: Akzylar has been marked a criminal by Solmundi for breaking the first law.'

<908hp 657m 399mv no opponent/no opponent calm inside (indoors) >
A beam of white light shines down from the heavens.

<908hp 678m 399mv no opponent/no opponent calm inside (indoors) >
Akzylar tells you 'I'm a ghost already.'

<908hp 678m 399mv no opponent/no opponent calm inside (indoors) > wh
[ Undea ] (OUTLAW) Xanivrah the Pillager
[ Elf ] <PK> Zersh the Holy Patriarch of Healing
[ Quasi ] <PK> (WANTED:**) Zexzel the Grand Spectre of Beguilement
[ Elf ] (WANTED:*) Akzylar the Sage of Arcane Power
[ Avian ] Trilil the Bringer of Torment
[ Duerg ] <PK> [Rival] (WANTED:*) Dogran the Wrath of an Immortal
[ H-Elf ] [Rival] Bunkint Darkfist the Composer
[ Avian ] <PK> [Rival] (WANTED:*) Heinrildt Schwarz the Bringer of Famine
[ Elf ] <PK> (WANTED:*) Hiretsuna the Sage of Arcane Power
[50 Jotun Pal] <PK> [JUSTICE] (Lieutenant) Solmundi Visindi the Holy Knight
[ Quasi ] Sevak the Incandescent
[ Elf ] <SCHOLAR> Duchess Ilromie Illistarre the Sage of Arcane Power
[ Human ] Fya the Mistress of the Body
[ Duerg ] <PK> [Rival] (WANTED:*) Rithgjar the Gladiator of Gore
Players found: 14
[KEEPER] The Balance prevails within the four kingdoms.
There are 14 characters on; the most on this past month was 19.

<908hp 678m 399mv no opponent/no opponent calm inside (indoors) >
Akzylar tells you 'I died since my crime.'

<908hp 678m 399mv no opponent/no opponent calm inside (indoors) > wanted hiretsuna 1
Hiretsuna is already a criminal.

<908hp 678m 399mv no opponent/no opponent calm inside (indoors) >
An avian city guard yells 'Zexzel! Now you die!'

<908hp 678m 399mv no opponent/no opponent calm inside (indoors) >
Bunkint tells you 'Whole town is wanted?'

<908hp 678m 399mv no opponent/no opponent calm inside (indoors) > wanted akzylar 1
Akzylar is already a criminal.

<908hp 678m 399mv no opponent/no opponent calm inside (indoors) > tell akazylar I'll remove it
They aren't here.

<908hp 678m 399mv no opponent/no opponent calm inside (indoors) >
The town clock tolls once as the evening begins.

<908hp 678m 399mv no opponent/no opponent calm inside (indoors) > tell akzylar I'll remove it.
Akzylar can't hear you.

<908hp 678m 399mv no opponent/no opponent calm inside (indoors) > help wanted
WANTED
Syntax: wanted <target> <law> (JUSTICE only)
Syntax: wanted <target> 0 (JUSTICE only, removes wanted flag)

A flag given to a character that has broken the laws set in the city,
thereby marking them as a criminal. While a player character remains
wanted, all guards will attack on sight. Upon being apprehended, the player
character will be sentenced in accordance with their original crime and any
escalation of their wanted level at that time. Note that under certain
circumstances it may be possible to pay a wanted flag off (see help on
"magistrate") and a criminal is always welcome to SURRENDER if they'd
prefer.

Note that a Wanted player throwing themselves at a mob to purposefully die
to lose their Wanted flag will result in the player immediately being
flagged again for the same crime. Only through being apprehended by the
Justice cabal, or by surrendering, can the Wanted status be completely
absolved.

Breaking certain conditions while wanted leads to escalation of the wanted
level - for instance, attacking a Justice in town. Killing the town guards.
Killing player characters. Attacking more in town. Raiding the Justice
cabal. All these are things which will upgrade your notoriety. Escalation
of the Wanted level leads to more problems - for instance, the shops will
begin refusing to aid, the guards will start hunting you more actively, and
at the highest levels of Wanted, Dagnir the Enforcer of Law will come to
aid.

Note that a Justice is allowed to break laws for the purpose of apprehending.

Further help available on: MAGISTRATE, SENTENCE, SURRENDER

<908hp 678m 399mv no opponent/no opponent calm inside (indoors) > wanted akzylar 0
Akzylar is no longer a criminal.
[JUSTICE] The Guardian of Justice: 'NOTICE: Akzylar has been removed as a criminal by Solmundi.'

<908hp 678m 399mv no opponent/no opponent calm inside (indoors) > wh
[ Undea ] (OUTLAW) Xanivrah the Pillager
[ Elf ] <PK> Zersh the Holy Patriarch of Healing
[ Quasi ] <PK> (WANTED:**) Zexzel the Grand Spectre of Beguilement
[55 Undea IMM] [Trickery] [Ice] [Rival] Vhrael the Reanimated Arcanist, Exemplar of Nihilism
[ Elf ] Akzylar the Sage of Arcane Power
[ Avian ] Trilil the Bringer of Torment
[ Duerg ] <PK> [Rival] (WANTED:*) Dogran the Wrath of an Immortal
[ H-Elf ] [Rival] Bunkint Darkfist the Composer
[ Avian ] <PK> [Rival] (WANTED:*) Heinrildt Schwarz the Bringer of Famine
[ Elf ] <PK> (WANTED:*) Hiretsuna the Sage of Arcane Power
[50 Jotun Pal] <PK> [JUSTICE] (Lieutenant) Solmundi Visindi the Holy Knight
[ Quasi ] Sevak the Incandescent
[ Elf ] <SCHOLAR> Duchess Ilromie Illistarre the Sage of Arcane Power
[ Human ] Fya the Mistress of the Body
[ Duerg ] <PK> [Rival] (WANTED:*) Rithgjar the Gladiator of Gore
Players found: 15
[KEEPER] The Balance prevails within the four kingdoms.
There are 15 characters on; the most on this past month was 19.

<908hp 678m 399mv no opponent/no opponent calm inside (indoors) > st
You stand up.

<908hp 678m 399mv no opponent/no opponent calm inside (indoors) > cabal well
[JUSTICE] (Lieutenant) Solmundi: 'Well.'

<908hp 678m 399mv no opponent/no opponent calm inside (indoors) > c
Players near you in Seringale:
Akzylar Temple of Light
<PK> Solmundi A Small Room

<908hp 678m 399mv no opponent/no opponent calm inside (indoors) > st
You are already standing.

<908hp 678m 399mv no opponent/no opponent calm inside (indoors) >
The white aura around your body fades.

<908hp 678m 399mv no opponent/no opponent calm inside (indoors) > cabal have my work cut out for me. Hope I didn't miss anyone.
[JUSTICE] (Lieutenant) Solmundi: 'Have my work cut out for me. Hope I didn't miss anyone.'

<908hp 678m 399mv no opponent/no opponent calm inside (indoors) > st
You are already standing.

<908hp 678m 399mv no opponent/no opponent calm inside (indoors) > sanc
You are surrounded by a white aura.

<908hp 603m 399mv no opponent/no opponent calm inside (indoors) >
(UNPROTECTED) a drow city guard yells 'Alert! Zexzel is a criminal!'

<908hp 603m 399mv no opponent/no opponent calm inside (indoors) > d
d
Staves Shop
| You are standing inside one of the stores in Seringale.
| Various staves of different colors, shapes, and sizes
+ | surrounds you. A dim glow from the staves illuminates
| | this room. You see the Common Road to the south and a
+ @ S S| small room above you.
| | | ||
+-+-+-+-+|
| | ||
+ + S|
---------+

[Exits: south up]
Huey the young spell student is here, selling magical staves.

<908hp 603m 398mv no opponent/no opponent calm inside (indoors) >
The floor is kept neat and dirt-free in this shop.

<908hp 603m 398mv no opponent/no opponent calm inside (indoors) > wh
[ Undea ] (OUTLAW) Xanivrah the Pillager
[ Elf ] <PK> Zersh the Holy Patriarch of Healing
[ Quasi ] <PK> (WANTED:**) Zexzel the Grand Spectre of Beguilement
[55 Undea IMM] [Trickery] [Ice] [Rival] Vhrael the Reanimated Arcanist, Exemplar of Nihilism
[ Elf ] Akzylar the Sage of Arcane Power
[ Avian ] Trilil the Bringer of Torment
[ Duerg ] <PK> [Rival] (WANTED:*) Dogran the Wrath of an Immortal
[ H-Elf ] [Rival] Bunkint Darkfist the Composer
[ Avian ] <PK> [Rival] (WANTED:*) Heinrildt Schwarz the Bringer of Famine
[ Elf ] <PK> (WANTED:*) Hiretsuna the Sage of Arcane Power
[50 Jotun Pal] <PK> [JUSTICE] (Lieutenant) Solmundi Visindi the Holy Knight
[ Quasi ] Sevak the Incandescent
[ Elf ] <SCHOLAR> Duchess Ilromie Illistarre the Sage of Arcane Power
[ Human ] Fya the Mistress of the Body
[ Duerg ] <PK> [Rival] (WANTED:*) Rithgjar the Gladiator of Gore
Players found: 15
[KEEPER] The Balance prevails within the four kingdoms.
There are 15 characters on; the most on this past month was 19.

<908hp 603m 398mv no opponent/no opponent calm inside (indoors) > s
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| see a small shop with a sign of a glowing staff to the north,
| | | || and the Common Road leads to the east and west.
+-+-@-+-+|
| | ||
+ + S|
| | |
+ f-f |
---------+

[Exits: north east west]

<908hp 603m 397mv no opponent/no opponent calm road (outside) > c
Players near you in Seringale:
Akzylar Temple of Light
<PK> Solmundi The West Common Road

<908hp 603m 397mv no opponent/no opponent calm road (outside) > wh
[ Undea ] (OUTLAW) Xanivrah the Pillager
[ Elf ] <PK> Zersh the Holy Patriarch of Healing
[ Quasi ] <PK> (WANTED:**) Zexzel the Grand Spectre of Beguilement
[55 Undea IMM] [Trickery] [Ice] [Rival] Vhrael the Reanimated Arcanist, Exemplar of Nihilism
[ Elf ] Akzylar the Sage of Arcane Power
[ Avian ] Trilil the Bringer of Torment
[ Duerg ] <PK> [Rival] (WANTED:*) Dogran the Wrath of an Immortal
[ H-Elf ] [Rival] Bunkint Darkfist the Composer
[ Avian ] <PK> [Rival] (WANTED:*) Heinrildt Schwarz the Bringer of Famine
[ Elf ] <PK> (WANTED:*) Hiretsuna the Sage of Arcane Power
[50 Jotun Pal] <PK> [JUSTICE] (Lieutenant) Solmundi Visindi the Holy Knight
[ Quasi ] Sevak the Incandescent
[ Elf ] <SCHOLAR> Duchess Ilromie Illistarre the Sage of Arcane Power
[ Human ] Fya the Mistress of the Body
[ Duerg ] <PK> [Rival] (WANTED:*) Rithgjar the Gladiator of Gore
Players found: 15
[KEEPER] The Balance prevails within the four kingdoms.
There are 15 characters on; the most on this past month was 19.

<908hp 603m 397mv no opponent/no opponent calm road (outside) > w
The West Common Road
+ | You are on the Common Road of Seringale. All around you
| | are busy people hurrying along minding their own business.
+ S S| You see the Common Road to the east, the entrance of a
| | || park to the south, and the Western Gate to the west.
C-+-@-+-+|
| | |
+ + |
| | |
+ f-f |
---------+

[Exits: east south west]

<908hp 603m 395mv no opponent/no opponent calm road (outside) > w
Inside the West Gate
+ | You are inside the West Gate of Seringale. All around
| | you are people travelling in and out of the city. The
+ S| great wall of Seringale soars over your head at over
| || 30 spans tall. You see the city to the east, the west
o-C-@-+-+| 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.
A gate guard steps aside and allows you to pass him.
A gate guard says 'Behold! The grand city of Seringale!'
A gate guard steps aside and allows you to pass him.
A gate guard says 'Behold! The grand city of Seringale!'

<908hp 603m 393mv no opponent/no opponent calm city (outside) > w
Outside the West Gate
+ | You are outside the West Gate of Seringale. Before you
| | is a great wall. It is made of huge slabs of white stones
+ | 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 flawless ioun is here, gleaming with purity.
A splendid-looking necklace is here, basking in its own grandeur.
The corpse of Ilromie is lying here.
(Pulsating) A fizzling portal to another world has been opened here.

<908hp 603m 391mv no opponent/no opponent calm city (outside) > w
The edge of the forest
+| You are standing at the eastern edge of a big forest.
|| To the east is the West Gate of Seringale and to the
+| west is a narrow trail, leading in through the forest.
||
f-f-@-C-+|
||
+|
||
+|
---------+

[Exits: east west hovel]
This small hovel door has moss and vines growing upon it.
(Invis) Shargugh the Forest Brownie is here, grinning broadly at you.
(Charmed) A somewhat depressed, sad-looking retired special guard is standing here.

<908hp 603m 389mv no opponent/no opponent calm field (outside) > w
A trail through the light forest
| You are on a trail leading east and west through the dense
| forest. To the east, the forest gradually seems to become
| lighter. A thinner trail twists off slowly to the north.
|
f-f-@-o-C|
|
|
|
|
---------+

[Exits: east west]

<908hp 603m 387mv no opponent/no opponent calm forest (outside) > c
Players near you in Mystic Forest:
<PK> Solmundi A trail through the light forest
Ilromie A small path in the dense forest

<908hp 603m 387mv no opponent/no opponent calm forest (outside) > wh
[ Undea ] (OUTLAW) Xanivrah the Pillager
[ Elf ] <PK> Zersh the Holy Patriarch of Healing
[ Quasi ] <PK> (WANTED:**) Zexzel the Grand Spectre of Beguilement
[55 Undea IMM] [Trickery] [Ice] [Rival] Vhrael the Reanimated Arcanist, Exemplar of Nihilism
[ Elf ] Akzylar the Sage of Arcane Power
[ Avian ] Trilil the Bringer of Torment
[ Duerg ] <PK> [Rival] (WANTED:*) Dogran the Wrath of an Immortal
[ H-Elf ] [Rival] Bunkint Darkfist the Composer
[ Avian ] <PK> [Rival] (WANTED:*) Heinrildt Schwarz the Bringer of Famine
[ Elf ] <PK> (WANTED:*) Hiretsuna the Sage of Arcane Power
[50 Jotun Pal] <PK> [JUSTICE] (Lieutenant) Solmundi Visindi the Holy Knight
[ Quasi ] Sevak the Incandescent
[ Elf ] <SCHOLAR> Duchess Ilromie Illistarre the Sage of Arcane Power
[ Human ] Fya the Mistress of the Body
[ Duerg ] <PK> [Rival] (WANTED:*) Rithgjar the Gladiator of Gore
Players found: 15
[KEEPER] The Balance prevails within the four kingdoms.
There are 15 characters on; the most on this past month was 19.

<908hp 603m 387mv no opponent/no opponent calm forest (outside) > w
A trail through the light forest
f-o-o | You are on a trail leading east and west through the dense
| | | forest. To the east, the forest gradually seems to become
f o | lighter.
| |
f-f-@-f-o|
|
|
|
|
---------+

[Exits: east west]
Rithgjar tells you 'How am I wanted?'

<908hp 603m 384mv no opponent/no opponent calm forest (outside) > c
Players near you in Mystic Forest:
<PK> Solmundi A trail through the light forest
Ilromie A small path in the dense forest

<908hp 603m 384mv no opponent/no opponent calm forest (outside) > e
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-C|
|
|
|
|
---------+

[Exits: east west]

<908hp 603m 381mv no opponent/no opponent calm forest (outside) > e
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-@-C-+|
||
+|
||
+|
---------+

[Exits: east west hovel]
This small hovel door has moss and vines growing upon it.
(Invis) Shargugh the Forest Brownie is here, grinning broadly at you.
(Charmed) A somewhat depressed, sad-looking retired special guard is standing here.

<908hp 603m 379mv no opponent/no opponent calm field (outside) > e
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
+ | 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 flawless ioun is here, gleaming with purity.
A splendid-looking necklace is here, basking in its own grandeur.
The corpse of Ilromie is lying here.
(Pulsating) A fizzling portal to another world has been opened here.

<908hp 603m 377mv no opponent/no opponent calm city (outside) > e
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| great wall of Seringale soars over your head at over
| || 30 spans tall. You see the city to the east, the west
o-C-@-+-+| 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.
A gate guard steps aside and allows you to pass him.

<908hp 603m 375mv no opponent/no opponent calm city (outside) > c
Players near you in Seringale:
Akzylar Temple of Light
<PK> Solmundi Inside the West Gate

<908hp 603m 375mv no opponent/no opponent calm city (outside) >
Rithgjar tells you 'I attacked no one in town.'

<908hp 603m 375mv no opponent/no opponent calm city (outside) >
The night has begun.
You are hungry.

<908hp 620m 399mv no opponent/no opponent calm city (outside) >
You hear an intense humming from nearby.
You are hungry.

<908hp 627m 399mv no opponent/no opponent calm city (outside) > wh
[ Elf ] <PK> Zersh the Holy Patriarch of Healing
[ Quasi ] <PK> (WANTED:**) Zexzel the Grand Spectre of Beguilement
[55 Undea IMM] [Trickery] [Ice] [Rival] Vhrael the Reanimated Arcanist, Exemplar of Nihilism
[ Elf ] Akzylar the Sage of Arcane Power
[ Avian ] Trilil the Bringer of Torment
[ Duerg ] <PK> [Rival] (WANTED:*) Dogran the Wrath of an Immortal
[ H-Elf ] [Rival] Bunkint Darkfist the Composer
[ Avian ] <PK> [Rival] (WANTED:*) Heinrildt Schwarz the Bringer of Famine
[ Elf ] <PK> (WANTED:*) Hiretsuna the Sage of Arcane Power
[50 Jotun Pal] <PK> [JUSTICE] (Lieutenant) Solmundi Visindi the Holy Knight
[ Quasi ] Sevak the Incandescent
[ Elf ] <SCHOLAR> Duchess Ilromie Illistarre the Sage of Arcane Power
[ Human ] Fya the Mistress of the Body
[ Duerg ] <PK> [Rival] (WANTED:*) Rithgjar the Gladiator of Gore
Players found: 14
[KEEPER] The Balance prevails within the four kingdoms.
There are 14 characters on; the most on this past month was 19.

<908hp 627m 399mv no opponent/no opponent calm city (outside) > reply you attacked Zerah
You tell Rithgjar 'You attacked Zerah.'

<908hp 627m 399mv no opponent/no opponent calm city (outside) >
Rithgjar tells you 'No I didn't.'

<908hp 627m 399mv no opponent/no opponent calm city (outside) >
Rithgjar tells you 'The invokers started it.'

<908hp 627m 399mv no opponent/no opponent calm city (outside) >
The hairs on your skin rise as a static charge ripples through the area.
You are hungry.

<908hp 635m 399mv no opponent/no opponent calm city (outside) > reply shouldn't have joined in on the battle and kept your peace.
You tell Rithgjar 'Shouldn't have joined in on the battle and kept your peace.'

<908hp 635m 399mv no opponent/no opponent calm city (outside) > st
You are already standing.

<908hp 635m 399mv no opponent/no opponent calm city (outside) > af
You are affected by the following:
Spell: bless : modifies save vs spell by 6 for 23 hours
: modifies hitroll by 6 for 23 hours
Spell: detect invis : lasts for 16 hours
Spell: sanctuary : lasts for 6 hours
Skill: holy armor : modifies armor class by 103 permanently
Set : Fire with Fire : modifies armor class by 75 permanently
: modifies damroll by 6 permanently
: modifies hitroll by 6 permanently
: modifies save vs afflictive by 16 permanently

<908hp 635m 399mv no opponent/no opponent calm city (outside) > c
Players near you in Seringale:
Akzylar The West Common Road
<PK> Solmundi Inside the West Gate

<908hp 635m 399mv no opponent/no opponent calm city (outside) > guard
You yell 'Guards! Guards!'
A special guard now follows you.
A special guard comes to your rescue!

<908hp 595m 399mv no opponent/no opponent calm city (outside) > c
Players near you in Seringale:
Akzylar The West Common Road
<PK> Solmundi Inside the West Gate
You are hungry.

<908hp 603m 399mv no opponent/no opponent calm city (outside) > prot
You feel holy and pure.

<908hp 568m 399mv no opponent/no opponent calm city (outside) > crfo
get mush
A magic mushroom suddenly appears.

<908hp 543m 399mv no opponent/no opponent calm city (outside) > eat mush
You get a magic mushroom.

<908hp 543m 399mv no opponent/no opponent calm city (outside) >
You eat a magic mushroom.
You are full.

<908hp 543m 399mv no opponent/no opponent calm city (outside) > c
Players near you in Seringale:
Akzylar The West Common Road
<PK> Solmundi Inside the West Gate

<908hp 543m 399mv no opponent/no opponent calm city (outside) > w
Outside the West Gate
+ | You are outside the West Gate of Seringale. Before you
| | is a great wall. It is made of huge slabs of white stones
+ | 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 flawless ioun is here, gleaming with purity.
A splendid-looking necklace is here, basking in its own grandeur.
The corpse of Ilromie is lying here.
A special guard walks in.

<908hp 543m 397mv no opponent/no opponent calm city (outside) > w
The edge of the forest
+| You are standing at the eastern edge of a big forest.
|| To the east are the bright lights of Seringale and to
+| the west is a narrow trail, leading in through the forest.
||
f-f-@-C-+|
||
+|
||
+|
---------+

[Exits: east west hovel]
This small hovel door has moss and vines growing upon it.
(Charmed) A somewhat depressed, sad-looking retired special guard is standing here.
A special guard walks in.

<908hp 543m 395mv no opponent/no opponent calm field (outside) > w
A trail through the light forest
| You are on a trail leading east and west through the dense
| forest. To the east, the forest gradually seems to become
| lighter. A thinner trail twists off slowly to the north.
|
f-f-@-o-C|
|
|
|
|
---------+

[Exits: east west]
A special guard walks in.

<908hp 543m 393mv no opponent/no opponent calm forest (outside) > w

Bunkint walks in.
A young, pale tiger walks in.
A trail through the light forest
f-o-o | You are on a trail leading east and west through the dense
| | | forest. To the east, the forest gradually seems to become
f o | lighter.
| |
f-f-@-f-o|
|
|
|
|
---------+

[Exits: east west]
A special guard walks in.

<908hp 543m 390mv no opponent/no opponent calm forest (outside) > c
Players near you in Mystic Forest:
Bunkint The edge of the forest
<PK> Solmundi A trail through the light forest
Ilromie A small path in the dense forest

<908hp 543m 390mv no opponent/no opponent calm forest (outside) > w
A trail through the light forest
f-o-o-o| You are on a trail leading east and west through the dense
| | | | forest. To the east, the forest gradually seems to become
f o-o | lighter.
| |
f-f-@-f-f|
| |
f |
| |
f-f |
---------+

[Exits: east west]
A special guard walks in.

<908hp 543m 387mv no opponent/no opponent calm forest (outside) > w
A trail through the light forest
f-o-o| You are on a trail leading east and west through the dense
| | || forest. To the east, the forest gradually seems to become
f o-o| lighter. A small path leads north.
| |
f-f-@-f-f|
| |
f |
| |
f-f-f |
---------+

[Exits: north east west]
The caravan attendant is here, with caravans for hire.
A special guard walks in.

<908hp 543m 384mv no opponent/no opponent calm forest (outside) > wh
[ Elf ] <PK> Zersh the Holy Patriarch of Healing
[ Quasi ] <PK> (WANTED:**) Zexzel the Grand Spectre of Beguilement
[55 Undea IMM] [Trickery] [Ice] [Rival] Vhrael the Reanimated Arcanist, Exemplar of Nihilism
[ Elf ] Akzylar the Sage of Arcane Power
[ Avian ] Trilil the Bringer of Torment
[ Duerg ] <PK> [Rival] (WANTED:*) Dogran the Wrath of an Immortal
[ H-Elf ] [Rival] Bunkint Darkfist the Composer
[ Avian ] <PK> [Rival] (WANTED:*) Heinrildt Schwarz the Bringer of Famine
[ Elf ] <PK> (WANTED:*) Hiretsuna the Sage of Arcane Power
[50 Jotun Pal] <PK> [JUSTICE] (Lieutenant) Solmundi Visindi the Holy Knight
[ Quasi ] Sevak the Incandescent
[ Elf ] <SCHOLAR> Duchess Ilromie Illistarre the Sage of Arcane Power
[ Human ] Fya the Mistress of the Body
[ Duerg ] <PK> [Rival] (WANTED:*) Rithgjar the Gladiator of Gore
Players found: 14
[KEEPER] The Balance prevails within the four kingdoms.
There are 14 characters on; the most on this past month was 19.

<908hp 543m 384mv no opponent/no opponent calm forest (outside) > c
Players near you in Mystic Forest:
<PK> Solmundi A trail through the light forest
Ilromie A small path in the dense forest

<908hp 543m 384mv no opponent/no opponent calm forest (outside) >
Bunkint tells you 'They are west of town.'

<908hp 556m 399mv no opponent/no opponent calm forest (outside) > c
Players near you in Mystic Forest:
<PK> Solmundi A trail through the light forest
Ilromie A small path in the dense forest

<908hp 556m 399mv no opponent/no opponent calm forest (outside) > w
A trail through the light forest
f-o| You are on a narrow trail leading east and west through
| || the forest. To the west, the forest gradually becomes more
f o| dense. A small forest path leads south and a large tree
| | silhouettes against the moon to the north.
f-f-@-f-f|
| | |
f f |
| | |
f-f-f-f |
---------+

[Exits: east south west]
A stone outcropping with traces of ore is here.
A special guard walks in.

<908hp 556m 396mv no opponent/no opponent calm forest (outside) > w
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]
A stone outcropping with traces of ore is here.
(Invis) Shargugh the Forest Brownie is here, grinning broadly at you.
A special guard walks in.

<908hp 556m 393mv no opponent/no opponent calm forest (outside) > w
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 that
| they completely block out the moonlight, and the forest
| remains in total darkness. A small path leads south
f-f-@-f-f| through the trees.
| | ||
f f f|
| | ||
f f-f-f|
---------+

[Exits: east south west]
A brown fox is here, looking for some rabbits to chew up.
A special guard walks in.

<908hp 556m 390mv no opponent/no opponent calm forest (outside) > w
w
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 special guard walks in.

<908hp 556m 387mv no opponent/no opponent calm forest (outside) >
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]
A large grey wolf is here, glaring hungrily at you.
A special guard walks in.

<908hp 556m 384mv no opponent/no opponent calm forest (outside) > w
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]
A special guard walks in.

<908hp 556m 381mv no opponent/no opponent calm forest (outside) > w
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 ring that seems to be almost a molten liquid is here.
A colossal tree blocks the way westwards.
A special guard walks in.

<908hp 556m 378mv no opponent/no opponent calm forest (outside) > n
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]
A stone outcropping with traces of ore is here.
A special guard walks in.

<908hp 556m 375mv no opponent/no opponent calm forest (outside) > n
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]
A special guard walks in.

<908hp 556m 372mv no opponent/no opponent calm forest (outside) > w
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]
A stone outcropping with traces of ore is here.
A giant spider is here, waiting to suck your blood.
A giant spider is here, waiting to suck your blood.
(White Aura) The Grandmaster of Treants is here.
A special guard walks in.

<908hp 556m 369mv no opponent/no opponent calm forest (outside) > c
Players near you in Drkshtyre Wood:
<PK> Zexzel The main path in Drkshtyre Wood
<PK> Dogran The main path in Drkshtyre Wood
<PK> Solmundi Entrance to Drkshtyre Wood
<PK> Rithgjar The main path in Drkshtyre Wood

<908hp 556m 369mv no opponent/no opponent calm forest (outside) > c
Players near you in Drkshtyre Wood:
<PK> Zexzel The main path in Drkshtyre Wood
<PK> Dogran The main path in Drkshtyre Wood
<PK> Solmundi Entrance to Drkshtyre Wood
<PK> Rithgjar The main path in Drkshtyre Wood

<908hp 556m 369mv no opponent/no opponent calm forest (outside) > sx
Dogran arrives suddenly.

<908hp 526m 369mv no opponent/no opponent evasive forest (outside) >
Dogran closes his eyes momentarily.

<908hp 526m 369mv no opponent/no opponent evasive forest (outside) > j
(UNPROTECTED) Dogran yells 'Help! I am being attacked by Solmundi!'
Your slice wounds Dogran.
Your slice wounds Dogran.
Dogran has a few scratches.

<908hp 526m 369mv defensive/shaft aggressive forest (outside) >
Your slice decimates Dogran!
[* ] Dogran blocks your attack with his shield.
A special guard's crush decimates Dogran!
A special guard's crush mauls Dogran.
[** ] You block Dogran's attack with your shield.
Dogran has some small wounds and bruises.

<908hp 526m 369mv defensive/shaft aggressive forest (outside) > wield sab
You do not have that item.
Dogran has some small wounds and bruises.

<908hp 526m 369mv defensive/shaft aggressive forest (outside) >
A blood-sucking spider scuttles west.
[** ] Dogran blocks your attack with his shield.
Your slice injures Dogran.
[***] You block Dogran's attack with your shield.
Dogran has some small wounds and bruises.

<908hp 526m 369mv defensive/shaft aggressive forest (outside) >
Dogran narrows his eyes.
You remain true to your faith.
Dogran has some small wounds and bruises.

<908hp 526m 369mv defensive/shaft aggressive forest (outside) > slam
You slam your shield into Dogran, and send him flying!
Your shield slam mauls Dogran.
Dogran has some small wounds and bruises.

<908hp 526m 369mv defensive/shaft aggressive forest (outside) >
Your slice decimates Dogran!
A special guard's crush misses Dogran.
Dogran's pain wounds you.
Dogran has some small wounds and bruises.

<890hp 526m 369mv defensive/shaft aggressive forest (outside) >
Your slice injures Dogran.
[** ] You block Dogran's attack with your shield.
Dogran has quite a few wounds.

<890hp 526m 369mv defensive/shaft aggressive forest (outside) > slam

Dogran narrows his eyes.
Your faith shatters as you have doubts about your religion!
Dogran has some small wounds and bruises.

<905hp 538m 399mv defensive/shaft aggressive forest (outside) >
Zexzel flies in.
An illusion of an escaping criminal flies in.
An illusion of Xavier walks in.
An illusion of Aerin the Banker walks in.
Dogran has some small wounds and bruises.

<905hp 538m 399mv defensive/shaft aggressive forest (outside) >
Zexzel flies east.
An illusion of Aerin the Banker walks east.
An illusion of Xavier walks east.
An illusion of an escaping criminal flies east.
Dogran has some small wounds and bruises.

<905hp 538m 399mv defensive/shaft aggressive forest (outside) >
You slam your shield into Dogran, and send him flying!
Your shield slam mauls Dogran.
[** ] Dogran blocks your attack with his shield.
Your slice mauls Dogran.
A special guard's crush mauls Dogran.
Dogran's pain mauls you.
Dogran has quite a few wounds.

<884hp 538m 399mv defensive/shaft aggressive forest (outside) >
Zexzel flies in.
An illusion of an escaping criminal flies in.
An illusion of Xavier walks in.
An illusion of Aerin the Banker walks in.
Dogran has quite a few wounds.

<884hp 538m 399mv defensive/shaft aggressive forest (outside) >
Zexzel utters the words, 'eugszr waouq'.
Your slice DISMEMBERS Zexzel!
Your slice DISMEMBERS Zexzel!
Your slice MANGLES Zexzel!
Zexzel is in awful condition.

<884hp 538m 399mv none/blade aggressive forest (outside) > f

Dogran narrows his eyes.
Zexzel is in awful condition.

<884hp 538m 399mv none/blade aggressive forest (outside) > f

Your slice DISMEMBERS Zexzel!
Your slice MUTILATES Zexzel!
An illusion of Aerin the Banker's pierce decimates you!
An illusion of Aerin the Banker's pierce decimates you!
[***] You parry an illusion of Xavier's slash.
[** ] You block an illusion of an escaping criminal's attack with your shield.
[** ] You parry Dogran's pain.
Zexzel is tackled by a mob of guards and bludgeoned unconscious.
[JUSTICE] The Guardian of Justice: 'NOTICE: Zexzel has been apprehended by Solmundi.'
You receive 100 sovereigns of [JUSTICE].
A special guard removes a pulsating white helm from Zexzel.
A special guard removes a broach of wizardry from Zexzel.
A special guard removes a vial of crimson blood from Zexzel.
A special guard removes a tin canteen from Zexzel.
A special guard removes a purple potion from Zexzel.
A special guard removes a purple potion from Zexzel.
A special guard removes a purple potion from Zexzel.
A special guard removes a vial of crimson blood from Zexzel.
A special guard removes a vial of crimson blood from Zexzel.
A special guard removes a surgeon's knife from Zexzel.
A special guard removes a bird of paradise flower from Zexzel.
A special guard removes a Big Ol'Pack Sack from Zexzel.
A special guard removes a war banner of the Black Guard from Zexzel.
A special guard removes a black steel bracer from Zexzel.
A special guard removes a pair of black steel vambraces from Zexzel.
A special guard removes some black steel gauntlets from Zexzel.
A special guard removes a black steel mail skirt from Zexzel.
A special guard removes a pair of black steel sabatons from Zexzel.
A special guard removes a black steel fauld from Zexzel.
A special guard removes a black steel cuirass from Zexzel.
A special guard removes a black steel bracer from Zexzel.
A special guard removes a black shoulder baldric from Zexzel.
A special guard impounds 7110 gold.

<828hp 538m 399mv no opponent/no opponent aggressive forest (outside) > j

The Gods protect you from Zexzel.
(UNPROTECTED) Dogran yells 'Help! I am being attacked by Solmundi!'
Your slice mauls Dogran.
A special guard's crush mauls Dogran.
A special guard's crush mauls Dogran.
[***] You block Dogran's attack with your shield.
Dogran has quite a few wounds.

<828hp 538m 399mv defensive/shaft aggressive forest (outside) >
You flee from combat!
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]
A special guard walks in.

<828hp 538m 396mv no opponent/no opponent aggressive forest (outside) >
You aren't fighting anyone.

<828hp 538m 396mv no opponent/no opponent aggressive forest (outside) >
They aren't here.

<828hp 538m 396mv no opponent/no opponent aggressive forest (outside) > w
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]
A stone outcropping with traces of ore is here.
(White Aura) (WANTED) Rithgjar the Gladiator of Gore is here.
(Invis) Zexzel is kneeling on the ground.
(White Aura) (WANTED) Dogran the Wrath of an Immortal is here.
A giant spider is here, waiting to suck your blood.
(White Aura) The Grandmaster of Treants is here.
A special guard walks in.
Dogran looks less wobbly on his feet.

<828hp 538m 393mv no opponent/no opponent aggressive forest (outside) > j
(UNPROTECTED) Dogran yells 'Help! I am being attacked by Solmundi!'
Your slice mauls Dogran.
Your slice mauls Dogran.
Dogran has quite a few wounds.

<828hp 538m 393mv defensive/shaft aggressive forest (outside) >
The Gods protect you from Zexzel.
[* ] Dogran blocks your attack with his shield.
Your slice wounds Dogran.
Your slice wounds Dogran.
A special guard's crush mauls Dogran.
Dogran's pain mauls you.
Your shield fails to deflect the powerful cleave from Rithgjar's axe.
Rithgjar's chop injures you.
Rithgjar's pierce mauls you.
[* ] You block Rithgjar's attack with your shield.
Rithgjar's pierce decimates you!
Dogran has some big nasty wounds and scratches.

<742hp 538m 393mv defensive/shaft aggressive forest (outside) >
Dogran narrows his eyes.
Dogran has some big nasty wounds and scratches.

<742hp 538m 393mv defensive/shaft aggressive forest (outside) > slam

Rithgjar's kicked dirt misses you.
Dogran has some big nasty wounds and scratches.

<742hp 538m 393mv defensive/shaft aggressive forest (outside) >
You slam your shield into Dogran, and send him flying!
Your shield slam mauls Dogran.
The Gods protect you from Zexzel.
The Gods protect you from Zexzel.
[** ] Dogran blocks your attack with his shield.
[* ] Dogran blocks your attack with his shield.
A special guard's crush mauls Dogran.
Dogran's pain wounds you.
Rithgjar's chop misses you.
[* ] You block Rithgjar's attack with your shield.
Rithgjar's chop decimates you!
Dogran has some big nasty wounds and scratches.

<698hp 538m 393mv defensive/shaft aggressive forest (outside) >
The Gods protect you from Zexzel.
The Gods protect you from Zexzel.
Your slice misses Dogran.
Your slice wounds Dogran.
A special guard's crush mauls Dogran.
Dogran's pain mauls you.
Rithgjar's chop mauls you.
[** ] You block Rithgjar's attack with your shield.
[* ] You block Rithgjar's attack with your shield.
Dogran has some big nasty wounds and scratches.

<654hp 538m 393mv defensive/shaft aggressive forest (outside) >
Dogran regains his balance.
Dogran has some big nasty wounds and scratches.

<654hp 538m 393mv defensive/shaft aggressive forest (outside) >
Rithgjar hammers your shield repeatedly with his weapons.
Rithgjar's barrage scratches you.
Your shield arm is numbed.
Rithgjar's barrage hits you.
Your shield arm is numbed.
Rithgjar's barrage hits you.
Your shield arm is numbed.
Rithgjar's barrage hits you.
Your shield arm is numbed.
Dogran has some big nasty wounds and scratches.

<621hp 538m 393mv defensive/shaft aggressive forest (outside) > i

Dogran narrows his eyes.
You are blinded!

<621hp 538m 393mv unknown/unknown aggressive unknown >
The Gods protect you from someone.
The Gods protect you from someone.
[***] someone blocks your attack with his shield.
[* ] someone parries your slice.
Someone's pain wounds you.
Someone's chop mauls you.
Someone's chop decimates you!
Someone's chop wounds you.

<537hp 538m 393mv unknown/unknown aggressive unknown >
You are carrying:
an enriched gyvel potion

<537hp 538m 393mv unknown/unknown aggressive unknown > f
You lose your grip on something.
You flee from combat!
You can't see a thing!

<537hp 538m 390mv no opponent/no opponent aggressive unknown > w
You can't see a thing!

<537hp 538m 387mv no opponent/no opponent aggressive unknown > w
You can't see a thing!

<537hp 538m 384mv no opponent/no opponent aggressive unknown > w
w
You can't see a thing!
Someone walks in.

<537hp 538m 381mv no opponent/no opponent aggressive unknown >
You can't see a thing!
Someone walks in.

<537hp 538m 378mv no opponent/no opponent aggressive unknown > quaf gy
You quaff an enriched gyvel potion.
Your vision returns!

<537hp 538m 378mv no opponent/no opponent aggressive forest (outside) > w
w
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 seed that seems to be made of clouds is here.
A mushroom has grown to gigantic proportions here.
A carving dagger lies on the ground.
A sapling is here, trying to find sunlight.
A special guard walks in.

<537hp 538m 375mv no opponent/no opponent aggressive forest (outside) >
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 crystal ooze sloshes about.
A sapling is here, trying to find sunlight.
A special guard walks in.

<537hp 538m 372mv no opponent/no opponent aggressive forest (outside) > w
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 seed that seems to be made of clouds is here.
A brick well has been set up here.
A giant spider is here, waiting to suck your blood.
A sapling is here, trying to find sunlight.
A special guard walks in.

<537hp 538m 369mv no opponent/no opponent aggressive forest (outside) > w
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.
A special guard walks in.

<537hp 538m 366mv no opponent/no opponent aggressive forest (outside) > w
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 giant spider is here, waiting to suck your blood.
A sapling is here, trying to find sunlight.
A special guard walks in.

<537hp 538m 363mv no opponent/no opponent aggressive forest (outside) > w
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 small pine tree stands here.
You see 2 of a carving dagger here.
A special guard walks in.

<537hp 538m 360mv no opponent/no opponent aggressive forest (outside) > n
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 crystal ooze sloshes about.
A treant sibling is here.
A special guard walks in.

<537hp 538m 357mv no opponent/no opponent aggressive forest (outside) > n
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 giant spider is here, waiting to suck your blood.
A treant sibling is here.
A special guard walks in.

<537hp 538m 354mv no opponent/no opponent aggressive forest (outside) > n
A large wooded path
f-C-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]
(White Aura) A treant guardian is here, protecting its home.
A special guard walks in.

<537hp 538m 351mv no opponent/no opponent aggressive forest (outside) > n
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-C-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]
A carving dagger lies on the ground.
A gnoll is here, roaming the forest.
A special guard walks in.

<537hp 538m 348mv no opponent/no opponent aggressive forest (outside) > n
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
@-C-f| distance, you hear a battle cry and the clashing of metal,
| || wood, and fire.
f f|
| |
f-f-f |
---------+

[Exits: east south]
A stone outcropping with traces of ore is here.
A gruff-looking billy goat stands here looking hungry.
A special guard walks in.

<537hp 538m 345mv no opponent/no opponent aggressive forest (outside) > c
Players near you in Drkshtyre Wood:
Zexzel Entrance to Drkshtyre Wood
<PK> Dogran The main path in Drkshtyre Wood
<PK> Solmundi A large wooded path
<PK> Rithgjar The main path in Drkshtyre Wood

<537hp 538m 345mv no opponent/no opponent aggressive forest (outside) > af
You are affected by the following:
Spell: protection : modifies save vs spell by 1 for 22 hours
Spell: bless : modifies save vs spell by 6 for 20 hours
: modifies hitroll by 6 for 20 hours
Spell: detect invis : lasts for 13 hours
Spell: blasphemy : lasts for 6 hours
Spell: sanctuary : lasts for 3 hours
Skill: arm distension : lasts for 1 rounds
Skill: holy armor : modifies armor class by 103 permanently
Set : Fire with Fire : modifies armor class by 75 permanently
: modifies damroll by 6 permanently
: modifies hitroll by 6 permanently
: modifies save vs afflictive by 16 permanently

<537hp 538m 345mv no opponent/no opponent aggressive forest (outside) > e
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 large sleeping bag lies on the ground, rumpled as if it has been used.
A blood shrine has been raised here from the carnage of Akzylar's mutilated body.
A pyromaniac is here, burning up the forest.
A special guard walks in.

<537hp 538m 342mv no opponent/no opponent aggressive forest (outside) > n
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-C-f |
| | |
f f-f|
---------+

[Exits: north east south]
A small pine tree stands here.
A special guard walks in.

<537hp 538m 339mv no opponent/no opponent aggressive forest (outside) > n
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-C-f |
---------+

[Exits: south west]
A mage is here doing a fiery incantation upon the trees.
A special guard walks in.

<537hp 538m 336mv no opponent/no opponent aggressive forest (outside) > n
You run blindly into a faceful of nettles.

<554hp 553m 391mv no opponent/no opponent aggressive forest (outside) > w
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-C-f|
---------+

[Exits: east west]
A small boy is here, carving trees into totem poles.
A special guard walks in.

<554hp 553m 388mv no opponent/no opponent aggressive forest (outside) > w
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-C|
---------+

[Exits: east west]
A chef is here, looking to cook a nasty meal for you.
A special guard walks in.

<554hp 553m 385mv no opponent/no opponent aggressive forest (outside) > w

Your shield arm regains its strength.

<554hp 553m 385mv no opponent/no opponent aggressive forest (outside) >
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]
A serpent's tail lies here.
A scaly serpent is here.
A scaly serpent is here.
A special guard walks in.

<554hp 553m 383mv no opponent/no opponent aggressive road (outside) > w
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]
A gnoll is here, roaming the forest.
A special guard walks in.

<554hp 553m 381mv no opponent/no opponent aggressive road (outside) > w
The toll troll clambers out from under the bridge, blocking your way.
The toll troll holds out his hand and says 'Toll please.'

<554hp 553m 381mv no opponent/no opponent aggressive road (outside) > n
A weatherbeaten wooden railing prevents you from falling into the water.

<554hp 553m 381mv no opponent/no opponent aggressive road (outside) > w
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]
This decorated crown has an air of majesty.
A crystal ooze sloshes about.
A scaly serpent is here.
A special guard walks in.

<554hp 553m 379mv no opponent/no opponent aggressive road (outside) > w
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 special guard walks in.

<554hp 553m 377mv no opponent/no opponent aggressive road (outside) > n
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 special guard swims in.

<554hp 553m 374mv no opponent/no opponent aggressive river (outside) > w
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 scaly serpent is here.
A special guard swims in.

<554hp 553m 370mv no opponent/no opponent aggressive river (outside) > w
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 special guard swims in.

<554hp 553m 366mv no opponent/no opponent aggressive river (outside) > w
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 special guard swims in.

<554hp 553m 362mv no opponent/no opponent aggressive river (outside) > w
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 special guard swims in.

<554hp 553m 358mv no opponent/no opponent aggressive river (outside) > n
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 special guard swims in.

<554hp 553m 354mv no opponent/no opponent aggressive river (outside) > n
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 special guard swims in.

<554hp 553m 350mv no opponent/no opponent aggressive river (outside) > n
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 special guard swims in.

<554hp 553m 346mv no opponent/no opponent aggressive river (outside) > w
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 scaly serpent is here.
A special guard swims in.

<554hp 553m 342mv no opponent/no opponent aggressive river (outside) > w
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]
A scaly serpent is here.
A special guard swims in.

<554hp 553m 338mv no opponent/no opponent aggressive river (outside) > w
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.
A special guard walks in.

<554hp 553m 335mv no opponent/no opponent aggressive field (outside) > s
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 |
|
|
---------+

[Exits: north south]
A special guard walks in.

<554hp 553m 333mv no opponent/no opponent aggressive field (outside) > s
Heinrildt flies in.

<554hp 553m 333mv no opponent/no opponent aggressive field (outside) >
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
@ | to the north, and it looks possible to scramble up the rocks
| to the ledge above you.
|
|
|
---------+

[Exits: north up]
A special guard walks in.

<554hp 553m 331mv no opponent/no opponent aggressive field (outside) > c
Players near you in Standing Fortress:
<PK> Heinrildt A Rocky Shore
<PK> Solmundi A Rocky Shore

<554hp 553m 331mv no opponent/no opponent aggressive field (outside) > u
Upon A Rock Ledge
| Rough steps have been carved up the side of the cliff,
| barely wide enough to walk up and with nothing for support
x | on the outside, a rather dangerous combination. The steps
| | wind down and around the cliff and appear again below.
x-@ | To the south can be seen a lighthouse, and to the east
| | lies a dock with many building set upon it. Demea bay
x-o | lies to the north.
| |
o-o-+|
---------+

[Exits: north west down]
A hardworking deckhand stands here.
A special guard climbs in.

<554hp 553m 327mv no opponent/no opponent aggressive mountain (outside) > s
Alas, you cannot go that way.

<554hp 553m 327mv no opponent/no opponent aggressive mountain (outside) > w

Heinrildt flies in.

<554hp 553m 327mv no opponent/no opponent aggressive mountain (outside) >
A Rock Plateau
| Rough steps have been carved up the side of the cliff,
| barely wide enough to walk up and with nothing for support
x | on the outside, a rather dangerous combination. The steps
| | wind up and around the cliff and appear again overhead.
@-x | To the south and west can be seen a lighthouse, and,
| | to the east lies a dock with many building set upon it.
x-o | The steps continue up and around to the east, and down
| | to the south.
o-o|
---------+

[Exits: east south]
A dockhand stands here.
A special guard climbs in.

<554hp 553m 321mv no opponent/no opponent aggressive mountain (outside) > af

Heinrildt flies in.

<554hp 553m 321mv no opponent/no opponent aggressive mountain (outside) >
You are affected by the following:
Spell: protection : modifies save vs spell by 1 for 21 hours
Spell: bless : modifies save vs spell by 6 for 19 hours
: modifies hitroll by 6 for 19 hours
Spell: detect invis : lasts for 12 hours
Spell: blasphemy : lasts for 5 hours
Spell: sanctuary : lasts for 2 hours
Skill: holy armor : modifies armor class by 103 permanently
Set : Fire with Fire : modifies armor class by 75 permanently
: modifies damroll by 6 permanently
: modifies hitroll by 6 permanently
: modifies save vs afflictive by 16 permanently

<554hp 553m 321mv no opponent/no opponent aggressive mountain (outside) >
Heinrildt flies south.

<554hp 553m 321mv no opponent/no opponent aggressive mountain (outside) > s
A Granite Rockface
x | Rough steps have been carved up the side of the cliff,
| | barely wide enough to walk up and with nothing for support
x-x | on the outside, a rather dangerous combination. The steps
| | wind up and around the cliff and appear again overhead.
@-o | Demea Bay lies to the north and far to the northwest the
| | Dragon Sea. To the south and west can be seen a lighthouse.
o-o| The steps continue up and around to the north, and down
| toward the east.
|
---------+

[Exits: north east]
A special guard climbs in.

<554hp 553m 315mv no opponent/no opponent aggressive mountain (outside) > n
A Rock Plateau
| Rough steps have been carved up the side of the cliff,
| barely wide enough to walk up and with nothing for support
x | on the outside, a rather dangerous combination. The steps
| | wind up and around the cliff and appear again overhead.
@-x | To the south and west can be seen a lighthouse, and,
| | to the east lies a dock with many building set upon it.
x-o | The steps continue up and around to the east, and down
| | to the south.
o-o|
---------+

[Exits: east south]
A dockhand stands here.
A special guard climbs in.

<554hp 553m 309mv no opponent/no opponent aggressive mountain (outside) > c
Players near you in Demea:
<PK> Heinrildt Before A Rock Cliff
<PK> Solmundi A Rock Plateau

<554hp 553m 309mv no opponent/no opponent aggressive mountain (outside) > e
Upon A Rock Ledge
| Rough steps have been carved up the side of the cliff,
| barely wide enough to walk up and with nothing for support
x | on the outside, a rather dangerous combination. The steps
| | wind down and around the cliff and appear again below.
x-@ | To the south can be seen a lighthouse, and to the east
| | lies a dock with many building set upon it. Demea bay
x-o | lies to the north.
| |
o-o-+|
---------+

[Exits: north west down]
A hardworking deckhand stands here.
A special guard climbs in.

<554hp 553m 303mv no opponent/no opponent aggressive mountain (outside) > n
Atop the Rock Cropping
| Rough steps have been carved up the side of the cliff, barely
| wide enough to walk up and with nothing for support on the
| outside, a rather dangerous combination. The steps wind down
| and around the cliff and appear again below. A dock with
@ | many building set upon it can be seen to the east and Demea
| | bay lies to the north. A steep wall of rock is the only way
x-x | up to the summit.
| |
x-o |
---------+

[Exits: south up]
A special guard climbs in.

<554hp 553m 297mv no opponent/no opponent aggressive mountain (outside) > d
c
Alas, you cannot go that way.

<554hp 553m 297mv no opponent/no opponent aggressive mountain (outside) >
Players near you in Demea:
<PK> Heinrildt A Granite Rockface
<PK> Solmundi Atop the Rock Cropping

<554hp 553m 297mv no opponent/no opponent aggressive mountain (outside) > n
Alas, you cannot go that way.

<554hp 553m 297mv no opponent/no opponent aggressive mountain (outside) > d
Alas, you cannot go that way.

<554hp 553m 297mv no opponent/no opponent aggressive mountain (outside) > s
Upon A Rock Ledge
| Rough steps have been carved up the side of the cliff,
| barely wide enough to walk up and with nothing for support
x | on the outside, a rather dangerous combination. The steps
| | wind down and around the cliff and appear again below.
x-@ | To the south can be seen a lighthouse, and to the east
| | lies a dock with many building set upon it. Demea bay
x-o | lies to the north.
| |
o-o-+|
---------+

[Exits: north west down]
A hardworking deckhand stands here.
A special guard climbs in.

<554hp 553m 291mv no opponent/no opponent aggressive mountain (outside) > d
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
@ | to the north, and it looks possible to scramble up the rocks
| to the ledge above you.
|
|
|
---------+

[Exits: north up]
A special guard walks in.

<554hp 553m 287mv no opponent/no opponent aggressive field (outside) > c
Players near you in Standing Fortress:
<PK> Solmundi A Rocky Shore

<554hp 553m 287mv no opponent/no opponent aggressive field (outside) > n
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 |
|
|
---------+

[Exits: north south]
A special guard walks in.

<554hp 553m 285mv no opponent/no opponent aggressive field (outside) > n
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.
A special guard walks in.

<554hp 553m 283mv no opponent/no opponent aggressive field (outside) > n
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]
A special guard walks in.

<554hp 553m 281mv no opponent/no opponent aggressive field (outside) > n
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]
A special guard walks in.

<554hp 553m 279mv no opponent/no opponent aggressive field (outside) > n
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]
A special guard walks in.

<554hp 553m 277mv no opponent/no opponent aggressive field (outside) > n
w
Alas, you cannot go that way.

<554hp 553m 277mv no opponent/no opponent aggressive field (outside) >
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]
A special guard walks in.

<554hp 553m 275mv no opponent/no opponent aggressive forest (outside) > w
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]
A special guard walks in.

<554hp 553m 272mv no opponent/no opponent aggressive forest (outside) > w
w
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]
A special guard walks in.

<554hp 553m 269mv no opponent/no opponent aggressive forest (outside) >
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]
A special guard walks in.

<554hp 553m 266mv no opponent/no opponent aggressive forest (outside) > w
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]
A special guard walks in.

<554hp 553m 263mv no opponent/no opponent aggressive forest (outside) > w
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]
A special guard walks in.

<554hp 553m 260mv no opponent/no opponent aggressive forest (outside) > w
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]
A special guard walks in.

<554hp 553m 257mv no opponent/no opponent aggressive forest (outside) > w
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]
A special guard walks in.

<554hp 553m 255mv no opponent/no opponent aggressive field (outside) > u
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]
A special guard climbs in.

<554hp 553m 251mv no opponent/no opponent aggressive mountain (outside) > u
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]
A special guard climbs in.

<554hp 553m 245mv no opponent/no opponent aggressive mountain (outside) > c
Players near you in Standing Fortress:
<PK> Dogran A Rocky Shore
<PK> Heinrildt Underbrush
<PK> Solmundi Top of the Mountain
<PK> Rithgjar A Rocky Shore

<554hp 553m 245mv no opponent/no opponent aggressive mountain (outside) > w
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]
A special guard climbs in.

<554hp 553m 239mv no opponent/no opponent aggressive mountain (outside) > w
Alas, you cannot go that way.

<554hp 553m 239mv no opponent/no opponent aggressive mountain (outside) > d
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]
A special guard climbs in.

<554hp 553m 233mv no opponent/no opponent aggressive mountain (outside) > w
Alas, you cannot go that way.

<554hp 553m 233mv no opponent/no opponent aggressive mountain (outside) > w
Alas, you cannot go that way.

<554hp 553m 233mv no opponent/no opponent aggressive mountain (outside) > d
d
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]
A special guard climbs in.

<566hp 563m 282mv no opponent/no opponent aggressive mountain (outside) >
Alas, you cannot go that way.

<566hp 563m 282mv no opponent/no opponent aggressive mountain (outside) > w
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]
An iron digging pick is stuck in the ground.
A special guard walks in.

<566hp 563m 278mv no opponent/no opponent aggressive road (outside) > w
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]
A special guard walks in.

<566hp 563m 276mv no opponent/no opponent aggressive road (outside) > w
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]
A special guard walks in.

<566hp 563m 275mv no opponent/no opponent aggressive ocean (outside) > c
Players near you in Isle of Exile:
<PK> Solmundi On Choppy Waters

<566hp 563m 275mv no opponent/no opponent aggressive ocean (outside) > n
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]
A special guard floats in.

<566hp 563m 274mv no opponent/no opponent aggressive ocean (outside) > n
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]
A special guard floats in.

<566hp 563m 273mv no opponent/no opponent aggressive inside (indoors) > n
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 special guard walks in.

<566hp 563m 272mv no opponent/no opponent aggressive road (outside) > get gy sack
You see nothing like that in a Big Ol'Pack Sack.

<566hp 563m 272mv no opponent/no opponent aggressive road (outside) > w
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.
A special guard walks in.

<566hp 563m 270mv no opponent/no opponent aggressive road (outside) > w
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
o-+-@-+-+| 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 special guard walks in.

<566hp 563m 268mv no opponent/no opponent aggressive road (outside) > c
Players near you in Isle of Exile:
<PK> Solmundi Outside a Barrier Wall

<566hp 563m 268mv no opponent/no opponent aggressive road (outside) > i
You are carrying:
(Glowing) the light of dawn
a sandy keep key
a solid mithril staff
a perfect potion of recall
a small stone key
( 2) (Glowing) (Humming) a Defender potion
an old boat
(Glowing) a flask of sparkling water
(Glowing) a gem-studded golden buckler
(Humming) the staff of storms
a Big Ol'Pack Sack (open)
(Humming) a peacemaker guisarme
(Humming) a peacemaker greatsword
(Glowing) an amber amulet

<566hp 563m 268mv no opponent/no opponent aggressive road (outside) > af
You are affected by the following:
Spell: protection : modifies save vs spell by 1 for 20 hours
Spell: bless : modifies save vs spell by 6 for 18 hours
: modifies hitroll by 6 for 18 hours
Spell: detect invis : lasts for 11 hours
Spell: blasphemy : lasts for 4 hours
Spell: sanctuary : lasts for 1 hours
Skill: holy armor : modifies armor class by 103 permanently
Set : Fire with Fire : modifies armor class by 75 permanently
: modifies damroll by 6 permanently
: modifies hitroll by 6 permanently
: modifies save vs afflictive by 16 permanently

<566hp 563m 268mv no opponent/no opponent aggressive road (outside) > w
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
o-@-+-+| 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 north. A grassy patch
| of land can be seen to the west.
|
---------+

[Exits: (gate) east west]
A special guard walks in.

<566hp 563m 266mv no opponent/no opponent aggressive road (outside) > r
You rest.

<566hp 563m 266mv no opponent/no opponent aggressive road (outside) > wh
[ Elf ] <PK> Zersh the Holy Patriarch of Healing
[ Quasi ] Zexzel the Grand Spectre of Beguilement
[55 Undea IMM] [Trickery] [Ice] [Rival] Vhrael the Reanimated Arcanist, Exemplar of Nihilism
[ Elf ] Akzylar the Sage of Arcane Power
[ Avian ] Trilil the Bringer of Torment
[ Duerg ] <PK> [Rival] (WANTED:*) Dogran the Wrath of an Immortal
[ H-Elf ] [Rival] Bunkint Darkfist the Composer
[ Avian ] <PK> [Rival] (WANTED:*) Heinrildt Schwarz the Bringer of Famine
[ Elf ] <PK> (WANTED:*) Hiretsuna the Sage of Arcane Power
[50 Jotun Pal] <PK> [JUSTICE] (Lieutenant) Solmundi Visindi the Holy Knight
[ Quasi ] Sevak the Incandescent
[ Elf ] <SCHOLAR> Duchess Ilromie Illistarre the Sage of Arcane Power
[ Human ] Fya the Mistress of the Body
[ Duerg ] <PK> [Rival] (WANTED:*) Rithgjar the Gladiator of Gore
Players found: 14
[KEEPER] The Balance prevails within the four kingdoms.
There are 14 characters on; the most on this past month was 19.

<566hp 563m 266mv no opponent/no opponent aggressive road (outside) > c
Players near you in Isle of Exile:
<PK> Solmundi Outside a Barrier Wall

<566hp 563m 266mv no opponent/no opponent aggressive road (outside) > c
Players near you in Isle of Exile:
<PK> Heinrildt A Small Boat Ramp
<PK> Solmundi Outside a Barrier Wall

<566hp 563m 266mv no opponent/no opponent evasive road (outside) > c
Players near you in Isle of Exile:
<PK> Heinrildt Outside a Barrier Wall
<PK> Solmundi Outside a Barrier Wall

<566hp 563m 266mv no opponent/no opponent evasive road (outside) > c
Players near you in Isle of Exile:
<PK> Heinrildt Outside a Barrier Wall
<PK> Solmundi Outside a Barrier Wall

<566hp 563m 266mv no opponent/no opponent evasive road (outside) > wh
[ Elf ] <PK> Zersh the Holy Patriarch of Healing
[ Quasi ] Zexzel the Grand Spectre of Beguilement
[55 Undea IMM] [Trickery] [Ice] [Rival] Vhrael the Reanimated Arcanist, Exemplar of Nihilism
[ Elf ] Akzylar the Sage of Arcane Power
[ Avian ] Trilil the Bringer of Torment
[ Duerg ] <PK> [Rival] (WANTED:*) Dogran the Wrath of an Immortal
[ H-Elf ] [Rival] Bunkint Darkfist the Composer
[ Avian ] <PK> [Rival] (WANTED:*) Heinrildt Schwarz the Bringer of Famine
[ Elf ] <PK> (WANTED:*) Hiretsuna the Sage of Arcane Power
[50 Jotun Pal] <PK> [JUSTICE] (Lieutenant) Solmundi Visindi the Holy Knight
[ Quasi ] Sevak the Incandescent
[ Elf ] <SCHOLAR> Duchess Ilromie Illistarre the Sage of Arcane Power
[ Human ] Fya the Mistress of the Body
[ Duerg ] <PK> [Rival] (WANTED:*) Rithgjar the Gladiator of Gore
Players found: 14
[KEEPER] The Balance prevails within the four kingdoms.
There are 14 characters on; the most on this past month was 19.

<566hp 563m 266mv no opponent/no opponent evasive road (outside) > c
Players near you in Isle of Exile:
<PK> Heinrildt Outside a Barrier Wall
<PK> Solmundi Outside a Barrier Wall

<566hp 563m 266mv no opponent/no opponent evasive road (outside) >
Heinrildt flies in.

<566hp 563m 266mv no opponent/no opponent evasive road (outside) >
Heinrildt utters the words, 'noselacri'.
Your slice MUTILATES Heinrildt!
Heinrildt braces against his armor to perform a two-handed set parry.
[** ] Heinrildt parries your slice.
Your weapon advantage overcomes Heinrildt's parry attempt.
Your slice devastates Heinrildt!
You feel extremely uncomfortable in Heinrildt's presence.
Your weapon advantage overcomes Heinrildt's parry attempt.
Your slice decimates Heinrildt!
Heinrildt braces against his armor to perform a two-handed set parry.
[* ] Heinrildt parries your slice.
A special guard's crush devastates Heinrildt!
[* ] You parry Heinrildt's pierce.
[** ] You parry Heinrildt's pierce.
Heinrildt has quite a few wounds.

<566hp 563m 266mv two_handed/shaft aggressive road (outside) > target heinrildt
$$ will now be substituted with 'heinrildt' until you untarget.
Heinrildt has quite a few wounds.

<566hp 563m 266mv two_handed/shaft aggressive road (outside) > st
You are already fighting!
Heinrildt has quite a few wounds.

<566hp 563m 266mv two_handed/shaft aggressive road (outside) >
Your slice devastates Heinrildt!
A special guard's crush maims Heinrildt!
A special guard's crush maims Heinrildt!
Heinrildt's pierce misses you.
Heinrildt has quite a few wounds.

<566hp 563m 266mv two_handed/shaft aggressive road (outside) > wrat
Your lack of faith prevents you from communing.
Heinrildt has quite a few wounds.

<566hp 563m 266mv two_handed/shaft aggressive road (outside) >
[JUSTICE] a gate guard: 'Hiretsuna is at Inside the North Gate of Seringale!'
[JUSTICE] a gate guard: 'Hiretsuna is at Inside the North Gate of Seringale!'
Heinrildt has quite a few wounds.

<566hp 563m 266mv two_handed/shaft aggressive road (outside) >
Heinrildt has fled!
Heinrildt flies west.

<566hp 563m 266mv no opponent/no opponent aggressive road (outside) >
Heinrildt flies in.

<566hp 563m 266mv no opponent/no opponent aggressive road (outside) >
Heinrildt flies east.

<566hp 563m 266mv no opponent/no opponent aggressive road (outside) > j
They aren't here.

<566hp 563m 266mv no opponent/no opponent aggressive road (outside) > j
They aren't here.

<566hp 563m 266mv no opponent/no opponent aggressive road (outside) > e
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
o-+-@-+-+| 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]
(White Aura) (WANTED) Heinrildt the Bringer of Famine is here.
A Guardian of Exile stands tall.
A special guard walks in.

<566hp 563m 264mv no opponent/no opponent aggressive road (outside) > e

Heinrildt's trip misses you.
No way! You are still fighting!
Heinrildt has quite a few wounds.

<566hp 563m 264mv two_handed/shaft aggressive road (outside) > j

The skies turn more peaceful as the surge finally departs.
Heinrildt has quite a few wounds.

<566hp 563m 264mv two_handed/shaft aggressive road (outside) >
You do the best you can!
Heinrildt has quite a few wounds.

<566hp 563m 264mv two_handed/shaft aggressive road (outside) >
Your slice devastates Heinrildt!
Your slice decimates Heinrildt!
Your slice devastates Heinrildt!
A special guard's crush devastates Heinrildt!
[** ] You parry Heinrildt's pierce.
[** ] You parry Heinrildt's pierce.
The night is about to end.
The white aura around Heinrildt fades.
Heinrildt has quite a few wounds.

<578hp 570m 317mv two_handed/shaft aggressive road (outside) >
Heinrildt has fled!
Heinrildt flies east.

<578hp 570m 317mv no opponent/no opponent aggressive road (outside) > e
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]
(WANTED) Heinrildt the Bringer of Famine is here.
A Guardian of Exile stands tall.
A Guardian of Exile stands tall.
A special guard walks in.

<578hp 570m 315mv no opponent/no opponent aggressive road (outside) > j
Heinrildt flies east.

<578hp 570m 315mv no opponent/no opponent aggressive road (outside) >
They aren't here.

<578hp 570m 315mv no opponent/no opponent aggressive road (outside) > j
They aren't here.

<578hp 570m 315mv no opponent/no opponent aggressive road (outside) > z
You scan all around.
You scan east.
*** Range 1 (east) ***
A Guardian of Exile stands tall.
*** Range 2 (east) ***
(WANTED) Heinrildt the Bringer of Famine is here.
A Guardian of Exile stands tall.
A Guardian of Exile stands tall.
*** Range 3 (east) ***
A Guardian of Exile stands tall.
A Gate Guard stands at attention.
You scan west.
*** Range 1 (west) ***
A Guardian of Exile stands tall.

<578hp 570m 315mv no opponent/no opponent aggressive road (outside) > e
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]
(White Aura) (WANTED) Rithgjar the Gladiator of Gore is here.
(White Aura) (WANTED) Dogran the Wrath of an Immortal is here.
A Guardian of Exile stands tall.
A special guard walks in.
[* ] You parry Rithgjar's chop.
Rithgjar's chop devastates you!
[** ] You parry Rithgjar's chop.
Rithgjar has some small wounds and bruises.

<548hp 570m 313mv dual_wield/shaft aggressive road (outside) > e

Dogran's pain wounds you.
Dogran's pain decimates you!
No way! You are still fighting!
Rithgjar has some small wounds and bruises.

<504hp 570m 313mv dual_wield/shaft aggressive road (outside) > j
Heinrildt flies in.
You do the best you can!
Rithgjar has some small wounds and bruises.

<504hp 570m 313mv dual_wield/shaft aggressive road (outside) >
Heinrildt scans all around.
Rithgjar has some small wounds and bruises.

<504hp 570m 313mv dual_wield/shaft aggressive road (outside) >
Heinrildt's trip misses you.
Your slice devastates Rithgjar!
Your slice maims Rithgjar!
Rithgjar's chop decimates you!
Rithgjar's chop mauls you.
Rithgjar's chop decimates you!
[** ] You parry Dogran's pain.
Heinrildt's pierce devastates you!
Rithgjar has quite a few wounds.

<400hp 570m 313mv dual_wield/shaft aggressive road (outside) >
Rithgjar sends you sprawling with a powerful bash!
Rithgjar's bash grazes you.
Rithgjar has quite a few wounds.

<394hp 570m 313mv dual_wield/shaft aggressive road (outside) >
Your slice maims Rithgjar!
Rithgjar's chop mauls you.
Rithgjar's pierce decimates you!
Rithgjar's chop decimates you!
[* ] You parry Dogran's pain.
[** ] You parry Dogran's pain.
Heinrildt's pierce decimates you!
[** ] You parry Heinrildt's pierce.
Rithgjar has quite a few wounds.

<292hp 570m 313mv dual_wield/shaft aggressive road (outside) > f

Dogran narrows his eyes.
You feel a brief tingling sensation.
Rithgjar has quite a few wounds.

<292hp 570m 313mv dual_wield/shaft aggressive road (outside) > f

Your slice decimates Rithgjar!
A special guard's crush devastates Rithgjar!
Rithgjar's chop misses you.
Rithgjar's pierce decimates you!
Rithgjar's pierce decimates you!
Rithgjar's chop mauls you.
Dogran's pain mauls you.
Dogran's pain decimates you!
Heinrildt's pierce wounds you.
Rithgjar has quite a few wounds.

<154hp 570m 313mv dual_wield/shaft aggressive road (outside) >
Heinrildt utters the words, 'diesilla barh'.
Heinrildt's lightning bolt hits you.
You start to panic as you enter a state of hysteria!
Rithgjar has quite a few wounds.

<143hp 570m 313mv dual_wield/shaft aggressive road (outside) >
You flee from combat!
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.
A Guardian of Exile stands tall.
A special guard walks in.

<143hp 570m 311mv no opponent/no opponent aggressive road (outside) > f
You aren't fighting anyone.

<143hp 570m 311mv no opponent/no opponent aggressive road (outside) >
You aren't fighting anyone.

<143hp 570m 311mv no opponent/no opponent aggressive road (outside) > e
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]
(White Aura) (WANTED) Heinrildt the Bringer of Famine is here.
(White Aura) (WANTED) Rithgjar the Gladiator of Gore is here.
(White Aura) (WANTED) Dogran the Wrath of an Immortal is here.
A Guardian of Exile stands tall.
A special guard walks in.

<143hp 570m 309mv no opponent/no opponent aggressive road (outside) > c
s
Players near you in Isle of Exile:
<PK> Dogran Outside a Barrier Wall
<PK> Heinrildt Outside a Barrier Wall
<PK> Solmundi Outside a Barrier Wall
<PK> Rithgjar Outside a Barrier Wall

<143hp 570m 309mv no opponent/no opponent aggressive road (outside) >
[***] You parry Dogran's pain.
No way! You are still fighting!
Dogran is in excellent condition.

<143hp 570m 309mv defensive/shaft aggressive road (outside) > s

You evade Rithgjar's bash, causing him to fall flat on his face.
Rithgjar's bash misses you.
Your slice mauls Dogran.
[** ] Dogran blocks your attack with his shield.
A special guard's crush mauls Dogran.
Rithgjar's chop devastates you!
Dogran's pain mauls you.
Dogran has a few scratches.

<91hp 570m 309mv defensive/shaft aggressive road (outside) >
No way! You are still fighting!
Dogran has a few scratches.

<91hp 570m 309mv defensive/shaft aggressive road (outside) > s
Heinrildt utters the words, 'diesilla barh'.
Heinrildt's lightning bolt wounds you.
Dogran has a few scratches.

<71hp 570m 309mv defensive/shaft aggressive road (outside) > f
No way! You are still fighting!
Dogran has a few scratches.

<71hp 570m 309mv defensive/shaft aggressive road (outside) >
You flee from combat!
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]

<71hp 570m 308mv no opponent/no opponent aggressive inside (indoors) > s
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]

<71hp 570m 307mv no opponent/no opponent aggressive ocean (outside) > s
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]

<71hp 570m 306mv no opponent/no opponent aggressive ocean (outside) > e
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]

<71hp 570m 305mv no opponent/no opponent aggressive road (outside) > e
e
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]
An iron digging pick is stuck in the ground.

<71hp 570m 303mv no opponent/no opponent aggressive road (outside) >
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]
You feel less wobbly on your feet.

<71hp 570m 299mv no opponent/no opponent aggressive mountain (outside) > u
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]

<71hp 570m 293mv no opponent/no opponent aggressive mountain (outside) > u
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]

<71hp 570m 287mv no opponent/no opponent aggressive mountain (outside) > u
Alas, you cannot go that way.

<71hp 570m 287mv no opponent/no opponent aggressive mountain (outside) > e
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]

<71hp 570m 281mv no opponent/no opponent aggressive mountain (outside) > d
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]

<71hp 570m 275mv no opponent/no opponent aggressive mountain (outside) > d
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]

<71hp 570m 271mv no opponent/no opponent aggressive field (outside) > e
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]

<71hp 570m 269mv no opponent/no opponent aggressive forest (outside) > e
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]

<71hp 570m 266mv no opponent/no opponent aggressive forest (outside) > e
e
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]
The day has begun.
The white aura around your body fades.

<89hp 580m 318mv no opponent/no opponent aggressive forest (outside) >
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]

<89hp 580m 315mv no opponent/no opponent aggressive forest (outside) > e
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]

<89hp 580m 312mv no opponent/no opponent aggressive forest (outside) > e
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]

<89hp 580m 309mv no opponent/no opponent aggressive forest (outside) > e
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]

<89hp 580m 306mv no opponent/no opponent aggressive forest (outside) > e
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]

<89hp 580m 304mv no opponent/no opponent aggressive field (outside) > s
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]

<89hp 580m 302mv no opponent/no opponent aggressive field (outside) > s
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]

<89hp 580m 300mv no opponent/no opponent aggressive field (outside) > s
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.

<89hp 580m 298mv no opponent/no opponent aggressive field (outside) > e
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]

<89hp 580m 295mv no opponent/no opponent aggressive river (outside) > e
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 scaly serpent is here.
A scaly serpent is here.

<89hp 580m 291mv no opponent/no opponent aggressive river (outside) > e
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]

<89hp 580m 287mv no opponent/no opponent aggressive river (outside) > s
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]

<89hp 580m 283mv no opponent/no opponent aggressive river (outside) > s
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]

<89hp 580m 279mv no opponent/no opponent aggressive river (outside) > s
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]

<89hp 580m 275mv no opponent/no opponent aggressive river (outside) > e
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]

<89hp 580m 271mv no opponent/no opponent aggressive river (outside) > e
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]

<89hp 580m 267mv no opponent/no opponent aggressive river (outside) > e
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 scaly serpent is here.

<89hp 580m 263mv no opponent/no opponent aggressive river (outside) > e
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]

<89hp 580m 259mv no opponent/no opponent aggressive river (outside) > s
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 crystal ooze sloshes about.

<89hp 580m 256mv no opponent/no opponent aggressive road (outside) > e
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]
This decorated crown has an air of majesty.
A scaly serpent is here.

<89hp 580m 254mv no opponent/no opponent aggressive road (outside) > e
The toll troll clambers out from under the bridge, blocking your way.
The toll troll holds out his hand and says 'Toll please.'

<89hp 580m 254mv no opponent/no opponent aggressive road (outside) > e
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]

<89hp 580m 252mv no opponent/no opponent aggressive road (outside) > e
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]
A serpent's tail lies here.
A gnoll is here, roaming the forest.
A scaly serpent is here.
A scaly serpent is here.

<89hp 580m 250mv no opponent/no opponent aggressive road (outside) > e
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-C|
---------+

[Exits: east west]
A chef is here, looking to cook a nasty meal for you.

<89hp 580m 248mv no opponent/no opponent aggressive forest (outside) > e
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-C-f|
---------+

[Exits: east west]
A small boy is here, carving trees into totem poles.

<89hp 580m 245mv no opponent/no opponent aggressive forest (outside) > e
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-C-f |
---------+

[Exits: south west]
A mage is here doing a fiery incantation upon the trees.

<89hp 580m 242mv no opponent/no opponent aggressive forest (outside) > s
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-C-f |
| | |
f f-f|
---------+

[Exits: north east south]
A small pine tree stands here.

<89hp 580m 239mv no opponent/no opponent aggressive forest (outside) > s
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 large sleeping bag lies on the ground, rumpled as if it has been used.
A blood shrine has been raised here from the carnage of Akzylar's mutilated body.
A pyromaniac is here, burning up the forest.

<89hp 580m 236mv no opponent/no opponent aggressive forest (outside) > w
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
@-C-f| distance, you hear a battle cry and the clashing of metal,
| || wood, and fire.
f f|
| |
f-f-f |
---------+

[Exits: east south]
A stone outcropping with traces of ore is here.

<89hp 580m 233mv no opponent/no opponent aggressive forest (outside) > s
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-C-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]
A carving dagger lies on the ground.
A gnoll is here, roaming the forest.

<89hp 580m 230mv no opponent/no opponent aggressive forest (outside) > s
A large wooded path
f-C-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 giant spider is here, waiting to suck your blood.
(White Aura) A treant guardian is here, protecting its home.

<89hp 580m 227mv no opponent/no opponent aggressive forest (outside) > s
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 giant spider is here, waiting to suck your blood.
A crystal ooze sloshes about.
A treant sibling is here.

<89hp 580m 224mv no opponent/no opponent aggressive forest (outside) > s
s
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 treant sibling is here.

<89hp 580m 221mv no opponent/no opponent aggressive forest (outside) >
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 small pine tree stands here.
You see 2 of a carving dagger here.

<89hp 580m 218mv no opponent/no opponent aggressive forest (outside) > e
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 sapling is here, trying to find sunlight.

<89hp 580m 215mv no opponent/no opponent aggressive forest (outside) > e
e
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.

<89hp 580m 212mv no opponent/no opponent aggressive forest (outside) >
A sad-looking retired special guard walks in.

<89hp 580m 212mv no opponent/no opponent aggressive forest (outside) >
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 seed that seems to be made of clouds is here.
A brick well has been set up here.
A crystal ooze sloshes about.
A giant spider is here, waiting to suck your blood.
A sapling is here, trying to find sunlight.

<89hp 580m 209mv no opponent/no opponent aggressive forest (outside) > e
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 sapling is here, trying to find sunlight.

<89hp 580m 206mv no opponent/no opponent aggressive forest (outside) > e
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 seed that seems to be made of clouds is here.
A mushroom has grown to gigantic proportions here.
A carving dagger lies on the ground.
A sapling is here, trying to find sunlight.

<89hp 580m 203mv no opponent/no opponent aggressive forest (outside) > e
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 giant spider is here, waiting to suck your blood.
A sapling is here, trying to find sunlight.

<89hp 580m 200mv no opponent/no opponent aggressive forest (outside) > e
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 carving dagger lies on the ground.
A small pine tree stands here.
A crystal ooze sloshes about.
A giant spider is here, waiting to suck your blood.
A sapling is here, trying to find sunlight.

<89hp 580m 197mv no opponent/no opponent aggressive forest (outside) > e
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 giant spider is here, waiting to suck your blood.
A sapling is here, trying to find sunlight.

<89hp 580m 194mv no opponent/no opponent aggressive forest (outside) > e
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]
A stone outcropping with traces of ore is here.
(White Aura) The Grandmaster of Treants is here.

<89hp 580m 191mv no opponent/no opponent aggressive forest (outside) > e
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]

<89hp 580m 188mv no opponent/no opponent aggressive forest (outside) > s
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]
A stone outcropping with traces of ore is here.

<89hp 580m 185mv no opponent/no opponent aggressive forest (outside) > s
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 ring that seems to be almost a molten liquid is here.
A colossal tree blocks the way westwards.

<89hp 580m 182mv no opponent/no opponent aggressive forest (outside) > s
A narrow trail through the deep, dark forest
f | You are on a dusty trail winding its way between huge,
| | ancient trees standing close on all sides. The trail
f f-f-f| leads north and west and to the south, a faint path leads
| | || away from the trail.
f-f-@ f|
| | ||
f f-f-f|
| | |
f-f f-f-f|
---------+

[Exits: north south west]
A vicious warg is here, snarling angrily at you.

<89hp 580m 179mv no opponent/no opponent aggressive forest (outside) > w
A narrow trail through the deep, dark forest
f | You are on a dusty trail winding its way east-west between
| | huge, ancient trees that stand close on all sides. Not
f-f f-f| a sound is to be heard - everything is ominously quiet.
| | |
f-@-f |
| | |
f f-f|
| ||
f-f-f f-f|
---------+

[Exits: east west]
A small pine tree stands here.

<89hp 580m 176mv no opponent/no opponent aggressive forest (outside) > w
A narrow trail through the deep, dark forest
f| You are on a dusty trail winding its way between huge,
|| ancient trees that stand close on all sides. The trail
f<f-f f| leads east and south. To the north, a narrow path leads
| || away from the trail.
@-f-f|
| ||
f f|
| |
f-f-f |
---------+

[Exits: north east south]
A bulbous plant is here.
A small pine tree stands here.
A homeless animal roams the streets alone.
A fearless adventurer is here, asking for a group to explore the Mystic Forest.
A ferocious warg is here, snarling angrily at you.
A stray dog suddenly starts barking at you crazily.
The bulbous plant grows larger.

<89hp 580m 173mv no opponent/no opponent aggressive forest (outside) > n
A small path in the deep, dark forest
f| You are on a narrow path leading through the deep, dark
|| forest. Ancient, grey trees loom everywhere. The tree
f| trunks here seem to be covered in some sticky substance.
|| The path continues south and west.
f<f-@ f|
| ||
f-f-f|
| ||
f f|
---------+

[Exits: south west]

<89hp 580m 170mv no opponent/no opponent aggressive forest (outside) > w
A narrow trail through the deep, dark forest
| You are on a dusty trail winding its way westwards just
| below huge sticky wires suspended like ropes between the
| trees. To the west the path seems to be completely covered
| in a giant web made from huge threads covered with glue.
f<@-f | This place gives you the creeps.
| |
f-f|
| |
f |
---------+

[Exits: east west up]

<89hp 580m 167mv no opponent/no opponent aggressive forest (outside) > u
Up in the tree
f | You are hanging on the outside of a huge tree trunk covered
| | in a sticky substance. Directly to the west is an immense
f | spider web suspended between numerous of the giant trees including
| | the one you are hanging on.
f-f-@ |
|
|
|
|
---------+

[Exits: west down]

<89hp 580m 164mv no opponent/no opponent aggressive forest (outside) > w
On the spider web
f | You are balancing carefully on the giant sticky threads
| | that holds the giant web in place. To the east is a giant
f | tree trunk and to the west is an entrance to a cave-like
| | structure made from many layers of spider web.
f-@-f |
|
|
|
|
---------+

[Exits: north east west]

<89hp 580m 161mv no opponent/no opponent aggressive forest (outside) > n
n
On the spider web
f | You are balancing carefully on the giant sticky threads
| | that holds the giant web in place. To the south leads a
f | strand to a cave-like structure made from many layers of
| | a spider web. Another silky strand continues to the north.
@ |
| |
f-f-f |
|
|
---------+

[Exits: north south]

<89hp 580m 158mv no opponent/no opponent aggressive forest (outside) >
On the spider web
*-f-f | You are balancing carefully on the giant sticky threads
| | that holds the giant web in place. A single silky strand
f | lead to the south, while another leads off into the northern
| | direction.
@ |
| |
f |
| |
f-f-f |
---------+

[Exits: north south]
The young spider is ballooning by you.

<89hp 580m 155mv no opponent/no opponent aggressive forest (outside) > n
Webbed Entrance
f | Sticky, sticky, sticky! The ground is cluttered with leaves,
| | decayed remains of webbed crickets, beetle, rats, dogs (?),
*-f-f | and even humans. You begin to wonder about what lies ahead.
| | The air is damp here, and even the little light that shines
@ | through the canopy seems absorbed into the webbing.
| |
f |
| |
f |
---------+

[Exits: north south]
The young spider is ballooning by you.

<89hp 580m 152mv no opponent/no opponent aggressive forest (outside) > n
Webby Passage
| You find that footing here is very good, almost too good.
| The limbs are coated with cobwebs and seem unusually strong
f | for tree branches. Paths lead in four directions. The eastward
| | path goes down a bit.
*-@-f |
| |
f |
| |
f |
---------+

[Exits: north east south west]

<89hp 580m 149mv no opponent/no opponent aggressive forest (outside) > c

The young spider scuttles in.

<89hp 580m 149mv no opponent/no opponent aggressive forest (outside) > w
Players near you in Arachnos:
<PK> Zexzel Webby Passage
<PK> Solmundi Webby Passage

<89hp 580m 149mv no opponent/no opponent aggressive forest (outside) >
Wasp Hive
| Drones scuttle about in this room. The cells on the walls
| are honeycomb in shape and many of the maggots and wasps
f | you see have fang-marks on their bodies. You sense some
| | order in their markings.
@-f-f|
| |
f |
| |
f |
---------+

[Exits: east]
The young spider is ballooning by you.
The young spider is ballooning by you.
The Queen wasp is here, thinking that you would make a tasty offering
to her master.

<89hp 580m 147mv no opponent/no opponent aggressive inside (indoors) > lay self
Something disturbs your concentration and you fail the lay on hands.

<89hp 555m 147mv no opponent/no opponent aggressive inside (indoors) > c

You are thirsty.
You are hungry.

<93hp 563m 174mv no opponent/no opponent aggressive inside (indoors) > r
st
gccs
dc
pccs
Players near you in Arachnos:
<PK> Zexzel Webby Passage
<PK> Solmundi Wasp Hive

<93hp 563m 174mv no opponent/no opponent evasive inside (indoors) >
You rest.

<93hp 563m 174mv no opponent/no opponent evasive inside (indoors) >
You stand up.

<93hp 563m 174mv no opponent/no opponent evasive inside (indoors) >
You get a tin canteen from a Big Ol'Pack Sack.

<93hp 563m 174mv no opponent/no opponent evasive inside (indoors) >
You drink water from a tin canteen.

<93hp 563m 174mv no opponent/no opponent evasive inside (indoors) >
You drink water from a tin canteen.

<93hp 563m 174mv no opponent/no opponent evasive inside (indoors) >
You drink water from a tin canteen.
Your thirst is quenched.

<93hp 563m 174mv no opponent/no opponent evasive inside (indoors) >
You put a tin canteen in a Big Ol'Pack Sack.

<93hp 563m 174mv no opponent/no opponent evasive inside (indoors) > nostream
You can no longer be streamed.

<93hp 563m 174mv no opponent/no opponent evasive inside (indoors) > sle
You go to sleep.

<93hp 563m 174mv no opponent/no opponent evasive inside (indoors) > wh
[ Elf ] <PK> Zersh the Holy Patriarch of Healing
[ Quasi ] <PK> Zexzel the Grand Spectre of Beguilement
[55 Undea IMM] [Trickery] [Ice] [Rival] Vhrael the Reanimated Arcanist, Exemplar of Nihilism
[ Elf ] <PK> Akzylar the Sage of Arcane Power
[ Avian ] Trilil the Bringer of Torment
[ Duerg ] <PK> [Rival] (WANTED:*) Dogran the Wrath of an Immortal
[ H-Elf ] [Rival] Bunkint Darkfist the Composer
[ Avian ] <PK> [Rival] (WANTED:**) Heinrildt Schwarz the Bringer of Famine
[ Elf ] <PK> (WANTED:*) Hiretsuna the Sage of Arcane Power
[50 Jotun Pal] <PK> [JUSTICE] (Lieutenant) Solmundi Visindi the Holy Knight
[ Quasi ] Sevak the Incandescent
[ Elf ] <SCHOLAR> Duchess Ilromie Illistarre the Sage of Arcane Power
[ Human ] Fya the Mistress of the Body
[ Duerg ] <PK> [Rival] (WANTED:*) Rithgjar the Gladiator of Gore
Players found: 14
[KEEPER] The Balance prevails within the four kingdoms.
There are 14 characters on; the most on this past month was 19.

<93hp 563m 174mv no opponent/no opponent evasive inside (indoors) >

<93hp 563m 174mv no opponent/no opponent evasive inside (indoors) > nostream
You can be streamed again.

<93hp 563m 174mv no opponent/no opponent evasive inside (indoors) >
You are hungry.
You feel less unnerved by the presence of evil.

<136hp 596m 244mv no opponent/no opponent evasive inside (indoors) > af
You are affected by the following:
Spell: protection : modifies save vs spell by 1 for 16 hours
Spell: bless : modifies save vs spell by 6 for 14 hours
: modifies hitroll by 6 for 14 hours
Skill: lay on hands : lasts for 10 hours
Spell: detect invis : lasts for 7 hours
Spell: hysteria : lasts for 2 hours
Spell: blasphemy : lasts for 0 hours
Skill: holy armor : modifies armor class by 103 permanently
Set : Fire with Fire : modifies armor class by 75 permanently
: modifies damroll by 6 permanently
: modifies hitroll by 6 permanently
: modifies save vs afflictive by 16 permanently

<136hp 596m 244mv no opponent/no opponent evasive inside (indoors) > st
You wake and stand up.

<136hp 596m 244mv no opponent/no opponent evasive inside (indoors) > crfo
Your lack of faith prevents you from communing.

<136hp 596m 244mv no opponent/no opponent evasive inside (indoors) > sle
You go to sleep.

<136hp 596m 244mv no opponent/no opponent evasive inside (indoors) > wh
[ Elf ] <PK> Zersh the Holy Patriarch of Healing
[ Quasi ] <PK> Zexzel the Grand Spectre of Beguilement
[55 Undea IMM] [Trickery] [Ice] [Rival] Vhrael the Reanimated Arcanist, Exemplar of Nihilism
[ Elf ] <PK> Akzylar the Sage of Arcane Power
[ Avian ] Trilil the Bringer of Torment
[ Duerg ] <PK> [Rival] (WANTED:*) Dogran the Wrath of an Immortal
[ H-Elf ] [Rival] Bunkint Darkfist the Composer
[ Avian ] <PK> [Rival] (WANTED:**) Heinrildt Schwarz the Bringer of Famine
[ Elf ] <PK> (WANTED:*) Hiretsuna the Sage of Arcane Power
[50 Jotun Pal] <PK> [JUSTICE] (Lieutenant) Solmundi Visindi the Holy Knight
[ Quasi ] Sevak the Incandescent
[ Elf ] <SCHOLAR> Duchess Ilromie Illistarre the Sage of Arcane Power
[ Human ] Fya the Mistress of the Body
[ Duerg ] <PK> [Rival] (WANTED:*) Rithgjar the Gladiator of Gore
Players found: 14
[KEEPER] The Balance prevails within the four kingdoms.
There are 14 characters on; the most on this past month was 19.

<136hp 596m 244mv no opponent/no opponent evasive inside (indoors) >
You are hungry.
Your faith has been restored.

<170hp 620m 314mv no opponent/no opponent evasive inside (indoors) > st
You wake and stand up.

<170hp 620m 314mv no opponent/no opponent evasive inside (indoors) > c
Players near you in Arachnos:
<PK> Dogran On the spider web
<PK> Solmundi Wasp Hive
<PK> Rithgjar On the spider web

<170hp 620m 314mv no opponent/no opponent evasive inside (indoors) > e
Webby Passage
| You find that footing here is very good, almost too good.
| The limbs are coated with cobwebs and seem unusually strong
f | for tree branches. Paths lead in four directions. The eastward
| | path goes down a bit.
*-@-f |
| |
f |
| |
f |
---------+

[Exits: north east south west]
(White Aura) (WANTED) Dogran the Wrath of an Immortal is here.
(White Aura) (WANTED) Rithgjar the Gladiator of Gore is here.
The young spider is ballooning by you.

<170hp 620m 312mv no opponent/no opponent evasive forest (outside) > s
Webbed Entrance
f | Sticky, sticky, sticky! The ground is cluttered with leaves,
| | decayed remains of webbed crickets, beetle, rats, dogs (?),
*-f-f | and even humans. You begin to wonder about what lies ahead.
| | The air is damp here, and even the little light that shines
@ | through the canopy seems absorbed into the webbing.
| |
f |
| |
f |
---------+

[Exits: north south]
The young spider is ballooning by you.

<170hp 620m 309mv no opponent/no opponent evasive forest (outside) > s
On the spider web
*-f-f | You are balancing carefully on the giant sticky threads
| | that holds the giant web in place. A single silky strand
f | lead to the south, while another leads off into the northern
| | direction.
@ |
| |
f |
| |
f-f-f |
---------+

[Exits: north south]
The young spider is ballooning by you.

<170hp 620m 306mv no opponent/no opponent evasive forest (outside) > s
On the spider web
f | You are balancing carefully on the giant sticky threads
| | that holds the giant web in place. To the south leads a
f | strand to a cave-like structure made from many layers of
| | a spider web. Another silky strand continues to the north.
@ |
| |
f-f-f |
|
|
---------+

[Exits: north south]

<170hp 620m 303mv no opponent/no opponent evasive forest (outside) > s
On the spider web
f | You are balancing carefully on the giant sticky threads
| | that holds the giant web in place. To the east is a giant
f | tree trunk and to the west is an entrance to a cave-like
| | structure made from many layers of spider web.
f-@-f |
|
|
|
|
---------+

[Exits: north east west]

<170hp 620m 300mv no opponent/no opponent evasive forest (outside) > e
Up in the tree
f | You are hanging on the outside of a huge tree trunk covered
| | in a sticky substance. Directly to the west is an immense
f | spider web suspended between numerous of the giant trees including
| | the one you are hanging on.
f-f-@ |
|
|
|
|
---------+

[Exits: west down]

<170hp 620m 297mv no opponent/no opponent evasive forest (outside) > d
A narrow trail through the deep, dark forest
| You are on a dusty trail winding its way westwards just
| below huge sticky wires suspended like ropes between the
| trees. To the west the path seems to be completely covered
| in a giant web made from huge threads covered with glue.
f<@-f | This place gives you the creeps.
| |
f-f|
| |
f |
---------+

[Exits: east west up]

<170hp 620m 294mv no opponent/no opponent evasive forest (outside) > e
A small path in the deep, dark forest
f| You are on a narrow path leading through the deep, dark
|| forest. Ancient, grey trees loom everywhere. The tree
f| trunks here seem to be covered in some sticky substance.
|| The path continues south and west.
f<f-@ f|
| ||
f-f-f|
| ||
f f|
---------+

[Exits: south west]

<170hp 620m 291mv no opponent/no opponent evasive forest (outside) > s
A narrow trail through the deep, dark forest
f| You are on a dusty trail winding its way between huge,
|| ancient trees that stand close on all sides. The trail
f<f-f f| leads east and south. To the north, a narrow path leads
| || away from the trail.
@-f-f|
| ||
f f|
| |
f-f-f |
---------+

[Exits: north east south]
A bulbous plant is here.
A small pine tree stands here.
A ferocious warg is here, snarling angrily at you.
The bulbous plant grows larger.

<170hp 620m 288mv no opponent/no opponent evasive forest (outside) > e
A narrow trail through the deep, dark forest
f | You are on a dusty trail winding its way east-west between
| | huge, ancient trees that stand close on all sides. Not
f-f f-f| a sound is to be heard - everything is ominously quiet.
| | |
f-@-f |
| | |
f f-f|
| ||
f-f-f f-f|
---------+

[Exits: east west]
A small pine tree stands here.

<170hp 620m 285mv no opponent/no opponent evasive forest (outside) > e
A narrow trail through the deep, dark forest
f | You are on a dusty trail winding its way between huge,
| | ancient trees standing close on all sides. The trail
f f-f-f| leads north and west and to the south, a faint path leads
| | || away from the trail.
f-f-@ f|
| | ||
f f-f-f|
| | |
f-f f-f-f|
---------+

[Exits: north south west]
A vicious warg is here, snarling angrily at you.

<170hp 620m 282mv no opponent/no opponent evasive forest (outside) > n
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 ring that seems to be almost a molten liquid is here.
A colossal tree blocks the way westwards.

<170hp 620m 279mv no opponent/no opponent evasive forest (outside) > n
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]
A stone outcropping with traces of ore is here.

<170hp 620m 276mv no opponent/no opponent evasive forest (outside) > n
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]

<170hp 620m 273mv no opponent/no opponent evasive forest (outside) > w
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]
A stone outcropping with traces of ore is here.
(White Aura) The Grandmaster of Treants is here.

<170hp 620m 270mv no opponent/no opponent evasive forest (outside) > w
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.

<170hp 620m 267mv no opponent/no opponent evasive forest (outside) > w
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 carving dagger lies on the ground.
A small pine tree stands here.
A giant spider is here, waiting to suck your blood.
A sapling is here, trying to find sunlight.

<170hp 620m 264mv no opponent/no opponent evasive forest (outside) > w
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 crystal ooze sloshes about.
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.

<170hp 620m 261mv no opponent/no opponent evasive forest (outside) > w
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 seed that seems to be made of clouds is here.
A mushroom has grown to gigantic proportions here.
A carving dagger lies on the ground.
A sapling is here, trying to find sunlight.

<170hp 620m 258mv no opponent/no opponent evasive forest (outside) > w
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 sapling is here, trying to find sunlight.

<170hp 620m 255mv no opponent/no opponent evasive forest (outside) > w
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 seed that seems to be made of clouds is here.
A brick well has been set up here.
A giant spider is here, waiting to suck your blood.
A crystal ooze sloshes about.
A sapling is here, trying to find sunlight.

<170hp 620m 252mv no opponent/no opponent evasive forest (outside) > c
s
Players near you in Drkshtyre Wood:
<PK> Solmundi The main path in Drkshtyre Wood

<170hp 620m 252mv no opponent/no opponent evasive forest (outside) >
The Southern Path
| This wide trail is half grown over with grass and weeds,
| yet remains obvious to the traveler with a skilled eye.
f-f-f-f-f| A thick set of bushes lines the path on either side,
| | many decorated with small red berries. Ever present are
@ | the sounds of cracking branches and shifting leaves.
| |
f f|
| ||
f-f-f-f-f|
---------+

[Exits: north south]
A treant elder is here, trying to teach you the ways of nature.

<170hp 620m 249mv no opponent/no opponent evasive forest (outside) > s
The Southern Path
f-f-f-f-f| This wide trail is half grown over with grass and weeds,
| | yet remains obvious to the traveler with a skilled eye. A
f | thick set of bushes lines the path on either side, many decorated
| | with small red berries. Ever present are the sounds of cracking
@ f| branches and shifting leaves.
| ||
f-f-f-f-f|
| |
f |
---------+

[Exits: north south]
You see 2 of a carving dagger here.
A handful of sticky black sludge has been dropped here.
Crystalline jewels are beset within this golden crown.
A simple metal band lies here.
A treant elder is here, trying to teach you the ways of nature.

<170hp 620m 246mv no opponent/no opponent evasive forest (outside) > s
A Path Intersection
f | Coming together at this point are two trails, forming a four-way
| | junction in the forest. In the very center is a large tree
f f| stump with several markings carved into it. The giant oak
| || trees seem to rise to the sky. Their dark brown branches
f-f-@-f-f| disseminate in all directions, reaching across the paths
| | to bring shade to the vast forest.
f |
| |
f-f-f |
---------+

[Exits: north east south west]
A carving dagger lies on the ground.
A pristine weapon is lodged into a big stone here.
An ogre stands here waiting to bash your face in.
A treant elder is here, trying to teach you the ways of nature.
A treant adult is here, taking care of the young.

<170hp 620m 243mv no opponent/no opponent evasive forest (outside) > w
The Pathway Wedge
f | The path becomes noticeably smaller and less dense here.
| | The dirt is more beaten down and is somewhat covered with
f f | decaying leaves. Boot prints can be seen scarcely as you
| | | walk. The sunlight can be seen for the first time in a
f-f-@-f-f| while through the open canopy of the forest.
| |
f |
| |
f-f-f-f |
---------+

[Exits: east west]
A scorched leather belt with several pouches is here.
A plain metal helmet sits here.
A basic unadorned cravat lies here.
A cap lies on the ground.
A pile of padded leather is here.
A pair of steel gloves has been discarded.
An awkwardly folded cuff lies here.
A crystal ooze sloshes about.
A gnoll is here, roaming the forest.
A bard is here playing the pipes.
A treant adult is here, taking care of the young.

<170hp 620m 240mv no opponent/no opponent evasive forest (outside) > w
w
A thin trail
f| The trail suddenly becomes patchy and gradually begins
|| to disappear under the intense vegetation. Dirt hills
f-f f| that give shelter to hundreds of beetle like creatures
| || sprout relentless from the ground. These are the primary
f-@-f-f| bottom dwellers of this forest - feeding on decayed and
|| dead animals.
f|
||
f-f-f|
---------+

[Exits: east west]
An ogre stands here waiting to bash your face in.
A treant adult is here, taking care of the young.
A forest ettin sulks here in the shadows.

<170hp 620m 237mv no opponent/no opponent evasive forest (outside) >
A thin trail
| The trail suddenly becomes patchy and gradually begins
| to disappear under the intense vegetation. Dirt hills
f-f-f | that give shelter to hundreds of beetle like creatures
| | sprout relentless from the ground. These are the primary
@-f-f| bottom dwellers of this forest - feeding on decayed and
| dead animals.
|
|
|
---------+

[Exits: north east]
A golden crown is suspended in a blob of gelatinous ooze.
A blackened Lurker stalks its prey.

<170hp 620m 234mv no opponent/no opponent evasive forest (outside) > w
Alas, you cannot go that way.

<170hp 620m 234mv no opponent/no opponent evasive forest (outside) > n
A thin trail
| The trail suddenly becomes patchy and gradually begins
| to disappear under the intense vegetation. Dirt hills
| that give shelter to hundreds of beetle like creatures
| sprout relentless from the ground. These are the primary
f-f-@ | bottom dwellers of this forest - feeding on decayed and
| | dead animals.
f-f-f|
|
|
---------+

[Exits: south west]
A treant adult is here, taking care of the young.

<170hp 620m 231mv no opponent/no opponent evasive forest (outside) > w
A thin trail
| The trail suddenly becomes patchy and gradually begins
| to disappear under the intense vegetation. Dirt hills
| that give shelter to hundreds of beetle like creatures
| sprout relentless from the ground. These are the primary
f-f-@-f | bottom dwellers of this forest - feeding on decayed and
| | dead animals.
f-f|
|
|
---------+

[Exits: east west]
A stone outcropping with traces of ore is here.
A glowering Defiler is here.
An ogre stands here waiting to bash your face in.
A treant adult is here, taking care of the young.
A forest ettin sulks here in the shadows.

<170hp 620m 228mv no opponent/no opponent evasive forest (outside) > w
A thin trail
f | The trail suddenly becomes patchy and gradually begins
| | to disappear under the intense vegetation. Dirt hills
f | that give shelter to hundreds of beetle like creatures
| | sprout relentless from the ground. These are the primary
f-f-@-f-f| bottom dwellers of this forest - feeding on decayed and
|| dead animals.
f|
|
|
---------+

[Exits: east west]
A glowering Defiler is here.
A treant adult is here, taking care of the young.

<170hp 620m 225mv no opponent/no opponent evasive forest (outside) > w
A thin trail
f-f | The trail suddenly becomes patchy and gradually begins
| | to disappear under the intense vegetation. Dirt hills
f | that give shelter to hundreds of beetle like creatures
| | sprout relentless from the ground. These are the primary
f-@-f-f| bottom dwellers of this forest - feeding on decayed and
| dead animals.
|
|
|
---------+

[Exits: east west]
A treant adult is here, taking care of the young.

<170hp 620m 222mv no opponent/no opponent evasive forest (outside) > w
The innermost thickets
f-f-f | A sudden break in the forest looms around you. The trees
| | | here are dead or cut down. The magical feeling is lost
f f | as you sense desperateness in the air. You hear beings
| | | walking in armor in the distance.
f @-f-f|
|
|
|
|
---------+

[Exits: north east]
A gnoll is here, roaming the forest.
An ogre stands here waiting to bash your face in.

<170hp 620m 219mv no opponent/no opponent evasive forest (outside) > n
The innermost thickets
f | A sudden break in the forest looms around you. The trees here
| | are dead or cut down. The magical feeling is lost as you sense
f-f-f | desperateness in the air. You hear beings walking in armor in
| | | the distance.
f @ |
| | |
f f-f-f|
| |
f |
---------+

[Exits: north south]
A giant spider is here, waiting to suck your blood.
A forest ettin sulks here in the shadows.

<170hp 620m 216mv no opponent/no opponent evasive forest (outside) > crfo
A magic mushroom suddenly appears.

<170hp 595m 216mv no opponent/no opponent evasive forest (outside) > get mush

You are hungry.

<181hp 601m 271mv no opponent/no opponent evasive forest (outside) > eat mush
c
n
c

A blood-sucking spider scuttles north.

<181hp 601m 271mv no opponent/no opponent evasive forest (outside) >
You get a magic mushroom.

<181hp 601m 271mv no opponent/no opponent evasive forest (outside) >
You eat a magic mushroom.
You are full.

<181hp 601m 271mv no opponent/no opponent evasive forest (outside) >
Players near you in Drkshtyre Wood:
<PK> Solmundi The innermost thickets

<181hp 601m 271mv no opponent/no opponent evasive forest (outside) >
The innermost thickets
f | A sudden break in the forest looms around you. The trees
| | here are dead or cut down. The magical feeling is lost
f | as you sense desperateness in the air. You hear beings
| | walking in armor in the distance.
f-f-@ |
| | |
f f |
| | |
f f-f-f|
---------+

[Exits: north south west]
A giant spider is here, waiting to suck your blood.
(White Aura) A treant guardian is here, protecting its home.

<181hp 601m 268mv no opponent/no opponent evasive forest (outside) >
Players near you in Drkshtyre Wood:
<PK> Solmundi The innermost thickets

<181hp 601m 268mv no opponent/no opponent evasive forest (outside) > n
The innermost thickets
f-f-f| A sudden break in the forest looms around you. The trees
| | here are dead or cut down. The magical feeling is lost as
f | you sense desperateness in the air. You hear beings walking
| | in armor in the distance.
@ |
| |
f-f-f |
| | |
f f |
---------+

[Exits: north south]

<181hp 601m 265mv no opponent/no opponent evasive forest (outside) > n
The innermost thickets
| A sudden break in the forest looms around you. The trees
| here are dead or cut down. The magical feeling is lost as
f-f-f| you sense desperateness in the air. You hear beings walking
| | in armor in the distance.
@ |
| |
f |
| |
f-f-f |
---------+

[Exits: north south]

<181hp 601m 262mv no opponent/no opponent evasive forest (outside) > c
Players near you in Drkshtyre Wood:
<PK> Solmundi The innermost thickets

<181hp 601m 262mv no opponent/no opponent evasive forest (outside) > n
Near the Banks of a River
| In the distance you can hear the roar and see the currents
| of a rather large river flowing through the edge of the
| forest. The water is a clear blue frothed with foam on the
| top. The current here is too rapid for any boat to travel
@-f-f| on.
| |
f |
| |
f |
---------+

[Exits: east south]
This creature looks like a wolf, but its rotten flesh hangs too loosely on its bones.
A treant sibling is here.

<181hp 601m 259mv no opponent/no opponent evasive forest (outside) > e
Near the Banks of a River
| In the distance you can hear the roar and see the currents
| of a rather large river flowing through the edge of the forest.
| The water is a clear blue frothed with foam on the top. The
| current here is too rapid for any boat to travel on.
f-@-f-f|
| |
f |
| |
f |
---------+

[Exits: east west]
A gnoll is here, roaming the forest.
A treant sibling is here.

<181hp 601m 256mv no opponent/no opponent evasive forest (outside) > e
Near the Banks of a River
| In the distance you can hear the roar and see the currents of
| a rather large river flowing through the edge of the forest.
| The water is a clear blue frothed with foam on the top.
|
f-f-@-f-f|
| |
f |
| |
f |
---------+

[Exits: east west]
A treant sibling is here.

<181hp 601m 253mv no opponent/no opponent evasive forest (outside) > e
Near the Banks of a River
| In the distance you can hear the roar and see the currents
| of a rather large river flowing through the edge of the
| forest. The water is a clear blue frothed with foam on
| the top.
f-f-@-f-f|
|
|
|
|
---------+

[Exits: east west]
A treant sibling is here.

<181hp 601m 250mv no opponent/no opponent evasive forest (outside) > e
Near the Banks of a River
f| In the distance you can hear the roar and see the currents
|| of a rather large river flowing through the edge of
f| the forest. The water is a clear blue frothed with foam
|| on the top.
f-f-@-f-f|
||
f|
||
f|
---------+

[Exits: east west]
A treant sibling is here.

<181hp 601m 247mv no opponent/no opponent evasive forest (outside) > e
Near the Banks of a River
f-C| In the distance you can hear the roar and see the currents
| | of a rather large river flowing through the edge of the
f | forest. The water is a clear blue frothed with foam on
| | the top.
f-f-@-f |
| |
f |
| |
f |
---------+

[Exits: east west]
A gnoll is here, roaming the forest.
A treant sibling is here.

<181hp 601m 244mv no opponent/no opponent evasive forest (outside) > c
Players near you in Drkshtyre Wood:
<PK> Solmundi Near the Banks of a River

<181hp 601m 244mv no opponent/no opponent evasive forest (outside) > e
A large wooded path
f-C-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 crystal ooze sloshes about.
A giant spider is here, waiting to suck your blood.
A gnoll is here, roaming the forest.
(White Aura) A treant guardian is here, protecting its home.

<181hp 601m 241mv no opponent/no opponent evasive forest (outside) > n
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-C-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]
A carving dagger lies on the ground.

<181hp 601m 238mv no opponent/no opponent evasive forest (outside) > n
n
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
@-C-f| distance, you hear a battle cry and the clashing of metal,
| || wood, and fire.
f f|
| |
f-f-f |
---------+

[Exits: east south]
A stone outcropping with traces of ore is here.

<181hp 601m 235mv no opponent/no opponent evasive forest (outside) > e
You collide into the embrace of several trees of living gold.

<181hp 601m 235mv no opponent/no opponent evasive forest (outside) >
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 large sleeping bag lies on the ground, rumpled as if it has been used.
A blood shrine has been raised here from the carnage of Akzylar's mutilated body.
A pyromaniac is here, burning up the forest.

<181hp 601m 232mv no opponent/no opponent evasive forest (outside) > n
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-C-f |
| | |
f f-f|
---------+

[Exits: north east south]
A small pine tree stands here.

<181hp 601m 229mv no opponent/no opponent evasive forest (outside) > n
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-C-f |
---------+

[Exits: south west]
A mage is here doing a fiery incantation upon the trees.

<181hp 601m 226mv no opponent/no opponent evasive forest (outside) > c
w
Players near you in Drkshtyre Wood:
<PK> Solmundi A large wooded path

<181hp 601m 226mv no opponent/no opponent evasive forest (outside) >
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-C-f|
---------+

[Exits: east west]
A small boy is here, carving trees into totem poles.

<181hp 601m 223mv no opponent/no opponent evasive forest (outside) > w
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-C|
---------+

[Exits: east west]
A chef is here, looking to cook a nasty meal for you.

<181hp 601m 220mv no opponent/no opponent evasive forest (outside) > w
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]
A serpent's tail lies here.
A scaly serpent is here.
A scaly serpent is here.

<181hp 601m 218mv no opponent/no opponent evasive road (outside) > w
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]
A gnoll is here, roaming the forest.

<181hp 601m 216mv no opponent/no opponent evasive road (outside) > w
The toll troll clambers out from under the bridge, blocking your way.
The toll troll holds out his hand and says 'Toll please.'

<181hp 601m 216mv no opponent/no opponent evasive road (outside) > w
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]
This decorated crown has an air of majesty.
A crystal ooze sloshes about.
A scaly serpent is here.

<181hp 601m 214mv no opponent/no opponent evasive road (outside) > wh
[ H-Elf ] Magitor the Grunt
[ Elf ] <PK> Zersh the Holy Patriarch of Healing
[ Quasi ] <PK> Zexzel the Grand Spectre of Beguilement
[55 Undea IMM] [Trickery] [Ice] [Rival] Vhrael the Reanimated Arcanist, Exemplar of Nihilism
[ Elf ] <PK> Akzylar the Sage of Arcane Power
[ Avian ] Trilil the Bringer of Torment
[ Duerg ] <PK> [Rival] (WANTED:*) Dogran the Wrath of an Immortal
[ H-Elf ] [Rival] Bunkint Darkfist the Composer
[ Avian ] <PK> [Rival] (WANTED:**) Heinrildt Schwarz the Bringer of Famine
[ Elf ] <PK> (WANTED:*) Hiretsuna the Sage of Arcane Power
[50 Jotun Pal] <PK> [JUSTICE] (Lieutenant) Solmundi Visindi the Holy Knight
[ Quasi ] Sevak the Incandescent
[ Elf ] <PK> <SCHOLAR> Duchess Ilromie Illistarre the Sage of Arcane Power
[ Human ] Fya the Mistress of the Body
[ Duerg ] <PK> [Rival] (WANTED:*) Rithgjar the Gladiator of Gore
Players found: 15
[KEEPER] The Balance prevails within the four kingdoms.
There are 15 characters on; the most on this past month was 19.

<181hp 601m 214mv no opponent/no opponent evasive road (outside) > w
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]

<181hp 601m 212mv no opponent/no opponent evasive road (outside) > n
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]

<181hp 601m 209mv no opponent/no opponent evasive river (outside) > c
Players near you in Drkshtyre Wood:
<PK> Solmundi In the Water

<181hp 601m 209mv no opponent/no opponent evasive river (outside) > w
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]

<181hp 601m 205mv no opponent/no opponent evasive river (outside) > w
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 scaly serpent is here.

<181hp 601m 201mv no opponent/no opponent evasive river (outside) > w
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]

<181hp 601m 197mv no opponent/no opponent evasive river (outside) > w
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]

<181hp 601m 193mv no opponent/no opponent evasive river (outside) > n
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]

<181hp 601m 189mv no opponent/no opponent evasive river (outside) > n
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]

<181hp 601m 185mv no opponent/no opponent evasive river (outside) > n
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]

<181hp 601m 181mv no opponent/no opponent evasive river (outside) > w
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 scaly serpent is here.
A scaly serpent is here.

<181hp 601m 177mv no opponent/no opponent evasive river (outside) > w
w
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]

<181hp 601m 173mv no opponent/no opponent evasive river (outside) >
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.

<181hp 601m 170mv no opponent/no opponent evasive field (outside) > c
Players near you in Standing Fortress:
<PK> Solmundi A Rocky Shore

<181hp 601m 170mv no opponent/no opponent evasive field (outside) > sanc
You are surrounded by a white aura.

<181hp 526m 170mv no opponent/no opponent evasive field (outside) > cusi
You feel better.

<210hp 512m 170mv no opponent/no opponent evasive field (outside) >
You gather your wits and recollect your thoughts.

<227hp 529m 225mv no opponent/no opponent evasive field (outside) > cusi
You feel better.

<264hp 515m 225mv no opponent/no opponent evasive field (outside) > get wy sack
You get a wyvern's eye from a Big Ol'Pack Sack.

<264hp 515m 225mv no opponent/no opponent evasive field (outside) > wear ey
You feel suddenly overburdened by weight.
You remove a ring inscribed with a pearl drop from your finger.
You wear a wyvern's eye on your left finger.

<264hp 515m 225mv no opponent/no opponent evasive field (outside) > s
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 |
|
|
---------+

[Exits: north south]

<264hp 515m 221mv no opponent/no opponent evasive field (outside) > s
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
@ | to the north, and it looks possible to scramble up the rocks
| to the ledge above you.
|
|
|
---------+

[Exits: north up]

<264hp 515m 217mv no opponent/no opponent evasive field (outside) > get tant sack
You get a tantalum helm from a Big Ol'Pack Sack.

<264hp 515m 217mv no opponent/no opponent evasive field (outside) > get tant sack
get tant sack
You can't carry that many items.

<264hp 515m 217mv no opponent/no opponent evasive field (outside) >
You can't carry that many items.

<264hp 515m 217mv no opponent/no opponent evasive field (outside) > get tant sack
You can't carry that many items.

<264hp 515m 217mv no opponent/no opponent evasive field (outside) > drop tant
You drop a tantalum helm.

<264hp 515m 217mv no opponent/no opponent evasive field (outside) > get tant
You get a tantalum helm.

<264hp 515m 217mv no opponent/no opponent evasive field (outside) > drop tant
You drop a tantalum helm.

<264hp 515m 217mv no opponent/no opponent evasive field (outside) > get tant sack
You get a pair of tantalum gauntlets from a Big Ol'Pack Sack.
You feel suddenly overburdened by weight.

<264hp 515m 217mv no opponent/no opponent evasive field (outside) > drop tant
You drop a pair of tantalum gauntlets.
You are no longer overburdened by weight.

<264hp 515m 217mv no opponent/no opponent evasive field (outside) > sac 1.
Kedaleam gives you 20 gold coins for your sacrifice.

<286hp 525m 272mv no opponent/no opponent evasive field (outside) > sac 1.
sac 1.
Kedaleam gives you 20 gold coins for your sacrifice.

<286hp 525m 272mv no opponent/no opponent evasive field (outside) >
You can't find it.

<286hp 525m 272mv no opponent/no opponent evasive field (outside) > sac 1.
You can't find it.

<286hp 525m 272mv no opponent/no opponent evasive field (outside) > c
Players near you in Standing Fortress:
<PK> Solmundi A Rocky Shore

<286hp 525m 272mv no opponent/no opponent evasive field (outside) > h
You feel a little better.

<305hp 517m 272mv no opponent/no opponent evasive field (outside) > h
af
c
You feel a little better.

<328hp 509m 272mv no opponent/no opponent evasive field (outside) >
You are affected by the following:
Spell: protection : modifies save vs spell by 1 for 12 hours
Spell: bless : modifies save vs spell by 6 for 10 hours
: modifies hitroll by 6 for 10 hours
Spell: sanctuary : lasts for 7 hours
Skill: lay on hands : lasts for 6 hours
Spell: detect invis : lasts for 3 hours
Skill: holy armor : modifies armor class by 103 permanently
Set : Fire with Fire : modifies armor class by 75 permanently
: modifies damroll by 6 permanently
: modifies hitroll by 6 permanently
: modifies save vs afflictive by 16 permanently

<328hp 509m 272mv no opponent/no opponent evasive field (outside) >
Players near you in Standing Fortress:
<PK> Solmundi A Rocky Shore

<328hp 509m 272mv no opponent/no opponent evasive field (outside) > sanc
You are already in sanctuary.

<328hp 434m 272mv no opponent/no opponent evasive field (outside) > u
u
Upon A Rock Ledge
| Rough steps have been carved up the side of the cliff,
| barely wide enough to walk up and with nothing for support
x | on the outside, a rather dangerous combination. The steps
| | wind down and around the cliff and appear again below.
x-@ | To the south can be seen a lighthouse, and to the east
| | lies a dock with many building set upon it. Demea bay
x-o | lies to the north.
| |
o-o-+|
---------+

[Exits: north west down]

<328hp 434m 268mv no opponent/no opponent evasive mountain (outside) >
Alas, you cannot go that way.

<328hp 434m 268mv no opponent/no opponent evasive mountain (outside) > w
A Rock Plateau
| Rough steps have been carved up the side of the cliff,
| barely wide enough to walk up and with nothing for support
x | on the outside, a rather dangerous combination. The steps
| | wind up and around the cliff and appear again overhead.
@-x | To the south and west can be seen a lighthouse, and,
| | to the east lies a dock with many building set upon it.
x-o | The steps continue up and around to the east, and down
| | to the south.
o-o|
---------+

[Exits: east south]
A hardworking deckhand stands here.
A dockhand stands here.

<328hp 434m 262mv no opponent/no opponent evasive mountain (outside) > s
A Granite Rockface
x | Rough steps have been carved up the side of the cliff,
| | barely wide enough to walk up and with nothing for support
x-x | on the outside, a rather dangerous combination. The steps
| | wind up and around the cliff and appear again overhead.
@-o | Demea Bay lies to the north and far to the northwest the
| | Dragon Sea. To the south and west can be seen a lighthouse.
o-o| The steps continue up and around to the north, and down
| toward the east.
|
---------+

[Exits: north east]

<328hp 434m 256mv no opponent/no opponent evasive mountain (outside) > e
Before A Rock Cliff
x +| Rough steps have been carved up the side of the cliff,
| || barely wide enough to walk up and with nothing for support
x-x +| on the outside, a rather dangerous combination. The steps
| || wind up and around the cliff and appear again overhead.
x-@ +| To the east lies a dock with many buildings set upon
| || it. To the south can be seen an overgrown path.
o-o-+|
||
z-z-+|
---------+

[Exits: south west hovel]
This small hovel door has moss and vines growing upon it.
A hardworking deckhand stands here.

<328hp 434m 252mv no opponent/no opponent evasive field (outside) > s
An Overgrown Path
x-x +| A rarely used path covered with loose moss and debris
| || from the cliffs above. A high cliff face stands just to
x-o +| the west, large rocks jut out at various places, it may
| || be possible to climb. The land slants steeply toward the
@-o-+| cliffs base, more shallowly to the east. A small path,
|| shaded by the cliff, leads northward.
z-z-z-+|
|
|
---------+

[Exits: north east]

<328hp 434m 250mv no opponent/no opponent evasive field (outside) > c
Players near you in Demea:
<PK> Solmundi An Overgrown Path

<328hp 434m 250mv no opponent/no opponent evasive field (outside) > e
An Overgrown Path
x-x + | A rarely used path covered with loose moss and debris
| | | from the cliffs above. To the west can be seen a high
x-o + | cliff face, large rocks jut out at various places, it
| | | may be possible to climb. The land slants slightly upward
o-@-+ | toward the cliff, with a steeper slope at its base
| |
z-z-z-+-+|
||
+|
---------+

[Exits: east west]

<328hp 434m 248mv no opponent/no opponent evasive field (outside) > e
On A Dock
+ | The air is thick with brine and the wind blows softly.
| | Waves crash gently against a platform made of narrow boards
o + | thrown together into an elegant dock, covered with water
| | | and creaking slightly. Wooden crates are stacked neatly
o-o-@ | to the sides. The voices of travelers and vendors fill
| | the air.
z-z-+-+-+|
| |
+ |
---------+

[Exits: north south west]

<328hp 434m 246mv no opponent/no opponent evasive city (outside) > c
Players near you in Demea:
<PK> Solmundi On A Dock

<328hp 434m 246mv no opponent/no opponent evasive city (outside) > sle
You go to sleep.

<328hp 434m 246mv no opponent/no opponent evasive city (outside) > wh
[ H-Elf ] Magitor the Grunt
[ Elf ] <PK> Zersh the Holy Patriarch of Healing
[ Quasi ] <PK> Zexzel the Grand Spectre of Beguilement
[55 Undea IMM] [Trickery] [Ice] [Rival] Vhrael the Reanimated Arcanist, Exemplar of Nihilism
[ Elf ] <PK> Akzylar the Sage of Arcane Power
[ Avian ] Trilil the Bringer of Torment
[ Duerg ] <PK> [Rival] (WANTED:*) Dogran the Wrath of an Immortal
[ H-Elf ] [Rival] Bunkint Darkfist the Composer
[ Avian ] <PK> [Rival] (WANTED:**) Heinrildt Schwarz the Bringer of Famine
[ Elf ] <PK> (WANTED:*) Hiretsuna the Sage of Arcane Power
[50 Jotun Pal] <PK> [JUSTICE] (Lieutenant) Solmundi Visindi the Holy Knight
[ Quasi ] Sevak the Incandescent
[ Elf ] <PK> <SCHOLAR> Duchess Ilromie Illistarre the Sage of Arcane Power
[ Human ] Fya the Mistress of the Body
[ Duerg ] <PK> [Rival] (WANTED:*) Rithgjar the Gladiator of Gore
Players found: 15
[KEEPER] The Balance prevails within the four kingdoms.
There are 15 characters on; the most on this past month was 19.

<328hp 434m 246mv no opponent/no opponent evasive city (outside) > wh
[ H-Elf ] Magitor the Grunt
[ Elf ] <PK> Zersh the Holy Patriarch of Healing
[ Quasi ] <PK> Zexzel the Grand Spectre of Beguilement
[55 Undea IMM] [Trickery] [Ice] [Rival] Vhrael the Reanimated Arcanist, Exemplar of Nihilism
[ Elf ] <PK> Akzylar the Sage of Arcane Power
[ Avian ] Trilil the Bringer of Torment
[ Duerg ] <PK> [Rival] (WANTED:*) Dogran the Wrath of an Immortal
[ H-Elf ] [Rival] Bunkint Darkfist the Composer
[ Avian ] <PK> [Rival] (WANTED:**) Heinrildt Schwarz the Bringer of Famine
[ Elf ] <PK> (WANTED:*) Hiretsuna the Sage of Arcane Power
[50 Jotun Pal] <PK> [JUSTICE] (Lieutenant) Solmundi Visindi the Holy Knight
[ Quasi ] Sevak the Incandescent
[ Elf ] <PK> <SCHOLAR> Duchess Ilromie Illistarre the Sage of Arcane Power
[ Human ] Fya the Mistress of the Body
[ Duerg ] <PK> [Rival] (WANTED:*) Rithgjar the Gladiator of Gore
Players found: 15
[KEEPER] The Balance prevails within the four kingdoms.
There are 15 characters on; the most on this past month was 19.

<399hp 465m 316mv no opponent/no opponent evasive city (outside) > st
You wake and stand up.

<399hp 465m 316mv no opponent/no opponent evasive city (outside) > c
Players near you in Demea:
<PK> Solmundi On A Dock

<399hp 465m 316mv no opponent/no opponent evasive city (outside) > h
You feel a little better.

<418hp 457m 316mv no opponent/no opponent evasive city (outside) > h
h
You feel a little better.

<463hp 459m 371mv no opponent/no opponent evasive city (outside) > h
You feel a little better.

<482hp 451m 371mv no opponent/no opponent evasive city (outside) > h
You feel a little better.

<501hp 443m 371mv no opponent/no opponent evasive city (outside) > c
h
You feel a little better.

<521hp 435m 371mv no opponent/no opponent evasive city (outside) > wh
Players near you in Demea:
<PK> Solmundi On A Dock

<521hp 435m 371mv no opponent/no opponent evasive city (outside) > h
You feel a little better.

<543hp 427m 371mv no opponent/no opponent evasive city (outside) > sle
wh
[ H-Elf ] Magitor the Grunt
[ Elf ] <PK> Zersh the Holy Patriarch of Healing
[ Quasi ] <PK> Zexzel the Grand Spectre of Beguilement
[55 Undea IMM] [Trickery] [Ice] [Rival] Vhrael the Reanimated Arcanist, Exemplar of Nihilism
[ Elf ] <PK> Akzylar the Sage of Arcane Power
[ Avian ] Trilil the Bringer of Torment
[ Duerg ] <PK> [Rival] (WANTED:*) Dogran the Wrath of an Immortal
[ H-Elf ] [Rival] Bunkint Darkfist the Composer
[ Avian ] <PK> [Rival] (WANTED:**) Heinrildt Schwarz the Bringer of Famine
[ Elf ] <PK> (WANTED:*) Hiretsuna the Sage of Arcane Power
[50 Jotun Pal] <PK> [JUSTICE] (Lieutenant) Solmundi Visindi the Holy Knight
[ Quasi ] Sevak the Incandescent
[ Elf ] <PK> <SCHOLAR> Duchess Ilromie Illistarre the Sage of Arcane Power
[ Human ] Fya the Mistress of the Body
[ Duerg ] <PK> [Rival] (WANTED:*) Rithgjar the Gladiator of Gore
Players found: 15
[KEEPER] The Balance prevails within the four kingdoms.
There are 15 characters on; the most on this past month was 19.

<543hp 427m 371mv no opponent/no opponent evasive city (outside) >
You feel a little better.

<567hp 419m 371mv no opponent/no opponent evasive city (outside) > st
l
You go to sleep.

<567hp 419m 371mv no opponent/no opponent evasive city (outside) >
[ H-Elf ] Magitor the Grunt
[ Elf ] <PK> Zersh the Holy Patriarch of Healing
[ Quasi ] <PK> Zexzel the Grand Spectre of Beguilement
[55 Undea IMM] [Trickery] [Ice] [Rival] Vhrael the Reanimated Arcanist, Exemplar of Nihilism
[ Elf ] <PK> Akzylar the Sage of Arcane Power
[ Avian ] Trilil the Bringer of Torment
[ Duerg ] <PK> [Rival] (WANTED:*) Dogran the Wrath of an Immortal
[ H-Elf ] [Rival] Bunkint Darkfist the Composer
[ Avian ] <PK> [Rival] (WANTED:**) Heinrildt Schwarz the Bringer of Famine
[ Elf ] <PK> (WANTED:*) Hiretsuna the Sage of Arcane Power
[50 Jotun Pal] <PK> [JUSTICE] (Lieutenant) Solmundi Visindi the Holy Knight
[ Quasi ] Sevak the Incandescent
[ Elf ] <PK> <SCHOLAR> Duchess Ilromie Illistarre the Sage of Arcane Power
[ Human ] Fya the Mistress of the Body
[ Duerg ] <PK> [Rival] (WANTED:*) Rithgjar the Gladiator of Gore
Players found: 15
[KEEPER] The Balance prevails within the four kingdoms.
There are 15 characters on; the most on this past month was 19.

<567hp 419m 371mv no opponent/no opponent evasive city (outside) >
You wake and stand up.

<567hp 419m 371mv no opponent/no opponent evasive city (outside) >
On A Dock
+ | The air is thick with brine and the wind blows softly.
| | Waves crash gently against a platform made of narrow boards
o + | thrown together into an elegant dock, covered with water
| | | and creaking slightly. Wooden crates are stacked neatly
o-o-@ | to the sides. The voices of travelers and vendors fill
| | the air.
z-z-+-+-+|
| |
+ |
---------+

[Exits: north south west]

<567hp 419m 371mv no opponent/no opponent evasive city (outside) > sol
You decide to venture on by yourself!
A special guard stops following you.

<567hp 419m 371mv no opponent/no opponent evasive city (outside) > c
Players near you in Demea:
<PK> Solmundi On A Dock

<567hp 419m 371mv no opponent/no opponent evasive city (outside) > s
On a Dock
o + | The air is thick with brine and the wind blows softly. Waves
| | | crash gently against a platform made of narrow boards thrown
o-o-+ | together into an elegant dock, covered with water and creaking
| | slightly. Wooden crates are stacked neatly to the sides.
z-z-@-+-+| The voices of travelers and vendors fill the air.
| |
+ |
|
|
---------+

[Exits: north east west]

<567hp 419m 369mv no opponent/no opponent evasive city (outside) > e
On a Dock
+ | The air is thick with brine and the wind blows softly.
| | Waves crash gently against a platform made of narrow boards
o-+ | thrown together into an elegant dock, covered with water
| | and creaking slightly. Wooden crates are stacked neatly
z-+-@-+-+| to the sides. The voices of travelers and vendors fill
| || the air.
+ S|
|
|
---------+

[Exits: east south west]

<567hp 419m 367mv no opponent/no opponent evasive city (outside) > s
A Rundown Shop
o-+ | Cracked marble, broken boards, and shattered glass cover
| | the floor of this rundown shop. The renovation process
z-+-+-+-+| seems to be going quite slow here. At this point, it
| || appears unsafe for you to be standing among its walls.
@ S|
|
|
|
|
---------+

[Exits: north]

<567hp 419m 365mv no opponent/no opponent evasive city (indoors) > guard
You yell 'Guards! Guards!'
A special guard now follows you.
A special guard comes to your rescue!

<567hp 379m 365mv no opponent/no opponent evasive city (indoors) > eq
You are using:
<used as light> (Glowing) a small hot ball of fire
<worn on finger> a wyvern's eye
<worn on finger> a griffon's eye
<worn around neck> (Glowing) an Order of Light amulet
<worn around neck> (Glowing) an Order of Light amulet
<worn on head> a casque of the Golden Flame
<worn on torso> (Glowing) (Humming) finely crafted silver platemail
<worn on arms> (Glowing) superior silver vambraces of perfection
<worn on hands> gauntlets of the Golden Flame
<worn on legs> leg guards of the Golden Flame
<worn on feet> greaves of the Golden Flame
<worn about body> a jet-black robe
<worn about waist> a girdle of the Golden Flame
<worn around wrist> (Glowing) (Humming) an onyx-black mithril-white bangle of alacrity
<worn around wrist> a thick, scintillating gold bracer
<wielded> (Glowing) (Humming) a wide-bladed steel sabre
<floating nearby> a mithril dragon
<tattooed> (Glowing) a longsword sheathed in everflowing water

<567hp 379m 365mv no opponent/no opponent evasive city (indoors) > get wyvern sack
You get a wyvern-marked bracer from a Big Ol'Pack Sack.

<567hp 379m 365mv no opponent/no opponent evasive city (indoors) > wear wy
You remove an onyx-black mithril-white bangle of alacrity from around your wrist.
You wear a wyvern-marked bracer around your left wrist.

<579hp 389m 399mv no opponent/no opponent evasive city (indoors) > c
Players near you in Demea:
<PK> Solmundi A Rundown Shop

<579hp 389m 399mv no opponent/no opponent evasive city (indoors) > af
You are affected by the following:
Spell: protection : modifies save vs spell by 1 for 9 hours
Spell: bless : modifies save vs spell by 6 for 7 hours
: modifies hitroll by 6 for 7 hours
Spell: sanctuary : lasts for 4 hours
Skill: lay on hands : lasts for 3 hours
Spell: detect invis : lasts for 0 hours
Skill: holy armor : modifies armor class by 103 permanently
Set : Fire with Fire : modifies armor class by 75 permanently
: modifies damroll by 6 permanently
: modifies hitroll by 6 permanently
: modifies save vs afflictive by 16 permanently

<579hp 389m 399mv no opponent/no opponent evasive city (indoors) > virt
The Light of Virtue fills you with conviction.

<579hp 364m 399mv no opponent/no opponent evasive city (indoors) > sco

/@============================================================-
| \
| Solmundi the Holy Knight, follower of Kedaleam |
| Adherent of Law, Rank Lieutenant of [JUSTICE] |
| You are 27 years old (162 hours, 20h:16m of bloodshed) |
| |
| Race: Jotun Hometown: Seringale Health: 579/908 |
| Sex: Male Alignment: Good Mana: 364/678 |
| Class: Paladin Ethos: Lawful Move: 399/399 |
\ -------------------------------------------/
| |
| Streng: 21 (22-1) Rating: Fair Weight: 421/425 |
| Intell: 18 (18+0) Level: 50 Pracs: 3 |
| Wisdom: 23 (23+0) Exp tnl: 23760 Trains: 1 |
| Dexter: 17 (18-1) Guildpoint: 3/3 Items: 34/33 |
| Consti: 22 (22+0) Gold: 28497 Wimpy: 1 hp |
| Luck: Changing Hunger: [*****] Thirst: [*****] |
| |
| Condition: In prime health |
------------------------------------------ \
/ |
| Armor Vs Pierce: 349 Saving Throws |
| Hitroll: 34 Vs Bash: 378 Afflictive: 66 |
| Damroll: 33 Vs Slash: 347 Maledictive: 74 |
| Vs Magic: 319 Mental: 76 |
\==========================================================-/
You are affected by the following:
Spell: virtuous light : modifies save vs maledictive by 5 for 24 hours
: modifies luck by 1 for 24 hours
: modifies armor class by 26 for 24 hours
Spell: protection : modifies save vs spell by 1 for 9 hours
Spell: bless : modifies save vs spell by 6 for 7 hours
: modifies hitroll by 6 for 7 hours
Spell: sanctuary : lasts for 4 hours
Skill: lay on hands : lasts for 3 hours
Spell: detect invis : lasts for 0 hours
Skill: holy armor : modifies armor class by 103 permanently
Set : Fire with Fire : modifies armor class by 75 permanently
: modifies damroll by 6 permanently
: modifies hitroll by 6 permanently
: modifies save vs afflictive by 16 permanently

<579hp 364m 399mv no opponent/no opponent evasive city (indoors) > get wy sack
You can't carry that many items.

<579hp 364m 399mv no opponent/no opponent evasive city (indoors) > get wy sack
You can't carry that many items.

<579hp 364m 399mv no opponent/no opponent evasive city (indoors) > c
r
Players near you in Demea:
<PK> Solmundi A Rundown Shop

<579hp 364m 399mv no opponent/no opponent evasive city (indoors) >
You rest.

<579hp 364m 399mv no opponent/no opponent evasive city (indoors) > i
You are carrying:
(Glowing) the light of dawn
a sandy keep key
a solid mithril staff
a perfect potion of recall
a small stone key
( 2) (Glowing) (Humming) a Defender potion
an old boat
(Glowing) a flask of sparkling water
(Glowing) a gem-studded golden buckler
(Humming) the staff of storms
a Big Ol'Pack Sack (open)
(Humming) a peacemaker guisarme
(Humming) a peacemaker greatsword
(Glowing) (Humming) an onyx-black mithril-white bangle of alacrity
(Glowing) an amber amulet
a ring inscribed with a pearl drop

<579hp 364m 399mv no opponent/no opponent evasive city (indoors) >
[JUSTICE] a gate guard: 'Dogran is at Inside the West Gate of Seringale!'
[JUSTICE] a gate guard: 'Dogran is at Inside the West Gate of Seringale!'

<579hp 364m 399mv no opponent/no opponent evasive city (indoors) > drop key
You drop a sandy keep key.

<579hp 364m 399mv no opponent/no opponent evasive city (indoors) > drop key

You no longer see invisible objects.

<621hp 385m 399mv no opponent/no opponent evasive city (indoors) >
You drop a small stone key.

<621hp 385m 399mv no opponent/no opponent evasive city (indoors) > st
You stand up.

<621hp 385m 399mv no opponent/no opponent evasive city (indoors) > dinv
Your eyes tingle.

<621hp 380m 399mv no opponent/no opponent evasive city (indoors) > put flask sack
You put a flask of sparkling water in a Big Ol'Pack Sack.

<621hp 380m 399mv no opponent/no opponent evasive city (indoors) > put defen sack
You put a Defender potion in a Big Ol'Pack Sack.

<621hp 380m 399mv no opponent/no opponent evasive city (indoors) > get wy sack
You get a wyvern's eye from a Big Ol'Pack Sack.

<621hp 380m 399mv no opponent/no opponent evasive city (indoors) > eq
You are using:
<used as light> (Glowing) a small hot ball of fire
<worn on finger> a wyvern's eye
<worn on finger> a griffon's eye
<worn around neck> (Glowing) an Order of Light amulet
<worn around neck> (Glowing) an Order of Light amulet
<worn on head> a casque of the Golden Flame
<worn on torso> (Glowing) (Humming) finely crafted silver platemail
<worn on arms> (Glowing) superior silver vambraces of perfection
<worn on hands> gauntlets of the Golden Flame
<worn on legs> leg guards of the Golden Flame
<worn on feet> greaves of the Golden Flame
<worn about body> a jet-black robe
<worn about waist> a girdle of the Golden Flame
<worn around wrist> a wyvern-marked bracer
<worn around wrist> a thick, scintillating gold bracer
<wielded> (Glowing) (Humming) a wide-bladed steel sabre
<floating nearby> a mithril dragon
<tattooed> (Glowing) a longsword sheathed in everflowing water

<621hp 380m 399mv no opponent/no opponent evasive city (indoors) > remove gri
You remove a griffon's eye from your finger.

<621hp 380m 399mv no opponent/no opponent evasive city (indoors) > wear wy
You wear a wyvern's eye on your right finger.

<621hp 380m 399mv no opponent/no opponent evasive city (indoors) > put gri sack
You put a griffon's eye in a Big Ol'Pack Sack.

<621hp 380m 399mv no opponent/no opponent evasive city (indoors) > get wy sack
You get a wyvern-marked bracer from a Big Ol'Pack Sack.

<621hp 380m 399mv no opponent/no opponent evasive city (indoors) >
[JUSTICE] The Guardian of Justice: 'NOTICE: Dogran has been apprehended by Hiretsuna.'

<621hp 380m 399mv no opponent/no opponent evasive city (indoors) > get wy sack
You get a wyvern's tongue from a Big Ol'Pack Sack.

<621hp 380m 399mv no opponent/no opponent evasive city (indoors) > wh
[ H-Elf ] Magitor the Grunt
[ Elf ] <PK> Zersh the Holy Patriarch of Healing
[ Quasi ] <PK> Zexzel the Grand Spectre of Beguilement
[55 Undea IMM] [Trickery] [Ice] [Rival] Vhrael the Reanimated Arcanist, Exemplar of Nihilism
[ Elf ] <PK> Akzylar the Sage of Arcane Power
[ Avian ] Trilil the Bringer of Torment
[ Duerg ] [Rival] Dogran the Wrath of an Immortal
[ H-Elf ] [Rival] Bunkint Darkfist the Composer
[ Avian ] <PK> [Rival] (WANTED:**) Heinrildt Schwarz the Bringer of Famine
[ Elf ] <PK> (WANTED:**) Hiretsuna the Sage of Arcane Power
[50 Jotun Pal] <PK> [JUSTICE] (Lieutenant) Solmundi Visindi the Holy Knight
[ Quasi ] Sevak the Incandescent
[ Elf ] <PK> <SCHOLAR> Duchess Ilromie Illistarre the Sage of Arcane Power
[ Human ] Fya the Mistress of the Body
[ Duerg ] <PK> [Rival] (WANTED:*) Rithgjar the Gladiator of Gore
Players found: 15
[KEEPER] The Balance prevails within the four kingdoms.
There are 15 characters on; the most on this past month was 19.

<621hp 380m 399mv no opponent/no opponent evasive city (indoors) >
Your vigilance of the towns diminishes.

<638hp 389m 399mv no opponent/no opponent evasive city (indoors) > i
You are carrying:
a wyvern's tongue
a wyvern-marked bracer
(Glowing) the light of dawn
a solid mithril staff
a perfect potion of recall
(Glowing) (Humming) a Defender potion
an old boat
(Glowing) a gem-studded golden buckler
(Humming) the staff of storms
a Big Ol'Pack Sack (open)
(Humming) a peacemaker guisarme
(Humming) a peacemaker greatsword
(Glowing) (Humming) an onyx-black mithril-white bangle of alacrity
(Glowing) an amber amulet
a ring inscribed with a pearl drop

<638hp 389m 399mv no opponent/no opponent evasive city (indoors) > sco

/@============================================================-
| \
| Solmundi the Holy Knight, follower of Kedaleam |
| Adherent of Law, Rank Lieutenant of [JUSTICE] |
| You are 27 years old (162 hours, 20h:17m of bloodshed) |
| |
| Race: Jotun Hometown: Seringale Health: 638/908 |
| Sex: Male Alignment: Good Mana: 389/678 |
| Class: Paladin Ethos: Lawful Move: 399/399 |
\ -------------------------------------------/
| |
| Streng: 21 (22-1) Rating: Fair Weight: 415/425 |
| Intell: 18 (18+0) Level: 50 Pracs: 3 |
| Wisdom: 23 (23+0) Exp tnl: 23760 Trains: 1 |
| Dexter: 17 (18-1) Guildpoint: 3/3 Items: 32/33 |
| Consti: 22 (22+0) Gold: 28497 Wimpy: 1 hp |
| Luck: Changing Hunger: [*****] Thirst: [*****] |
| |
| Condition: In prime health |
------------------------------------------ \
/ |
| Armor Vs Pierce: 349 Saving Throws |
| Hitroll: 34 Vs Bash: 378 Afflictive: 66 |
| Damroll: 33 Vs Slash: 347 Maledictive: 83 |
| Vs Magic: 319 Mental: 67 |
\==========================================================-/
You are affected by the following:
Spell: detect invis : lasts for 49 hours
Spell: virtuous light : modifies save vs maledictive by 5 for 22 hours
: modifies luck by 1 for 22 hours
: modifies armor class by 26 for 22 hours
Spell: protection : modifies save vs spell by 1 for 7 hours
Spell: bless : modifies save vs spell by 6 for 5 hours
: modifies hitroll by 6 for 5 hours
Spell: sanctuary : lasts for 2 hours
Skill: lay on hands : lasts for 1 hours
Skill: holy armor : modifies armor class by 103 permanently
Set : Fire with Fire : modifies armor class by 75 permanently
: modifies damroll by 6 permanently
: modifies hitroll by 6 permanently
: modifies save vs afflictive by 16 permanently

<638hp 389m 399mv no opponent/no opponent evasive city (indoors) > wear to
You remove an Order of Light amulet from your neck.
You wear a wyvern's tongue around your neck.

<638hp 389m 399mv no opponent/no opponent evasive city (indoors) > af
You are affected by the following:
Spell: detect invis : lasts for 49 hours
Spell: virtuous light : modifies save vs maledictive by 5 for 22 hours
: modifies luck by 1 for 22 hours
: modifies armor class by 26 for 22 hours
Spell: protection : modifies save vs spell by 1 for 7 hours
Spell: bless : modifies save vs spell by 6 for 5 hours
: modifies hitroll by 6 for 5 hours
Spell: sanctuary : lasts for 2 hours
Skill: lay on hands : lasts for 1 hours
Skill: holy armor : modifies armor class by 103 permanently

<638hp 389m 399mv no opponent/no opponent evasive city (indoors) > wear order
You remove a wyvern's tongue from your neck.
You wear an Order of Light amulet around your neck.
The heat escalates rapidly as you combine Fire with Fire!
You are more destructive with fire versus fire.

<638hp 389m 399mv no opponent/no opponent evasive city (indoors) > put to sack
You put a wyvern's tongue in a Big Ol'Pack Sack.

<638hp 389m 399mv no opponent/no opponent evasive city (indoors) > i
You are carrying:
a wyvern-marked bracer
(Glowing) the light of dawn
a solid mithril staff
a perfect potion of recall
(Glowing) (Humming) a Defender potion
an old boat
(Glowing) a gem-studded golden buckler
(Humming) the staff of storms
a Big Ol'Pack Sack (open)
(Humming) a peacemaker guisarme
(Humming) a peacemaker greatsword
(Glowing) (Humming) an onyx-black mithril-white bangle of alacrity
(Glowing) an amber amulet
a ring inscribed with a pearl drop

<638hp 389m 399mv no opponent/no opponent evasive city (indoors) > eq
You are using:
<used as light> (Glowing) a small hot ball of fire
<worn on finger> a wyvern's eye
<worn on finger> a wyvern's eye
<worn around neck> (Glowing) an Order of Light amulet
<worn around neck> (Glowing) an Order of Light amulet
<worn on head> a casque of the Golden Flame
<worn on torso> (Glowing) (Humming) finely crafted silver platemail
<worn on arms> (Glowing) superior silver vambraces of perfection
<worn on hands> gauntlets of the Golden Flame
<worn on legs> leg guards of the Golden Flame
<worn on feet> greaves of the Golden Flame
<worn about body> a jet-black robe
<worn about waist> a girdle of the Golden Flame
<worn around wrist> a wyvern-marked bracer
<worn around wrist> a thick, scintillating gold bracer
<wielded> (Glowing) (Humming) a wide-bladed steel sabre
<floating nearby> a mithril dragon
<tattooed> (Glowing) a longsword sheathed in everflowing water

<638hp 389m 399mv no opponent/no opponent evasive city (indoors) > remove gold
You remove a thick, scintillating gold bracer from around your wrist.

<638hp 389m 399mv no opponent/no opponent evasive city (indoors) > war wy
Huh?

<638hp 389m 399mv no opponent/no opponent evasive city (indoors) > wear wy
You wear a wyvern-marked bracer around your right wrist.

<638hp 389m 399mv no opponent/no opponent evasive city (indoors) > st
You are already standing.

<638hp 389m 399mv no opponent/no opponent evasive city (indoors) > n
On a Dock
+ | The air is thick with brine and the wind blows softly.
| | Waves crash gently against a platform made of narrow boards
o-+ | thrown together into an elegant dock, covered with water
| | and creaking slightly. Wooden crates are stacked neatly
z-+-@-+-+| to the sides. The voices of travelers and vendors fill
| || the air.
+ S|
|
|
---------+

[Exits: east south west]
A special guard walks in.

<638hp 389m 397mv no opponent/no opponent evasive city (outside) > wh
[ H-Elf ] Magitor the Grunt
[ Elf ] <PK> Zersh the Holy Patriarch of Healing
[ Quasi ] <PK> Zexzel the Grand Spectre of Beguilement
[55 Undea IMM] [Trickery] [Ice] [Rival] Vhrael the Reanimated Arcanist, Exemplar of Nihilism
[ Elf ] <PK> Akzylar the Sage of Arcane Power
[ Avian ] Trilil the Bringer of Torment
[ Duerg ] [Rival] Dogran the Wrath of an Immortal
[ H-Elf ] [Rival] Bunkint Darkfist the Composer
[ Avian ] <PK> [Rival] (WANTED:**) Heinrildt Schwarz the Bringer of Famine
[ Elf ] <PK> (WANTED:**) Hiretsuna the Sage of Arcane Power
[50 Jotun Pal] <PK> [JUSTICE] (Lieutenant) Solmundi Visindi the Holy Knight
[ Quasi ] Sevak the Incandescent
[ Elf ] <PK> <SCHOLAR> Duchess Ilromie Illistarre the Sage of Arcane Power
[ Human ] Fya the Mistress of the Body
[ Duerg ] <PK> [Rival] (WANTED:*) Rithgjar the Gladiator of Gore
Players found: 15
[KEEPER] The Balance prevails within the four kingdoms.
There are 15 characters on; the most on this past month was 19.

<638hp 389m 397mv no opponent/no opponent evasive city (outside) > target c
$$ will now be substituted with 'c' until you untarget.

<658hp 403m 399mv no opponent/no opponent evasive city (outside) > af
You are affected by the following:
Spell: detect invis : lasts for 48 hours
Spell: virtuous light : modifies save vs maledictive by 5 for 21 hours
: modifies luck by 1 for 21 hours
: modifies armor class by 26 for 21 hours
Spell: protection : modifies save vs spell by 1 for 6 hours
Spell: bless : modifies save vs spell by 6 for 4 hours
: modifies hitroll by 6 for 4 hours
Spell: sanctuary : lasts for 1 hours
Skill: lay on hands : lasts for 0 hours
Skill: holy armor : modifies armor class by 103 permanently
Set : Fire with Fire : modifies save vs afflictive by 16 permanently
: modifies hitroll by 6 permanently
: modifies damroll by 6 permanently
: modifies armor class by 75 permanently

<658hp 403m 399mv no opponent/no opponent evasive city (outside) > c
Players near you in Demea:
<PK> Solmundi On a Dock

<658hp 403m 399mv no opponent/no opponent evasive city (outside) > s
A Rundown Shop
o-+ | Cracked marble, broken boards, and shattered glass cover
| | the floor of this rundown shop. The renovation process
z-+-+-+-+| seems to be going quite slow here. At this point, it
| || appears unsafe for you to be standing among its walls.
@ S|
|
|
|
|
---------+

[Exits: north]
A small stone key lies here.
A key almost completely covered in quicksand is here.
A special guard walks in.

<658hp 403m 397mv no opponent/no opponent evasive city (indoors) > sle
You go to sleep.

<658hp 403m 397mv no opponent/no opponent evasive city (indoors) > wh
[ H-Elf ] Magitor the Grunt
[ Elf ] <PK> Zersh the Holy Patriarch of Healing
[ Quasi ] <PK> Zexzel the Grand Spectre of Beguilement
[55 Undea IMM] [Trickery] [Ice] [Rival] Vhrael the Reanimated Arcanist, Exemplar of Nihilism
[ Elf ] <PK> Akzylar the Sage of Arcane Power
[ Avian ] Trilil the Bringer of Torment
[ Duerg ] [Rival] Dogran the Wrath of an Immortal
[ H-Elf ] [Rival] Bunkint Darkfist the Composer
[ Avian ] <PK> [Rival] (WANTED:**) Heinrildt Schwarz the Bringer of Famine
[ Elf ] <PK> (WANTED:**) Hiretsuna the Sage of Arcane Power
[50 Jotun Pal] <PK> [JUSTICE] (Lieutenant) Solmundi Visindi the Holy Knight
[ Quasi ] Sevak the Incandescent
[ Elf ] <PK> <SCHOLAR> Duchess Ilromie Illistarre the Sage of Arcane Power
[ Human ] Fya the Mistress of the Body
[ Duerg ] <PK> [Rival] (WANTED:*) Rithgjar the Gladiator of Gore
Players found: 15
[KEEPER] The Balance prevails within the four kingdoms.
There are 15 characters on; the most on this past month was 19.

<658hp 403m 397mv no opponent/no opponent evasive city (indoors) >

<658hp 403m 397mv no opponent/no opponent evasive city (indoors) > wh
[ H-Elf ] Magitor the Grunt
[ Elf ] <PK> Zersh the Holy Patriarch of Healing
[ Quasi ] <PK> Zexzel the Grand Spectre of Beguilement
[55 Undea IMM] [Trickery] [Ice] [Rival] Vhrael the Reanimated Arcanist, Exemplar of Nihilism
[ Elf ] <PK> Akzylar the Sage of Arcane Power
[ Avian ] Trilil the Bringer of Torment
[ Duerg ] [Rival] Dogran the Wrath of an Immortal
[ H-Elf ] [Rival] Bunkint Darkfist the Composer
[ Avian ] <PK> [Rival] (WANTED:**) Heinrildt Schwarz the Bringer of Famine
[ Elf ] <PK> (WANTED:**) Hiretsuna the Sage of Arcane Power
[50 Jotun Pal] <PK> [JUSTICE] (Lieutenant) Solmundi Visindi the Holy Knight
[ Quasi ] Sevak the Incandescent
[ Elf ] <PK> <SCHOLAR> Duchess Ilromie Illistarre the Sage of Arcane Power
[ Human ] Fya the Mistress of the Body
[ Duerg ] <PK> [Rival] (WANTED:*) Rithgjar the Gladiator of Gore
Players found: 15
[KEEPER] The Balance prevails within the four kingdoms.
There are 15 characters on; the most on this past month was 19.

<658hp 403m 397mv no opponent/no opponent evasive city (indoors) >

<658hp 403m 397mv no opponent/no opponent active city (indoors) > wh
[ H-Elf ] Magitor the Grunt
[ Elf ] <PK> Zersh the Holy Patriarch of Healing
[ Quasi ] <PK> Zexzel the Grand Spectre of Beguilement
[55 Undea IMM] [Trickery] [Ice] [Rival] Vhrael the Reanimated Arcanist, Exemplar of Nihilism
[ Elf ] <PK> Akzylar the Sage of Arcane Power
[ Avian ] Trilil the Bringer of Torment
[ Duerg ] [Rival] Dogran the Wrath of an Immortal
[ H-Elf ] [Rival] Bunkint Darkfist the Composer
[ Avian ] <PK> [Rival] (WANTED:**) Heinrildt Schwarz the Bringer of Famine
[ Elf ] <PK> (WANTED:**) Hiretsuna the Sage of Arcane Power
[50 Jotun Pal] <PK> [JUSTICE] (Lieutenant) Solmundi Visindi the Holy Knight
[ Quasi ] Sevak the Incandescent
[ Elf ] <PK> <SCHOLAR> Duchess Ilromie Illistarre the Sage of Arcane Power
[ Human ] Fya the Mistress of the Body
[ Duerg ] <PK> [Rival] (WANTED:*) Rithgjar the Gladiator of Gore
Players found: 15
[KEEPER] The Balance prevails within the four kingdoms.
There are 15 characters on; the most on this past month was 19.

<658hp 403m 397mv no opponent/no opponent active city (indoors) >
Your ability to lay on hands returns.

<727hp 470m 399mv no opponent/no opponent active city (indoors) > af
You are affected by the following:
Spell: detect invis : lasts for 47 hours
Spell: virtuous light : modifies save vs maledictive by 5 for 20 hours
: modifies luck by 1 for 20 hours
: modifies armor class by 26 for 20 hours
Spell: protection : modifies save vs spell by 1 for 5 hours
Spell: bless : modifies save vs spell by 6 for 3 hours
: modifies hitroll by 6 for 3 hours
Spell: sanctuary : lasts for 0 hours
Skill: holy armor : modifies armor class by 103 permanently
Set : Fire with Fire : modifies save vs afflictive by 16 permanently
: modifies hitroll by 6 permanently
: modifies damroll by 6 permanently
: modifies armor class by 75 permanently

<727hp 470m 399mv no opponent/no opponent active city (indoors) >

<727hp 470m 399mv no opponent/no opponent active city (indoors) > wh
[ H-Elf ] Magitor the Grunt
[ Elf ] <PK> Zersh the Holy Patriarch of Healing
[ Quasi ] <PK> Zexzel the Grand Spectre of Beguilement
[55 Undea IMM] [Trickery] [Ice] [Rival] Vhrael the Reanimated Arcanist, Exemplar of Nihilism
[ Elf ] <PK> Akzylar the Sage of Arcane Power
[ Avian ] Trilil the Bringer of Torment
[ Duerg ] [Rival] Dogran the Wrath of an Immortal
[ H-Elf ] [Rival] Bunkint Darkfist the Composer
[ Avian ] <PK> [Rival] (WANTED:**) Heinrildt Schwarz the Bringer of Famine
[ Elf ] <PK> (WANTED:**) Hiretsuna the Sage of Arcane Power
[50 Jotun Pal] <PK> [JUSTICE] (Lieutenant) Solmundi Visindi the Holy Knight
[ Quasi ] Sevak the Incandescent
[ Elf ] <PK> <SCHOLAR> Duchess Ilromie Illistarre the Sage of Arcane Power
[ Human ] Fya the Mistress of the Body
[ Duerg ] <PK> [Rival] (WANTED:*) Rithgjar the Gladiator of Gore
Players found: 15
[KEEPER] The Balance prevails within the four kingdoms.
There are 15 characters on; the most on this past month was 19.

<727hp 470m 399mv no opponent/no opponent active city (indoors) > wh
[ H-Elf ] Magitor the Grunt
[ Elf ] <PK> Zersh the Holy Patriarch of Healing
[ Quasi ] <PK> Zexzel the Grand Spectre of Beguilement
[55 Undea IMM] [Trickery] [Ice] [Rival] Vhrael the Reanimated Arcanist, Exemplar of Nihilism
[ Elf ] <PK> Akzylar the Sage of Arcane Power
[ Avian ] Trilil the Bringer of Torment
[ Duerg ] [Rival] Dogran the Wrath of an Immortal
[ H-Elf ] [Rival] Bunkint Darkfist the Composer
[ Avian ] <PK> [Rival] (WANTED:**) Heinrildt Schwarz the Bringer of Famine
[ Elf ] <PK> (WANTED:**) Hiretsuna the Sage of Arcane Power
[50 Jotun Pal] <PK> [JUSTICE] (Lieutenant) Solmundi Visindi the Holy Knight
[ Quasi ] Sevak the Incandescent
[ Elf ] <PK> <SCHOLAR> Duchess Ilromie Illistarre the Sage of Arcane Power
[ Human ] Fya the Mistress of the Body
[ Duerg ] <PK> [Rival] (WANTED:*) Rithgjar the Gladiator of Gore
Players found: 15
[KEEPER] The Balance prevails within the four kingdoms.
There are 15 characters on; the most on this past month was 19.

<727hp 470m 399mv no opponent/no opponent active city (indoors) >
The white aura around your body fades.

<808hp 504m 399mv no opponent/no opponent active city (indoors) > af
You are affected by the following:
Spell: detect invis : lasts for 46 hours
Spell: virtuous light : modifies save vs maledictive by 5 for 19 hours
: modifies luck by 1 for 19 hours
: modifies armor class by 26 for 19 hours
Spell: protection : modifies save vs spell by 1 for 4 hours
Spell: bless : modifies save vs spell by 6 for 2 hours
: modifies hitroll by 6 for 2 hours
Skill: holy armor : modifies armor class by 103 permanently
Set : Fire with Fire : modifies save vs afflictive by 16 permanently
: modifies hitroll by 6 permanently
: modifies damroll by 6 permanently
: modifies armor class by 75 permanently

<808hp 504m 399mv no opponent/no opponent active city (indoors) > wh pk
[50 Elf Hea] <PK> Zersh the Holy Patriarch of Healing
[50 Quasi Ill] <PK> Zexzel the Grand Spectre of Beguilement
[50 Elf Inv] <PK> Akzylar the Sage of Arcane Power
[45 Avian Dkn] <PK> [Rival] (WANTED:**) Heinrildt Schwarz the Bringer of Famine
[50 Elf Inv] <PK> (WANTED:**) Hiretsuna the Sage of Arcane Power
[50 Jotun Pal] <PK> [JUSTICE] (Lieutenant) Solmundi Visindi the Holy Knight
[50 Elf Inv] <PK> <SCHOLAR> Duchess Ilromie Illistarre the Sage of Arcane Power
[48 Duerg War] <PK> (JUGGERNAUT) [Rival] (WANTED:*) Rithgjar the Gladiator of Gore
Players found: 8
[KEEPER] The Balance prevails within the four kingdoms.
There are 15 characters on; the most on this past month was 19.

<808hp 504m 399mv no opponent/no opponent active city (indoors) > st
You wake and stand up.

<808hp 504m 399mv no opponent/no opponent active city (indoors) > sanc
You are surrounded by a white aura.

<808hp 429m 399mv no opponent/no opponent active city (indoors) > c
sle
Players near you in Demea:
<PK> Solmundi A Rundown Shop

<808hp 429m 399mv no opponent/no opponent active city (indoors) >
You go to sleep.

<808hp 429m 399mv no opponent/no opponent active city (indoors) > wh
[ H-Elf ] Magitor the Grunt
[ Elf ] <PK> Zersh the Holy Patriarch of Healing
[ Quasi ] <PK> Zexzel the Grand Spectre of Beguilement
[55 Undea IMM] [Trickery] [Ice] [Rival] Vhrael the Reanimated Arcanist, Exemplar of Nihilism
[ Elf ] <PK> Akzylar the Sage of Arcane Power
[ Avian ] Trilil the Bringer of Torment
[ Duerg ] [Rival] Dogran the Wrath of an Immortal
[ H-Elf ] [Rival] Bunkint Darkfist the Composer
[ Avian ] <PK> [Rival] (WANTED:**) Heinrildt Schwarz the Bringer of Famine
[ Elf ] <PK> (WANTED:**) Hiretsuna the Sage of Arcane Power
[50 Jotun Pal] <PK> [JUSTICE] (Lieutenant) Solmundi Visindi the Holy Knight
[ Quasi ] Sevak the Incandescent
[ Elf ] <PK> <SCHOLAR> Duchess Ilromie Illistarre the Sage of Arcane Power
[ Human ] Fya the Mistress of the Body
[ Duerg ] <PK> [Rival] (WANTED:*) Rithgjar the Gladiator of Gore
Players found: 15
[KEEPER] The Balance prevails within the four kingdoms.
There are 15 characters on; the most on this past month was 19.

<808hp 429m 399mv no opponent/no opponent active city (indoors) > sco

/@============================================================-
| \
| Solmundi the Holy Knight, follower of Kedaleam |
| Adherent of Law, Rank Lieutenant of [JUSTICE] |
| You are 27 years old (162 hours, 20h:19m of bloodshed) |
| |
| Race: Jotun Hometown: Seringale Health: 808/908 |
| Sex: Male Alignment: Good Mana: 429/678 |
| Class: Paladin Ethos: Lawful Move: 399/399 |
\ -------------------------------------------/
| |
| Streng: 21 (22-1) Rating: Fair Weight: 415/425 |
| Intell: 18 (18+0) Level: 50 Pracs: 3 |
| Wisdom: 23 (23+0) Exp tnl: 23760 Trains: 1 |
| Dexter: 17 (18-1) Guildpoint: 3/3 Items: 31/33 |
| Consti: 22 (22+0) Gold: 28497 Wimpy: 1 hp |
| Luck: Changing Hunger: [*****] Thirst: [****-] |
| |
| Condition: In prime health |
------------------------------------------ \
/ |
| Armor Vs Pierce: 316 Saving Throws |
| Hitroll: 33 Vs Bash: 345 Afflictive: 66 |
| Damroll: 33 Vs Slash: 314 Maledictive: 89 |
| Vs Magic: 289 Mental: 67 |
\==========================================================-/
You are affected by the following:
Spell: detect invis : lasts for 46 hours
Spell: virtuous light : modifies save vs maledictive by 5 for 19 hours
: modifies luck by 1 for 19 hours
: modifies armor class by 26 for 19 hours
Spell: sanctuary : lasts for 8 hours
Spell: protection : modifies save vs spell by 1 for 4 hours
Spell: bless : modifies save vs spell by 6 for 2 hours
: modifies hitroll by 6 for 2 hours
Skill: holy armor : modifies armor class by 103 permanently
Set : Fire with Fire : modifies save vs afflictive by 16 permanently
: modifies hitroll by 6 permanently
: modifies damroll by 6 permanently
: modifies armor class by 75 permanently

<808hp 429m 399mv no opponent/no opponent calm city (indoors) >

<877hp 469m 399mv no opponent/no opponent calm city (indoors) > wh
[ H-Elf ] Magitor the Grunt
[ Elf ] <PK> Zersh the Holy Patriarch of Healing
[ Quasi ] <PK> Zexzel the Grand Spectre of Beguilement
[55 Undea IMM] [Trickery] [Ice] [Rival] Vhrael the Reanimated Arcanist, Exemplar of Nihilism
[ Elf ] <PK> Akzylar the Sage of Arcane Power
[ Avian ] Trilil the Bringer of Torment
[ Duerg ] [Rival] Dogran the Wrath of an Immortal
[ H-Elf ] [Rival] Bunkint Darkfist the Composer
[ Avian ] <PK> [Rival] (WANTED:**) Heinrildt Schwarz the Bringer of Famine
[ Elf ] <PK> (WANTED:**) Hiretsuna the Sage of Arcane Power
[50 Jotun Pal] <PK> [JUSTICE] (Lieutenant) Solmundi Visindi the Holy Knight
[ Quasi ] Sevak the Incandescent
[ Elf ] <PK> <SCHOLAR> Duchess Ilromie Illistarre the Sage of Arcane Power
[ Human ] Fya the Mistress of the Body
[ Duerg ] <PK> [Rival] (WANTED:*) Rithgjar the Gladiator of Gore
Players found: 15
[KEEPER] The Balance prevails within the four kingdoms.
There are 15 characters on; the most on this past month was 19.

<877hp 469m 399mv no opponent/no opponent calm city (indoors) >

<877hp 469m 399mv no opponent/no opponent calm city (indoors) > wh
[ H-Elf ] Magitor the Grunt
[ Elf ] <PK> Zersh the Holy Patriarch of Healing
[ Quasi ] <PK> Zexzel the Grand Spectre of Beguilement
[55 Undea IMM] [Trickery] [Ice] [Rival] Vhrael the Reanimated Arcanist, Exemplar of Nihilism
[ Elf ] <PK> Akzylar the Sage of Arcane Power
[ Avian ] Trilil the Bringer of Torment
[ Duerg ] [Rival] Dogran the Wrath of an Immortal
[ H-Elf ] [Rival] Bunkint Darkfist the Composer
[ Avian ] <PK> [Rival] (WANTED:**) Heinrildt Schwarz the Bringer of Famine
[ Elf ] <PK> (WANTED:**) Hiretsuna the Sage of Arcane Power
[50 Jotun Pal] <PK> [JUSTICE] (Lieutenant) Solmundi Visindi the Holy Knight
[ Quasi ] Sevak the Incandescent
[ Elf ] <PK> <SCHOLAR> Duchess Ilromie Illistarre the Sage of Arcane Power
[ Human ] Fya the Mistress of the Body
[ Duerg ] <PK> [Rival] (WANTED:*) Rithgjar the Gladiator of Gore
Players found: 15
[KEEPER] The Balance prevails within the four kingdoms.
There are 15 characters on; the most on this past month was 19.

<877hp 469m 399mv no opponent/no opponent calm city (indoors) >

<877hp 469m 399mv no opponent/no opponent calm city (indoors) > wh
[ H-Elf ] Magitor the Grunt
[ Elf ] <PK> Zersh the Holy Patriarch of Healing
[ Quasi ] <PK> Zexzel the Grand Spectre of Beguilement
[55 Undea IMM] [Trickery] [Ice] [Rival] Vhrael the Reanimated Arcanist, Exemplar of Nihilism
[ Elf ] <PK> Akzylar the Sage of Arcane Power
[ Avian ] Trilil the Bringer of Torment
[ Duerg ] [Rival] Dogran the Wrath of an Immortal
[ H-Elf ] [Rival] Bunkint Darkfist the Composer
[ Avian ] <PK> [Rival] (WANTED:**) Heinrildt Schwarz the Bringer of Famine
[ Elf ] <PK> (WANTED:**) Hiretsuna the Sage of Arcane Power
[50 Jotun Pal] <PK> [JUSTICE] (Lieutenant) Solmundi Visindi the Holy Knight
[ Quasi ] Sevak the Incandescent
[ Elf ] <PK> <SCHOLAR> Duchess Ilromie Illistarre the Sage of Arcane Power
[ Human ] Fya the Mistress of the Body
[ Duerg ] <PK> [Rival] (WANTED:*) Rithgjar the Gladiator of Gore
Players found: 15
[KEEPER] The Balance prevails within the four kingdoms.
There are 15 characters on; the most on this past month was 19.

<877hp 469m 399mv no opponent/no opponent calm city (indoors) >

<908hp 514m 399mv no opponent/no opponent calm city (indoors) > wh
[ H-Elf ] Magitor the Grunt
[ Elf ] <PK> Zersh the Holy Patriarch of Healing
[ Quasi ] <PK> Zexzel the Grand Spectre of Beguilement
[55 Undea IMM] [Trickery] [Ice] [Rival] Vhrael the Reanimated Arcanist, Exemplar of Nihilism
[ Elf ] <PK> Akzylar the Sage of Arcane Power
[ Avian ] Trilil the Bringer of Torment
[ Duerg ] [Rival] Dogran the Wrath of an Immortal
[ H-Elf ] [Rival] Bunkint Darkfist the Composer
[ Avian ] <PK> [Rival] (WANTED:**) Heinrildt Schwarz the Bringer of Famine
[ Elf ] <PK> (WANTED:**) Hiretsuna the Sage of Arcane Power
[50 Jotun Pal] <PK> [JUSTICE] (Lieutenant) Solmundi Visindi the Holy Knight
[ Quasi ] Sevak the Incandescent
[ Elf ] <PK> <SCHOLAR> Duchess Ilromie Illistarre the Sage of Arcane Power
[ Human ] Fya the Mistress of the Body
[ Duerg ] <PK> [Rival] (WANTED:*) Rithgjar the Gladiator of Gore
Players found: 15
[KEEPER] The Balance prevails within the four kingdoms.
There are 15 characters on; the most on this past month was 19.

<908hp 514m 399mv no opponent/no opponent calm city (indoors) > st
You wake and stand up.

<908hp 514m 399mv no opponent/no opponent calm city (indoors) > c
Players near you in Demea:
<PK> Solmundi A Rundown Shop

<908hp 514m 399mv no opponent/no opponent calm city (indoors) > af
You are affected by the following:
Spell: detect invis : lasts for 44 hours
Spell: virtuous light : modifies save vs maledictive by 5 for 17 hours
: modifies luck by 1 for 17 hours
: modifies armor class by 26 for 17 hours
Spell: sanctuary : lasts for 6 hours
Spell: protection : modifies save vs spell by 1 for 2 hours
Spell: bless : modifies save vs spell by 6 for 0 hours
: modifies hitroll by 6 for 0 hours
Skill: holy armor : modifies armor class by 103 permanently
Set : Fire with Fire : modifies save vs afflictive by 16 permanently
: modifies hitroll by 6 permanently
: modifies damroll by 6 permanently
: modifies armor class by 75 permanently

<908hp 514m 399mv no opponent/no opponent calm city (indoors) > armo
You feel someone protecting you.

<908hp 509m 399mv no opponent/no opponent calm city (indoors) > eq
You are using:
<used as light> (Glowing) a small hot ball of fire
<worn on finger> a wyvern's eye
<worn on finger> a wyvern's eye
<worn around neck> (Glowing) an Order of Light amulet
<worn around neck> (Glowing) an Order of Light amulet
<worn on head> a casque of the Golden Flame
<worn on torso> (Glowing) (Humming) finely crafted silver platemail
<worn on arms> (Glowing) superior silver vambraces of perfection
<worn on hands> gauntlets of the Golden Flame
<worn on legs> leg guards of the Golden Flame
<worn on feet> greaves of the Golden Flame
<worn about body> a jet-black robe
<worn about waist> a girdle of the Golden Flame
<worn around wrist> a wyvern-marked bracer
<worn around wrist> a wyvern-marked bracer
<wielded> (Glowing) (Humming) a wide-bladed steel sabre
<floating nearby> a mithril dragon
<tattooed> (Glowing) a longsword sheathed in everflowing water

<908hp 509m 399mv no opponent/no opponent calm city (indoors) > i
You are carrying:
(Glowing) the light of dawn
a solid mithril staff
a perfect potion of recall
(Glowing) (Humming) a Defender potion
an old boat
(Glowing) a gem-studded golden buckler
(Humming) the staff of storms
a Big Ol'Pack Sack (open)
a thick, scintillating gold bracer
(Humming) a peacemaker guisarme
(Humming) a peacemaker greatsword
(Glowing) (Humming) an onyx-black mithril-white bangle of alacrity
(Glowing) an amber amulet
a ring inscribed with a pearl drop

<908hp 509m 399mv no opponent/no opponent calm city (indoors) > wear pear
You remove a wyvern's eye from your finger.
You wear a ring inscribed with a pearl drop on your left finger.

<908hp 509m 399mv no opponent/no opponent calm city (indoors) > wear bra
You remove a wyvern-marked bracer from around your wrist.
You wear a thick, scintillating gold bracer around your left wrist.

<908hp 509m 399mv no opponent/no opponent calm city (indoors) > sco

/@============================================================-
| \
| Solmundi the Holy Knight, follower of Kedaleam |
| Adherent of Law, Rank Lieutenant of [JUSTICE] |
| You are 27 years old (162 hours, 20h:20m of bloodshed) |
| |
| Race: Jotun Hometown: Seringale Health: 908/908 |
| Sex: Male Alignment: Good Mana: 509/678 |
| Class: Paladin Ethos: Lawful Move: 399/399 |
\ -------------------------------------------/
| |
| Streng: 22 (22+0) Rating: Fair Weight: 415/475 |
| Intell: 18 (18+0) Level: 50 Pracs: 3 |
| Wisdom: 23 (23+0) Exp tnl: 23760 Trains: 1 |
| Dexter: 17 (18-1) Guildpoint: 3/3 Items: 31/33 |
| Consti: 22 (22+0) Gold: 28497 Wimpy: 1 hp |
| Luck: Changing Hunger: [*****] Thirst: [****-] |
| |
| Condition: In prime health |
------------------------------------------ \
/ |
| Armor Vs Pierce: 369 Saving Throws |
| Hitroll: 36 Vs Bash: 398 Afflictive: 66 |
| Damroll: 34 Vs Slash: 367 Maledictive: 74 |
| Vs Magic: 339 Mental: 72 |
\==========================================================-/
You are affected by the following:
Spell: detect invis : lasts for 44 hours
Spell: armor : modifies armor class by 20 for 24 hours
Spell: virtuous light : modifies save vs maledictive by 5 for 17 hours
: modifies luck by 1 for 17 hours
: modifies armor class by 26 for 17 hours
Spell: sanctuary : lasts for 6 hours
Spell: protection : modifies save vs spell by 1 for 2 hours
Spell: bless : modifies save vs spell by 6 for 0 hours
: modifies hitroll by 6 for 0 hours
Skill: holy armor : modifies armor class by 103 permanently
Set : Fire with Fire : modifies save vs afflictive by 16 permanently
: modifies hitroll by 6 permanently
: modifies damroll by 6 permanently
: modifies armor class by 75 permanently

<908hp 509m 399mv no opponent/no opponent calm city (indoors) > c
Players near you in Demea:
<PK> Solmundi A Rundown Shop

<908hp 509m 399mv no opponent/no opponent calm city (indoors) > erra
You fail to receive divine favor.

<908hp 494m 399mv no opponent/no opponent calm city (indoors) > c

You feel less righteous.

<908hp 510m 399mv no opponent/no opponent calm city (indoors) >
Players near you in Demea:
<PK> Solmundi A Rundown Shop

<908hp 510m 399mv no opponent/no opponent calm city (indoors) > erra
You fail to receive divine favor.

<908hp 495m 399mv no opponent/no opponent calm city (indoors) > c
Players near you in Demea:
<PK> Solmundi A Rundown Shop

<908hp 495m 399mv no opponent/no opponent calm city (indoors) > bles
You feel righteous.

<908hp 490m 399mv no opponent/no opponent calm city (indoors) > c
Players near you in Demea:
<PK> Heinrildt Demea Bay
<PK> Solmundi A Rundown Shop

<908hp 490m 399mv no opponent/no opponent calm city (indoors) > erra
You fail to receive divine favor.
You learn from your mistakes, and your errantry skill improves.

<908hp 475m 399mv no opponent/no opponent calm city (indoors) > target Heinrildt
c
$$ will now be substituted with 'Heinrildt' until you untarget.

<908hp 475m 399mv no opponent/no opponent calm city (indoors) >
Players near you in Demea:
<PK> Solmundi A Rundown Shop

<908hp 475m 399mv no opponent/no opponent calm city (indoors) > wh
[ H-Elf ] Magitor the Grunt
[ Elf ] <PK> Zersh the Holy Patriarch of Healing
[ Quasi ] <PK> Zexzel the Grand Spectre of Beguilement
[55 Undea IMM] [Trickery] [Ice] [Rival] Vhrael the Reanimated Arcanist, Exemplar of Nihilism
[ Elf ] <PK> Akzylar the Sage of Arcane Power
[ Avian ] Trilil the Bringer of Torment
[ Duerg ] [Rival] Dogran the Wrath of an Immortal
[ H-Elf ] [Rival] Bunkint Darkfist the Composer
[ Avian ] <PK> [Rival] (WANTED:**) Heinrildt Schwarz the Bringer of Famine
[ Elf ] <PK> (WANTED:**) Hiretsuna the Sage of Arcane Power
[50 Jotun Pal] <PK> [JUSTICE] (Lieutenant) Solmundi Visindi the Holy Knight
[ Quasi ] Sevak the Incandescent
[ Elf ] <PK> <SCHOLAR> Duchess Ilromie Illistarre the Sage of Arcane Power
[ Human ] Fya the Mistress of the Body
[ Duerg ] <PK> [Rival] (WANTED:*) Rithgjar the Gladiator of Gore
Players found: 15
[KEEPER] The Balance prevails within the four kingdoms.
There are 15 characters on; the most on this past month was 19.

<908hp 475m 399mv no opponent/no opponent calm city (indoors) > c
Players near you in Demea:
<PK> Solmundi A Rundown Shop

<908hp 475m 399mv no opponent/no opponent calm city (indoors) > erra
You have been divinely empowered!
You are filled with holy wrath!
A special guard stops following you.
A special guard slowly disappears.

<908hp 445m 399mv no opponent/no opponent calm city (indoors) > c
Players near you in Demea:
<PK> Solmundi A Rundown Shop

<908hp 457m 399mv no opponent/no opponent calm city (indoors) > guard
You failed the guard call.

<908hp 437m 399mv no opponent/no opponent calm city (indoors) > c
Players near you in Demea:
<PK> Solmundi A Rundown Shop

<908hp 437m 399mv no opponent/no opponent calm city (indoors) > c
Players near you in Demea:
<PK> Solmundi A Rundown Shop

<908hp 437m 399mv no opponent/no opponent calm city (indoors) > guard
You yell 'Guards! Guards!'
A special guard now follows you.
A special guard comes to your rescue!

<908hp 397m 399mv no opponent/no opponent calm city (indoors) > n
e
e
e
On a Dock
+ | The air is thick with brine and the wind blows softly.
| | Waves crash gently against a platform made of narrow boards
o-+ | thrown together into an elegant dock, covered with water
| | and creaking slightly. Wooden crates are stacked neatly
z-+-@-+-+| to the sides. The voices of travelers and vendors fill
| || the air.
+ S|
|
|
---------+

[Exits: east south west]
A hardworking deckhand stands here.
A special guard walks in.

<908hp 397m 398mv no opponent/no opponent calm city (outside) > wh
On a Dock
+ | The air is thick with brine and the wind blows softly. Waves
| | crash gently against a platform made of narrow boards thrown
+ | together into an elegant dock, covered with water and creaking
| | slightly. Wooden crates are stacked neatly to the sides.
+-+-@-+-+| The voices of travelers and vendors fill the air.
| | |
+ S |
|
|
---------+

[Exits: east west]
A special guard walks in.

<908hp 397m 397mv no opponent/no opponent calm city (outside) >
On a Dock
+| The air is thick with brine and the wind blows softly. Waves
|| crash gently against a platform made of narrow boards thrown
*-F-+| together into an elegant dock, covered with water and creaking
|| slightly. Wooden crates are stacked neatly to the sides. The
+-+-@-+-+| voices of travelers and vendors fill the air.
| | |
+ S |
|
|
---------+

[Exits: east south west]
A dockhand stands here.
A special guard walks in.

<908hp 397m 396mv no opponent/no opponent calm city (outside) >
On a Dock
+-F| The air is thick with brine and the wind blows softly. Waves
| | crash gently against a platform made of narrow boards thrown
*-F-+ | together into an elegant dock, covered with water and creaking
| | slightly. Wooden crates are stacked neatly to the sides. The
+-+-@-+ | voices of travelers and vendors fill the air.
| |
S |
|
|
---------+

[Exits: east west]
A special guard walks in.

<908hp 397m 395mv no opponent/no opponent calm city (outside) >
[ H-Elf ] Magitor the Grunt
[ Elf ] <PK> Zersh the Holy Patriarch of Healing
[ Quasi ] <PK> Zexzel the Grand Spectre of Beguilement
[55 Undea IMM] [Trickery] [Ice] [Rival] Vhrael the Reanimated Arcanist, Exemplar of Nihilism
[ Elf ] <PK> Akzylar the Sage of Arcane Power
[ Avian ] Trilil the Bringer of Torment
[ Duerg ] [Rival] Dogran the Wrath of an Immortal
[ H-Elf ] [Rival] Bunkint Darkfist the Composer
[ Avian ] <PK> [Rival] (WANTED:**) Heinrildt Schwarz the Bringer of Famine
[ Elf ] <PK> (WANTED:**) Hiretsuna the Sage of Arcane Power
[50 Jotun Pal] <PK> [JUSTICE] (Lieutenant) Solmundi Visindi the Holy Knight
[ Quasi ] Sevak the Incandescent
[ Elf ] <PK> <SCHOLAR> Duchess Ilromie Illistarre the Sage of Arcane Power
[ Human ] Fya the Mistress of the Body
[ Duerg ] <PK> [Rival] (WANTED:*) Rithgjar the Gladiator of Gore
Players found: 15
[KEEPER] The Balance prevails within the four kingdoms.
There are 15 characters on; the most on this past month was 19.

<908hp 397m 395mv no opponent/no opponent calm city (outside) > tar
Your current target ($$) is : Heinrildt

<908hp 397m 395mv no opponent/no opponent calm city (outside) > e
On a Dock
+-F | The air is thick with brine and the wind blows softly. Waves crash
| | gently against a platform made of narrow boards thrown together
*-F-+ | into an elegant dock, covered with water and creaking slightly.
| | Wooden crates are stacked neatly to the sides. The voices of travelers
+-+-@ | and vendors fill the air.
| |
S |
|
|
---------+

[Exits: north west]
A special guard walks in.

<908hp 397m 394mv no opponent/no opponent calm city (outside) > c
Players near you in Demea:
<PK> Solmundi On a Dock

<908hp 397m 394mv no opponent/no opponent calm city (outside) > eq
You are using:
<used as light> (Glowing) a small hot ball of fire
<worn on finger> a ring inscribed with a pearl drop
<worn on finger> a wyvern's eye
<worn around neck> (Glowing) an Order of Light amulet
<worn around neck> (Glowing) an Order of Light amulet
<worn on head> a casque of the Golden Flame
<worn on torso> (Glowing) (Humming) finely crafted silver platemail
<worn on arms> (Glowing) superior silver vambraces of perfection
<worn on hands> gauntlets of the Golden Flame
<worn on legs> leg guards of the Golden Flame
<worn on feet> greaves of the Golden Flame
<worn about body> a jet-black robe
<worn about waist> a girdle of the Golden Flame
<worn around wrist> a thick, scintillating gold bracer
<worn around wrist> a wyvern-marked bracer
<wielded> (Glowing) (Humming) a wide-bladed steel sabre
<floating nearby> a mithril dragon
<tattooed> (Glowing) a longsword sheathed in everflowing water

<908hp 397m 394mv no opponent/no opponent calm city (outside) > wear buck
You wear a gem-studded golden buckler as a shield.

<908hp 397m 394mv no opponent/no opponent calm city (outside) >
You feel less protected.

<908hp 414m 399mv no opponent/no opponent calm city (outside) > n
On a Dock
+ | The air is thick with brine and the wind blows softly. Waves
| | crash gently against a platform made of narrow boards thrown
+-F | together into an elegant dock, covered with water and creaking
| | slightly. Wooden crates are stacked neatly to the sides. The
*-F-@ | voices of travelers and vendors fill the air.
| |
+-+-+ |
| |
S |
---------+

[Exits: north south west]
A special guard walks in.

<908hp 414m 398mv no opponent/no opponent calm city (outside) > n
On a Dock
+-S | The air is thick with brine and the wind blows softly. Waves
| | crash gently against a platform made of narrow boards thrown
+ | together into an elegant dock, covered with water and creaking
| | slightly, wooden crates are staked neatly to the sides. The
@-F | voices of travelers and vendors fill the air. An open-air
| | fish market can be seen to the east.
*-F-+ |
| |
+-+-+ |
---------+

[Exits: north east south]
A dockhand stands here.
A special guard walks in.

<908hp 414m 397mv no opponent/no opponent calm city (outside) > c
Players near you in Demea:
<PK> Solmundi On a Dock

<908hp 414m 397mv no opponent/no opponent calm city (outside) > prot
You feel holy and pure.

<908hp 379m 397mv no opponent/no opponent calm city (outside) > n
n
n
On a Dock
+ | The air is thick with brine and the wind blows softly. Waves
| | crash gently against a platform made of narrow boards thrown
+-S | together into an elegant dock, covered with water and creaking
| | slightly. Wooden crates are stacked neatly to the sides.
@ | The voices of travelers and vendors fill the air.
| |
+-F |
| |
*-F-+ |
---------+

[Exits: north south]
A dockhand stands here.
A dockhand stands here.
A special guard walks in.

<908hp 379m 396mv no opponent/no opponent calm city (outside) >
On a Dock
+ | The air is thick with brine and the wind blows softly.
| | Waves crash gently against a platform made of narrow boards
+ | thrown together into an elegant dock, covered with water
| | and creaking slightly. Wooden crates are stacked neatly
@-S | to the sides. The voices of travelers and vendors fill
| | the air. A large sign stands in front of a small shop to
+ | the east, in large red letters, the words 'Seaside Souvenirs'
| | are painted.
+-F |
---------+

[Exits: north east south]
A special guard walks in.

<908hp 379m 395mv no opponent/no opponent calm city (outside) >
On a Dock
| The air is thick with brine and the wind blows softly. Waves
| crash gently against a platform made of narrow boards thrown
+ | together into an elegant dock, covered with water and creaking
| | slightly. Wooden crates are stacked neatly to the sides.
@ | The voices of travelers and vendors fill the air.
| |
+-S |
| |
+ |
---------+

[Exits: north south]
A special guard walks in.

<908hp 379m 394mv no opponent/no opponent calm city (outside) > n
End of the Dock
| The sturdy boards of the dock meet the gentle caress of
| the salt-water bay in a vain attempt to reach travelers
| from the water. The salty mist that hangs about overshadows
| the welcome of the dry dock. Wooden crates are stacked
@ | neatly to the side and the sound of voices can be heard
| | in the distance.
+ |
| |
+-S |
---------+

[Exits: south down]
A special guard walks in.

<908hp 379m 393mv no opponent/no opponent calm city (outside) > n
Alas, you cannot go that way.

<908hp 379m 393mv no opponent/no opponent calm city (outside) > d
Demea Bay
~-~-~ | Vast amounts of water ripple below you, glimmering in the
| | | | light, hoping to catch your eye. A gentle breeze, masked with
~-~-~ | a salty smell, caresses your body. Upon looking through blue
| | | | water, many colorful fish can be seen scurrying about.
~-~-@ |
|
|
|
|
---------+

[Exits: north west up]
A special guard swims in.

<908hp 379m 392mv no opponent/no opponent calm lagoon (outside) > c
Players near you in Demea:
<PK> Solmundi Demea Bay

<908hp 379m 392mv no opponent/no opponent calm lagoon (outside) > n
Demea Bay
| Vast amounts of water ripple below you, glimmering in the
| light, hoping to catch your eye. A gentle breeze, masked with
~-~-~ | a salty smell, caresses your body. Upon looking through blue
| | | | water, many colorful fish can be seen scurrying about.
~-~-@ |
| | | |
~-~-~ |
|
|
---------+

[Exits: north south west]
A special guard swims in.

<908hp 379m 390mv no opponent/no opponent calm lagoon (outside) > w
Demea Bay
| Vast amounts of water ripple below you, glimmering in the
| light, hoping to catch your eye. A gentle breeze, masked
~-~-~-~ | with a salty smell, caresses your body. Upon looking through
| | | | | blue water, many colorful fish can be seen scurrying about.
~-~-@-~ |
| | | | |
~-~-~-~ |
|
|
---------+

[Exits: north east south west]
A special guard swims in.

<908hp 379m 388mv no opponent/no opponent calm lagoon (outside) > w
Demea Bay
| Vast amounts of water ripple below you, glimmering in
| the light, hoping to catch your eye. A gentle breeze,
~-~-~-~-~| masked with a salty smell, caresses your body. Upon looking
| | | || through blue water, many colorful fish can be seen scurrying
~-@-~-~| about.
| | | ||
~-~-~-~|
|
|
---------+

[Exits: north east south west]
A special guard swims in.

<908hp 379m 386mv no opponent/no opponent calm lagoon (outside) > w
Demea Bay
| Vast amounts of water ripple below you, glimmering in
| the light, hoping to catch your eye. A gentle breeze,
~-~-~-~-~| masked with a salty smell, caresses your body. Upon looking
| | || through blue water, many colorful fish can be seen scurrying
@-~-~| about.
| | ||
~-~-~|
|
|
---------+

[Exits: north east south]
A special guard swims in.

<908hp 379m 384mv no opponent/no opponent calm lagoon (outside) > w
Alas, you cannot go that way.

<908hp 379m 384mv no opponent/no opponent calm lagoon (outside) > n
Demea Bay
| Vast amounts of water ripple below you, glimmering in
| the light, hoping to catch your eye. A gentle breeze,
| masked with a salty smell, caresses your body. Upon looking
| through blue water, many colorful fish can be seen scurrying
~-~-@-~-~| about.
| | ||
~-~-~|
| | ||
~-~-~|
---------+

[Exits: east south west]
A special guard swims in.

<908hp 379m 382mv no opponent/no opponent calm lagoon (outside) > w
w
The Edge of the Bay
| The narrow sound meets the vast bay in a union of blue
| seawater. The salt mist has all but vanished, but the
| smell of salt water combined with the scent of sea life
| lingers. The majesty of Kesin Sound lies westward, while
~-~-@-~-~| the bay begins to open towards the east.
| ||
~-~|
| ||
~-~|
---------+

[Exits: east west]
A special guard swims in.

<908hp 379m 380mv no opponent/no opponent calm lagoon (outside) >
Kesin Sound
| The churning waters of the sea are no longer, and the
| sounds of silence fill the salty air. The water twinkles,
| glimmers, and shimmers in a symphony of sparkling majesty.
| The bluish water allows you to see all the sea life
~-~-@-~-~| at the bottom of this liquid ecosystem.
||
~|
||
~|
---------+

[Exits: east west]
A special guard swims in.

<908hp 379m 378mv no opponent/no opponent calm lagoon (outside) > w
Kesin Sound
| The churning waters of the sea are no longer, and the
| sounds of silence fill the salty air. The water twinkles,
| glimmers, and shimmers in a symphony of sparkling majesty.
| The bluish water allows you to see all the sea life at
~-~-@-~-~| the bottom of this liquid ecosystem.
|
|
|
|
---------+

[Exits: east west]
A special guard swims in.

<908hp 379m 376mv no opponent/no opponent calm lagoon (outside) > w
Kesin Sound
| The churning waters of the sea are no longer, and the sounds
| of silence fill the salty air. The water twinkles, glimmers,
| and shimmers in a symphony of sparkling majesty. The bluish
| water allows you to see all the sea life at the bottom of
!-~-@-~-~| this liquid ecosystem.
| , , |
~-~-~= |
| | |
~- ~ |
---------+

[Exits: east west]
A special guard swims in.

<908hp 379m 374mv no opponent/no opponent calm lagoon (outside) > c
Players near you in Demea:
<PK> Solmundi Kesin Sound

<908hp 379m 374mv no opponent/no opponent calm lagoon (outside) > w
Kesin Sound
| The churning waters of the sea are no longer, and the
| sounds of silence fill the salty air. The water twinkles,
o | glimmers, and shimmers in a symphony of sparkling majesty.
| | The bluish water allows you to see all the sea life
!-!-@-~-~| at the bottom of this liquid ecosystem.
| | , , |
~-~-~-~= |
/ | | |
~-~- -~=~|
---------+

[Exits: east west]
A special guard swims in.

<908hp 379m 372mv no opponent/no opponent calm lagoon (outside) > w
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.
A special guard walks in.

<908hp 379m 370mv no opponent/no opponent calm sand (outside) > s
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]
A special guard walks in.

<908hp 379m 368mv no opponent/no opponent calm ocean (outside) > s
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]
A special guard floats in.

<908hp 379m 366mv no opponent/no opponent calm ocean (outside) > s
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]
A special guard floats in.

<908hp 379m 364mv no opponent/no opponent calm ocean (outside) > s
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]
A special guard floats in.

<908hp 379m 362mv no opponent/no opponent calm ocean (outside) > c
Players near you in Forest of Illusion:
<PK> Heinrildt Dense Forest
<PK> Solmundi The Ocean

<908hp 379m 362mv no opponent/no opponent calm ocean (outside) > s
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]
A special guard floats in.

<908hp 379m 360mv no opponent/no opponent calm ocean (outside) > d
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]
A special guard floats in.

<908hp 379m 358mv no opponent/no opponent calm ocean (outside) > s
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.
A special guard floats in.

<908hp 379m 356mv no opponent/no opponent calm sand (outside) > c
Players near you in Forest of Illusion:
<PK> Heinrildt Dense Forest
<PK> Solmundi A Mystical Shoreline

<908hp 379m 356mv no opponent/no opponent calm sand (outside) > z
You scan all around.
You scan north.
You scan south.
*** Range 2 (south) ***
A fuzzar is here, playing in the forest.
A pile of wood comes to life before your very eyes.
*** Range 3 (south) ***
A young and brightly coloured griffon plays in the forest.
(Translucent) A warrior of the forest patrols here, expecting trouble.
*** Range 4 (south) ***
A pile of wood comes to life before your very eyes.
*** Range 5 (south) ***
(Translucent) A warrior of the forest patrols here, expecting trouble.
A fuzzar is here, playing in the forest.
You scan west.

<908hp 379m 356mv no opponent/no opponent calm sand (outside) > w
Along the Shoreline
| The eerie sounds of the forest's strange creatures enamate
| from all around you. It is quite unlike anything you have
~ | ever heard. In the distance you think you see a large tree
| | appear on the path. You blink in disbelief and look again
f-@-! | for it, but it has apparently gone. The trail continues
| | | west while a strange and mystical shoreline lies to the
f-f f | east.
| | |
f f |
---------+

[Exits: east west]
A small Sign has been staked into the ground here.
A special guard walks in.

<908hp 379m 354mv no opponent/no opponent calm forest (outside) > w
The Beginnings of a Thick Forest
| The trees become very thick here, their branches towering
| overhead almost blocking out all of the sunlight shining
~| in from high above. A large rock formation that has been
|| constructed artificially to the west blocks passage in
@-f-!| that direction. The path veers sharply south and several
| || leaves and twigs lay strewn on the dirt trail. You hear
z-f-f f| something snicker near by.
| ||
f f|
---------+

[Exits: east south]
A special guard walks in.

<908hp 379m 353mv no opponent/no opponent calm forest (outside) > z
You scan all around.
You scan east.
You scan south.
*** Range 1 (south) ***
A small fairy is here, dancing playfully in the forest.
A pile of wood comes to life before your very eyes.
*** Range 2 (south) ***
A young and brightly coloured griffon plays in the forest.

<908hp 379m 353mv no opponent/no opponent calm forest (outside) >
Alycla the crazed Illusionist yells 'Time to die, Heinrildt!'

<908hp 379m 353mv no opponent/no opponent calm forest (outside) > s
A Trail Intersection
~| A smaller trail splits off to the west as the main path
|| continues north and south. The leaves on the trees seem
f-f-!| to randomly change color making for a spectacular display
| || of the spectrum. You ignore the question of how this
z-f-@ f| is possible as you are mesmerized by its beauty.
| ||
f f|
| ||
f-f f|
---------+

[Exits: north south west]
A small fairy is here, dancing playfully in the forest.
A pile of wood comes to life before your very eyes.
A special guard walks in.

<908hp 379m 352mv no opponent/no opponent calm forest (outside) > z
You scan all around.
You scan north.
You scan south.
*** Range 1 (south) ***
A young and brightly coloured griffon plays in the forest.
You scan west.
*** Range 1 (west) ***
A small fairy is here, dancing playfully in the forest.
A fuzzar is here, playing in the forest.
A young and brightly coloured griffon plays in the forest.
*** Range 2 (west) ***
A rockling sits motionless upon the ground.
A rockling sits motionless upon the ground.
*** Range 3 (west) ***
A young and brightly coloured griffon plays in the forest.
A rockling sits motionless upon the ground.
A rockling sits motionless upon the ground.
*** Range 4 (west) ***
A small fairy is here, dancing playfully in the forest.
A rockling sits motionless upon the ground.
A rockling sits motionless upon the ground.
*** Range 6 (west) ***
A rockling sits motionless upon the ground.
A rockling sits motionless upon the ground.

<908hp 379m 352mv no opponent/no opponent calm forest (outside) > n
The Beginnings of a Thick Forest
| The trees become very thick here, their branches towering
| overhead almost blocking out all of the sunlight shining
~| in from high above. A large rock formation that has been
|| constructed artificially to the west blocks passage in
@-f-!| that direction. The path veers sharply south and several
| || leaves and twigs lay strewn on the dirt trail. You hear
z-f-f f| something snicker near by.
| ||
f f|
---------+

[Exits: east south]
A special guard walks in.

<908hp 379m 351mv no opponent/no opponent calm forest (outside) > e
Along the Shoreline
| The eerie sounds of the forest's strange creatures enamate
| from all around you. It is quite unlike anything you have
~ | ever heard. In the distance you think you see a large tree
| | appear on the path. You blink in disbelief and look again
f-@-! | for it, but it has apparently gone. The trail continues
| | | west while a strange and mystical shoreline lies to the
f-f f | east.
| | |
f f |
---------+

[Exits: east west]
A small Sign has been staked into the ground here.
A special guard walks in.

<908hp 379m 350mv no opponent/no opponent calm forest (outside) > e
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.
A special guard walks in.

<908hp 379m 349mv no opponent/no opponent calm sand (outside) > s
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 special guard walks in.

<908hp 379m 347mv no opponent/no opponent calm forest (outside) > s
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 fuzzar is here, playing in the forest.
A pile of wood comes to life before your very eyes.
A special guard walks in.

<908hp 379m 346mv no opponent/no opponent calm forest (outside) > s
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]
A young and brightly coloured griffon plays in the forest.
(Translucent) A warrior of the forest patrols here, expecting trouble.
A special guard walks in.

<908hp 379m 345mv no opponent/no opponent calm forest (outside) > s
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 pile of wood comes to life before your very eyes.
A special guard walks in.

<908hp 379m 344mv no opponent/no opponent calm forest (outside) > n
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]
A young and brightly coloured griffon plays in the forest.
(Translucent) A warrior of the forest patrols here, expecting trouble.
A special guard walks in.

<908hp 379m 343mv no opponent/no opponent calm forest (outside) > z

Alycla the crazed Illusionist yells 'Heinrildt! Now you die!'

<908hp 379m 343mv no opponent/no opponent calm forest (outside) > s
You scan all around.
You scan north.
*** Range 1 (north) ***
A fuzzar is here, playing in the forest.
A pile of wood comes to life before your very eyes.
You scan south.
*** Range 1 (south) ***
A pile of wood comes to life before your very eyes.
*** Range 2 (south) ***
(Translucent) A warrior of the forest patrols here, expecting trouble.
A fuzzar is here, playing in the forest.
You scan west.
*** Range 1 (west) ***
(White Aura) The Ancient Knight of the forest is camped up here.

<908hp 379m 343mv no opponent/no opponent calm forest (outside) >
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 pile of wood comes to life before your very eyes.
A special guard walks in.

<908hp 379m 342mv no opponent/no opponent calm forest (outside) > s
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.
A fuzzar is here, playing in the forest.
A special guard walks in.
Alycla the crazed Illusionist yells 'Heinrildt! Now you die!'

<908hp 388m 395mv no opponent/no opponent calm forest (outside) > s
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 special guard walks in.

<908hp 388m 394mv no opponent/no opponent calm forest (outside) > s
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 special guard walks in.

<908hp 388m 393mv no opponent/no opponent calm forest (outside) > z
w
You scan all around.
You scan north.
*** Range 2 (north) ***
(Translucent) A warrior of the forest patrols here, expecting trouble.
A fuzzar is here, playing in the forest.
*** Range 3 (north) ***
A pile of wood comes to life before your very eyes.
*** Range 4 (north) ***
A young and brightly coloured griffon plays in the forest.
(Translucent) A warrior of the forest patrols here, expecting trouble.
*** Range 5 (north) ***
A fuzzar is here, playing in the forest.
A pile of wood comes to life before your very eyes.
You scan west.
*** Range 1 (west) ***
(Translucent) A warrior of the forest patrols here, expecting trouble.

<908hp 388m 393mv no opponent/no opponent calm forest (outside) >
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]
(Translucent) A warrior of the forest patrols here, expecting trouble.
A special guard walks in.

<908hp 388m 392mv no opponent/no opponent calm forest (outside) > s
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]
A small fairy is here, dancing playfully in the forest.
A special guard walks in.

<908hp 388m 391mv no opponent/no opponent calm forest (outside) > s
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 special guard walks in.

<908hp 388m 390mv no opponent/no opponent calm forest (outside) > s
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]
A magical key of fire burns deep red.
A fuzzar is here, playing in the forest.
(Translucent) A warrior of the forest patrols here, expecting trouble.
A pile of wood comes to life before your very eyes.
A special guard walks in.

<908hp 388m 389mv no opponent/no opponent calm forest (outside) > z
You scan all around.
You scan north.
*** Range 2 (north) ***
A small fairy is here, dancing playfully in the forest.
*** Range 3 (north) ***
(Translucent) A warrior of the forest patrols here, expecting trouble.
You scan east.
*** Range 1 (east) ***
A small fairy is here, dancing playfully in the forest.
A fuzzar is here, playing in the forest.
You scan west.
*** Range 1 (west) ***
A young and brightly coloured griffon plays in the forest.
*** Range 2 (west) ***
A young and brightly coloured griffon plays in the forest.
*** Range 5 (west) ***
(Translucent) Alycla the crazed Illusionist stands here phasing in and out of existence.
A gate guard stands here, protecting the city from crime.
A gate guard stands here, protecting the city from crime.

<908hp 388m 389mv no opponent/no opponent calm forest (outside) > e
A Bend in the Trail
f | The trail takes an abrupt turn here and darkness swiftly
| | falls. Barely any sunlight can get through the trees here
f | even though they are not especially thick. There is a wretched
| | snarling sound coming from the south of here, warning you
f-f-@ | to enter at your own risk. West leads back into the dense
| | forest.
f |
| |
f |
---------+

[Exits: south west]
An important sign has been erected here.
A small fairy is here, dancing playfully in the forest.
A fuzzar is here, playing in the forest.
A special guard walks in.

<908hp 388m 388mv no opponent/no opponent calm forest (outside) > z
You scan all around.
You scan south.
*** Range 4 (south) ***
A small fairy is here, dancing playfully in the forest.
You scan west.
*** Range 1 (west) ***
A fuzzar is here, playing in the forest.
(Translucent) A warrior of the forest patrols here, expecting trouble.
A pile of wood comes to life before your very eyes.
*** Range 2 (west) ***
A young and brightly coloured griffon plays in the forest.
*** Range 3 (west) ***
A young and brightly coloured griffon plays in the forest.
*** Range 6 (west) ***
(Translucent) Alycla the crazed Illusionist stands here phasing in and out of existence.
A gate guard stands here, protecting the city from crime.
A gate guard stands here, protecting the city from crime.

<908hp 388m 388mv no opponent/no opponent calm forest (outside) > s
Strange Woodlands
f | The ground here is void of all life and reeks of death and
| | defilement. Strewn about the floor are various skulls and
f-f-f | bones that have been spat out by the evil being that resides
| | here. As you enter it becomes very dark, and all that you
@ | can make out is two fiery red eyes, fixing on you immediately.
| | All directions have been blocked from your path, preventing
f | escape.
| |
f |
---------+

[Exits: north south]
The severed head of a forest warrior lies on the ground.
A special guard walks in.

<908hp 388m 387mv no opponent/no opponent calm forest (outside) > s
Strange Woodlands
f-f-f | The ground here is void of all life and reeks of death
| | and defilement. Strewn about the floor are various skulls
f | and bones that have been spat out by the evil being that
| | resides here. As you enter it becomes very dark, and all
@ | that you can make out is two fiery red eyes, fixing on
| | you immediately. All directions have been blocked from
f | your path, preventing escape.
| |
f-* |
---------+

[Exits: north south]
A special guard walks in.

<908hp 388m 386mv no opponent/no opponent calm forest (outside) > s
Strange Woodlands
f | Suddenly a foul stench of death flares up almost paralysing
| | you with fear. All over the ground are smashed bones, severed
f | heads and limbs of the poor creatures of the forest that
| | ventured too far into these woodlands for their own safety.
@ | The ground is covered in a thick bracken that has been totalled
| | by a blaze recently and smoulders away even now. Wisps of
f-* | smoke arise from the floor heading their way skywards.
|
|
---------+

[Exits: north south]
A special guard walks in.

<908hp 388m 385mv no opponent/no opponent calm forest (outside) > s
Strange Woodlands
f | Suddenly a foul stench of death flares up almost paralysing
| | you with fear. All over the ground are smashed bones, severed
f | heads and limbs of the poor creatures of the forest that
| | ventured too far into these woodlands for their own safety.
@-* | The ground is covered in a thick bracken that has been totalled
| by a blaze recently and smoulders away even now. Wisps of
| smoke arise from the floor heading their way skywards.
|
|
---------+

[Exits: north east]
A small fairy is here, dancing playfully in the forest.
A special guard walks in.

<908hp 388m 384mv no opponent/no opponent calm forest (outside) > z
You scan all around.
You scan north.
*** Range 4 (north) ***
A small fairy is here, dancing playfully in the forest.
A fuzzar is here, playing in the forest.
You scan east.
*** Range 1 (east) ***
(Translucent) (White Aura) Rothon stands here awaiting his next victim.

<908hp 388m 384mv no opponent/no opponent calm forest (outside) > c
Players near you in Forest of Illusion:
<PK> Heinrildt Inside the South Gate
<PK> Solmundi Strange Woodlands

<908hp 388m 384mv no opponent/no opponent calm forest (outside) > n
Strange Woodlands
f | Suddenly a foul stench of death flares up almost paralysing
| | you with fear. All over the ground are smashed bones, severed
f | heads and limbs of the poor creatures of the forest that
| | ventured too far into these woodlands for their own safety.
@ | The ground is covered in a thick bracken that has been totalled
| | by a blaze recently and smoulders away even now. Wisps of
f-* | smoke arise from the floor heading their way skywards.
|
|
---------+

[Exits: north south]
A special guard walks in.

<908hp 388m 383mv no opponent/no opponent calm forest (outside) > n
Strange Woodlands
f-f-f | The ground here is void of all life and reeks of death
| | and defilement. Strewn about the floor are various skulls
f | and bones that have been spat out by the evil being that
| | resides here. As you enter it becomes very dark, and all
@ | that you can make out is two fiery red eyes, fixing on
| | you immediately. All directions have been blocked from
f | your path, preventing escape.
| |
f-* |
---------+

[Exits: north south]
A special guard walks in.

<908hp 388m 382mv no opponent/no opponent calm forest (outside) > n
Strange Woodlands
f | The ground here is void of all life and reeks of death and
| | defilement. Strewn about the floor are various skulls and
f-f-f | bones that have been spat out by the evil being that resides
| | here. As you enter it becomes very dark, and all that you
@ | can make out is two fiery red eyes, fixing on you immediately.
| | All directions have been blocked from your path, preventing
f | escape.
| |
f |
---------+

[Exits: north south]
The severed head of a forest warrior lies on the ground.
A special guard walks in.

<908hp 388m 381mv no opponent/no opponent calm forest (outside) > n
A Bend in the Trail
f | The trail takes an abrupt turn here and darkness swiftly
| | falls. Barely any sunlight can get through the trees here
f | even though they are not especially thick. There is a wretched
| | snarling sound coming from the south of here, warning you
f-f-@ | to enter at your own risk. West leads back into the dense
| | forest.
f |
| |
f |
---------+

[Exits: south west]
An important sign has been erected here.
A small fairy is here, dancing playfully in the forest.
A fuzzar is here, playing in the forest.
A special guard walks in.

<908hp 388m 380mv no opponent/no opponent calm forest (outside) > c
Players near you in Forest of Illusion:
<PK> Heinrildt The Shoreline
<PK> Solmundi A Bend in the Trail

<908hp 388m 380mv no opponent/no opponent calm forest (outside) > w
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]
A magical key of fire burns deep red.
A fuzzar is here, playing in the forest.
(Translucent) A warrior of the forest patrols here, expecting trouble.
A pile of wood comes to life before your very eyes.
A special guard walks in.

<908hp 388m 379mv no opponent/no opponent calm forest (outside) > w
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]
A young and brightly coloured griffon plays in the forest.
A special guard walks in.

<908hp 388m 378mv no opponent/no opponent calm forest (outside) > w
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 young and brightly coloured griffon plays in the forest.
A special guard walks in.

<908hp 388m 377mv no opponent/no opponent calm forest (outside) > w
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 special guard walks in.

<908hp 388m 376mv no opponent/no opponent calm forest (outside) > w
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]
A special guard walks in.

<908hp 388m 375mv no opponent/no opponent calm city (indoors) > w
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.
A special guard walks in.
A gate guard smiles at you.
A gate guard steps aside and allows you to walk by.

<908hp 388m 374mv no opponent/no opponent calm city (outside) > w
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]
(Translucent) Alycla the crazed Illusionist stands here phasing in and out of existence.
A special guard walks in.

<908hp 388m 373mv no opponent/no opponent calm city (outside) > w
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]
A special guard walks in.

<908hp 388m 372mv no opponent/no opponent calm city (outside) > w
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.
A special guard walks in.

<908hp 388m 371mv no opponent/no opponent calm city (outside) > s
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]
A special guard walks in.

<908hp 388m 370mv no opponent/no opponent calm city (outside) > s
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]
A special guard walks in.

<908hp 388m 369mv no opponent/no opponent calm city (outside) > s
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.
A special guard walks in.
A gate guard smiles at you.
A gate guard steps aside and allows you to walk by.
A gate guard smiles at you.
A gate guard steps aside and allows you to walk by.

<908hp 388m 368mv no opponent/no opponent calm city (outside) > et
They aren't here.

<908hp 388m 368mv no opponent/no opponent calm city (outside) > z
You scan all around.
You scan north.
*** Range 6 (north) ***
A gate guard stands here, protecting the city from crime.
A gate guard stands here, protecting the city from crime.
You scan east.
*** Range 1 (east) ***
A perimeter guard stands here, keeping the walls secure.
*** Range 2 (east) ***
A perimeter guard stands here, keeping the walls secure.
You scan south.
*** Range 2 (south) ***
A seagull is here, making circles in the sky.
A seagull is here, making circles in the sky.
You scan west.
*** Range 1 (west) ***
A perimeter guard stands here, keeping the walls secure.
*** Range 2 (west) ***
A perimeter guard stands here, keeping the walls secure.

<908hp 388m 368mv no opponent/no opponent calm city (outside) > c
Players near you in Forest of Illusion:
<PK> Solmundi Inside the South Gate

<908hp 388m 368mv no opponent/no opponent calm city (outside) > s
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.
A special guard walks in.

<908hp 388m 367mv no opponent/no opponent calm city (indoors) > s
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.
A special guard walks in.

<908hp 388m 366mv no opponent/no opponent calm sand (outside) > s
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]
A special guard walks in.

<908hp 388m 364mv no opponent/no opponent calm sand (outside) > e
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.
A special guard walks in.

<908hp 388m 362mv no opponent/no opponent calm sand (outside) > s
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]
A special guard walks in.

<908hp 388m 360mv no opponent/no opponent calm sand (outside) > s
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.
A special guard walks in.

<908hp 388m 358mv no opponent/no opponent calm sand (outside) > s
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]
A large golden crab is toting an enormous pair of pincers.
A special guard walks in.

<908hp 388m 356mv no opponent/no opponent calm sand (outside) > e
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]
A special guard walks in.

<908hp 388m 354mv no opponent/no opponent calm sand (outside) > c
Players near you in Storm Hill:
<PK> Heinrildt Overlooking a Town
<PK> Solmundi Along the Seashore

<908hp 388m 354mv no opponent/no opponent calm sand (outside) > n
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.
A special guard walks in.

<908hp 388m 352mv no opponent/no opponent calm sand (outside) > e
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]
A special guard walks in.

<908hp 388m 350mv no opponent/no opponent calm field (outside) > e
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.
A special guard walks in.

<908hp 388m 349mv no opponent/no opponent calm sand (outside) > c
Players near you in Storm Hill:
<PK> Solmundi Lighter Sand

<908hp 388m 349mv no opponent/no opponent calm sand (outside) > s
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]
A special guard walks in.

<908hp 388m 347mv no opponent/no opponent calm sand (outside) > e
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.
A special guard walks in.

<908hp 388m 345mv no opponent/no opponent calm field (outside) > s
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]
A special guard walks in.

<908hp 388m 344mv no opponent/no opponent calm field (outside) > s
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]
A special guard walks in.

<908hp 388m 343mv no opponent/no opponent calm field (outside) > s
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]
A special guard walks in.

<908hp 388m 342mv no opponent/no opponent calm road (outside) > e
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.
A special guard walks in.

<908hp 388m 341mv no opponent/no opponent calm road (outside) > e
Along the Docks
o z-z-z| Long planks of a basalt timber line the floor of this dock
| | | stretching off as far as you can see in both the east and
o o-o | west directions. Beneath the dock the clear blue ocean waves
| | | bob up and down carrying upon them a white layer of salty
+-+-@-o-+| spray created by convection currents beneath its surface.
| | | A light breeze blowing in from the west carries with it a
o o | fine drizzle of sea surf, causing water droplets to land
| | on your face as you remain here taking in the amazing natural
*-o-o | beauty of the sight of the wide open sea north of you. To
---------+ the south you see a sandy trail leading away from the docks.


[Exits: east south west]
A special guard walks in.

<908hp 388m 340mv no opponent/no opponent calm road (outside) > e
e
A Gathering Spot
z-z z| You find yourself at a small comfortable looking row of benches
| || that have been placed facing the ocean, looking out over the
o-o z| docks. They have been carefully painted a shade of brilliant
| || white making them stand out rather conspicuously against the
+-+-@-+-+| dull brown basalt of the dock's floor. The positioning of the
| | benches is sufficient such that they could be ideal for fishing
o | from. Moss from the grassy verge south of here has began to
| | take a hold on the polished planks of the dock, slowly creeping
o-o | towards the benches. A gust of wind blows in from the west.
---------+

[Exits: east west]
A giant fisherman sits here baiting his hook.
A special guard walks in.

<908hp 388m 339mv no opponent/no opponent calm field (outside) >
Walking along the Docks
z-o| Standing on the wooden planks of the docks, which are old but
| | far from breaking, the salty air and the cool breeze always blowing
z | from here can be felt quite distinctly. Salt spray is carried
| | along on the air. The gentle lull of waves crashing against the
+-o-@-+-+| support poles can be heard, along with the screeching call of
| | gulls and other seabirds. The odour of fish is prevalent, as
o | fishing boats come in daily.
| |
o |
---------+

[Exits: east west]
A special guard walks in.

<908hp 388m 338mv no opponent/no opponent calm road (indoors) > e
An Old Intersection
z-o-o| The docks can be stepped off here to the north as a small
| | pathway leading its way around Storm hill meanders off
z o| in that direction. You can see a signpost constructed
| || here, standing over twenty feet high. Leading off to the
o-+-@-+-+| east and west the docks continue, apparently endless in
| each direction, or at least it seems so from here. The
| ground here has been overtaken by the grassy terrain to
| the north and flowers have begun to spring up inbetween
| the soft basalt planks.
---------+

[Exits: north east west]
A special guard walks in.

<908hp 388m 337mv no opponent/no opponent calm road (outside) > e
At the Gates of a Town
z-o-o-o| A pair of tall iron gates stand more than twenty feet high,
| | their white painted surface slowly beginning to flake off
z o-+| due to weather. A heavy iron bar has been placed across
| | | the centre of the gate keeping it firmly closed. As you
+-+-@-+ | look closer at the gates you notice designs of golden suns
| have been etched into their surface, and just above them
| a banner bearing the symbol of a blue dragon runs across
| their top. From the south you hear the sounds of bustling
| trade inside the town centre of Drakath and to the west
---------+ and east the docks continue.

[Exits: east (gates) west]
A special guard walks in.

<908hp 388m 336mv no opponent/no opponent calm city (outside) > e
End of the Dock
z-o-o | The docks come to an end here as they meet the perimeter walls
| | of the town of Drakath. Their light bluey-grey stonework appears
z o-+-+| to have been unaffected by the action of the salty air upon
| | | its surface. The floor of the dock has been crafted out of
+-+-@ | a light basalt wood that creaks slightly as you move over
| it, showing its age. Underneath the dock is a gravel covered
| road that continues on northwards. To the west you see the
| docks extending out towards the shoreline of the deep blue
| sea. A breeze blowing in from the west carries with it a salty
---------+ scent.

[Exits: north west]
A special guard walks in.

<908hp 388m 335mv no opponent/no opponent calm road (outside) > n
e
A Sharp Veering Path
| A trail leading away from the docks turns suddenly off to
| the east here, the directions north and west of you blocked
z-o | by the collosal sight of Storm hill. The hill reaches so high
| | into the sky that its snow covered tip is in the clouds. It
z @-+-+| seems far too steep to climb. At the top of the hill a dark
| | | looking forest has claimed it for its own, so far out of reach
+-+-+ | that it has remained untouched by mankind. Meanwhile the pathway
| here has been worn by the many passersby and seems to have
| been left unattended. The loose gravel covering it has been
---------+ idly swept aside and at the sides of the path a light bracken
grows alongside ferns and heather.

[Exits: east south]
A special guard walks in.

<908hp 397m 388mv no opponent/no opponent calm field (outside) >
A Gigantic Wind Break
o-*-o| A huge blockade has been set up here stopping the wind dead
|| in its tracks. The purpose of this is a mystery, as the only
+| kind of breeze ever blowing through Drakath is a gentle one.
|| Perhaps in times past there were powerful storms bringing with
o-@-+-+| them a need for shelter. The grass grows lightly here just barely
| | covering the perimeter of the wind break's stonework. It seems
+-+ | to have been kept short artificially by the town's people. This
| part of the town seems very peaceful and unvisited.
|
---------+

[Exits: east west]
A special guard walks in.

<908hp 397m 387mv no opponent/no opponent calm road (outside) > e
A White Gate
o-*-o | You find yourself at intersection in the path leading away from
| | | the mighty Storm hill. To the north of you the gigantic hill becomes
o +-o| impassable making you a forced decision to take another drection.
| | East of here you see some sort of outlook post station, looking
o-+-@-+ | quite modern. Back to the west are the docks of Drakath, harbouring
| | many ships and fisherman wandering about upon it. To the south
+ | you see a small picket fence, and in its centre is a small white
| gate, held closed by use of a flimsy lock. On its opposite side
| is what looks like a garden. Here the road has been swept clean
---------+ of dust and dirt and looks wide enough for two giant soldiers
to pass by each other.

[Exits: east (south) west]
A special guard walks in.

<908hp 397m 386mv no opponent/no opponent calm city (outside) > e
Along a Wall
o-*-o | A small stone wall has been laid here, though no building
| | | appears to have been connected to it. Its masonry is made
o +-o | out of a resilient looking mineral coloured a blue-grey, unique
| | to the town of Drakath. The wall may have been part of a small
+-+-@ | fortress that was built here and later was destroyed in some
| kind of battle. Judging by the pile of debris to the east
| of it this may be the case. A strange green moss has began
| to fill in the cracks of the wall taking it as its home. The
| rest of the ground is covered in a light green grass that
---------+ bears upon it morning dew. A light breeze blowing in from
the west of here carries a salty scent not unlike that of the sea.

[Exits: north west]
A small pile has tumbled down from the mountain of debris to the east.
A special guard walks in.

<908hp 397m 385mv no opponent/no opponent calm city (outside) > n
Overlooking a Town
o-o-+| A small outlook has been built here looking out over the town
| | of Drakath. From this elevated viewpoint you can just about
o-*-o | see over its mighty stone walls. A tall flag bearing a blue
| | | dragon rises up from the heart of the town, easily reaching
o @-o | more than twenty feet higher than the rest of its surroundings.
| | Small patchy grass grows around you, its mossy grip slowly
+-+-+ | taking over the stonework of the benches placed here. A light
| gust of wind breezes in from the west bringing with it a salty
| scent of the ocean.
---------+

[Exits: north east south]
A special guard walks in.

<908hp 397m 384mv no opponent/no opponent calm city (outside) > n
n
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 +-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]
A special guard walks in.

<908hp 397m 383mv no opponent/no opponent calm field (outside) >
Flattened Grass
| The constant marching of soldiers through this field have
| left the young grass completely flattened, although it
o-o| still grows with the vigour it had before it was ever stepped
| | on. Amongst the grass you see small daisies and buttercups,
@-o-+| their happy faces staring straight up into the sky. A few
| | huge footprints have been left in a long line directly
o-*-o | across the field, giving the impression that a heavily
| | | armored giant passed through here not too long ago. It
o +-o | seems very peaceful and quiet.
---------+

[Exits: east south]
A huge block of ice stands here, despite being in bright sunlight.
A special guard walks in.

<908hp 397m 382mv no opponent/no opponent calm field (outside) > e
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
o-o *| green grass. Far to the north you think you see a white picket
| || fence but you cannot be sure from this great distance. Growing
o-@-+-+| inside the grass are small white daisies, their yellow faces
| || staring up at the sky. This part of Drakath has been untouched
*-o *| by the busy hands of progress and remains even to this day
| | in its natural beauty. It seems the perfect place to have
+-o | a picnic.
---------+

[Exits: north east west]
A special guard walks in.

<908hp 397m 381mv no opponent/no opponent calm field (outside) > e
e
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
o-o * | of the Holy Cross. Strong and heavy, these gates are at least
| | | fifteen feet tall. They have been attached to the white stone
o-o-@-+-+| fortress wall that encloses the inside city. At the top of
| | | the gates and looking out over them, two flags fly proudly
o * | - the first, Valour's national flag, and the second, the flag
| | of Seringale.
+-o |
---------+

[Exits: east west]
A centurion is here guarding the gates of Valour.
A centurion is here guarding the gates of Valour.
A special guard walks in.

<908hp 397m 380mv no opponent/no opponent calm city (outside) >
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 citizen of Valour wanders about.
A special guard walks in.

<908hp 397m 379mv no opponent/no opponent calm city (outside) > e
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]
A member of the Valourian special forces is riding on a powerful steed.
A special guard walks in.

<908hp 397m 378mv no opponent/no opponent calm city (outside) > c
Players near you in Valour:
<PK> Heinrildt North Gate of City of Valour
<PK> Solmundi The Western Promenade

<908hp 397m 378mv no opponent/no opponent calm city (outside) > e
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
* o-+| benefit from. Valourian flags, bearing the motif of the
|| Holy Cross, have been raised to their greatest height,
o-+| flying proudly atop white poles.
---------+

[Exits: north east west]
A disciple of Sarich quietly observes the area.
A special guard walks in.

<908hp 397m 377mv no opponent/no opponent calm city (outside) > e
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
o-+-o| benefit from. Valourian flags, bearing the motif of the
| | Holy Cross, have been raised to their greatest height,
o-+-o| flying proudly atop white poles.
---------+

[Exits: east west]
A special guard walks in.

<908hp 397m 376mv no opponent/no opponent calm city (outside) > e
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
o-+-o | may never return to see again the city they fought for.
| | Lord Torin led the Knights to many victories, in his short
o-+-o | but legendary career.
---------+

[Exits: north south west]
A statue of Torin straddled upon the back of a mighty warhorse.
A special guard walks in.

<908hp 397m 375mv no opponent/no opponent calm city (outside) > e
A long fall into a lot of water is all there is in that direction.

<908hp 397m 375mv no opponent/no opponent calm city (outside) > n
Bridge over the Bay of Vamana
+ | A wooden bridge leaps out over the gentle ocean swirling
| | beneath here. A rope support is provided for the hands,
+ | while wooden sleepers support the feet that traverse it.
| | There is enough room here for three soldiers to walk abreast.
+ @ | The ocean gently laps the thick wooden pillars that keep
| | | this remarkably sturdy platform raised above the sea level.
+-+-+ | The bridge continues to the north and south.
| |
o-+-o |
---------+

[Exits: north south]
A Valourian sentry stands on duty, guarding the bridge.
A special guard walks in.

<908hp 397m 374mv no opponent/no opponent calm city (outside) > n
n
Bridge over the Bay of Vamana
+ | A wooden bridge leaps out over the gentle ocean swirling
| | beneath here. A rope support is provided for the hands, while
+ | wooden sleepers support the feet that traverse it. There
| | is enough room here for three soldiers to walk abreast. The
@ | ocean gently laps the thick wooden pillars that keep this
| | remarkably sturdy platform raised above the sea level. The
+ + | bridge continues to the north and south.
| | |
+-+-+ |
---------+

[Exits: north south]
A special guard walks in.

<908hp 397m 373mv no opponent/no opponent calm city (outside) >
Bridge over the Bay of Vamana
+ | A wooden bridge leaps out over the gentle ocean swirling
| | beneath here. A rope support is provided for the hands, while
+ | wooden sleepers support the feet that traverse it. There
| | is enough room here for three soldiers to walk abreast. The
@ | ocean gently laps the thick wooden pillars that keep this
| | remarkably sturdy platform raised above the sea level. The
+ | bridge continues to the north and south.
| |
+ |
---------+

[Exits: north south]
A special guard walks in.

<908hp 397m 372mv no opponent/no opponent calm city (outside) > n
Bridge over the Bay of Vamana
+-+-+| A wooden bridge leaps out over the gentle ocean swirling
| | beneath here. A rope support is provided for the hands, while
+ | wooden sleepers support the feet that traverse it. There
| | is enough room here for three soldiers to walk abreast. The
@ | ocean gently laps the thick wooden pillars that keep this
| | remarkably sturdy platform raised above the sea level. The
+ | bridge continues to the north and south.
| |
+ |
---------+

[Exits: north south]
A knight of the Holy Cross patrols the area diligently.
A special guard walks in.

<908hp 397m 371mv no opponent/no opponent calm city (outside) > n
Bridge over the Bay of Vamana
T-*-* | A wooden bridge leaps out over the gentle ocean swirling
| | | beneath here. A rope support is provided for the hands, while
* +-+-+| wooden sleepers support the feet that traverse it. There
| | is enough room here for three soldiers to walk abreast. The
@ | ocean gently laps the thick wooden pillars that keep this
| | remarkably sturdy platform raised above the sea level. The
+ | bridge continues to the north and south.
| |
+ |
---------+

[Exits: north south]
A member of the Valourian special forces is riding on a powerful steed.
A Valourian sentry stands on duty, guarding the bridge.
A special guard walks in.

<908hp 397m 370mv no opponent/no opponent calm city (outside) > n
Gates of Valour's Cathedral
* | The majestic gates of Valour's cathedral reach a height of
| | around fifteen feet. The cathedral's large steeple towers
T-*-* | over every other building in the vicinity. At its top is
| | | a weather vane that revolves in the wind. Stained glass windows
* @-+-+| are visible on the sides of this cathedral, depicting the
| | battles that brought glory and peace to the city of Valour.
+ |
| |
+ |
---------+

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

<908hp 397m 369mv no opponent/no opponent calm city (outside) > e
Bridge over the Bay of Vamana
| A wooden bridge leaps out over the gentle ocean swirling beneath
| here. A rope support is provided for the hands, while wooden
*-* | sleepers support the feet that traverse it. There is enough
| | room here for three soldiers to walk abreast. The ocean gently
+-@-+-+| laps the thick wooden pillars that keep this remarkably sturdy
| | platform raised above the sea level. The bridge continues to
+ | the east and west.
| |
+ |
---------+

[Exits: east west]
A Valourian sentry stands on duty, guarding the bridge.
A special guard walks in.

<908hp 397m 368mv no opponent/no opponent calm city (outside) > e
Bridge over the Bay of Vamana
| A wooden bridge leaps out over the gentle ocean swirling beneath
| here. A rope support is provided for the hands, while wooden
* | sleepers support the feet that traverse it. There is enough room
| | here for three soldiers to walk abreast. The ocean gently laps
+-+-@-+-+| the thick wooden pillars that keep this remarkably sturdy platform
| | raised above the sea level. The bridge continues to the east
+ | and west.
| |
+ |
---------+

[Exits: east west]
A special guard walks in.

<908hp 397m 367mv no opponent/no opponent calm city (outside) > e
Bridge over the Bay of Vamana
| A wooden bridge leaps out over the gentle ocean swirling
| beneath here. A rope support is provided for the hands,
| while wooden sleepers support the feet that traverse it.
| There is enough room here for three soldiers to walk abreast.
+-+-@-+-+| The ocean gently laps the thick wooden pillars that keep
| this remarkably sturdy platform raised above the sea level.
| The bridge continues to the east and west.
|
|
---------+

[Exits: east west]
A special guard walks in.

<908hp 397m 366mv no opponent/no opponent calm city (outside) > e
Bridge over the Bay of Vamana
+-+| A wooden bridge leaps out over the gentle ocean swirling
|| beneath here. A rope support is provided for the hands,
+| while wooden sleepers support the feet that traverse
|| it. There is enough room here for three soldiers to walk
+-+-@-+-+| abreast. The ocean gently laps the thick wooden pillars
|| that keep this remarkably sturdy platform raised above
+| the sea level. The bridge continues to the east and west.
||
+|
---------+

[Exits: east west]
A special guard walks in.

<908hp 397m 365mv no opponent/no opponent calm city (outside) > e
Bridge over the Bay of Vamana
+-+ | A wooden bridge leaps out over the gentle ocean swirling
| | beneath here. A rope support is provided for the hands,
+ | while wooden sleepers support the feet that traverse it.
| | There is enough room here for three soldiers to walk abreast.
+-+-@-+-+| The ocean gently laps the thick wooden pillars that keep
| | this remarkably sturdy platform raised above the sea level.
+ | The bridge continues to the east and west.
| |
+ |
---------+

[Exits: east west]
A Valourian sentry stands on duty, guarding the bridge.
A special guard walks in.

<908hp 397m 364mv no opponent/no opponent calm city (outside) > e
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 noble of Valour walks down the street.
A special guard walks in.

<908hp 397m 363mv no opponent/no opponent calm city (outside) > c
n
Players near you in Valour:
<PK> Solmundi Queen Victoria's Needle

<908hp 397m 363mv no opponent/no opponent calm city (outside) >
Regent Street
S +-* | 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 special guard walks in.

<908hp 397m 362mv no opponent/no opponent calm city (outside) > n
Regent Street
+ * | The long street is watched over by the tall buildings
| | | at its sides. This road is wider than any other in Valour.
S +-* | 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 west]
A disciple of Sarich quietly observes the area.
A special guard walks in.

<908hp 397m 361mv no opponent/no opponent calm city (outside) > n
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.
S @-* | 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 special guard walks in.

<908hp 397m 360mv no opponent/no opponent calm city (outside) > n
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
S +-* | 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 special guard walks in.

<908hp 397m 359mv no opponent/no opponent calm city (outside) > n
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 special guard walks in.

<908hp 397m 358mv no opponent/no opponent calm city (outside) > n
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 member of the Valourian special forces is riding on a powerful steed.
A centurion is here guarding the gates of Valour.
A centurion is here guarding the gates of Valour.
A special guard walks in.

<908hp 397m 357mv no opponent/no opponent calm city (outside) > n
Outside the North Gate of Valour
| 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]
A special guard walks in.

<908hp 397m 356mv no opponent/no opponent calm field (outside) > n
Outside the Mist
| A vast expanse of thick mist is before you. Its difficult
| to see much of anything through the blanket. As it unfolds
| 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!'
A special guard walks in.

<908hp 397m 355mv no opponent/no opponent calm field (outside) > n
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. The mists surround everything. Its all that is visible
| in this darkness.
|
|
|
---------+

[Exits: east south west]
A special guard walks in.

<908hp 397m 354mv no opponent/no opponent calm field (outside) > n
Alas, you cannot go that way.

<908hp 397m 354mv no opponent/no opponent calm field (outside) > c
Players near you in Murmuring Mists:
<PK> Solmundi Within the Mist

<908hp 397m 354mv no opponent/no opponent calm field (outside) > z
You scan all around.
You scan east.
*** Range 2 (east) ***
Swirling mist roams this place, devouring everything smaller.
You scan south.
*** Range 3 (south) ***
A member of the Valourian special forces is riding on a powerful steed.
A centurion is here guarding the gates of Valour.
A centurion is here guarding the gates of Valour.
You scan west.
*** Range 1 (west) ***
A ghastly shape floats through the mists.
Swirling mist roams this place, devouring everything smaller.

<908hp 397m 354mv no opponent/no opponent calm field (outside) > s
Outside the Mist
| A vast expanse of thick mist is before you. Its difficult
| to see much of anything through the blanket. As it unfolds
| 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!'
A special guard walks in.

<908hp 397m 353mv no opponent/no opponent calm field (outside) > c
Players near you in Murmuring Mists:
<PK> Solmundi Outside the Mist

<908hp 397m 353mv no opponent/no opponent calm field (outside) > n
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. The mists surround everything. Its all that is visible
| in this darkness.
|
|
|
---------+

[Exits: east south west]
A special guard walks in.

<908hp 397m 352mv no opponent/no opponent calm field (outside) > wh
[ H-Elf ] Magitor the Grunt
[ Elf ] <PK> Zersh the Holy Patriarch of Healing
[ Quasi ] <PK> Zexzel the Grand Spectre of Beguilement
[55 Undea IMM] [Trickery] [Ice] [Rival] Vhrael the Reanimated Arcanist, Exemplar of Nihilism
[ Elf ] <PK> Akzylar the Sage of Arcane Power
[ Avian ] Trilil the Bringer of Torment
[ Duerg ] [Rival] Dogran the Wrath of an Immortal
[ H-Elf ] [Rival] Bunkint Darkfist the Composer
[ Avian ] <PK> [Rival] (WANTED:**) Heinrildt Schwarz the Bringer of Famine
[ Elf ] <PK> (WANTED:**) Hiretsuna the Sage of Arcane Power
[50 Jotun Pal] <PK> [JUSTICE] (Lieutenant) Solmundi Visindi the Holy Knight
[ Quasi ] Sevak the Incandescent
[ Elf ] <PK> <SCHOLAR> Duchess Ilromie Illistarre the Sage of Arcane Power
[ Duerg ] <PK> [Rival] (WANTED:*) Rithgjar the Gladiator of Gore
Players found: 14
[KEEPER] The Balance prevails within the four kingdoms.
There are 14 characters on; the most on this past month was 19.

<908hp 397m 352mv no opponent/no opponent calm field (outside) > e
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.
@ | The mists surround everything. Its all that is visible in
| this darkness.
|
|
|
---------+

[Exits: east west]
A special guard walks in.

<908hp 397m 351mv no opponent/no opponent calm field (outside) > e
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.
@ | The mists surround everything. Its all that is visible in
| this darkness.
|
|
|
---------+

[Exits: north west]
Swirling mist roams this place, devouring everything smaller.
A special guard walks in.

<908hp 397m 350mv no opponent/no opponent calm field (outside) > e
Alas, you cannot go that way.

<908hp 397m 350mv no opponent/no opponent calm field (outside) > s
n
Alas, you cannot go that way.

<908hp 397m 350mv no opponent/no opponent calm field (outside) >
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.
@ | The mists surround everything. Its all that is visible in
| this darkness.
|
|
|
---------+

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

<908hp 397m 349mv no opponent/no opponent calm field (outside) > e
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.
@ | The mists surround everything. Its all that is visible in
| this darkness.
|
|
|
---------+

[Exits: east west]
A special guard walks in.

<908hp 397m 348mv no opponent/no opponent calm field (outside) > e
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.
@ | The mists surround everything. Its all that is visible in
| this darkness.
|
|
|
---------+

[Exits: east west]
A ghastly shape floats through the mists.
A ghastly shape floats through the mists.
A special guard walks in.
A huamoid shape appears in the mist, creating a frightening and familiar silhouette.

<908hp 397m 347mv no opponent/no opponent calm field (outside) > e
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.
@ | The mists surround everything. Its all that is visible in
| this darkness.
|
|
|
---------+

[Exits: south west]
A special guard walks in.

<908hp 397m 346mv no opponent/no opponent calm field (outside) > n
Alas, you cannot go that way.

<908hp 397m 346mv no opponent/no opponent calm field (outside) > s
Deep in the Mist
| Swirling tendril of mist ebb and flow, with the motion of
| an ocean, all around you. Diffused light seeps through the
| 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 course
| through this small area. To either side of the path, the mist
| looks like a solid wall, impenetrable.
|
---------+

[Exits: north east]
A special guard walks in.

<908hp 397m 345mv no opponent/no opponent calm field (outside) > e
Deep in the Mist
| Swirling tendril of mist ebb and flow, with the motion of
| an ocean, all around you. Diffused light seeps through the
| 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 course
| through this small area. To either side of the path, the mist
| looks like a solid wall, impenetrable.
|
---------+

[Exits: east west]
A ghastly shape floats through the mists.
A special guard walks in.

<908hp 397m 344mv no opponent/no opponent calm field (outside) > e
Deep in the Mist
| Swirling tendril of mist ebb and flow, with the motion of
| an ocean, all around you. Diffused light seeps through the
| 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 course
| through this small area. To either side of the path, the mist
| looks like a solid wall, impenetrable.
|
---------+

[Exits: north west]
A special guard walks in.

<908hp 397m 343mv no opponent/no opponent calm field (outside) > n
Deep in the Mist
| Swirling tendril of mist ebb and flow, with the motion of
| an ocean, all around you. Diffused light seeps through the
| 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 course
| through this small area. To either side of the path, the mist
| looks like a solid wall, impenetrable.
|
---------+

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

<908hp 397m 342mv no opponent/no opponent calm field (outside) > n
Deep in the Mist
| Swirling tendril of mist ebb and flow, with the motion of
| an ocean, all around you. Diffused light seeps through the
| 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 course
| through this small area. To either side of the path, the mist
| looks like a solid wall, impenetrable.
|
---------+

[Exits: north south]
A special guard walks in.

<908hp 410m 395mv no opponent/no opponent calm field (outside) > n
Within the Mist
| Swirling tendril of mist ebb and flow, with the motion of
| an ocean, all around you. Diffused light seeps through the
| 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 course
| through this small area. To either side of the path, the mist
| looks like a solid wall, impenetrable.
|
---------+

[Exits: east south west]
A corrupted treant's bark has faded to a dull red.
A special guard walks in.

<908hp 410m 394mv no opponent/no opponent calm field (outside) > e
Within the Mist
| Swirling tendril of mist ebb and flow, with the motion of
| an ocean, all around you. Diffused light seeps through the
| 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 course
| through this small area. To either side of the path, the mist
| looks like a solid wall, impenetrable.
|
---------+

[Exits: north west]
A special guard walks in.

<908hp 410m 393mv no opponent/no opponent calm field (outside) > e
Alas, you cannot go that way.

<908hp 410m 393mv no opponent/no opponent calm field (outside) > n
Within the Mist
| Swirling tendril of mist ebb and flow, with the motion of
| an ocean, all around you. Diffused light seeps through the
| 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 course
| through this small area. To either side of the path, the mist
| looks like a solid wall, impenetrable.
|
---------+

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

<908hp 410m 392mv no opponent/no opponent calm field (outside) > n
Within the Mist
| Swirling tendril of mist ebb and flow, with the motion of
| an ocean, all around you. Diffused light seeps through the
| 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 course
| through this small area. To either side of the path, the mist
| looks like a solid wall, impenetrable.
|
---------+

[Exits: east south]
A special guard walks in.

<908hp 410m 391mv no opponent/no opponent calm field (outside) > n
Alas, you cannot go that way.

<908hp 410m 391mv no opponent/no opponent calm field (outside) > e
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 outside the wall of mist appears completely normal.
| The sounds of wildlife pervade the area. Once inside the
| mist, the sound of everything is completely and utterly
| gone.
|
---------+

[Exits: east west]
A special guard walks in.

<908hp 410m 390mv no opponent/no opponent calm field (outside) > e
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
o-* | into the wrought iron are countless character and symbols
| | in a foreign tongue. The path ends at the gate, and peering
o-@ | through a slit in the gate, one can see the path continuing
| on the other side. The mist which dogged the path all throughout
| the swamp appears to recoil from the fortress wall in fear.
|
|
---------+

[Exits: north west]
A special guard walks in.

<908hp 410m 389mv no opponent/no opponent calm inside (indoors) > n
A patch of grass
| East of here are the gates of the imperial prison of Tyr Unguld,
| where the wretched creatures defeated by the Knights of Valour
| 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 new
o-* | world.
|
|
---------+

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

<908hp 410m 388mv no opponent/no opponent calm field (outside) > e
In front of a prison gate
| Before you lies a prison gate made of chromium light bars. Light
| but strong, it could hold under the greatest stress. The bars
| are stained everywhere with a strange black blood. No normal
| creature was confined here, but one of extraordinary origins.
o-@ | It brings you back to a time, a time when a battle held in this
| | stronghold - a fight for its position and power.
o-* |
|
|
---------+

[Exits: (east) west]
A special guard walks in.

<908hp 410m 387mv no opponent/no opponent calm inside (indoors) > c
Players near you in Tyr Unguld:
<PK> Solmundi In front of a prison gate

<908hp 410m 387mv no opponent/no opponent calm inside (indoors) > charge e
You smash headlong into the door, and slam it wide open!
Slamming so heavily into the wall leaves you dazed.

<908hp 410m 387mv no opponent/no opponent calm inside (indoors) > e
c
A reinforced tunnel
*| Thick, black iron bars surround the entire tunnel forming somewhat
|| like a web. At the ends, the bars are pointed into a jagged edge.
*| Torches line the walls every ten feet or so as do portraits of
|| underground scenery a few ages ago. This tunnel was meant to impede
o-*-@-*-*| movement by whatever was walking through. Long ago, a battle
| | was fought here underground leaving traces of it here and there.
* |
|
|
---------+

[Exits: east west]
A special guard walks in.

<908hp 410m 386mv no opponent/no opponent calm inside (indoors) >
Players near you in Tyr Unguld:
<PK> Solmundi A reinforced tunnel

<908hp 410m 386mv no opponent/no opponent calm inside (indoors) > e
A reinforced tunnel
*-*| Thick, black iron bars surround the entire tunnel forming
| | somewhat like a web. At the ends, the bars are pointed
* | into a jagged edge. Torches line the walls every ten feet
| | or so as do portraits of underground scenery a few ages
*-*-@-* | ago. This tunnel was meant to impede movement by whatever
| was walking through. Long ago, a battle was fought here
| underground leaving traces of it here and there.
|
|
---------+

[Exits: east west]
(White Aura) A gnome is here with feverish eyes.
A special guard walks in.

<908hp 410m 385mv no opponent/no opponent calm inside (indoors) > e
A fiery path
*-*-*| You are nearly encompassed by flames as you walk into the
| | hallway. Fires from the nearby lick neatly at your heels from
* | within the stone. In the center of it all is a giant chain
| | which is constantly moving though you know not to what end
*-*-@ | or what purpose. A neat set of brass rings decorate the walls
| and square patterns made of light brown stone makes up the
| floor.
|
|
---------+

[Exits: north west]
(Invis) (Translucent) A mist wraith stands here fading in and out of sight.
A special guard walks in.

<908hp 410m 384mv no opponent/no opponent calm inside (indoors) > c
Players near you in Tyr Unguld:
<PK> Solmundi A fiery path

<908hp 410m 384mv no opponent/no opponent calm inside (indoors) > w
A reinforced tunnel
*-*| Thick, black iron bars surround the entire tunnel forming
| | somewhat like a web. At the ends, the bars are pointed
* | into a jagged edge. Torches line the walls every ten feet
| | or so as do portraits of underground scenery a few ages
*-*-@-* | ago. This tunnel was meant to impede movement by whatever
| was walking through. Long ago, a battle was fought here
| underground leaving traces of it here and there.
|
|
---------+

[Exits: east west]
(White Aura) A gnome is here with feverish eyes.
A special guard walks in.

<908hp 410m 383mv no opponent/no opponent calm inside (indoors) > w
A reinforced tunnel
*| Thick, black iron bars surround the entire tunnel forming somewhat
|| like a web. At the ends, the bars are pointed into a jagged edge.
*| Torches line the walls every ten feet or so as do portraits of
|| underground scenery a few ages ago. This tunnel was meant to impede
o-*-@-*-*| movement by whatever was walking through. Long ago, a battle
| | was fought here underground leaving traces of it here and there.
* |
|
|
---------+

[Exits: east west]
A special guard walks in.

<908hp 410m 382mv no opponent/no opponent calm inside (indoors) > w
In front of a prison gate
| Before you lies a prison gate made of chromium light bars. Light
| but strong, it could hold under the greatest stress. The bars
| are stained everywhere with a strange black blood. No normal
| creature was confined here, but one of extraordinary origins.
o-@-*-*| It brings you back to a time, a time when a battle held in this
| | stronghold - a fight for its position and power.
o-* |
|
|
---------+

[Exits: east west]
A special guard walks in.

<908hp 410m 381mv no opponent/no opponent calm inside (indoors) > w
A patch of grass
| East of here are the gates of the imperial prison of Tyr Unguld,
| where the wretched creatures defeated by the Knights of Valour
| 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 new
o-* | world.
|
|
---------+

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

<908hp 410m 380mv no opponent/no opponent calm field (outside) > s
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
o-*-*| into the wrought iron are countless character and symbols
| | in a foreign tongue. The path ends at the gate, and peering
o-@ | through a slit in the gate, one can see the path continuing
| on the other side. The mist which dogged the path all throughout
| the swamp appears to recoil from the fortress wall in fear.
|
|
---------+

[Exits: north west]
A special guard walks in.

<908hp 410m 379mv no opponent/no opponent calm inside (indoors) > w
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 outside the wall of mist appears completely normal.
| The sounds of wildlife pervade the area. Once inside the
| mist, the sound of everything is completely and utterly
| gone.
|
---------+

[Exits: east west]
A special guard walks in.

<908hp 410m 378mv no opponent/no opponent calm field (outside) > w
Within the Mist
| Swirling tendril of mist ebb and flow, with the motion of
| an ocean, all around you. Diffused light seeps through the
| 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 course
| through this small area. To either side of the path, the mist
| looks like a solid wall, impenetrable.
|
---------+

[Exits: east south]
A special guard walks in.

<908hp 410m 377mv no opponent/no opponent calm field (outside) > s
Within the Mist
| Swirling tendril of mist ebb and flow, with the motion of
| an ocean, all around you. Diffused light seeps through the
| 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 course
| through this small area. To either side of the path, the mist
| looks like a solid wall, impenetrable.
|
---------+

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

<908hp 410m 376mv no opponent/no opponent calm field (outside) > s
Within the Mist
| Swirling tendril of mist ebb and flow, with the motion of
| an ocean, all around you. Diffused light seeps through the
| 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 course
| through this small area. To either side of the path, the mist
| looks like a solid wall, impenetrable.
|
---------+

[Exits: north west]
A special guard walks in.

<908hp 410m 375mv no opponent/no opponent calm field (outside) > s
w
Alas, you cannot go that way.

<908hp 410m 375mv no opponent/no opponent calm field (outside) > w
Within the Mist
| Swirling tendril of mist ebb and flow, with the motion of
| an ocean, all around you. Diffused light seeps through the
| 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 course
| through this small area. To either side of the path, the mist
| looks like a solid wall, impenetrable.
|
---------+

[Exits: east south west]
A special guard walks in.

<908hp 410m 374mv no opponent/no opponent calm field (outside) >
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 seen through the mist,
@ | 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: east]
A corrupted treant's bark has faded to a dull red.
The tentacles sway ominously and grab around.
A special guard walks in.

<908hp 410m 373mv no opponent/no opponent calm field (outside) > e
Within the Mist
| Swirling tendril of mist ebb and flow, with the motion of
| an ocean, all around you. Diffused light seeps through the
| 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 course
| through this small area. To either side of the path, the mist
| looks like a solid wall, impenetrable.
|
---------+

[Exits: east south west]
A special guard walks in.

<908hp 410m 372mv no opponent/no opponent calm field (outside) > s
s
Deep in the Mist
| Swirling tendril of mist ebb and flow, with the motion of
| an ocean, all around you. Diffused light seeps through the
| 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 course
| through this small area. To either side of the path, the mist
| looks like a solid wall, impenetrable.
|
---------+

[Exits: north south]
A special guard walks in.

<908hp 410m 371mv no opponent/no opponent calm field (outside) >
Deep in the Mist
| Swirling tendril of mist ebb and flow, with the motion of
| an ocean, all around you. Diffused light seeps through the
| 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 course
| through this small area. To either side of the path, the mist
| looks like a solid wall, impenetrable.
|
---------+

[Exits: north south]
A special guard walks in.

<908hp 410m 370mv no opponent/no opponent calm field (outside) > s
Deep in the Mist
| Swirling tendril of mist ebb and flow, with the motion of
| an ocean, all around you. Diffused light seeps through the
| 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 course
| through this small area. To either side of the path, the mist
| looks like a solid wall, impenetrable.
|
---------+

[Exits: north west]
A corrupted treant's bark has faded to a dull red.
A special guard walks in.

<908hp 410m 369mv no opponent/no opponent calm field (outside) > s
Alas, you cannot go that way.

<908hp 410m 369mv no opponent/no opponent calm field (outside) > w
Deep in the Mist
| Swirling tendril of mist ebb and flow, with the motion of
| an ocean, all around you. Diffused light seeps through the
| 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 course
| through this small area. To either side of the path, the mist
| looks like a solid wall, impenetrable.
|
---------+

[Exits: east west]
A ghastly shape floats through the mists.
A special guard walks in.
A huamoid shape appears in the mist, creating a frightening and familiar silhouette.

<908hp 410m 368mv no opponent/no opponent calm field (outside) > w
Deep in the Mist
| Swirling tendril of mist ebb and flow, with the motion of
| an ocean, all around you. Diffused light seeps through the
| 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 course
| through this small area. To either side of the path, the mist
| looks like a solid wall, impenetrable.
|
---------+

[Exits: north east]
A special guard walks in.

<908hp 410m 367mv no opponent/no opponent calm field (outside) > w
Alas, you cannot go that way.

<908hp 410m 367mv no opponent/no opponent calm field (outside) > wh
[ H-Elf ] Magitor the Grunt
[ Elf ] <PK> Zersh the Holy Patriarch of Healing
[ Quasi ] <PK> Zexzel the Grand Spectre of Beguilement
[55 Undea IMM] [Trickery] [Ice] [Rival] Vhrael the Reanimated Arcanist, Exemplar of Nihilism
[ Elf ] <PK> Akzylar the Sage of Arcane Power
[ Avian ] Trilil the Bringer of Torment
[ Duerg ] [Rival] Dogran the Wrath of an Immortal
[ Avian ] <PK> [Rival] (WANTED:**) Heinrildt Schwarz the Bringer of Famine
[ Elf ] <PK> (WANTED:**) Hiretsuna the Sage of Arcane Power
[50 Jotun Pal] <PK> [JUSTICE] (Lieutenant) Solmundi Visindi the Holy Knight
[ Quasi ] Sevak the Ethereal
[ Elf ] <PK> <SCHOLAR> Duchess Ilromie Illistarre the Sage of Arcane Power
[ Duerg ] <PK> [Rival] (WANTED:*) Rithgjar the Gladiator of Gore
Players found: 13
[KEEPER] The Balance prevails within the four kingdoms.
There are 13 characters on; the most on this past month was 19.

<908hp 410m 367mv no opponent/no opponent calm field (outside) > n
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.
@ | The mists surround everything. Its all that is visible in
| this darkness.
|
|
|
---------+

[Exits: south west]
A special guard walks in.

<908hp 410m 366mv no opponent/no opponent calm field (outside) > w
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.
@ | The mists surround everything. Its all that is visible in
| this darkness.
|
|
|
---------+

[Exits: east west]
A ghastly shape floats through the mists.
A ghastly shape floats through the mists.
A special guard walks in.

<908hp 410m 365mv no opponent/no opponent calm field (outside) > w
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.
@ | The mists surround everything. Its all that is visible in
| this darkness.
|
|
|
---------+

[Exits: east west]
A special guard walks in.

<908hp 410m 364mv no opponent/no opponent calm field (outside) > s
Alas, you cannot go that way.

<908hp 410m 364mv no opponent/no opponent calm field (outside) > w
w
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.
@ | The mists surround everything. Its all that is visible in
| this darkness.
|
|
|
---------+

[Exits: east south]
A corrupted treant's bark has faded to a dull red.
A special guard walks in.
The night is about to end.
The white aura around your body fades.

<908hp 423m 399mv no opponent/no opponent calm field (outside) >
Alas, you cannot go that way.

<908hp 423m 399mv no opponent/no opponent calm field (outside) > s
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.
@ | The mists surround everything. Its all that is visible in
| this darkness.
|
|
|
---------+

[Exits: north west]
Swirling mist roams this place, devouring everything smaller.
A special guard walks in.

<908hp 423m 398mv no opponent/no opponent calm field (outside) > sanc
You are surrounded by a white aura.

<908hp 348m 398mv no opponent/no opponent calm field (outside) > s
w
w
Alas, you cannot go that way.

<908hp 348m 398mv no opponent/no opponent calm field (outside) >
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.
@ | The mists surround everything. Its all that is visible in
| this darkness.
|
|
|
---------+

[Exits: east west]
A special guard walks in.

<908hp 348m 397mv no opponent/no opponent calm field (outside) >
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. The mists surround everything. Its all that is visible
| in this darkness.
|
|
|
---------+

[Exits: east south west]
A special guard walks in.

<908hp 348m 396mv no opponent/no opponent calm field (outside) > s
Outside the Mist
| A vast expanse of thick mist is before you. Its difficult
| to see much of anything through the blanket. As it unfolds
| 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!'
A special guard walks in.

<908hp 348m 395mv no opponent/no opponent calm field (outside) > s
Outside the North Gate of Valour
| 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]
A special guard walks in.

<908hp 348m 394mv no opponent/no opponent calm field (outside) > s
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.
A special guard walks in.

<908hp 348m 393mv no opponent/no opponent calm city (outside) > c
Players near you in Valour:
<PK> Solmundi North Gate of City of Valour

<908hp 348m 393mv no opponent/no opponent calm city (outside) > s
A centurion steps aside and allows you to pass.
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 member of the Valourian special forces is riding on a powerful steed.
A special guard walks in.

<908hp 348m 392mv no opponent/no opponent calm city (outside) > s
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
S +-* | 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 special guard walks in.

<908hp 348m 391mv no opponent/no opponent calm city (outside) > s
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.
S @-* | 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 special guard walks in.

<908hp 348m 390mv no opponent/no opponent calm city (outside) > s
Regent Street
+ * | The long street is watched over by the tall buildings
| | | at its sides. This road is wider than any other in Valour.
S +-* | 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 west]
A disciple of Sarich quietly observes the area.
A special guard walks in.

<908hp 348m 389mv no opponent/no opponent calm city (outside) > s
Regent Street
S +-* | 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 special guard walks in.

<908hp 348m 388mv no opponent/no opponent calm city (outside) > c
Players near you in Valour:
<PK> Solmundi Regent Street

<908hp 348m 388mv no opponent/no opponent calm city (outside) > s
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 noble of Valour walks down the street.
A special guard walks in.

<908hp 348m 387mv no opponent/no opponent calm city (outside) > e
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]
A special guard walks in.

<908hp 348m 386mv no opponent/no opponent calm city (outside) > e
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 knight of the Holy Cross patrols the area diligently.
A special guard walks in.

<908hp 348m 385mv no opponent/no opponent calm city (outside) > e
Greater Valour Avenue
| This road leads through the upper district of the city
| of Valour. At its border are the large business buildings
+-S | that direct the commerce and government. Their walls are
| | decorated with gold and gemstone, showing off the wealth
+-+-@-+-+| that has been attained by this successful city. The buildings
| provide an inspiring backdrop contrasted against the clear
| skies. A series of lamp-posts lead the way east and west.
|
|
---------+

[Exits: north east west]
A special guard walks in.

<908hp 348m 384mv no opponent/no opponent calm city (outside) > e
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 special guard walks in.

<908hp 348m 383mv no opponent/no opponent calm city (outside) > e
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 special guard walks in.

<908hp 348m 382mv no opponent/no opponent calm city (outside) > e
City Forum
| This is an open air forum that can be wandered through
| as a person travels down the streets. A few simple low
*-S| walls create an enclosure to separate it from the busiest
| | flow of traffic. Some of the most powerful political figures
+-+-@-* | ever to involve themselves with Valour have given speeches
| | from the lectern that stands in the City Forum. It is the
+ | place where the monarch addresses the city as a whole in
| | such important issues as declarations of war and the the
+-* | need for good men to fight for his causes.
---------+

[Exits: east south west]
Water flows from a marble statue of the sigil of Valour.
A long polearm with a curved blade is here.
A curved sword with a heavy tip sits here.
(White Aura) Lorial is relaxing on a deck-chair as she processes papers.
A special guard walks in.

<908hp 348m 381mv no opponent/no opponent calm city (outside) > wh
[ H-Elf ] Magitor the Grunt
[ Elf ] <PK> Zersh the Holy Patriarch of Healing
[ Quasi ] <PK> Zexzel the Grand Spectre of Beguilement
[55 Undea IMM] [Trickery] [Ice] [Rival] Vhrael the Reanimated Arcanist, Exemplar of Nihilism
[ Elf ] <PK> Akzylar the Sage of Arcane Power
[ Avian ] Trilil the Bringer of Torment
[ Duerg ] [Rival] Dogran the Wrath of an Immortal
[ Avian ] <PK> [Rival] (WANTED:**) Heinrildt Schwarz the Bringer of Famine
[ Elf ] <PK> (WANTED:**) Hiretsuna the Sage of Arcane Power
[50 Jotun Pal] <PK> [JUSTICE] (Lieutenant) Solmundi Visindi the Holy Knight
[ Quasi ] Sevak the Ethereal
[ Elf ] <PK> <SCHOLAR> Duchess Ilromie Illistarre the Sage of Arcane Power
[ Duerg ] <PK> [Rival] (WANTED:*) Rithgjar the Gladiator of Gore
Players found: 13
[KEEPER] The Balance prevails within the four kingdoms.
There are 13 characters on; the most on this past month was 19.

<908hp 348m 381mv no opponent/no opponent calm city (outside) > s
Liberty Street
*-S| This road leads through into the centre of Greater Valour,
| | towards the epicentre of its business district. Buildings
+-+-+-* | line the street, tall and with smooth gentle walls that create
| | a warm and welcoming atmosphere. Sigils of the Knights are
@ | marked upon every door frame. The masonry is of the highest
| | quality, matched only by that of the street itself. Lamp-posts
+-* | lead the way north and south.
| |
+ |
---------+

[Exits: north south]
A dame of Valour walks down the street.
A noble of Valour walks down the street.
A special guard walks in.

<908hp 348m 380mv no opponent/no opponent calm city (outside) > s
Liberty Street
+-+-+-* | This road leads through into the centre of Greater Valour,
| | towards the epicentre of its business district. Buildings
+ | line the street, tall and with smooth gentle walls that
| | create a warm and welcoming atmosphere. Sigils of the Knights
@-* | are marked upon every door frame. The masonry is of the
| | highest quality, matched only by that of the street itself.
+ | Lamp-posts lead the way north and south.
| |
+-S |
---------+

[Exits: north east south]
A special guard walks in.

<908hp 348m 379mv no opponent/no opponent calm city (outside) > s
Liberty Street
+ | This road leads through into the centre of Greater Valour,
| | towards the epicentre of its business district. Buildings
+-* | line the street, tall and with smooth gentle walls that create
| | a warm and welcoming atmosphere. Sigils of the Knights are
@ | marked upon every door frame. The masonry is of the highest
| | quality, matched only by that of the street itself. Lamp-posts
+-S | lead the way north and south.
| |
+ |
---------+

[Exits: north south]
A noble of Valour walks down the street.
A special guard walks in.

<908hp 348m 378mv no opponent/no opponent calm city (outside) > s
Liberty Street
+-* | This road leads through into the centre of Greater Valour,
| | towards the epicentre of its business district. Buildings
+ | line the street, tall and with smooth gentle walls that
| | create a warm and welcoming atmosphere. Sigils of the
@-S | Knights are marked upon every door frame. The masonry
| | is of the highest quality, matched only by that of the
+ | street itself. Lamp-posts lead the way north and south.
| |
+-+-+|
---------+

[Exits: north east south]
A knight of the Holy Cross patrols the area diligently.
A noble of Valour walks down the street.
A special guard walks in.
A Knight of the Holy Cross looks at you sternly.

<908hp 348m 377mv no opponent/no opponent calm city (outside) > s
Liberty Street
+ | This road leads through into the centre of Greater Valour,
| | towards the epicentre of its business district. Buildings
+-S | line the street, tall and with smooth gentle walls that
| | create a warm and welcoming atmosphere. Sigils of the
@ | Knights are marked upon every door frame. The masonry
| | is of the highest quality, matched only by that of the
+-+-+| street itself. Lamp-posts lead the way north and south.
| ||
+ +|
---------+

[Exits: north south]
A noble of Valour walks down the street.
A special guard walks in.

<908hp 348m 376mv no opponent/no opponent calm city (outside) > s
The Arch of Saint Avangulen
+-S | A long arch stretches all the way across this square. It
| | has been fashioned out of marble. At its left base, streams
+ | of colour begin flight across the arch, burning out just
| | before they reach halfway. The streams flicker and contort
@-+-+| even as they are looked upon. At its right base, a flower
| || bed has been laid, with white roses in bloom within it in
+ +| all seasons.
| |
+ |
---------+

[Exits: north east south]
The marble arch of Avangulen hangs overhead.
A noble of Valour walks down the street.
A special guard walks in.

<908hp 348m 375mv no opponent/no opponent calm city (outside) > e
e
The Eastern Promenade
+-S | A stone-laden road stretches from east to west through this
| | grass covered plateau. The masonry on the stonework has a simple
+ | elegance - smooth and sharply defined at its edges, seamless
| | in its procession across the ground it has been laid down on.
+-@-+-+| It marries the man-made with the work of mother nature, creating
| | | a bond for both to benefit from. Valourian flags, bearing the
+ + | motif of the Holy Cross, have been raised to their greatest
| | height, flying proudly atop white poles.
+ |
---------+

[Exits: east west]
A noble of Valour walks down the street.
A special guard walks in.

<908hp 348m 374mv no opponent/no opponent calm city (outside) >
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.
A special guard walks in.
A Knight of the Holy Cross looks at you sternly.

<908hp 348m 373mv no opponent/no opponent calm city (outside) > e
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.
A special guard walks in.

<908hp 348m 372mv no opponent/no opponent calm city (outside) > e
The Eastern Promenade
| A stone-laden road stretches from east to west through
| this grass covered plateau. The masonry on the stonework
| has a simple elegance - smooth and sharply defined at its
| | edges, seamless in its procession across the ground it
+-+-@-+-o| has been laid down on. It marries the man-made with the
| | | work of mother nature, creating a bond for both to benefit
+ * | from. Valourian flags, bearing the motif of the Holy Cross,
| | have been raised to their greatest height, flying proudly
*-* | atop white poles.
---------+

[Exits: north east south west]
A special guard walks in.

<908hp 348m 371mv no opponent/no opponent calm city (outside) > e
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 key made of shark teeth is here.
A member of the Valourian special forces is riding on a powerful steed.
A centurion is here guarding the gates of Valour.
A centurion is here guarding the gates of Valour.
A special guard walks in.

<908hp 348m 370mv no opponent/no opponent calm city (outside) > e
A grassy bank near the water
| Long grass has climbed through the fertile soil that meets
| this river bank. It has grown in clumps in a haphazard way.
| The gates of a large city are nearby to the west.
| |
+-+-@-~ |
| |
* |
| |
*-* |
---------+

[Exits: east west]
A special guard walks in.

<908hp 348m 369mv no opponent/no opponent calm field (outside) > e
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]
A special guard swims in.

<908hp 348m 368mv no opponent/no opponent calm pond (outside) > d
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 special guard swims in.

<908hp 348m 366mv no opponent/no opponent calm underwater (outside) > e
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 battered ray swims at the bottom.
A laurien elf seems unconcerned of any possible danger.
A special guard swims in.

<908hp 348m 364mv no opponent/no opponent calm underwater (outside) > e
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]
An Underling moves here with deadly grace.
A special guard swims in.

<908hp 348m 362mv no opponent/no opponent calm underwater (outside) > e
Underwater
~ | Water spans all around you as the direction you can swim
| | in is endless. The sea is bountiful with life and plants
~ | ...sea weed is abundant - floating near the surface. The
| | light shines through dimly here.
~-~-@-~-~|
| | |
~ ~-~|
| |
~ |
---------+

[Exits: east south west]
A battered ray swims at the bottom.
A battered ray swims at the bottom.
A special guard swims in.

<908hp 348m 360mv no opponent/no opponent calm underwater (outside) > c
s
Players near you in River Wood:
<PK> Solmundi Underwater

<908hp 348m 360mv no opponent/no opponent calm underwater (outside) >
Underwater
~ | Water spans all around you as the direction you can swim in
| | is endless. The sea is bountiful with life and plants ...sea
~-~-~-~-~| weed is abundant - floating near the surface. The light shines
| | | through dimly here.
@ ~-~|
| |
~ |
|
|
---------+

[Exits: north south]
A special guard swims in.

<908hp 348m 358mv no opponent/no opponent calm underwater (outside) > s
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]
A special guard swims in.

<908hp 348m 356mv no opponent/no opponent calm river (outside) > s
Alas, you cannot go that way.

<908hp 348m 356mv no opponent/no opponent calm river (outside) > u
Into a whirlpool
| Young fool! Even you aren't a match for the force of nature.
| A menacing whirlpool spinning in what seems a dance of madness
~ | and rage - draws every living creature into it - with out
| | any escape. There is nothing you can do but ponder upon your
~-@-~ | folly as you close upon your death.
| |
~ |
|
|
---------+

[Exits: north east south west up down]
A special guard swims in.

<908hp 348m 354mv no opponent/no opponent calm river (outside) > u
A whirlpool
| Young fool! Even you aren't a match for the force of nature.
| A menacing whirlpool spinning in what seems a dance of madness
| and rage - draws every living creature into it - with out
| any escape. There is nothing you can do but ponder upon your
@ | folly as you close upon your death.
|
|
|
|
---------+

[Exits: up down]
A water weird swims around you, laughing at your folly.
A special guard swims in.

<908hp 348m 352mv no opponent/no opponent calm river (outside) > u
A whirlpool
| A menacing whirlpool spinning in what seems a dance of madness
| and rage - draws every living creature into it - with out
| any escape. The water is deathly cold, biting your skin and
| pushing on our lungs as if it is trying to crush you or suck
@ | the air right out of you. There is nothing you can do but
| | ponder upon your folly as you close upon your death.
~ |
| |
~ |
---------+

[Exits: south down]
A special guard swims in.

<908hp 348m 350mv no opponent/no opponent calm river (outside) > u
Alas, you cannot go that way.

<908hp 348m 350mv no opponent/no opponent calm river (outside) > s
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]
Some brown algae is here, squirting along.
A special guard swims in.

<908hp 348m 348mv no opponent/no opponent calm river (outside) > s
s
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 special guard swims in.
The day has begun.

<908hp 363m 399mv no opponent/no opponent calm river (outside) >
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.
A special guard swims in.

<908hp 363m 397mv no opponent/no opponent calm river (outside) > s
The door is closed.

<908hp 363m 397mv no opponent/no opponent calm river (outside) > c
Players near you in River Wood:
<PK> Solmundi Sudden stillness

<908hp 363m 397mv no opponent/no opponent calm river (outside) > op s
You open the door south of you.

<908hp 363m 397mv no opponent/no opponent calm river (outside) > s
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 special guard swims in.

<908hp 363m 395mv no opponent/no opponent calm river (outside) > s
Alas, you cannot go that way.

<908hp 363m 395mv no opponent/no opponent calm river (outside) > w
Cold water
~ | Brrrrrrrr! The water suddenly turns VERY deep and VERY
| | cold here. If you stay too long you will definitely die
~ | from heat loss and frost bite. The water turns jet black
| | and tosses a bit unsteadily. You notice the current going
~-~-@-~-~| in a circular motion.
|
|
|
|
---------+

[Exits: east west]
A monstrous devilish is in search of an unsuspecting Newborn to eat.
A servant shimmers from place to place.
A special guard swims in.

<908hp 363m 393mv no opponent/no opponent calm river (outside) > c
Players near you in River Wood:
<PK> Solmundi Cold water

<908hp 363m 393mv no opponent/no opponent calm river (outside) > w
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.
A special guard swims in.

<908hp 363m 391mv no opponent/no opponent calm river (outside) > w
A murky river
| Mud lines the floor of this section of the river. Even
| in the light it seems murky and opaque at best. As you
~ | look closer, you see that there are footprints on the
| | floor. They go in multiple directions and appear quite
~-~-@-~-~| fresh. The air is clean, with a notable saline tang to
| it.
|
|
|
---------+

[Exits: east west]
A short-haired beaver looks around for wood.
A special guard swims in.

<908hp 363m 389mv no opponent/no opponent calm river (outside) > w
Open water
| Crystal blue water is so clear here that you can see all
| around you.. Animals swim here in abundance, creating
~ | what seems a very harmless and healthy atmosphere. The
| | fish here would fetch a fair price and large amounts
~-~-@-~-~| of gold in the Seringale markets. Water is open and all
| around you showing you no bounds.
|
|
|
---------+

[Exits: north east west]
A short-haired beaver looks around for wood.
A special guard swims in.

<908hp 363m 387mv no opponent/no opponent calm river (outside) > n
Stagnant water
| You are in a green body of water with arms stretch to
| either side of you. The odor of stagnant swamp plants
| persists here as small fish and frogs swim here in abundance.
| This place seems very still, almost too still for your
@ | own comfort.
| |
~-~-~-~-~|
|
|
---------+

[Exits: south up]
A pool of rainbow fish-shaped creatures drifts in the current.
A special guard swims in.

<908hp 363m 385mv no opponent/no opponent calm pond (outside) > u
A watery chute
f-z-z| The torrent of water suddenly surges into a downward direction
| | as white foaming water surrounds your every being. So violent
~ | is this collision that bluish water tipped with white is
| | all that you can see and the air bubbles that are created
@ | floated lightly against your skin. This seems more like a
| warning to outsiders then anything to entrap them. It is not
| too late to escape this whirlpool.
|
|
---------+

[Exits: north down]
A special guard swims in.

<908hp 363m 383mv no opponent/no opponent calm pond (outside) > n
A glistening cascade of water
f| Beautiful white waterfalls surround you in their graceful
|| embrace. You are in an inner cave in which dampness is all
f-z-z| around you and green moss grows on the ground.
| |
@ |
| |
~ |
|
|
---------+

[Exits: north south]
A special guard swims in.

<908hp 363m 381mv no opponent/no opponent calm pond (outside) > n
Entrance to a river valley
f| Before you stands a beautiful river valley filled with lush
|| green vegetation. Waterfalls cascade breathtakingly beautifully
f| all around you. Birds and other wildlife are abundant here.
||
@-z-z|
| |
~ |
| |
~ |
---------+

[Exits: east south]
A small pine tree stands here.
A special guard walks in.

<908hp 363m 379mv no opponent/no opponent calm forest (outside) > c
e
Players near you in Mystic Forest:
<PK> Solmundi Entrance to a river valley

<908hp 363m 379mv no opponent/no opponent calm forest (outside) >
Hugging the coastline
f | You are hugging the coastline of a large body of water. The
| | dirt upon which you walk is very grainy and red. Sparks seem
f | to shimmer in the air as the water moves silently about in
| | serenity.
f-@-z |
| |
~ |
| |
~ |
---------+

[Exits: east west]
A special guard walks in.

<908hp 363m 378mv no opponent/no opponent calm hills (outside) > e
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 special guard walks in.

<908hp 363m 376mv no opponent/no opponent calm hills (outside) > n
n
A forest road
f | The forest surrounds you as the path you tread upon seems to
| | get darker and darker. Foliage from the leaves loom menacingly
f | as rustles can be heard from underneath the brush.
| |
@ |
| |
f-z-z |
| |
~ |
---------+

[Exits: north south]
A special guard walks in.

<908hp 363m 374mv no opponent/no opponent calm forest (outside) >
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 special guard walks in.

<908hp 363m 373mv no opponent/no opponent calm forest (outside) > c
Players near you in Mystic Forest:
<PK> Solmundi A forest road

<908hp 363m 373mv no opponent/no opponent calm forest (outside) > n
A forest road
x-x-x| A dark forest surrounds you as the path you tread upon seems
| | to get darker and darker. Foliage from the leaves loom menacingly
f | as rustles can be heard from underneath the brush.
| |
@ |
| |
f |
| |
f |
---------+

[Exits: north south]
A special guard walks in.

<908hp 363m 372mv no opponent/no opponent calm forest (outside) > n
Darker forest
x f| A dark forest surrounds you as the path you tread upon seems
| || to get darker and darker. Foliage from the leaves loom menacingly
x-x-x| as rustles can be heard from underneath the brush.
| |
@ |
| |
f |
| |
f |
---------+

[Exits: north south]
A special guard walks in.

<908hp 363m 371mv no opponent/no opponent calm forest (outside) > n
The Mountain Waste
* o| The ground suddenly slopes into a mountain waste. All around
| || you are peaks of dagger like mountain tops that jut out menacingly
x f| from all directions. The altitude is noticeably higher here.
| ||
@-x-x|
| |
f |
| |
f |
---------+

[Exits: north east south]
A special guard climbs in.

<908hp 363m 370mv no opponent/no opponent calm mountain (outside) > e
The Mountain Waste
* o-f| The ground suddenly slopes into a mountain waste. All around
| | | you are peaks of dagger like mountain tops that jut out menacingly
x f | from all directions. The altitude is noticeably higher here.
| | |
x-@-x |
| |
f |
| |
f |
---------+

[Exits: east west]
A special guard climbs in.

<908hp 363m 368mv no opponent/no opponent calm mountain (outside) > e
The Mountain Waste
* o-f-f| The ground suddenly slopes into a mountain waste. All around
| | | you are peaks of dagger like mountain tops that jut out menacingly
x f | from all directions. The altitude is noticeably higher here.
| | |
x-x-@ |
| |
f |
| |
f |
---------+

[Exits: north west]
A special guard climbs in.

<908hp 363m 366mv no opponent/no opponent calm mountain (outside) > n
A withered forest path
f| The surrounding area is void of all life. Everything you see
|| seems to be brown and withered, as if the Reaper himself had
* o-f-f| descended on the earth and drawn away all its sustenance. To
| | | the south the rocky base of a mountain cuts upward into the sky,
x @ | while a yellow-tinged clearing opens to the north.
| | |
x-x-x |
| |
f |
---------+

[Exits: north south]
A special guard walks in.

<908hp 363m 364mv no opponent/no opponent calm forest (outside) > n
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]
A cute rabbit is here.
(Pink Aura) A rabbit with glazed eyes and bloodied fur crawls about in the grass.
A special guard walks in.

<908hp 363m 363mv no opponent/no opponent calm field (outside) > c
Players near you in Mystic Forest:
<PK> Solmundi A ravaged, torn field

<908hp 363m 363mv no opponent/no opponent calm field (outside) > e
Sudden clearing
f | Crashing through the underbrush, you suddenly find yourself
| | in a large, serene clearing. Nothing taller than grass grows
f | here, other than the occasional innocuous white mushroom. The
| | sky is openly visible at last, letting the sun's golden rays
o-@-f-f| stream onto your skin and warming away the chill of the dark
| | shadows. The clearing stretches to the west, where the grass
f | seems trampled and ailing.
| |
x-x |
---------+

[Exits: east west]
A cute rabbit is here.
A fallow deer is grazing peacefully here.
A cute rabbit is here.
A special guard walks in.

<908hp 363m 362mv no opponent/no opponent calm forest (outside) > e
A fork in the path
f | A distinct split in the earth is formed by the dirt path carving
| | its way through the trees. Out of the corner of your eye, you
f | think you see a tree edging closer to you - but when you look
| | at it, it stands perfectly still. The path curves steeply to
o-f-@-f | the east down a hill, while a small hole in the underbrush allows
| | passage west.
f |
| |
x |
---------+

[Exits: north east west]
A special guard walks in.

<908hp 363m 361mv no opponent/no opponent calm forest (outside) > n
A forbidden path
f | The eerie darkness engulfs all sound and livings things as if
| | it were alive. There is something in the air, as if none have
f | tread upon this path for the longest of times. The path is of
| | brown powdery dirt. The leaves on the trees around you seem black
@ | and looming.
| |
o-f-f-f |
| |
f |
---------+

[Exits: north south]
A special guard walks in.

<908hp 363m 360mv no opponent/no opponent calm forest (outside) > n
A forbidden path
f-f-f| The eerie darkness engulfs everything as if it were alive.
| | There is something in the air, as if none have tread upon
f | this path for the longest of times. The path is of brown
| | powdery dirt. The leaves on the trees around you seem black
@ | and looming.
| |
f |
| |
o-f-f-f |
---------+

[Exits: north south]
A brown fox is here, looking for some rabbits to chew up.
A cute rabbit is here.
A special guard walks in.

<908hp 363m 359mv no opponent/no opponent calm forest (outside) > n
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 special guard walks in.

<908hp 363m 358mv no opponent/no opponent calm forest (outside) > n
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 fearless adventurer is here, asking for a group to explore the Mystic Forest.
A special guard walks in.

<908hp 363m 357mv no opponent/no opponent calm forest (outside) > n
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]
A stone outcropping with traces of ore is here.
A special guard walks in.

<908hp 363m 356mv no opponent/no opponent calm forest (outside) > c
Players near you in Mystic Forest:
<PK> Solmundi A small path in the dense forest

<908hp 363m 356mv no opponent/no opponent calm forest (outside) > w
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 special guard walks in.

<908hp 363m 355mv no opponent/no opponent calm forest (outside) > n
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 special guard walks in.

<908hp 363m 354mv no opponent/no opponent calm forest (outside) > n
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]
A special guard walks in.

<908hp 363m 353mv no opponent/no opponent calm forest (outside) > e
The forest clearing
f-f-f-f-f| You are in a clearing in the forest. Lots of fresh stumps
| | | of varying sizes protrude from the ground and heavy logs
f f | are stacked neatly in a big pile supported by stakes
| | | set into the ground. Paths lead north, east and west.
f-f-@-f |
| | |
f-f-f-f|
| ||
o-f-f f|
---------+

[Exits: north east west]
A special guard walks in.

<908hp 363m 352mv no opponent/no opponent calm forest (outside) > n
A small path through the light forest
f | You are on a small path leading through the forest. The
| | trees are tall and slender, waving gracefully in the
f-f-f-f-f| wind. Sunlight streams down through the foliage, shining
| | | in patches on the path that leads north and south.
f @ |
| | |
f-f-f-f |
| | |
f-f-f-f|
---------+

[Exits: north south]
A special guard walks in.

<908hp 363m 351mv no opponent/no opponent calm forest (outside) > n
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 stone outcropping with traces of ore is here.
A treant stands here in defense of the forest.
A special guard walks in.

<908hp 363m 350mv no opponent/no opponent calm forest (outside) > wh
e
[ H-Elf ] Magitor the Grunt
[ Elf ] <PK> Zersh the Holy Patriarch of Healing
[ Quasi ] <PK> Zexzel the Grand Spectre of Beguilement
[55 Undea IMM] [Trickery] [Ice] [Rival] Vhrael the Reanimated Arcanist, Exemplar of Nihilism
[ Elf ] <PK> Akzylar the Sage of Arcane Power
[ Avian ] Trilil the Bringer of Torment
[ Duerg ] [Rival] Dogran the Wrath of an Immortal
[ Avian ] <PK> [Rival] (WANTED:**) Heinrildt Schwarz the Bringer of Famine
[ Elf ] <PK> (WANTED:**) Hiretsuna the Sage of Arcane Power
[50 Jotun Pal] <PK> [JUSTICE] (Lieutenant) Solmundi Visindi the Holy Knight
[ Quasi ] Sevak the Ethereal
[ Elf ] <PK> <SCHOLAR> Duchess Ilromie Illistarre the Sage of Arcane Power
Players found: 12
[KEEPER] The Balance prevails within the four kingdoms.
There are 12 characters on; the most on this past month was 19.

<908hp 363m 350mv no opponent/no opponent calm forest (outside) >
A trail through the light forest
f-o-o| You are on a trail leading east and west through the dense
| | || forest. To the east, the forest gradually seems to become
f o-o| lighter. A small path leads north.
| |
f-f-@-f-f|
| |
f |
| |
f-f-f |
---------+

[Exits: north east west]
The caravan attendant is here, with caravans for hire.
A special guard walks in.

<908hp 363m 349mv no opponent/no opponent calm forest (outside) > e
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 special guard walks in.

<908hp 363m 348mv no opponent/no opponent calm forest (outside) > e
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-C|
|
|
|
|
---------+

[Exits: east west]
A special guard walks in.

<908hp 363m 347mv no opponent/no opponent calm forest (outside) > e
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-@-C-+|
|
|
|
|
---------+

[Exits: east west]
A special guard walks in.

<908hp 363m 346mv no opponent/no opponent calm forest (outside) > e
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 hovel]
The corpse of Dogran is lying here, utterly devastated.
This small hovel door has moss and vines growing upon it.
A special guard walks in.

<908hp 363m 345mv no opponent/no opponent calm field (outside) > e
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
+ | with various figures of birds, beasts, and dragons carved
| | into it. The great wall soars over your head at over
f-C-@-+-+| 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 refugee is here, wandering through the streets.
A special guard walks in.

<908hp 363m 344mv no opponent/no opponent calm city (outside) > c
Players near you in Seringale:
<PK> Zexzel The North Main Street
Trilil North Square
Dogran Chamber of Rituals
<PK> Solmundi Outside the West Gate
Sevak North Square

<908hp 363m 344mv no opponent/no opponent calm city (outside) >
The sun rises in the east.
The town clock tolls once as the day begins.

<908hp 373m 398mv no opponent/no opponent calm city (outside) > wh
[ H-Elf ] Magitor the Grunt
[ Elf ] <PK> Zersh the Holy Patriarch of Healing
[ Quasi ] <PK> Zexzel the Grand Spectre of Beguilement
[55 Undea IMM] [Trickery] [Ice] [Rival] Vhrael the Reanimated Arcanist, Exemplar of Nihilism
[ Elf ] <PK> Akzylar the Sage of Arcane Power
[ Avian ] Trilil the Bringer of Torment
[ Duerg ] [Rival] Dogran the Wrath of an Immortal
[ Avian ] <PK> [Rival] (WANTED:**) Heinrildt Schwarz the Bringer of Famine
[ Elf ] <PK> (WANTED:**) Hiretsuna the Sage of Arcane Power
[50 Jotun Pal] <PK> [JUSTICE] (Lieutenant) Solmundi Visindi the Holy Knight
[ Quasi ] Sevak the Ethereal
[ Elf ] <PK> <SCHOLAR> Duchess Ilromie Illistarre the Sage of Arcane Power
Players found: 12
[KEEPER] The Balance prevails within the four kingdoms.
There are 12 characters on; the most on this past month was 19.

<908hp 373m 398mv no opponent/no opponent calm city (outside) > w
The edge of the forest
+| You are standing at the eastern edge of a big forest.
|| To the east is the West Gate of Seringale and to the
+| west is a narrow trail, leading in through the forest.
||
f-f-@-+-+|
||
+|
||
+|
---------+

[Exits: east west hovel]
The corpse of Dogran is lying here, utterly devastated.
This small hovel door has moss and vines growing upon it.
A special guard walks in.

<908hp 373m 397mv no opponent/no opponent calm field (outside) > c
w
Players near you in Mystic Forest:
<PK> Solmundi The edge of the forest

<908hp 373m 397mv no opponent/no opponent calm field (outside) >
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-@-C-+|
|
|
|
|
---------+

[Exits: east west]
A special guard walks in.

<908hp 373m 396mv no opponent/no opponent calm forest (outside) > w
A trail through the light forest
f-o-o | You are on a trail leading east and west through the dense
| | | forest. To the east, the forest gradually seems to become
f o | lighter.
| |
f-f-@-f-C|
|
|
|
|
---------+

[Exits: east west]
A special guard walks in.

<908hp 373m 395mv no opponent/no opponent calm forest (outside) > w
A trail through the light forest
f-o-o-o| You are on a trail leading east and west through the dense
| | | | forest. To the east, the forest gradually seems to become
f o-o | lighter.
| |
f-f-@-f-f|
| |
f |
| |
f-f |
---------+

[Exits: east west]
A special guard walks in.

<908hp 373m 394mv no opponent/no opponent calm forest (outside) > w
A trail through the light forest
f-o-o| You are on a trail leading east and west through the dense
| | || forest. To the east, the forest gradually seems to become
f o-o| lighter. A small path leads north.
| |
f-f-@-f-f|
| |
f |
| |
f-f-f |
---------+

[Exits: north east west]
The caravan attendant is here, with caravans for hire.
A special guard walks in.

<908hp 373m 393mv no opponent/no opponent calm forest (outside) > n
n
A muddy path
f o-~| You tread through the deep, dark forest on a dimly lit path.
| | || The ground is somewhat muddy beneath your feet. The sound
f-o-o| of applause reaches your ears from the north.
| | ||
@ o-o|
| |
f-f-f-f-f|
| |
f |
---------+

[Exits: north south]
A special guard walks in.

<908hp 373m 392mv no opponent/no opponent calm forest (outside) >
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]
A long polearm with a curved blade is here.
A curved sword with a heavy tip sits here.
A special guard walks in.

<908hp 373m 391mv no opponent/no opponent calm forest (outside) > e
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 long chain with vicious spikes is here.
A dark, wooden cudgel with a thin handle is here.
A long, narrow dagger is here, looking quite sharp.
A millipede is here, searching for something to eat.
A special guard walks in.

<908hp 373m 390mv no opponent/no opponent calm field (outside) > c
w
Players near you in The Mudfall:
<PK> Solmundi A Mud-Covered Field

<908hp 373m 390mv no opponent/no opponent calm field (outside) >
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]
A long polearm with a curved blade is here.
A curved sword with a heavy tip sits here.
A special guard walks in.

<908hp 373m 389mv no opponent/no opponent calm forest (outside) > n
A muddy path
* | You tread through the deep, dark forest on a dimly lit
| | path, covered with mud. The forest here seems less dense
o-S | than to the south. A huge tent has been erected to the
| | north, the source of the constant sound of applause.
@ o-~|
| | ||
f-o-o|
| | ||
f o-o|
---------+

[Exits: north south]
A special guard walks in.

<908hp 373m 388mv no opponent/no opponent calm forest (outside) > n
A center ring
*-F| You are upon a large stone slab surrounded by many wooden
| || seats that span upwards. Several empty cages are here.
* *| There are some cages however that are not empty. Several
| || mean sounding roars come tumbling forth making you fall
@-S *| back.
| |
f o-~|
| | ||
f-o-o|
---------+

[Exits: east south]
The ringmaster is here, touting his shows.
A special guard walks in.
The ringmaster says 'LADIES AND GENTLEMEN! Dangerous events for daredevils of all ages!'
The ringmaster says 'Risk life and limb.. and self-respect.. in my completely crazy collosal circus!'

<908hp 373m 387mv no opponent/no opponent calm field (outside) > e
A Grand Entrance
*-F | Trees and vegetation have been cleared away to make room
| | | for this grand tent. Curtains of white and blue stripes
* * | part in front of a canopy that has been set up over its
| | | entrance. A few hoops and balls lie around its sides.
o-@ *-*| This must be where the nearby performers are trained.
| |
f o-~ |
| | | |
f-o-o-o|
---------+

[Exits: north west]
A slip of paper lies here. It says 'Admits One'.
A small midget in colourful clothing guards the entrance.
A small midget in colourful clothing guards the entrance.
A special guard walks in.

<908hp 373m 386mv no opponent/no opponent calm inside (indoors) > c
Players near you in Great Ring:
<PK> Solmundi A Grand Entrance

<908hp 373m 386mv no opponent/no opponent calm inside (indoors) > w
A center ring
*-F| You are upon a large stone slab surrounded by many wooden
| || seats that span upwards. Several empty cages are here.
* *| There are some cages however that are not empty. Several
| || mean sounding roars come tumbling forth making you fall
@-S *| back.
| |
f o-~|
| | ||
f-o-o|
---------+

[Exits: east south]
The ringmaster is here, touting his shows.
A special guard walks in.
The ringmaster says 'LADIES AND GENTLEMEN! Dangerous events for daredevils of all ages!'
The ringmaster says 'Risk life and limb.. and self-respect.. in my completely crazy collosal circus!'

<908hp 373m 385mv no opponent/no opponent calm field (outside) > s
A muddy path
* | You tread through the deep, dark forest on a dimly lit
| | path, covered with mud. The forest here seems less dense
o-S | than to the south. A huge tent has been erected to the
| | north, the source of the constant sound of applause.
@ o-~|
| | ||
f-o-o|
| | ||
f o-o|
---------+

[Exits: north south]
A special guard walks in.

<908hp 373m 384mv no opponent/no opponent calm forest (outside) > s
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]
A long polearm with a curved blade is here.
A curved sword with a heavy tip sits here.
A special guard walks in.

<908hp 373m 383mv no opponent/no opponent calm forest (outside) > s
A muddy path
f o-~| You tread through the deep, dark forest on a dimly lit path.
| | || The ground is somewhat muddy beneath your feet. The sound
f-o-o| of applause reaches your ears from the north.
| | ||
@ o-o|
| |
f-f-f-f-f|
| |
f |
---------+

[Exits: north south]
A special guard walks in.

<908hp 373m 382mv no opponent/no opponent calm forest (outside) > s
A trail through the light forest
f-o-o| You are on a trail leading east and west through the dense
| | || forest. To the east, the forest gradually seems to become
f o-o| lighter. A small path leads north.
| |
f-f-@-f-f|
| |
f |
| |
f-f-f |
---------+

[Exits: north east west]
The caravan attendant is here, with caravans for hire.
A special guard walks in.

<908hp 373m 381mv no opponent/no opponent calm forest (outside) > c
w
Players near you in Mystic Forest:
<PK> Solmundi A trail through the light forest

<908hp 373m 381mv no opponent/no opponent calm forest (outside) >
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 stone outcropping with traces of ore is here.
A treant stands here in defense of the forest.
A special guard walks in.

<908hp 373m 380mv no opponent/no opponent calm forest (outside) > w
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]
A stone outcropping with traces of ore is here.
A special guard walks in.

<908hp 373m 379mv no opponent/no opponent calm forest (outside) > w
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]
(Invis) Shargugh the Forest Brownie is here, grinning broadly at you.
A fearless adventurer is here, asking for a group to explore the Mystic Forest.
A brown fox is here, looking for some rabbits to chew up.
A special guard walks in.

<908hp 373m 378mv no opponent/no opponent calm forest (outside) > w
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 special guard walks in.

<908hp 373m 377mv no opponent/no opponent calm forest (outside) > w
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]
A large grey wolf is here, glaring hungrily at you.
A large grey wolf is here, glaring hungrily at you.
A special guard walks in.

<908hp 373m 376mv no opponent/no opponent calm forest (outside) > w
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]
A special guard walks in.

<908hp 373m 375mv no opponent/no opponent calm forest (outside) > w
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 ring that seems to be almost a molten liquid is here.
A colossal tree blocks the way westwards.
This creature looks like a wolf, but its rotten flesh hangs too loosely on its bones.
A special guard walks in.

<908hp 373m 374mv no opponent/no opponent calm forest (outside) > n
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]
A stone outcropping with traces of ore is here.
A special guard walks in.

<908hp 373m 373mv no opponent/no opponent calm forest (outside) > n
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]
A special guard walks in.

<908hp 373m 372mv no opponent/no opponent calm forest (outside) > c
Players near you in Mystic Forest:
<PK> Solmundi The narrow trail

<908hp 373m 372mv no opponent/no opponent calm forest (outside) > w
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]
A stone outcropping with traces of ore is here.
(White Aura) The Grandmaster of Treants is here.
A special guard walks in.

<908hp 373m 371mv no opponent/no opponent calm forest (outside) > c
Players near you in Drkshtyre Wood:
<PK> Solmundi Entrance to Drkshtyre Wood

<908hp 373m 371mv no opponent/no opponent calm forest (outside) > sle
You go to sleep.

<908hp 373m 371mv no opponent/no opponent calm forest (outside) > wh
[ H-Elf ] Magitor the Grunt
[ Elf ] <PK> Zersh the Holy Patriarch of Healing
[ Quasi ] <PK> Zexzel the Grand Spectre of Beguilement
[55 Undea IMM] [Trickery] [Ice] [Rival] Vhrael the Reanimated Arcanist, Exemplar of Nihilism
[ Elf ] <PK> Akzylar the Sage of Arcane Power
[ Avian ] Trilil the Bringer of Torment
[ Duerg ] [Rival] Dogran the Wrath of an Immortal
[ Avian ] <PK> [Rival] (WANTED:**) Heinrildt Schwarz the Bringer of Famine
[ Elf ] <PK> (WANTED:**) Hiretsuna the Sage of Arcane Power
[50 Jotun Pal] <PK> [JUSTICE] (Lieutenant) Solmundi Visindi the Holy Knight
[ Quasi ] Sevak the Ethereal
[ Elf ] <PK> <SCHOLAR> Duchess Ilromie Illistarre the Sage of Arcane Power
Players found: 12
[KEEPER] The Balance prevails within the four kingdoms.
There are 12 characters on; the most on this past month was 19.

<908hp 373m 371mv no opponent/no opponent calm forest (outside) > af
You are affected by the following:
Spell: bless : modifies save vs spell by 6 for 48 hours
: modifies hitroll by 6 for 48 hours
Spell: detect invis : lasts for 35 hours
Spell: protection : modifies save vs spell by 1 for 18 hours
Skill: errantry : lasts for 16 hours
Spell: armor : modifies armor class by 20 for 15 hours
Spell: frenzy : modifies armor class by -40 for 8 hours
: modifies damroll by 8 for 8 hours
: modifies hitroll by 8 for 8 hours
Spell: virtuous light : modifies save vs maledictive by 5 for 8 hours
: modifies luck by 1 for 8 hours
: modifies armor class by 26 for 8 hours
Spell: sanctuary : lasts for 6 hours
Spell: delirium : lasts for 0 hours
Skill: holy armor : modifies armor class by 103 permanently
Set : Fire with Fire : modifies save vs afflictive by 16 permanently
: modifies hitroll by 6 permanently
: modifies damroll by 6 permanently
: modifies armor class by 75 permanently

<908hp 373m 371mv no opponent/no opponent calm forest (outside) >
The delirium wears off.

<908hp 421m 399mv no opponent/no opponent calm forest (outside) > st
c
You wake and stand up.

<908hp 421m 399mv no opponent/no opponent calm forest (outside) >
Players near you in Drkshtyre Wood:
<PK> Solmundi Entrance to Drkshtyre Wood

<908hp 421m 399mv no opponent/no opponent calm forest (outside) > e
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]
A special guard walks in.

<908hp 421m 398mv no opponent/no opponent calm forest (outside) > c
s
Players near you in Mystic Forest:
<PK> Solmundi The narrow trail

<908hp 421m 398mv no opponent/no opponent calm forest (outside) >
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]
A stone outcropping with traces of ore is here.
A special guard walks in.

<908hp 421m 397mv no opponent/no opponent calm forest (outside) > s
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 ring that seems to be almost a molten liquid is here.
A colossal tree blocks the way westwards.
A special guard walks in.

<908hp 421m 396mv no opponent/no opponent calm forest (outside) > wh
[ H-Elf ] Magitor the Grunt
[ Elf ] <PK> Zersh the Holy Patriarch of Healing
[ Quasi ] <PK> Zexzel the Grand Spectre of Beguilement
[55 Undea IMM] [Trickery] [Ice] [Rival] Vhrael the Reanimated Arcanist, Exemplar of Nihilism
[ Elf ] <PK> Akzylar the Sage of Arcane Power
[ Avian ] Trilil the Bringer of Torment
[ Duerg ] [Rival] Dogran the Wrath of an Immortal
[ Avian ] <PK> [Rival] (WANTED:**) Heinrildt Schwarz the Bringer of Famine
[ Elf ] <PK> (WANTED:**) Hiretsuna the Sage of Arcane Power
[50 Jotun Pal] <PK> [JUSTICE] (Lieutenant) Solmundi Visindi the Holy Knight
[ Quasi ] Sevak the Ethereal
[ Elf ] <PK> <SCHOLAR> Duchess Ilromie Illistarre the Sage of Arcane Power
Players found: 12
[KEEPER] The Balance prevails within the four kingdoms.
There are 12 characters on; the most on this past month was 19.

<908hp 421m 396mv no opponent/no opponent calm forest (outside) > e
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]
A special guard walks in.

<908hp 421m 395mv no opponent/no opponent calm forest (outside) > e
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]
A large grey wolf is here, glaring hungrily at you.
A large grey wolf is here, glaring hungrily at you.
A special guard walks in.

<908hp 421m 394mv no opponent/no opponent calm forest (outside) > e
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.
A special guard walks in.

<908hp 421m 393mv no opponent/no opponent calm forest (outside) > e
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]
A brown fox is here, looking for some rabbits to chew up.
A special guard walks in.

<908hp 421m 392mv no opponent/no opponent calm forest (outside) > e
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]
A stone outcropping with traces of ore is here.
A special guard walks in.

<908hp 421m 391mv no opponent/no opponent calm forest (outside) > wh
[ H-Elf ] Magitor the Grunt
[ Elf ] <PK> Zersh the Holy Patriarch of Healing
[ Quasi ] <PK> Zexzel the Grand Spectre of Beguilement
[55 Undea IMM] [Trickery] [Ice] [Rival] Vhrael the Reanimated Arcanist, Exemplar of Nihilism
[ Elf ] <PK> Akzylar the Sage of Arcane Power
[ Avian ] Trilil the Bringer of Torment
[ Duerg ] [Rival] Dogran the Wrath of an Immortal
[ Avian ] <PK> [Rival] (WANTED:**) Heinrildt Schwarz the Bringer of Famine
[ Elf ] <PK> (WANTED:**) Hiretsuna the Sage of Arcane Power
[50 Jotun Pal] <PK> [JUSTICE] (Lieutenant) Solmundi Visindi the Holy Knight
[ Quasi ] Sevak the Ethereal
[ Elf ] <PK> <SCHOLAR> Duchess Ilromie Illistarre the Sage of Arcane Power
Players found: 12
[KEEPER] The Balance prevails within the four kingdoms.
There are 12 characters on; the most on this past month was 19.

<908hp 421m 391mv no opponent/no opponent calm forest (outside) >
Shargugh walks in.

<908hp 421m 391mv no opponent/no opponent calm forest (outside) > e
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 stone outcropping with traces of ore is here.
A treant stands here in defense of the forest.
A special guard walks in.

<908hp 421m 390mv no opponent/no opponent calm forest (outside) > e
A trail through the light forest
f-o-o| You are on a trail leading east and west through the dense
| | || forest. To the east, the forest gradually seems to become
f o-o| lighter. A small path leads north.
| |
f-f-@-f-f|
| |
f |
| |
f-f-f |
---------+

[Exits: north east west]
The caravan attendant is here, with caravans for hire.
A special guard walks in.

<908hp 421m 389mv no opponent/no opponent calm forest (outside) > e
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 special guard walks in.

<908hp 421m 388mv no opponent/no opponent calm forest (outside) > c
Players near you in Mystic Forest:
<PK> Solmundi A trail through the light forest

<908hp 421m 388mv no opponent/no opponent calm forest (outside) > e
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-C|
|
|
|
|
---------+

[Exits: east west]
A special guard walks in.

<908hp 421m 387mv no opponent/no opponent calm forest (outside) > e
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-@-C-+|
|
|
|
|
---------+

[Exits: east west]
A special guard walks in.

<908hp 421m 386mv no opponent/no opponent calm forest (outside) > e
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 hovel]
The corpse of Dogran is lying here, utterly devastated.
This small hovel door has moss and vines growing upon it.
A special guard walks in.

<908hp 421m 385mv no opponent/no opponent calm field (outside) > e
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
+ | with various figures of birds, beasts, and dragons carved
| | into it. The great wall soars over your head at over
f-C-@-+-+| 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 refugee is here, wandering through the streets.
A special guard walks in.

<908hp 421m 384mv no opponent/no opponent calm city (outside) > c
Players near you in Seringale:
<PK> Zersh The Main Street
<PK> Akzylar The Main Street
Trilil The Main Street
Dogran Chamber of Rituals
<PK> Hiretsuna The Main Street
<PK> Solmundi Outside the West Gate
<PK> Ilromie The Main Street

<908hp 421m 384mv no opponent/no opponent calm city (outside) > e

(UNPROTECTED) a drow city guard yells 'Hiretsuna is a criminal! PROTECT THE INNOCENT! BANZAIII!!!'
A refugee walks east.

<908hp 421m 384mv no opponent/no opponent calm city (outside) >
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| great wall of Seringale soars over your head at over
| || 30 spans tall. You see the city to the east, the west
C-+-@-+-+| gate above you, and the city walls lead to the north
| | | and south.
+ + |
| | |
+ f-f|
---------+

[Exits: north east south west]
A glowing banner bearing the emblem of Seringale rests here.
A refugee is here, wandering through the streets.
A gate guard is here guarding the gates of Seringale.
A gate guard is here guarding the gates of Seringale.
A special guard walks in.
A gate guard steps aside and allows you to pass him.

<908hp 421m 383mv no opponent/no opponent calm city (outside) > target hiretsuna
c
$$ will now be substituted with 'hiretsuna' until you untarget.

<908hp 421m 383mv no opponent/no opponent calm city (outside) >
Players near you in Seringale:
<PK> Zersh A Small Bridge
<PK> Akzylar A Small Bridge
Trilil Northwest of Market Square
Dogran Chamber of Rituals
<PK> Hiretsuna A Small Bridge
<PK> Solmundi Inside the West Gate
<PK> Ilromie A Small Bridge

<908hp 421m 383mv no opponent/no opponent calm city (outside) > e
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| You see the Common Road to the east, the entrance of a
| | || park to the south, and the Western Gate to the west.
+-+-@-+-+|
| | |
+ + |
| | |
+ f-f |
---------+

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

<908hp 421m 382mv no opponent/no opponent calm road (outside) > e
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| see a small shop with a sign of a glowing staff to the north,
| | | || and the Common Road leads to the east and west.
+-+-@-+-+|
| | ||
+ + S|
| | |
+ f-f |
---------+

[Exits: north east west]
A special guard walks in.

<908hp 421m 381mv no opponent/no opponent calm road (outside) > e
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 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 S|
| |
f-f |
---------+

[Exits: north east west]
A special guard walks in.

<908hp 421m 380mv no opponent/no opponent calm road (outside) > e
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 S F| Shop is to the north.
|
|
---------+

[Exits: north east south west]
A special guard walks in.

<908hp 421m 379mv no opponent/no opponent calm city (outside) > e
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 S F *|
|
|
---------+

[Exits: north east south west]
A glowing banner bearing the emblem of Seringale rests here.
A special guard walks in.

<908hp 421m 378mv no opponent/no opponent calm road (outside) > e
The West Common Road
* S-+| You are on the Common Road of Seringale. All around you
| || are busy people hurrying along minding their own business.
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 S F *-+|
||
S-+|
---------+

[Exits: north east south west]
A beggar wanders around asking for spare gold.
A special guard walks in.

<908hp 421m 377mv no opponent/no opponent calm road (outside) > e
West of Market Square
* S-+-S| You are west of Market Square. A marvellous monument
| | | has been erected here in the middle of the city of Seringale,
S S *-+-*| ever flowing with clear drinkable water. The road is
| | | || well worn from the traffic constantly passing over it.
+-+-@ +| A path leads north and south around the fountain, while
| | | || the common road continues to the west.
S F *-+-*|
| |
S-+-S|
---------+

[Exits: north south west]
A beggar wanders around asking for spare gold.
A special guard walks in.

<908hp 421m 376mv no opponent/no opponent calm city (outside) > c
Players near you in Seringale:
Trilil The South Main Street
Dogran Chamber of Rituals
<PK> Solmundi West of Market Square

<908hp 421m 376mv no opponent/no opponent calm city (outside) > s
Southwest of Market Square
S S *-+-*| You are standing southwest of the Market Square. A marvellous
| | | || monument has been erected here in the middle of the city
+-+-+ +| of Seringale, ever flowing with clear drinkable water.
| | | || The road is well worn from the traffic constantly passing
S F @-+-*| over it. You see a path around the square to the east
| | and north.
S-+-S|
| |
S-+-*|
---------+

[Exits: north east]
A long-haired lanky man with piercing blue eyes stands here.
A special guard walks in.
Jack the hat says ''Ere you, "TOSS" us a coin would ya? My gambling addiction needs funds.'

<908hp 421m 375mv no opponent/no opponent calm inside (indoors) > s
e
The side of a building is all that lies in that direction.

<908hp 421m 375mv no opponent/no opponent calm inside (indoors) >
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 special guard walks in.

<908hp 421m 374mv no opponent/no opponent calm city (outside) > s
The Main Street
+-+ +-+| You are on the Main Street of Seringale. It is a wide street
| | | || with lots of space to both sides. There are tons of people
F *-+-* S| rushing from one place to another, minding their own business.
| || You see a shop with a sign of a sword and axe to the east
S-@-S-*| and to the west, the pet shop.
| |
S-+-* |
| |
S-+-S |
---------+

[Exits: north east south west]
A magical spring flows from the ground here.
A special guard walks in.

<908hp 421m 373mv no opponent/no opponent calm road (outside) > s
The Main Street
*-+-* S| You are on the Main Street of Seringale. It is a wide
| || street with lots of space to both sides. There are tons
S-+-S-*| of people rushing from one place to another, minding
| | their own business. You see entrances to taverns on
S-@-* | both sides of the street and the Main Street continues
| | to the north and the south.
S S-+-S |
| | |
+-+-+-+-+|
---------+

[Exits: north east south west]
A purple pill with white spots lies here.
A special guard walks in.

<908hp 421m 372mv no opponent/no opponent calm road (outside) > s
The Main Street
S-+-S-*| You are on the Main Street of Seringale. It is a wide
| | street with lots of space to both sides. There are tons
S-+-* | of people rushing from one place to another, minding
| | their own business. You see the Main Street continues
S S-@-S | to the north, entrances to taverns on both sides of the
| | | street and the South Square to the south.
+-+-+-+-+|
| | ||
+ S-+-S +|
---------+

[Exits: north east south west]
A beggar wanders around asking for spare gold.
A special guard walks in.

<908hp 421m 371mv no opponent/no opponent calm road (outside) > c
s
Players near you in Seringale:
Dogran Chamber of Rituals
<PK> Solmundi The Main Street

<908hp 421m 371mv no opponent/no opponent calm road (outside) >
South Square
S-+-* | You are at the South Square of Seringale. It is gloomy
| | and dim here. The square is a tiny opening in between
S S-+-S | a few broken down buildings. The air is stuffy and pungent
| | | from the various trash lying all over the ground. You
+-+-@-+-+| see the Main Street to the north and the south, and the
| | || South Road to the east and west.
+ S-+-S +|
| | |
+ +-+-o |
---------+

[Exits: north east south west down]
The corpse of a drow city guard is lying here.
A beggar wanders around asking for spare gold.
A special guard walks in.

<908hp 421m 370mv no opponent/no opponent calm city (outside) > s
The South Main Street
S S-+-S | You are on the Main Street of Seringale. It is a wide street
| | | with lots of space to both sides. Although the street
+-+-+-+-+| is wide, it is very poorly lit, so it is very gloomy and
| | || dim here. All around you are beggars and panhandlers dressed
+ S-@-S +| in filthy clothing. The buildings surrounding you are
| | | old and run down. They seem like they have been made ages
+ +-+-o | ago. The once bright red bricks that the buildings are
| | | made of are now only pale, brittle chunks barely holding
*-* +-S | the walls of the buildings together. You see the South
---------+ Square to the north, entrances to taverns on both side
of the street and the Main Street continues to the south.

[Exits: north east south west]
A special guard walks in.

<908hp 421m 369mv no opponent/no opponent calm road (outside) > s
s
The South Main Street
+-+-+-+-+| You are on the Main Street of Seringale. It is a wide street
| | || with lots of space to both sides. Although the street is
+ S-+-S +| wide, it is very poorly lit, so it is very gloomy and dim
| | | here. All around you are beggars and panhandlers dressed
+ +-@-o | in filthy clothing. The buildings surrounding you are old
| | | and run down. They seem like they have been made ages ago.
*-* +-S | The once bright red bricks that the buildings are made of
| | are now only pale, brittle chunks barely holding the walls
+ | of the buildings together. You see the entrance to the Necromancer
---------+ Guild to the west and the Mausoleum to the east. The Main
Street continues to the north and the south.

[Exits: north east south west]
A special guard walks in.

<908hp 421m 368mv no opponent/no opponent calm road (outside) >
The South Main Street
S-+-S | You are on the Main Street of Seringale. It is a wide street
| | with lots of space to both sides. Although the street is
+-+-o | wide, it is very poorly lit, so it is very gloomy and dim
| | | here. All around you are filthy beggars and panhandlers dressed
*-* @-S | in filthy clothing. The buildings surrounding you are old
| | and run down. They seem like they have been made ages ago.
+ | The once bright red bricks that the buildings are made of
| | are now only pale, brittle chunks barely holding the walls
+ | of the buildings together. You see the Main Street continues
---------+ to the north and the south.

[Exits: north east south]
The goblin extermination enforcer is here hunting down goblins.
A special guard walks in.

<908hp 421m 367mv no opponent/no opponent calm road (outside) > s
A Small Bridge
+-+-o | You are on a small bridge in Seringale. A river flows beneath
| | | the bridge slowly. Splinters line the small wooden railings
*-* +-S | that are mounted on both sides of the bridge. The wooden
| | planks of the bridge hangs on to the frame of the bridge
@ | loosely, ready to come apart at any moment. The thick ropes
| | tying the planks together are old and worn, about to snap
+ | at will. The Main Street continues to the north and south
| | and a ladder leads down the bridge into the river below
+ | you.
---------+

[Exits: north south down]
A pair of gilded golden gargoyles oversee each side of the bridge.
A special guard walks in.

<908hp 421m 366mv no opponent/no opponent calm road (outside) > s
The South Main Street
+-S | You are on the Main Street of Seringale. It is a wide street
| | with lots of space to both sides. Although the street is
+ | wide, it is very poorly lit, so it is very gloomy and dim
| | here. All around you are beggars and panhandlers dressed
@ | in filthy clothing. The buildings surrounding you are old
| | and run down. They seem like they have been made ages ago.
+ | The once bright red bricks that the buildings are made of
| | are now only pale, brittle chunks barely holding the walls
+ | of the buildings together. You see the Main Street continues
---------+ to the north and the south.

[Exits: north south]
A special guard walks in.

<908hp 434m 398mv no opponent/no opponent calm road (outside) > s
Inside the South Gate
+ | You are inside the South 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 thirty spans tall.
| | You see the city to the north, the south gate to the south,
@ | and the battlement of the city above you.
| |
+ |
| |
o |
---------+

[Exits: north south up]
A dwarven citizen of Seringale plods around the town.
A gate guard is here guarding the gates of Seringale.
A gate guard is here guarding the gates of Seringale.
A special guard walks in.
Geran the dwarf citizen says 'My granny wanted something, but I'm too busy saving the world!'
Geran the dwarf citizen says 'She's in Ofcol, please see what she wanted.'

<908hp 434m 397mv no opponent/no opponent calm city (outside) > c
Players near you in Seringale:
Dogran Chamber of Rituals
<PK> Solmundi Inside the South Gate

<908hp 434m 397mv no opponent/no opponent calm city (outside) > s
Outside the South Gate
+ | You are outside the South 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 thirty spans
@ | tall. You see the entrance into the city of Seringale to
| | the north and a path leading south towards a large grassy
o | field.
| |
o |
---------+

[Exits: north south]
A pile of gold coins.
A glowing banner bearing the emblem of Seringale rests here.
A special guard walks in.

<908hp 434m 396mv no opponent/no opponent calm city (outside) > s
Atop a small hillock
+ | The view from atop this hill looks over the large city
| | of Seringale to the north. Large banners speckle the
+ | battlements that surround the city, and past them the
| | ever busy streets carve their way through the equally
@ f-f| busy shops, temples, and guilds. The path north of you
| | || leads right up to Seringale's southern gate. The cobbled
o f-f| path also heads back down the hill to the south.
| | ||
o-+-f-f|
---------+

[Exits: north south]
A special guard walks in.

<908hp 434m 395mv no opponent/no opponent calm field (outside) > s
s
Along a marked path
+ | Worn stones show the constant use of the cobbled path,
| | but it in overall good repair. Nothing blocks the view
o f-f| of the wide open sky or a pair of mountains off to the
| | || southwest. A large grassy hill can be seen to the south
@ f-f| overlooking the path. The cobbled path slopes up to the
| | || north, where just beyond the city of Seringale rises.
o-+-f-f| It also leads to the south, curving into an open, grassy
| | || field.
*-F-+ f-f|
---------+

[Exits: north south]
A special guard walks in.

<908hp 434m 394mv no opponent/no opponent calm field (outside) >
A cobbled path
o f-f| Worn stones show the constant use of the cobbled path,
| | || but it in overall good repair. A dirt path picks up to
o f-f| the east as it cuts through the commons. Wooden walls
| | || stand out against the surroundings to the south, just
o-@-f-f| past the cobbled path. A shaky bridge has been built
| | || east, leading over muddied ground into a wet-looking
*-F-+ f-f| field. A well-cleared path leads north towards a large-looking
| | | || town.
*-* * f-x|
---------+

[Exits: north east south west]
(Glowing) A post on the bridge has been illuminated with a fire torch.
A special guard walks in.

<908hp 434m 393mv no opponent/no opponent calm road (outside) > s
A cobbled path
o f-f| The majestic city of Seringale rises past the hills to
| | || the north, even from here it has an inviting air to it.
o-+-f-f| Green fields east of here are spotted with grazing animals
| | || and small outposts of goblins. This road has seen little
*-F-@ f-f| hardships, only showing minor repairs from general use.
| | | || The cobbled path butts right up against a small inn to
*-* * f-x| the south, or you can follow it to the north. There are
| || some apparent solid footholds down the river bank too,
x-x x| which seems to be changing direction again.
---------+

[Exits: north south west down]
A magical spring flows from the ground here.
A short pump juts out of the ground, a layer of rust covering it.
A special guard walks in.

<908hp 434m 392mv no opponent/no opponent calm road (outside) > s
Old Stables
o-+-f-f| An old wooden shed has been converted into stables here, in
| | || a shady area chosen noticeably distant from the Inn. Strange
*-F-+ f-f| sounds and smells emanate from within. A cobblestone path
| | | || runs north and south just next to it. To the west, you can
*-* @ f-x| see and smell the Slaughtered Lamb inn. The path becomes obscured
| | by fog to the south.
x-x |
|
|
---------+

[Exits: north south]
You see 3 of a falchion here.
A realistic-looking wooden horse has been set up here.
You see 2 of a voulge here.
(Charmed) Worked to death many years ago, this cursed slave keeps going relentlessly.
(Charmed) A stone golem stands here to do his master's bidding.
(Charmed) A thick-billed raven is here, serving its master.
(Charmed) A flesh golem stands here to do his master's bidding.
Trilil the Bringer of Torment is here.
Irion the Wordbearer rests next to the "horse".
A special guard walks in.
Irion the Wordbearer says 'Please do me a brief service, Solmundi. Rest on my horse and help me assign some tasks.'

<908hp 434m 391mv no opponent/no opponent calm inside (indoors) > s

Trilil flies south.
An undead slave walks south.
A stone golem walks south.
A thick-billed raven flies south.
A flesh golem walks south.
The Trail
*-F-+ | You are at the outskirts of a trail that leads up a mountainside,
| | | but a thick fog prevents any vision of what lies further.
*-* * | The steps of the Slaughtered Lamb inn extend a warm welcome
| | to the north, away from the quietly foreboding fog that has
x-@ | gathered itself around the trail behind the inn. The wind
| blows softly, carrying upon it soft whispers that invite you
| to travel westwards and discover what lies beyond the veil.
|
|
---------+

[Exits: north west]
A curved sword with a heavy tip sits here.
A long polearm with a curved blade is here.
(Charmed) A flesh golem stands here to do his master's bidding.
(Charmed) A thick-billed raven is here, serving its master.
(Charmed) A stone golem stands here to do his master's bidding.
(Charmed) Worked to death many years ago, this cursed slave keeps going relentlessly.
Trilil the Bringer of Torment is here.
A special guard climbs in.

<908hp 434m 390mv no opponent/no opponent calm mountain (outside) > w
A Fog-Shrouded Trail
~<*-F-+ | You are on a fog-shrouded trail which runs up the side of
| | | this dark mountain. The ground is wet and muddy with melted
*-* * | snow, and the path which should lead to the Miden'nir disappears
| | amongst the mist and the trees. There is nothing for you
@-x | to do but follow the trail that twists up towards the broken,
| snow-covered heights of the mountain range. An old stone
| tablet with inscriptions stands beside a bush in the corner.
|
|
---------+

[Exits: east up]
A special guard climbs in.

<908hp 434m 388mv no opponent/no opponent calm mountain (outside) > c
Players near you in Emerald Forest:
<PK> Solmundi A Fog-Shrouded Trail

<908hp 434m 388mv no opponent/no opponent calm mountain (outside) > e

Trilil flies in.
A flesh golem climbs in.
A thick-billed raven flies in.
A stone golem climbs in.
An undead slave climbs in.
The Trail
*-F-+ | You are at the outskirts of a trail that leads up a mountainside,
| | | but a thick fog prevents any vision of what lies further.
*-* * | The steps of the Slaughtered Lamb inn extend a warm welcome
| | to the north, away from the quietly foreboding fog that has
x-@ | gathered itself around the trail behind the inn. The wind
| blows softly, carrying upon it soft whispers that invite you
| to travel westwards and discover what lies beyond the veil.
|
|
---------+

[Exits: north west]
A curved sword with a heavy tip sits here.
A long polearm with a curved blade is here.
A special guard climbs in.

<908hp 434m 386mv no opponent/no opponent calm mountain (outside) > c
Players near you in The Miden'nir:
<PK> Zersh The Eastern Miden'nir
<PK> Akzylar The Eastern Miden'nir
<PK> Hiretsuna The Eastern Miden'nir
<PK> Solmundi The Trail
Sevak Path on the mountain
<PK> Ilromie The Eastern Miden'nir

<908hp 434m 386mv no opponent/no opponent calm mountain (outside) > n
Old Stables
o-+-f-f| An old wooden shed has been converted into stables here, in
| | || a shady area chosen noticeably distant from the Inn. Strange
*-F-+ f-f| sounds and smells emanate from within. A cobblestone path
| | | || runs north and south just next to it. To the west, you can
*-* @ f-x| see and smell the Slaughtered Lamb inn. The path becomes obscured
| | by fog to the south.
x-x |
|
|
---------+

[Exits: north south]
You see 3 of a falchion here.
A realistic-looking wooden horse has been set up here.
You see 2 of a voulge here.
Irion the Wordbearer rests next to the "horse".
A special guard walks in.

<908hp 434m 384mv no opponent/no opponent calm inside (indoors) > n
A cobbled path
o f-f| The majestic city of Seringale rises past the hills to
| | || the north, even from here it has an inviting air to it.
o-+-f-f| Green fields east of here are spotted with grazing animals
| | || and small outposts of goblins. This road has seen little
*-F-@ f-f| hardships, only showing minor repairs from general use.
| | | || The cobbled path butts right up against a small inn to
*-* * f-x| the south, or you can follow it to the north. There are
| || some apparent solid footholds down the river bank too,
x-x x| which seems to be changing direction again.
---------+

[Exits: north south west down]
A magical spring flows from the ground here.
A short pump juts out of the ground, a layer of rust covering it.
A special guard walks in.

<908hp 434m 383mv no opponent/no opponent calm road (outside) > c
Players near you in The Miden'nir:
<PK> Zersh A muddy wetland
<PK> Akzylar A muddy wetland
<PK> Hiretsuna A muddy wetland
<PK> Solmundi A cobbled path
Sevak Path on the mountain
<PK> Ilromie A muddy wetland

<908hp 434m 383mv no opponent/no opponent calm road (outside) > n
A cobbled path
o f-f| Worn stones show the constant use of the cobbled path,
| | || but it in overall good repair. A dirt path picks up to
o f-f| the east as it cuts through the commons. Wooden walls
| | || stand out against the surroundings to the south, just
o-@-f-f| past the cobbled path. A shaky bridge has been built
| | || east, leading over muddied ground into a wet-looking
*-F-+ f-f| field. A well-cleared path leads north towards a large-looking
| | | || town.
*-* * f-x|
---------+

[Exits: north east south west]
(Glowing) A post on the bridge has been illuminated with a fire torch.
A special guard walks in.

<908hp 434m 382mv no opponent/no opponent calm road (outside) > e
A muddy wetland
o f-f-f| You are at the western edge of a rather muddy wetland,
| | | || an expanse of green that stretches far and wide. Some
o f-f-f| of the water from the nearby river has been absorbed
| | | || into the soil, giving the ground a rather soggy texture.
o-+-@-f-f| Ponds are shrouded by small thin trees and bushes that
| | | || group around in thick clusters. Field southward. A shaky
F-+ f-f-f| bridge leads back west and a thin, natural path skirts
| | | | || the field southward.
* * f-x-f|
---------+

[Exits: north east south west]
You see 4 of a goblin's short sword here.
(Charmed) A sad-looking retired special guard is here.
(Invis) (White Aura) Zersh the Holy Patriarch of Healing is here.
(Invis) (White Aura) Ilromie the Sage of Arcane Power is here.
(Invis) (Translucent) Akzylar the Sage of Arcane Power is here.
(White Aura) (WANTED) Hiretsuna the Sage of Arcane Power is here.
There is a goblin here, lazing behind a pile of recently gathered stones.
There is a goblin here, lazing behind a pile of recently gathered stones.
A special guard walks in.

<908hp 434m 381mv no opponent/no opponent calm forest (outside) > s

A sad-looking retired special guard walks west.
The Miden'nir
o f-f-f| You are in a rather muddy wetland, an expanse of green
| | | || that stretches far and wide. Some of the water from the
o-+-f-f-f| nearby river has been absorbed into the soil, giving the
| | | || ground a rather soggy texture. Ponds are shrouded by small
F-+ @-f-f| thin trees and bushes that group around in thick clusters.
| | | | || The tops of a large city can be seen over the hills to
* * f-x-f| the north. The thin path skirts the field north and south,
| | | while the top of an inn rises above a nasty patch of brambles.
x-x x |
---------+

[Exits: north east south]
You see 5 of a goblin's short sword here.
You see 5 of a long spear here.
You see a training sword here.
A little duckling wanders around aimlessly.
A little duckling wanders around aimlessly.
A large duck waddles around here.
A boar is here, searching through the mud.
A boar is here, searching through the mud.
There is a goblin here, lazing behind a pile of recently gathered stones.
There is a goblin here, lazing behind a pile of recently gathered stones.
A special guard walks in.

<908hp 434m 380mv no opponent/no opponent calm forest (outside) > n
A muddy wetland
o f-f-f| You are at the western edge of a rather muddy wetland,
| | | || an expanse of green that stretches far and wide. Some
o f-f-f| of the water from the nearby river has been absorbed
| | | || into the soil, giving the ground a rather soggy texture.
o-+-@-f-f| Ponds are shrouded by small thin trees and bushes that
| | | || group around in thick clusters. Field southward. A shaky
F-+ f-f-f| bridge leads back west and a thin, natural path skirts
| | | | || the field southward.
* * f-x-f|
---------+

[Exits: north east south west]
You see 4 of a goblin's short sword here.
There is a goblin here, lazing behind a pile of recently gathered stones.
There is a goblin here, lazing behind a pile of recently gathered stones.
A special guard walks in.

<908hp 434m 379mv no opponent/no opponent calm forest (outside) > et
They aren't here.

<908hp 434m 379mv no opponent/no opponent calm forest (outside) > z
You scan all around.
You scan north.
*** Range 2 (north) ***
A boar is here, searching through the mud.
You scan east.
*** Range 1 (east) ***
There is a goblin here, lazing behind a pile of recently gathered stones.
There is a goblin here, lazing behind a pile of recently gathered stones.
*** Range 2 (east) ***
There is a goblin here, lazing behind a pile of recently gathered stones.
There is a goblin here, lazing behind a pile of recently gathered stones.
*** Range 3 (east) ***
A goblin is here, running about.
You scan south.
*** Range 1 (south) ***
A little duckling wanders around aimlessly.
A little duckling wanders around aimlessly.
A large duck waddles around here.
A boar is here, searching through the mud.
A boar is here, searching through the mud.
There is a goblin here, lazing behind a pile of recently gathered stones.
There is a goblin here, lazing behind a pile of recently gathered stones.
You scan west.

<908hp 434m 379mv no opponent/no opponent calm forest (outside) > w
A cobbled path
o f-f| Worn stones show the constant use of the cobbled path,
| | || but it in overall good repair. A dirt path picks up to
o f-f| the east as it cuts through the commons. Wooden walls
| | || stand out against the surroundings to the south, just
o-@-f-f| past the cobbled path. A shaky bridge has been built
| | || east, leading over muddied ground into a wet-looking
*-F-+ f-f| field. A well-cleared path leads north towards a large-looking
| | | || town.
*-* * f-x|
---------+

[Exits: north east south west]
(Glowing) A post on the bridge has been illuminated with a fire torch.
A special guard walks in.

<908hp 434m 378mv no opponent/no opponent calm road (outside) > z
You scan all around.
You scan north.
*** Range 4 (north) ***
A gate guard is here guarding the gates of Seringale.
A gate guard is here guarding the gates of Seringale.
*** Range 6 (north) ***
(Invis) (White Aura) Ilromie the Sage of Arcane Power is here.
(Invis) (Translucent) Akzylar the Sage of Arcane Power is here.
(Invis) (White Aura) Zersh the Holy Patriarch of Healing is here.
(Charmed) A sad-looking retired special guard is here.
(White Aura) (WANTED) Hiretsuna the Sage of Arcane Power is here.
You scan east.
*** Range 1 (east) ***
There is a goblin here, lazing behind a pile of recently gathered stones.
There is a goblin here, lazing behind a pile of recently gathered stones.
*** Range 2 (east) ***
There is a goblin here, lazing behind a pile of recently gathered stones.
There is a goblin here, lazing behind a pile of recently gathered stones.
*** Range 3 (east) ***
There is a goblin here, lazing behind a pile of recently gathered stones.
There is a goblin here, lazing behind a pile of recently gathered stones.
*** Range 4 (east) ***
A goblin is here, running about.
You scan south.
*** Range 2 (south) ***
Irion the Wordbearer rests next to the "horse".
You scan west.

<908hp 434m 378mv no opponent/no opponent calm road (outside) > n
Along a marked path
+ | Worn stones show the constant use of the cobbled path,
| | but it in overall good repair. Nothing blocks the view
o f-f| of the wide open sky or a pair of mountains off to the
| | || southwest. A large grassy hill can be seen to the south
@ f-f| overlooking the path. The cobbled path slopes up to the
| | || north, where just beyond the city of Seringale rises.
o-+-f-f| It also leads to the south, curving into an open, grassy
| | || field.
*-F-+ f-f|
---------+

[Exits: north south]
A special guard walks in.

<908hp 434m 377mv no opponent/no opponent calm field (outside) > n
Atop a small hillock
+ | The view from atop this hill looks over the large city
| | of Seringale to the north. Large banners speckle the
+ | battlements that surround the city, and past them the
| | ever busy streets carve their way through the equally
@ f-f| busy shops, temples, and guilds. The path north of you
| | || leads right up to Seringale's southern gate. The cobbled
o f-f| path also heads back down the hill to the south.
| | ||
o-+-f-f|
---------+

[Exits: north south]
A special guard walks in.

<908hp 434m 376mv no opponent/no opponent calm field (outside) > n
Outside the South Gate
+ | You are outside the South 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 thirty spans
@ | tall. You see the entrance into the city of Seringale to
| | the north and a path leading south towards a large grassy
o | field.
| |
o |
---------+

[Exits: north south]
A pile of gold coins.
A glowing banner bearing the emblem of Seringale rests here.
A special guard walks in.

<908hp 434m 375mv no opponent/no opponent calm city (outside) > n
Inside the South Gate
+ | You are inside the South 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 thirty spans tall.
| | You see the city to the north, the south gate to the south,
@ | and the battlement of the city above you.
| |
+ |
| |
o |
---------+

[Exits: north south up]
A gate guard is here guarding the gates of Seringale.
A gate guard is here guarding the gates of Seringale.
A special guard walks in.

<908hp 434m 374mv no opponent/no opponent calm city (outside) > n
The South Main Street
+-S | You are on the Main Street of Seringale. It is a wide street
| | with lots of space to both sides. Although the street is
+ | wide, it is very poorly lit, so it is very gloomy and dim
| | here. All around you are beggars and panhandlers dressed
@ | in filthy clothing. The buildings surrounding you are old
| | and run down. They seem like they have been made ages ago.
+ | The once bright red bricks that the buildings are made of
| | are now only pale, brittle chunks barely holding the walls
+ | of the buildings together. You see the Main Street continues
---------+ to the north and the south.

[Exits: north south]
A special guard walks in.

<908hp 434m 373mv no opponent/no opponent calm road (outside) > n
A Small Bridge
+-+-o | You are on a small bridge in Seringale. A river flows beneath
| | | the bridge slowly. Splinters line the small wooden railings
*-* +-S | that are mounted on both sides of the bridge. The wooden
| | planks of the bridge hangs on to the frame of the bridge
@ | loosely, ready to come apart at any moment. The thick ropes
| | tying the planks together are old and worn, about to snap
+ | at will. The Main Street continues to the north and south
| | and a ladder leads down the bridge into the river below
+ | you.
---------+

[Exits: north south down]
A pair of gilded golden gargoyles oversee each side of the bridge.
A special guard walks in.

<908hp 434m 372mv no opponent/no opponent calm road (outside) > c
Players near you in Seringale:
<PK> Zersh South of Market Square
<PK> Akzylar South of Market Square
Dogran Chamber of Rituals
<PK> Hiretsuna South of Market Square
<PK> Solmundi A Small Bridge
<PK> Ilromie South of Market Square

<908hp 434m 372mv no opponent/no opponent calm road (outside) > n
The South Main Street
S-+-S | You are on the Main Street of Seringale. It is a wide street
| | with lots of space to both sides. Although the street is
+-+-o | wide, it is very poorly lit, so it is very gloomy and dim
| | | here. All around you are filthy beggars and panhandlers dressed
*-* @-S | in filthy clothing. The buildings surrounding you are old
| | and run down. They seem like they have been made ages ago.
+ | The once bright red bricks that the buildings are made of
| | are now only pale, brittle chunks barely holding the walls
+ | of the buildings together. You see the Main Street continues
---------+ to the north and the south.

[Exits: north east south]
The goblin extermination enforcer is here hunting down goblins.
A special guard walks in.

<908hp 434m 371mv no opponent/no opponent calm road (outside) > n
The South Main Street
+-+-+-+-+| You are on the Main Street of Seringale. It is a wide street
| | || with lots of space to both sides. Although the street is
+ S-+-S +| wide, it is very poorly lit, so it is very gloomy and dim
| | | here. All around you are beggars and panhandlers dressed
+ +-@-o | in filthy clothing. The buildings surrounding you are old
| | | and run down. They seem like they have been made ages ago.
*-* +-S | The once bright red bricks that the buildings are made of
| | are now only pale, brittle chunks barely holding the walls
+ | of the buildings together. You see the entrance to the Necromancer
---------+ Guild to the west and the Mausoleum to the east. The Main
Street continues to the north and the south.

[Exits: north east south west]
A special guard walks in.

<908hp 434m 370mv no opponent/no opponent calm road (outside) > n
The South Main Street
S S-+-S | You are on the Main Street of Seringale. It is a wide street
| | | with lots of space to both sides. Although the street
+-+-+-+-+| is wide, it is very poorly lit, so it is very gloomy and
| | || dim here. All around you are beggars and panhandlers dressed
+ S-@-S +| in filthy clothing. The buildings surrounding you are
| | | old and run down. They seem like they have been made ages
+ +-+-o | ago. The once bright red bricks that the buildings are
| | | made of are now only pale, brittle chunks barely holding
*-* +-S | the walls of the buildings together. You see the South
---------+ Square to the north, entrances to taverns on both side
of the street and the Main Street continues to the south.

[Exits: north east south west]
A beggar wanders around asking for spare gold.
A special guard walks in.

<908hp 434m 369mv no opponent/no opponent calm road (outside) > n
South Square
S-+-* | You are at the South Square of Seringale. It is gloomy
| | and dim here. The square is a tiny opening in between
S S-+-S | a few broken down buildings. The air is stuffy and pungent
| | | from the various trash lying all over the ground. You
+-+-@-+-+| see the Main Street to the north and the south, and the
| | || South Road to the east and west.
+ S-+-S +|
| | |
+ +-+-o |
---------+

[Exits: north east south west down]
The corpse of a drow city guard is lying here.
A special guard walks in.

<908hp 434m 368mv no opponent/no opponent calm city (outside) > n
The Main Street
S-+-S-*| You are on the Main Street of Seringale. It is a wide
| | street with lots of space to both sides. There are tons
S-+-* | of people rushing from one place to another, minding
| | their own business. You see the Main Street continues
S S-@-S | to the north, entrances to taverns on both sides of the
| | | street and the South Square to the south.
+-+-+-+-+|
| | ||
+ S-+-S +|
---------+

[Exits: north east south west]
A beggar wanders around asking for spare gold.
A special guard walks in.

<908hp 434m 367mv no opponent/no opponent calm road (outside) > n
The Main Street
*-+-* S| You are on the Main Street of Seringale. It is a wide
| || street with lots of space to both sides. There are tons
S-+-S-*| of people rushing from one place to another, minding
| | their own business. You see entrances to taverns on
S-@-* | both sides of the street and the Main Street continues
| | to the north and the south.
S S-+-S |
| | |
+-+-+-+-+|
---------+

[Exits: north east south west]
A purple pill with white spots lies here.
A special guard walks in.

<908hp 434m 366mv no opponent/no opponent calm road (outside) > n
The Main Street
+-+ +-+| You are on the Main Street of Seringale. It is a wide street
| | | || with lots of space to both sides. There are tons of people
F *-+-* S| rushing from one place to another, minding their own business.
| || You see a shop with a sign of a sword and axe to the east
S-@-S-*| and to the west, the pet shop.
| |
S-+-* |
| |
S-+-S |
---------+

[Exits: north east south west]
A magical spring flows from the ground here.
A special guard walks in.

<908hp 434m 365mv no opponent/no opponent calm road (outside) > n
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 special guard walks in.
(UNPROTECTED) a gate guard yells 'Hiretsuna is a criminal! PROTECT THE INNOCENT!! BANZAII!!!'
[JUSTICE] a gate guard: 'Hiretsuna is at Inside the West Gate of Seringale!'
(UNPROTECTED) a gate guard yells 'Hiretsuna is a criminal! PROTECT THE INNOCENT!! BANZAII!!!'
[JUSTICE] a gate guard: 'Hiretsuna is at Inside the West Gate of Seringale!'

<908hp 434m 364mv no opponent/no opponent calm city (outside) > c
Players near you in Seringale:
<PK> Zersh Inside the West Gate
<PK> Akzylar Inside the West Gate
Dogran Chamber of Rituals
<PK> Hiretsuna Inside the West Gate
<PK> Solmundi South of Market Square
<PK> Ilromie Inside the West Gate

<908hp 434m 364mv no opponent/no opponent calm city (outside) > w
Southwest of Market Square
S S *-+-*| You are standing southwest of the Market Square. A marvellous
| | | || monument has been erected here in the middle of the city
+-+-+ +| of Seringale, ever flowing with clear drinkable water.
| | | || The road is well worn from the traffic constantly passing
S F @-+-*| over it. You see a path around the square to the east
| | and north.
S-+-S|
| |
S-+-*|
---------+

[Exits: north east]
A long-haired lanky man with piercing blue eyes stands here.
A special guard walks in.

<908hp 434m 363mv no opponent/no opponent calm inside (indoors) > n
West of Market Square
* S-+-S| You are west of Market Square. A marvellous monument
| | | has been erected here in the middle of the city of Seringale,
S S *-+-*| ever flowing with clear drinkable water. The road is
| | | || well worn from the traffic constantly passing over it.
+-+-@ +| A path leads north and south around the fountain, while
| | | || the common road continues to the west.
S F *-+-*|
| |
S-+-S|
---------+

[Exits: north south west]
A beggar wanders around asking for spare gold.
A special guard walks in.

<908hp 434m 362mv no opponent/no opponent calm city (outside) > w
The West Common Road
* S-+| You are on the Common Road of Seringale. All around you
| || are busy people hurrying along minding their own business.
S S S *-+| You see a shop with a sign of a wizard's hat to the north,
| | | | | a shop of fresh meat to the south, and the large fountain
+-+-@-+ | of the town nearby to the east.
| | | | |
S S F *-+|
||
S-+|
---------+

[Exits: north east south west]
A beggar wanders around asking for spare gold.
A special guard walks in.

<908hp 434m 361mv no opponent/no opponent calm road (outside) > w
The West Common Road
* | You are on the Common Road of Seringale. All around you
| | are busy people hurrying along minding their own business.
S S S S *| You see a shop with a sign of a bubbling vial to the
| | | | || north, a shop of trades to the south, and the Common
+-+-@-+-+| Road continues to the east and the west.
| | | ||
S S F *|
|
|
---------+

[Exits: north east south west]
A glowing banner bearing the emblem of Seringale rests here.
A special guard walks in.

<908hp 434m 360mv no opponent/no opponent calm road (outside) > w
The Western Monument
* | Raised in the middle of the Common Road is a granite pillar,
| | the Western Monument. Several glyphs and words have been
S S S S S| chiseled into its sides, as many travellers have attempted
| | | | || to leave their mark within Seringale. Many sets of footprints
+-+-@-+-+| can be seen on the ground, as several people frequent
| | || this path. The road continues east and west, and the Scroll
S S F| Shop is to the north.
|
|
---------+

[Exits: north east south west]
A special guard walks in.

<908hp 434m 359mv no opponent/no opponent calm city (outside) > w
The West Common Road
*| You are on the Common Road of Seringale. All around you are
|| busy people hurrying along minding their own business. You
S S S S| see a 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 S|
| |
f-f |
---------+

[Exits: north east west]
An avian city guard of Seringale stands watch here.
A special guard walks in.

<908hp 434m 358mv no opponent/no opponent calm road (outside) > w
The West Common Road
+ | You are on the Common Road of Seringale. All around you are
| | busy people hurrying along minding their own business. You
+ S S S| see a small shop with a sign of a glowing staff to the north,
| | | || and the Common Road leads to the east and west.
+-+-@-+-+|
| | ||
+ + S|
| | |
+ f-f |
---------+

[Exits: north east west]
A special guard walks in.

<908hp 434m 357mv no opponent/no opponent calm road (outside) > w
The West Common Road
+ | You are on the Common Road of Seringale. All around you
| | are busy people hurrying along minding their own business.
+ S S| You see the Common Road to the east, the entrance of a
| | || park to the south, and the Western Gate to the west.
+-+-@-+-+|
| | |
+ + |
| | |
+ f-f |
---------+

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

<908hp 446m 398mv no opponent/no opponent calm road (outside) > c
Players near you in Seringale:
<PK> Zersh Inside the West Gate
<PK> Akzylar Inside the West Gate
Dogran Chamber of Rituals
<PK> Hiretsuna Inside the West Gate
<PK> Solmundi The West Common Road
<PK> Ilromie Inside the West Gate
You hear something's death cry.

<908hp 446m 398mv no opponent/no opponent calm road (outside) > w
Inside the West Gate
+ | You are inside the West Gate of Seringale. All around
| | you are people travelling in and out of the city. The
+ S| great wall of Seringale soars over your head at over
| || 30 spans tall. You see the city to the east, the west
C-+-@-+-+| gate above you, and the city walls lead to the north
| | | and south.
+ + |
| | |
+ f-f|
---------+

[Exits: north east south west]
You see 2 of a war banner of Seringale here.
(Charmed) A sad-looking retired special guard is here.
(Invis) (White Aura) Zersh the Holy Patriarch of Healing is here.
(Invis) (White Aura) Ilromie the Sage of Arcane Power is here.
(Invis) (Translucent) Akzylar the Sage of Arcane Power is here.
(White Aura) (WANTED) Hiretsuna is here, fighting a gate guard.
A gate guard is here, fighting Hiretsuna.
A special guard walks in.

<908hp 446m 397mv no opponent/no opponent calm city (outside) > et
Your ensnare prevents Hiretsuna from leaving the area temporarily.
[JUSTICE] The Guardian of Justice: 'NOTICE: Hiretsuna has been ensnared by Solmundi within Seringale.'

<908hp 446m 397mv no opponent/no opponent calm city (outside) > j

[JUSTICE] The Guardian of Justice: 'NOTICE: Solmundi the law-abiding citizen is under attack in Seringale.'
(WILDLY) a special guard yells 'Help! Hiretsuna just filled the room with ice!'
Hiretsuna's ice storm *** DEMOLISHES *** a special guard!
Hiretsuna's ice storm MUTILATES you!
Hiretsuna's ice storm MANGLES a gate guard!
Your slice decimates Hiretsuna!
Hiretsuna's slash MASSACRES a gate guard!
Hiretsuna has a few scratches.

<870hp 446m 397mv defensive/blade evasive city (outside) a gate guard: 29%hp>
You do the best you can!
Hiretsuna has a few scratches.

<870hp 446m 397mv defensive/blade evasive city (outside) a gate guard: 29%hp>
Ilromie gets a raspberry flan from a Big Ol'Pack Sack.
Hiretsuna has a few scratches.

<870hp 446m 397mv defensive/blade evasive city (outside) a gate guard: 29%hp>
Hiretsuna's ice storm MUTILATES a special guard!
Hiretsuna's ice storm injures you.
Hiretsuna's ice storm MUTILATES a gate guard!
[* ] Hiretsuna blocks your attack with his shield.
[** ] Hiretsuna blocks your attack with his shield.
Hiretsuna's slash MASSACRES a gate guard!
A special guard's slash mauls Hiretsuna.
Hiretsuna has a few scratches.

<855hp 446m 397mv defensive/blade evasive city (outside) a gate guard: 10%hp>
Ilromie eats a raspberry flan.
Hiretsuna has a few scratches.

<855hp 446m 397mv defensive/blade evasive city (outside) a gate guard: 10%hp>
Hiretsuna's ice storm MASSACRES a special guard!
Hiretsuna's ice storm decimates you!
Hiretsuna's ice storm MASSACRES a gate guard!
Your slice decimates Hiretsuna!
Your slice decimates Hiretsuna!
A gate guard is DEAD!!
A gate guard splatters blood on your armor.
Hiretsuna gets 83 gold coins from the corpse of a gate guard.
Hiretsuna sacrifices the corpse of a gate guard to Phostan.
Hiretsuna has some small wounds and bruises.

<827hp 446m 397mv defensive/blade evasive city (outside) a special guard: 85%hp> j

Hiretsuna utters the words, 'eugszr waouq'.
You feel a brief tingling sensation.
Hiretsuna has some small wounds and bruises.

<827hp 446m 397mv defensive/blade evasive city (outside) a special guard: 85%hp>
Akzylar says 'Hmm.'
You do the best you can!
[* ] Hiretsuna blocks your attack with his shield.
Your slice devastates Hiretsuna!
Hiretsuna's slash DISMEMBERS a special guard!
A special guard's slash mauls Hiretsuna.
Hiretsuna has quite a few wounds.

<827hp 446m 397mv defensive/blade evasive city (outside) a special guard: 80%hp>
Hiretsuna has fled!
A sad-looking retired special guard walks north.

<827hp 446m 397mv no opponent/no opponent evasive city (outside) >
Zersh tells you 'I want to make it clear, I am not helping these criminals one iota. This is about the bad people, thats it.'

<827hp 446m 397mv no opponent/no opponent evasive city (outside) > z
You scan all around.
You scan north.
*** Range 1 (north) ***
(Invis) (White Aura) Ilromie the Sage of Arcane Power is here.
(Invis) (Translucent) Akzylar the Sage of Arcane Power is here.
(Invis) (White Aura) Zersh the Holy Patriarch of Healing is here.
(Charmed) A sad-looking retired special guard is here.
(White Aura) (WANTED) (OUTLAW) Hiretsuna the Sage of Arcane Power is here.
A halfling perimeter guard of Seringale is here, watching out for known criminals.
*** Range 2 (north) ***
An avian perimeter guard of Seringale is here, watching out for known criminals.
You scan east.
*** Range 1 (east) ***
A fearless adventurer is here, asking for a group to explore the Mystic Forest.
*** Range 4 (east) ***
An avian city guard of Seringale stands watch here.
*** Range 6 (east) ***
A beggar wanders around asking for spare gold.
You scan south.
*** Range 1 (south) ***
A human perimeter guard of Seringale is here, watching out for known criminals.
*** Range 2 (south) ***
A half-elf citizen of Seringale wanders about rather aimlessly.
*** Range 5 (south) ***
A dwarven city guard of Seringale stands watch here.
You scan west.
*** Range 1 (west) ***
A refugee is here, wandering through the streets.
*** Range 6 (west) ***
The caravan attendant is here, with caravans for hire.

<827hp 446m 397mv no opponent/no opponent evasive city (outside) > n
Along the Western Walls
| You are standing along the city walls of Seringale. The
| wall next to you is made of huge slabs of white stone.
+ | You see small holes on various strategic parts of the wall
| | where archers can shoot arrows at enemies from the outside.
@ S| The wall continues to the north and to the south.
| ||
C-+-+-+-+|
| | |
+ + |
---------+

[Exits: north south]
(Invis) (White Aura) Ilromie the Sage of Arcane Power is here.
(Invis) (Translucent) Akzylar the Sage of Arcane Power is here.
(Invis) (White Aura) Zersh the Holy Patriarch of Healing is here.
(Charmed) A sad-looking retired special guard is here.
(White Aura) (WANTED) (OUTLAW) Hiretsuna the Sage of Arcane Power is here.
A halfling perimeter guard of Seringale is here, watching out for known criminals.
A special guard walks in.

<827hp 446m 396mv no opponent/no opponent evasive city (outside) > j
(UNPROTECTED) Hiretsuna yells 'Help! I am being attacked by Solmundi!'
Hiretsuna is unaffected by your slice!
Hiretsuna has quite a few wounds.

<827hp 446m 396mv defensive/blade aggressive city (outside) >
Your slice misses Hiretsuna.
Hiretsuna is unaffected by your slice!
Hiretsuna's slash decimates you!
Hiretsuna has quite a few wounds.

<799hp 446m 396mv defensive/blade aggressive city (outside) > wield mace
You do not have that item.
Hiretsuna has quite a few wounds.

<799hp 446m 396mv defensive/blade aggressive city (outside) >
Hiretsuna utters the words, 'eugszr waouq'.
You feel a brief tingling sensation.
Hiretsuna has quite a few wounds.

<799hp 446m 396mv defensive/blade aggressive city (outside) >
(UNPROTECTED) a duergar city guard yells 'You will feel the weight of the law, Hiretsuna!!'
(UNPROTECTED) a halfling perimeter guard yells 'Hiretsuna is a criminal! PROTECT THE INNOCENT! BANZAIII!!!'
[* ] Hiretsuna blocks your attack with his shield.
[***] You block Hiretsuna's attack with your shield.
[** ] You parry Hiretsuna's slash.
Hiretsuna has quite a few wounds.

<799hp 446m 396mv defensive/blade aggressive city (outside) >
Ilromie's protective shield dissipates.
Hiretsuna has some small wounds and bruises.

<808hp 454m 399mv defensive/blade aggressive city (outside) >
Hiretsuna utters the words, 'eugszr waouq'.
You feel a brief tingling sensation.
Hiretsuna has some small wounds and bruises.

<808hp 454m 399mv defensive/blade aggressive city (outside) >
Hiretsuna is unaffected by a halfling perimeter guard's punch!
[** ] Hiretsuna blocks your attack with his shield.
Hiretsuna is unaffected by your slice!
Hiretsuna's slash devastates you!
Hiretsuna is unaffected by a special guard's slash!
Hiretsuna is unaffected by a special guard's slash!
Hiretsuna has some small wounds and bruises.

<777hp 454m 399mv defensive/blade aggressive city (outside) > wield great
You stop wielding a wide-bladed steel sabre.
You wield a peacemaker greatsword.
A peacemaker greatsword feels like a part of you!
Hiretsuna has some small wounds and bruises.

<777hp 454m 399mv defensive/blade aggressive city (outside) >
Hiretsuna utters the words, 'eugszr waouq'.
You feel a brief tingling sensation.
Ilromie utters the words, 'sfainfrauzz gpuzre'.
Ilromie is surrounded by a protective shell of magic.
Hiretsuna has some small wounds and bruises.

<777hp 454m 399mv defensive/blade aggressive city (outside) > wield staff
You stop wielding a peacemaker greatsword.
You wield a solid mithril staff.
A solid mithril staff feels like a part of you!
Hiretsuna has some small wounds and bruises.

<777hp 454m 399mv defensive/blade aggressive city (outside) >
Hiretsuna is unaffected by a halfling perimeter guard's punch!
Hiretsuna is unaffected by your thrust!
[** ] Hiretsuna blocks your attack with his shield.
You brace against your armor to perform a two-handed set parry.
[* ] You parry Hiretsuna's slash.
[* ] You block Hiretsuna's attack with your shield.
Hiretsuna has some small wounds and bruises.

<777hp 454m 399mv defensive/blade aggressive city (outside) >
Zersh says 'Can't we all just get along?'
Hiretsuna has some small wounds and bruises.

<777hp 454m 399mv defensive/blade aggressive city (outside) >
[* ] Hiretsuna parries your beating.
Hiretsuna is unaffected by your thrust!
Hiretsuna's weapon advantage overcomes your parry attempt.
Hiretsuna's slash decimates you!
Hiretsuna's slash decimates you!
Hiretsuna is unaffected by a special guard's slash!
Hiretsuna has some small wounds and bruises.

<726hp 454m 399mv defensive/blade aggressive city (outside) >
Hiretsuna utters the words, 'uqz ghafw'.
Hiretsuna calls upon the forces of nature and creates an icy hurricane.
Hiretsuna's ice storm === OBLITERATES === a special guard!
Hiretsuna's ice storm MASSACRES you!
Hiretsuna's ice storm === OBLITERATES === a halfling perimeter guard!
Hiretsuna has some small wounds and bruises.

<659hp 454m 399mv defensive/blade aggressive city (outside) > wield staff
You stop wielding a solid mithril staff.
You wield the staff of storms.
The staff of storms feels like a part of you!
Hiretsuna has some small wounds and bruises.

<659hp 454m 399mv defensive/blade aggressive city (outside) >
Hiretsuna's ice storm *** DEVASTATES *** a special guard!
Hiretsuna's ice storm DISMEMBERS you!
Hiretsuna's ice storm *** DEVASTATES *** a halfling perimeter guard!
Your typhoon MUTILATES Hiretsuna!
Hiretsuna's slash decimates you!
Hiretsuna is unaffected by a special guard's slash!
A special guard's slash misses Hiretsuna.
A halfling perimeter guard is DEAD!!
A halfling perimeter guard's eyes are pulled out of her head.
Hiretsuna gets 171 gold coins from the corpse of a halfling perimeter guard.
Hiretsuna sacrifices the corpse of a halfling perimeter guard to Phostan.
Hiretsuna has quite a few wounds.

<577hp 454m 399mv defensive/blade aggressive city (outside) >
Hiretsuna says 'You'd think.'
Hiretsuna has quite a few wounds.

<577hp 454m 399mv defensive/blade aggressive city (outside) >
Hiretsuna's ice storm DISMEMBERS a special guard!
Hiretsuna's ice storm mauls you.
[* ] Hiretsuna parries your typhoon.
Your typhoon maims Hiretsuna!
Your typhoon maims Hiretsuna!
Hiretsuna's slash devastates you!
Hiretsuna's slash decimates you!
Hiretsuna has quite a few wounds.

<496hp 454m 399mv defensive/blade aggressive city (outside) >
Ilromie agrees absolutely.
Hiretsuna has quite a few wounds.

<496hp 454m 399mv defensive/blade aggressive city (outside) > slam
Not with a buckler.
Hiretsuna has quite a few wounds.

<496hp 454m 399mv defensive/blade aggressive city (outside) >
Hiretsuna's ice storm *** DEVASTATES *** a special guard!
Hiretsuna's ice storm DISMEMBERS you!
[* ] Hiretsuna parries your typhoon.
[***] You parry Hiretsuna's slash.
[* ] You block Hiretsuna's attack with your shield.
Hiretsuna is unaffected by a special guard's slash!
Hiretsuna is unaffected by a special guard's slash!
Hiretsuna has quite a few wounds.

<437hp 454m 399mv defensive/blade aggressive city (outside) >
Ilromie says 'In fact, I would think.'
Hiretsuna has quite a few wounds.

<437hp 454m 399mv defensive/blade aggressive city (outside) >
Hiretsuna's ice storm MUTILATES a special guard!
Hiretsuna's ice storm injures you.
Your typhoon maims Hiretsuna!
Hiretsuna's weapon advantage overcomes your parry attempt.
Hiretsuna's slash devastates you!
Hiretsuna is unaffected by a special guard's slash!
Hiretsuna is unaffected by a special guard's slash!
Hiretsuna has quite a few wounds.

<395hp 454m 399mv defensive/blade aggressive city (outside) >
Hiretsuna utters the words, 'pzrrghcandusaw'.
The ground erupts as you are caught in a searing beam of arcane light.
Hiretsuna's hellstream MANGLES you!
Hiretsuna has quite a few wounds.

<309hp 454m 399mv defensive/blade aggressive city (outside) > f

Ilromie sighs as she thinks of you. Touching, huh?
Hiretsuna has quite a few wounds.

<309hp 454m 399mv defensive/blade aggressive city (outside) >
You flee from combat!
Stairwell Under the Western Catapult
| You are standing along the city walls of Seringale. The
| wall next to you is made of huge slabs of white stone.
| You see small holes on various strategic parts of the
| wall where archers can shoot arrows at enemies from the
@ | outside. The wall continues to the south, and a ladder
| | leads upward to a large catapult placed strategically
+ S| atop the battlements.
| ||
C-+-+-+-+|
---------+

[Exits: south up]
An avian perimeter guard of Seringale is here, watching out for known criminals.
A special guard walks in.

<309hp 454m 398mv no opponent/no opponent aggressive city (outside) > s
Along the Western Walls
| You are standing along the city walls of Seringale. The
| wall next to you is made of huge slabs of white stone.
+ | You see small holes on various strategic parts of the wall
| | where archers can shoot arrows at enemies from the outside.
@ S| The wall continues to the north and to the south.
| ||
C-+-+-+-+|
| | |
+ + |
---------+

[Exits: north south]
A magic mushroom is here.
A glowing banner bearing the emblem of Seringale rests here.
The pulled-out eyes of a halfling perimeter guard are lying here.
(Invis) (White Aura) Ilromie the Sage of Arcane Power is here.
(Invis) (Translucent) Akzylar the Sage of Arcane Power is here.
(Invis) (White Aura) Zersh the Holy Patriarch of Healing is here.
(Charmed) A sad-looking retired special guard is here.
(White Aura) (WANTED) (OUTLAW) Hiretsuna the Sage of Arcane Power is here.
A special guard walks in.

<309hp 454m 397mv no opponent/no opponent aggressive city (outside) > j
(UNPROTECTED) Hiretsuna yells 'Help! I am being attacked by Solmundi!'
Your typhoon maims Hiretsuna!
Hiretsuna has some big nasty wounds and scratches.

<309hp 454m 397mv defensive/blade aggressive city (outside) > f

Your typhoon MUTILATES Hiretsuna!
Your typhoon MUTILATES Hiretsuna!
Hiretsuna's slash devastates you!
Hiretsuna's weapon advantage overcomes your parry attempt.
Hiretsuna's slash devastates you!
Hiretsuna is unaffected by a special guard's slash!
Hiretsuna has some big nasty wounds and scratches.

<250hp 454m 397mv defensive/blade aggressive city (outside) >
Hiretsuna utters the words, 'pzrrghcandusaw'.
Hiretsuna has some big nasty wounds and scratches.

<250hp 454m 397mv defensive/blade aggressive city (outside) >
You flee from combat!
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| great wall of Seringale soars over your head at over
| || 30 spans tall. You see the city to the east, the west
C-+-@-+-+| gate above you, and the city walls lead to the north
| | | and south.
+ + |
| | |
+ f-f|
---------+

[Exits: north east south west]
You see 3 of a war banner of Seringale here.
A special guard walks in.

<250hp 454m 396mv no opponent/no opponent aggressive city (outside) > f
You aren't fighting anyone.

<250hp 454m 396mv no opponent/no opponent aggressive city (outside) > n
Along the Western Walls
| You are standing along the city walls of Seringale. The
| wall next to you is made of huge slabs of white stone.
+ | You see small holes on various strategic parts of the wall
| | where archers can shoot arrows at enemies from the outside.
@ S| The wall continues to the north and to the south.
| ||
C-+-+-+-+|
| | |
+ + |
---------+

[Exits: north south]
A magic mushroom is here.
A glowing banner bearing the emblem of Seringale rests here.
The pulled-out eyes of a halfling perimeter guard are lying here.
(Invis) (White Aura) Ilromie the Sage of Arcane Power is here.
(Invis) (Translucent) Akzylar the Sage of Arcane Power is here.
(Invis) (White Aura) Zersh the Holy Patriarch of Healing is here.
(Charmed) A sad-looking retired special guard is here.
(White Aura) (WANTED) (OUTLAW) Hiretsuna the Sage of Arcane Power is here.
A special guard walks in.

<250hp 454m 395mv no opponent/no opponent aggressive city (outside) > j
(UNPROTECTED) Hiretsuna yells 'Help! I am being attacked by Solmundi!'
[* ] Hiretsuna blocks your attack with his shield.
Hiretsuna has some big nasty wounds and scratches.

<250hp 454m 395mv defensive/blade aggressive city (outside) >
Akzylar gets a magic mushroom.
(WILDLY) a special guard yells 'Hiretsuna is a criminal! PROTECT THE INNOCENT! BANZAIII!!!'
Hiretsuna is unaffected by a special guard's slash!
Your typhoon devastates Hiretsuna!
Your typhoon devastates Hiretsuna!
Hiretsuna's slash devastates you!
Hiretsuna is unaffected by a special guard's slash!
Hiretsuna is unaffected by a special guard's slash!
Hiretsuna looks pretty hurt.

<220hp 454m 395mv defensive/blade aggressive city (outside) >
Akzylar eats a magic mushroom.
Hiretsuna looks pretty hurt.

<220hp 454m 395mv defensive/blade aggressive city (outside) >
The white aura around Hiretsuna fades.
The white aura around Ilromie fades.
Hiretsuna looks pretty hurt.

<230hp 461m 399mv defensive/blade aggressive city (outside) >
Hiretsuna has fled!
A sad-looking retired special guard walks north.

<230hp 461m 399mv no opponent/no opponent aggressive city (outside) > j
They aren't here.

<230hp 461m 399mv no opponent/no opponent aggressive city (outside) > s
A sad-looking retired special guard walks in.
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| great wall of Seringale soars over your head at over
| || 30 spans tall. You see the city to the east, the west
C-+-@-+-+| gate above you, and the city walls lead to the north
| | | and south.
+ + |
| | |
+ f-f|
---------+

[Exits: north east south west]
You see 3 of a war banner of Seringale here.
A special guard walks in.

<230hp 461m 398mv no opponent/no opponent aggressive city (outside) > j

A sad-looking retired special guard walks in.
(UNPROTECTED) Hiretsuna yells 'Help! I am being attacked by Solmundi!'
Your typhoon MASSACRES Hiretsuna!
Hiretsuna is in awful condition.

<230hp 461m 398mv defensive/blade aggressive city (outside) > z
j

Your typhoon MANGLES Hiretsuna!
Your typhoon MASSACRES Hiretsuna!
Hiretsuna is tackled by a mob of guards and bludgeoned unconscious.
[JUSTICE] The Guardian of Justice: 'NOTICE: Hiretsuna has been apprehended by Solmundi.'
You receive 100 sovereigns of [JUSTICE].
A special guard removes a tin canteen from Hiretsuna.
A special guard removes a pair of red-tinged dragonscale pauldrons from Hiretsuna.
A special guard removes a marmalade orb from Hiretsuna.
A special guard removes an enriched gyvel potion from Hiretsuna.
A special guard removes an enriched gyvel potion from Hiretsuna.
A special guard removes an enriched gyvel potion from Hiretsuna.
A special guard removes an enriched gyvel potion from Hiretsuna.
A special guard removes an enriched gyvel potion from Hiretsuna.
A special guard removes a scroll of flying from Hiretsuna.
A special guard removes a small mahogany canoe from Hiretsuna.
A special guard removes an enriched gyvel potion from Hiretsuna.
A special guard removes an enriched gyvel potion from Hiretsuna.
A special guard removes a barrel from Hiretsuna.
A special guard removes a titanium bracer from Hiretsuna.
A special guard removes a suit of spiked garde armor from Hiretsuna.
A special guard removes an Order of Light amulet from Hiretsuna.
A special guard removes a mithril dragon from Hiretsuna.
A special guard removes a small hot ball of fire from Hiretsuna.
A special guard removes an Order of Light amulet from Hiretsuna.
A special guard removes a cloak of shifting colors from Hiretsuna.
A special guard removes a girdle of the Golden Flame from Hiretsuna.
A special guard removes greaves of the Golden Flame from Hiretsuna.
A special guard removes leg guards of the Golden Flame from Hiretsuna.
A special guard removes gauntlets of the Golden Flame from Hiretsuna.
A special guard removes vambraces of the Golden Flame from Hiretsuna.
A special guard removes a casque of the Golden Flame from Hiretsuna.
A special guard removes a titanium bracer from Hiretsuna.
A special guard removes the platinum spiked shield from Hiretsuna.
A special guard removes a jagged dagger from Hiretsuna.
A special guard removes a frostbrand sword from Hiretsuna.
A special guard removes a heron-marked blade from Hiretsuna.
A special guard removes a melded ring from Hiretsuna.
A special guard removes a melded ring from Hiretsuna.
A special guard removes a Big Ol'Pack Sack from Hiretsuna.
A special guard impounds 18017 gold.

<230hp 461m 398mv no opponent/no opponent aggressive city (outside) >
You scan all around.
You scan north.
*** Range 2 (north) ***
An avian perimeter guard of Seringale is here, watching out for known criminals.
You scan east.
*** Range 6 (east) ***
A beggar wanders around asking for spare gold.
You scan south.
*** Range 1 (south) ***
A half-elf citizen of Seringale wanders about rather aimlessly.
A human perimeter guard of Seringale is here, watching out for known criminals.
*** Range 5 (south) ***
A dwarven city guard of Seringale stands watch here.
You scan west.
*** Range 1 (west) ***
A refugee is here, wandering through the streets.
*** Range 6 (west) ***
The caravan attendant is here, with caravans for hire.

<230hp 461m 398mv no opponent/no opponent aggressive city (outside) > l
Akzylar utters the words, 'qcandusahz gsfuio'.
A magical spring flows from the ground.
You can't kill a ghost!

<230hp 461m 398mv no opponent/no opponent aggressive city (outside) >
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| great wall of Seringale soars over your head at over
| || 30 spans tall. You see the city to the east, the west
C-+-@-+-+| gate above you, and the city walls lead to the north
| | | and south.
+ + |
| | |
+ f-f|
---------+

[Exits: north east south west]
A magical spring flows from the ground here.
You see 3 of a war banner of Seringale here.
(Invis) (White Aura) Zersh the Holy Patriarch of Healing is here.
(Invis) (White Aura) Ilromie the Sage of Arcane Power is here.
(Invis) (Translucent) Akzylar the Sage of Arcane Power is here.
Hiretsuna is kneeling on the ground.
(Charmed) A special guard stands here, red with anger.

<230hp 461m 398mv no opponent/no opponent aggressive city (outside) > judge hire
A special guard says 'I can't see that person here.'

<230hp 461m 398mv no opponent/no opponent aggressive city (outside) >
Akzylar drinks water from a magical spring.

<230hp 461m 398mv no opponent/no opponent aggressive city (outside) > c
Players near you in Seringale:
<PK> Zersh Inside the West Gate
<PK> Akzylar Inside the West Gate
Hiretsuna Inside the West Gate
<PK> Solmundi Inside the West Gate
<PK> Ilromie Inside the West Gate

<230hp 461m 398mv no opponent/no opponent aggressive city (outside) >
Dogran walks in.

<230hp 461m 398mv no opponent/no opponent aggressive city (outside) >
Dogran walks east.

<230hp 461m 398mv no opponent/no opponent aggressive city (outside) > judge hiretsuna
A special guard says 'Hiretsuna's actions are unforgivable. Nothing will be returned.'
A special guard says 'Justice impounds a jagged dagger as contraband.'
A special guard says 'Justice impounds a cloak of shifting colors as contraband.'
A special guard says 'Justice confiscates a melded ring for your crimes.'
A special guard says 'Justice confiscates a melded ring for your crimes.'
A special guard says 'Justice confiscates a heron-marked blade for your crimes.'
A special guard says 'Justice confiscates a frostbrand sword for your crimes.'
A special guard says 'Justice confiscates the platinum spiked shield for your crimes.'
A special guard says 'Justice confiscates a suit of spiked garde armor for your crimes.'
A special guard says 'Justice confiscates a marmalade orb for your crimes.'
A special guard says 'Justice confiscates a pair of red-tinged dragonscale pauldrons for your crimes.'
A special guard says 'Justice confiscates a titanium bracer for your crimes.'
A special guard says 'Justice confiscates a casque of the Golden Flame for your crimes.'
A special guard says 'Justice confiscates vambraces of the Golden Flame for your crimes.'
A special guard says 'Justice confiscates gauntlets of the Golden Flame for your crimes.'
A special guard says 'Justice confiscates leg guards of the Golden Flame for your crimes.'
A special guard says 'Justice confiscates greaves of the Golden Flame for your crimes.'
A special guard says 'Justice confiscates a girdle of the Golden Flame for your crimes.'
A special guard says 'Justice confiscates an Order of Light amulet for your crimes.'
A special guard says 'Justice confiscates a small hot ball of fire for your crimes.'
A special guard says 'Justice confiscates a mithril dragon for your crimes.'
A special guard says 'Justice confiscates an Order of Light amulet for your crimes.'
A special guard says 'Justice confiscates a titanium bracer for your crimes.'
A special guard says 'Justice confiscates a barrel for your crimes.'
A special guard says 'Justice confiscates an enriched gyvel potion for your crimes.'
A special guard says 'Justice confiscates an enriched gyvel potion for your crimes.'
A special guard says 'Justice confiscates a small mahogany canoe for your crimes.'
A special guard says 'Justice confiscates a scroll of flying for your crimes.'
A special guard says 'Justice confiscates an enriched gyvel potion for your crimes.'
A special guard says 'Justice confiscates an enriched gyvel potion for your crimes.'
A special guard says 'Justice confiscates an enriched gyvel potion for your crimes.'
A special guard says 'Justice confiscates an enriched gyvel potion for your crimes.'
A special guard says 'Justice confiscates an enriched gyvel potion for your crimes.'
A special guard says 'Justice confiscates a tin canteen for your crimes.'

<230hp 461m 398mv no opponent/no opponent aggressive city (outside) >
Dogran walks in.

<230hp 461m 398mv no opponent/no opponent aggressive city (outside) >
Akzylar throws back his head and cackles with insane glee!

<230hp 461m 398mv no opponent/no opponent aggressive city (outside) >
Dogran walks west.

<230hp 461m 398mv no opponent/no opponent aggressive city (outside) > sentence hiretsuna death
You have sentenced Hiretsuna to death by dismemberment.
Hiretsuna is carried off by a group of guards.
[JUSTICE] The Guardian of Justice: 'NOTICE: Hiretsuna has been sentenced to death by Solmundi.'

<230hp 461m 398mv no opponent/no opponent aggressive city (outside) > c
Players near you in Seringale:
<PK> Zersh Inside the West Gate
<PK> Akzylar Inside the West Gate
<PK> Dogran Outside the West Gate
Hiretsuna The Jail
<PK> Solmundi Inside the West Gate
<PK> Ilromie Inside the West Gate

<230hp 461m 398mv no opponent/no opponent aggressive city (outside) > e

Dogran walks in.
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| You see the Common Road to the east, the entrance of a
| | || park to the south, and the Western Gate to the west.
+-+-@-+-+|
| | |
+ + |
| | |
+ f-f |
---------+

[Exits: east south west]
A special guard walks in.

<230hp 461m 397mv no opponent/no opponent aggressive road (outside) > e
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| see a small shop with a sign of a glowing staff to the north,
| | | || and the Common Road leads to the east and west.
+-+-@-+-+|
| | ||
+ + S|
| | |
+ f-f |
---------+

[Exits: north east west]
A special guard walks in.

<230hp 461m 396mv no opponent/no opponent aggressive road (outside) > e
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 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 S|
| |
f-f |
---------+

[Exits: north east west]
A special guard walks in.

<230hp 461m 395mv no opponent/no opponent aggressive road (outside) > e
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 S F| Shop is to the north.
|
|
---------+

[Exits: north east south west]
A special guard walks in.

<230hp 461m 394mv no opponent/no opponent aggressive city (outside) > e
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 S F *|
|
|
---------+

[Exits: north east south west]
A glowing banner bearing the emblem of Seringale rests here.
A special guard walks in.

<230hp 461m 393mv no opponent/no opponent aggressive road (outside) > e
The West Common Road
* S-+| You are on the Common Road of Seringale. All around you
| || are busy people hurrying along minding their own business.
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 S F *-+|
||
S-+|
---------+

[Exits: north east south west]
A beggar wanders around asking for spare gold.
A beggar wanders around asking for spare gold.
A special guard walks in.

<230hp 461m 392mv no opponent/no opponent aggressive road (outside) > e
West of Market Square
* S-+-S| You are west of Market Square. A marvellous monument
| | | has been erected here in the middle of the city of Seringale,
S S *-+-*| ever flowing with clear drinkable water. The road is
| | | || well worn from the traffic constantly passing over it.
+-+-@ +| A path leads north and south around the fountain, while
| | | || the common road continues to the west.
S F *-+-*|
| |
S-+-S|
---------+

[Exits: north south west]
A beggar wanders around asking for spare gold.
A special guard walks in.

<230hp 461m 391mv no opponent/no opponent aggressive city (outside) > c
Players near you in Seringale:
<PK> Zersh Inside the West Gate
<PK> Akzylar Inside the West Gate
<PK> Dogran Inside the West Gate
Hiretsuna The Jail
<PK> Solmundi West of Market Square
<PK> Ilromie Inside the West Gate

<230hp 461m 391mv no opponent/no opponent aggressive city (outside) > wh
[ H-Elf ] Magitor the Grunt
[ Elf ] <PK> Zersh the Holy Patriarch of Healing
[ Quasi ] <PK> Zexzel the Grand Spectre of Beguilement
[ Elf ] <PK> Akzylar the Sage of Arcane Power
[ Avian ] Trilil the Bringer of Torment
[ Duerg ] <PK> [Rival] Dogran the Wrath of an Immortal
[ Avian ] <PK> [Rival] (WANTED:**) Heinrildt Schwarz the Bringer of Famine
[ Elf ] Hiretsuna the Sage of Arcane Power
[50 Jotun Pal] <PK> [JUSTICE] (Lieutenant) Solmundi Visindi the Holy Knight
[ Quasi ] Sevak the Ethereal
[ Elf ] <PK> <SCHOLAR> Duchess Ilromie Illistarre the Sage of Arcane Power
Players found: 11
[KEEPER] The Balance prevails within the four kingdoms.
There are 11 characters on; the most on this past month was 19.

<230hp 461m 391mv no opponent/no opponent aggressive city (outside) > untarget
You remove your current target. $$ will no longer be substituted.

<230hp 461m 391mv no opponent/no opponent aggressive city (outside) >
You purge the arcane energy from your body.
You no longer feel the effects of the ice storm.
The town clock tolls twelve times as noon approaches.

<249hp 473m 399mv no opponent/no opponent aggressive city (outside) > target heinrildt
$$ will now be substituted with 'heinrildt' until you untarget.

<249hp 473m 399mv no opponent/no opponent aggressive city (outside) > c
Players near you in Seringale:
<PK> Zersh Inside the West Gate
<PK> Akzylar The Main Street
<PK> Dogran The West Common Road
Hiretsuna The Jail
<PK> Solmundi West of Market Square
<PK> Ilromie The Main Street

<249hp 473m 399mv no opponent/no opponent aggressive city (outside) > s
Southwest of Market Square
S S *-+-*| You are standing southwest of the Market Square. A marvellous
| | | || monument has been erected here in the middle of the city
+-+-+ +| of Seringale, ever flowing with clear drinkable water.
| | | || The road is well worn from the traffic constantly passing
S F @-+-*| over it. You see a path around the square to the east
| | and north.
S-+-S|
| |
S-+-*|
---------+

[Exits: north east]
A long-haired lanky man with piercing blue eyes stands here.
A special guard walks in.

<249hp 473m 398mv no opponent/no opponent aggressive inside (indoors) > e
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 special guard walks in.

<249hp 473m 397mv no opponent/no opponent aggressive city (outside) > e
Southeast of Market Square
*-+-* F +| You are standing southeast of the Market Square. A marvellous
| | | || monument has been erected here in the middle of the city
+ +-+-+| of Seringale, ever flowing with clear drinkable water. The
| | | || road is well worn from the traffic constantly passing over
*-+-@ S S| it. You see a path around the square to the west and north.
| | |
S-+-S-* |
| |
S-+-* |
---------+

[Exits: north west]
A glowing banner bearing the emblem of Seringale rests here.
A special guard walks in.

<249hp 473m 396mv no opponent/no opponent aggressive inside (indoors) > n
East of Market Square
S-+-S | You are east of Market Square. A marvellous monument has
| | been erected here in the middle of the city of Seringale,
*-+-* 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 special guard walks in.

<249hp 473m 395mv no opponent/no opponent aggressive city (outside) > e
The East Common Road
+-S *| You are on the Common Road of Seringale. All around you are
| || busy people hurrying along minding their own business. The
+-* F +-*| smell of fresh bread wafts in from the north of here. A shop
| | | | with a sign of an iron hammer is south.
+-@-+-+|
| | | ||
+-* S S +|
| | |
+-S-* |
---------+

[Exits: north east south west]
A jagged key lies here.
A beggar wanders around asking for spare gold.
A special guard walks in.

<249hp 473m 394mv no opponent/no opponent aggressive road (outside) > e
The East Common Road
* | You are on the Common Road of Seringale. All around you
| | are busy people hurrying along minding their own business.
* F +-* | You see the entrance to the Warrior Guild to the north,
| | | | a shop with a sign of a needle to the south, and the
+-+-@-+-+| Common Road continues to the east and the west.
| | | | |
* S S +-+|
| ||
S-* +|
---------+

[Exits: north east south west]
A special guard walks in.

<249hp 473m 393mv no opponent/no opponent aggressive road (outside) > e
The Eastern Monument
* | Standing in the center of the road is a large marble
| | monument, chiseled at odd angles and serving as a landmark
F +-* S| for Serin adventurers. Several dusty sets of footprints
| | || can be seen around the base of the monument, as hundreds
+-+-@-+-+| of passing citizens mark their paths from this large
| | | || stone monolith. To the south you see a dark alley, and
S S +-+ S| the Common Road continues to the east and west.
| | |
* +-+|
---------+

[Exits: east south west]
A special guard walks in.

<249hp 473m 392mv no opponent/no opponent aggressive city (outside) > e
The East Common Road
* | You are on the Common Road of Seringale. All around you
| | are busy people hurrying along minding their own business.
+-* S-*| The Common Road continues to the east and the west.
| | |
+-+-@-+-+|
| | | |
S +-+ S |
| |
+-+-*|
---------+

[Exits: east west]
A half-elf city guard of Seringale stands watch here.
A special guard walks in.

<249hp 473m 391mv no opponent/no opponent aggressive road (outside) > e
The East Common Road
+| You are on the Common Road of Seringale. All around you
|| are busy people hurrying along minding their own business.
S-* +| You see a shop with a sign of a leather collar to the
| || north, a shop with a sign of a glittering diamond to
+-+-@-+-+| the south, and the Common Road continues to the east
| | || and the west.
+-+ S +|
| ||
+-+ +|
---------+

[Exits: north east south west]
A special guard walks in.

<249hp 473m 390mv no opponent/no opponent aggressive road (outside) > e
The East Common Road
+ | You are on the Common Road of Seringale. All around you
| | are busy people hurrying along minding their own business.
S-* + | The Common Road continues to the east and the west.
| | |
+-+-@-+-+|
| | |
S + |
| |
+ |
---------+

[Exits: east west]
A special guard walks in.

<249hp 473m 389mv no opponent/no opponent aggressive road (outside) > e
Inside the East Gate
+ | You are inside the East Gate of Seringale. All around you
| | are people travelling in and out of the city. The great wall
S-* + | of Seringale soars over your head at over 30 spans tall.
| | | You see the city to the west, the east gate above you, and
+-+-@-+-+| the city walls lead to the north and south.
| | |
S + |
| |
+ |
---------+

[Exits: north east south west]
A gate guard is here guarding the gates of Seringale.
A gate guard is here guarding the gates of Seringale.
A special guard walks in.

<249hp 473m 388mv no opponent/no opponent aggressive city (outside) > gr
Solmundi's group:
[50 Pal] Solmundi 27% hp 69% mana 97% mv 627440 xp Kills: 0
* [50 Chm] A special guard 43% hp 100% mana 100% mv
* [26 Pet] Jordi the kestrel 0% hp 0% mana 0% mv 7856 tnl (ghost)

<249hp 473m 388mv no opponent/no opponent aggressive city (outside) >
A dwarven city guard walks in.

<249hp 473m 388mv no opponent/no opponent aggressive city (outside) > e
Outside the East Gate
+ | You are outside the East Gate of Seringale. Before you is a
| | great wall. It is made of huge slabs of white stones with
+ | various figures of birds, beasts, and dragons carved into
| | it. The great wall soars over your head at over 30 spans tall.
+-+-@-+-+| You see the entrance into the city of Seringale to the west
| | and a road travelling out of the city to the east.
+ |
| |
+ |
---------+

[Exits: east west]
A special guard walks in.

<249hp 473m 387mv no opponent/no opponent aggressive city (outside) > e
City Entrance
+ | You stand on the outskirts of Seringale, the capital of this
| | land. The road leads east along a dusty road, while to the west
+ | it becomes the main street of the town, surrounded by a mass
| | confusion of shops, bars, and market places. The east gates of
+-+-@-+-+| the town lie directly to the west of here.
| |
+ |
| |
+ |
---------+

[Exits: east west]
A special guard walks in.

<249hp 473m 386mv no opponent/no opponent aggressive road (outside) > e
Along the Eastern Road
| You are traveling along a well-travelled road between
| Seringale and the lands to the east. The path has been
| created from a light stone material that is very resilient.
| It has worn away over time from the flow of traffic that
+-+-@-+-+| has passed through here. This is one of Serin's busiest
| trade routes.
|
|
|
---------+

[Exits: east west]
A special guard walks in.

<249hp 473m 385mv no opponent/no opponent aggressive road (outside) > c
Players near you in Eastern Road:
<PK> Solmundi Along the Eastern Road

<249hp 473m 385mv no opponent/no opponent aggressive road (outside) > e
Along the Eastern Road
| You are traveling along a well-travelled road between
| Seringale and the lands to the east. The path has been
| created from a light stone material that is very resilient.
| It has worn away over time from the flow of traffic that
+-+-@-+-+| has passed through here. This is one of Serin's busiest
| trade routes.
|
|
|
---------+

[Exits: east west]
A special guard walks in.

<249hp 473m 384mv no opponent/no opponent aggressive road (outside) > e
Along the Eastern Road
o| You are traveling along a well-travelled road between
|| Seringale and the lands to the east. The path has been
o| created from a light stone material that is very resilient.
|| It has worn away over time from the flow of traffic that
+-+-@-+-+| has passed through here. This is one of Serin's busiest
|| trade routes.
+|
||
+-+|
---------+

[Exits: east west]
A special guard walks in.

<249hp 473m 383mv no opponent/no opponent aggressive road (outside) > e
Along the Eastern Road
o | You are traveling along a well-travelled road between Seringale
| | and the lands to the east. A northern road crosses this
o | one to the east. The path has been created from a light
| | stone material that is very resilient. It has worn away
+-+-@-+-+| over time from the flow of traffic that has passed through
| | here. This is one of Serin's busiest trade routes.
+ |
| |
+-+ |
---------+

[Exits: east west]
A special guard walks in.

<249hp 473m 382mv no opponent/no opponent aggressive road (outside) > e
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, looking dejected.
A special guard walks in.

<249hp 473m 381mv no opponent/no opponent aggressive road (outside) > s
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]
A special guard walks in.

<249hp 473m 380mv no opponent/no opponent aggressive road (outside) > s
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]
A special guard walks in.

<249hp 473m 379mv no opponent/no opponent evasive road (outside) > nostream
You can no longer be streamed.

<249hp 473m 379mv no opponent/no opponent evasive road (outside) > w
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]
A special guard walks in.

<249hp 473m 378mv no opponent/no opponent evasive road (outside) > d
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]
A special guard walks in.

<249hp 473m 377mv no opponent/no opponent evasive road (outside) > e
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]
A special guard walks in.

<249hp 473m 376mv no opponent/no opponent evasive road (outside) > d
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]
A special guard walks in.

<249hp 473m 375mv no opponent/no opponent evasive road (outside) > w
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]
A special guard walks in.

<249hp 473m 374mv no opponent/no opponent evasive road (outside) > c
Players near you in Thalos Ruins:
<PK> Solmundi A Road through the Dwarf Forest

<249hp 473m 374mv no opponent/no opponent evasive road (outside) > s
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]
A special guard walks in.

<249hp 473m 373mv no opponent/no opponent evasive road (outside) > s
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 special guard walks in.

<249hp 473m 372mv no opponent/no opponent evasive road (outside) > s
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]
A special guard walks in.

<249hp 473m 371mv no opponent/no opponent evasive road (outside) > e
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]
A special guard walks in.

<249hp 473m 370mv no opponent/no opponent evasive forest (outside) > e
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]
A special guard walks in.

<249hp 473m 369mv no opponent/no opponent evasive forest (outside) > s
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]
A special guard walks in.

<249hp 473m 368mv no opponent/no opponent evasive forest (outside) > e
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]
A special guard walks in.

<249hp 473m 367mv no opponent/no opponent evasive forest (outside) > e
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]
A special guard walks in.

<249hp 473m 366mv no opponent/no opponent evasive forest (outside) > d
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 special guard walks in.

<249hp 473m 365mv no opponent/no opponent evasive forest (outside) > s
A Mountain Path
f f| You are on a mountain path which ascends a steep mountainside.
| || The trail curves around the mountain so that you cannot
o-f-f-f| really see what lies ahead. You do sense great power though
| | || coming from the area behind the mountain.
o @ *|
|
|
|
|
---------+

[Exits: north up]
A special guard climbs in.

<249hp 473m 364mv no opponent/no opponent evasive mountain (outside) > c
Players near you in Elemental Canyon:
<PK> Solmundi A Mountain Path

<249hp 473m 364mv no opponent/no opponent evasive mountain (outside) > sle
You go to sleep.

<249hp 473m 364mv no opponent/no opponent evasive mountain (outside) > wh
[ H-Elf ] Magitor the Grunt
[ Elf ] <PK> Zersh the Holy Patriarch of Healing
[ Quasi ] <PK> Zexzel the Grand Spectre of Beguilement
[ Elf ] <PK> Akzylar the Sage of Arcane Power
[ Avian ] Trilil the Bringer of Torment
[ Duerg ] <PK> [Rival] Dogran the Wrath of an Immortal
[ Avian ] <PK> [Rival] (WANTED:**) Heinrildt Schwarz the Bringer of Famine
[ Elf ] Hiretsuna the Sage of Arcane Power
[50 Jotun Pal] <PK> [JUSTICE] (Lieutenant) Solmundi Visindi the Holy Knight
[ Quasi ] Sevak the Ethereal
[ Elf ] <PK> <SCHOLAR> Duchess Ilromie Illistarre the Sage of Arcane Power
Players found: 11
[KEEPER] The Balance prevails within the four kingdoms.
There are 11 characters on; the most on this past month was 19.

<249hp 473m 364mv no opponent/no opponent evasive mountain (outside) >
The white aura around your body fades.

<335hp 525m 399mv no opponent/no opponent evasive mountain (outside) > st
You wake and stand up.

<335hp 525m 399mv no opponent/no opponent evasive mountain (outside) > sanc
You are surrounded by a white aura.

<335hp 450m 399mv no opponent/no opponent evasive mountain (outside) > sle
You go to sleep.

<335hp 450m 399mv no opponent/no opponent evasive mountain (outside) >
You remain true to your faith.

<413hp 505m 399mv no opponent/no opponent evasive mountain (outside) >
Dogran's claw hits you.
Dogran is in excellent condition.

<401hp 505m 399mv defensive/segment evasive mountain (outside) >
[** ] Dogran blocks your attack with his shield.
Your typhoon DISMEMBERS Dogran!
Dogran's claw misses you.
Dogran's claw hits you.
Dogran has a few scratches.

<391hp 505m 399mv defensive/segment evasive mountain (outside) >
Dogran narrows his eyes.
Your faith shatters as you have doubts about your religion!
Dogran has a few scratches.

<391hp 505m 399mv defensive/segment evasive mountain (outside) > f
You flee from combat!
A Mountain Path
| You are on a rocky mountain path leading up and around a steep
| mountainside. You sense something from the area beyond the
| mountain, which you cannot see yet.
|
@ |
|
|
|
|
---------+

[Exits: up down]
A mountain climber is making the same trek that you are.
A mountain climber is making the same trek that you are.
A special guard climbs in.

<391hp 505m 397mv no opponent/no opponent evasive mountain (outside) > d
A Mountain Path
f f| You are on a mountain path which ascends a steep mountainside.
| || The trail curves around the mountain so that you cannot
o-f-f-f| really see what lies ahead. You do sense great power though
| | || coming from the area behind the mountain.
o @ *|
|
|
|
|
---------+

[Exits: north up]
(White Aura) Dogran the Wrath of an Immortal is here.
A special guard climbs in.

<391hp 505m 395mv no opponent/no opponent evasive mountain (outside) > n
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 special guard walks in.

<391hp 505m 393mv no opponent/no opponent evasive forest (outside) > n
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]
A special guard walks in.

<391hp 505m 392mv no opponent/no opponent evasive forest (outside) > s
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 special guard walks in.

<391hp 505m 391mv no opponent/no opponent evasive forest (outside) >
Dogran walks in.

<391hp 505m 391mv no opponent/no opponent evasive forest (outside) > u
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]
A special guard walks in.

<391hp 505m 390mv no opponent/no opponent evasive forest (outside) >
Dogran walks in.

<391hp 505m 390mv no opponent/no opponent evasive forest (outside) > w
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]
A special guard walks in.

<391hp 505m 389mv no opponent/no opponent evasive forest (outside) > w
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]
A special guard walks in.

<391hp 505m 388mv no opponent/no opponent evasive forest (outside) > n
w
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]
A special guard walks in.

<391hp 505m 387mv no opponent/no opponent evasive forest (outside) >
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]
A special guard walks in.

<391hp 505m 386mv no opponent/no opponent evasive forest (outside) > w
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]
A special guard walks in.

<391hp 505m 385mv no opponent/no opponent evasive road (outside) > n
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 special guard walks in.

<391hp 505m 384mv no opponent/no opponent evasive road (outside) > n
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]
A special guard walks in.

<391hp 505m 383mv no opponent/no opponent evasive road (outside) > n
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]
A special guard walks in.

<391hp 505m 382mv no opponent/no opponent evasive road (outside) > e
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]
A special guard walks in.

<391hp 505m 381mv no opponent/no opponent evasive road (outside) > u
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]
A special guard walks in.

<391hp 505m 380mv no opponent/no opponent evasive road (outside) > w
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]
A special guard walks in.

<391hp 505m 379mv no opponent/no opponent evasive road (outside) > u
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]
A special guard walks in.

<391hp 505m 378mv no opponent/no opponent evasive road (outside) > e
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]
A special guard walks in.

<391hp 505m 377mv no opponent/no opponent evasive road (outside) > c
Players near you in Eastern Road:
<PK> Solmundi Path from Eastern Road into the Forest

<391hp 505m 377mv no opponent/no opponent evasive road (outside) > n
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]
A special guard walks in.

<391hp 505m 376mv no opponent/no opponent evasive road (outside) > n
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, looking dejected.
A special guard walks in.

<391hp 505m 375mv no opponent/no opponent evasive road (outside) > w
Along the Eastern Road
o | You are traveling along a well-travelled road between Seringale
| | and the lands to the east. A northern road crosses this
o | one to the east. The path has been created from a light
| | stone material that is very resilient. It has worn away
+-+-@-+-+| over time from the flow of traffic that has passed through
| | here. This is one of Serin's busiest trade routes.
+ |
| |
+-+ |
---------+

[Exits: east west]
A special guard walks in.

<391hp 505m 374mv no opponent/no opponent evasive road (outside) > w
Along the Eastern Road
o| You are traveling along a well-travelled road between
|| Seringale and the lands to the east. The path has been
o| created from a light stone material that is very resilient.
|| It has worn away over time from the flow of traffic that
+-+-@-+-+| has passed through here. This is one of Serin's busiest
|| trade routes.
+|
||
+-+|
---------+

[Exits: east west]
A special guard walks in.

<391hp 505m 373mv no opponent/no opponent evasive road (outside) > w
Along the Eastern Road
| You are traveling along a well-travelled road between
| Seringale and the lands to the east. The path has been
| created from a light stone material that is very resilient.
| It has worn away over time from the flow of traffic that
+-+-@-+-+| has passed through here. This is one of Serin's busiest
| trade routes.
|
|
|
---------+

[Exits: east west]
A special guard walks in.

<391hp 505m 372mv no opponent/no opponent evasive road (outside) > w
Along the Eastern Road
| You are traveling along a well-travelled road between
| Seringale and the lands to the east. The path has been
| created from a light stone material that is very resilient.
| It has worn away over time from the flow of traffic that
+-+-@-+-+| has passed through here. This is one of Serin's busiest
| trade routes.
|
|
|
---------+

[Exits: east west]
A special guard walks in.

<391hp 505m 371mv no opponent/no opponent evasive road (outside) > w
City Entrance
+ | You stand on the outskirts of Seringale, the capital of this
| | land. The road leads east along a dusty road, while to the west
+ | it becomes the main street of the town, surrounded by a mass
| | confusion of shops, bars, and market places. The east gates of
+-+-@-+-+| the town lie directly to the west of here.
| |
+ |
| |
+ |
---------+

[Exits: east west]
A special guard walks in.

<391hp 505m 370mv no opponent/no opponent evasive road (outside) > w
Outside the East Gate
+ | You are outside the East Gate of Seringale. Before you is a
| | great wall. It is made of huge slabs of white stones with
+ | various figures of birds, beasts, and dragons carved into
| | it. The great wall soars over your head at over 30 spans tall.
+-+-@-+-+| You see the entrance into the city of Seringale to the west
| | and a road travelling out of the city to the east.
+ |
| |
+ |
---------+

[Exits: east west]
A special guard walks in.

<391hp 505m 369mv no opponent/no opponent evasive city (outside) > w
Inside the East Gate
+ | You are inside the East Gate of Seringale. All around you
| | are people travelling in and out of the city. The great wall
S-* + | of Seringale soars over your head at over 30 spans tall.
| | | You see the city to the west, the east gate above you, and
+-+-@-+-+| the city walls lead to the north and south.
| | |
S + |
| |
+ |
---------+

[Exits: north east south west]
A gate guard is here guarding the gates of Seringale.
A gate guard is here guarding the gates of Seringale.
A special guard walks in.
A gate guard steps aside and allows you to pass him.
A gate guard says 'Behold! The grand city of Seringale!'

<391hp 505m 368mv no opponent/no opponent evasive city (outside) > c
Players near you in Seringale:
<PK> Zersh North Square
<PK> Akzylar Northwest of Market Square
Hiretsuna The Jail
<PK> Solmundi Inside the East Gate
<PK> Ilromie Northwest of Market Square

<391hp 505m 368mv no opponent/no opponent evasive city (outside) > w
The East Common Road
+ | You are on the Common Road of Seringale. All around you
| | are busy people hurrying along minding their own business.
S-* + | The Common Road continues to the east and the west.
| | |
+-+-@-+-+|
| | |
S + |
| |
+ |
---------+

[Exits: east west]
A special guard walks in.

<391hp 505m 367mv no opponent/no opponent evasive road (outside) > w
The East Common Road
+| You are on the Common Road of Seringale. All around you
|| are busy people hurrying along minding their own business.
S-* +| You see a shop with a sign of a leather collar to the
| || north, a shop with a sign of a glittering diamond to
+-+-@-+-+| the south, and the Common Road continues to the east
| | || and the west.
+-+ S +|
| ||
+-+ +|
---------+

[Exits: north east south west]
A half-elf city guard of Seringale stands watch here.
A special guard walks in.

<391hp 505m 366mv no opponent/no opponent evasive road (outside) > help fourth law
Law 4 - Assistance of criminals

Anything which aids a criminal's escape or survival is a serious crime. Some
examples of aid include providing beneficial spells such as sanctuary, helping
the criminal escape by opening or closing doors, causing his escape by way of
word of recall or group gate, and preventing pursuit by attacking the Justice.
ANY form of aid caught will result in a WANTED flag, without notice.

26.4. SUMMARY > LAWS > Law 4 - Assistance of criminals

<391hp 505m 366mv no opponent/no opponent evasive road (outside) >
You feel less vulnerable to afflictions.
Your rage ebbs.
The light of virtue fades from your body.

<403hp 517m 399mv no opponent/no opponent evasive road (outside) > w
The East Common Road
* | You are on the Common Road of Seringale. All around you
| | are busy people hurrying along minding their own business.
+-* S-*| The Common Road continues to the east and the west.
| | |
+-+-@-+-+|
| | | |
S +-+ S |
| |
+-+-*|
---------+

[Exits: east west]
A special guard walks in.

<403hp 517m 398mv no opponent/no opponent evasive road (outside) > w
The Eastern Monument
* | Standing in the center of the road is a large marble
| | monument, chiseled at odd angles and serving as a landmark
F +-* S| for Serin adventurers. Several dusty sets of footprints
| | || can be seen around the base of the monument, as hundreds
+-+-@-+-+| of passing citizens mark their paths from this large
| | | || stone monolith. To the south you see a dark alley, and
S S +-+ S| the Common Road continues to the east and west.
| | |
* +-+|
---------+

[Exits: east south west]
A special guard walks in.

<403hp 517m 397mv no opponent/no opponent evasive city (outside) > w
The East Common Road
* | You are on the Common Road of Seringale. All around you
| | are busy people hurrying along minding their own business.
* F +-* | You see the entrance to the Warrior Guild to the north,
| | | | a shop with a sign of a needle to the south, and the
+-+-@-+-+| Common Road continues to the east and the west.
| | | | |
* S S +-+|
| ||
S-* +|
---------+

[Exits: north east south west]
A special guard walks in.

<403hp 517m 396mv no opponent/no opponent evasive road (outside) > w
The East Common Road
+-S *| You are on the Common Road of Seringale. All around you are
| || busy people hurrying along minding their own business. The
+-* F +-*| smell of fresh bread wafts in from the north of here. A shop
| | | | with a sign of an iron hammer is south.
+-@-+-+|
| | | ||
+-* S S +|
| | |
+-S-* |
---------+

[Exits: north east south west]
A jagged key lies here.
A special guard walks in.

<403hp 517m 395mv no opponent/no opponent evasive road (outside) > w
East of Market Square
S-+-S | You are east of Market Square. A marvellous monument has
| | been erected here in the middle of the city of Seringale,
*-+-* F +| ever flowing with clear with clear drinkable water. The
| | | || road is well worn from the traffic constantly passing over
+ @-+-+| it. A path leads north and south around the fountain, while
| | | || the common road continues to the east.
*-+-* S S|
| | |
S-+-S-* |
---------+

[Exits: north east south]
A special guard walks in.

<403hp 517m 394mv no opponent/no opponent evasive city (outside) > wanted dogran 4
Dogran is now a criminal.
[JUSTICE] The Guardian of Justice: 'NOTICE: Dogran has been marked a criminal by Solmundi for breaking the fourth law.'

<403hp 517m 394mv no opponent/no opponent evasive city (outside) > s
Southeast of Market Square
*-+-* F +| You are standing southeast of the Market Square. A marvellous
| | | || monument has been erected here in the middle of the city
+ +-+-+| of Seringale, ever flowing with clear drinkable water. The
| | | || road is well worn from the traffic constantly passing over
*-+-@ S S| it. You see a path around the square to the west and north.
| | |
S-+-S-* |
| |
S-+-* |
---------+

[Exits: north west]
A glowing banner bearing the emblem of Seringale rests here.
A special guard walks in.

<403hp 517m 393mv no opponent/no opponent evasive inside (indoors) > w
South of Market Square
S *-+-* F| You are south of Market Square. A marvellous monument has
| | | || been erected here in the middle of the city of Seringale,
+-+ +-+| ever flowing with clear drinkable water. The road is well
| | | || worn from the traffic constantly passing over it. A path
F *-@-* S| leads east and west around the fountain, while the main
| || street continues to the south.
S-+-S-*|
| |
S-+-* |
---------+

[Exits: east south west]
A halfling citizen of Seringale strolls about.
A special guard walks in.

<403hp 517m 392mv no opponent/no opponent evasive city (outside) > c
Players near you in Seringale:
<PK> Zersh The North Main Street
<PK> Akzylar The Jail
<PK> Dogran Outside the East Gate
Hiretsuna The Jail
<PK> Solmundi South of Market Square
<PK> Ilromie The Jail

<403hp 517m 392mv no opponent/no opponent evasive city (outside) > wh
[ H-Elf ] Magitor the Grunt
[ Elf ] <PK> Zersh the Holy Patriarch of Healing
[ Quasi ] <PK> Zexzel the Grand Spectre of Beguilement
[ Elf ] <PK> Akzylar the Sage of Arcane Power
[ Avian ] Trilil the Bringer of Torment
[ Duerg ] <PK> [Rival] (WANTED:*) Dogran the Wrath of an Immortal
[ Avian ] <PK> [Rival] (WANTED:**) Heinrildt Schwarz the Bringer of Famine
[ Elf ] Hiretsuna the Sage of Arcane Power
[50 Jotun Pal] <PK> [JUSTICE] (Lieutenant) Solmundi Visindi the Holy Knight
[ Quasi ] Sevak the Ethereal
[ Elf ] <PK> <SCHOLAR> Duchess Ilromie Illistarre the Sage of Arcane Power
Players found: 11
[KEEPER] The Balance prevails within the four kingdoms.
There are 11 characters on; the most on this past month was 19.

<403hp 517m 392mv no opponent/no opponent evasive city (outside) > s
The Main Street
+-+ +-+| You are on the Main Street of Seringale. It is a wide street
| | | || with lots of space to both sides. There are tons of people
F *-+-* S| rushing from one place to another, minding their own business.
| || You see a shop with a sign of a sword and axe to the east
S-@-S-*| and to the west, the pet shop.
| |
S-+-* |
| |
S-+-S |
---------+

[Exits: north east south west]
A magical spring flows from the ground here.
A special guard walks in.

<403hp 517m 391mv no opponent/no opponent evasive road (outside) > s
The Main Street
*-+-* S| You are on the Main Street of Seringale. It is a wide
| || street with lots of space to both sides. There are tons
S-+-S-*| of people rushing from one place to another, minding
| | their own business. You see entrances to taverns on
S-@-* | both sides of the street and the Main Street continues
| | to the north and the south.
S S-+-S |
| | |
+-+-+-+-+|
---------+

[Exits: north east south west]
A purple pill with white spots lies here.
A special guard walks in.

<403hp 517m 390mv no opponent/no opponent evasive road (outside) > s
The Main Street
S-+-S-*| You are on the Main Street of Seringale. It is a wide
| | street with lots of space to both sides. There are tons
S-+-* | of people rushing from one place to another, minding
| | their own business. You see the Main Street continues
S S-@-S | to the north, entrances to taverns on both sides of the
| | | street and the South Square to the south.
+-+-+-+-+|
| | ||
+ S-+-S +|
---------+

[Exits: north east south west]
A special guard walks in.

<403hp 517m 389mv no opponent/no opponent evasive road (outside) > c
s
Players near you in Seringale:
<PK> Zersh The Jail
<PK> Akzylar The Jail
<PK> Dogran Inside the East Gate
Hiretsuna The Jail
<PK> Solmundi The Main Street
<PK> Ilromie The Jail
(UNPROTECTED) a gate guard yells 'Dogran is a criminal! PROTECT THE INNOCENT!! BANZAII!!!'
[JUSTICE] a gate guard: 'Dogran is at Inside the East Gate of Seringale!'
(UNPROTECTED) a gate guard yells 'Dogran is a criminal! PROTECT THE INNOCENT!! BANZAII!!!'
[JUSTICE] a gate guard: 'Dogran is at Inside the East Gate of Seringale!'

<403hp 517m 389mv no opponent/no opponent evasive road (outside) >
South Square
S-+-* | You are at the South Square of Seringale. It is gloomy
| | and dim here. The square is a tiny opening in between
S S-+-S | a few broken down buildings. The air is stuffy and pungent
| | | from the various trash lying all over the ground. You
+-+-@-+-+| see the Main Street to the north and the south, and the
| | || South Road to the east and west.
+ S-+-S +|
| | |
+ +-+-o |
---------+

[Exits: north east south west down]
A beggar wanders around asking for spare gold.
A special guard walks in.

<403hp 517m 388mv no opponent/no opponent evasive city (outside) > s
The South Main Street
S S-+-S | You are on the Main Street of Seringale. It is a wide street
| | | with lots of space to both sides. Although the street
+-+-+-+-+| is wide, it is very poorly lit, so it is very gloomy and
| | || dim here. All around you are beggars and panhandlers dressed
+ S-@-S +| in filthy clothing. The buildings surrounding you are
| | | old and run down. They seem like they have been made ages
+ +-+-o | ago. The once bright red bricks that the buildings are
| | | made of are now only pale, brittle chunks barely holding
*-* +-S | the walls of the buildings together. You see the South
---------+ Square to the north, entrances to taverns on both side
of the street and the Main Street continues to the south.

[Exits: north east south west]
A special guard walks in.

<403hp 517m 387mv no opponent/no opponent evasive road (outside) > n
South Square
S-+-* | You are at the South Square of Seringale. It is gloomy
| | and dim here. The square is a tiny opening in between
S S-+-S | a few broken down buildings. The air is stuffy and pungent
| | | from the various trash lying all over the ground. You
+-+-@-+-+| see the Main Street to the north and the south, and the
| | || South Road to the east and west.
+ S-+-S +|
| | |
+ +-+-o |
---------+

[Exits: north east south west down]
A beggar wanders around asking for spare gold.
A special guard walks in.

<403hp 517m 386mv no opponent/no opponent evasive city (outside) > w
w
The South Road
f S-+-*| You are on the South Road of Seringale. It is gloomy
| | | and dim here. All around you are beggars and panhandlers
+ S S-+-S| dressed in filthy clothing. The buildings surrounding
| | | | you are old and run down. They seem like they have been
+-+-@-+-+| made ages ago. The once bright red bricks that the buildings
| | | | are made of are now only pale, brittle chunks barely
+ + S-+-S| holding the walls of the buildings together.
| | | |
* + +-+-o|
---------+

[Exits: east west]
A beggar wanders around asking for spare gold.
A special guard walks in.

<403hp 517m 385mv no opponent/no opponent evasive road (outside) >
The South Road
f-f S-+| You are on the South Road of Seringale. It is gloomy
| | || and dim here. All around you are beggars and panhandlers
f + S S-+| dressed in filthy clothing. The buildings surrounding
| | || you are old and run down. They seem like they have been
+-+-@-+-+| made ages ago. The once bright red bricks that the buildings
| | | || are made of are now only pale, brittle chunks barely
S + + S-+| holding the walls of the buildings together. You see
| | || the entrance of the Boat Shop to the north, the South
*-* + +-+| Square to the east, and the South Road continues to the
---------+ west.

[Exits: north east south west]
A drow city guard of Seringale stands watch here.
A special guard walks in.

<403hp 517m 384mv no opponent/no opponent evasive road (outside) > w
The South Road
f-f-f | You are on the South Road of Seringale. It is gloomy and
| | | | dim here. All around you are beggars and panhandlers dressed
f-f + S | in filthy clothing. The buildings surrounding you are old
| | | and run down. They seem like they have been made ages ago.
+-+-@-+-+| The once bright red bricks that the buildings are made
| | | | | of are now only pale, brittle chunks barely holding the
F S + + | walls of the buildings together. You see the entrance
| | | of a park to the north, the entrance of the Berserker Guild
*-* + | to the south, and the South Road continues to east and
---------+ the west.

[Exits: north east south west]
A special guard walks in.

<403hp 517m 383mv no opponent/no opponent evasive road (outside) > w
The South Road
f-f-f-f | You are on the South Road of Seringale. It is gloomy
| | | | and dim here. All around you are beggars and panhandlers
f-f + S| dressed in filthy clothing. The buildings surrounding
| || you are old and run down. They seem like they have been
+-+-@-+-+| made ages ago. The once bright red bricks that the buildings
| | | | || are made of are now only pale, brittle chunks barely
* F S + +| holding the walls of the buildings together. You see
| || the Flower Shop to the south and the South Road continues
*-* +| to the east and the west.
---------+

[Exits: east south west]
A beggar wanders around asking for spare gold.
A special guard walks in.

<403hp 517m 382mv no opponent/no opponent evasive road (outside) > w
The South Road
f-f-f| You are on the South Road of Seringale. It is gloomy
| || and dim here. All around you are beggars and panhandlers
f +| dressed in filthy clothing. The buildings surrounding
|| you are old and run down. They seem like they have been
+-+-@-+-+| made ages ago. The once bright red bricks that the buildings
| | | || are made of are now only pale, brittle chunks barely
o-* F S +| holding the walls of the buildings together. You see
|| the Fruit Grove to the south and the South Road continues
*-*| to the east and the west.
---------+

[Exits: east south west]
A human city guard of Seringale stands watch here.
A special guard walks in.

<403hp 517m 381mv no opponent/no opponent evasive road (outside) > w
The South Road
+ | You are on the South Road of Seringale. It is gloomy and
| | dim here. All around you are beggars and panhandlers dressed
+ | in filthy clothing. The buildings surrounding you are
| | old and run down. They seem like they have been made ages
+-+-@-+-+| ago. The once bright red bricks that the buildings are
| | || made of are now only pale, brittle chunks barely holding
o-* F S| the walls of the buildings together. The South Road continues
| east and west.
|
---------+

[Exits: east south west]
A special guard walks in.

<403hp 517m 380mv no opponent/no opponent evasive road (outside) > c
Players near you in Seringale:
<PK> Zersh The Jail
<PK> Zexzel The East Common Road
<PK> Akzylar The Jail
<PK> Dogran Inside the East Gate
Hiretsuna The Jail
<PK> Solmundi The South Road
<PK> Ilromie The Jail

<403hp 517m 380mv no opponent/no opponent evasive road (outside) > w
The South Road
+ | You are on the South Road of Seringale. It is gloomy and
| | dim here. All around you are beggars and panhandlers dressed
+ | in filthy clothing. The buildings surrounding you are
| | old and run down. They seem like they have been made ages
+-@-+-+| ago. The once bright red bricks that the buildings are
| || made of are now only pale, brittle chunks barely holding
o-* F| the walls of the buildings together. You see the South
| Road continue to your east and the western wall to the
| west.
---------+

[Exits: east west]
A dwarven city guard of Seringale stands watch here.
A special guard walks in.

<403hp 517m 379mv no opponent/no opponent evasive road (outside) > w
Western Wall and South Road Junction
+ | You are standing at the intersection of the South Road
| | and the Western Walls of Seringale. The wall before you
+ | is made of huge slabs of white stone. You see small holes
| | on various strategic parts of the wall where archers can
@-+-+| shoot arrows at enemies from the outside. You see the
|| South Road to the east and the Western Wall continues
o-*| to the north.
|
|
---------+

[Exits: north east]
A dwarven city guard of Seringale stands watch here.
A special guard walks in.

<403hp 517m 378mv no opponent/no opponent evasive city (outside) > c
Players near you in Seringale:
<PK> Zersh Cityguard Headquarters
<PK> Zexzel The East Common Road
<PK> Akzylar The Jail
<PK> Dogran Inside the East Gate
Hiretsuna The Jail
<PK> Solmundi Western Wall and South Road Junction
<PK> Ilromie The Jail

<403hp 517m 378mv no opponent/no opponent evasive city (outside) > n
Along the Western Walls
+ | You are standing along the city walls of Seringale. The
| | wall next to you is made of huge slabs of white stone.
+ | You see small holes on various strategic parts of the
| | wall where archers can shoot arrows at enemies from the
@ | outside. The wall continues to the north and to the south.
| |
+-+-+|
||
o-*|
---------+

[Exits: north south]
A special guard walks in.

<403hp 517m 377mv no opponent/no opponent evasive city (outside) > n
Along the Western Walls
+ | You are standing along the city walls of Seringale. The
| | wall next to you is made of huge slabs of white stone.
+ | You see small holes on various strategic parts of the
| | wall where archers can shoot arrows at enemies from the
@ | outside. The wall continues to the north and to the south.
| |
+ |
| |
+-+-+|
---------+

[Exits: north south]
A special guard walks in.
(UNPROTECTED) an avian perimeter guard yells 'Dogran is a criminal! PROTECT THE INNOCENT! BANZAIII!!!'
(UNPROTECTED) a dwarven city guard yells 'Dogran is a criminal! PROTECT THE INNOCENT! BANZAIII!!!'

<403hp 517m 376mv no opponent/no opponent evasive city (outside) > n
Along the Western Walls
C-+-+-+-+| You are standing along the city walls of Seringale. The wall
| | | next to you is made of huge slabs of white stone. You see
+ + | small holes on various strategic parts of the wall where
| | | archers can shoot arrows at enemies from the outside. The
@ f-f| wall continues to the north and to the south.
| |
+ |
| |
+ |
---------+

[Exits: north south]
A special guard walks in.

<403hp 517m 375mv no opponent/no opponent evasive city (outside) > n
Along the Western Walls
+ S| You are standing along the city walls of Seringale. The
| || wall next to you is made of huge slabs of white stone.
C-+-+-+-+| You see small holes on various strategic parts of the
| | | wall where archers can shoot arrows at enemies from the
@ + | outside. The wall continues to the north and to the south.
| | |
+ f-f|
| ||
+ f|
---------+

[Exits: north south]
A half-elf citizen of Seringale wanders about rather aimlessly.
A human perimeter guard of Seringale is here, watching out for known criminals.
A special guard walks in.
Riam the citizen of Seringale says 'Have you seen my dog? He answers to the name of Ugly..'
Riam the citizen of Seringale sniffs sadly.

<403hp 517m 374mv no opponent/no opponent evasive city (outside) > n
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| great wall of Seringale soars over your head at over
| || 30 spans tall. You see the city to the east, the west
C-+-@-+-+| gate above you, and the city walls lead to the north
| | | and south.
+ + |
| | |
+ f-f|
---------+

[Exits: north east south west]
A magical spring flows from the ground here.
You see 3 of a war banner of Seringale here.
A refugee is here, wandering through the streets.
A special guard walks in.

<403hp 517m 373mv no opponent/no opponent evasive city (outside) > c
Players near you in Seringale:
<PK> Zersh The Main Street
<PK> Zexzel The East Common Road
<PK> Akzylar The Jail
<PK> Dogran Along the Eastern Walls
Hiretsuna The Jail
<PK> Solmundi Inside the West Gate
<PK> Ilromie The Jail

<403hp 517m 373mv no opponent/no opponent evasive city (outside) > wh
[ H-Elf ] Magitor the Grunt
[ Elf ] <PK> Zersh the Holy Patriarch of Healing
[ Quasi ] <PK> Zexzel the Grand Spectre of Beguilement
[ Elf ] <PK> Akzylar the Sage of Arcane Power
[ Avian ] Trilil the Bringer of Torment
[ Duerg ] <PK> [Rival] (WANTED:*) Dogran the Wrath of an Immortal
[ Avian ] <PK> [Rival] (WANTED:**) Heinrildt Schwarz the Bringer of Famine
[ Elf ] Hiretsuna the Sage of Arcane Power
[50 Jotun Pal] <PK> [JUSTICE] (Lieutenant) Solmundi Visindi the Holy Knight
[ Quasi ] Sevak the Ethereal
[ Elf ] <PK> <SCHOLAR> Duchess Ilromie Illistarre the Sage of Arcane Power
Players found: 11
[KEEPER] The Balance prevails within the four kingdoms.
There are 11 characters on; the most on this past month was 19.

<403hp 517m 373mv no opponent/no opponent evasive city (outside) > w
Outside the West Gate
+ | You are outside the West Gate of Seringale. Before you
| | is a great wall. It is made of huge slabs of white stones
+ | with various figures of birds, beasts, and dragons carved
| | into it. The great wall soars over your head at over
f-C-@-+-+| 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 special guard walks in.

<403hp 517m 372mv no opponent/no opponent evasive city (outside) > w
w
The edge of the forest
+| You are standing at the eastern edge of a big forest.
|| To the east is the West Gate of Seringale and to the
+| west is a narrow trail, leading in through the forest.
||
f-f-@-+-+|
||
+|
||
+|
---------+

[Exits: east west hovel]
The corpse of Dogran is lying here, utterly devastated.
This small hovel door has moss and vines growing upon it.
A special guard walks in.

<403hp 517m 371mv no opponent/no opponent evasive field (outside) >
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-@-C-+|
|
|
|
|
---------+

[Exits: east west]
A special guard walks in.

<403hp 517m 370mv no opponent/no opponent evasive forest (outside) > w
A trail through the light forest
f-o-o | You are on a trail leading east and west through the dense
| | | forest. To the east, the forest gradually seems to become
f o | lighter.
| |
f-f-@-f-C|
|
|
|
|
---------+

[Exits: east west]
A special guard walks in.

<403hp 517m 369mv no opponent/no opponent evasive forest (outside) > w
w
A trail through the light forest
f-o-o-o| You are on a trail leading east and west through the dense
| | | | forest. To the east, the forest gradually seems to become
f o-o | lighter.
| |
f-f-@-f-f|
| |
f |
| |
f-f |
---------+

[Exits: east west]
A special guard walks in.

<403hp 517m 368mv no opponent/no opponent evasive forest (outside) > w
A trail through the light forest
f-o-o| You are on a trail leading east and west through the dense
| | || forest. To the east, the forest gradually seems to become
f o-o| lighter. A small path leads north.
| |
f-f-@-f-f|
| |
f |
| |
f-f-f |
---------+

[Exits: north east west]
The caravan attendant is here, with caravans for hire.
A special guard walks in.

<403hp 517m 367mv no opponent/no opponent evasive forest (outside) >
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 stone outcropping with traces of ore is here.
A treant stands here in defense of the forest.
A special guard walks in.

<403hp 517m 366mv no opponent/no opponent evasive forest (outside) > e

[JUSTICE] The Guardian of Justice: 'NOTICE: Hiretsuna been marched into North Square for public execution.'

<423hp 525m 399mv no opponent/no opponent evasive forest (outside) >
A trail through the light forest
f-o-o| You are on a trail leading east and west through the dense
| | || forest. To the east, the forest gradually seems to become
f o-o| lighter. A small path leads north.
| |
f-f-@-f-f|
| |
f |
| |
f-f-f |
---------+

[Exits: north east west]
The caravan attendant is here, with caravans for hire.
A special guard walks in.

<423hp 525m 398mv no opponent/no opponent evasive forest (outside) > n
A muddy path
f o-~| You tread through the deep, dark forest on a dimly lit path.
| | || The ground is somewhat muddy beneath your feet. The sound
f-o-o| of applause reaches your ears from the north.
| | ||
@ o-o|
| |
f-f-f-f-f|
| |
f |
---------+

[Exits: north south]
A special guard walks in.

<423hp 525m 397mv no opponent/no opponent evasive forest (outside) > n
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]
A long polearm with a curved blade is here.
A curved sword with a heavy tip sits here.
A special guard walks in.

<423hp 525m 396mv no opponent/no opponent evasive forest (outside) > e
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 long chain with vicious spikes is here.
A dark, wooden cudgel with a thin handle is here.
A long, narrow dagger is here, looking quite sharp.
A millipede is here, searching for something to eat.
A special guard walks in.

<423hp 525m 395mv no opponent/no opponent evasive field (outside) > c
Players near you in The Mudfall:
<PK> Solmundi A Mud-Covered Field

<423hp 525m 395mv no opponent/no opponent evasive field (outside) > e
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 most
f o-~-o | are brown and wilted. An overwhelming stench of sulfur permeates
| | | | | the area, apparently wafting from the glistening mud pond
f-o-@-o | to the north.
| | | | |
f o-o-o |
| |
f-f-f |
---------+

[Exits: north east south west]
A small sign stands here, propped up by a rock.
A large praying mantis is here, holding perfectly still.
A special guard walks in.

<423hp 525m 394mv no opponent/no opponent evasive field (outside) > n
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 large praying mantis is here, holding perfectly still.
A special guard swims in.
A halfling refugee swims in.

<423hp 525m 393mv no opponent/no opponent evasive river (outside) > d
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]
Erion is here, hunting the dragon.
A special guard walks in.

<423hp 525m 391mv no opponent/no opponent evasive cave (indoors) > e
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.
A special guard walks in.

<423hp 525m 390mv no opponent/no opponent evasive cave (indoors) > e
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 giant bombardier beetle scurries around as it hunts for carrion.
A giant bombardier beetle scurries around as it hunts for carrion.
A special guard swims in.
The water gurgles beneath you.

<423hp 525m 389mv no opponent/no opponent evasive river (indoors) > e
A Soggy Passage
o-o o-o | The liquid sludge flowing into the tunnel from the west more
| | | than covers your knees as you trudge through. Several orangish-red
~-o-o | mudsicles dangle from the ceiling like stalactites, dripping
| | ever so slowly into the muddy current below. You can drift
o-~-@ | southward with the current into an unusually hot cavern or
| | | move upstream to a larger chamber to the west.
o-o |
|
|
---------+

[Exits: south west]
A special guard walks in.

<423hp 525m 387mv no opponent/no opponent evasive cave (indoors) > s
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
o-~-o | the north and west. Steam accompanies an eerie orange light
| | | that rises into the cavern from below, where it clings to
o-@ | the worn clay walls and glistens in the dim light. A tapered
| clay ramp spirals into the depths below.
|
|
|
---------+

[Exits: north west down]
A medic is here, looking for refugees.
A special guard walks in.

<423hp 525m 386mv no opponent/no opponent evasive cave (indoors) > d
Below an Opening
o-~ | This small subterranean cavern is sweltering. A narrow canal
| | of lava flows from east to west along the southern wall, filling
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 special guard walks in.

<423hp 525m 385mv no opponent/no opponent evasive cave (indoors) > c
e
Players near you in The Mudfall:
<PK> Solmundi Below an Opening

<423hp 525m 385mv no opponent/no opponent evasive cave (indoors) >
Alas, you cannot go that way.

<423hp 525m 385mv no opponent/no opponent evasive cave (indoors) > n
Tunneling Through Mud
o-~ | A shallow morass rests atop mud already baked solid by the
| | heat radiating from the cavern to the south. The tunnel is
o-~ | almost too narrow to squeeze through, but pieces of the wall
| | crack and tumble free as you slide by. The tunnel leads north
@ | into deeper muck.
| |
o |
|
|
---------+

[Exits: north south]
A special guard walks in.

<423hp 525m 384mv no opponent/no opponent evasive cave (indoors) > n
A Bend in the Muck
o | The chest-high mud collecting in this quagmire is soft and
| | mushy. The thin film gathered on the surface is coagulating
o-~ | into a foamy visage of a large eye. A faint trembling of
| | the earth overhead sends bits of debris into the muck, shattering
o-@ | the image. An opening to the south leads into a narrow tunnel
| | and a large slab of stone stands above the mud to the west.
o |
| |
o |
---------+

[Exits: south west]
A halfling refugee is here, looking forlorn.
A millipede is here, searching for something to eat.
A special guard swims in.

<423hp 525m 383mv no opponent/no opponent evasive river (indoors) > n
w
Alas, you cannot go that way.

<423hp 525m 383mv no opponent/no opponent evasive river (indoors) >
A Hard Landing
o | This slab of hard grey stone sits well above the mud below.
| | The western wall of the passageway is composed of glossy
o-~ | black stone that reflects a small amount of light. A horrible
| | rumble and sucking sound can be heard from a dark cavity
@-~ | in the center of the rugged and uneven ceiling, which is
| | partially concealed among the orangish-red stalactites.
o | A pool of mud is collecting to the east and the stone slab
| | continues to the north.
o |
---------+

[Exits: north east]
A halfling child is sitting here weeping.
A special guard walks in.

<423hp 525m 381mv no opponent/no opponent evasive cave (indoors) > n
Against Stone
o-o| This slab of hard grey stone sits well above the mud below.
| | The western wall of the passageway is composed of glossy
o | black stone that reflects a small amount of light. In stark
| | contrast, the northern wall is tan in color and formed
@-~ | by a softer looking, sponge-like rock. Several orangish-red
| | stalactites hang from the rugged and uneven ceiling overhead.
o-~ | A faint rumbling can be heard from somewhere to the south
| | and a pool of mud is collecting to the east.
o |
---------+

[Exits: east south]
A halfling refugee is here, looking forlorn.
A special guard walks in.

<423hp 525m 380mv no opponent/no opponent evasive cave (indoors) > e
A Bend in the Muck
o-o-o| The chest-high mud collecting in this quagmire is soft and
| || mushy. The thin film gathered on the surface is coagulating
o o| into a foamy visage of a large eye. A faint trembling of
| || the earth overhead sends bits of debris into the muck, shattering
o-@ o| the image. An opening to the north leads into a narrow tunnel
| | and a large slab of stone stands above the mud to the west.
o-~ |
| |
o |
---------+

[Exits: north west]
A halfling refugee is here, looking forlorn.
A large praying mantis is here, holding perfectly still.
A giant earthworm wiggles slowly through the mud.
A giant earthworm wiggles slowly through the mud.
A special guard swims in.

<423hp 525m 379mv no opponent/no opponent evasive river (indoors) > n
Tunneling Through Mud
| A shallow morass rests atop mud already baked solid by
| the heat radiating from the cavern to the north. The
o-o-o| tunnel is almost too narrow to squeeze through, but pieces
| || of the wall crack and tumble free as you slide by. The
@ o| tunnel leads south into deeper muck.
| ||
o-~ F-o|
| ||
o-~ o|
---------+

[Exits: north south]
A special guard walks in.

<423hp 525m 377mv no opponent/no opponent evasive cave (indoors) > n
e
The Fault Line
| The floor of this section of cavern is treacherous at
| best. The low, uneven ceiling forces you to stoop as
| you traverse the room's obstacles. Rough tuffs mixed
| with sleek portions of black, glass-like rock line the
@-o-o| floor in between the narrow chasms that threaten to claim
| || you with every step. A larger fault lines the north side
o o| of the cave, its depth unknown. The fault continues
| || to the east and an opening to the south leads into a
o-~ F-o| narrow tunnel.
---------+

[Exits: east south]
A millipede is here, searching for something to eat.
A special guard walks in.

<423hp 525m 376mv no opponent/no opponent evasive cave (indoors) >
The Fault Line
| The floor of this section of cavern is treacherous at best.
| The low, uneven ceiling forces you to stoop as you traverse
| the room's obstacles. Rough tuffs mixed with sleek portions
| of black, glass-like rock line the floor in between the
o-@-o | narrow chasms that threaten to claim you with every step.
| | | A larger fault lines the north side of the cave, its depth
o o | unknown. The fault continues to the east and west.
| | |
o-~ F-o |
---------+

[Exits: east west]
A special guard walks in.

<423hp 525m 375mv no opponent/no opponent evasive cave (indoors) > e
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]
A special guard walks in.

<423hp 525m 374mv no opponent/no opponent evasive cave (indoors) > s
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]
A curved sword with a heavy tip sits here.
A special guard walks in.

<423hp 525m 373mv no opponent/no opponent evasive cave (indoors) > s
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 halfling refugee is here, looking forlorn.
A special guard walks in.

<423hp 525m 372mv no opponent/no opponent evasive cave (indoors) > s
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 special guard walks in.

<423hp 525m 371mv no opponent/no opponent evasive cave (indoors) > w
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 special guard walks in.

<423hp 525m 370mv no opponent/no opponent evasive cave (indoors) > s
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]
You see 2 of a falchion here.
You see 2 of a voulge here.
A tattered dress is here, barely holding together.
A bracelet of bronze is here, looking very simple.
Thiel is here, searching for survivors.
A special guard walks in.
Thiel, the noble rogue says 'Let me know if anybody gives you trouble around here.'

<423hp 525m 369mv no opponent/no opponent evasive field (indoors) > c
Players near you in The Mudfall:
<PK> Dogran A Mud-Covered Field
<PK> Solmundi Below an Opening

<423hp 525m 369mv no opponent/no opponent evasive field (indoors) > n
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 special guard walks in.

<423hp 525m 368mv no opponent/no opponent evasive cave (indoors) > e
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 special guard walks in.

<423hp 525m 367mv no opponent/no opponent evasive cave (indoors) > n
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 halfling refugee is here, looking forlorn.
A special guard walks in.

<423hp 525m 366mv no opponent/no opponent evasive cave (indoors) > n
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]
A curved sword with a heavy tip sits here.
A special guard walks in.

<423hp 525m 365mv no opponent/no opponent evasive cave (indoors) > n
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]
A special guard walks in.

<423hp 525m 364mv no opponent/no opponent evasive cave (indoors) > u
You manage to wedge yourself into the narrow fissure.
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 special guard walks in.

<423hp 525m 363mv no opponent/no opponent evasive cave (indoors) > u
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.
A special guard walks in.

<423hp 525m 362mv no opponent/no opponent evasive field (outside) > u
Alas, you cannot go that way.

<423hp 525m 362mv no opponent/no opponent evasive field (outside) > e
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]
A special guard walks in.

<423hp 525m 361mv no opponent/no opponent evasive field (outside) > e
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]
A giant bombardier beetle scurries around as it hunts for carrion.
A special guard walks in.

<423hp 525m 360mv no opponent/no opponent evasive field (outside) > n
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 special guard walks in.

<423hp 525m 359mv no opponent/no opponent evasive field (outside) > u
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]
A special guard walks in.

<423hp 525m 358mv no opponent/no opponent evasive hills (outside) > e
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]
A special guard walks in.

<423hp 525m 356mv no opponent/no opponent evasive hills (outside) > e
Alas, you cannot go that way.

<423hp 525m 356mv no opponent/no opponent evasive hills (outside) > n
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]
A special guard walks in.

<423hp 525m 354mv no opponent/no opponent evasive hills (outside) > n
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]
A special guard walks in.

<423hp 525m 352mv no opponent/no opponent evasive hills (outside) > d
Alas, you cannot go that way.

<423hp 525m 352mv no opponent/no opponent evasive hills (outside) > d
Alas, you cannot go that way.

<423hp 525m 352mv no opponent/no opponent evasive hills (outside) > u
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: east down]
A special guard climbs in.

<423hp 525m 350mv no opponent/no opponent evasive mountain (outside) > u
Alas, you cannot go that way.

<423hp 525m 350mv no opponent/no opponent evasive mountain (outside) > e
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]
A special guard climbs in.

<423hp 525m 348mv no opponent/no opponent evasive mountain (outside) > e
You manage to catch yourself before falling off the steep mountainside.

<423hp 525m 348mv no opponent/no opponent evasive mountain (outside) > d
You manage to catch yourself before falling off the steep mountainside.

<423hp 525m 348mv no opponent/no opponent evasive mountain (outside) > u
The Western Peak
| You've managed to reach the western peak 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
@-x-x| is disheartening 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]
A special guard climbs in.

<423hp 525m 346mv no opponent/no opponent evasive mountain (outside) > u
Alas, you cannot go that way.

<423hp 525m 346mv no opponent/no opponent evasive mountain (outside) > e
Between the Peaks
| You're between the peaks 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 at
x-@-x | best, but the journey back down should be easier than the
| one get reach this height. The path to the east looks slightly
| safer than the treacherous trail down the western slope.
| The summit of the mountain is directly above you.
|
---------+

[Exits: east west up]
A special guard climbs in.

<423hp 525m 344mv no opponent/no opponent evasive mountain (outside) > d
Alas, you cannot go that way.

<423hp 525m 344mv no opponent/no opponent evasive mountain (outside) > u
The Summit of Vorthyn Mountain
| You've reached the summit of mighty Vorthyn Mountain. Here
| at the zenith, the view is absolutely breathtaking. Through
| the thin clouds, the city of Seringale sprawls out to the
| southeast. In the distant southwest, Valour can be seen nestled
@ | between two bays. Mount Rainer can be seen to the north, across
| the Sylvan Vale. At your feet, thick patches of sand dot the
| otherwise rocky ground, giving the impression of a secluded
| beach, even at this impressive height.
|
---------+

[Exits: down]
A leather-clad warrior is here, watching your approach.
A special guard climbs in.

<423hp 525m 342mv no opponent/no opponent evasive mountain (outside) > u
Alas, you cannot go that way.

<423hp 525m 342mv no opponent/no opponent evasive mountain (outside) > d
Between the Peaks
| You're between the peaks 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 at
x-@-x | best, but the journey back down should be easier than the
| one get reach this height. The path to the east looks slightly
| safer than the treacherous trail down the western slope.
| The summit of the mountain is directly above you.
|
---------+

[Exits: east west up]
A special guard climbs in.

<423hp 525m 340mv no opponent/no opponent evasive mountain (outside) > w
The Western Peak
| You've managed to reach the western peak 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
@-x-x| is disheartening 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]
A special guard climbs in.

<442hp 539m 392mv no opponent/no opponent evasive mountain (outside) > e
Between the Peaks
| You're between the peaks 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 at
x-@-x | best, but the journey back down should be easier than the
| one get reach this height. The path to the east looks slightly
| safer than the treacherous trail down the western slope.
| The summit of the mountain is directly above you.
|
---------+

[Exits: east west up]
A special guard climbs in.

<442hp 539m 390mv no opponent/no opponent evasive mountain (outside) > e
The Eastern Peak
| You've managed to reach the eastern peak 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-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 special guard climbs in.

<442hp 539m 388mv no opponent/no opponent evasive mountain (outside) > u
Alas, you cannot go that way.

<442hp 539m 388mv no opponent/no opponent evasive mountain (outside) > d
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]
A special guard climbs in.

<442hp 539m 386mv no opponent/no opponent evasive mountain (outside) > d
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]
A special guard walks in.

<442hp 539m 384mv no opponent/no opponent evasive hills (outside) > n
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]
A halfling refugee is here, looking forlorn.
A special guard walks in.

<442hp 539m 382mv no opponent/no opponent evasive field (outside) > n
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]
A special guard walks in.

<442hp 539m 381mv no opponent/no opponent evasive field (outside) > e
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]
A special guard walks in.

<442hp 539m 380mv no opponent/no opponent evasive field (outside) > e
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]
A special guard walks in.

<442hp 539m 379mv no opponent/no opponent evasive forest (outside) > c
Players near you in Sylvan Vale:
<PK> Solmundi A Thin Trail

<442hp 539m 379mv no opponent/no opponent evasive forest (outside) > n
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]
A special guard walks in.

<442hp 539m 378mv no opponent/no opponent evasive forest (outside) > n
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]
A valley elf scout wanders the valley, searching for intruders like you!
A special guard walks in.

<442hp 539m 377mv no opponent/no opponent evasive forest (outside) > e
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.
A special guard walks in.

<442hp 539m 376mv no opponent/no opponent evasive forest (outside) > c
Players near you in Sylvan Vale:
<PK> Solmundi A Thin Trail

<442hp 539m 376mv no opponent/no opponent evasive forest (outside) > e
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 special guard walks in.

<442hp 539m 375mv no opponent/no opponent evasive forest (outside) > n
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]
A special guard walks in.

<442hp 539m 374mv no opponent/no opponent evasive forest (outside) > e
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 special guard walks in.

<442hp 539m 373mv no opponent/no opponent evasive forest (outside) > e
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]
Some soft boots are on the floor.
A shiny blade is on the floor.
A pile of brown cloth is on the floor.
A special guard walks in.

<442hp 539m 372mv no opponent/no opponent evasive field (outside) > s
The Small Valley
o-o-o| The path here has formed a narrow bend, much like a corner,
| || around the mound northeast. The valley floor is solid
f-f-o o| but has vanished under the camouflage of yellow and brown
| | || leaves. These leaves must have been laying for quite some
f @-o-o| time because they have slightly altered color from the
| ones overhead. The way back to the east takes you where
| the muscadines have ended, and to the north a light uphill
| trail continues.
|
---------+

[Exits: north east]
A shiny blade is on the floor.
A special guard walks in.

<442hp 539m 371mv no opponent/no opponent evasive field (outside) > e
The Small Valley
o-o-o | The muscadines have ended abruptly from the tree amongst
| | | trees of varying size. Leaves of yellow and brown have
f-o o-o| fallen upon the dark soil where the grass has vanished,
| | || decorating the ground in a beautiful fall foliage. As
o-@-o o| the bank to the north is visible, halfway down the grass
| has seized growth into a healthy green color and taken
| on a more brownish one. Swaying with ease overhead are
| the many varying tall trees with groan through the wind.
| The path to the east and west is all that is accessible.
---------+

[Exits: east west]
A special guard walks in.

<442hp 539m 370mv no opponent/no opponent evasive field (outside) > e
The Small Valley
o-o-o | The path is adorned by the massive fruition of ripe muscadines
| | | dangling from a tree showing it's undersides. The grass
o o-o | has lessened on the path as if this particular way has
| | | | been traveled more. A small gathering of wind chimes
o-o-@ o-o| made from wood whistle in the wind high above your head.
|| A vast bank is in view along the northwest of this path.
o| Some dirt starts to show where patches of grass have
|| been kicked or dug up. Downhill to the north the path
o| is accessible, as well as the western way.
---------+

[Exits: north west]
You see 2 of an elven longsword here.
A rather large dog is here, wandering the valley.
A special guard walks in.

<442hp 539m 369mv no opponent/no opponent evasive field (outside) > n
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)]
You see 3 of an elven longsword here.
A special guard walks in.

<442hp 539m 368mv no opponent/no opponent evasive field (outside) > e
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]
A special guard walks in.

<442hp 539m 367mv no opponent/no opponent evasive field (outside) > e
The steepness of this hill prevents you from walking east.

<442hp 539m 367mv no opponent/no opponent evasive field (outside) > s
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]
A shiny blade is on the floor.
You see 2 of elven boots here.
You see 2 of a brown cloak here.
A special guard walks in.

<442hp 539m 366mv no opponent/no opponent evasive field (outside) > e
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 pile of brown cloth is on the floor.
A shiny blade is on the floor.
Some soft boots are on the floor.
A valley elf wanders here, skirting between the tall grasses.
A valley elf scout wanders the valley, searching for intruders like you!
A special guard walks in.

<442hp 539m 365mv no opponent/no opponent evasive field (outside) > c
Players near you in Sylvan Vale:
<PK> Solmundi Along the Trail

<442hp 539m 365mv no opponent/no opponent evasive field (outside) > s
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.
Some soft boots are on the floor.
A shiny blade is on the floor.
A pile of brown cloth is on the floor.
A special guard walks in.

<442hp 539m 364mv no opponent/no opponent evasive field (outside) > s
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]
You see 2 of an elven longsword here.
A fairy ring of mushrooms grows at the center of this clearing.
A valley elf wanders here, cautious of your intrusion.
A wolf is here, looking for small prey.
A special guard walks in.

<442hp 539m 363mv no opponent/no opponent evasive field (outside) > c
Players near you in Sylvan Vale:
<PK> Solmundi Circular Clearing

<442hp 539m 363mv no opponent/no opponent evasive field (outside) > n
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.
Some soft boots are on the floor.
A shiny blade is on the floor.
A pile of brown cloth is on the floor.
A special guard walks in.

<442hp 539m 362mv no opponent/no opponent evasive field (outside) > n
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 pile of brown cloth is on the floor.
A shiny blade is on the floor.
Some soft boots are on the floor.
A valley elf wanders here, skirting between the tall grasses.
A valley elf scout wanders the valley, searching for intruders like you!
A special guard walks in.

<442hp 539m 361mv no opponent/no opponent evasive field (outside) > s
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.
Some soft boots are on the floor.
A shiny blade is on the floor.
A pile of brown cloth is on the floor.
A special guard walks in.

<442hp 539m 360mv no opponent/no opponent evasive field (outside) > u
A Circular Platform
| The branches form themselves into a spiralled disk around
| an enormous tree. The bark on the tree is curiously cracked,
| almost regularly, with each scale inscribed with a rune
| formed of amber. A small aperture in the platform allows
o-o-@-o-o| passage down the tree. A water pipeline of halved bamboo
| || segments curves around the southern half of the platform
o o| and continues to the east and west.
|
|
---------+

[Exits: east west down]
A special guard walks in.

<442hp 539m 359mv no opponent/no opponent evasive road (outside) > c
Players near you in Sylvan Vale:
<PK> Dogran A Thin Trail
<PK> Solmundi A Circular Platform

<442hp 539m 359mv no opponent/no opponent evasive road (outside) > e
Suspended Walkway
| The springy branches beneath your feet sway to the gentlest
| wind, giving you the feeling of total vulnerability to
| the whims of the trees around you. Here and there a helpful
| sapling or vine has stretched forth from the indigenous
o-+-@-o | oaks and maples to act as hand- holds for the unsteady.
| | Soft light filters through the slender trunks of the
o-o| arching trees about you, lighting the path in a banded
|| pattern. A pipeline of halved bamboo segments snakes
F| east and west. In the distance you can see several tree
---------+ huts, but there is no access to them from here.

[Exits: east west down]
A special guard walks in.

<442hp 539m 358mv no opponent/no opponent evasive field (outside) > e
Guard Post
| The walkway here has fanned out to provide foundation for
| a small guard post. The shelter is simple, a three-walled
| shed made of rough planks with a slanted thatched roof
| to ward off the rain, and sparsely furnished with a single
+-o-@ | table and chair. Several small books are strewn on the
| | table, but their language is unfamiliar to you, consisting
o-o | of odd scrawl and the occasional crude picture.
| |
F |
---------+

[Exits: south west down]
A special guard walks in.

<442hp 539m 357mv no opponent/no opponent evasive field (outside) > s
Suspended Walkway
| The springy branches beneath your feet sway to the gentlest
| wind, giving you the feeling of total vulnerability to
+-o-o | the whims of the trees around you. Here and there a helpful
| | sapling or vine has stretched forth from the indigenous
@-o | oaks and maples to act as hand- holds for the unsteady.
| | Soft light filters through the slender trunks of the arching
F | trees about you, lighting the path in a banded pattern.
| | A pipeline of halved bamboo segments snakes north and east.
*-o | In the distance you can see several more tree huts, but
---------+ there is no access to them from here.

[Exits: north east down]
A special guard walks in.

<442hp 539m 356mv no opponent/no opponent evasive field (outside) > e
Target Practice
| A platform of planks has been constructed here, with a rather
| battered looking target placed at the far east edge. Bits
o-o | and pieces of shattered and bent arrows lie strewn upon it.
| | The target itself has been well used, and bears the most
o-@ | piercings at its very center. Someone has drawn a crude picture
| | of an orc with snot hanging out its nose on it and peppered
F | it with holes.
| |
*-o |
---------+

[Exits: south west down]
A special guard walks in.

<442hp 539m 355mv no opponent/no opponent evasive field (outside) > s
A Small Shop
o-o | An open shop stands here, with its wares displayed in a larger
| | version of the guards' leanto. The three-walled structure is
o-o | bolstered in the back by the trunk of a strong oak. Handholds
| | in the supporting trunk lead upwards with a small sign marked
@ | 'Liberty: 1 mile'. It seems that the village does their trade
| | there, for somehow you doubt they employ a tailor for the fashionable
*-o | city-styled garments hung so proudly on display.
| |
o-* |
---------+

[Exits: north south up]
A small hand-carved torch has been set ablaze.
A small green gourd etched with elven runes lies here.
A stylish deerskin sack decorated with tassels sits here.
A bundle of slender wooden shafts tipped with brass lie here.
(White Aura) An Elven shopkeeper stands here waiting to serve you.
A special guard walks in.

<442hp 539m 354mv no opponent/no opponent evasive field (outside) > u
The Outskirts of a Valley
| An old worn trail leads up the mountainside away from the
| Valley of the Elves. Its surface has been traveled by such
| heavy traffic that a deep groove of mud has been cut into
| it. At the sides of the trail overgrown shrubberies and
@-f | ferns dominate the path, making most directions impassable.
| The only routes walkable are east and downwards.
|
|
|
---------+

[Exits: east down]
A special guard walks in.

<442hp 539m 353mv no opponent/no opponent evasive forest (outside) > e
A Trail on the Mountain
| You are on an old trail on the mountainside. Its worn path
| is well trodded and a groove has been cut into it from the
| traffic of people and animals crossing it. There is much overgrown
| plantlife surrounding the trail, forcing you to wade your
f-@ | way through it and slowing your progress. The trail continues
| to the west, and upwards to the mountain top.
|
|
|
---------+

[Exits: west up]
A special guard walks in.

<442hp 539m 352mv no opponent/no opponent evasive forest (outside) > e
You rub your nose happily in the dark earth of the mountainside.

<442hp 539m 352mv no opponent/no opponent evasive forest (outside) > u
The Top of a Mountain Trail
+ | A well trodden mountain trail leads up Mount Saidian. Its
| | path has been trodden into the ground by the traffic of
+ S| people walking upon it, leaving the ground muddy and dirty.
| || At the sides of the path tall grass and ferns grow, some
@-+-+| of them creeping over it, which has resulted in them being
| || trodden and squashed. There is a town to the east of here
+ S| while the trail leads down into the valley of the elves.
| |
+ |
---------+

[Exits: east down]
A special guard walks in.

<442hp 539m 351mv no opponent/no opponent evasive forest (indoors) > u
You lean your head back and stare at the sky.

<442hp 539m 351mv no opponent/no opponent evasive forest (indoors) > e
The West Gate of the Town of Liberty
+ | You are standing at the entrance of a huge town. A pair of
| | enormous gates adorned with gems and fine jewels have been
+ S | left wide open in invitation. As you look around, you realize
| | | that the inhabitants of this place must be wealthy indeed..
f-@-+-+| Few places in Serin contain such beautiful and huge buildings.
| | | Kersh Road is just off to the east of here, while a trail
+ S | to the south leads down into the valley.
| |
+ |
---------+

[Exits: north east south west]
(White Aura) A female citizen of the town saunters about.
(White Aura) A male citizen of the town is wandering around.
(White Aura) A male citizen of the town is wandering around.
An avian cityguard is here, protecting the town from intruders.
(White Aura) A male citizen of the town is wandering around.
An avian cityguard is here, protecting the town from intruders.
(White Aura) A female citizen of the town saunters about.
A special guard walks in.

<442hp 539m 350mv no opponent/no opponent evasive city (outside) > e
Kersh Road
+ +-*| You are at the end of Kersh Road, one of the smaller
| || roads branching off from Celestyn Street. It has been
+ S *| paved with the rarest of valuable stones, carefully chosen
| | || from the best harvests. The air here is thin and yet
f-+-@-+-+| its warmth and freshness makes it a very comfortable
| | || place to be. Kersh Road continues to the east while shops
+ S S-+| are all around you.
| ||
+ S-+|
---------+

[Exits: north east south west]
(White Aura) A female citizen of the town saunters about.
A special guard walks in.

<442hp 539m 349mv no opponent/no opponent evasive city (outside) > e
Kersh Road
+ +-* | You are travelling on a smaller road which branches off
| | | from Celestyn Street. Its surface has been paved with
+ S *-S| precious stones, imported from the most valuable ore
| | | | mines. They have been arranged in a uniform cobblestone
+-+-@-+-+| pattern and kept as clean as a whistle. The town square
| | | | is to the east while Kersh Road continues westwards.
+ S S-+ |
| | |
+ S-+-S|
---------+

[Exits: east west]
(White Aura) A male citizen of the town is wandering around.
A special guard walks in.

<442hp 539m 348mv no opponent/no opponent evasive city (outside) > e
Torin Square
+-* | You are travelling on the main road of the town of Liberty.
| | The road has been well looked after and paved with bright
S *-S +| white cobblestones. There is a strange magical quality
| | || to its perfectly preserved surface. To the north you see
+-+-@-+-+| the entryway to a large castle. Smaller roads lead off
| | || to the east and west, with important shops upon them.
S S-+ S|
| |
S-+-S |
---------+

[Exits: north east south west]
A magnificent fountain of water flows here.
(White Aura) A female citizen of the town saunters about.
A special guard walks in.

<442hp 539m 347mv no opponent/no opponent evasive city (outside) > c
s
Players near you in Mount Saidian:
<PK> Solmundi Torin Square

<442hp 539m 347mv no opponent/no opponent evasive city (outside) >
Celestyn Street
S *-S +| You are on the main street of the town. The road has been
| | || paved with cobblestones, delicately painted white and swept
+-+-+-+-+| clean. It looks almost as if nobody has even ever set foot
| | || on it. To the west is the alchemist's store, while north
S S-@ S| and south continues along Celestyn Street. The fresh mountain
| | air here is very warm and carries a calming scent upon it.
S-+-S |
| |
F-+ |
---------+

[Exits: north south west]
A special guard walks in.

<442hp 539m 346mv no opponent/no opponent evasive city (outside) > s
Celestyn Street
+-+-+-+-+| You are travelling down the main street of the town. The
| | || road you walk along is very wide, created with cobblestones
S S-+ S| painted a brilliant white. The fresh mountain air that breezes
| | through this place makes it a very pleasant journey. To the
S-@-S | east and west you see huge buildings. Beautiful music comes
| | from within them. Celestyn street continues to the north
F-+ | and south. In the distance to the north you see a tall castle.
| |
+ |
---------+

[Exits: north east south west]
An avian cityguard is here, protecting the town from intruders.
A special guard walks in.

<442hp 539m 345mv no opponent/no opponent evasive city (outside) > n
Celestyn Street
S *-S +| You are on the main street of the town. The road has been
| | || paved with cobblestones, delicately painted white and swept
+-+-+-+-+| clean. It looks almost as if nobody has even ever set foot
| | || on it. To the west is the alchemist's store, while north
S S-@ S| and south continues along Celestyn Street. The fresh mountain
| | air here is very warm and carries a calming scent upon it.
S-+-S |
| |
F-+ |
---------+

[Exits: north south west]
A special guard walks in.

<442hp 539m 344mv no opponent/no opponent evasive city (outside) > s
Celestyn Street
+-+-+-+-+| You are travelling down the main street of the town. The
| | || road you walk along is very wide, created with cobblestones
S S-+ S| painted a brilliant white. The fresh mountain air that breezes
| | through this place makes it a very pleasant journey. To the
S-@-S | east and west you see huge buildings. Beautiful music comes
| | from within them. Celestyn street continues to the north
F-+ | and south. In the distance to the north you see a tall castle.
| |
+ |
---------+

[Exits: north east south west]
An avian cityguard is here, protecting the town from intruders.
A special guard walks in.

<442hp 539m 343mv no opponent/no opponent evasive city (outside) > s
Celestyn Street
S-+ | You are travelling down a huge street. There is vast amounts
| | of open space all around you, emphasising a lack of citizens
S-+-S | wandering around the town. Perhaps they themselves adventure
| | in far off lands. The town has obviously been left well guarded
F-@ | and in tidy shape. To the west, you see a small store. The
| | smell of fresh fruit breezes in from its direction.
+ |
| |
x |
---------+

[Exits: north south west]
An avian cityguard is here, protecting the town from intruders.
A special guard walks in.

<442hp 539m 342mv no opponent/no opponent evasive city (outside) > s
The South Gate of the Town of Liberty
S-+-S | You are standing at the entrance of a huge town. A pair of
| | enormous gates adorned with gems and fine jewels have been
F-+ | left wide open in invitation. As you look around, you realize
| | that the inhabitants of this place must be wealthy indeed..
@ | Few places in Serin contain such beautiful and huge buildings.
| | Celestyn Street runs north of here while to the south there
x | is a trail leading down the mountainside.
|
|
---------+

[Exits: north south]
(White Aura) A female citizen of the town saunters about.
A special guard walks in.

<442hp 539m 341mv no opponent/no opponent evasive city (outside) > s
Top of the Mountain
F-+ | You are standing at the top of the mountain. The air here
| | is so thin it leaves you gasping for breath. A chilly wind
+ | blows in from the east. It bites your shoulders as it passes
| | by. To the north you see what seems to be the entrance to
@ | a city, while a trail leads down the mountain towards the
| plains north of Seringale. It is very well travelled.
|
|
|
---------+

[Exits: north down]
A marble pillar stands here, marking the southern boundary of the city.
A special guard climbs in.

<442hp 539m 340mv no opponent/no opponent evasive mountain (indoors) > d
Trail on the Mountain
| You are on an old trail on the mountain between the gates
| of the town and the vast plains north of Seringale. Fresh
| mountain air flows around you creating a light breeze. The
| trail is made up of slate and small grey stones that have
@ | scattered haphazardly around. At the sides of the trail small
| tufts of green grass cultivate.
|
|
|
---------+

[Exits: up down]
A special guard climbs in.

<442hp 539m 338mv no opponent/no opponent evasive mountain (outside) > c
d
Players near you in Mount Saidian:
<PK> Solmundi Trail on the Mountain

<442hp 539m 338mv no opponent/no opponent evasive mountain (outside) >
Base of Mount Saidian
o o o | You are at the base of a large mountain which towers
| | | | over Ofcol. Far off to the south you see the faint lights
o-o-o z| of Seringale. An old path continues winding slowly up
| || the mountain, its old worn surface well trodden and very
o @ z| rough. The path leads up towards an ancient town occupied
| | || by avians that have held the mountain for a millennium.
z-z-z-z|
| | | ||
*-z-z-z-z|
---------+

[Exits: south up]
A special guard climbs in.

<442hp 539m 336mv no opponent/no opponent evasive mountain (outside) > c

The castle bells toll once as the evening begins.

<455hp 548m 390mv no opponent/no opponent evasive mountain (outside) >
Players near you in Mount Saidian:
<PK> Solmundi Base of Mount Saidian

<455hp 548m 390mv no opponent/no opponent evasive mountain (outside) > s
c
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 special guard walks in.

<455hp 548m 388mv no opponent/no opponent evasive hills (outside) > n
Players near you in Plains of the North:
<PK> Solmundi The steep foothills

<455hp 548m 388mv no opponent/no opponent evasive hills (outside) >
Base of Mount Saidian
o o o | You are at the base of a large mountain which towers
| | | | over Ofcol. Far off to the south you see the faint lights
o-o-o z| of Seringale. An old path continues winding slowly up
| || the mountain, its old worn surface well trodden and very
o @ z| rough. The path leads up towards an ancient town occupied
| | || by avians that have held the mountain for a millennium.
z-z-z-z|
| | | ||
*-z-z-z-z|
---------+

[Exits: south up]
A special guard climbs in.

<455hp 548m 386mv no opponent/no opponent evasive mountain (outside) > s
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 special guard walks in.

<455hp 548m 384mv no opponent/no opponent evasive hills (outside) > e
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]
Aruncus the druid is walking around here, searching for herbs.
A cute rabbit is here.
A special guard walks in.

<455hp 548m 382mv no opponent/no opponent evasive hills (outside) > e
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.
A special guard walks in.

<455hp 548m 380mv no opponent/no opponent evasive hills (outside) > n
Path to the Mountains
| You see a mountain range to the north. The higher up
| the mountain, the steeper it gets. Sharp, ragged rocks
z | line the crest, making it impossible to reach the top
| | safely. You stand amongst loose rocks and pebbles that
x @ z| have fallen off during recent landslides. A stone paved
| | || slope takes you directly to the base of the mountains.
z-z-z-z-z| The ground is a little muddy due to the pool just south
| | | | || of here. As you get near the mountain, the wind begins
z-z-z-z-z| to pick up a bit.
---------+

[Exits: north south]
A squirrel runs about, hoarding nuts.
A special guard walks in.

<455hp 548m 378mv no opponent/no opponent evasive hills (outside) > n
Base of the Mountains
| You stand at the base of a steep mountain range. Dark
| ominous clouds loom overhead in a menacing way. Large
| boulders are parted to the side, clearing a path that
| allows you a passage into the mountains. You spot some
@ | vultures circling overhead, waiting to descend to a meal
| | of an unfortunate traveler. A sign to your left warns
x z z| hikers to not stray off the trail, perhaps you should
| | || heed it.
z-z-z-z-z|
---------+

[Exits: south up]
A large cloak blends in with its surroundings.
You see 2 of a Red Claw signet ring here.
You see 2 of a pair of raw hide leggings here.
You see 2 of a fur jacket here.
You see 2 of a throwing axe here.
You see 2 of a Golden Oak signet ring here.
An elven charm is on the ground.
A large round pad with straps stitched to the sides.
A discarded dark grey hood lies on the ground.
A grey wolf stares blankly at you.
An orc cowers here, peering around nervously for any elves.
An orcish guerilla is here, looking to cause havoc among the elves.
A vulture circles over you, waiting to swoop down to their meal.
A vulture circles over you, waiting to swoop down to their meal.
A special guard walks in.

<455hp 548m 376mv no opponent/no opponent evasive hills (outside) > c
Players near you in Mountain Trail:
<PK> Solmundi Base of the Mountains

<455hp 548m 376mv no opponent/no opponent evasive hills (outside) > u
Beginning of the Rocky Slope
| A soft slope stretches toward the mountain peaks, inclining
| steeper steadily. Most of the rocks have already slid to
| the base of the mountain, leaving less debris blocking the
| way. Small bushes grow in clumps, sheltering some animals
z-z-@ | from the piercing wind. You notice a path to your west, long
| covered by dirt and rubble. You can barely make out the faint
| outlines of the trail, which leads you around the mountain
| along it's base. There is another trail leading north, which
| would take you straight toward the mountain peaks. You can
---------+ also choose to leave the mountains right now if you don't
have the guts.

[Exits: west up down]
A vulture circles over you, waiting to swoop down to their meal.
A vulture circles over you, waiting to swoop down to their meal.
A vulture circles over you, waiting to swoop down to their meal.
A squirrel runs about, hoarding nuts.
An annoying mosquito buzzes in your ear.
An elven scout scours the area, looking for remnants of the Horde.
A special guard walks in.

<455hp 548m 374mv no opponent/no opponent evasive hills (outside) > sle
You go to sleep.

<455hp 548m 374mv no opponent/no opponent evasive hills (outside) > wh
[ H-Elf ] Magitor the Grunt
[ Elf ] <PK> Zersh the Holy Patriarch of Healing
[ Quasi ] <PK> Zexzel the Grand Spectre of Beguilement
[ Elf ] <PK> Akzylar the Sage of Arcane Power
[ Avian ] Trilil the Bringer of Torment
[ Duerg ] <PK> [Rival] (WANTED:*) Dogran the Wrath of an Immortal
[ Avian ] <PK> [Rival] (WANTED:**) Heinrildt Schwarz the Harbinger of Death
[ Elf ] Hiretsuna the Sage of Arcane Power
[50 Jotun Pal] <PK> [JUSTICE] (Lieutenant) Solmundi Visindi the Holy Knight
[ Quasi ] Sevak the Ethereal
[ Elf ] <PK> <SCHOLAR> Duchess Ilromie Illistarre the Sage of Arcane Power
Players found: 11
[KEEPER] The Balance prevails within the four kingdoms.
There are 11 characters on; the most on this past month was 19.

<455hp 548m 374mv no opponent/no opponent evasive hills (outside) > st
You wake and stand up.

<455hp 548m 374mv no opponent/no opponent evasive hills (outside) > h
Your lack of faith prevents you from communing.

<455hp 548m 374mv no opponent/no opponent evasive hills (outside) > u
A Split in the Path
| Time to make a decision. The road splits in two ahead
| of you. There are no visible signs indicating where the
x x| trail will lead you. Footsteps cover the trails, both
| || used recently. There is a hiking trail to your north
@-x-x| that many have used, trying to reach the mountain top.
| Or you can go east, a much easier path that would take
| you around the mountain, but would probably take longer.
| A dead tree stump stands between the two trails. What's
| it gonna be? North, east, or back down?
---------+

[Exits: north east down]
A traveler is here, adventuring through the woods.
An annoying mosquito buzzes in your ear.
A squirrel runs about, hoarding nuts.
An annoying mosquito buzzes in your ear.
A vulture circles over you, waiting to swoop down to their meal.
A grey wolf stares blankly at you.
A special guard walks in.

<455hp 548m 372mv no opponent/no opponent evasive hills (outside) > u
Alas, you cannot go that way.

<455hp 548m 372mv no opponent/no opponent evasive hills (outside) > c
Players near you in Mountain Trail:
<PK> Solmundi A Split in the Path

<455hp 548m 372mv no opponent/no opponent evasive hills (outside) > d
Beginning of the Rocky Slope
| A soft slope stretches toward the mountain peaks, inclining
| steeper steadily. Most of the rocks have already slid to
| the base of the mountain, leaving less debris blocking the
| way. Small bushes grow in clumps, sheltering some animals
z-z-@ | from the piercing wind. You notice a path to your west, long
| covered by dirt and rubble. You can barely make out the faint
| outlines of the trail, which leads you around the mountain
| along it's base. There is another trail leading north, which
| would take you straight toward the mountain peaks. You can
---------+ also choose to leave the mountains right now if you don't
have the guts.

[Exits: west up down]
A vulture circles over you, waiting to swoop down to their meal.
A vulture circles over you, waiting to swoop down to their meal.
A vulture circles over you, waiting to swoop down to their meal.
A squirrel runs about, hoarding nuts.
An annoying mosquito buzzes in your ear.
An elven scout scours the area, looking for remnants of the Horde.
A special guard walks in.

<455hp 548m 370mv no opponent/no opponent evasive hills (outside) > c
Players near you in Mountain Trail:
<PK> Solmundi Beginning of the Rocky Slope

<455hp 548m 370mv no opponent/no opponent evasive hills (outside) > d
Base of the Mountains
| You stand at the base of a steep mountain range. Dark
| ominous clouds loom overhead in a menacing way. Large
| boulders are parted to the side, clearing a path that
| allows you a passage into the mountains. You spot some
@ | vultures circling overhead, waiting to descend to a meal
| | of an unfortunate traveler. A sign to your left warns
x z z| hikers to not stray off the trail, perhaps you should
| | || heed it.
z-z-z-z-z|
---------+

[Exits: south up]
A large cloak blends in with its surroundings.
You see 2 of a Red Claw signet ring here.
You see 2 of a pair of raw hide leggings here.
You see 2 of a fur jacket here.
You see 2 of a throwing axe here.
You see 2 of a Golden Oak signet ring here.
An elven charm is on the ground.
A large round pad with straps stitched to the sides.
A discarded dark grey hood lies on the ground.
A grey wolf stares blankly at you.
An orc cowers here, peering around nervously for any elves.
An orcish guerilla is here, looking to cause havoc among the elves.
A vulture circles over you, waiting to swoop down to their meal.
A vulture circles over you, waiting to swoop down to their meal.
A special guard walks in.

<455hp 548m 368mv no opponent/no opponent evasive hills (outside) > z
You scan all around.
You scan south.
*** Range 1 (south) ***
A squirrel runs about, hoarding nuts.
You scan up.
*** Range 1 (up) ***
A vulture circles over you, waiting to swoop down to their meal.
A vulture circles over you, waiting to swoop down to their meal.
A vulture circles over you, waiting to swoop down to their meal.
A squirrel runs about, hoarding nuts.
An annoying mosquito buzzes in your ear.
An elven scout scours the area, looking for remnants of the Horde.
*** Range 2 (up) ***
A traveler is here, adventuring through the woods.
An annoying mosquito buzzes in your ear.
A squirrel runs about, hoarding nuts.
An annoying mosquito buzzes in your ear.
A vulture circles over you, waiting to swoop down to their meal.
A grey wolf stares blankly at you.

<455hp 548m 368mv no opponent/no opponent evasive hills (outside) > z
You scan all around.
You scan south.
*** Range 1 (south) ***
A squirrel runs about, hoarding nuts.
You scan up.
*** Range 1 (up) ***
A vulture circles over you, waiting to swoop down to their meal.
A vulture circles over you, waiting to swoop down to their meal.
A vulture circles over you, waiting to swoop down to their meal.
A squirrel runs about, hoarding nuts.
An annoying mosquito buzzes in your ear.
An elven scout scours the area, looking for remnants of the Horde.
*** Range 2 (up) ***
A traveler is here, adventuring through the woods.
An annoying mosquito buzzes in your ear.
A squirrel runs about, hoarding nuts.
An annoying mosquito buzzes in your ear.
A vulture circles over you, waiting to swoop down to their meal.
A grey wolf stares blankly at you.

<455hp 548m 368mv no opponent/no opponent evasive hills (outside) > l
Base of the Mountains
| You stand at the base of a steep mountain range. Dark
| ominous clouds loom overhead in a menacing way. Large
| boulders are parted to the side, clearing a path that
| allows you a passage into the mountains. You spot some
@ | vultures circling overhead, waiting to descend to a meal
| | of an unfortunate traveler. A sign to your left warns
x z z| hikers to not stray off the trail, perhaps you should
| | || heed it.
z-z-z-z-z|
---------+

[Exits: south up]
A large cloak blends in with its surroundings.
You see 2 of a Red Claw signet ring here.
You see 2 of a pair of raw hide leggings here.
You see 2 of a fur jacket here.
You see 2 of a throwing axe here.
You see 2 of a Golden Oak signet ring here.
An elven charm is on the ground.
A large round pad with straps stitched to the sides.
A discarded dark grey hood lies on the ground.
(Charmed) A special guard stands here, red with anger.
A grey wolf stares blankly at you.
An orc cowers here, peering around nervously for any elves.
An orcish guerilla is here, looking to cause havoc among the elves.
A vulture circles over you, waiting to swoop down to their meal.
A vulture circles over you, waiting to swoop down to their meal.

<455hp 548m 368mv no opponent/no opponent evasive hills (outside) > wh
[ H-Elf ] Magitor the Grunt
[ Elf ] <PK> Zersh the Holy Patriarch of Healing
[ Quasi ] <PK> Zexzel the Grand Spectre of Beguilement
[ Elf ] <PK> Akzylar the Sage of Arcane Power
[ Avian ] Trilil the Bringer of Torment
[ Duerg ] <PK> [Rival] (WANTED:*) Dogran the Wrath of an Immortal
[ Avian ] <PK> [Rival] (WANTED:**) Heinrildt Schwarz the Harbinger of Death
[ Elf ] Hiretsuna the Sage of Arcane Power
[50 Jotun Pal] <PK> [JUSTICE] (Lieutenant) Solmundi Visindi the Holy Knight
[ Quasi ] Sevak the Ethereal
[ Elf ] <PK> <SCHOLAR> Duchess Ilromie Illistarre the Sage of Arcane Power
Players found: 11
[KEEPER] The Balance prevails within the four kingdoms.
There are 11 characters on; the most on this past month was 19.

<455hp 548m 368mv no opponent/no opponent evasive hills (outside) > d
Alas, you cannot go that way.

<455hp 548m 368mv no opponent/no opponent evasive hills (outside) > c
Players near you in Mountain Trail:
<PK> Solmundi Base of the Mountains

<455hp 548m 368mv no opponent/no opponent evasive hills (outside) > c
Players near you in Mountain Trail:
<PK> Solmundi Base of the Mountains

<455hp 548m 368mv no opponent/no opponent evasive hills (outside) > i
You are carrying:
a wyvern-marked bracer
a wyvern's eye
(Glowing) the light of dawn
a solid mithril staff
a perfect potion of recall
(Glowing) (Humming) a wide-bladed steel sabre
(Glowing) (Humming) a Defender potion
an old boat
a Big Ol'Pack Sack (open)
(Humming) a peacemaker guisarme
(Humming) a peacemaker greatsword
(Glowing) (Humming) an onyx-black mithril-white bangle of alacrity
(Glowing) an amber amulet

<455hp 548m 368mv no opponent/no opponent evasive hills (outside) > wear wy
You remove a thick, scintillating gold bracer from around your wrist.
You wear a wyvern-marked bracer around your left wrist.

<455hp 548m 368mv no opponent/no opponent evasive hills (outside) > u
Beginning of the Rocky Slope
| A soft slope stretches toward the mountain peaks, inclining
| steeper steadily. Most of the rocks have already slid to
| the base of the mountain, leaving less debris blocking the
| way. Small bushes grow in clumps, sheltering some animals
z-z-@ | from the piercing wind. You notice a path to your west, long
| covered by dirt and rubble. You can barely make out the faint
| outlines of the trail, which leads you around the mountain
| along it's base. There is another trail leading north, which
| would take you straight toward the mountain peaks. You can
---------+ also choose to leave the mountains right now if you don't
have the guts.

[Exits: west up down]
A traveler is here, adventuring through the woods.
A vulture circles over you, waiting to swoop down to their meal.
A vulture circles over you, waiting to swoop down to their meal.
A vulture circles over you, waiting to swoop down to their meal.
A squirrel runs about, hoarding nuts.
An annoying mosquito buzzes in your ear.
An elven scout scours the area, looking for remnants of the Horde.
A special guard walks in.

<455hp 548m 366mv no opponent/no opponent evasive hills (outside) > u
A Split in the Path
| Time to make a decision. The road splits in two ahead
| of you. There are no visible signs indicating where the
x x| trail will lead you. Footsteps cover the trails, both
| || used recently. There is a hiking trail to your north
@-x-x| that many have used, trying to reach the mountain top.
| Or you can go east, a much easier path that would take
| you around the mountain, but would probably take longer.
| A dead tree stump stands between the two trails. What's
| it gonna be? North, east, or back down?
---------+

[Exits: north east down]
A traveler is here, adventuring through the woods.
A squirrel runs about, hoarding nuts.
An annoying mosquito buzzes in your ear.
A vulture circles over you, waiting to swoop down to their meal.
A grey wolf stares blankly at you.
A special guard walks in.

<455hp 548m 364mv no opponent/no opponent evasive hills (outside) > wear wy
You remove a ring inscribed with a pearl drop from your finger.
You wear a wyvern's eye on your left finger.

<455hp 548m 364mv no opponent/no opponent evasive hills (outside) > e
c
Path Around the Mountain
| You stand on a dirt trail alongside the mountain. On one
| side the mountain continues up, too steep to climb up.
x x | On the other side, the land drops from beneath your feet,
| | | too steep to climb down without falling. You can peer over
z-@-x | into the base of the mountain from here. There are many
| plant life present, ranging from large pines to small bushes.
| All sorts of animals run about. They do not seem frightened
| by your presence. Instead, they run up to you and hope
| for some food. The trail runs from east to west, leaving
---------+ you with little choice where to go.

[Exits: east west]
An orc cowers here, peering around nervously for any elves.
An orc cowers here, peering around nervously for any elves.
An annoying mosquito buzzes in your ear.
A traveler is here, adventuring through the woods.
A hulking bear stumbles slowly through the woods.
An annoying mosquito buzzes in your ear.
A special guard climbs in.
The sun slowly disappears in the west.

<469hp 556m 399mv no opponent/no opponent evasive mountain (outside) >
Players near you in Mountain Trail:
<PK> Solmundi Path Around the Mountain

<469hp 556m 399mv no opponent/no opponent evasive mountain (outside) > e
A Turn in the Path
| The trail makes an abrupt turn in your path. Large footprints
| suggest that someone passed by recently, perhaps not human.
x x | A couple trees are knocked down around the turn. Wonder what
| | | could've caused it. You begin to feel uneasy as you become
z-x-@ | aware that eyes are staring at you from behind the trees.
| Hoping that they will not bother you, you quicken your footsteps
| and hurry along. You can either go either north or west.
|
|
---------+

[Exits: north west]
An elven scout scours the area, looking for remnants of the Horde.
A special guard climbs in.
An elven scout says in a lighthearted tone 'We have retaken Greginsham! These mountains will become safe to travel in once more.'

<469hp 556m 397mv no opponent/no opponent evasive mountain (outside) > r
You rest.

<469hp 556m 397mv no opponent/no opponent evasive mountain (outside) > af
You are affected by the following:
Spell: bless : modifies save vs spell by 6 for 35 hours
: modifies hitroll by 6 for 35 hours
Spell: detect invis : lasts for 22 hours
Spell: protection : modifies save vs spell by 1 for 5 hours
Skill: errantry : lasts for 3 hours
Spell: sanctuary : lasts for 2 hours
Spell: armor : modifies armor class by 20 for 2 hours
Spell: blasphemy : lasts for 1 hours
Skill: holy armor : modifies armor class by 103 permanently
Skill: buckler : modifies hitroll by -2 permanently
Set : Fire with Fire : modifies save vs afflictive by 16 permanently
: modifies hitroll by 6 permanently
: modifies damroll by 6 permanently
: modifies armor class by 75 permanently

<469hp 556m 397mv no opponent/no opponent evasive mountain (outside) > c
Players near you in Mountain Trail:
<PK> Solmundi A Turn in the Path

<469hp 556m 397mv no opponent/no opponent evasive mountain (outside) > c
Players near you in Mountain Trail:
<PK> Solmundi A Turn in the Path

<469hp 556m 397mv no opponent/no opponent evasive mountain (outside) > c
Players near you in Mountain Trail:
<PK> Dogran Path to the Mountains
<PK> Solmundi A Turn in the Path

<469hp 556m 397mv no opponent/no opponent evasive mountain (outside) > c
Players near you in Mountain Trail:
<PK> Dogran Path to the Mountains
<PK> Solmundi A Turn in the Path

<469hp 556m 397mv no opponent/no opponent evasive mountain (outside) > wh
[ H-Elf ] Magitor the Grunt
[ Elf ] <PK> Zersh the Holy Patriarch of Healing
[ Quasi ] <PK> Zexzel the Grand Spectre of Beguilement
[ Elf ] <PK> Akzylar the Sage of Arcane Power
[ Avian ] Trilil the Bringer of Torment
[ Duerg ] <PK> [Rival] (WANTED:*) Dogran the Wrath of an Immortal
[ Avian ] <PK> [Rival] (WANTED:**) Heinrildt Schwarz the Harbinger of Death
[ Elf ] Hiretsuna the Sage of Arcane Power
[50 Jotun Pal] <PK> [JUSTICE] (Lieutenant) Solmundi Visindi the Holy Knight
[ Quasi ] Sevak the Ethereal
[ Elf ] <PK> <SCHOLAR> Duchess Ilromie Illistarre the Sage of Arcane Power
Players found: 11
[KEEPER] The Balance prevails within the four kingdoms.
There are 11 characters on; the most on this past month was 19.

<469hp 556m 397mv no opponent/no opponent evasive mountain (outside) > st
w
You stand up.

<469hp 556m 397mv no opponent/no opponent evasive mountain (outside) >
Path Around the Mountain
| You stand on a dirt trail alongside the mountain. On one
| side the mountain continues up, too steep to climb up.
x x | On the other side, the land drops from beneath your feet,
| | | too steep to climb down without falling. You can peer over
z-@-x | into the base of the mountain from here. There are many
| plant life present, ranging from large pines to small bushes.
| All sorts of animals run about. They do not seem frightened
| by your presence. Instead, they run up to you and hope
| for some food. The trail runs from east to west, leaving
---------+ you with little choice where to go.

[Exits: east west]
An orc cowers here, peering around nervously for any elves.
An orc cowers here, peering around nervously for any elves.
An annoying mosquito buzzes in your ear.
A traveler is here, adventuring through the woods.
A hulking bear stumbles slowly through the woods.
An annoying mosquito buzzes in your ear.
A special guard climbs in.

<469hp 556m 395mv no opponent/no opponent evasive mountain (outside) > w
A Split in the Path
| Time to make a decision. The road splits in two ahead
| of you. There are no visible signs indicating where the
x x| trail will lead you. Footsteps cover the trails, both
| || used recently. There is a hiking trail to your north
@-x-x| that many have used, trying to reach the mountain top.
| Or you can go east, a much easier path that would take
| you around the mountain, but would probably take longer.
| A dead tree stump stands between the two trails. What's
| it gonna be? North, east, or back down?
---------+

[Exits: north east down]
A squirrel runs about, hoarding nuts.
An annoying mosquito buzzes in your ear.
A vulture circles over you, waiting to swoop down to their meal.
A grey wolf stares blankly at you.
A special guard walks in.

<469hp 556m 393mv no opponent/no opponent evasive hills (outside) > d
Beginning of the Rocky Slope
| A soft slope stretches toward the mountain peaks, inclining
| steeper steadily. Most of the rocks have already slid to
| the base of the mountain, leaving less debris blocking the
| way. Small bushes grow in clumps, sheltering some animals
z-z-@ | from the piercing wind. You notice a path to your west, long
| covered by dirt and rubble. You can barely make out the faint
| outlines of the trail, which leads you around the mountain
| along it's base. There is another trail leading north, which
| would take you straight toward the mountain peaks. You can
---------+ also choose to leave the mountains right now if you don't
have the guts.

[Exits: west up down]
A traveler is here, adventuring through the woods.
A traveler is here, adventuring through the woods.
A vulture circles over you, waiting to swoop down to their meal.
A vulture circles over you, waiting to swoop down to their meal.
A vulture circles over you, waiting to swoop down to their meal.
A squirrel runs about, hoarding nuts.
An annoying mosquito buzzes in your ear.
An elven scout scours the area, looking for remnants of the Horde.
A special guard walks in.

<469hp 556m 391mv no opponent/no opponent evasive hills (outside) > d
Base of the Mountains
| You stand at the base of a steep mountain range. Dark
| ominous clouds loom overhead in a menacing way. Large
| boulders are parted to the side, clearing a path that
| allows you a passage into the mountains. You spot some
@ | vultures circling overhead, waiting to descend to a meal
| | of an unfortunate traveler. A sign to your left warns
x z z| hikers to not stray off the trail, perhaps you should
| | || heed it.
z-z-z-z-z|
---------+

[Exits: south up]
A large cloak blends in with its surroundings.
You see 2 of a Red Claw signet ring here.
You see 2 of a pair of raw hide leggings here.
You see 2 of a fur jacket here.
You see 2 of a throwing axe here.
You see 2 of a Golden Oak signet ring here.
An elven charm is on the ground.
A large round pad with straps stitched to the sides.
A discarded dark grey hood lies on the ground.
A grey wolf stares blankly at you.
An orc cowers here, peering around nervously for any elves.
An orcish guerilla is here, looking to cause havoc among the elves.
A vulture circles over you, waiting to swoop down to their meal.
A vulture circles over you, waiting to swoop down to their meal.
A special guard walks in.

<469hp 556m 389mv no opponent/no opponent evasive hills (outside) > d
Alas, you cannot go that way.

<469hp 556m 389mv no opponent/no opponent evasive hills (outside) > s
Path to the Mountains
| You see a mountain range to the north. The higher up
| the mountain, the steeper it gets. Sharp, ragged rocks
z | line the crest, making it impossible to reach the top
| | safely. You stand amongst loose rocks and pebbles that
x @ z| have fallen off during recent landslides. A stone paved
| | || slope takes you directly to the base of the mountains.
z-z-z-z-z| The ground is a little muddy due to the pool just south
| | | | || of here. As you get near the mountain, the wind begins
z-z-z-z-z| to pick up a bit.
---------+

[Exits: north south]
(White Aura) (WANTED) Dogran the Wrath of an Immortal is here.
A squirrel runs about, hoarding nuts.
A special guard walks in.

<469hp 556m 387mv no opponent/no opponent evasive hills (outside) > s
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.
A special guard walks in.

<469hp 556m 385mv no opponent/no opponent evasive hills (outside) > s
Path in the foothills
x z z| You are on a path among the grassy plains. The wind blows
| | || at your cheeks with a strength and purpose of mother nature.
z-z-z-z-z| Creatures of the plains scamper away from you as your footsteps
| | | | || draw near to them. To the north, east, and west are some
z-z-@-z-z| rolling foothills, while the skyline of Seringale rises
| | | | | up to the south.
o-o-o-o |
| | | | |
z-o-o-o |
---------+

[Exits: north east south west]
A special guard walks in.

<469hp 556m 383mv no opponent/no opponent evasive hills (outside) > s
Grassy plains
z-z-z-z-z| You are walking across grassy plains. The wind blows at your
| | | | || cheeks with a strength and purpose of mother nature. Creatures
z-z-z-z-z| of the plains scamper away from you as your footsteps draw
| | | | | near to them. To the north, east, and west the plains stretch
o-o-@-o | out before you, while the skyline of Seringale rises up to
| | | | | the south.
z-o-o-o |
| | | |
o-o-o |
---------+

[Exits: north east south west]
A special guard walks in.

<469hp 556m 381mv no opponent/no opponent evasive field (outside) > s
Grassy plains
z-z-z-z-z| You walk in the grassy plains among the herbs which grow here.
| | | | | The wind is strong and rough. Far to the north you can see the
o-o-o-o | foothills and further on mountain peaks are visible. The city
| | | | | of Seringale is to the south but only past some gentle hills.
z-o-@-o |
| | | |
o-o-o |
| |
+ |
---------+

[Exits: north east south west]
A special guard walks in.

<469hp 556m 380mv no opponent/no opponent evasive field (outside) > w
Path in the plains
z-z-z-z-z| You are on a path among the grassy plains. The wind blows at
| | | | || your cheeks with a strength and purpose of mother nature. Creatures
o-o-o-o-o| of the plains scamper away from you as your footsteps draw
| | | | || near to them. To the north, east and west the plains stretch
o-z-@-o-o| out before you, while the skyline of Seringale rises up to
| | | | | the south.
o-o-o-o |
| | |
* + |
---------+

[Exits: north east south west]
A special guard walks in.

<469hp 556m 379mv no opponent/no opponent evasive field (outside) > w
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.
A cute rabbit is here.
A cute rabbit is here.
(White Aura) A black veiled female figure waits here patiently.
A special guard walks in.

<469hp 556m 378mv no opponent/no opponent evasive hills (outside) > s
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]
A special guard walks in.

<469hp 556m 376mv no opponent/no opponent evasive field (outside) > s
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]
A special guard walks in.

<469hp 556m 375mv no opponent/no opponent evasive city (outside) > s
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]
You see 2 of a war banner of Seringale here.
A special guard walks in.

<469hp 556m 374mv no opponent/no opponent evasive city (outside) > s
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]
A special guard walks in.

<469hp 556m 373mv no opponent/no opponent evasive road (outside) > s
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]
A human city guard of Seringale stands watch here.
A special guard walks in.

<469hp 556m 372mv no opponent/no opponent evasive road (outside) > s
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|
| |
+-+-C-+-+|
---------+

[Exits: north east south west]
A duergar city guard of Seringale stands watch here.
A duergar city guard of Seringale stands watch here.
A special guard walks in.

<469hp 556m 371mv no opponent/no opponent evasive road (outside) > s
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.
+-+-C-+-+|
| | | ||
* + F +|
---------+

[Exits: north south west]
A special guard walks in.

<469hp 556m 370mv no opponent/no opponent evasive road (outside) > s
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
* + 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]
The broken corpse of Hiretsuna is here, still strapped to the breaking wheel.
You see 2 of a green bream here.
A brass finger post stands here.
The Herald Bulletin Board gleams majestically in the middle of the square.
(Invis) (Translucent) (White Aura) Zersh the Holy Patriarch of Healing is here.
Hiretsuna is sleeping here.
(Invis) (White Aura) Ilromie the Sage of Arcane Power is here.
(Invis) (White Aura) Akzylar the Sage of Arcane Power is here.
A special guard walks in.

<469hp 556m 369mv no opponent/no opponent evasive city (outside) > itemreturn hire
A special guard gives Hiretsuna a Big Ol'Pack Sack.
A special guard gives you a melded ring.
A special guard gives you a melded ring.
A special guard says 'Solmundi cannot carry a heron-marked blade. It is on the ground.'
A special guard says 'Solmundi cannot carry a frostbrand sword. It is on the ground.'
A special guard says 'Solmundi cannot carry the platinum spiked shield. It is on the ground.'
A special guard says 'Solmundi cannot carry a titanium bracer. It is on the ground.'
A special guard says 'Solmundi cannot carry a casque of the Golden Flame. It is on the ground.'
A special guard says 'Solmundi cannot carry vambraces of the Golden Flame. It is on the ground.'
A special guard says 'Solmundi cannot carry gauntlets of the Golden Flame. It is on the ground.'
A special guard says 'Solmundi cannot carry leg guards of the Golden Flame. It is on the ground.'
A special guard says 'Solmundi cannot carry greaves of the Golden Flame. It is on the ground.'
A special guard says 'Solmundi cannot carry a girdle of the Golden Flame. It is on the ground.'
A special guard says 'Solmundi cannot carry an Order of Light amulet. It is on the ground.'
A special guard says 'Solmundi cannot carry a small hot ball of fire. It is on the ground.'
A special guard says 'Solmundi cannot carry a mithril dragon. It is on the ground.'
A special guard says 'Solmundi cannot carry an Order of Light amulet. It is on the ground.'
A special guard says 'Solmundi cannot carry a suit of spiked garde armor. It is on the ground.'
A special guard says 'Solmundi cannot carry a titanium bracer. It is on the ground.'
A special guard says 'Solmundi cannot carry a barrel. It is on the ground.'
A special guard says 'Solmundi cannot carry an enriched gyvel potion. It is on the ground.'
A special guard says 'Solmundi cannot carry an enriched gyvel potion. It is on the ground.'
A special guard says 'Solmundi cannot carry a small mahogany canoe. It is on the ground.'
A special guard says 'Solmundi cannot carry a scroll of flying. It is on the ground.'
A special guard says 'Solmundi cannot carry an enriched gyvel potion. It is on the ground.'
A special guard says 'Solmundi cannot carry an enriched gyvel potion. It is on the ground.'
A special guard says 'Solmundi cannot carry an enriched gyvel potion. It is on the ground.'
A special guard says 'Solmundi cannot carry an enriched gyvel potion. It is on the ground.'
A special guard says 'Solmundi cannot carry an enriched gyvel potion. It is on the ground.'
A special guard says 'Solmundi cannot carry a marmalade orb. It is on the ground.'
A special guard says 'Solmundi cannot carry a pair of red-tinged dragonscale pauldrons. It is on the ground.'
A special guard says 'Solmundi cannot carry a tin canteen. It is on the ground.'

<469hp 556m 369mv no opponent/no opponent evasive city (outside) > s
The Main Street
S-+ | You are on the Main Street of Seringale. It is a very wide
| | street with lots of space to both sides. There are a significant
+-+-C-+-+| number of people rushing from one place to another, minding
| | | || their own business. You see the bustling North Square to
* @ F +| the north, as the Main street continues to the south. The
| || side of an inn lies to the west and a strange shop to the
+-S-+-F +| east, but their entrances face the North Road. A small
| | pile of breadcrumbs lies in the center of the street for
S-+-S | some mundane reason.
---------+

[Exits: north south]
A special guard walks in.

<469hp 556m 368mv no opponent/no opponent evasive road (outside) > s
The Main Street
+-+-C-+-+| You are on the Main Street of Seringale. It is a wide street
| | | || with lots of space to both sides. There are tons of people
* + F +| rushing from one place to another, minding their own business.
| || You see a shop with a sign of a 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]
(Charmed) An illusion of an escaping criminal guards its master.
Zexzel the Grand Spectre of Beguilement is here.
Zexzel the Grand Spectre of Beguilement is here.
Zexzel the Grand Spectre of Beguilement is here.
(Charmed) (White Aura) An illusion of Xavier guards its master.
(Charmed) (White Aura) A blurry illusion of Aerin the Banker guards its master.
Zexzel the Grand Spectre of Beguilement is here.
(WANTED) Heinrildt the Harbinger of Death is here.
A special guard walks in.

<469hp 556m 367mv no opponent/no opponent evasive road (outside) >
Heinrildt flies north.
Zexzel flies north.
An illusion of an escaping criminal flies north.
Zexzel walks north.
Zexzel walks north.
Zexzel walks north.
An illusion of Xavier walks north.
An illusion of Aerin the Banker walks north.

<469hp 556m 367mv no opponent/no opponent evasive road (outside) > s
The Main Street
+ | You are on the Main Street of Seringale. It is a wide
| | street with lots of space to both sides. There are tons
+-S-+-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 fledgling harpy is here, fallen from the clouds above.
A gnomish city guard of Seringale stands here.
A special guard walks in.

<469hp 556m 366mv no opponent/no opponent evasive road (outside) > c
Players near you in Seringale:
<PK> Zersh North Square
<PK> Zexzel The Main Street
<PK> Akzylar North Square
<PK> Dogran The North Main Street
<PK> Heinrildt The Main Street
Hiretsuna North Square
<PK> Solmundi The Main Street
<PK> Ilromie North Square

<469hp 556m 366mv no opponent/no opponent evasive road (outside) > s
Heinrildt flies in.
Zexzel flies in.
An illusion of an escaping criminal flies in.
Zexzel walks in.
Zexzel walks in.
Zexzel walks in.
An illusion of Xavier walks in.
An illusion of Aerin the Banker walks in.

<469hp 556m 366mv no opponent/no opponent evasive road (outside) >
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 special guard walks in.

<469hp 556m 365mv no opponent/no opponent evasive city (outside) > w
Heinrildt flies in.
Zexzel flies in.
An illusion of Aerin the Banker walks in.
An illusion of Xavier walks in.
Zexzel walks in.
Zexzel walks in.
Zexzel walks in.
An illusion of an escaping criminal flies in.

<469hp 556m 365mv no opponent/no opponent evasive city (outside) >
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 special guard walks in.

<469hp 556m 364mv no opponent/no opponent evasive inside (indoors) > s
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 special guard walks in.

<469hp 556m 363mv no opponent/no opponent evasive city (outside) > w
The West Common Road
* S-+| You are on the Common Road of Seringale. All around you
| || are busy people hurrying along minding their own business.
S S S *-+| You see a shop with a sign of a wizard's hat to the north,
| | | | | a shop of fresh meat to the south, and the large fountain
+-+-@-+ | of the town nearby to the east.
| | | | |
S S F *-+|
||
S-+|
---------+

[Exits: north east south west]
A special guard walks in.

<469hp 556m 362mv no opponent/no opponent evasive road (outside) > w
The West Common Road
* | You are on the Common Road of Seringale. All around you
| | are busy people hurrying along minding their own business.
S S S S *| You see a shop with a sign of a bubbling vial to the
| | | | || north, a shop of trades to the south, and the Common
+-+-@-+-+| Road continues to the east and the west.
| | | ||
S S F *|
|
|
---------+

[Exits: north east south west]
A glowing banner bearing the emblem of Seringale rests here.
A special guard walks in.

<469hp 556m 361mv no opponent/no opponent evasive road (outside) > w
The Western Monument
* | Raised in the middle of the Common Road is a granite pillar,
| | the Western Monument. Several glyphs and words have been
S S S S S| chiseled into its sides, as many travellers have attempted
| | | | || to leave their mark within Seringale. Many sets of footprints
+-+-@-+-+| can be seen on the ground, as several people frequent
| | || this path. The road continues east and west, and the Scroll
S S F| Shop is to the north.
|
|
---------+

[Exits: north east south west]
A special guard walks in.

<469hp 556m 360mv no opponent/no opponent evasive city (outside) > w
The West Common Road
*| You are on the Common Road of Seringale. All around you are
|| busy people hurrying along minding their own business. You
S S S S| see a 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 S|
| |
f-f |
---------+

[Exits: north east west]
A special guard walks in.

<469hp 556m 359mv no opponent/no opponent evasive road (outside) > w
The West Common Road
+ | You are on the Common Road of Seringale. All around you are
| | busy people hurrying along minding their own business. You
+ S S S| see a small shop with a sign of a glowing staff to the north,
| | | || and the Common Road leads to the east and west.
+-+-@-+-+|
| | ||
+ + S|
| | |
+ f-f |
---------+

[Exits: north east west]
A special guard walks in.
(UNPROTECTED) a duergar city guard yells 'Give yourself up, Heinrildt! This is your last chance!'

<469hp 556m 358mv no opponent/no opponent evasive road (outside) > w
The West Common Road
+ | You are on the Common Road of Seringale. All around you
| | are busy people hurrying along minding their own business.
+ S S| You see the Common Road to the east, the entrance of a
| | || park to the south, and the Western Gate to the west.
+-+-@-+-+|
| | |
+ + |
| | |
+ f-f |
---------+

[Exits: east south west]
A refugee is here, wandering through the streets.
A special guard walks in.

<469hp 556m 357mv no opponent/no opponent evasive road (outside) > w
Inside the West Gate
+ | You are inside the West Gate of Seringale. All around
| | you are people travelling in and out of the city. The
+ S| 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 magical spring flows from the ground here.
You see 3 of a war banner of Seringale here.
A half-elf citizen of Seringale wanders about rather aimlessly.
A special guard walks in.

<469hp 556m 356mv no opponent/no opponent evasive city (outside) > c
Players near you in Seringale:
<PK> Zersh North Square
<PK> Zexzel The West Common Road
<PK> Akzylar North Square
<PK> Dogran North Square
<PK> Heinrildt The West Common Road
Hiretsuna North Square
<PK> Solmundi Inside the West Gate
<PK> Ilromie North Square

<469hp 556m 356mv no opponent/no opponent evasive city (outside) > n

The night has begun.

<488hp 574m 399mv no opponent/no opponent evasive city (outside) >
Heinrildt flies in.
Zexzel flies in.
Zexzel walks in.
Zexzel walks in.
Zexzel walks in.
An illusion of Xavier walks in.
An illusion of Aerin the Banker walks in.
Riam the citizen of Seringale says 'Have you seen my dog? He answers to the name of Ugly..'
Riam the citizen of Seringale sniffs sadly.

<488hp 574m 399mv no opponent/no opponent evasive city (outside) >
Along the Western Walls
| You are standing along the city walls of Seringale. The
| wall next to you is made of huge slabs of white stone.
+ | You see small holes on various strategic parts of the wall
| | where archers can shoot arrows at enemies from the outside.
@ S| The wall continues to the north and to the south.
| ||
o-+-+-+-+|
| | |
+ + |
---------+

[Exits: north south]
A glowing banner bearing the emblem of Seringale rests here.
A special guard walks in.

<488hp 574m 398mv no opponent/no opponent evasive city (outside) > n
Stairwell Under the Western Catapult
| You are standing along the city walls of Seringale. The
| wall next to you is made of huge slabs of white stone.
| You see small holes on various strategic parts of the
| wall where archers can shoot arrows at enemies from the
@ | outside. The wall continues to the south, and a ladder
| | leads upward to a large catapult placed strategically
+ S| atop the battlements.
| ||
o-+-+-+-+|
---------+

[Exits: south up]
A magical spring flows from the ground here.
An avian perimeter guard of Seringale is here, watching out for known criminals.
A special guard walks in.

<488hp 574m 397mv no opponent/no opponent evasive city (outside) > u
Seringale's Western Catapult
+ | There is a well-built catapult sitting here, ready to send
| | you over the western wall. The wall before you is made of
+ | huge slabs of white stone. You see small holes in various
| | strategic parts of the wall where archers can shoot arrows
@ | at enemies from the outside. The battlements continue to the
| north, and a small ladder leads down to the street level below.
|
|
|
---------+

[Exits: north down]
A mighty looking catapult has been set up on the battlements.
A special guard walks in.

<488hp 574m 396mv no opponent/no opponent evasive city (outside) > n
On the Western Battlements
+-+-+| You are on top of the battlements of Seringale. From here,
| | you can see the outside of the city walls and most of the
+ | city of Seringale with people roaming all about it. There
| | are some small holes in the side of the wall where an archer
@ | can shoot at invaders from the outside if ever the need arises.
| | You see the battlements continue to the north and the south.
+ |
|
|
---------+

[Exits: north south]
A half-elf perimeter guard of Seringale is here, watching out for known criminals.
A special guard walks in.

<488hp 574m 395mv no opponent/no opponent evasive city (outside) > n
On the Western Battlements
| You are on top of the battlements of Seringale. From here,
| you can see the outside of the city walls and most of the
+-+-+| city of Seringale with people roaming all about it. There
| | are some small holes in the side of the wall where an archer
@ | can shoot at invaders from the outside if ever the need arises.
| | You see the battlements continue to the north and the south.
+ |
| |
+ |
---------+

[Exits: north south]
A dwarven city guard of Seringale stands watch here.
A halfling perimeter guard of seringale is here, watching out for known criminals.
A special guard walks in.

<488hp 574m 394mv no opponent/no opponent evasive city (outside) > n
Northwest Corner of the Battlements
| You are standing along the city walls of Seringale. The wall
| next to you is made of huge slabs of white stone. You see
| small holes on various strategic parts of the wall where
| archers can shoot arrows at enemies from the outside. The
@-+-+| wall continues to the east as well as to the south, with
| | smooth rails keeping you from falling down.
+ |
| |
+ |
---------+

[Exits: east south]
A dwarven city guard of Seringale stands watch here.
A human perimeter guard of Seringale is here, watching out for known criminals.
A special guard walks in.

<488hp 574m 393mv no opponent/no opponent evasive city (outside) > e
On the Northern Battlements
| You are on top of the battlements of Seringale. From here,
| you can see the outside of the city walls and most of the city
| of Seringale with people roaming all about it. There are some
| small holes in the side of the wall where an archer can shoot
+-@-+-+| at invaders from the outside if ever the need arises. You see
| | the battlements continue to the east and the west.
+ |
| |
+ |
---------+

[Exits: east west]
A dwarven perimeter guard of Seringale is here, watching out for known criminals.
A special guard walks in.

<488hp 574m 392mv no opponent/no opponent evasive city (outside) > e
On the Northern Battlements
| You are on top of the battlements of Seringale. From here, you
| can see the outside of the city walls and most of the city of
| Seringale with people roaming all about it. There are some small
| holes in the side of the wall where an archer can shoot at invaders
+-+-@-+-+| from the outside if ever the need arises. You see the battlements
| | continue to the east and the west.
+ |
| |
+ |
---------+

[Exits: east west]
A half-elf perimeter guard of Seringale is here, watching out for known criminals.
A special guard walks in.

<488hp 574m 391mv no opponent/no opponent evasive city (outside) > e
On the Northern Battlements
| You are on top of the battlements of Seringale. From here,
| you can see the outside of the city walls and most of
| the city of Seringale with people roaming all about it.
| There are some small holes in the side of the wall where
+-+-@-+-+| an archer can shoot at invaders from the outside if ever
| the need arises. You see the battlements continue to the
| east and the west.
|
|
---------+

[Exits: east west]
A gnomish perimeter guard of Seringale is here, watching out for known criminals.
A special guard walks in.

<488hp 574m 390mv no opponent/no opponent evasive city (outside) > e

A dwarven city guard yells 'Heinrildt! Now you die!'

<488hp 574m 390mv no opponent/no opponent evasive city (outside) >
On the Northern Battlements
| You are on top of the battlements of Seringale. From here,
| you can see the outside of the city walls and most of
| the city of Seringale with people roaming all about it.
| There are some small holes in the side of the wall where
+-+-@-+-+| an archer can shoot at invaders from the outside if ever
| the need arises. You see the battlements continue to the
| east and the west.
|
|
---------+

[Exits: east west]
A half-elf battlement guard is here.
A special guard walks in.

<488hp 574m 389mv no opponent/no opponent evasive city (outside) > e
Atop the North Gate
| You are on top of the battlements of Seringale. From here,
| you can see the outside of the city walls and most of the
| city of Seringale with people roaming all about it. There
| are some small holes in the side of the wall where an archer
+-+-@-+ | can shoot at invaders from the outside if ever the need
| arises. You see the battlements continue to the east and
| the west and a ladder leads down to the city gates.
|
|
---------+

[Exits: east west down]
A human perimeter guard of Seringale is here, watching out for known criminals.
An avian battlement guard of Seringale is here.
A special guard walks in.

<488hp 574m 388mv no opponent/no opponent evasive city (outside) > d
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]
You see 2 of a war banner of Seringale here.
A special guard walks in.

<488hp 574m 387mv no opponent/no opponent evasive city (outside) > c

A human perimeter guard yells 'Heinrildt! Now you die!'

<488hp 574m 387mv no opponent/no opponent evasive city (outside) >
Players near you in Seringale:
<PK> Zersh North Square
<PK> Zexzel Northwest Corner of the Battlements
<PK> Akzylar North Square
<PK> Dogran North Square
<PK> Heinrildt Northwest Corner of the Battlements
Hiretsuna North Square
<PK> Solmundi Inside the North Gate
<PK> Ilromie North Square

<488hp 574m 387mv no opponent/no opponent evasive city (outside) > s
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]
A special guard walks in.

<488hp 574m 386mv no opponent/no opponent evasive road (outside) >
(UNPROTECTED) a half-elf perimeter guard yells 'Heinrildt is a criminal! PROTECT THE INNOCENT! BANZAIII!!!'

<488hp 574m 386mv no opponent/no opponent evasive road (outside) > s
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]
A human city guard of Seringale stands watch here.
A special guard walks in.

<488hp 574m 385mv no opponent/no opponent evasive road (outside) > s
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|
| |
+-+-C-+-+|
---------+

[Exits: north east south west]
A duergar city guard of Seringale stands watch here.
A special guard walks in.

<488hp 574m 384mv no opponent/no opponent evasive road (outside) > s
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.
+-+-C-+-+|
| | | ||
* + F +|
---------+

[Exits: north south west]
A special guard walks in.

<488hp 574m 383mv no opponent/no opponent evasive road (outside) > s
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
* + 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]
The broken corpse of Hiretsuna is here, still strapped to the breaking wheel.
A brass finger post stands here.
The Herald Bulletin Board gleams majestically in the middle of the square.
(Invis) (Translucent) (White Aura) Zersh the Holy Patriarch of Healing is here.
Hiretsuna the Sage of Arcane Power is here.
(Invis) (White Aura) Ilromie the Sage of Arcane Power is here.
(Invis) (White Aura) Akzylar the Sage of Arcane Power is here.
A special guard walks in.

<488hp 574m 382mv no opponent/no opponent evasive city (outside) > e
The North Road
B-+-* | You are on the North Road on Seringale. It is peaceful
| | | and quiet here. Around you are magnificent buildings made
S-+ *-o +| of fanciful stonework. You see a shop with a sign of some
| || novelty toys to the south, and the North Road continues
+-C-@-+-+| to the east and west.
| | | |
+ F + |
| | |
S-+-F + |
---------+

[Exits: east south west]
A special guard walks in.

<488hp 574m 381mv no opponent/no opponent evasive road (outside) > e
The North Road
+-* o| 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 a sign showing the
| | | entrance to the Temple Square to the south, and the North
C-+-@-+-+| Road continues to the east and west.
| | | ||
+ F + +|
| | ||
+-F + *|
---------+

[Exits: east south west]
A special guard walks in.

<488hp 574m 380mv no opponent/no opponent evasive road (outside) > e
The North Road
o | You are on the North Road on Seringale. It is peaceful
| | and quiet here. Around you are magnificent buildings
+-* F| made of fanciful stonework. You see the entrance of
| || the Invoker guild to the north and the North Road continues
+-+-@-+-+| to the east and the west.
| | | |
F + + |
| | |
+ *-*|
---------+

[Exits: north east west]
A special guard walks in.

<488hp 574m 379mv no opponent/no opponent evasive road (outside) > e
The North Road
o | You are on the North Road on Seringale. It is peaceful
| | and quiet here. Around you are magnificent buildings made
+-* F | of fanciful stonework. You see the entrance to the Illusionist
| | | guild to the south and the North Road continues to the
+-+-@-+-+| east and the west.
| | |
+ + |
| | |
+ *-* |
---------+

[Exits: east south west]
A special guard walks in.

<488hp 574m 378mv no opponent/no opponent evasive road (outside) > e
The North Road
o | You are on the North Road on Seringale. It is peaceful and
| | quiet here. Around you are magnificent buildings made of
+-* F | fanciful stonework. You see the North Road continuing to
| | | the east and west, and a large arena looms to the north.
+-+-@-+-+|
| |
+ |
| |
*-* |
---------+

[Exits: north east west]
A special guard walks in.

<488hp 574m 377mv no opponent/no opponent evasive road (outside) > e
The North Road
| You are on the North Road on Seringale. It is peaceful
| and quiet here. Around you are magnificent buildings
F | made of fanciful stonework. You see the North Road continuing
| | to the east and west.
+-+-@-+-+|
| ||
+ +|
| ||
*-* +|
---------+

[Exits: east west]
A special guard walks in.

<488hp 574m 376mv no opponent/no opponent evasive road (outside) > e
The North Road
| You are on the North Road on Seringale. It is peaceful
| and quiet here. Around you are magnificent buildings made
F | of fanciful stonework. You see the walls of the battlement
| | to the east and the North Road to the west.
+-+-@-+ |
| |
+ |
| |
+ |
---------+

[Exits: east west]
A special guard walks in.

<488hp 574m 375mv no opponent/no opponent evasive road (outside) > e
Eastern Wall and North Road Junction
| You are standing at the intersection of the North Road and
| the Eastern Walls of Seringale. The wall before you is made
| of huge slabs of white stone. You see small holes on various
| strategic parts of the wall where archers can shoot arrows
+-+-@ | at enemies from the outside. You see the North Road to the
| | west and the Eastern Wall continues to the south.
+ |
| |
+ |
---------+

[Exits: south west]
A dwarven perimeter guard of Seringale is here, watching out for known criminals.
A special guard walks in.

<488hp 574m 374mv no opponent/no opponent evasive city (outside) > s
Along the Eastern Walls
| You are standing along the city walls of Seringale. The wall
| next to you is made of huge slabs of white stone. You see
+-+-+ | small holes on various strategic parts of the wall where
| | archers can shoot arrows at enemies from the outside. The
@ | wall continues to the north and to the south.
| |
+ |
| |
+ |
---------+

[Exits: north south]
A human city guard of Seringale stands watch here.
A special guard walks in.

<488hp 574m 373mv no opponent/no opponent evasive city (outside) > s
Along the Eastern Walls
+-+-+ | You are standing along the city walls of Seringale. The wall
| | next to you is made of huge slabs of white stone. You see
+ | small holes on various strategic parts of the wall where
| | archers can shoot arrows at enemies from the outside. The
@ | wall continues to the north and to the south.
| |
+ |
| |
+ |
---------+

[Exits: north south]
A special guard walks in.

<488hp 574m 372mv no opponent/no opponent evasive city (outside) > s
Along the Eastern Walls
+ | You are standing along the city walls of Seringale. The
| | wall next to you is made of huge slabs of white stone.
+ | You see small holes on various strategic parts of the
| | wall where archers can shoot arrows at enemies from the
@ | outside. The wall continues to the north and to the south.
| |
S-* + |
| | |
+-+-+-+-+|
---------+

[Exits: north south]
A special guard walks in.

<488hp 574m 371mv no opponent/no opponent evasive city (outside) > s
Along the Eastern Walls
+ | You are standing along the city walls of Seringale. The wall
| | next to you is made of huge slabs of white stone. You see
+ | small holes on various strategic parts of the wall where
| | archers can shoot arrows at enemies from the outside. The
S-* @ | wall continues to the north and to the south.
| | |
+-+-+-+-+|
| | |
S + |
---------+

[Exits: north south]
A dwarven city guard of Seringale stands watch here.
A special guard walks in.

<488hp 574m 370mv no opponent/no opponent evasive city (outside) > s
Inside the East Gate
+ | You are inside the East Gate of Seringale. All around you
| | are people travelling in and out of the city. The great wall
S-* + | of Seringale soars over your head at over 30 spans tall.
| | | You see the city to the west, the east gate above you, and
+-+-@-+-+| the city walls lead to the north and south.
| | |
S + |
| |
+ |
---------+

[Exits: north east south west]
A gate guard is here guarding the gates of Seringale.
A gate guard is here guarding the gates of Seringale.
A special guard walks in.

<488hp 574m 369mv no opponent/no opponent evasive city (outside) > e
Outside the East Gate
+ | You are outside the East Gate of Seringale. Before you is a
| | great wall. It is made of huge slabs of white stones with
+ | various figures of birds, beasts, and dragons carved into
| | it. The great wall soars over your head at over 30 spans tall.
+-+-@-+-+| You see the entrance into the city of Seringale to the west
| | and a road travelling out of the city to the east.
+ |
| |
+ |
---------+

[Exits: east west]
A special guard walks in.

<488hp 574m 368mv no opponent/no opponent evasive city (outside) > e
City Entrance
+ | You stand on the outskirts of Seringale, the capital of this
| | land. The road leads east along a dusty road, while to the west
+ | it becomes the main street of the town, surrounded by a mass
| | confusion of shops, bars, and market places. The east gates of
+-+-@-+-+| the town lie directly to the west of here.
| |
+ |
| |
+ |
---------+

[Exits: east west]
A special guard walks in.

<488hp 574m 367mv no opponent/no opponent evasive road (outside) > e
e
Along the Eastern Road
| You are traveling along a well-travelled road between
| Seringale and the lands to the east. The path has been
| created from a light stone material that is very resilient.
| It has worn away over time from the flow of traffic that
+-+-@-+-+| has passed through here. This is one of Serin's busiest
| trade routes.
|
|
|
---------+

[Exits: east west]
A special guard walks in.

<488hp 574m 366mv no opponent/no opponent evasive road (outside) >
Along the Eastern Road
| You are traveling along a well-travelled road between
| Seringale and the lands to the east. The path has been
| created from a light stone material that is very resilient.
| It has worn away over time from the flow of traffic that
+-+-@-+-+| has passed through here. This is one of Serin's busiest
| trade routes.
|
|
|
---------+

[Exits: east west]
A special guard walks in.

<488hp 574m 365mv no opponent/no opponent evasive road (outside) > e
e
Along the Eastern Road
o| You are traveling along a well-travelled road between
|| Seringale and the lands to the east. The path has been
o| created from a light stone material that is very resilient.
|| It has worn away over time from the flow of traffic that
+-+-@-+-+| has passed through here. This is one of Serin's busiest
|| trade routes.
+|
||
+-+|
---------+

[Exits: east west]
A special guard walks in.

<488hp 574m 364mv no opponent/no opponent evasive road (outside) >
Along the Eastern Road
o | You are traveling along a well-travelled road between Seringale
| | and the lands to the east. A northern road crosses this
o | one to the east. The path has been created from a light
| | stone material that is very resilient. It has worn away
+-+-@-+-+| over time from the flow of traffic that has passed through
| | here. This is one of Serin's busiest trade routes.
+ |
| |
+-+ |
---------+

[Exits: east west]
A special guard walks in.

<488hp 574m 363mv no opponent/no opponent evasive road (outside) > e
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, looking dejected.
A special guard walks in.

<488hp 574m 362mv no opponent/no opponent evasive road (outside) > af
You are affected by the following:
Spell: bless : modifies save vs spell by 6 for 34 hours
: modifies hitroll by 6 for 34 hours
Spell: detect invis : lasts for 21 hours
Spell: protection : modifies save vs spell by 1 for 4 hours
Skill: errantry : lasts for 2 hours
Spell: sanctuary : lasts for 1 hours
Spell: armor : modifies armor class by 20 for 1 hours
Spell: blasphemy : lasts for 0 hours
Skill: holy armor : modifies armor class by 103 permanently
Skill: buckler : modifies hitroll by -2 permanently
Set : Fire with Fire : modifies save vs afflictive by 16 permanently
: modifies hitroll by 6 permanently
: modifies damroll by 6 permanently
: modifies armor class by 75 permanently

<488hp 574m 362mv no opponent/no opponent evasive road (outside) > n
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]
A special guard walks in.

<488hp 574m 361mv no opponent/no opponent evasive field (outside) > n
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]
A special guard walks in.

<488hp 574m 360mv no opponent/no opponent evasive field (outside) > n
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]
A special guard climbs in.

<488hp 574m 359mv no opponent/no opponent evasive mountain (outside) > w
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]
A special guard climbs in.

<488hp 574m 357mv no opponent/no opponent evasive mountain (outside) > u
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]
A special guard climbs in.

<488hp 574m 355mv no opponent/no opponent evasive mountain (outside) > e
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]
A special guard swims in.

<488hp 574m 353mv no opponent/no opponent evasive river (outside) > e
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]
A special guard walks in.

<488hp 574m 351mv no opponent/no opponent evasive field (outside) > c
Players near you in Tenebria:
<PK> Solmundi South of the Foothills

<488hp 574m 351mv no opponent/no opponent evasive field (outside) > n
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]
A special guard walks in.

<488hp 574m 350mv no opponent/no opponent evasive hills (outside) > n
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
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]
A special guard walks in.

<488hp 574m 348mv no opponent/no opponent evasive hills (outside) > n
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
z | 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]
A special guard walks in.

<488hp 574m 346mv no opponent/no opponent evasive hills (outside) > n
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
z | 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]
A special guard walks in.

<488hp 574m 344mv no opponent/no opponent evasive hills (outside) > n
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 |
| |
z |
---------+

[Exits: north south]
A special guard walks in.

<488hp 574m 342mv no opponent/no opponent evasive hills (outside) > n
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]
A special guard walks in.

<488hp 574m 340mv no opponent/no opponent evasive hills (outside) > n
e
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]
A special guard walks in.
Your faith has been restored.

<505hp 585m 392mv no opponent/no opponent evasive road (outside) > e
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]
A special guard walks in.

<505hp 585m 391mv no opponent/no opponent evasive road (outside) >
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.
A special guard walks in.

<505hp 585m 390mv no opponent/no opponent evasive road (outside) > e
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]
A special guard walks in.

<505hp 585m 389mv no opponent/no opponent evasive road (outside) > e
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]
A special guard walks in.

<505hp 585m 388mv no opponent/no opponent evasive road (outside) > e
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]
A special guard walks in.

<505hp 585m 387mv no opponent/no opponent evasive road (outside) > e
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]
A special guard walks in.

<505hp 585m 386mv no opponent/no opponent evasive road (outside) > e
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]
A special guard walks in.

<505hp 585m 385mv no opponent/no opponent evasive road (outside) > n
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 special guard walks in.

<505hp 585m 384mv no opponent/no opponent evasive road (outside) > n
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]
A yellow chicken wearing a long curly powdered wig struts around clucking.
A special guard walks in.

<505hp 585m 383mv no opponent/no opponent evasive road (outside) > n
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]
A special guard walks in.

<505hp 585m 382mv no opponent/no opponent evasive road (outside) > n
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]
A special guard walks in.

<505hp 585m 381mv no opponent/no opponent evasive road (outside) > n
A Dusty Road
| You are at the intersection of two roads running through
| the quiet little agricultural village of Gwidry. Wandering
* | off to the east is a dusty path that has been created completely
| | by people walking over the land. Southwards a more well defined
@-+-+| road has been dug from the earth, its borders kept straight
| | and clear of obstacles. A small patch of grass grows here
*-+ | at the roadside, weeds beginning to take over its stronghold.
| | |
* + |
---------+

[Exits: north east south]
An old fingerpost is erected here, pointing east and south.
A special guard walks in.

<505hp 585m 380mv no opponent/no opponent evasive road (outside) > e
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]
A special guard walks in.

<505hp 585m 379mv no opponent/no opponent evasive road (outside) > e
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]
A special guard walks in.

<505hp 585m 378mv no opponent/no opponent evasive road (outside) > e
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]
A special guard walks in.

<505hp 585m 377mv no opponent/no opponent evasive road (outside) > e
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]
A special guard walks in.

<505hp 585m 376mv no opponent/no opponent evasive road (outside) > s
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)]
A special guard walks in.

<505hp 585m 375mv no opponent/no opponent evasive road (outside) > s
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]
A special guard walks in.

<505hp 585m 374mv no opponent/no opponent evasive road (outside) > e
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]
A special guard walks in.

<505hp 585m 373mv no opponent/no opponent evasive road (outside) > e
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 special guard walks in.

<505hp 585m 372mv no opponent/no opponent evasive forest (outside) > s
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 druid is here, chanting in a mysterious language.
A special guard walks in.

<505hp 585m 371mv no opponent/no opponent evasive forest (outside) > s
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 druid is here, chanting in a mysterious language.
A massive owl waits patiently for its next meal.
A special guard walks in.
An insipid druid says 'The time draws near, Solmundi. I can feel it.'

<505hp 585m 370mv no opponent/no opponent evasive forest (outside) > h
You feel a little better.

<529hp 577m 370mv no opponent/no opponent evasive forest (outside) > af
wh
h
You are affected by the following:
Spell: bless : modifies save vs spell by 6 for 33 hours
: modifies hitroll by 6 for 33 hours
Spell: detect invis : lasts for 20 hours
Spell: protection : modifies save vs spell by 1 for 3 hours
Skill: errantry : lasts for 1 hours
Spell: sanctuary : lasts for 0 hours
Spell: armor : modifies armor class by 20 for 0 hours
Skill: holy armor : modifies armor class by 103 permanently
Skill: buckler : modifies hitroll by -2 permanently
Set : Fire with Fire : modifies save vs afflictive by 16 permanently
: modifies hitroll by 6 permanently
: modifies damroll by 6 permanently
: modifies armor class by 75 permanently

<529hp 577m 370mv no opponent/no opponent evasive forest (outside) >
[ H-Elf ] Magitor the Grunt
[ Elf ] <PK> Zersh the Holy Patriarch of Healing
[ Quasi ] <PK> Zexzel the Grand Spectre of Beguilement
[ Elf ] <PK> Akzylar the Sage of Arcane Power
[ Avian ] Trilil the Bringer of Torment
[ Duerg ] <PK> [Rival] (WANTED:*) Dogran the Wrath of an Immortal
[ Avian ] <PK> [Rival] (WANTED:***) Heinrildt Schwarz the Harbinger of Death
[ Elf ] Hiretsuna the Sage of Arcane Power
[50 Jotun Pal] <PK> [JUSTICE] (Lieutenant) Solmundi Visindi the Holy Knight
[ Quasi ] Sevak the Ethereal
[ Elf ] <PK> <SCHOLAR> Duchess Ilromie Illistarre the Sage of Arcane Power
Players found: 11
[KEEPER] The Balance prevails within the four kingdoms.
There are 11 characters on; the most on this past month was 19.

<529hp 577m 370mv no opponent/no opponent evasive forest (outside) >
You feel a little better.

<546hp 569m 370mv no opponent/no opponent evasive forest (outside) > h
c
You feel a little better.

<563hp 561m 370mv no opponent/no opponent evasive forest (outside) >
Players near you in Armageddon Sanctuary:
<PK> Solmundi The western edge of the forest

<563hp 561m 370mv no opponent/no opponent evasive forest (outside) > virt
The Light of Virtue fills you with conviction.

<563hp 536m 370mv no opponent/no opponent evasive forest (outside) > h
You feel a little better.

<581hp 528m 370mv no opponent/no opponent evasive forest (outside) >
The white aura around your body fades.
You feel less armored.

<598hp 538m 399mv no opponent/no opponent evasive forest (outside) > eq
You are using:
<used as light> (Glowing) a small hot ball of fire
<worn on finger> a wyvern's eye
<worn on finger> a wyvern's eye
<worn around neck> (Glowing) an Order of Light amulet
<worn around neck> (Glowing) an Order of Light amulet
<worn on head> a casque of the Golden Flame
<worn on torso> (Glowing) (Humming) finely crafted silver platemail
<worn on arms> (Glowing) superior silver vambraces of perfection
<worn on hands> gauntlets of the Golden Flame
<worn on legs> leg guards of the Golden Flame
<worn on feet> greaves of the Golden Flame
<worn as buckler> (Glowing) a gem-studded golden buckler
<worn about body> a jet-black robe
<worn about waist> a girdle of the Golden Flame
<worn around wrist> a wyvern-marked bracer
<worn around wrist> a wyvern-marked bracer
<wielded two-handed> (Humming) the staff of storms
<floating nearby> a mithril dragon
<tattooed> (Glowing) a longsword sheathed in everflowing water

<598hp 538m 399mv no opponent/no opponent evasive forest (outside) > sanc
You are surrounded by a white aura.

<598hp 463m 399mv no opponent/no opponent evasive forest (outside) > armo
You feel someone protecting you.

<598hp 458m 399mv no opponent/no opponent evasive forest (outside) > c
sco
Players near you in Armageddon Sanctuary:
<PK> Solmundi The western edge of the forest

<598hp 458m 399mv no opponent/no opponent evasive forest (outside) >
/@============================================================-
| \
| Solmundi the Holy Knight, follower of Kedaleam |
| Adherent of Law, Rank Lieutenant of [JUSTICE] |
| You are 27 years old (163 hours, 20h:32m of bloodshed) |
| |
| Race: Jotun Hometown: Seringale Health: 598/908 |
| Sex: Male Alignment: Good Mana: 458/678 |
| Class: Paladin Ethos: Lawful Move: 399/399 |
\ -------------------------------------------/
| |
| Streng: 21 (22-1) Rating: Good Weight: 415/425 |
| Intell: 18 (18+0) Level: 50 Pracs: 3 |
| Wisdom: 23 (23+0) Exp tnl: 23760 Trains: 1 |
| Dexter: 17 (18-1) Guildpoint: 3/3 Items: 33/33 |
| Consti: 22 (22+0) Gold: 28497 Wimpy: 1 hp |
| Luck: Fortunate Hunger: [**---] Thirst: [**---] |
| |
| Condition: In prime health |
------------------------------------------ \
/ |
| Armor Vs Pierce: 386 Saving Throws |
| Hitroll: 32 Vs Bash: 418 Afflictive: 66 |
| Damroll: 31 Vs Slash: 381 Maledictive: 89 |
| Vs Magic: 356 Mental: 69 |
\==========================================================-/
You are affected by the following:
Spell: bless : modifies save vs spell by 6 for 32 hours
: modifies hitroll by 6 for 32 hours
Spell: armor : modifies armor class by 20 for 24 hours
Spell: virtuous light : modifies save vs maledictive by 5 for 24 hours
: modifies luck by 2 for 24 hours
: modifies armor class by 26 for 24 hours
Spell: detect invis : lasts for 19 hours
Spell: sanctuary : lasts for 9 hours
Spell: protection : modifies save vs spell by 1 for 2 hours
Skill: errantry : lasts for 0 hours
Skill: holy armor : modifies armor class by 103 permanently
Skill: buckler : modifies hitroll by -2 permanently
Set : Fire with Fire : modifies save vs afflictive by 16 permanently
: modifies hitroll by 6 permanently
: modifies damroll by 6 permanently
: modifies armor class by 75 permanently

<598hp 458m 399mv no opponent/no opponent evasive forest (outside) > i
You are carrying:
( 2) (Glowing) a melded ring
(Glowing) the light of dawn
a solid mithril staff
a perfect potion of recall
(Glowing) (Humming) a wide-bladed steel sabre
(Glowing) (Humming) a Defender potion
an old boat
a Big Ol'Pack Sack (open)
a thick, scintillating gold bracer
(Humming) a peacemaker guisarme
(Humming) a peacemaker greatsword
(Glowing) (Humming) an onyx-black mithril-white bangle of alacrity
(Glowing) an amber amulet
a ring inscribed with a pearl drop

<598hp 458m 399mv no opponent/no opponent evasive forest (outside) > get wy sack
You can't carry that many items.

<598hp 458m 399mv no opponent/no opponent evasive forest (outside) > get wy sack
You can't carry that many items.

<598hp 458m 399mv no opponent/no opponent evasive forest (outside) > put ring sack
You cannot put such a powerful item in a container.

<598hp 458m 399mv no opponent/no opponent evasive forest (outside) > put ring sack
You cannot put such a powerful item in a container.

<598hp 458m 399mv no opponent/no opponent evasive forest (outside) >
Zersh tells you 'Bad things happening in town.'

<598hp 458m 399mv no opponent/no opponent evasive forest (outside) > eq
You are using:
<used as light> (Glowing) a small hot ball of fire
<worn on finger> a wyvern's eye
<worn on finger> a wyvern's eye
<worn around neck> (Glowing) an Order of Light amulet
<worn around neck> (Glowing) an Order of Light amulet
<worn on head> a casque of the Golden Flame
<worn on torso> (Glowing) (Humming) finely crafted silver platemail
<worn on arms> (Glowing) superior silver vambraces of perfection
<worn on hands> gauntlets of the Golden Flame
<worn on legs> leg guards of the Golden Flame
<worn on feet> greaves of the Golden Flame
<worn as buckler> (Glowing) a gem-studded golden buckler
<worn about body> a jet-black robe
<worn about waist> a girdle of the Golden Flame
<worn around wrist> a wyvern-marked bracer
<worn around wrist> a wyvern-marked bracer
<wielded two-handed> (Humming) the staff of storms
<floating nearby> a mithril dragon
<tattooed> (Glowing) a longsword sheathed in everflowing water

<598hp 458m 399mv no opponent/no opponent evasive forest (outside) > c
Players near you in Armageddon Sanctuary:
<PK> Solmundi The western edge of the forest

<598hp 458m 399mv no opponent/no opponent evasive forest (outside) > drop ring
You drop a melded ring.

<598hp 458m 399mv no opponent/no opponent evasive forest (outside) > drop ring
You drop a melded ring.
You no longer feel so virtuous.

<620hp 476m 399mv no opponent/no opponent evasive forest (outside) > sac ring
Kedaleam gives you 8 gold coins for your sacrifice.

<620hp 476m 399mv no opponent/no opponent evasive forest (outside) > sac ring
Kedaleam gives you 8 gold coins for your sacrifice.

<620hp 476m 399mv no opponent/no opponent evasive forest (outside) > get wy sack
You get a wyvern's tongue from a Big Ol'Pack Sack.

<620hp 476m 399mv no opponent/no opponent evasive forest (outside) > get wy sack
You get a wyvern's tongue from a Big Ol'Pack Sack.

<620hp 476m 399mv no opponent/no opponent evasive forest (outside) > get wy sack
You see nothing like that in a Big Ol'Pack Sack.

<620hp 476m 399mv no opponent/no opponent evasive forest (outside) > get hood sack
You see nothing like that in a Big Ol'Pack Sack.

<620hp 476m 399mv no opponent/no opponent evasive forest (outside) > x sack
A brownish leather-like sack rests here.
A Big Ol'Pack Sack holds:
( 2) a griffon's eye
( 3) (Glowing) (Humming) a Defender potion
(Glowing) a flask of sparkling water
( 2) a tin canteen
( 2) a lump of silver ore
(Glowing) (Humming) a deflective mithril-white claddagh of shielding
( 2) (Glowing) (Humming) a dragonblood mithril-white claddagh of evisceration
a perfect potion of recall
(Glowing) (Humming) a water cube
a bottle of strong dwarven firebreather
a raspberry flan
a thick black robe with a wyvern's head
a pale blue stone
a recipe for disaster
a diamond-white parasol (open)
(Glowing) (Humming) an onyx-black mithril-white bangle
a dragon's eye
(Glowing) (Humming) a dragonblood mithril-white bangle of evisceration
( 2) a griffon-marked bracer
( 3) (Glowing) a flaming torch
an admission ticket
a barrel
(Glowing) (Humming) a ruby-red mithril-white claddagh
(Glowing) (Humming) a shimmering mithril-white claddagh
(Glowing) (Humming) a shimmering mithril-white bangle
(Glowing) (Humming) a disease-scarred mithril-white claddagh of inoculation
(Glowing) (Humming) an onyx-black mithril-white bangle of reflexes
a tantalum girth
(Humming) a psi-faded pleated cuff of resistance
( 2) a shard fragment
( 3) (Glowing) a lava lamp
a deflective demonskin armor of shielding
a pair of deflective vampirebone gauntlets of turning
( 5) a packet of magic seeds
a bottle of house wine
a spotted purple pill
(Glowing) a nice looking ring
(Glowing) (Humming) a dragonwing mithril-white claddagh of homing
a leather bandit belt
(Glowing) (Humming) a psi-faded mithril-white claddagh of enlightenment
(Glowing) (Humming) a psi-faded mithril-white claddagh of resistance
a kite shield bearing the crest of Solace
(Glowing) a golden flambeau
a bottle of Valourian wine
a golden egg (closed)

<620hp 476m 399mv no opponent/no opponent evasive forest (outside) >
The clouds disappear.

<639hp 486m 399mv no opponent/no opponent evasive forest (outside) > get black sack
You can't carry that many items.

<639hp 486m 399mv no opponent/no opponent evasive forest (outside) > i
You are carrying:
( 2) a wyvern's tongue
(Glowing) the light of dawn
a solid mithril staff
a perfect potion of recall
(Glowing) (Humming) a wide-bladed steel sabre
(Glowing) (Humming) a Defender potion
an old boat
a Big Ol'Pack Sack (open)
a thick, scintillating gold bracer
(Humming) a peacemaker guisarme
(Humming) a peacemaker greatsword
(Glowing) (Humming) an onyx-black mithril-white bangle of alacrity
(Glowing) an amber amulet
a ring inscribed with a pearl drop

<639hp 486m 399mv no opponent/no opponent evasive forest (outside) > put 1. sack
You put a wyvern's tongue in a Big Ol'Pack Sack.

<639hp 486m 399mv no opponent/no opponent evasive forest (outside) > put 1. sack
You put a wyvern's tongue in a Big Ol'Pack Sack.

<639hp 486m 399mv no opponent/no opponent evasive forest (outside) > get black sack
You get a thick black robe with a wyvern's head from a Big Ol'Pack Sack.

<639hp 486m 399mv no opponent/no opponent active forest (outside) > wear black
You unwrap a jet-black robe from around your body.
You wrap a thick black robe with a wyvern's head about your body.

<639hp 486m 399mv no opponent/no opponent active forest (outside) > wh
[ H-Elf ] Magitor the Grunt
[ Elf ] <PK> Zersh the Holy Patriarch of Healing
[ Quasi ] <PK> Zexzel the Grand Spectre of Beguilement
[ Elf ] <PK> Akzylar the Sage of Arcane Power
[ Avian ] Trilil the Bringer of Torment
[ Duerg ] <PK> [Rival] (WANTED:*) Dogran the Wrath of an Immortal
[ Avian ] <PK> [Rival] (WANTED:***) Heinrildt Schwarz the Harbinger of Death
[ Elf ] <PK> Hiretsuna the Sage of Arcane Power
[50 Jotun Pal] <PK> [JUSTICE] (Lieutenant) Solmundi Visindi the Holy Knight
[ Quasi ] Sevak the Ethereal
[ Elf ] <PK> <SCHOLAR> Duchess Ilromie Illistarre the Sage of Arcane Power
Players found: 11
[KEEPER] The Balance prevails within the four kingdoms.
There are 11 characters on; the most on this past month was 19.

<639hp 486m 399mv no opponent/no opponent active forest (outside) > sco

/@============================================================-
| \
| Solmundi the Holy Knight, follower of Kedaleam |
| Adherent of Law, Rank Lieutenant of [JUSTICE] |
| You are 27 years old (163 hours, 20h:33m of bloodshed) |
| |
| Race: Jotun Hometown: Seringale Health: 639/908 |
| Sex: Male Alignment: Good Mana: 486/678 |
| Class: Paladin Ethos: Lawful Move: 399/399 |
\ -------------------------------------------/
| |
| Streng: 21 (22-1) Rating: Good Weight: 415/425 |
| Intell: 18 (18+0) Level: 50 Pracs: 3 |
| Wisdom: 23 (23+0) Exp tnl: 23760 Trains: 1 |
| Dexter: 15 (18-3) Guildpoint: 3/3 Items: 32/31 |
| Consti: 22 (22+0) Gold: 28513 Wimpy: 1 hp |
| Luck: Fortunate Hunger: [**---] Thirst: [**---] |
| |
| Condition: In prime health |
------------------------------------------ \
/ |
| Armor Vs Pierce: 386 Saving Throws |
| Hitroll: 32 Vs Bash: 418 Afflictive: 66 |
| Damroll: 31 Vs Slash: 381 Maledictive: 98 |
| Vs Magic: 356 Mental: 69 |
\==========================================================-/
You are affected by the following:
Spell: bless : modifies save vs spell by 6 for 30 hours
: modifies hitroll by 6 for 30 hours
Spell: armor : modifies armor class by 20 for 22 hours
Spell: virtuous light : modifies save vs maledictive by 5 for 22 hours
: modifies luck by 2 for 22 hours
: modifies armor class by 26 for 22 hours
Spell: detect invis : lasts for 17 hours
Spell: sanctuary : lasts for 7 hours
Spell: protection : modifies save vs spell by 1 for 0 hours
Skill: holy armor : modifies armor class by 103 permanently
Skill: buckler : modifies hitroll by -2 permanently
Set : Fire with Fire : modifies save vs afflictive by 16 permanently
: modifies hitroll by 6 permanently
: modifies damroll by 6 permanently
: modifies armor class by 75 permanently

<639hp 486m 399mv no opponent/no opponent active forest (outside) > chortle
Heh.

<639hp 486m 399mv no opponent/no opponent active forest (outside) >
You are thirsty.
You feel less protected.

<654hp 496m 399mv no opponent/no opponent active forest (outside) > c
Players near you in Armageddon Sanctuary:
<PK> Solmundi The western edge of the forest

<654hp 496m 399mv no opponent/no opponent active forest (outside) > prot
You feel holy and pure.

<654hp 461m 399mv no opponent/no opponent active forest (outside) > gccs
dc
pccs
You can't carry that many items.

<654hp 461m 399mv no opponent/no opponent active forest (outside) >
You can't find it.

<654hp 461m 399mv no opponent/no opponent active forest (outside) >
You can't find it.

<654hp 461m 399mv no opponent/no opponent active forest (outside) >
You can't find it.

<654hp 461m 399mv no opponent/no opponent active forest (outside) >
You do not have that item.

<654hp 461m 399mv no opponent/no opponent active forest (outside) > i
You are carrying:
(Glowing) the light of dawn
a solid mithril staff
a perfect potion of recall
(Glowing) (Humming) a wide-bladed steel sabre
(Glowing) (Humming) a Defender potion
an old boat
a Big Ol'Pack Sack (open)
a thick, scintillating gold bracer
(Humming) a peacemaker guisarme
(Humming) a peacemaker greatsword
(Glowing) (Humming) an onyx-black mithril-white bangle of alacrity
(Glowing) an amber amulet
a ring inscribed with a pearl drop
a jet-black robe

<654hp 461m 399mv no opponent/no opponent active forest (outside) > put mith sack
You put a solid mithril staff in a Big Ol'Pack Sack.

<654hp 461m 399mv no opponent/no opponent active forest (outside) > gcs
That makes no sense.

<654hp 461m 399mv no opponent/no opponent active forest (outside) > dc
You can't find it.

<654hp 461m 399mv no opponent/no opponent active forest (outside) >
You can't find it.

<654hp 461m 399mv no opponent/no opponent active forest (outside) >
You can't find it.

<654hp 461m 399mv no opponent/no opponent active forest (outside) > pccs
You do not have that item.

<654hp 461m 399mv no opponent/no opponent active forest (outside) > put robe sack
You put a jet-black robe in a Big Ol'Pack Sack.

<654hp 461m 399mv no opponent/no opponent active forest (outside) > gccs
You get a tin canteen from a Big Ol'Pack Sack.

<654hp 461m 399mv no opponent/no opponent active forest (outside) > dc
You drink water from a tin canteen.

<654hp 461m 399mv no opponent/no opponent active forest (outside) >
You drink water from a tin canteen.

<654hp 461m 399mv no opponent/no opponent active forest (outside) >
You drink water from a tin canteen.
Your thirst is quenched.

<654hp 461m 399mv no opponent/no opponent active forest (outside) > pccs
You put a tin canteen in a Big Ol'Pack Sack.

<654hp 461m 399mv no opponent/no opponent active forest (outside) > erra
You have been divinely empowered!
You are filled with holy wrath!
A special guard stops following you.
A special guard slowly disappears.

<654hp 431m 399mv no opponent/no opponent active forest (outside) > c
guard
Players near you in Armageddon Sanctuary:
<PK> Solmundi The western edge of the forest

<669hp 443m 399mv no opponent/no opponent active forest (outside) >
You failed the guard call.

<669hp 423m 399mv no opponent/no opponent active forest (outside) > c
Players near you in Armageddon Sanctuary:
<PK> Solmundi The western edge of the forest

<669hp 423m 399mv no opponent/no opponent active forest (outside) > guard
You yell 'Guards! Guards!'
A special guard now follows you.
A special guard comes to your rescue!

<669hp 383m 399mv no opponent/no opponent active forest (outside) > af
You are affected by the following:
Spell: bless : modifies save vs spell by 6 for 28 hours
: modifies hitroll by 6 for 28 hours
Skill: errantry : lasts for 23 hours
Spell: protection : modifies save vs spell by 1 for 23 hours
Spell: armor : modifies armor class by 20 for 20 hours
Spell: virtuous light : modifies save vs maledictive by 5 for 20 hours
: modifies luck by 2 for 20 hours
: modifies armor class by 26 for 20 hours
Spell: frenzy : modifies armor class by -40 for 15 hours
: modifies damroll by 8 for 15 hours
: modifies hitroll by 8 for 15 hours
Spell: detect invis : lasts for 15 hours
Spell: sanctuary : lasts for 5 hours
Skill: holy armor : modifies armor class by 103 permanently
Skill: buckler : modifies hitroll by -2 permanently
Set : Fire with Fire : modifies save vs afflictive by 16 permanently
: modifies hitroll by 6 permanently
: modifies damroll by 6 permanently
: modifies armor class by 75 permanently

<669hp 383m 399mv no opponent/no opponent active forest (outside) > c
Players near you in Armageddon Sanctuary:
<PK> Solmundi The western edge of the forest

<669hp 383m 399mv no opponent/no opponent calm forest (outside) > n
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 druid is here, chanting in a mysterious language.
A special guard walks in.

<669hp 383m 398mv no opponent/no opponent calm forest (outside) > n
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 skinny mouse scampers about, looking for something to eat.
A special guard walks in.

<669hp 383m 397mv no opponent/no opponent calm forest (outside) > tar
Your current target ($$) is : heinrildt

<669hp 383m 397mv no opponent/no opponent calm forest (outside) >
A skinny mouse walks north.

<669hp 383m 397mv no opponent/no opponent calm forest (outside) > wh
[ Elf ] Zersh the Holy Patriarch of Healing
[ Quasi ] <PK> Zexzel the Grand Spectre of Beguilement
[ Elf ] <PK> Akzylar the Sage of Arcane Power
[ Avian ] Trilil the Bringer of Torment
[ Duerg ] <PK> [Rival] (WANTED:***) Dogran the Wrath of an Immortal
[ Avian ] <PK> [Rival] (WANTED:***) Heinrildt Schwarz the Harbinger of Death
[ Elf ] <PK> Hiretsuna the Sage of Arcane Power
[50 Jotun Pal] <PK> [JUSTICE] (Lieutenant) Solmundi Visindi the Holy Knight
[ Quasi ] Sevak the Ethereal
[ Elf ] <PK> <SCHOLAR> Duchess Ilromie Illistarre the Sage of Arcane Power
Players found: 10
[KEEPER] The Balance prevails within the four kingdoms.
There are 10 characters on; the most on this past month was 19.

<669hp 383m 397mv no opponent/no opponent calm forest (outside) > target dogran
$$ will now be substituted with 'dogran' until you untarget.

<669hp 383m 397mv no opponent/no opponent calm forest (outside) > w
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]
A special guard walks in.

<669hp 383m 396mv no opponent/no opponent calm road (outside) > w
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]
A special guard walks in.

<669hp 383m 395mv no opponent/no opponent calm road (outside) > c
Players near you in Gwidry:
<PK> Solmundi A Dusty Road

<669hp 383m 395mv no opponent/no opponent calm road (outside) > n
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)]
A special guard walks in.

<669hp 383m 394mv no opponent/no opponent calm road (outside) > n
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]
A special guard walks in.

<669hp 383m 393mv no opponent/no opponent calm road (outside) > w
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]
A special guard walks in.

<669hp 383m 392mv no opponent/no opponent calm road (outside) > w
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]
A special guard walks in.

<669hp 383m 391mv no opponent/no opponent calm road (outside) > w
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]
A special guard walks in.

<683hp 398m 398mv no opponent/no opponent calm road (outside) > w
A Dusty Road
| You are at the intersection of two roads running through
| the quiet little agricultural village of Gwidry. Wandering
* | off to the east is a dusty path that has been created completely
| | by people walking over the land. Southwards a more well defined
@-+-+| road has been dug from the earth, its borders kept straight
| | and clear of obstacles. A small patch of grass grows here
+ | at the roadside, weeds beginning to take over its stronghold.
| |
+ |
---------+

[Exits: north east south]
An old fingerpost is erected here, pointing east and south.
A special guard walks in.

<683hp 398m 397mv no opponent/no opponent calm road (outside) > c
s
Players near you in Gwidry:
<PK> Solmundi A Dusty Road

<683hp 398m 397mv no opponent/no opponent calm road (outside) >
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)]
A special guard walks in.

<683hp 398m 396mv no opponent/no opponent calm road (outside) > s
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]
A special guard walks in.

<683hp 398m 395mv no opponent/no opponent calm road (outside) > s
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]
A yellow chicken wearing a long curly powdered wig struts around clucking.
A special guard walks in.

<683hp 398m 394mv no opponent/no opponent calm road (outside) > s
s
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 special guard walks in.

<683hp 398m 393mv no opponent/no opponent calm road (outside) >
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]
A country bumpkin is here.
A special guard walks in.

<683hp 398m 392mv no opponent/no opponent calm road (outside) > w
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]
A special guard walks in.

<683hp 398m 391mv no opponent/no opponent calm road (outside) > w
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]
A special guard walks in.

<683hp 398m 390mv no opponent/no opponent calm road (outside) > w
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]
A special guard walks in.

<683hp 398m 389mv no opponent/no opponent calm road (outside) > w
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]
A special guard walks in.

<683hp 398m 388mv no opponent/no opponent calm road (outside) > w
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.
A special guard walks in.

<683hp 398m 387mv no opponent/no opponent calm road (outside) > c
w
Players near you in Tenebria:
<PK> Solmundi Audsug Crossing

<683hp 398m 387mv no opponent/no opponent calm road (outside) >
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]
A special guard walks in.

<683hp 398m 386mv no opponent/no opponent calm road (outside) > w
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]
A special guard walks in.

<683hp 398m 385mv no opponent/no opponent calm road (outside) > s
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]
A special guard walks in.

<683hp 398m 384mv no opponent/no opponent calm hills (outside) > s
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 |
| |
z |
---------+

[Exits: north south]
A special guard walks in.

<683hp 398m 382mv no opponent/no opponent calm hills (outside) > sco

/@============================================================-
| \
| Solmundi the Holy Knight, follower of Kedaleam |
| Adherent of Law, Rank Lieutenant of [JUSTICE] |
| You are 27 years old (163 hours, 20h:35m of bloodshed) |
| |
| Race: Jotun Hometown: Seringale Health: 683/908 |
| Sex: Male Alignment: Good Mana: 398/678 |
| Class: Paladin Ethos: Lawful Move: 382/399 |
\ -------------------------------------------/
| |
| Streng: 21 (22-1) Rating: Good Weight: 415/425 |
| Intell: 18 (18+0) Level: 50 Pracs: 3 |
| Wisdom: 23 (23+0) Exp tnl: 23760 Trains: 1 |
| Dexter: 15 (18-3) Guildpoint: 3/3 Items: 30/31 |
| Consti: 22 (22+0) Gold: 28513 Wimpy: 1 hp |
| Luck: Fortunate Hunger: [**---] Thirst: [*****] |
| |
| Condition: In prime health |
------------------------------------------ \
/ |
| Armor Vs Pierce: 346 Saving Throws |
| Hitroll: 40 Vs Bash: 378 Afflictive: 66 |
| Damroll: 39 Vs Slash: 341 Maledictive: 98 |
| Vs Magic: 316 Mental: 69 |
\==========================================================-/
You are affected by the following:
Spell: bless : modifies save vs spell by 6 for 27 hours
: modifies hitroll by 6 for 27 hours
Skill: errantry : lasts for 22 hours
Spell: protection : modifies save vs spell by 1 for 22 hours
Spell: armor : modifies armor class by 20 for 19 hours
Spell: virtuous light : modifies save vs maledictive by 5 for 19 hours
: modifies luck by 2 for 19 hours
: modifies armor class by 26 for 19 hours
Spell: frenzy : modifies armor class by -40 for 14 hours
: modifies damroll by 8 for 14 hours
: modifies hitroll by 8 for 14 hours
Spell: detect invis : lasts for 14 hours
Spell: sanctuary : lasts for 4 hours
Skill: holy armor : modifies armor class by 103 permanently
Skill: buckler : modifies hitroll by -2 permanently
Set : Fire with Fire : modifies save vs afflictive by 16 permanently
: modifies hitroll by 6 permanently
: modifies damroll by 6 permanently
: modifies armor class by 75 permanently

<683hp 398m 382mv no opponent/no opponent calm hills (outside) > s
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
z | 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]
A special guard walks in.

<683hp 398m 380mv no opponent/no opponent calm hills (outside) > s
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
z | 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]
A special guard walks in.

<683hp 398m 378mv no opponent/no opponent calm hills (outside) > c
s
Players near you in Tenebria:
<PK> Solmundi A Path Through the Foothills

<683hp 398m 378mv no opponent/no opponent calm hills (outside) >
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
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]
A special guard walks in.

<683hp 398m 376mv no opponent/no opponent calm hills (outside) > s
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]
A special guard walks in.

<683hp 398m 374mv no opponent/no opponent calm hills (outside) > s
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]
A special guard walks in.

<683hp 398m 372mv no opponent/no opponent calm field (outside) > w
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]
A special guard swims in.

<683hp 398m 371mv no opponent/no opponent calm river (outside) > w
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]
A special guard climbs in.

<683hp 398m 369mv no opponent/no opponent calm mountain (outside) > d
e
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]
A special guard climbs in.

<683hp 398m 367mv no opponent/no opponent calm mountain (outside) >
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]
A special guard climbs in.

<683hp 398m 365mv no opponent/no opponent calm mountain (outside) > c
s
Players near you in Eastern Road:
<PK> Solmundi Road to Tenebria

<683hp 398m 365mv no opponent/no opponent calm mountain (outside) >
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]
A special guard walks in.

<683hp 398m 363mv no opponent/no opponent calm field (outside) > s
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]
A special guard walks in.

<683hp 398m 362mv no opponent/no opponent calm field (outside) > s
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, looking dejected.
A special guard walks in.

<683hp 398m 361mv no opponent/no opponent calm road (outside) > w
w
Along the Eastern Road
o | You are traveling along a well-travelled road between Seringale
| | and the lands to the east. A northern road crosses this
o | one to the east. The path has been created from a light
| | stone material that is very resilient. It has worn away
+-+-@-+-+| over time from the flow of traffic that has passed through
| | here. This is one of Serin's busiest trade routes.
+ |
| |
+-+ |
---------+

[Exits: east west]
A special guard walks in.

<683hp 398m 360mv no opponent/no opponent calm road (outside) >
Along the Eastern Road
o| You are traveling along a well-travelled road between
|| Seringale and the lands to the east. The path has been
o| created from a light stone material that is very resilient.
|| It has worn away over time from the flow of traffic that
+-+-@-+-+| has passed through here. This is one of Serin's busiest
|| trade routes.
+|
||
+-+|
---------+

[Exits: east west]
A special guard walks in.

<683hp 398m 359mv no opponent/no opponent calm road (outside) > w
Along the Eastern Road
| You are traveling along a well-travelled road between
| Seringale and the lands to the east. The path has been
| created from a light stone material that is very resilient.
| It has worn away over time from the flow of traffic that
+-+-@-+-+| has passed through here. This is one of Serin's busiest
| trade routes.
|
|
|
---------+

[Exits: east west]
A special guard walks in.

<683hp 398m 358mv no opponent/no opponent calm road (outside) > w
Along the Eastern Road
| You are traveling along a well-travelled road between
| Seringale and the lands to the east. The path has been
| created from a light stone material that is very resilient.
| It has worn away over time from the flow of traffic that
+-+-@-+-+| has passed through here. This is one of Serin's busiest
| trade routes.
|
|
|
---------+

[Exits: east west]
A special guard walks in.

<683hp 398m 357mv no opponent/no opponent calm road (outside) > w
City Entrance
+ | You stand on the outskirts of Seringale, the capital of this
| | land. The road leads east along a dusty road, while to the west
+ | it becomes the main street of the town, surrounded by a mass
| | confusion of shops, bars, and market places. The east gates of
+-+-@-+-+| the town lie directly to the west of here.
| |
+ |
| |
+ |
---------+

[Exits: east west]
A special guard walks in.

<683hp 398m 356mv no opponent/no opponent calm road (outside) > w
Outside the East Gate
+ | You are outside the East Gate of Seringale. Before you is a
| | great wall. It is made of huge slabs of white stones with
+ | various figures of birds, beasts, and dragons carved into
| | it. The great wall soars over your head at over 30 spans tall.
+-+-@-+-+| You see the entrance into the city of Seringale to the west
| | and a road travelling out of the city to the east.
+ |
| |
+ |
---------+

[Exits: east west]
A special guard walks in.

<683hp 398m 355mv no opponent/no opponent calm city (outside) > c
w
Players near you in Seringale:
Zersh North Square
Trilil Entrance of the Necromancer Guild
<PK> Solmundi Outside the East Gate

<683hp 398m 355mv no opponent/no opponent calm city (outside) >
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.
| | |
* + |
| |
+ |
---------+

[Exits: north east south west]
The torn-out heart of a dwarven city guard is lying here.
A gate guard is here guarding the gates of Seringale.
A gate guard is here guarding the gates of Seringale.
A special guard walks in.

<683hp 398m 354mv no opponent/no opponent calm city (outside) > w
The East Common Road
+ | You are on the Common Road of Seringale. All around you
| | are busy people hurrying along minding their own business.
S-* + | The Common Road continues to the east and the west.
| | |
+-+-@-+-+|
| | |
* + |
| |
+ |
---------+

[Exits: east west]
A half-elf city guard of Seringale stands watch here.
A special guard walks in.

<683hp 398m 353mv no opponent/no opponent calm road (outside) > w
The East Common Road
+| You are on the Common Road of Seringale. All around you
|| are busy people hurrying along minding their own business.
S-* +| You see a shop with a sign of a leather collar to the
| || north, a shop with a sign of a glittering diamond to
+-+-@-+-+| the south, and the Common Road continues to the east
| | || and the west.
+-+ * +|
| ||
+-+ +|
---------+

[Exits: north east south west]
A special guard walks in.

<683hp 398m 352mv no opponent/no opponent calm road (outside) > w
The East Common Road
* | You are on the Common Road of Seringale. All around you
| | are busy people hurrying along minding their own business.
+-* S-*| The Common Road continues to the east and the west.
| | |
+-+-@-+-+|
| | | |
* +-+ * |
| |
+-+-*|
---------+

[Exits: east west]
A special guard walks in.

<683hp 398m 351mv no opponent/no opponent calm road (outside) > w
w
The Eastern Monument
* | Standing in the center of the road is a large marble
| | monument, chiseled at odd angles and serving as a landmark
* +-* 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
* * +-+ *| the Common Road continues to the east and west.
| | |
* +-+|
---------+

[Exits: east south west]
A special guard walks in.

<683hp 398m 350mv no opponent/no opponent calm city (outside) >
The East Common Road
* | You are on the Common Road of Seringale. All around you
| | are busy people hurrying along minding their own business.
* * +-* | You see the entrance to the Warrior Guild to the north,
| | | | a shop with a sign of a needle to the south, and the
+-+-@-+-+| Common Road continues to the east and the west.
| | | | |
* * * +-+|
| ||
*-* +|
---------+

[Exits: north east south west]
A special guard walks in.

<683hp 398m 349mv no opponent/no opponent calm road (outside) > w
The East Common Road
+-S *| You are on the Common Road of Seringale. All around you are
| || busy people hurrying along minding their own business. The
+-* * +-*| smell of fresh bread wafts in from the north of here. A shop
| | | | with a sign of an iron hammer is south.
+-@-+-+|
| | | ||
+-* * * +|
| | |
+-*-* |
---------+

[Exits: north east south west]
A jagged key lies here.
A special guard walks in.

<683hp 398m 348mv no opponent/no opponent calm road (outside) > w
East of Market Square
S-+-S | You are east of Market Square. A marvellous monument has
| | been erected here in the middle of the city of Seringale,
*-+-* * +| ever flowing with clear with clear drinkable water. The
| | | || road is well worn from the traffic constantly passing over
+ @-+-+| it. A path leads north and south around the fountain, while
| | | || the common road continues to the east.
*-+-* * *|
| | |
S-+-*-* |
---------+

[Exits: north east south]
A special guard walks in.

<683hp 398m 347mv no opponent/no opponent calm city (outside) > c
Players near you in Seringale:
Zersh North Square
Trilil Entrance of the Necromancer Guild
<PK> Solmundi East of Market Square

<683hp 398m 347mv no opponent/no opponent calm city (outside) > s
Southeast of Market Square
*-+-* * +| You are standing southeast of the Market Square. A marvellous
| | | || monument has been erected here in the middle of the city
+ +-+-+| of Seringale, ever flowing with clear drinkable water. The
| | | || road is well worn from the traffic constantly passing over
*-+-@ * *| it. You see a path around the square to the west and north.
| | |
S-+-*-* |
| |
S-+-* |
---------+

[Exits: north west]
A glowing banner bearing the emblem of Seringale rests here.
A special guard walks in.

<683hp 398m 346mv no opponent/no opponent calm inside (indoors) > w
South of Market Square
* *-+-* *| You are south of Market Square. A marvellous monument has
| | | || been erected here in the middle of the city of Seringale,
+-+ +-+| ever flowing with clear drinkable water. The road is well
| | | || worn from the traffic constantly passing over it. A path
* *-@-* *| leads east and west around the fountain, while the main
| || street continues to the south.
S-+-*-*|
| |
S-+-* |
---------+

[Exits: east south west]
A special guard walks in.

<683hp 398m 345mv no opponent/no opponent calm city (outside) > s
The Main Street
+-+ +-+| You are on the Main Street of Seringale. It is a wide street
| | | || with lots of space to both sides. There are tons of people
* *-+-* *| rushing from one place to another, minding their own business.
| || You see a shop with a sign of a sword and axe to the east
S-@-*-*| and to the west, the pet shop.
| |
S-+-* |
| |
S-+-S |
---------+

[Exits: north east south west]
A magical spring flows from the ground here.
A special guard walks in.

<683hp 398m 344mv no opponent/no opponent calm road (outside) > s
s
The Main Street
*-+-* *| You are on the Main Street of Seringale. It is a wide
| || street with lots of space to both sides. There are tons
S-+-*-*| of people rushing from one place to another, minding
| | their own business. You see entrances to taverns on
S-@-* | both sides of the street and the Main Street continues
| | to the north and the south.
S S-+-S |
| | |
+-+-+-+-+|
---------+

[Exits: north east south west]
A purple pill with white spots lies here.
A drow city guard of Seringale stands watch here.
A beggar wanders around asking for spare gold.
A beggar wanders around asking for spare gold.
A beggar wanders around asking for spare gold.
A beggar wanders around asking for spare gold.
A special guard walks in.

<683hp 398m 343mv no opponent/no opponent calm road (outside) >
The Main Street
S-+-*-*| You are on the Main Street of Seringale. It is a wide
| | street with lots of space to both sides. There are tons
S-+-* | of people rushing from one place to another, minding
| | their own business. You see the Main Street continues
S S-@-S | to the north, entrances to taverns on both sides of the
| | | street and the South Square to the south.
+-+-+-+-+|
| | ||
+ S-+-S +|
---------+

[Exits: north east south west]
A special guard walks in.

<683hp 398m 342mv no opponent/no opponent calm road (outside) > s
South Square
S-+-* | You are at the South Square of Seringale. It is gloomy
| | and dim here. The square is a tiny opening in between
S S-+-S | a few broken down buildings. The air is stuffy and pungent
| | | from the various trash lying all over the ground. You
+-+-@-+-+| see the Main Street to the north and the south, and the
| | || South Road to the east and west.
+ S-+-S +|
| | |
+ +-+-o |
---------+

[Exits: north east south west down]
A halfling citizen of Seringale strolls about.
A special guard walks in.

<683hp 398m 341mv no opponent/no opponent calm city (outside) > s
The South Main Street
S S-+-S | You are on the Main Street of Seringale. It is a wide street
| | | with lots of space to both sides. Although the street
+-+-+-+-+| is wide, it is very poorly lit, so it is very gloomy and
| | || dim here. All around you are beggars and panhandlers dressed
+ S-@-S +| in filthy clothing. The buildings surrounding you are
| | | old and run down. They seem like they have been made ages
+ +-+-o | ago. The once bright red bricks that the buildings are
| | | made of are now only pale, brittle chunks barely holding
*-* +-S | the walls of the buildings together. You see the South
---------+ Square to the north, entrances to taverns on both side
of the street and the Main Street continues to the south.

[Exits: north east south west]
A special guard walks in.

<683hp 398m 340mv no opponent/no opponent calm road (outside) > s
The South Main Street
+-+-+-+-+| You are on the Main Street of Seringale. It is a wide street
| | || with lots of space to both sides. Although the street is
+ S-+-S +| wide, it is very poorly lit, so it is very gloomy and dim
| | | here. All around you are beggars and panhandlers dressed
+ +-@-o | in filthy clothing. The buildings surrounding you are old
| | | and run down. They seem like they have been made ages ago.
*-* +-S | The once bright red bricks that the buildings are made of
| | are now only pale, brittle chunks barely holding the walls
+ | of the buildings together. You see the entrance to the Necromancer
---------+ Guild to the west and the Mausoleum to the east. The Main
Street continues to the north and the south.

[Exits: north east south west]
A special guard walks in.

<683hp 398m 339mv no opponent/no opponent calm road (outside) > s
The South Main Street
S-+-S | You are on the Main Street of Seringale. It is a wide street
| | with lots of space to both sides. Although the street is
+-+-o | wide, it is very poorly lit, so it is very gloomy and dim
| | | here. All around you are filthy beggars and panhandlers dressed
*-* @-S | in filthy clothing. The buildings surrounding you are old
| | and run down. They seem like they have been made ages ago.
+ | The once bright red bricks that the buildings are made of
| | are now only pale, brittle chunks barely holding the walls
+ | of the buildings together. You see the Main Street continues
---------+ to the north and the south.

[Exits: north east south]
The sliced-off hand of the goblin lieutenant is lying here.
A steaming pile of the goblin lieutenant's entrails is lying here.
The goblin extermination enforcer is here hunting down goblins.
A special guard walks in.

<683hp 398m 338mv no opponent/no opponent calm road (outside) > s

The night is about to end.
You are hungry.

<698hp 410m 392mv no opponent/no opponent calm road (outside) >
A Small Bridge
+-+-o | You are on a small bridge in Seringale. A river flows beneath
| | | the bridge slowly. Splinters line the small wooden railings
*-* +-S | that are mounted on both sides of the bridge. The wooden
| | planks of the bridge hangs on to the frame of the bridge
@ | loosely, ready to come apart at any moment. The thick ropes
| | tying the planks together are old and worn, about to snap
+ | at will. The Main Street continues to the north and south
| | and a ladder leads down the bridge into the river below
+ | you.
---------+

[Exits: north south down]
A pair of gilded golden gargoyles oversee each side of the bridge.
A special guard walks in.

<698hp 410m 391mv no opponent/no opponent calm road (outside) > s
The South Main Street
+-S | You are on the Main Street of Seringale. It is a wide street
| | with lots of space to both sides. Although the street is
+ | wide, it is very poorly lit, so it is very gloomy and dim
| | here. All around you are beggars and panhandlers dressed
@ | in filthy clothing. The buildings surrounding you are old
| | and run down. They seem like they have been made ages ago.
+ | The once bright red bricks that the buildings are made of
| | are now only pale, brittle chunks barely holding the walls
+ | of the buildings together. You see the Main Street continues
---------+ to the north and the south.

[Exits: north south]
The corpse of a half-elf city guard is lying here.
A dwarven citizen of Seringale plods around the town.
A special guard walks in.

<698hp 410m 390mv no opponent/no opponent calm road (outside) > sco

/@============================================================-
| \
| Solmundi the Holy Knight, follower of Kedaleam |
| Adherent of Law, Rank Lieutenant of [JUSTICE] |
| You are 27 years old (163 hours, 20h:35m of bloodshed) |
| |
| Race: Jotun Hometown: Seringale Health: 698/908 |
| Sex: Male Alignment: Good Mana: 410/678 |
| Class: Paladin Ethos: Lawful Move: 390/399 |
\ -------------------------------------------/
| |
| Streng: 21 (22-1) Rating: Good Weight: 415/425 |
| Intell: 18 (18+0) Level: 50 Pracs: 3 |
| Wisdom: 23 (23+0) Exp tnl: 23760 Trains: 1 |
| Dexter: 15 (18-3) Guildpoint: 3/3 Items: 30/31 |
| Consti: 22 (22+0) Gold: 28513 Wimpy: 1 hp |
| Luck: Fortunate Hunger: [*----] Thirst: [*****] |
| |
| Condition: In prime health |
------------------------------------------ \
/ |
| Armor Vs Pierce: 346 Saving Throws |
| Hitroll: 40 Vs Bash: 378 Afflictive: 66 |
| Damroll: 39 Vs Slash: 341 Maledictive: 98 |
| Vs Magic: 316 Mental: 69 |
\==========================================================-/
You are affected by the following:
Spell: bless : modifies save vs spell by 6 for 26 hours
: modifies hitroll by 6 for 26 hours
Skill: errantry : lasts for 21 hours
Spell: protection : modifies save vs spell by 1 for 21 hours
Spell: armor : modifies armor class by 20 for 18 hours
Spell: virtuous light : modifies save vs maledictive by 5 for 18 hours
: modifies luck by 2 for 18 hours
: modifies armor class by 26 for 18 hours
Spell: frenzy : modifies armor class by -40 for 13 hours
: modifies damroll by 8 for 13 hours
: modifies hitroll by 8 for 13 hours
Spell: detect invis : lasts for 13 hours
Spell: sanctuary : lasts for 3 hours
Skill: holy armor : modifies armor class by 103 permanently
Skill: buckler : modifies hitroll by -2 permanently
Set : Fire with Fire : modifies save vs afflictive by 16 permanently
: modifies hitroll by 6 permanently
: modifies damroll by 6 permanently
: modifies armor class by 75 permanently

<698hp 410m 390mv no opponent/no opponent calm road (outside) > c
Players near you in Seringale:
Zersh North Square
<PK> Lerimar Bloody Dojo
Trilil Entrance of the Necromancer Guild
<PK> Solmundi The South Main Street

<698hp 410m 390mv no opponent/no opponent calm road (outside) > crfo
You lost your concentration.

<698hp 398m 390mv no opponent/no opponent calm road (outside) > c
crfo
get mush
eat mush
Players near you in Seringale:
Zersh North Square
Trilil Entrance of the Necromancer Guild
<PK> Solmundi The South Main Street

<698hp 398m 390mv no opponent/no opponent calm road (outside) >
A magic mushroom suddenly appears.

<698hp 373m 390mv no opponent/no opponent calm road (outside) >
You get a magic mushroom.

<698hp 373m 390mv no opponent/no opponent calm road (outside) >
You eat a magic mushroom.
You are full.

<698hp 373m 390mv no opponent/no opponent calm road (outside) > s
Inside the South Gate
+ | You are inside the South 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 thirty spans tall.
| | You see the city to the north, the south gate to the south,
@ | and the battlement of the city above you.
| |
+ |
| |
o |
---------+

[Exits: north south up]
A gate guard is here guarding the gates of Seringale.
A gate guard is here guarding the gates of Seringale.
A special guard walks in.
A gate guard steps aside and allows you to pass him.
A gate guard says 'Behold! The grand city of Seringale!'

<698hp 373m 389mv no opponent/no opponent calm city (outside) > s
Outside the South Gate
+ | You are outside the South 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 thirty spans
@ | tall. You see the entrance into the city of Seringale to
| | the north and a path leading south towards a large grassy
o | field.
| |
o |
---------+

[Exits: north south]
You see 2 of a war banner of Seringale here.
A steaming pile of a duergar city guard's entrails is lying here.
A special guard walks in.

<698hp 373m 388mv no opponent/no opponent calm city (outside) > s
Atop a small hillock
+ | The view from atop this hill looks over the large city
| | of Seringale to the north. Large banners speckle the
+ | battlements that surround the city, and past them the
| | ever busy streets carve their way through the equally
@ f-f| busy shops, temples, and guilds. The path north of you
| | || leads right up to Seringale's southern gate. The cobbled
o f-f| path also heads back down the hill to the south.
| | ||
o-+-f-f|
---------+

[Exits: north south]
A special guard walks in.

<698hp 373m 387mv no opponent/no opponent calm field (outside) > s
Along a marked path
+ | Worn stones show the constant use of the cobbled path,
| | but it in overall good repair. Nothing blocks the view
o f-f| of the wide open sky or a pair of mountains off to the
| | || southwest. A large grassy hill can be seen to the south
@ f-f| overlooking the path. The cobbled path slopes up to the
| | || north, where just beyond the city of Seringale rises.
o-+-f-f| It also leads to the south, curving into an open, grassy
| | || field.
*-F-+ f-f|
---------+

[Exits: north south]
A special guard walks in.

<698hp 373m 386mv no opponent/no opponent calm field (outside) > c
Players near you in The Miden'nir:
<PK> Solmundi Along a marked path
Sevak Path on the mountain

<698hp 373m 386mv no opponent/no opponent calm field (outside) > s
A cobbled path
o f-f| Worn stones show the constant use of the cobbled path,
| | || but it in overall good repair. A dirt path picks up to
o f-f| the east as it cuts through the commons. Wooden walls
| | || stand out against the surroundings to the south, just
o-@-f-f| past the cobbled path. A shaky bridge has been built
| | || east, leading over muddied ground into a wet-looking
*-F-+ f-f| field. A well-cleared path leads north towards a large-looking
| | | || town.
*-* * f-x|
---------+

[Exits: north east south west]
A thick stack of letters lies scattered about, each one addressed to a different name.
(Glowing) A post on the bridge has been illuminated with a fire torch.
A special guard walks in.

<698hp 373m 385mv no opponent/no opponent calm road (outside) > s
A cobbled path
o f-f| The majestic city of Seringale rises past the hills to
| | || the north, even from here it has an inviting air to it.
o-+-f-f| Green fields east of here are spotted with grazing animals
| | || and small outposts of goblins. This road has seen little
*-F-@ f-f| hardships, only showing minor repairs from general use.
| | | || The cobbled path butts right up against a small inn to
*-* * f-x| the south, or you can follow it to the north. There are
| || some apparent solid footholds down the river bank too,
x-x x| which seems to be changing direction again.
---------+

[Exits: north south west down]
A magical spring flows from the ground here.
A short pump juts out of the ground, a layer of rust covering it.
A special guard walks in.

<698hp 373m 384mv no opponent/no opponent calm road (outside) > s
s
Old Stables
o-+-f-f| An old wooden shed has been converted into stables here, in
| | || a shady area chosen noticeably distant from the Inn. Strange
*-F-+ f-f| sounds and smells emanate from within. A cobblestone path
| | | || runs north and south just next to it. To the west, you can
*-* @ f-x| see and smell the Slaughtered Lamb inn. The path becomes obscured
| | by fog to the south.
x-x |
|
|
---------+

[Exits: north south]
You see 3 of a falchion here.
A realistic-looking wooden horse has been set up here.
You see 2 of a voulge here.
Irion the Wordbearer rests next to the "horse".
A special guard walks in.
Irion the Wordbearer says 'Please do me a brief service, Solmundi. Rest on my horse and help me assign some tasks.'

<698hp 373m 383mv no opponent/no opponent calm inside (indoors) >
The Trail
*-F-+ | You are at the outskirts of a trail that leads up a mountainside,
| | | but a thick fog prevents any vision of what lies further.
*-* * | The steps of the Slaughtered Lamb inn extend a warm welcome
| | to the north, away from the quietly foreboding fog that has
x-@ | gathered itself around the trail behind the inn. The wind
| blows softly, carrying upon it soft whispers that invite you
| to travel westwards and discover what lies beyond the veil.
|
|
---------+

[Exits: north west]
A curved sword with a heavy tip sits here.
A long polearm with a curved blade is here.
A special guard climbs in.

<698hp 373m 382mv no opponent/no opponent calm mountain (outside) > w
A Fog-Shrouded Trail
~<*-F-+ | You are on a fog-shrouded trail which runs up the side of
| | | this dark mountain. The ground is wet and muddy with melted
*-* * | snow, and the path which should lead to the Miden'nir disappears
| | amongst the mist and the trees. There is nothing for you
@-x | to do but follow the trail that twists up towards the broken,
| snow-covered heights of the mountain range. An old stone
| tablet with inscriptions stands beside a bush in the corner.
|
|
---------+

[Exits: east up]
A special guard climbs in.

<698hp 373m 380mv no opponent/no opponent calm mountain (outside) > c
Players near you in Emerald Forest:
<PK> Solmundi A Fog-Shrouded Trail

<698hp 373m 380mv no opponent/no opponent calm mountain (outside) > wh
[ Elf ] Zersh the Holy Patriarch of Healing
[ Quasi ] <PK> Zexzel the Grand Spectre of Beguilement
[ Elf ] <PK> Akzylar the Sage of Arcane Power
[ Avian ] Trilil the Bringer of Torment
[ Duerg ] <PK> [Rival] (WANTED:***) Dogran the Wrath of an Immortal
[ Avian ] <PK> [Rival] (WANTED:***) Heinrildt Schwarz the Harbinger of Death
[ Elf ] <PK> Hiretsuna the Sage of Arcane Power
[50 Jotun Pal] <PK> [JUSTICE] (Lieutenant) Solmundi Visindi the Holy Knight
[ Quasi ] Sevak the Ethereal
[ Elf ] <PK> <SCHOLAR> Duchess Ilromie Illistarre the Sage of Arcane Power
Players found: 10
[KEEPER] The Balance prevails within the four kingdoms.
There are 10 characters on; the most on this past month was 19.

<698hp 373m 380mv no opponent/no opponent calm mountain (outside) > e
The Trail
*-F-+ | You are at the outskirts of a trail that leads up a mountainside,
| | | but a thick fog prevents any vision of what lies further.
*-* * | The steps of the Slaughtered Lamb inn extend a warm welcome
| | to the north, away from the quietly foreboding fog that has
x-@ | gathered itself around the trail behind the inn. The wind
| blows softly, carrying upon it soft whispers that invite you
| to travel westwards and discover what lies beyond the veil.
|
|
---------+

[Exits: north west]
A curved sword with a heavy tip sits here.
A long polearm with a curved blade is here.
A special guard climbs in.

<698hp 373m 378mv no opponent/no opponent calm mountain (outside) > c
Players near you in The Miden'nir:
<PK> Solmundi The Trail
Sevak Path on the mountain

<698hp 373m 378mv no opponent/no opponent calm mountain (outside) > n
Old Stables
o-+-f-f| An old wooden shed has been converted into stables here, in
| | || a shady area chosen noticeably distant from the Inn. Strange
*-F-+ f-f| sounds and smells emanate from within. A cobblestone path
| | | || runs north and south just next to it. To the west, you can
*-* @ f-x| see and smell the Slaughtered Lamb inn. The path becomes obscured
| | by fog to the south.
x-x |
|
|
---------+

[Exits: north south]
You see 3 of a falchion here.
A realistic-looking wooden horse has been set up here.
You see 2 of a voulge here.
Irion the Wordbearer rests next to the "horse".
A special guard walks in.

<698hp 373m 376mv no opponent/no opponent calm inside (indoors) > n
A cobbled path
o f-f| The majestic city of Seringale rises past the hills to
| | || the north, even from here it has an inviting air to it.
o-+-f-f| Green fields east of here are spotted with grazing animals
| | || and small outposts of goblins. This road has seen little
*-F-@ f-f| hardships, only showing minor repairs from general use.
| | | || The cobbled path butts right up against a small inn to
*-* * f-x| the south, or you can follow it to the north. There are
| || some apparent solid footholds down the river bank too,
x-x x| which seems to be changing direction again.
---------+

[Exits: north south west down]
A magical spring flows from the ground here.
A short pump juts out of the ground, a layer of rust covering it.
A special guard walks in.

<698hp 373m 375mv no opponent/no opponent calm road (outside) > n
A cobbled path
o f-f| Worn stones show the constant use of the cobbled path,
| | || but it in overall good repair. A dirt path picks up to
o f-f| the east as it cuts through the commons. Wooden walls
| | || stand out against the surroundings to the south, just
o-@-f-f| past the cobbled path. A shaky bridge has been built
| | || east, leading over muddied ground into a wet-looking
*-F-+ f-f| field. A well-cleared path leads north towards a large-looking
| | | || town.
*-* * f-x|
---------+

[Exits: north east south west]
A thick stack of letters lies scattered about, each one addressed to a different name.
(Glowing) A post on the bridge has been illuminated with a fire torch.
A special guard walks in.

<698hp 373m 374mv no opponent/no opponent calm road (outside) > n
Along a marked path
+ | Worn stones show the constant use of the cobbled path,
| | but it in overall good repair. Nothing blocks the view
o f-f| of the wide open sky or a pair of mountains off to the
| | || southwest. A large grassy hill can be seen to the south
@ f-f| overlooking the path. The cobbled path slopes up to the
| | || north, where just beyond the city of Seringale rises.
o-+-f-f| It also leads to the south, curving into an open, grassy
| | || field.
*-F-+ f-f|
---------+

[Exits: north south]
A special guard walks in.

<698hp 373m 373mv no opponent/no opponent calm field (outside) > n
Atop a small hillock
+ | The view from atop this hill looks over the large city
| | of Seringale to the north. Large banners speckle the
+ | battlements that surround the city, and past them the
| | ever busy streets carve their way through the equally
@ f-f| busy shops, temples, and guilds. The path north of you
| | || leads right up to Seringale's southern gate. The cobbled
o f-f| path also heads back down the hill to the south.
| | ||
o-+-f-f|
---------+

[Exits: north south]
A special guard walks in.

<698hp 373m 372mv no opponent/no opponent calm field (outside) > n
Outside the South Gate
+ | You are outside the South 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 thirty spans
@ | tall. You see the entrance into the city of Seringale to
| | the north and a path leading south towards a large grassy
o | field.
| |
o |
---------+

[Exits: north south]
You see 2 of a war banner of Seringale here.
A steaming pile of a duergar city guard's entrails is lying here.
A special guard walks in.

<698hp 373m 371mv no opponent/no opponent calm city (outside) > c
Players near you in Seringale:
Zersh North Square
Trilil Entrance of the Necromancer Guild
<PK> Solmundi Outside the South Gate

<698hp 373m 371mv no opponent/no opponent calm city (outside) > n
Inside the South Gate
+ | You are inside the South 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 thirty spans tall.
| | You see the city to the north, the south gate to the south,
@ | and the battlement of the city above you.
| |
+ |
| |
o |
---------+

[Exits: north south up]
A gate guard is here guarding the gates of Seringale.
A gate guard is here guarding the gates of Seringale.
A special guard walks in.
A gate guard steps aside and allows you to pass him.
A gate guard says 'Behold! The grand city of Seringale!'

<698hp 373m 370mv no opponent/no opponent calm city (outside) > n
The South Main Street
+-S | You are on the Main Street of Seringale. It is a wide street
| | with lots of space to both sides. Although the street is
+ | wide, it is very poorly lit, so it is very gloomy and dim
| | here. All around you are beggars and panhandlers dressed
@ | in filthy clothing. The buildings surrounding you are old
| | and run down. They seem like they have been made ages ago.
+ | The once bright red bricks that the buildings are made of
| | are now only pale, brittle chunks barely holding the walls
+ | of the buildings together. You see the Main Street continues
---------+ to the north and the south.

[Exits: north south]
The corpse of a half-elf city guard is lying here.
A dwarven citizen of Seringale plods around the town.
A special guard walks in.

<698hp 373m 369mv no opponent/no opponent calm road (outside) > n
A Small Bridge
+-+-o | You are on a small bridge in Seringale. A river flows beneath
| | | the bridge slowly. Splinters line the small wooden railings
*-* +-S | that are mounted on both sides of the bridge. The wooden
| | planks of the bridge hangs on to the frame of the bridge
@ | loosely, ready to come apart at any moment. The thick ropes
| | tying the planks together are old and worn, about to snap
+ | at will. The Main Street continues to the north and south
| | and a ladder leads down the bridge into the river below
+ | you.
---------+

[Exits: north south down]
A pair of gilded golden gargoyles oversee each side of the bridge.
A special guard walks in.

<698hp 373m 368mv no opponent/no opponent calm road (outside) > n
The South Main Street
S-+-S | You are on the Main Street of Seringale. It is a wide street
| | with lots of space to both sides. Although the street is
+-+-o | wide, it is very poorly lit, so it is very gloomy and dim
| | | here. All around you are filthy beggars and panhandlers dressed
*-* @-S | in filthy clothing. The buildings surrounding you are old
| | and run down. They seem like they have been made ages ago.
+ | The once bright red bricks that the buildings are made of
| | are now only pale, brittle chunks barely holding the walls
+ | of the buildings together. You see the Main Street continues
---------+ to the north and the south.

[Exits: north east south]
The sliced-off hand of the goblin lieutenant is lying here.
A steaming pile of the goblin lieutenant's entrails is lying here.
The goblin extermination enforcer is here hunting down goblins.
A special guard walks in.

<698hp 373m 367mv no opponent/no opponent calm road (outside) > n
The South Main Street
+-+-+-+-+| You are on the Main Street of Seringale. It is a wide street
| | || with lots of space to both sides. Although the street is
+ S-+-S +| wide, it is very poorly lit, so it is very gloomy and dim
| | | here. All around you are beggars and panhandlers dressed
+ +-@-o | in filthy clothing. The buildings surrounding you are old
| | | and run down. They seem like they have been made ages ago.
*-* +-S | The once bright red bricks that the buildings are made of
| | are now only pale, brittle chunks barely holding the walls
+ | of the buildings together. You see the entrance to the Necromancer
---------+ Guild to the west and the Mausoleum to the east. The Main
Street continues to the north and the south.

[Exits: north east south west]
A special guard walks in.

<698hp 373m 366mv no opponent/no opponent calm road (outside) > n

The day has begun.
The sky is getting cloudy.

<720hp 389m 399mv no opponent/no opponent calm road (outside) >
The South Main Street
S S-+-S | You are on the Main Street of Seringale. It is a wide street
| | | with lots of space to both sides. Although the street
+-+-+-+-+| is wide, it is very poorly lit, so it is very gloomy and
| | || dim here. All around you are beggars and panhandlers dressed
+ S-@-S +| in filthy clothing. The buildings surrounding you are
| | | old and run down. They seem like they have been made ages
+ +-+-o | ago. The once bright red bricks that the buildings are
| | | made of are now only pale, brittle chunks barely holding
*-* +-S | the walls of the buildings together. You see the South
---------+ Square to the north, entrances to taverns on both side
of the street and the Main Street continues to the south.

[Exits: north east south west]
A special guard walks in.

<720hp 389m 398mv no opponent/no opponent calm road (outside) > n
South Square
S-+-* | You are at the South Square of Seringale. It is gloomy
| | and dim here. The square is a tiny opening in between
S S-+-S | a few broken down buildings. The air is stuffy and pungent
| | | from the various trash lying all over the ground. You
+-+-@-+-+| see the Main Street to the north and the south, and the
| | || South Road to the east and west.
+ S-+-S +|
| | |
+ +-+-o |
---------+

[Exits: north east south west down]
A special guard walks in.

<720hp 389m 397mv no opponent/no opponent calm city (outside) > n
The Main Street
S-+-*-*| You are on the Main Street of Seringale. It is a wide
| | street with lots of space to both sides. There are tons
S-+-* | of people rushing from one place to another, minding
| | their own business. You see the Main Street continues
S S-@-S | to the north, entrances to taverns on both sides of the
| | | street and the South Square to the south.
+-+-+-+-+|
| | ||
+ S-+-S +|
---------+

[Exits: north east south west]
A special guard walks in.

<720hp 389m 396mv no opponent/no opponent calm road (outside) > n
The Main Street
*-+-* *| You are on the Main Street of Seringale. It is a wide
| || street with lots of space to both sides. There are tons
S-+-*-*| of people rushing from one place to another, minding
| | their own business. You see entrances to taverns on
S-@-* | both sides of the street and the Main Street continues
| | to the north and the south.
S S-+-S |
| | |
+-+-+-+-+|
---------+

[Exits: north east south west]
A purple pill with white spots lies here.
A beggar wanders around asking for spare gold.
A beggar wanders around asking for spare gold.
A beggar wanders around asking for spare gold.
A beggar wanders around asking for spare gold.
A special guard walks in.

<720hp 389m 395mv no opponent/no opponent calm road (outside) > n

A beggar walks in.
A beggar walks west.

<720hp 389m 395mv no opponent/no opponent calm road (outside) >
The Main Street
+-+ +-+| You are on the Main Street of Seringale. It is a wide street
| | | || with lots of space to both sides. There are tons of people
F *-+-* S| rushing from one place to another, minding their own business.
| || You see a shop with a sign of a sword and axe to the east
S-@-S-*| and to the west, the pet shop.
| |
S-+-* |
| |
S-+-S |
---------+

[Exits: north east south west]
A magical spring flows from the ground here.
A beggar wanders around asking for spare gold.
A beggar wanders around asking for spare gold.
A beggar wanders around asking for spare gold.
A beggar wanders around asking for spare gold.
A special guard walks in.

<720hp 389m 394mv no opponent/no opponent calm road (outside) > n
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 beggar wanders around asking for spare gold.
A special guard walks in.

<720hp 389m 393mv no opponent/no opponent calm city (outside) > c

A beggar walks in.
A beggar walks in.
A beggar walks east.
A beggar walks in.

<720hp 389m 393mv no opponent/no opponent calm city (outside) >
Players near you in Seringale:
Zersh North Square
Trilil Entrance of the Necromancer Guild
<PK> Solmundi South of Market Square

<720hp 389m 393mv no opponent/no opponent calm city (outside) > w
Southwest of Market Square
S S *-+-*| You are standing southwest of the Market Square. A marvellous
| | | || monument has been erected here in the middle of the city
+-+-+ +| of Seringale, ever flowing with clear drinkable water.
| | | || The road is well worn from the traffic constantly passing
S F @-+-*| over it. You see a path around the square to the east
| | and north.
S-+-S|
| |
S-+-*|
---------+

[Exits: north east]
A long-haired lanky man with piercing blue eyes stands here.
A special guard walks in.

<720hp 389m 392mv no opponent/no opponent calm inside (indoors) > n
West of Market Square
* S-+-S| You are west of Market Square. A marvellous monument
| | | has been erected here in the middle of the city of Seringale,
S S *-+-*| ever flowing with clear drinkable water. The road is
| | | || well worn from the traffic constantly passing over it.
+-+-@ +| A path leads north and south around the fountain, while
| | | || the common road continues to the west.
S F *-+-*|
| |
S-+-S|
---------+

[Exits: north south west]
A special guard walks in.

<720hp 389m 391mv no opponent/no opponent calm city (outside) > w
The West Common Road
* S-+| You are on the Common Road of Seringale. All around you
| || are busy people hurrying along minding their own business.
S S S *-+| You see a shop with a sign of a wizard's hat to the north,
| | | | | a shop of fresh meat to the south, and the large fountain
+-+-@-+ | of the town nearby to the east.
| | | | |
S S F *-+|
||
S-+|
---------+

[Exits: north east south west]
A special guard walks in.

<720hp 389m 390mv no opponent/no opponent calm road (outside) > w
The West Common Road
* | You are on the Common Road of Seringale. All around you
| | are busy people hurrying along minding their own business.
S S S S *| You see a shop with a sign of a bubbling vial to the
| | | | || north, a shop of trades to the south, and the Common
+-+-@-+-+| Road continues to the east and the west.
| | | ||
S S F *|
|
|
---------+

[Exits: north east south west]
A glowing banner bearing the emblem of Seringale rests here.
A special guard walks in.

<720hp 389m 389mv no opponent/no opponent calm road (outside) > w
The Western Monument
* | Raised in the middle of the Common Road is a granite pillar,
| | the Western Monument. Several glyphs and words have been
S S S S S| chiseled into its sides, as many travellers have attempted
| | | | || to leave their mark within Seringale. Many sets of footprints
+-+-@-+-+| can be seen on the ground, as several people frequent
| | || this path. The road continues east and west, and the Scroll
S S F| Shop is to the north.
|
|
---------+

[Exits: north east south west]
A special guard walks in.

<720hp 389m 388mv no opponent/no opponent calm city (outside) > w
The West Common Road
*| You are on the Common Road of Seringale. All around you are
|| busy people hurrying along minding their own business. You
S S S S| see a 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 S|
| |
f-f |
---------+

[Exits: north east west]
An avian city guard of Seringale stands watch here.
A special guard walks in.

<720hp 389m 387mv no opponent/no opponent calm road (outside) > w
The West Common Road
+ | You are on the Common Road of Seringale. All around you are
| | busy people hurrying along minding their own business. You
+ S S S| see a small shop with a sign of a glowing staff to the north,
| | | || and the Common Road leads to the east and west.
+-+-@-+-+|
| | ||
+ + S|
| | |
+ f-f |
---------+

[Exits: north east west]
A special guard walks in.

<720hp 389m 386mv no opponent/no opponent calm road (outside) > w
The West Common Road
+ | You are on the Common Road of Seringale. All around you
| | are busy people hurrying along minding their own business.
+ S S| You see the Common Road to the east, the entrance of a
| | || park to the south, and the Western Gate to the west.
+-+-@-+-+|
| | |
+ + |
| | |
+ f-f |
---------+

[Exits: east south west]
A special guard walks in.

<720hp 389m 385mv no opponent/no opponent calm road (outside) > w
Inside the West Gate
+ | You are inside the West Gate of Seringale. All around
| | you are people travelling in and out of the city. The
+ S| 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 magical spring flows from the ground here.
You see 3 of a war banner of Seringale here.
A half-elf citizen of Seringale wanders about rather aimlessly.
A special guard walks in.

<720hp 389m 384mv no opponent/no opponent calm city (outside) > w
Outside the West Gate
+ | You are outside the West Gate of Seringale. Before you
| | is a great wall. It is made of huge slabs of white stones
+ | 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 special guard walks in.

<720hp 389m 383mv no opponent/no opponent calm city (outside) > w
The edge of the forest
+| You are standing at the eastern edge of a big forest.
|| To the east is the West Gate of Seringale and to the
+| west is a narrow trail, leading in through the forest.
||
f-f-@-+-+|
||
+|
||
+|
---------+

[Exits: east west hovel]
This small hovel door has moss and vines growing upon it.
A special guard walks in.

<720hp 389m 382mv no opponent/no opponent calm field (outside) > c
Players near you in Mystic Forest:
<PK> Solmundi The edge of the forest

<720hp 389m 382mv no opponent/no opponent calm field (outside) > w
A trail through the light forest
| You are on a trail leading east and west through the dense
| forest. To the east, the forest gradually seems to become
| lighter. A thinner trail twists off slowly to the north.
|
f-f-@-o-+|
|
|
|
|
---------+

[Exits: east west]
A special guard walks in.

<720hp 389m 381mv no opponent/no opponent calm forest (outside) > w
A trail through the light forest
f-o-o | You are on a trail leading east and west through the dense
| | | forest. To the east, the forest gradually seems to become
f o | lighter.
| |
f-f-@-f-o|
|
|
|
|
---------+

[Exits: east west]
A special guard walks in.

<720hp 389m 380mv no opponent/no opponent calm forest (outside) > w
A trail through the light forest
f-o-o-o| You are on a trail leading east and west through the dense
| | | | forest. To the east, the forest gradually seems to become
f o-o | lighter.
| |
f-f-@-f-f|
| |
f |
| |
f-f |
---------+

[Exits: east west]
A special guard walks in.

<720hp 389m 379mv no opponent/no opponent calm forest (outside) > w
A trail through the light forest
f-o-o| You are on a trail leading east and west through the dense
| | || forest. To the east, the forest gradually seems to become
f o-o| lighter. A small path leads north.
| |
f-f-@-f-f|
| |
f |
| |
f-f-f |
---------+

[Exits: north east west]
The caravan attendant is here, with caravans for hire.
A special guard walks in.

<720hp 389m 378mv no opponent/no opponent calm forest (outside) > n
A muddy path
f o-~| You tread through the deep, dark forest on a dimly lit path.
| | || The ground is somewhat muddy beneath your feet. The sound
f-o-o| of applause reaches your ears from the north.
| | ||
@ o-o|
| |
f-f-f-f-f|
| |
f |
---------+

[Exits: north south]
A special guard walks in.

<720hp 389m 377mv no opponent/no opponent calm forest (outside) > n
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]
A long polearm with a curved blade is here.
A curved sword with a heavy tip sits here.
A special guard walks in.

<720hp 389m 376mv no opponent/no opponent calm forest (outside) > e
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 long chain with vicious spikes is here.
A dark, wooden cudgel with a thin handle is here.
A long, narrow dagger is here, looking quite sharp.
A large praying mantis is here, holding perfectly still.
A large praying mantis is here, holding perfectly still.
A special guard walks in.

<720hp 389m 375mv no opponent/no opponent calm field (outside) > c
w
Players near you in The Mudfall:
<PK> Solmundi A Mud-Covered Field

<720hp 389m 375mv no opponent/no opponent calm field (outside) >
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]
A long polearm with a curved blade is here.
A curved sword with a heavy tip sits here.
A special guard walks in.

<720hp 389m 374mv no opponent/no opponent calm forest (outside) > s
A muddy path
f o-~| You tread through the deep, dark forest on a dimly lit path.
| | || The ground is somewhat muddy beneath your feet. The sound
f-o-o| of applause reaches your ears from the north.
| | ||
@ o-o|
| |
f-f-f-f-f|
| |
f |
---------+

[Exits: north south]
A special guard walks in.

<720hp 389m 373mv no opponent/no opponent calm forest (outside) > s
A trail through the light forest
f-o-o| You are on a trail leading east and west through the dense
| | || forest. To the east, the forest gradually seems to become
f o-o| lighter. A small path leads north.
| |
f-f-@-f-f|
| |
f |
| |
f-f-f |
---------+

[Exits: north east west]
The caravan attendant is here, with caravans for hire.
A special guard walks in.

<720hp 389m 372mv no opponent/no opponent calm forest (outside) > c
w
Players near you in Mystic Forest:
<PK> Solmundi A trail through the light forest

<720hp 389m 372mv no opponent/no opponent calm forest (outside) >
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 stone outcropping with traces of ore is here.
A treant stands here in defense of the forest.
A special guard walks in.

<720hp 389m 371mv no opponent/no opponent calm forest (outside) > w
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]
A stone outcropping with traces of ore is here.
A special guard walks in.

<720hp 389m 370mv no opponent/no opponent calm forest (outside) > w
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]
A special guard walks in.

<720hp 389m 369mv no opponent/no opponent calm forest (outside) > w
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 special guard walks in.

<720hp 389m 368mv no opponent/no opponent calm forest (outside) > w
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]
A fearless adventurer is here, asking for a group to explore the Mystic Forest.
A special guard walks in.

<720hp 389m 367mv no opponent/no opponent calm forest (outside) > w
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]
A large grey wolf is here, glaring hungrily at you.
A special guard walks in.

<720hp 389m 366mv no opponent/no opponent calm forest (outside) > w
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 ring that seems to be almost a molten liquid is here.
A colossal tree blocks the way westwards.
(Invis) Shargugh the Forest Brownie is here, grinning broadly at you.
A special guard walks in.

<720hp 389m 365mv no opponent/no opponent calm forest (outside) > n
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]
A stone outcropping with traces of ore is here.
A vicious warg is here, snarling angrily at you.
A special guard walks in.

<720hp 389m 364mv no opponent/no opponent calm forest (outside) > n
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]
A special guard walks in.

<720hp 389m 363mv no opponent/no opponent calm forest (outside) > w
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]
A stone outcropping with traces of ore is here.
A giant spider is here, waiting to suck your blood.
A giant spider is here, waiting to suck your blood.
(White Aura) The Grandmaster of Treants is here.
A special guard walks in.

<720hp 389m 362mv no opponent/no opponent calm forest (outside) > c
Players near you in Drkshtyre Wood:
<PK> Solmundi Entrance to Drkshtyre Wood

<720hp 389m 362mv no opponent/no opponent calm forest (outside) > wh
[ Elf ] Zersh the Holy Patriarch of Healing
[ Quasi ] <PK> Zexzel the Grand Spectre of Beguilement
[ Elf ] <PK> Akzylar the Sage of Arcane Power
[ Avian ] Trilil the Bringer of Torment
[ Duerg ] <PK> [Rival] (WANTED:***) Dogran the Wrath of an Immortal
[ Avian ] <PK> [Rival] (WANTED:***) Heinrildt Schwarz the Harbinger of Death
[ Elf ] <PK> Hiretsuna the Sage of Arcane Power
[50 Jotun Pal] <PK> [JUSTICE] (Lieutenant) Solmundi Visindi the Holy Knight
[ Quasi ] Sevak the Ethereal
[ Elf ] <PK> <SCHOLAR> Duchess Ilromie Illistarre the Sage of Arcane Power
Players found: 10
[KEEPER] The Balance prevails within the four kingdoms.
There are 10 characters on; the most on this past month was 19.

<720hp 389m 362mv no opponent/no opponent calm forest (outside) > c
Players near you in Drkshtyre Wood:
<PK> Solmundi Entrance to Drkshtyre Wood

<720hp 389m 362mv no opponent/no opponent calm forest (outside) > e
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]
A special guard walks in.

<720hp 389m 361mv no opponent/no opponent calm forest (outside) > c
Players near you in Mystic Forest:
<PK> Solmundi The narrow trail

<720hp 389m 361mv no opponent/no opponent calm forest (outside) > w
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]
A stone outcropping with traces of ore is here.
A giant spider is here, waiting to suck your blood.
A giant spider is here, waiting to suck your blood.
(White Aura) The Grandmaster of Treants is here.
A special guard walks in.

<720hp 389m 360mv no opponent/no opponent calm forest (outside) > replay tell
Displaying last ten tells:
[] Bunkint (to you): Whole town is wanted?
[] Rithgjar (to you): How am I wanted?
[] Rithgjar (to you): I attacked no one in town.
[] You (to Rithgjar): You attacked Zerah.
[] Rithgjar (to you): No I didn't.
[] Rithgjar (to you): The invokers started it.
[] You (to Rithgjar): Shouldn't have joined in on the battle and kept your peace.
[] Bunkint (to you): They are west of town.
[] Zersh (to you): I want to make it clear, I am not helping these criminals one iota. This is about the bad people, thats it.
[] Zersh (to you): Bad things happening in town.

<720hp 389m 360mv no opponent/no opponent calm forest (outside) > sle
You go to sleep.

<720hp 389m 360mv no opponent/no opponent calm forest (outside) > wh
[ Elf ] Zersh the Holy Patriarch of Healing
[ Quasi ] <PK> Zexzel the Grand Spectre of Beguilement
[ Elf ] <PK> Akzylar the Sage of Arcane Power
[ Avian ] Trilil the Bringer of Torment
[ Duerg ] <PK> [Rival] (WANTED:***) Dogran the Wrath of an Immortal
[ Avian ] <PK> [Rival] (WANTED:***) Heinrildt Schwarz the Harbinger of Death
[ Elf ] <PK> Hiretsuna the Sage of Arcane Power
[50 Jotun Pal] <PK> [JUSTICE] (Lieutenant) Solmundi Visindi the Holy Knight
[ Quasi ] Sevak the Ethereal
[ Elf ] <PK> <SCHOLAR> Duchess Ilromie Illistarre the Sage of Arcane Power
Players found: 10
[KEEPER] The Balance prevails within the four kingdoms.
There are 10 characters on; the most on this past month was 19.

<720hp 389m 360mv no opponent/no opponent calm forest (outside) > wh
[ Elf ] Zersh the Holy Patriarch of Healing
[ Quasi ] <PK> Zexzel the Grand Spectre of Beguilement
[ Elf ] <PK> Akzylar the Sage of Arcane Power
[ Avian ] Trilil the Bringer of Torment
[ Duerg ] <PK> [Rival] (WANTED:***) Dogran the Wrath of an Immortal
[ Avian ] <PK> [Rival] (WANTED:***) Heinrildt Schwarz the Harbinger of Death
[ Elf ] <PK> Hiretsuna the Sage of Arcane Power
[50 Jotun Pal] <PK> [JUSTICE] (Lieutenant) Solmundi Visindi the Holy Knight
[ Quasi ] Sevak the Ethereal
[ Elf ] <PK> <SCHOLAR> Duchess Ilromie Illistarre the Sage of Arcane Power
Players found: 10
[KEEPER] The Balance prevails within the four kingdoms.
There are 10 characters on; the most on this past month was 19.

<790hp 447m 399mv no opponent/no opponent calm forest (outside) > st
You wake and stand up.

<790hp 447m 399mv no opponent/no opponent calm forest (outside) > c
Players near you in Drkshtyre Wood:
<PK> Akzylar In the Water
<PK> Solmundi Entrance to Drkshtyre Wood
<PK> Ilromie In the Water

<790hp 447m 399mv no opponent/no opponent calm forest (outside) > c
Players near you in Drkshtyre Wood:
<PK> Akzylar In the Water
<PK> Solmundi Entrance to Drkshtyre Wood
<PK> Ilromie In the Water

<790hp 447m 399mv no opponent/no opponent calm forest (outside) > wh
[ Elf ] Zersh the Holy Patriarch of Healing
[ Quasi ] <PK> Zexzel the Grand Spectre of Beguilement
[ Elf ] <PK> Akzylar the Sage of Arcane Power
[ Avian ] Trilil the Bringer of Torment
[ Duerg ] <PK> [Rival] (WANTED:***) Dogran the Wrath of an Immortal
[ Avian ] <PK> [Rival] (WANTED:***) Heinrildt Schwarz the Harbinger of Death
[ Elf ] <PK> Hiretsuna the Sage of Arcane Power
[50 Jotun Pal] <PK> [JUSTICE] (Lieutenant) Solmundi Visindi the Holy Knight
[ Quasi ] Sevak the Ethereal
[ Elf ] <PK> <SCHOLAR> Duchess Ilromie Illistarre the Sage of Arcane Power
Players found: 10
[KEEPER] The Balance prevails within the four kingdoms.
There are 10 characters on; the most on this past month was 19.

<790hp 447m 399mv no opponent/no opponent calm forest (outside) > e
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]
A special guard walks in.

<790hp 447m 398mv no opponent/no opponent calm forest (outside) > c
Players near you in Mystic Forest:
<PK> Solmundi The narrow trail

<790hp 447m 398mv no opponent/no opponent calm forest (outside) > s
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]
A stone outcropping with traces of ore is here.
A vicious warg is here, snarling angrily at you.
A special guard walks in.

<790hp 447m 397mv no opponent/no opponent calm forest (outside) > s
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 ring that seems to be almost a molten liquid is here.
A colossal tree blocks the way westwards.
(Invis) Shargugh the Forest Brownie is here, grinning broadly at you.
A special guard walks in.
Shargugh holds out his hands entreatingly.
Shargugh says 'Do you have any nuts?!'

<790hp 447m 396mv no opponent/no opponent calm forest (outside) > e
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]
A fearless adventurer is here, asking for a group to explore the Mystic Forest.
A large grey wolf is here, glaring hungrily at you.
A special guard walks in.

<790hp 447m 395mv no opponent/no opponent calm forest (outside) > e
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]
A special guard walks in.

<790hp 447m 394mv no opponent/no opponent calm forest (outside) > e
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 special guard walks in.

<790hp 447m 393mv no opponent/no opponent calm forest (outside) > e
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]
A special guard walks in.

<790hp 447m 392mv no opponent/no opponent calm forest (outside) > e
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]
A stone outcropping with traces of ore is here.
A special guard walks in.

<790hp 447m 391mv no opponent/no opponent calm forest (outside) > e
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 stone outcropping with traces of ore is here.
A treant stands here in defense of the forest.
A special guard walks in.

<790hp 447m 390mv no opponent/no opponent calm forest (outside) > c
Players near you in Mystic Forest:
<PK> Solmundi A trail through the light forest

<790hp 447m 390mv no opponent/no opponent calm forest (outside) > e
A trail through the light forest
f-o-o| You are on a trail leading east and west through the dense
| | || forest. To the east, the forest gradually seems to become
f o-o| lighter. A small path leads north.
| |
f-f-@-f-f|
| |
f |
| |
f-f-f |
---------+

[Exits: north east west]
The caravan attendant is here, with caravans for hire.
A special guard walks in.

<790hp 447m 389mv no opponent/no opponent calm forest (outside) > n
A muddy path
f o-~| You tread through the deep, dark forest on a dimly lit path.
| | || The ground is somewhat muddy beneath your feet. The sound
f-o-o| of applause reaches your ears from the north.
| | ||
@ o-o|
| |
f-f-f-f-f|
| |
f |
---------+

[Exits: north south]
A special guard walks in.

<790hp 447m 388mv no opponent/no opponent calm forest (outside) > n
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]
A long polearm with a curved blade is here.
A curved sword with a heavy tip sits here.
A special guard walks in.

<790hp 447m 387mv no opponent/no opponent calm forest (outside) > c
e
Players near you in Mystic Forest:
<PK> Solmundi A muddy path

<790hp 447m 387mv no opponent/no opponent calm forest (outside) >
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 long chain with vicious spikes is here.
A dark, wooden cudgel with a thin handle is here.
A long, narrow dagger is here, looking quite sharp.
A large praying mantis is here, holding perfectly still.
A large praying mantis is here, holding perfectly still.
A special guard walks in.

<790hp 447m 386mv no opponent/no opponent calm field (outside) > c
Players near you in The Mudfall:
<PK> Solmundi A Mud-Covered Field

<790hp 447m 386mv no opponent/no opponent calm field (outside) >
Zersh tells you 'Very convenient for you to be out of the City while both criminals were in here murdering people for 10 minutes!'

<790hp 447m 386mv no opponent/no opponent calm field (outside) > wh
[ Elf ] Zersh the Holy Patriarch of Healing
[ Quasi ] <PK> Zexzel the Grand Spectre of Beguilement
[ Elf ] <PK> Akzylar the Sage of Arcane Power
[ Avian ] Trilil the Bringer of Torment
[ Duerg ] <PK> [Rival] (WANTED:***) Dogran the Wrath of an Immortal
[ Avian ] <PK> [Rival] (WANTED:***) Heinrildt Schwarz the Harbinger of Death
[ Elf ] <PK> Hiretsuna the Sage of Arcane Power
[50 Jotun Pal] <PK> [JUSTICE] (Lieutenant) Solmundi Visindi the Holy Knight
[ Quasi ] Sevak the Ethereal
[ Elf ] <PK> <SCHOLAR> Duchess Ilromie Illistarre the Sage of Arcane Power
Players found: 10
[KEEPER] The Balance prevails within the four kingdoms.
There are 10 characters on; the most on this past month was 19.

<790hp 447m 386mv no opponent/no opponent calm field (outside) > w
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]
A long polearm with a curved blade is here.
A curved sword with a heavy tip sits here.
A special guard walks in.

<790hp 447m 385mv no opponent/no opponent calm forest (outside) > c
Players near you in Mystic Forest:
<PK> Akzylar A trail through the light forest
<PK> Solmundi A muddy path
<PK> Ilromie A trail through the light forest

<790hp 447m 385mv no opponent/no opponent calm forest (outside) > s
A muddy path
f o-~| You tread through the deep, dark forest on a dimly lit path.
| | || The ground is somewhat muddy beneath your feet. The sound
f-o-o| of applause reaches your ears from the north.
| | ||
@ o-o|
| |
f-f-f-f-f|
| |
f |
---------+

[Exits: north south]
A special guard walks in.

<790hp 447m 384mv no opponent/no opponent calm forest (outside) > s
A trail through the light forest
f-o-o| You are on a trail leading east and west through the dense
| | || forest. To the east, the forest gradually seems to become
f o-o| lighter. A small path leads north.
| |
f-f-@-f-f|
| |
f |
| |
f-f-f |
---------+

[Exits: north east west]
The caravan attendant is here, with caravans for hire.
A special guard walks in.

<803hp 462m 398mv no opponent/no opponent calm forest (outside) > e
e
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 special guard walks in.

<803hp 462m 397mv no opponent/no opponent calm forest (outside) >
A trail through the light forest
f-o-o | You are on a trail leading east and west through the dense
| | | forest. To the east, the forest gradually seems to become
f o | lighter.
| |
f-f-@-f-o|
|
|
|
|
---------+

[Exits: east west]
A special guard walks in.

<803hp 462m 396mv no opponent/no opponent calm forest (outside) > e
A trail through the light forest
| You are on a trail leading east and west through the dense
| forest. To the east, the forest gradually seems to become
| lighter. A thinner trail twists off slowly to the north.
|
f-f-@-o-+|
|
|
|
|
---------+

[Exits: east west]
A special guard walks in.

<803hp 462m 395mv no opponent/no opponent calm forest (outside) > e
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 hovel]
This small hovel door has moss and vines growing upon it.
A special guard walks in.

<803hp 462m 394mv no opponent/no opponent calm field (outside) > e
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
+ | 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 special guard walks in.

<803hp 462m 393mv no opponent/no opponent calm city (outside) > c
Players near you in Seringale:
Zersh The Main Street
<PK> Akzylar The West Common Road
Trilil The Chamber of Decay
<PK> Hiretsuna South of Market Square
<PK> Solmundi Outside the West Gate
<PK> Ilromie The West Common Road

<803hp 462m 393mv no opponent/no opponent calm city (outside) > e
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| 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 magical spring flows from the ground here.
You see 3 of a war banner of Seringale here.
A refugee is here, wandering through the streets.
A half-elf citizen of Seringale wanders about rather aimlessly.
A special guard walks in.

<803hp 462m 392mv no opponent/no opponent calm city (outside) > e
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| You see the Common Road to the east, the entrance of a
| | || park to the south, and the Western Gate to the west.
+-+-@-+-+|
| | |
+ + |
| | |
+ f-f |
---------+

[Exits: east south west]
A special guard walks in.

<803hp 462m 391mv no opponent/no opponent calm road (outside) > e
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| see a small shop with a sign of a glowing staff to the north,
| | | || and the Common Road leads to the east and west.
+-+-@-+-+|
| | ||
+ + S|
| | |
+ f-f |
---------+

[Exits: north east west]
A special guard walks in.

<803hp 462m 390mv no opponent/no opponent calm road (outside) > e
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 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 S|
| |
f-f |
---------+

[Exits: north east west]
An avian city guard of Seringale stands watch here.
A special guard walks in.

<803hp 462m 389mv no opponent/no opponent calm road (outside) > c
Players near you in Seringale:
Zersh North Square
<PK> Akzylar West of Market Square
Trilil The Chamber of Decay
<PK> Hiretsuna North Square
<PK> Solmundi The West Common Road
<PK> Ilromie West of Market Square

<803hp 462m 389mv no opponent/no opponent calm road (outside) > e
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 S F| Shop is to the north.
|
|
---------+

[Exits: north east south west]
A special guard walks in.

<803hp 462m 388mv no opponent/no opponent calm city (outside) > e
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 S F *|
|
|
---------+

[Exits: north east south west]
A glowing banner bearing the emblem of Seringale rests here.
A special guard walks in.

<803hp 462m 387mv no opponent/no opponent calm road (outside) > e
The West Common Road
* S-+| You are on the Common Road of Seringale. All around you
| || are busy people hurrying along minding their own business.
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 S F *-+|
||
S-+|
---------+

[Exits: north east south west]
A beggar wanders around asking for spare gold.
A special guard walks in.

<803hp 462m 386mv no opponent/no opponent calm road (outside) > e
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]
Ilromie the Sage of Arcane Power is here.
(White Aura) Akzylar the Sage of Arcane Power is here.
A beggar wanders around asking for spare gold.
A special guard walks in.

<803hp 462m 385mv no opponent/no opponent calm city (outside) > c
Players near you in Seringale:
Zersh Bank of the Panther
<PK> Akzylar West of Market Square
Trilil The Chamber of Decay
<PK> Hiretsuna Bank of the Panther
<PK> Solmundi West of Market Square
<PK> Ilromie West of Market Square

<803hp 462m 385mv no opponent/no opponent calm city (outside) > s
Southwest of Market Square
S S *-+-*| You are standing southwest of the Market Square. A marvellous
| | | || monument has been erected here in the middle of the city
+-+-+ +| of Seringale, ever flowing with clear drinkable water.
| | | || The road is well worn from the traffic constantly passing
S F @-+-*| over it. You see a path around the square to the east
| | and north.
S-+-S|
| |
S-+-*|
---------+

[Exits: north east]
A beggar wanders around asking for spare gold.
A long-haired lanky man with piercing blue eyes stands here.
A special guard walks in.

<803hp 462m 384mv no opponent/no opponent calm inside (indoors) > e
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 special guard walks in.

<803hp 462m 383mv no opponent/no opponent calm city (outside) > dri
You drink water from the Justice monument.
Your thirst is quenched.

<803hp 462m 383mv no opponent/no opponent calm city (outside) > c
Players near you in Seringale:
Zersh The North Main Street
<PK> Akzylar Northwest of Market Square
Trilil The Chamber of Decay
<PK> Hiretsuna Bank of the Panther
<PK> Solmundi South of Market Square
<PK> Ilromie Northwest of Market Square

<803hp 462m 383mv no opponent/no opponent calm city (outside) > wh
[ Elf ] Zersh the Holy Patriarch of Healing
[ Quasi ] <PK> Zexzel the Grand Spectre of Beguilement
[ Elf ] <PK> Akzylar the Sage of Arcane Power
[ Avian ] Trilil the Bringer of Torment
[ Duerg ] <PK> [Rival] (WANTED:***) Dogran the Wrath of an Immortal
[ Avian ] <PK> [Rival] (WANTED:***) Heinrildt Schwarz the Harbinger of Death
[ Elf ] <PK> Hiretsuna the Sage of Arcane Power
[50 Jotun Pal] <PK> [JUSTICE] (Lieutenant) Solmundi Visindi the Holy Knight
[ Quasi ] Sevak the Ethereal
[ Elf ] <PK> <SCHOLAR> Duchess Ilromie Illistarre the Sage of Arcane Power
Players found: 10
[KEEPER] The Balance prevails within the four kingdoms.
There are 10 characters on; the most on this past month was 19.

<803hp 462m 383mv no opponent/no opponent calm city (outside) > s
The Main Street
+-+ +-+| You are on the Main Street of Seringale. It is a wide street
| | | || with lots of space to both sides. There are tons of people
F *-+-* S| rushing from one place to another, minding their own business.
| || You see a shop with a sign of a sword and axe to the east
S-@-S-*| and to the west, the pet shop.
| |
S-+-* |
| |
S-+-S |
---------+

[Exits: north east south west]
A magical spring flows from the ground here.
A drow city guard of Seringale stands watch here.
A special guard walks in.

<803hp 462m 382mv no opponent/no opponent calm road (outside) > s
s
The Main Street
*-+-* S| You are on the Main Street of Seringale. It is a wide
| || street with lots of space to both sides. There are tons
S-+-S-*| of people rushing from one place to another, minding
| | their own business. You see entrances to taverns on
S-@-* | both sides of the street and the Main Street continues
| | to the north and the south.
S S-+-S |
| | |
+-+-+-+-+|
---------+

[Exits: north east south west]
A purple pill with white spots lies here.
A special guard walks in.

<803hp 462m 381mv no opponent/no opponent calm road (outside) >
The Main Street
S-+-S-*| You are on the Main Street of Seringale. It is a wide
| | street with lots of space to both sides. There are tons
S-+-* | of people rushing from one place to another, minding
| | their own business. You see the Main Street continues
S S-@-S | to the north, entrances to taverns on both sides of the
| | | street and the South Square to the south.
+-+-+-+-+|
| | ||
+ S-+-S +|
---------+

[Exits: north east south west]
A special guard walks in.

<803hp 462m 380mv no opponent/no opponent calm road (outside) > s
South Square
S-+-* | You are at the South Square of Seringale. It is gloomy
| | and dim here. The square is a tiny opening in between
S S-+-S | a few broken down buildings. The air is stuffy and pungent
| | | from the various trash lying all over the ground. You
+-+-@-+-+| see the Main Street to the north and the south, and the
| | || South Road to the east and west.
+ S-+-S +|
| | |
+ +-+-o |
---------+

[Exits: north east south west down]
A beggar wanders around asking for spare gold.
A special guard walks in.

<803hp 462m 379mv no opponent/no opponent calm city (outside) > c
Players near you in Seringale:
Zersh North Square
<PK> Akzylar North Square
Trilil The Chamber of Decay
<PK> Hiretsuna North Square
<PK> Solmundi South Square
<PK> Ilromie North Square

<803hp 462m 379mv no opponent/no opponent calm city (outside) > s
The South Main Street
S S-+-S | You are on the Main Street of Seringale. It is a wide street
| | | with lots of space to both sides. Although the street
+-+-+-+-+| is wide, it is very poorly lit, so it is very gloomy and
| | || dim here. All around you are beggars and panhandlers dressed
+ S-@-S +| in filthy clothing. The buildings surrounding you are
| | | old and run down. They seem like they have been made ages
+ +-+-o | ago. The once bright red bricks that the buildings are
| | | made of are now only pale, brittle chunks barely holding
*-* +-S | the walls of the buildings together. You see the South
---------+ Square to the north, entrances to taverns on both side
of the street and the Main Street continues to the south.

[Exits: north east south west]
A beggar wanders around asking for spare gold.
A special guard walks in.

<803hp 462m 378mv no opponent/no opponent calm road (outside) > s
The South Main Street
+-+-+-+-+| You are on the Main Street of Seringale. It is a wide street
| | || with lots of space to both sides. Although the street is
+ S-+-S +| wide, it is very poorly lit, so it is very gloomy and dim
| | | here. All around you are beggars and panhandlers dressed
+ +-@-o | in filthy clothing. The buildings surrounding you are old
| | | and run down. They seem like they have been made ages ago.
*-* +-S | The once bright red bricks that the buildings are made of
| | are now only pale, brittle chunks barely holding the walls
+ | of the buildings together. You see the entrance to the Necromancer
---------+ Guild to the west and the Mausoleum to the east. The Main
Street continues to the north and the south.

[Exits: north east south west]
A special guard walks in.

<803hp 462m 377mv no opponent/no opponent calm road (outside) > s
The South Main Street
S-+-S | You are on the Main Street of Seringale. It is a wide street
| | with lots of space to both sides. Although the street is
+-+-o | wide, it is very poorly lit, so it is very gloomy and dim
| | | here. All around you are filthy beggars and panhandlers dressed
*-* @-S | in filthy clothing. The buildings surrounding you are old
| | and run down. They seem like they have been made ages ago.
+ | The once bright red bricks that the buildings are made of
| | are now only pale, brittle chunks barely holding the walls
+ | of the buildings together. You see the Main Street continues
---------+ to the north and the south.

[Exits: north east south]
A steaming pile of the goblin lieutenant's entrails is lying here.
The goblin extermination enforcer is here hunting down goblins.
A special guard walks in.

<803hp 462m 376mv no opponent/no opponent calm road (outside) > c
Players near you in Seringale:
Zersh North Square
<PK> Akzylar North Square
Trilil The Chamber of Decay
<PK> Hiretsuna North Square
<PK> Solmundi The South Main Street
<PK> Ilromie North Square

<803hp 462m 376mv no opponent/no opponent calm road (outside) > s
A Small Bridge
+-+-o | You are on a small bridge in Seringale. A river flows beneath
| | | the bridge slowly. Splinters line the small wooden railings
*-* +-S | that are mounted on both sides of the bridge. The wooden
| | planks of the bridge hangs on to the frame of the bridge
@ | loosely, ready to come apart at any moment. The thick ropes
| | tying the planks together are old and worn, about to snap
+ | at will. The Main Street continues to the north and south
| | and a ladder leads down the bridge into the river below
+ | you.
---------+

[Exits: north south down]
A pair of gilded golden gargoyles oversee each side of the bridge.
A special guard walks in.

<803hp 462m 375mv no opponent/no opponent calm road (outside) > s
The South Main Street
+-S | You are on the Main Street of Seringale. It is a wide street
| | with lots of space to both sides. Although the street is
+ | wide, it is very poorly lit, so it is very gloomy and dim
| | here. All around you are beggars and panhandlers dressed
@ | in filthy clothing. The buildings surrounding you are old
| | and run down. They seem like they have been made ages ago.
+ | The once bright red bricks that the buildings are made of
| | are now only pale, brittle chunks barely holding the walls
+ | of the buildings together. You see the Main Street continues
---------+ to the north and the south.

[Exits: north south]
A special guard walks in.

<803hp 462m 374mv no opponent/no opponent calm road (outside) > s
Inside the South Gate
+ | You are inside the South 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 thirty spans tall.
| | You see the city to the north, the south gate to the south,
@ | and the battlement of the city above you.
| |
+ |
| |
o |
---------+

[Exits: north south up]
A dwarven citizen of Seringale plods around the town.
A gate guard is here guarding the gates of Seringale.
A gate guard is here guarding the gates of Seringale.
A special guard walks in.
A gate guard steps aside and allows you to pass him.
A gate guard steps aside and allows you to pass him.

<803hp 462m 373mv no opponent/no opponent calm city (outside) > s
Outside the South Gate
+ | You are outside the South 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 thirty spans
@ | tall. You see the entrance into the city of Seringale to
| | the north and a path leading south towards a large grassy
o | field.
| |
o |
---------+

[Exits: north south]
You see 2 of a war banner of Seringale here.
A special guard walks in.

<803hp 462m 372mv no opponent/no opponent calm city (outside) > c
s
Players near you in Seringale:
Zersh North Square
<PK> Akzylar North Square
Trilil The Chamber of Decay
<PK> Hiretsuna North Square
<PK> Solmundi Outside the South Gate
<PK> Ilromie North Square

<803hp 462m 372mv no opponent/no opponent calm city (outside) >
Atop a small hillock
+ | The view from atop this hill looks over the large city
| | of Seringale to the north. Large banners speckle the
+ | battlements that surround the city, and past them the
| | ever busy streets carve their way through the equally
@ f-f| busy shops, temples, and guilds. The path north of you
| | || leads right up to Seringale's southern gate. The cobbled
o f-f| path also heads back down the hill to the south.
| | ||
o-+-f-f|
---------+

[Exits: north south]
A special guard walks in.

<803hp 462m 371mv no opponent/no opponent calm field (outside) > s
Along a marked path
+ | Worn stones show the constant use of the cobbled path,
| | but it in overall good repair. Nothing blocks the view
o f-f| of the wide open sky or a pair of mountains off to the
| | || southwest. A large grassy hill can be seen to the south
@ f-f| overlooking the path. The cobbled path slopes up to the
| | || north, where just beyond the city of Seringale rises.
o-+-f-f| It also leads to the south, curving into an open, grassy
| | || field.
*-F-+ f-f|
---------+

[Exits: north south]
A special guard walks in.

<803hp 462m 370mv no opponent/no opponent calm field (outside) > c
Players near you in The Miden'nir:
<PK> Solmundi Along a marked path
Sevak Path on the mountain

<803hp 462m 370mv no opponent/no opponent calm field (outside) > s
A cobbled path
o f-f| Worn stones show the constant use of the cobbled path,
| | || but it in overall good repair. A dirt path picks up to
o f-f| the east as it cuts through the commons. Wooden walls
| | || stand out against the surroundings to the south, just
o-@-f-f| past the cobbled path. A shaky bridge has been built
| | || east, leading over muddied ground into a wet-looking
*-F-+ f-f| field. A well-cleared path leads north towards a large-looking
| | | || town.
*-* * f-x|
---------+

[Exits: north east south west]
A thick stack of letters lies scattered about, each one addressed to a different name.
(Glowing) A post on the bridge has been illuminated with a fire torch.
A special guard walks in.

<803hp 462m 369mv no opponent/no opponent calm road (outside) > s
A cobbled path
o f-f| The majestic city of Seringale rises past the hills to
| | || the north, even from here it has an inviting air to it.
o-+-f-f| Green fields east of here are spotted with grazing animals
| | || and small outposts of goblins. This road has seen little
*-F-@ f-f| hardships, only showing minor repairs from general use.
| | | || The cobbled path butts right up against a small inn to
*-* * f-x| the south, or you can follow it to the north. There are
| || some apparent solid footholds down the river bank too,
x-x x| which seems to be changing direction again.
---------+

[Exits: north south west down]
A magical spring flows from the ground here.
A short pump juts out of the ground, a layer of rust covering it.
A special guard walks in.

<803hp 462m 368mv no opponent/no opponent calm road (outside) > s
Old Stables
o-+-f-f| An old wooden shed has been converted into stables here, in
| | || a shady area chosen noticeably distant from the Inn. Strange
*-F-+ f-f| sounds and smells emanate from within. A cobblestone path
| | | || runs north and south just next to it. To the west, you can
*-* @ f-x| see and smell the Slaughtered Lamb inn. The path becomes obscured
| | by fog to the south.
x-x |
|
|
---------+

[Exits: north south]
You see 3 of a falchion here.
A realistic-looking wooden horse has been set up here.
You see 2 of a voulge here.
Irion the Wordbearer rests next to the "horse".
A special guard walks in.

<803hp 462m 367mv no opponent/no opponent calm inside (indoors) > c
Players near you in The Miden'nir:
<PK> Solmundi Old Stables
Sevak Path on the mountain

<803hp 462m 367mv no opponent/no opponent calm inside (indoors) > s
The Trail
*-F-+ | You are at the outskirts of a trail that leads up a mountainside,
| | | but a thick fog prevents any vision of what lies further.
*-* * | The steps of the Slaughtered Lamb inn extend a warm welcome
| | to the north, away from the quietly foreboding fog that has
x-@ | gathered itself around the trail behind the inn. The wind
| blows softly, carrying upon it soft whispers that invite you
| to travel westwards and discover what lies beyond the veil.
|
|
---------+

[Exits: north west]
A curved sword with a heavy tip sits here.
A long polearm with a curved blade is here.
A special guard climbs in.

<803hp 462m 366mv no opponent/no opponent calm mountain (outside) > w
c
A Fog-Shrouded Trail
~<*-F-+ | You are on a fog-shrouded trail which runs up the side of
| | | this dark mountain. The ground is wet and muddy with melted
*-* * | snow, and the path which should lead to the Miden'nir disappears
| | amongst the mist and the trees. There is nothing for you
@-x | to do but follow the trail that twists up towards the broken,
| snow-covered heights of the mountain range. An old stone
| tablet with inscriptions stands beside a bush in the corner.
|
|
---------+

[Exits: east up]
A special guard climbs in.

<803hp 462m 364mv no opponent/no opponent calm mountain (outside) > wh
Players near you in Emerald Forest:
<PK> Solmundi A Fog-Shrouded Trail

<803hp 462m 364mv no opponent/no opponent calm mountain (outside) >
[ Elf ] Zersh the Holy Patriarch of Healing
[ Quasi ] <PK> Zexzel the Grand Spectre of Beguilement
[ Elf ] <PK> Akzylar the Sage of Arcane Power
[ Avian ] Trilil the Bringer of Torment
[ Duerg ] <PK> [Rival] (WANTED:***) Dogran the Wrath of an Immortal
[ Avian ] <PK> [Rival] (WANTED:***) Heinrildt Schwarz the Harbinger of Death
[ Elf ] <PK> Hiretsuna the Sage of Arcane Power
[50 Jotun Pal] <PK> [JUSTICE] (Lieutenant) Solmundi Visindi the Holy Knight
[ Quasi ] Sevak the Ethereal
[ Elf ] <PK> <SCHOLAR> Duchess Ilromie Illistarre the Sage of Arcane Power
Players found: 10
[KEEPER] The Balance prevails within the four kingdoms.
There are 10 characters on; the most on this past month was 19.

<803hp 462m 364mv no opponent/no opponent calm mountain (outside) > sle
You go to sleep.

<803hp 462m 364mv no opponent/no opponent calm mountain (outside) > wh
[ Elf ] Zersh the Holy Patriarch of Healing
[ Quasi ] <PK> Zexzel the Grand Spectre of Beguilement
[ Elf ] <PK> Akzylar the Sage of Arcane Power
[ Avian ] Trilil the Bringer of Torment
[ Duerg ] <PK> [Rival] (WANTED:***) Dogran the Wrath of an Immortal
[ Avian ] <PK> [Rival] (WANTED:***) Heinrildt Schwarz the Harbinger of Death
[ Elf ] <PK> Hiretsuna the Sage of Arcane Power
[50 Jotun Pal] <PK> [JUSTICE] (Lieutenant) Solmundi Visindi the Holy Knight
[ Quasi ] Sevak the Ethereal
[ Elf ] <PK> <SCHOLAR> Duchess Ilromie Illistarre the Sage of Arcane Power
Players found: 10
[KEEPER] The Balance prevails within the four kingdoms.
There are 10 characters on; the most on this past month was 19.

<803hp 462m 364mv no opponent/no opponent calm mountain (outside) >
The white aura around your body fades.

<875hp 528m 399mv no opponent/no opponent calm mountain (outside) > st
You wake and stand up.

<875hp 528m 399mv no opponent/no opponent calm mountain (outside) > sanc
You are surrounded by a white aura.

<875hp 453m 399mv no opponent/no opponent calm mountain (outside) > c
Players near you in Emerald Forest:
<PK> Solmundi A Fog-Shrouded Trail

<875hp 453m 399mv no opponent/no opponent calm mountain (outside) > af
You are affected by the following:
Spell: bless : modifies save vs spell by 6 for 22 hours
: modifies hitroll by 6 for 22 hours
Skill: errantry : lasts for 17 hours
Spell: protection : modifies save vs spell by 1 for 17 hours
Spell: armor : modifies armor class by 20 for 14 hours
Spell: virtuous light : modifies save vs maledictive by 5 for 14 hours
: modifies luck by 2 for 14 hours
: modifies armor class by 26 for 14 hours
Spell: frenzy : modifies armor class by -40 for 9 hours
: modifies damroll by 8 for 9 hours
: modifies hitroll by 8 for 9 hours
Spell: detect invis : lasts for 9 hours
Spell: sanctuary : lasts for 7 hours
Skill: holy armor : modifies armor class by 103 permanently
Skill: buckler : modifies hitroll by -2 permanently
Set : Fire with Fire : modifies save vs afflictive by 16 permanently
: modifies hitroll by 6 permanently
: modifies damroll by 6 permanently
: modifies armor class by 75 permanently

<875hp 453m 399mv no opponent/no opponent calm mountain (outside) > e
The Trail
*-F-+ | You are at the outskirts of a trail that leads up a mountainside,
| | | but a thick fog prevents any vision of what lies further.
*-* * | The steps of the Slaughtered Lamb inn extend a warm welcome
| | to the north, away from the quietly foreboding fog that has
x-@ | gathered itself around the trail behind the inn. The wind
| blows softly, carrying upon it soft whispers that invite you
| to travel westwards and discover what lies beyond the veil.
|
|
---------+

[Exits: north west]
A curved sword with a heavy tip sits here.
A long polearm with a curved blade is here.
A special guard climbs in.

<875hp 453m 397mv no opponent/no opponent calm mountain (outside) > c
Players near you in The Miden'nir:
<PK> Solmundi The Trail
Sevak Path on the mountain

<875hp 453m 397mv no opponent/no opponent calm mountain (outside) > wh
[ Elf ] Zersh the Holy Patriarch of Healing
[ Quasi ] <PK> Zexzel the Grand Spectre of Beguilement
[ Elf ] <PK> Akzylar the Sage of Arcane Power
[ Avian ] Trilil the Bringer of Torment
[ Duerg ] <PK> [Rival] (WANTED:***) Dogran the Wrath of an Immortal
[ Avian ] <PK> [Rival] (WANTED:***) Heinrildt Schwarz the Harbinger of Death
[ Elf ] <PK> Hiretsuna the Sage of Arcane Power
[50 Jotun Pal] <PK> [JUSTICE] (Lieutenant) Solmundi Visindi the Holy Knight
[ Quasi ] Sevak the Ethereal
[ Elf ] <PK> <SCHOLAR> Duchess Ilromie Illistarre the Sage of Arcane Power
Players found: 10
[KEEPER] The Balance prevails within the four kingdoms.
There are 10 characters on; the most on this past month was 19.

<875hp 453m 397mv no opponent/no opponent calm mountain (outside) > replay tell
Displaying last ten tells:
[] Rithgjar (to you): How am I wanted?
[] Rithgjar (to you): I attacked no one in town.
[] You (to Rithgjar): You attacked Zerah.
[] Rithgjar (to you): No I didn't.
[] Rithgjar (to you): The invokers started it.
[] You (to Rithgjar): Shouldn't have joined in on the battle and kept your peace.
[] Bunkint (to you): They are west of town.
[] Zersh (to you): I want to make it clear, I am not helping these criminals one iota. This is about the bad people, thats it.
[] Zersh (to you): Bad things happening in town.
[] Zersh (to you): Very convenient for you to be out of the City while both criminals were in here murdering people for 10 minutes!

<875hp 453m 397mv no opponent/no opponent calm mountain (outside) > reply I'm sorry if you were vicimized. I have my hands full.
You tell Zersh 'I'm sorry if you were vicimized. I have my hands full.'

<875hp 453m 397mv no opponent/no opponent calm mountain (outside) > c
Players near you in The Miden'nir:
<PK> Zexzel The base of a mountain path
<PK> Akzylar A cobbled path
<PK> Dogran The base of a mountain path
<PK> Heinrildt The base of a mountain path
<PK> Hiretsuna A cobbled path
<PK> Solmundi The Trail
Sevak Path on the mountain
<PK> Ilromie A cobbled path

<875hp 453m 397mv no opponent/no opponent calm mountain (outside) > n
Old Stables
o-+-f-f| An old wooden shed has been converted into stables here, in
| | || a shady area chosen noticeably distant from the Inn. Strange
*-F-+ f-f| sounds and smells emanate from within. A cobblestone path
| | | || runs north and south just next to it. To the west, you can
*-* @ f-x| see and smell the Slaughtered Lamb inn. The path becomes obscured
| | by fog to the south.
x-x |
|
|
---------+

[Exits: north south]
You see 3 of a falchion here.
A realistic-looking wooden horse has been set up here.
You see 2 of a voulge here.
Irion the Wordbearer rests next to the "horse".
A special guard walks in.

<875hp 453m 395mv no opponent/no opponent calm inside (indoors) > n
A cobbled path
o f-f| The majestic city of Seringale rises past the hills to
| | || the north, even from here it has an inviting air to it.
o-+-f-f| Green fields east of here are spotted with grazing animals
| | || and small outposts of goblins. This road has seen little
*-F-@ f-f| hardships, only showing minor repairs from general use.
| | | || The cobbled path butts right up against a small inn to
*-* * f-x| the south, or you can follow it to the north. There are
| || some apparent solid footholds down the river bank too,
x-x x| which seems to be changing direction again.
---------+

[Exits: north south west down]
A magical spring flows from the ground here.
A short pump juts out of the ground, a layer of rust covering it.
A special guard walks in.

<875hp 453m 394mv no opponent/no opponent calm road (outside) > n
A cobbled path
o f-f| Worn stones show the constant use of the cobbled path,
| | || but it in overall good repair. A dirt path picks up to
o f-f| the east as it cuts through the commons. Wooden walls
| | || stand out against the surroundings to the south, just
o-@-f-f| past the cobbled path. A shaky bridge has been built
| | || east, leading over muddied ground into a wet-looking
*-F-+ f-f| field. A well-cleared path leads north towards a large-looking
| | | || town.
*-* * f-x|
---------+

[Exits: north east south west]
A thick stack of letters lies scattered about, each one addressed to a different name.
(Glowing) A post on the bridge has been illuminated with a fire torch.
A special guard walks in.

<875hp 453m 393mv no opponent/no opponent calm road (outside) > n
n
Along a marked path
+ | Worn stones show the constant use of the cobbled path,
| | but it in overall good repair. Nothing blocks the view
o f-f| of the wide open sky or a pair of mountains off to the
| | || southwest. A large grassy hill can be seen to the south
@ f-f| overlooking the path. The cobbled path slopes up to the
| | || north, where just beyond the city of Seringale rises.
o-+-f-f| It also leads to the south, curving into an open, grassy
| | || field.
*-F-+ f-f|
---------+

[Exits: north south]
A special guard walks in.

<875hp 453m 392mv no opponent/no opponent calm field (outside) >
Atop a small hillock
+ | The view from atop this hill looks over the large city
| | of Seringale to the north. Large banners speckle the
+ | battlements that surround the city, and past them the
| | ever busy streets carve their way through the equally
@ f-f| busy shops, temples, and guilds. The path north of you
| | || leads right up to Seringale's southern gate. The cobbled
o f-f| path also heads back down the hill to the south.
| | ||
o-+-f-f|
---------+

[Exits: north south]
A special guard walks in.

<875hp 453m 391mv no opponent/no opponent calm field (outside) > n
Outside the South Gate
+ | You are outside the South 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 thirty spans
@ | tall. You see the entrance into the city of Seringale to
| | the north and a path leading south towards a large grassy
o | field.
| |
o |
---------+

[Exits: north south]
You see 2 of a war banner of Seringale here.
A special guard walks in.

<875hp 453m 390mv no opponent/no opponent calm city (outside) > n
Inside the South Gate
+ | You are inside the South 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 thirty spans tall.
| | You see the city to the north, the south gate to the south,
@ | and the battlement of the city above you.
| |
+ |
| |
o |
---------+

[Exits: north south up]
A dwarven citizen of Seringale plods around the town.
A gate guard is here guarding the gates of Seringale.
A gate guard is here guarding the gates of Seringale.
A special guard walks in.
A gate guard steps aside and allows you to pass him.
A gate guard says 'Greetings adventurer, welcome to Seringale.'
A gate guard steps aside and allows you to pass him.

<875hp 453m 389mv no opponent/no opponent calm city (outside) > cl s
You close the gates south of you.

<892hp 462m 399mv no opponent/no opponent calm city (outside) > n
The South Main Street
+-S | You are on the Main Street of Seringale. It is a wide street
| | with lots of space to both sides. Although the street is
+ | wide, it is very poorly lit, so it is very gloomy and dim
| | here. All around you are beggars and panhandlers dressed
@ | in filthy clothing. The buildings surrounding you are old
| | and run down. They seem like they have been made ages ago.
+ | The once bright red bricks that the buildings are made of
| are now only pale, brittle chunks barely holding the walls
| of the buildings together. You see the Main Street continues
---------+ to the north and the south.

[Exits: north south]
A special guard walks in.

<892hp 462m 398mv no opponent/no opponent calm road (outside) > n
A Small Bridge
+-+-o | You are on a small bridge in Seringale. A river flows beneath
| | | the bridge slowly. Splinters line the small wooden railings
*-* +-S | that are mounted on both sides of the bridge. The wooden
| | planks of the bridge hangs on to the frame of the bridge
@ | loosely, ready to come apart at any moment. The thick ropes
| | tying the planks together are old and worn, about to snap
+ | at will. The Main Street continues to the north and south
| | and a ladder leads down the bridge into the river below
+ | you.
---------+

[Exits: north south down]
A pair of gilded golden gargoyles oversee each side of the bridge.
A special guard walks in.

<892hp 462m 397mv no opponent/no opponent calm road (outside) > n
The South Main Street
S-+-S | You are on the Main Street of Seringale. It is a wide street
| | with lots of space to both sides. Although the street is
+-+-o | wide, it is very poorly lit, so it is very gloomy and dim
| | | here. All around you are filthy beggars and panhandlers dressed
*-* @-S | in filthy clothing. The buildings surrounding you are old
| | and run down. They seem like they have been made ages ago.
+ | The once bright red bricks that the buildings are made of
| | are now only pale, brittle chunks barely holding the walls
+ | of the buildings together. You see the Main Street continues
---------+ to the north and the south.

[Exits: north east south]
The goblin extermination enforcer is here hunting down goblins.
A special guard walks in.

<892hp 462m 396mv no opponent/no opponent calm road (outside) > n
The South Main Street
+-+-+-+-+| You are on the Main Street of Seringale. It is a wide street
| | || with lots of space to both sides. Although the street is
+ S-+-S +| wide, it is very poorly lit, so it is very gloomy and dim
| | | here. All around you are beggars and panhandlers dressed
+ +-@-o | in filthy clothing. The buildings surrounding you are old
| | | and run down. They seem like they have been made ages ago.
*-* +-S | The once bright red bricks that the buildings are made of
| | are now only pale, brittle chunks barely holding the walls
+ | of the buildings together. You see the entrance to the Necromancer
---------+ Guild to the west and the Mausoleum to the east. The Main
Street continues to the north and the south.

[Exits: north east south west]
A special guard walks in.

<892hp 462m 395mv no opponent/no opponent calm road (outside) > c
Players near you in Seringale:
Zersh Healer Guildhall
Trilil The Chamber of Decay
<PK> Solmundi The South Main Street

<892hp 462m 395mv no opponent/no opponent calm road (outside) > n
The South Main Street
S S-+-S | You are on the Main Street of Seringale. It is a wide street
| | | with lots of space to both sides. Although the street
+-+-+-+-+| is wide, it is very poorly lit, so it is very gloomy and
| | || dim here. All around you are beggars and panhandlers dressed
+ S-@-S +| in filthy clothing. The buildings surrounding you are
| | | old and run down. They seem like they have been made ages
+ +-+-o | ago. The once bright red bricks that the buildings are
| | | made of are now only pale, brittle chunks barely holding
*-* +-S | the walls of the buildings together. You see the South
---------+ Square to the north, entrances to taverns on both side
of the street and the Main Street continues to the south.

[Exits: north east south west]
A beggar wanders around asking for spare gold.
A special guard walks in.

<892hp 462m 394mv no opponent/no opponent calm road (outside) > n
South Square
S-+-* | You are at the South Square of Seringale. It is gloomy
| | and dim here. The square is a tiny opening in between
S S-+-S | a few broken down buildings. The air is stuffy and pungent
| | | from the various trash lying all over the ground. You
+-+-@-+-+| see the Main Street to the north and the south, and the
| | || South Road to the east and west.
+ S-+-S +|
| | |
+ +-+-o |
---------+

[Exits: north east south west down]
A beggar wanders around asking for spare gold.
A special guard walks in.

<892hp 462m 393mv no opponent/no opponent calm city (outside) > c
Players near you in Seringale:
Zersh Healer Guildhall
Trilil The Chamber of Decay
<PK> Solmundi South Square

<892hp 462m 393mv no opponent/no opponent calm city (outside) > w
The South Road
f S-+-*| You are on the South Road of Seringale. It is gloomy
| | | and dim here. All around you are beggars and panhandlers
+ S S-+-S| dressed in filthy clothing. The buildings surrounding
| | | | you are old and run down. They seem like they have been
+-+-@-+-+| made ages ago. The once bright red bricks that the buildings
| | | | are made of are now only pale, brittle chunks barely
+ + S-+-S| holding the walls of the buildings together.
| | | |
* + +-+-o|
---------+

[Exits: east west]
A special guard walks in.

<892hp 462m 392mv no opponent/no opponent calm road (outside) > w
The South Road
f-f S-+| You are on the South Road of Seringale. It is gloomy
| | || and dim here. All around you are beggars and panhandlers
f + S S-+| dressed in filthy clothing. The buildings surrounding
| | || you are old and run down. They seem like they have been
+-+-@-+-+| made ages ago. The once bright red bricks that the buildings
| | | || are made of are now only pale, brittle chunks barely
S + + S-+| holding the walls of the buildings together. You see
| | || the entrance of the Boat Shop to the north, the South
*-* + +-+| Square to the east, and the South Road continues to the
---------+ west.

[Exits: north east south west]
A special guard walks in.

<892hp 462m 391mv no opponent/no opponent calm road (outside) > w
The South Road
f-f-f | You are on the South Road of Seringale. It is gloomy and
| | | | dim here. All around you are beggars and panhandlers dressed
f-f + S | in filthy clothing. The buildings surrounding you are old
| | | and run down. They seem like they have been made ages ago.
+-+-@-+-+| The once bright red bricks that the buildings are made
| | | | | of are now only pale, brittle chunks barely holding the
F S + + | walls of the buildings together. You see the entrance
| | | of a park to the north, the entrance of the Berserker Guild
*-* + | to the south, and the South Road continues to east and
---------+ the west.

[Exits: north east south west]
A special guard walks in.

<892hp 462m 390mv no opponent/no opponent calm road (outside) > n
South Entrance of the Park
f f-f-f | Amidst the sprawl of Seringale's populace blooms the large
| | | | town park, a reminder of nature's beauty and eternity.
f-f-f f | High metal bars encircle it on all sides, with dim lanterns
| | | | flickering atop each post. A gate of thick black steel
f-f @ S | marks the southern entrance, its shiny surface reflecting
| | | the cloudy moonlight. Upon the gate is a painted seal bearing
+-+-+-+-+| a red sparrow clutching a twig within its beak. The hoots
| | | | | of owls and chirps of nocturnal insects emanate from within
F S + + | the darkened park, and to the south, the sleepy clatter
---------+ and subdued bustle of Seringale's southern street can be
heard.

[Exits: north south]
A special guard walks in.

<892hp 462m 389mv no opponent/no opponent calm city (outside) > n
Among the Trees
f | The numerous trees around you soar into the skies. Sounds
| | of forest animals surround you, filling your ears with
f f-f-f | benign echoes of joy. A vast collection of birds with
| | | | different colors sits in the trees singing, expressing
f-f-@ f | the joy they have in their content existence. A couple
| | | | of brown squirrels with fluffy tails run across the forest
f-f + S | grounds gathering nuts for storage. You see the entrance
| | | of the park to the south and a pond to the distant east.
+-+-+-+-+|
---------+

[Exits: south west]
A special guard walks in.

<892hp 462m 388mv no opponent/no opponent calm forest (outside) > w
Edge of the Pond
f-f | You are at the edge of a small pond. A group of dark
| | brown ducks with green heads slowly swims across its
f f f-f-f| surface, quacking in joy, without any sign of worry.
| | | || There are orange fishes beneath the surface, feeding
f-f-@-f f| on the small organisms near the bottom. Tiny ripples
| | | | | are lifted by the soft winds across the surface of the
f f-f + S| pond. You see some tall trees to the north and the east
| || and the edge of the pond continues to the south and
+-+-+-+-+| west.
---------+

[Exits: north east south west down]
A special guard walks in.

<892hp 462m 387mv no opponent/no opponent calm forest (outside) > w
Edge of the Pond
+ f-f | You are at the edge of a small pond. A group of dark
| | | brown ducks with green heads slowly swims across its
f-f f f-f| surface, quacking in joy, without any sign of worry.
| | | | There are orange fishes beneath the surface, feeding
*-f-@-f-f| on the small organisms near the bottom. Tiny ripples
| | | | || are lifted by the soft winds across the surface of the
* f f-f +| pond. You see the monastery gates to the west, while
|| the edge of the pond continues to the east and south.
+-+-+|
---------+

[Exits: north east south west]
A special guard walks in.

<892hp 462m 386mv no opponent/no opponent calm forest (outside) > c
Players near you in Seringale:
Zersh Healer Guildhall
Trilil The Chamber of Decay
<PK> Solmundi Edge of the Pond

<892hp 462m 386mv no opponent/no opponent calm forest (outside) > n
Entrance of the Druid Guild
+ | You are standing before a small and plain gate. The gate
| | is worn out and the hinges creak from not having been
+ f-f | used for a long time. Vines cover the gate, wrapping
| | | the gate thoroughly so that no part of the granite that
f-f @ f-f| made up the gate is shown. A sign hung here above the
| | | | gate but is no longer legible due to the aging of weather.
*-f-f-f-f|
| | | | ||
* f f-f +|
---------+

[Exits: north south]
Aramias the druid grove guardian is here, protecting the grove.
A special guard walks in.

<892hp 462m 385mv no opponent/no opponent calm forest (outside) > n
Aramias the druid grove guardian says 'Welcome Solmundi. We do our bit to uphold the law.'
Aramias the druid grove guardian steps aside and allows you to pass.
Druid Guildhall
| This small peaceful chamber is filled with vines, shrubbery,
| and long grasses. It looks like a natural garden has
| grown right in the middle of town. A canopy is placed
| over the top of the garden to protect its visitors from
+ f-@ | the elements. To the south of here is the entrance to
| | | the guild, while west leads deeper into the garden. It
f-f f f-f| is very quiet.
| | | |
*-f-f-f-f|
---------+

[Exits: south west]
Camorion the trainee druid is here, digging in the garden.
A special guard walks in.

<892hp 462m 384mv no opponent/no opponent calm forest (outside) > w
A Peaceful Grove
| You are in a peaceful garden inside the druid's guild.
| Here is where the druids of the Seringale town come to
| rest and reflect on their adventures. It is extremely
| quiet here. An old canvas canopy rests over the roof
@-f | of the garden, keeping out the rain. It seems to be balking
| | under the weight of the water upon it. The Druid Guildhall
f-f f f| is to the east.
| | ||
*-f-f-f|
---------+

[Exits: east]
A circle of half a dozen rectangular stones have been placed precisely here.
(Translucent) Aryel the druid guildmaster is here, chanting softly.
A special guard walks in.

<892hp 462m 383mv no opponent/no opponent calm forest (indoors) > c
Players near you in Seringale:
Zersh Healer Guildhall
Trilil The Chamber of Decay
<PK> Solmundi A Peaceful Grove

<892hp 462m 383mv no opponent/no opponent calm forest (indoors) > e
Druid Guildhall
| This small peaceful chamber is filled with vines, shrubbery,
| and long grasses. It looks like a natural garden has
| grown right in the middle of town. A canopy is placed
| over the top of the garden to protect its visitors from
+ f-@ | the elements. To the south of here is the entrance to
| | | the guild, while west leads deeper into the garden. It
f-f f f-f| is very quiet.
| | | |
*-f-f-f-f|
---------+

[Exits: south west]
Camorion the trainee druid is here, digging in the garden.
A special guard walks in.

<892hp 462m 382mv no opponent/no opponent calm forest (outside) > s
Entrance of the Druid Guild
+ | You are standing before a small and plain gate. The gate
| | is worn out and the hinges creak from not having been
+ f-f | used for a long time. Vines cover the gate, wrapping
| | | the gate thoroughly so that no part of the granite that
f-f @ f-f| made up the gate is shown. A sign hung here above the
| | | | gate but is no longer legible due to the aging of weather.
*-f-f-f-f|
| | | | ||
* f f-f +|
---------+

[Exits: north south]
Aramias the druid grove guardian is here, protecting the grove.
A special guard walks in.

<892hp 462m 381mv no opponent/no opponent calm forest (outside) > s
Edge of the Pond
+ f-f | You are at the edge of a small pond. A group of dark
| | | brown ducks with green heads slowly swims across its
f-f f f-f| surface, quacking in joy, without any sign of worry.
| | | | There are orange fishes beneath the surface, feeding
*-f-@-f-f| on the small organisms near the bottom. Tiny ripples
| | | | || are lifted by the soft winds across the surface of the
* f f-f +| pond. You see the monastery gates to the west, while
|| the edge of the pond continues to the east and south.
+-+-+|
---------+

[Exits: north east south west]
A special guard walks in.

<892hp 462m 380mv no opponent/no opponent calm forest (outside) > e
Edge of the Pond
f-f | You are at the edge of a small pond. A group of dark
| | brown ducks with green heads slowly swims across its
f f f-f-f| surface, quacking in joy, without any sign of worry.
| | | || There are orange fishes beneath the surface, feeding
f-f-@-f f| on the small organisms near the bottom. Tiny ripples
| | | | | are lifted by the soft winds across the surface of the
f f-f + S| pond. You see some tall trees to the north and the east
| || and the edge of the pond continues to the south and
+-+-+-+-+| west.
---------+

[Exits: north east south west down]
A special guard walks in.

<892hp 462m 379mv no opponent/no opponent calm forest (outside) > e
Among the Trees
f | The numerous trees around you soar into the skies. Sounds
| | of forest animals surround you, filling your ears with
f f-f-f | benign echoes of joy. A vast collection of birds with
| | | | different colors sits in the trees singing, expressing
f-f-@ f | the joy they have in their content existence. A couple
| | | | of brown squirrels with fluffy tails run across the forest
f-f + S | grounds gathering nuts for storage. You see the entrance
| | | of the park to the south and a pond to the distant east.
+-+-+-+-+|
---------+

[Exits: south west]
A special guard walks in.

<892hp 462m 378mv no opponent/no opponent calm forest (outside) > c
s
Players near you in Seringale:
Zersh Healer Guildhall
Trilil The Chamber of Decay
<PK> Solmundi Among the Trees

<892hp 462m 378mv no opponent/no opponent calm forest (outside) >
South Entrance of the Park
f f-f-f | Amidst the sprawl of Seringale's populace blooms the large
| | | | town park, a reminder of nature's beauty and eternity.
f-f-f f | High metal bars encircle it on all sides, with dim lanterns
| | | | flickering atop each post. A gate of thick black steel
f-f @ S | marks the southern entrance, its shiny surface reflecting
| | | the cloudy moonlight. Upon the gate is a painted seal bearing
+-+-+-+-+| a red sparrow clutching a twig within its beak. The hoots
| | | | | of owls and chirps of nocturnal insects emanate from within
F S + + | the darkened park, and to the south, the sleepy clatter
---------+ and subdued bustle of Seringale's southern street can be
heard.

[Exits: north south]
A special guard walks in.

<892hp 462m 377mv no opponent/no opponent calm city (outside) > s
The South Road
f-f-f | You are on the South Road of Seringale. It is gloomy and
| | | | dim here. All around you are beggars and panhandlers dressed
f-f + S | in filthy clothing. The buildings surrounding you are old
| | | and run down. They seem like they have been made ages ago.
+-+-@-+-+| The once bright red bricks that the buildings are made
| | | | | of are now only pale, brittle chunks barely holding the
F S + + | walls of the buildings together. You see the entrance
| | | of a park to the north, the entrance of the Berserker Guild
*-* + | to the south, and the South Road continues to east and
---------+ the west.

[Exits: north east south west]
A special guard walks in.

<892hp 462m 376mv no opponent/no opponent calm road (outside) > c
e
Players near you in Seringale:
Zersh Healer Guildhall
Trilil The Chamber of Decay
<PK> Solmundi The South Road

<892hp 462m 376mv no opponent/no opponent calm road (outside) >
The South Road
f-f S-+| You are on the South Road of Seringale. It is gloomy
| | || and dim here. All around you are beggars and panhandlers
f + S S-+| dressed in filthy clothing. The buildings surrounding
| | || you are old and run down. They seem like they have been
+-+-@-+-+| made ages ago. The once bright red bricks that the buildings
| | | || are made of are now only pale, brittle chunks barely
S + + S-+| holding the walls of the buildings together. You see
| | || the entrance of the Boat Shop to the north, the South
*-* + +-+| Square to the east, and the South Road continues to the
---------+ west.

[Exits: north east south west]
A special guard walks in.

<892hp 462m 375mv no opponent/no opponent calm road (outside) > e
The South Road
f S-+-*| You are on the South Road of Seringale. It is gloomy
| | | and dim here. All around you are beggars and panhandlers
+ S S-+-S| dressed in filthy clothing. The buildings surrounding
| | | | you are old and run down. They seem like they have been
+-+-@-+-+| made ages ago. The once bright red bricks that the buildings
| | | | are made of are now only pale, brittle chunks barely
+ + S-+-S| holding the walls of the buildings together.
| | | |
* + +-+-o|
---------+

[Exits: east west]
A special guard walks in.

<892hp 462m 374mv no opponent/no opponent calm road (outside) > c
Players near you in Seringale:
Zersh Healer Guildhall
Trilil The Chamber of Decay
<PK> Solmundi The South Road

<892hp 462m 374mv no opponent/no opponent calm road (outside) > e
South Square
S-+-* | You are at the South Square of Seringale. It is gloomy
| | and dim here. The square is a tiny opening in between
S S-+-S | a few broken down buildings. The air is stuffy and pungent
| | | from the various trash lying all over the ground. You
+-+-@-+-+| see the Main Street to the north and the south, and the
| | || South Road to the east and west.
+ S-+-S +|
| | |
+ +-+-o |
---------+

[Exits: north east south west down]
A beggar wanders around asking for spare gold.
A special guard walks in.

<892hp 462m 373mv no opponent/no opponent calm city (outside) > ss
You scan south.
*** Range 1 (south) ***
A beggar wanders around asking for spare gold.
*** Range 3 (south) ***
The goblin extermination enforcer is here hunting down goblins.
*** Range 6 (south) ***
A dwarven citizen of Seringale plods around the town.
A gate guard is here guarding the gates of Seringale.
A gate guard is here guarding the gates of Seringale.

<892hp 462m 373mv no opponent/no opponent calm city (outside) > s
The South Main Street
S S-+-S | You are on the Main Street of Seringale. It is a wide street
| | | with lots of space to both sides. Although the street
+-+-+-+-+| is wide, it is very poorly lit, so it is very gloomy and
| | || dim here. All around you are beggars and panhandlers dressed
+ S-@-S +| in filthy clothing. The buildings surrounding you are
| | | old and run down. They seem like they have been made ages
+ +-+-o | ago. The once bright red bricks that the buildings are
| | | made of are now only pale, brittle chunks barely holding
*-* +-S | the walls of the buildings together. You see the South
---------+ Square to the north, entrances to taverns on both side
of the street and the Main Street continues to the south.

[Exits: north east south west]
A beggar wanders around asking for spare gold.
A special guard walks in.

<892hp 462m 372mv no opponent/no opponent calm road (outside) > s
The South Main Street
+-+-+-+-+| You are on the Main Street of Seringale. It is a wide street
| | || with lots of space to both sides. Although the street is
+ S-+-S +| wide, it is very poorly lit, so it is very gloomy and dim
| | | here. All around you are beggars and panhandlers dressed
+ +-@-o | in filthy clothing. The buildings surrounding you are old
| | | and run down. They seem like they have been made ages ago.
*-* +-S | The once bright red bricks that the buildings are made of
| | are now only pale, brittle chunks barely holding the walls
+ | of the buildings together. You see the entrance to the Necromancer
---------+ Guild to the west and the Mausoleum to the east. The Main
Street continues to the north and the south.

[Exits: north east south west]
A special guard walks in.

<892hp 462m 371mv no opponent/no opponent calm road (outside) > s
The South Main Street
S-+-S | You are on the Main Street of Seringale. It is a wide street
| | with lots of space to both sides. Although the street is
+-+-o | wide, it is very poorly lit, so it is very gloomy and dim
| | | here. All around you are filthy beggars and panhandlers dressed
*-* @-S | in filthy clothing. The buildings surrounding you are old
| | and run down. They seem like they have been made ages ago.
+ | The once bright red bricks that the buildings are made of
| | are now only pale, brittle chunks barely holding the walls
+ | of the buildings together. You see the Main Street continues
---------+ to the north and the south.

[Exits: north east south]
The goblin extermination enforcer is here hunting down goblins.
A special guard walks in.

<892hp 462m 370mv no opponent/no opponent calm road (outside) > c
Players near you in Seringale:
Zersh Healer Guildhall
Trilil The Chamber of Decay
<PK> Hiretsuna Outside the South Gate
<PK> Solmundi The South Main Street

<892hp 462m 370mv no opponent/no opponent calm road (outside) > s
A Small Bridge
+-+-o | You are on a small bridge in Seringale. A river flows beneath
| | | the bridge slowly. Splinters line the small wooden railings
*-* +-S | that are mounted on both sides of the bridge. The wooden
| | planks of the bridge hangs on to the frame of the bridge
@ | loosely, ready to come apart at any moment. The thick ropes
| | tying the planks together are old and worn, about to snap
+ | at will. The Main Street continues to the north and south
| | and a ladder leads down the bridge into the river below
+ | you.
---------+

[Exits: north south down]
A pair of gilded golden gargoyles oversee each side of the bridge.
A special guard walks in.

<892hp 462m 369mv no opponent/no opponent calm road (outside) > c

(WILDLY) Hiretsuna yells 'Die! Heinrildt, you sorcerous dog!'

<892hp 462m 369mv no opponent/no opponent calm road (outside) >
Players near you in Seringale:
Zersh Healer Guildhall
<PK> Zexzel Outside the South Gate
Trilil The Chamber of Decay
<PK> Dogran Outside the South Gate
<PK> Heinrildt Outside the South Gate
<PK> Hiretsuna Outside the South Gate
<PK> Solmundi A Small Bridge

<892hp 462m 369mv no opponent/no opponent calm road (outside) >
(WILDLY) Hiretsuna yells 'Help! I am being attacked by Zexzel!'
(WILDLY) Hiretsuna yells 'Help! I am being attacked by Dogran!'

<892hp 462m 369mv no opponent/no opponent calm road (outside) > sx
You failed the summon.

<892hp 432m 369mv no opponent/no opponent calm road (outside) > c
s

Heinrildt flies in.
Zexzel flies in.
An illusion of Xavier walks in.
An illusion of Aerin the Banker walks in.
Dogran walks in.
Players near you in Seringale:
Zersh Healer Guildhall
<PK> Zexzel A Small Bridge
Trilil The Chamber of Decay
<PK> Dogran A Small Bridge
<PK> Heinrildt A Small Bridge
<PK> Hiretsuna The South Main Street
<PK> Solmundi A Small Bridge

<907hp 444m 399mv no opponent/no opponent calm road (outside) >
The South Main Street
+-S | You are on the Main Street of Seringale. It is a wide street
| | with lots of space to both sides. Although the street is
+ | wide, it is very poorly lit, so it is very gloomy and dim
| | here. All around you are beggars and panhandlers dressed
@ | in filthy clothing. The buildings surrounding you are old
| | and run down. They seem like they have been made ages ago.
+ | The once bright red bricks that the buildings are made of
| | are now only pale, brittle chunks barely holding the walls
+ | of the buildings together. You see the Main Street continues
---------+ to the north and the south.

[Exits: north south]
A special guard walks in.

<907hp 444m 398mv no opponent/no opponent calm road (outside) > s
Inside the South Gate
+ | You are inside the South 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 thirty spans tall.
| | You see the city to the north, the south gate to the south,
@ | and the battlement of the city above you.
| |
+ |
| |
o |
---------+

[Exits: north south up]
A dwarven citizen of Seringale plods around the town.
A gate guard is here guarding the gates of Seringale.
A gate guard is here guarding the gates of Seringale.
A special guard walks in.

<907hp 444m 397mv no opponent/no opponent calm city (outside) > s
Outside the South Gate
+ | You are outside the South 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 thirty spans
@ | tall. You see the entrance into the city of Seringale to
| | the north and a path leading south towards a large grassy
o | field.
| |
o |
---------+

[Exits: north south]
You see 2 of a war banner of Seringale here.
A special guard walks in.

<907hp 444m 396mv no opponent/no opponent calm city (outside) > s
Atop a small hillock
+ | The view from atop this hill looks over the large city
| | of Seringale to the north. Large banners speckle the
+ | battlements that surround the city, and past them the
| | ever busy streets carve their way through the equally
@ f-f| busy shops, temples, and guilds. The path north of you
| | || leads right up to Seringale's southern gate. The cobbled
o f-f| path also heads back down the hill to the south.
| | ||
o-+-f-f|
---------+

[Exits: north south]
A special guard walks in.

<907hp 444m 395mv no opponent/no opponent calm field (outside) > s
Along a marked path
+ | Worn stones show the constant use of the cobbled path,
| | but it in overall good repair. Nothing blocks the view
o f-f| of the wide open sky or a pair of mountains off to the
| | || southwest. A large grassy hill can be seen to the south
@ f-f| overlooking the path. The cobbled path slopes up to the
| | || north, where just beyond the city of Seringale rises.
o-+-f-f| It also leads to the south, curving into an open, grassy
| | || field.
*-F-+ f-f|
---------+

[Exits: north south]
A special guard walks in.

<907hp 444m 394mv no opponent/no opponent calm field (outside) > s
A cobbled path
o f-f| Worn stones show the constant use of the cobbled path,
| | || but it in overall good repair. A dirt path picks up to
o f-f| the east as it cuts through the commons. Wooden walls
| | || stand out against the surroundings to the south, just
o-@-f-f| past the cobbled path. A shaky bridge has been built
| | || east, leading over muddied ground into a wet-looking
*-F-+ f-f| field. A well-cleared path leads north towards a large-looking
| | | || town.
*-* * f-x|
---------+

[Exits: north east south west]
A thick stack of letters lies scattered about, each one addressed to a different name.
(Glowing) A post on the bridge has been illuminated with a fire torch.
(White Aura) Ilromie the Sage of Arcane Power is here.
(White Aura) Akzylar the Sage of Arcane Power is here.
A special guard walks in.

<907hp 444m 393mv no opponent/no opponent calm road (outside) > wh
[ Elf ] Zersh the Holy Patriarch of Healing
[ Quasi ] <PK> Zexzel the Grand Spectre of Beguilement
[ Elf ] <PK> Akzylar the Sage of Arcane Power
[ Avian ] Trilil the Bringer of Torment
[ Duerg ] <PK> [Rival] (WANTED:***) Dogran the Wrath of an Immortal
[ Avian ] <PK> (OUTLAW) [Rival] (WANTED:*****) Heinrildt Schwarz the Harbinger of Death
[ Elf ] <PK> Hiretsuna the Sage of Arcane Power
[50 Jotun Pal] <PK> [JUSTICE] (Lieutenant) Solmundi Visindi the Holy Knight
[ Quasi ] Sevak the Ethereal
[ Elf ] <PK> <SCHOLAR> Duchess Ilromie Illistarre the Sage of Arcane Power
Players found: 10
[KEEPER] The Balance prevails within the four kingdoms.
There are 10 characters on; the most on this past month was 19.

<907hp 444m 393mv no opponent/no opponent calm road (outside) > wanted zexzel 1
Zexzel is now a criminal.
[JUSTICE] The Guardian of Justice: 'NOTICE: Zexzel has been marked a criminal by Solmundi for breaking the first law.'

<907hp 444m 393mv no opponent/no opponent calm road (outside) > s
A cobbled path
o f-f| The majestic city of Seringale rises past the hills to
| | || the north, even from here it has an inviting air to it.
o-+-f-f| Green fields east of here are spotted with grazing animals
| | || and small outposts of goblins. This road has seen little
*-F-@ f-f| hardships, only showing minor repairs from general use.
| | | || The cobbled path butts right up against a small inn to
*-* * f-x| the south, or you can follow it to the north. There are
| || some apparent solid footholds down the river bank too,
x-x x| which seems to be changing direction again.
---------+

[Exits: north south west down]
A magical spring flows from the ground here.
A short pump juts out of the ground, a layer of rust covering it.
A special guard walks in.

<907hp 444m 392mv no opponent/no opponent calm road (outside) > s
Old Stables
o-+-f-f| An old wooden shed has been converted into stables here, in
| | || a shady area chosen noticeably distant from the Inn. Strange
*-F-+ f-f| sounds and smells emanate from within. A cobblestone path
| | | || runs north and south just next to it. To the west, you can
*-* @ f-x| see and smell the Slaughtered Lamb inn. The path becomes obscured
| | by fog to the south.
x-x |
|
|
---------+

[Exits: north south]
You see 3 of a falchion here.
A realistic-looking wooden horse has been set up here.
You see 2 of a voulge here.
Irion the Wordbearer rests next to the "horse".
A special guard walks in.
Irion the Wordbearer says 'Please do me a brief service, Solmundi. Rest on my horse and help me assign some tasks.'

<907hp 444m 391mv no opponent/no opponent calm inside (indoors) > c
Players near you in The Miden'nir:
<PK> Solmundi Old Stables
Sevak Path on the mountain

<907hp 444m 391mv no opponent/no opponent calm inside (indoors) > s
The Trail
*-F-+ | You are at the outskirts of a trail that leads up a mountainside,
| | | but a thick fog prevents any vision of what lies further.
*-* * | The steps of the Slaughtered Lamb inn extend a warm welcome
| | to the north, away from the quietly foreboding fog that has
x-@ | gathered itself around the trail behind the inn. The wind
| blows softly, carrying upon it soft whispers that invite you
| to travel westwards and discover what lies beyond the veil.
|
|
---------+

[Exits: north west]
A curved sword with a heavy tip sits here.
A long polearm with a curved blade is here.
A special guard climbs in.

<907hp 444m 390mv no opponent/no opponent calm mountain (outside) > w
A Fog-Shrouded Trail
~<*-F-+ | You are on a fog-shrouded trail which runs up the side of
| | | this dark mountain. The ground is wet and muddy with melted
*-* * | snow, and the path which should lead to the Miden'nir disappears
| | amongst the mist and the trees. There is nothing for you
@-x | to do but follow the trail that twists up towards the broken,
| snow-covered heights of the mountain range. An old stone
| tablet with inscriptions stands beside a bush in the corner.
|
|
---------+

[Exits: east up]
A special guard climbs in.

<907hp 444m 388mv no opponent/no opponent calm mountain (outside) > c
Players near you in Emerald Forest:
<PK> Solmundi A Fog-Shrouded Trail

<908hp 454m 399mv no opponent/no opponent calm mountain (outside) > e
The Trail
*-F-+ | You are at the outskirts of a trail that leads up a mountainside,
| | | but a thick fog prevents any vision of what lies further.
*-* * | The steps of the Slaughtered Lamb inn extend a warm welcome
| | to the north, away from the quietly foreboding fog that has
x-@ | gathered itself around the trail behind the inn. The wind
| blows softly, carrying upon it soft whispers that invite you
| to travel westwards and discover what lies beyond the veil.
|
|
---------+

[Exits: north west]
A curved sword with a heavy tip sits here.
A long polearm with a curved blade is here.
A special guard climbs in.

<908hp 454m 397mv no opponent/no opponent calm mountain (outside) > c
n
Players near you in The Miden'nir:
<PK> Solmundi The Trail
Sevak Path on the mountain

<908hp 454m 397mv no opponent/no opponent calm mountain (outside) >
Old Stables
o-+-f-f| An old wooden shed has been converted into stables here, in
| | || a shady area chosen noticeably distant from the Inn. Strange
*-F-+ f-f| sounds and smells emanate from within. A cobblestone path
| | | || runs north and south just next to it. To the west, you can
*-* @ f-x| see and smell the Slaughtered Lamb inn. The path becomes obscured
| | by fog to the south.
x-x |
|
|
---------+

[Exits: north south]
You see 3 of a falchion here.
A realistic-looking wooden horse has been set up here.
You see 2 of a voulge here.
Irion the Wordbearer rests next to the "horse".
A special guard walks in.

<908hp 454m 395mv no opponent/no opponent calm inside (indoors) > n
A cobbled path
o f-f| The majestic city of Seringale rises past the hills to
| | || the north, even from here it has an inviting air to it.
o-+-f-f| Green fields east of here are spotted with grazing animals
| | || and small outposts of goblins. This road has seen little
*-F-@ f-f| hardships, only showing minor repairs from general use.
| | | || The cobbled path butts right up against a small inn to
*-* * f-x| the south, or you can follow it to the north. There are
| || some apparent solid footholds down the river bank too,
x-x x| which seems to be changing direction again.
---------+

[Exits: north south west down]
A magical spring flows from the ground here.
A short pump juts out of the ground, a layer of rust covering it.
A special guard walks in.

<908hp 454m 394mv no opponent/no opponent calm road (outside) > n
A cobbled path
o f-f| Worn stones show the constant use of the cobbled path,
| | || but it in overall good repair. A dirt path picks up to
o f-f| the east as it cuts through the commons. Wooden walls
| | || stand out against the surroundings to the south, just
o-@-f-f| past the cobbled path. A shaky bridge has been built
| | || east, leading over muddied ground into a wet-looking
*-F-+ f-f| field. A well-cleared path leads north towards a large-looking
| | | || town.
*-* * f-x|
---------+

[Exits: north east south west]
A thick stack of letters lies scattered about, each one addressed to a different name.
(Glowing) A post on the bridge has been illuminated with a fire torch.
A special guard walks in.

<908hp 454m 393mv no opponent/no opponent calm road (outside) > n
Along a marked path
+ | Worn stones show the constant use of the cobbled path,
| | but it in overall good repair. Nothing blocks the view
o f-f| of the wide open sky or a pair of mountains off to the
| | || southwest. A large grassy hill can be seen to the south
@ f-f| overlooking the path. The cobbled path slopes up to the
| | || north, where just beyond the city of Seringale rises.
o-+-f-f| It also leads to the south, curving into an open, grassy
| | || field.
*-F-+ f-f|
---------+

[Exits: north south]
A special guard walks in.

<908hp 454m 392mv no opponent/no opponent calm field (outside) > n
Atop a small hillock
+ | The view from atop this hill looks over the large city
| | of Seringale to the north. Large banners speckle the
+ | battlements that surround the city, and past them the
| | ever busy streets carve their way through the equally
@ f-f| busy shops, temples, and guilds. The path north of you
| | || leads right up to Seringale's southern gate. The cobbled
o f-f| path also heads back down the hill to the south.
| | ||
o-+-f-f|
---------+

[Exits: north south]
A special guard walks in.

<908hp 454m 391mv no opponent/no opponent calm field (outside) > n
Outside the South Gate
+ | You are outside the South 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 thirty spans
@ | tall. You see the entrance into the city of Seringale to
| | the north and a path leading south towards a large grassy
o | field.
| |
o |
---------+

[Exits: north south]
You see 2 of a war banner of Seringale here.
A special guard walks in.

<908hp 454m 390mv no opponent/no opponent calm city (outside) > c
Players near you in Seringale:
Zersh Entrance of the Healer Guild
<PK> Zexzel North Square
<PK> Akzylar North Square
Trilil Necromancer Guildhall
<PK> Dogran North Square
<PK> Heinrildt North Square
Hiretsuna Temple of Light
<PK> Solmundi Outside the South Gate
<PK> Ilromie North Square

<908hp 454m 390mv no opponent/no opponent calm city (outside) >
(WILDLY) Akzylar yells 'Die! Heinrildt, you sorcerous dog!'

<908hp 454m 390mv no opponent/no opponent calm city (outside) >
(WILDLY) Akzylar yells 'Help! I am being attacked by Zexzel!'
(WILDLY) Akzylar yells 'Help! I am being attacked by Dogran!'

<908hp 454m 390mv no opponent/no opponent calm city (outside) > n
Inside the South Gate
+ | You are inside the South 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 thirty spans tall.
| | You see the city to the north, the south gate to the south,
@ | and the battlement of the city above you.
| |
+ |
| |
o |
---------+

[Exits: north south up]
A gate guard is here guarding the gates of Seringale.
A gate guard is here guarding the gates of Seringale.
A special guard walks in.

<908hp 454m 389mv no opponent/no opponent calm city (outside) > n
n
The South Main Street
+-S | You are on the Main Street of Seringale. It is a wide street
| | with lots of space to both sides. Although the street is
+ | wide, it is very poorly lit, so it is very gloomy and dim
| | here. All around you are beggars and panhandlers dressed
@ | in filthy clothing. The buildings surrounding you are old
| | and run down. They seem like they have been made ages ago.
+ | The once bright red bricks that the buildings are made of
| | are now only pale, brittle chunks barely holding the walls
+ | of the buildings together. You see the Main Street continues
---------+ to the north and the south.

[Exits: north south]
A special guard walks in.

<908hp 454m 388mv no opponent/no opponent calm road (outside) >
A Small Bridge
+-+-o | You are on a small bridge in Seringale. A river flows beneath
| | | the bridge slowly. Splinters line the small wooden railings
*-* +-S | that are mounted on both sides of the bridge. The wooden
| | planks of the bridge hangs on to the frame of the bridge
@ | loosely, ready to come apart at any moment. The thick ropes
| | tying the planks together are old and worn, about to snap
+ | at will. The Main Street continues to the north and south
| | and a ladder leads down the bridge into the river below
+ | you.
---------+

[Exits: north south down]
A pair of gilded golden gargoyles oversee each side of the bridge.
A special guard walks in.

<908hp 454m 387mv no opponent/no opponent calm road (outside) > c
Players near you in Seringale:
Zersh The North Road
<PK> Zexzel North Square
<PK> Akzylar North Square
Trilil Entrance of the Necromancer Guild
<PK> Dogran North Square
<PK> Heinrildt The North Road
Hiretsuna North Square
<PK> Solmundi A Small Bridge
<PK> Ilromie North Square

<908hp 454m 387mv no opponent/no opponent calm road (outside) > n
The South Main Street
S-+-S | You are on the Main Street of Seringale. It is a wide street
| | with lots of space to both sides. Although the street is
+-+-o | wide, it is very poorly lit, so it is very gloomy and dim
| | | here. All around you are filthy beggars and panhandlers dressed
*-* @-S | in filthy clothing. The buildings surrounding you are old
| | and run down. They seem like they have been made ages ago.
+ | The once bright red bricks that the buildings are made of
| | are now only pale, brittle chunks barely holding the walls
+ | of the buildings together. You see the Main Street continues
---------+ to the north and the south.

[Exits: north east south]
The goblin extermination enforcer is here hunting down goblins.
A special guard walks in.

<908hp 454m 386mv no opponent/no opponent calm road (outside) > n
The South Main Street
+-+-+-+-+| You are on the Main Street of Seringale. It is a wide street
| | || with lots of space to both sides. Although the street is
+ S-+-S +| wide, it is very poorly lit, so it is very gloomy and dim
| | | here. All around you are beggars and panhandlers dressed
+ +-@-o | in filthy clothing. The buildings surrounding you are old
| | | and run down. They seem like they have been made ages ago.
*-* +-S | The once bright red bricks that the buildings are made of
| | are now only pale, brittle chunks barely holding the walls
+ | of the buildings together. You see the entrance to the Necromancer
---------+ Guild to the west and the Mausoleum to the east. The Main
Street continues to the north and the south.

[Exits: north east south west]
A special guard walks in.

<908hp 454m 385mv no opponent/no opponent calm road (outside) > n

You hear a loud shatter in the near distance.
The South Main Street
S S-+-S | You are on the Main Street of Seringale. It is a wide street
| | | with lots of space to both sides. Although the street
+-+-+-+-+| is wide, it is very poorly lit, so it is very gloomy and
| | || dim here. All around you are beggars and panhandlers dressed
+ S-@-S +| in filthy clothing. The buildings surrounding you are
| | | old and run down. They seem like they have been made ages
+ +-+-o | ago. The once bright red bricks that the buildings are
| | | made of are now only pale, brittle chunks barely holding
*-* +-S | the walls of the buildings together. You see the South
---------+ Square to the north, entrances to taverns on both side
of the street and the Main Street continues to the south.

[Exits: north east south west]
A beggar wanders around asking for spare gold.
A special guard walks in.

<908hp 454m 384mv no opponent/no opponent calm road (outside) > n
South Square
S-+-* | You are at the South Square of Seringale. It is gloomy
| | and dim here. The square is a tiny opening in between
S S-+-S | a few broken down buildings. The air is stuffy and pungent
| | | from the various trash lying all over the ground. You
+-+-@-+-+| see the Main Street to the north and the south, and the
| | || South Road to the east and west.
+ S-+-S +|
| | |
+ +-+-o |
---------+

[Exits: north east south west down]
(Charmed) Worked to death many years ago, this cursed slave keeps going relentlessly.
(Charmed) A stone golem stands here to do his master's bidding.
(Charmed) A thick-billed raven is here, serving its master.
(Charmed) A flesh golem stands here to do his master's bidding.
Trilil the Bringer of Torment is here.
A beggar wanders around asking for spare gold.
A special guard walks in.

<908hp 454m 383mv no opponent/no opponent calm city (outside) > n
The Main Street
S-+-S-*| You are on the Main Street of Seringale. It is a wide
| | street with lots of space to both sides. There are tons
S-+-* | of people rushing from one place to another, minding
| | their own business. You see the Main Street continues
S S-@-S | to the north, entrances to taverns on both sides of the
| | | street and the South Square to the south.
+-+-+-+-+|
| | ||
+ S-+-S +|
---------+

[Exits: north east south west]
A special guard walks in.

<908hp 454m 382mv no opponent/no opponent calm road (outside) > n
The Main Street
*-+-* S| You are on the Main Street of Seringale. It is a wide
| || street with lots of space to both sides. There are tons
S-+-S-*| of people rushing from one place to another, minding
| | their own business. You see entrances to taverns on
S-@-* | both sides of the street and the Main Street continues
| | to the north and the south.
S S-+-S |
| | |
+-+-+-+-+|
---------+

[Exits: north east south west]
A purple pill with white spots lies here.
A special guard walks in.

<908hp 454m 381mv no opponent/no opponent calm road (outside) > n
The Main Street
+-+ +-+| You are on the Main Street of Seringale. It is a wide street
| | | || with lots of space to both sides. There are tons of people
F *-+-* S| rushing from one place to another, minding their own business.
| || You see a shop with a sign of a sword and axe to the east
S-@-S-*| and to the west, the pet shop.
| |
S-+-* |
| |
S-+-S |
---------+

[Exits: north east south west]
A magical spring flows from the ground here.
A halfling citizen of Seringale strolls about.
A drow city guard of Seringale stands watch here.
A special guard walks in.

<908hp 454m 380mv no opponent/no opponent calm road (outside) > n
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 special guard walks in.

<908hp 454m 379mv no opponent/no opponent calm city (outside) > c
Players near you in Seringale:
Zersh North Square
<PK> Zexzel North Square
Trilil South Square
<PK> Dogran North Square
<PK> Heinrildt North Square
Hiretsuna North Square
<PK> Solmundi South of Market Square
<PK> Ilromie The North Main Street

<908hp 454m 379mv no opponent/no opponent calm city (outside) > w
Southwest of Market Square
S S *-+-*| You are standing southwest of the Market Square. A marvellous
| | | || monument has been erected here in the middle of the city
+-+-+ +| of Seringale, ever flowing with clear drinkable water.
| | | || The road is well worn from the traffic constantly passing
S F @-+-*| over it. You see a path around the square to the east
| | and north.
S-+-S|
| |
S-+-*|
---------+

[Exits: north east]
A long-haired lanky man with piercing blue eyes stands here.
A special guard walks in.
Jack the hat says ''Ere you, "TOSS" us a coin would ya? My gambling addiction needs funds.'

<908hp 454m 378mv no opponent/no opponent calm inside (indoors) > n
West of Market Square
* S-+-S| You are west of Market Square. A marvellous monument
| | | has been erected here in the middle of the city of Seringale,
S S *-+-*| ever flowing with clear drinkable water. The road is
| | | || well worn from the traffic constantly passing over it.
+-+-@ +| A path leads north and south around the fountain, while
| | | || the common road continues to the west.
S F *-+-*|
| |
S-+-S|
---------+

[Exits: north south west]
A beggar wanders around asking for spare gold.
A special guard walks in.

<908hp 454m 377mv no opponent/no opponent calm city (outside) > n
Northwest of Market Square
+-S-C-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 special guard walks in.

<908hp 454m 376mv no opponent/no opponent calm inside (indoors) > e
North of Market Square
+-S-C-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 special guard walks in.

<908hp 454m 375mv no opponent/no opponent calm city (outside) > n
The Main Street
+ | You are on the Main Street of Seringale. It is a wide
| | street with lots of space to both sides. There are tons
+-S-C-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 special guard walks in.

<908hp 454m 374mv no opponent/no opponent calm road (outside) > n
The Main Street
+-+-C-+-+| You are on the Main Street of Seringale. It is a wide street
| | | || with lots of space to both sides. There are tons of people
* + F +| rushing from one place to another, minding their own business.
| || You see a shop with a sign of a map to the east and the
+-S-@-F +| Mocker's Tavern to the west. Main Street continues to the
| | north and south.
S-+-S |
| |
*-+-* |
---------+

[Exits: north east south west]
A blood shrine has been raised here from the carnage of Zersh's mutilated body.
A special guard walks in.

<908hp 454m 373mv no opponent/no opponent calm road (outside) > n
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
+-+-C-+-+| number of people rushing from one place to another, minding
| | | || their own business. You see the bustling North Square to
* @ F +| the north, as the Main street continues to the south. The
| || side of an inn lies to the west and a strange shop to the
+-S-C-F +| east, but their entrances face the North Road. A small
| | pile of breadcrumbs lies in the center of the street for
S-+-S | some mundane reason.
---------+

[Exits: north south]
A special guard walks in.

<908hp 454m 372mv no opponent/no opponent calm road (outside) > n
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
* + F +| of dents shaped curiously like one's rear end has been
| || well-worn into the paving stones here.
+-S-C-F +|
---------+

[Exits: north east south west]
The corpse of Hiretsuna is lying here.
The broken corpse of Hiretsuna is here, still strapped to the breaking wheel.
A brass finger post stands here.
The Herald Bulletin Board gleams majestically in the middle of the square.
(White Aura) (WANTED) Dogran the Wrath of an Immortal is here.
(Charmed) A hazy illusion of an escaping criminal guards its master.
(Charmed) (White Aura) A blurry illusion of Aerin the Banker guards its master.
(Charmed) (White Aura) An illusion of Xavier guards its master.
(White Aura) (WANTED) Zexzel the Grand Spectre of Beguilement is here.
(White Aura) (WANTED) (OUTLAW) Heinrildt the Harbinger of Death is here.
Zersh is resting here.
Hiretsuna the Sage of Arcane Power is here.
A special guard walks in.

<908hp 454m 371mv no opponent/no opponent calm city (outside) > g
Heinrildt flies south.
Dogran walks south.
Zexzel flies south.
An illusion of an escaping criminal flies south.
An illusion of Aerin the Banker walks south.
An illusion of Xavier walks south.

<908hp 454m 371mv no opponent/no opponent calm city (outside) >
They aren't here.

<908hp 454m 371mv no opponent/no opponent calm city (outside) >
Heinrildt flies in.
Zexzel flies in.
An illusion of Xavier walks in.
An illusion of Aerin the Banker walks in.
An illusion of an escaping criminal flies in.
Dogran walks in.

<908hp 454m 371mv no opponent/no opponent calm city (outside) > g
(WILDLY) Dogran yells 'Help! Solmundi is attacking me with heavenly wrath!'
Your heavenly wrath decimates Dogran!
Dogran looks very uncomfortable.
You feel extremely uncomfortable in Heinrildt's presence.
[** ] Dogran blocks your attack with his shield.
A longsword sheathed in everflowing water breaks apart.
You cause the ground beneath Dogran to erupt in a spray of shrapnel.
Your shard of iron scratches Dogran.
Your shard of silver grazes Dogran.
Your shard of iron scratches Dogran.
Your shard of silver scratches Dogran.
Heinrildt's drowning mauls you.
Heinrildt's drowning decimates you!
[** ] You parry Heinrildt's drowning.
[***] You parry an illusion of an escaping criminal's punch.
An illusion of Xavier's slash wounds you.
[** ] You parry an illusion of Aerin the Banker's pierce.
An illusion of Aerin the Banker's pierce wounds you.
A special guard's crush wounds Dogran.
You brace against your armor to perform a two-handed set parry.
[* ] You parry Zexzel's cleave.
Dogran's magic injures you.
You brace against your armor to perform a two-handed set parry.
[* ] You parry Dogran's magic.
Dogran has some small wounds and bruises.

<805hp 424m 371mv defensive/segment aggressive city (outside) > z

Zexzel utters the words, 'pab gsabrat'.
Dogran has some small wounds and bruises.

<805hp 424m 371mv defensive/segment aggressive city (outside) >
Heinrildt utters the words, 'noselacri'.
[* ] Dogran blocks your attack with his shield.
Your typhoon DISMEMBERS Dogran!
[** ] Dogran blocks your attack with his shield.
Heinrildt's drowning decimates you!
[***] You parry an illusion of an escaping criminal's punch.
An illusion of Xavier's slash mauls you.
You brace against your armor to perform a two-handed set parry.
[* ] You parry an illusion of Xavier's slash.
[* ] You block an illusion of Aerin the Banker's attack with your shield.
[***] You parry an illusion of Aerin the Banker's pierce.
Zexzel's cleave injures you.
[* ] You block Dogran's attack with your shield.
You brace against your armor to perform a two-handed set parry.
[* ] You parry Dogran's magic.
Dogran has quite a few wounds.

<744hp 424m 371mv defensive/segment aggressive city (outside) >
You hear a loud shatter in the near distance.
Dogran has quite a few wounds.

<744hp 424m 371mv defensive/segment aggressive city (outside) > wrat
You scan all around.
You scan north.
*** Range 2 (north) ***
A duergar city guard of Seringale stands watch here.
You scan east.
You scan south.
*** Range 1 (south) ***
(White Aura) Ilromie the Sage of Arcane Power is here.
*** Range 2 (south) ***
A gnomish city guard of Seringale stands here.
*** Range 3 (south) ***
A beggar wanders around asking for spare gold.
You scan west.
*** Range 2 (west) ***
Dagnir the enforcer of law is here searching for criminals.
(Pink Aura) A teary-eyed, scrawny little man wanders around moaning.
*** Range 3 (west) ***
A storm giant citizen of Seringale strolls about.
*** Range 4 (west) ***
A halfling city guard of Seringale stands watch here.
A halfling city guard of Seringale stands watch here.
*** Range 5 (west) ***
A human citizen of Seringale wanders around aimlessly.
Dogran has quite a few wounds.

<744hp 424m 371mv defensive/segment aggressive city (outside) >
Your heavenly wrath mauls Dogran.
Dogran has quite a few wounds.

<744hp 394m 371mv defensive/segment aggressive city (outside) >
Hiretsuna goes to sleep.
Dogran has quite a few wounds.

<744hp 394m 371mv defensive/segment aggressive city (outside) >
Zexzel has fled!
A sense of dread permeates the room.
A special guard cowers in abject terror!
The hairs on a special guard's body stand on end.
You remain resolute against the visions.
You press on without fear.
Zexzel flies south.
An illusion of an escaping criminal has fled!
An illusion of an escaping criminal flies west.
An illusion of Aerin the Banker has fled!
An illusion of Aerin the Banker walks west.
An illusion of Xavier has fled!
An illusion of Xavier walks north.
Your typhoon MUTILATES Dogran!
[** ] You parry Heinrildt's drowning.
Heinrildt's drowning wounds you.
[***] You parry Dogran's magic.
[** ] You block Dogran's attack with your shield.
Armor and entrails decorate the skies as an unfortunate is torn asunder.
Dogran has quite a few wounds.

<725hp 394m 371mv defensive/segment aggressive city (outside) >
Heinrildt utters the words, 'diesilla barh'.
Heinrildt's lightning bolt mauls you.
You start to panic as you enter a state of hysteria!
Dogran has quite a few wounds.

<702hp 394m 371mv defensive/segment aggressive city (outside) >
Dogran narrows his eyes.
You feel less armored.
You feel less righteous.
Your rage ebbs.
Dogran has quite a few wounds.

<702hp 394m 371mv defensive/segment aggressive city (outside) > f
f

Zexzel flies in.
Dogran has quite a few wounds.

<702hp 394m 371mv defensive/segment aggressive city (outside) >
Hiretsuna wakes up and starts resting.
[** ] Dogran blocks your attack with his shield.
[** ] You parry Heinrildt's drowning.
Heinrildt's drowning mauls you.
[***] You parry Zexzel's cleave.
[***] You parry Dogran's magic.
Zexzel's protective shield dissipates.
The town clock tolls twelve times as noon approaches.
Dogran has quite a few wounds.

<688hp 404m 399mv defensive/segment aggressive city (outside) >
Heinrildt utters the words, 'diesilla barh'.
Heinrildt's lightning bolt wounds you.
Dogran has quite a few wounds.

<671hp 404m 399mv defensive/segment aggressive city (outside) >
Zexzel has fled!
A sense of dread permeates the room.
You remain resolute against the visions.
You press on without fear.
Zexzel flies south.
You flee from combat!
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.
+-+-C-+-+|
| | | ||
* + F +|
---------+

[Exits: north south west]

<671hp 404m 398mv no opponent/no opponent aggressive road (outside) >
You aren't fighting anyone.

<671hp 404m 398mv no opponent/no opponent aggressive road (outside) >
A gnomish city guard yells 'Time to die, Zexzel!'

<671hp 404m 398mv no opponent/no opponent aggressive road (outside) > s
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
* + F +| of dents shaped curiously like one's rear end has been
| || well-worn into the paving stones here.
+-S-C-F +|
---------+

[Exits: north east south west]
The corpse of Hiretsuna is lying here.
The broken corpse of Hiretsuna is here, still strapped to the breaking wheel.
A brass finger post stands here.
The Herald Bulletin Board gleams majestically in the middle of the square.
(White Aura) (WANTED) Dogran is here, fighting a special guard.
(White Aura) (WANTED) (OUTLAW) Heinrildt the Harbinger of Death is here.
(Charmed) A special guard is here, fighting Dogran.
Zersh is resting here.
Hiretsuna is resting here.

<671hp 404m 397mv no opponent/no opponent aggressive city (outside) >
Heinrildt flies north.

<671hp 404m 397mv no opponent/no opponent aggressive city (outside) > j
(WILDLY) Dogran yells 'Help! I am being attacked by Solmundi!'
Your typhoon maims Dogran!
[* ] Dogran blocks your attack with his shield.
Dogran has quite a few wounds.

<671hp 404m 397mv defensive/segment aggressive city (outside) a special guard: 95%hp>
Heinrildt flies in.
Dogran has quite a few wounds.

<671hp 404m 397mv defensive/segment aggressive city (outside) a special guard: 95%hp> s

Heinrildt utters the words, 'diesilla barh'.
Heinrildt's lightning bolt mauls you.
Dogran has quite a few wounds.

<649hp 404m 397mv defensive/segment aggressive city (outside) a special guard: 95%hp> f

(UNPROTECTED) a gnomish city guard yells 'Zexzel is a criminal! PROTECT THE INNOCENT! BANZAIII!!!'
[** ] Dogran parries your typhoon.
[***] You parry Heinrildt's drowning.
A special guard's crush mauls Dogran.
Dogran has quite a few wounds.

<649hp 404m 397mv defensive/segment aggressive city (outside) a special guard: 95%hp> f

Dogran has fled!
Dogran walks south.

<649hp 404m 397mv no opponent/no opponent aggressive city (outside) >
A ray of light shines down briefly nearby, then vanishes.

<649hp 404m 397mv no opponent/no opponent aggressive city (outside) >
Dogran walks in.
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
+-+-C-+-+| number of people rushing from one place to another, minding
| | | || their own business. You see the bustling North Square to
* @ F +| the north, as the Main street continues to the south. The
| || side of an inn lies to the west and a strange shop to the
+-S-C-F +| east, but their entrances face the North Road. A small
| | pile of breadcrumbs lies in the center of the street for
S-+-S | some mundane reason.
---------+

[Exits: north south]
A special guard walks in.

<649hp 404m 396mv no opponent/no opponent aggressive road (outside) >
You aren't fighting anyone.

<649hp 404m 396mv no opponent/no opponent aggressive road (outside) >
You aren't fighting anyone.

<649hp 404m 396mv no opponent/no opponent aggressive road (outside) > n
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
* + F +| of dents shaped curiously like one's rear end has been
| || well-worn into the paving stones here.
+-S-C-F +|
---------+

[Exits: north east south west]
The corpse of Hiretsuna is lying here.
The broken corpse of Hiretsuna is here, still strapped to the breaking wheel.
A brass finger post stands here.
The Herald Bulletin Board gleams majestically in the middle of the square.
(White Aura) (WANTED) Dogran the Wrath of an Immortal is here.
(White Aura) (WANTED) (OUTLAW) Heinrildt is here, fighting thin air??
Zersh is resting here.
Hiretsuna is resting here.
A special guard walks in.

<649hp 404m 395mv no opponent/no opponent aggressive city (outside) > j
Heinrildt stops using the red dragon shield as a shield.

<649hp 404m 395mv no opponent/no opponent aggressive city (outside) >
Zersh stands up.
(WILDLY) Dogran yells 'Help! I am being attacked by Solmundi!'
Your typhoon MUTILATES Dogran!
Dogran has quite a few wounds.

<649hp 404m 395mv defensive/segment aggressive city (outside) >
Dogran closes his eyes momentarily.
Heinrildt stops wielding a water cube.
Heinrildt wields a spiked iklwa.
Dogran has quite a few wounds.

<649hp 404m 395mv defensive/segment aggressive city (outside) > f
f

Heinrildt utters the words, 'diesilla barh'.
Heinrildt's lightning bolt injures you.
Dogran has quite a few wounds.

<636hp 404m 395mv defensive/segment aggressive city (outside) >
Your typhoon devastates Dogran!
Your typhoon MUTILATES Dogran!
Your typhoon DISEMBOWELS Dogran!
[***] You parry Heinrildt's pain.
A special guard's crush mauls Dogran.
[***] You parry Dogran's magic.
Dogran has some big nasty wounds and scratches.

<636hp 404m 395mv defensive/segment aggressive city (outside) >
You flee from combat!
The North Road
B-+-* | You are on the North Road on Seringale. It is peaceful
| | | and quiet here. Around you are magnificent buildings made
S-+ *-o +| of fanciful stonework. You see a shop with a sign of some
| || novelty toys to the south, and the North Road continues
+-C-@-+-+| to the east and west.
| | | |
+ F + |
| | |
S-C-F + |
---------+

[Exits: east south west]

<636hp 404m 394mv no opponent/no opponent aggressive road (outside) >
You aren't fighting anyone.

<636hp 404m 394mv no opponent/no opponent aggressive road (outside) > n
The weathered side of a large building is all that lies in that direction.

<636hp 404m 394mv no opponent/no opponent aggressive road (outside) > w
j
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
* + F +| of dents shaped curiously like one's rear end has been
| || well-worn into the paving stones here.
+-S-C-F +|
---------+

[Exits: north east south west]
The corpse of Hiretsuna is lying here.
The broken corpse of Hiretsuna is here, still strapped to the breaking wheel.
A brass finger post stands here.
The Herald Bulletin Board gleams majestically in the middle of the square.
(White Aura) (WANTED) Dogran the Wrath of an Immortal is here.
(Charmed) A special guard stands here, red with anger.
(White Aura) (WANTED) (OUTLAW) Heinrildt the Harbinger of Death is here.
Zersh the Holy Patriarch of Healing is here.
Hiretsuna is resting here.

<636hp 404m 393mv no opponent/no opponent aggressive city (outside) >
Heinrildt's pierce DISEMBOWELS you!
[***] You parry Heinrildt's pierce.
Your typhoon decimates Heinrildt!
Your typhoon mauls Heinrildt.
Heinrildt's pierce MUTILATES you!
A special guard's crush mauls Heinrildt.
[** ] You parry Dogran's magic.
You brace against your armor to perform a two-handed set parry.
[* ] You parry Dogran's magic.
Heinrildt has quite a few wounds.

<554hp 404m 393mv two_handed/shaft aggressive city (outside) >
You do the best you can!
Heinrildt has quite a few wounds.

<554hp 404m 393mv two_handed/shaft aggressive city (outside) > f
You panic and couldn't escape!
You flee from combat!
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.
+-+-C-+-+|
| | | ||
* + F +|
---------+

[Exits: north south west]

<554hp 404m 392mv no opponent/no opponent aggressive road (outside) > s
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
* + F +| of dents shaped curiously like one's rear end has been
| || well-worn into the paving stones here.
+-S-C-F +|
---------+

[Exits: north east south west]
The corpse of Hiretsuna is lying here.
The broken corpse of Hiretsuna is here, still strapped to the breaking wheel.
A brass finger post stands here.
The Herald Bulletin Board gleams majestically in the middle of the square.
(Charmed) A special guard is here, fighting Heinrildt.
(White Aura) (WANTED) (OUTLAW) Heinrildt the Harbinger of Death is here.
Zersh the Holy Patriarch of Healing is here.
Hiretsuna is sleeping here.

<554hp 404m 391mv no opponent/no opponent aggressive city (outside) > s
The Main Street
S-+ | You are on the Main Street of Seringale. It is a very wide
| | street with lots of space to both sides. There are a significant
+-+-C-+-+| number of people rushing from one place to another, minding
| | | || their own business. You see the bustling North Square to
* @ F +| the north, as the Main street continues to the south. The
| || side of an inn lies to the west and a strange shop to the
+-S-C-F +| east, but their entrances face the North Road. A small
| | pile of breadcrumbs lies in the center of the street for
S-+-S | some mundane reason.
---------+

[Exits: north south]

<554hp 404m 390mv no opponent/no opponent aggressive road (outside) > s
The Main Street
+-+-C-+-+| You are on the Main Street of Seringale. It is a wide street
| | | || with lots of space to both sides. There are tons of people
* + F +| rushing from one place to another, minding their own business.
| || You see a shop with a sign of a map to the east and the
+-S-@-F +| Mocker's Tavern to the west. Main Street continues to the
| | north and south.
S-+-S |
| |
*-+-* |
---------+

[Exits: north east south west]
A blood shrine has been raised here from the carnage of Zersh's mutilated body.
(White Aura) (WANTED) (OUTLAW) Dogran the Wrath of an Immortal is here.
(Invis) (Charmed) Worked to death many years ago, this cursed slave keeps going relentlessly.
(Invis) (Charmed) A stone golem stands here to do his master's bidding.
(Invis) (Charmed) A thick-billed raven is here, serving its master.
(Invis) (Charmed) A flesh golem stands here to do his master's bidding.
(Invis) Trilil the Bringer of Torment is here.

<554hp 404m 389mv no opponent/no opponent aggressive road (outside) > s
The Main Street
+ | You are on the Main Street of Seringale. It is a wide
| | street with lots of space to both sides. There are tons
+-S-C-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]
The corpse of a gnomish city guard is lying here.
A beggar wanders around asking for spare gold.

<554hp 404m 388mv no opponent/no opponent aggressive road (outside) > s
North of Market Square
+-S-C-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]

<554hp 404m 387mv no opponent/no opponent aggressive city (outside) > w
Northwest of Market Square
+-S-C-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]

<554hp 404m 386mv no opponent/no opponent aggressive inside (indoors) > s
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.

<554hp 404m 385mv no opponent/no opponent aggressive city (outside) > w
The West Common Road
* S-+| You are on the Common Road of Seringale. All around you
| || are busy people hurrying along minding their own business.
S S S *-+| You see a shop with a sign of a wizard's hat to the north,
| | | | | a shop of fresh meat to the south, and the large fountain
+-+-@-+ | of the town nearby to the east.
| | | | |
S S F *-+|
||
S-+|
---------+

[Exits: north east south west]

<554hp 404m 384mv no opponent/no opponent aggressive road (outside) > s
The Meat Store
S S S *-+| You are inside the Meat Store. An aroma of many different
| | | | | meats fills your nose as you enter the store. This is
+-+-+-+ | where you can buy the best meat products in the whole
| | | | | city. You see numerous slabs of beef hanging along one
S S @ *-+| of the walls. Freshly plucked chickens, ducks and other
|| fowls cover the opposite wall of the store. There are
S-+| also shelves at the back of the room filled with neatly-sliced
|| meat. A whole roasted pig sits in the corner of the store,
+| waiting to be bought. You can leave this store to the
---------+ north and a staircase leads to an opening above the store.


[Exits: north up]
A beggar wanders around asking for spare gold.
Hyando the butcher is here selling the freshest meat in town.

<554hp 404m 383mv no opponent/no opponent aggressive inside (indoors) > sanc
You are already in sanctuary.

<554hp 329m 383mv no opponent/no opponent aggressive inside (indoors) > n
c
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 S F *-+|
||
S-+|
---------+

[Exits: north east south west]

<554hp 329m 382mv no opponent/no opponent aggressive road (outside) >
(UNPROTECTED) Echuir the witch yells 'Heinrildt the criminal is over here!'

<554hp 329m 382mv no opponent/no opponent aggressive road (outside) >
(UNPROTECTED) Echuir the witch yells 'Heinrildt the criminal is over here!'
Players near you in Seringale:
Zersh North Square
Akzylar Temple of Light
Trilil The Main Street
<PK> Dogran Potion Shop
<PK> Heinrildt Potion Shop
Hiretsuna North Square
<PK> Solmundi The West Common Road
<PK> Ilromie South Square

<554hp 329m 382mv no opponent/no opponent aggressive road (outside) >
Heinrildt flies in.
Dogran walks in.

<554hp 329m 382mv no opponent/no opponent aggressive road (outside) > e
z

Heinrildt flies east.
Dogran walks east.
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]
(White Aura) (WANTED) (OUTLAW) Dogran the Wrath of an Immortal is here.
(White Aura) (WANTED) (OUTLAW) Heinrildt the Harbinger of Death is here.
A beggar wanders around asking for spare gold.
The white aura around Heinrildt fades.
You feel less vulnerable to afflictions.

<575hp 343m 399mv no opponent/no opponent aggressive city (outside) >
You scan all around.
You scan north.
You scan south.
*** Range 1 (south) ***
A long-haired lanky man with piercing blue eyes stands here.
You scan west.
*** Range 2 (west) ***
A beggar wanders around asking for spare gold.
*** Range 3 (west) ***
An avian city guard of Seringale stands watch here.
*** Range 4 (west) ***
A fearless adventurer is here, asking for a group to explore the Mystic Forest.

<575hp 343m 399mv no opponent/no opponent aggressive city (outside) >
Heinrildt flies south.
Dogran walks south.

<575hp 343m 399mv no opponent/no opponent aggressive city (outside) > j
They aren't here.
A drow city guard yells 'Time to die, Heinrildt!'

<575hp 343m 399mv no opponent/no opponent aggressive city (outside) > s
Southwest of Market Square
S S *-+-*| You are standing southwest of the Market Square. A marvellous
| | | || monument has been erected here in the middle of the city
+-+-+ +| of Seringale, ever flowing with clear drinkable water.
| | | || The road is well worn from the traffic constantly passing
S F @-+-*| over it. You see a path around the square to the east
| | and north.
S-+-S|
| |
S-+-*|
---------+

[Exits: north east]
A long-haired lanky man with piercing blue eyes stands here.
You hear something's death cry.

<575hp 343m 398mv no opponent/no opponent aggressive inside (indoors) > e
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]
The corpse of a drow city guard is lying here.
The pulled-out eyes of a drow city guard are lying here.
(White Aura) (WANTED) (OUTLAW) Dogran the Wrath of an Immortal is here.
(WANTED) (OUTLAW) Heinrildt the Harbinger of Death is here.
A beggar wanders around asking for spare gold.
A beggar wanders around asking for spare gold.

<575hp 343m 397mv no opponent/no opponent aggressive city (outside) >
Heinrildt flies east.
Dogran walks east.

<575hp 343m 397mv no opponent/no opponent aggressive city (outside) > e
Southeast of Market Square
*-+-* F +| You are standing southeast of the Market Square. A marvellous
| | | || monument has been erected here in the middle of the city
+ +-+-+| of Seringale, ever flowing with clear drinkable water. The
| | | || road is well worn from the traffic constantly passing over
*-+-@ S S| it. You see a path around the square to the west and north.
| | |
S-+-S-* |
| |
S-+-* |
---------+

[Exits: north west]
A glowing banner bearing the emblem of Seringale rests here.
(White Aura) (WANTED) (OUTLAW) Dogran the Wrath of an Immortal is here.
(WANTED) (OUTLAW) Heinrildt the Harbinger of Death is here.
A beggar wanders around asking for spare gold.

<575hp 343m 396mv no opponent/no opponent aggressive inside (indoors) >
Heinrildt flies north.
Dogran walks north.

<575hp 343m 396mv no opponent/no opponent aggressive inside (indoors) > c
Players near you in Seringale:
Zersh North Square
Akzylar Temple of Light
Trilil The Main Street
<PK> Dogran East of Market Square
<PK> Heinrildt East of Market Square
Hiretsuna North Square
<PK> Solmundi Southeast of Market Square
<PK> Ilromie The South Main Street

<575hp 343m 396mv no opponent/no opponent aggressive inside (indoors) > j
They aren't here.

<575hp 343m 396mv no opponent/no opponent aggressive inside (indoors) > n
East of Market Square
S-+-S | You are east of Market Square. A marvellous monument has
| | been erected here in the middle of the city of Seringale,
*-+-* 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]

<575hp 343m 395mv no opponent/no opponent aggressive city (outside) > j
They aren't here.
A half-elf city guard yells 'Heinrildt! Now you die!'

<575hp 343m 395mv no opponent/no opponent aggressive city (outside) > e
The East Common Road
+-S *| You are on the Common Road of Seringale. All around you are
| || busy people hurrying along minding their own business. The
+-* F +-*| smell of fresh bread wafts in from the north of here. A shop
| | | | with a sign of an iron hammer is south.
+-@-+-+|
| | | ||
+-* S S +|
| | |
+-S-* |
---------+

[Exits: north east south west]
A jagged key lies here.

<575hp 343m 394mv no opponent/no opponent aggressive road (outside) > e
The East Common Road
* | You are on the Common Road of Seringale. All around you
| | are busy people hurrying along minding their own business.
* F +-* | You see the entrance to the Warrior Guild to the north,
| | | | a shop with a sign of a needle to the south, and the
+-+-@-+-+| Common Road continues to the east and the west.
| | | | |
* S S +-+|
| ||
S-* +|
---------+

[Exits: north east south west]

<575hp 343m 393mv no opponent/no opponent aggressive road (outside) > e
The Eastern Monument
* | Standing in the center of the road is a large marble
| | monument, chiseled at odd angles and serving as a landmark
F +-* S| for Serin adventurers. Several dusty sets of footprints
| | || can be seen around the base of the monument, as hundreds
+-+-@-+-+| of passing citizens mark their paths from this large
| | | || stone monolith. To the south you see a dark alley, and
S S +-+ S| the Common Road continues to the east and west.
| | |
* +-+|
---------+

[Exits: east south west]
(White Aura) (WANTED) (OUTLAW) Dogran the Wrath of an Immortal is here.
(WANTED) (OUTLAW) Heinrildt is here, fighting a half-elf city guard.
A half-elf city guard is here, fighting Heinrildt.

<575hp 343m 392mv no opponent/no opponent aggressive city (outside) > e
The East Common Road
* | You are on the Common Road of Seringale. All around you
| | are busy people hurrying along minding their own business.
+-* S-*| The Common Road continues to the east and the west.
| | |
+-+-@-+-+|
| | | |
S +-+ S |
| |
+-+-*|
---------+

[Exits: east west]

<575hp 343m 391mv no opponent/no opponent aggressive road (outside) > j
They aren't here.

<575hp 343m 391mv no opponent/no opponent aggressive road (outside) > w
The Eastern Monument
* | Standing in the center of the road is a large marble
| | monument, chiseled at odd angles and serving as a landmark
F +-* S| for Serin adventurers. Several dusty sets of footprints
| | || can be seen around the base of the monument, as hundreds
+-+-@-+-+| of passing citizens mark their paths from this large
| | | || stone monolith. To the south you see a dark alley, and
S S +-+ S| the Common Road continues to the east and west.
| | |
* +-+|
---------+

[Exits: east south west]
(White Aura) (WANTED) (OUTLAW) Dogran the Wrath of an Immortal is here.
(WANTED) (OUTLAW) Heinrildt is here, fighting a half-elf city guard.
A half-elf city guard is here, fighting Heinrildt.

<575hp 343m 390mv no opponent/no opponent aggressive city (outside) > j

Heinrildt's pierce MASSACRES a half-elf city guard!
Heinrildt's pierce MANGLES a half-elf city guard!
Heinrildt swings a spiked iklwa at a half-elf city guard's neck and decapitates him.
A half-elf city guard's headless body falls to its knees, then keels sideways.
You hear a half-elf city guard's death cry.

<575hp 343m 390mv no opponent/no opponent aggressive city (outside) >
Heinrildt flies west.
Dogran walks west.
They aren't here.

<575hp 343m 390mv no opponent/no opponent aggressive city (outside) > w
The East Common Road
* | You are on the Common Road of Seringale. All around you
| | are busy people hurrying along minding their own business.
* F +-* | You see the entrance to the Warrior Guild to the north,
| | | | a shop with a sign of a needle to the south, and the
+-+-@-+-+| Common Road continues to the east and the west.
| | | | |
* S S +-+|
| ||
S-* +|
---------+

[Exits: north east south west]

<575hp 343m 389mv no opponent/no opponent aggressive road (outside) > w
The East Common Road
+-S *| You are on the Common Road of Seringale. All around you are
| || busy people hurrying along minding their own business. The
+-* F +-*| smell of fresh bread wafts in from the north of here. A shop
| | | | with a sign of an iron hammer is south.
+-@-+-+|
| | | ||
+-* S S +|
| | |
+-S-* |
---------+

[Exits: north east south west]
A jagged key lies here.
(White Aura) (WANTED) (OUTLAW) Dogran the Wrath of an Immortal is here.
(WANTED) (OUTLAW) Heinrildt the Harbinger of Death is here.

<575hp 343m 388mv no opponent/no opponent aggressive road (outside) > w
Heinrildt flies west.
Dogran walks west.

<575hp 343m 388mv no opponent/no opponent aggressive road (outside) >
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]
(White Aura) (WANTED) (OUTLAW) Dogran the Wrath of an Immortal is here.
(WANTED) (OUTLAW) Heinrildt the Harbinger of Death is here.

<575hp 343m 387mv no opponent/no opponent aggressive city (outside) >
Heinrildt flies south.
Dogran walks south.

<575hp 343m 387mv no opponent/no opponent aggressive city (outside) > w
A fenced-in fountain! You reach for the delicious water but can't fit through the iron bars.

<575hp 343m 387mv no opponent/no opponent aggressive city (outside) > n
Northeast of Market Square
S-C-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]

<575hp 343m 386mv no opponent/no opponent aggressive inside (indoors) > w
North of Market Square
+-S-C-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]
Zersh the Holy Patriarch of Healing is here.

<575hp 343m 385mv no opponent/no opponent aggressive city (outside) > n
The Main Street
+ | You are on the Main Street of Seringale. It is a wide
| | street with lots of space to both sides. There are tons
+-S-C-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]
The corpse of a gnomish city guard is lying here.
A beggar wanders around asking for spare gold.
(UNPROTECTED) Heinrildt yells 'Help! Ilromie is hellstreaming me!'

<575hp 343m 384mv no opponent/no opponent aggressive road (outside) > n
The Main Street
+-+-C-+-+| You are on the Main Street of Seringale. It is a wide street
| | | || with lots of space to both sides. There are tons of people
* + F +| rushing from one place to another, minding their own business.
| || You see a shop with a sign of a map to the east and the
+-S-@-F +| Mocker's Tavern to the west. Main Street continues to the
| | north and south.
S-+-S |
| |
*-+-* |
---------+

[Exits: north east south west]
A blood shrine has been raised here from the carnage of Zersh's mutilated body.
(Invis) (Charmed) Worked to death many years ago, this cursed slave keeps going relentlessly.
(Invis) (Charmed) A stone golem stands here to do his master's bidding.
(Invis) (Charmed) A thick-billed raven is here, serving its master.
(Invis) (Charmed) A flesh golem stands here to do his master's bidding.
(Invis) Trilil the Bringer of Torment is here.

<575hp 343m 383mv no opponent/no opponent aggressive road (outside) > n
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
+-+-C-+-+| number of people rushing from one place to another, minding
| | | || their own business. You see the bustling North Square to
* @ F +| the north, as the Main street continues to the south. The
| || side of an inn lies to the west and a strange shop to the
+-S-C-F +| east, but their entrances face the North Road. A small
| | pile of breadcrumbs lies in the center of the street for
S-+-S | some mundane reason.
---------+

[Exits: north south]

<575hp 343m 382mv no opponent/no opponent aggressive road (outside) > n
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
* + F +| of dents shaped curiously like one's rear end has been
| || well-worn into the paving stones here.
+-S-C-F +|
---------+

[Exits: north east south west]
The corpse of Hiretsuna is lying here.
The broken corpse of Hiretsuna is here, still strapped to the breaking wheel.
A brass finger post stands here.
The Herald Bulletin Board gleams majestically in the middle of the square.
(Charmed) A special guard stands here, red with anger.
Hiretsuna the Sage of Arcane Power is here.

<575hp 343m 381mv no opponent/no opponent aggressive city (outside) > c
Players near you in Seringale:
Zersh East of Market Square
Akzylar Temple of Light
Trilil The Main Street
<PK> Dogran Southwest of Market Square
<PK> Heinrildt Southwest of Market Square
Hiretsuna North Square
<PK> Solmundi North Square
<PK> Ilromie The Main Street

<575hp 343m 381mv no opponent/no opponent aggressive city (outside) > e
The North Road
B-+-* | You are on the North Road on Seringale. It is peaceful
| | | and quiet here. Around you are magnificent buildings made
S-+ *-o +| of fanciful stonework. You see a shop with a sign of some
| || novelty toys to the south, and the North Road continues
+-C-@-+-+| to the east and west.
| | | |
+ F + |
| | |
S-C-F + |
---------+

[Exits: east south west]
A special guard walks in.

<575hp 343m 380mv no opponent/no opponent aggressive road (outside) > e
The North Road
+-* o| 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 a sign showing the
| | | entrance to the Temple Square to the south, and the North
C-+-@-+-+| Road continues to the east and west.
| | | ||
+ F + +|
| | ||
C-F + *|
---------+

[Exits: east south west]
A half-elf city guard of Seringale stands watch here.
A special guard walks in.

<575hp 343m 379mv no opponent/no opponent aggressive road (outside) >
A half-elf city guard carefully sniffs the air.
A half-elf city guard walks south.

<575hp 343m 379mv no opponent/no opponent aggressive road (outside) > eq
You are using:
<used as light> (Glowing) a small hot ball of fire
<worn on finger> a wyvern's eye
<worn on finger> a wyvern's eye
<worn around neck> (Glowing) an Order of Light amulet
<worn around neck> (Glowing) an Order of Light amulet
<worn on head> a casque of the Golden Flame
<worn on torso> (Glowing) (Humming) finely crafted silver platemail
<worn on arms> (Glowing) superior silver vambraces of perfection
<worn on hands> gauntlets of the Golden Flame
<worn on legs> leg guards of the Golden Flame
<worn on feet> greaves of the Golden Flame
<worn as buckler> (Glowing) a gem-studded golden buckler
<worn about body> a thick black robe with a wyvern's head
<worn about waist> a girdle of the Golden Flame
<worn around wrist> a wyvern-marked bracer
<worn around wrist> a wyvern-marked bracer
<wielded two-handed> (Humming) the staff of storms
<floating nearby> a mithril dragon
<tattooed> (Glowing) a longsword sheathed in everflowing water

<575hp 343m 379mv no opponent/no opponent aggressive road (outside) > wear buck
You do not have that item.

<575hp 343m 379mv no opponent/no opponent aggressive road (outside) > e
The North Road
o | You are on the North Road on Seringale. It is peaceful
| | and quiet here. Around you are magnificent buildings
+-* F| made of fanciful stonework. You see the entrance of
| || the Invoker guild to the north and the North Road continues
+-+-@-+-+| to the east and the west.
| | | |
F + + |
| | |
+ *-*|
---------+

[Exits: north east west]
A special guard walks in.

<575hp 343m 378mv no opponent/no opponent aggressive road (outside) > e
The North Road
o | You are on the North Road on Seringale. It is peaceful
| | and quiet here. Around you are magnificent buildings made
+-* F | of fanciful stonework. You see the entrance to the Illusionist
| | | guild to the south and the North Road continues to the
+-+-@-+-+| east and the west.
| | |
+ + |
| | |
+ *-* |
---------+

[Exits: east south west]
The corpse of a human city guard is lying here.
The sliced-off arm of a human city guard is lying here.
A special guard walks in.

<575hp 343m 377mv no opponent/no opponent aggressive road (outside) > c
Players near you in Seringale:
Zersh The West Common Road
Akzylar Temple of Light
Trilil The Main Street
Hiretsuna North Square
<PK> Solmundi The North Road
<PK> Ilromie Southeast of Market Square

<575hp 343m 377mv no opponent/no opponent aggressive road (outside) > af
You are affected by the following:
Skill: errantry : lasts for 12 hours
Spell: protection : modifies save vs spell by 1 for 12 hours
Spell: virtuous light : modifies save vs maledictive by 5 for 9 hours
: modifies luck by 2 for 9 hours
: modifies armor class by 26 for 9 hours
Spell: detect invis : lasts for 4 hours
Spell: hysteria : lasts for 3 hours
Aura : vile presence : modifies armor class by -22 for 2 hours
Spell: sanctuary : lasts for 2 hours
Skill: holy armor : modifies armor class by 103 permanently
Skill: buckler : modifies hitroll by -2 permanently
Set : Fire with Fire : modifies save vs afflictive by 16 permanently
: modifies hitroll by 6 permanently
: modifies damroll by 6 permanently
: modifies armor class by 75 permanently

<575hp 343m 377mv no opponent/no opponent aggressive road (outside) >
Heinrildt tells you 'Flag Ilromie.'

<575hp 343m 377mv no opponent/no opponent aggressive road (outside) >
The corpse of a human city guard decays into dust.

<590hp 358m 399mv no opponent/no opponent aggressive road (outside) > reply you're not protected
You tell Heinrildt 'You're not protected.'

<590hp 358m 399mv no opponent/no opponent evasive road (outside) > wh
[ Elf ] Zersh the Holy Patriarch of Healing
[ Quasi ] <PK> (WANTED:***) Zexzel the Grand Spectre of Beguilement
[ Elf ] Akzylar the Sage of Arcane Power
[ Avian ] Trilil the Bringer of Torment
[ Duerg ] <PK> (OUTLAW) [Rival] (WANTED:*****) Dogran the Wrath of an Immortal
[ Avian ] <PK> (OUTLAW) [Rival] (WANTED:*****) Heinrildt Schwarz the Harbinger of Death
[ Elf ] Hiretsuna the Sage of Arcane Power
[50 Jotun Pal] <PK> [JUSTICE] (Lieutenant) Solmundi Visindi the Holy Knight
[ Quasi ] Sevak the Ethereal
[ Elf ] <PK> <SCHOLAR> Duchess Ilromie Illistarre the Sage of Arcane Power
Players found: 10
[KEEPER] The Balance prevails within the four kingdoms.
There are 10 characters on; the most on this past month was 19.

<590hp 358m 399mv no opponent/no opponent evasive road (outside) > c
Players near you in Seringale:
Zersh Outside the West Gate
Akzylar Temple of Light
Trilil The Main Street
Hiretsuna North Square
<PK> Solmundi The North Road
<PK> Ilromie The Main Street

<590hp 358m 399mv no opponent/no opponent evasive road (outside) > w
The North Road
o | You are on the North Road on Seringale. It is peaceful
| | and quiet here. Around you are magnificent buildings
+-* F| made of fanciful stonework. You see the entrance of
| || the Invoker guild to the north and the North Road continues
+-+-@-+-+| to the east and the west.
| | | |
F + + |
| | |
+ *-*|
---------+

[Exits: north east west]
A special guard walks in.

<590hp 358m 398mv no opponent/no opponent evasive road (outside) > w
The North Road
+-* o| 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 a sign showing the
| | | entrance to the Temple Square to the south, and the North
C-+-@-+-+| Road continues to the east and west.
| | | ||
+ F + +|
| | ||
C-F + *|
---------+

[Exits: east south west]
A special guard walks in.

<590hp 358m 397mv no opponent/no opponent evasive road (outside) > w
Heinrildt tells you 'Darn.'

<590hp 358m 397mv no opponent/no opponent evasive road (outside) >
The North Road
B-+-* | You are on the North Road on Seringale. It is peaceful
| | | and quiet here. Around you are magnificent buildings made
S-+ *-o +| of fanciful stonework. You see a shop with a sign of some
| || novelty toys to the south, and the North Road continues
+-C-@-+-+| to the east and west.
| | | |
+ F + |
| | |
S-C-F + |
---------+

[Exits: east south west]
A special guard walks in.

<590hp 358m 396mv no opponent/no opponent evasive road (outside) > c
Players near you in Seringale:
Zersh Outside the West Gate
Akzylar Temple of Light
Trilil North Square
Hiretsuna North Square
<PK> Solmundi The North Road
<PK> Ilromie Outside the North Gate

<590hp 358m 396mv no opponent/no opponent evasive road (outside) > w
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
* + F +| of dents shaped curiously like one's rear end has been
| || well-worn into the paving stones here.
+-S-C-F +|
---------+

[Exits: north east south west]
The corpse of Hiretsuna is lying here.
The broken corpse of Hiretsuna is here, still strapped to the breaking wheel.
A brass finger post stands here.
The Herald Bulletin Board gleams majestically in the middle of the square.
(Invis) (Charmed) Worked to death many years ago, this cursed slave keeps going relentlessly.
(Invis) (Charmed) A stone golem stands here to do his master's bidding.
(Invis) (Charmed) A thick-billed raven is here, serving its master.
(Invis) (Charmed) A flesh golem stands here to do his master's bidding.
(Invis) Trilil the Bringer of Torment is here.
Hiretsuna the Sage of Arcane Power is here.
A special guard walks in.

<590hp 358m 395mv no opponent/no opponent evasive city (outside) >
Hiretsuna utters the words, 'oculoinfra uizug'.

<590hp 358m 395mv no opponent/no opponent evasive city (outside) > c
Players near you in Seringale:
Zersh Outside the West Gate
Akzylar Temple of Light
Trilil North Square
Hiretsuna North Square
<PK> Solmundi North Square

<590hp 358m 395mv no opponent/no opponent evasive city (outside) > n
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.
+-+-C-+-+|
| | | ||
* + F +|
---------+

[Exits: north south west]
A special guard walks in.

<590hp 358m 394mv no opponent/no opponent evasive road (outside) > n
n
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|
| |
+-+-C-+-+|
---------+

[Exits: north east south west]
A duergar city guard of Seringale stands watch here.
A special guard walks in.

<590hp 358m 393mv no opponent/no opponent evasive road (outside) >
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]
A special guard walks in.

<590hp 358m 392mv no opponent/no opponent evasive road (outside) > n
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]
A special guard walks in.

<590hp 358m 391mv no opponent/no opponent evasive road (outside) > n
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]
You see 2 of a war banner of Seringale here.
A special guard walks in.

<590hp 358m 390mv no opponent/no opponent evasive city (outside) > n
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]
A special guard walks in.

<590hp 358m 389mv no opponent/no opponent evasive city (outside) > c
Players near you in Seringale:
Zersh Outside the West Gate
Akzylar Temple of Light
Trilil North Square
Hiretsuna North Square
<PK> Solmundi Outside the North Gate

<590hp 358m 389mv no opponent/no opponent evasive city (outside) > n
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]
A special guard walks in.

<590hp 358m 388mv no opponent/no opponent evasive field (outside) > c
Players near you in Plains of the North:
<PK> Solmundi Path in the plains
<PK> Ilromie Gallow hill

<590hp 358m 388mv no opponent/no opponent evasive field (outside) > n
n
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.
(White Aura) Ilromie the Sage of Arcane Power is here.
A cute rabbit is here.
A cute rabbit is here.
(White Aura) A black veiled female figure waits here patiently.
A special guard walks in.

<590hp 358m 387mv no opponent/no opponent evasive hills (outside) >
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]
(White Aura) Ilromie the Sage of Arcane Power is here.
A cute rabbit is here.
A cute rabbit is here.
A special guard walks in.

<590hp 358m 385mv no opponent/no opponent evasive field (outside) > n
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]
A special guard walks in.

<590hp 358m 384mv no opponent/no opponent evasive hills (outside) > n
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 special guard walks in.

<590hp 358m 382mv no opponent/no opponent evasive hills (outside) > n
Base of Mount Saidian
o o o | You are at the base of a large mountain which towers
| | | | over Ofcol. Far off to the south you see the faint lights
o-o-o z| of Seringale. An old path continues winding slowly up
| || the mountain, its old worn surface well trodden and very
o @ z| rough. The path leads up towards an ancient town occupied
| | || by avians that have held the mountain for a millennium.
z-z-z-z|
| | | ||
*-z-z-z-z|
---------+

[Exits: south up]
A special guard climbs in.

<590hp 358m 380mv no opponent/no opponent evasive mountain (outside) > c
Players near you in Mount Saidian:
<PK> Solmundi Base of Mount Saidian

<590hp 358m 380mv no opponent/no opponent evasive mountain (outside) > wh
[ Elf ] Zersh the Holy Patriarch of Healing
[ Quasi ] <PK> (WANTED:***) Zexzel the Grand Spectre of Beguilement
[ Elf ] Akzylar the Sage of Arcane Power
[ Avian ] Trilil the Bringer of Torment
[ Duerg ] <PK> (OUTLAW) [Rival] (WANTED:*****) Dogran the Wrath of an Immortal
[ Avian ] <PK> (OUTLAW) [Rival] (WANTED:*****) Heinrildt Schwarz the Harbinger of Death
[ Elf ] Hiretsuna the Sage of Arcane Power
[50 Jotun Pal] <PK> [JUSTICE] (Lieutenant) Solmundi Visindi the Holy Knight
[ Quasi ] Sevak the Ethereal
[ Elf ] <PK> <SCHOLAR> Duchess Ilromie Illistarre the Sage of Arcane Power
Players found: 10
[KEEPER] The Balance prevails within the four kingdoms.
There are 10 characters on; the most on this past month was 19.

<590hp 358m 380mv no opponent/no opponent evasive mountain (outside) > sle
You go to sleep.

<590hp 358m 380mv no opponent/no opponent evasive mountain (outside) > wh
[ Elf ] Zersh the Holy Patriarch of Healing
[ Quasi ] <PK> (WANTED:***) Zexzel the Grand Spectre of Beguilement
[ Elf ] Akzylar the Sage of Arcane Power
[ Avian ] Trilil the Bringer of Torment
[ Duerg ] <PK> (OUTLAW) [Rival] (WANTED:*****) Dogran the Wrath of an Immortal
[ Avian ] <PK> (OUTLAW) [Rival] (WANTED:*****) Heinrildt Schwarz the Harbinger of Death
[ Elf ] Hiretsuna the Sage of Arcane Power
[50 Jotun Pal] <PK> [JUSTICE] (Lieutenant) Solmundi Visindi the Holy Knight
[ Quasi ] Sevak the Ethereal
[ Elf ] <PK> <SCHOLAR> Duchess Ilromie Illistarre the Sage of Arcane Power
Players found: 10
[KEEPER] The Balance prevails within the four kingdoms.
There are 10 characters on; the most on this past month was 19.

<590hp 358m 380mv no opponent/no opponent evasive mountain (outside) > wh
[ Elf ] Zersh the Holy Patriarch of Healing
[ Quasi ] <PK> (WANTED:***) Zexzel the Grand Spectre of Beguilement
[ Elf ] Akzylar the Sage of Arcane Power
[ Avian ] Trilil the Bringer of Torment
[ Duerg ] <PK> (OUTLAW) [Rival] (WANTED:*****) Dogran the Wrath of an Immortal
[ Avian ] <PK> (OUTLAW) [Rival] (WANTED:*****) Heinrildt Schwarz the Harbinger of Death
[ Elf ] Hiretsuna the Sage of Arcane Power
[50 Jotun Pal] <PK> [JUSTICE] (Lieutenant) Solmundi Visindi the Holy Knight
[ Quasi ] Sevak the Ethereal
[ Elf ] <PK> <SCHOLAR> Duchess Ilromie Illistarre the Sage of Arcane Power
Players found: 10
[KEEPER] The Balance prevails within the four kingdoms.
There are 10 characters on; the most on this past month was 19.

<648hp 416m 399mv no opponent/no opponent evasive mountain (outside) > af
You are affected by the following:
Skill: errantry : lasts for 10 hours
Spell: protection : modifies save vs spell by 1 for 10 hours
Spell: virtuous light : modifies save vs maledictive by 5 for 7 hours
: modifies luck by 2 for 7 hours
: modifies armor class by 26 for 7 hours
Spell: detect invis : lasts for 2 hours
Spell: hysteria : lasts for 1 hours
Aura : vile presence : modifies armor class by -22 for 0 hours
Spell: sanctuary : lasts for 0 hours
Skill: holy armor : modifies armor class by 103 permanently
Skill: buckler : modifies hitroll by -2 permanently
Set : Fire with Fire : modifies save vs afflictive by 16 permanently
: modifies hitroll by 6 permanently
: modifies damroll by 6 permanently
: modifies armor class by 75 permanently

<648hp 416m 399mv no opponent/no opponent evasive mountain (outside) > st
You wake and stand up.

<648hp 416m 399mv no opponent/no opponent evasive mountain (outside) > s
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 special guard walks in.

<648hp 416m 397mv no opponent/no opponent evasive hills (outside) > c
s
Players near you in Plains of the North:
<PK> Solmundi The steep foothills

<648hp 416m 397mv no opponent/no opponent evasive hills (outside) >
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]
A special guard walks in.

<648hp 416m 395mv no opponent/no opponent evasive hills (outside) > s
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.
A cute rabbit is here.
A special guard walks in.

<648hp 416m 393mv no opponent/no opponent evasive field (outside) > s
s
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.
A cute rabbit is here.
A cute rabbit is here.
(White Aura) A black veiled female figure waits here patiently.
A special guard walks in.

<648hp 416m 392mv no opponent/no opponent evasive hills (outside) >
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]
A special guard walks in.

<648hp 416m 390mv no opponent/no opponent evasive field (outside) > s
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]
A special guard walks in.

<648hp 416m 389mv no opponent/no opponent evasive city (outside) > c
Players near you in Seringale:
Akzylar Temple of Light
Trilil North Square
Hiretsuna North Square
<PK> Solmundi Outside the North Gate
<PK> Ilromie North Square

<648hp 416m 389mv no opponent/no opponent evasive city (outside) > af
You are affected by the following:
Skill: errantry : lasts for 10 hours
Spell: protection : modifies save vs spell by 1 for 10 hours
Spell: virtuous light : modifies save vs maledictive by 5 for 7 hours
: modifies luck by 2 for 7 hours
: modifies armor class by 26 for 7 hours
Spell: detect invis : lasts for 2 hours
Spell: hysteria : lasts for 1 hours
Aura : vile presence : modifies armor class by -22 for 0 hours
Spell: sanctuary : lasts for 0 hours
Skill: holy armor : modifies armor class by 103 permanently
Skill: buckler : modifies hitroll by -2 permanently
Set : Fire with Fire : modifies save vs afflictive by 16 permanently
: modifies hitroll by 6 permanently
: modifies damroll by 6 permanently
: modifies armor class by 75 permanently

<648hp 416m 389mv no opponent/no opponent evasive city (outside) > s
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]
You see 2 of a war banner of Seringale here.
A special guard walks in.

<648hp 416m 388mv no opponent/no opponent evasive city (outside) > s
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]
A special guard walks in.

<648hp 416m 387mv no opponent/no opponent evasive road (outside) > s
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]
A special guard walks in.

<648hp 416m 386mv no opponent/no opponent evasive road (outside) > s
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|
| |
+-+-C-+-+|
---------+

[Exits: north east south west]
A special guard walks in.

<648hp 416m 385mv no opponent/no opponent evasive road (outside) > s
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.
+-+-C-+-+|
| | | ||
* + F +|
---------+

[Exits: north south west]
A duergar city guard of Seringale stands watch here.
A special guard walks in.

<648hp 416m 384mv no opponent/no opponent evasive road (outside) > s
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
* + F +| of dents shaped curiously like one's rear end has been
| || well-worn into the paving stones here.
+-S-C-F +|
---------+

[Exits: north east south west]
The corpse of Hiretsuna is lying here.
The broken corpse of Hiretsuna is here, still strapped to the breaking wheel.
A brass finger post stands here.
The Herald Bulletin Board gleams majestically in the middle of the square.
(White Aura) Ilromie the Sage of Arcane Power is here.
Dagnir the enforcer of law is here searching for criminals.
(Invis) (Charmed) Worked to death many years ago, this cursed slave keeps going relentlessly.
(Invis) (Charmed) A stone golem stands here to do his master's bidding.
(Invis) (Charmed) A thick-billed raven is here, serving its master.
(Invis) (Charmed) A flesh golem stands here to do his master's bidding.
(Invis) Trilil the Bringer of Torment is here.
Hiretsuna is sleeping here.
A special guard walks in.

<648hp 416m 383mv no opponent/no opponent evasive city (outside) > s
The Main Street
S-+ | You are on the Main Street of Seringale. It is a very wide
| | street with lots of space to both sides. There are a significant
+-+-C-+-+| number of people rushing from one place to another, minding
| | | || their own business. You see the bustling North Square to
* @ F +| the north, as the Main street continues to the south. The
| || side of an inn lies to the west and a strange shop to the
+-S-C-F +| east, but their entrances face the North Road. A small
| | pile of breadcrumbs lies in the center of the street for
S-+-S | some mundane reason.
---------+

[Exits: north south]
A special guard walks in.

<648hp 416m 382mv no opponent/no opponent evasive road (outside) > s
The Main Street
+-+-C-+-+| You are on the Main Street of Seringale. It is a wide street
| | | || with lots of space to both sides. There are tons of people
* + F +| rushing from one place to another, minding their own business.
| || You see a shop with a sign of a map to the east and the
+-S-@-F +| Mocker's Tavern to the west. Main Street continues to the
| | north and south.
S-+-S |
| |
*-+-* |
---------+

[Exits: north east south west]
A blood shrine has been raised here from the carnage of Zersh's mutilated body.
A special guard walks in.

<648hp 416m 381mv no opponent/no opponent evasive road (outside) > s
The Main Street
+ | You are on the Main Street of Seringale. It is a wide
| | street with lots of space to both sides. There are tons
+-S-C-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.
A special guard walks in.

<648hp 416m 380mv no opponent/no opponent evasive road (outside) > s
North of Market Square
+-S-C-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 special guard walks in.

<648hp 416m 379mv no opponent/no opponent evasive city (outside) > w
Northwest of Market Square
+-S-C-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 special guard walks in.

<648hp 416m 378mv no opponent/no opponent evasive inside (indoors) > s
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]
(White Aura) Zersh the Holy Patriarch of Healing is here.
A special guard walks in.

<648hp 416m 377mv no opponent/no opponent evasive city (outside) > c
w
Players near you in Seringale:
Zersh West of Market Square
Akzylar Temple of Light
Trilil North Square
Hiretsuna North Square
<PK> Solmundi West of Market Square
<PK> Ilromie North Square

<648hp 416m 377mv no opponent/no opponent evasive city (outside) >
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 S F *-+|
||
S-+|
---------+

[Exits: north east south west]
A special guard walks in.

<648hp 416m 376mv no opponent/no opponent evasive road (outside) > w
The West Common Road
* | You are on the Common Road of Seringale. All around you
| | are busy people hurrying along minding their own business.
S S S S *| You see a shop with a sign of a bubbling vial to the
| | | | || north, a shop of trades to the south, and the Common
+-+-@-+-+| Road continues to the east and the west.
| | | ||
S S F *|
|
|
---------+

[Exits: north east south west]
A glowing banner bearing the emblem of Seringale rests here.
A beggar wanders around asking for spare gold.
A special guard walks in.

<648hp 416m 375mv no opponent/no opponent evasive road (outside) > w
The Western Monument
* | Raised in the middle of the Common Road is a granite pillar,
| | the Western Monument. Several glyphs and words have been
S S S S S| chiseled into its sides, as many travellers have attempted
| | | | || to leave their mark within Seringale. Many sets of footprints
+-+-@-+-+| can be seen on the ground, as several people frequent
| | || this path. The road continues east and west, and the Scroll
S S F| Shop is to the north.
|
|
---------+

[Exits: north east south west]
A special guard walks in.

<648hp 416m 374mv no opponent/no opponent evasive city (outside) > w
The West Common Road
*| You are on the Common Road of Seringale. All around you are
|| busy people hurrying along minding their own business. You
S S S S| see a 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 S|
| |
f-f |
---------+

[Exits: north east west]
An avian city guard of Seringale stands watch here.
A special guard walks in.

<648hp 416m 373mv no opponent/no opponent evasive road (outside) > w
The West Common Road
+ | You are on the Common Road of Seringale. All around you are
| | busy people hurrying along minding their own business. You
+ S S S| see a small shop with a sign of a glowing staff to the north,
| | | || and the Common Road leads to the east and west.
+-+-@-+-+|
| | ||
+ + S|
| | |
+ f-f |
---------+

[Exits: north east west]
A special guard walks in.

<648hp 416m 372mv no opponent/no opponent evasive road (outside) > w
The West Common Road
+ | You are on the Common Road of Seringale. All around you
| | are busy people hurrying along minding their own business.
+ S S| You see the Common Road to the east, the entrance of a
| | || park to the south, and the Western Gate to the west.
+-+-@-+-+|
| | |
+ + |
| | |
+ f-f |
---------+

[Exits: east south west]
A special guard walks in.

<648hp 416m 371mv no opponent/no opponent evasive road (outside) > w
Inside the West Gate
+ | You are inside the West Gate of Seringale. All around
| | you are people travelling in and out of the city. The
+ S| 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 magical spring flows from the ground here.
You see 3 of a war banner of Seringale here.
A refugee is here, wandering through the streets.
A half-elf citizen of Seringale wanders about rather aimlessly.
A special guard walks in.

<648hp 416m 370mv no opponent/no opponent evasive city (outside) > w
Outside the West Gate
+ | You are outside the West Gate of Seringale. Before you
| | is a great wall. It is made of huge slabs of white stones
+ | 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 special guard walks in.

<648hp 416m 369mv no opponent/no opponent evasive city (outside) > w
The edge of the forest
+| You are standing at the eastern edge of a big forest.
|| To the east is the West Gate of Seringale and to the
+| west is a narrow trail, leading in through the forest.
||
f-f-@-+-+|
||
+|
||
+|
---------+

[Exits: east west hovel]
This small hovel door has moss and vines growing upon it.
A special guard walks in.

<648hp 416m 368mv no opponent/no opponent evasive field (outside) > w
A trail through the light forest
| You are on a trail leading east and west through the dense
| forest. To the east, the forest gradually seems to become
| lighter. A thinner trail twists off slowly to the north.
|
f-f-@-o-+|
|
|
|
|
---------+

[Exits: east west]
A special guard walks in.

<648hp 416m 367mv no opponent/no opponent evasive forest (outside) > c
Players near you in Mystic Forest:
<PK> Solmundi A trail through the light forest

<648hp 416m 367mv no opponent/no opponent evasive forest (outside) > w
A trail through the light forest
f-o-o | You are on a trail leading east and west through the dense
| | | forest. To the east, the forest gradually seems to become
f o | lighter.
| |
f-f-@-f-o|
|
|
|
|
---------+

[Exits: east west]
(Invis) Shargugh the Forest Brownie is here, grinning broadly at you.
A special guard walks in.
Shargugh walks east.

<648hp 416m 366mv no opponent/no opponent evasive forest (outside) > w

A special guard stops panicking.
You feel less unnerved by the presence of evil.
The white aura around your body fades.

<660hp 427m 399mv no opponent/no opponent evasive forest (outside) >
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 special guard walks in.

<660hp 427m 398mv no opponent/no opponent evasive forest (outside) > w
A trail through the light forest
f-o-o| You are on a trail leading east and west through the dense
| | || forest. To the east, the forest gradually seems to become
f o-o| lighter. A small path leads north.
| |
f-f-@-f-f|
| |
f |
| |
f-f-f |
---------+

[Exits: north east west]
The caravan attendant is here, with caravans for hire.
A special guard walks in.

<660hp 427m 397mv no opponent/no opponent evasive forest (outside) > n
A muddy path
f o-~| You tread through the deep, dark forest on a dimly lit path.
| | || The ground is somewhat muddy beneath your feet. The sound
f-o-o| of applause reaches your ears from the north.
| | ||
@ o-o|
| |
f-f-f-f-f|
| |
f |
---------+

[Exits: north south]
A special guard walks in.

<660hp 427m 396mv no opponent/no opponent evasive forest (outside) > n
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]
A long polearm with a curved blade is here.
A curved sword with a heavy tip sits here.
A special guard walks in.

<660hp 427m 395mv no opponent/no opponent evasive forest (outside) > c
e
Players near you in Mystic Forest:
<PK> Solmundi A muddy path

<660hp 427m 395mv no opponent/no opponent evasive forest (outside) >
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 long chain with vicious spikes is here.
A dark, wooden cudgel with a thin handle is here.
A long, narrow dagger is here, looking quite sharp.
A halfling refugee is here, looking forlorn.
A large praying mantis is here, holding perfectly still.
A special guard walks in.

<660hp 427m 394mv no opponent/no opponent evasive field (outside) > c
Players near you in The Mudfall:
<PK> Solmundi A Mud-Covered Field

<660hp 427m 394mv no opponent/no opponent evasive field (outside) > sanc
You are surrounded by a white aura.

<660hp 352m 394mv no opponent/no opponent evasive field (outside) > w
c
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]
A long polearm with a curved blade is here.
A curved sword with a heavy tip sits here.
A special guard walks in.

<660hp 352m 393mv no opponent/no opponent evasive forest (outside) >
Players near you in Mystic Forest:
<PK> Solmundi A muddy path

<660hp 352m 393mv no opponent/no opponent evasive forest (outside) > e
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 long chain with vicious spikes is here.
A dark, wooden cudgel with a thin handle is here.
A long, narrow dagger is here, looking quite sharp.
A halfling refugee is here, looking forlorn.
A large praying mantis is here, holding perfectly still.
A special guard walks in.

<660hp 352m 392mv no opponent/no opponent evasive field (outside) > h
You feel a little better.

<680hp 344m 392mv no opponent/no opponent evasive field (outside) > h

A halfling refugee walks south.

<680hp 344m 392mv no opponent/no opponent evasive field (outside) >
You feel a little better.

<701hp 336m 392mv no opponent/no opponent evasive field (outside) > h
h
You feel a little better.

<721hp 328m 392mv no opponent/no opponent evasive field (outside) >
You feel a little better.

<745hp 320m 392mv no opponent/no opponent evasive field (outside) > h
c
You feel a little better.

<767hp 312m 392mv no opponent/no opponent evasive field (outside) >
Players near you in The Mudfall:
<PK> Solmundi A Mud-Covered Field
You gather your wits and recollect your thoughts.

<788hp 326m 399mv no opponent/no opponent evasive field (outside) > wh
[ Elf ] Zersh the Holy Patriarch of Healing
[ Quasi ] <PK> (WANTED:***) Zexzel the Grand Spectre of Beguilement
[ Elf ] Akzylar the Sage of Arcane Power
[ Avian ] Trilil the Bringer of Torment
[ Duerg ] <PK> (OUTLAW) [Rival] (WANTED:*****) Dogran the Wrath of an Immortal
[ Avian ] <PK> (OUTLAW) [Rival] (WANTED:*****) Heinrildt Schwarz the Harbinger of Death
[ Elf ] Hiretsuna the Sage of Arcane Power
[50 Jotun Pal] <PK> [JUSTICE] (Lieutenant) Solmundi Visindi the Holy Knight
[ Quasi ] Sevak the Ethereal
[ Elf ] <PK> <SCHOLAR> Duchess Ilromie Illistarre the Sage of Arcane Power
Players found: 10
[KEEPER] The Balance prevails within the four kingdoms.
There are 10 characters on; the most on this past month was 19.

<788hp 326m 399mv no opponent/no opponent evasive field (outside) > sle
You go to sleep.

<788hp 326m 399mv no opponent/no opponent evasive field (outside) >
You no longer see invisible objects.

<859hp 390m 399mv no opponent/no opponent evasive field (outside) > st
You wake and stand up.

<908hp 450m 399mv no opponent/no opponent evasive field (outside) > dinv
Your eyes tingle.

<908hp 445m 399mv no opponent/no opponent evasive field (outside) > wh
[ Elf ] <PK> Zersh the Holy Patriarch of Healing
[ Quasi ] <PK> (WANTED:***) Zexzel the Grand Spectre of Beguilement
[ Elf ] Akzylar the Sage of Arcane Power
[ Avian ] Trilil the Bringer of Torment
[ Duerg ] <PK> (OUTLAW) [Rival] (WANTED:*****) Dogran the Wrath of an Immortal
[ Avian ] <PK> (OUTLAW) [Rival] (WANTED:*****) Heinrildt Schwarz the Harbinger of Death
[ Elf ] Hiretsuna the Sage of Arcane Power
[50 Jotun Pal] <PK> [JUSTICE] (Lieutenant) Solmundi Visindi the Holy Knight
[ Quasi ] Sevak the Ethereal
[ Elf ] <PK> <SCHOLAR> Duchess Ilromie Illistarre the Sage of Arcane Power
Players found: 10
[KEEPER] The Balance prevails within the four kingdoms.
There are 10 characters on; the most on this past month was 19.

<908hp 445m 399mv no opponent/no opponent evasive field (outside) > af
You are affected by the following:
Spell: detect invis : lasts for 50 hours
Skill: errantry : lasts for 6 hours
Spell: protection : modifies save vs spell by 1 for 6 hours
Spell: sanctuary : lasts for 5 hours
Spell: virtuous light : modifies save vs maledictive by 5 for 3 hours
: modifies luck by 2 for 3 hours
: modifies armor class by 26 for 3 hours
Skill: holy armor : modifies armor class by 103 permanently
Skill: buckler : modifies hitroll by -2 permanently
Set : Fire with Fire : modifies save vs afflictive by 16 permanently
: modifies hitroll by 6 permanently
: modifies damroll by 6 permanently
: modifies armor class by 75 permanently

<908hp 445m 399mv no opponent/no opponent evasive field (outside) > st
You are already standing.

<908hp 445m 399mv no opponent/no opponent evasive field (outside) > l
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 long chain with vicious spikes is here.
A dark, wooden cudgel with a thin handle is here.
A long, narrow dagger is here, looking quite sharp.
A large praying mantis is here, holding perfectly still.
(Charmed) A special guard stands here, red with anger.

<908hp 445m 399mv no opponent/no opponent evasive field (outside) > af
You are affected by the following:
Spell: detect invis : lasts for 50 hours
Skill: errantry : lasts for 6 hours
Spell: protection : modifies save vs spell by 1 for 6 hours
Spell: sanctuary : lasts for 5 hours
Spell: virtuous light : modifies save vs maledictive by 5 for 3 hours
: modifies luck by 2 for 3 hours
: modifies armor class by 26 for 3 hours
Skill: holy armor : modifies armor class by 103 permanently
Skill: buckler : modifies hitroll by -2 permanently
Set : Fire with Fire : modifies save vs afflictive by 16 permanently
: modifies hitroll by 6 permanently
: modifies damroll by 6 permanently
: modifies armor class by 75 permanently
A large praying mantis scuttles south.

<908hp 445m 399mv no opponent/no opponent evasive field (outside) > w
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]
A long polearm with a curved blade is here.
A curved sword with a heavy tip sits here.
A special guard walks in.

<908hp 445m 398mv no opponent/no opponent evasive forest (outside) > c
Players near you in Mystic Forest:
<PK> Solmundi A muddy path

<908hp 445m 398mv no opponent/no opponent evasive forest (outside) > s
A muddy path
f o-~| You tread through the deep, dark forest on a dimly lit path.
| | || The ground is somewhat muddy beneath your feet. The sound
f-o-o| of applause reaches your ears from the north.
| | ||
@ o-o|
| |
f-f-f-f-f|
| |
f |
---------+

[Exits: north south]
A special guard walks in.

<908hp 445m 397mv no opponent/no opponent evasive forest (outside) > n
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]
A long polearm with a curved blade is here.
A curved sword with a heavy tip sits here.
A special guard walks in.

<908hp 445m 396mv no opponent/no opponent evasive forest (outside) > n
A muddy path
* | You tread through the deep, dark forest on a dimly lit
| | path, covered with mud. The forest here seems less dense
o-S | than to the south. A huge tent has been erected to the
| | north, the source of the constant sound of applause.
@ o-~|
| | ||
f-o-o|
| | ||
f o-o|
---------+

[Exits: north south]
A special guard walks in.

<908hp 445m 395mv no opponent/no opponent evasive forest (outside) > n
A center ring
*-*| You are upon a large stone slab surrounded by many wooden
| || seats that span upwards. Several empty cages are here.
* *| There are some cages however that are not empty. Several
| || mean sounding roars come tumbling forth making you fall
@-S *| back.
| |
f o-~|
| | ||
f-o-o|
---------+

[Exits: east south]
The ringmaster is here, touting his shows.
A special guard walks in.
The ringmaster says 'LADIES AND GENTLEMEN! Dangerous events for daredevils of all ages!'
The ringmaster says 'Risk life and limb.. and self-respect.. in my completely crazy collosal circus!'

<908hp 445m 394mv no opponent/no opponent evasive field (outside) > c
Players near you in Mystic Forest:
<PK> Solmundi A center ring

<908hp 445m 394mv no opponent/no opponent evasive field (outside) > e
A Grand Entrance
*-* | Trees and vegetation have been cleared away to make room
| | | for this grand tent. Curtains of white and blue stripes
* * | part in front of a canopy that has been set up over its
| | | entrance. A few hoops and balls lie around its sides.
o-@ *-*| This must be where the nearby performers are trained.
| |
f o-~ |
| | | |
f-o-o-o|
---------+

[Exits: north west]
A slip of paper lies here. It says 'Admits One'.
A small midget in colourful clothing guards the entrance.
A small midget in colourful clothing guards the entrance.
A special guard walks in.

<908hp 445m 393mv no opponent/no opponent evasive inside (indoors) > c
Players near you in Great Ring:
<PK> Solmundi A Grand Entrance

<908hp 445m 393mv no opponent/no opponent evasive inside (indoors) > af
You are affected by the following:
Spell: detect invis : lasts for 50 hours
Skill: errantry : lasts for 6 hours
Spell: protection : modifies save vs spell by 1 for 6 hours
Spell: sanctuary : lasts for 5 hours
Spell: virtuous light : modifies save vs maledictive by 5 for 3 hours
: modifies luck by 2 for 3 hours
: modifies armor class by 26 for 3 hours
Skill: holy armor : modifies armor class by 103 permanently
Skill: buckler : modifies hitroll by -2 permanently
Set : Fire with Fire : modifies save vs afflictive by 16 permanently
: modifies hitroll by 6 permanently
: modifies damroll by 6 permanently
: modifies armor class by 75 permanently

<908hp 445m 393mv no opponent/no opponent evasive inside (indoors) > prot
You are already protected.

<908hp 410m 393mv no opponent/no opponent evasive inside (indoors) > bles
You feel righteous.

<908hp 414m 399mv no opponent/no opponent evasive inside (indoors) > w
c
A center ring
*-*| You are upon a large stone slab surrounded by many wooden
| || seats that span upwards. Several empty cages are here.
* *| There are some cages however that are not empty. Several
| || mean sounding roars come tumbling forth making you fall
@-S *| back.
| |
f o-~|
| | ||
f-o-o|
---------+

[Exits: east south]
The ringmaster is here, touting his shows.
A special guard walks in.
The ringmaster says 'LADIES AND GENTLEMEN! Dangerous events for daredevils of all ages!'
The ringmaster says 'Risk life and limb.. and self-respect.. in my completely crazy collosal circus!'

<908hp 414m 398mv no opponent/no opponent evasive field (outside) >
Players near you in Mystic Forest:
<PK> Solmundi A center ring

<908hp 414m 398mv no opponent/no opponent evasive field (outside) > s
A muddy path
* | You tread through the deep, dark forest on a dimly lit
| | path, covered with mud. The forest here seems less dense
o-S | than to the south. A huge tent has been erected to the
| | north, the source of the constant sound of applause
@ o-~|
| | ||
f-o-o|
| | ||
f o-o|
---------+

[Exits: north south]
A special guard walks in.

<908hp 414m 397mv no opponent/no opponent evasive forest (outside) > s
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]
A long polearm with a curved blade is here.
A curved sword with a heavy tip sits here.
A special guard walks in.

<908hp 414m 396mv no opponent/no opponent evasive forest (outside) > s
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 of
f-o-o| applause reaches your ears from the north.
| | ||
@ o-o|
| |
f-f-f-f-f|
| |
f |
---------+

[Exits: north south]
A special guard walks in.

<908hp 414m 395mv no opponent/no opponent evasive forest (outside) > s
A trail through the light forest
f-o-o| You are on a trail leading east and west through the dense
| | || forest. To the east, the forest gradually seems to become
f o-o| lighter. A small path leads north.
| |
f-f-@-f-f|
| |
f |
| |
f-f-f |
---------+

[Exits: north east west]
The caravan attendant is here, with caravans for hire.
A special guard walks in.

<908hp 414m 394mv no opponent/no opponent evasive forest (outside) > c
Players near you in Mystic Forest:
<PK> Solmundi A trail through the light forest

<908hp 414m 394mv no opponent/no opponent evasive forest (outside) > wo
You are carrying 28513 gold, with 0 gold in the bank.
You have 1307 sovereigns of [JUSTICE].
You have 15 chips of <HERALD>.
You have 2234 medals of [WARLORD].
You have 72 relics of <MYSTIC>.

<908hp 414m 394mv no opponent/no opponent evasive forest (outside) > e
e
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 special guard walks in.

<908hp 414m 393mv no opponent/no opponent evasive forest (outside) >
A trail through the light forest
f-o-o | You are on a trail leading east and west through the dense
| | | forest. To the east, the forest gradually seems to become
f o | lighter.
| |
f-f-@-f-o|
|
|
|
|
---------+

[Exits: east west]
A special guard walks in.

<908hp 414m 392mv no opponent/no opponent evasive forest (outside) > e
A trail through the light forest
| You are on a trail leading east and west through the dense
| forest. To the east, the forest gradually seems to become
| lighter. A thinner trail twists off slowly to the north.
|
f-f-@-o-+|
|
|
|
|
---------+

[Exits: east west]
A special guard walks in.

<908hp 414m 391mv no opponent/no opponent evasive forest (outside) > e
The edge of the forest
+| You are standing at the eastern edge of a big forest.
|| To the east are the bright lights of Seringale and to
+| the west is a narrow trail, leading in through the forest.
||
f-f-@-+-+|
||
+|
||
+|
---------+

[Exits: east west hovel]
This small hovel door has moss and vines growing upon it.
A special guard walks in.

<908hp 414m 390mv no opponent/no opponent evasive field (outside) > e
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
+ | 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 special guard walks in.

<908hp 414m 389mv no opponent/no opponent evasive city (outside) > c
Players near you in Seringale:
<PK> Zersh North Square
Akzylar Temple of Light
Trilil North Square
Hiretsuna North Square
<PK> Solmundi Outside the West Gate
<PK> Ilromie North Square

<908hp 414m 389mv no opponent/no opponent evasive city (outside) > e
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| 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 magical spring flows from the ground here.
You see 3 of a war banner of Seringale here.
A half-elf citizen of Seringale wanders about rather aimlessly.
A refugee is here, wandering through the streets.
A special guard walks in.

<908hp 414m 388mv no opponent/no opponent evasive city (outside) > e
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| You see the Common Road to the east, the entrance of a
| | || park to the south, and the Western Gate to the west.
+-+-@-+-+|
| | |
+ + |
| | |
+ f-f |
---------+

[Exits: east south west]
A special guard walks in.

<908hp 414m 387mv no opponent/no opponent evasive road (outside) > e
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| see a small shop with a sign of a glowing staff to the north,
| | | || and the Common Road leads to the east and west.
+-+-@-+-+|
| | ||
+ + S|
| | |
+ f-f |
---------+

[Exits: north east west]
An avian city guard of Seringale stands watch here.
A special guard walks in.

<908hp 414m 386mv no opponent/no opponent evasive road (outside) > e
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 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 S|
| |
f-f |
---------+

[Exits: north east west]
A special guard walks in.

<908hp 414m 385mv no opponent/no opponent evasive road (outside) > e
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 S F| Shop is to the north.
|
|
---------+

[Exits: north east south west]
A special guard walks in.

<908hp 414m 384mv no opponent/no opponent evasive city (outside) > e
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 S F *|
|
|
---------+

[Exits: north east south west]
A glowing banner bearing the emblem of Seringale rests here.
A special guard walks in.

<908hp 414m 383mv no opponent/no opponent evasive road (outside) > e
The West Common Road
* S-+| You are on the Common Road of Seringale. All around you
| || are busy people hurrying along minding their own business.
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 S F *-+|
||
S-+|
---------+

[Exits: north east south west]
A special guard walks in.

<908hp 414m 382mv no opponent/no opponent evasive road (outside) > e
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 special guard walks in.

<908hp 414m 381mv no opponent/no opponent evasive city (outside) > dri
You drink water from the Justice monument.
Your thirst is quenched.

<908hp 414m 381mv no opponent/no opponent evasive city (outside) > n
Northwest of Market Square
+-S-C-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 special guard walks in.

<908hp 414m 380mv no opponent/no opponent evasive inside (indoors) > e
n
North of Market Square
+-S-C-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 special guard walks in.

<908hp 414m 379mv no opponent/no opponent evasive city (outside) >
The Main Street
+ | You are on the Main Street of Seringale. It is a wide
| | street with lots of space to both sides. There are tons
+-S-C-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 special guard walks in.

<908hp 414m 378mv no opponent/no opponent evasive road (outside) > n
The Main Street
+-+-C-+-+| You are on the Main Street of Seringale. It is a wide street
| | | || with lots of space to both sides. There are tons of people
* + F +| rushing from one place to another, minding their own business.
| || You see a shop with a sign of a map to the east and the
+-S-@-F +| Mocker's Tavern to the west. Main Street continues to the
| | north and south.
S-+-S |
| |
*-+-* |
---------+

[Exits: north east south west]
A blood shrine has been raised here from the carnage of Zersh's mutilated body.
A special guard walks in.

<908hp 414m 377mv no opponent/no opponent evasive road (outside) > n
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
+-+-C-+-+| number of people rushing from one place to another, minding
| | | || their own business. You see the bustling North Square to
* @ F +| the north, as the Main street continues to the south. The
| || side of an inn lies to the west and a strange shop to the
+-S-C-F +| east, but their entrances face the North Road. A small
| | pile of breadcrumbs lies in the center of the street for
S-+-S | some mundane reason.
---------+

[Exits: north south]
A special guard walks in.

<908hp 414m 376mv no opponent/no opponent evasive road (outside) > n
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
* + F +| of dents shaped curiously like one's rear end has been
| || well-worn into the paving stones here.
+-S-C-F +|
---------+

[Exits: north east south west]
The corpse of Hiretsuna is lying here.
The broken corpse of Hiretsuna is here, still strapped to the breaking wheel.
A brass finger post stands here.
The Herald Bulletin Board gleams majestically in the middle of the square.
(White Aura) Zersh the Holy Patriarch of Healing is here.
(White Aura) Ilromie the Sage of Arcane Power is here.
(Invis) (Charmed) Worked to death many years ago, this cursed slave keeps going relentlessly.
(Invis) (Charmed) A stone golem stands here to do his master's bidding.
(Invis) (Charmed) A thick-billed raven is here, serving its master.
(Invis) (Charmed) A flesh golem stands here to do his master's bidding.
(Invis) Trilil the Bringer of Torment is here.
Hiretsuna the Sage of Arcane Power is here.
A special guard walks in.

<908hp 414m 375mv no opponent/no opponent evasive city (outside) > n
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.
+-+-C-+-+|
| | | ||
* + F +|
---------+

[Exits: north south west]
A duergar city guard of Seringale stands watch here.
A special guard walks in.

<908hp 414m 374mv no opponent/no opponent evasive road (outside) > n
n
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|
| |
+-+-C-+-+|
---------+

[Exits: north east south west]
A special guard walks in.

<908hp 430m 399mv no opponent/no opponent evasive road (outside) >
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]
A special guard walks in.

<908hp 430m 398mv no opponent/no opponent evasive road (outside) > n
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]
A special guard walks in.

<908hp 430m 397mv no opponent/no opponent evasive road (outside) > n
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]
You see 2 of a war banner of Seringale here.
A special guard walks in.

<908hp 430m 396mv no opponent/no opponent evasive city (outside) > n
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]
A special guard walks in.

<908hp 430m 395mv no opponent/no opponent evasive city (outside) > n
Path in the plains
o-o-o-o| You are walking on a path situated in the rough plains. You
| | | || feel the strong winds blow through your hair. The path continues
o-z-o-o| east, north and west to the plains.
| | | ||
o-@-o-o|
| | |
* + |
| |
+ |
---------+

[Exits: north east south west]
A special guard walks in.

<908hp 430m 394mv no opponent/no opponent evasive field (outside) > w
Grassy plains
o-o-o| You walk in the grassy plains among the herbs which grow
| | || here. The wind is strong and rough. Far to the north are
o-z-o| the foothills and mountains.
| | ||
@-o-o|
| | |
* + |
| |
+ |
---------+

[Exits: north east south]
A bunch of pretty wild flowers is here.
A special guard walks in.

<908hp 430m 393mv no opponent/no opponent evasive field (outside) > n
Grassy plains
*-z-z-z| You walk in the grassy plains. The wind is strong and rough.
| | || Far to the north are the foothills and mountains.
o-o-o|
| | ||
@-z-o|
| | ||
o-o-o|
| | |
* + |
---------+

[Exits: north east south]
A cute rabbit is here.
A cute rabbit is here.
A special guard walks in.

<908hp 430m 392mv no opponent/no opponent evasive field (outside) > n
Grassy plains
z-z-z| You walk in the grassy plains among the herbs which grow
| | || here. The wind is strong and rough. To the north are
*-z-z-z| the foothills and mountains.
| | ||
@-o-o|
| | ||
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.
A special guard walks in.

<908hp 430m 391mv no opponent/no opponent evasive field (outside) > get gy
You get a small dusk of black gyvel.

<908hp 430m 391mv no opponent/no opponent evasive field (outside) > whe aruncus
Aruncus the Druid In front of hut in foothills

<908hp 430m 391mv no opponent/no opponent evasive field (outside) > c
You break your objective tracking.
Players near you in Plains of the North:
<PK> Solmundi Grassy plains

<908hp 430m 391mv no opponent/no opponent evasive field (outside) > e
Grassy plains
z-z-z-z| You walk in some grassy plains. The wind is strong and
| | | || rough. To the north are the foothills and mountains.
*-z-z-z-z|
| | | ||
o-@-o-o|
| | | ||
o-z-o-o|
| | | ||
o-o-o-o|
---------+

[Exits: north east south west]
A cute rabbit is here.
A cute rabbit is here.
A special guard walks in.

<908hp 430m 390mv no opponent/no opponent evasive field (outside) > s
Gallow hill
*-z-z-z-z| You walk in the grassy plains. On this little hill you can
| | | || make out two wooden frames with something swinging underneath.
o-o-o-o| In the shadows, you spot a sign.
| | | ||
o-@-o-o|
| | | ||
o-o-o-o|
| | |
* + |
---------+

[Exits: north east south west]
The disfigured corpse of Harlen hangs from the gallows.
A cute rabbit is here.
(White Aura) A black veiled female figure waits here patiently.
A special guard walks in.

<908hp 430m 389mv no opponent/no opponent evasive hills (outside) > whe aruncus
Aruncus the Druid In front of hut in foothills

<908hp 430m 389mv no opponent/no opponent evasive hills (outside) > n
Grassy plains
z-z-z-z| You walk in some grassy plains. The wind is strong and
| | | || rough. To the north are the foothills and mountains.
*-z-z-z-z|
| | | ||
o-@-o-o|
| | | ||
o-z-o-o|
| | | ||
o-o-o-o|
---------+

[Exits: north east south west]
A cute rabbit is here.
A cute rabbit is here.
A special guard walks in.

<908hp 430m 387mv no opponent/no opponent evasive field (outside) > n
Grassy foothills
o x z| You walk in the grassy foothills north of the plains.
| | || The wind is rough. To the north are the foothills and
z-z-z-z| mountains.
| | | ||
*-z-@-z-z|
| | | ||
o-o-o-o|
| | | ||
o-z-o-o|
---------+

[Exits: north east south west]
A special guard walks in.

<908hp 430m 386mv no opponent/no opponent evasive hills (outside) > w
In front of hut in foothills
o x | You are standing in the foothills. To the west, you make
| | | out a flickering light. To the north are the foothills,
z-z-z| and some pine forest. Further on are mountains. The smell
| | || of roasting rabbit meat fills the air.
*-@-z-z|
| | ||
o-o-o|
| | ||
o-z-o|
---------+

[Exits: north east south west]
Aruncus the druid is walking around here, searching for herbs.
A special guard walks in.
Aruncus the Druid says 'If you give me some gold, I could turn your gyvel herb into a powerful potion, Solmundi.'

<908hp 430m 384mv no opponent/no opponent evasive hills (outside) > give 1000 coin aruncus
You give Aruncus the Druid 1000 gold.
Aruncus the Druid gives you an enriched gyvel potion.
Aruncus the Druid says 'There you go. Use it if you've been blinded.'
You have completed the quest 'Discovered druidic powers.'
Kedaleam has granted you ten relics.
You receive 10 relics of <MYSTIC>.

<908hp 430m 384mv no opponent/no opponent evasive hills (outside) > wh
[ Elf ] <PK> Zersh the Holy Patriarch of Healing
[ Quasi ] <PK> (WANTED:***) Zexzel the Grand Spectre of Beguilement
[ Elf ] Akzylar the Sage of Arcane Power
[ Avian ] Trilil the Bringer of Torment
[ Duerg ] <PK> (OUTLAW) [Rival] (WANTED:*****) Dogran the Wrath of an Immortal
[ Avian ] <PK> (OUTLAW) [Rival] (WANTED:*****) Heinrildt Schwarz the Harbinger of Death
[ Elf ] Hiretsuna the Sage of Arcane Power
[50 Jotun Pal] <PK> [JUSTICE] (Lieutenant) Solmundi Visindi the Holy Knight
[ Quasi ] Sevak the Ethereal
[ Elf ] <PK> <SCHOLAR> Duchess Ilromie Illistarre the Sage of Arcane Power
Players found: 10
[KEEPER] The Balance prevails within the four kingdoms.
There are 10 characters on; the most on this past month was 19.

<908hp 430m 384mv no opponent/no opponent evasive hills (outside) > e
Grassy foothills
o x z| You walk in the grassy foothills north of the plains.
| | || The wind is rough. To the north are the foothills and
z-z-z-z| mountains.
| | | ||
*-z-@-z-z|
| | | ||
o-o-o-o|
| | | ||
o-z-o-o|
---------+

[Exits: north east south west]
A special guard walks in.

<908hp 430m 382mv no opponent/no opponent evasive hills (outside) > c
Players near you in Plains of the North:
<PK> Solmundi Grassy foothills

<908hp 430m 382mv no opponent/no opponent evasive hills (outside) > s
Grassy plains
z-z-z-z| You walk in some grassy plains. The wind is strong and
| | | || rough. To the north are the foothills and mountains.
*-z-z-z-z|
| | | ||
o-@-o-o|
| | | ||
o-z-o-o|
| | | ||
o-o-o-o|
---------+

[Exits: north east south west]
A cute rabbit is here.
A cute rabbit is here.
A special guard walks in.

<908hp 430m 380mv no opponent/no opponent evasive field (outside) > s
Gallow hill
*-z-z-z-z| You walk in the grassy plains. On this little hill you can
| | | || make out two wooden frames with something swinging underneath.
o-o-o-o| In the shadows, you spot a sign.
| | | ||
o-@-o-o|
| | | ||
o-o-o-o|
| | |
* + |
---------+

[Exits: north east south west]
The disfigured corpse of Harlen hangs from the gallows.
A cute rabbit is here.
(White Aura) A black veiled female figure waits here patiently.
A special guard walks in.

<908hp 430m 379mv no opponent/no opponent evasive hills (outside) > s
Path in the plains
o-o-o-o| You are walking on a path situated in the rough plains. You
| | | || feel the strong winds blow through your hair. The path continues
o-z-o-o| east, north and west to the plains.
| | | ||
o-@-o-o|
| | |
* + |
| |
+ |
---------+

[Exits: north east south west]
A special guard walks in.

<908hp 430m 377mv no opponent/no opponent evasive field (outside) > s
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]
A special guard walks in.

<908hp 430m 376mv no opponent/no opponent evasive city (outside) > c
Players near you in Seringale:
<PK> Zersh North Square
Akzylar North Square
Trilil North of Market Square
Hiretsuna North Square
<PK> Solmundi Outside the North Gate
<PK> Ilromie North Square

<908hp 430m 376mv no opponent/no opponent evasive city (outside) > af
You are affected by the following:
Spell: bless : modifies save vs spell by 6 for 55 hours
: modifies hitroll by 6 for 55 hours
Spell: detect invis : lasts for 48 hours
Skill: errantry : lasts for 4 hours
Spell: protection : modifies save vs spell by 1 for 4 hours
Spell: sanctuary : lasts for 3 hours
Spell: virtuous light : modifies save vs maledictive by 5 for 1 hours
: modifies luck by 2 for 1 hours
: modifies armor class by 26 for 1 hours
Skill: holy armor : modifies armor class by 103 permanently
Skill: buckler : modifies hitroll by -2 permanently
Set : Fire with Fire : modifies save vs afflictive by 16 permanently
: modifies hitroll by 6 permanently
: modifies damroll by 6 permanently
: modifies armor class by 75 permanently

<908hp 430m 376mv no opponent/no opponent evasive city (outside) > c
Players near you in Seringale:
<PK> Zersh North Square
Akzylar North Square
Trilil Outside the South Gate
Hiretsuna North Square
<PK> Solmundi Outside the North Gate
<PK> Ilromie North Square

<908hp 447m 399mv no opponent/no opponent evasive city (outside) > s
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]
You see 2 of a war banner of Seringale here.
A special guard walks in.

<908hp 447m 398mv no opponent/no opponent evasive city (outside) > s
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]
A special guard walks in.

<908hp 447m 397mv no opponent/no opponent evasive road (outside) > s
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]
A special guard walks in.

<908hp 447m 396mv no opponent/no opponent evasive road (outside) > s
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|
| |
+-+-C-+-+|
---------+

[Exits: north east south west]
A special guard walks in.

<908hp 447m 395mv no opponent/no opponent evasive road (outside) > s
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.
+-+-C-+-+|
| | | ||
* + F +|
---------+

[Exits: north south west]
A duergar city guard of Seringale stands watch here.
A special guard walks in.

<908hp 447m 394mv no opponent/no opponent evasive road (outside) > s
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
* + F +| of dents shaped curiously like one's rear end has been
| || well-worn into the paving stones here.
+-S-C-F +|
---------+

[Exits: north east south west]
The corpse of Hiretsuna is lying here.
A brass finger post stands here.
The Herald Bulletin Board gleams majestically in the middle of the square.
(White Aura) Zersh the Holy Patriarch of Healing is here.
Hiretsuna the Sage of Arcane Power is here.
A special guard walks in.

<908hp 447m 393mv no opponent/no opponent evasive city (outside) > s
The Main Street
S-+ | You are on the Main Street of Seringale. It is a very wide
| | street with lots of space to both sides. There are a significant
+-+-C-+-+| number of people rushing from one place to another, minding
| | | || their own business. You see the bustling North Square to
* @ F +| the north, as the Main street continues to the south. The
| || side of an inn lies to the west and a strange shop to the
+-S-C-F +| east, but their entrances face the North Road. A small
| | pile of breadcrumbs lies in the center of the street for
S-+-S | some mundane reason.
---------+

[Exits: north south]
A special guard walks in.

<908hp 447m 392mv no opponent/no opponent evasive road (outside) > s
The Main Street
+-+-C-+-+| You are on the Main Street of Seringale. It is a wide street
| | | || with lots of space to both sides. There are tons of people
* + F +| rushing from one place to another, minding their own business.
| || You see a shop with a sign of a map to the east and the
+-S-@-F +| Mocker's Tavern to the west. Main Street continues to the
| | north and south.
S-+-S |
| |
*-+-* |
---------+

[Exits: north east south west]
A blood shrine has been raised here from the carnage of Zersh's mutilated body.
A special guard walks in.

<908hp 447m 391mv no opponent/no opponent evasive road (outside) > s
The Main Street
+ | You are on the Main Street of Seringale. It is a wide
| | street with lots of space to both sides. There are tons
+-S-C-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 special guard walks in.

<908hp 447m 390mv no opponent/no opponent evasive road (outside) > s
North of Market Square
+-S-C-F | You are north of Market Square. A marvellous monument
| | has been erected here in the middle of the city of Seringale,
S-+-S | ever flowing with clear drinkable water. The road is
| | well worn from the traffic constantly passing over it.
S *-@-* F| A path leads east and west around the fountain, while
| | | || the main street continues to the north.
+-+ +-+|
| | | ||
F *-+-* *|
---------+

[Exits: north east west]
A special guard walks in.

<908hp 447m 389mv no opponent/no opponent evasive city (outside) > w
Northwest of Market Square
+-S-C-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 special guard walks in.

<908hp 447m 388mv no opponent/no opponent evasive inside (indoors) > s
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 special guard walks in.

<908hp 447m 387mv no opponent/no opponent evasive city (outside) > w
The West Common Road
* S-+| You are on the Common Road of Seringale. All around you
| || are busy people hurrying along minding their own business.
S S S *-+| You see a shop with a sign of a wizard's hat to the north,
| | | | | a shop of fresh meat to the south, and the large fountain
+-+-@-+ | of the town nearby to the east.
| | | | |
S S F *-+|
||
S-+|
---------+

[Exits: north east south west]
A special guard walks in.

<908hp 447m 386mv no opponent/no opponent evasive road (outside) > w
The West Common Road
* | You are on the Common Road of Seringale. All around you
| | are busy people hurrying along minding their own business.
S S S S *| You see a shop with a sign of a bubbling vial to the
| | | | || north, a shop of trades to the south, and the Common
+-+-@-+-+| Road continues to the east and the west.
| | | ||
S S F *|
|
|
---------+

[Exits: north east south west]
A glowing banner bearing the emblem of Seringale rests here.
A special guard walks in.

<908hp 447m 385mv no opponent/no opponent evasive road (outside) > w
The Western Monument
* | Raised in the middle of the Common Road is a granite pillar,
| | the Western Monument. Several glyphs and words have been
S S S S S| chiseled into its sides, as many travellers have attempted
| | | | || to leave their mark within Seringale. Many sets of footprints
+-+-@-+-+| can be seen on the ground, as several people frequent
| | || this path. The road continues east and west, and the Scroll
S S F| Shop is to the north.
|
|
---------+

[Exits: north east south west]
A special guard walks in.

<908hp 447m 384mv no opponent/no opponent evasive city (outside) > w
The West Common Road
*| You are on the Common Road of Seringale. All around you are
|| busy people hurrying along minding their own business. You
S S S S| see a 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 S|
| |
f-f |
---------+

[Exits: north east west]
A special guard walks in.

<908hp 447m 383mv no opponent/no opponent evasive road (outside) > w
The West Common Road
+ | You are on the Common Road of Seringale. All around you are
| | busy people hurrying along minding their own business. You
+ S S S| see a small shop with a sign of a glowing staff to the north,
| | | || and the Common Road leads to the east and west.
+-+-@-+-+|
| | ||
+ + S|
| | |
+ f-f |
---------+

[Exits: north east west]
A special guard walks in.

<908hp 447m 382mv no opponent/no opponent evasive road (outside) > w
The West Common Road
+ | You are on the Common Road of Seringale. All around you
| | are busy people hurrying along minding their own business.
+ S S| You see the Common Road to the east, the entrance of a
| | || park to the south, and the Western Gate to the west.
+-+-@-+-+|
| | |
+ + |
| | |
+ f-f |
---------+

[Exits: east south west]
A special guard walks in.

<908hp 447m 381mv no opponent/no opponent evasive road (outside) > w
Inside the West Gate
+ | You are inside the West Gate of Seringale. All around
| | you are people travelling in and out of the city. The
+ S| 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 magical spring flows from the ground here.
You see 3 of a war banner of Seringale here.
A half-elf citizen of Seringale wanders about rather aimlessly.
A special guard walks in.

<908hp 447m 380mv no opponent/no opponent evasive city (outside) > w
Outside the West Gate
+ | You are outside the West Gate of Seringale. Before you
| | is a great wall. It is made of huge slabs of white stones
+ | 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 refugee is here, wandering through the streets.
A special guard walks in.

<908hp 447m 379mv no opponent/no opponent evasive city (outside) > w
The edge of the forest
+| You are standing at the eastern edge of a big forest.
|| To the east are the bright lights of Seringale and to
+| the west is a narrow trail, leading in through the forest.
||
f-f-@-+-+|
||
+|
||
+|
---------+

[Exits: east west hovel]
This small hovel door has moss and vines growing upon it.
A special guard walks in.

<908hp 447m 378mv no opponent/no opponent evasive field (outside) > w
A trail through the light forest
| You are on a trail leading east and west through the dense
| forest. To the east, the forest gradually seems to become
| lighter. A thinner trail twists off slowly to the north.
|
f-f-@-o-+|
|
|
|
|
---------+

[Exits: east west]
A special guard walks in.

<908hp 447m 377mv no opponent/no opponent evasive forest (outside) > c
Players near you in Mystic Forest:
<PK> Solmundi A trail through the light forest

<908hp 447m 377mv no opponent/no opponent evasive forest (outside) > w
A trail through the light forest
f-o-o | You are on a trail leading east and west through the dense
| | | forest. To the east, the forest gradually seems to become
f o | lighter.
| |
f-f-@-f-o|
|
|
|
|
---------+

[Exits: east west]
A special guard walks in.

<908hp 447m 376mv no opponent/no opponent evasive forest (outside) > w
A trail through the light forest
f-o-o-o| You are on a trail leading east and west through the dense
| | | | forest. To the east, the forest gradually seems to become
f o-o | lighter.
| |
f-f-@-f-f|
| |
f |
| |
f-f |
---------+

[Exits: east west]
A special guard walks in.

<908hp 447m 375mv no opponent/no opponent evasive forest (outside) > w
A trail through the light forest
f-o-o| You are on a trail leading east and west through the dense
| | || forest. To the east, the forest gradually seems to become
f o-o| lighter. A small path leads north.
| |
f-f-@-f-f|
| |
f |
| |
f-f-f |
---------+

[Exits: north east west]
The caravan attendant is here, with caravans for hire.
A special guard walks in.

<908hp 447m 374mv no opponent/no opponent evasive forest (outside) > n
A muddy path
f o-~| You tread through the deep, dark forest on a dimly lit path.
| | || The ground is somewhat muddy beneath your feet. The sound of
f-o-o| applause reaches your ears from the north.
| | ||
@ o-o|
| |
f-f-f-f-f|
| |
f |
---------+

[Exits: north south]
A special guard walks in.

<908hp 447m 373mv no opponent/no opponent evasive forest (outside) > n
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]
A long polearm with a curved blade is here.
A curved sword with a heavy tip sits here.
A special guard walks in.

<908hp 447m 372mv no opponent/no opponent evasive forest (outside) > e
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 long chain with vicious spikes is here.
A dark, wooden cudgel with a thin handle is here.
A long, narrow dagger is here, looking quite sharp.
A large praying mantis is here, holding perfectly still.
A special guard walks in.

<908hp 447m 371mv no opponent/no opponent evasive field (outside) > c
Players near you in The Mudfall:
<PK> Solmundi A Mud-Covered Field

<908hp 447m 371mv no opponent/no opponent evasive field (outside) > w
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]
A long polearm with a curved blade is here.
A curved sword with a heavy tip sits here.
A special guard walks in.

<908hp 447m 370mv no opponent/no opponent evasive forest (outside) > n
n
A muddy path
* | You tread through the deep, dark forest on a dimly lit
| | path, covered with mud. The forest here seems less dense
o-S | than to the south. A huge tent has been erected to the
| | north, the source of the constant sound of applause
@ o-~|
| | ||
f-o-o|
| | ||
f o-o|
---------+

[Exits: north south]
A special guard walks in.

<908hp 447m 369mv no opponent/no opponent evasive forest (outside) >
A center ring
*-*| You are upon a large stone slab surrounded by many wooden
| || seats that span upwards. Several empty cages are here.
* *| There are some cages however that are not empty. Several
| || mean sounding roars come tumbling forth making you fall
@-S *| back.
| |
f o-~|
| | ||
f-o-o|
---------+

[Exits: east south]
The ringmaster is here, touting his shows.
A special guard walks in.
The ringmaster says 'LADIES AND GENTLEMEN! Dangerous events for daredevils of all ages!'
The ringmaster says 'Risk life and limb.. and self-respect.. in my completely crazy collosal circus!'

<908hp 447m 368mv no opponent/no opponent evasive field (outside) > e
A Grand Entrance
*-* | Trees and vegetation have been cleared away to make room
| | | for this grand tent. Curtains of white and blue stripes
* * | part in front of a canopy that has been set up over its
| | | entrance. A few hoops and balls lie around its sides.
o-@ *-*| This must be where the nearby performers are trained.
| |
f o-~ |
| | | |
f-o-o-o|
---------+

[Exits: north west]
A slip of paper lies here. It says 'Admits One'.
A small midget in colourful clothing guards the entrance.
A small midget in colourful clothing guards the entrance.
A special guard walks in.

<908hp 447m 367mv no opponent/no opponent evasive inside (indoors) > c
w
Players near you in Great Ring:
<PK> Solmundi A Grand Entrance

<908hp 447m 367mv no opponent/no opponent evasive inside (indoors) >
A center ring
*-*| You are upon a large stone slab surrounded by many wooden
| || seats that span upwards. Several empty cages are here.
* *| There are some cages however that are not empty. Several
| || mean sounding roars come tumbling forth making you fall
@-S *| back.
| |
f o-~|
| | ||
f-o-o|
---------+

[Exits: east south]
The ringmaster is here, touting his shows.
A special guard walks in.
The ringmaster says 'LADIES AND GENTLEMEN! Dangerous events for daredevils of all ages!'
The ringmaster says 'Risk life and limb.. and self-respect.. in my completely crazy collosal circus!'

<908hp 447m 366mv no opponent/no opponent evasive field (outside) > s
A muddy path
* | You tread through the deep, dark forest on a dimly lit
| | path, covered with mud. The forest here seems less dense
o-S | than to the south. A huge tent has been erected to the
| | north, the source of the constant sound of applause
@ o-~|
| | ||
f-o-o|
| | ||
f o-o|
---------+

[Exits: north south]
A special guard walks in.

<908hp 447m 365mv no opponent/no opponent evasive forest (outside) > s
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]
A long polearm with a curved blade is here.
A curved sword with a heavy tip sits here.
A special guard walks in.

<908hp 447m 364mv no opponent/no opponent evasive forest (outside) >
The light of virtue fades from your body.

<908hp 456m 399mv no opponent/no opponent active forest (outside) > c
Players near you in Mystic Forest:
<PK> Solmundi A muddy path

<908hp 456m 399mv no opponent/no opponent active forest (outside) > virt
You lost your concentration.

<908hp 444m 399mv no opponent/no opponent active forest (outside) > c
e
c
Players near you in Mystic Forest:
<PK> Solmundi A muddy path

<908hp 444m 399mv no opponent/no opponent active forest (outside) >
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 long chain with vicious spikes is here.
A dark, wooden cudgel with a thin handle is here.
A long, narrow dagger is here, looking quite sharp.
A large praying mantis is here, holding perfectly still.
A special guard walks in.

<908hp 444m 398mv no opponent/no opponent active field (outside) >
Players near you in The Mudfall:
<PK> Solmundi A Mud-Covered Field

<908hp 444m 398mv no opponent/no opponent active field (outside) > virt
The Light of Virtue fills you with conviction.

<908hp 419m 398mv no opponent/no opponent active field (outside) > c
Players near you in The Mudfall:
<PK> Solmundi A Mud-Covered Field

<908hp 419m 398mv no opponent/no opponent active field (outside) > w
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]
A long polearm with a curved blade is here.
A curved sword with a heavy tip sits here.
A special guard walks in.

<908hp 419m 397mv no opponent/no opponent active forest (outside) > c
Players near you in Mystic Forest:
<PK> Solmundi A muddy path

<908hp 419m 397mv no opponent/no opponent active forest (outside) > s
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 of
f-o-o| applause reaches your ears from the north.
| | ||
@ o-o|
| |
f-f-f-f-f|
| |
f |
---------+

[Exits: north south]
A special guard walks in.

<908hp 419m 396mv no opponent/no opponent active forest (outside) > s
A trail through the light forest
f-o-o| You are on a trail leading east and west through the dense
| | || forest. To the east, the forest gradually seems to become
f o-o| lighter. A small path leads north.
| |
f-f-@-f-f|
| |
f |
| |
f-f-f |
---------+

[Exits: north east west]
The caravan attendant is here, with caravans for hire.
A special guard walks in.

<908hp 419m 395mv no opponent/no opponent active forest (outside) > w
A trail through the light forest
f-o| You are on a narrow trail leading east and west through
| || the forest. To the west, the forest gradually becomes more
f o| dense. A small forest path leads south and a large tree
| | silhouettes against the moon to the north.
f-f-@-f-f|
| | |
f f |
| | |
f-f-f-f |
---------+

[Exits: east south west]
A stone outcropping with traces of ore is here.
A special guard walks in.

<908hp 419m 394mv no opponent/no opponent active forest (outside) > w
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]
A stone outcropping with traces of ore is here.
A treant stands here in defense of the forest.
A special guard walks in.

<908hp 419m 393mv no opponent/no opponent active forest (outside) > w
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 that
| they completely block out the moonlight, and the forest
| remains in total darkness. A small path leads south
f-f-@-f-f| through the trees.
| | ||
f f f|
| | ||
f f-f-f|
---------+

[Exits: east south west]
(Invis) Shargugh the Forest Brownie is here, grinning broadly at you.
A special guard walks in.
Shargugh holds out his hands entreatingly.
Shargugh says 'Do you have any nuts?!'

<908hp 419m 392mv no opponent/no opponent active forest (outside) > w
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 special guard walks in.

<908hp 419m 391mv no opponent/no opponent active forest (outside) > w
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]
A special guard walks in.

<908hp 419m 390mv no opponent/no opponent active forest (outside) > w
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]
This creature looks like a wolf, but its rotten flesh hangs too loosely on its bones.
A special guard walks in.

<908hp 419m 389mv no opponent/no opponent active forest (outside) > c
Players near you in Mystic Forest:
<PK> Solmundi A narrow trail through the deep, dark forest

<908hp 419m 389mv no opponent/no opponent active forest (outside) > w
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 ring that seems to be almost a molten liquid is here.
A colossal tree blocks the way westwards.
A large grey wolf is here, glaring hungrily at you.
A fearless adventurer is here, asking for a group to explore the Mystic Forest.
A special guard walks in.

<908hp 419m 388mv no opponent/no opponent active forest (outside) > n
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]
A stone outcropping with traces of ore is here.
A vicious warg is here, snarling angrily at you.
A special guard walks in.

<908hp 419m 387mv no opponent/no opponent active forest (outside) > n
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]
A special guard walks in.

<908hp 419m 386mv no opponent/no opponent active forest (outside) > w
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]
A stone outcropping with traces of ore is here.
(White Aura) The Grandmaster of Treants is here.
A special guard walks in.

<908hp 419m 385mv no opponent/no opponent active forest (outside) > c
Players near you in Drkshtyre Wood:
<PK> Solmundi Entrance to Drkshtyre Wood

<908hp 419m 385mv no opponent/no opponent active forest (outside) > sle
You go to sleep.

<908hp 419m 385mv no opponent/no opponent active forest (outside) > wh
[ Elf ] <PK> Zersh the Holy Patriarch of Healing
[ Quasi ] <PK> (WANTED:***) Zexzel the Grand Spectre of Beguilement
[ Elf ] <PK> Akzylar the Sage of Arcane Power
[ Avian ] Trilil the Bringer of Torment
[ Duerg ] <PK> (OUTLAW) [Rival] (WANTED:*****) Dogran the Wrath of an Immortal
[ Avian ] <PK> (OUTLAW) [Rival] (WANTED:*****) Heinrildt Schwarz the Harbinger of Death
[ Elf ] <PK> Hiretsuna the Sage of Arcane Power
[50 Jotun Pal] <PK> [JUSTICE] (Lieutenant) Solmundi Visindi the Holy Knight
[ Quasi ] Sevak the Ethereal
[ Elf ] <PK> <SCHOLAR> Duchess Ilromie Illistarre the Sage of Arcane Power
Players found: 10
[KEEPER] The Balance prevails within the four kingdoms.
There are 10 characters on; the most on this past month was 19.

<908hp 419m 385mv no opponent/no opponent active forest (outside) > wh pk
[50 Elf Hea] <PK> Zersh the Holy Patriarch of Healing
[50 Drow Shw] <PK> [Rival] Lerimar the Shadow Mistress of the Lau Kuan
[50 Quasi Ill] <PK> (WANTED:***) Zexzel the Grand Spectre of Beguilement
[50 Elf Inv] <PK> Akzylar the Sage of Arcane Power
[48 Duerg Sha] <PK> (JUGGERNAUT) (OUTLAW) [Rival] (WANTED:*****) Dogran the Wrath of an Immortal
[46 Avian Dkn] <PK> (OUTLAW) [Rival] (WANTED:*****) Heinrildt Schwarz the Harbinger of Death
[50 Elf Inv] <PK> Hiretsuna the Sage of Arcane Power
[50 Jotun Pal] <PK> [JUSTICE] (Lieutenant) Solmundi Visindi the Holy Knight
[50 Elf Inv] <PK> <SCHOLAR> Duchess Ilromie Illistarre the Sage of Arcane Power
Players found: 9
[KEEPER] The Balance prevails within the four kingdoms.
There are 11 characters on; the most on this past month was 19.

<908hp 468m 399mv no opponent/no opponent active forest (outside) > af
You are affected by the following:
Spell: bless : modifies save vs spell by 6 for 52 hours
: modifies hitroll by 6 for 52 hours
Spell: detect invis : lasts for 45 hours
Spell: virtuous light : modifies save vs maledictive by 5 for 24 hours
: modifies luck by 2 for 24 hours
: modifies armor class by 26 for 24 hours
Skill: errantry : lasts for 1 hours
Spell: protection : modifies save vs spell by 1 for 1 hours
Spell: sanctuary : lasts for 0 hours
Skill: holy armor : modifies armor class by 103 permanently
Skill: buckler : modifies hitroll by -2 permanently
Set : Fire with Fire : modifies save vs afflictive by 16 permanently
: modifies hitroll by 6 permanently
: modifies damroll by 6 permanently
: modifies armor class by 75 permanently

<908hp 468m 399mv no opponent/no opponent active forest (outside) >

<908hp 468m 399mv no opponent/no opponent active forest (outside) > wh
[ Elf ] <PK> Zersh the Holy Patriarch of Healing
[ Quasi ] <PK> (WANTED:***) Zexzel the Grand Spectre of Beguilement
[ Elf ] <PK> Akzylar the Sage of Arcane Power
[ Avian ] Trilil the Bringer of Torment
[ Duerg ] <PK> (OUTLAW) [Rival] (WANTED:*****) Dogran the Wrath of an Immortal
[ Avian ] <PK> (OUTLAW) [Rival] (WANTED:*****) Heinrildt Schwarz the Harbinger of Death
[ Elf ] <PK> Hiretsuna the Sage of Arcane Power
[50 Jotun Pal] <PK> [JUSTICE] (Lieutenant) Solmundi Visindi the Holy Knight
[ Quasi ] Sevak the Ethereal
[ Elf ] <PK> <SCHOLAR> Duchess Ilromie Illistarre the Sage of Arcane Power
Players found: 10
[KEEPER] The Balance prevails within the four kingdoms.
There are 10 characters on; the most on this past month was 19.

<908hp 468m 399mv no opponent/no opponent active forest (outside) >

<908hp 468m 399mv no opponent/no opponent active forest (outside) > wh
[ Elf ] <PK> Zersh the Holy Patriarch of Healing
[ Quasi ] <PK> (WANTED:***) Zexzel the Grand Spectre of Beguilement
[ Elf ] <PK> Akzylar the Sage of Arcane Power
[ Avian ] Trilil the Bringer of Torment
[ Duerg ] <PK> (OUTLAW) [Rival] (WANTED:*****) Dogran the Wrath of an Immortal
[ Avian ] <PK> (OUTLAW) [Rival] (WANTED:*****) Heinrildt Schwarz the Harbinger of Death
[ Elf ] <PK> Hiretsuna the Sage of Arcane Power
[50 Jotun Pal] <PK> [JUSTICE] (Lieutenant) Solmundi Visindi the Holy Knight
[ Quasi ] Sevak the Ethereal
[ Elf ] <PK> <SCHOLAR> Duchess Ilromie Illistarre the Sage of Arcane Power
Players found: 10
[KEEPER] The Balance prevails within the four kingdoms.
There are 10 characters on; the most on this past month was 19.

<908hp 468m 399mv no opponent/no opponent active forest (outside) > af
You are affected by the following:
Spell: bless : modifies save vs spell by 6 for 52 hours
: modifies hitroll by 6 for 52 hours
Spell: detect invis : lasts for 45 hours
Spell: virtuous light : modifies save vs maledictive by 5 for 24 hours
: modifies luck by 2 for 24 hours
: modifies armor class by 26 for 24 hours
Skill: errantry : lasts for 1 hours
Spell: protection : modifies save vs spell by 1 for 1 hours
Spell: sanctuary : lasts for 0 hours
Skill: holy armor : modifies armor class by 103 permanently
Skill: buckler : modifies hitroll by -2 permanently
Set : Fire with Fire : modifies save vs afflictive by 16 permanently
: modifies hitroll by 6 permanently
: modifies damroll by 6 permanently
: modifies armor class by 75 permanently

<908hp 468m 399mv no opponent/no opponent active forest (outside) >

<908hp 468m 399mv no opponent/no opponent calm forest (outside) >
The white aura around your body fades.

<908hp 507m 399mv no opponent/no opponent calm forest (outside) > st
You wake and stand up.

<908hp 507m 399mv no opponent/no opponent calm forest (outside) > sanc
You are surrounded by a white aura.

<908hp 432m 399mv no opponent/no opponent calm forest (outside) > c
Players near you in Drkshtyre Wood:
<PK> Solmundi Entrance to Drkshtyre Wood

<908hp 432m 399mv no opponent/no opponent calm forest (outside) > e
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]
A special guard walks in.

<908hp 432m 398mv no opponent/no opponent calm forest (outside) > e
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. A
f-f-@ | strange light seems to come out of the tree.
| |
f |
| |
f-f-f-f|
---------+

[Exits: (door) west]
A metal key lies here with a fancy chain hanging off it.
A runic circle has been formed on the ground here.
A small tent is pitched here next to a small fire pit.
A special guard walks in.

<908hp 432m 397mv no opponent/no opponent calm forest (outside) > c
Players near you in Mystic Forest:
<PK> Solmundi The circle of trees

<908hp 432m 397mv no opponent/no opponent calm forest (outside) > w
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]
A special guard walks in.

<908hp 432m 396mv no opponent/no opponent calm forest (outside) > s
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]
A stone outcropping with traces of ore is here.
A vicious warg is here, snarling angrily at you.
A special guard walks in.

<908hp 432m 395mv no opponent/no opponent calm forest (outside) > s
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 ring that seems to be almost a molten liquid is here.
A colossal tree blocks the way westwards.
A fearless adventurer is here, asking for a group to explore the Mystic Forest.
A large grey wolf is here, glaring hungrily at you.
A special guard walks in.
An adventurer walks north.

<908hp 432m 394mv no opponent/no opponent calm forest (outside) > c
Players near you in Mystic Forest:
<PK> Solmundi A narrow trail through the deep, dark forest

<908hp 432m 394mv no opponent/no opponent calm forest (outside) > e
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]
This creature looks like a wolf, but its rotten flesh hangs too loosely on its bones.
A special guard walks in.

<908hp 432m 393mv no opponent/no opponent calm forest (outside) > e
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]
A special guard walks in.

<908hp 432m 392mv no opponent/no opponent calm forest (outside) > e
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 special guard walks in.

<908hp 432m 391mv no opponent/no opponent calm forest (outside) > e
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 that
| they completely block out the moonlight, and the forest
| remains in total darkness. A small path leads south
f-f-@-f-f| through the trees.
| | ||
f f f|
| | ||
f f-f-f|
---------+

[Exits: east south west]
A special guard walks in.

<908hp 432m 390mv no opponent/no opponent calm forest (outside) > e
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]
A stone outcropping with traces of ore is here.
A treant stands here in defense of the forest.
A special guard walks in.

<908hp 432m 389mv no opponent/no opponent calm forest (outside) > e
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
| | silhouettes against the moon to the north.
f-f-@-f-f|
| | |
f f |
| | |
f-f-f-f |
---------+

[Exits: east south west]
A stone outcropping with traces of ore is here.
A special guard walks in.

<908hp 432m 388mv no opponent/no opponent calm forest (outside) > c
Players near you in Mystic Forest:
<PK> Solmundi A trail through the light forest

<908hp 432m 388mv no opponent/no opponent calm forest (outside) > e
A trail through the light forest
f-o-o| You are on a trail leading east and west through the dense
| | || forest. To the east, the forest gradually seems to become
f o-o| lighter. A small path leads north.
| |
f-f-@-f-f|
| |
f |
| |
f-f-f |
---------+

[Exits: north east west]
The caravan attendant is here, with caravans for hire.
A special guard walks in.

<908hp 432m 387mv no opponent/no opponent calm forest (outside) > e
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 special guard walks in.

<908hp 432m 386mv no opponent/no opponent calm forest (outside) > e
A trail through the light forest
f-o-o | You are on a trail leading east and west through the dense
| | | forest. To the east, the forest gradually seems to become
f o | lighter.
| |
f-f-@-f-o|
|
|
|
|
---------+

[Exits: east west]
A special guard walks in.

<908hp 432m 385mv no opponent/no opponent calm forest (outside) > e
A trail through the light forest
| You are on a trail leading east and west through the dense
| forest. To the east, the forest gradually seems to become
| lighter. A thinner trail twists off slowly to the north.
|
f-f-@-o-+|
|
|
|
|
---------+

[Exits: east west]
A special guard walks in.

<908hp 432m 384mv no opponent/no opponent calm forest (outside) > e
The edge of the forest
+| You are standing at the eastern edge of a big forest.
|| To the east are the bright lights of Seringale and to
+| the west is a narrow trail, leading in through the forest.
||
f-f-@-+-+|
||
+|
||
+|
---------+

[Exits: east west hovel]
This small hovel door has moss and vines growing upon it.
(Invis) Shargugh the Forest Brownie is here, grinning broadly at you.
A special guard walks in.
Shargugh holds out his hands entreatingly.
Shargugh says 'Do you have any nuts?!'

<908hp 432m 383mv no opponent/no opponent calm field (outside) > e
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
+ | 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 special guard walks in.

<908hp 432m 382mv no opponent/no opponent calm city (outside) > c
w

Hiretsuna tells you 'You'll totally need some help. You let us know when you find them.'
Players near you in Seringale:
<PK> Zersh The Main Street
<PK> Akzylar The Main Street
<PK> Hiretsuna The Main Street
<PK> Solmundi Outside the West Gate
<PK> Ilromie The Main Street

<908hp 432m 382mv no opponent/no opponent calm city (outside) >
The edge of the forest
+| You are standing at the eastern edge of a big forest.
|| To the east are the bright lights of Seringale and to
+| the west is a narrow trail, leading in through the forest.
||
f-f-@-+-+|
||
+|
||
+|
---------+

[Exits: east west hovel]
This small hovel door has moss and vines growing upon it.
(Invis) Shargugh the Forest Brownie is here, grinning broadly at you.
A special guard walks in.

<908hp 432m 381mv no opponent/no opponent calm field (outside) > c
Players near you in Mystic Forest:
<PK> Solmundi The edge of the forest

<908hp 432m 381mv no opponent/no opponent calm field (outside) > wh
[ Dwarf ] Thorick the Disturbed
[ Elf ] <PK> Zersh the Holy Patriarch of Healing
[ Quasi ] <PK> (WANTED:***) Zexzel the Grand Spectre of Beguilement
[ Elf ] <PK> Akzylar the Sage of Arcane Power
[ Avian ] Trilil the Bringer of Torment
[ Duerg ] <PK> (OUTLAW) [Rival] (WANTED:*****) Dogran the Wrath of an Immortal
[ Avian ] <PK> (OUTLAW) [Rival] (WANTED:*****) Heinrildt Schwarz the Harbinger of Death
[ Elf ] <PK> Hiretsuna the Sage of Arcane Power
[50 Jotun Pal] <PK> [JUSTICE] (Lieutenant) Solmundi Visindi the Holy Knight
[ Quasi ] Sevak the Ethereal
[ Elf ] <PK> <SCHOLAR> Duchess Ilromie Illistarre the Sage of Arcane Power
Players found: 11
[KEEPER] The Balance prevails within the four kingdoms.
There are 11 characters on; the most on this past month was 19.

<908hp 432m 381mv no opponent/no opponent calm field (outside) > e
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
+ | 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 special guard walks in.

<908hp 432m 380mv no opponent/no opponent calm city (outside) > e
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
+ *| 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 magical spring flows from the ground here.
You see 3 of a war banner of Seringale here.
A refugee is here, wandering through the streets.
A special guard walks in.

<908hp 432m 379mv no opponent/no opponent calm city (outside) > e
The West Common Road
+ | You are on the Common Road of Seringale. All around you
| | are busy people hurrying along minding their own business.
+ * *| You see the Common Road to the east, the entrance of a
| | || park to the south, and the Western Gate to the west.
+-+-@-+-+|
| | |
+ + |
| | |
+ f-f |
---------+

[Exits: east south west]
A special guard walks in.

<908hp 432m 378mv no opponent/no opponent calm road (outside) > e
The West Common Road
+ | You are on the Common Road of Seringale. All around you are
| | busy people hurrying along minding their own business. You
+ * * *| see a small shop with a sign of a glowing staff to the north,
| | | || and the Common Road leads to the east and west.
+-+-@-+-+|
| | ||
+ + S|
| | |
+ f-f |
---------+

[Exits: north east west]
A special guard walks in.

<908hp 432m 377mv no opponent/no opponent calm road (outside) >
You no longer feel so virtuous.
You feel less protected.

<908hp 445m 399mv no opponent/no opponent calm road (outside) > reply appreciated
You tell Hiretsuna 'Appreciated.'

<908hp 445m 399mv no opponent/no opponent calm road (outside) > c
Players near you in Seringale:
Thorick West of Market Square
<PK> Zersh South Square
<PK> Akzylar South Square
<PK> Hiretsuna South Square
<PK> Solmundi The West Common Road
<PK> Ilromie South Square

<908hp 445m 399mv no opponent/no opponent calm road (outside) > prot
You feel holy and pure.

<908hp 410m 399mv no opponent/no opponent calm road (outside) > af
You are affected by the following:
Spell: bless : modifies save vs spell by 6 for 50 hours
: modifies hitroll by 6 for 50 hours
Spell: detect invis : lasts for 43 hours
Spell: protection : modifies save vs spell by 1 for 24 hours
Spell: virtuous light : modifies save vs maledictive by 5 for 22 hours
: modifies luck by 2 for 22 hours
: modifies armor class by 26 for 22 hours
Spell: sanctuary : lasts for 6 hours
Skill: holy armor : modifies armor class by 103 permanently
Skill: buckler : modifies hitroll by -2 permanently
Set : Fire with Fire : modifies save vs afflictive by 16 permanently
: modifies hitroll by 6 permanently
: modifies damroll by 6 permanently
: modifies armor class by 75 permanently

<908hp 410m 399mv no opponent/no opponent calm road (outside) > bles

Thorick walks in.
A gangly-looking goat gallops in.
You are already blessed.

<908hp 405m 399mv no opponent/no opponent calm road (outside) >
Thorick walks west.
A gangly-looking goat gallops west.

<908hp 405m 399mv no opponent/no opponent calm road (outside) >
Thorick walks in.
A gangly-looking goat gallops in.

<908hp 405m 399mv no opponent/no opponent calm road (outside) > af

Thorick looks at you.

<908hp 405m 399mv no opponent/no opponent calm road (outside) >
You are affected by the following:
Spell: bless : modifies save vs spell by 6 for 50 hours
: modifies hitroll by 6 for 50 hours
Spell: detect invis : lasts for 43 hours
Spell: protection : modifies save vs spell by 1 for 24 hours
Spell: virtuous light : modifies save vs maledictive by 5 for 22 hours
: modifies luck by 2 for 22 hours
: modifies armor class by 26 for 22 hours
Spell: sanctuary : lasts for 6 hours
Skill: holy armor : modifies armor class by 103 permanently
Skill: buckler : modifies hitroll by -2 permanently
Set : Fire with Fire : modifies save vs afflictive by 16 permanently
: modifies hitroll by 6 permanently
: modifies damroll by 6 permanently
: modifies armor class by 75 permanently

<908hp 405m 399mv no opponent/no opponent calm road (outside) >
Thorick walks west.
A gangly-looking goat gallops west.

<908hp 405m 399mv no opponent/no opponent calm road (outside) > devote
You bow your head in worship of your god.
Kedaleam grants you a little favor.
Reputation with Kedaleam increased by 5.
You receive 1 relic of <MYSTIC>.

<908hp 455m 399mv no opponent/no opponent calm road (outside) > c
Players near you in Seringale:
Thorick Inside the West Gate
<PK> Solmundi The West Common Road

<908hp 455m 399mv no opponent/no opponent calm road (outside) > erra
You have been divinely empowered!
You are filled with holy wrath!
A special guard stops following you.
A special guard slowly disappears.

<908hp 425m 399mv no opponent/no opponent calm road (outside) > c

Thorick walks in.
A gangly-looking goat gallops in.

<908hp 425m 399mv no opponent/no opponent calm road (outside) >
Thorick walks east.
A gangly-looking goat gallops east.

<908hp 425m 399mv no opponent/no opponent calm road (outside) > guard
Players near you in Seringale:
Trilil The South Main Street
<PK> Solmundi The West Common Road

<908hp 425m 399mv no opponent/no opponent calm road (outside) >
You yell 'Guards! Guards!'
A special guard now follows you.
A special guard comes to your rescue!

<908hp 385m 399mv no opponent/no opponent calm road (outside) > e
e
e
e
e
The West Common Road
*| You are on the Common Road of Seringale. All around you are
|| busy people hurrying along minding their own business. You
* * * *| see a shop with a sign of a 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 S|
| |
f-f |
---------+

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

<908hp 385m 398mv no opponent/no opponent calm road (outside) >
The Western Monument
* | Raised in the middle of the Common Road is a granite pillar,
| | the Western Monument. Several glyphs and words have been
* * * * *| 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 S *| Shop is to the north.
|
|
---------+

[Exits: north east south west]
A special guard walks in.

<908hp 385m 397mv no opponent/no opponent calm city (outside) >
The West Common Road
* | You are on the Common Road of Seringale. All around you
| | are busy people hurrying along minding their own business.
* * * * *| You see a shop with a sign of a bubbling vial to the
| | | | || north, a shop of trades to the south, and the Common
+-+-@-+-+| Road continues to the east and the west.
| | | ||
S S * *|
|
|
---------+

[Exits: north east south west]
A glowing banner bearing the emblem of Seringale rests here.
A special guard walks in.

<908hp 385m 396mv no opponent/no opponent calm road (outside) >
The West Common Road
* S-+| You are on the Common Road of Seringale. All around you
| || are busy people hurrying along minding their own business.
* * * *-+| You see a shop with a sign of a wizard's hat to the north,
| | | | | a shop of fresh meat to the south, and the large fountain
+-+-@-+ | of the town nearby to the east.
| | | | |
S S * *-+|
||
S-+|
---------+

[Exits: north east south west]
A special guard walks in.

<908hp 385m 395mv no opponent/no opponent calm road (outside) > e
West of Market Square
* S-+-S| You are west of Market Square. A marvellous monument
| | | has been erected here in the middle of the city of Seringale,
* * *-+-*| ever flowing with clear drinkable water. The road is
| | | || well worn from the traffic constantly passing over it.
+-+-@ +| A path leads north and south around the fountain, while
| | | || the common road continues to the west.
S * *-+-*|
| |
S-+-*|
---------+

[Exits: north south west]
A special guard walks in.

<908hp 385m 394mv no opponent/no opponent calm city (outside) > e
A fenced-in fountain! You reach for the delicious water but can't fit through the iron bars.

<908hp 403m 399mv no opponent/no opponent calm city (outside) >
A fenced-in fountain! You reach for the delicious water but can't fit through the iron bars.

<908hp 403m 399mv no opponent/no opponent calm city (outside) > c
Players near you in Seringale:
Thorick Dangerous Alley
Trilil Entrance of the Necromancer Guild
<PK> Solmundi West of Market Square

<908hp 403m 399mv no opponent/no opponent calm city (outside) > s
Southwest of Market Square
* * *-+-*| You are standing southwest of the Market Square. A marvellous
| | | || monument has been erected here in the middle of the city
+-+-+ +| of Seringale, ever flowing with clear drinkable water.
| | | || The road is well worn from the traffic constantly passing
S * @-+-*| over it. You see a path around the square to the east
| | and north.
S-+-*|
| |
S-+-*|
---------+

[Exits: north east]
A long-haired lanky man with piercing blue eyes stands here.
A special guard walks in.

<908hp 403m 398mv no opponent/no opponent calm inside (indoors) > e
South of Market Square
* *-+-* *| You are south of Market Square. A marvellous monument has
| | | || been erected here in the middle of the city of Seringale,
+-+ +-+| ever flowing with clear drinkable water. The road is well
| | | || worn from the traffic constantly passing over it. A path
* *-@-* *| leads east and west around the fountain, while the main
| || street continues to the south.
S-+-*-*|
| |
S-+-* |
---------+

[Exits: east south west]
A special guard walks in.

<908hp 403m 397mv no opponent/no opponent calm city (outside) > dri
You drink water from the Justice monument.
Your thirst is quenched.

<908hp 403m 397mv no opponent/no opponent calm city (outside) > s
The Main Street
+-+ +-+| You are on the Main Street of Seringale. It is a wide street
| | | || with lots of space to both sides. There are tons of people
* *-+-* *| rushing from one place to another, minding their own business.
| || You see a shop with a sign of a sword and axe to the east
S-@-*-*| and to the west, the pet shop.
| |
S-+-* |
| |
S-+-S |
---------+

[Exits: north east south west]
A special guard walks in.

<908hp 403m 396mv no opponent/no opponent calm road (outside) > s
The Main Street
*-+-* *| You are on the Main Street of Seringale. It is a wide
| || street with lots of space to both sides. There are tons
S-+-*-*| of people rushing from one place to another, minding
| | their own business. You see entrances to taverns on
S-@-* | both sides of the street and the Main Street continues
| | to the north and the south.
S S-+-S |
| | |
+-+-+-+-+|
---------+

[Exits: north east south west]
A purple pill with white spots lies here.
A beggar wanders around asking for spare gold.
A beggar wanders around asking for spare gold.
A beggar wanders around asking for spare gold.
A beggar wanders around asking for spare gold.
A special guard walks in.

<908hp 403m 395mv no opponent/no opponent calm road (outside) > s
The Main Street
S-+-*-*| You are on the Main Street of Seringale. It is a wide
| | street with lots of space to both sides. There are tons
S-+-* | of people rushing from one place to another, minding
| | their own business. You see the Main Street continues
S S-@-S | to the north, entrances to taverns on both sides of the
| | | street and the South Square to the south.
+-+-+-+-+|
| | ||
+ S-+-S +|
---------+

[Exits: north east south west]
A beggar wanders around asking for spare gold.
A beggar wanders around asking for spare gold.
A halfling citizen of Seringale strolls about.
A special guard walks in.

<908hp 403m 394mv no opponent/no opponent calm road (outside) > s
South Square
S-+-* | You are at the South Square of Seringale. It is gloomy
| | and dim here. The square is a tiny opening in between
S S-+-S | a few broken down buildings. The air is stuffy and pungent
| | | from the various trash lying all over the ground. You
+-+-@-+-+| see the Main Street to the north and the south, and the
| | || South Road to the east and west.
+ S-+-S +|
| | |
+ +-+-o |
---------+

[Exits: north east south west down]
A special guard walks in.

<908hp 403m 393mv no opponent/no opponent calm city (outside) > s
The South Main Street
S S-+-S | You are on the Main Street of Seringale. It is a wide street
| | | with lots of space to both sides. Although the street
+-+-+-+-+| is wide, it is very poorly lit, so it is very gloomy and
| | || dim here. All around you are beggars and panhandlers dressed
+ S-@-S +| in filthy clothing. The buildings surrounding you are
| | | old and run down. They seem like they have been made ages
+ +-+-o | ago. The once bright red bricks that the buildings are
| | | made of are now only pale, brittle chunks barely holding
*-* +-S | the walls of the buildings together. You see the South
---------+ Square to the north, entrances to taverns on both side
of the street and the Main Street continues to the south.

[Exits: north east south west]
A special guard walks in.

<908hp 403m 392mv no opponent/no opponent calm road (outside) > s
The South Main Street
+-+-+-+-+| You are on the Main Street of Seringale. It is a wide street
| | || with lots of space to both sides. Although the street is
+ S-+-S +| wide, it is very poorly lit, so it is very gloomy and dim
| | | here. All around you are beggars and panhandlers dressed
+ +-@-o | in filthy clothing. The buildings surrounding you are old
| | | and run down. They seem like they have been made ages ago.
*-* +-S | The once bright red bricks that the buildings are made of
| | are now only pale, brittle chunks barely holding the walls
+ | of the buildings together. You see the entrance to the Necromancer
---------+ Guild to the west and the Mausoleum to the east. The Main
Street continues to the north and the south.

[Exits: north east south west]
A special guard walks in.

<908hp 403m 391mv no opponent/no opponent calm road (outside) > s
The South Main Street
S-+-S | You are on the Main Street of Seringale. It is a wide street
| | with lots of space to both sides. Although the street is
+-+-o | wide, it is very poorly lit, so it is very gloomy and dim
| | | here. All around you are filthy beggars and panhandlers dressed
*-* @-S | in filthy clothing. The buildings surrounding you are old
| | and run down. They seem like they have been made ages ago.
+ | The once bright red bricks that the buildings are made of
| | are now only pale, brittle chunks barely holding the walls
+ | of the buildings together. You see the Main Street continues
---------+ to the north and the south.

[Exits: north east south]
A dwarven citizen of Seringale plods around the town.
The goblin extermination enforcer is here hunting down goblins.
A special guard walks in.

<908hp 403m 390mv no opponent/no opponent calm road (outside) > s
A Small Bridge
+-+-o | You are on a small bridge in Seringale. A river flows beneath
| | | the bridge slowly. Splinters line the small wooden railings
*-* +-S | that are mounted on both sides of the bridge. The wooden
| | planks of the bridge hangs on to the frame of the bridge
@ | loosely, ready to come apart at any moment. The thick ropes
| | tying the planks together are old and worn, about to snap
+ | at will. The Main Street continues to the north and south
| | and a ladder leads down the bridge into the river below
+ | you.
---------+

[Exits: north south down]
A pair of gilded golden gargoyles oversee each side of the bridge.
A special guard walks in.

<908hp 403m 389mv no opponent/no opponent calm road (outside) > s
The South Main Street
+-S | You are on the Main Street of Seringale. It is a wide street
| | with lots of space to both sides. Although the street is
+ | wide, it is very poorly lit, so it is very gloomy and dim
| | here. All around you are beggars and panhandlers dressed
@ | in filthy clothing. The buildings surrounding you are old
| | and run down. They seem like they have been made ages ago.
+ | The once bright red bricks that the buildings are made of
| | are now only pale, brittle chunks barely holding the walls
+ | of the buildings together. You see the Main Street continues
---------+ to the north and the south.

[Exits: north south]
A special guard walks in.

<908hp 403m 388mv no opponent/no opponent calm road (outside) > s
Inside the South Gate
+ | You are inside the South 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 thirty spans tall.
| | You see the city to the north, the south gate to the south,
@ | and the battlement of the city above you.
| |
+ |
| |
o |
---------+

[Exits: north south up]
A gate guard is here guarding the gates of Seringale.
A gate guard is here guarding the gates of Seringale.
A special guard walks in.
A gate guard steps aside and allows you to pass him.

<908hp 403m 387mv no opponent/no opponent calm city (outside) > s
Outside the South Gate
+ | You are outside the South 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 thirty spans
@ | tall. You see the entrance into the city of Seringale to
| | the north and a path leading south towards a large grassy
o | field.
| |
o |
---------+

[Exits: north south]
You see 2 of a war banner of Seringale here.
A special guard walks in.

<908hp 403m 386mv no opponent/no opponent calm city (outside) > s
Atop a small hillock
+ | The view from atop this hill looks over the large city
| | of Seringale to the north. Large banners speckle the
+ | battlements that surround the city, and past them the
| | ever busy streets carve their way through the equally
@ f-f| busy shops, temples, and guilds. The path north of you
| | || leads right up to Seringale's southern gate. The cobbled
o f-f| path also heads back down the hill to the south.
| | ||
o-+-f-f|
---------+

[Exits: north south]
A special guard walks in.

<908hp 403m 385mv no opponent/no opponent calm field (outside) > s
Along a marked path
+ | Worn stones show the constant use of the cobbled path,
| | but it in overall good repair. Nothing blocks the view
o f-f| of the wide open sky or a pair of mountains off to the
| | || southwest. A large grassy hill can be seen to the south
@ f-f| overlooking the path. The cobbled path slopes up to the
| | || north, where just beyond the city of Seringale rises.
o-+-f-f| It also leads to the south, curving into an open, grassy
| | || field.
*-F-+ f-f|
---------+

[Exits: north south]
A special guard walks in.

<908hp 403m 384mv no opponent/no opponent calm field (outside) > c
Players near you in The Miden'nir:
<PK> Solmundi Along a marked path
Sevak Path on the mountain

<908hp 403m 384mv no opponent/no opponent calm field (outside) > s
A cobbled path
o f-f| Worn stones show the constant use of the cobbled path,
| | || but it in overall good repair. A dirt path picks up to
o f-f| the east as it cuts through the commons. Wooden walls
| | || stand out against the surroundings to the south, just
o-@-f-f| past the cobbled path. A shaky bridge has been built
| | || east, leading over muddied ground into a wet-looking
*-F-+ f-f| field. A well-cleared path leads north towards a large-looking
| | | || town.
*-* * f-x|
---------+

[Exits: north east south west]
A thick stack of letters lies scattered about, each one addressed to a different name.
(Glowing) A post on the bridge has been illuminated with a fire torch.
A special guard walks in.

<908hp 403m 383mv no opponent/no opponent calm road (outside) > s
s
A cobbled path
o f-f| The majestic city of Seringale rises past the hills to
| | || the north, even from here it has an inviting air to it.
o-+-f-f| Green fields east of here are spotted with grazing animals
| | || and small outposts of goblins. This road has seen little
*-F-@ f-f| hardships, only showing minor repairs from general use.
| | | || The cobbled path butts right up against a small inn to
*-* * f-x| the south, or you can follow it to the north. There are
| || some apparent solid footholds down the river bank too,
x-x x| which seems to be changing direction again.
---------+

[Exits: north south west down]
A short pump juts out of the ground, a layer of rust covering it.
A special guard walks in.

<908hp 403m 382mv no opponent/no opponent calm road (outside) >
Old Stables
o-+-f-f| An old wooden shed has been converted into stables here, in
| | || a shady area chosen noticeably distant from the Inn. Strange
*-F-+ f-f| sounds and smells emanate from within. A cobblestone path
| | | || runs north and south just next to it. To the west, you can
*-* @ f-x| see and smell the Slaughtered Lamb inn. The path becomes obscured
| | by fog to the south.
x-x |
|
|
---------+

[Exits: north south]
You see 3 of a falchion here.
A realistic-looking wooden horse has been set up here.
You see 2 of a voulge here.
Irion the Wordbearer rests next to the "horse".
A special guard walks in.
Irion the Wordbearer says 'Please do me a brief service, Solmundi. Rest on my horse and help me assign some tasks.'

<908hp 403m 381mv no opponent/no opponent calm inside (indoors) > s
The Trail
*-F-+ | You are at the outskirts of a trail that leads up a mountainside,
| | | but a thick fog prevents any vision of what lies further.
*-* * | The steps of the Slaughtered Lamb inn extend a warm welcome
| | to the north, away from the quietly foreboding fog that has
x-@ | gathered itself around the trail behind the inn. The wind
| blows softly, carrying upon it soft whispers that invite you
| to travel westwards and discover what lies beyond the veil.
|
|
---------+

[Exits: north west]
A curved sword with a heavy tip sits here.
A long polearm with a curved blade is here.
A special guard climbs in.

<908hp 403m 380mv no opponent/no opponent calm mountain (outside) > s
Thick fog and thorny bushes prevent you from traveling in that direction.

<908hp 403m 380mv no opponent/no opponent calm mountain (outside) > w
A Fog-Shrouded Trail
~<*-F-+ | You are on a fog-shrouded trail which runs up the side of
| | | this dark mountain. The ground is wet and muddy with melted
*-* * | snow, and the path which should lead to the Miden'nir disappears
| | amongst the mist and the trees. There is nothing for you
@-x | to do but follow the trail that twists up towards the broken,
| snow-covered heights of the mountain range. An old stone
| tablet with inscriptions stands beside a bush in the corner.
|
|
---------+

[Exits: east up]
A special guard climbs in.

<908hp 403m 378mv no opponent/no opponent calm mountain (outside) > c
Players near you in Emerald Forest:
<PK> Solmundi A Fog-Shrouded Trail

<908hp 403m 378mv no opponent/no opponent calm mountain (outside) > e
The Trail
*-F-+ | You are at the outskirts of a trail that leads up a mountainside,
| | | but a thick fog prevents any vision of what lies further.
*-* * | The steps of the Slaughtered Lamb inn extend a warm welcome
| | to the north, away from the quietly foreboding fog that has
x-@ | gathered itself around the trail behind the inn. The wind
| blows softly, carrying upon it soft whispers that invite you
| to travel westwards and discover what lies beyond the veil.
|
|
---------+

[Exits: north west]
A curved sword with a heavy tip sits here.
A long polearm with a curved blade is here.
A special guard climbs in.

<908hp 403m 376mv no opponent/no opponent calm mountain (outside) > n
Old Stables
o-+-f-f| An old wooden shed has been converted into stables here, in
| | || a shady area chosen noticeably distant from the Inn. Strange
*-F-+ f-f| sounds and smells emanate from within. A cobblestone path
| | | || runs north and south just next to it. To the west, you can
*-* @ f-x| see and smell the Slaughtered Lamb inn. The path becomes obscured
| | by fog to the south.
x-x |
|
|
---------+

[Exits: north south]
You see 3 of a falchion here.
A realistic-looking wooden horse has been set up here.
You see 2 of a voulge here.
Irion the Wordbearer rests next to the "horse".
A special guard walks in.

<908hp 403m 374mv no opponent/no opponent calm inside (indoors) > n
A cobbled path
o f-f| The majestic city of Seringale rises past the hills to
| | || the north, even from here it has an inviting air to it.
o-+-f-f| Green fields east of here are spotted with grazing animals
| | || and small outposts of goblins. This road has seen little
*-F-@ f-f| hardships, only showing minor repairs from general use.
| | | || The cobbled path butts right up against a small inn to
*-* * f-x| the south, or you can follow it to the north. There are
| || some apparent solid footholds down the river bank too,
x-x x| which seems to be changing direction again.
---------+

[Exits: north south west down]
A short pump juts out of the ground, a layer of rust covering it.
A special guard walks in.

<908hp 403m 373mv no opponent/no opponent calm road (outside) > n
A cobbled path
o f-f| Worn stones show the constant use of the cobbled path,
| | || but it in overall good repair. A dirt path picks up to
o f-f| the east as it cuts through the commons. Wooden walls
| | || stand out against the surroundings to the south, just
o-@-f-f| past the cobbled path. A shaky bridge has been built
| | || east, leading over muddied ground into a wet-looking
*-F-+ f-f| field. A well-cleared path leads north towards a large-looking
| | | || town.
*-* * f-x|
---------+

[Exits: north east south west]
A thick stack of letters lies scattered about, each one addressed to a different name.
(Glowing) A post on the bridge has been illuminated with a fire torch.
A special guard walks in.

<908hp 403m 372mv no opponent/no opponent calm road (outside) > c
Players near you in The Miden'nir:
<PK> Solmundi A cobbled path
Sevak Path on the mountain

<908hp 403m 372mv no opponent/no opponent calm road (outside) > n
Along a marked path
+ | Worn stones show the constant use of the cobbled path,
| | but it in overall good repair. Nothing blocks the view
o f-f| of the wide open sky or a pair of mountains off to the
| | || southwest. A large grassy hill can be seen to the south
@ f-f| overlooking the path. The cobbled path slopes up to the
| | || north, where just beyond the city of Seringale rises.
o-+-f-f| It also leads to the south, curving into an open, grassy
| | || field.
*-F-+ f-f|
---------+

[Exits: north south]
A special guard walks in.

<908hp 403m 371mv no opponent/no opponent calm field (outside) > n
Atop a small hillock
+ | The view from atop this hill looks over the large city
| | of Seringale to the north. Large banners speckle the
+ | battlements that surround the city, and past them the
| | ever busy streets carve their way through the equally
@ f-f| busy shops, temples, and guilds. The path north of you
| | || leads right up to Seringale's southern gate. The cobbled
o f-f| path also heads back down the hill to the south.
| | ||
o-+-f-f|
---------+

[Exits: north south]
A special guard walks in.

<908hp 403m 370mv no opponent/no opponent calm field (outside) > n
Outside the South Gate
+ | You are outside the South 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 thirty spans
@ | tall. You see the entrance into the city of Seringale to
| | the north and a path leading south towards a large grassy
o | field.
| |
o |
---------+

[Exits: north south]
You see 2 of a war banner of Seringale here.
A special guard walks in.

<908hp 403m 369mv no opponent/no opponent calm city (outside) > n
Inside the South Gate
+ | You are inside the South 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 thirty spans tall.
| | You see the city to the north, the south gate to the south,
@ | and the battlement of the city above you.
| |
+ |
| |
o |
---------+

[Exits: north south up]
A gate guard is here guarding the gates of Seringale.
A gate guard is here guarding the gates of Seringale.
A special guard walks in.

<908hp 403m 368mv no opponent/no opponent calm city (outside) > n
The South Main Street
+-S | You are on the Main Street of Seringale. It is a wide street
| | with lots of space to both sides. Although the street is
+ | wide, it is very poorly lit, so it is very gloomy and dim
| | here. All around you are beggars and panhandlers dressed
@ | in filthy clothing. The buildings surrounding you are old
| | and run down. They seem like they have been made ages ago.
+ | The once bright red bricks that the buildings are made of
| | are now only pale, brittle chunks barely holding the walls
+ | of the buildings together. You see the Main Street continues
---------+ to the north and the south.

[Exits: north south]
A special guard walks in.

<908hp 403m 367mv no opponent/no opponent calm road (outside) > c
Players near you in Seringale:
Thorick North Square
Trilil Entrance of the Necromancer Guild
<PK> Heinrildt The South Road
<PK> Solmundi The South Main Street

<908hp 403m 367mv no opponent/no opponent calm road (outside) > n
A Small Bridge
+-+-o | You are on a small bridge in Seringale. A river flows beneath
| | | the bridge slowly. Splinters line the small wooden railings
*-* +-S | that are mounted on both sides of the bridge. The wooden
| | planks of the bridge hangs on to the frame of the bridge
@ | loosely, ready to come apart at any moment. The thick ropes
| | tying the planks together are old and worn, about to snap
+ | at will. The Main Street continues to the north and south
| | and a ladder leads down the bridge into the river below
+ | you.
---------+

[Exits: north south down]
A pair of gilded golden gargoyles oversee each side of the bridge.
A special guard walks in.

<908hp 403m 366mv no opponent/no opponent calm road (outside) > n
The South Main Street
S-+-S | You are on the Main Street of Seringale. It is a wide street
| | with lots of space to both sides. Although the street is
+-+-o | wide, it is very poorly lit, so it is very gloomy and dim
| | | here. All around you are filthy beggars and panhandlers dressed
*-* @-S | in filthy clothing. The buildings surrounding you are old
| | and run down. They seem like they have been made ages ago.
+ | The once bright red bricks that the buildings are made of
| | are now only pale, brittle chunks barely holding the walls
+ | of the buildings together. You see the Main Street continues
---------+ to the north and the south.

[Exits: north east south]
The goblin extermination enforcer is here hunting down goblins.
A special guard walks in.

<908hp 403m 365mv no opponent/no opponent calm road (outside) >
Heinrildt flies in.

<908hp 403m 365mv no opponent/no opponent calm road (outside) >
Heinrildt flies south.

<908hp 403m 365mv no opponent/no opponent calm road (outside) > target heinrldt
s
$$ will now be substituted with 'heinrldt' until you untarget.

<908hp 403m 365mv no opponent/no opponent calm road (outside) >
A Small Bridge
+-+-o | You are on a small bridge in Seringale. A river flows beneath
| | | the bridge slowly. Splinters line the small wooden railings
*-* +-S | that are mounted on both sides of the bridge. The wooden
| | planks of the bridge hangs on to the frame of the bridge
@ | loosely, ready to come apart at any moment. The thick ropes
| | tying the planks together are old and worn, about to snap
+ | at will. The Main Street continues to the north and south
| | and a ladder leads down the bridge into the river below
+ | you.
---------+

[Exits: north south down]
A pair of gilded golden gargoyles oversee each side of the bridge.
A special guard walks in.

<908hp 403m 364mv no opponent/no opponent calm road (outside) > s
The South Main Street
+-S | You are on the Main Street of Seringale. It is a wide street
| | with lots of space to both sides. Although the street is
+ | wide, it is very poorly lit, so it is very gloomy and dim
| | here. All around you are beggars and panhandlers dressed
@ | in filthy clothing. The buildings surrounding you are old
| | and run down. They seem like they have been made ages ago.
+ | The once bright red bricks that the buildings are made of
| | are now only pale, brittle chunks barely holding the walls
+ | of the buildings together. You see the Main Street continues
---------+ to the north and the south.

[Exits: north south]
A special guard walks in.

<908hp 403m 363mv no opponent/no opponent calm road (outside) > c
Players near you in Seringale:
Thorick Temple of Balance
Trilil Entrance of the Necromancer Guild
<PK> Solmundi The South Main Street

<908hp 403m 363mv no opponent/no opponent calm road (outside) > s
Inside the South Gate
+ | You are inside the South 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 thirty spans tall.
| | You see the city to the north, the south gate to the south,
@ | and the battlement of the city above you.
| |
+ |
| |
o |
---------+

[Exits: north south up]
A gate guard is here guarding the gates of Seringale.
A gate guard is here guarding the gates of Seringale.
A special guard walks in.
A gate guard steps aside and allows you to pass him.
A gate guard says 'Greetings adventurer, welcome to Seringale.'
A gate guard steps aside and allows you to pass him.
A gate guard says 'Behold! The grand city of Seringale!'

<908hp 403m 362mv no opponent/no opponent calm city (outside) > s
Outside the South Gate
+ | You are outside the South 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 thirty spans
@ | tall. You see the entrance into the city of Seringale to
| | the north and a path leading south towards a large grassy
o | field.
| |
o |
---------+

[Exits: north south]
You see 2 of a war banner of Seringale here.
A special guard walks in.

<908hp 403m 361mv no opponent/no opponent calm city (outside) > c
Players near you in Seringale:
Thorick The North Road
Trilil Entrance of the Necromancer Guild
<PK> Solmundi Outside the South Gate

<908hp 403m 361mv no opponent/no opponent calm city (outside) > s
Atop a small hillock
+ | The view from atop this hill looks over the large city
| | of Seringale to the north. Large banners speckle the
+ | battlements that surround the city, and past them the
| | ever busy streets carve their way through the equally
@ f-f| busy shops, temples, and guilds. The path north of you
| | || leads right up to Seringale's southern gate. The cobbled
o f-f| path also heads back down the hill to the south.
| | ||
o-+-f-f|
---------+

[Exits: north south]
A special guard walks in.

<908hp 403m 360mv no opponent/no opponent calm field (outside) > s
Along a marked path
+ | Worn stones show the constant use of the cobbled path,
| | but it in overall good repair. Nothing blocks the view
o f-f| of the wide open sky or a pair of mountains off to the
| | || southwest. A large grassy hill can be seen to the south
@ f-f| overlooking the path. The cobbled path slopes up to the
| | || north, where just beyond the city of Seringale rises.
o-+-f-f| It also leads to the south, curving into an open, grassy
| | || field.
*-F-+ f-f|
---------+

[Exits: north south]
A special guard walks in.

<908hp 403m 359mv no opponent/no opponent calm field (outside) > c
Players near you in The Miden'nir:
<PK> Heinrildt Deep in the Miden'nir
<PK> Solmundi Along a marked path
Sevak Path on the mountain

<908hp 403m 359mv no opponent/no opponent calm field (outside) > s
A cobbled path
o f-f| Worn stones show the constant use of the cobbled path,
| | || but it in overall good repair. A dirt path picks up to
o f-f| the east as it cuts through the commons. Wooden walls
| | || stand out against the surroundings to the south, just
o-@-f-f| past the cobbled path. A shaky bridge has been built
| | || east, leading over muddied ground into a wet-looking
*-F-+ f-f| field. A well-cleared path leads north towards a large-looking
| | | || town.
*-* * f-x|
---------+

[Exits: north east south west]
A thick stack of letters lies scattered about, each one addressed to a different name.
(Glowing) A post on the bridge has been illuminated with a fire torch.
A special guard walks in.
The night is about to end.

<908hp 421m 399mv no opponent/no opponent calm road (outside) >
Heinrildt flies in.

<908hp 421m 399mv no opponent/no opponent calm road (outside) > target heinrildt

Heinrildt flies north.
$$ will now be substituted with 'heinrildt' until you untarget.

<908hp 421m 399mv no opponent/no opponent calm road (outside) > c
Players near you in The Miden'nir:
<PK> Heinrildt Atop a small hillock
<PK> Solmundi A cobbled path
Sevak Path on the mountain

<908hp 421m 399mv no opponent/no opponent calm road (outside) > n
Along a marked path
+ | Worn stones show the constant use of the cobbled path,
| | but it in overall good repair. Nothing blocks the view
o f-f| of the wide open sky or a pair of mountains off to the
| | || southwest. A large grassy hill can be seen to the south
@ f-f| overlooking the path. The cobbled path slopes up to the
| | || north, where just beyond the city of Seringale rises.
o-+-f-f| It also leads to the south, curving into an open, grassy
| | || field.
*-F-+ f-f|
---------+

[Exits: north south]
A special guard walks in.

<908hp 421m 398mv no opponent/no opponent calm field (outside) > z
You scan all around.
You scan north.
*** Range 3 (north) ***
(White Aura) (WANTED) (OUTLAW) Heinrildt the Harbinger of Death is here.
A gate guard is here guarding the gates of Seringale.
A gate guard is here guarding the gates of Seringale.
*** Range 6 (north) ***
The goblin extermination enforcer is here hunting down goblins.
You scan south.
*** Range 3 (south) ***
Irion the Wordbearer rests next to the "horse".

<908hp 421m 398mv no opponent/no opponent calm field (outside) > n
Atop a small hillock
+ | The view from atop this hill looks over the large city
| | of Seringale to the north. Large banners speckle the
+ | battlements that surround the city, and past them the
| | ever busy streets carve their way through the equally
@ f-f| busy shops, temples, and guilds. The path north of you
| | || leads right up to Seringale's southern gate. The cobbled
o f-f| path also heads back down the hill to the south.
| | ||
o-+-f-f|
---------+

[Exits: north south]
A special guard walks in.

<908hp 421m 397mv no opponent/no opponent calm field (outside) > n
Outside the South Gate
+ | You are outside the South 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 thirty spans
@ | tall. You see the entrance into the city of Seringale to
| | the north and a path leading south towards a large grassy
o | field.
| |
o |
---------+

[Exits: north south]
You see 2 of a war banner of Seringale here.
A special guard walks in.

<908hp 421m 396mv no opponent/no opponent calm city (outside) > n
Inside the South Gate
+ | You are inside the South 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 thirty spans tall.
| | You see the city to the north, the south gate to the south,
@ | and the battlement of the city above you.
| |
+ |
| |
o |
---------+

[Exits: north south up]
A gate guard is here guarding the gates of Seringale.
A gate guard is here guarding the gates of Seringale.
A special guard walks in.
A gate guard steps aside and allows you to pass him.

<908hp 421m 395mv no opponent/no opponent calm city (outside) > c
Players near you in Seringale:
Thorick By the Altar of Light
Trilil Entrance of the Necromancer Guild
<PK> Dogran Inside the West Gate
<PK> Heinrildt The South Main Street
<PK> Solmundi Inside the South Gate

<908hp 421m 395mv no opponent/no opponent calm city (outside) > n
The South Main Street
+-S | You are on the Main Street of Seringale. It is a wide street
| | with lots of space to both sides. Although the street is
+ | wide, it is very poorly lit, so it is very gloomy and dim
| | here. All around you are beggars and panhandlers dressed
@ | in filthy clothing. The buildings surrounding you are old
| | and run down. They seem like they have been made ages ago.
+ | The once bright red bricks that the buildings are made of
| | are now only pale, brittle chunks barely holding the walls
+ | of the buildings together. You see the Main Street continues
---------+ to the north and the south.

[Exits: north south]
A special guard walks in.

<908hp 421m 394mv no opponent/no opponent calm road (outside) > n
A Small Bridge
+-+-o | You are on a small bridge in Seringale. A river flows beneath
| | | the bridge slowly. Splinters line the small wooden railings
*-* +-S | that are mounted on both sides of the bridge. The wooden
| | planks of the bridge hangs on to the frame of the bridge
@ | loosely, ready to come apart at any moment. The thick ropes
| | tying the planks together are old and worn, about to snap
+ | at will. The Main Street continues to the north and south
| | and a ladder leads down the bridge into the river below
+ | you.
---------+

[Exits: north south down]
A pair of gilded golden gargoyles oversee each side of the bridge.
A special guard walks in.

<908hp 421m 393mv no opponent/no opponent calm road (outside) > n
The South Main Street
S-+-S | You are on the Main Street of Seringale. It is a wide street
| | with lots of space to both sides. Although the street is
+-+-o | wide, it is very poorly lit, so it is very gloomy and dim
| | | here. All around you are filthy beggars and panhandlers dressed
*-* @-S | in filthy clothing. The buildings surrounding you are old
| | and run down. They seem like they have been made ages ago.
+ | The once bright red bricks that the buildings are made of
| | are now only pale, brittle chunks barely holding the walls
+ | of the buildings together. You see the Main Street continues
---------+ to the north and the south.

[Exits: north east south]
The goblin extermination enforcer is here hunting down goblins.
A special guard walks in.

<908hp 421m 392mv no opponent/no opponent calm road (outside) > n
The South Main Street
+-+-+-+-+| You are on the Main Street of Seringale. It is a wide street
| | || with lots of space to both sides. Although the street is
+ S-+-S +| wide, it is very poorly lit, so it is very gloomy and dim
| | | here. All around you are beggars and panhandlers dressed
+ +-@-o | in filthy clothing. The buildings surrounding you are old
| | | and run down. They seem like they have been made ages ago.
*-* +-S | The once bright red bricks that the buildings are made of
| | are now only pale, brittle chunks barely holding the walls
+ | of the buildings together. You see the entrance to the Necromancer
---------+ Guild to the west and the Mausoleum to the east. The Main
Street continues to the north and the south.

[Exits: north east south west]
A dwarven citizen of Seringale plods around the town.
A special guard walks in.

<908hp 421m 391mv no opponent/no opponent calm road (outside) > tget dogran
That isn't a verb I know.

<908hp 421m 391mv no opponent/no opponent calm road (outside) > target dogran
$$ will now be substituted with 'dogran' until you untarget.

<908hp 421m 391mv no opponent/no opponent calm road (outside) > n
The South Main Street
S S-+-S | You are on the Main Street of Seringale. It is a wide street
| | | with lots of space to both sides. Although the street
+-+-+-+-+| is wide, it is very poorly lit, so it is very gloomy and
| | || dim here. All around you are beggars and panhandlers dressed
+ S-@-S +| in filthy clothing. The buildings surrounding you are
| | | old and run down. They seem like they have been made ages
+ +-+-o | ago. The once bright red bricks that the buildings are
| | | made of are now only pale, brittle chunks barely holding
*-* +-S | the walls of the buildings together. You see the South
---------+ Square to the north, entrances to taverns on both side
of the street and the Main Street continues to the south.

[Exits: north east south west]
A special guard walks in.

<908hp 421m 390mv no opponent/no opponent calm road (outside) > n
South Square
S-+-* | You are at the South Square of Seringale. It is gloomy
| | and dim here. The square is a tiny opening in between
S S-+-S | a few broken down buildings. The air is stuffy and pungent
| | | from the various trash lying all over the ground. You
+-+-@-+-+| see the Main Street to the north and the south, and the
| | || South Road to the east and west.
+ S-+-S +|
| | |
+ +-+-o |
---------+

[Exits: north east south west down]
A special guard walks in.

<908hp 421m 389mv no opponent/no opponent calm city (outside) > c
n
Players near you in Seringale:
Thorick By the Altar of Light
Trilil Entrance of the Necromancer Guild
<PK> Dogran The South Road
<PK> Solmundi South Square

<908hp 421m 389mv no opponent/no opponent calm city (outside) >
The Main Street
S-+-*-*| You are on the Main Street of Seringale. It is a wide
| | street with lots of space to both sides. There are tons
S-+-* | of people rushing from one place to another, minding
| | their own business. You see the Main Street continues
S S-@-S | to the north, entrances to taverns on both sides of the
| | | street and the South Square to the south.
+-+-+-+-+|
| | ||
+ S-+-S +|
---------+

[Exits: north east south west]
A beggar wanders around asking for spare gold.
A special guard walks in.

<908hp 421m 388mv no opponent/no opponent calm road (outside) > whe dagnir
Dagnir the enforcer of law The North Road

<908hp 421m 388mv no opponent/no opponent calm road (outside) > n
The Main Street
*-+-* *| You are on the Main Street of Seringale. It is a wide
| || street with lots of space to both sides. There are tons
S-+-*-*| of people rushing from one place to another, minding
| | their own business. You see entrances to taverns on
S-@-* | both sides of the street and the Main Street continues
| | to the north and the south.
S S-+-S |
| | |
+-+-+-+-+|
---------+

[Exits: north east south west]
A purple pill with white spots lies here.
A beggar wanders around asking for spare gold.
A halfling citizen of Seringale strolls about.
A beggar wanders around asking for spare gold.
A beggar wanders around asking for spare gold.
A beggar wanders around asking for spare gold.
A special guard walks in.
A beggar walks south.

<908hp 421m 387mv no opponent/no opponent calm road (outside) > n
The Main Street
+-+ +-+| You are on the Main Street of Seringale. It is a wide street
| | | || with lots of space to both sides. There are tons of people
* *-+-* *| rushing from one place to another, minding their own business.
| || You see a shop with a sign of a sword and axe to the east
S-@-*-*| and to the west, the pet shop.
| |
S-+-* |
| |
S-+-S |
---------+

[Exits: north east south west]
A special guard walks in.

<908hp 421m 386mv no opponent/no opponent calm road (outside) > n
South of Market Square
* *-+-* *| You are south of Market Square. A marvellous monument has
| | | || been erected here in the middle of the city of Seringale,
+-+ +-+| ever flowing with clear drinkable water. The road is well
| | | || worn from the traffic constantly passing over it. A path
* *-@-* *| leads east and west around the fountain, while the main
| || street continues to the south.
S-+-*-*|
| |
S-+-* |
---------+

[Exits: east south west]
A special guard walks in.

<908hp 421m 385mv no opponent/no opponent calm city (outside) > n
A fenced-in fountain! You reach for the delicious water but can't fit through the iron bars.

<908hp 421m 385mv no opponent/no opponent calm city (outside) > c
You break your objective tracking.
Players near you in Seringale:
Thorick By the Altar of Light
Trilil Entrance of the Necromancer Guild
<PK> Solmundi South of Market Square

<908hp 421m 385mv no opponent/no opponent calm city (outside) > e
Southeast of Market Square
*-+-* * +| You are standing southeast of the Market Square. A marvellous
| | | || monument has been erected here in the middle of the city
+ +-+-+| of Seringale, ever flowing with clear drinkable water. The
| | | || road is well worn from the traffic constantly passing over
*-+-@ * *| it. You see a path around the square to the west and north.
| | |
S-+-*-* |
| |
S-+-* |
---------+

[Exits: north west]
A glowing banner bearing the emblem of Seringale rests here.
A special guard walks in.

<908hp 421m 384mv no opponent/no opponent calm inside (indoors) > n
East of Market Square
S-+-S | You are east of Market Square. A marvellous monument has
| | been erected here in the middle of the city of Seringale,
*-+-* * +| ever flowing with clear with clear drinkable water. The
| | | || road is well worn from the traffic constantly passing over
+ @-+-+| it. A path leads north and south around the fountain, while
| | | || the common road continues to the east.
*-+-* * *|
| | |
S-+-*-* |
---------+

[Exits: north east south]
A special guard walks in.

<908hp 421m 383mv no opponent/no opponent calm city (outside) > e
The East Common Road
+-S *| You are on the Common Road of Seringale. All around you are
| || busy people hurrying along minding their own business. The
+-* * +-*| smell of fresh bread wafts in from the north of here. A shop
| | | | with a sign of an iron hammer is south.
+-@-+-+|
| | | ||
+-* * * +|
| | |
+-*-* |
---------+

[Exits: north east south west]
A jagged key lies here.
A special guard walks in.

<908hp 421m 382mv no opponent/no opponent calm road (outside) > e
The East Common Road
* | You are on the Common Road of Seringale. All around you
| | are busy people hurrying along minding their own business.
* * +-* | You see the entrance to the Warrior Guild to the north,
| | | | a shop with a sign of a needle to the south, and the
+-+-@-+-+| Common Road continues to the east and the west.
| | | | |
* * * +-+|
| ||
*-* +|
---------+

[Exits: north east south west]
A special guard walks in.

<908hp 421m 381mv no opponent/no opponent calm road (outside) > e
The Eastern Monument
* | Standing in the center of the road is a large marble
| | monument, chiseled at odd angles and serving as a landmark
* +-* 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
* * +-+ *| the Common Road continues to the east and west.
| | |
* +-+|
---------+

[Exits: east south west]
A special guard walks in.

<908hp 421m 380mv no opponent/no opponent calm city (outside) > wh
[ Dwarf ] Thorick the Disturbed
[ Elf ] <PK> Zersh the Holy Patriarch of Healing
[ Quasi ] <PK> (WANTED:***) Zexzel the Grand Spectre of Beguilement
[ Elf ] <PK> Akzylar the Sage of Arcane Power
[ Avian ] Trilil the Bringer of Torment
[ Duerg ] <PK> (OUTLAW) [Rival] (WANTED:*****) Dogran the Wrath of an Immortal
[ Avian ] <PK> (OUTLAW) [Rival] (WANTED:*****) Heinrildt Schwarz the Harbinger of Death
[ Elf ] <PK> Hiretsuna the Sage of Arcane Power
[50 Jotun Pal] <PK> [JUSTICE] (Lieutenant) Solmundi Visindi the Holy Knight
[ Quasi ] Sevak the Ethereal
[ Elf ] <PK> <SCHOLAR> Duchess Ilromie Illistarre the Sage of Arcane Power
Players found: 11
[KEEPER] The Balance prevails within the four kingdoms.
There are 11 characters on; the most on this past month was 19.

<908hp 421m 380mv no opponent/no opponent calm city (outside) > c
Players near you in Seringale:
Thorick By the Altar of Light
Trilil Entrance of the Necromancer Guild
<PK> Solmundi The Eastern Monument

<908hp 421m 380mv no opponent/no opponent calm city (outside) > tar
Your current target ($$) is : dogran

<908hp 421m 380mv no opponent/no opponent calm city (outside) > c
Players near you in Seringale:
Thorick By the Altar of Light
Trilil Entrance of the Necromancer Guild
<PK> Solmundi The Eastern Monument

<908hp 421m 380mv no opponent/no opponent calm city (outside) > reply east
You tell Hiretsuna 'East.'

<908hp 421m 380mv no opponent/no opponent calm city (outside) > e
The East Common Road
* | You are on the Common Road of Seringale. All around you
| | are busy people hurrying along minding their own business.
+-* S-*| The Common Road continues to the east and the west.
| | |
+-+-@-+-+|
| | | |
* +-+ * |
| |
+-+-*|
---------+

[Exits: east west]
A special guard walks in.

<908hp 421m 379mv no opponent/no opponent calm road (outside) > e
The East Common Road
+| You are on the Common Road of Seringale. All around you
|| are busy people hurrying along minding their own business.
S-* +| You see a shop with a sign of a leather collar to the
| || north, a shop with a sign of a glittering diamond to
+-+-@-+-+| the south, and the Common Road continues to the east
| | || and the west.
+-+ * +|
| ||
+-+ +|
---------+

[Exits: north east south west]
A special guard walks in.
The day has begun.

<908hp 433m 399mv no opponent/no opponent calm road (outside) > reply of town
You tell Hiretsuna 'Of town.'

<908hp 433m 399mv no opponent/no opponent calm road (outside) > e
The East Common Road
+ | You are on the Common Road of Seringale. All around you
| | are busy people hurrying along minding their own business.
S-* + | The Common Road continues to the east and the west.
| | |
+-+-@-+-+|
| | |
* + |
| |
+ |
---------+

[Exits: east west]
A special guard walks in.

<908hp 433m 398mv no opponent/no opponent calm road (outside) > e
Inside the East Gate
+ | You are inside the East Gate of Seringale. All around you
| | are people travelling in and out of the city. The great wall
S-* + | of Seringale soars over your head at over 30 spans tall.
| | | You see the city to the west, the east gate above you, and
+-+-@-+-+| the city walls lead to the north and south.
| | |
* + |
| |
+ |
---------+

[Exits: north east south west]
A gate guard is here guarding the gates of Seringale.
A gate guard is here guarding the gates of Seringale.
A special guard walks in.
A gate guard steps aside and allows you to pass him.
A gate guard says 'Behold! The grand city of Seringale!'

<908hp 433m 397mv no opponent/no opponent calm city (outside) > e
Outside the East Gate
+ | You are outside the East Gate of Seringale. Before you is a
| | great wall. It is made of huge slabs of white stones with
+ | various figures of birds, beasts, and dragons carved into
| | it. The great wall soars over your head at over 30 spans tall.
+-+-@-+-+| You see the entrance into the city of Seringale to the west
| | and a road travelling out of the city to the east.
+ |
| |
+ |
---------+

[Exits: east west]
A special guard walks in.

<908hp 433m 396mv no opponent/no opponent calm city (outside) > e
City Entrance
+ | You stand on the outskirts of Seringale, the capital of this
| | land. The road leads east along a dusty road, while to the west
+ | it becomes the main street of the town, surrounded by a mass
| | confusion of shops, bars, and market places. The east gates of
+-+-@-+-+| the town lie directly to the west of here.
| |
+ |
| |
+ |
---------+

[Exits: east west]
A special guard walks in.

<908hp 433m 395mv no opponent/no opponent calm road (outside) > c
w
Players near you in Eastern Road:
<PK> Solmundi City Entrance

<908hp 433m 395mv no opponent/no opponent calm road (outside) >
Outside the East Gate
+ | You are outside the East Gate of Seringale. Before you is a
| | great wall. It is made of huge slabs of white stones with
+ | various figures of birds, beasts, and dragons carved into
| | it. The great wall soars over your head at over 30 spans tall.
+-+-@-+-+| You see the entrance into the city of Seringale to the west
| | and a road travelling out of the city to the east.
+ |
| |
+ |
---------+

[Exits: east west]
A special guard walks in.

<908hp 433m 394mv no opponent/no opponent calm city (outside) > e
City Entrance
+ | You stand on the outskirts of Seringale, the capital of this
| | land. The road leads east along a dusty road, while to the west
+ | it becomes the main street of the town, surrounded by a mass
| | confusion of shops, bars, and market places. The east gates of
+-+-@-+-+| the town lie directly to the west of here.
| |
+ |
| |
+ |
---------+

[Exits: east west]
A special guard walks in.

<908hp 433m 393mv no opponent/no opponent calm road (outside) > e
Along the Eastern Road
| You are traveling along a well-travelled road between
| Seringale and the lands to the east. The path has been
| created from a light stone material that is very resilient.
| It has worn away over time from the flow of traffic that
+-+-@-+-+| has passed through here. This is one of Serin's busiest
| trade routes.
|
|
|
---------+

[Exits: east west]
A special guard walks in.

<908hp 433m 392mv no opponent/no opponent calm road (outside) > c
Players near you in Eastern Road:
<PK> Solmundi Along the Eastern Road

<908hp 433m 392mv no opponent/no opponent calm road (outside) > e
Along the Eastern Road
| You are traveling along a well-travelled road between
| Seringale and the lands to the east. The path has been
| created from a light stone material that is very resilient.
| It has worn away over time from the flow of traffic that
+-+-@-+-+| has passed through here. This is one of Serin's busiest
| trade routes.
|
|
|
---------+

[Exits: east west]
A special guard walks in.

<908hp 433m 391mv no opponent/no opponent calm road (outside) > e
Along the Eastern Road
o| You are traveling along a well-travelled road between
|| Seringale and the lands to the east. The path has been
o| created from a light stone material that is very resilient.
|| It has worn away over time from the flow of traffic that
+-+-@-+-+| has passed through here. This is one of Serin's busiest
|| trade routes.
+|
||
+-+|
---------+

[Exits: east west]
A special guard walks in.

<908hp 433m 390mv no opponent/no opponent calm road (outside) > e
Along the Eastern Road
o | You are traveling along a well-travelled road between Seringale
| | and the lands to the east. A northern road crosses this
o | one to the east. The path has been created from a light
| | stone material that is very resilient. It has worn away
+-+-@-+-+| over time from the flow of traffic that has passed through
| | here. This is one of Serin's busiest trade routes.
+ |
| |
+-+ |
---------+

[Exits: east west]
A special guard walks in.

<908hp 433m 389mv no opponent/no opponent calm road (outside) > e
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, looking dejected.
A special guard walks in.

<908hp 433m 388mv no opponent/no opponent calm road (outside) > c
Players near you in Eastern Road:
<PK> Solmundi The Crossroads

<908hp 433m 388mv no opponent/no opponent calm road (outside) > wh
[ Dwarf ] Thorick the Disturbed
[ Elf ] <PK> Zersh the Holy Patriarch of Healing
[ Quasi ] <PK> (WANTED:***) Zexzel the Grand Spectre of Beguilement
[ Elf ] <PK> Akzylar the Sage of Arcane Power
[ Avian ] Trilil the Bringer of Torment
[ Duerg ] <PK> (OUTLAW) [Rival] (WANTED:*****) Dogran the Wrath of an Immortal
[ Avian ] <PK> (OUTLAW) [Rival] (WANTED:*****) Heinrildt Schwarz the Harbinger of Death
[ Elf ] <PK> Hiretsuna the Sage of Arcane Power
[50 Jotun Pal] <PK> [JUSTICE] (Lieutenant) Solmundi Visindi the Holy Knight
[ Quasi ] Sevak the Ethereal
[ Elf ] <PK> <SCHOLAR> Duchess Ilromie Illistarre the Sage of Arcane Power
Players found: 11
[KEEPER] The Balance prevails within the four kingdoms.
There are 11 characters on; the most on this past month was 19.

<908hp 433m 388mv no opponent/no opponent calm road (outside) > n
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]
A special guard walks in.

<908hp 433m 387mv no opponent/no opponent calm field (outside) > n
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]
A special guard walks in.

<908hp 433m 386mv no opponent/no opponent calm field (outside) > n
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]
A special guard climbs in.

<908hp 433m 385mv no opponent/no opponent calm mountain (outside) > w
u
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]
A special guard climbs in.

<908hp 433m 383mv no opponent/no opponent calm mountain (outside) >
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]
A special guard climbs in.

<908hp 433m 381mv no opponent/no opponent calm mountain (outside) > e
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]
A special guard swims in.

<908hp 433m 379mv no opponent/no opponent calm river (outside) > e
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]
A special guard walks in.

<908hp 433m 377mv no opponent/no opponent calm field (outside) > c
n
Players near you in Tenebria:
<PK> Solmundi South of the Foothills

<908hp 433m 377mv no opponent/no opponent calm field (outside) >
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]
A special guard walks in.

<908hp 433m 376mv no opponent/no opponent calm hills (outside) > n
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
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]
A special guard walks in.

<908hp 433m 374mv no opponent/no opponent calm hills (outside) > n
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
z | 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]
A special guard walks in.

<908hp 433m 372mv no opponent/no opponent calm hills (outside) > n
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
z | 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]
A special guard walks in.

<908hp 433m 370mv no opponent/no opponent calm hills (outside) > n
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 |
| |
z |
---------+

[Exits: north south]
A special guard walks in.

<908hp 433m 368mv no opponent/no opponent calm hills (outside) > n
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]
A special guard walks in.

<908hp 433m 366mv no opponent/no opponent calm hills (outside) > n
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]
A special guard walks in.

<908hp 433m 364mv no opponent/no opponent calm road (outside) > e
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]
A special guard walks in.

<908hp 433m 363mv no opponent/no opponent calm road (outside) > e
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.
A special guard walks in.

<908hp 433m 362mv no opponent/no opponent calm road (outside) > e
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]
A special guard walks in.

<908hp 433m 361mv no opponent/no opponent calm road (outside) > e
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]
A special guard walks in.

<908hp 433m 360mv no opponent/no opponent calm road (outside) > e
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]
A special guard walks in.

<908hp 433m 359mv no opponent/no opponent calm road (outside) > e
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]
A special guard walks in.

<908hp 433m 358mv no opponent/no opponent calm road (outside) > e
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]
A special guard walks in.

<908hp 433m 357mv no opponent/no opponent calm road (outside) > c
Players near you in Gwidry:
<PK> Solmundi A Dusty Road

<908hp 433m 357mv no opponent/no opponent calm road (outside) > n
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 special guard walks in.

<908hp 433m 356mv no opponent/no opponent calm road (outside) > n
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]
A special guard walks in.

<908hp 433m 355mv no opponent/no opponent calm road (outside) > n
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]
A special guard walks in.

<908hp 433m 354mv no opponent/no opponent calm road (outside) > n
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)]
A special guard walks in.

<908hp 433m 353mv no opponent/no opponent calm road (outside) > n
A Dusty Road
| You are at the intersection of two roads running through
| the quiet little agricultural village of Gwidry. Wandering
* | off to the east is a dusty path that has been created completely
| | by people walking over the land. Southwards a more well defined
@-+-+| road has been dug from the earth, its borders kept straight
| | and clear of obstacles. A small patch of grass grows here
+ | at the roadside, weeds beginning to take over its stronghold.
| |
+ |
---------+

[Exits: north east south]
An old fingerpost is erected here, pointing east and south.
A special guard walks in.

<908hp 433m 352mv no opponent/no opponent calm road (outside) > c
e
Players near you in Gwidry:
<PK> Solmundi A Dusty Road

<908hp 433m 352mv no opponent/no opponent calm road (outside) >
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]
A special guard walks in.

<908hp 433m 351mv no opponent/no opponent calm road (outside) > e
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]
A special guard walks in.

<908hp 433m 350mv no opponent/no opponent calm road (outside) > e
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]
A special guard walks in.

<908hp 433m 349mv no opponent/no opponent calm road (outside) > e
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]
A special guard walks in.

<908hp 433m 348mv no opponent/no opponent calm road (outside) > s
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)]
A special guard walks in.

<908hp 433m 347mv no opponent/no opponent calm road (outside) > s
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]
A special guard walks in.

<908hp 433m 346mv no opponent/no opponent calm road (outside) > e
e
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]
A special guard walks in.

<908hp 433m 345mv no opponent/no opponent calm road (outside) >
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 special guard walks in.

<908hp 433m 344mv no opponent/no opponent calm forest (outside) > c
Players near you in Armageddon Sanctuary:
<PK> Solmundi The western edge of the forest

<908hp 433m 344mv no opponent/no opponent calm forest (outside) > wh
[ Dwarf ] Thorick the Disturbed
[ Elf ] <PK> Zersh the Holy Patriarch of Healing
[ Quasi ] <PK> (WANTED:***) Zexzel the Grand Spectre of Beguilement
[ Elf ] <PK> Akzylar the Sage of Arcane Power
[ Avian ] Trilil the Bringer of Torment
[ Duerg ] <PK> (OUTLAW) [Rival] (WANTED:*****) Dogran the Wrath of an Immortal
[ Avian ] <PK> (OUTLAW) [Rival] (WANTED:*****) Heinrildt Schwarz the Harbinger of Death
[ Elf ] <PK> Hiretsuna the Sage of Arcane Power
[50 Jotun Pal] <PK> [JUSTICE] (Lieutenant) Solmundi Visindi the Holy Knight
[ Quasi ] Sevak the Ethereal
[ Elf ] <PK> <SCHOLAR> Duchess Ilromie Illistarre the Sage of Arcane Power
Players found: 11
[KEEPER] The Balance prevails within the four kingdoms.
There are 11 characters on; the most on this past month was 19.

<908hp 433m 344mv no opponent/no opponent calm forest (outside) > af
You are affected by the following:
Skill: devote : lasts for 117 hours
Spell: bless : modifies save vs spell by 6 for 47 hours
: modifies hitroll by 6 for 47 hours
Spell: detect invis : lasts for 40 hours
Skill: errantry : lasts for 21 hours
Spell: protection : modifies save vs spell by 1 for 21 hours
Spell: virtuous light : modifies save vs maledictive by 5 for 19 hours
: modifies luck by 2 for 19 hours
: modifies armor class by 26 for 19 hours
Spell: frenzy : modifies armor class by -40 for 13 hours
: modifies damroll by 8 for 13 hours
: modifies hitroll by 8 for 13 hours
Spell: sanctuary : lasts for 3 hours
Skill: holy armor : modifies armor class by 103 permanently
Skill: buckler : modifies hitroll by -2 permanently
Set : Fire with Fire : modifies save vs afflictive by 16 permanently
: modifies hitroll by 6 permanently
: modifies damroll by 6 permanently
: modifies armor class by 75 permanently

<908hp 433m 344mv no opponent/no opponent calm forest (outside) > sle
You go to sleep.

<908hp 487m 399mv no opponent/no opponent calm forest (outside) >

<908hp 487m 399mv no opponent/no opponent calm forest (outside) > wh
[ Dwarf ] Thorick the Disturbed
[ Elf ] <PK> Zersh the Holy Patriarch of Healing
[ Quasi ] <PK> (WANTED:***) Zexzel the Grand Spectre of Beguilement
[ Elf ] <PK> Akzylar the Sage of Arcane Power
[ Avian ] Trilil the Bringer of Torment
[ Duerg ] <PK> (OUTLAW) [Rival] (WANTED:*****) Dogran the Wrath of an Immortal
[ Avian ] <PK> (OUTLAW) [Rival] (WANTED:*****) Heinrildt Schwarz the Harbinger of Death
[ Elf ] <PK> Hiretsuna the Sage of Arcane Power
[50 Jotun Pal] <PK> [JUSTICE] (Lieutenant) Solmundi Visindi the Holy Knight
[ Quasi ] Sevak the Ethereal
[ Elf ] <PK> <SCHOLAR> Duchess Ilromie Illistarre the Sage of Arcane Power
Players found: 11
[KEEPER] The Balance prevails within the four kingdoms.
There are 11 characters on; the most on this past month was 19.

<908hp 487m 399mv no opponent/no opponent calm forest (outside) > af
You are affected by the following:
Skill: devote : lasts for 116 hours
Spell: bless : modifies save vs spell by 6 for 46 hours
: modifies hitroll by 6 for 46 hours
Spell: detect invis : lasts for 39 hours
Skill: errantry : lasts for 20 hours
Spell: protection : modifies save vs spell by 1 for 20 hours
Spell: virtuous light : modifies save vs maledictive by 5 for 18 hours
: modifies luck by 2 for 18 hours
: modifies armor class by 26 for 18 hours
Spell: frenzy : modifies armor class by -40 for 12 hours
: modifies damroll by 8 for 12 hours
: modifies hitroll by 8 for 12 hours
Spell: sanctuary : lasts for 2 hours
Skill: holy armor : modifies armor class by 103 permanently
Skill: buckler : modifies hitroll by -2 permanently
Set : Fire with Fire : modifies save vs afflictive by 16 permanently
: modifies hitroll by 6 permanently
: modifies damroll by 6 permanently
: modifies armor class by 75 permanently

<908hp 487m 399mv no opponent/no opponent calm forest (outside) >

<908hp 487m 399mv no opponent/no opponent calm forest (outside) > wh
[ Dwarf ] Thorick the Disturbed
[ Elf ] <PK> Zersh the Holy Patriarch of Healing
[ Quasi ] <PK> (WANTED:***) Zexzel the Grand Spectre of Beguilement
[ Elf ] <PK> Akzylar the Sage of Arcane Power
[ Avian ] Trilil the Bringer of Torment
[ Duerg ] <PK> (OUTLAW) [Rival] (WANTED:*****) Dogran the Wrath of an Immortal
[ Avian ] <PK> (OUTLAW) [Rival] (WANTED:*****) Heinrildt Schwarz the Harbinger of Death
[ Elf ] <PK> Hiretsuna the Sage of Arcane Power
[50 Jotun Pal] <PK> [JUSTICE] (Lieutenant) Solmundi Visindi the Holy Knight
[ Quasi ] Sevak the Ethereal
[ Elf ] <PK> <SCHOLAR> Duchess Ilromie Illistarre the Sage of Arcane Power
Players found: 11
[KEEPER] The Balance prevails within the four kingdoms.
There are 11 characters on; the most on this past month was 19.

<908hp 487m 399mv no opponent/no opponent calm forest (outside) > i
You are carrying:
an enriched gyvel potion
(Glowing) the light of dawn
a perfect potion of recall
(Glowing) (Humming) a wide-bladed steel sabre
(Glowing) (Humming) a Defender potion
an old boat
a Big Ol'Pack Sack (open)
a thick, scintillating gold bracer
(Humming) a peacemaker guisarme
(Humming) a peacemaker greatsword
(Glowing) (Humming) an onyx-black mithril-white bangle of alacrity
(Glowing) an amber amulet
a ring inscribed with a pearl drop

<908hp 487m 399mv no opponent/no opponent calm forest (outside) > sco

/@============================================================-
| \
| Solmundi the Holy Knight, follower of Kedaleam |
| Adherent of Law, Rank Lieutenant of [JUSTICE] |
| You are 27 years old (163 hours, 20h:48m of bloodshed) |
| |
| Race: Jotun Hometown: Seringale Health: 908/908 |
| Sex: Male Alignment: Good Mana: 487/678 |
| Class: Paladin Ethos: Lawful Move: 399/399 |
\ -------------------------------------------/
| |
| Streng: 21 (22-1) Rating: Good Weight: 416/425 |
| Intell: 18 (18+0) Level: 50 Pracs: 3 |
| Wisdom: 23 (23+0) Exp tnl: 23760 Trains: 1 |
| Dexter: 15 (18-3) Guildpoint: 3/3 Items: 31/31 |
| Consti: 22 (22+0) Gold: 27513 Wimpy: 1 hp |
| Luck: Fortuitous Hunger: [***--] Thirst: [*****] |
| |
| Condition: In prime health |
------------------------------------------ \
/ |
| Armor Vs Pierce: 316 Saving Throws |
| Hitroll: 40 Vs Bash: 348 Afflictive: 66 |
| Damroll: 39 Vs Slash: 311 Maledictive: 98 |
| Vs Magic: 286 Mental: 69 |
\==========================================================-/
You are affected by the following:
Skill: devote : lasts for 116 hours
Spell: bless : modifies save vs spell by 6 for 46 hours
: modifies hitroll by 6 for 46 hours
Spell: detect invis : lasts for 39 hours
Skill: errantry : lasts for 20 hours
Spell: protection : modifies save vs spell by 1 for 20 hours
Spell: virtuous light : modifies save vs maledictive by 5 for 18 hours
: modifies luck by 2 for 18 hours
: modifies armor class by 26 for 18 hours
Spell: frenzy : modifies armor class by -40 for 12 hours
: modifies damroll by 8 for 12 hours
: modifies hitroll by 8 for 12 hours
Spell: sanctuary : lasts for 2 hours
Skill: holy armor : modifies armor class by 103 permanently
Skill: buckler : modifies hitroll by -2 permanently
Set : Fire with Fire : modifies save vs afflictive by 16 permanently
: modifies hitroll by 6 permanently
: modifies damroll by 6 permanently
: modifies armor class by 75 permanently

<908hp 487m 399mv no opponent/no opponent calm forest (outside) >

<908hp 487m 399mv no opponent/no opponent calm forest (outside) > help hysteria
'HYSTERIA'
Syntax: commune 'hysteria' <target> (short syntax: hyst)
Spell type: MENTAL

By increasing the anxiety of the target, the communer can bring the
target into a state of hysteria. While the target is panicking,
they will have difficulty recalling their skills and have trouble
finding a way to escape. Further, they will have difficulty
holding potions and scrolls during combat. The affect lasts only
temporarily until the target has a chance to regain their thoughts.

<908hp 487m 399mv no opponent/no opponent calm forest (outside) > wh
[ Dwarf ] Thorick the Disturbed
[ Elf ] <PK> Zersh the Holy Patriarch of Healing
[ Quasi ] <PK> (WANTED:***) Zexzel the Grand Spectre of Beguilement
[ Elf ] <PK> Akzylar the Sage of Arcane Power
[ Avian ] Trilil the Bringer of Torment
[ Duerg ] <PK> (OUTLAW) [Rival] (WANTED:*****) Dogran the Wrath of an Immortal
[ Avian ] <PK> (OUTLAW) [Rival] (WANTED:*****) Heinrildt Schwarz the Harbinger of Death
[ Elf ] <PK> Hiretsuna the Sage of Arcane Power
[50 Jotun Pal] <PK> [JUSTICE] (Lieutenant) Solmundi Visindi the Holy Knight
[ Quasi ] Sevak the Ethereal
[ Elf ] <PK> <SCHOLAR> Duchess Ilromie Illistarre the Sage of Arcane Power
Players found: 11
[KEEPER] The Balance prevails within the four kingdoms.
There are 11 characters on; the most on this past month was 19.

<908hp 487m 399mv no opponent/no opponent calm forest (outside) > af
You are affected by the following:
Skill: devote : lasts for 116 hours
Spell: bless : modifies save vs spell by 6 for 46 hours
: modifies hitroll by 6 for 46 hours
Spell: detect invis : lasts for 39 hours
Skill: errantry : lasts for 20 hours
Spell: protection : modifies save vs spell by 1 for 20 hours
Spell: virtuous light : modifies save vs maledictive by 5 for 18 hours
: modifies luck by 2 for 18 hours
: modifies armor class by 26 for 18 hours
Spell: frenzy : modifies armor class by -40 for 12 hours
: modifies damroll by 8 for 12 hours
: modifies hitroll by 8 for 12 hours
Spell: sanctuary : lasts for 2 hours
Skill: holy armor : modifies armor class by 103 permanently
Skill: buckler : modifies hitroll by -2 permanently
Set : Fire with Fire : modifies save vs afflictive by 16 permanently
: modifies hitroll by 6 permanently
: modifies damroll by 6 permanently
: modifies armor class by 75 permanently

<908hp 487m 399mv no opponent/no opponent calm forest (outside) >

<908hp 554m 399mv no opponent/no opponent calm forest (outside) > st
You wake and stand up.

<908hp 554m 399mv no opponent/no opponent calm forest (outside) > c
Players near you in Armageddon Sanctuary:
<PK> Solmundi The western edge of the forest

<908hp 554m 399mv no opponent/no opponent calm forest (outside) > w
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]
A special guard walks in.

<908hp 554m 398mv no opponent/no opponent calm road (outside) > w
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]
A special guard walks in.

<908hp 554m 397mv no opponent/no opponent calm road (outside) > c
Players near you in Gwidry:
<PK> Solmundi A Dusty Road

<908hp 554m 397mv no opponent/no opponent calm road (outside) > n
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)]
A special guard walks in.

<908hp 554m 396mv no opponent/no opponent calm road (outside) > n
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]
A special guard walks in.

<908hp 554m 395mv no opponent/no opponent calm road (outside) > w
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]
A special guard walks in.

<908hp 554m 394mv no opponent/no opponent calm road (outside) > w
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]
A special guard walks in.

<908hp 554m 393mv no opponent/no opponent calm road (outside) > w
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]
A special guard walks in.

<908hp 554m 392mv no opponent/no opponent calm road (outside) > w
A Dusty Road
| You are at the intersection of two roads running through
| the quiet little agricultural village of Gwidry. Wandering
* | off to the east is a dusty path that has been created completely
| | by people walking over the land. Southwards a more well defined
@-+-+| road has been dug from the earth, its borders kept straight
| | and clear of obstacles. A small patch of grass grows here
*-+ | at the roadside, weeds beginning to take over its stronghold.
| | |
* + |
---------+

[Exits: north east south]
An old fingerpost is erected here, pointing east and south.
A special guard walks in.

<908hp 554m 391mv no opponent/no opponent calm road (outside) > s
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]
A special guard walks in.

<908hp 554m 390mv no opponent/no opponent calm road (outside) > s
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]
A special guard walks in.

<908hp 554m 389mv no opponent/no opponent calm road (outside) > s
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]
A special guard walks in.

<908hp 554m 388mv no opponent/no opponent calm road (outside) > s
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 special guard walks in.

<908hp 554m 387mv no opponent/no opponent calm road (outside) > s
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]
A special guard walks in.

<908hp 554m 386mv no opponent/no opponent calm road (outside) > s
Alas, you cannot go that way.

<908hp 554m 386mv no opponent/no opponent calm road (outside) > w
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]
A special guard walks in.

<908hp 554m 385mv no opponent/no opponent calm road (outside) > w
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]
A special guard walks in.

<908hp 554m 384mv no opponent/no opponent calm road (outside) > w
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]
A special guard walks in.

<908hp 554m 383mv no opponent/no opponent calm road (outside) > w
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]
A special guard walks in.

<908hp 554m 382mv no opponent/no opponent calm road (outside) > w
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.
A special guard walks in.

<908hp 554m 381mv no opponent/no opponent calm road (outside) > c
Players near you in Tenebria:
<PK> Solmundi Audsug Crossing

<908hp 554m 381mv no opponent/no opponent calm road (outside) > w
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]
A special guard walks in.

<908hp 554m 380mv no opponent/no opponent calm road (outside) > w
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]
A special guard walks in.

<908hp 554m 379mv no opponent/no opponent calm road (outside) > s
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]
A special guard walks in.

<908hp 554m 378mv no opponent/no opponent calm hills (outside) > s
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 |
| |
z |
---------+

[Exits: north south]
A special guard walks in.

<908hp 554m 376mv no opponent/no opponent calm hills (outside) > s
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
z | 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]
A special guard walks in.

<908hp 554m 374mv no opponent/no opponent calm hills (outside) > s
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
z | 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]
A special guard walks in.

<908hp 554m 372mv no opponent/no opponent calm hills (outside) > s
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
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]
A special guard walks in.

<908hp 554m 370mv no opponent/no opponent calm hills (outside) > s
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]
A special guard walks in.

<908hp 554m 368mv no opponent/no opponent calm hills (outside) > s
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]
A special guard walks in.

<908hp 554m 366mv no opponent/no opponent calm field (outside) > c
w
Players near you in Tenebria:
<PK> Solmundi South of the Foothills

<908hp 554m 366mv no opponent/no opponent calm field (outside) >
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]
A special guard swims in.

<908hp 554m 365mv no opponent/no opponent calm river (outside) > w
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]
A special guard climbs in.

<908hp 554m 363mv no opponent/no opponent calm mountain (outside) > d
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]
A special guard climbs in.

<908hp 554m 361mv no opponent/no opponent calm mountain (outside) > c
Players near you in Eastern Road:
Thorick The River Adelon
<PK> Solmundi Base of the Ladder

<908hp 554m 361mv no opponent/no opponent calm mountain (outside) > e
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]
A special guard climbs in.

<908hp 554m 359mv no opponent/no opponent calm mountain (outside) > s
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]
A special guard walks in.

<908hp 554m 357mv no opponent/no opponent calm field (outside) > s
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]
A special guard walks in.

<908hp 554m 356mv no opponent/no opponent calm field (outside) > s
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, looking dejected.
A special guard walks in.

<908hp 554m 355mv no opponent/no opponent calm road (outside) > c
Players near you in Eastern Road:
Thorick The River Adelon
<PK> Solmundi The Crossroads

<908hp 570m 399mv no opponent/no opponent calm road (outside) > e
Along the Eastern Road
o | You are walking along a well-travelled road between Seringale
| | and lands east. A northern road crosses this one to the west,
o | towards Seringale. The path has been created from a light stone
| | material that is very resilient. It has worn away over time
+-+-@-+-+| from the flow of traffic that has passed through here. This
| || is one of Serin's busiest trade routes.
+ +|
| |
+-+ |
---------+

[Exits: east west]
A special guard walks in.

<908hp 570m 398mv no opponent/no opponent calm road (outside) > e
Along the Eastern Road
o | The road heads southwards from here, meandering its way slowly
| | around the outskirts of the dwarven kingdom. Its resilient stone
o | path has resisted much of the wear created by the bustle of traders
| | and merchants travelling in between the two cities. To the northeast
+-+-@-+ | you see a huge monastery, built inside a grove and surrounded
| | | by a patch of grass.
+ +-+|
| |
+ |
---------+

[Exits: east west]
A special guard walks in.

<908hp 570m 397mv no opponent/no opponent calm road (outside) > e
The Dragon Statue
| The road is forced south suddenly here, dug around a towering
| statue of a black dragon. The bypass heads south and then
| east. Taking advantage of the statue's prominence, someone
| has set up a small shack with several large carts lined
+-+-@ | up inside it.
| |
+-+-+|
|
|
---------+

[Exits: south west]
A sign is here, showing what services are offered.
There is a cart here, covered by a colorful cloth.
The cartmaster is sitting on a trade caravan.
This young girl looks happy to guide travelers along the roads.
A special guard walks in.

<908hp 570m 396mv no opponent/no opponent calm road (outside) > s
On the Eastern Road
| The Eastern Road continues its journey eastwards towards
| the City of Timaran. It makes its way around the dwarven
+-+-+ | kingdom steadily and neatly. To the south of here you
| | can see a dark forest, looking fairly barren in population
@-+-+| and its trees stunted. It looks very dwarven. Eastwards
| the road continues, its resilient surface resisting the
| erosion caused by the bustle of trade passing through
| the area.
|
---------+

[Exits: north east]
A special guard walks in.

<908hp 570m 395mv no opponent/no opponent calm road (outside) > c
Players near you in Eastern Road:
Thorick The River Adelon East
<PK> Solmundi On the Eastern Road

<908hp 570m 395mv no opponent/no opponent calm road (outside) > e
On the Eastern Road
| The resilient stone of the Eastern Road stretches out
| in both east and west directions for as far as you can
+-+ +| see, eventually turning off its track out of sight. Either
| || side of the road is surrounded by foresty terrain that
+-@-+-+| looks fairly impassible and perhaps not worthwhile to
| try to do so. To the east you see a signpost reaching
| high overhead.
|
|
---------+

[Exits: east west]
A special guard walks in.

<908hp 570m 394mv no opponent/no opponent calm road (outside) > e
On the Eastern Road
| The road travels from east to west here, spanning out for
| miles in both directions. It has been constructed of a light
+ +-+| resilient stone that has slowly worn away from the passing
| | | by of many travellers and tourists alike down this trade
+-+-@-+ | road. Far off to the south you can see a river meandering
| its way through a fairly barren looking forest.
|
|
|
---------+

[Exits: east west]
A tall signpost has been erected here.
A special guard walks in.

<908hp 570m 393mv no opponent/no opponent calm road (outside) > e
On the Eastern Road
o| The road takes a sudden swift turn here as it makes its
|| way around the outskirts of a small village, populated
+-+-+| by gnomes. Its light but resilient surface has grown brittle
| || and hard from the many days of beautiful sunshine that
+-+-@ +| have been experienced by it. Despite this it has managed
|| to remain in good shape, looking more than adequate for
+| its function as a trade route.
|
|
---------+

[Exits: north west]
A special guard walks in.

<908hp 570m 392mv no opponent/no opponent calm road (outside) > n
Along the Eastern Road
| To the north of you a grove of trees surround the perimeters
| of a dwarven kingdom. Through the trees you can make
o| out the outline of a castle, small and yet clearly aristocrital
|| in design. The road is forced to travel south due to
@-+-+| the presence of a playground of some sort to the west
| || of here. It seems to be unoccupied, at least from this
+-+-+ +| viewpoint. The road continues eastwards, travelling towards
|| the City of Timaran.
+|
---------+

[Exits: east south]
A special guard walks in.

<908hp 570m 391mv no opponent/no opponent calm road (outside) > e
Along the Eastern Road
| You are travelling down the Eastern Road between Seringale
| and Timaran. It has been constructed of a light yet resilient
o-o| mineral which has stood up to the bustle of tradefair
| | passing through here. The road back to Seringale is to
+-@-+-+| the west of you, while to the east of here you can see
| | | a heavily guarded checkpoint. To the south you see a
+-+ + | dirt path wandering off towards a small village, away
| | from the busy road.
+-+|
---------+

[Exits: east west]
A special guard walks in.

<908hp 570m 390mv no opponent/no opponent calm road (outside) > e
The Checkpoint
f| You reach the checkpoint of the Eastern Road. This point
|| serves as both a guardpost for keeping the road safe from
o-o-o| highway robbery and also is the main means of checking
| | the smoothness of trade flowing in and out of the two hometowns.
+-+-@-+-+| The post is guarded day and night by heavily armored knights
| | | that are ever vigilant and alert.
+ + |
| |
+-+ |
---------+

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

<908hp 570m 389mv no opponent/no opponent calm road (outside) > e
Along the Eastern Road
f | You are journeying along a well-travelled road, just east
| | of a heavily guarded checkpoint. You have covered about half
o-o-o | the distance between the city of Seringale and Timaran. The
| | road has been constructed from a light and yet extremely
+-+-@-+-+| resilient mineral that has resisted the weathering of the
| | trade passing through.
+ |
| |
+-+ |
---------+

[Exits: east west]
A special guard walks in.

<908hp 570m 388mv no opponent/no opponent calm road (outside) > e
Along the Eastern Road
f | The Eastern Road stretches out from west to east as far as
| | you can see. Due north of you is a huge monastery, just barely
o-o-o | visible through a blanket of trees. To the south you see a
| | village, fairly small. Further south of the village, in the
+-+-@-+-+| far distance, you see a river running through the dwarf forest.
| | Eastwards the city of Timaran looms on the horizon.
+ |
| |
+-+ |
---------+

[Exits: east west]
A special guard walks in.

<908hp 570m 387mv no opponent/no opponent calm road (outside) > e
Along the Eastern Road
| The road continues eastwards, entering a fairly dense
| area of forest. Surrounding the sides of the road is
| a thick layer of trees, letting in little light. The resilient
| mineral of the traderoad has eroded slightly here, as
+-+-@-+-+| many passersby stopped for rest before entering the denser
| part of the forest. You hear chirping coming from the
| trees around you.
|
|
---------+

[Exits: east west]
A special guard walks in.

<908hp 570m 386mv no opponent/no opponent calm road (outside) > e
Along the Eastern Road
| The road is almost completely swallowed up by the forest
| here. Oak trees surround you from all sides, the east
| of here becoming impassible. The road takes a turn northwards
| as it meanders gently through the foresty terrain. Though
+-+-@-+-+| the road is well-travelled and clearly safe, you might
| be ill-advised to leave it and wander off into the forest
| alone.
|
|
---------+

[Exits: east west]
A special guard walks in.

<908hp 570m 385mv no opponent/no opponent calm road (outside) > e
Along the Eastern Road
| The highway continues its seemingly endless procession
| through the grove. The road's resilient surface has remained
| in perfect condition to this day, despite it being perhaps
| Serin's busiest trade route. To the west you see the forest
+-+-@-+-+| slowly thinning out while eastwards the road continues,
| heading towards the proud city of Timaran.
|
|
|
---------+

[Exits: east west]
A special guard walks in.

<908hp 570m 384mv no opponent/no opponent calm road (outside) > e
On the Outskirts of Timaran
| To the east you see the mighty gates of Timaran, one of
| the most elegant and prosperous cities of all of Serin.
| To the south you see the barren highlands heading out
| towards Mahn-Tor, and to the west you can barely make
+-+-@-+-+| out a faint, but well-used, road leading to the City of
| Seringale.
|
|
|
---------+

[Exits: east west]
A special guard walks in.

<908hp 570m 383mv no opponent/no opponent calm road (outside) > e
West Gate of Timaran
S-+| Here stands the west gate, closely guarded by a number
|| of city guards. People walk in and out, from residents
+| on their way to somewhere to travellers with dust stained
|| cloaks arriving. The city wall is a good 6 feet thick,
+-+-@-+-+| and the gates heavily reinforced. Everyone who walks
|| in and out is closely checked by the guards, who keep
T-*-+| an eye out for criminals and other undesirables. You
| || can leave the city to the west, or walk east onto a street.
*-* +|
---------+

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

<908hp 570m 382mv no opponent/no opponent calm city (outside) > c
Players near you in Timaran:
Thorick Meadow Lane
<PK> Solmundi West Gate of Timaran

<908hp 570m 382mv no opponent/no opponent calm city (outside) > e
Western Main Street
S-+-S| You are standing on the Main Street of the city, which
| | runs between the west and east gates through the centre
+ *| of the city. Just to your west is the west gate, people
| || walking in and out of it in a steady stream past you.
+-+-@-+-+| To the east lies a busy square. South of you is the wall
| || of a large building, and from the stained glass windows
T-*-+ S| you surmise it is a temple.
| | |
*-*-* +-+|
---------+

[Exits: east west]
A large, filthy looking rat scurries around.
A member of the Timaran city day watch keeps an eye out.
A special guard walks in.

<908hp 570m 381mv no opponent/no opponent calm city (outside) > e
Western Square of Timaran
S-+-S | This is the busy Western Square of the city. People stand
| | around in groups talking and laughing, and others walk
+ * | past on their own business. Many adventurers are here,
| | | looking for partners for exploring the world outside
+-+-@-+-+| the city. Travel stained people arrive here from the
| | || west, and others head out that way towards the west gate.
T-*-+ S +| Beautifully carved wooden poles hold torches that stand
| | || unlit currently, and there are one or two statues of
*-* +-+ +| various animals dotted around. At the centre is a large
---------+ fountain with benches surrounding it, in which children
are playing. More people sit on the benches by the fountain, talking quietly
or just watching the children play. Just south of here a large building that
looks like a temple can be seen, shining strangely. To the north is a beautiful
marble archway, and not far away to the west is the west gate. Southwards lies
another street, and the Main Street continues to the east.

[Exits: north east south west]
A number of wooden benches are arranged around the fountain.
A fountain stands here, lovingly carved into a dolphin shape.
A short stump-like thief sneaks around here.
A member of the Timaran city day watch keeps an eye out.
A large, filthy looking rat scurries around.
A special guard walks in.
Viggs the Stump mumbles 'Thiefy hellstream! It's Fire Giant Time!'
Viggs the Stump sniggers a bit to himself.

<908hp 570m 380mv no opponent/no opponent calm city (outside) > e
Western Main Street
S-+-S | This part of the main street has a small, plain looking
| | building to the north, and a small garden is visible southwards.
+ * B| The garden has been grown so as to be pleasing to the eye,
| | || and is a welcome change from all the buildings. A busy
+-+-@-+-+| city square is visible just to your west, and the road
| | | | continues east. A large building that looks like a temple
*-+ S + | can be seen just to the south-west.
| | | |
* +-+ + |
---------+

[Exits: north east south west]
A special guard walks in.

<908hp 570m 379mv no opponent/no opponent calm city (outside) > e
Western Main Street
+-S | You are standing on the Main Street, just east of a large
| | building that looks suspiciously like a bank, and a constant
+ * B | stream of people pass you by on their way to the city centre
| | | | that also lies eastwards. North of you is an empty looking
+-+-@-+-+| building, and to the south you can see a small, dark alleyway.
| | | | Looking westwards you can see the outline of what looks like
+ S + | a temple. You can continue along the street east and west.
| | |
+-+ + |
---------+

[Exits: east south west]
A citizen of Timaran goes about his business here.
A feral cat wanders around, looking for prey or scraps.
A special guard walks in.

<908hp 570m 378mv no opponent/no opponent calm city (outside) > e
Western Main Street
* +| You are travelling along the Main Street. Many people
| || walk past, going about their business quietly alone or
* B *-+| in groups. A short distance to the east the busy city
| | || centre is visible, and to your north stands a large building
+-+-@-+-+| 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.
A special guard walks in.

<908hp 570m 377mv no opponent/no opponent calm city (outside) > c
Players near you in Timaran:
Thorick City Centre of Timaran
<PK> Solmundi Western Main Street

<908hp 570m 377mv no opponent/no opponent calm city (outside) > e
Western Main Street
* +-S| This is the western part of Main Street, which runs between
| | | the east and west gates through the centre of the city.
B *-+-S| Just to your east is the busy city centre, and many people
| | | pass you on their way to it. To the north is a stone
+-+-@-+-S| wall, solid and impenetrable.
| | |
+ *-*-+-*|
| | | |
+ * S-+-S|
---------+

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

<908hp 570m 376mv no opponent/no opponent calm city (outside) > e
City Centre of Timaran
* +-S | You have entered the busy centre of Timaran. All around
| | | you people bustle about their daily routine, smiling and
B *-+-S | laughing or walking by silently on business. You see many
| | | buildings close by, mostly made of sold grey stone with
+-+-@-S-+| 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.
(Charmed) A gangly-looking goat is here, trying not to faint.
Thorick the Disturbed is here.
A special guard walks in.

<908hp 570m 375mv no opponent/no opponent calm city (outside) > dri

Thorick walks west.
A gangly-looking goat gallops west.
You drink water from a marble fountain.
Your thirst is quenched.

<908hp 570m 375mv no opponent/no opponent calm city (outside) > n
Travellers Way
*-+-S | This straight road runs from the north gate to the centre
| | of the city. It used to be called the Dragon Road, but
* +-S | in honor of the highly successful Travellers Rest on
| | | this street it was renamed. Torches stand unlit in rungs
B *-@-S | attached to the walls, ready to be lit when darkness
| | | falls. Citizens and travellers bustle past going about
+-+-+-S-+| their business, on occasion running into each other as
| | they are absorbed in their thinking. To your west a plain
*-*-+-*- | grey building with bars on the windows is visible. Over
---------+ the door hangs a sign bearing the scales of Justice.
To the east is a smallish stone building with a sign depicting a crossed sword
and dagger over the door. A few weapons can also been seen through the windows.
The road heads north towards the northern gate, and just to the south is the
busy city centre.

[Exits: north east south west]
A special guard walks in.

<908hp 570m 374mv no opponent/no opponent calm city (outside) > n
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 special guard walks in.

<908hp 570m 373mv no opponent/no opponent calm city (outside) > n
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]
A special guard walks in.

<908hp 570m 372mv no opponent/no opponent calm city (outside) > n
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]
A special guard walks in.

<908hp 570m 371mv no opponent/no opponent calm city (outside) > n
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. Guards can be seen pacing
| | the battlements, keeping an eye out for possible invaders.
@ | More guards stand near you, watching for known criminals
| | or other undesirables. People stream past, making their
+-* | way into or out of the city, some riding horses and even
| | the occasional carriage rolling by you. A large, well travelled
*-+-S | street leads into the city to the south, and north you
---------+ may leave the confines of the walls.

[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.
A special guard walks in.

<908hp 570m 370mv no opponent/no opponent calm city (outside) > n
A rock outcropping
| From this rock outcropping the valley below seems peaceful,
| untouched. Dense forests of pine carpet the mountainsides,
| broken only by thick aspen woods. The mountains, deep blue
| in the distance, circle the valley floor and form a soft
f-@ | highland bowl. A well-traveled path leads down into a small
| | grove below.
+ |
| |
+-* |
---------+

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

<908hp 570m 369mv no opponent/no opponent calm mountain (outside) > c
w
Players near you in Clearwater Lake:
<PK> Solmundi A rock outcropping

<908hp 570m 369mv no opponent/no opponent calm mountain (outside) >
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]
A curved sword with a heavy tip sits here.
A special guard walks in.

<908hp 570m 367mv no opponent/no opponent calm forest (outside) > w
A Beautiful Clearing
f | A large and very beautiful clearing in the middle of
| | a heavily packed together circle of trees. The trees
o-f | are tall and thin, covered with dark brown bark and thin
| | branches weighed down with large numbers of needles.
o-@-f-x| A few small and unconnected 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]
A huge black and white mottled wolf is here.
A special guard walks in.

<908hp 570m 366mv no opponent/no opponent calm forest (outside) > w
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
o-f | southeastern edge of the cave, just inside the lip. It
| | doesn't appear to have been used in quite some time. A
@-f-f| small crevice provides 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.
A special guard walks in.

<908hp 570m 365mv no opponent/no opponent calm cave (indoors) > c
Players near you in Unsiliel Wood:
<PK> Solmundi A Large Cave

<908hp 570m 365mv no opponent/no opponent calm cave (indoors) > n
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-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]
A special guard walks in.

<908hp 570m 364mv no opponent/no opponent calm forest (outside) > n
A Wide Path
f | A wide, well used path surrounded by tall trees with
| | dark brown bark and thin branches weighed down with large
f-f-f-f-f| numbers of needles. Simfea, Carss, Fiek, and a few other
| || types of bushes surround the trees, though few of them
@ f| are blooming with the little light that is able to get
| | to them during daylight hours. The side of a rock outcropping
o-f | rises up to the west. The rustling of the needle covered
| | branches rubbing against one another fills the air.
o-f-f|
---------+

[Exits: north south]
A special guard walks in.

<908hp 570m 363mv no opponent/no opponent calm forest (outside) > n
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 | 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]
A special guard walks in.

<908hp 570m 362mv no opponent/no opponent calm forest (outside) > e
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
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 f-f| to them during daylight hours. The rustling of the needle
| || covered branches rubbing against one another fills the
o-f f| air.
---------+

[Exits: north east west]
A special guard walks in.

<908hp 570m 361mv no opponent/no opponent calm forest (outside) > n
n
A Moss Covered Path
| A crowded path covered with brightly colored green moss
| meanders awkwardly between tall trees covered with dark
f-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]
A special guard walks in.

<908hp 570m 360mv no opponent/no opponent calm forest (outside) >
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 | daylight hours. The rustling of the needle covered branches
| | rubbing against one another fills the air.
f-f-f-f |
---------+

[Exits: east south west]
An endath is here, scooting slowly around.
A special guard walks in.

<908hp 570m 359mv no opponent/no opponent calm forest (outside) > w
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]
A special guard walks in.

<908hp 570m 358mv no opponent/no opponent calm forest (outside) > c
Players near you in Unsiliel Wood:
<PK> Solmundi A Thin Trail

<908hp 570m 358mv no opponent/no opponent calm forest (outside) > wh
[ Dwarf ] Thorick the Disturbed
[ Elf ] <PK> Zersh the Holy Patriarch of Healing
[ Quasi ] <PK> (WANTED:***) Zexzel the Grand Spectre of Beguilement
[ Elf ] <PK> Akzylar the Sage of Arcane Power
[ Avian ] Trilil the Bringer of Torment
[ Duerg ] <PK> (OUTLAW) [Rival] (WANTED:*****) Dogran the Wrath of an Immortal
[ Avian ] <PK> (OUTLAW) [Rival] (WANTED:*****) Heinrildt Schwarz the Harbinger of Death
[ Elf ] <PK> Hiretsuna the Sage of Arcane Power
[50 Jotun Pal] <PK> [JUSTICE] (Lieutenant) Solmundi Visindi the Holy Knight
[ Quasi ] Sevak the Ethereal
[ Elf ] <PK> <SCHOLAR> Duchess Ilromie Illistarre the Sage of Arcane Power
Players found: 11
[KEEPER] The Balance prevails within the four kingdoms.
There are 11 characters on; the most on this past month was 19.

<908hp 570m 358mv no opponent/no opponent calm forest (outside) > e
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 | daylight hours. The rustling of the needle covered branches
| | rubbing against one another fills the air.
f-f-f-f |
---------+

[Exits: east south west]
An endath is here, scooting slowly around.
A special guard walks in.

<908hp 570m 357mv no opponent/no opponent calm forest (outside) > s
A Moss Covered Path
| A crowded path covered with brightly colored green moss
| meanders awkwardly between tall trees covered with dark
f-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]
A special guard walks in.

<908hp 570m 356mv no opponent/no opponent calm forest (outside) > s
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
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 f-f| to them during daylight hours. The rustling of the needle
| || covered branches rubbing against one another fills the
o-f f| air.
---------+

[Exits: north east west]
A special guard walks in.

<908hp 570m 355mv no opponent/no opponent calm forest (outside) > c
w
Players near you in Unsiliel Wood:
<PK> Solmundi A Moss Covered Path

<908hp 570m 355mv no opponent/no opponent calm forest (outside) >
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 | 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]
A special guard walks in.

<908hp 570m 354mv no opponent/no opponent calm forest (outside) > s
A Wide Path
f | A wide, well used path surrounded by tall trees with
| | dark brown bark and thin branches weighed down with large
f-f-f-f-f| numbers of needles. Simfea, Carss, Fiek, and a few other
| || types of bushes surround the trees, though few of them
@ f| are blooming with the little light that is able to get
| | to them during daylight hours. The side of a rock outcropping
o-f | rises up to the west. The rustling of the needle covered
| | branches rubbing against one another fills the air.
o-f-f|
---------+

[Exits: north south]
A special guard walks in.

<908hp 570m 353mv no opponent/no opponent calm forest (outside) > s
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-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]
A special guard walks in.

<908hp 570m 352mv no opponent/no opponent calm forest (outside) > s
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
o-f | southeastern edge of the cave, just inside the lip. It
| | doesn't appear to have been used in quite some time. A
@-f-f| small crevice provides 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.
A huge black and white mottled wolf is here.
A special guard walks in.

<908hp 570m 351mv no opponent/no opponent calm cave (indoors) > e
A Beautiful Clearing
f | A large and very beautiful clearing in the middle of
| | a heavily packed together circle of trees. The trees
o-f | are tall and thin, covered with dark brown bark and thin
| | branches weighed down with large numbers of needles.
o-@-f-x| A few small and unconnected 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]
A special guard walks in.

<908hp 570m 350mv no opponent/no opponent calm forest (outside) > e
e
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]
A curved sword with a heavy tip sits here.
A special guard walks in.
The white aura around your body fades.

<908hp 582m 399mv no opponent/no opponent calm forest (outside) >
A rock outcropping
| From this rock outcropping the valley below seems peaceful,
| untouched. Dense forests of pine carpet the mountainsides,
| broken only by thick aspen woods. The mountains, deep blue
| in the distance, circle the valley floor and form a soft
f-@ | highland bowl. A well-traveled path leads down into a small
| | grove below.
+ |
| |
+-* |
---------+

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

<908hp 582m 398mv no opponent/no opponent calm mountain (outside) > c
Players near you in Clearwater Lake:
<PK> Solmundi A rock outcropping

<908hp 582m 398mv no opponent/no opponent calm mountain (outside) > sanc
You are surrounded by a white aura.

<908hp 507m 398mv no opponent/no opponent calm mountain (outside) > s
s
c
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. Guards can be seen pacing
| | the battlements, keeping an eye out for possible invaders.
@ | More guards stand near you, watching for known criminals
| | or other undesirables. People stream past, making their
+-* | way into or out of the city, some riding horses and even
| | the occasional carriage rolling by you. A large, well travelled
*-+-S | street leads into the city to the south, and north you
---------+ may leave the confines of the walls.

[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.
A special guard walks in.

<908hp 507m 396mv no opponent/no opponent calm city (outside) >
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]
A special guard walks in.

<908hp 507m 395mv no opponent/no opponent calm city (outside) >
Players near you in Timaran:
<PK> Solmundi Travellers Way, near the North Gate

<908hp 507m 395mv no opponent/no opponent calm city (outside) > af
You are affected by the following:
Skill: devote : lasts for 113 hours
Spell: bless : modifies save vs spell by 6 for 43 hours
: modifies hitroll by 6 for 43 hours
Spell: detect invis : lasts for 36 hours
Skill: errantry : lasts for 17 hours
Spell: protection : modifies save vs spell by 1 for 17 hours
Spell: virtuous light : modifies save vs maledictive by 5 for 15 hours
: modifies luck by 2 for 15 hours
: modifies armor class by 26 for 15 hours
Spell: frenzy : modifies armor class by -40 for 9 hours
: modifies damroll by 8 for 9 hours
: modifies hitroll by 8 for 9 hours
Spell: sanctuary : lasts for 8 hours
Skill: holy armor : modifies armor class by 103 permanently
Skill: buckler : modifies hitroll by -2 permanently
Set : Fire with Fire : modifies save vs afflictive by 16 permanently
: modifies hitroll by 6 permanently
: modifies damroll by 6 permanently
: modifies armor class by 75 permanently

<908hp 507m 395mv no opponent/no opponent calm city (outside) > s
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]
A special guard walks in.

<908hp 507m 394mv no opponent/no opponent calm city (outside) > s
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 special guard walks in.

<908hp 507m 393mv no opponent/no opponent calm city (outside) > s
Travellers Way
*-+-S | This straight road runs from the north gate to the centre
| | of the city. It used to be called the Dragon Road, but
* +-S | in honor of the highly successful Travellers Rest on
| | | this street it was renamed. Torches stand unlit in rungs
B *-@-S | attached to the walls, ready to be lit when darkness
| | | falls. Citizens and travellers bustle past going about
+-+-+-S-+| their business, on occasion running into each other as
| | they are absorbed in their thinking. To your west a plain
*-*-+-*- | grey building with bars on the windows is visible. Over
---------+ the door hangs a sign bearing the scales of Justice.
To the east is a smallish stone building with a sign depicting a crossed sword
and dagger over the door. A few weapons can also been seen through the windows.
The road heads north towards the northern gate, and just to the south is the
busy city centre.

[Exits: north east south west]
A special guard walks in.

<908hp 507m 392mv no opponent/no opponent calm city (outside) > s
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
+-+-@-S-+| tiled roofs. A beautifully carved marble fountain dominates
| | the centre of the square, spraying water gently into the
*-*-+-*-T| air in graceful arches. Often used as a meeting place,
| | | people stand around or sit on the benches nearby discussing
* S-+-S | various things or just generally relaxing. A few children,
---------+ out from the watchful eye of their parents, splash each
other in the fountains basin. Unlit torches stand in holders at various points
of the square, so that even at night the activity may continue unabated. Just
to your south is a large temple, and two others can be seen to the west and
northeast. Exits lead in all directions to other parts of the city.

[Exits: north east south west]
A number of wooden benches are arranged around the fountain.
A beautiful marble fountain stands in the centre of the square.
The Herald Bulletin Board gleams majestically in the middle of the square.
A member of the Timaran city day watch keeps an eye out.
A special guard walks in.

<908hp 507m 391mv no opponent/no opponent calm city (outside) > c
w
Players near you in Timaran:
<PK> Solmundi City Centre of Timaran

<908hp 507m 391mv no opponent/no opponent calm city (outside) >
Western Main Street
* +-S| This is the western part of Main Street, which runs between
| | | the east and west gates through the centre of the city.
B *-+-S| Just to your east is the busy city centre, and many people
| | | pass you on their way to it. To the north is a stone
+-+-@-+-S| wall, solid and impenetrable.
| | |
+ *-*-+-*|
| | | |
+ * S-+-S|
---------+

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

<908hp 507m 390mv no opponent/no opponent calm city (outside) > w
Western Main Street
* +| You are travelling along the Main Street. Many people
| || walk past, going about their business quietly alone or
* B *-+| in groups. A short distance to the east the busy city
| | || centre is visible, and to your north stands a large building
+-+-@-+-+| 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.
A special guard walks in.

<908hp 507m 389mv no opponent/no opponent calm city (outside) > w
Western Main Street
+-S | You are standing on the Main Street, just east of a large
| | building that looks suspiciously like a bank, and a constant
+ * B | stream of people pass you by on their way to the city centre
| | | | that also lies eastwards. North of you is an empty looking
+-+-@-+-+| building, and to the south you can see a small, dark alleyway.
| | | | Looking westwards you can see the outline of what looks like
+ S + | a temple. You can continue along the street east and west.
| | |
+-+ + |
---------+

[Exits: east south west]
A citizen of Timaran goes about his business here.
A feral cat wanders around, looking for prey or scraps.
A special guard walks in.

<908hp 507m 388mv no opponent/no opponent calm city (outside) > w
Western Main Street
S-+-S | This part of the main street has a small, plain looking
| | building to the north, and a small garden is visible southwards.
+ * B| The garden has been grown so as to be pleasing to the eye,
| | || and is a welcome change from all the buildings. A busy
+-+-@-+-+| city square is visible just to your west, and the road
| | | | continues east. A large building that looks like a temple
*-+ S + | can be seen just to the south-west.
| | | |
* +-+ + |
---------+

[Exits: north east south west]
A special guard walks in.

<908hp 507m 387mv no opponent/no opponent calm city (outside) > tar
w
Your current target ($$) is : dogran

<908hp 507m 387mv no opponent/no opponent calm city (outside) >
Western Square of Timaran
S-+-S | This is the busy Western Square of the city. People stand
| | around in groups talking and laughing, and others walk
+ * | past on their own business. Many adventurers are here,
| | | looking for partners for exploring the world outside
+-+-@-+-+| the city. Travel stained people arrive here from the
| | || west, and others head out that way towards the west gate.
T-*-+ S +| Beautifully carved wooden poles hold torches that stand
| | || unlit currently, and there are one or two statues of
*-* +-+ +| various animals dotted around. At the centre is a large
---------+ fountain with benches surrounding it, in which children
are playing. More people sit on the benches by the fountain, talking quietly
or just watching the children play. Just south of here a large building that
looks like a temple can be seen, shining strangely. To the north is a beautiful
marble archway, and not far away to the west is the west gate. Southwards lies
another street, and the Main Street continues to the east.

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

<908hp 507m 386mv no opponent/no opponent calm city (outside) > w
Western Main Street
S-+-S| You are standing on the Main Street of the city, which
| | runs between the west and east gates through the centre
+ *| of the city. Just to your west is the west gate, people
| || walking in and out of it in a steady stream past you.
+-+-@-+-+| To the east lies a busy square. South of you is the wall
| || of a large building, and from the stained glass windows
T-*-+ S| you surmise it is a temple.
| | |
*-*-* +-+|
---------+

[Exits: east west]
A large, filthy looking rat scurries around.
A member of the Timaran city day watch keeps an eye out.
A special guard walks in.

<908hp 507m 385mv no opponent/no opponent calm city (outside) > w
West Gate of Timaran
S-+| Here stands the west gate, closely guarded by a number
|| of city guards. People walk in and out, from residents
+| on their way to somewhere to travellers with dust stained
|| cloaks arriving. The city wall is a good 6 feet thick,
+-+-@-+-+| and the gates heavily reinforced. Everyone who walks
|| in and out is closely checked by the guards, who keep
T-*-+| an eye out for criminals and other undesirables. You
| || can leave the city to the west, or walk east onto a street.
*-* +|
---------+

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

<908hp 507m 384mv no opponent/no opponent calm city (outside) > w
On the Outskirts of Timaran
| To the east you see the mighty gates of Timaran, one of
| the most elegant and prosperous cities of all of Serin.
| To the south you see the barren highlands heading out
| towards Mahn-Tor, and to the west you can barely make
+-+-@-+-+| out a faint, but well-used, road leading to the City of
| Seringale.
|
|
|
---------+

[Exits: east west]
A special guard walks in.

<908hp 507m 383mv no opponent/no opponent calm road (outside) > w
Along the Eastern Road
| The highway continues its seemingly endless procession
| through the grove. The road's resilient surface has remained
| in perfect condition to this day, despite it being perhaps
| Serin's busiest trade route. To the west you see the forest
+-+-@-+-+| slowly thinning out while eastwards the road continues,
| heading towards the proud city of Timaran.
|
|
|
---------+

[Exits: east west]
A special guard walks in.

<908hp 507m 382mv no opponent/no opponent calm road (outside) > c
Players near you in Eastern Road:
<PK> Solmundi Along the Eastern Road

<908hp 507m 382mv no opponent/no opponent calm road (outside) > w
Along the Eastern Road
| The road is almost completely swallowed up by the forest
| here. Oak trees surround you from all sides, the east
| of here becoming impassible. The road takes a turn northwards
| as it meanders gently through the foresty terrain. Though
+-+-@-+-+| the road is well-travelled and clearly safe, you might
| be ill-advised to leave it and wander off into the forest
| alone.
|
|
---------+

[Exits: east west]
A special guard walks in.

<908hp 507m 381mv no opponent/no opponent calm road (outside) > w
Along the Eastern Road
| The road continues eastwards, entering a fairly dense
| area of forest. Surrounding the sides of the road is
| a thick layer of trees, letting in little light. The resilient
| mineral of the traderoad has eroded slightly here, as
+-+-@-+-+| many passersby stopped for rest before entering the denser
| part of the forest. You hear chirping coming from the
| trees around you.
|
|
---------+

[Exits: east west]
A special guard walks in.

<908hp 507m 380mv no opponent/no opponent calm road (outside) > w
Along the Eastern Road
f | The Eastern Road stretches out from west to east as far as
| | you can see. Due north of you is a huge monastery, just barely
o-o-o | visible through a blanket of trees. To the south you see a
| | village, fairly small. Further south of the village, in the
+-+-@-+-+| far distance, you see a river running through the dwarf forest.
| | Eastwards the city of Timaran looms on the horizon.
+ |
| |
+-+ |
---------+

[Exits: east west]
A special guard walks in.

<908hp 507m 379mv no opponent/no opponent calm road (outside) > w
Along the Eastern Road
f | You are journeying along a well-travelled road, just east
| | of a heavily guarded checkpoint. You have covered about half
o-o-o | the distance between the city of Seringale and Timaran. The
| | road has been constructed from a light and yet extremely
+-+-@-+-+| resilient mineral that has resisted the weathering of the
| | trade passing through.
+ |
| |
+-+ |
---------+

[Exits: east west]
A special guard walks in.

<908hp 507m 378mv no opponent/no opponent calm road (outside) > w
The Checkpoint
f| You reach the checkpoint of the Eastern Road. This point
|| serves as both a guardpost for keeping the road safe from
o-o-o| highway robbery and also is the main means of checking
| | the smoothness of trade flowing in and out of the two hometowns.
+-+-@-+-+| The post is guarded day and night by heavily armored knights
| | | that are ever vigilant and alert.
+ + |
| |
+-+ |
---------+

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

<908hp 507m 377mv no opponent/no opponent calm road (outside) > s
s
Truncated Path to the Village
o-o-o| This is a narrow path, which appears to be very high
| | traffic. Years of feet trodding over the dust and dirt
+-+-+-+-+| has formed a super hard surface for the path. To the
| | | north you can see the Eastern Road. To the south, you
+ @ | can see dim lights of a village in the distance.
| |
+-+ +|
| ||
+-+|
---------+

[Exits: north south]
A special guard walks in.

<908hp 507m 376mv no opponent/no opponent calm road (outside) >
Truncated Path to the Village
+-+-+-+-+| This is a narrow path, which appears to be very high traffic.
| | | Years of feet trodding over the dust and dirt has formed
+ + | a super hard surface for the path. To the north you can
| | see the Eastern Road. To the south, you can see dim lights
@-+ +| of a village in the distance.
| ||
+-+|
|
|
---------+

[Exits: north east]
A special guard walks in.

<908hp 507m 375mv no opponent/no opponent calm road (outside) > e
Truncated Path to the Village
+-+-+-+=+| This is a narrow path, which appears to be very high
| || traffic. Years of feet trodding over the dust and dirt
+ +| has formed a super hard surface for the path. To the
| || west you can hear traffic passing on the Eastern Road.
+-@ + +| To the south, you can hear the sounds of the village,
| | || as well as see the Lights close by.
+-+-+|
||
S-+|
---------+

[Exits: south west]
A special guard walks in.

<908hp 507m 374mv no opponent/no opponent calm road (outside) > s
Entrance to Gnome Village
+ +| The entrance to a small gnome village. The road into
| || the village is wide, wide enough for quite a number of
+-+ + +| full grown gnomes or a few carts to travel side by side
| | || on, it is made of of perfectly carved slabs of the green
@-+-+| stone chtenik. Short and dull green grass grows between
|| each slab. The road heading away from the village is
S-+| nothing but dust and dirt, it leads shortly to the west
|| and than northward.
F|
---------+

[Exits: north east]
A special guard walks in.

<908hp 507m 373mv no opponent/no opponent calm city (outside) > c
Players near you in Gnome Village:
Thorick The Throne Room
<PK> Solmundi Entrance to Gnome Village

<908hp 507m 373mv no opponent/no opponent calm city (outside) > n
Truncated Path to the Village
+-+-+-+=+| This is a narrow path, which appears to be very high
| || traffic. Years of feet trodding over the dust and dirt
+ +| has formed a super hard surface for the path. To the
| || west you can hear traffic passing on the Eastern Road.
+-@ + +| To the south, you can hear the sounds of the village,
| | || as well as see the Lights close by.
+-+-+|
||
S-+|
---------+

[Exits: south west]
A special guard walks in.

<908hp 507m 372mv no opponent/no opponent calm road (outside) > w
Truncated Path to the Village
+-+-+-+-+| This is a narrow path, which appears to be very high traffic.
| | | Years of feet trodding over the dust and dirt has formed
+ + | a super hard surface for the path. To the north you can
| | see the Eastern Road. To the south, you can see dim lights
@-+ +| of a village in the distance.
| ||
+-+|
|
|
---------+

[Exits: north east]
A special guard walks in.

<908hp 507m 371mv no opponent/no opponent calm road (outside) > w
Alas, you cannot go that way.

<908hp 507m 371mv no opponent/no opponent calm road (outside) > n
Truncated Path to the Village
o-o-o| This is a narrow path, which appears to be very high
| | traffic. Years of feet trodding over the dust and dirt
+-+-+-+-+| has formed a super hard surface for the path. To the
| | | north you can see the Eastern Road. To the south, you
+ @ | can see dim lights of a village in the distance.
| |
+-+ +|
| ||
+-+|
---------+

[Exits: north south]
A special guard walks in.

<908hp 507m 370mv no opponent/no opponent calm road (outside) > n
The Checkpoint
f| You reach the checkpoint of the Eastern Road. This point
|| serves as both a guardpost for keeping the road safe from
o-o-o| highway robbery and also is the main means of checking
| | the smoothness of trade flowing in and out of the two hometowns.
+-+-@-+-+| The post is guarded day and night by heavily armored knights
| | | that are ever vigilant and alert.
+ + |
| |
+-+ |
---------+

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

<908hp 507m 369mv no opponent/no opponent calm road (outside) > wh
[ Dwarf ] Thorick the Disturbed
[ Elf ] <PK> Zersh the Holy Patriarch of Healing
[ Quasi ] <PK> (WANTED:***) Zexzel the Grand Spectre of Beguilement
[ Elf ] <PK> Akzylar the Sage of Arcane Power
[ Avian ] Trilil the Bringer of Torment
[ Duerg ] <PK> (OUTLAW) [Rival] (WANTED:*****) Dogran the Wrath of an Immortal
[ Avian ] <PK> (OUTLAW) [Rival] (WANTED:*****) Heinrildt Schwarz the Harbinger of Death
[ Elf ] <PK> Hiretsuna the Sage of Arcane Power
[50 Jotun Pal] <PK> [JUSTICE] (Lieutenant) Solmundi Visindi the Holy Knight
[ Quasi ] Sevak the Ethereal
[ Elf ] <PK> <SCHOLAR> Duchess Ilromie Illistarre the Sage of Arcane Power
Players found: 11
[KEEPER] The Balance prevails within the four kingdoms.
There are 11 characters on; the most on this past month was 19.

<908hp 507m 369mv no opponent/no opponent calm road (outside) >
[JUSTICE] The Guardian of Justice: 'NOTICE: Zexzel has been apprehended by Hiretsuna.'

<908hp 507m 369mv no opponent/no opponent calm road (outside) > w
Along the Eastern Road
| You are travelling down the Eastern Road between Seringale
| and Timaran. It has been constructed of a light yet resilient
o-o| mineral which has stood up to the bustle of tradefair
| | passing through here. The road back to Seringale is to
+-@-+-+| the west of you, while to the east of here you can see
| | | a heavily guarded checkpoint. To the south you see a
+-+ + | dirt path wandering off towards a small village, away
| | from the busy road.
+-+|
---------+

[Exits: east west]
A special guard walks in.

<908hp 507m 368mv no opponent/no opponent calm road (outside) > w
Along the Eastern Road
| To the north of you a grove of trees surround the perimeters
| of a dwarven kingdom. Through the trees you can make
o| out the outline of a castle, small and yet clearly aristocrital
|| in design. The road is forced to travel south due to
@-+-+| the presence of a playground of some sort to the west
| || of here. It seems to be unoccupied, at least from this
+-+-+ +| viewpoint. The road continues eastwards, travelling towards
|| the City of Timaran.
+|
---------+

[Exits: east south]
A special guard walks in.

<908hp 507m 367mv no opponent/no opponent calm road (outside) > c
Players near you in Eastern Road:
<PK> Solmundi Along the Eastern Road

<908hp 507m 367mv no opponent/no opponent calm road (outside) > s
On the Eastern Road
o| The road takes a sudden swift turn here as it makes its
|| way around the outskirts of a small village, populated
+-+-+| by gnomes. Its light but resilient surface has grown brittle
| || and hard from the many days of beautiful sunshine that
+-+-@ +| have been experienced by it. Despite this it has managed
|| to remain in good shape, looking more than adequate for
+| its function as a trade route.
|
|
---------+

[Exits: north west]
A special guard walks in.

<908hp 507m 366mv no opponent/no opponent calm road (outside) > w
w
On the Eastern Road
| The road travels from east to west here, spanning out for
| miles in both directions. It has been constructed of a light
+ +-+| resilient stone that has slowly worn away from the passing
| | | by of many travellers and tourists alike down this trade
+-+-@-+ | road. Far off to the south you can see a river meandering
| its way through a fairly barren looking forest.
|
|
|
---------+

[Exits: east west]
A tall signpost has been erected here.
A special guard walks in.

<908hp 520m 399mv no opponent/no opponent calm road (outside) >
On the Eastern Road
| The resilient stone of the Eastern Road stretches out
| in both east and west directions for as far as you can
+-+ +| see, eventually turning off its track out of sight. Either
| || side of the road is surrounded by foresty terrain that
+-@-+-+| looks fairly impassible and perhaps not worthwhile to
| try to do so. To the east you see a signpost reaching
| high overhead.
|
|
---------+

[Exits: east west]
A special guard walks in.

<908hp 520m 398mv no opponent/no opponent calm road (outside) > w
On the Eastern Road
| The Eastern Road continues its journey eastwards towards
| the City of Timaran. It makes its way around the dwarven
+-+-+ | kingdom steadily and neatly. To the south of here you
| | can see a dark forest, looking fairly barren in population
@-+-+| and its trees stunted. It looks very dwarven. Eastwards
| the road continues, its resilient surface resisting the
| erosion caused by the bustle of trade passing through
| the area.
|
---------+

[Exits: north east]
A special guard walks in.

<908hp 520m 397mv no opponent/no opponent calm road (outside) > n
The Dragon Statue
| The road is forced south suddenly here, dug around a towering
| statue of a black dragon. The bypass heads south and then
| east. Taking advantage of the statue's prominence, someone
| has set up a small shack with several large carts lined
+-+-@ | up inside it.
| |
+-+-+|
|
|
---------+

[Exits: south west]
A sign is here, showing what services are offered.
There is a cart here, covered by a colorful cloth.
The cartmaster is sitting on a trade caravan.
This young girl looks happy to guide travelers along the roads.
A special guard walks in.

<908hp 520m 396mv no opponent/no opponent calm road (outside) > w
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 west]
A special guard walks in.

<908hp 520m 395mv no opponent/no opponent calm road (outside) > w
Along the Eastern Road
o | You are walking along a well-travelled road between Seringale
| | and lands east. A northern road crosses this one to the west,
o | towards Seringale. The path has been created from a light stone
| | material that is very resilient. It has worn away over time
+-+-@-+-+| from the flow of traffic that has passed through here. This
| || is one of Serin's busiest trade routes.
+ +|
| |
+-+ |
---------+

[Exits: east west]
A special guard walks in.

<908hp 520m 394mv no opponent/no opponent calm road (outside) > w
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, looking dejected.
A special guard walks in.

<908hp 520m 393mv no opponent/no opponent calm road (outside) > w
Along the Eastern Road
o | You are traveling along a well-travelled road between Seringale
| | and the lands to the east. A northern road crosses this
o | one to the east. The path has been created from a light
| | stone material that is very resilient. It has worn away
+-+-@-+-+| over time from the flow of traffic that has passed through
| | here. This is one of Serin's busiest trade routes.
+ |
| |
+-+ |
---------+

[Exits: east west]
A special guard walks in.

<908hp 520m 392mv no opponent/no opponent calm road (outside) > w
Along the Eastern Road
o| You are traveling along a well-travelled road between
|| Seringale and the lands to the east. The path has been
o| created from a light stone material that is very resilient.
|| It has worn away over time from the flow of traffic that
+-+-@-+-+| has passed through here. This is one of Serin's busiest
|| trade routes.
+|
||
+-+|
---------+

[Exits: east west]
A special guard walks in.

<908hp 520m 391mv no opponent/no opponent calm road (outside) > w
Along the Eastern Road
| You are traveling along a well-travelled road between
| Seringale and the lands to the east. The path has been
| created from a light stone material that is very resilient.
| It has worn away over time from the flow of traffic that
+-+-@-+-+| has passed through here. This is one of Serin's busiest
| trade routes.
|
|
|
---------+

[Exits: east west]
A special guard walks in.

<908hp 520m 390mv no opponent/no opponent calm road (outside) > w
Along the Eastern Road
| You are traveling along a well-travelled road between
| Seringale and the lands to the east. The path has been
| created from a light stone material that is very resilient.
| It has worn away over time from the flow of traffic that
+-+-@-+-+| has passed through here. This is one of Serin's busiest
| trade routes.
|
|
|
---------+

[Exits: east west]
A special guard walks in.

<908hp 520m 389mv no opponent/no opponent calm road (outside) > w
City Entrance
+ | You stand on the outskirts of Seringale, the capital of this
| | land. The road leads east along a dusty road, while to the west
+ | it becomes the main street of the town, surrounded by a mass
| | confusion of shops, bars, and market places. The east gates of
+-+-@-+-+| the town lie directly to the west of here.
| |
+ |
| |
+ |
---------+

[Exits: east west]
A special guard walks in.

<908hp 520m 388mv no opponent/no opponent calm road (outside) > w
Outside the East Gate
+ | You are outside the East Gate of Seringale. Before you is a
| | great wall. It is made of huge slabs of white stones with
+ | various figures of birds, beasts, and dragons carved into
| | it. The great wall soars over your head at over 30 spans tall.
+-+-@-+-+| You see the entrance into the city of Seringale to the west
| | and a road travelling out of the city to the east.
+ |
| |
+ |
---------+

[Exits: east west]
A dwarven city guard of Seringale stands watch here.
A special guard walks in.

<908hp 520m 387mv no opponent/no opponent calm city (outside) > c
Players near you in Seringale:
<PK> Zersh Temple of Light
Trilil The Chamber of Decay
<PK> Solmundi Outside the East Gate

<908hp 520m 387mv no opponent/no opponent calm city (outside) > w
Inside the East Gate
+ | You are inside the East Gate of Seringale. All around you
| | are people travelling in and out of the city. The great wall
S-* + | of Seringale soars over your head at over 30 spans tall.
| | | You see the city to the west, the east gate above you, and
+-+-@-+-+| the city walls lead to the north and south.
| | |
S + |
| |
+ |
---------+

[Exits: north east south west]
A gate guard is here guarding the gates of Seringale.
A gate guard is here guarding the gates of Seringale.
A special guard walks in.
A gate guard steps aside and allows you to pass him.

<908hp 520m 386mv no opponent/no opponent calm city (outside) > w
The East Common Road
+ | You are on the Common Road of Seringale. All around you
| | are busy people hurrying along minding their own business.
S-* + | The Common Road continues to the east and the west.
| | |
+-+-@-+-+|
| | |
S + |
| |
+ |
---------+

[Exits: east west]
A special guard walks in.

<908hp 520m 385mv no opponent/no opponent calm road (outside) > w
The East Common Road
+| You are on the Common Road of Seringale. All around you
|| are busy people hurrying along minding their own business.
S-* +| You see a shop with a sign of a leather collar to the
| || north, a shop with a sign of a glittering diamond to
+-+-@-+-+| the south, and the Common Road continues to the east
| | || and the west.
+-+ S +|
| ||
+-+ +|
---------+

[Exits: north east south west]
A special guard walks in.

<908hp 520m 384mv no opponent/no opponent calm road (outside) > w

A beam of white light shines down from the heavens.

<908hp 520m 384mv no opponent/no opponent calm road (outside) >
The East Common Road
* | You are on the Common Road of Seringale. All around you
| | are busy people hurrying along minding their own business.
+-* S-*| The Common Road continues to the east and the west.
| | |
+-+-@-+-+|
| | | |
S +-+ S |
| |
+-+-*|
---------+

[Exits: east west]
A special guard walks in.

<908hp 520m 383mv no opponent/no opponent calm road (outside) > wh
[ Dwarf ] Thorick the Disturbed
[ Elf ] <PK> Zersh the Holy Patriarch of Healing
[ Quasi ] Zexzel the Grand Spectre of Beguilement
[ Elf ] <PK> Akzylar the Sage of Arcane Power
[ Avian ] Trilil the Bringer of Torment
[ Duerg ] <PK> (OUTLAW) [Rival] (WANTED:*****) Dogran the Wrath of an Immortal
[ Avian ] <PK> (OUTLAW) [Rival] (WANTED:*****) Heinrildt Schwarz the Harbinger of Death
[ Elf ] <PK> Hiretsuna the Sage of Arcane Power
[50 Jotun Pal] <PK> [JUSTICE] (Lieutenant) Solmundi Visindi the Holy Knight
[ Quasi ] Sevak the Ethereal
[ Elf ] <PK> <SCHOLAR> Duchess Ilromie Illistarre the Sage of Arcane Power
Players found: 11
[KEEPER] The Balance prevails within the four kingdoms.
There are 11 characters on; the most on this past month was 19.

<908hp 520m 383mv no opponent/no opponent calm road (outside) > c
Players near you in Seringale:
Trilil The Chamber of Decay
<PK> Solmundi The East Common Road

<908hp 520m 383mv no opponent/no opponent calm road (outside) > w
The Eastern Monument
* | Standing in the center of the road is a large marble
| | monument, chiseled at odd angles and serving as a landmark
F +-* S| for Serin adventurers. Several dusty sets of footprints
| | || can be seen around the base of the monument, as hundreds
+-+-@-+-+| of passing citizens mark their paths from this large
| | | || stone monolith. To the south you see a dark alley, and
S S +-+ S| the Common Road continues to the east and west.
| | |
* +-+|
---------+

[Exits: east south west]
A half-elf city guard of Seringale stands watch here.
A special guard walks in.

<908hp 520m 382mv no opponent/no opponent calm city (outside) > w
The East Common Road
* | You are on the Common Road of Seringale. All around you
| | are busy people hurrying along minding their own business.
* F +-* | You see the entrance to the Warrior Guild to the north,
| | | | a shop with a sign of a needle to the south, and the
+-+-@-+-+| Common Road continues to the east and the west.
| | | | |
* S S +-+|
| ||
S-* +|
---------+

[Exits: north east south west]
A special guard walks in.

<908hp 520m 381mv no opponent/no opponent calm road (outside) > w
The East Common Road
+-S *| You are on the Common Road of Seringale. All around you are
| || busy people hurrying along minding their own business. The
+-* F +-*| smell of fresh bread wafts in from the north of here. A shop
| | | | with a sign of an iron hammer is south.
+-@-+-+|
| | | ||
+-* S S +|
| | |
+-S-* |
---------+

[Exits: north east south west]
A jagged key lies here.
A special guard walks in.

<908hp 520m 380mv no opponent/no opponent calm road (outside) > w
East of Market Square
S-+-S | You are east of Market Square. A marvellous monument has
| | been erected here in the middle of the city of Seringale,
*-+-* F +| ever flowing with clear with clear drinkable water. The
| | | || road is well worn from the traffic constantly passing over
+ @-+-+| it. A path leads north and south around the fountain, while
| | | || the common road continues to the east.
*-+-* S S|
| | |
S-+-S-* |
---------+

[Exits: north east south]
A special guard walks in.

<908hp 520m 379mv no opponent/no opponent calm city (outside) > dri
You drink water from the Justice monument.
Your thirst is quenched.

<908hp 520m 379mv no opponent/no opponent calm city (outside) > s
Southeast of Market Square
*-+-* F +| You are standing southeast of the Market Square. A marvellous
| | | || monument has been erected here in the middle of the city
+ +-+-+| of Seringale, ever flowing with clear drinkable water. The
| | | || road is well worn from the traffic constantly passing over
*-+-@ S S| it. You see a path around the square to the west and north.
| | |
S-+-S-* |
| |
S-+-* |
---------+

[Exits: north west]
A beggar wanders around asking for spare gold.
A gnomish city guard of Seringale stands watch here.
A special guard walks in.

<908hp 520m 378mv no opponent/no opponent calm inside (indoors) > s
The side of a building is all that lies in that direction.

<908hp 520m 378mv no opponent/no opponent calm inside (indoors) > w
South of Market Square
S *-+-* F| You are south of Market Square. A marvellous monument has
| | | || been erected here in the middle of the city of Seringale,
+-+ +-+| ever flowing with clear drinkable water. The road is well
| | | || worn from the traffic constantly passing over it. A path
F *-@-* S| leads east and west around the fountain, while the main
| || street continues to the south.
S-+-S-*|
| |
S-+-* |
---------+

[Exits: east south west]
A beggar wanders around asking for spare gold.
A beggar wanders around asking for spare gold.
A special guard walks in.

<908hp 520m 377mv no opponent/no opponent calm city (outside) > s
The Main Street
+-+ +-+| You are on the Main Street of Seringale. It is a wide street
| | | || with lots of space to both sides. There are tons of people
F *-+-* S| rushing from one place to another, minding their own business.
| || You see a shop with a sign of a sword and axe to the east
S-@-S-*| and to the west, the pet shop.
| |
S-+-* |
| |
S-+-S |
---------+

[Exits: north east south west]
A duergar city guard of Seringale stands watch here.
A special guard walks in.

<908hp 520m 376mv no opponent/no opponent calm road (outside) > s
The Main Street
*-+-* S| You are on the Main Street of Seringale. It is a wide
| || street with lots of space to both sides. There are tons
S-+-S-*| of people rushing from one place to another, minding
| | their own business. You see entrances to taverns on
S-@-* | both sides of the street and the Main Street continues
| | to the north and the south.
S S-+-S |
| | |
+-+-+-+-+|
---------+

[Exits: north east south west]
A purple pill with white spots lies here.
A special guard walks in.

<908hp 520m 375mv no opponent/no opponent calm road (outside) > s
The Main Street
S-+-S-*| You are on the Main Street of Seringale. It is a wide
| | street with lots of space to both sides. There are tons
S-+-* | of people rushing from one place to another, minding
| | their own business. You see the Main Street continues
S S-@-S | to the north, entrances to taverns on both sides of the
| | | street and the South Square to the south.
+-+-+-+-+|
| | ||
+ S-+-S +|
---------+

[Exits: north east south west]
A special guard walks in.

<908hp 520m 374mv no opponent/no opponent calm road (outside) > s
South Square
S-+-* | You are at the South Square of Seringale. It is gloomy
| | and dim here. The square is a tiny opening in between
S S-+-S | a few broken down buildings. The air is stuffy and pungent
| | | from the various trash lying all over the ground. You
+-+-@-+-+| see the Main Street to the north and the south, and the
| | || South Road to the east and west.
+ S-+-S +|
| | |
+ +-+-o |
---------+

[Exits: north east south west down]
A special guard walks in.

<908hp 520m 373mv no opponent/no opponent calm city (outside) > s
The South Main Street
S S-+-S | You are on the Main Street of Seringale. It is a wide street
| | | with lots of space to both sides. Although the street
+-+-+-+-+| is wide, it is very poorly lit, so it is very gloomy and
| | || dim here. All around you are beggars and panhandlers dressed
+ S-@-S +| in filthy clothing. The buildings surrounding you are
| | | old and run down. They seem like they have been made ages
+ +-+-o | ago. The once bright red bricks that the buildings are
| | | made of are now only pale, brittle chunks barely holding
*-* +-S | the walls of the buildings together. You see the South
---------+ Square to the north, entrances to taverns on both side
of the street and the Main Street continues to the south.

[Exits: north east south west]
A special guard walks in.

<908hp 520m 372mv no opponent/no opponent calm road (outside) > s
The South Main Street
+-+-+-+-+| You are on the Main Street of Seringale. It is a wide street
| | || with lots of space to both sides. Although the street is
+ S-+-S +| wide, it is very poorly lit, so it is very gloomy and dim
| | | here. All around you are beggars and panhandlers dressed
+ +-@-o | in filthy clothing. The buildings surrounding you are old
| | | and run down. They seem like they have been made ages ago.
*-* +-S | The once bright red bricks that the buildings are made of
| | are now only pale, brittle chunks barely holding the walls
+ | of the buildings together. You see the entrance to the Necromancer
---------+ Guild to the west and the Mausoleum to the east. The Main
Street continues to the north and the south.

[Exits: north east south west]
A beggar wanders around asking for spare gold.
A special guard walks in.

<908hp 520m 371mv no opponent/no opponent calm road (outside) > s
The South Main Street
S-+-S | You are on the Main Street of Seringale. It is a wide street
| | with lots of space to both sides. Although the street is
+-+-o | wide, it is very poorly lit, so it is very gloomy and dim
| | | here. All around you are filthy beggars and panhandlers dressed
*-* @-S | in filthy clothing. The buildings surrounding you are old
| | and run down. They seem like they have been made ages ago.
+ | The once bright red bricks that the buildings are made of
| | are now only pale, brittle chunks barely holding the walls
+ | of the buildings together. You see the Main Street continues
---------+ to the north and the south.

[Exits: north east south]
A drow city guard of Seringale stands watch here.
The goblin extermination enforcer is here hunting down goblins.
A special guard walks in.

<908hp 520m 370mv no opponent/no opponent calm road (outside) > s
A Small Bridge
+-+-o | You are on a small bridge in Seringale. A river flows beneath
| | | the bridge slowly. Splinters line the small wooden railings
*-* +-S | that are mounted on both sides of the bridge. The wooden
| | planks of the bridge hangs on to the frame of the bridge
@ | loosely, ready to come apart at any moment. The thick ropes
| | tying the planks together are old and worn, about to snap
+ | at will. The Main Street continues to the north and south
| | and a ladder leads down the bridge into the river below
+ | you.
---------+

[Exits: north south down]
A pair of gilded golden gargoyles oversee each side of the bridge.
A special guard walks in.

<908hp 520m 369mv no opponent/no opponent calm road (outside) > s
The South Main Street
+-S | You are on the Main Street of Seringale. It is a wide street
| | with lots of space to both sides. Although the street is
+ | wide, it is very poorly lit, so it is very gloomy and dim
| | here. All around you are beggars and panhandlers dressed
@ | in filthy clothing. The buildings surrounding you are old
| | and run down. They seem like they have been made ages ago.
+ | The once bright red bricks that the buildings are made of
| | are now only pale, brittle chunks barely holding the walls
+ | of the buildings together. You see the Main Street continues
---------+ to the north and the south.

[Exits: north south]
A dwarven citizen of Seringale plods around the town.
A special guard walks in.

<908hp 520m 368mv no opponent/no opponent calm road (outside) > s
Inside the South Gate
+ | You are inside the South 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 thirty spans tall.
| | You see the city to the north, the south gate to the south,
@ | and the battlement of the city above you.
| |
+ |
| |
o |
---------+

[Exits: north south up]
A gate guard is here guarding the gates of Seringale.
A gate guard is here guarding the gates of Seringale.
A special guard walks in.
A gate guard steps aside and allows you to pass him.

<908hp 520m 367mv no opponent/no opponent calm city (outside) > s
Outside the South Gate
+ | You are outside the South 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 thirty spans
@ | tall. You see the entrance into the city of Seringale to
| | the north and a path leading south towards a large grassy
o | field.
| |
o |
---------+

[Exits: north south]
A glowing banner bearing the emblem of Seringale rests here.
A duergar city guard of Seringale stands watch here.
A special guard walks in.

<908hp 520m 366mv no opponent/no opponent calm city (outside) > c
Players near you in Seringale:
Thorick The Eastern Monument
Trilil The Chamber of Decay
<PK> Solmundi Outside the South Gate

<908hp 520m 366mv no opponent/no opponent calm city (outside) > s
Atop a small hillock
+ | The view from atop this hill looks over the large city
| | of Seringale to the north. Large banners speckle the
+ | battlements that surround the city, and past them the
| | ever busy streets carve their way through the equally
@ f-f| busy shops, temples, and guilds. The path north of you
| | || leads right up to Seringale's southern gate. The cobbled
o f-f| path also heads back down the hill to the south.
| | ||
o-+-f-f|
---------+

[Exits: north south]
A special guard walks in.

<908hp 520m 365mv no opponent/no opponent calm field (outside) > s
s
Along a marked path
+ | Worn stones show the constant use of the cobbled path,
| | but it in overall good repair. Nothing blocks the view
o f-f| of the wide open sky or a pair of mountains off to the
| | || southwest. A large grassy hill can be seen to the south
@ f-f| overlooking the path. The cobbled path slopes up to the
| | || north, where just beyond the city of Seringale rises.
o-+-f-f| It also leads to the south, curving into an open, grassy
| | || field.
*-F-+ f-f|
---------+

[Exits: north south]
A special guard walks in.

<908hp 520m 364mv no opponent/no opponent calm field (outside) >
A cobbled path
o f-f| Worn stones show the constant use of the cobbled path,
| | || but it in overall good repair. A dirt path picks up to
o f-f| the east as it cuts through the commons. Wooden walls
| | || stand out against the surroundings to the south, just
o-@-f-f| past the cobbled path. A shaky bridge has been built
| | || east, leading over muddied ground into a wet-looking
*-F-+ f-f| field. A well-cleared path leads north towards a large-looking
| | | || town.
*-* * f-x|
---------+

[Exits: north east south west]
A thick stack of letters lies scattered about, each one addressed to a different name.
(Glowing) A post on the bridge has been illuminated with a fire torch.
A special guard walks in.

<908hp 520m 363mv no opponent/no opponent calm road (outside) > s
A cobbled path
o f-f| The majestic city of Seringale rises past the hills to
| | || the north, even from here it has an inviting air to it.
o-+-f-f| Green fields east of here are spotted with grazing animals
| | || and small outposts of goblins. This road has seen little
*-F-@ f-f| hardships, only showing minor repairs from general use.
| | | || The cobbled path butts right up against a small inn to
*-* * f-x| the south, or you can follow it to the north. There are
| || some apparent solid footholds down the river bank too,
x-x x| which seems to be changing direction again.
---------+

[Exits: north south west down]
A short pump juts out of the ground, a layer of rust covering it.
A special guard walks in.

<908hp 520m 362mv no opponent/no opponent calm road (outside) > s
Old Stables
o-+-f-f| An old wooden shed has been converted into stables here, in
| | || a shady area chosen noticeably distant from the Inn. Strange
*-F-+ f-f| sounds and smells emanate from within. A cobblestone path
| | | || runs north and south just next to it. To the west, you can
*-* @ f-x| see and smell the Slaughtered Lamb inn. The path becomes obscured
| | by fog to the south.
x-x |
|
|
---------+

[Exits: north south]
You see 3 of a falchion here.
A realistic-looking wooden horse has been set up here.
You see 2 of a voulge here.
Irion the Wordbearer rests next to the "horse".
A special guard walks in.
Irion the Wordbearer says 'Please do me a brief service, Solmundi. Rest on my horse and help me assign some tasks.'

<908hp 520m 361mv no opponent/no opponent calm inside (indoors) > c
s
Players near you in The Miden'nir:
<PK> Solmundi Old Stables
Sevak Path on the mountain

<908hp 535m 399mv no opponent/no opponent calm inside (indoors) >
The Trail
*-F-+ | You are at the outskirts of a trail that leads up a mountainside,
| | | but a thick fog prevents any vision of what lies further.
*-* * | The steps of the Slaughtered Lamb inn extend a warm welcome
| | to the north, away from the quietly foreboding fog that has
x-@ | gathered itself around the trail behind the inn. The wind
| blows softly, carrying upon it soft whispers that invite you
| to travel westwards and discover what lies beyond the veil.
|
|
---------+

[Exits: north west]
A curved sword with a heavy tip sits here.
A long polearm with a curved blade is here.
A special guard climbs in.

<908hp 535m 398mv no opponent/no opponent calm mountain (outside) > w
A Fog-Shrouded Trail
~<*-F-+ | You are on a fog-shrouded trail which runs up the side of
| | | this dark mountain. The ground is wet and muddy with melted
*-* * | snow, and the path which should lead to the Miden'nir disappears
| | amongst the mist and the trees. There is nothing for you
@-x | to do but follow the trail that twists up towards the broken,
| snow-covered heights of the mountain range. An old stone
| tablet with inscriptions stands beside a bush in the corner.
|
|
---------+

[Exits: east up]
A special guard climbs in.

<908hp 535m 396mv no opponent/no opponent calm mountain (outside) > c
Players near you in Emerald Forest:
<PK> Solmundi A Fog-Shrouded Trail

<908hp 535m 396mv no opponent/no opponent calm mountain (outside) > e
The Trail
*-F-+ | You are at the outskirts of a trail that leads up a mountainside,
| | | but a thick fog prevents any vision of what lies further.
*-* * | The steps of the Slaughtered Lamb inn extend a warm welcome
| | to the north, away from the quietly foreboding fog that has
x-@ | gathered itself around the trail behind the inn. The wind
| blows softly, carrying upon it soft whispers that invite you
| to travel westwards and discover what lies beyond the veil.
|
|
---------+

[Exits: north west]
A curved sword with a heavy tip sits here.
A long polearm with a curved blade is here.
A special guard climbs in.

<908hp 535m 394mv no opponent/no opponent calm mountain (outside) > n
Old Stables
o-+-f-f| An old wooden shed has been converted into stables here, in
| | || a shady area chosen noticeably distant from the Inn. Strange
*-F-+ f-f| sounds and smells emanate from within. A cobblestone path
| | | || runs north and south just next to it. To the west, you can
*-* @ f-x| see and smell the Slaughtered Lamb inn. The path becomes obscured
| | by fog to the south.
x-x |
|
|
---------+

[Exits: north south]
You see 3 of a falchion here.
A realistic-looking wooden horse has been set up here.
You see 2 of a voulge here.
Irion the Wordbearer rests next to the "horse".
A special guard walks in.

<908hp 535m 392mv no opponent/no opponent calm inside (indoors) > n
A cobbled path
o f-f| The majestic city of Seringale rises past the hills to
| | || the north, even from here it has an inviting air to it.
o-+-f-f| Green fields east of here are spotted with grazing animals
| | || and small outposts of goblins. This road has seen little
*-F-@ f-f| hardships, only showing minor repairs from general use.
| | | || The cobbled path butts right up against a small inn to
*-* * f-x| the south, or you can follow it to the north. There are
| || some apparent solid footholds down the river bank too,
x-x x| which seems to be changing direction again.
---------+

[Exits: north south west down]
A short pump juts out of the ground, a layer of rust covering it.
A special guard walks in.

<908hp 535m 391mv no opponent/no opponent calm road (outside) > n
A cobbled path
o f-f| Worn stones show the constant use of the cobbled path,
| | || but it in overall good repair. A dirt path picks up to
o f-f| the east as it cuts through the commons. Wooden walls
| | || stand out against the surroundings to the south, just
o-@-f-f| past the cobbled path. A shaky bridge has been built
| | || east, leading over muddied ground into a wet-looking
*-F-+ f-f| field. A well-cleared path leads north towards a large-looking
| | | || town.
*-* * f-x|
---------+

[Exits: north east south west]
A thick stack of letters lies scattered about, each one addressed to a different name.
(Glowing) A post on the bridge has been illuminated with a fire torch.
A special guard walks in.

<908hp 535m 390mv no opponent/no opponent calm road (outside) > n
Along a marked path
+ | Worn stones show the constant use of the cobbled path,
| | but it in overall good repair. Nothing blocks the view
o f-f| of the wide open sky or a pair of mountains off to the
| | || southwest. A large grassy hill can be seen to the south
@ f-f| overlooking the path. The cobbled path slopes up to the
| | || north, where just beyond the city of Seringale rises.
o-+-f-f| It also leads to the south, curving into an open, grassy
| | || field.
*-F-+ f-f|
---------+

[Exits: north south]
A special guard walks in.

<908hp 535m 389mv no opponent/no opponent calm field (outside) > c
Players near you in The Miden'nir:
<PK> Solmundi Along a marked path
Sevak Path on the mountain

<908hp 535m 389mv no opponent/no opponent calm field (outside) > n
Atop a small hillock
+ | The view from atop this hill looks over the large city
| | of Seringale to the north. Large banners speckle the
+ | battlements that surround the city, and past them the
| | ever busy streets carve their way through the equally
@ f-f| busy shops, temples, and guilds. The path north of you
| | || leads right up to Seringale's southern gate. The cobbled
o f-f| path also heads back down the hill to the south.
| | ||
o-+-f-f|
---------+

[Exits: north south]
A special guard walks in.

<908hp 535m 388mv no opponent/no opponent calm field (outside) > n
Outside the South Gate
+ | You are outside the South 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 thirty spans
@ | tall. You see the entrance into the city of Seringale to
| | the north and a path leading south towards a large grassy
o | field.
| |
o |
---------+

[Exits: north south]
A glowing banner bearing the emblem of Seringale rests here.
(Charmed) A gangly-looking goat is here, trying not to faint.
Thorick the Disturbed is here.
A duergar city guard of Seringale stands watch here.
A special guard walks in.

<908hp 535m 387mv no opponent/no opponent calm city (outside) > n
Inside the South Gate
+ | You are inside the South 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 thirty spans tall.
| | You see the city to the north, the south gate to the south,
@ | and the battlement of the city above you.
| |
+ |
| |
o |
---------+

[Exits: north south up]
A gate guard is here guarding the gates of Seringale.
A gate guard is here guarding the gates of Seringale.
A special guard walks in.
A gate guard steps aside and allows you to pass him.
A gate guard says 'Behold! The grand city of Seringale!'
A gate guard steps aside and allows you to pass him.

<908hp 535m 386mv no opponent/no opponent calm city (outside) > n
The South Main Street
+-S | You are on the Main Street of Seringale. It is a wide street
| | with lots of space to both sides. Although the street is
+ | wide, it is very poorly lit, so it is very gloomy and dim
| | here. All around you are beggars and panhandlers dressed
@ | in filthy clothing. The buildings surrounding you are old
| | and run down. They seem like they have been made ages ago.
+ | The once bright red bricks that the buildings are made of
| | are now only pale, brittle chunks barely holding the walls
+ | of the buildings together. You see the Main Street continues
---------+ to the north and the south.

[Exits: north south]
A dwarven citizen of Seringale plods around the town.
A special guard walks in.

<908hp 535m 385mv no opponent/no opponent calm road (outside) > c
Players near you in Seringale:
Trilil The Chamber of Decay
<PK> Solmundi The South Main Street

<908hp 535m 385mv no opponent/no opponent calm road (outside) > n
A Small Bridge
+-+-o | You are on a small bridge in Seringale. A river flows beneath
| | | the bridge slowly. Splinters line the small wooden railings
*-* +-S | that are mounted on both sides of the bridge. The wooden
| | planks of the bridge hangs on to the frame of the bridge
@ | loosely, ready to come apart at any moment. The thick ropes
| | tying the planks together are old and worn, about to snap
+ | at will. The Main Street continues to the north and south
| | and a ladder leads down the bridge into the river below
+ | you.
---------+

[Exits: north south down]
A pair of gilded golden gargoyles oversee each side of the bridge.
A special guard walks in.

<908hp 535m 384mv no opponent/no opponent calm road (outside) > n
The South Main Street
S-+-S | You are on the Main Street of Seringale. It is a wide street
| | with lots of space to both sides. Although the street is
+-+-o | wide, it is very poorly lit, so it is very gloomy and dim
| | | here. All around you are filthy beggars and panhandlers dressed
*-* @-S | in filthy clothing. The buildings surrounding you are old
| | and run down. They seem like they have been made ages ago.
+ | The once bright red bricks that the buildings are made of
| | are now only pale, brittle chunks barely holding the walls
+ | of the buildings together. You see the Main Street continues
---------+ to the north and the south.

[Exits: north east south]
A drow city guard of Seringale stands watch here.
The goblin extermination enforcer is here hunting down goblins.
A special guard walks in.

<908hp 535m 383mv no opponent/no opponent calm road (outside) > n
The South Main Street
+-+-+-+-+| You are on the Main Street of Seringale. It is a wide street
| | || with lots of space to both sides. Although the street is
+ S-+-S +| wide, it is very poorly lit, so it is very gloomy and dim
| | | here. All around you are beggars and panhandlers dressed
+ +-@-o | in filthy clothing. The buildings surrounding you are old
| | | and run down. They seem like they have been made ages ago.
*-* +-S | The once bright red bricks that the buildings are made of
| | are now only pale, brittle chunks barely holding the walls
+ | of the buildings together. You see the entrance to the Necromancer
---------+ Guild to the west and the Mausoleum to the east. The Main
Street continues to the north and the south.

[Exits: north east south west]
A beggar wanders around asking for spare gold.
A special guard walks in.

<908hp 535m 382mv no opponent/no opponent calm road (outside) > n
The South Main Street
S S-+-S | You are on the Main Street of Seringale. It is a wide street
| | | with lots of space to both sides. Although the street
+-+-+-+-+| is wide, it is very poorly lit, so it is very gloomy and
| | || dim here. All around you are beggars and panhandlers dressed
+ S-@-S +| in filthy clothing. The buildings surrounding you are
| | | old and run down. They seem like they have been made ages
+ +-+-o | ago. The once bright red bricks that the buildings are
| | | made of are now only pale, brittle chunks barely holding
*-* +-S | the walls of the buildings together. You see the South
---------+ Square to the north, entrances to taverns on both side
of the street and the Main Street continues to the south.

[Exits: north east south west]
A special guard walks in.

<908hp 535m 381mv no opponent/no opponent calm road (outside) > n
South Square
S-+-* | You are at the South Square of Seringale. It is gloomy
| | and dim here. The square is a tiny opening in between
S S-+-S | a few broken down buildings. The air is stuffy and pungent
| | | from the various trash lying all over the ground. You
+-+-@-+-+| see the Main Street to the north and the south, and the
| | || South Road to the east and west.
+ S-+-S +|
| | |
+ +-+-o |
---------+

[Exits: north east south west down]
A special guard walks in.

<908hp 535m 380mv no opponent/no opponent calm city (outside) > d
The Quadruple Junction
*-*=*-* | You are standing in something that reminds you of an entry
| | | to an ant hive. There are enormous concrete pipes leading
*-*-*-* | north, south, east and west. An immovable grill above
| | | you allows a small glimpse of the sky.
* *<@-* *|
/ , | , ||
*-*-*-*-*|
|
|
---------+

[Exits: north east south west up]
A special guard walks in.

<908hp 535m 379mv no opponent/no opponent calm inside (indoors) > c
Players near you in Sewers:
<PK> Solmundi The Quadruple Junction

<908hp 535m 379mv no opponent/no opponent calm inside (indoors) > u
South Square
S-+-* | You are at the South Square of Seringale. It is gloomy
| | and dim here. The square is a tiny opening in between
S S-+-S | a few broken down buildings. The air is stuffy and pungent
| | | from the various trash lying all over the ground. You
+-+-@-+-+| see the Main Street to the north and the south, and the
| | || South Road to the east and west.
+ S-+-S +|
| | |
+ +-+-o |
---------+

[Exits: north east south west down]
A special guard walks in.

<908hp 535m 378mv no opponent/no opponent calm city (outside) > c
Players near you in Seringale:
Trilil The Chamber of Decay
<PK> Solmundi South Square

<908hp 535m 378mv no opponent/no opponent calm city (outside) > wh
[ Dwarf ] Thorick the Disturbed
[ Elf ] <PK> Zersh the Holy Patriarch of Healing
[ Quasi ] Zexzel the Grand Spectre of Beguilement
[ Elf ] <PK> Akzylar the Sage of Arcane Power
[ Avian ] Trilil the Bringer of Torment
[ Duerg ] <PK> (OUTLAW) [Rival] (WANTED:*****) Dogran the Wrath of an Immortal
[ Avian ] <PK> (OUTLAW) [Rival] (WANTED:*****) Heinrildt Schwarz the Harbinger of Death
[ Elf ] <PK> Hiretsuna the Sage of Arcane Power
[50 Jotun Pal] <PK> [JUSTICE] (Lieutenant) Solmundi Visindi the Holy Knight
[ Quasi ] Sevak the Ethereal
[ Elf ] <PK> <SCHOLAR> Duchess Ilromie Illistarre the Sage of Arcane Power
Players found: 11
[KEEPER] The Balance prevails within the four kingdoms.
There are 11 characters on; the most on this past month was 19.

<908hp 535m 378mv no opponent/no opponent calm city (outside) > af
You are affected by the following:
Skill: devote : lasts for 111 hours
Spell: bless : modifies save vs spell by 6 for 41 hours
: modifies hitroll by 6 for 41 hours
Spell: detect invis : lasts for 34 hours
Skill: errantry : lasts for 15 hours
Spell: protection : modifies save vs spell by 1 for 15 hours
Spell: virtuous light : modifies save vs maledictive by 5 for 13 hours
: modifies luck by 2 for 13 hours
: modifies armor class by 26 for 13 hours
Spell: frenzy : modifies armor class by -40 for 7 hours
: modifies damroll by 8 for 7 hours
: modifies hitroll by 8 for 7 hours
Spell: sanctuary : lasts for 6 hours
Skill: holy armor : modifies armor class by 103 permanently
Skill: buckler : modifies hitroll by -2 permanently
Set : Fire with Fire : modifies save vs afflictive by 16 permanently
: modifies hitroll by 6 permanently
: modifies damroll by 6 permanently
: modifies armor class by 75 permanently

<908hp 535m 378mv no opponent/no opponent calm city (outside) > n
The Main Street
S-+-S-*| You are on the Main Street of Seringale. It is a wide
| | street with lots of space to both sides. There are tons
S-+-* | of people rushing from one place to another, minding
| | their own business. You see the Main Street continues
S S-@-S | to the north, entrances to taverns on both sides of the
| | | street and the South Square to the south.
+-+-+-+-+|
| | ||
+ S-+-S +|
---------+

[Exits: north east south west]
A special guard walks in.

<908hp 535m 377mv no opponent/no opponent calm road (outside) > n
The Main Street
*-+-* S| You are on the Main Street of Seringale. It is a wide
| || street with lots of space to both sides. There are tons
S-+-S-*| of people rushing from one place to another, minding
| | their own business. You see entrances to taverns on
S-@-* | both sides of the street and the Main Street continues
| | to the north and the south.
S S-+-S |
| | |
+-+-+-+-+|
---------+

[Exits: north east south west]
A purple pill with white spots lies here.
A special guard walks in.

<908hp 535m 376mv no opponent/no opponent calm road (outside) > c
Players near you in Seringale:
Trilil The Chamber of Decay
<PK> Solmundi The Main Street

<908hp 535m 376mv no opponent/no opponent calm road (outside) > n
The Main Street
+-+ +-+| You are on the Main Street of Seringale. It is a wide street
| | | || with lots of space to both sides. There are tons of people
F *-+-* S| rushing from one place to another, minding their own business.
| || You see a shop with a sign of a sword and axe to the east
S-@-S-*| and to the west, the pet shop.
| |
S-+-* |
| |
S-+-S |
---------+

[Exits: north east south west]
A duergar city guard of Seringale stands watch here.
A special guard walks in.

<908hp 535m 375mv no opponent/no opponent calm road (outside) > n
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 beggar wanders around asking for spare gold.
A beggar wanders around asking for spare gold.
A beggar wanders around asking for spare gold.
A special guard walks in.

<908hp 535m 374mv no opponent/no opponent calm city (outside) > w

A beggar walks east.

<908hp 535m 374mv no opponent/no opponent calm city (outside) >
Southwest of Market Square
S S *-+-*| You are standing southwest of the Market Square. A marvellous
| | | || monument has been erected here in the middle of the city
+-+-+ +| of Seringale, ever flowing with clear drinkable water.
| | | || The road is well worn from the traffic constantly passing
S F @-+-*| over it. You see a path around the square to the east
| | and north.
S-+-S|
| |
S-+-*|
---------+

[Exits: north east]
A long-haired lanky man with piercing blue eyes stands here.
A special guard walks in.

<908hp 535m 373mv no opponent/no opponent calm inside (indoors) > n
West of Market Square
* S-+-S| You are west of Market Square. A marvellous monument
| | | has been erected here in the middle of the city of Seringale,
S S *-+-*| ever flowing with clear drinkable water. The road is
| | | || well worn from the traffic constantly passing over it.
+-+-@ +| A path leads north and south around the fountain, while
| | | || the common road continues to the west.
S F *-+-*|
| |
S-+-S|
---------+

[Exits: north south west]
A special guard walks in.

<908hp 535m 372mv no opponent/no opponent calm city (outside) > c
Players near you in Seringale:
Trilil The Chamber of Decay
<PK> Solmundi West of Market Square

<908hp 535m 372mv no opponent/no opponent calm city (outside) > w
The West Common Road
* S-+| You are on the Common Road of Seringale. All around you
| || are busy people hurrying along minding their own business.
S S S *-+| You see a shop with a sign of a wizard's hat to the north,
| | | | | a shop of fresh meat to the south, and the large fountain
+-+-@-+ | of the town nearby to the east.
| | | | |
S S F *-+|
||
S-+|
---------+

[Exits: north east south west]
A beggar wanders around asking for spare gold.
A beggar wanders around asking for spare gold.
A special guard walks in.

<908hp 535m 371mv no opponent/no opponent calm road (outside) > w
The West Common Road
* | You are on the Common Road of Seringale. All around you
| | are busy people hurrying along minding their own business.
S S S S *| You see a shop with a sign of a bubbling vial to the
| | | | || north, a shop of trades to the south, and the Common
+-+-@-+-+| Road continues to the east and the west.
| | | ||
S S F *|
|
|
---------+

[Exits: north east south west]
A special guard walks in.

<908hp 535m 370mv no opponent/no opponent calm road (outside) > w
The Western Monument
* | Raised in the middle of the Common Road is a granite pillar,
| | the Western Monument. Several glyphs and words have been
S S S S S| chiseled into its sides, as many travellers have attempted
| | | | || to leave their mark within Seringale. Many sets of footprints
+-+-@-+-+| can be seen on the ground, as several people frequent
| | || this path. The road continues east and west, and the Scroll
S S F| Shop is to the north.
|
|
---------+

[Exits: north east south west]
A special guard walks in.

<908hp 535m 369mv no opponent/no opponent calm city (outside) > w
The West Common Road
*| You are on the Common Road of Seringale. All around you are
|| busy people hurrying along minding their own business. You
S S S S| see a 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 S|
| |
f-f |
---------+

[Exits: north east west]
A special guard walks in.

<908hp 535m 368mv no opponent/no opponent calm road (outside) > w
The West Common Road
+ | You are on the Common Road of Seringale. All around you are
| | busy people hurrying along minding their own business. You
+ S S S| see a small shop with a sign of a glowing staff to the north,
| | | || and the Common Road leads to the east and west.
+-+-@-+-+|
| | ||
+ + S|
| | |
+ f-f |
---------+

[Exits: north east west]
A special guard walks in.

<908hp 535m 367mv no opponent/no opponent calm road (outside) > w
The West Common Road
+ | You are on the Common Road of Seringale. All around you
| | are busy people hurrying along minding their own business.
+ S S| You see the Common Road to the east, the entrance of a
| | || park to the south, and the Western Gate to the west.
+-+-@-+-+|
| | |
+ + |
| | |
+ f-f |
---------+

[Exits: east south west]
A special guard walks in.

<908hp 535m 366mv no opponent/no opponent calm road (outside) > w
Inside the West Gate
+ | You are inside the West Gate of Seringale. All around
| | you are people travelling in and out of the city. The
+ S| 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 magical spring flows from the ground here.
A glowing banner bearing the emblem of Seringale rests here.
A gate guard is here guarding the gates of Seringale.
A gate guard is here guarding the gates of Seringale.
A special guard walks in.

<908hp 535m 365mv no opponent/no opponent calm city (outside) > w
Outside the West Gate
+ | You are outside the West Gate of Seringale. Before you
| | is a great wall. It is made of huge slabs of white stones
+ | 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 special guard walks in.

<908hp 535m 364mv no opponent/no opponent calm city (outside) > w
The edge of the forest
+| You are standing at the eastern edge of a big forest.
|| To the east is the West Gate of Seringale and to the
+| west is a narrow trail, leading in through the forest.
||
f-f-@-+-+|
||
+|
||
+|
---------+

[Exits: east west hovel]
This small hovel door has moss and vines growing upon it.
(Invis) Shargugh the Forest Brownie is here, grinning broadly at you.
A special guard walks in.

<908hp 535m 363mv no opponent/no opponent calm field (outside) > c
Players near you in Mystic Forest:
<PK> Solmundi The edge of the forest

<908hp 535m 363mv no opponent/no opponent calm field (outside) > wh
[ Dwarf ] Thorick the Disturbed
[ Elf ] <PK> Zersh the Holy Patriarch of Healing
[ Quasi ] Zexzel the Grand Spectre of Beguilement
[ Elf ] <PK> Akzylar the Sage of Arcane Power
[ Avian ] Trilil the Bringer of Torment
[ Duerg ] <PK> (OUTLAW) [Rival] (WANTED:*****) Dogran the Wrath of an Immortal
[ Avian ] <PK> (OUTLAW) [Rival] (WANTED:*****) Heinrildt Schwarz the Harbinger of Death
[ Elf ] <PK> Hiretsuna the Sage of Arcane Power
[50 Jotun Pal] <PK> [JUSTICE] (Lieutenant) Solmundi Visindi the Holy Knight
[ Quasi ] Sevak the Ethereal
[ Elf ] <PK> <SCHOLAR> Duchess Ilromie Illistarre the Sage of Arcane Power
Players found: 11
[KEEPER] The Balance prevails within the four kingdoms.
There are 11 characters on; the most on this past month was 19.

<908hp 535m 363mv no opponent/no opponent calm field (outside) > e
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
+ | 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 special guard walks in.

<908hp 535m 362mv no opponent/no opponent calm city (outside) > e
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| 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 magical spring flows from the ground here.
A glowing banner bearing the emblem of Seringale rests here.
A gate guard is here guarding the gates of Seringale.
A gate guard is here guarding the gates of Seringale.
A special guard walks in.

<908hp 535m 361mv no opponent/no opponent calm city (outside) > e
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| You see the Common Road to the east, the entrance of a
| | || park to the south, and the Western Gate to the west.
+-+-@-+-+|
| | |
+ + |
| | |
+ f-f |
---------+

[Exits: east south west]
A special guard walks in.

<908hp 535m 360mv no opponent/no opponent calm road (outside) > e
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| see a small shop with a sign of a glowing staff to the north,
| | | || and the Common Road leads to the east and west.
+-+-@-+-+|
| | ||
+ + S|
| | |
+ f-f |
---------+

[Exits: north east west]
A special guard walks in.

<908hp 535m 359mv no opponent/no opponent calm road (outside) > c
Players near you in Seringale:
Trilil The Chamber of Decay
<PK> Solmundi The West Common Road

<908hp 535m 359mv no opponent/no opponent calm road (outside) > e
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 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 S|
| |
f-f |
---------+

[Exits: north east west]
A special guard walks in.

<908hp 535m 358mv no opponent/no opponent calm road (outside) > e
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 S F| Shop is to the north.
|
|
---------+

[Exits: north east south west]
A special guard walks in.

<908hp 535m 357mv no opponent/no opponent calm city (outside) > e
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 S F *|
|
|
---------+

[Exits: north east south west]
A special guard walks in.

<908hp 535m 356mv no opponent/no opponent calm road (outside) > e
The West Common Road
* S-+| You are on the Common Road of Seringale. All around you
| || are busy people hurrying along minding their own business.
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 S F *-+|
||
S-+|
---------+

[Exits: north east south west]
A beggar wanders around asking for spare gold.
A beggar wanders around asking for spare gold.
A special guard walks in.

<908hp 535m 355mv no opponent/no opponent calm road (outside) > e

The town clock tolls twelve times as noon approaches.

<908hp 548m 399mv no opponent/no opponent calm road (outside) >
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 special guard walks in.

<908hp 548m 398mv no opponent/no opponent calm city (outside) > dri
You drink water from the Justice monument.
Your thirst is quenched.

<908hp 548m 398mv no opponent/no opponent calm city (outside) > n
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 special guard walks in.

<908hp 548m 397mv no opponent/no opponent calm inside (indoors) > e
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 stone giant citizen of Seringale wanders about.
A special guard walks in.

<908hp 548m 396mv no opponent/no opponent calm city (outside) > n
The Main Street
+ | You are on the Main Street of Seringale. It is a wide
| | street with lots of space to both sides. There are tons
+-S-+-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 human city guard of Seringale stands watch here.
A special guard walks in.

<908hp 548m 395mv no opponent/no opponent calm road (outside) > n
The Main Street
+-+-C-+-+| You are on the Main Street of Seringale. It is a wide street
| | | || with lots of space to both sides. There are tons of people
* + F +| rushing from one place to another, minding their own business.
| || You see a shop with a sign of a map to the east and the
+-S-@-F +| Mocker's Tavern to the west. Main Street continues to the
| | north and south.
S-+-S |
| |
*-+-* |
---------+

[Exits: north east south west]
A special guard walks in.

<908hp 548m 394mv no opponent/no opponent calm road (outside) > n
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
+-+-C-+-+| number of people rushing from one place to another, minding
| | | || their own business. You see the bustling North Square to
* @ F +| the north, as the Main street continues to the south. The
| || side of an inn lies to the west and a strange shop to the
+-S-+-F +| east, but their entrances face the North Road. A small
| | pile of breadcrumbs lies in the center of the street for
S-+-S | some mundane reason.
---------+

[Exits: north south]
A beggar wanders around asking for spare gold.
A special guard walks in.

<908hp 548m 393mv no opponent/no opponent calm road (outside) > n
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
* + 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]
The corpse of Hiretsuna is lying here.
A brass finger post stands here.
The Herald Bulletin Board gleams majestically in the middle of the square.
A duergar citizen of Seringale strolls about.
A special guard walks in.

<908hp 548m 392mv no opponent/no opponent calm city (outside) > c
Players near you in Seringale:
Trilil The Chamber of Decay
<PK> Solmundi North Square

<908hp 548m 392mv no opponent/no opponent calm city (outside) > n
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.
+-+-C-+-+|
| | | ||
* + F +|
---------+

[Exits: north south west]
A duergar city guard of Seringale stands watch here.
A special guard walks in.

<908hp 548m 391mv no opponent/no opponent calm road (outside) > n
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|
| |
+-+-C-+-+|
---------+

[Exits: north east south west]
A duergar city guard of Seringale stands watch here.
A special guard walks in.

<908hp 548m 390mv no opponent/no opponent calm road (outside) > n
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]
A special guard walks in.

<908hp 548m 389mv no opponent/no opponent calm road (outside) > n
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]
A special guard walks in.

<908hp 548m 388mv no opponent/no opponent calm road (outside) > n
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.
A special guard walks in.
A gate guard steps aside and allows you to pass him.

<908hp 548m 387mv no opponent/no opponent calm city (outside) > n
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]
A gnomish city guard of Seringale stands watch here.
A special guard walks in.

<908hp 548m 386mv no opponent/no opponent calm city (outside) > n
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]
A special guard walks in.

<908hp 548m 385mv no opponent/no opponent calm field (outside) > c
Players near you in Plains of the North:
<PK> Solmundi Path in the plains

<908hp 548m 385mv no opponent/no opponent calm field (outside) > n
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.
A cute rabbit is here.
(White Aura) A black veiled female figure waits here patiently.
A special guard walks in.

<908hp 548m 384mv no opponent/no opponent calm hills (outside) > n
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.
A cute rabbit is here.
A special guard walks in.

<908hp 548m 382mv no opponent/no opponent calm field (outside) > n
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]
A special guard walks in.

<908hp 548m 381mv no opponent/no opponent calm hills (outside) > c
Players near you in Plains of the North:
<PK> Solmundi Grassy foothills

<908hp 548m 381mv no opponent/no opponent calm hills (outside) > n
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.
A special guard walks in.

<908hp 548m 379mv no opponent/no opponent calm hills (outside) > n
Base of Mount Saidian
o o o | You are at the base of a large mountain which towers
| | | | over Ofcol. Far off to the south you see the faint lights
o-o-o z| of Seringale. An old path continues winding slowly up
| || the mountain, its old worn surface well trodden and very
o @ z| rough. The path leads up towards an ancient town occupied
| | || by avians that have held the mountain for a millennium.
z-z-z-z|
| | | ||
*-z-z-z-z|
---------+

[Exits: south up]
A special guard climbs in.

<908hp 548m 377mv no opponent/no opponent calm mountain (outside) > c
s
Players near you in Mount Saidian:
<PK> Solmundi Base of Mount Saidian

<908hp 548m 377mv no opponent/no opponent calm mountain (outside) >
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.
A special guard walks in.

<908hp 548m 375mv no opponent/no opponent calm hills (outside) > w
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.
Aruncus the druid is walking around here, searching for herbs.
A cute rabbit is here.
A cute rabbit is here.
A special guard walks in.

<908hp 548m 373mv no opponent/no opponent calm hills (outside) > n
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]
A shiny blade is on the floor.
A special guard walks in.

<908hp 548m 371mv no opponent/no opponent calm field (outside) > n
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 special guard walks in.

<908hp 548m 370mv no opponent/no opponent calm field (outside) > n
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.
A special guard walks in.

<908hp 548m 369mv no opponent/no opponent calm field (outside) > c
Players near you in Sylvan Vale:
<PK> Solmundi Scenic Rock

<908hp 548m 369mv no opponent/no opponent calm field (outside) > s
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 special guard walks in.

<908hp 548m 368mv no opponent/no opponent calm field (outside) > s
s
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]
A shiny blade is on the floor.
A special guard walks in.

<908hp 548m 367mv no opponent/no opponent calm field (outside) >
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.
Aruncus the druid is walking around here, searching for herbs.
A cute rabbit is here.
A cute rabbit is here.
A special guard walks in.
Aruncus the Druid says 'If you could find me some gyvel or timian herbs, I could make something powerful, Solmundi.'
Aruncus the Druid says 'The cost is twenty times the strength of the potion, for level 10, 20, 30, 40 or 50 potions.'

<908hp 548m 366mv no opponent/no opponent calm hills (outside) >
The cute rabbit hops south.

<908hp 548m 366mv no opponent/no opponent calm hills (outside) > e
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.
A special guard walks in.

<908hp 548m 364mv no opponent/no opponent calm hills (outside) > s
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]
A special guard walks in.

<908hp 548m 362mv no opponent/no opponent calm hills (outside) > c
Players near you in Plains of the North:
<PK> Solmundi Grassy foothills

<908hp 548m 362mv no opponent/no opponent calm hills (outside) > s
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.
A cute rabbit is here.
A special guard walks in.

<908hp 548m 360mv no opponent/no opponent calm field (outside) > s
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.
A cute rabbit is here.
(White Aura) A black veiled female figure waits here patiently.
A special guard walks in.

<908hp 548m 359mv no opponent/no opponent calm hills (outside) > s
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]
A special guard walks in.

<908hp 548m 357mv no opponent/no opponent calm field (outside) > s
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]
A gnomish city guard of Seringale stands watch here.
A special guard walks in.

<908hp 548m 356mv no opponent/no opponent calm city (outside) > s
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.
A special guard walks in.
A gate guard steps aside and allows you to pass him.
A gate guard says 'Behold! The grand city of Seringale!'

<908hp 548m 355mv no opponent/no opponent calm city (outside) > s
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]
A special guard walks in.

<908hp 548m 354mv no opponent/no opponent calm road (outside) > c
Players near you in Seringale:
Trilil The Chamber of Decay
<PK> Solmundi The North Main Street

<908hp 548m 354mv no opponent/no opponent calm road (outside) > s
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]
A special guard walks in.

<908hp 548m 353mv no opponent/no opponent calm road (outside) > s
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|
| |
+-+-C-+-+|
---------+

[Exits: north east south west]
A duergar city guard of Seringale stands watch here.
A special guard walks in.

<908hp 548m 352mv no opponent/no opponent calm road (outside) > s
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.
+-+-C-+-+|
| | | ||
* + F +|
---------+

[Exits: north south west]
A special guard walks in.

<908hp 548m 351mv no opponent/no opponent calm road (outside) > s
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
* + 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]
The corpse of Hiretsuna is lying here.
A brass finger post stands here.
The Herald Bulletin Board gleams majestically in the middle of the square.
A human city guard of Seringale stands watch here.
A special guard walks in.

<908hp 548m 350mv no opponent/no opponent calm city (outside) > s
The Main Street
S-+ | You are on the Main Street of Seringale. It is a very wide
| | street with lots of space to both sides. There are a significant
+-+-C-+-+| number of people rushing from one place to another, minding
| | | || their own business. You see the bustling North Square to
* @ F +| the north, as the Main street continues to the south. The
| || side of an inn lies to the west and a strange shop to the
+-S-+-F +| east, but their entrances face the North Road. A small
| | pile of breadcrumbs lies in the center of the street for
S-+-S | some mundane reason.
---------+

[Exits: north south]
A duergar citizen of Seringale strolls about.
A beggar wanders around asking for spare gold.
A special guard walks in.

<908hp 548m 349mv no opponent/no opponent calm road (outside) > s
The Main Street
+-+-C-+-+| You are on the Main Street of Seringale. It is a wide street
| | | || with lots of space to both sides. There are tons of people
* + F +| rushing from one place to another, minding their own business.
| || You see a shop with a sign of a map to the east and the
+-S-@-F +| Mocker's Tavern to the west. Main Street continues to the
| | north and south.
S-+-S |
| |
*-+-* |
---------+

[Exits: north east south west]
A special guard walks in.

<908hp 548m 348mv no opponent/no opponent calm road (outside) > s
The Main Street
+ | You are on the Main Street of Seringale. It is a wide
| | street with lots of space to both sides. There are tons
+-S-+-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 human city guard of Seringale stands watch here.
A special guard walks in.

<908hp 548m 347mv no opponent/no opponent calm road (outside) > c
Players near you in Seringale:
Trilil The Chamber of Decay
<PK> Solmundi The Main Street

<908hp 548m 347mv no opponent/no opponent calm road (outside) > s
North of Market Square
+-S-+-F | You are north of Market Square. A marvellous monument
| | has been erected here in the middle of the city of Seringale,
S-+-S | ever flowing with clear drinkable water. The road is
| | well worn from the traffic constantly passing over it.
S *-@-* F| A path leads east and west around the fountain, while
| | | || the main street continues to the north.
+-+ +-+|
| | | ||
F *-+-* S|
---------+

[Exits: north east west]
A stone giant citizen of Seringale wanders about.
A special guard walks in.

<908hp 548m 346mv no opponent/no opponent calm city (outside) > dri
e
You drink water from the Justice monument.

<908hp 548m 346mv no opponent/no opponent calm city (outside) >
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 special guard walks in.

<908hp 548m 345mv no opponent/no opponent calm inside (indoors) > s
East of Market Square
S-+-S | You are east of Market Square. A marvellous monument has
| | been erected here in the middle of the city of Seringale,
*-+-* F +| ever flowing with clear with clear drinkable water. The
| | | || road is well worn from the traffic constantly passing over
+ @-+-+| it. A path leads north and south around the fountain, while
| | | || the common road continues to the east.
*-+-* S S|
| | |
S-+-S-* |
---------+

[Exits: north east south]
A gnomish city guard of Seringale stands watch here.
A special guard walks in.

<908hp 548m 344mv no opponent/no opponent calm city (outside) > e
The East Common Road
+-S *| You are on the Common Road of Seringale. All around you are
| || busy people hurrying along minding their own business. The
+-* F +-*| smell of fresh bread wafts in from the north of here. A shop
| | | | with a sign of an iron hammer is south.
+-@-+-+|
| | | ||
+-* S S +|
| | |
+-S-* |
---------+

[Exits: north east south west]
A jagged key lies here.
A special guard walks in.

<908hp 548m 343mv no opponent/no opponent calm road (outside) > e
The East Common Road
* | You are on the Common Road of Seringale. All around you
| | are busy people hurrying along minding their own business.
* F +-* | You see the entrance to the Warrior Guild to the north,
| | | | a shop with a sign of a needle to the south, and the
+-+-@-+-+| Common Road continues to the east and the west.
| | | | |
* S S +-+|
| ||
S-* +|
---------+

[Exits: north east south west]
A half-elf city guard of Seringale stands watch here.
A special guard walks in.

<908hp 548m 342mv no opponent/no opponent calm road (outside) > e
e
The Eastern Monument
* | Standing in the center of the road is a large marble
| | monument, chiseled at odd angles and serving as a landmark
F +-* S| for Serin adventurers. Several dusty sets of footprints
| | || can be seen around the base of the monument, as hundreds
+-+-@-+-+| of passing citizens mark their paths from this large
| | | || stone monolith. To the south you see a dark alley, and
S S +-+ S| the Common Road continues to the east and west.
| | |
* +-+|
---------+

[Exits: east south west]
A special guard walks in.

<908hp 548m 341mv no opponent/no opponent calm city (outside) >
The East Common Road
* | You are on the Common Road of Seringale. All around you
| | are busy people hurrying along minding their own business.
+-* S-*| The Common Road continues to the east and the west.
| | |
+-+-@-+-+|
| | | |
S +-+ S |
| |
+-+-*|
---------+

[Exits: east west]
A special guard walks in.

<908hp 548m 340mv no opponent/no opponent calm road (outside) > e
The East Common Road
+| You are on the Common Road of Seringale. All around you
|| are busy people hurrying along minding their own business.
S-* +| You see a shop with a sign of a leather collar to the
| || north, a shop with a sign of a glittering diamond to
+-+-@-+-+| the south, and the Common Road continues to the east
| | || and the west.
+-+ S +|
| ||
+-+ +|
---------+

[Exits: north east south west]
A special guard walks in.

<908hp 548m 339mv no opponent/no opponent calm road (outside) > e
The East Common Road
+ | You are on the Common Road of Seringale. All around you
| | are busy people hurrying along minding their own business.
S-* + | The Common Road continues to the east and the west.
| | |
+-+-@-+-+|
| | |
S + |
| |
+ |
---------+

[Exits: east west]
A special guard walks in.

<908hp 548m 338mv no opponent/no opponent calm road (outside) > e
Inside the East Gate
+ | You are inside the East Gate of Seringale. All around you
| | are people travelling in and out of the city. The great wall
S-* + | of Seringale soars over your head at over 30 spans tall.
| | | You see the city to the west, the east gate above you, and
+-+-@-+-+| the city walls lead to the north and south.
| | |
S + |
| |
+ |
---------+

[Exits: north east south west]
A dwarven city guard of Seringale stands watch here.
A gate guard is here guarding the gates of Seringale.
A gate guard is here guarding the gates of Seringale.
A special guard walks in.
A gate guard steps aside and allows you to pass him.

<908hp 548m 337mv no opponent/no opponent calm city (outside) > e
Outside the East Gate
+ | You are outside the East Gate of Seringale. Before you is a
| | great wall. It is made of huge slabs of white stones with
+ | various figures of birds, beasts, and dragons carved into
| | it. The great wall soars over your head at over 30 spans tall.
+-+-@-+-+| You see the entrance into the city of Seringale to the west
| | and a road travelling out of the city to the east.
+ |
| |
+ |
---------+

[Exits: east west]
A special guard walks in.

<908hp 548m 336mv no opponent/no opponent calm city (outside) > e
City Entrance
+ | You stand on the outskirts of Seringale, the capital of this
| | land. The road leads east along a dusty road, while to the west
+ | it becomes the main street of the town, surrounded by a mass
| | confusion of shops, bars, and market places. The east gates of
+-+-@-+-+| the town lie directly to the west of here.
| |
+ |
| |
+ |
---------+

[Exits: east west]
A special guard walks in.

<908hp 548m 335mv no opponent/no opponent calm road (outside) > e
Along the Eastern Road
| You are traveling along a well-travelled road between
| Seringale and the lands to the east. The path has been
| created from a light stone material that is very resilient.
| It has worn away over time from the flow of traffic that
+-+-@-+-+| has passed through here. This is one of Serin's busiest
| trade routes.
|
|
|
---------+

[Exits: east west]
A special guard walks in.

<908hp 548m 334mv no opponent/no opponent calm road (outside) > c
e
Players near you in Eastern Road:
<PK> Solmundi Along the Eastern Road

<908hp 558m 388mv no opponent/no opponent calm road (outside) >
Along the Eastern Road
| You are traveling along a well-travelled road between
| Seringale and the lands to the east. The path has been
| created from a light stone material that is very resilient.
| It has worn away over time from the flow of traffic that
+-+-@-+-+| has passed through here. This is one of Serin's busiest
| trade routes.
|
|
|
---------+

[Exits: east west]
A special guard walks in.

<908hp 558m 387mv no opponent/no opponent calm road (outside) > e
Along the Eastern Road
o| You are traveling along a well-travelled road between
|| Seringale and the lands to the east. The path has been
o| created from a light stone material that is very resilient.
|| It has worn away over time from the flow of traffic that
+-+-@-+-+| has passed through here. This is one of Serin's busiest
|| trade routes.
+|
||
+-+|
---------+

[Exits: east west]
A special guard walks in.

<908hp 558m 386mv no opponent/no opponent calm road (outside) > e
Along the Eastern Road
o | You are traveling along a well-travelled road between Seringale
| | and the lands to the east. A northern road crosses this
o | one to the east. The path has been created from a light
| | stone material that is very resilient. It has worn away
+-+-@-+-+| over time from the flow of traffic that has passed through
| | here. This is one of Serin's busiest trade routes.
+ |
| |
+-+ |
---------+

[Exits: east west]
A special guard walks in.

<908hp 558m 385mv no opponent/no opponent calm road (outside) > e
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, looking dejected.
A special guard walks in.

<908hp 558m 384mv no opponent/no opponent calm road (outside) > c
Players near you in Eastern Road:
<PK> Solmundi The Crossroads

<908hp 558m 384mv no opponent/no opponent calm road (outside) > wh
[ Dwarf ] Thorick the Disturbed
[ Elf ] <PK> Zersh the Holy Patriarch of Healing
[ Quasi ] Zexzel the Grand Spectre of Beguilement
[ Elf ] <PK> Akzylar the Sage of Arcane Power
[ Avian ] Trilil the Bringer of Torment
[ Duerg ] <PK> (OUTLAW) [Rival] (WANTED:*****) Dogran the Wrath of an Immortal
[ Avian ] <PK> (OUTLAW) [Rival] (WANTED:*****) Heinrildt Schwarz the Harbinger of Death
[ Elf ] <PK> Hiretsuna the Sage of Arcane Power
[50 Jotun Pal] <PK> [JUSTICE] (Lieutenant) Solmundi Visindi the Holy Knight
[ Quasi ] Sevak the Ethereal
[ Elf ] <PK> <SCHOLAR> Duchess Ilromie Illistarre the Sage of Arcane Power
Players found: 11
[KEEPER] The Balance prevails within the four kingdoms.
There are 11 characters on; the most on this past month was 19.

<908hp 558m 384mv no opponent/no opponent calm road (outside) > n
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]
A special guard walks in.

<908hp 558m 383mv no opponent/no opponent calm field (outside) > s
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, looking dejected.
A special guard walks in.

<908hp 558m 382mv no opponent/no opponent calm road (outside) > s
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]
A special guard walks in.

<908hp 558m 381mv no opponent/no opponent calm road (outside) > s
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]
A special guard walks in.

<908hp 558m 380mv no opponent/no opponent calm road (outside) > c
w
Players near you in Eastern Road:
<PK> Solmundi Path from Eastern Road into the Forest

<908hp 558m 380mv no opponent/no opponent calm road (outside) >
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]
A special guard walks in.

<908hp 558m 379mv no opponent/no opponent calm road (outside) > d

[JUSTICE] The Guardian of Justice: 'NOTICE: Dogran has been apprehended by Akzylar.'

<908hp 558m 379mv no opponent/no opponent calm road (outside) >
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]
A special guard walks in.

<908hp 558m 378mv no opponent/no opponent calm road (outside) > e
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]
A special guard walks in.

<908hp 558m 377mv no opponent/no opponent calm road (outside) > wh
[ Dwarf ] Thorick the Disturbed
[ Elf ] <PK> Zersh the Holy Patriarch of Healing
[ Quasi ] Zexzel the Grand Spectre of Beguilement
[ Elf ] <PK> Akzylar the Sage of Arcane Power
[ Avian ] Trilil the Bringer of Torment
[ Duerg ] [Rival] Dogran the Wrath of an Immortal
[ Avian ] <PK> (OUTLAW) [Rival] (WANTED:*****) Heinrildt Schwarz the Harbinger of Death
[ Elf ] <PK> Hiretsuna the Sage of Arcane Power
[50 Jotun Pal] <PK> [JUSTICE] (Lieutenant) Solmundi Visindi the Holy Knight
[ Quasi ] Sevak the Ethereal
[ Elf ] <PK> <SCHOLAR> Duchess Ilromie Illistarre the Sage of Arcane Power
Players found: 11
[KEEPER] The Balance prevails within the four kingdoms.
There are 11 characters on; the most on this past month was 19.

<908hp 558m 377mv no opponent/no opponent calm road (outside) > w
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]
A special guard walks in.

<908hp 558m 376mv no opponent/no opponent calm road (outside) > c
d
Players near you in Eastern Road:
<PK> Solmundi Quiet Forest Path

<908hp 558m 376mv no opponent/no opponent calm road (outside) >
Alas, you cannot go that way.

<908hp 558m 376mv no opponent/no opponent calm road (outside) > e
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]
A special guard walks in.

<908hp 558m 375mv no opponent/no opponent calm road (outside) > w
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]
A special guard walks in.

<908hp 558m 374mv no opponent/no opponent calm road (outside) > d
Alas, you cannot go that way.

<908hp 558m 374mv no opponent/no opponent calm road (outside) > e
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]
A special guard walks in.

<908hp 558m 373mv no opponent/no opponent calm road (outside) > d
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]
A special guard walks in.

<908hp 558m 372mv no opponent/no opponent calm road (outside) > w
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]
A special guard walks in.

<908hp 558m 371mv no opponent/no opponent calm road (outside) > c
s
Players near you in Thalos Ruins:
<PK> Solmundi A Road through the Dwarf Forest

<908hp 558m 371mv no opponent/no opponent calm road (outside) >
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]
A special guard walks in.

<908hp 558m 370mv no opponent/no opponent calm road (outside) > s
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 special guard walks in.

<908hp 558m 369mv no opponent/no opponent calm road (outside) > s
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]
A special guard walks in.

<908hp 558m 368mv no opponent/no opponent calm road (outside) > e
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]
A special guard walks in.

<908hp 558m 367mv no opponent/no opponent calm forest (outside) > e
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]
A special guard walks in.

<908hp 558m 366mv no opponent/no opponent calm forest (outside) > s
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]
A special guard walks in.

<908hp 558m 365mv no opponent/no opponent calm forest (outside) > e
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]
A special guard walks in.

<908hp 558m 364mv no opponent/no opponent calm forest (outside) > e
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]
A special guard walks in.

<908hp 558m 363mv no opponent/no opponent calm forest (outside) > d
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 special guard walks in.

<908hp 558m 362mv no opponent/no opponent calm forest (outside) > s
A Mountain Path
f f| You are on a mountain path which ascends a steep mountainside.
| || The trail curves around the mountain so that you cannot
o-f-f-f| really see what lies ahead. You do sense great power though
| | || coming from the area behind the mountain.
o @ *|
|
|
|
|
---------+

[Exits: north up]
A special guard climbs in.

<908hp 558m 361mv no opponent/no opponent calm mountain (outside) > c
Players near you in Elemental Canyon:
<PK> Solmundi A Mountain Path

<908hp 558m 361mv no opponent/no opponent calm mountain (outside) > n
c
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 special guard walks in.

<908hp 558m 359mv no opponent/no opponent calm forest (outside) >
Players near you in Thalos Ruins:
<PK> Solmundi Crossroads in the Wilderness

<908hp 558m 359mv no opponent/no opponent calm forest (outside) > c
Players near you in Thalos Ruins:
<PK> Solmundi Crossroads in the Wilderness

<908hp 558m 359mv no opponent/no opponent calm forest (outside) > u
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]
A special guard walks in.

<908hp 558m 358mv no opponent/no opponent calm forest (outside) > w
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]
A special guard walks in.

<908hp 558m 357mv no opponent/no opponent calm forest (outside) > w
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]
A special guard walks in.

<908hp 558m 356mv no opponent/no opponent calm forest (outside) > wh
[ Dwarf ] Thorick the Disturbed
[ Elf ] <PK> Zersh the Holy Patriarch of Healing
[ Quasi ] Zexzel the Grand Spectre of Beguilement
[ Elf ] <PK> Akzylar the Sage of Arcane Power
[ Avian ] Trilil the Bringer of Torment
[ Duerg ] [Rival] Dogran the Wrath of an Immortal
[ Avian ] <PK> (OUTLAW) [Rival] (WANTED:*****) Heinrildt Schwarz the Harbinger of Death
[ Elf ] <PK> Hiretsuna the Sage of Arcane Power
[50 Jotun Pal] <PK> [JUSTICE] (Lieutenant) Solmundi Visindi the Holy Knight
[ Quasi ] Sevak the Ethereal
[ Elf ] <PK> <SCHOLAR> Duchess Ilromie Illistarre the Sage of Arcane Power
Players found: 11
[KEEPER] The Balance prevails within the four kingdoms.
There are 11 characters on; the most on this past month was 19.

<908hp 558m 356mv no opponent/no opponent calm forest (outside) > target Heinrildt
$$ will now be substituted with 'Heinrildt' until you untarget.

<908hp 574m 399mv no opponent/no opponent calm forest (outside) > n
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]
A special guard walks in.

<908hp 574m 398mv no opponent/no opponent calm forest (outside) > w
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]
A special guard walks in.

<908hp 574m 397mv no opponent/no opponent calm forest (outside) > w
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]
A special guard walks in.

<908hp 574m 396mv no opponent/no opponent calm road (outside) > c
n
Players near you in Thalos Ruins:
<PK> Solmundi The T-Intersection

<908hp 574m 396mv no opponent/no opponent calm road (outside) >
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 special guard walks in.

<908hp 574m 395mv no opponent/no opponent calm road (outside) > n
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]
A special guard walks in.

<908hp 574m 394mv no opponent/no opponent calm road (outside) > n
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]
A special guard walks in.

<908hp 574m 393mv no opponent/no opponent calm road (outside) > e
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]
A special guard walks in.

<908hp 574m 392mv no opponent/no opponent calm road (outside) > u
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]
A special guard walks in.

<908hp 574m 391mv no opponent/no opponent calm road (outside) > w
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]
A special guard walks in.

<908hp 574m 390mv no opponent/no opponent calm road (outside) > u
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]
A special guard walks in.

<908hp 574m 389mv no opponent/no opponent calm road (outside) > e
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]
A special guard walks in.

<908hp 574m 388mv no opponent/no opponent calm road (outside) > c
Players near you in Eastern Road:
<PK> Solmundi Path from Eastern Road into the Forest

<908hp 574m 388mv no opponent/no opponent calm road (outside) > n
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]
A special guard walks in.

<908hp 574m 387mv no opponent/no opponent calm road (outside) > n
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, looking dejected.
A special guard walks in.

<908hp 574m 386mv no opponent/no opponent calm road (outside) > w
Along the Eastern Road
o | You are traveling along a well-travelled road between Seringale
| | and the lands to the east. A northern road crosses this
o | one to the east. The path has been created from a light
| | stone material that is very resilient. It has worn away
+-+-@-+-+| over time from the flow of traffic that has passed through
| | here. This is one of Serin's busiest trade routes.
+ |
| |
+-+ |
---------+

[Exits: east west]
A special guard walks in.

<908hp 574m 385mv no opponent/no opponent calm road (outside) > w
w
Along the Eastern Road
o| You are traveling along a well-travelled road between
|| Seringale and the lands to the east. The path has been
o| created from a light stone material that is very resilient.
|| It has worn away over time from the flow of traffic that
+-+-@-+-+| has passed through here. This is one of Serin's busiest
|| trade routes.
+|
||
+-+|
---------+

[Exits: east west]
A special guard walks in.

<908hp 574m 384mv no opponent/no opponent calm road (outside) >
Along the Eastern Road
| You are traveling along a well-travelled road between
| Seringale and the lands to the east. The path has been
| created from a light stone material that is very resilient.
| It has worn away over time from the flow of traffic that
+-+-@-+-+| has passed through here. This is one of Serin's busiest
| trade routes.
|
|
|
---------+

[Exits: east west]
A special guard walks in.

<908hp 574m 383mv no opponent/no opponent calm road (outside) > w
Along the Eastern Road
| You are traveling along a well-travelled road between
| Seringale and the lands to the east. The path has been
| created from a light stone material that is very resilient.
| It has worn away over time from the flow of traffic that
+-+-@-+-+| has passed through here. This is one of Serin's busiest
| trade routes.
|
|
|
---------+

[Exits: east west]
A special guard walks in.

<908hp 574m 382mv no opponent/no opponent calm road (outside) > w
City Entrance
+ | You stand on the outskirts of Seringale, the capital of this
| | land. The road leads east along a dusty road, while to the west
+ | it becomes the main street of the town, surrounded by a mass
| | confusion of shops, bars, and market places. The east gates of
+-+-@-+-+| the town lie directly to the west of here.
| |
+ |
| |
+ |
---------+

[Exits: east west]
A special guard walks in.

<908hp 574m 381mv no opponent/no opponent calm road (outside) > w
Outside the East Gate
+ | You are outside the East Gate of Seringale. Before you is a
| | great wall. It is made of huge slabs of white stones with
+ | various figures of birds, beasts, and dragons carved into
| | it. The great wall soars over your head at over 30 spans tall.
+-+-@-+-+| You see the entrance into the city of Seringale to the west
| | and a road travelling out of the city to the east.
+ |
| |
+ |
---------+

[Exits: east west]
A special guard walks in.

<908hp 574m 380mv no opponent/no opponent calm city (outside) > w
Inside the East Gate
+ | You are inside the East Gate of Seringale. All around you
| | are people travelling in and out of the city. The great wall
S-* + | of Seringale soars over your head at over 30 spans tall.
| | | You see the city to the west, the east gate above you, and
+-+-@-+-+| the city walls lead to the north and south.
| | |
S + |
| |
+ |
---------+

[Exits: north east south west]
A dwarven city guard of Seringale stands watch here.
A gate guard is here guarding the gates of Seringale.
A gate guard is here guarding the gates of Seringale.
A special guard walks in.

<908hp 574m 379mv no opponent/no opponent calm city (outside) > c
Players near you in Seringale:
Thorick A Small Bridge
<PK> Zersh The West Common Road
Trilil The Chamber of Decay
<PK> Solmundi Inside the East Gate

<908hp 574m 379mv no opponent/no opponent calm city (outside) > w
The East Common Road
+ | You are on the Common Road of Seringale. All around you
| | are busy people hurrying along minding their own business.
S-* + | The Common Road continues to the east and the west.
| | |
+-+-@-+-+|
| | |
S + |
| |
+ |
---------+

[Exits: east west]
A special guard walks in.

<908hp 574m 378mv no opponent/no opponent calm road (outside) > w
The East Common Road
+| You are on the Common Road of Seringale. All around you
|| are busy people hurrying along minding their own business.
S-* +| You see a shop with a sign of a leather collar to the
| || north, a shop with a sign of a glittering diamond to
+-+-@-+-+| the south, and the Common Road continues to the east
| | || and the west.
+-+ S +|
| ||
+-+ +|
---------+

[Exits: north east south west]
A special guard walks in.

<908hp 574m 377mv no opponent/no opponent calm road (outside) > w
The East Common Road
* | You are on the Common Road of Seringale. All around you
| | are busy people hurrying along minding their own business.
+-* S-*| The Common Road continues to the east and the west.
| | |
+-+-@-+-+|
| | | |
S +-+ S |
| |
+-+-*|
---------+

[Exits: east west]
A special guard walks in.

<908hp 574m 376mv no opponent/no opponent calm road (outside) > w
The Eastern Monument
* | Standing in the center of the road is a large marble
| | monument, chiseled at odd angles and serving as a landmark
F +-* S| for Serin adventurers. Several dusty sets of footprints
| | || can be seen around the base of the monument, as hundreds
+-+-@-+-+| of passing citizens mark their paths from this large
| | | || stone monolith. To the south you see a dark alley, and
S S +-+ S| the Common Road continues to the east and west.
| | |
* +-+|
---------+

[Exits: east south west]
A special guard walks in.

<908hp 574m 375mv no opponent/no opponent calm city (outside) > w
The East Common Road
* | You are on the Common Road of Seringale. All around you
| | are busy people hurrying along minding their own business.
* F +-* | You see the entrance to the Warrior Guild to the north,
| | | | a shop with a sign of a needle to the south, and the
+-+-@-+-+| Common Road continues to the east and the west.
| | | | |
* S S +-+|
| ||
S-* +|
---------+

[Exits: north east south west]
A half-elf city guard of Seringale stands watch here.
A special guard walks in.

<908hp 574m 374mv no opponent/no opponent calm road (outside) > w
The East Common Road
+-S *| You are on the Common Road of Seringale. All around you are
| || busy people hurrying along minding their own business. The
+-* F +-*| smell of fresh bread wafts in from the north of here. A shop
| | | | with a sign of an iron hammer is south.
+-@-+-+|
| | | ||
+-* S S +|
| | |
+-S-* |
---------+

[Exits: north east south west]
A jagged key lies here.
A special guard walks in.

<908hp 574m 373mv no opponent/no opponent calm road (outside) > wh
[ Dwarf ] Thorick the Disturbed
[ Elf ] <PK> Zersh the Holy Patriarch of Healing
[ Quasi ] Zexzel the Grand Spectre of Beguilement
[ Elf ] <PK> Akzylar the Sage of Arcane Power
[ Avian ] Trilil the Bringer of Torment
[ Duerg ] [Rival] Dogran the Wrath of an Immortal
[ Avian ] <PK> (OUTLAW) [Rival] (WANTED:*****) Heinrildt Schwarz the Harbinger of Death
[ Elf ] <PK> Hiretsuna the Sage of Arcane Power
[50 Jotun Pal] <PK> [JUSTICE] (Lieutenant) Solmundi Visindi the Holy Knight
[ Quasi ] Sevak the Ethereal
[ Elf ] <PK> <SCHOLAR> Duchess Ilromie Illistarre the Sage of Arcane Power
Players found: 11
[KEEPER] The Balance prevails within the four kingdoms.
There are 11 characters on; the most on this past month was 19.

<908hp 574m 373mv no opponent/no opponent calm road (outside) > w
East of Market Square
S-+-S | You are east of Market Square. A marvellous monument has
| | been erected here in the middle of the city of Seringale,
*-+-* F +| ever flowing with clear with clear drinkable water. The
| | | || road is well worn from the traffic constantly passing over
+ @-+-+| it. A path leads north and south around the fountain, while
| | | || the common road continues to the east.
*-+-* S S|
| | |
S-+-S-* |
---------+

[Exits: north east south]
A special guard walks in.

<908hp 574m 372mv no opponent/no opponent calm city (outside) > w
A fenced-in fountain! You reach for the delicious water but can't fit through the iron bars.

<908hp 574m 372mv no opponent/no opponent calm city (outside) > c
s
Players near you in Seringale:
Thorick The South Main Street
Trilil The Chamber of Decay
<PK> Solmundi East of Market Square

<908hp 574m 372mv no opponent/no opponent calm city (outside) >
Southeast of Market Square
*-+-* F +| You are standing southeast of the Market Square. A marvellous
| | | || monument has been erected here in the middle of the city
+ +-+-+| of Seringale, ever flowing with clear drinkable water. The
| | | || road is well worn from the traffic constantly passing over
*-+-@ S S| it. You see a path around the square to the west and north.
| | |
S-+-S-* |
| |
S-+-* |
---------+

[Exits: north west]
A gnomish city guard of Seringale stands watch here.
A special guard walks in.

<908hp 574m 371mv no opponent/no opponent calm inside (indoors) > w
South of Market Square
S *-+-* F| You are south of Market Square. A marvellous monument has
| | | || been erected here in the middle of the city of Seringale,
+-+ +-+| ever flowing with clear drinkable water. The road is well
| | | || worn from the traffic constantly passing over it. A path
F *-@-* S| leads east and west around the fountain, while the main
| || street continues to the south.
S-+-S-*|
| |
S-+-* |
---------+

[Exits: east south west]
A beggar wanders around asking for spare gold.
A beggar wanders around asking for spare gold.
A special guard walks in.

<908hp 574m 370mv no opponent/no opponent calm city (outside) > wield great
You stop wielding the staff of storms.
You wield a peacemaker greatsword.
A peacemaker greatsword feels like a part of you!

<908hp 574m 370mv no opponent/no opponent calm city (outside) > eq
You are using:
<used as light> (Glowing) a small hot ball of fire
<worn on finger> a wyvern's eye
<worn on finger> a wyvern's eye
<worn around neck> (Glowing) an Order of Light amulet
<worn around neck> (Glowing) an Order of Light amulet
<worn on head> a casque of the Golden Flame
<worn on torso> (Glowing) (Humming) finely crafted silver platemail
<worn on arms> (Glowing) superior silver vambraces of perfection
<worn on hands> gauntlets of the Golden Flame
<worn on legs> leg guards of the Golden Flame
<worn on feet> greaves of the Golden Flame
<worn as shield> (Glowing) a gem-studded golden buckler
<worn about body> a thick black robe with a wyvern's head
<worn about waist> a girdle of the Golden Flame
<worn around wrist> a wyvern-marked bracer
<worn around wrist> a wyvern-marked bracer
<wielded> (Humming) a peacemaker greatsword
<floating nearby> a mithril dragon
<tattooed> (Glowing) a longsword sheathed in everflowing water

<908hp 574m 370mv no opponent/no opponent calm city (outside) > s
The Main Street
+-+ +-+| You are on the Main Street of Seringale. It is a wide street
| | | || with lots of space to both sides. There are tons of people
F *-+-* S| rushing from one place to another, minding their own business.
| || You see a shop with a sign of a sword and axe to the east
S-@-S-*| and to the west, the pet shop.
| |
S-+-* |
| |
S-+-S |
---------+

[Exits: north east south west]
A duergar city guard of Seringale stands watch here.
A special guard walks in.

<908hp 574m 369mv no opponent/no opponent calm road (outside) > s
The Main Street
*-+-* S| You are on the Main Street of Seringale. It is a wide
| || street with lots of space to both sides. There are tons
S-+-S-*| of people rushing from one place to another, minding
| | their own business. You see entrances to taverns on
S-@-* | both sides of the street and the Main Street continues
| | to the north and the south.
S S-+-S |
| | |
+-+-+-+-+|
---------+

[Exits: north east south west]
A purple pill with white spots lies here.
A special guard walks in.

<908hp 574m 368mv no opponent/no opponent calm road (outside) > c
Players near you in Seringale:
Thorick South Square
Trilil The Chamber of Decay
<PK> Solmundi The Main Street

<908hp 574m 368mv no opponent/no opponent calm road (outside) > s
The Main Street
S-+-S-*| You are on the Main Street of Seringale. It is a wide
| | street with lots of space to both sides. There are tons
S-+-* | of people rushing from one place to another, minding
| | their own business. You see the Main Street continues
S S-@-S | to the north, entrances to taverns on both sides of the
| | | street and the South Square to the south.
+-+-+-+-+|
| | ||
+ S-+-S +|
---------+

[Exits: north east south west]
A special guard walks in.

<908hp 574m 367mv no opponent/no opponent calm road (outside) > s
South Square
S-+-* | You are at the South Square of Seringale. It is gloomy
| | and dim here. The square is a tiny opening in between
S S-+-S | a few broken down buildings. The air is stuffy and pungent
| | | from the various trash lying all over the ground. You
+-+-@-+-+| see the Main Street to the north and the south, and the
| | || South Road to the east and west.
+ S-+-S +|
| | |
+ +-+-o |
---------+

[Exits: north east south west down]
(Charmed) A gangly-looking goat is here, trying not to faint.
Thorick the Disturbed is here.
A special guard walks in.

<908hp 574m 366mv no opponent/no opponent calm city (outside) > s
The South Main Street
S S-+-S | You are on the Main Street of Seringale. It is a wide street
| | | with lots of space to both sides. Although the street
+-+-+-+-+| is wide, it is very poorly lit, so it is very gloomy and
| | || dim here. All around you are beggars and panhandlers dressed
+ S-@-S +| in filthy clothing. The buildings surrounding you are
| | | old and run down. They seem like they have been made ages
+ +-+-o | ago. The once bright red bricks that the buildings are
| | | made of are now only pale, brittle chunks barely holding
*-* +-S | the walls of the buildings together. You see the South
---------+ Square to the north, entrances to taverns on both side
of the street and the Main Street continues to the south.

[Exits: north east south west]
A beggar wanders around asking for spare gold.
A special guard walks in.

<908hp 574m 365mv no opponent/no opponent calm road (outside) > s
The South Main Street
+-+-+-+-+| You are on the Main Street of Seringale. It is a wide street
| | || with lots of space to both sides. Although the street is
+ S-+-S +| wide, it is very poorly lit, so it is very gloomy and dim
| | | here. All around you are beggars and panhandlers dressed
+ +-@-o | in filthy clothing. The buildings surrounding you are old
| | | and run down. They seem like they have been made ages ago.
*-* +-S | The once bright red bricks that the buildings are made of
| | are now only pale, brittle chunks barely holding the walls
+ | of the buildings together. You see the entrance to the Necromancer
---------+ Guild to the west and the Mausoleum to the east. The Main
Street continues to the north and the south.

[Exits: north east south west]
A special guard walks in.

<908hp 574m 364mv no opponent/no opponent calm road (outside) > s
The South Main Street
S-+-S | You are on the Main Street of Seringale. It is a wide street
| | with lots of space to both sides. Although the street is
+-+-o | wide, it is very poorly lit, so it is very gloomy and dim
| | | here. All around you are filthy beggars and panhandlers dressed
*-* @-S | in filthy clothing. The buildings surrounding you are old
| | and run down. They seem like they have been made ages ago.
+ | The once bright red bricks that the buildings are made of
| | are now only pale, brittle chunks barely holding the walls
+ | of the buildings together. You see the Main Street continues
---------+ to the north and the south.

[Exits: north east south]
The goblin extermination enforcer is here hunting down goblins.
A special guard walks in.

<908hp 574m 363mv no opponent/no opponent calm road (outside) > s
A Small Bridge
+-+-o | You are on a small bridge in Seringale. A river flows beneath
| | | the bridge slowly. Splinters line the small wooden railings
*-* +-S | that are mounted on both sides of the bridge. The wooden
| | planks of the bridge hangs on to the frame of the bridge
@ | loosely, ready to come apart at any moment. The thick ropes
| | tying the planks together are old and worn, about to snap
+ | at will. The Main Street continues to the north and south
| | and a ladder leads down the bridge into the river below
+ | you.
---------+

[Exits: north south down]
A pair of gilded golden gargoyles oversee each side of the bridge.
A special guard walks in.

<908hp 574m 362mv no opponent/no opponent calm road (outside) > s
s
The South Main Street
+-S | You are on the Main Street of Seringale. It is a wide street
| | with lots of space to both sides. Although the street is
+ | wide, it is very poorly lit, so it is very gloomy and dim
| | here. All around you are beggars and panhandlers dressed
@ | in filthy clothing. The buildings surrounding you are old
| | and run down. They seem like they have been made ages ago.
+ | The once bright red bricks that the buildings are made of
| | are now only pale, brittle chunks barely holding the walls
+ | of the buildings together. You see the Main Street continues
---------+ to the north and the south.

[Exits: north south]
A dwarven citizen of Seringale plods around the town.
A special guard walks in.

<908hp 582m 399mv no opponent/no opponent calm road (outside) >
Inside the South Gate
+ | You are inside the South 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 thirty spans tall.
| | You see the city to the north, the south gate to the south,
@ | and the battlement of the city above you.
| |
+ |
| |
o |
---------+

[Exits: north south up]
A gate guard is here guarding the gates of Seringale.
A gate guard is here guarding the gates of Seringale.
A special guard walks in.
A gate guard steps aside and allows you to pass him.

<908hp 582m 398mv no opponent/no opponent calm city (outside) > s
Outside the South Gate
+ | You are outside the South 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 thirty spans
@ | tall. You see the entrance into the city of Seringale to
| | the north and a path leading south towards a large grassy
o | field.
| |
o |
---------+

[Exits: north south]
A glowing banner bearing the emblem of Seringale rests here.
A duergar city guard of Seringale stands watch here.
A special guard walks in.

<908hp 582m 397mv no opponent/no opponent calm city (outside) > s
Atop a small hillock
+ | The view from atop this hill looks over the large city
| | of Seringale to the north. Large banners speckle the
+ | battlements that surround the city, and past them the
| | ever busy streets carve their way through the equally
@ f-f| busy shops, temples, and guilds. The path north of you
| | || leads right up to Seringale's southern gate. The cobbled
o f-f| path also heads back down the hill to the south.
| | ||
o-+-f-f|
---------+

[Exits: north south]
A special guard walks in.

<908hp 582m 396mv no opponent/no opponent calm field (outside) > s
Along a marked path
+ | Worn stones show the constant use of the cobbled path,
| | but it in overall good repair. Nothing blocks the view
o f-f| of the wide open sky or a pair of mountains off to the
| | || southwest. A large grassy hill can be seen to the south
@ f-f| overlooking the path. The cobbled path slopes up to the
| | || north, where just beyond the city of Seringale rises.
o-+-f-f| It also leads to the south, curving into an open, grassy
| | || field.
*-F-+ f-f|
---------+

[Exits: north south]
A special guard walks in.

<908hp 582m 395mv no opponent/no opponent calm field (outside) > s
A cobbled path
o f-f| Worn stones show the constant use of the cobbled path,
| | || but it in overall good repair. A dirt path picks up to
o f-f| the east as it cuts through the commons. Wooden walls
| | || stand out against the surroundings to the south, just
o-@-f-f| past the cobbled path. A shaky bridge has been built
| | || east, leading over muddied ground into a wet-looking
*-F-+ f-f| field. A well-cleared path leads north towards a large-looking
| | | || town.
*-* * f-x|
---------+

[Exits: north east south west]
(Glowing) A post on the bridge has been illuminated with a fire torch.
A special guard walks in.

<908hp 582m 394mv no opponent/no opponent calm road (outside) > c
Players near you in The Miden'nir:
<PK> Solmundi A cobbled path
Sevak Path on the mountain

<908hp 582m 394mv no opponent/no opponent calm road (outside) > s
A cobbled path
o f-f| The majestic city of Seringale rises past the hills to
| | || the north, even from here it has an inviting air to it.
o-+-f-f| Green fields east of here are spotted with grazing animals
| | || and small outposts of goblins. This road has seen little
*-F-@ f-f| hardships, only showing minor repairs from general use.
| | | || The cobbled path butts right up against a small inn to
*-* * f-x| the south, or you can follow it to the north. There are
| || some apparent solid footholds down the river bank too,
x-x x| which seems to be changing direction again.
---------+

[Exits: north south west down]
A short pump juts out of the ground, a layer of rust covering it.
A special guard walks in.

<908hp 582m 393mv no opponent/no opponent calm road (outside) > s
Old Stables
o-+-f-f| An old wooden shed has been converted into stables here, in
| | || a shady area chosen noticeably distant from the Inn. Strange
*-F-+ f-f| sounds and smells emanate from within. A cobblestone path
| | | || runs north and south just next to it. To the west, you can
*-* @ f-x| see and smell the Slaughtered Lamb inn. The path becomes obscured
| | by fog to the south.
x-x |
|
|
---------+

[Exits: north south]
You see 3 of a falchion here.
A realistic-looking wooden horse has been set up here.
You see 2 of a voulge here.
Irion the Wordbearer rests next to the "horse".
A special guard walks in.

<908hp 582m 392mv no opponent/no opponent calm inside (indoors) > s
The Trail
*-F-+ | You are at the outskirts of a trail that leads up a mountainside,
| | | but a thick fog prevents any vision of what lies further.
*-* * | The steps of the Slaughtered Lamb inn extend a warm welcome
| | to the north, away from the quietly foreboding fog that has
x-@ | gathered itself around the trail behind the inn. The wind
| blows softly, carrying upon it soft whispers that invite you
| to travel westwards and discover what lies beyond the veil.
|
|
---------+

[Exits: north west]
A curved sword with a heavy tip sits here.
A long polearm with a curved blade is here.
A special guard climbs in.

<908hp 582m 391mv no opponent/no opponent calm mountain (outside) > w
A Fog-Shrouded Trail
~<*-F-+ | You are on a fog-shrouded trail which runs up the side of
| | | this dark mountain. The ground is wet and muddy with melted
*-* * | snow, and the path which should lead to the Miden'nir disappears
| | amongst the mist and the trees. There is nothing for you
@-x | to do but follow the trail that twists up towards the broken,
| snow-covered heights of the mountain range. An old stone
| tablet with inscriptions stands beside a bush in the corner.
|
|
---------+

[Exits: east up]
A special guard climbs in.

<908hp 582m 389mv no opponent/no opponent calm mountain (outside) > c
e
Players near you in Emerald Forest:
<PK> Solmundi A Fog-Shrouded Trail

<908hp 582m 389mv no opponent/no opponent calm mountain (outside) >
The Trail
*-F-+ | You are at the outskirts of a trail that leads up a mountainside,
| | | but a thick fog prevents any vision of what lies further.
*-* * | The steps of the Slaughtered Lamb inn extend a warm welcome
| | to the north, away from the quietly foreboding fog that has
x-@ | gathered itself around the trail behind the inn. The wind
| blows softly, carrying upon it soft whispers that invite you
| to travel westwards and discover what lies beyond the veil.
|
|
---------+

[Exits: north west]
A curved sword with a heavy tip sits here.
A long polearm with a curved blade is here.
A special guard climbs in.

<908hp 582m 387mv no opponent/no opponent calm mountain (outside) > n
Old Stables
o-+-f-f| An old wooden shed has been converted into stables here, in
| | || a shady area chosen noticeably distant from the Inn. Strange
*-F-+ f-f| sounds and smells emanate from within. A cobblestone path
| | | || runs north and south just next to it. To the west, you can
*-* @ f-x| see and smell the Slaughtered Lamb inn. The path becomes obscured
| | by fog to the south.
x-x |
|
|
---------+

[Exits: north south]
You see 3 of a falchion here.
A realistic-looking wooden horse has been set up here.
You see 2 of a voulge here.
Irion the Wordbearer rests next to the "horse".
A special guard walks in.

<908hp 582m 385mv no opponent/no opponent calm inside (indoors) > n
A cobbled path
o f-f| The majestic city of Seringale rises past the hills to
| | || the north, even from here it has an inviting air to it.
o-+-f-f| Green fields east of here are spotted with grazing animals
| | || and small outposts of goblins. This road has seen little
*-F-@ f-f| hardships, only showing minor repairs from general use.
| | | || The cobbled path butts right up against a small inn to
*-* * f-x| the south, or you can follow it to the north. There are
| || some apparent solid footholds down the river bank too,
x-x x| which seems to be changing direction again.
---------+

[Exits: north south west down]
A short pump juts out of the ground, a layer of rust covering it.
A special guard walks in.

<908hp 582m 384mv no opponent/no opponent calm road (outside) > n
A cobbled path
o f-f| Worn stones show the constant use of the cobbled path,
| | || but it in overall good repair. A dirt path picks up to
o f-f| the east as it cuts through the commons. Wooden walls
| | || stand out against the surroundings to the south, just
o-@-f-f| past the cobbled path. A shaky bridge has been built
| | || east, leading over muddied ground into a wet-looking
*-F-+ f-f| field. A well-cleared path leads north towards a large-looking
| | | || town.
*-* * f-x|
---------+

[Exits: north east south west]
(Glowing) A post on the bridge has been illuminated with a fire torch.
A special guard walks in.

<908hp 582m 383mv no opponent/no opponent calm road (outside) > e
A muddy wetland
o f-f-f| You are at the western edge of a rather muddy wetland,
| | | || an expanse of green that stretches far and wide. Some
o f-f-f| of the water from the nearby river has been absorbed
| | | || into the soil, giving the ground a rather soggy texture.
o-+-@-f-f| Ponds are shrouded by small thin trees and bushes that
| | | || group around in thick clusters. Field southward. A shaky
F-+ f-f-f| bridge leads back west and a thin, natural path skirts
| | | | || the field southward.
* * f-x-f|
---------+

[Exits: north east south west]
A blackened spear with an evil-looking blade lies here.
You see 5 of a goblin's short sword here.
A pair of scale mail sleeves is lying on the ground.
A scale mail jerkin is lying on the ground.
There is a goblin here, lazing behind a pile of recently gathered stones.
A special guard walks in.

<908hp 582m 382mv no opponent/no opponent calm forest (outside) > s
The Miden'nir
o f-f-f| You are in a rather muddy wetland, an expanse of green
| | | || that stretches far and wide. Some of the water from the
o-+-f-f-f| nearby river has been absorbed into the soil, giving the
| | | || ground a rather soggy texture. Ponds are shrouded by small
F-+ @-f-f| thin trees and bushes that group around in thick clusters.
| | | | || The tops of a large city can be seen over the hills to
* * f-x-f| the north. The thin path skirts the field north and south,
| | | while the top of an inn rises above a nasty patch of brambles.
x-x x |
---------+

[Exits: north east south]
You see 5 of a goblin's short sword here.
You see 5 of a long spear here.
You see a training sword here.
A boar is here, searching through the mud.
A boar is here, searching through the mud.
There is a goblin here, lazing behind a pile of recently gathered stones.
There is a goblin here, lazing behind a pile of recently gathered stones.
A special guard walks in.

<908hp 582m 381mv no opponent/no opponent calm forest (outside) > s
Deep in the Miden'nir
o-+-f-f-f| You are in a rather muddy wetland, an expanse of green
| | | || that stretches far and wide. Some of the water from the
F-+ f-f-f| nearby river has been absorbed into the soil, giving
| | | | || the ground a rather soggy texture. Ponds are shrouded
* * @-x-f| by small thin trees and bushes that group around in thick
| | | clusters. The tops of a large city can be seen over the
x x | hills to the north. A thin path curves along the field,
| | skirting the bramble patch to the west and a wooded mountain
x-x-x| to the south.
---------+

[Exits: north east]
A strange granite statue is here, partially hidden in the bushes.
A hungry-looking nanny goat forages for food here.
A boar is here, searching through the mud.
A special guard walks in.

<908hp 582m 380mv no opponent/no opponent calm forest (outside) > e
The base of a mountain path
+-f-f-f-z| You are in a rather muddy wetland, an expanse of green
| | | | | that stretches far and wide. Some of the water from the
+ f-f-f | nearby river has been absorbed into the soil, giving the
| | | | | ground a rather soggy texture. Ponds are shrouded by small
* f-@-f | thin trees and bushes that group around in thick clusters.
| | The tops of a large city can be seen over the hills to
x | the north. A thin path runs west and east along the edge
| | of the field, it also branches south onto a wooded mountain.
x-x-x |
---------+

[Exits: north east south west]
A little duckling wanders around aimlessly.
A large duck waddles around here.
A special guard climbs in.

<908hp 582m 379mv no opponent/no opponent calm mountain (outside) > s
Path on the mountain
f-f-f | Cool air blows by as the trail snakes its way upward through
| | | | the trees. A large field can be seen to the north through
f-x-f | the trees swaying in the breeze. Thick underbrush surrounds
| | the path on both sides, seeming to force the path to stay
@ | in place. It is possible to continue up the mountain to
| | the south.
x-x-x |
|
|
---------+

[Exits: north south]
A special guard climbs in.

<908hp 582m 377mv no opponent/no opponent calm mountain (outside) > s
Path on the mountain
f-x-f | Cool air blows by as the trail snakes its way upward through
| | the trees. A large field can be seen to the north through
x | the trees swaying in the breeze. Thick underbrush surrounds
| | the path on both sides, seeming to force the path to stay
x-@-x | in place. It is possible to move toward the field to the
| north or continue up the mountain to the west.
|
|
|
---------+

[Exits: north east west]
A very large warning sign has been posted here.
A special guard climbs in.

<908hp 582m 375mv no opponent/no opponent calm mountain (outside) > w
Path on the mountain
f-x-f| Cool air blows by as the trail snakes its way upward through
| | the trees. A large field can be seen to the north through
x | the trees swaying in the breeze. Thick underbrush surrounds
| | the path on both sides, seeming to force the path to stay
@-x-x| in place. It is possible to follow the path east or take
| the steeper path up.
|
|
|
---------+

[Exits: east up]
A small tent is pitched here.
You see 2 of a voulge here.
You see 2 of a falchion here.
(Charmed) A dalmatian is here, striding by its master.
Sevak the Ethereal is here.
Sevak the Ethereal is here.
An ocelot is sleeping here, resting for its next hunt.
A special guard climbs in.

<908hp 582m 373mv no opponent/no opponent calm mountain (outside) > u
East of a bridge
| The path stops abruptly at the edge of a dangerous chasm.
| A rope suspension bridge has been built where the path ends
| so it is possible to continue. The bridge seems relatively
| stable from here, even if the ropes look aged. Sharp wind
x-x-@ | thrashes against you, whipping up dust as it rushes past.
| You can brave the bridge west or follow the path back down.
|
|
|
---------+

[Exits: west down]
A special guard climbs in.

<908hp 582m 371mv no opponent/no opponent calm mountain (outside) > u
The sky is visible, but not reachable.

<908hp 582m 371mv no opponent/no opponent calm mountain (outside) > wh
w
[ Dwarf ] Thorick the Disturbed
[ Elf ] <PK> Zersh the Holy Patriarch of Healing
[ Quasi ] Zexzel the Grand Spectre of Beguilement
[ Elf ] <PK> Akzylar the Sage of Arcane Power
[ Avian ] Trilil the Bringer of Torment
[ Duerg ] [Rival] Dogran the Wrath of an Immortal
[ Avian ] <PK> (OUTLAW) [Rival] (WANTED:*****) Heinrildt Schwarz the Harbinger of Death
[ Elf ] <PK> Hiretsuna the Sage of Arcane Power
[50 Jotun Pal] <PK> [JUSTICE] (Lieutenant) Solmundi Visindi the Holy Knight
[ Quasi ] Sevak the Ethereal
[ Elf ] <PK> <SCHOLAR> Duchess Ilromie Illistarre the Sage of Arcane Power
Players found: 11
[KEEPER] The Balance prevails within the four kingdoms.
There are 11 characters on; the most on this past month was 19.

<908hp 582m 371mv no opponent/no opponent calm mountain (outside) >
A bridge between two mountains
| Aged ropes creak excessively with your movement. Looking
| through the wooden panels that create your footing it is
x | possible to see a thousand feet down. Rough, jagged rocks
| | await any wary adventurer that decides to not use the relative
x-x-@-x | safety of the bridge. Wind buffets against you, threatening
| to introduce you to the rocks far below. The bridge spans
| east and west.
|
|
---------+

[Exits: east west]
A bearded vulture is perched on the bridge.
A special guard climbs in.

<908hp 582m 369mv no opponent/no opponent calm mountain (outside) > w
A bridge between two mountains
| Aged ropes creak excessively with your movement. Looking
| through the wooden panels that create your footing it
x | is possible to see a thousand feet down. Rough, jagged
| | rocks await any wary adventurer that decides to not use
x-@-x-x| the relative safety of the bridge. Wind buffets against
| you, threatening to introduce you to the rocks far below.
| The bridge spans east and west.
|
|
---------+

[Exits: east west]
An engraving has been scratched onto the keystone of the bridge.
A bearded vulture is perched on the bridge.
A special guard climbs in.

<908hp 582m 367mv no opponent/no opponent calm mountain (outside) > w
West of a bridge
| The path stops abruptly at the edge of a dangerous chasm.
| A rope suspension bridge has been built where the path
x | ends so it is possible to continue. The bridge seems relatively
| | stable from here, even if the ropes look aged. Sharp wind
@-x-x| thrashes against you, whipping up dust as it rushes past.
| Deep green can barely be seen somewhere north of you.
| You can brave the bridge east or follow the path back
| down.
|
---------+

[Exits: north east down]
A special guard climbs in.

<908hp 582m 365mv no opponent/no opponent calm mountain (outside) > c
Players near you in The Miden'nir:
<PK> Solmundi West of a bridge
Sevak Path on the mountain

<908hp 582m 365mv no opponent/no opponent calm mountain (outside) > n
View of a valley
| From here you can see the rich green of a secluded valley
| beneath you. Despite the barren rock around you, tiny
| flora have begun to creep there way up, struggling to
| find a root hold amidst the stone. The anchoring of a
@ | bridge can be see south of you.
| |
x-x-x|
|
|
---------+

[Exits: south down]
A special guard climbs in.

<908hp 582m 363mv no opponent/no opponent calm mountain (outside) > d
Down into a valley
| The way opens into a secluded valley, small in size. Sprouts
| of green and long standing trees speckle the valley floor.
o-o-o | The edges of the mountain rise up around you but the slopes
| | are far too difficult to climb. The further you get into the
@ | valley, the thicker the plant life becomes. You can climb
| back up to the overlook or move north, further into the valley.
|
|
|
---------+

[Exits: north up]
A mountain lion walks around carefully here.
A special guard climbs in.

<908hp 582m 361mv no opponent/no opponent calm mountain (outside) > d
Vegetation creeps out of the valley.

<908hp 582m 361mv no opponent/no opponent calm mountain (outside) > n
A fertile valley
| Plant life blossoms about you. Trees and shrubs grow with
| no resistance as they are nestled in the valley, safe from
| many of the harsher elements of the mountains. Vines wrap
| the full length of trees but struggling to peek out from under
o-o-@ | them is a beautiful flower. The ground appears to be heavily
| | disturbed in spots, but overall is covered evenly with a thick
x | layer of flora.
|
|
---------+

[Exits: south west]
A special guard walks in.

<908hp 582m 359mv no opponent/no opponent calm field (outside) > w
A rocky mountain path
| Vegetation is extremely scarce here. The only signs of plant
| life are occasional lichens growing on rocks nearby. A
| strong wind blows the cold air from the mountains toward
| you. In the distance you can see the peaks of numerous
o-o-@-o | snow-capped mountain tops.
| |
x |
|
|
---------+

[Exits: east west]
A special guard walks in.

<908hp 582m 358mv no opponent/no opponent calm field (outside) > w
A rocky mountain path
| Vegetation is extremely scarce here. The only signs of
| plant life are occasional lichens growing on rocks nearby.
| A strong wind blows the cold air from the mountains toward
| you. In the distance you can see the peaks of numerous
o-o-@-o-o| snow-capped mountain tops.
||
x|
|
|
---------+

[Exits: east west]
A special guard walks in.

<908hp 582m 357mv no opponent/no opponent calm field (outside) > w
A rocky mountain path
| Vegetation is extremely scarce here. The only signs of plant
| life are occasional lichens growing on rocks nearby. A strong
| wind blows the cold air from the mountains toward you. In the
| distance you can see the peaks of numerous snow-capped mountain
o-o-@-o-o| tops.
| |
o |
| |
o |
---------+

[Exits: east west]
A white mountain goat jumps from cliff to cliff here.
A special guard walks in.

<908hp 582m 356mv no opponent/no opponent calm field (outside) > w
A rocky mountain path
| Vegetation is extremely scarce here. The only signs of plant
| life are occasional lichens growing on rocks nearby. A strong
| wind blows the cold air from the mountains toward you. In the
| distance you can see the peaks of numerous snow-capped mountain
o-@-o-o| tops.
| |
o |
| |
o-o |
---------+

[Exits: east west]
A white mountain goat jumps from cliff to cliff here.
A special guard walks in.

<908hp 582m 355mv no opponent/no opponent calm field (outside) > w
The base of the mountain
| You near the bottom of a mountain. A cliff spans in front
| of you that is too steep to climb down. The fast moving
| clouds give indication of the strong wind present. The path
| to the south continues the descent to the base of the mountain.
@-o-o|
| |
o |
| |
o-o-o |
---------+

[Exits: east south]
A special guard walks in.

<908hp 582m 354mv no opponent/no opponent calm field (outside) > c
s
Players near you in The Ford:
<PK> Solmundi The base of the mountain

<908hp 582m 354mv no opponent/no opponent calm field (outside) >
The base of the mountain
| You near the bottom of a mountain. A cliff spans in front
| of you that is too steep to climb down. The fast moving clouds
o-o-o| give indication of the strong wind present. The path to the
| | south continues the descent to the base of the mountain.
@ |
| |
o-o-o |
|
|
---------+

[Exits: north south]
A young bear is here, looking for something to eat.
A special guard walks in.

<908hp 582m 353mv no opponent/no opponent calm field (outside) > s
The base of the mountain
o-o-o| You near the bottom of a mountain. A cliff spans in front
| | of you that is too steep to climb down. The fast moving clouds
o | give indication of the strong wind present. The path to the
| | south continues the descent to the base of the mountain.
o-o-@ |
|
|
|
|
---------+

[Exits: north west]
A special guard walks in.

<908hp 582m 352mv no opponent/no opponent calm field (outside) > w
A beaten trail
o-o| You are on a dirt trail with vegetation that has been trampled
| | over around you. Whether it be from being or beast - you cannot
o o | tell. Small, green shrubs lie sparsely all around as you trod
| | | cautiously upon this path.
o-o-@-o |
| |
~ |
|
|
---------+

[Exits: east west]
A special guard walks in.

<908hp 582m 351mv no opponent/no opponent calm field (outside) > w
A beaten trail
o| You are on a dirt trail with vegetation that has been trampled
|| over around you. Whether it be from being or beast - you cannot
o-o o| tell. Small, green shrubs lie sparsely all around as you trod
| | || cautiously upon this path.
o-o-@-o-o|
| | |
~-~ |
|
|
---------+

[Exits: east west]
A special guard walks in.

<908hp 582m 350mv no opponent/no opponent calm field (outside) > w
A lush valley
| To either side of you, snow-capped mountains stand majestically
| in the distance. The valley is full of vegetation and wildlife.
o-o-o | The long grass bends with the gentle breeze blown in from
| | | | the mountainside as antelope gallop across gracefully. To
o-o-@-o-o| the south you can see a small stream.
| | | |
~-~-~ |
|
|
---------+

[Exits: north east south west]
A special guard walks in.

<908hp 582m 349mv no opponent/no opponent calm field (outside) > w
A lush valley
| To either side of you, snow-capped mountains stand majestically
| in the distance. The valley is full of vegetation and wildlife.
o-o-o-o | The long grass bends with the gentle breeze blown in from
| | | | | the mountainside as antelope gallop across gracefully.
o-o-@-o-o| To the south you can see a small stream.
| | | | |
~-~-~-~ |
|
|
---------+

[Exits: north east south west]
A special guard walks in.

<908hp 582m 348mv no opponent/no opponent calm field (outside) > c
Players near you in The Ford:
<PK> Solmundi A lush valley

<908hp 582m 348mv no opponent/no opponent calm field (outside) > w
A lush valley
x | To either side of you, snow-capped mountains stand majestically
| | in the distance. The valley is full of vegetation and wildlife.
o-o-o-o-o| The long grass bends with the gentle breeze blown in from the
| | | | || mountainside as antelope gallop across gracefully. Nearby a
o-o-@-o-o| small stream bubbles merrily.
| | | | ||
~-~-~-~-~|
| |
~ |
---------+

[Exits: north east south west]
A special guard walks in.

<908hp 582m 347mv no opponent/no opponent calm field (outside) > w
A lush valley
x-x | To either side of you, snow-capped mountains stand majestically
| | | in the distance. The valley is full of vegetation and wildlife.
x o-o-o-o| The long grass bends with the gentle breeze blown in from
| | | | || the mountainside as antelope gallop across gracefully.
o-o-@-o-o|
| | | ||
o-~-~-~-~|
| | |
~-~ |
---------+

[Exits: north east south west]
A special guard walks in.

<908hp 582m 346mv no opponent/no opponent calm field (outside) > s
Along a small stream
x o-o-o-o| The water is clear, cold and refreshing. It only seems to be
| | | | || a few feet deep at the most. The water runs rapidly along its
o-o-o-o-o| course running over rather large pebbles with ease. A few varieties
| | | || of fish swim lazily about here.
o-~-@-~-~|
| | |
~-~ |
| |
~ |
---------+

[Exits: north east west]
A special guard swims in.

<908hp 582m 345mv no opponent/no opponent calm river (outside) > w
Along a small stream
x-x o-o-o| The water is clear, cold and refreshing. It only seems to be
| | | || a few feet deep at the most. The water runs rapidly along its
o-o-o-o| course running over rather large pebbles with ease. A few varieties
| | || of fish swim lazily about here.
o-o-@-~-~|
| | | |
o-~-~ |
| | |
~-~ |
---------+

[Exits: north east south west]
A special guard swims in.

<908hp 582m 343mv no opponent/no opponent calm river (outside) > w
A dried up riverbed
x-x-x o-o| The remains of a once moving stream is here. The dirt on
| | || the ground is cracked with the lack of moisture to this
o-o-o| certain area as pebbles seem to be scattered about. Lush
| || grass surrounds this riverbed so you wonder what keeps this
o-o-@-~-~| area so dry.
| | | | |
o-o-~-~ |
| | | |
o-~-~ |
---------+

[Exits: east south west]
A special guard walks in.

<908hp 582m 341mv no opponent/no opponent calm field (outside) > s
A winding stream
o-o-o| The bubbling of the stream beside you gives a feeling of comfort
| || and companionship. Water insects and small fish of different
o-o-o-~-~| colors swim about in the crystal clear water.
| | | | |
o-o-@-~ |
| | | |
o-~-~ |
| | |
f-~ |
---------+

[Exits: north east south west]
A special guard swims in.

<908hp 582m 340mv no opponent/no opponent calm river (outside) > w
A high grassland
o-o| Wild grass standing four feet tall surrounds you, making
|| it extremely difficult to move around and see. Crickets constantly
o-o-o-o-~| chirp as you move through the grass. A faint stink of a nearby
| | | | || swamp reaches your nostrils.
o-o-@-~-~|
| | | | |
o-o-~-~ |
| | | |
f-f-~ |
---------+

[Exits: north east south west]
The giant lieutenant is here guarding the borders.
A special guard walks in.

<908hp 582m 338mv no opponent/no opponent calm field (outside) > w
A high grassland
| Wild grass standing four feet tall surrounds you, making
| it extremely difficult to move around and see. Crickets
o-o-o-o-o| constantly chirp as you move through the grass. A faint
| | | | || stink of a nearby swamp reaches your nostrils.
o-o-@-o-~|
| | | | ||
o-o-o-~-~|
| | | | |
f-f-f-~ |
---------+

[Exits: north east south west]
A special guard walks in.

<908hp 582m 337mv no opponent/no opponent calm field (outside) > w
A high grassland
| Wild grass standing four feet tall surrounds you, making
| it extremely difficult to move around and see. Crickets
o-o-o-o-o| constantly chirp as you move through the grass. A faint
| | | | || stink of a nearby swamp reaches your nostrils.
o-o-@-o-o|
| | | | ||
o-o-o-o-~|
| | | | ||
f-f-f-f-~|
---------+

[Exits: north east south west]
A special guard walks in.

<908hp 582m 336mv no opponent/no opponent calm field (outside) > w
A lighter area
| Sunlight breaks through the scattered canopy above you.
| This seems more like a secluded wooded area, rather
o-o-o-o-o| than a forest. Several snakes slither on by as they
| | | | || sense your approach.
o-o-@-o-o|
| | | | ||
o-o-o-o-o|
| | | | ||
o-f-f-f-f|
---------+

[Exits: north east south west]
A special guard walks in.

<908hp 582m 335mv no opponent/no opponent calm field (outside) > w
A lighter area
| Sunlight breaks through the scattered canopy above you.
| This seems more like a secluded wooded area, rather
o-o-o-o| than a forest. Several snakes slither on by as they
| | | || sense your approach.
o-o-@-o-o|
| | | | ||
o-o-o-o-o|
| | | | ||
o-o-f-f-f|
---------+

[Exits: north east south west]
A special guard walks in.

<908hp 582m 334mv no opponent/no opponent calm field (outside) > w
A muddy ground
| The mud here is extremely viscous. Your feet sink in
| at least six inches as you try to make your away across
o-o-o| this miserable predicament. There are rather large footprints
| | || crisscrossing the area, a sign that something much bigger
o-@-o-o| than you was recently here.
| | | ||
o-o-o-o-o|
| | | | ||
o-o-o-f-f|
---------+

[Exits: north east south west]
A vicious warrior is here, sneering at you.
A special guard walks in.

<908hp 582m 333mv no opponent/no opponent calm field (outside) > w
A muddy ground
| The mud here is extremely viscous. Your feet sink in
| at least six inches as you try to make your away across
o-o| this miserable predicament. There are rather large footprints
| || crisscrossing the area, a sign that something much bigger
@-o-o| than you was recently here.
| | ||
o-o-o-o-o|
| | | | ||
o-o-o-o-f|
---------+

[Exits: east south]
A giant footman is here, ready for battle.
A special guard walks in.

<908hp 582m 332mv no opponent/no opponent calm field (outside) > s
A muddy ground
o-o| The mud here is extremely viscous. Your feet sink in
| || at least six inches as you try to make your away across
o-o-o| this miserable predicament. There are rather large footprints
| | || crisscrossing the area, a sign that something much bigger
o-o-@-o-o| than you was recently here.
| | | | ||
o-o-o-o-f|
| ||
o +|
---------+

[Exits: north east south west]
A special guard walks in.

<908hp 582m 331mv no opponent/no opponent calm field (outside) > w
A muddy ground
o| The mud here is extremely viscous. Your feet sink in at least
|| six inches as you try to make your away across this miserable
o-o| predicament. There are rather large footprints crisscrossing
| || the area, a sign that something much bigger than you was recently
o-o-@-o-o| here.
| | | | ||
o-o-o-o-o|
| | |
o-o |
---------+

[Exits: east south west]
A special guard walks in.

<908hp 582m 330mv no opponent/no opponent calm field (outside) > w
A muddy ground
| The mud here is extremely viscous. Your feet sink in at least
| six inches as you try to make your away across this miserable
o| predicament. There are rather large footprints crisscrossing
|| the area, a sign that something much bigger than you was
o-o-@-o-o| recently here.
| | | | ||
o-o-o-o-o|
| | | |
o-o-o |
---------+

[Exits: east south west]
A special guard walks in.

<908hp 582m 329mv no opponent/no opponent calm field (outside) > c
w
Players near you in The Ford:
<PK> Solmundi A muddy ground

<908hp 591m 383mv no opponent/no opponent calm field (outside) >
The dirt field
| You are in an area devoid of virtually all forms of vegetation.
| The ground has been trampled on so many times that no plants
| are able to survive. The field is comprised solely of the
| bare earth, which itself is mostly dirt and somewhat moist.
o-o-@-o-o| You leave footprints in it as you walk.
| | | | ||
o-o-o-o-o|
| | | | |
o-o-o-o |
---------+

[Exits: east south west]
Girs'na the lady warlord is here.
A special guard walks in.

<908hp 591m 382mv no opponent/no opponent calm field (outside) > w
The dirt field
| You are in an area devoid of virtually all forms of vegetation.
| The ground has been trampled on so many times that no
| plants are able to survive. The field is comprised solely
| of the bare earth, which itself is mostly dirt and somewhat
o-o-@-o-o| moist. You leave footprints in it as you walk.
| | | | ||
o-o-o-o-o|
| | | | ||
o-o-o-o-o|
---------+

[Exits: east south west]
A vicious warrior is here, sneering at you.
A special guard walks in.

<908hp 591m 381mv no opponent/no opponent calm field (outside) > w
The dirt field
| You are in an area devoid of virtually all forms of vegetation.
| The ground has been trampled on so many times that no
| plants are able to survive. The field is comprised solely
| of the bare earth, which itself is mostly dirt and somewhat
o-o-@-o-o| moist. You leave footprints in it as you walk.
| | | | ||
o-o-o-o-o|
| | | | ||
o-o-o-o-o|
---------+

[Exits: (north) east south west]
A watchman is on alert here.
A special guard walks in.

<908hp 591m 380mv no opponent/no opponent calm field (outside) > w
The dirt field
| You are in an area devoid of virtually all forms of vegetation.
| The ground has been trampled on so many times that no
| plants are able to survive. The field is comprised solely
| of the bare earth, which itself is mostly dirt and somewhat
o-o-@-o-o| moist. You leave footprints in it as you walk.
| | | ||
o-o-o-o|
| | | ||
o-o-o-o-o|
---------+

[Exits: east south west]
A giant footman is here, ready for battle.
A special guard walks in.

<908hp 591m 379mv no opponent/no opponent calm field (outside) > w
The dirt field
| You are in an area devoid of virtually all forms of vegetation.
| The ground has been trampled on so many times that no
| plants are able to survive. The field is comprised solely
| of the bare earth, which itself is mostly dirt and somewhat
o-o-@-o-o| moist. You leave footprints in it as you walk.
| | | ||
o o-o-o|
| | | ||
o o-o-o-o|
---------+

[Exits: (north) east south west]
A special guard walks in.

<908hp 591m 378mv no opponent/no opponent calm field (outside) > w
Near the Trench
| The surrounding area is covered with reeking pools of
| stagnant water rimmed by tall clumps of reeds and cattails.
| A gentle breeze rustles through the reeds and causes
| the blanket of grey mist hanging over the bog to swirl
o-@-o-o| and drift slowly. Looming out of the mists is a low,
| | || rounded mound of mud-caked, woven branches and grass.
o o-o| Coming seemingly from all directions is a repetitive
| | || creaking sound which you suspect is caused by insects.
+-o o-o-o| To the west, a freshly dug trench has been made to slow
---------+ down any giants bold enough to venture this far.

[Exits: east west]
A special guard walks in.

<908hp 591m 377mv no opponent/no opponent calm field (outside) > w
North End of the Trench
| The ground underfoot in the trench appears to be a mixture
| of solid and liquid. Just before the eastern ramp out
| of the trench, the bog appears to turn to solid dirt
| and stone underfoot. While to the south, it appears to
@-o-o| grow worse in the heart of the trench. The earthen walls
| || are covered with patches of fungus. A gentle breeze rustles
o o| through the trench, causing the blanket of grey mist
| || to shimmer.
+-+-o o-o|
---------+

[Exits: east south]
A special guard walks in.

<908hp 591m 376mv no opponent/no opponent calm cave (indoors) >
c

<908hp 591m 376mv no opponent/no opponent calm cave (indoors) >
Players near you in Dwarven Encampment:
<PK> Solmundi North End of the Trench

<908hp 591m 376mv no opponent/no opponent calm cave (indoors) > s
Center of the Trench
| The ground underfoot in the trench appears to be a mixture
| of solid and turn to solid dirt and stone underfoot.
o-o-o| Here in the center of the trench, the mist is so thick
| || you can barely see. A gentle breeze rustles through the
@ o| trench, causing the blanket of grey mist to shimmer.
| || The trench continues to the north and south.
+-+-o o-o|
||
o|
---------+

[Exits: north south]
A cloak that is lined with thick fur is here.
A set of steel armor is here.
A dwarven battleaxe is here, ready for battle.
A dwarf is here, dug deep into the trench.
A dwarf is here, dug deep into the trench.
A special guard walks in.

<908hp 591m 375mv no opponent/no opponent calm cave (indoors) > s
South End of the Trench
o-o-o| The ground underfoot in the trench appears to be a mixture
| || of solid and liquid. Just before the western ramp out
o o| of the trench, the bog appears to turn to solid dirt and
| || stone underfoot. While to the north, it appears to grow
+-+-@ o| worse in the heart of the trench. The earthen walls are
| covered with patches of fungus. A gentle breeze rustles
| through the trench, causing the blanket of grey mist to
| shimmer.
|
---------+

[Exits: north west]
A dwarf is here, dug deep into the trench.
A special guard walks in.

<908hp 591m 374mv no opponent/no opponent calm cave (indoors) > w
A Trail Outside the Dwarven Encampment
o-o| Just like every other path in camp, this one is lined by
| | rough stones and wood. Hard packed dirt makes up the majority
o | of the path, where gravel hasn't been used to fill in pot
| | holes. The path appears to be a little bit more squishy than
+-+-@-o | the rest, however. Perhaps there is an underground river
| | nearby. A rock wall forms a barrier to the north, and the
* | the south drops off into a shadow shrouded ravine. The trail
| | to the west heads into camp, and scales down into a trench
*-*-* | to the east.
---------+

[Exits: east west]
A special guard walks in.

<908hp 591m 373mv no opponent/no opponent calm road (outside) > w
A Trail Outside the Dwarven Encampment
+-* o| Just like every other path in this encampment, it is lined
| || by rough stones and wood. Hard packed dirt makes up the
+-* o| majority of the path, where gravel hasn't been used to
| || fill in pot holes. The path appears to be a little bit
+-+-@-+-o| more squishy than the rest of the camp, however. A rock
| | wall forms a barrier to the north. A large building lies
* | past a tree to the south, but there appears to be no entrance
| | here. The trail west takes you into the core of the encampment.
*-*-*-* |
---------+

[Exits: east west]
A tired looking dwarf is here, trying not to lean on anything.
A special guard walks in.

<908hp 591m 372mv no opponent/no opponent calm road (outside) > w
A Branching Trail in the Dwarven Encampment
*-+-* | Just like every other path in this encampment, it is
| | lined by rough stones and wood. Hard packed dirt makes
*-+-* | up the majority of the path, where gravel hasn't been
| | used to fill in pot holes. The path appears to be a little
+-+-@-+-+| bit more squishy than the rest of the village, however.
| | | A rock wall forms a barrier to the north but the trail
S * | branches and a large building can be seen just beyond
| | the trees to the south. The trail west takes you into
*-*-*-*| the core of the encampment.
---------+

[Exits: east south west]
A special guard walks in.

<908hp 591m 371mv no opponent/no opponent calm road (outside) > w
The Dwarven Encampment Junction
*-+-* | Two roads appear to meet at a rough junction here. The
| | eastern road appears to be muddier and dirtier than normal.
F *-+-* | The northern road seems to pass between several tents.
| | | Large clay paving stones are lined on each side of the
+-+-@-+-+| road, implying that in the future they will be set on
| | | | the ground to cover potholes and soggy spots. Off to
S S * | the west you can hear the occasional hammering metal.
| |
*-*-*|
---------+

[Exits: north east west]
A tired looking dwarf is here, trying not to lean on anything.
A special guard walks in.

<908hp 591m 370mv no opponent/no opponent calm road (outside) > n
A Lane Through the Upper Dwarven Encampment
*-+-* | The road here has been set with many paving stones in an
| | attempt to alleviate the walking to and from the tents
*-+-* | that line both sides of the road. None of the tents here
| | are marked and thusly look all the same as they attempt
F *-@-* | to sit solidly on not so solid ground. More paving stones
| | | sit between the tents in the event that they are needed.
+-+-+-+-+|
| | | |
S S * |
---------+

[Exits: north east south west]
A female dwarf stands here, looking over-awed.
A special guard walks in.

<908hp 591m 369mv no opponent/no opponent calm road (outside) > n
A Lane Through the Upper Dwarven Encampment
+-+-+ | The road here has been set with many paving stones in
| | | an attempt to alleviate the walking to and from the tents
F *-+-* | that line both sides of the road. None of the tents here
| | are marked and thusly look all the same as they attempt
*-@-* | to sit solidly on not so solid ground. More paving stones
| | sit between the tents in the event that they are needed.
F *-+-* |
| | |
+-+-+-+-+|
---------+

[Exits: north east south west]
A special guard walks in.

<908hp 591m 368mv no opponent/no opponent calm road (outside) > n
A Lane Through the Upper Dwarven Encampment
S | The road here has been set with many paving stones in an
| | attempt to alleviate the walking to and from the tents
+-+-+ | that line both sides of the road. None of the tents here
| | | are marked and thusly look all the same as they attempt
F *-@-* | to sit solidly on not so solid ground. More paving stones
| | sit between the tents in the event that they are needed.
*-+-* |
| |
*-+-* |
---------+

[Exits: north east south west]
A colorfully dressed dwarf is here, looking out of place.
A special guard walks in.

<908hp 591m 367mv no opponent/no opponent calm road (outside) > n
Edge of a Rocky Path
| Thick, head-sized rocks line either side of the lane, which
| travels through the upper part of the encampment. To the
S | west you can easily see the gathering area at the exact
| | center of the encampment, as well as the cistern. The pathway
+-+-@ | south runs between some unmarked tents.
| | |
F *-+-* |
| |
*-+-* |
---------+

[Exits: south west]
A special guard walks in.

<908hp 591m 366mv no opponent/no opponent calm road (outside) > c
Players near you in Dwarven Encampment:
<PK> Solmundi Edge of a Rocky Path

<908hp 591m 366mv no opponent/no opponent calm road (outside) > w
Along a Rocky Path
+ | Thick, head-sized rocks line either side of the lane,
| | which travels through the upper part of the encampment.
+ S | To the west you can easily see the gathering area at
| | | the exact center of the encampment, as well as the cistern.
+-+-@-+ | To the east the path curves sharply behind some large
| | | rocks.
F *-+-*|
| |
*-+-*|
---------+

[Exits: east west]
A special guard walks in.

<908hp 591m 365mv no opponent/no opponent calm road (outside) > w
A Cistern
+ | The dirt on the path has been packed rock hard by the
| | passage of both feet and time. In the middle of the intersection
+ S | is an old cistern, providing mostly clear water. Booze
| | | and grime can be smelled coming from the north, while
+-+-@-+-+| the occasional screaming animal from the south. The path
| || east leads itself between large rocks but off to the
F *-+| west a temple of sorts can be seen.
||
*-+|
---------+

[Exits: north east south west]
An old cracked cistern stands here rooted in the center of the square.
A drunken dwarf lies here, moaning quietly.
A special guard walks in.
A drunken dwarf peers intently at a special guard.
A drunken dwarf says 'I Jjjust needdd aa.nn.....other ddd-ddri..nk.'
A drunken dwarf tries to get up, but fails.
A drunken dwarf peers at you intently.
A drunken dwarf says 'I Jjjust needdd aa.nn.....other ddd-ddri..nk.'
A drunken dwarf tries to get up, but fails.

<908hp 591m 364mv no opponent/no opponent calm road (outside) > w
Along a Worn Path
+ | The ground underfoot appears to have been worn by the passage
| | of many many feet, over many years. At the edge of each
* + S | 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
* F | well kept, as there are no weeds or grass growing at all.
| There appears to be a weird kind of drainage system in place,
| which allows the ground to dry quickly, and supresses the
---------+ collection of mud. Small steel plates, full of holes, are
spaced every few feet. Looking through the plate, you can see what appears
to be a pipe leading into the darkness. The path coninues north, west, and east
from this junction. To the east you can see the Center of the Village, and to
the west you can see a large stone building, built into the side of a hill.


[Exits: north east west]
Captain Cragarum is here, pacing back and forth.
A dwarf is stumbling around here, looking more drunk than the average dwarf.
A special guard walks in.

<908hp 591m 363mv no opponent/no opponent calm road (outside) > w
Entrance to the Way Temple
+ | A giant marble archway frames the entrance to the Way
| | Temple. The juxtaposition of the rough mountainside and
* + S| the smooth craftsmanship of the archway and marble pillars
| | || is quite a sight. The rough path that meandered through
*-*-@-+-+| the village is smoothed to a glossy shine and has been
| || widened so that five men could walk abreast into the cavernous
* F| entrance. Huge braziers of hemp stand guard on either
| side, burning fiercly and brightly. A pedestal holding
| a pewter pitcher sits to one side, so that travelers may
---------+ wipe the dust from their face before entering this place
of faith.

[Exits: east west]
A female dwarf is wandering around, doing chores.
A heavyset dwarf is here, getting herself in everyone's way.
A special guard walks in.
A female dwarf smiles at you.
A female dwarf winks suggestively at you.

<908hp 591m 362mv no opponent/no opponent calm road (outside) > e
n
Along a Worn Path
+ | The ground underfoot appears to have been worn by the passage
| | of many many feet, over many years. At the edge of each
* + S | 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
* F | well kept, as there are no weeds or grass growing at all.
| There appears to be a weird kind of drainage system in place,
| which allows the ground to dry quickly, and supresses the
---------+ collection of mud. Small steel plates, full of holes, are
spaced every few feet. Looking through the plate, you can see what appears
to be a pipe leading into the darkness. The path coninues north, west, and east
from this junction. To the east you can see the Center of the Village, and to
the west you can see a large stone building, built into the side of a hill.


[Exits: north east west]
Captain Cragarum is here, pacing back and forth.
A dwarf is stumbling around here, looking more drunk than the average dwarf.
A special guard walks in.
Captain Cragarum looks at a special guard suspiciously.
Captain Cragarum says 'You'd better keep out of trouble.'
Flibble the drunkard says 'Letz ff-fiight. Yoo and mee.'

<908hp 591m 361mv no opponent/no opponent calm road (outside) >
Along a Worn Path
| You are in the middle of a path that connects the upper
| level of the dwarven encampment with the core. The path
+ | has been paved with stones from the nearby mountains though
| | the trail is stained with mud from where the path has been
* @ S | unpaved. The path itself is tilted ever so slightly to
| | | | one side, allowing water to trickle off to the side. You
*-+-+-+-+| can see a few lone houses on the upper level to the north
| | | and a more condensed group of huts to the south.
* F |
---------+

[Exits: north south]
A special guard walks in.

<908hp 591m 360mv no opponent/no opponent calm road (outside) > n
Along a Worn Path
| You are walking along a well-worn path to the core of
| the Dwarven Encampment. This path has been lined with
| stones from the nearby mountains, making it easier to
| walk down towards the village center. Mud from the unpaved
@ | path to the north has been tracked in thick footprints.
| | The path is ever so slightly tilted to one side, allowing
* + S | water to trickle off into the collection system that
| | | | runs along one edge of the path. You can head up to the
*-+-+-+-+| upper level of the dwarven encampment or continue south.
---------+

[Exits: south up]
A special guard walks in.

<908hp 591m 359mv no opponent/no opponent calm road (outside) > u
Along a Worn Path
* * +| 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. There appears to be a weird kind
| of drainage system in place, which allows the ground to
---------+ dry quickly, and supresses the collection of mud. Small
steel plates, full of holes, are spaced every few feet. Looking through the
plate, you can see what appears to be a pipe leading into darkness. The path
continues north and down through a steep decline.

[Exits: north down]
A special guard walks in.

<908hp 591m 358mv no opponent/no opponent calm road (outside) > u
n
The sky opens up above you.

<908hp 591m 358mv no opponent/no opponent calm road (outside) >
Along a Worn Path
*-*-+| You have reached the upper level of the dwarven encampment.
|| There are a few huts up here on top of the hill, though
* * +| the majority of the town stretches out to the south, though
| | || it is nearly impossible to get down from here. You'll
+-+-@-+-+| have to take the path further to the east. You can see
| | || that the strange drainage system is in place, keeping
* + *| the ground mostly dry, though mud is still caking to your
| boots with every step you take. Every move you make, you
| can feel the ground sucking, trying to hold you back.
---------+ You have come to a gradient which is gentle enough for
you to descend into the main part of the encampment to the south.

[Exits: east south west]
A special guard walks in.

<908hp 591m 357mv no opponent/no opponent calm road (outside) >
e

<908hp 591m 357mv no opponent/no opponent calm road (outside) >
Along a Worn Path
*-*-+ | You have reached the upper level of the Dwarven Encampment.
| | There are a few huts up here on top of the hill, though
* + | the majority of the town stretches out to the south, though
| | | it is nearly impossible to get down from here. You'll have
+-+-@-+ | to take the path further to the west. You can see that the
| | | strange drainage system is in place, keeping the ground
+ * | mostly dry, though mud is still caking to your boots with
| every step you take. Every move you make, you can feel the
| ground sucking, trying to hold you back. The path continues
---------+ east and west and a hut lies to the north.

[Exits: north east west]
A special guard walks in.

<908hp 591m 356mv no opponent/no opponent calm road (outside) > e
Along a Worn Path
*-*-+ | You have reached the upper level of the Dwarven Encampment.
| | There are a few huts up here on top of the hill, though the
* + | majority of the town stretches out to the south, though it
| | | is nearly impossible to get down from here. You'll have to
+-+-@ | take the path further to the west. You can see that the strange
| | | drainage system is in place, keeping the ground mostly dry,
+ * | though mud is still caking to your boots with every step you
| take. Every move you make, you can feel the ground sucking,
| trying to hold you back. The path continues west and north
---------+ and a hut lies directly to the south.

[Exits: north south west]
A special guard walks in.

<908hp 591m 355mv no opponent/no opponent calm road (outside) > wh
n
[ Dwarf ] Thorick the Disturbed
[ Elf ] <PK> Zersh the Holy Patriarch of Healing
[ Quasi ] Zexzel the Grand Spectre of Beguilement
[ Elf ] <PK> Akzylar the Sage of Arcane Power
[ Avian ] Trilil the Bringer of Torment
[ Duerg ] [Rival] Dogran the Wrath of an Immortal
[ Avian ] <PK> (OUTLAW) [Rival] (WANTED:*****) Heinrildt Schwarz the Harbinger of Death
[ Elf ] <PK> Hiretsuna the Sage of Arcane Power
[50 Jotun Pal] <PK> [JUSTICE] (Lieutenant) Solmundi Visindi the Holy Knight
[ Quasi ] Sevak the Ethereal
[ Elf ] <PK> <SCHOLAR> Duchess Ilromie Illistarre the Sage of Arcane Power
Players found: 11
[KEEPER] The Balance prevails within the four kingdoms.
There are 11 characters on; the most on this past month was 19.

<908hp 591m 355mv no opponent/no opponent calm road (outside) >
Along a Worn Path
+ | 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. There appears
| | | to be a weird kind of drainage system in place, which allows
+ * | the ground to dry quickly, and supresses the collection of
---------+ mud. Small steel plates, full of holes, are spaced every
few feet. Looking through the plate, you can see what appears to be a pipe
leading into darkness. The path continues north and south.

[Exits: north south]
A special guard walks in.

<908hp 591m 354mv no opponent/no opponent calm road (outside) > n
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. There appears
| | | to be a weird kind of drainage system in place, which allows
+-+-+ | the ground to dry quickly, and supresses the collection of
---------+ mud. Small steel plates, full of holes, are spaced every
few feet. Looking through the plate, you can see what appears to be a pipe
leading into darkness. To the west you can see quite a fine wood building, while
to the north and south the path continues.

[Exits: north south west]
A special guard walks in.

<908hp 591m 353mv no opponent/no opponent calm road (outside) > n
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. There appears
| | to be a weird kind of drainage system in place, which allows
+ | the ground to dry quickly, and supresses the collection of
---------+ mud. Small steel plates, full of holes, are spaced every
few feet. Looking through the plate, you can see what appears to be a pipe
leading into darkness. To the south the path continues. To the north the path
continues but does not look as well travelled as the southern path.

[Exits: north south]
A dwarven scout stands here, looking for tracks.
A special guard walks in.
A dwarven scout glares at a special guard.
A dwarven scout glares icily at you.

<908hp 591m 352mv no opponent/no opponent calm road (outside) > n
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 can see the town of Sliivalan, now bustling
|| with dwarves. Further to the east, the rocky outcroppings
@-o-z| appear to grow more prominent. The dirt underfoot has a hard,
| | stony feel while the sparse grass has disappeared completely.
+ |
| |
*-*-+ |
---------+

[Exits: east south]
A special guard walks in.

<908hp 591m 351mv no opponent/no opponent calm road (outside) > c
e
Players near you in Dwarven Encampment:
<PK> Solmundi The Northern Outskirts of the Encampment

<908hp 591m 351mv no opponent/no opponent calm road (outside) >
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 is
| | on a visible upwards slope to the east, while to the west the
+-@-z | creek appears to widen somewhat. A sharp wind whistles past
| | swirling dust in its wake. A faint gurgling sound can be heard
+ | from all directions.
| |
*-+ |
---------+

[Exits: east west]
A dwarven scout stands here, looking for tracks.
A special guard walks in.
A dwarven scout glares at a special guard.
A dwarven scout glares icily at you.

<908hp 591m 350mv no opponent/no opponent calm field (outside) > e
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]
A special guard walks in.

<908hp 591m 349mv no opponent/no opponent calm hills (outside) > n
Walking along a Rocky Incline
z | The dust comes to life at your feet as you walk along this slope
| | of rocks and gravel. A small insect flutters past you, causing
z-z | you to lose your footing for a brief moment. Suddenly, you see
| | various rocks tumbling downward as if responding to your presence.
@ | They fall into a large fissure at the base of the incline, never
| | to be seen again. The incessant echoes of the rocks fill your
+-o-z | ears and you wonder when they will stop tumbling. The trail is
| | about four feet at its widest point, with portions that are less
+ | than one. A constant wind howls past your ears, making it hard
---------+ to keep balance. The incline continues north and south.

[Exits: north south]
A dwarven scout stands here, looking for tracks.
A special guard walks in.
A dwarven scout glares at a special guard.
A dwarven scout glares icily at you.

<908hp 591m 347mv no opponent/no opponent calm hills (outside) > n
Walking along a Rocky Incline
z | The dust comes to life at your feet as you walk along this
| | slope of rocks and gravel. A small insect flutters past you,
z | causing you to lose your footing for a brief moment. Suddenly,
| | you see various rocks tumbling downward as if responding
z-@ | to your presence. They fall into a large fissure at the base
| | of the incline, never to be seen again. The incessant echoes
z | of the rocks fill your ears and you wonder when they will
| | stop tumbling. The trail is about four feet at its widest
+-o-z | point, with portions that are less than one. A constant wind
---------+ howls past your ears, making it hard to keep balance. The
incline continues west and south.

[Exits: south west]
A special guard walks in.

<908hp 591m 345mv no opponent/no opponent calm hills (outside) > w
Walking along a Rocky Incline
z | The dust comes to life at your feet as you walk along this
| | slope of rocks and gravel. A small insect flutters past
z | you, causing you to loose your footing for a brief moment.
| | Suddenly, you see various rocks tumbling downward as if
@-z | responding to your presence. They fall into a large fissure
| | at the base of the incline, never to be seen again. The
z | incessant echoes of the rocks fill your ears and you wonder
| | when they will stop tumbling. The trail is about four feet
+-o-z | at its widest point, with portions that are less than one.
---------+ A constant wind howls past your ears, making it hard to
keep your balance. The incline continues north and east.

[Exits: north east]
A dwarven scout stands here, looking for tracks.
A special guard walks in.
A dwarven scout glares at a special guard.
A dwarven scout glares icily at you.

<908hp 591m 343mv no opponent/no opponent calm hills (outside) > n
Walking along a Rocky Incline
+ | The dust comes to life at your feet as you walk along this
| | slope of rocks and gravel. A small insect flutters past
z | you, causing you to lose your footing for a brief moment.
| | Suddenly, you see various rocks tumbling downward as if
@ | responding to your presence. They fall into a large fissure
| | at the base of the incline, never to be seen again. The
z-z | incessant echoes of the rocks fill your ears and you wonder
| | when they will stop tumbling. The trail is about four feet
z | at its widest point, with portions that are less than one.
---------+ A constant wind howls past your ears, making it hard to
keep balance. The incline continues north and south.

[Exits: north south]
A special guard walks in.

<908hp 591m 341mv no opponent/no opponent calm hills (outside) > n
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]
A special guard walks in.

<908hp 591m 339mv no opponent/no opponent calm hills (outside) > n
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.
A special guard walks in.

<908hp 591m 337mv no opponent/no opponent calm city (outside) > n
A centurion says 'Welcome to Valour, Solmundi.'
A centurion steps aside and allows you to pass.
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]
A special guard walks in.

<908hp 591m 336mv no opponent/no opponent calm city (outside) > c
Players near you in Valour:
<PK> Solmundi The Walk of Pride

<908hp 591m 336mv no opponent/no opponent calm city (outside) > n
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]
A knight of the Holy Cross patrols the area diligently.
A special guard walks in.

<908hp 591m 335mv no opponent/no opponent calm city (outside) > n
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]
A special guard walks in.

<908hp 591m 334mv no opponent/no opponent calm city (outside) > n
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 special guard walks in.

<908hp 591m 333mv no opponent/no opponent calm city (outside) > n
The Knight's War Memorial
+ | A set of stairs lead up the octagonal base of this majestic
| | statue. They reach walls where names of fallen Knights that
+ | have died with honor are inscribed. Standing atop this base
| | is a twenty feet high column overlooking the entire area.
+-+-@-+-+| At the top of the column a statue of an angel with wings
| | outspread soars above the city.
+ |
| |
+ |
---------+

[Exits: north east south west]
A memorial for the heroic Knights of Valour has been laid to rest here.
A special guard walks in.

<908hp 591m 332mv no opponent/no opponent calm city (outside) > c
e
Players near you in Valour:
<PK> Solmundi The Knight's War Memorial

<908hp 591m 332mv no opponent/no opponent calm city (outside) >
Bridge over the Bay of Sarich
+ | A wooden bridge leaps out over the gentle ocean swirling beneath
| | here. A rope support is provided for the hands, while wooden
+ | sleepers support the feet that traverse it. There is enough
| | room here for three soldiers to walk abreast. The ocean gently
+-+-@-+-+| laps the thick wooden pillars that keep this remarkably sturdy
| | platform raised above the sea level. The bridge continues to
+ | the east and west.
| |
+ |
---------+

[Exits: east west]
A Valourian sentry stands on duty, guarding the bridge.
A special guard walks in.

<908hp 591m 331mv no opponent/no opponent calm city (outside) > e
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 special guard walks in.

<908hp 591m 330mv no opponent/no opponent calm city (outside) > e
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 special guard walks in.
The bridge creaks beneath your feet.

<908hp 602m 383mv no opponent/no opponent calm city (outside) > e
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 special guard walks in.

<908hp 602m 382mv no opponent/no opponent calm city (outside) > e
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.
A special guard walks in.

<908hp 602m 381mv no opponent/no opponent calm city (outside) > e
The Outer Gates of Castle Valour
+ | The tall golden gates of castle Valour lay open here, welcoming
| | the Knights of Valour home. To outsiders, these gates are
+ | the outer defences that close off the path up to the main
| | gate of the castle. Castle Valour is viewable from here,
+-+-@ | in the near distance. The outer grounds are open to the public,
| | but they must take care not to stray into the castle.
! |
| |
!-! |
---------+

[Exits: north south west]
A warning has been inscribed on the gates.
A knight of the Holy Cross patrols the area diligently.
A special guard walks in.

<908hp 602m 380mv no opponent/no opponent calm city (outside) > n
Bridge over the Bay of Sarich
+ | A wooden bridge leaps out over the gentle ocean swirling
| | beneath here. A rope support is provided for the hands, while
+ | wooden sleepers support the feet that traverse it. There
| | is enough room here for three soldiers to walk abreast. The
@ | ocean gently laps the thick wooden pillars that keep this
| | remarkably sturdy platform raised above the sea level. The
+-+-+ | bridge continues to the north and south.
| |
! |
---------+

[Exits: north south]
A Valourian sentry stands on duty, guarding the bridge.
A special guard walks in.

<908hp 602m 379mv no opponent/no opponent calm city (outside) > n
n
Bridge over the Bay of Sarich
+ | A wooden bridge leaps out over the gentle ocean swirling
| | beneath here. A rope support is provided for the hands, while
+ | wooden sleepers support the feet that traverse it. There
| | is enough room here for three soldiers to walk abreast. The
@ | ocean gently laps the thick wooden pillars that keep this
| | remarkably sturdy platform raised above the sea level. The
+ | bridge continues to the north and south.
| |
+-+-+ |
---------+

[Exits: north south]
A special guard walks in.

<908hp 602m 378mv no opponent/no opponent calm city (outside) >
Bridge over the Bay of Sarich
+ | A wooden bridge leaps out over the gentle ocean swirling
| | beneath here. A rope support is provided for the hands, while
+ | wooden sleepers support the feet that traverse it. There
| | is enough room here for three soldiers to walk abreast. The
@ | ocean gently laps the thick wooden pillars that keep this
| | remarkably sturdy platform raised above the sea level. The
+ | bridge continues to the north and south.
| |
+ |
---------+

[Exits: north south]
A knight of the Holy Cross patrols the area diligently.
A special guard walks in.
A Knight of the Holy Cross looks at you sternly.

<908hp 602m 377mv no opponent/no opponent calm city (outside) > n
Bridge over the Bay of Sarich
+-+-+| A wooden bridge leaps out over the gentle ocean swirling
| || beneath here. A rope support is provided for the hands, while
+ +| wooden sleepers support the feet that traverse it. There
| | is enough room here for three soldiers to walk abreast. The
@ | ocean gently laps the thick wooden pillars that keep this
| | remarkably sturdy platform raised above the sea level. The
+ | bridge continues to the north and south.
| |
+ |
---------+

[Exits: north south]
A knight of the Holy Cross patrols the area diligently.
A special guard walks in.
A Knight of the Holy Cross looks at you sternly.

<908hp 602m 376mv no opponent/no opponent calm city (outside) > n
Bridge over the Bay of Sarich
+ | A wooden bridge leaps out over the gentle ocean swirling
| | beneath here. A rope support is provided for the hands, while
+-+-+| wooden sleepers support the feet that traverse it. There
| || is enough room here for three soldiers to walk abreast. The
@ +| ocean gently laps the thick wooden pillars that keep this
| | remarkably sturdy platform raised above the sea level. The
+ | bridge continues to the north and south.
| |
+ |
---------+

[Exits: north south]
A Valourian sentry stands on duty, guarding the bridge.
A special guard walks in.

<908hp 602m 375mv no opponent/no opponent calm city (outside) > n
c
The Arch of Saint Avangulen
+-S | A long arch stretches all the way across this square. It
| | has been fashioned out of marble. At its left base, streams
+ | of colour begin flight across the arch, burning out just
| | before they reach halfway. The streams flicker and contort
@-+-+| even as they are looked upon. At its right base, a flower
| || bed has been laid, with white roses in bloom within it in
+ +| all seasons.
| |
+ |
---------+

[Exits: north east south]
The marble arch of Avangulen hangs overhead.
A noble of Valour walks down the street.
A special guard walks in.

<908hp 602m 374mv no opponent/no opponent calm city (outside) >
Players near you in Valour:
<PK> Solmundi The Arch of Saint Avangulen

<908hp 602m 374mv no opponent/no opponent calm city (outside) > e
The Eastern Promenade
+-S | A stone-laden road stretches from east to west through this
| | grass covered plateau. The masonry on the stonework has a simple
+ | elegance - smooth and sharply defined at its edges, seamless
| | in its procession across the ground it has been laid down on.
+-@-+-+| It marries the man-made with the work of mother nature, creating
| | | a bond for both to benefit from. Valourian flags, bearing the
+ + | motif of the Holy Cross, have been raised to their greatest
| | height, flying proudly atop white poles.
+ |
---------+

[Exits: east west]
A noble of Valour walks down the street.
A special guard walks in.

<908hp 602m 373mv no opponent/no opponent calm city (outside) > e
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.
A special guard walks in.
A Knight of the Holy Cross looks at you sternly.

<908hp 602m 372mv no opponent/no opponent calm city (outside) > e
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.
A special guard walks in.
A Knight of the Holy Cross looks at you sternly.

<908hp 602m 371mv no opponent/no opponent calm city (outside) > e
e
The Eastern Promenade
| A stone-laden road stretches from east to west through
| this grass covered plateau. The masonry on the stonework
| has a simple elegance - smooth and sharply defined at its
| | edges, seamless in its procession across the ground it
+-+-@-+-o| has been laid down on. It marries the man-made with the
| | | work of mother nature, creating a bond for both to benefit
+ * | from. Valourian flags, bearing the motif of the Holy Cross,
| | have been raised to their greatest height, flying proudly
*-* | atop white poles.
---------+

[Exits: north east south west]
A special guard walks in.

<908hp 602m 370mv no opponent/no opponent calm city (outside) >
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 key made of shark teeth is here.
A centurion is here guarding the gates of Valour.
A centurion is here guarding the gates of Valour.
A special guard walks in.

<908hp 602m 369mv no opponent/no opponent calm city (outside) > e
A grassy bank near the water
| Long grass has climbed through the fertile soil that meets
| this river bank. It has grown in clumps in a haphazard way.
| The gates of a large city are nearby to the west.
| |
+-+-@-~ |
| |
* |
| |
*-* |
---------+

[Exits: east west]
A special guard walks in.

<908hp 602m 368mv no opponent/no opponent calm field (outside) > e
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]
A special guard swims in.

<908hp 602m 367mv no opponent/no opponent calm pond (outside) > d
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 special guard swims in.

<908hp 602m 365mv no opponent/no opponent calm underwater (outside) > e
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 battered ray swims at the bottom.
A laurien elf seems unconcerned of any possible danger.
A special guard swims in.

<908hp 602m 363mv no opponent/no opponent calm underwater (outside) > e
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]
An Underling moves here with deadly grace.
A special guard swims in.

<908hp 602m 361mv no opponent/no opponent calm underwater (outside) > e
Underwater
~ | Water spans all around you as the direction you can swim
| | in is endless. The sea is bountiful with life and plants
~ | ...sea weed is abundant - floating near the surface. The
| | light shines through dimly here.
~-~-@-~-~|
| | |
~ ~-~|
| |
~ |
---------+

[Exits: east south west]
A battered ray swims at the bottom.
A battered ray swims at the bottom.
A special guard swims in.

<908hp 602m 359mv no opponent/no opponent calm underwater (outside) > s
Underwater
~ | Water spans all around you as the direction you can swim in
| | is endless. The sea is bountiful with life and plants ...sea
~-~-~-~-~| weed is abundant - floating near the surface. The light shines
| | | through dimly here.
@ ~-~|
| |
~ |
|
|
---------+

[Exits: north south]
A special guard swims in.

<908hp 602m 357mv no opponent/no opponent calm underwater (outside) > s
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]
A special guard swims in.

<908hp 602m 355mv no opponent/no opponent calm river (outside) > c
Players near you in River Wood:
<PK> Solmundi Into a whirlpool

<908hp 602m 355mv no opponent/no opponent calm river (outside) > u
Into a whirlpool
| Young fool! Even you aren't a match for the force of nature.
| A menacing whirlpool spinning in what seems a dance of madness
~ | and rage - draws every living creature into it - with out
| | any escape. There is nothing you can do but ponder upon your
~-@-~ | folly as you close upon your death.
| |
~ |
|
|
---------+

[Exits: north east south west up down]
A special guard swims in.

<908hp 602m 353mv no opponent/no opponent calm river (outside) > u
A whirlpool
| Young fool! Even you aren't a match for the force of nature.
| A menacing whirlpool spinning in what seems a dance of madness
| and rage - draws every living creature into it - with out
| any escape. There is nothing you can do but ponder upon your
@ | folly as you close upon your death.
|
|
|
|
---------+

[Exits: up down]
A water weird swims around you, laughing at your folly.
A special guard swims in.

<908hp 602m 351mv no opponent/no opponent calm river (outside) > u
A whirlpool
| A menacing whirlpool spinning in what seems a dance of madness
| and rage - draws every living creature into it - with out
| any escape. The water is deathly cold, biting your skin and
| pushing on our lungs as if it is trying to crush you or suck
@ | the air right out of you. There is nothing you can do but
| | ponder upon your folly as you close upon your death.
~ |
| |
~ |
---------+

[Exits: south down]
A special guard swims in.

<908hp 602m 349mv no opponent/no opponent calm river (outside) > s
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]
Some brown algae is here, squirting along.
A special guard swims in.

<908hp 602m 347mv no opponent/no opponent calm river (outside) > s
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 special guard swims in.

<908hp 602m 345mv no opponent/no opponent calm river (outside) > s
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.
A special guard swims in.

<908hp 602m 343mv no opponent/no opponent calm river (outside) > s
The door is closed.

<908hp 602m 343mv no opponent/no opponent calm river (outside) > op s
You open the door south of you.

<908hp 602m 343mv no opponent/no opponent calm river (outside) > s
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 special guard swims in.

<908hp 602m 341mv no opponent/no opponent calm river (outside) > w
Cold water
~ | Brrrrrrrr! The water suddenly turns VERY deep and VERY
| | cold here. If you stay too long you will definitely die
~ | from heat loss and frost bite. The water turns jet black
| | and tosses a bit unsteadily. You notice the current going
~-~-@-~-~| in a circular motion.
|
|
|
|
---------+

[Exits: east west]
A monstrous devilish is in search of an unsuspecting Newborn to eat.
A servant shimmers from place to place.
A special guard swims in.

<908hp 602m 339mv no opponent/no opponent calm river (outside) > w
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.
A special guard swims in.

<908hp 602m 337mv no opponent/no opponent calm river (outside) > w
A murky river
| Mud lines the floor of this section of the river. Even
| in the light it seems murky and opaque at best. As you
~ | look closer, you see that there are footprints on the
| | floor. They go in multiple directions and appear quite
~-~-@-~-~| fresh. The air is clean, with a notable saline tang to
| it.
|
|
|
---------+

[Exits: east west]
A short-haired beaver looks around for wood.
A special guard swims in.

<908hp 602m 335mv no opponent/no opponent calm river (outside) > w
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 special guard swims in.

<908hp 602m 333mv no opponent/no opponent calm river (outside) > n
Stagnant water
| You are in a green body of water with arms stretch to
| either side of you. The odor of stagnant swamp plants
| persists here as small fish and frogs swim here in abundance.
| This place seems very still, almost too still for your
@ | own comfort.
| |
~-~-~-~-~|
|
|
---------+

[Exits: south up]
A short-haired beaver looks around for wood.
A special guard swims in.

<908hp 602m 331mv no opponent/no opponent calm pond (outside) > u
A watery chute
f-z-z| The torrent of water suddenly surges into a downward direction
| | as white foaming water surrounds your every being. So violent
~ | is this collision that bluish water tipped with white is
| | all that you can see and the air bubbles that are created
@ | floated lightly against your skin. This seems more like a
| warning to outsiders then anything to entrap them. It is not
| too late to escape this whirlpool.
|
|
---------+

[Exits: north down]
A special guard swims in.

<908hp 602m 329mv no opponent/no opponent calm pond (outside) > c
n
Players near you in River Wood:
<PK> Solmundi A watery chute

<908hp 602m 329mv no opponent/no opponent calm pond (outside) >
A glistening cascade of water
f| Beautiful white waterfalls surround you in their graceful
|| embrace. You are in an inner cave in which dampness is all
f-z-z| around you and green moss grows on the ground.
| |
@ |
| |
~ |
|
|
---------+

[Exits: north south]
A special guard swims in.

<908hp 602m 327mv no opponent/no opponent calm pond (outside) > n
Entrance to a river valley
f| Before you stands a beautiful river valley filled with lush
|| green vegetation. Waterfalls cascade breathtakingly beautifully
f| all around you. Birds and other wildlife are abundant here.
||
@-z-z|
| |
~ |
| |
~ |
---------+

[Exits: east south]
A small pine tree stands here.
A special guard walks in.

<908hp 602m 325mv no opponent/no opponent calm forest (outside) > e
Hugging the coastline
f | You are hugging the coastline of a large body of water. The
| | dirt upon which you walk is very grainy and red. Sparks seem
f | to shimmer in the air as the water moves silently about in
| | serenity.
f-@-z |
| |
~ |
| |
~ |
---------+

[Exits: east west]
A special guard walks in.

<908hp 602m 324mv no opponent/no opponent calm hills (outside) > e
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 special guard walks in.

<908hp 602m 322mv no opponent/no opponent calm hills (outside) > c
Players near you in Mystic Forest:
<PK> Solmundi An inlet of a Bay

<908hp 602m 322mv no opponent/no opponent calm hills (outside) > n
A forest road
f | The forest surrounds you as the path you tread upon seems to
| | get darker and darker. Foliage from the leaves loom menacingly
f | as rustles can be heard from underneath the brush.
| |
@ |
| |
f-z-z |
| |
~ |
---------+

[Exits: north south]
A special guard walks in.

<908hp 602m 320mv no opponent/no opponent calm forest (outside) > n
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 special guard walks in.

<908hp 602m 319mv no opponent/no opponent calm forest (outside) > n
A forest road
x-x-x| A dark forest surrounds you as the path you tread upon seems
| | to get darker and darker. Foliage from the leaves loom menacingly
f | as rustles can be heard from underneath the brush.
| |
@ |
| |
f |
| |
f |
---------+

[Exits: north south]
A special guard walks in.

<908hp 602m 318mv no opponent/no opponent calm forest (outside) > n

The clouds disappear.
The white aura around your body fades.

<908hp 619m 372mv no opponent/no opponent calm forest (outside) >
Darker forest
x f| A dark forest surrounds you as the path you tread upon seems
| || to get darker and darker. Foliage from the leaves loom menacingly
x-x-x| as rustles can be heard from underneath the brush.
| |
@ |
| |
f |
| |
f |
---------+

[Exits: north south]
A special guard walks in.

<908hp 619m 371mv no opponent/no opponent calm forest (outside) > n
The Mountain Waste
* o| The ground suddenly slopes into a mountain waste. All around
| || you are peaks of dagger like mountain tops that jut out menacingly
x f| from all directions. The altitude is noticeably higher here.
| ||
@-x-x|
| |
f |
| |
f |
---------+

[Exits: north east south]
A special guard climbs in.

<908hp 619m 370mv no opponent/no opponent calm mountain (outside) > e
The Mountain Waste
* o-f| The ground suddenly slopes into a mountain waste. All around
| | | you are peaks of dagger like mountain tops that jut out menacingly
x f | from all directions. The altitude is noticeably higher here.
| | |
x-@-x |
| |
f |
| |
f |
---------+

[Exits: east west]
A special guard climbs in.

<908hp 619m 368mv no opponent/no opponent calm mountain (outside) > e
The Mountain Waste
* o-f-f| The ground suddenly slopes into a mountain waste. All around
| | | you are peaks of dagger like mountain tops that jut out menacingly
x f | from all directions. The altitude is noticeably higher here.
| | |
x-x-@ |
| |
f |
| |
f |
---------+

[Exits: north west]
A special guard climbs in.

<908hp 619m 366mv no opponent/no opponent calm mountain (outside) > c
Players near you in Mystic Forest:
<PK> Solmundi The Mountain Waste

<908hp 619m 366mv no opponent/no opponent calm mountain (outside) > sanc
You are surrounded by a white aura.

<908hp 544m 366mv no opponent/no opponent calm mountain (outside) > n
n
n
A withered forest path
f| The surrounding area is void of all life. Everything you see
|| seems to be brown and withered, as if the Reaper himself had
* o-f-f| descended on the earth and drawn away all its sustenance. To
| | | the south the rocky base of a mountain cuts upward into the sky,
x @ | while a yellow-tinged clearing opens to the north.
| | |
x-x-x |
| |
f |
---------+

[Exits: north south]
A special guard walks in.

<908hp 544m 364mv no opponent/no opponent calm forest (outside) >
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]
A cute rabbit is here.
A cute rabbit is here.
(Pink Aura) A rabbit with glazed eyes and bloodied fur crawls about in the grass.
A special guard walks in.

<908hp 544m 363mv no opponent/no opponent calm field (outside) > e
Several flesh-eating beetles scuttle away as you near a rotting rabbit corpse.

<908hp 544m 363mv no opponent/no opponent calm field (outside) >
Sudden clearing
f | Crashing through the underbrush, you suddenly find yourself
| | in a large, serene clearing. Nothing taller than grass grows
f | here, other than the occasional innocuous white mushroom. The
| | sky is openly visible at last, letting the sun's golden rays
o-@-f-f| stream onto your skin and warming away the chill of the dark
| | shadows. The clearing stretches to the west, where the grass
f | seems trampled and ailing.
| |
x-x |
---------+

[Exits: east west]
A fallow deer is grazing peacefully here.
A cute rabbit is here.
A special guard walks in.

<908hp 544m 362mv no opponent/no opponent calm forest (outside) > e
A fork in the path
f | A distinct split in the earth is formed by the dirt path carving
| | its way through the trees. Out of the corner of your eye, you
f | think you see a tree edging closer to you - but when you look
| | at it, it stands perfectly still. The path curves steeply to
o-f-@-f | the east down a hill, while a small hole in the underbrush allows
| | passage west.
f |
| |
x |
---------+

[Exits: north east west]
A special guard walks in.

<908hp 544m 361mv no opponent/no opponent calm forest (outside) > c
Players near you in Mystic Forest:
<PK> Solmundi A fork in the path

<908hp 544m 361mv no opponent/no opponent calm forest (outside) > n
A forbidden path
f | The eerie darkness engulfs all sound and livings things as if
| | it were alive. There is something in the air, as if none have
f | tread upon this path for the longest of times. The path is of
| | brown powdery dirt. The leaves on the trees around you seem black
@ | and looming.
| |
o-f-f-f |
| |
f |
---------+

[Exits: north south]
A cute rabbit is here.
A special guard walks in.

<908hp 544m 360mv no opponent/no opponent calm forest (outside) > n
A forbidden path
f-f-f| The eerie darkness engulfs everything as if it were alive.
| | There is something in the air, as if none have tread upon
f | this path for the longest of times. The path is of brown
| | powdery dirt. The leaves on the trees around you seem black
@ | and looming.
| |
f |
| |
o-f-f-f |
---------+

[Exits: north south]
A special guard walks in.

<908hp 544m 359mv no opponent/no opponent calm forest (outside) > n
n
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 special guard walks in.

<908hp 544m 358mv no opponent/no opponent calm forest (outside) >
A small path in the dense forest
f-f-f-f| You are on a small path leading through the dense forest.
| || No birdsong can be heard - only the buzzing of insects and
o-f-f o f| the rustling of some creature burrowing in the dry leaves
| | || stirs the silence of the forest. It seems to become lighter
@-f-f| to the east. The path continues north and south, with a thin
| | trail winding to the east.
f |
| |
f |
---------+

[Exits: north east south]
A special guard walks in.

<908hp 544m 357mv no opponent/no opponent calm forest (outside) > n
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]
A stone outcropping with traces of ore is here.
A special guard walks in.

<908hp 544m 356mv no opponent/no opponent calm forest (outside) > wh
[ Dwarf ] Thorick the Disturbed
[ Elf ] <PK> Zersh the Holy Patriarch of Healing
[ Quasi ] Zexzel the Grand Spectre of Beguilement
[ Elf ] <PK> Akzylar the Sage of Arcane Power
[ Avian ] Trilil the Bringer of Torment
[ Duerg ] [Rival] Dogran the Wrath of an Immortal
[ Avian ] <PK> (OUTLAW) [Rival] (WANTED:*****) Heinrildt Schwarz the Harbinger of Death
[ Elf ] <PK> Hiretsuna the Sage of Arcane Power
[50 Jotun Pal] <PK> [JUSTICE] (Lieutenant) Solmundi Visindi the Holy Knight
[ Quasi ] Sevak the Ethereal
[ Elf ] <PK> <SCHOLAR> Duchess Ilromie Illistarre the Sage of Arcane Power
Players found: 11
[KEEPER] The Balance prevails within the four kingdoms.
There are 11 characters on; the most on this past month was 19.

<908hp 544m 356mv no opponent/no opponent calm forest (outside) > c
Players near you in Mystic Forest:
<PK> Solmundi A small path in the dense forest

<908hp 544m 356mv no opponent/no opponent calm forest (outside) > w
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 fearless adventurer is here, asking for a group to explore the Mystic Forest.
A special guard walks in.

<908hp 544m 355mv no opponent/no opponent calm forest (outside) > n
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 special guard walks in.

<908hp 544m 354mv no opponent/no opponent calm forest (outside) > n
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]
A special guard walks in.

<908hp 544m 353mv no opponent/no opponent calm forest (outside) > c
Players near you in Mystic Forest:
<PK> Solmundi An intersection in the dense forest

<908hp 544m 353mv no opponent/no opponent calm forest (outside) > e
The forest clearing
f-f-f-f-f| You are in a clearing in the forest. Lots of fresh stumps
| | | of varying sizes protrude from the ground and heavy logs
f f | are stacked neatly in a big pile supported by stakes
| | | set into the ground. Paths lead north, east and west.
f-f-@-f |
| | |
f-f-f-f|
| ||
o-f-f f|
---------+

[Exits: north east west]
A special guard walks in.

<908hp 544m 352mv no opponent/no opponent calm forest (outside) > n
A small path through the light forest
f | You are on a small path leading through the forest. The
| | trees are tall and slender, waving gracefully in the
f-f-f-f-f| wind. Sunlight streams down through the foliage, shining
| | | in patches on the path that leads north and south.
f @ |
| | |
f-f-f-f |
| | |
f-f-f-f|
---------+

[Exits: north south]
A special guard walks in.

<908hp 544m 351mv no opponent/no opponent calm forest (outside) > n
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 stone outcropping with traces of ore is here.
A special guard walks in.

<908hp 544m 350mv no opponent/no opponent calm forest (outside) > e
A trail through the light forest
f-o-o| You are on a trail leading east and west through the dense
| | || forest. To the east, the forest gradually seems to become
f o-o| lighter. A small path leads north.
| |
f-f-@-f-f|
| |
f |
| |
f-f-f |
---------+

[Exits: north east west]
The caravan attendant is here, with caravans for hire.
A special guard walks in.

<908hp 544m 349mv no opponent/no opponent calm forest (outside) > n
A muddy path
f o-~| You tread through the deep, dark forest on a dimly lit path.
| | || The ground is somewhat muddy beneath your feet. The sound
f-o-o| of applause reaches your ears from the north.
| | ||
@ o-o|
| |
f-f-f-f-f|
| |
f |
---------+

[Exits: north south]
A special guard walks in.

<908hp 544m 348mv no opponent/no opponent calm forest (outside) > n
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]
A long polearm with a curved blade is here.
A curved sword with a heavy tip sits here.
A special guard walks in.

<908hp 544m 347mv no opponent/no opponent calm forest (outside) > e
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 long chain with vicious spikes is here.
A dark, wooden cudgel with a thin handle is here.
A long, narrow dagger is here, looking quite sharp.
A large praying mantis is here, holding perfectly still.
A special guard walks in.

<908hp 544m 346mv no opponent/no opponent calm field (outside) > c
Players near you in The Mudfall:
<PK> Solmundi A Mud-Covered Field

<908hp 544m 346mv no opponent/no opponent calm field (outside) > w
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]
A long polearm with a curved blade is here.
A curved sword with a heavy tip sits here.
A special guard walks in.

<908hp 544m 345mv no opponent/no opponent calm forest (outside) > s
A muddy path
f o-~| You tread through the deep, dark forest on a dimly lit path.
| | || The ground is somewhat muddy beneath your feet. The sound
f-o-o| of applause reaches your ears from the north.
| | ||
@ o-o|
| |
f-f-f-f-f|
| |
f |
---------+

[Exits: north south]
A special guard walks in.

<908hp 544m 344mv no opponent/no opponent calm forest (outside) > s
A trail through the light forest
f-o-o| You are on a trail leading east and west through the dense
| | || forest. To the east, the forest gradually seems to become
f o-o| lighter. A small path leads north.
| |
f-f-@-f-f|
| |
f |
| |
f-f-f |
---------+

[Exits: north east west]
The caravan attendant is here, with caravans for hire.
A special guard walks in.

<908hp 544m 343mv no opponent/no opponent calm forest (outside) > wh
[ Dwarf ] Thorick the Disturbed
[ Elf ] <PK> Zersh the Holy Patriarch of Healing
[ Quasi ] Zexzel the Grand Spectre of Beguilement
[ Elf ] <PK> Akzylar the Sage of Arcane Power
[ Avian ] Trilil the Bringer of Torment
[ Duerg ] [Rival] Dogran the Wrath of an Immortal
[ Avian ] <PK> (OUTLAW) [Rival] (WANTED:*****) Heinrildt Schwarz the Harbinger of Death
[ Elf ] <PK> Hiretsuna the Sage of Arcane Power
[50 Jotun Pal] <PK> [JUSTICE] (Lieutenant) Solmundi Visindi the Holy Knight
[ Quasi ] Sevak the Ethereal
[ Elf ] <PK> <SCHOLAR> Duchess Ilromie Illistarre the Sage of Arcane Power
Players found: 11
[KEEPER] The Balance prevails within the four kingdoms.
There are 11 characters on; the most on this past month was 19.

<908hp 544m 343mv no opponent/no opponent calm forest (outside) > e
Thorick walks in.
A gangly-looking goat gallops in.

<908hp 544m 343mv no opponent/no opponent calm forest (outside) >
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 special guard walks in.

<908hp 544m 342mv no opponent/no opponent calm forest (outside) > e
A trail through the light forest
f-o-o | You are on a trail leading east and west through the dense
| | | forest. To the east, the forest gradually seems to become
f o | lighter.
| |
f-f-@-f-o|
|
|
|
|
---------+

[Exits: east west]
A special guard walks in.

<908hp 544m 341mv no opponent/no opponent calm forest (outside) > e
A trail through the light forest
| You are on a trail leading east and west through the dense
| forest. To the east, the forest gradually seems to become
| lighter. A thinner trail twists off slowly to the north.
|
f-f-@-o-+|
|
|
|
|
---------+

[Exits: east west]
A special guard walks in.

<908hp 544m 340mv no opponent/no opponent calm forest (outside) > e
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 hovel]
This small hovel door has moss and vines growing upon it.
(Invis) Shargugh the Forest Brownie is here, grinning broadly at you.
A special guard walks in.

<908hp 544m 339mv no opponent/no opponent calm field (outside) > e
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
+ | 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 half-elf city guard of Seringale stands watch here.
A special guard walks in.

<908hp 544m 338mv no opponent/no opponent calm city (outside) > c
Players near you in Seringale:
Dogran The South Road
<PK> Solmundi Outside the West Gate

<908hp 544m 338mv no opponent/no opponent calm city (outside) > e
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| 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 glowing banner bearing the emblem of Seringale rests here.
A fearless adventurer is here, asking for a group to explore the Mystic Forest.
A gate guard is here guarding the gates of Seringale.
A gate guard is here guarding the gates of Seringale.
A special guard walks in.

<908hp 544m 337mv no opponent/no opponent calm city (outside) > e
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| You see the Common Road to the east, the entrance of a
| | || park to the south, and the Western Gate to the west.
+-+-@-+-+|
| | |
+ + |
| | |
+ f-f |
---------+

[Exits: east south west]
A special guard walks in.

<908hp 544m 336mv no opponent/no opponent calm road (outside) > e
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| see a small shop with a sign of a glowing staff to the north,
| | | || and the Common Road leads to the east and west.
+-+-@-+-+|
| | ||
+ + S|
| | |
+ f-f |
---------+

[Exits: north east west]
An avian city guard of Seringale stands watch here.
A special guard walks in.

<908hp 544m 335mv no opponent/no opponent calm road (outside) > e
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 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 S|
| |
f-f |
---------+

[Exits: north east west]
A special guard walks in.

<908hp 544m 334mv no opponent/no opponent calm road (outside) > c
Players near you in Seringale:
Dogran Shaman Guildhall
<PK> Solmundi The West Common Road

<908hp 544m 334mv no opponent/no opponent calm road (outside) > e
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 S F| Shop is to the north.
|
|
---------+

[Exits: north east south west]
An avian city guard of Seringale stands watch here.
A special guard walks in.

<908hp 544m 333mv no opponent/no opponent calm city (outside) > e
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 S F *|
|
|
---------+

[Exits: north east south west]
A special guard walks in.

<908hp 544m 332mv no opponent/no opponent calm road (outside) > c
Players near you in Seringale:
Dogran Chamber of Rituals
<PK> Solmundi The West Common Road

<908hp 544m 332mv no opponent/no opponent calm road (outside) > e
The West Common Road
* S-+| You are on the Common Road of Seringale. All around you
| || are busy people hurrying along minding their own business.
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 S F *-+|
||
S-+|
---------+

[Exits: north east south west]
A beggar wanders around asking for spare gold.
A special guard walks in.

<908hp 544m 331mv no opponent/no opponent calm road (outside) > e
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 stone giant citizen of Seringale wanders about.
A special guard walks in.

<908hp 544m 330mv no opponent/no opponent calm city (outside) > dri
s
You drink water from the Justice monument.
Your thirst is quenched.

<908hp 544m 330mv no opponent/no opponent calm city (outside) >
Southwest of Market Square
S S *-+-*| You are standing southwest of the Market Square. A marvellous
| | | || monument has been erected here in the middle of the city
+-+-+ +| of Seringale, ever flowing with clear drinkable water.
| | | || The road is well worn from the traffic constantly passing
S F @-+-*| over it. You see a path around the square to the east
| | and north.
S-+-S|
| |
S-+-*|
---------+

[Exits: north east]
A beggar wanders around asking for spare gold.
A long-haired lanky man with piercing blue eyes stands here.
A special guard walks in.
Jack the hat says ''Ere you, "TOSS" us a coin would ya? My gambling addiction needs funds.'

<908hp 544m 329mv no opponent/no opponent calm inside (indoors) > e
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 special guard walks in.

<908hp 544m 328mv no opponent/no opponent calm city (outside) > s
The Main Street
+-+ +-+| You are on the Main Street of Seringale. It is a wide street
| | | || with lots of space to both sides. There are tons of people
F *-+-* S| rushing from one place to another, minding their own business.
| || You see a shop with a sign of a sword and axe to the east
S-@-S-*| and to the west, the pet shop.
| |
S-+-* |
| |
S-+-S |
---------+

[Exits: north east south west]
A duergar city guard of Seringale stands watch here.
A special guard walks in.

<908hp 544m 327mv no opponent/no opponent calm road (outside) > s
s
The Main Street
*-+-* S| You are on the Main Street of Seringale. It is a wide
| || street with lots of space to both sides. There are tons
S-+-S-*| of people rushing from one place to another, minding
| | their own business. You see entrances to taverns on
S-@-* | both sides of the street and the Main Street continues
| | to the north and the south.
S S-+-S |
| | |
+-+-+-+-+|
---------+

[Exits: north east south west]
A purple pill with white spots lies here.
A special guard walks in.

<908hp 544m 326mv no opponent/no opponent calm road (outside) >
The Main Street
S-+-S-*| You are on the Main Street of Seringale. It is a wide
| | street with lots of space to both sides. There are tons
S-+-* | of people rushing from one place to another, minding
| | their own business. You see the Main Street continues
S S-@-S | to the north, entrances to taverns on both sides of the
| | | street and the South Square to the south.
+-+-+-+-+|
| | ||
+ S-+-S +|
---------+

[Exits: north east south west]
A special guard walks in.

<908hp 544m 325mv no opponent/no opponent calm road (outside) > s
South Square
S-+-* | You are at the South Square of Seringale. It is gloomy
| | and dim here. The square is a tiny opening in between
S S-+-S | a few broken down buildings. The air is stuffy and pungent
| | | from the various trash lying all over the ground. You
+-+-@-+-+| see the Main Street to the north and the south, and the
| | || South Road to the east and west.
+ S-+-S +|
| | |
+ +-+-o |
---------+

[Exits: north east south west down]
A special guard walks in.
The sun slowly disappears in the west.
Your rage ebbs.

<908hp 557m 378mv no opponent/no opponent calm city (outside) > s
The South Main Street
S S-+-S | You are on the Main Street of Seringale. It is a wide street
| | | with lots of space to both sides. Although the street
+-+-+-+-+| is wide, it is very poorly lit, so it is very gloomy and
| | || dim here. All around you are beggars and panhandlers dressed
+ S-@-S +| in filthy clothing. The buildings surrounding you are
| | | old and run down. They seem like they have been made ages
+ +-+-o | ago. The once bright red bricks that the buildings are
| | | made of are now only pale, brittle chunks barely holding
*-* +-S | the walls of the buildings together. You see the South
---------+ Square to the north, entrances to taverns on both side
of the street and the Main Street continues to the south.

[Exits: north east south west]
A beggar wanders around asking for spare gold.
A special guard walks in.

<908hp 557m 377mv no opponent/no opponent calm road (outside) > s
The South Main Street
+-+-+-+-+| You are on the Main Street of Seringale. It is a wide street
| | || with lots of space to both sides. Although the street is
+ S-+-S +| wide, it is very poorly lit, so it is very gloomy and dim
| | | here. All around you are beggars and panhandlers dressed
+ +-@-o | in filthy clothing. The buildings surrounding you are old
| | | and run down. They seem like they have been made ages ago.
*-* +-S | The once bright red bricks that the buildings are made of
| | are now only pale, brittle chunks barely holding the walls
+ | of the buildings together. You see the entrance to the Necromancer
---------+ Guild to the west and the Mausoleum to the east. The Main
Street continues to the north and the south.

[Exits: north east south west]
A special guard walks in.

<908hp 557m 376mv no opponent/no opponent calm road (outside) > s
The South Main Street
S-+-S | You are on the Main Street of Seringale. It is a wide street
| | with lots of space to both sides. Although the street is
+-+-o | wide, it is very poorly lit, so it is very gloomy and dim
| | | here. All around you are filthy beggars and panhandlers dressed
*-* @-S | in filthy clothing. The buildings surrounding you are old
| | and run down. They seem like they have been made ages ago.
+ | The once bright red bricks that the buildings are made of
| | are now only pale, brittle chunks barely holding the walls
+ | of the buildings together. You see the Main Street continues
---------+ to the north and the south.

[Exits: north east south]
A drow city guard of Seringale stands watch here.
The goblin extermination enforcer is here hunting down goblins.
A special guard walks in.

<908hp 557m 375mv no opponent/no opponent calm road (outside) > c
Players near you in Seringale:
Trilil Temple of Darkness
Dogran Chamber of Rituals
<PK> Solmundi The South Main Street

<908hp 557m 375mv no opponent/no opponent calm road (outside) > s
A Small Bridge
+-+-o | You are on a small bridge in Seringale. A river flows beneath
| | | the bridge slowly. Splinters line the small wooden railings
*-* +-S | that are mounted on both sides of the bridge. The wooden
| | planks of the bridge hangs on to the frame of the bridge
@ | loosely, ready to come apart at any moment. The thick ropes
| | tying the planks together are old and worn, about to snap
+ | at will. The Main Street continues to the north and south
| | and a ladder leads down the bridge into the river below
+ | you.
---------+

[Exits: north south down]
A pair of gilded golden gargoyles oversee each side of the bridge.
A special guard walks in.

<908hp 557m 374mv no opponent/no opponent calm road (outside) > s
The South Main Street
+-S | You are on the Main Street of Seringale. It is a wide street
| | with lots of space to both sides. Although the street is
+ | wide, it is very poorly lit, so it is very gloomy and dim
| | here. All around you are beggars and panhandlers dressed
@ | in filthy clothing. The buildings surrounding you are old
| | and run down. They seem like they have been made ages ago.
+ | The once bright red bricks that the buildings are made of
| | are now only pale, brittle chunks barely holding the walls
+ | of the buildings together. You see the Main Street continues
---------+ to the north and the south.

[Exits: north south]
A special guard walks in.

<908hp 557m 373mv no opponent/no opponent calm road (outside) > s
Inside the South Gate
+ | You are inside the South 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 thirty spans tall.
| | You see the city to the north, the south gate to the south,
@ | and the battlement of the city above you.
| |
+ |
| |
o |
---------+

[Exits: north south up]
(White Aura) Zersh the Holy Patriarch of Healing is here.
A dwarven citizen of Seringale plods around the town.
A gate guard is here guarding the gates of Seringale.
A gate guard is here guarding the gates of Seringale.
A special guard walks in.
A gate guard steps aside and allows you to pass him.

<908hp 557m 372mv no opponent/no opponent calm city (outside) > s
Outside the South Gate
+ | You are outside the South 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 thirty spans
@ | tall. You see the entrance into the city of Seringale to
| | the north and a path leading south towards a large grassy
o | field.
| |
o |
---------+

[Exits: north south]
A glowing banner bearing the emblem of Seringale rests here.
A special guard walks in.

<908hp 557m 371mv no opponent/no opponent calm city (outside) > s
Atop a small hillock
+ | The view from atop this hill looks over the large city
| | of Seringale to the north. Large banners speckle the
+ | battlements that surround the city, and past them the
| | ever busy streets carve their way through the equally
@ f-f| busy shops, temples, and guilds. The path north of you
| | || leads right up to Seringale's southern gate. The cobbled
o f-f| path also heads back down the hill to the south.
| | ||
o-+-f-f|
---------+

[Exits: north south]
A special guard walks in.

<908hp 557m 370mv no opponent/no opponent calm field (outside) > c
Players near you in The Miden'nir:
<PK> Solmundi Atop a small hillock
Sevak Path on the mountain

<908hp 557m 370mv no opponent/no opponent calm field (outside) > nn
You scan north.
*** Range 2 (north) ***
(White Aura) Zersh the Holy Patriarch of Healing is here.
A dwarven citizen of Seringale plods around the town.
A gate guard is here guarding the gates of Seringale.
A gate guard is here guarding the gates of Seringale.
*** Range 5 (north) ***
A drow city guard of Seringale stands watch here.
The goblin extermination enforcer is here hunting down goblins.
*** Range 6 (north) ***
A beggar wanders around asking for spare gold.

<908hp 557m 370mv no opponent/no opponent calm field (outside) > s
Along a marked path
+ | Worn stones show the constant use of the cobbled path,
| | but it in overall good repair. Nothing blocks the view
o f-f| of the wide open sky or a pair of mountains off to the
| | || southwest. A large grassy hill can be seen to the south
@ f-f| overlooking the path. The cobbled path slopes up to the
| | || north, where just beyond the city of Seringale rises.
o-+-f-f| It also leads to the south, curving into an open, grassy
| | || field.
*-F-+ f-f|
---------+

[Exits: north south]
A special guard walks in.

<908hp 557m 369mv no opponent/no opponent calm field (outside) > s
A cobbled path
o f-f| Worn stones show the constant use of the cobbled path,
| | || but it in overall good repair. A dirt path picks up to
o f-f| the east as it cuts through the commons. Wooden walls
| | || stand out against the surroundings to the south, just
o-@-f-f| past the cobbled path. A shaky bridge has been built
| | || east, leading over muddied ground into a wet-looking
*-F-+ f-f| field. A well-cleared path leads north towards a large-looking
| | | || town.
*-* * f-x|
---------+

[Exits: north east south west]
(Glowing) A post on the bridge has been illuminated with a fire torch.
A special guard walks in.

<908hp 557m 368mv no opponent/no opponent calm road (outside) > s
A cobbled path
o f-f| The majestic city of Seringale rises past the hills to
| | || the north, even from here it has an inviting air to it.
o-+-f-f| Green fields east of here are spotted with grazing animals
| | || and small outposts of goblins. This road has seen little
*-F-@ f-f| hardships, only showing minor repairs from general use.
| | | || The cobbled path butts right up against a small inn to
*-* * f-x| the south, or you can follow it to the north. There are
| || some apparent solid footholds down the river bank too,
x-x x| which seems to be changing direction again.
---------+

[Exits: north south west down]
A short pump juts out of the ground, a layer of rust covering it.
A special guard walks in.

<908hp 557m 367mv no opponent/no opponent calm road (outside) > s
Old Stables
o-+-f-f| An old wooden shed has been converted into stables here, in
| | || a shady area chosen noticeably distant from the Inn. Strange
*-F-+ f-f| sounds and smells emanate from within. A cobblestone path
| | | || runs north and south just next to it. To the west, you can
*-* @ f-x| see and smell the Slaughtered Lamb inn. The path becomes obscured
| | by fog to the south.
x-x |
|
|
---------+

[Exits: north south]
You see 3 of a falchion here.
A realistic-looking wooden horse has been set up here.
You see 2 of a voulge here.
Irion the Wordbearer rests next to the "horse".
A special guard walks in.
Irion the Wordbearer says 'Please do me a brief service, Solmundi. Rest on my horse and help me assign some tasks.'

<908hp 557m 366mv no opponent/no opponent calm inside (indoors) > s
The Trail
*-F-+ | You are at the outskirts of a trail that leads up a mountainside,
| | | but a thick fog prevents any vision of what lies further.
*-* * | The steps of the Slaughtered Lamb inn extend a warm welcome
| | to the north, away from the quietly foreboding fog that has
x-@ | gathered itself around the trail behind the inn. The wind
| blows softly, carrying upon it soft whispers that invite you
| to travel westwards and discover what lies beyond the veil.
|
|
---------+

[Exits: north west]
A curved sword with a heavy tip sits here.
A long polearm with a curved blade is here.
A special guard climbs in.

<908hp 557m 365mv no opponent/no opponent calm mountain (outside) > w
A Fog-Shrouded Trail
~<*-F-+ | You are on a fog-shrouded trail which runs up the side of
| | | this dark mountain. The ground is wet and muddy with melted
*-* * | snow, and the path which should lead to the Miden'nir disappears
| | amongst the mist and the trees. There is nothing for you
@-x | to do but follow the trail that twists up towards the broken,
| snow-covered heights of the mountain range. An old stone
| tablet with inscriptions stands beside a bush in the corner.
|
|
---------+

[Exits: east up]
A special guard climbs in.

<908hp 557m 363mv no opponent/no opponent calm mountain (outside) > c
e
Players near you in Emerald Forest:
<PK> Solmundi A Fog-Shrouded Trail

<908hp 557m 363mv no opponent/no opponent calm mountain (outside) >
The Trail
*-F-+ | You are at the outskirts of a trail that leads up a mountainside,
| | | but a thick fog prevents any vision of what lies further.
*-* * | The steps of the Slaughtered Lamb inn extend a warm welcome
| | to the north, away from the quietly foreboding fog that has
x-@ | gathered itself around the trail behind the inn. The wind
| blows softly, carrying upon it soft whispers that invite you
| to travel westwards and discover what lies beyond the veil.
|
|
---------+

[Exits: north west]
A curved sword with a heavy tip sits here.
A long polearm with a curved blade is here.
A special guard climbs in.

<908hp 557m 361mv no opponent/no opponent calm mountain (outside) > n
Old Stables
o-+-f-f| An old wooden shed has been converted into stables here, in
| | || a shady area chosen noticeably distant from the Inn. Strange
*-F-+ f-f| sounds and smells emanate from within. A cobblestone path
| | | || runs north and south just next to it. To the west, you can
*-* @ f-x| see and smell the Slaughtered Lamb inn. The path becomes obscured
| | by fog to the south.
x-x |
|
|
---------+

[Exits: north south]
You see 3 of a falchion here.
A realistic-looking wooden horse has been set up here.
You see 2 of a voulge here.
Irion the Wordbearer rests next to the "horse".
A special guard walks in.

<908hp 557m 359mv no opponent/no opponent calm inside (indoors) > n
n
A cobbled path
o f-f| The majestic city of Seringale rises past the hills to
| | || the north, even from here it has an inviting air to it.
o-+-f-f| Green fields east of here are spotted with grazing animals
| | || and small outposts of goblins. This road has seen little
*-F-@ f-f| hardships, only showing minor repairs from general use.
| | | || The cobbled path butts right up against a small inn to
*-* * f-x| the south, or you can follow it to the north. There are
| || some apparent solid footholds down the river bank too,
x-x x| which seems to be changing direction again.
---------+

[Exits: north south west down]
A short pump juts out of the ground, a layer of rust covering it.
A special guard walks in.

<908hp 557m 358mv no opponent/no opponent calm road (outside) >
A cobbled path
o f-f| Worn stones show the constant use of the cobbled path,
| | || but it in overall good repair. A dirt path picks up to
o f-f| the east as it cuts through the commons. Wooden walls
| | || stand out against the surroundings to the south, just
o-@-f-f| past the cobbled path. A shaky bridge has been built
| | || east, leading over muddied ground into a wet-looking
*-F-+ f-f| field. A well-cleared path leads north towards a large-looking
| | | || town.
*-* * f-x|
---------+

[Exits: north east south west]
(Glowing) A post on the bridge has been illuminated with a fire torch.
A special guard walks in.

<908hp 557m 357mv no opponent/no opponent calm road (outside) > c
Players near you in The Miden'nir:
<PK> Solmundi A cobbled path
Sevak Path on the mountain

<908hp 557m 357mv no opponent/no opponent calm road (outside) > n
Along a marked path
+ | Worn stones show the constant use of the cobbled path,
| | but it in overall good repair. Nothing blocks the view
o f-f| of the wide open sky or a pair of mountains off to the
| | || southwest. A large grassy hill can be seen to the south
@ f-f| overlooking the path. The cobbled path slopes up to the
| | || north, where just beyond the city of Seringale rises.
o-+-f-f| It also leads to the south, curving into an open, grassy
| | || field.
*-F-+ f-f|
---------+

[Exits: north south]
A special guard walks in.

<908hp 557m 356mv no opponent/no opponent calm field (outside) > n
Atop a small hillock
+ | The view from atop this hill looks over the large city
| | of Seringale to the north. Large banners speckle the
+ | battlements that surround the city, and past them the
| | ever busy streets carve their way through the equally
@ f-f| busy shops, temples, and guilds. The path north of you
| | || leads right up to Seringale's southern gate. The cobbled
o f-f| path also heads back down the hill to the south.
| | ||
o-+-f-f|
---------+

[Exits: north south]
A special guard walks in.

<908hp 557m 355mv no opponent/no opponent calm field (outside) > n
Outside the South Gate
+ | You are outside the South 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 thirty spans
@ | tall. You see the entrance into the city of Seringale to
| | the north and a path leading south towards a large grassy
o | field.
| |
o |
---------+

[Exits: north south]
A glowing banner bearing the emblem of Seringale rests here.
A special guard walks in.

<908hp 557m 354mv no opponent/no opponent calm city (outside) > n

Trilil flies in.
Inside the South Gate
+ | You are inside the South 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 thirty spans tall.
| | You see the city to the north, the south gate to the south,
@ | and the battlement of the city above you.
| |
+ |
| |
o |
---------+

[Exits: north south up]
A magical spring flows from the ground here.
(White Aura) Zersh the Holy Patriarch of Healing is here.
A dwarven citizen of Seringale plods around the town.
A gate guard is here guarding the gates of Seringale.
A gate guard is here guarding the gates of Seringale.
A special guard walks in.
A gate guard steps aside and allows you to pass him.

<908hp 557m 353mv no opponent/no opponent calm city (outside) > n
Zersh eats a magic mushroom.

<908hp 557m 353mv no opponent/no opponent calm city (outside) >
Zersh drinks water from a magical spring.
The South Main Street
+-S | You are on the Main Street of Seringale. It is a wide street
| | with lots of space to both sides. Although the street is
+ | wide, it is very poorly lit, so it is very gloomy and dim
| | here. All around you are beggars and panhandlers dressed
@ | in filthy clothing. The buildings surrounding you are old
| | and run down. They seem like they have been made ages ago.
+ | The once bright red bricks that the buildings are made of
| | are now only pale, brittle chunks barely holding the walls
+ | of the buildings together. You see the Main Street continues
---------+ to the north and the south.

[Exits: north south]
A special guard walks in.

<908hp 557m 352mv no opponent/no opponent calm road (outside) > c
Players near you in Seringale:
<PK> Zersh Inside the South Gate
Dogran Chamber of Rituals
<PK> Solmundi The South Main Street

<908hp 557m 352mv no opponent/no opponent calm road (outside) > n
A Small Bridge
+-+-o | You are on a small bridge in Seringale. A river flows beneath
| | | the bridge slowly. Splinters line the small wooden railings
*-* +-S | that are mounted on both sides of the bridge. The wooden
| | planks of the bridge hangs on to the frame of the bridge
@ | loosely, ready to come apart at any moment. The thick ropes
| | tying the planks together are old and worn, about to snap
+ | at will. The Main Street continues to the north and south
| | and a ladder leads down the bridge into the river below
+ | you.
---------+

[Exits: north south down]
A pair of gilded golden gargoyles oversee each side of the bridge.
A special guard walks in.

<908hp 557m 351mv no opponent/no opponent calm road (outside) > n
The South Main Street
S-+-S | You are on the Main Street of Seringale. It is a wide street
| | with lots of space to both sides. Although the street is
+-+-o | wide, it is very poorly lit, so it is very gloomy and dim
| | | here. All around you are filthy beggars and panhandlers dressed
*-* @-S | in filthy clothing. The buildings surrounding you are old
| | and run down. They seem like they have been made ages ago.
+ | The once bright red bricks that the buildings are made of
| | are now only pale, brittle chunks barely holding the walls
+ | of the buildings together. You see the Main Street continues
---------+ to the north and the south.

[Exits: north east south]
A drow city guard of Seringale stands watch here.
The goblin extermination enforcer is here hunting down goblins.
A special guard walks in.

<908hp 557m 350mv no opponent/no opponent calm road (outside) > n
The South Main Street
+-+-+-+-+| You are on the Main Street of Seringale. It is a wide street
| | || with lots of space to both sides. Although the street is
+ S-+-S +| wide, it is very poorly lit, so it is very gloomy and dim
| | | here. All around you are beggars and panhandlers dressed
+ +-@-o | in filthy clothing. The buildings surrounding you are old
| | | and run down. They seem like they have been made ages ago.
*-* +-S | The once bright red bricks that the buildings are made of
| | are now only pale, brittle chunks barely holding the walls
+ | of the buildings together. You see the entrance to the Necromancer
---------+ Guild to the west and the Mausoleum to the east. The Main
Street continues to the north and the south.

[Exits: north east south west]
A special guard walks in.

<908hp 557m 349mv no opponent/no opponent calm road (outside) > wh
[ Dwarf ] Thorick the Disturbed
[ Elf ] <PK> Zersh the Holy Patriarch of Healing
[ Quasi ] Zexzel the Grand Spectre of Beguilement
[ Elf ] <PK> Akzylar the Sage of Arcane Power
[ Avian ] Trilil the Bringer of Torment
[ Duerg ] [Rival] Dogran the Wrath of an Immortal
[ Avian ] <PK> (OUTLAW) [Rival] (WANTED:*****) Heinrildt Schwarz the Harbinger of Death
[ Elf ] <PK> Hiretsuna the Sage of Arcane Power
[50 Jotun Pal] <PK> [JUSTICE] (Lieutenant) Solmundi Visindi the Holy Knight
[ Quasi ] Sevak the Ethereal
[ Elf ] <PK> <SCHOLAR> Duchess Ilromie Illistarre the Sage of Arcane Power
Players found: 11
[KEEPER] The Balance prevails within the four kingdoms.
There are 11 characters on; the most on this past month was 19.

<908hp 557m 349mv no opponent/no opponent calm road (outside) > c
Players near you in Seringale:
<PK> Zersh Inside the South Gate
Dogran Chamber of Rituals
<PK> Solmundi The South Main Street

<908hp 557m 349mv no opponent/no opponent calm road (outside) > n
The South Main Street
S S-+-S | You are on the Main Street of Seringale. It is a wide street
| | | with lots of space to both sides. Although the street
+-+-+-+-+| is wide, it is very poorly lit, so it is very gloomy and
| | || dim here. All around you are beggars and panhandlers dressed
+ S-@-S +| in filthy clothing. The buildings surrounding you are
| | | old and run down. They seem like they have been made ages
+ +-+-o | ago. The once bright red bricks that the buildings are
| | | made of are now only pale, brittle chunks barely holding
*-* +-S | the walls of the buildings together. You see the South
---------+ Square to the north, entrances to taverns on both side
of the street and the Main Street continues to the south.

[Exits: north east south west]
A special guard walks in.

<908hp 557m 348mv no opponent/no opponent calm road (outside) > n
South Square
S-+-* | You are at the South Square of Seringale. It is gloomy
| | and dim here. The square is a tiny opening in between
S S-+-S | a few broken down buildings. The air is stuffy and pungent
| | | from the various trash lying all over the ground. You
+-+-@-+-+| see the Main Street to the north and the south, and the
| | || South Road to the east and west.
+ S-+-S +|
| | |
+ +-+-o |
---------+

[Exits: north east south west down]
A special guard walks in.

<908hp 557m 347mv no opponent/no opponent calm city (outside) > n
The Main Street
S-+-S-*| You are on the Main Street of Seringale. It is a wide
| | street with lots of space to both sides. There are tons
S-+-* | of people rushing from one place to another, minding
| | their own business. You see the Main Street continues
S S-@-S | to the north, entrances to taverns on both sides of the
| | | street and the South Square to the south.
+-+-+-+-+|
| | ||
+ S-+-S +|
---------+

[Exits: north east south west]
A special guard walks in.

<908hp 557m 346mv no opponent/no opponent calm road (outside) > n
The Main Street
*-+-* S| You are on the Main Street of Seringale. It is a wide
| || street with lots of space to both sides. There are tons
S-+-S-*| of people rushing from one place to another, minding
| | their own business. You see entrances to taverns on
S-@-* | both sides of the street and the Main Street continues
| | to the north and the south.
S S-+-S |
| | |
+-+-+-+-+|
---------+

[Exits: north east south west]
A purple pill with white spots lies here.
A beggar wanders around asking for spare gold.
A beggar wanders around asking for spare gold.
A special guard walks in.

<908hp 557m 345mv no opponent/no opponent calm road (outside) > n
The Main Street
+-+ +-+| You are on the Main Street of Seringale. It is a wide street
| | | || with lots of space to both sides. There are tons of people
F *-+-* S| rushing from one place to another, minding their own business.
| || You see a shop with a sign of a sword and axe to the east
S-@-S-*| and to the west, the pet shop.
| |
S-+-* |
| |
S-+-S |
---------+

[Exits: north east south west]
A duergar city guard of Seringale stands watch here.
A special guard walks in.

<908hp 557m 344mv no opponent/no opponent calm road (outside) > n
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 gnomish city guard of Seringale stands watch here.
A special guard walks in.
A beggar walks in.

<908hp 557m 343mv no opponent/no opponent calm city (outside) > c
Players near you in Seringale:
<PK> Zersh Inside the South Gate
Dogran Chamber of Rituals
<PK> Solmundi South of Market Square

<908hp 557m 343mv no opponent/no opponent calm city (outside) > dri
You drink water from the Justice monument.
Your thirst is quenched.

<908hp 557m 343mv no opponent/no opponent calm city (outside) > e
Southeast of Market Square
*-+-* F +| You are standing southeast of the Market Square. A marvellous
| | | || monument has been erected here in the middle of the city
+ +-+-+| of Seringale, ever flowing with clear drinkable water. The
| | | || road is well worn from the traffic constantly passing over
*-+-@ S S| it. You see a path around the square to the west and north.
| | |
S-+-S-* |
| |
S-+-* |
---------+

[Exits: north west]
A special guard walks in.

<908hp 557m 342mv no opponent/no opponent calm inside (indoors) > n
East of Market Square
S-+-S | You are east of Market Square. A marvellous monument has
| | been erected here in the middle of the city of Seringale,
*-+-* 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 special guard walks in.

<908hp 557m 341mv no opponent/no opponent calm city (outside) > e
The East Common Road
+-S *| You are on the Common Road of Seringale. All around you are
| || busy people hurrying along minding their own business. The
+-* F +-*| smell of fresh bread wafts in from the north of here. A shop
| | | | with a sign of an iron hammer is south.
+-@-+-+|
| | | ||
+-* S S +|
| | |
+-S-* |
---------+

[Exits: north east south west]
A jagged key lies here.
A special guard walks in.

<908hp 557m 340mv no opponent/no opponent calm road (outside) > e
The East Common Road
* | You are on the Common Road of Seringale. All around you
| | are busy people hurrying along minding their own business.
* F +-* | You see the entrance to the Warrior Guild to the north,
| | | | a shop with a sign of a needle to the south, and the
+-+-@-+-+| Common Road continues to the east and the west.
| | | | |
* S S +-+|
| ||
S-* +|
---------+

[Exits: north east south west]
A half-elf city guard of Seringale stands watch here.
A special guard walks in.

<908hp 557m 339mv no opponent/no opponent calm road (outside) > e
The Eastern Monument
* | Standing in the center of the road is a large marble
| | monument, chiseled at odd angles and serving as a landmark
F +-* S| for Serin adventurers. Several dusty sets of footprints
| | || can be seen around the base of the monument, as hundreds
+-+-@-+-+| of passing citizens mark their paths from this large
| | | || stone monolith. To the south you see a dark alley, and
S S +-+ S| the Common Road continues to the east and west.
| | |
* +-+|
---------+

[Exits: east south west]
A special guard walks in.

<908hp 557m 338mv no opponent/no opponent calm city (outside) > e
The East Common Road
* | You are on the Common Road of Seringale. All around you
| | are busy people hurrying along minding their own business.
+-* S-*| The Common Road continues to the east and the west.
| | |
+-+-@-+-+|
| | | |
S +-+ S |
| |
+-+-*|
---------+

[Exits: east west]
A special guard walks in.

<908hp 557m 337mv no opponent/no opponent calm road (outside) > e
The East Common Road
+| You are on the Common Road of Seringale. All around you
|| are busy people hurrying along minding their own business.
S-* +| You see a shop with a sign of a leather collar to the
| || north, a shop with a sign of a glittering diamond to
+-+-@-+-+| the south, and the Common Road continues to the east
| | || and the west.
+-+ S +|
| ||
+-+ +|
---------+

[Exits: north east south west]
A special guard walks in.

<908hp 557m 336mv no opponent/no opponent calm road (outside) > e
The East Common Road
+ | You are on the Common Road of Seringale. All around you
| | are busy people hurrying along minding their own business.
S-* + | The Common Road continues to the east and the west.
| | |
+-+-@-+-+|
| | |
S + |
| |
+ |
---------+

[Exits: east west]
A special guard walks in.

<908hp 557m 335mv no opponent/no opponent calm road (outside) > e
Inside the East Gate
+ | You are inside the East Gate of Seringale. All around you
| | are people travelling in and out of the city. The great wall
S-* + | of Seringale soars over your head at over 30 spans tall.
| | | You see the city to the west, the east gate above you, and
+-+-@-+-+| the city walls lead to the north and south.
| | |
S + |
| |
+ |
---------+

[Exits: north east south west]
A dwarven city guard of Seringale stands watch here.
A gate guard is here guarding the gates of Seringale.
A gate guard is here guarding the gates of Seringale.
A special guard walks in.

<908hp 557m 334mv no opponent/no opponent calm city (outside) > e
Outside the East Gate
+ | You are outside the East Gate of Seringale. Before you is a
| | great wall. It is made of huge slabs of white stones with
+ | various figures of birds, beasts, and dragons carved into
| | it. The great wall soars over your head at over 30 spans tall.
+-+-@-+-+| You see the entrance into the city of Seringale to the west
| | and a road travelling out of the city to the east.
+ |
| |
+ |
---------+

[Exits: east west]
A special guard walks in.

<908hp 557m 333mv no opponent/no opponent calm city (outside) > e
c
City Entrance
+ | You stand on the outskirts of Seringale, the capital of this
| | land. The road leads east along a dusty road, while to the west
+ | it becomes the main street of the town, surrounded by a mass
| | confusion of shops, bars, and market places. The east gates of
+-+-@-+-+| the town lie directly to the west of here.
| |
+ |
| |
+ |
---------+

[Exits: east west]
A special guard walks in.
The night has begun.

<908hp 568m 386mv no opponent/no opponent calm road (outside) >
Players near you in Eastern Road:
<PK> Solmundi City Entrance

<908hp 568m 386mv no opponent/no opponent calm road (outside) > e
Along the Eastern Road
| You are traveling along a well-travelled road between
| Seringale and the lands to the east. The path has been
| created from a light stone material that is very resilient.
| It has worn away over time from the flow of traffic that
+-+-@-+-+| has passed through here. This is one of Serin's busiest
| trade routes.
|
|
|
---------+

[Exits: east west]
A special guard walks in.

<908hp 568m 385mv no opponent/no opponent calm road (outside) > e
e
Along the Eastern Road
| You are traveling along a well-travelled road between
| Seringale and the lands to the east. The path has been
| created from a light stone material that is very resilient.
| It has worn away over time from the flow of traffic that
+-+-@-+-+| has passed through here. This is one of Serin's busiest
| trade routes.
|
|
|
---------+

[Exits: east west]
A special guard walks in.

<908hp 568m 384mv no opponent/no opponent calm road (outside) >
Along the Eastern Road
o| You are traveling along a well-travelled road between
|| Seringale and the lands to the east. The path has been
o| created from a light stone material that is very resilient.
|| It has worn away over time from the flow of traffic that
+-+-@-+-+| has passed through here. This is one of Serin's busiest
|| trade routes.
+|
||
+-+|
---------+

[Exits: east west]
A special guard walks in.

<908hp 568m 383mv no opponent/no opponent calm road (outside) > e
Along the Eastern Road
o | You are traveling along a well-travelled road between Seringale
| | and the lands to the east. A northern road crosses this
o | one to the east. The path has been created from a light
| | stone material that is very resilient. It has worn away
+-+-@-+-+| over time from the flow of traffic that has passed through
| | here. This is one of Serin's busiest trade routes.
+ |
| |
+-+ |
---------+

[Exits: east west]
A special guard walks in.

<908hp 568m 382mv no opponent/no opponent calm road (outside) > e
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, looking dejected.
A special guard walks in.

<908hp 568m 381mv no opponent/no opponent calm road (outside) > e
Along the Eastern Road
o | You are walking along a well-travelled road between Seringale
| | and lands east. A northern road crosses this one to the west,
o | towards Seringale. The path has been created from a light stone
| | material that is very resilient. It has worn away over time
+-+-@-+-+| from the flow of traffic that has passed through here. This
| || is one of Serin's busiest trade routes.
+ +|
| |
+-+ |
---------+

[Exits: east west]
A special guard walks in.

<908hp 568m 380mv no opponent/no opponent calm road (outside) > e
Along the Eastern Road
o | The road heads southwards from here, meandering its way slowly
| | around the outskirts of the dwarven kingdom. Its resilient stone
o | path has resisted much of the wear created by the bustle of traders
| | and merchants travelling in between the two cities. To the northeast
+-+-@-+ | you see a huge monastery, built inside a grove and surrounded
| | | by a patch of grass.
+ +-+|
| |
+ |
---------+

[Exits: east west]
A special guard walks in.

<908hp 568m 379mv no opponent/no opponent calm road (outside) > e
The Dragon Statue
| The road is forced south suddenly here, dug around a towering
| statue of a black dragon. The bypass heads south and then
| east. Taking advantage of the statue's prominence, someone
| has set up a small shack with several large carts lined
+-+-@ | up inside it.
| |
+-+-+|
|
|
---------+

[Exits: south west]
A sign is here, showing what services are offered.
There is a cart here, covered by a colorful cloth.
The cartmaster is sitting on a trade caravan.
This young girl looks happy to guide travelers along the roads.
A special guard walks in.

<908hp 568m 378mv no opponent/no opponent calm road (outside) > c
s
Players near you in Eastern Road:
<PK> Solmundi The Dragon Statue

<908hp 568m 378mv no opponent/no opponent calm road (outside) >
On the Eastern Road
| The Eastern Road continues its journey eastwards towards
| the City of Timaran. It makes its way around the dwarven
+-+-+ | kingdom steadily and neatly. To the south of here you
| | can see a dark forest, looking fairly barren in population
@-+-+| and its trees stunted. It looks very dwarven. Eastwards
| the road continues, its resilient surface resisting the
| erosion caused by the bustle of trade passing through
| the area.
|
---------+

[Exits: north east]
A special guard walks in.

<908hp 568m 377mv no opponent/no opponent calm road (outside) > e
On the Eastern Road
| The resilient stone of the Eastern Road stretches out
| in both east and west directions for as far as you can
+-+ +| see, eventually turning off its track out of sight. Either
| || side of the road is surrounded by foresty terrain that
+-@-+-+| looks fairly impassible and perhaps not worthwhile to
| try to do so. To the east you see a signpost reaching
| high overhead.
|
|
---------+

[Exits: east west]
A special guard walks in.

<908hp 568m 376mv no opponent/no opponent calm road (outside) > e
On the Eastern Road
| The road travels from east to west here, spanning out for
| miles in both directions. It has been constructed of a light
+ +-+| resilient stone that has slowly worn away from the passing
| | | by of many travellers and tourists alike down this trade
+-+-@-+ | road. Far off to the south you can see a river meandering
| its way through a fairly barren looking forest.
|
|
|
---------+

[Exits: east west]
A tall signpost has been erected here.
A special guard walks in.

<908hp 568m 375mv no opponent/no opponent calm road (outside) > e
On the Eastern Road
o| The road takes a sudden swift turn here as it makes its
|| way around the outskirts of a small village, populated
+-+-+| by gnomes. Its light but resilient surface has grown brittle
| || and hard from the many days of beautiful sunshine that
+-+-@ +| have been experienced by it. Despite this it has managed
|| to remain in good shape, looking more than adequate for
+| its function as a trade route.
|
|
---------+

[Exits: north west]
A special guard walks in.

<908hp 568m 374mv no opponent/no opponent calm road (outside) > n
Along the Eastern Road
| To the north of you a grove of trees surround the perimeters
| of a dwarven kingdom. Through the trees you can make
o| out the outline of a castle, small and yet clearly aristocrital
|| in design. The road is forced to travel south due to
@-+-+| the presence of a playground of some sort to the west
| || of here. It seems to be unoccupied, at least from this
+-+-+ +| viewpoint. The road continues eastwards, travelling towards
|| the City of Timaran.
+|
---------+

[Exits: east south]
A special guard walks in.

<908hp 568m 373mv no opponent/no opponent calm road (outside) > e
e
Along the Eastern Road
| You are travelling down the Eastern Road between Seringale
| and Timaran. It has been constructed of a light yet resilient
o-o| mineral which has stood up to the bustle of tradefair
| | passing through here. The road back to Seringale is to
+-@-+-+| the west of you, while to the east of here you can see
| | | a heavily guarded checkpoint. To the south you see a
+-+ + | dirt path wandering off towards a small village, away
| | from the busy road.
+-+|
---------+

[Exits: east west]
A special guard walks in.

<908hp 568m 372mv no opponent/no opponent calm road (outside) >
The Checkpoint
f| You reach the checkpoint of the Eastern Road. This point
|| serves as both a guardpost for keeping the road safe from
o-o-o| highway robbery and also is the main means of checking
| | the smoothness of trade flowing in and out of the two hometowns.
+-+-@-+-+| The post is guarded day and night by heavily armored knights
| | | that are ever vigilant and alert.
+ + |
| |
+-+ |
---------+

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

<908hp 568m 371mv no opponent/no opponent calm road (outside) > c
Players near you in Eastern Road:
<PK> Solmundi The Checkpoint

<908hp 568m 371mv no opponent/no opponent calm road (outside) > e
Along the Eastern Road
f | You are journeying along a well-travelled road, just east
| | of a heavily guarded checkpoint. You have covered about half
o-o-o | the distance between the city of Seringale and Timaran. The
| | road has been constructed from a light and yet extremely
+-+-@-+-+| resilient mineral that has resisted the weathering of the
| | trade passing through.
+ |
| |
+-+ |
---------+

[Exits: east west]
A special guard walks in.

<908hp 568m 370mv no opponent/no opponent calm road (outside) > e
Along the Eastern Road
f | The Eastern Road stretches out from west to east as far as
| | you can see. Due north of you is a huge monastery, just barely
o-o-o | visible through a blanket of trees. To the south you see a
| | village, fairly small. Further south of the village, in the
+-+-@-+-+| far distance, you see a river running through the dwarf forest.
| | Eastwards the city of Timaran looms on the horizon.
+ |
| |
+-+ |
---------+

[Exits: east west]
A special guard walks in.

<908hp 568m 369mv no opponent/no opponent calm road (outside) > e
Along the Eastern Road
| The road continues eastwards, entering a fairly dense
| area of forest. Surrounding the sides of the road is
| a thick layer of trees, letting in little light. The resilient
| mineral of the traderoad has eroded slightly here, as
+-+-@-+-+| many passersby stopped for rest before entering the denser
| part of the forest. You hear chirping coming from the
| trees around you.
|
|
---------+

[Exits: east west]
A special guard walks in.

<908hp 568m 368mv no opponent/no opponent calm road (outside) > e
Along the Eastern Road
| The road is almost completely swallowed up by the forest
| here. Oak trees surround you from all sides, the east
| of here becoming impassible. The road takes a turn northwards
| as it meanders gently through the foresty terrain. Though
+-+-@-+-+| the road is well-travelled and clearly safe, you might
| be ill-advised to leave it and wander off into the forest
| alone.
|
|
---------+

[Exits: east west]
A special guard walks in.

<908hp 568m 367mv no opponent/no opponent calm road (outside) > e
Along the Eastern Road
| The highway continues its seemingly endless procession
| through the grove. The road's resilient surface has remained
| in perfect condition to this day, despite it being perhaps
| Serin's busiest trade route. To the west you see the forest
+-+-@-+-+| slowly thinning out while eastwards the road continues,
| heading towards the proud city of Timaran.
|
|
|
---------+

[Exits: east west]
A special guard walks in.

<908hp 568m 366mv no opponent/no opponent calm road (outside) > e
On the Outskirts of Timaran
| To the east you see the mighty gates of Timaran, one of
| the most elegant and prosperous cities of all of Serin.
| To the south you see the barren highlands heading out
| towards Mahn-Tor, and to the west you can barely make
+-+-@-+-+| out a faint, but well-used, road leading to the City of
| Seringale.
|
|
|
---------+

[Exits: east west]
A special guard walks in.

<908hp 568m 365mv no opponent/no opponent calm road (outside) > e
West Gate of Timaran
S-+| Here stands the west gate, closely guarded by a number
|| of city guards. People walk in and out, from residents
+| on their way to somewhere to travellers with dust stained
|| cloaks arriving. The city wall is a good 6 feet thick,
+-+-@-+-+| and the gates heavily reinforced. 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.
A special guard walks in.

<908hp 568m 364mv no opponent/no opponent calm city (outside) > e
Western Main Street
S-+-S| You are standing on the Main Street of the city, which
| | runs between the west and east gates through the centre
+ *| of the city. Just to your west is the west gate, people
| || walking in and out of it in a steady stream past you.
+-+-@-+-+| 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.
A special guard walks in.

<908hp 568m 363mv no opponent/no opponent calm city (outside) > e
Western Square of Timaran
S-+-S | This is the busy Western Square of the city. People stand
| | around in groups talking and laughing, and others walk
+ * | past on their own business. Many adventurers are here,
| | | looking for partners for exploring the world outside
+-+-@-+-+| the city. Travel stained people arrive here from the
| | || west, and others head out that way towards the west gate.
T-*-+ S +| Beautifully carved wooden poles hold torches that 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.
A special guard walks in.

<908hp 568m 362mv no opponent/no opponent calm city (outside) > c
Players near you in Timaran:
<PK> Solmundi Western Square of Timaran

<908hp 568m 362mv no opponent/no opponent calm city (outside) > e
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]
A special guard walks in.

<908hp 568m 361mv no opponent/no opponent calm city (outside) > e
Western Main Street
+-S | You are standing on the Main Street, just east of a large
| | building that looks suspiciously like a bank, and a constant
+ * B | stream of people pass you by on their way to the city centre
| | | | that also lies eastwards. 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]
A citizen of Timaran goes about his business here.
A feral cat wanders around, looking for prey or scraps.
A special guard walks in.

<908hp 568m 360mv no opponent/no opponent calm city (outside) > e
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
+-+-@-+-+| 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 special guard walks in.

<908hp 568m 359mv no opponent/no opponent calm city (outside) > e
Western Main Street
* +-S| This is the western part of Main Street, which runs between
| | | the east and west gates through the centre of the city.
B *-+-S| 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]
A special guard walks in.

<908hp 568m 358mv no opponent/no opponent calm city (outside) > e
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
+-+-@-S-+| 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 special guard walks in.

<908hp 568m 357mv no opponent/no opponent calm city (outside) > dri
You drink water from a marble fountain.
Your thirst is quenched.

<908hp 568m 357mv no opponent/no opponent calm city (outside) > n
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 special guard walks in.

<908hp 568m 356mv no opponent/no opponent calm city (outside) > n
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 special guard walks in.

<908hp 568m 355mv no opponent/no opponent calm city (outside) > n
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]
A special guard walks in.

<908hp 568m 354mv no opponent/no opponent calm city (outside) > n
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]
A special guard walks in.

<908hp 568m 353mv no opponent/no opponent calm city (outside) > n
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.
A special guard walks in.

<908hp 568m 352mv no opponent/no opponent calm city (outside) > n
A rock outcropping
| From this rock outcropping the valley below seems peaceful,
| untouched. Dense forests of pine carpet the mountainsides,
| broken only by thick aspen woods. The mountains, deep blue
| in the distance, circle the valley floor and form a soft
f-@ | highland bowl. A well-traveled path leads down into a small
| | grove below.
+ |
| |
+-* |
---------+

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

<908hp 568m 351mv no opponent/no opponent calm mountain (outside) > c
Players near you in Clearwater Lake:
<PK> Solmundi A rock outcropping

<908hp 568m 351mv no opponent/no opponent calm mountain (outside) > w
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]
A curved sword with a heavy tip sits here.
A special guard walks in.

<908hp 568m 349mv no opponent/no opponent calm forest (outside) > w
A Beautiful Clearing
f | A large and very beautiful clearing in the middle of
| | a heavily packed together circle of trees. The trees
o-f | are tall and thin, covered with dark brown bark and thin
| | branches weighed down with large numbers of needles.
o-@-f-x| A few small and unconnected 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]
A huge black and white mottled wolf is here.
A special guard walks in.

<908hp 568m 348mv no opponent/no opponent calm forest (outside) > w
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
o-f | southeastern edge of the cave, just inside the lip. It
| | doesn't appear to have been used in quite some time. A
@-f-f| small crevice provides 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.
A special guard walks in.

<908hp 568m 347mv no opponent/no opponent calm cave (indoors) > c
Players near you in Unsiliel Wood:
<PK> Solmundi A Large Cave

<908hp 568m 347mv no opponent/no opponent calm cave (indoors) > n
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-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]
A special guard walks in.

<908hp 568m 346mv no opponent/no opponent calm forest (outside) > n
A Wide Path
f | A wide, well used path surrounded by tall trees with
| | dark brown bark and thin branches weighed down with large
f-f-f-f-f| numbers of needles. Simfea, Carss, Fiek, and a few other
| || types of bushes surround the trees, though few of them
@ f| are blooming with the little light that is able to get
| | to them during daylight hours. The side of a rock outcropping
o-f | rises up to the west. The rustling of the needle covered
| | branches rubbing against one another fills the air.
o-f-f|
---------+

[Exits: north south]
A special guard walks in.

<908hp 568m 345mv no opponent/no opponent calm forest (outside) > n
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 | 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]
A special guard walks in.

<908hp 568m 344mv no opponent/no opponent calm forest (outside) > c
Players near you in Unsiliel Wood:
<PK> Solmundi A Moss Covered Path

<908hp 568m 344mv no opponent/no opponent calm forest (outside) > e
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
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 f-f| to them during daylight hours. The rustling of the needle
| || covered branches rubbing against one another fills the
o-f f| air.
---------+

[Exits: north east west]
A special guard walks in.

<908hp 568m 343mv no opponent/no opponent calm forest (outside) > e
s
A Moss Covered Path
f-f-f-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
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-f-f| to them during daylight hours. The rustling of the needle
| | | covered branches rubbing against one another fills the
f f-f| air.
---------+

[Exits: south west]
A red-headed woman in fine leather sets snares for intruders.
A special guard walks in.

<908hp 583m 396mv no opponent/no opponent calm forest (outside) >
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 f-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]
A special guard walks in.

<908hp 583m 395mv no opponent/no opponent calm forest (outside) > e
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
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-f| to them during daylight hours. The rustling of the needle
|| covered branches rubbing against one another fills the
*| air.
---------+

[Exits: east south west]
A slender woman in fine leather combs the bushes for blackberries.
A special guard walks in.

<908hp 583m 394mv no opponent/no opponent calm forest (outside) > e
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 | 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-f-f | daylight hours. The rustling of the needle covered branches
| | rubbing against one another fills the air.
* |
---------+

[Exits: north west]
A special guard walks in.

<908hp 583m 393mv no opponent/no opponent calm forest (outside) > n
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
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. Dull gray stones have been stacked nice
| | and neatly to the side of the path, they seem almost out
f-f-f | 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]
A special guard walks in.

<908hp 583m 392mv no opponent/no opponent calm forest (outside) > n
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]
A special guard walks in.

<908hp 583m 391mv no opponent/no opponent calm forest (outside) > c
e
Players near you in Unsiliel Wood:
<PK> Solmundi A Moss Covered Path

<908hp 583m 391mv no opponent/no opponent calm forest (outside) >
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]
A special guard walks in.

<908hp 583m 390mv no opponent/no opponent calm forest (outside) > e
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-C| 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]
A special guard walks in.

<908hp 583m 389mv no opponent/no opponent calm forest (outside) > e
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-C | 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]
A special guard walks in.

<908hp 583m 388mv no opponent/no opponent calm forest (outside) > e
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-C f| to the heavens. Pockets of ants, nightcrawlers, and other
| | || larvae skitter along the fungi 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]
A special guard walks in.

<908hp 583m 387mv no opponent/no opponent calm forest (outside) > c
Players near you in Dankbark Forest:
<PK> Solmundi Dankbark Forest

<908hp 583m 387mv no opponent/no opponent calm forest (outside) > s
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 fungi 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]
A raspberry flan is here.
The corpse of Zexzel is lying here, utterly devastated.
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.
A special guard walks in.

<908hp 583m 386mv no opponent/no opponent calm forest (outside) > x corpse
The corpse of Zexzel holds:
a guild-issue claw
a barrel
450 gold coins

<908hp 583m 386mv no opponent/no opponent calm forest (outside) > get flan
You can't carry that many items.

<908hp 583m 386mv no opponent/no opponent calm forest (outside) > eat flan
You do not have that item.

<908hp 583m 386mv no opponent/no opponent calm forest (outside) > i
You are carrying:
an enriched gyvel potion
(Glowing) the light of dawn
a perfect potion of recall
(Glowing) (Humming) a wide-bladed steel sabre
(Glowing) (Humming) a Defender potion
an old boat
(Humming) the staff of storms
a Big Ol'Pack Sack (open)
a thick, scintillating gold bracer
(Humming) a peacemaker guisarme
(Glowing) (Humming) an onyx-black mithril-white bangle of alacrity
(Glowing) an amber amulet
a ring inscribed with a pearl drop

<908hp 583m 386mv no opponent/no opponent calm forest (outside) > put gy sack
You put an enriched gyvel potion in a Big Ol'Pack Sack.

<908hp 583m 386mv no opponent/no opponent calm forest (outside) > get flan
You get a raspberry flan.

<908hp 583m 386mv no opponent/no opponent calm forest (outside) > eat flan
You eat a raspberry flan.
You are full.

<908hp 583m 386mv no opponent/no opponent calm forest (outside) > wear pear
You remove a wyvern's eye from your finger.
You wear a ring inscribed with a pearl drop on your left finger.

<908hp 583m 386mv no opponent/no opponent calm forest (outside) > wear ring
You remove a ring inscribed with a pearl drop from your finger.
You wear a wyvern's eye on your left finger.

<908hp 583m 386mv no opponent/no opponent calm forest (outside) > wear pearl
You remove a wyvern's eye from your finger.
You wear a ring inscribed with a pearl drop on your left finger.

<908hp 598m 399mv no opponent/no opponent calm forest (outside) > wear gold
You remove a wyvern-marked bracer from around your wrist.
You wear a thick, scintillating gold bracer around your left wrist.

<908hp 598m 399mv no opponent/no opponent calm forest (outside) > s
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-C 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 fungi 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 lady is here, crying at her family's misfortune.
A dirt-stained child stands here, sucking his thumb.
A special guard walks in.

<908hp 598m 398mv no opponent/no opponent calm forest (outside) > s
Alas, you cannot go that way.

<908hp 598m 398mv no opponent/no opponent calm forest (outside) > e
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-C 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 fungi 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]
A head of white silk, complete with ruffles, is in a dirty heap.
A gaudy looking pearl bracelet looks lost.
A special guard walks in.

<908hp 598m 397mv no opponent/no opponent calm forest (outside) > e
Dankbark Forest
f f-f f| Long, moss covered branches block almost all the light
| | | || coming from the sun, leaving pockets of inky blackness.
C 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 fungi 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]
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.
A special guard walks in.
A fire giant outlaw glances at you.
A fire giant outlaw says 'Have you seen any ... humans around?'
A fire giant outlaw licks his lips and smiles, showing off his elongated fangs.

<908hp 598m 396mv no opponent/no opponent calm forest (outside) > wh
[ Dwarf ] Thorick the Disturbed
[ Elf ] <PK> Zersh the Holy Patriarch of Healing
[ Elf ] <PK> Akzylar the Sage of Arcane Power
[ Avian ] Trilil the Bringer of Torment
[ Elf ] <PK> Hiretsuna the Sage of Arcane Power
[50 Jotun Pal] <PK> [JUSTICE] (Lieutenant) Solmundi Visindi the Holy Knight
[ Quasi ] Sevak the Ethereal
[ Elf ] <PK> <SCHOLAR> Duchess Ilromie Illistarre the Sage of Arcane Power
Players found: 8
[KEEPER] The Balance prevails within the four kingdoms.
There are 8 characters on; the most on this past month was 19.

<908hp 598m 396mv no opponent/no opponent calm forest (outside) > s
Dankbark Forest
C 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 fungi 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 lady is here, crying at her family's misfortune.
A dirt-stained child stands here, sucking his thumb.
A special guard walks in.

<908hp 598m 395mv no opponent/no opponent calm forest (outside) > wh
[ Dwarf ] Thorick the Disturbed
[ Elf ] <PK> Zersh the Holy Patriarch of Healing
[ Elf ] <PK> Akzylar the Sage of Arcane Power
[ Avian ] Trilil the Bringer of Torment
[ Elf ] <PK> Hiretsuna the Sage of Arcane Power
[50 Jotun Pal] <PK> [JUSTICE] (Lieutenant) Solmundi Visindi the Holy Knight
[ Quasi ] Sevak the Ethereal
[ Elf ] <PK> <SCHOLAR> Duchess Ilromie Illistarre the Sage of Arcane Power
Players found: 8
[KEEPER] The Balance prevails within the four kingdoms.
There are 8 characters on; the most on this past month was 19.

<908hp 598m 395mv no opponent/no opponent calm forest (outside) > af
You are affected by the following:
Skill: devote : lasts for 100 hours
Spell: bless : modifies save vs spell by 6 for 30 hours
: modifies hitroll by 6 for 30 hours
Spell: detect invis : lasts for 23 hours
Spell: sanctuary : lasts for 4 hours
Skill: errantry : lasts for 4 hours
Spell: protection : modifies save vs spell by 1 for 4 hours
Spell: virtuous light : modifies save vs maledictive by 5 for 2 hours
: modifies luck by 2 for 2 hours
: modifies armor class by 26 for 2 hours
Skill: holy armor : modifies armor class by 103 permanently
Set : Fire with Fire : modifies save vs afflictive by 16 permanently
: modifies hitroll by 6 permanently
: modifies damroll by 6 permanently
: modifies armor class by 75 permanently

<908hp 598m 395mv no opponent/no opponent calm forest (outside) > release guard
You send a special guard back home.
A special guard slowly fades away.

<908hp 598m 395mv no opponent/no opponent calm forest (outside) > wh
[ Dwarf ] Thorick the Disturbed
[ Elf ] <PK> Zersh the Holy Patriarch of Healing
[ Elf ] <PK> Akzylar the Sage of Arcane Power
[ Avian ] Trilil the Bringer of Torment
[ Elf ] <PK> Hiretsuna the Sage of Arcane Power
[50 Jotun Pal] <PK> [JUSTICE] (Lieutenant) Solmundi Visindi the Holy Knight
[ Quasi ] Sevak the Ethereal
[ Elf ] <PK> <SCHOLAR> Duchess Ilromie Illistarre the Sage of Arcane Power
Players found: 8
[KEEPER] The Balance prevails within the four kingdoms.
There are 8 characters on; the most on this past month was 19.

<908hp 598m 395mv no opponent/no opponent calm forest (outside) > l
Dankbark Forest
C 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 fungi 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 lady is here, crying at her family's misfortune.
A dirt-stained child stands here, sucking his thumb.

<908hp 598m 395mv no opponent/no opponent calm forest (outside) > n
Dankbark Forest
f f-f f| Long, moss covered branches block almost all the light
| | | || coming from the sun, leaving pockets of inky blackness.
C 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 fungi 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]
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.

<908hp 598m 394mv no opponent/no opponent calm forest (outside) > w
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-C 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 fungi 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]
A head of white silk, complete with ruffles, is in a dirty heap.
A gaudy looking pearl bracelet looks lost.

<908hp 598m 393mv no opponent/no opponent calm forest (outside) > w
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-C 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 fungi 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 lady is here, crying at her family's misfortune.
A dirt-stained child stands here, sucking his thumb.

<908hp 598m 392mv no opponent/no opponent calm forest (outside) > n
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 fungi 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]
The corpse of Zexzel is lying here, utterly devastated.
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.

<908hp 598m 391mv no opponent/no opponent calm forest (outside) > n
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-C f| to the heavens. Pockets of ants, nightcrawlers, and other
| | || larvae skitter along the fungi 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]

<908hp 598m 390mv no opponent/no opponent calm forest (outside) > w
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-C | 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]

<908hp 598m 389mv no opponent/no opponent calm forest (outside) > w
w
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-C| 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]

<908hp 613m 399mv no opponent/no opponent calm forest (outside) >
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]

<908hp 613m 398mv no opponent/no opponent calm forest (outside) > w
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]

<908hp 613m 397mv no opponent/no opponent calm forest (outside) > s
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
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. Dull gray stones have been stacked nice
| | and neatly to the side of the path, they seem almost out
f-f-f | 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]

<908hp 613m 396mv no opponent/no opponent calm forest (outside) > s
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 | 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-f-f | daylight hours. The rustling of the needle covered branches
| | rubbing against one another fills the air.
* |
---------+

[Exits: north west]

<908hp 613m 395mv no opponent/no opponent calm forest (outside) > w
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
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-f| to them during daylight hours. The rustling of the needle
|| covered branches rubbing against one another fills the
*| air.
---------+

[Exits: east south west]
A slender woman in fine leather combs the bushes for blackberries.

<908hp 613m 394mv no opponent/no opponent calm forest (outside) > w
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 f-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]

<908hp 613m 393mv no opponent/no opponent calm forest (outside) > n
A Moss Covered Path
f-f-f-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
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-f-f| to them during daylight hours. The rustling of the needle
| | | covered branches rubbing against one another fills the
f f-f| air.
---------+

[Exits: south west]
A red-headed woman in fine leather sets snares for intruders.

<908hp 613m 392mv no opponent/no opponent calm forest (outside) > w
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
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 f-f| to them during daylight hours. The rustling of the needle
| || covered branches rubbing against one another fills the
o-f f| air.
---------+

[Exits: north east west]

<908hp 613m 391mv no opponent/no opponent calm forest (outside) > w
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 | 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]

<908hp 613m 390mv no opponent/no opponent calm forest (outside) > wh
[ Dwarf ] Thorick the Disturbed
[ Elf ] <PK> Zersh the Holy Patriarch of Healing
[ Elf ] <PK> Akzylar the Sage of Arcane Power
[ Avian ] Trilil the Bringer of Torment
[ Elf ] <PK> Hiretsuna the Sage of Arcane Power
[50 Jotun Pal] <PK> [JUSTICE] (Lieutenant) Solmundi Visindi the Holy Knight
[ Quasi ] Sevak the Ethereal
[ Elf ] <PK> <SCHOLAR> Duchess Ilromie Illistarre the Sage of Arcane Power
Players found: 8
[KEEPER] The Balance prevails within the four kingdoms.
There are 8 characters on; the most on this past month was 19.

<908hp 613m 390mv no opponent/no opponent calm forest (outside) > s
A Wide Path
f | A wide, well used path surrounded by tall trees with
| | dark brown bark and thin branches weighed down with large
f-f-f-f-f| numbers of needles. Simfea, Carss, Fiek, and a few other
| || types of bushes surround the trees, though few of them
@ f| are blooming with the little light that is able to get
| | to them during daylight hours. The side of a rock outcropping
o-f | rises up to the west. The rustling of the needle covered
| | branches rubbing against one another fills the air.
o-f-f|
---------+

[Exits: north south]

<908hp 613m 389mv no opponent/no opponent calm forest (outside) > s
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-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]
A rotund man in fine leather forages in the forest.

<908hp 613m 388mv no opponent/no opponent calm forest (outside) > s
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
o-f | southeastern edge of the cave, just inside the lip. It
| | doesn't appear to have been used in quite some time. A
@-f-f| small crevice provides 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.

<908hp 613m 387mv no opponent/no opponent calm cave (indoors) > e
A Beautiful Clearing
f | A large and very beautiful clearing in the middle of
| | a heavily packed together circle of trees. The trees
o-f | are tall and thin, covered with dark brown bark and thin
| | branches weighed down with large numbers of needles.
o-@-f-x| A few small and unconnected 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]
A huge black and white mottled wolf is here.

<908hp 613m 386mv no opponent/no opponent calm forest (outside) > e
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]
A curved sword with a heavy tip sits here.

<908hp 613m 385mv no opponent/no opponent calm forest (outside) > e
A rock outcropping
| From this rock outcropping the valley below seems peaceful,
| untouched. Dense forests of pine carpet the mountainsides,
| broken only by thick aspen woods. The mountains, deep blue
| in the distance, circle the valley floor and form a soft
f-@ | highland bowl. A well-traveled path leads down into a small
| | grove below.
+ |
| |
+-* |
---------+

[Exits: south west down]
(White Aura) Dinswel the Ranger stands here.
Dinswel sighs.
Dinswel says 'I must find the crystal staff in order to prove my worthiness to marry Laudwin.'

<908hp 613m 384mv no opponent/no opponent calm mountain (outside) > c
Players near you in Clearwater Lake:
<PK> Solmundi A rock outcropping

<908hp 613m 384mv no opponent/no opponent calm mountain (outside) > s
North Gate of Timaran
| You have reached the north gate of the city of Timaran.
| Solid stone walls a good 6 feet thick surround the city
f-x | and stretch high into the sky. A large number of torches
| | make sure the area is well lit so the gate guards may see
@ | everyone who passes by them. More guards pace the battlements
| | keeping an eye out for possible invaders and threats to
+-* | the city. The gate guards watch each passer-by careful,
| | checking for known criminals along with other undesirables.
*-+-* | Even at this late hour people stream into and out of the
---------+ city, mostly travellers in dusty clothes seeking a place
out from under the night sky. A large street leads into the city southwards,
and to the north you may return to the land outside.

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

<908hp 613m 382mv no opponent/no opponent calm city (outside) > s
Travellers Way, near the North Gate
f-x | Here the buildings seem to thin out slightly as you near
| | the city walls and the north gate. There are fewer torches
+ | apparent as the need for light is less, being as no important
| | buildings stand near here. The majority of people walking
@-* | past are travellers, some just entering the city in dusty
| | clothes, and others leaving out on their journeys. The
*-+-* | gate guards are clearly visible standing by the gate,
| | and the battlements stretch into the sky above you. An
+-* | empty looking, seemingly abandoned mansion stands on its
---------+ own to your east. The road continues to the south.

[Exits: north east south]

<908hp 613m 381mv no opponent/no opponent calm city (outside) > s
Travellers Way
+ | You are walking along Travellers Way, the street that leads
| | between the city centre and the northern gate. Torches
+-* | hang on walls ready to be lit when the night comes so people
| | may continue about their business. Various citizens and
*-@-* | travellers walk past you on their way to the city centre,
| | or sometimes entering some of the stores that can be found
* +-* | on this street. To the west, three shining towers of pure
| | | ivory reach towards the sky, connected by gleaming skybridges.
*-+-* | The entire area to your west gives off a hum of magic.
---------+ Something very powerful has been imbued into the structure
itself.

[Exits: north east south west]

<908hp 613m 380mv no opponent/no opponent calm city (outside) > s
Travellers Way
+-* | You are walking along Travellers Way, the street that
| | leads between the city centre and the northern gate.
*-+-* | Torches hang on walls ready to be lit when the night
| | comes so people may continue about their business. Various
* @-* | citizens and travellers walk past you on their way to
| | | the city centre, or sometimes entering some of the stores
B *-+-* | that can be found on this street. A solid looking stone
| | | wall is the only thing visible to the west, while east
+-+-+-S-+| you see a building. Looking into the front windows you
---------+ see numerous types of blunt weapons. A flag flies above
the door with the insignia of a mace on a field of red. A short distance to
the south, a busy square is visible, while northwards lies the northern gate.


[Exits: north east south]

<908hp 613m 379mv no opponent/no opponent calm city (outside) > s
Travellers Way
*-+-* | This straight road runs from the north gate to the centre
| | of the city. It used to be called the Dragon Road, but
* +-* | in honor of the highly successful Travellers Rest on
| | | this street it was renamed. Torches light the way in the
B *-@-* | darkness, casting pale, flickering shadows across the
| | | pavement. Citizens and travellers bustle past going about
+-+-+-S-+| their business, on occasion running into each other as
| | they are absorbed in their thinking. To your west a plain
*-*-+-*- | grey building with bars on the windows is visible. Over
---------+ the door hangs a sign bearing the scales of Justice.
To the east is a smallish stone building with a sign depicting a crossed sword
and dagger over the door. A few weapons can also been seen through the windows.
The road heads north towards the northern gate, and just to the south is the
busy city centre.

[Exits: north east south west]

<908hp 613m 378mv no opponent/no opponent calm city (outside) > s
City Centre of Timaran
* +-* | You have entered the busy centre of Timaran. Although night
| | | darkens the sky, many torches cast a flickering light
B *-+-* | around the square. Strange shadows dance along the ground
| | | and against walls. Even at this late hour the square is
+-+-@-S-+| 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.
Mrsa the Lady of dubious virtue walks around in her black stockings.

<908hp 613m 377mv no opponent/no opponent calm city (outside) > dri
You drink water from a marble fountain.
Your thirst is quenched.

<908hp 613m 377mv no opponent/no opponent calm city (outside) > w
Western Main Street
* +-*| This is the western part of Main Street, which runs between
| | | the east and west gates through the centre of the city.
B *-+-*| The way is brightly lit by torches that dance and flare
| | | as the wind blows. Just to your east is the busy city
+-+-@-+-S| centre, and many people pass you on their way to it.
| | | To the north is a stone wall, solid and impenetrable.
+ *-*-+-*| South lies a small building with many wooden boats standing
| | | | outside it, and the sign of a shipwright hanging above
+ * S-+-S| the door. You can continue down the street to the west.
---------+

[Exits: east west]

<908hp 613m 376mv no opponent/no opponent calm city (outside) > w
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
+-+-@-+-+| centre is visible, and to your north stands a large building
| | || with marble pillars outside. The ornate sign above the
* + *-*-+| door indicates that this is the city bank. You can continue
| | || down the street east and west.
+ * S-+|
---------+

[Exits: north east west]

<908hp 613m 375mv no opponent/no opponent calm city (outside) > w
Western Main Street
+-S | You are standing on the Main Street, just east of a large
| | building that looks suspiciously like a bank, and a constant
+ * B | stream of people pass you by on their way to the city centre
| | | | that also lies eastwards. Torches flare in the odd gust of
+-+-@-+-+| wind, casting their light on the street. North of you is
| | | | an empty looking building, and to the south you can see a
+ * + | small, dark alleyway. Looking westwards you can see the outline
| | | of what looks like a temple. You can continue along the street
+-+ + | east and west.
---------+

[Exits: east south west]
A citizen of Timaran goes about his business here.
A feral cat wanders around, looking for prey or scraps.

<908hp 613m 374mv no opponent/no opponent calm city (outside) > w
Western Main Street
S-+-S | This part of the main street has a small, plain looking
| | building to the north, and a small garden is visible southwards.
+ * B| The garden has been grown so as to be pleasing to the eye,
| | || and is a welcome change from all the buildings. A number
+-+-@-+-+| of torches line the street, casting a bright light on the
| | | | cobblestones. A busy city square is visible just to your
*-+ * + | west, and the road continues east. A large building that
| | | | looks like a temple can be seen just to the south-west.
* +-+ + |
---------+

[Exits: north east south west]

<908hp 613m 373mv no opponent/no opponent calm city (outside) > w
Western Square of Timaran
S-+-S | This is the busy Western Square of the city. People stand
| | around in groups talking and laughing, and others walk
+ * | past on their own business. Many adventurers are here,
| | | looking for partners for exploring the world outside
+-+-@-+-+| the city. Travel stained people arrive here from the
| | || west, and others head out that way towards the west gate.
T-*-+ * +| 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 large, filthy looking rat scurries around.
A member of the Timaran city night watch keeps an eye out.

<908hp 613m 372mv no opponent/no opponent calm city (outside) > w
Western Main Street
S-+-S| You are standing on the Main Street of the city, which
| | runs between the west and east gates through the centre
+ *| of the city. Just to your west is the west gate, people
| || walking in and out of it in a steady stream past you.
+-+-@-+-+| A number of torches push away the dark of night so people
| || may continue what they are doing. To the east lies a
T-*-+ *| busy square. South of you is the wall of a large building,
| | | and from the stained glass windows you surmise it is
*-*-* +-+| a temple.
---------+

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

<908hp 613m 371mv no opponent/no opponent calm city (outside) > w
West Gate of Timaran
S-+| Here stands the west gate, closely guarded by a number
|| of city guards. People walk in and out, from residents
+| on their way to somewhere to travellers with dust stained
|| cloaks arriving. The city wall is a good 6 feet thick,
+-+-@-+-+| and the gates heavily reinforced. 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.

<908hp 613m 370mv no opponent/no opponent calm city (outside) > w
On the Outskirts of Timaran
| To the east you see the mighty gates of Timaran, one of
| the most elegant and prosperous cities of all of Serin.
| To the south you see the barren highlands heading out
| towards Mahn-Tor, and to the west you can barely make
+-+-@-+-+| out a faint, but well-used, road leading to the City of
| Seringale.
|
|
|
---------+

[Exits: east west]

<908hp 613m 369mv no opponent/no opponent calm road (outside) > w
Along the Eastern Road
| The highway continues its seemingly endless procession
| through the grove. The road's resilient surface has remained
| in perfect condition to this day, despite it being perhaps
| Serin's busiest trade route. To the west you see the forest
+-+-@-+-+| slowly thinning out while eastwards the road continues,
| heading towards the proud city of Timaran.
|
|
|
---------+

[Exits: east west]

<908hp 613m 368mv no opponent/no opponent calm road (outside) > c
Players near you in Eastern Road:
<PK> Solmundi Along the Eastern Road

<908hp 613m 368mv no opponent/no opponent calm road (outside) > w
Along the Eastern Road
| The road is almost completely swallowed up by the forest
| here. Oak trees surround you from all sides, the east
| of here becoming impassible. The road takes a turn northwards
| as it meanders gently through the foresty terrain. Though
+-+-@-+-+| the road is well-travelled and clearly safe, you might
| be ill-advised to leave it and wander off into the forest
| alone.
|
|
---------+

[Exits: east west]

<908hp 613m 367mv no opponent/no opponent calm road (outside) > w
Along the Eastern Road
| The road continues eastwards, entering a fairly dense
| area of forest. Surrounding the sides of the road is
| a thick layer of trees, letting in little light. The resilient
| mineral of the traderoad has eroded slightly here, as
+-+-@-+-+| many passersby stopped for rest before entering the denser
| part of the forest. You hear chirping coming from the
| trees around you.
|
|
---------+

[Exits: east west]

<908hp 613m 366mv no opponent/no opponent calm road (outside) > w
Along the Eastern Road
f | The Eastern Road stretches out from west to east as far as
| | you can see. Due north of you is a huge monastery, just barely
o-o-o | visible through a blanket of trees. To the south you see a
| | village, fairly small. Further south of the village, in the
+-+-@-+-+| far distance, you see a river running through the dwarf forest.
| | Eastwards the city of Timaran looms on the horizon.
+ |
| |
+-+ |
---------+

[Exits: east west]

<908hp 613m 365mv no opponent/no opponent calm road (outside) > w
Along the Eastern Road
f | You are journeying along a well-travelled road, just east
| | of a heavily guarded checkpoint. You have covered about half
o-o-o | the distance between the city of Seringale and Timaran. The
| | road has been constructed from a light and yet extremely
+-+-@-+-+| resilient mineral that has resisted the weathering of the
| | trade passing through.
+ |
| |
+-+ |
---------+

[Exits: east west]

<908hp 613m 364mv no opponent/no opponent calm road (outside) > w
The Checkpoint
f| You reach the checkpoint of the Eastern Road. This point
|| serves as both a guardpost for keeping the road safe from
o-o-o| highway robbery and also is the main means of checking
| | the smoothness of trade flowing in and out of the two hometowns.
+-+-@-+-+| The post is guarded day and night by heavily armored knights
| | | that are ever vigilant and alert.
+ + |
| |
+-+ |
---------+

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

<908hp 613m 363mv no opponent/no opponent calm road (outside) > w
Along the Eastern Road
| You are travelling down the Eastern Road between Seringale
| and Timaran. It has been constructed of a light yet resilient
o-o| mineral which has stood up to the bustle of tradefair
| | passing through here. The road back to Seringale is to
+-@-+-+| the west of you, while to the east of here you can see
| | | a heavily guarded checkpoint. To the south you see a
+-+ + | dirt path wandering off towards a small village, away
| | from the busy road.
+-+|
---------+

[Exits: east west]

<908hp 613m 362mv no opponent/no opponent calm road (outside) > w
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]

<908hp 613m 361mv no opponent/no opponent calm road (outside) > c
Players near you in Eastern Road:
<PK> Solmundi Along the Eastern Road

<908hp 613m 361mv no opponent/no opponent calm road (outside) > s
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]

<908hp 613m 360mv no opponent/no opponent calm road (outside) > w
On the Eastern Road
| The road travels from east to west here, spanning out for
| miles in both directions. It has been constructed of a light
+ +-+| resilient stone that has slowly worn away from the passing
| | | by of many travellers and tourists alike down this trade
+-+-@-+ | road. Far off to the south you can see a river meandering
| its way through a fairly barren looking forest.
|
|
|
---------+

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

<908hp 613m 359mv no opponent/no opponent calm road (outside) > w
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]

<908hp 613m 358mv no opponent/no opponent calm road (outside) > w
On the Eastern Road
| 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]

<908hp 613m 357mv no opponent/no opponent calm road (outside) > n
The Dragon Statue
| The road is forced south suddenly here, dug around a towering
| statue of a black dragon. The bypass heads south and then
| east. Taking advantage of the statue's prominence, someone
| has set up a small shack with several large carts lined
+-+-@ | up inside it.
| |
+-+-+|
|
|
---------+

[Exits: south west]
A sign is here, showing what services are offered.
There is a cart here, covered by a colorful cloth.
The cartmaster is sitting on a trade caravan.
This young girl looks happy to guide travelers along the roads.

<908hp 613m 356mv no opponent/no opponent calm road (outside) > w
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 west]

<908hp 613m 355mv no opponent/no opponent calm road (outside) > w
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]

<908hp 613m 354mv no opponent/no opponent calm road (outside) > wh
[ Dwarf ] Thorick the Disturbed
[ Elf ] <PK> Zersh the Holy Patriarch of Healing
[ Elf ] <PK> Akzylar the Sage of Arcane Power
[ Avian ] Trilil the Bringer of Torment
[ Elf ] <PK> Hiretsuna the Sage of Arcane Power
[50 Jotun Pal] <PK> [JUSTICE] (Lieutenant) Solmundi Visindi the Holy Knight
[ Quasi ] Sevak the Ethereal
[ Elf ] <PK> <SCHOLAR> Duchess Ilromie Illistarre the Sage of Arcane Power
Players found: 8
[KEEPER] The Balance prevails within the four kingdoms.
There are 8 characters on; the most on this past month was 19.

<908hp 613m 354mv no opponent/no opponent calm road (outside) > w
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, looking dejected.

<908hp 613m 353mv no opponent/no opponent calm road (outside) > w
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]

<908hp 626m 398mv no opponent/no opponent calm road (outside) > w
Along the Eastern Road
o| You are traveling along a well-travelled road between
|| Seringale and the lands to the east. The path has been
o| created from a light stone material that is very resilient.
|| It has worn away over time from the flow of traffic that
+-+-@-+-+| has passed through here. This is one of Serin's busiest
|| trade routes.
+|
||
+-+|
---------+

[Exits: east west]

<908hp 626m 397mv no opponent/no opponent calm road (outside) > w
Along the Eastern Road
| You are traveling along a well-travelled road between
| Seringale and the lands to the east. The path has been
| created from a light stone material that is very resilient.
| It has worn away over time from the flow of traffic that
+-+-@-+-+| has passed through here. This is one of Serin's busiest
| trade routes.
|
|
|
---------+

[Exits: east west]

<908hp 626m 396mv no opponent/no opponent calm road (outside) > w
Along the Eastern Road
| You are traveling along a well-travelled road between
| Seringale and the lands to the east. The path has been
| created from a light stone material that is very resilient.
| It has worn away over time from the flow of traffic that
+-+-@-+-+| has passed through here. This is one of Serin's busiest
| trade routes.
|
|
|
---------+

[Exits: east west]

<908hp 626m 395mv no opponent/no opponent calm road (outside) > w
City Entrance
+ | You stand on the outskirts of Seringale, the capital of this
| | land. The road leads east along a dusty road, while to the west
+ | it becomes the main street of the town, surrounded by a mass
| | confusion of shops, bars, and market places. The east gates of
+-+-@-+-+| the town lie directly to the west of here.
| |
+ |
| |
+ |
---------+

[Exits: east west]

<908hp 626m 394mv no opponent/no opponent calm road (outside) > w
Outside the East Gate
+ | You are outside the East Gate of Seringale. Before you is a
| | great wall. It is made of huge slabs of white stones with
+ | various figures of birds, beasts, and dragons carved into
| | it. The great wall soars over your head at over 30 spans tall.
+-+-@-+-+| You see the entrance into the city of Seringale to the west
| | and a road travelling out of the city to the east.
+ |
| |
+ |
---------+

[Exits: east west]

<908hp 626m 393mv no opponent/no opponent calm city (outside) > w
Inside the East Gate
+ | You are inside the East Gate of Seringale. All around you
| | are people travelling in and out of the city. The great wall
S-* + | of Seringale soars over your head at over 30 spans tall.
| | | You see the city to the west, the east gate above you, and
+-+-@-+-+| the city walls lead to the north and south.
| | |
* + |
| |
+ |
---------+

[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.

<908hp 626m 392mv no opponent/no opponent calm city (outside) > c
Players near you in Seringale:
<PK> Zersh Temple of Light
Trilil By the Altar of Darkness
<PK> Hiretsuna Temple of Light
<PK> Solmundi Inside the East Gate

<908hp 626m 392mv no opponent/no opponent calm city (outside) > w
The East Common Road
+ | You are on the Common Road of Seringale. All around you
| | are busy people hurrying along minding their own business.
S-* + | The Common Road continues to the east and the west.
| | |
+-+-@-+-+|
| | |
* + |
| |
+ |
---------+

[Exits: east west]

<908hp 626m 391mv no opponent/no opponent calm road (outside) > w
The East Common Road
+| You are on the Common Road of Seringale. All around you
|| are busy people hurrying along minding their own business.
S-* +| You see a shop with a sign of a leather collar to the
| || north, a shop with a sign of a glittering diamond to
+-+-@-+-+| the south, and the Common Road continues to the east
| | || and the west.
+-+ * +|
| ||
+-+ +|
---------+

[Exits: north east south west]

<908hp 626m 390mv no opponent/no opponent calm road (outside) > w
The East Common Road
* | You are on the Common Road of Seringale. All around you
| | are busy people hurrying along minding their own business.
+-* S-*| The Common Road continues to the east and the west.
| | |
+-+-@-+-+|
| | | |
* +-+ * |
| |
+-+-*|
---------+

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

<908hp 626m 389mv no opponent/no opponent calm road (outside) > w
The Eastern Monument
* | Standing in the center of the road is a large marble
| | monument, chiseled at odd angles and serving as a landmark
* +-* 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
* * +-+ *| the Common Road continues to the east and west.
| | |
* +-+|
---------+

[Exits: east south west]

<908hp 626m 388mv no opponent/no opponent calm city (outside) > w
The East Common Road
* | You are on the Common Road of Seringale. All around you
| | are busy people hurrying along minding their own business.
* * +-* | You see the entrance to the Warrior Guild to the north,
| | | | a shop with a sign of a needle to the south, and the
+-+-@-+-+| Common Road continues to the east and the west.
| | | | |
* * * +-+|
| ||
*-* +|
---------+

[Exits: north east south west]

<908hp 626m 387mv no opponent/no opponent calm road (outside) > w
The East Common Road
+-S *| You are on the Common Road of Seringale. All around you are
| || busy people hurrying along minding their own business. The
+-* * +-*| smell of fresh bread wafts in from the north of here. A shop
| | | | with a sign of an iron hammer is south.
+-@-+-+|
| | | ||
+-* * * +|
| | |
+-*-* |
---------+

[Exits: north east south west]
A jagged key lies here.

<908hp 626m 386mv no opponent/no opponent calm road (outside) > w
East of Market Square
S-+-S | You are east of Market Square. A marvellous monument has
| | been erected here in the middle of the city of Seringale,
*-+-* * +| ever flowing with clear with clear drinkable water. The
| | | || road is well worn from the traffic constantly passing over
+ @-+-+| it. A path leads north and south around the fountain, while
| | | || the common road continues to the east.
*-+-* * *|
| | |
S-+-*-* |
---------+

[Exits: north east south]

<908hp 626m 385mv no opponent/no opponent calm city (outside) > c
Players near you in Seringale:
<PK> Zersh Temple of Light
Trilil By the Altar of Darkness
<PK> Hiretsuna Temple of Light
<PK> Solmundi East of Market Square

<908hp 626m 385mv no opponent/no opponent calm city (outside) > n
Northeast of Market Square
S-+-F | You are standing northeast of the Market Square. A marvellous
| | monument has been erected here in the middle of the city
S-+-S | of Seringale, ever flowing The road is well worn from
| | the traffic constantly passing over it. You see a path
*-+-@ * +| around the square to the west and the south.
| | | ||
+ +-+-+|
| | | ||
*-+-* * *|
---------+

[Exits: south west]

<908hp 626m 384mv no opponent/no opponent calm inside (indoors) > w
North of Market Square
+-S-+-F | You are north of Market Square. A marvellous monument
| | has been erected here in the middle of the city of Seringale,
S-+-S | ever flowing with clear drinkable water. The road is
| | well worn from the traffic constantly passing over it.
* *-@-* *| A path leads east and west around the fountain, while
| | | || the main street continues to the north.
+-+ +-+|
| | | ||
* *-+-* *|
---------+

[Exits: north east west]

<908hp 626m 383mv no opponent/no opponent calm city (outside) > wh
n
[ Dwarf ] Thorick the Disturbed
[ Elf ] <PK> Zersh the Holy Patriarch of Healing
[ Elf ] <PK> Akzylar the Sage of Arcane Power
[ Avian ] Trilil the Bringer of Torment
[ Elf ] <PK> Hiretsuna the Sage of Arcane Power
[50 Jotun Pal] <PK> [JUSTICE] (Lieutenant) Solmundi Visindi the Holy Knight
[ Quasi ] Sevak the Ethereal
[ Elf ] <PK> <SCHOLAR> Duchess Ilromie Illistarre the Sage of Arcane Power
Players found: 8
[KEEPER] The Balance prevails within the four kingdoms.
There are 8 characters on; the most on this past month was 19.

<908hp 626m 383mv no opponent/no opponent calm city (outside) >
The Main Street
+ | You are on the Main Street of Seringale. It is a wide
| | street with lots of space to both sides. There are tons
+-S-+-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.
| |
* *-+-* *|
| | | ||
+-+ +-+|
---------+

[Exits: north east south west]

<908hp 626m 382mv no opponent/no opponent calm road (outside) >
The goblin leader yells 'Goblins...Attack!!'

<908hp 626m 382mv no opponent/no opponent calm road (outside) > n
The Main Street
+-+-C-+-+| You are on the Main Street of Seringale. It is a wide street
| | | || with lots of space to both sides. There are tons of people
* + F +| rushing from one place to another, minding their own business.
| || You see a shop with a sign of a map to the east and the
+-S-@-F +| Mocker's Tavern to the west. Main Street continues to the
| | north and south.
S-+-S |
| |
*-+-* |
---------+

[Exits: north east south west]
A gnomish city guard of Seringale stands here.

<908hp 626m 381mv no opponent/no opponent calm road (outside) > n
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
+-+-C-+-+| number of people rushing from one place to another, minding
| | | || their own business. You see the bustling North Square to
* @ F +| the north, as the Main street continues to the south. The
| || side of an inn lies to the west and a strange shop to the
+-S-+-F +| east, but their entrances face the North Road. A small
| | pile of breadcrumbs lies in the center of the street for
S-+-S | some mundane reason.
---------+

[Exits: north south]

<908hp 626m 380mv no opponent/no opponent calm road (outside) > n
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
* + 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]
The corpse of Hiretsuna is lying here.
A brass finger post stands here.
The Herald Bulletin Board gleams majestically in the middle of the square.
A duergar city guard of Seringale stands watch here.

<908hp 626m 379mv no opponent/no opponent calm city (outside) > c
Players near you in Seringale:
<PK> Zersh Temple of Light
Trilil By the Altar of Darkness
<PK> Hiretsuna Temple of Light
<PK> Solmundi North Square

<908hp 626m 379mv no opponent/no opponent calm city (outside) > x corpse
The corpse of Hiretsuna holds:
Nothing.

<908hp 626m 379mv no opponent/no opponent calm city (outside) > wh
[ Dwarf ] Thorick the Disturbed
[ Elf ] <PK> Zersh the Holy Patriarch of Healing
[ Elf ] <PK> Akzylar the Sage of Arcane Power
[ Avian ] Trilil the Bringer of Torment
[ Elf ] <PK> Hiretsuna the Sage of Arcane Power
[50 Jotun Pal] <PK> [JUSTICE] (Lieutenant) Solmundi Visindi the Holy Knight
[ Quasi ] Sevak the Ethereal
[ Elf ] <PK> <SCHOLAR> Duchess Ilromie Illistarre the Sage of Arcane Power
Players found: 8
[KEEPER] The Balance prevails within the four kingdoms.
There are 8 characters on; the most on this past month was 19.

<908hp 626m 379mv no opponent/no opponent calm city (outside) > c
Players near you in Seringale:
<PK> Zersh Temple of Light
Trilil By the Altar of Darkness
<PK> Hiretsuna Temple of Light
<PK> Solmundi North Square

<908hp 626m 379mv no opponent/no opponent calm city (outside) >
It starts to rain.
The light of virtue fades from your body.

<908hp 643m 399mv no opponent/no opponent calm city (outside) >
You hear an intense humming from nearby.

<908hp 653m 399mv no opponent/no opponent calm city (outside) > note edit Out right chaos flooded into Seringales Walls. Many were marked wanted and
many fell. I apprehended three while Hiretsuna and Akzylar apprehended three others.
-========================- Entering APPEND Mode -=========================-
Type .h or ,h on a new line for help.
Exit by entering a @ or $ on a blank line.
-=========================================================================-
>
A duergar city guard walks west.
> Out right chaos flooded into Seringales Walls. Many were marked wanted and many fell. I apprehended three while Hiretsuna and Akzylar apprehended
three others.
> .f
String formatted.
> .s
String so far:
-==========================================================================-
1. Out right chaos flooded into Seringales Walls. Many were marked wanted
2. and many fell. I apprehended three while Hiretsuna and Akzylar apprehended
3. three others.
>
> @

<908hp 653m 399mv no opponent/no opponent calm city (outside) > wh
[ Dwarf ] Thorick the Disturbed
[ Elf ] <PK> Zersh the Holy Patriarch of Healing
[ Elf ] <PK> Akzylar the Sage of Arcane Power
[ Avian ] Trilil the Bringer of Torment
[ Elf ] <PK> Hiretsuna the Sage of Arcane Power
[50 Jotun Pal] <PK> [JUSTICE] (Lieutenant) Solmundi Visindi the Holy Knight
[ Quasi ] Sevak the Ethereal
[ Elf ] <PK> <SCHOLAR> Duchess Ilromie Illistarre the Sage of Arcane Power
Players found: 8
[KEEPER] The Balance prevails within the four kingdoms.
There are 8 characters on; the most on this past month was 19.

<908hp 653m 399mv no opponent/no opponent calm city (outside) >
The hairs on your skin rise as a static charge ripples through the area.
The white aura around your body fades.
You no longer feel so virtuous.
You feel less protected.
The corpse of Hiretsuna decays into dust.

<908hp 669m 399mv no opponent/no opponent calm city (outside) >
Hiretsuna tells you 'We took care of a few of those for you. No need to thank us.'

<908hp 669m 399mv no opponent/no opponent calm city (outside) >
The night is about to end.

<908hp 678m 399mv no opponent/no opponent calm city (outside) > note + Unfortunately Zexzel could not be put to death as I was attacked by Rogran,
Heindelt and Rithgjar. The latter two fled the realms before apprehension.
Ok.

<908hp 678m 399mv no opponent/no opponent calm city (outside) >
The day has begun.

<908hp 678m 399mv no opponent/no opponent calm city (outside) > note edit
-========================- Entering APPEND Mode -=========================-
Type .h or ,h on a new line for help.
Exit by entering a @ or $ on a blank line.
-=========================================================================-
1. Out right chaos flooded into Seringales Walls. Many were marked wanted
2. and many fell. I apprehended three while Hiretsuna and Akzylar apprehended
3. three others.
4.
5. Unfortunately Zexzel could not be put to death as I was attacked by Rogran, Heindelt and Rithgjar. The latter two fled the realms before
apprehension.
> .f
String formatted.
> .s
String so far:
-==========================================================================-
1. Out right chaos flooded into Seringales Walls. Many were marked wanted
2. and many fell. I apprehended three while Hiretsuna and Akzylar apprehended
3. three others.
4.
5. Unfortunately Zexzel could not be put to death as I was attacked by Rogran,
6. Heindelt and Rithgjar. The latter two fled the realms before apprehension.
>
> Solmundi
> @

<908hp 678m 399mv no opponent/no opponent calm city (outside) > wh

A duergar city guard walks in.

<908hp 678m 399mv no opponent/no opponent calm city (outside) >
[ Dwarf ] Thorick the Disturbed
[ Avian ] Trilil the Bringer of Torment
[ Elf ] <PK> Hiretsuna the Sage of Arcane Power
[50 Jotun Pal] <PK> [JUSTICE] (Lieutenant) Solmundi Visindi the Holy Knight
[ Quasi ] Sevak the Ethereal
[ Elf ] <PK> <SCHOLAR> Duchess Ilromie Illistarre the Sage of Arcane Power
Players found: 6
[KEEPER] The Balance prevails within the four kingdoms.
There are 6 characters on; the most on this past month was 19.

<908hp 678m 399mv no opponent/no opponent calm city (outside) >
The sun rises in the east.
The town clock tolls once as the day begins.

<908hp 678m 399mv no opponent/no opponent calm city (outside) > note subject A flood of chaos.

Hiretsuna utters the words, 'qcandusahz gsfuio'.
A magical spring flows from the ground.
Ok.

<908hp 678m 399mv no opponent/no opponent calm city (outside) >
A beggar walks in.

<908hp 678m 399mv no opponent/no opponent calm city (outside) > note to Justice.
Ok.

<908hp 678m 399mv no opponent/no opponent calm city (outside) >
Hiretsuna drinks water from a magical spring.

<908hp 678m 399mv no opponent/no opponent calm city (outside) >
Hiretsuna utters the words, 'qcandusahz yaae'.
A magic mushroom suddenly appears.

<908hp 678m 399mv no opponent/no opponent calm city (outside) > note post
Note posted.
Ok.

<908hp 678m 399mv no opponent/no opponent calm city (outside) > l
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
* + 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 magic mushroom is here.
A magical spring flows from the ground here.
A brass finger post stands here.
The Herald Bulletin Board gleams majestically in the middle of the square.
A beggar wanders around asking for spare gold.
Hiretsuna the Sage of Arcane Power is here.
A duergar city guard of Seringale stands watch here.

<908hp 678m 399mv no opponent/no opponent calm city (outside) >
Hiretsuna gets a magic mushroom.

<908hp 678m 399mv no opponent/no opponent calm city (outside) >
Hiretsuna eats a magic mushroom.

<908hp 678m 399mv no opponent/no opponent calm city (outside) >
Hiretsuna goes to sleep.

<908hp 678m 399mv no opponent/no opponent calm city (outside) >
A beggar walks west.

<908hp 678m 399mv no opponent/no opponent calm city (outside) >
Trilil flies in.
A stone golem walks in.
A flesh golem walks in.

<908hp 678m 399mv no opponent/no opponent calm city (outside) >
Trilil flies north.
A flesh golem walks north.
A stone golem walks north.

<908hp 678m 399mv no opponent/no opponent calm city (outside) > reply i have scribed all those who aided me in the record. Your help is appreciated.
Hiretsuna can't hear you.

<908hp 678m 399mv no opponent/no opponent calm city (outside) > c
Players near you in Seringale:
Trilil Training Grounds
<PK> Hiretsuna North Square
<PK> Solmundi North Square
<PK> Ilromie North Square

<908hp 678m 399mv no opponent/no opponent calm city (outside) > wh
[ Dwarf ] Thorick the Disturbed
[ Avian ] Trilil the Bringer of Torment
[ Elf ] <PK> Hiretsuna the Sage of Arcane Power
[50 Jotun Pal] <PK> [JUSTICE] (Lieutenant) Solmundi Visindi the Holy Knight
[ Quasi ] Sevak the Ethereal
[ Elf ] <PK> <SCHOLAR> Duchess Ilromie Illistarre the Sage of Arcane Power
Players found: 6
[KEEPER] The Balance prevails within the four kingdoms.
There are 6 characters on; the most on this past month was 19.

<908hp 678m 399mv no opponent/no opponent calm city (outside) >
Hiretsuna wakes and stands up.

<908hp 678m 399mv no opponent/no opponent calm city (outside) >
Ilromie looks at you.

<908hp 678m 399mv no opponent/no opponent calm city (outside) >
A duergar city guard walks south.

<908hp 678m 399mv no opponent/no opponent calm city (outside) > reply i have scribed all those who aided me in the record. Your help is appreciated.
You tell Hiretsuna 'I have scribed all those who aided me in the record. Your help is appreciated.'

<908hp 678m 399mv no opponent/no opponent calm city (outside) >
Trilil flies in.
A stone golem walks in.
A flesh golem walks in.

<908hp 678m 399mv no opponent/no opponent calm city (outside) >
Trilil flies south.
A flesh golem walks south.
A stone golem walks south.

<908hp 678m 399mv no opponent/no opponent calm city (outside) > l
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
* + F +| of dents shaped curiously like one's rear end has been
| || well-worn into the paving stones here.
+-S-+-F +|
---------+

[Exits: north east south west]
A magical spring flows from the ground here.
A brass finger post stands here.
The Herald Bulletin Board gleams majestically in the middle of the square.
(Invis) (White Aura) Ilromie the Sage of Arcane Power is here.
Hiretsuna the Sage of Arcane Power is here.

<908hp 678m 399mv no opponent/no opponent calm city (outside) > say drinks on me?
You say 'Drinks on me?'

<908hp 678m 399mv no opponent/no opponent calm city (outside) >
Hiretsuna snickers softly.

<908hp 678m 399mv no opponent/no opponent calm city (outside) > wh
[ Dwarf ] Thorick the Disturbed
[ Avian ] Trilil the Bringer of Torment
[ Elf ] <PK> Hiretsuna the Sage of Arcane Power
[50 Jotun Pal] <PK> [JUSTICE] (Lieutenant) Solmundi Visindi the Holy Knight
[ Quasi ] Sevak the Ethereal
[ Elf ] <PK> <SCHOLAR> Duchess Ilromie Illistarre the Sage of Arcane Power
Players found: 6
[KEEPER] The Balance prevails within the four kingdoms.
There are 6 characters on; the most on this past month was 19.

<908hp 678m 399mv no opponent/no opponent calm city (outside) >
Ilromie says 'Alright.'

<908hp 678m 399mv no opponent/no opponent calm city (outside) >
Ilromie now follows you.

<908hp 678m 399mv no opponent/no opponent calm city (outside) > l
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
* + F +| of dents shaped curiously like one's rear end has been
| || well-worn into the paving stones here.
+-S-+-F +|
---------+

[Exits: north east south west]
A magical spring flows from the ground here.
A brass finger post stands here.
The Herald Bulletin Board gleams majestically in the middle of the square.
(Invis) (White Aura) Ilromie the Sage of Arcane Power is here.
Hiretsuna the Sage of Arcane Power is here.

<908hp 678m 399mv no opponent/no opponent calm city (outside) > s
The Main Street
S-+ | You are on the Main Street of Seringale. It is a very wide
| | street with lots of space to both sides. There are a significant
+-+-+-+-+| number of people rushing from one place to another, minding
| | | || their own business. You see the bustling North Square to
* @ F +| the north, as the Main street continues to the south. The
| || side of an inn lies to the west and a strange shop to the
+-S-+-F +| east, but their entrances face the North Road. A small
| | pile of breadcrumbs lies in the center of the street for
S-+-S | some mundane reason.
---------+

[Exits: north south]
A duergar city guard of Seringale stands watch here.

<908hp 678m 397mv no opponent/no opponent calm road (outside) > s
The Main Street
+-+-+-+-+| You are on the Main Street of Seringale. It is a wide street
| | | || with lots of space to both sides. There are tons of people
* + F +| rushing from one place to another, minding their own business.
| || You see a shop with a sign of a map to the east and the
+-S-@-F +| Mocker's Tavern to the west. Main Street continues to the
| | north and south.
S-+-S |
| |
*-+-* |
---------+

[Exits: north east south west]
A gnomish city guard of Seringale stands here.

<908hp 678m 395mv no opponent/no opponent calm road (outside) > l
The Main Street
+-+-+-+-+| You are on the Main Street of Seringale. It is a wide street
| | | || with lots of space to both sides. There are tons of people
* + F +| rushing from one place to another, minding their own business.
| || You see a shop with a sign of a 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]
(Invis) (White Aura) Ilromie the Sage of Arcane Power is here.
A gnomish city guard of Seringale stands here.

<908hp 678m 395mv no opponent/no opponent calm road (outside) > w
Outside Mocker's Tavern
+-+-+-+-+| Owned by a cooperative consisting of the Heralds and
| | || the Bards' Guild, Mocker's Tavern is by far the most
* + F| popular place to be when the sun goes down. There is
| | always a small group of people hovering about the entrance
+-@-+-F| like flies on a corpse. The tavern, from the outside,
| | seems dull with no vivid colors or images, just a schedule
S-+-S| of performers hanging close to a small wooden door. Gentle
| | music softly emanates from the semi-opened door long
*-+-*| with mirthful laughter and general happiness. Going east
---------+ leads you back to the Main Street. To the west is the
Mocker's Tavern.

[Exits: east west]
A glowing banner bearing the emblem of Seringale rests here.
(White Aura) Istina the usher stands here sneering down his pointy nose at you.

<908hp 678m 397mv no opponent/no opponent calm city (indoors) > w
Istina the usher sips at his wine.
A Cloakroom
+-+-+| Just inside the entryway of the Mockers Tavern, this
|| room is where all of the tavern visitors hang their cloaks
+| and overcoats while enjoying the warmth of the cozy tavern
|| fire. The occasional thieving pickpocket can be seen
@-S-+| shuffling through the pockets of loose coats and cloaks,
|| hoping to find a trinket or two left behind by a forgetful
S-+| patron. The floor is covered with puddles of water from
|| some of the dripping wet cloaks.
*-+|
---------+

[Exits: east down]

<908hp 678m 395mv no opponent/no opponent calm city (indoors) > d
The Eastern Common Room
| You are next to a large fireplace in the common room. This
| is the place where most of the patrons of the inn gather to
S-*-F | rest from their tedious travels. This is also the place where
| | | various artists can perform their trade. You see a few tables
* *-@ | around the fireplace and a small open area as a stage. You
| | | | see the common extend to the west, and to the south you see
*>*-o | a doorway leading to an outer garden.
|
|
---------+

[Exits: south west up]
Some very comfortable looking sofas have been placed around the room.
A makeshift stage has been set up for the performing mice.
Vikka the waitress rushes around filling orders.
A deaf mouse stands here, playing a tiny violin.

<908hp 678m 394mv no opponent/no opponent calm inside (indoors) > w
The Western Common Room
| You are next to a large fireplace in the common room. This
| is the place where most of the patrons of the inn gather
S-*-F | to rest from their tedious travels. This is also the place
| | | where various artists can perform their trade. You see a
* @-F | few tables around the fireplace and a small open area as
| | | | a stage. You see the common room extend to the north and
*>*-o | east. To the south you see a large bar.
|
|
---------+

[Exits: north east south]
Some very comfortable looking sofas have been placed around the room.
A sparkling new bookcase covered in carved portraits rests here containing the Serin Mystiques: Volume 3.
An untidy bookcase with a sign reading 'Serin Mystiques: Volume two' is propped up against a wall.
A neat bookcase with a sign reading 'Serin Mystiques: Volume one' rests against a wall.

<908hp 678m 393mv no opponent/no opponent calm inside (indoors) > say vikka
You say 'Vikka.'
Vikka tells you 'Oh fine. But you had better give me a good tip, Officer Lawpants!'

<908hp 678m 393mv no opponent/no opponent calm inside (indoors) > c
Players near you in Seringale:
<PK> Hiretsuna The Main Street
<PK> Solmundi The Western Common Room
<PK> Ilromie The Western Common Room

<908hp 678m 393mv no opponent/no opponent calm inside (indoors) >
Vikka the serving girl walks in.

<908hp 678m 393mv no opponent/no opponent calm inside (indoors) > c
Players near you in Seringale:
<PK> Hiretsuna A Cloakroom
<PK> Solmundi The Western Common Room
<PK> Ilromie The Western Common Room

<908hp 678m 393mv no opponent/no opponent calm inside (indoors) >
Ilromie sits on some comfortable looking sofas.

<908hp 678m 393mv no opponent/no opponent calm inside (indoors) > buy fire
Vikka the serving girl tells you 'I don't sell that -- try 'list'.'

<908hp 678m 393mv no opponent/no opponent calm inside (indoors) > buy wh
You buy a lowball glass filled with whisky.

<908hp 678m 393mv no opponent/no opponent calm inside (indoors) > buy wh
You can't carry that many items.

<908hp 678m 393mv no opponent/no opponent calm inside (indoors) > give wh il
You give a lowball glass filled with whisky to Ilromie.

<908hp 678m 393mv no opponent/no opponent calm inside (indoors) > buy whi
You buy a lowball glass filled with whisky.

<908hp 678m 393mv no opponent/no opponent calm inside (indoors) > give whi hire
You give a lowball glass filled with whisky to Hiretsuna.

<908hp 678m 393mv no opponent/no opponent calm inside (indoors) >
Hiretsuna shakes his head at a sparkling new bookcase. How strange.

<908hp 678m 393mv no opponent/no opponent calm inside (indoors) > buy whi
You buy a lowball glass filled with whisky.

<908hp 678m 393mv no opponent/no opponent calm inside (indoors) > l

Hiretsuna drinks whisky from a lowball glass filled with whisky.
The Western Common Room
| You are next to a large fireplace in the common room. This
| is the place where most of the patrons of the inn gather
S-*-F | to rest from their tedious travels. This is also the place
| | | where various artists can perform their trade. You see a
* @-* | few tables around the fireplace and a small open area as
| | | | a stage. You see the common room extend to the north and
*>*-o | east. To the south you see a large bar.
|
|
---------+

[Exits: north east south]
Some very comfortable looking sofas have been placed around the room.
A sparkling new bookcase covered in carved portraits rests here containing the Serin Mystiques: Volume 3.
An untidy bookcase with a sign reading 'Serin Mystiques: Volume two' is propped up against a wall.
A neat bookcase with a sign reading 'Serin Mystiques: Volume one' rests against a wall.
Hiretsuna the Sage of Arcane Power is here.
Vikka the waitress rushes around filling orders.
(Invis) (White Aura) Ilromie is sitting on some comfortable looking sofas.

<908hp 678m 399mv no opponent/no opponent calm inside (indoors) >
Ilromie drinks whisky from a lowball glass filled with whisky.

<908hp 678m 399mv no opponent/no opponent calm inside (indoors) > say cheers.
You say 'Cheers.'

<908hp 678m 399mv no opponent/no opponent calm inside (indoors) > drink wh
You drink whisky from a lowball glass filled with whisky.

<908hp 678m 399mv no opponent/no opponent calm inside (indoors) > l
The Western Common Room
| You are next to a large fireplace in the common room. This
| is the place where most of the patrons of the inn gather
S-*-F | to rest from their tedious travels. This is also the place
| | | where various artists can perform their trade. You see a
* @-* | few tables around the fireplace and a small open area as
| | | | a stage. You see the common room extend to the north and
*>*-o | east. To the south you see a large bar.
|
|
---------+

[Exits: north east south]
Some very comfortable looking sofas have been placed around the room.
A sparkling new bookcase covered in carved portraits rests here containing the Serin Mystiques: Volume 3.
An untidy bookcase with a sign reading 'Serin Mystiques: Volume two' is propped up against a wall.
A neat bookcase with a sign reading 'Serin Mystiques: Volume one' rests against a wall.
Hiretsuna the Sage of Arcane Power is here.
Vikka the waitress rushes around filling orders.
(Invis) (White Aura) Ilromie is sitting on some comfortable looking sofas.

<908hp 678m 399mv no opponent/no opponent calm inside (indoors) >
Hiretsuna says 'Mmm.'

<908hp 678m 399mv no opponent/no opponent calm inside (indoors) > i
You are carrying:
a lowball glass filled with whisky
a wyvern-marked bracer
a wyvern's eye
(Glowing) the light of dawn
a perfect potion of recall
(Glowing) (Humming) a wide-bladed steel sabre
(Glowing) (Humming) a Defender potion
an old boat
(Humming) the staff of storms
a Big Ol'Pack Sack (open)
(Humming) a peacemaker guisarme
(Glowing) (Humming) an onyx-black mithril-white bangle of alacrity
(Glowing) an amber amulet

<908hp 678m 399mv no opponent/no opponent calm inside (indoors) > drink wh
It is already empty.

<908hp 678m 399mv no opponent/no opponent calm inside (indoors) > put whi sack
You put a lowball glass filled with whisky in a Big Ol'Pack Sack.

<908hp 678m 399mv no opponent/no opponent calm inside (indoors) >
Ilromie puts a lowball glass filled with whisky in a Big Ol'Pack Sack.

<908hp 678m 399mv no opponent/no opponent calm inside (indoors) > wh
[ Dwarf ] Thorick the Disturbed
[ Avian ] Trilil the Bringer of Torment
[ Elf ] <PK> Hiretsuna the Sage of Arcane Power
[50 Jotun Pal] <PK> [JUSTICE] (Lieutenant) Solmundi Visindi the Holy Knight
[ Quasi ] Sevak the Ethereal
[ Elf ] <PK> <SCHOLAR> Duchess Ilromie Illistarre the Sage of Arcane Power
Players found: 6
[KEEPER] The Balance prevails within the four kingdoms.
There are 6 characters on; the most on this past month was 19.

<908hp 678m 399mv no opponent/no opponent calm inside (indoors) >
Ilromie smirks.

<908hp 678m 399mv no opponent/no opponent calm inside (indoors) >
Vikka the serving girl walks north.

<908hp 678m 399mv no opponent/no opponent calm inside (indoors) >
Ilromie's weapon ward expires.
The white aura around Ilromie fades.

<908hp 678m 399mv no opponent/no opponent calm inside (indoors) >
Ilromie says 'In fact, there's no need to add more gold to the cofferes.'

<908hp 678m 399mv no opponent/no opponent calm inside (indoors) >
Ilromie coughs loudly.

<908hp 678m 399mv no opponent/no opponent calm inside (indoors) >
Ilromie gets a bottle of fine elvish wine from a Big Ol'Pack Sack.

<908hp 678m 399mv no opponent/no opponent calm inside (indoors) >
Ilromie gets an elegant chalice covered with images of elves from a Big Ol'Pack Sack.

<908hp 678m 399mv no opponent/no opponent calm inside (indoors) >
Ilromie pours elvish wine from a bottle of fine elvish wine into an elegant chalice covered with images of elves.

<908hp 678m 399mv no opponent/no opponent calm inside (indoors) > wh
[ Dwarf ] Thorick the Disturbed
[ Avian ] Trilil the Bringer of Torment
[ Elf ] <PK> Hiretsuna the Sage of Arcane Power
[50 Jotun Pal] <PK> [JUSTICE] (Lieutenant) Solmundi Visindi the Holy Knight
[ Quasi ] Sevak the Ethereal
[ Elf ] <PK> <SCHOLAR> Duchess Ilromie Illistarre the Sage of Arcane Power
Players found: 6
[KEEPER] The Balance prevails within the four kingdoms.
There are 6 characters on; the most on this past month was 19.

<908hp 678m 399mv no opponent/no opponent calm inside (indoors) >
Ilromie drinks elvish wine from an elegant chalice covered with images of elves.

<908hp 678m 399mv no opponent/no opponent calm inside (indoors) > say soooo much chaos.
You say 'Soooo much chaos.'

<908hp 678m 399mv no opponent/no opponent calm inside (indoors) >
The town clock tolls twelve times as noon approaches.

<908hp 678m 399mv no opponent/no opponent calm inside (indoors) > say Hard for one Jotun to handle.
You say 'Hard for one Jotun to handle.'

<908hp 678m 399mv no opponent/no opponent calm inside (indoors) > say again, thank you.
You say 'Again, thank you.'

<908hp 678m 399mv no opponent/no opponent calm inside (indoors) > wh
[ Dwarf ] Thorick the Disturbed
[ Avian ] Trilil the Bringer of Torment
[ Elf ] <PK> Hiretsuna the Sage of Arcane Power
[50 Jotun Pal] <PK> [JUSTICE] (Lieutenant) Solmundi Visindi the Holy Knight
[ Quasi ] Sevak the Ethereal
[ Elf ] <PK> <SCHOLAR> Duchess Ilromie Illistarre the Sage of Arcane Power
Players found: 6
[KEEPER] The Balance prevails within the four kingdoms.
There are 6 characters on; the most on this past month was 19.

<908hp 678m 399mv no opponent/no opponent calm inside (indoors) > l
The Western Common Room
| You are next to a large fireplace in the common room. This
| is the place where most of the patrons of the inn gather
S-F-F | to rest from their tedious travels. This is also the place
| | | where various artists can perform their trade. You see a
* @-* | few tables around the fireplace and a small open area as
| | | | a stage. You see the common room extend to the north and
*>*-o | east. To the south you see a large bar.
|
|
---------+

[Exits: north east south]
Some very comfortable looking sofas have been placed around the room.
A sparkling new bookcase covered in carved portraits rests here containing the Serin Mystiques: Volume 3.
An untidy bookcase with a sign reading 'Serin Mystiques: Volume two' is propped up against a wall.
A neat bookcase with a sign reading 'Serin Mystiques: Volume one' rests against a wall.
Hiretsuna the Sage of Arcane Power is here.
(Invis) Ilromie is sitting on some comfortable looking sofas.

<908hp 678m 399mv no opponent/no opponent calm inside (indoors) >
Ilromie says 'In fact, were it not for you trying to impose order, we should have taken care of that evil with ease.'

<908hp 678m 399mv no opponent/no opponent calm inside (indoors) > wh
[ Dwarf ] Thorick the Disturbed
[ Avian ] Trilil the Bringer of Torment
[ Elf ] <PK> Hiretsuna the Sage of Arcane Power
[50 Jotun Pal] <PK> [JUSTICE] (Lieutenant) Solmundi Visindi the Holy Knight
[ Quasi ] Sevak the Ethereal
[ Elf ] <PK> <SCHOLAR> Duchess Ilromie Illistarre the Sage of Arcane Power
Players found: 6
[KEEPER] The Balance prevails within the four kingdoms.
There are 6 characters on; the most on this past month was 19.

<908hp 678m 399mv no opponent/no opponent calm inside (indoors) >
Ilromie drinks elvish wine from an elegant chalice covered with images of elves.

<908hp 678m 399mv no opponent/no opponent calm inside (indoors) > say they'll get what they have coming in time.
You say 'They'll get what they have coming in time.'

<908hp 678m 399mv no opponent/no opponent calm inside (indoors) > note show
You have no note in progress.

<908hp 678m 399mv no opponent/no opponent calm inside (indoors) > l
The Western Common Room
| You are next to a large fireplace in the common room. This
| is the place where most of the patrons of the inn gather
S-F-F | to rest from their tedious travels. This is also the place
| | | where various artists can perform their trade. You see a
* @-* | few tables around the fireplace and a small open area as
| | | | a stage. You see the common room extend to the north and
*>*-o | east. To the south you see a large bar.
|
|
---------+

[Exits: north east south]
Some very comfortable looking sofas have been placed around the room.
A sparkling new bookcase covered in carved portraits rests here containing the Serin Mystiques: Volume 3.
An untidy bookcase with a sign reading 'Serin Mystiques: Volume two' is propped up against a wall.
A neat bookcase with a sign reading 'Serin Mystiques: Volume one' rests against a wall.
Hiretsuna the Sage of Arcane Power is here.
(Invis) Ilromie is sitting on some comfortable looking sofas.

<908hp 678m 399mv no opponent/no opponent calm inside (indoors) > af
You are affected by the following:
Skill: devote : lasts for 84 hours
Spell: bless : modifies save vs spell by 6 for 14 hours
: modifies hitroll by 6 for 14 hours
Spell: detect invis : lasts for 7 hours
Skill: holy armor : modifies armor class by 103 permanently
Set : Fire with Fire : modifies save vs afflictive by 16 permanently
: modifies hitroll by 6 permanently
: modifies damroll by 6 permanently
: modifies armor class by 75 permanently

<908hp 678m 399mv no opponent/no opponent calm inside (indoors) > sanc
You are surrounded by a white aura.

<908hp 603m 399mv no opponent/no opponent calm inside (indoors) >
You are sober.

<908hp 612m 399mv no opponent/no opponent calm inside (indoors) > prot
You feel holy and pure.

<908hp 577m 399mv no opponent/no opponent calm inside (indoors) > af
You are affected by the following:
Skill: devote : lasts for 83 hours
Spell: protection : modifies save vs spell by 1 for 24 hours
Spell: bless : modifies save vs spell by 6 for 13 hours
: modifies hitroll by 6 for 13 hours
Spell: sanctuary : lasts for 8 hours
Spell: detect invis : lasts for 6 hours
Skill: holy armor : modifies armor class by 103 permanently
Set : Fire with Fire : modifies save vs afflictive by 16 permanently
: modifies hitroll by 6 permanently
: modifies damroll by 6 permanently
: modifies armor class by 75 permanently

<908hp 577m 399mv no opponent/no opponent calm inside (indoors) > armo
You feel someone protecting you.

<908hp 572m 399mv no opponent/no opponent calm inside (indoors) >
Ilromie says 'Does dying by another's hand not remove your mark?'

<908hp 572m 399mv no opponent/no opponent calm inside (indoors) > virt
You lost your concentration.

<908hp 560m 399mv no opponent/no opponent calm inside (indoors) > virt
The Light of Virtue fills you with conviction.

<908hp 535m 399mv no opponent/no opponent calm inside (indoors) > wh
[ Dwarf ] Thorick the Disturbed
[ Avian ] Trilil the Bringer of Torment
[ Elf ] <PK> Hiretsuna the Sage of Arcane Power
[50 Jotun Pal] <PK> [JUSTICE] (Lieutenant) Solmundi Visindi the Holy Knight
[ Quasi ] Sevak the Ethereal
[ Elf ] <PK> <SCHOLAR> Duchess Ilromie Illistarre the Sage of Arcane Power
Players found: 6
[KEEPER] The Balance prevails within the four kingdoms.
There are 6 characters on; the most on this past month was 19.

<908hp 535m 399mv no opponent/no opponent calm inside (indoors) >
Ilromie says 'Is it truly so that justice is only considered dealt upon the wheel?'

<908hp 535m 399mv no opponent/no opponent calm inside (indoors) >
Ilromie peers at you intently.

<908hp 544m 399mv no opponent/no opponent calm inside (indoors) >
Hiretsuna utters the words, 'abrazak'.

<908hp 544m 399mv no opponent/no opponent calm inside (indoors) > say You know the answer to that.
You say 'You know the answer to that.'

<908hp 544m 399mv no opponent/no opponent calm inside (indoors) > wh
[ Dwarf ] Thorick the Disturbed
[ Avian ] Trilil the Bringer of Torment
[ Elf ] <PK> Hiretsuna the Sage of Arcane Power
[50 Jotun Pal] <PK> [JUSTICE] (Lieutenant) Solmundi Visindi the Holy Knight
[ Quasi ] Sevak the Ethereal
[ Elf ] <PK> <SCHOLAR> Duchess Ilromie Illistarre the Sage of Arcane Power
Players found: 6
[KEEPER] The Balance prevails within the four kingdoms.
There are 6 characters on; the most on this past month was 19.

<908hp 544m 399mv no opponent/no opponent calm inside (indoors) > r
You rest.

<908hp 567m 399mv no opponent/no opponent calm inside (indoors) >
Hiretsuna utters the words, 'oculoinfra uizug'.

<908hp 567m 399mv no opponent/no opponent calm inside (indoors) > wh pk
[50 Elf Inv] <PK> Hiretsuna the Sage of Arcane Power
[50 Jotun Pal] <PK> [JUSTICE] (Lieutenant) Solmundi Visindi the Holy Knight
[50 Elf Inv] <PK> <SCHOLAR> Duchess Ilromie Illistarre the Sage of Arcane Power
Players found: 3
[KEEPER] The Balance prevails within the four kingdoms.
There are 6 characters on; the most on this past month was 19.

<908hp 567m 399mv no opponent/no opponent calm inside (indoors) >
Hiretsuna utters the words, 'hiqahz abyzqh'.

<908hp 567m 399mv no opponent/no opponent calm inside (indoors) >
Ilromie says 'In fact, I don't.'

<908hp 567m 399mv no opponent/no opponent calm inside (indoors) >
Ilromie says 'Which is why the question was posed.'

<908hp 567m 399mv no opponent/no opponent calm inside (indoors) > emote rubs his head.

The town clock tolls once as the evening begins.

<908hp 591m 399mv no opponent/no opponent calm inside (indoors) >
Solmundi rubs his head.

<908hp 591m 399mv no opponent/no opponent calm inside (indoors) >
Ilromie pours elvish wine from a bottle of fine elvish wine into an elegant chalice covered with images of elves.

<908hp 591m 399mv no opponent/no opponent calm inside (indoors) >
Ilromie drinks elvish wine from an elegant chalice covered with images of elves.

<908hp 591m 399mv no opponent/no opponent calm inside (indoors) >
Ilromie stops following you.

<908hp 591m 399mv no opponent/no opponent calm inside (indoors) > l
The Western Common Room
| You are next to a large fireplace in the common room. This
| is the place where most of the patrons of the inn gather
S-*-F | to rest from their tedious travels. This is also the place
| | | where various artists can perform their trade. You see a
* @-* | few tables around the fireplace and a small open area as
| | | | a stage. You see the common room extend to the north and
F>*-o | east. To the south you see a large bar.
|
|
---------+

[Exits: north east south]
Some very comfortable looking sofas have been placed around the room.
A sparkling new bookcase covered in carved portraits rests here containing the Serin Mystiques: Volume 3.
An untidy bookcase with a sign reading 'Serin Mystiques: Volume two' is propped up against a wall.
A neat bookcase with a sign reading 'Serin Mystiques: Volume one' rests against a wall.
Hiretsuna the Sage of Arcane Power is here.
(Invis) Ilromie is sitting on some comfortable looking sofas.

<908hp 591m 399mv no opponent/no opponent calm inside (indoors) > say Just watch yourself in the future.
You say 'Just watch yourself in the future.'

<908hp 620m 399mv no opponent/no opponent calm inside (indoors) > say both of you.
You say 'Both of you.'

<908hp 620m 399mv no opponent/no opponent calm inside (indoors) > st
You stand up.

<908hp 620m 399mv no opponent/no opponent calm inside (indoors) > say I'm going to rent a room for the night.
You say 'I'm going to rent a room for the night.'

<908hp 620m 399mv no opponent/no opponent calm inside (indoors) > wh

Hiretsuna says 'I watch myself all the time.'
[ Dwarf ] Thorick the Disturbed
[ Avian ] Trilil the Bringer of Torment
[ Elf ] <PK> Hiretsuna the Sage of Arcane Power
[50 Jotun Pal] <PK> [JUSTICE] (Lieutenant) Solmundi Visindi the Holy Knight
[ Quasi ] Sevak the Ethereal
[ Elf ] <PK> <SCHOLAR> Duchess Ilromie Illistarre the Sage of Arcane Power
Players found: 6
[KEEPER] The Balance prevails within the four kingdoms.
There are 6 characters on; the most on this past month was 19.

<908hp 620m 399mv no opponent/no opponent calm inside (indoors) >
Hiretsuna says 'I have a hand mirror.'

<908hp 620m 399mv no opponent/no opponent calm inside (indoors) > whio hire

Hiretsuna says 'I'm very handsome.'
[ Elf ] <PK> Hiretsuna the Sage of Arcane Power (M)

Hiretsuna the Sage of Arcane Power is 20 years old.
He is a citizen of Seringale.


<908hp 620m 399mv no opponent/no opponent calm inside (indoors) >
Ilromie says 'You're welcome here, Solmundi.'

<908hp 620m 399mv no opponent/no opponent calm inside (indoors) >
Ilromie winks at Hiretsuna.

<908hp 628m 399mv no opponent/no opponent calm inside (indoors) >
Hiretsuna must like Ilromie a great deal to beam at her so broadly!

<908hp 628m 399mv no opponent/no opponent calm inside (indoors) >
Ilromie says 'In fact, I think I'll enjoy a more private conversation.'

<908hp 628m 399mv no opponent/no opponent calm inside (indoors) > say I need another drink.
You say 'I need another drink.'

<908hp 628m 399mv no opponent/no opponent calm inside (indoors) > buy whi
You can't do that here.

<908hp 628m 399mv no opponent/no opponent calm inside (indoors) > say vikka
You say 'Vikka.'
Vikka tells you 'Oh fine. But you had better give me a good tip, Officer Lawpants!'

<908hp 628m 399mv no opponent/no opponent calm inside (indoors) >
Vikka the serving girl walks in.

<908hp 628m 399mv no opponent/no opponent calm inside (indoors) > buy whi
You buy a lowball glass filled with whisky.

<908hp 628m 399mv no opponent/no opponent calm inside (indoors) > n
The Stage Entrance
| This is the entrance to the stage. The walls here are festooned
| with banners and posters and pretentiously poetic graffiti.
| The door eastward is plastered with flyers announcing various
| upcoming concerts and performances. A surly looking usher
S-@-F | blocks your entrance to the stage, glaring at you fiercely.
| | | A passageway cleanly marked by coloured rope clears a path
* F-* | west for the performers to enter.
| | | |
*>*-o |
---------+

[Exits: east south west]

<908hp 628m 398mv no opponent/no opponent calm inside (indoors) > e
The Nibbling Nook
| This corner of Mocker's Tavern has been decorated with a
| simple, elegant design. Several tables are arranged throughout
| the room for customers. The tables are decorated with fine
| white linens and adorned with sparkling clean plates, glasses
S-*-@ | and cutlery, awaiting guests. Many of the tables are already
| | | filled with rowdy tavern patrons, who are stuffing their
* F-* | faces with great relish. A bar lines the south wall and sounds
| | | | of merriment filter in from the nearby common room.
*>*-o |
---------+

[Exits: west up]
Several high backed chairs line the bar on the south wall of the room.
Mereth the cook stands here, stirring a pot of soup vigorously.

<908hp 628m 397mv no opponent/no opponent calm inside (indoors) > af
You are affected by the following:
Skill: devote : lasts for 78 hours
Spell: virtuous light : modifies save vs maledictive by 5 for 20 hours
: modifies luck by 1 for 20 hours
: modifies armor class by 26 for 20 hours
Spell: armor : modifies armor class by 20 for 19 hours
Spell: protection : modifies save vs spell by 1 for 19 hours
Spell: bless : modifies save vs spell by 6 for 8 hours
: modifies hitroll by 6 for 8 hours
Spell: sanctuary : lasts for 3 hours
Spell: detect invis : lasts for 1 hours
Skill: holy armor : modifies armor class by 103 permanently
Set : Fire with Fire : modifies save vs afflictive by 16 permanently
: modifies hitroll by 6 permanently
: modifies damroll by 6 permanently
: modifies armor class by 75 permanently

<908hp 628m 397mv no opponent/no opponent calm inside (indoors) > i
You are carrying:
a lowball glass filled with whisky
a wyvern-marked bracer
a wyvern's eye
(Glowing) the light of dawn
a perfect potion of recall
(Glowing) (Humming) a wide-bladed steel sabre
(Glowing) (Humming) a Defender potion
an old boat
(Humming) the staff of storms
a Big Ol'Pack Sack (open)
(Humming) a peacemaker guisarme
(Glowing) (Humming) an onyx-black mithril-white bangle of alacrity
(Glowing) an amber amulet

<908hp 628m 397mv no opponent/no opponent calm inside (indoors) > put whi sack
You put a lowball glass filled with whisky in a Big Ol'Pack Sack.

<908hp 628m 397mv no opponent/no opponent calm inside (indoors) >
Mereth the cook stirs a large pot with a wooden spoon.

<908hp 628m 397mv no opponent/no opponent calm inside (indoors) > put wy sack
You put a wyvern-marked bracer in a Big Ol'Pack Sack.

<908hp 639m 399mv no opponent/no opponent calm inside (indoors) > put wy sack
You put a wyvern's eye in a Big Ol'Pack Sack.

<908hp 639m 399mv no opponent/no opponent calm inside (indoors) > eq
You are using:
<used as light> (Glowing) a small hot ball of fire
<worn on finger> a ring inscribed with a pearl drop
<worn on finger> a wyvern's eye
<worn around neck> (Glowing) an Order of Light amulet
<worn around neck> (Glowing) an Order of Light amulet
<worn on head> a casque of the Golden Flame
<worn on torso> (Glowing) (Humming) finely crafted silver platemail
<worn on arms> (Glowing) superior silver vambraces of perfection
<worn on hands> gauntlets of the Golden Flame
<worn on legs> leg guards of the Golden Flame
<worn on feet> greaves of the Golden Flame
<worn as shield> (Glowing) a gem-studded golden buckler
<worn about body> a thick black robe with a wyvern's head
<worn about waist> a girdle of the Golden Flame
<worn around wrist> a thick, scintillating gold bracer
<worn around wrist> a wyvern-marked bracer
<wielded> (Humming) a peacemaker greatsword
<floating nearby> a mithril dragon
<tattooed> (Glowing) a longsword sheathed in everflowing water

<908hp 639m 399mv no opponent/no opponent calm inside (indoors) > i
You are carrying:
(Glowing) the light of dawn
a perfect potion of recall
(Glowing) (Humming) a wide-bladed steel sabre
(Glowing) (Humming) a Defender potion
an old boat
(Humming) the staff of storms
a Big Ol'Pack Sack (open)
(Humming) a peacemaker guisarme
(Glowing) (Humming) an onyx-black mithril-white bangle of alacrity
(Glowing) an amber amulet

<908hp 639m 399mv no opponent/no opponent calm inside (indoors) > wield sab
You stop wielding a peacemaker greatsword.
You wield a wide-bladed steel sabre.
A wide-bladed steel sabre feels like a part of you!

<908hp 639m 399mv no opponent/no opponent calm inside (indoors) > sco

/@============================================================-
| \
| Solmundi the Holy Knight, follower of Kedaleam |
| Adherent of Law, Rank Lieutenant of [JUSTICE] |
| You are 27 years old (163 hours, 21h:08m of bloodshed) |
| |
| Race: Jotun Hometown: Seringale Health: 908/908 |
| Sex: Male Alignment: Good Mana: 639/678 |
| Class: Paladin Ethos: Lawful Move: 399/399 |
\ -------------------------------------------/
| |
| Streng: 22 (22+0) Rating: Good Weight: 421/475 |
| Intell: 18 (18+0) Level: 50 Pracs: 3 |
| Wisdom: 23 (23+0) Exp tnl: 23760 Trains: 1 |
| Dexter: 15 (18-3) Guildpoint: 3/3 Items: 28/31 |
| Consti: 22 (22+0) Gold: 27213 Wimpy: 1 hp |
| Luck: Fortunate Hunger: [***--] Thirst: [****-] |
| |
| Condition: In prime health |
------------------------------------------ \
/ |
| Armor Vs Pierce: 399 Saving Throws |
| Hitroll: 38 Vs Bash: 431 Afflictive: 66 |
| Damroll: 34 Vs Slash: 394 Maledictive: 83 |
| Vs Magic: 366 Mental: 74 |
\==========================================================-/
You are affected by the following:
Skill: devote : lasts for 77 hours
Spell: virtuous light : modifies save vs maledictive by 5 for 19 hours
: modifies luck by 1 for 19 hours
: modifies armor class by 26 for 19 hours
Spell: armor : modifies armor class by 20 for 18 hours
Spell: protection : modifies save vs spell by 1 for 18 hours
Spell: bless : modifies save vs spell by 6 for 7 hours
: modifies hitroll by 6 for 7 hours
Spell: sanctuary : lasts for 2 hours
Spell: detect invis : lasts for 0 hours
Skill: holy armor : modifies armor class by 103 permanently
Set : Fire with Fire : modifies save vs afflictive by 16 permanently
: modifies hitroll by 6 permanently
: modifies damroll by 6 permanently
: modifies armor class by 75 permanently

<908hp 639m 399mv no opponent/no opponent calm inside (indoors) > wear black
You do not have that item.

<908hp 639m 399mv no opponent/no opponent calm inside (indoors) > get black sack
You get a jet-black robe from a Big Ol'Pack Sack.

<908hp 639m 399mv no opponent/no opponent calm inside (indoors) > wear black
You unwrap a thick black robe with a wyvern's head from around your body.
You wrap a jet-black robe about your body.

<908hp 639m 399mv no opponent/no opponent calm inside (indoors) > put black sack
You put a thick black robe with a wyvern's head in a Big Ol'Pack Sack.

<908hp 639m 399mv no opponent/no opponent calm inside (indoors) > eq
You are using:
<used as light> (Glowing) a small hot ball of fire
<worn on finger> a ring inscribed with a pearl drop
<worn on finger> a wyvern's eye
<worn around neck> (Glowing) an Order of Light amulet
<worn around neck> (Glowing) an Order of Light amulet
<worn on head> a casque of the Golden Flame
<worn on torso> (Glowing) (Humming) finely crafted silver platemail
<worn on arms> (Glowing) superior silver vambraces of perfection
<worn on hands> gauntlets of the Golden Flame
<worn on legs> leg guards of the Golden Flame
<worn on feet> greaves of the Golden Flame
<worn as shield> (Glowing) a gem-studded golden buckler
<worn about body> a jet-black robe
<worn about waist> a girdle of the Golden Flame
<worn around wrist> a thick, scintillating gold bracer
<worn around wrist> a wyvern-marked bracer
<wielded> (Glowing) (Humming) a wide-bladed steel sabre
<floating nearby> a mithril dragon
<tattooed> (Glowing) a longsword sheathed in everflowing water

<908hp 639m 399mv no opponent/no opponent calm inside (indoors) > i
You are carrying:
(Glowing) the light of dawn
a perfect potion of recall
(Glowing) (Humming) a Defender potion
an old boat
(Humming) the staff of storms
a Big Ol'Pack Sack (open)
(Humming) a peacemaker guisarme
(Humming) a peacemaker greatsword
(Glowing) (Humming) an onyx-black mithril-white bangle of alacrity
(Glowing) an amber amulet

<908hp 639m 399mv no opponent/no opponent calm inside (indoors) > remove brac

You no longer see invisible objects.

<908hp 653m 399mv no opponent/no opponent calm inside (indoors) >
You remove a wyvern-marked bracer from around your wrist.

<908hp 653m 399mv no opponent/no opponent calm inside (indoors) > wear ban
You wear an onyx-black mithril-white bangle of alacrity around your right wrist.

<908hp 653m 399mv no opponent/no opponent calm inside (indoors) > dinv
Your eyes tingle.

<908hp 648m 399mv no opponent/no opponent calm inside (indoors) > sco

/@============================================================-
| \
| Solmundi the Holy Knight, follower of Kedaleam |
| Adherent of Law, Rank Lieutenant of [JUSTICE] |
| You are 27 years old (163 hours, 21h:08m of bloodshed) |
| |
| Race: Jotun Hometown: Seringale Health: 908/908 |
| Sex: Male Alignment: Good Mana: 648/678 |
| Class: Paladin Ethos: Lawful Move: 399/399 |
\ -------------------------------------------/
| |
| Streng: 22 (22+0) Rating: Good Weight: 421/475 |
| Intell: 18 (18+0) Level: 50 Pracs: 3 |
| Wisdom: 23 (23+0) Exp tnl: 23760 Trains: 1 |
| Dexter: 18 (18+0) Guildpoint: 3/3 Items: 28/34 |
| Consti: 22 (22+0) Gold: 27213 Wimpy: 1 hp |
| Luck: Fortunate Hunger: [***--] Thirst: [****-] |
| |
| Condition: In prime health |
------------------------------------------ \
/ |
| Armor Vs Pierce: 409 Saving Throws |
| Hitroll: 38 Vs Bash: 441 Afflictive: 66 |
| Damroll: 33 Vs Slash: 404 Maledictive: 68 |
| Vs Magic: 376 Mental: 74 |
\==========================================================-/
You are affected by the following:
Skill: devote : lasts for 76 hours
Spell: detect invis : lasts for 50 hours
Spell: virtuous light : modifies save vs maledictive by 5 for 18 hours
: modifies luck by 1 for 18 hours
: modifies armor class by 26 for 18 hours
Spell: armor : modifies armor class by 20 for 17 hours
Spell: protection : modifies save vs spell by 1 for 17 hours
Spell: bless : modifies save vs spell by 6 for 6 hours
: modifies hitroll by 6 for 6 hours
Spell: sanctuary : lasts for 1 hours
Skill: holy armor : modifies armor class by 103 permanently
Set : Fire with Fire : modifies save vs afflictive by 16 permanently
: modifies hitroll by 6 permanently
: modifies damroll by 6 permanently
: modifies armor class by 75 permanently

<908hp 648m 399mv no opponent/no opponent calm inside (indoors) > eq
You are using:
<used as light> (Glowing) a small hot ball of fire
<worn on finger> a ring inscribed with a pearl drop
<worn on finger> a wyvern's eye
<worn around neck> (Glowing) an Order of Light amulet
<worn around neck> (Glowing) an Order of Light amulet
<worn on head> a casque of the Golden Flame
<worn on torso> (Glowing) (Humming) finely crafted silver platemail
<worn on arms> (Glowing) superior silver vambraces of perfection
<worn on hands> gauntlets of the Golden Flame
<worn on legs> leg guards of the Golden Flame
<worn on feet> greaves of the Golden Flame
<worn as shield> (Glowing) a gem-studded golden buckler
<worn about body> a jet-black robe
<worn about waist> a girdle of the Golden Flame
<worn around wrist> a thick, scintillating gold bracer
<worn around wrist> (Glowing) (Humming) an onyx-black mithril-white bangle of alacrity
<wielded> (Glowing) (Humming) a wide-bladed steel sabre
<floating nearby> a mithril dragon
<tattooed> (Glowing) a longsword sheathed in everflowing water
Mereth the cook stirs a large pot with a wooden spoon.

<908hp 648m 399mv no opponent/no opponent calm inside (indoors) > c
Players near you in Seringale:
Thorick The West Common Road
Trilil By the Altar of Darkness
<PK> Hiretsuna The Western Common Room
<PK> Solmundi The Nibbling Nook
<PK> Ilromie The Western Common Room

<908hp 648m 399mv no opponent/no opponent calm inside (indoors) > wh
[ Dwarf ] Thorick the Disturbed
[ Avian ] Trilil the Bringer of Torment
[ Elf ] <PK> Hiretsuna the Sage of Arcane Power
[50 Jotun Pal] <PK> [JUSTICE] (Lieutenant) Solmundi Visindi the Holy Knight
[ Quasi ] Sevak the Ethereal
[ Elf ] <PK> <SCHOLAR> Duchess Ilromie Illistarre the Sage of Arcane Power
Players found: 6
[KEEPER] The Balance prevails within the four kingdoms.
There are 6 characters on; the most on this past month was 19.

<908hp 648m 399mv no opponent/no opponent calm inside (indoors) > w
The Stage Entrance
| This is the entrance to the stage. The walls here are festooned
| with banners and posters and pretentiously poetic graffiti.
| The door eastward is plastered with flyers announcing various
| upcoming concerts and performances. A surly looking usher
S-@-F | blocks your entrance to the stage, glaring at you fiercely.
| | | A passageway cleanly marked by coloured rope clears a path
* F-* | west for the performers to enter.
| | | |
*>*-o |
---------+

[Exits: east south west]

<908hp 648m 398mv no opponent/no opponent calm inside (indoors) > s
The Western Common Room
| You are next to a large fireplace in the common room. This
| is the place where most of the patrons of the inn gather
S-*-F | to rest from their tedious travels. This is also the place
| | | where various artists can perform their trade. You see a
* @-* | few tables around the fireplace and a small open area as
| | | | a stage. You see the common room extend to the north and
*>*-o | east. To the south you see a large bar.
|
|
---------+

[Exits: north east south]
You see 2 of Shattered pieces of a lowball glass filled with whisky here.
Some very comfortable looking sofas have been placed around the room.
A sparkling new bookcase covered in carved portraits rests here containing the Serin Mystiques: Volume 3.
An untidy bookcase with a sign reading 'Serin Mystiques: Volume two' is propped up against a wall.
A neat bookcase with a sign reading 'Serin Mystiques: Volume one' rests against a wall.
Vikka the waitress rushes around filling orders.
Hiretsuna the Sage of Arcane Power is here.
(Invis) Ilromie is sitting on some comfortable looking sofas.

<908hp 648m 397mv no opponent/no opponent calm inside (indoors) > e
The Eastern Common Room
| You are next to a large fireplace in the common room. This
| is the place where most of the patrons of the inn gather to
S-*-F | rest from their tedious travels. This is also the place where
| | | various artists can perform their trade. You see a few tables
* F-@ | around the fireplace and a small open area as a stage. You
| | | | see the common extend to the west, and to the south you see
*>*-o | a doorway leading to an outer garden.
|
|
---------+

[Exits: south west up]
Some very comfortable looking sofas have been placed around the room.
A makeshift stage has been set up for the performing mice.
A deaf mouse stands here, playing a tiny violin.

<908hp 648m 396mv no opponent/no opponent calm inside (indoors) > e
Alas, you cannot go that way.

<908hp 648m 396mv no opponent/no opponent calm inside (indoors) > u
A Cloakroom
+-+-+| Just inside the entryway of the Mockers Tavern, this
|| room is where all of the tavern visitors hang their cloaks
+| and overcoats while enjoying the warmth of the cozy tavern
|| fire. The occasional thieving pickpocket can be seen
@-S-+| shuffling through the pockets of loose coats and cloaks,
|| hoping to find a trinket or two left behind by a forgetful
S-+| patron. The floor is covered with puddles of water from
|| some of the dripping wet cloaks.
*-+|
---------+

[Exits: east down]

<908hp 648m 395mv no opponent/no opponent calm city (indoors) > e
Outside Mocker's Tavern
+-+-+-+-+| Owned by a cooperative consisting of the Heralds and
| | || the Bards' Guild, Mocker's Tavern is by far the most
* + F| popular place to be when the sun goes down. There is
| | always a small group of people hovering about the entrance
+-@-+-F| like flies on a corpse. The tavern, from the outside,
| | seems dull with no vivid colors or images, just a schedule
S-+-S| of performers hanging close to a small wooden door. Gentle
| | music softly emanates from the semi-opened door long
*-+-*| with mirthful laughter and general happiness. Going east
---------+ leads you back to the Main Street. To the west is the
Mocker's Tavern.

[Exits: east west]
A glowing banner bearing the emblem of Seringale rests here.
A gnomish city guard of Seringale stands here.
A half-elf city guard of Seringale stands watch here.
(White Aura) Istina the usher stands here sneering down his pointy nose at you.

<908hp 648m 393mv no opponent/no opponent calm city (indoors) > e
The Main Street
+-+-+-+-+| You are on the Main Street of Seringale. It is a wide street
| | | || with lots of space to both sides. There are tons of people
* + F +| rushing from one place to another, minding their own business.
| || You see a shop with a sign of a 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]

<908hp 648m 391mv no opponent/no opponent calm road (outside) > c
s
Players near you in Seringale:
Thorick The West Common Road
Trilil By the Altar of Darkness
<PK> Hiretsuna The Western Common Room
<PK> Solmundi The Main Street
<PK> Ilromie The Western Common Room

<908hp 648m 391mv no opponent/no opponent calm road (outside) >
The Main Street
+ | You are on the Main Street of Seringale. It is a wide
| | street with lots of space to both sides. There are tons
+-S-+-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]

<908hp 648m 389mv no opponent/no opponent calm road (outside) > s
North of Market Square
+-S-+-F | You are north of Market Square. A marvellous monument
| | has been erected here in the middle of the city of Seringale,
S-+-S | ever flowing with clear drinkable water. The road is
| | well worn from the traffic constantly passing over it.
S *-@-* F| A path leads east and west around the fountain, while
| | | || the main street continues to the north.
+-+ +-+|
| | | ||
F *-+-* *|
---------+

[Exits: north east west]

<908hp 648m 387mv no opponent/no opponent calm city (outside) > w
s
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]

<908hp 648m 386mv no opponent/no opponent calm inside (indoors) > w
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]

<908hp 648m 385mv no opponent/no opponent calm city (outside) >
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 S F *-+|
||
S-+|
---------+

[Exits: north east south west]

<908hp 648m 383mv no opponent/no opponent calm road (outside) > s
The Meat Store
S S S *-+| You are inside the Meat Store. An aroma of many different
| | | | | meats fills your nose as you enter the store. This is
+-+-+-+ | where you can buy the best meat products in the whole
| | | | | city. You see numerous slabs of beef hanging along one
S S @ *-+| of the walls. Freshly plucked chickens, ducks and other
|| fowls cover the opposite wall of the store. There are
S-+| also shelves at the back of the room filled with neatly-sliced
|| meat. A whole roasted pig sits in the corner of the store,
+| waiting to be bought. You can leave this store to the
---------+ north and a staircase leads to an opening above the store.


[Exits: north up]
A human city guard of Seringale stands watch here.
Hyando the butcher is here selling the freshest meat in town.

<908hp 648m 382mv no opponent/no opponent calm inside (indoors) > buy beef
You buy a slab of beef.

<908hp 648m 382mv no opponent/no opponent calm inside (indoors) > eat beef
You eat a slab of beef.
You are full.

<908hp 648m 382mv no opponent/no opponent calm inside (indoors) > sco

/@============================================================-
| \
| Solmundi the Holy Knight, follower of Kedaleam |
| Adherent of Law, Rank Lieutenant of [JUSTICE] |
| You are 27 years old (163 hours, 21h:08m of bloodshed) |
| |
| Race: Jotun Hometown: Seringale Health: 908/908 |
| Sex: Male Alignment: Good Mana: 648/678 |
| Class: Paladin Ethos: Lawful Move: 382/399 |
\ -------------------------------------------/
| |
| Streng: 22 (22+0) Rating: Good Weight: 421/475 |
| Intell: 18 (18+0) Level: 50 Pracs: 3 |
| Wisdom: 23 (23+0) Exp tnl: 23760 Trains: 1 |
| Dexter: 18 (18+0) Guildpoint: 3/3 Items: 28/34 |
| Consti: 22 (22+0) Gold: 27113 Wimpy: 1 hp |
| Luck: Fortunate Hunger: [*****] Thirst: [****-] |
| |
| Condition: In prime health |
------------------------------------------ \
/ |
| Armor Vs Pierce: 409 Saving Throws |
| Hitroll: 38 Vs Bash: 441 Afflictive: 66 |
| Damroll: 33 Vs Slash: 404 Maledictive: 68 |
| Vs Magic: 376 Mental: 74 |
\==========================================================-/
You are affected by the following:
Skill: devote : lasts for 76 hours
Spell: detect invis : lasts for 50 hours
Spell: virtuous light : modifies save vs maledictive by 5 for 18 hours
: modifies luck by 1 for 18 hours
: modifies armor class by 26 for 18 hours
Spell: armor : modifies armor class by 20 for 17 hours
Spell: protection : modifies save vs spell by 1 for 17 hours
Spell: bless : modifies save vs spell by 6 for 6 hours
: modifies hitroll by 6 for 6 hours
Spell: sanctuary : lasts for 1 hours
Skill: holy armor : modifies armor class by 103 permanently
Set : Fire with Fire : modifies save vs afflictive by 16 permanently
: modifies hitroll by 6 permanently
: modifies damroll by 6 permanently
: modifies armor class by 75 permanently

<908hp 648m 382mv no opponent/no opponent calm inside (indoors) > c
Players near you in Seringale:
Thorick The West Common Road
Trilil By the Altar of Darkness
<PK> Hiretsuna The Western Common Room
<PK> Solmundi The Meat Store
<PK> Ilromie The Western Common Room

<908hp 648m 382mv no opponent/no opponent calm inside (indoors) > wh
[ Dwarf ] Thorick the Disturbed
[ Avian ] Trilil the Bringer of Torment
[ Elf ] <PK> Hiretsuna the Sage of Arcane Power
[50 Jotun Pal] <PK> [JUSTICE] (Lieutenant) Solmundi Visindi the Holy Knight
[ Quasi ] Sevak the Ethereal
[ Elf ] <PK> <SCHOLAR> Duchess Ilromie Illistarre the Sage of Arcane Power
Players found: 6
[KEEPER] The Balance prevails within the four kingdoms.
There are 6 characters on; the most on this past month was 19.

<908hp 648m 382mv no opponent/no opponent calm inside (indoors) >

<908hp 648m 382mv no opponent/no opponent calm inside (indoors) > i
You are carrying:
a wyvern-marked bracer
(Glowing) the light of dawn
a perfect potion of recall
(Glowing) (Humming) a Defender potion
an old boat
(Humming) the staff of storms
a Big Ol'Pack Sack (open)
(Humming) a peacemaker guisarme
(Humming) a peacemaker greatsword
(Glowing) an amber amulet

<908hp 648m 382mv no opponent/no opponent calm inside (indoors) >
Hyando the butcher closes up the shop for the night.
Hyando the butcher walks up.

<908hp 666m 399mv no opponent/no opponent calm inside (indoors) > save
Saving...

<908hp 666m 399mv no opponent/no opponent calm inside (indoors) > quit
[JUSTICE] The Guardian of Justice: 'Farewell, Solmundi the Holy Knight.'
You have escaped from the Abandoned Realms.
#SESSION 'ar' DIED.
[Mentions]: None.

Comments

  1. Vikka mvp

    You say 'Vikka.'
    Vikka tells you 'Oh fine. But you had better give me a good tip, Officer Lawpants!'
    1. Did you hear the one about Vikka and Varliv’s donkey?
    [reply to Vanisse]
  2. leab ma poor dunke alon him dun bee dru enouf
      [reply to varliv]

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