Ye Olde Abandoned Realms Logs

Shirking Dragon Hitting Triton

posted on 2022-10-25 01:16:31
So I'm just busy being bored and Kryton logs on... Nearly got him!

I want to point out if anyone actually reads this that shirk seems a bit OP. Killing the mercenary like Paeix did only works if you can prevent me from hiring another. Anyway, here's what happened. For those of you who care about this stuff, it was a no_death log but I wanted to give another example of why shirk is strong if not downright OP so balancing concerns can be addressed properly.

who
[ Fire ] <PK> Kryton the Battlemaster
[ Pixie ] Yddre the Sharper
[50 Drow Dkn] <PK> (DRAGON) <STRIFE> (Blood) Militha Crescendum the Unholy Lady
[ Harpy ] Ulvira the Bringer of Torment
[ Gnome ] Aseray Purch the Oracle of Meteors
Players found: 5
[KEEPER] The Balance prevails within the four kingdoms.
There are 5 characters on; the most on this past month was 14.

<826hp 797m 354mv / no opponent><city (outside)>
where
Players near you in Gnome Village:
<PK> Militha An Intersection of Two Nameless Roads

<826hp 797m 354mv / no opponent><city (outside)>
who
[ Fire ] <PK> Kryton the Battlemaster
[ Pixie ] Yddre the Sharper
[50 Drow Dkn] <PK> (DRAGON) <STRIFE> (Blood) Militha Crescendum the Unholy Lady
[ Harpy ] Ulvira the Bringer of Torment
[ Gnome ] Aseray Purch the Oracle of Meteors
Players found: 5
[KEEPER] The Balance prevails within the four kingdoms.
There are 5 characters on; the most on this past month was 14.

<826hp 797m 354mv / no opponent><city (outside)>
aff
You are affected by the following:
Skill: unholy armor : modifies armor class by 156 permanently
Spell: detect magic : lasts for 39 hours
Spell: invisibility : lasts for 27 hours
Spell: protection : modifies save vs spell by 1 for 17 hours
Spell: detect invis : lasts for 11 hours

<826hp 797m 354mv / no opponent><city (outside)>
where
Players near you in Gnome Village:
<PK> Militha An Intersection of Two Nameless Roads

<826hp 797m 354mv / no opponent><city (outside)>
who
[ Fire ] <PK> Kryton the Battlemaster
[ Pixie ] Yddre the Sharper
[50 Drow Dkn] <PK> (DRAGON) <STRIFE> (Blood) Militha Crescendum the Unholy Lady
[ Harpy ] Ulvira the Bringer of Torment
[ Gnome ] Aseray Purch the Oracle of Meteors
Players found: 5
[KEEPER] The Balance prevails within the four kingdoms.
There are 5 characters on; the most on this past month was 14.

<826hp 797m 354mv / no opponent><city (outside)>
The sun rises in the east.
Lightning flashes in the sky.

<826hp 797m 394mv / no opponent><city (outside)>
target Kryton
$$ will now be substituted with 'Kryton' until you untarget.

<826hp 797m 394mv / no opponent><city (outside)>
west
A Nameless Road
+ +-+| A nameless road leading into or from the main part of
| | | a small gnome village. The road is wide, wide enough for
+-+ + +-+| quite a few full grown gnomes or a few carts to travel
| | | | side by side on, it is made of of perfectly carved slabs
+-@-W-+| of the green stone chtenik. Short and dull green grass
| | grows between each slab. A wide stretch of the same grass
+-+-F| grows to the south. A short path leads up to a small doorless
| | home to the north.
+- |
---------+

[Exits: north east west]

<826hp 797m 393mv / no opponent><city (outside)>
west
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
@-+-W| stone chtenik. Short and dull green grass grows between
|| each slab. The road heading away from the village is
+-+| nothing but dust and dirt, it leads shortly to the west
|| and than northward.
+|
---------+

[Exits: north east]

<826hp 797m 392mv / no opponent><city (outside)>
north
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.
+-+-W|
||
+-+|
---------+

[Exits: south west]

<826hp 797m 391mv / no opponent><road (outside)>
west
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]

<826hp 797m 390mv / no opponent><road (outside)>
north
north
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]

<826hp 797m 389mv / no opponent><road (outside)>
who
where
The Checkpoint
f| You reach the checkpoint of the Eastern Road. This point
|| serves as both a guardpost for keeping the road safe from
o-o-o| highway robbery and also is the main means of checking
| | the smoothness of trade flowing in and out of the two hometowns.
+-+-@-+-+| The post is guarded day and night by heavily armored knights
| | | that are ever vigilant and alert.
+ + |
| |
+-+ |
---------+

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

<826hp 797m 388mv / no opponent><road (outside)> [ Fire ] <PK> Kryton the Battlemaster
[ Pixie ] Yddre the Sharper
[50 Drow Dkn] <PK> (DRAGON) <STRIFE> (Blood) Militha Crescendum the Unholy Lady
[ Harpy ] Ulvira the Bringer of Torment
[ Gnome ] Aseray Purch the Oracle of Meteors
Players found: 5
[KEEPER] The Balance prevails within the four kingdoms.
There are 5 characters on; the most on this past month was 14.

<826hp 797m 388mv / no opponent><road (outside)> Players near you in Eastern Road:
<PK> Militha The Checkpoint

<826hp 797m 388mv / no opponent><road (outside)>
west
Along the Eastern Road
| You are travelling down the Eastern Road between Seringale
| and Timaran. It has been constructed of a light yet resilient
o-o| mineral which has stood up to the bustle of tradefair
| | passing through here. The road back to Seringale is to
+-@-+-+| the west of you, while to the east of here you can see
| | | a heavily guarded checkpoint. To the south you see a
+-+ + | dirt path wandering off towards a small village, away
| | from the busy road.
+-+|
---------+

[Exits: east west]

<826hp 797m 387mv / no opponent><road (outside)>
west
Along the Eastern Road
| To the north of you a grove of trees surround the perimeters
| of a dwarven kingdom. Through the trees you can make
o| out the outline of a castle, small and yet clearly aristocrital
|| in design. The road is forced to travel south due to
@-+-+| the presence of a playground of some sort to the west
| || of here. It seems to be unoccupied, at least from this
+-+-+ +| viewpoint. The road continues eastwards, travelling towards
|| the City of Timaran.
+|
---------+

[Exits: east south]

<826hp 797m 386mv / no opponent><road (outside)>
south
west
On the Eastern Road
o| The road takes a sudden swift turn here as it makes its
|| way around the outskirts of a small village, populated
+-+-+| by gnomes. Its light but resilient surface has grown brittle
| || and hard from the many days of beautiful sunshine that
+-+-@ +| have been experienced by it. Despite this it has managed
|| to remain in good shape, looking more than adequate for
+| its function as a trade route.
|
|
---------+

[Exits: north west]

<826hp 797m 385mv / no opponent><road (outside)>
west
On the Eastern Road
| The road travels from east to west here, spanning out for
| miles in both directions. It has been constructed of a light
+ +-+| resilient stone that has slowly worn away from the passing
| | | by of many travellers and tourists alike down this trade
+-+-@-+ | road. Far off to the south you can see a river meandering
| its way through a fairly barren looking forest.
|
|
|
---------+

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

<826hp 797m 384mv / no opponent><road (outside)>
west
On the Eastern Road
| The resilient stone of the Eastern Road stretches out
| in both east and west directions for as far as you can
+-+ +| see, eventually turning off its track out of sight. Either
| || side of the road is surrounded by foresty terrain that
+-@-+-+| looks fairly impassible and perhaps not worthwhile to
| try to do so. To the east you see a signpost reaching
| high overhead.
|
|
---------+

[Exits: east west]

<826hp 797m 383mv / no opponent><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]

<826hp 797m 382mv / no opponent><road (outside)>
north
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.

<826hp 797m 381mv / no opponent><road (outside)>
west
west
Along the Eastern Road
o | The road heads southwards from here, meandering its way slowly
| | around the outskirts of the dwarven kingdom. Its resilient stone
o | path has resisted much of the wear created by the bustle of traders
| | and merchants travelling in between the two cities. To the northeast
+-+-@-+ | you see a huge monastery, built inside a grove and surrounded
| | | by a patch of grass.
+ +-+|
| |
+ |
---------+

[Exits: east west]

<826hp 797m 380mv / no opponent><road (outside)>
west
Along the Eastern Road
o | You are walking along a well-travelled road between Seringale
| | and lands east. A northern road crosses this one to the west,
o | towards Seringale. The path has been created from a light stone
| | material that is very resilient. It has worn away over time
+-+-@-+-+| from the flow of traffic that has passed through here. This
| || is one of Serin's busiest trade routes.
+ +|
| |
+-+ |
---------+

[Exits: east west]

<826hp 797m 379mv / no opponent><road (outside)>
who
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.

<826hp 797m 378mv / no opponent><road (outside)>
where
[ Fire ] <PK> Kryton the Battlemaster
[ Pixie ] Yddre the Sharper
[50 Drow Dkn] <PK> (DRAGON) <STRIFE> (Blood) Militha Crescendum the Unholy Lady
[ Harpy ] Ulvira the Bringer of Torment
[ Gnome ] Aseray Purch the Oracle of Meteors
Players found: 5
[KEEPER] The Balance prevails within the four kingdoms.
There are 5 characters on; the most on this past month was 14.

<826hp 797m 378mv / no opponent><road (outside)> Players near you in Eastern Road:
<PK> Militha The Crossroads

<826hp 797m 378mv / no opponent><road (outside)>
sumn triton watchman
A Triton Watchman arrives suddenly.

<826hp 767m 378mv / no opponent><road (outside)>
aff
You are affected by the following:
Skill: unholy armor : modifies armor class by 156 permanently
Spell: detect magic : lasts for 38 hours
Spell: invisibility : lasts for 26 hours
Spell: protection : modifies save vs spell by 1 for 16 hours
Spell: detect invis : lasts for 10 hours

<826hp 767m 378mv / no opponent><road (outside)>
tar
Your current target ($$) is : Kryton

<826hp 767m 378mv / no opponent><road (outside)>
c compulsion triton $$
A Triton Watchman growls and his features contort in anger.

<826hp 737m 378mv / no opponent><road (outside)>
A Triton Watchman listens carefully for some sounds.
A Triton Watchman walks east.

<826hp 737m 378mv / no opponent><road (outside)>
ten
You prepare your resolve and stand ready for battle.

<826hp 687m 394mv / no opponent><road (outside)>
where
Players near you in Eastern Road:
<PK> Militha The Crossroads

<826hp 687m 394mv / no opponent><road (outside)>
who
[ Fire ] <PK> Kryton the Battlemaster
[ Pixie ] Yddre the Sharper
[50 Drow Dkn] <PK> (DRAGON) <STRIFE> (Blood) Militha Crescendum the Unholy Lady
[ Harpy ] Ulvira the Bringer of Torment
Players found: 4
[KEEPER] The Balance prevails within the four kingdoms.
There are 4 characters on; the most on this past month was 14.

<826hp 687m 394mv / no opponent><road (outside)>
east
Along the Eastern Road
o | You are walking along a well-travelled road between Seringale
| | and lands east. A northern road crosses this one to the west,
o | towards Seringale. The path has been created from a light stone
| | material that is very resilient. It has worn away over time
+-+-@-+-+| from the flow of traffic that has passed through here. This
| || is one of Serin's busiest trade routes.
+ +|
| |
+-+ |
---------+

[Exits: east west]
(White Aura) A triton Watchman stands here, with purpose.

<826hp 687m 393mv / no opponent><road (outside)>
east
east
Along the Eastern Road
o | The road heads southwards from here, meandering its way slowly
| | around the outskirts of the dwarven kingdom. Its resilient stone
o | path has resisted much of the wear created by the bustle of traders
| | and merchants travelling in between the two cities. To the northeast
+-+-@-+ | you see a huge monastery, built inside a grove and surrounded
| | | by a patch of grass.
+ +-+|
| |
+ |
---------+

[Exits: east west]

<826hp 687m 392mv / no opponent><road (outside)>
A Triton Watchman walks in.

<826hp 687m 392mv / no opponent><road (outside)> 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.

<826hp 687m 391mv / no opponent><road (outside)>
south
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]

<826hp 687m 390mv / no opponent><road (outside)>
east
On the Eastern Road
| The resilient stone of the Eastern Road stretches out
| in both east and west directions for as far as you can
+-+ +| see, eventually turning off its track out of sight. Either
| || side of the road is surrounded by foresty terrain that
+-@-+-+| looks fairly impassible and perhaps not worthwhile to
| try to do so. To the east you see a signpost reaching
| high overhead.
|
|
---------+

[Exits: east west]

<826hp 687m 389mv / no opponent><road (outside)>
east
east
On the Eastern Road
| The road travels from east to west here, spanning out for
| miles in both directions. It has been constructed of a light
+ +-+| resilient stone that has slowly worn away from the passing
| | | by of many travellers and tourists alike down this trade
+-+-@-+ | road. Far off to the south you can see a river meandering
| its way through a fairly barren looking forest.
|
|
|
---------+

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

<826hp 687m 388mv / no opponent><road (outside)> 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]

<826hp 687m 387mv / no opponent><road (outside)>
north
Along the Eastern Road
| To the north of you a grove of trees surround the perimeters
| of a dwarven kingdom. Through the trees you can make
o| out the outline of a castle, small and yet clearly aristocrital
|| in design. The road is forced to travel south due to
@-+-+| the presence of a playground of some sort to the west
| || of here. It seems to be unoccupied, at least from this
+-+-+ +| viewpoint. The road continues eastwards, travelling towards
|| the City of Timaran.
+|
---------+

[Exits: east south]

<826hp 687m 386mv / no opponent><road (outside)>
east
east
Along the Eastern Road
| You are travelling down the Eastern Road between Seringale
| and Timaran. It has been constructed of a light yet resilient
o-o| mineral which has stood up to the bustle of tradefair
| | passing through here. The road back to Seringale is to
+-@-+-+| the west of you, while to the east of here you can see
| | | a heavily guarded checkpoint. To the south you see a
+-+ + | dirt path wandering off towards a small village, away
| | from the busy road.
+-+|
---------+

[Exits: east west]

<826hp 687m 385mv / no opponent><road (outside)>
who
where
The Checkpoint
f| You reach the checkpoint of the Eastern Road. This point
|| serves as both a guardpost for keeping the road safe from
o-o-o| highway robbery and also is the main means of checking
| | the smoothness of trade flowing in and out of the two hometowns.
+-+-@-+-+| The post is guarded day and night by heavily armored knights
| | | that are ever vigilant and alert.
+ + |
| |
+-+ |
---------+

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

<826hp 687m 384mv / no opponent><road (outside)> [ Fire ] <PK> Kryton the Battlemaster
[ Pixie ] Yddre the Sharper
[50 Drow Dkn] <PK> (DRAGON) <STRIFE> (Blood) Militha Crescendum the Unholy Lady
[ Harpy ] Ulvira the Bringer of Torment
Players found: 4
[KEEPER] The Balance prevails within the four kingdoms.
There are 4 characters on; the most on this past month was 14.

<826hp 687m 384mv / no opponent><road (outside)> Players near you in Eastern Road:
<PK> Militha The Checkpoint

<826hp 687m 384mv / no opponent><road (outside)>
north
Silent Path
f-f-f| The path is surrounded by foliage of all colors and description.
|| All of the plant life is in full bloom, which is odd, seeing
f| as how there are plants which prefer different seasons than
|| others. One might think that there is a mystical quality
@-o-o| to life in this area which helps it thrive. The path is neatly
| | bordered by green moss covered stones. A glyph appears to
+-+-+-+-+| be chiselled into each. To the south you can see a wide road.
| | |
+ + |
---------+

[Exits: east south]

<826hp 687m 383mv / no opponent><field (outside)>
east
east
Silent Path
f-f-f-f-f| The path is surrounded by foliage of all colors and description.
| || All of the plant life is in full bloom, which is odd, seeing
f f| as how there are plants which prefer different seasons than
| | others. One might think that there is a mystical quality to
o-@-o | life in this area which helps it thrive. The path is neatly
| | bordered by green moss covered stones. A glyph appears to be
+-+-+-+-+| chiselled into each.
| |
+ |
---------+

[Exits: east west]

<826hp 687m 382mv / no opponent><field (outside)>
north
Silent Path
f-f-f-f-S| The path is surrounded by foliage of all colors and description.
| | || All of the plant life is in full bloom, which is odd, seeing
f f-o| as how there are plants which prefer different seasons than others.
| | One might think that there is a mystical quality to life in this
o-o-@ | area which helps it thrive. The path is neatly bordered by green
| | moss covered stones. A glyph appears to be chiselled into each.
+-+-+-+ | To the north you can see a grove of some sort.
| |
+ |
---------+

[Exits: north west (up)]
This small hovel door has moss and vines growing upon it.

<826hp 687m 381mv / no opponent><field (outside)>
where
At the edge of the grove
+-S-f| You are standing at the entrance of a beautiful grove of
| || trees, and your heart is filled with pure, peaceful thoughts.
f-f-f-f-S| This looks like a safe place to recover from the wounds of
| | || adventuring. A faint path through the grove lies to the north,
@ f-o| and you can see the eastern road to the south.
| |
o-o-o |
| |
+-+-+ |
---------+

[Exits: north south]

<826hp 687m 380mv / no opponent><forest (outside)>
north
Players near you in Holy Grove:
<PK> Militha At the edge of the grove

<826hp 687m 380mv / no opponent><forest (outside)> Inside the grove
| As you walk among the stately oaks of this grove, you feel
| at peace and in harmony with this beautiful forest. If only
+-S-f| the rest of the lands were so tranquil. The trail turns
| || towards the east, leading into the secluded trees of the
f-f-@-f-S| druids' holy grove, and a path back to the eastern road lies
| | || south. To the west lies a secluded monastery.
f f-o|
| |
o-o-o |
---------+

[Exits: east south west]
Some orangish herbs are scattered here.

<826hp 687m 378mv / no opponent><forest (outside)>
who
[ Fire ] <PK> Kryton the Battlemaster
[ Pixie ] Yddre the Sharper
[50 Drow Dkn] <PK> (DRAGON) <STRIFE> (Blood) Militha Crescendum the Unholy Lady
[ Harpy ] Ulvira the Bringer of Torment
Players found: 4
[KEEPER] The Balance prevails within the four kingdoms.
There are 4 characters on; the most on this past month was 14.

<826hp 687m 378mv / no opponent><forest (outside)>
get fly sack
You get a scroll of flying from a disease-scarred pleated leather backpack of survival.

<826hp 687m 378mv / no opponent><forest (outside)>
recite f
You recite a scroll of flying.
Your feet rise off the ground.

<826hp 687m 378mv / no opponent><forest (outside)>
who
where
[ Fire ] <PK> Kryton the Battlemaster
[ Pixie ] Yddre the Sharper
[50 Drow Dkn] <PK> (DRAGON) <STRIFE> (Blood) Militha Crescendum the Unholy Lady
[ Harpy ] Ulvira the Bringer of Torment
Players found: 4
[KEEPER] The Balance prevails within the four kingdoms.
There are 4 characters on; the most on this past month was 14.

<826hp 687m 378mv / no opponent><forest (outside)> Players near you in Holy Grove:
<PK> Militha Inside the grove

<826hp 687m 378mv / no opponent><forest (outside)>
south
south
At the edge of the grove
+-S-f| You are standing at the entrance of a beautiful grove of
| || trees, and your heart is filled with pure, peaceful thoughts.
f-f-f-f-S| This looks like a safe place to recover from the wounds of
| | || adventuring. A faint path through the grove lies to the north,
@ f-o| and you can see the eastern road to the south.
| |
o-o-o |
| |
+-+-+ |
---------+

[Exits: north south]

<826hp 687m 377mv / no opponent><forest (outside)> Silent Path
f-f-f-f-S| The path is surrounded by foliage of all colors and description.
| | || All of the plant life is in full bloom, which is odd, seeing
f f-o| as how there are plants which prefer different seasons than others.
| | One might think that there is a mystical quality to life in this
o-o-@ | area which helps it thrive. The path is neatly bordered by green
| | moss covered stones. A glyph appears to be chiselled into each.
+-+-+-+ | To the north you can see a grove of some sort.
| |
+ |
---------+

[Exits: north west (up)]
This small hovel door has moss and vines growing upon it.

<826hp 687m 376mv / no opponent><field (outside)>
west
west
Silent Path
f-f-f-f-f| The path is surrounded by foliage of all colors and description.
| || All of the plant life is in full bloom, which is odd, seeing
f f| as how there are plants which prefer different seasons than
| | others. One might think that there is a mystical quality to
o-@-o | life in this area which helps it thrive. The path is neatly
| | bordered by green moss covered stones. A glyph appears to be
+-+-+-+-+| chiselled into each.
| |
+ |
---------+

[Exits: east west]

<826hp 698m 394mv / no opponent><field (outside)>
south
Silent Path
f-f-f| The path is surrounded by foliage of all colors and description.
|| All of the plant life is in full bloom, which is odd, seeing
f| as how there are plants which prefer different seasons than
|| others. One might think that there is a mystical quality
@-o-o| to life in this area which helps it thrive. The path is neatly
| | bordered by green moss covered stones. A glyph appears to
+-+-+-+-+| be chiselled into each. To the south you can see a wide road.
| | |
+ + |
---------+

[Exits: east south]

<826hp 698m 393mv / no opponent><field (outside)>
where
The Checkpoint
f| You reach the checkpoint of the Eastern Road. This point
|| serves as both a guardpost for keeping the road safe from
o-o-o| highway robbery and also is the main means of checking
| | the smoothness of trade flowing in and out of the two hometowns.
+-+-@-+-+| The post is guarded day and night by heavily armored knights
| | | that are ever vigilant and alert.
+ + |
| |
+-+ |
---------+

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

<826hp 698m 392mv / no opponent><road (outside)> Players near you in Eastern Road:
<PK> Kryton Along the Eastern Road
<PK> Militha The Checkpoint

<826hp 698m 392mv / no opponent><road (outside)>
west
Along the Eastern Road
| You are travelling down the Eastern Road between Seringale
| and Timaran. It has been constructed of a light yet resilient
o-o| mineral which has stood up to the bustle of tradefair
| | passing through here. The road back to Seringale is to
+-@-+-+| the west of you, while to the east of here you can see
| | | a heavily guarded checkpoint. To the south you see a
+-+ + | dirt path wandering off towards a small village, away
| | from the busy road.
+-+|
---------+

[Exits: east west]

<826hp 698m 391mv / no opponent><road (outside)>
east
The Checkpoint
f| You reach the checkpoint of the Eastern Road. This point
|| serves as both a guardpost for keeping the road safe from
o-o-o| highway robbery and also is the main means of checking
| | the smoothness of trade flowing in and out of the two hometowns.
+-+-@-+-+| The post is guarded day and night by heavily armored knights
| | | that are ever vigilant and alert.
+ + |
| |
+-+ |
---------+

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

<826hp 698m 390mv / no opponent><road (outside)>
south
south
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]

<826hp 698m 389mv / no opponent><road (outside)>
where
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]

<826hp 698m 388mv / no opponent><road (outside)>
east
Players near you in Eastern Road:
<PK> Kryton The Checkpoint
<PK> Militha Truncated Path to the Village

<826hp 698m 388mv / no opponent><road (outside)>
south
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.
+-+-W|
||
+-+|
---------+

[Exits: south west]

<826hp 698m 387mv / no opponent><road (outside)> 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
@-+-W| stone chtenik. Short and dull green grass grows between
|| each slab. The road heading away from the village is
+-+| nothing but dust and dirt, it leads shortly to the west
|| and than northward.
+|
---------+

[Exits: north east]

<826hp 698m 386mv / no opponent><city (outside)>
east
east
A Nameless Road
+ +-+| A nameless road leading into or from the main part of
| | | a small gnome village. The road is wide, wide enough for
+-+ + +-+| quite a few full grown gnomes or a few carts to travel
| | | | side by side on, it is made of of perfectly carved slabs
+-@-W-+| of the green stone chtenik. Short and dull green grass
| | grows between each slab. A wide stretch of the same grass
+-+-F| grows to the south. A short path leads up to a small doorless
| | home to the north.
+- |
---------+

[Exits: north east west]

<826hp 698m 385mv / no opponent><city (outside)> An Intersection of Two Nameless Roads
+-+ | A four way intersection in what might be considered the
| | center of the village. A small, but very full well sits
+ + +-+ +| in the center, the stonework of it done amazingly skillfully,
| | | || but not very creatively. The roads leading off to the
+-+-@-+-+| north, south, east and west are made of perfectly carved
| || slabs of the green stone chtenik. Short and dull green
+-+-F S| grass grows between each.
| |
+-W-*|
---------+

[Exits: north east south west]
A wishing well sits at the center of the intersection.

<826hp 698m 384mv / no opponent><city (outside)>
south
south
A Nameless Road
+ + +-+ +| A nameless road running north and south through the center
| | | || of the village. The road is wide, wide enough for quite a
+-+-W-+-+| few full grown gnomes or a few carts to travel side by side
| || on, it is made of of perfectly carved slabs of the green
+-@-F S| stone chtenik. Short and dull green grass grows between each
| | slab. A wide stretch of the same grass grows to the east.
+-W-*| A small shop is to the west.
| |
*-o-o |
---------+

[Exits: north east south west]

<826hp 698m 383mv / no opponent><city (outside)>
south
south
A Nameless Road
+-+-W-+-+| A nameless road running north and south through the center
| || of the village. The road is wide, wide enough for quite
+-+-F S| a few full grown gnomes or a few carts to travel side
| | by side on, it is made of of perfectly carved slabs of
@-W-*| the green stone chtenik. Short and dull green grass grows
| | between each slab. Small shops can be seen to the west,
*-o-o o| while a quiet path leads east towards a small stone temple.
| | ||
~-~-o-o|
---------+

[Exits: north east south]

<826hp 698m 382mv / no opponent><city (outside)> Path by a Stream
+-+-F | The end of a nameless road running north through the center
| | of the village. The road is wide, wide enough for quite
+-W-*| a few full grown gnomes or a few carts to travel side by
| | side on, it is made of of perfectly carved slabs of the
*-o-@ o| green stone chtenik. Short and dull green grass grows between
| | || each slab. A dusty path leads westward and a small stream
~-~-o-o| is off to the south.
| |
~-~-~ |
---------+

[Exits: north south west]

<826hp 698m 381mv / no opponent><field (outside)> At the stream's end
+-W-*| The once powerful river has finally found an end. There
| | is a small hole in the ground which the current follows
*-o-o o| underground, but much of its strength has been sapped
| | || by the wells drilled into the ground. Part of the stream
~-@-o-o| feeds into a small pond in which fish can be seen swimming.
| | There are plants and trash on the ground here, but gnomes
~-~-~ | pass by, doing what cleanup effort they can. The southern
| | end of a road heading north can be seen from the bank,
~-~| or it wouldn't be hard to follow the stream to the west.
---------+

[Exits: north east west]

<826hp 698m 379mv / no opponent><pond (outside)>
west
On the Stream
+-W| The cold stream seems to be reaching its end. The water's
| | current has mostly diminished and you can see land to
*-o-o | the north. Someone has blocked off the stream to the
| | | west, controlling the flow into a dam of some sorts and
@-~-o| you cannot make your way past. You can follow the gentle
| | current southwards, walk onto land to the north, or follow
~-~-~| an eddy of the stream to the east.
||
~|
---------+

[Exits: north east south]
You can cast your fly spell again.

<826hp 698m 377mv / no opponent><river (outside)>
south
east
On the Stream
*-o-o | The water here has started to grow cold and while it is
| | | still flowing quickly, this bend here seems to have a
~-~-o| surreal stillness. Fish jump from natural stasis points,
| | sending splashes over the debris that has been carried
@-~-~| here from the far off town closer to the river's source.
|| Plants grow along the banks, wrapped around the trash.
~| The river flows in from the north and continues to the
| east.
|
---------+

[Exits: north east]

<826hp 698m 375mv / no opponent><river (outside)>
east
east
On a Quiet Stream
*-o-o o| The water here has started to grow cold and while it is
| | || still flowing quickly, this bend here seems to have a
~-~-o-o| surreal stillness. Fish jump from natural stasis points,
| | sending splashes over the debris that has been carried
~-@-~ | here from the far off town closer to the river's source.
| | Plants grow along the banks, wrapped around the trash.
~-~| The river flows in from the west and continues east.
|
|
---------+

[Exits: east west]

<826hp 698m 373mv / no opponent><river (outside)>
south
On a Quiet Stream
o-o | The water here has started to grow cold and while it is
| | | still flowing quickly, this bend here seems to have a
~-~-o-o | surreal stillness. Fish jump from natural stasis points,
| | sending splashes over the debris that has been carried
~-~-@ | here from the far off town closer to the river's source.
| | Plants grow along the banks, wrapped around the trash.
~-~-~| The river flows in from the west and continues south.
|
|
---------+

[Exits: south west]

<826hp 698m 371mv / no opponent><river (outside)>
east
Water weeds grow thick along the banks of the stream.

<826hp 698m 371mv / no opponent><river (outside)>
east
On a Quiet Stream
~-~-o | The water here has started to grow cold and while it is
| | still flowing quickly, this bend here seems to have a
~-~-~ | surreal stillness. Fish jump from natural stasis points,
| | sending splashes over the debris that has been carried
@-~-~| here from the far off town closer to the river's source.
| Plants grow along the banks, wrapped around the trash.
| The river flows in from the north and continues east.
|
|
---------+

[Exits: north east]

<826hp 698m 369mv / no opponent><river (outside)>
east
On a Quiet Stream
| The water here has started to grow cold and while it is
| still flowing quickly, it seems to have a surreal stillness.
~-~ | Fish jump from natural stasis points, sending splashes
| | over the debris that has been carried here from the far
~-@-~-~| off town closer to the river's source. Plants grow along
|| the banks, wrapped around the trash. The river flows in
~| from the west and continues east.
|
|
---------+

[Exits: east west]

<826hp 698m 367mv / no opponent><river (outside)> On a Quiet Stream
| The water here has started to grow cold and while it
| is still flowing quickly, it seems to have a surreal
~ | stillness. Fish jump from natural stasis points, sending
| | splashes over the debris that has been carried here from
~-~-@-~ | the far off town closer to the river's source. Plants
| | grow along the banks, wrapped around the trash. The river
~-~| flows in from the west and continues east.
||
~-~-~|
---------+

[Exits: east west]

<826hp 698m 365mv / no opponent><river (outside)>
south
A Quickening Stream
| The speed of the water here is such that the jumping
| fish need to jump a bit higher and swim a bit harder
| to stay ahead of the current. Debris floating downstream
| from the nearbye village is carried along at a quickening
~-~-@ | pace and any attempts at it catching among the foliage
| | are quickly dashed by the water's power. The stream continues
~-~ | flowing outwards to the south away from its source somewhere
| | to the west.
~-~-~-~-~|
---------+

[Exits: south west]

<826hp 698m 363mv / no opponent><river (outside)>
east
A Quickening Stream
| The speed of the water here is such that the jumping fish need
| to jump a bit higher and swim a bit harder to stay ahead of the
~-~-~ | current. Debris floating downstream from the nearby village is
| | carried along at a quickening pace and any attempts at it catching
@-~ | among the foliage are quickly dashed by the water's power. The
| | stream continues flowing outwards to the east away from its source
~-~-~-~-~| somewhere to the northwest.
| |
~ |
---------+

[Exits: north east]

<826hp 698m 361mv / no opponent><river (outside)>
south
A Quickening Stream
| The speed of the water here is such that the jumping fish
| need to jump a bit higher and swim a bit harder to stay
~-~ | ahead of the current. Debris floating downstream from
| | the nearby village is carried along at a quickening pace
~-@ ~| and any attempts at it catching among the foliage are
| || quickly dashed by the water's power. The stream flows
~-~-~-~-~| southward at an even faster rate, away its source somewhere
| to the northwest.
|
---------+

[Exits: south west]

<826hp 698m 359mv / no opponent><river (outside)>
west
The River Adelon
~-~ | The river's steady current pulls the debris upon it steadily
| | eastwards, heading towards an open sea. Inside its clear
~-~ ~| depths you see a myriad of colours swirling, reflected
| || from the riverbed. Large stones lie upon its bottom, smaller
~-~-@-~-~| pebbles bouncing over them and being dragged eastwards,
| too light to remain still for long.
|
|
|
---------+

[Exits: north east west]

<826hp 698m 358mv / no opponent><rapids (outside)>
west
west
The River Adelon
~-~-~ | The river flows around the outskirts of the Gnome village, twisting
| | its way slightly southwards before heading back towards the north.
~-~ | There are a few lights moving about in the village and the quite
| | gibbering voices echo across the water. Debris and algae line
~-~-@-~-~| the banks of the river, but it is clear in the center, allowing
| | you easy passage to follow the current. Despite the haze in the
~ | water, you can see some fish swimming around.
|
|
---------+

[Exits: east west]

<826hp 698m 357mv / no opponent><rapids (outside)> The River Adelon
~-~ | The river flows under the walls of the city to the east, continuing
| | to flow smoothly eastwards at a uniform rate. The waters begin
~-~| to clear here as the debris disperses outwards, snagging on
|| the river banks. To the south you see the outskirts of the ogre
~-@-~-~| village, a strange dull chanting heard faintly from inside it.
| | Small minnows swim by gently.
~-~ |
|
|
---------+

[Exits: east west]

<826hp 698m 356mv / no opponent><rapids (outside)>
where
The River Adelon
| The river slows down considerably as it resumes a gentle pace
| eastwards. To the north you see the Eastern Road, bustling
| with activity. The river carries upon it small pieces of driftwood
| and debris that have been thrown into it by the less caring
~ @-~-~| members of society. It becomes almost stagnant as the weight
| | | of the carnage thrown into it restricts its motion. Looking
~-~-~ | down, you cannot see the bottom. The river flows from the
| south and bends eastward here.
|
---------+

[Exits: east south]

<826hp 698m 355mv / no opponent><rapids (outside)>
south
west
Players near you in Eastern Road:
<PK> Militha The River Adelon

<826hp 698m 355mv / no opponent><rapids (outside)>
west
The River Adelon
| The river takes another sharp turn here as it meets the outskirts
| of another village. A huge fence surrounds the village preventing
~ ~-~-~| you from seeing inside it, though the primal grunts coming
| | | from the opposite side of it quickly inform you of the presence
~-~-@ | of ogres. A strange chanting emanates from its interior. The
| river continues northwards briskly.
|
|
|
---------+

[Exits: north west]

<826hp 698m 354mv / no opponent><rapids (outside)> The River Adelon
| The river continues to journey eastwards through the dwarven
| forest. At the sides of the river are thick trees, concealing
~-~ ~-~| it from view. As you peer through them you think you can
| | | make out the outskirts of a small village, huts created
~-@-~ | out of wood. You see small figures in the distance, centaur-like
| in appearance. The river banks are too steep to climb out.
|
|
|
---------+

[Exits: east west]

<826hp 698m 353mv / no opponent><rapids (outside)>
north
The River Adelon
| The river flows around the outskirts of the Gnome Village. It
| travels quickly away from it, heading into a dense forest. To
~-~-~ ~| the south of you are the rocky cliffs of the Barren Highlands,
| | || the banks of the river too steep to climb over and head towards
~ @-~-~| them. A strong current pulls the stream eastwards, heading its
| | way down a slight incline. You can move against the current to
~ | the north.
|
|
---------+

[Exits: north east]

<826hp 698m 352mv / no opponent><rapids (outside)>
west
west
The River Adelon West
| The river turns sharply southwards here, its strong flow forced
| to find an alternative route around the gnome village. Bits of
| fallen wood and debris tipped over the walls of the town float
| by, carried swiftly away by the hungry waters. The once clear
~-~-@ ~| depths take on a slightly murkier appearance, giving off a not
| | || too pleasant smell. The river flows in from the west and turns
~ ~-~-~| south here.
| |
~ |
---------+

[Exits: south west]

<826hp 698m 351mv / no opponent><rapids (outside)>
where
The River Adelon West
| The river widens out here as it approaches a bend. To the east
| of you is the walls of Timaran, the river making a swift and
| immediate turn around them. A strong current carries debris
| from the town southwards, sending it around the bend out of
~-~-@-~ | sight. From this distance it is the majesty of the city which
| | | captivates your attention, far more so than the powerful current
~ ~-~| which is carrying you around it.
| |
~ |
---------+

[Exits: east west]

<826hp 698m 350mv / no opponent><rapids (outside)> The River Adelon West
| A gentle current seems to be trying to carry you off eastwards
| down the river. The flow of the water is fairly quick here,
| its waters running eastwards so gracefully that it becomes
| almost hypnotizing to look upon them. As you gaze they seem
~-~-@-~-~| to have the opposite effect, giving you the illusion that
| || you are travelling upstream rather than down.
~ ~|
| |
~ |
---------+

[Exits: east south west]

<826hp 698m 349mv / no opponent><rapids (outside)>
west
west
Players near you in Eastern Road:
<PK> Kryton A Quickening Stream
<PK> Militha The River Adelon West

<826hp 698m 349mv / no opponent><rapids (outside)> The River Adelon West
| The river continues to flow slowly eastwards, its banks
| surrounded by a dark forest. Though current pulls at you
| easterly, but you can still make your way back west, though
| it takes an effort. The freezing waters are almost soothing,
~-~-@-~-~| lulling you into sleep. There are fish in the water, but
| | they appear and vanish in the murky depths.
~ |
| |
~ |
---------+

[Exits: east west]

<826hp 698m 348mv / no opponent><rapids (outside)>
west
The River Adelon West
| The river flows steadily eastwards as it begins to widen
| out once more. It seems to be bubbling a great deal
~ | here as bacteria get to work on the effluent pouring
| | out of the town of Seringale. To the east the river continues,
~-~-@-~-~| seemingly endless in length. Far away you see the outskirts
|| of another hometown. You hear the sounds of a small town
~| nearby.
||
~|
---------+

[Exits: east west]

<826hp 698m 347mv / no opponent><rapids (outside)> The River Adelon West
| The surface of the water is smooth, but beneath the surface,
| the water rushes quickly. The deceptive calm is revealed
~-~ | when bits of algae and driftwood float by, swirling and
| | bobbing with too much enthusiasm. A bitter scent rises
~-@-~-~| from the water, fouled by the offal from the town above.
| The water is so dirty you cannot see how far down it goes.
| The river continues eastwards. To the west, it flows into
| the city.
|
---------+

[Exits: east west]

<826hp 698m 346mv / no opponent><rapids (outside)>
west
north
On a Calm River
| The surface of the water is smooth, but beneath the surface,
| the water rushes quickly. The deceptive calm is revealed
~-~-~ | when bits of algae and driftwood float by, swirling and
| | bobbing with too much enthusiasm. A bitter scent rises
@-~-~| from the water, fouled by the offal from the town above.
| The water is so dirty you cannot see how far down it goes.
| The river continues north and east.
|
|
---------+

[Exits: north east]

<826hp 698m 345mv / no opponent><rapids (outside)>
west
On a Calm River
| The surface of the water is smooth, but beneath the surface,
| the water rushes quickly. The deceptive calm is revealed
| when bits of algae and driftwood float by, swirling and
| bobbing with too much enthusiasm. A bitter scent rises
~-~-@ | from the water, fouled by the offal from the town above.
| | The water is so dirty you cannot see how far down it goes.
~-~-~| The river continues west and south.
|
|
---------+

[Exits: south west]

<826hp 698m 344mv / no opponent><rapids (outside)>
west
On a Calm River
| The surface of the water is smooth, but beneath the surface,
| the water rushes quickly. The deceptive calm is revealed
| when bits of algae and driftwood float by, swirling and
| bobbing with too much enthusiasm. A bitter scent rises
~-~-@-~ | from the water, fouled by the offal from the town above.
| | The water is so dirty you cannot see how far down it goes.
~-~| The river continues east and west.
|
|
---------+

[Exits: east west]

<826hp 698m 343mv / no opponent><rapids (outside)>
west
On a Calm River
| The surface of the water is smooth, but beneath the surface,
| the water rushes quickly. The deceptive calm is revealed
| when bits of algae and driftwood float by, swirling and
| bobbing with too much enthusiasm. A bitter scent rises
~-~-@-~-~| from the water, fouled by the offal from the town above.
|| The water is so dirty you cannot see how far down it goes.
~| The river continues east and west.
|
|
---------+

[Exits: east west]

<826hp 698m 342mv / no opponent><rapids (outside)> On a Calm River
| The surface of the water is smooth, but beneath the surface,
| the water rushes quickly. The deceptive calm is revealed
| when bits of algae and driftwood float by, swirling and
| bobbing with too much enthusiasm. A bitter scent rises
~-~-@-~-~| from the water, fouled by the offal from the town above.
| The water is so dirty you cannot see how far down it goes.
| The river continues east and west.
|
|
---------+

[Exits: east west]

<826hp 698m 341mv / no opponent><rapids (outside)>
west
Under a Small Bridge
| A small bridge connecting the Main Street of Seringale
| spans over your head. The bridge casts a shadow over this
| part of the river. A set of posts on each bank of the
| river help support the bridge over your head. Small pieces
~-@-~-~| of drift wood flows by you at times. The aroma of the
| algae and the various tiny life forms inside the river
| taints the once- fresh smell of the water. The river extends
| to the east and the west. A ladder leads up into the town
| of Seringale.
---------+

[Exits: east west up]

<826hp 698m 340mv / no opponent><pond (outside)>
up
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.

<826hp 698m 338mv / no opponent><road (outside)>
north
north
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.

<826hp 698m 336mv / no opponent><road (outside)>
north
north
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]

<826hp 698m 335mv / no opponent><road (outside)>
north
north
The South Main Street
S S-+-S | You are on the Main Street of Seringale. It is a wide street
| | | with lots of space to both sides. Although the street is
+-+-+-+-+| wide, it is very poorly lit, so it is very gloomy and dim
| | || here. All around you are beggars and panhandlers dressed
+ S-@-S +| in filthy clothing. The buildings surrounding you are old
| | | and run down. They seem like they have been made ages ago.
+ +-+-o | The once bright red bricks that the buildings are made
| | | of are now only pale, brittle chunks barely holding the
*-* +-S | walls of the buildings together. You see the South Square
---------+ to the north, entrances to taverns on both sides of the
street and the Main Street continues to the south.

[Exits: north east south west]
A dwarven city guard of Seringale stands watch here.

<826hp 715m 389mv / no opponent><road (outside)>
north
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 terrifying face hangs on a hook. Its tongue lolls with...candy?

<826hp 715m 388mv / no opponent><city (outside)>
north
north
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]
Zephyrus the displaced minstrel is here, seeking a new line of work.

<826hp 715m 387mv / no opponent><road (outside)> The Main Street
W-W-W 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 dwarven citizen of Seringale plods around the town.

<826hp 715m 386mv / no opponent><road (outside)> The Main Street
+-W W-+| 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 W-W-W 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]

<826hp 715m 385mv / no opponent><road (outside)> South of Market Square
S W-W-W F| You are south of Market Square. A marvellous monument has
| | | || been erected here in the middle of the city of Seringale,
+-W W-+| ever flowing with clear drinkable water. The road is well
| | | || worn from the traffic constantly passing over it. A path
F W-@-W 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.

<826hp 715m 384mv / no opponent><city (outside)>
east
A fenced-in fountain! You reach for the delicious water but can't fit through the iron bars.

<826hp 715m 384mv / no opponent><city (outside)>
north
Southeast of Market Square
W-W-W F +| You are standing southeast of the Market Square. A marvellous
| | | || monument has been erected here in the middle of the city
W W-+-+| of Seringale, ever flowing with clear drinkable water. The
| | | || road is well worn from the traffic constantly passing over
W-W-@ S S| it. You see a path around the square to the west and north.
| | |
S-+-S-* |
| |
S-+-* |
---------+

[Exits: north west]
A beggar, wearing a decaying, dirty and stinky old hat, wanders around asking for spare gold.

<826hp 715m 383mv / no opponent><inside (indoors)> 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,
W-W-W F +| ever flowing with clear with clear drinkable water. The
| | | || road is well worn from the traffic constantly passing over
W @-+-+| it. A path leads north and south around the fountain, while
| | | || the common road continues to the east.
W-W-W S S|
| | |
S-+-S-* |
---------+

[Exits: north east south]
A gnomish city guard of Seringale stands watch here.

<826hp 715m 382mv / no opponent><city (outside)>
ddr
I don't think much is to be achieved by that.

<826hp 715m 382mv / no opponent><city (outside)>
east
The East Common Road
+-S *| You are on the Common Road of Seringale. All around you are
| || busy people hurrying along minding their own business. The
W-W F +-*| smell of fresh bread wafts in from the north of here. A shop
| | | | with a sign of an iron hammer is south.
W-@-+-+|
| | | ||
W-W S S +|
| | |
+-S-* |
---------+

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

<826hp 715m 381mv / no opponent><road (outside)>
east
east
east
The East Common Road
* | You are on the Common Road of Seringale. All around you
| | are busy people hurrying along minding their own business.
W 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
W-+-@-+-+| Common Road continues to the east and the west.
| | | | |
W S S +-+|
| ||
S-* +|
---------+

[Exits: north east south west]

<826hp 715m 380mv / no opponent><road (outside)>
east

An adventurer walks in.

<826hp 715m 380mv / no opponent><road (outside)>
east
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]

<826hp 715m 379mv / no opponent><city (outside)>
east
east
The East Common Road
* | You are on the Common Road of Seringale. All around you
| | are busy people hurrying along minding their own business.
+-* S-*| The Common Road continues to the east and the west.
| | |
+-+-@-+-+|
| | | |
S +-+ S |
| |
+-+-*|
---------+

[Exits: east west]
A half-elf citizen of Seringale wanders about rather aimlessly.
A half-elf city guard of Seringale stands watch here.

<826hp 715m 378mv / no opponent><road (outside)>
east
The East Common Road
+| You are on the Common Road of Seringale. All around you
|| are busy people hurrying along minding their own business.
S-* +| You see a shop with a sign of a leather collar to the
| || north, a shop with a sign of a glittering diamond to
+-+-@-+-+| the south, and the Common Road continues to the east
| | || and the west.
+-+ S +|
| ||
+-+ +|
---------+

[Exits: north east south west]

<826hp 715m 377mv / no opponent><road (outside)>
east
east
The East Common Road
+ | You are on the Common Road of Seringale. All around you
| | are busy people hurrying along minding their own business.
S-* + | The Common Road continues to the east and the west.
| | |
+-+-@-+-+|
| | |
S + |
| |
+ |
---------+

[Exits: east west]

<826hp 715m 376mv / no opponent><road (outside)>
east
east
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.

<826hp 715m 375mv / no opponent><city (outside)>
east
Outside the East Gate
+ | You are outside the East Gate of Seringale. Before you is a
| | great wall. It is made of huge slabs of white stones with
+ | various figures of birds, beasts, and dragons carved into
| | it. The great wall soars over your head at over 30 spans tall.
+-+-@-+-+| You see the entrance into the city of Seringale to the west
| | and a road travelling out of the city to the east.
+ |
| |
+ |
---------+

[Exits: east west]

<826hp 715m 374mv / no opponent><city (outside)>
east
City Entrance
+ | You stand on the outskirts of Seringale, the capital of this
| | land. The road leads east along a dusty road, while to the west
+ | it becomes the main street of the town, surrounded by a mass
| | confusion of shops, bars, and market places. The east gates of
+-+-@-+-+| the town lie directly to the west of here.
| |
+ |
| |
+ |
---------+

[Exits: east west]

<826hp 715m 373mv / no opponent><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]

<826hp 715m 372mv / no opponent><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]

<826hp 715m 371mv / no opponent><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]

<826hp 715m 370mv / no opponent><road (outside)>
scan
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]

<826hp 715m 369mv / no opponent><road (outside)> 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.

<826hp 715m 368mv / no opponent><road (outside)>
east
Along the Eastern Road
o | You are walking along a well-travelled road between Seringale
| | and lands east. A northern road crosses this one to the west,
o | towards Seringale. The path has been created from a light stone
| | material that is very resilient. It has worn away over time
+-+-@-+-+| from the flow of traffic that has passed through here. This
| || is one of Serin's busiest trade routes.
+ +|
| |
+-+ |
---------+

[Exits: east west]

<826hp 715m 367mv / no opponent><road (outside)>
east
You scan all around.
*** Range 2 (east) ***
(White Aura) A triton Watchman stands here, with purpose.
The cartmaster is sitting on a trade caravan.
This young girl looks happy to guide travelers along the roads.
*** Range 1 (west) ***
The caravan attendant is here, looking dejected.

<826hp 715m 367mv / no opponent><road (outside)> 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]

<826hp 715m 366mv / no opponent><road (outside)>
east
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.
(White Aura) A triton Watchman stands here, with purpose.
The cartmaster is sitting on a trade caravan.
This young girl looks happy to guide travelers along the roads.

<826hp 715m 365mv / no opponent><road (outside)> Alas, you cannot go that way.

<826hp 715m 365mv / no opponent><road (outside)>
unho
You start bathing in blasphemy.

<826hp 695m 365mv / no opponent><road (outside)>
A Triton Watchman listens carefully for some sounds.
A Triton Watchman walks west.

<826hp 695m 365mv / no opponent><road (outside)>
Vengeance of the Eternal Army surges through your forsaken soul.

<826hp 695m 365mv / no opponent><road (outside)>
west
scan
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]
(White Aura) A triton Watchman stands here, with purpose.

<826hp 695m 364mv / no opponent><road (outside)> You scan all around.
*** Range 1 (east) ***
The cartmaster is sitting on a trade caravan.
This young girl looks happy to guide travelers along the roads.
*** Range 2 (west) ***
(Charmed) A warrior trainee is here, ready for action.
(Charmed) A snotty old rottweiler is here, guarding its master.
(White Aura) Kryton the Battlemaster is here.
The caravan attendant is here, looking dejected.

<826hp 695m 364mv / no opponent><road (outside)>
Kryton walks in.
A snotty old rottweiler walks in.
A warrior trainee walks in.

<826hp 695m 364mv / no opponent><road (outside)>
east
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.

<826hp 695m 363mv / no opponent><road (outside)>
west
Along the Eastern Road
o | The road heads southwards from here, meandering its way slowly
| | around the outskirts of the dwarven kingdom. Its resilient stone
o | path has resisted much of the wear created by the bustle of traders
| | and merchants travelling in between the two cities. To the northeast
+-+-@-+ | you see a huge monastery, built inside a grove and surrounded
| | | by a patch of grass.
+ +-+|
| |
+ |
---------+

[Exits: east west]
(Charmed) A warrior trainee is here, ready for action.
(Charmed) A snotty old rottweiler is here, guarding its master.
(White Aura) Kryton is here, fighting a Triton Watchman.
(White Aura) A Triton Watchman is here, fighting Kryton.

<826hp 695m 362mv / no opponent><road (outside)>
murder $$
Kryton yells 'Help! I am being attacked by Militha!'
You fade into existence.
Your chop mauls Kryton.
Your chop wounds Kryton.
Kryton has a few scratches.

<826hp 705m 362mv a Triton Watchman: 100%hp / offensive><road (outside)>
murder $$

Kryton is blinded by the dirt in his eyes!
A Triton Watchman's kicked dirt scratches Kryton.
Kryton has a few scratches.

<826hp 705m 362mv a Triton Watchman: 100%hp / offensive><road (outside)>
Kryton's riposte decimates a Triton Watchman!
Your chop wounds Kryton.
Your slash decimates Kryton!
Your chop wounds Kryton.
Kryton's chop maims a Triton Watchman!
Kryton's sting maims a Triton Watchman!
Kryton's stab MUTILATES a Triton Watchman!
Kryton's chop devastates a Triton Watchman!
Kryton has some small wounds and bruises.

<826hp 718m 362mv a Triton Watchman: 92%hp / offensive><road (outside)>
Kryton has fled!
Kryton walks east.
A warrior trainee walks east.
A snotty old rottweiler walks east.

<826hp 718m 362mv / no opponent><road (outside)>
wield mourn
They aren't here.

<826hp 718m 362mv / no opponent><road (outside)> Kryton walks in.
A snotty old rottweiler walks in.
A warrior trainee walks in.
You stop wielding a sacrificial scalpel.
You stop wielding a black iron hatchet.
Your skin pales and you feel your eyes burning as Mourneblade's grasp consumes you.
You wield 'Mourneblade', the dead black sword.
'Mourneblade', the dead black sword feels like a part of you!
A Triton Watchman screams and attacks Kryton!

<801hp 718m 362mv / no opponent><road (outside)>
west

Kryton has fled!
Kryton walks east.
A warrior trainee walks east.
A snotty old rottweiler walks east.
Along the Eastern Road
o | You are walking along a well-travelled road between Seringale
| | and lands east. A northern road crosses this one to the west,
o | towards Seringale. The path has been created from a light stone
| | material that is very resilient. It has worn away over time
+-+-@-+-+| from the flow of traffic that has passed through here. This
| || is one of Serin's busiest trade routes.
+ +|
| |
+-+ |
---------+

[Exits: east west]
The lightning has stopped.

<820hp 706m 394mv / no opponent><road (outside)>
murder $$
They aren't here.

<820hp 706m 394mv / no opponent><road (outside)>
east
murder $$
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]
(Charmed) A warrior trainee is here, ready for action.
(Charmed) A snotty old rottweiler is here, guarding its master.
Kryton is here, fighting a Triton Watchman.
(White Aura) A Triton Watchman is here, fighting Kryton.

<820hp 706m 393mv / no opponent><road (outside)> Kryton yells 'Help! I am being attacked by someone!'
Your soul grasp *** DEVASTATES *** Kryton!
Your soul grasp *** DEMOLISHES *** Kryton!
Kryton has quite a few wounds.

<820hp 715m 393mv a Triton Watchman: 93%hp / offensive><road (outside)>
murder $$

Kryton has fled!
Kryton walks east.
A warrior trainee walks east.
A snotty old rottweiler walks east.

<820hp 715m 393mv / no opponent><road (outside)>
east
murder $$

Kryton walks in.
A snotty old rottweiler walks in.
A warrior trainee walks in.

<820hp 715m 393mv / no opponent><road (outside)>
A Triton Watchman screams and attacks Kryton!

<820hp 715m 393mv / no opponent><road (outside)> Kryton yells 'Help! I am being attacked by someone!'
Your soul grasp *** DEVASTATES *** Kryton!
A Triton Watchman disarms Kryton!
Kryton has some big nasty wounds and scratches.

<820hp 719m 393mv a Triton Watchman: 93%hp / unarmed><road (outside)>
murder $$

Kryton has fled!
Kryton walks east.
A warrior trainee walks east.
A snotty old rottweiler walks east.

<820hp 719m 393mv / no opponent><road (outside)>
bash
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.
(Charmed) A snotty old rottweiler is here, guarding its master.
(Charmed) A warrior trainee is here, ready for action.
(White Aura) Kryton the Battlemaster is here.
The cartmaster is sitting on a trade caravan.
This young girl looks happy to guide travelers along the roads.

<820hp 719m 392mv / no opponent><road (outside)> Kryton yells 'Help! I am being attacked by someone!'
Your soul grasp DISMEMBERS Kryton!
Kryton has some big nasty wounds and scratches.

<820hp 722m 392mv / none><road (outside)>
murder $$

Kryton adopts a defensive posture.
A warrior trainee turns his gnomish glare upon you! He looks like he is about to explode with pure anger!
A Triton Watchman walks in.
Your soul grasp DISMEMBERS Kryton!
Your soul grasp DISMEMBERS Kryton!
Kryton's pierce decimates you!
A Triton Watchman screams and attacks Kryton!
Kryton has some big nasty wounds and scratches.

<792hp 734m 392mv / none><road (outside)> You do the best you can!
Kryton has some big nasty wounds and scratches.

<792hp 734m 392mv / none><road (outside)> Your bash misses Kryton.
You fall flat on your face!
Kryton has some big nasty wounds and scratches.

<792hp 734m 392mv / none><road (outside)>
Kryton rubs the dirt out of his eyes, but they're still watering.
Your soul grasp DISMEMBERS Kryton!
Your soul grasp DISEMBOWELS Kryton!
Your soul grasp DISMEMBERS Kryton!
Kryton's pierce maims you!
Kryton is in awful condition.

<756hp 746m 392mv / none><road (outside)>
Kryton has fled!
Kryton relaxes out of his defensive posture.
Kryton limps south.
A snotty old rottweiler walks south.
A warrior trainee walks south.

<756hp 746m 392mv / no opponent><road (outside)>
south
murder $$
They aren't here.

<756hp 746m 392mv / no opponent><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]

<756hp 746m 391mv / no opponent><road (outside)>
east
They aren't here.

<756hp 746m 391mv / no opponent><road (outside)>
east
On the Eastern Road
| The resilient stone of the Eastern Road stretches out
| in both east and west directions for as far as you can
+-+ +| see, eventually turning off its track out of sight. Either
| || side of the road is surrounded by foresty terrain that
+-@-+-+| looks fairly impassible and perhaps not worthwhile to
| try to do so. To the east you see a signpost reaching
| high overhead.
|
|
---------+

[Exits: east west]

<756hp 746m 390mv / no opponent><road (outside)>
where
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.

<756hp 746m 389mv / no opponent><road (outside)>
east
Players near you in Eastern Road:
<PK> Kryton Along the Eastern Road
<PK> Militha On the Eastern Road

<756hp 746m 389mv / no opponent><road (outside)>
north
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]

<756hp 746m 388mv / no opponent><road (outside)> 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]

<756hp 746m 387mv / no opponent><road (outside)>
east
scan
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]

<756hp 746m 386mv / no opponent><road (outside)>
east
You scan all around.
*** Range 1 (east) ***
A knight stands here, guarding the checkpoint.

<756hp 746m 386mv / no opponent><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.

<756hp 746m 385mv / no opponent><road (outside)>
east
where
Along the Eastern Road
f | You are journeying along a well-travelled road, just east
| | of a heavily guarded checkpoint. You have covered about half
o-o-o | the distance between the city of Seringale and Timaran. The
| | road has been constructed from a light and yet extremely
+-+-@-+-+| resilient mineral that has resisted the weathering of the
| | trade passing through.
+ |
| |
+-+ |
---------+

[Exits: east west]

<756hp 746m 384mv / no opponent><road (outside)> Players near you in Eastern Road:
<PK> Militha Along the Eastern Road

<756hp 746m 384mv / no opponent><road (outside)>
east
Along the Eastern Road
f | The Eastern Road stretches out from west to east as far as
| | you can see. Due north of you is a huge monastery, just barely
o-o-o | visible through a blanket of trees. To the south you see a
| | village, fairly small. Further south of the village, in the
+-+-@-+-+| far distance, you see a river running through the dwarf forest.
| | Eastwards the city of Timaran looms on the horizon.
+ |
| |
+-+ |
---------+

[Exits: east west]

<756hp 746m 383mv / no opponent><road (outside)>
east
east
Along the Eastern Road
| The road continues eastwards, entering a fairly dense
| area of forest. Surrounding the sides of the road is
| a thick layer of trees, letting in little light. The resilient
| mineral of the traderoad has eroded slightly here, as
+-+-@-+-+| many passersby stopped for rest before entering the denser
| part of the forest. You hear chirping coming from the
| trees around you.
|
|
---------+

[Exits: east west]

<756hp 746m 382mv / no opponent><road (outside)>
east
east
Along the Eastern Road
| The road is almost completely swallowed up by the forest
| here. Oak trees surround you from all sides, the south
| 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]

<756hp 746m 381mv / no opponent><road (outside)>
east
east
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]

<756hp 746m 380mv / no opponent><road (outside)>
east
On the Outskirts of Timaran
| To the east you see the mighty gates of Timaran, one of
| the most elegant and prosperous cities of all of Serin.
| To the south you see the barren highlands heading out
| towards Mahn-Tor, and to the west you can barely make
+-+-@-+-+| out a faint, but well-used, road leading to the City of
| Seringale.
|
|
|
---------+

[Exits: east west]
The rain stopped.

<766hp 733m 394mv / no opponent><road (outside)>
where
West Gate of Timaran
S-+| Here stands the west gate, closely guarded by a number
|| of city guards. People walk in and out, from residents
+| on their way to somewhere to travellers with dust stained
|| cloaks arriving. The city wall is a good 6 feet thick,
+-+-@-+-W| 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 member of the Timaran city day watch keeps an eye out.
A giant gate guard stands here, checking people who walk by.
A giant gate guard stands here, checking people who walk by.

<766hp 733m 393mv / no opponent><city (outside)> 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.
+-+-@-W-+| 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]

<766hp 733m 392mv / no opponent><city (outside)>
east
east
Western Square of Timaran
S-+-S | This is the busy Western Square of the city. People stand
| | around in groups talking and laughing, and others walk
+ * | 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.

<766hp 733m 391mv / no opponent><city (outside)>
east
Players near you in Timaran:
<PK> Kryton Meadow Lane
<PK> Militha Western Square of Timaran

<766hp 733m 391mv / no opponent><city (outside)> 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
+-W-@-+-+| 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]

<766hp 733m 390mv / no opponent><city (outside)>
east
Western Main Street
+-S | You are standing on the Main Street, just east of a large
| | building that looks suspiciously like a bank, and a constant
+ * 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
W-+-@-+-+| 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]

<766hp 733m 389mv / no opponent><city (outside)>
east
Western Main Street
* +| You are travelling along the Main Street. Many people
| || walk past, going about their business quietly alone or
* B *-+| in groups. A short distance to the east the busy city
| | || centre is visible, and to your north stands a large building
+-+-@-+-S| with marble pillars outside. The ornate sign above the
| | || door indicates that this is the city bank. You can continue
S + *-*-+| down the street east and west.
| | ||
+ * S-+|
---------+

[Exits: north east west]

<766hp 733m 388mv / no opponent><city (outside)>
where
Western Main Street
* +-S| This is the western part of Main Street, which runs between
| | | the east and west gates through the centre of the city.
B *-+-S| Just to your east is the busy city centre, and many people
| | | pass you on their way to it. To the north is a stone
+-+-@-S-+| wall, solid and impenetrable.
| | |
+ *-*-+-*|
| | | |
+ * S-+-S|
---------+

[Exits: east west]

<766hp 733m 387mv / no opponent><city (outside)> City Centre of Timaran
* +-S | You have entered the busy centre of Timaran. All around
| | | you people bustle about their daily routine, smiling and
B *-+-S | laughing or walking by silently on business. You see many
| | | buildings close by, mostly made of sold grey stone with
+-+-@-+-+| tiled roofs. A beautifully carved marble fountain dominates
| | the centre of the square, spraying water gently into the
*-*-+-*-T| air in graceful arches. Often used as a meeting place,
| | | people stand around or sit on the benches nearby discussing
* S-+-S | various things or just generally relaxing. A few children,
---------+ out from the watchful eye of their parents, splash each
other in the fountain's 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.
(Glowing) The Herald Bulletin Board gleams majestically in the middle of the square.
A small cloth purse is lying here.
A large leather-bound book is here.
A terrifying face hangs on a hook. Its tongue lolls with...candy?
A member of the Timaran city day watch keeps an eye out.
A member of the Timaran city day watch keeps an eye out.
A member of the Timaran city day watch keeps an eye out.
Selena the Mayor of Timaran is here, smiling happily to all.
The Town Crier stands here, yelling the daily news.

<766hp 733m 386mv / no opponent><city (outside)>
scan
Players near you in Timaran:
<PK> Kryton South Gate of Timaran
<PK> Militha City Centre of Timaran

<766hp 733m 386mv / no opponent><city (outside)> You scan all around.
*** Range 2 (north) ***
A citizen of Timaran goes about his business here.
A feral cat wanders around, looking for prey or scraps.
*** Range 5 (north) ***
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.
*** Range 6 (north) ***
(White Aura) Dinswel the Ranger stands here.
*** Range 1 (east) ***
A large, filthy looking rat scurries around.
*** Range 3 (east) ***
A vagrant wanders around, plotting his newest scheme.
*** Range 5 (east) ***
A member of the Timaran city day watch keeps an eye out.
A member of the Timaran city day watch keeps an eye out.
*** Range 1 (south) ***
A member of the Timaran city day watch keeps an eye out.
*** Range 3 (south) ***
Padding about aimlessly, a stray puppy barks now and again.
*** Range 6 (south) ***
Cyril the gardener is here, admiring his hard work.
*** Range 5 (west) ***
A member of the Timaran city day watch keeps an eye out.
*** Range 6 (west) ***
A member of the Timaran city day watch keeps an eye out.

<766hp 733m 386mv / no opponent><city (outside)>
where
Players near you in Timaran:
<PK> Militha City Centre of Timaran

<766hp 733m 386mv / no opponent><city (outside)>
south
south
Meadow Lane
B *-+-S | You are now walking along Meadow Lane, leading from the
| | | city centre to the south gate. Torches stand ready to
+-+-S-+-+| be lit when darkness comes, and many people walk past
| | about their business. The busy city centre is just to
*-*-@-*-T| your north, while to the east stands a large ornate building,
| | | very obviously a temple of some sort. A small hovel stands
* S-+-S | to the west with awful instrumental squawking noises
| | coming from it. The road continues to the south.
+-+-+-+|
---------+

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

<766hp 733m 385mv / no opponent><city (outside)>
south
south
Meadow Lane
+-+-S-+-+| This is another part of Meadow Lane. Further north is
| | the busy city centre, which people are walking to and
*-*-+-*-T| from past you, and a large ornate building that must
| | | be a temple. There is a shop to your west with many an
* S-@-S | animal cry emanating from it. You don't need the sign
| | bearing animals hanging above the door to know this
+-+-+-+| is a pet shop. A number of torches stand cold at the
| || side of the road, ready to be lit when needed. The road
+ +| continues southward.
---------+

[Exits: north east south west]

<766hp 733m 384mv / no opponent><city (outside)>
south
south
Meadow Lane
*-*-+-*-T| A large flight of steps can be seen to your west, leading
| | | up to a large building that has the look of a town hall.
* S-+-S | In an effort to bring some beauty to the city, a wonderfully
| | landscaped garden lies to the east, with multitudes of
+-@-+-+| flowers and trees, plants and small animals. You suspect
| || the Rangers have had a hand in it, since like other gardens
F + +| around the city this one appears to have any and everything
| | || that will grow in this area in it. The road continues
+-+-+ *| south and north, but you spot a small alley to the east.
---------+

[Exits: north east south west]
Padding about aimlessly, a stray puppy barks now and again.

<766hp 733m 383mv / no opponent><city (outside)>
south
Meadow Lane
S-+-S | Walking along the street you notice the outlines of two
| | large buildings that have the look of temples, one to
+-+-+-+| the north and one roughly north-west. A busy shopping
| || district is apparent a short distance to the south-west.
F @ +| To the east is a small, empty building that appears not
| | || to have been in use for quite a while. The road continues
+-+-+ *| north and south.
| | |
F S-S-+-*|
---------+

[Exits: north south]

<766hp 733m 382mv / no opponent><city (outside)>
south
south
Meadow Lane
+-+-+-+| This is probably the busiest part of Meadow Lane, people
| || hurrying to and fro from the south gate and to the west,
F + +| where there appears to be a sort of shopping district.
| | || A large, apparently metal archway rises above the street
+-+-@ *| in that direction. You can continue south towards the
| | | gate or head north towards the city centre.
F S-S-+-*|
| ||
+ o|
---------+

[Exits: north south west]

<766hp 733m 381mv / no opponent><city (outside)>
south
south
Meadow Lane
F + | You are close to the south gate, where travellers are walking
| | | and riding in and out of the city. A large park area stands
+-+-+ | to the east, beautifully crafted by whatever skilled gardeners
| | | the city has. Entering it would appear to be accomplished
F S-@-+-*| through the small building situated in that direction. To
| || the west lies a small building with many wooden boats standing
+ o| outside it, and the sign of a shipwright hanging above the
| | door. The south gate of the city lies close by, and the
* | road heads north towards the city centre.
---------+

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

<766hp 733m 380mv / no opponent><city (outside)>
scan
South Gate of Timaran
+-+-+ | You have reached the south gate of the city. As with all
| | | the gates, it is guarded by members of the city guards. Different
F S-S-+-*| assortments of people and races wander in and out of the
| || gates, heading into the city or out into the world. The gates
@ o| themselves are large and very heavy, but can be locked if
| | the need arises. Large torches can be lit at night to illuminate
* | the gate, allowing the guards to keep an eye on everyone.
| | You can leave the city to the south or head into it northwards.
* |
---------+

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

<766hp 733m 379mv / no opponent><city (outside)>
where
A Wooden Bridge South of Timaran
S-S-+-*| A small wooden bridge has been constructed here, its light
| || but sturdy planks carrying it over the River Adelon. At the
+ o| sides of the bridge a guardrail has been added for both safety
| | and aesthetic value. You notice that the planks have begun
@ | to balk slightly from age, as if the bridge had been used
| | to transport something heavy out of the city.
* |
| |
* |
---------+

[Exits: north south down]

<766hp 733m 378mv / no opponent><inside (indoors)>

(Lost him here, then couldn't figure out his hometown. Action picks up again here after much searching.)

where
You scan all around.
*** Range 1 (north) ***
A large, hairy looking humanoid is here.
*** Range 5 (west) ***
A restless spirit wanders the ruins.

<851hp 676m 392mv / no opponent><road (outside)> Players near you in Thalos Ruins:
<PK> Kryton A trail in the forest
<PK> Militha The T-Intersection

<851hp 676m 392mv / no opponent><road (outside)>
east
east
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]

<851hp 676m 391mv / no opponent><forest (outside)> 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]

<851hp 676m 390mv / no opponent><forest (outside)>
south
east
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]

<851hp 676m 389mv / no opponent><forest (outside)>
east
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]

<851hp 676m 388mv / no opponent><forest (outside)>
murder $$
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]

<851hp 676m 387mv / no opponent><forest (outside)> Kryton walks in.
A warrior trainee walks in.
A snotty old rottweiler walks in.

<851hp 676m 387mv / no opponent><forest (outside)> Kryton yells 'Help! I am being attacked by Militha!'
Kryton turns your attack against you.
Kryton's chop MUTILATES you!
Kryton is in excellent condition.

<811hp 676m 387mv / defensive><forest (outside)>
murder $$
murder $$

Kryton surges with power.
Kryton slams into you, knocking you from the back of your mount!
Kryton's bash MUTILATES you!
You step aside, leaving a drow assassin wide open.
Kryton's chop MASSACRES a drow assassin!
You step aside, leaving a drow assassin wide open.
Kryton's stab MANGLES a drow assassin!
[* ] Kryton parries your soul grasp.
[* ] Kryton blocks your attack with his shield.
Kryton is in excellent condition.

<774hp 676m 387mv / defensive><forest (outside)>
ibal

[* ] Kryton blocks your attack with his shield.
Kryton's chop maims you!
You step aside, leaving a drow assassin wide open.
Kryton's stab MASSACRES a drow assassin!
Kryton is in excellent condition.

<738hp 676m 387mv / defensive><forest (outside)> You do the best you can!
You feel less wobbly on your feet.
Kryton is in excellent condition.

<738hp 676m 387mv / defensive><forest (outside)> You do the best you can!
Your soul grasp DISMEMBERS Kryton!
Your soul grasp DISEMBOWELS Kryton!
Kryton's chop maims you!
Kryton's stab maims you!
You step aside, leaving a drow assassin wide open.
Kryton's chop MANGLES a drow assassin!
Kryton has some small wounds and bruises.

<668hp 687m 387mv / defensive><forest (outside)> A snotty old rottweiler yells 'Help! Militha just filled the room with ice!'
Your iceball maims a snotty old rottweiler!
Your iceball maims Kryton!
Why would you turn on your own creation?
Kryton has some small wounds and bruises.

<668hp 672m 387mv / defensive><forest (outside)>
ibal

Kryton has fled!
Kryton walks down.
A warrior trainee walks down.
A snotty old rottweiler has fled!
A snotty old rottweiler walks down.

<668hp 672m 387mv / no opponent><forest (outside)>
Kryton walks in.
A snotty old rottweiler walks in.
A warrior trainee walks in.

<668hp 672m 387mv / no opponent><forest (outside)>
You yell 'Help! I am being attacked by Kryton!'
You step aside, leaving a drow assassin wide open.
Kryton's smash MASSACRES a drow assassin!
You step aside, leaving a drow assassin wide open.
Kryton's crush MANGLES a drow assassin!
Kryton's crush MUTILATES you!
A snotty old rottweiler yells 'Help! Militha just filled the room with ice!'
Your iceball *** DEVASTATES *** a snotty old rottweiler!
Your iceball *** DEVASTATES *** Kryton!
Why would you turn on your own creation?
Kryton has quite a few wounds.

<629hp 657m 387mv / defensive><forest (outside)>
ibal

[** ] Kryton blocks your attack with his shield.
Your soul grasp DISEMBOWELS Kryton!
A snotty old rottweiler's chomp hits you.
[***] You parry a snotty old rottweiler's chomp.
You step aside, leaving a drow assassin wide open.
Kryton's smash MANGLES a drow assassin!
Kryton has quite a few wounds.

<617hp 665m 387mv / defensive><forest (outside)> Your iceball *** DEVASTATES *** a snotty old rottweiler!
Your iceball *** DEVASTATES *** Kryton!
Why would you turn on your own creation?
Kryton has some big nasty wounds and scratches.

<617hp 650m 387mv / defensive><forest (outside)>
ibal

Kryton surges with power.
Kryton sends you sprawling with a powerful bash!
Kryton's bash MUTILATES you!
Kryton has some big nasty wounds and scratches.

<580hp 650m 387mv / defensive><forest (outside)>
Kryton's smash devastates you!
Kryton's crush devastates you!
Your soul grasp DISMEMBERS Kryton!
Your soul grasp DISMEMBERS Kryton!
[***] You parry a snotty old rottweiler's chomp.
[***] You parry a snotty old rottweiler's chomp.
Kryton has some big nasty wounds and scratches.

<518hp 656m 387mv / defensive><forest (outside)>
[* ] Kryton parries your soul grasp.
Your soul grasp DISMEMBERS Kryton!
Kryton's smash MUTILATES you!
[***] You parry a snotty old rottweiler's chomp.
You step aside, leaving a drow assassin wide open.
A snotty old rottweiler's chomp devastates a drow assassin!
Kryton looks pretty hurt.

<478hp 658m 387mv / defensive><forest (outside)> Your iceball MANGLES a snotty old rottweiler!
Your iceball MANGLES Kryton!
Why would you turn on your own creation?
You feel less wobbly on your feet.
A snotty old rottweiler is DEAD!!
A snotty old rottweiler hits the ground ... DEAD.
Darkhan gives you 30 gold coins for your sacrifice.
Kryton looks pretty hurt.

<487hp 624m 394mv / defensive><forest (outside)>
ibal

Kryton has fled!
Kryton limps west.
A warrior trainee walks west.

<487hp 624m 394mv / no opponent><forest (outside)>
A ray of light shines down briefly nearby, then vanishes.

<487hp 624m 394mv / no opponent><forest (outside)> Why would you turn on your own creation?

<487hp 609m 394mv / no opponent><forest (outside)>
culi
You feel a little better.

<510hp 601m 394mv / no opponent><forest (outside)>
mount n
west
west
You mount a nightmare.

<510hp 601m 394mv / no opponent><forest (outside)> 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]
(Charmed) A warrior trainee is here, ready for action.

<510hp 601m 393mv / no opponent><forest (outside)> 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]

<510hp 601m 392mv / no opponent><forest (outside)>

(I shirked eight attacks there. Obviously, I'm doing more damage, but it seems significant. Now I come across him again later.)

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

[Exits: north south down]
(Charmed) A warrior trainee is here, ready for action.
Kryton the Battlemaster is here.

<851hp 734m 370mv / no opponent><inside (indoors)> Kryton walks north.
A warrior trainee walks north.

<851hp 734m 370mv / no opponent><inside (indoors)> Under an Old Bridge
| You are on a slightly murky river flowing west to east.
| Above you is an unstable looking wooden bridge that is
| balking under its own weight. In the water you see small
| minnows swimming by, their colourful scales reflecting
~-~-@-~-~| the light entering the water. The river itself is quite
| || chilly and not very comfortable. A gentle current carries
~ ~| it eastwards.
||
~|
---------+

[Exits: east west up]

<851hp 734m 369mv / no opponent><rapids (outside)>
east
The Mouth of the River
| The water is calmer here, stabilized by the luck of being
| on the fringe of several different undercurrents. Clear
| water surrounds you and you can see fairly deep into
| the ocean beneath you. There are several individual fish
~-~-@-~ | that have probably ventured a bit further away from the
| | school, lured by the prospect of food. The waves here
~-~| do not push you one way or another, and swells are almost
| || non existent.
~ ~|
---------+

[Exits: east west]

<851hp 734m 368mv / no opponent><ocean (outside)>
east
east
Calm Clear Water
| The water is calmer here, stabilized by the luck of being
| on the fringe of several different undercurrents. Clear
| water surrounds you and you can see fairly deep into the
| ocean beneath you. There are several individual fish that
~-~-@ | have probably ventured a bit further away from the school,
| | lured by the prospect of food. The waves here do not push
~-~ | you one way or another, and swells are almost non existent.
| | |
~ ~ |
---------+

[Exits: south west]

<851hp 734m 367mv / no opponent><ocean (outside)> Out of nowhere, a swirling, rushing current propels you backwards.

<851hp 734m 367mv / no opponent><ocean (outside)>
ten
You prepare your resolve and stand ready for battle.

<851hp 674m 367mv / no opponent><ocean (outside)>
where
Players near you in Dragon Sea:
<PK> Kryton Under an Old Bridge
<PK> Militha Calm Clear Water

<851hp 674m 367mv / no opponent><ocean (outside)>

(Getting some distance to cast unholy strength before the fight begins)

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

[Exits: north east south]

<851hp 674m 366mv / no opponent><ocean (outside)>
east
Calm Clear Water
| The water is calmer here, stabilized by the luck of being
| on the fringe of several different undercurrents. Clear
~-~ | water surrounds you and you can see fairly deep into
| | the ocean beneath you. There are several individual fish
~-@ | that have probably ventured a bit further away from the
| | | school, lured by the prospect of food. The waves here
~ ~ | do not push you one way or another, and swells are almost
| | non existent.
~-~-~-~-~|
---------+

[Exits: south west]
A hammerhead shark prowls within the water.
A Hammerhead shark pokes you with its fins.

<851hp 674m 365mv / no opponent><ocean (outside)>
south
south
Calm Clear Water
~-~ | The water is calmer here, stabilized by the luck of being
| | on the fringe of several different undercurrents. Clear water
~-~ | surrounds you and you can see fairly deep into the ocean
| | | beneath you. There are several individual fish that have
~ @ | probably ventured a bit further away from the school, lured
| | by the prospect of food. The waves here do not push you one
~-~-~-~-~| way or another, and swells are almost non existent.
| | |
~-~ ~ |
---------+

[Exits: north south]

<851hp 674m 364mv / no opponent><ocean (outside)> Treading Clear Water
~-~ | Crystal clear water shimmers and sparkles. Various tropical
| | | fish calmly follow each other around in circles. Light outlines
~ ~ | the shapes of water ripples to give the illusion of waves
| | of light traveling across the ocean's surface. Every so often
~-~-@-~-~| a dolphin's laugh sings through the air and is accompanied
| | | by the playful sound of a tail slapping the water.
~-~ ~ |
| | |
~-~-~ |
---------+

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

<851hp 674m 363mv / no opponent><lagoon (outside)>
east
east
east
Treading Clear Water
~-~ ~| Crystal clear water shimmers and sparkles. Various tropical
| | || fish calmly follow each other around in circles. Light outlines
~ ~ ~| the shapes of water ripples to give the illusion of waves of
| || light traveling across the ocean's surface. Every so often
~-~-@-~-~| a dolphin's laugh sings through the air and is accompanied
| | by the playful sound of a tail slapping the water.
~ ~ |
| | |
~-~ |
---------+

[Exits: east west]
A swordfish moves slowly well beneath the depths of the water.
A Swordfish pokes you with its fins.

<851hp 674m 362mv / no opponent><lagoon (outside)>
east
Treading Clear Water
~ ~ | Crystal clear water shimmers and sparkles. Various tropical fish
| | | calmly follow each other around in circles. Light outlines the
~ ~ | shapes of water ripples to give the illusion of waves of light
| | | traveling across the ocean's surface. Every so often a dolphin's
~-~-@-~-~| laugh sings through the air and is accompanied by the playful
| | sound of a tail slapping the water.
~ |
| |
~ |
---------+

[Exits: east west]

<851hp 674m 361mv / no opponent><lagoon (outside)> Treading Clear Water
~ | Crystal clear water shimmers and sparkles. Various tropical
| | fish calmly follow each other around in circles. Light
~ | outlines the shapes of water ripples to give the illusion
| | of waves of light traveling across the ocean's surface.
~-~-@-~-~| Every so often a dolphin's laugh sings through the air
| and is accompanied by the playful sound of a tail slapping
| the water.
|
|
---------+

[Exits: north east west]

<851hp 674m 360mv / no opponent><lagoon (outside)> Treading Clear Water
~ | Crystal clear water shimmers and sparkles. Various tropical
| | fish calmly follow each other around in circles. Light
~ | outlines the shapes of water ripples to give the illusion
| | of waves of light traveling across the ocean's surface.
~-~-@-~-~| Every so often a dolphin's laugh sings through the air
| and is accompanied by the playful sound of a tail slapping
| the water.
|
|
---------+

[Exits: east west]

<851hp 674m 359mv / no opponent><lagoon (outside)>
east
Treading Clear Water
~ | Crystal clear water shimmers and sparkles. Various tropical
| | fish calmly follow each other around in circles. Light
~ | outlines the shapes of water ripples to give the illusion
| | of waves of light traveling across the ocean's surface.
~-~-@-~-~| Every so often a dolphin's laugh sings through the air
| and is accompanied by the playful sound of a tail slapping
| the water.
|
|
---------+

[Exits: east west up]

<851hp 674m 358mv / no opponent><lagoon (outside)>
west
Treading Clear Water
~ | Crystal clear water shimmers and sparkles. Various tropical
| | fish calmly follow each other around in circles. Light
~ | outlines the shapes of water ripples to give the illusion
| | of waves of light traveling across the ocean's surface.
~-~-@-~-~| Every so often a dolphin's laugh sings through the air
| and is accompanied by the playful sound of a tail slapping
| the water.
|
|
---------+

[Exits: east west]

<851hp 674m 357mv / no opponent><lagoon (outside)>
east
Treading Clear Water
~ | Crystal clear water shimmers and sparkles. Various tropical
| | fish calmly follow each other around in circles. Light
~ | outlines the shapes of water ripples to give the illusion
| | of waves of light traveling across the ocean's surface.
~-~-@-~-~| Every so often a dolphin's laugh sings through the air
| and is accompanied by the playful sound of a tail slapping
| the water.
|
|
---------+

[Exits: east west up]

<851hp 674m 356mv / no opponent><lagoon (outside)>
up
North Main Deck
| The ocean's waves crash gently against the side of the
| vessel, causing more than just a back and forth motion.
| The length of the ship is most apparant when standing
| at the guardrails and looking down both directions.
+-+-@-+-+| The excess water from the main deck runs towards the
| | | | || edges here and disappears over the edges where the floorboards
+-+-+-+-+| don't meet tightly, and gather into puddles where they
| | | | || do.
+-+-+-+-+|
---------+

[Exits: east south west down]
A pair of cannons sit pointed at a sea made of serpentine machete dragons.

<851hp 674m 355mv / no opponent><city (outside)>
south
south
The Main Deck
| This deck is constantly being scrubbed down and cleaned.
| Bloodstains have soaked into the wood, giving the deck
+-+-+-+-+| a very dark cherry colored appearance. Three large masts
| | | | || loom above in an almost ominous fashion - they cast large
+-+-@-+-+| shadows across the deck with only the light of the moon.
| | | | || The space here is very open, perfect for the center
+-+-+-+-+| of many battles. The rocking motion is very minimal the
| | | | || closer to the center of the vessel you are.
+-+-+-+-+|
---------+

[Exits: north east south west]

<851hp 674m 354mv / no opponent><city (outside)>
west
west
west
The Main Deck
+-+-+-+-+| This deck is constantly being scrubbed down and cleaned.
| | | | || Bloodstains have soaked into the wood, giving the deck a
+-+-+-+-+| very dark cherry colored appearance. Three large masts loom
| | | | || above in an almost ominous fashion - they cast large shadows
+-+-@-+-+| across the deck with only the light of the moon. The space
| | | | || here is very open, perfect for the center of many battles.
+-+-+-+-+| The rocking motion is very minimal the closer to the center
| | of the vessel you are.
+ |
---------+

[Exits: north east south west]

<851hp 674m 353mv / no opponent><city (outside)>
west
The Main Deck
+-+-+-+-+| This deck is constantly being scrubbed down and cleaned.
| | | | || Bloodstains have soaked into the wood, giving the deck
+-+-+-+-+| a very dark cherry colored appearance. Three large masts
| | | | || loom above in an almost ominous fashion - they cast large
+-+-@-+-+| shadows across the deck with only the light of the moon.
| | | | || The space here is very open, perfect for the center of
+-+-+-+-+| many battles. The rocking motion is very minimal the closer
| | to the center of the vessel you are.
+ |
---------+

[Exits: north east south west]

<851hp 674m 352mv / no opponent><city (outside)> The Main Deck
+-+-+-+-+| This deck is constantly being scrubbed down and cleaned.
| | | | || Bloodstains have soaked into the wood, giving the deck
+-+-+-+-+| a very dark cherry colored appearance. Three large masts
| | | | || loom above in an almost ominous fashion - they cast large
+-+-@-+-+| shadows across the deck with only the light of the moon.
| | | | || The space here is very open, perfect for the center
+-+-+-+-+| of many battles. The rocking motion is very minimal the
|| closer to the center of the vessel you are.
+|
---------+

[Exits: north east south west]

<851hp 674m 351mv / no opponent><city (outside)>
up
Aft Mast Step
+-+-+-+-+| Large timber planks are interlocked and assembled like
| | | | || a puzzle into a sturdy reinforcement for the hull of the
+-+-+-+-+| ship. They look as large as if they were whole tree trunks
| | | | || that have been carved to fit into each other. They form
+-+-@-+-+| together to provide stability to the mast which is fit
| | | | || into the center block. Around the area are various rigging
+-+-+-+-+| wires, tools, and pails.
|
|
---------+

[Exits: north east south west up]

<851hp 691m 394mv / no opponent><city (outside)> The Main Deck
+-+-+-+| This deck is constantly being scrubbed down and cleaned.
| | | || Bloodstains have soaked into the wood, giving the deck
+-+-+-+| a very dark cherry colored appearance. Three large masts
| | | || loom above in an almost ominous fashion - they cast large
+-@-+-+| shadows across the deck with only the light of the moon.
| | | || The space here is very open, perfect for the center of
+-+-+-+| many battles. The rocking motion is very minimal the closer
| to the center of the vessel you are.
|
---------+

[Exits: north east south west]

<851hp 691m 393mv / no opponent><city (outside)> The sky stretches in an empty expanse overhead.

<851hp 691m 393mv / no opponent><city (outside)>
west
The Main Deck
+-+-+| This deck is constantly being scrubbed down and cleaned.
| | || Bloodstains have soaked into the wood, giving the deck
+-+-+| a very dark cherry colored appearance. Three large masts
| | || loom above in an almost ominous fashion - they cast large
@-+-+| shadows across the deck with only the light of the moon.
| | || The space here is very open, perfect for the center of
+-+-+| many battles. The rocking motion is very minimal the closer
| to the center of the vessel you are.
|
---------+

[Exits: north east south]
A pirate deckhand paces back and forth.

<851hp 691m 392mv / no opponent><city (outside)>
south
up
South-West Corner of the Main Deck
+-+-+| The wood below is lowered slightly near the corners where
| | || the wall meets the rail, and a small hole in the corner
+-+-+| drains any excess water and blood that collects on the
| | || surface. The waves below can be felt pushing gently on
@-+-+| the side of the vessel causing a slight vibration through
| the floorboards and heavy creaking at the joints.
|
|
|
---------+

[Exits: north east up]
A pirate raider patrols the main deck.

<851hp 691m 391mv / no opponent><city (outside)>
west
The Quarter Deck
*-*-* | This vessel's quarter deck is well guarded from the rear and
| | | | sides with reinforced double woodplanks all around. The boards
*-*-* | are brought together by long vertical iron braces that keep
| | | the wood from bending and protect it against minor attacks.
*-@ | Many maps are nailed to the rear wall of this deck, depicting
| hundreds of lands unknown to Serin. The deckhands at work
| on the main deck and masts can easily be observed from anywhere
| on this deck. The wheel, about four feet in diameter, is a
| remarkable piece of carpentry carved from a single solid wood
---------+ mass.

[Exits: north west down]

<851hp 691m 390mv / no opponent><inside (indoors)>
north
The Quarter Deck
*-*-* | This vessel's quarter deck is well guarded from the rear
| | | | and sides with reinforced double woodplanks all around.
*-*-* | The boards are brought together by long vertical iron braces
| | | that keep the wood from bending and protect it against minor
@-* | attacks. Many maps are nailed to the rear wall of this deck,
| depicting hundreds of lands unknown to Serin. The deckhands
| at work on the main deck and masts can easily be observed
| from anywhere on this deck. The wheel, about four feet in
| diameter, is a remarkable piece of carpentry carved from
---------+ a single solid wood mass.

[Exits: north east]

<851hp 691m 389mv / no opponent><inside (indoors)> The Quarter Deck
*-* | This vessel's quarter deck is well guarded from the rear
| | | and sides with reinforced double woodplanks all around.
*-*-* | The boards are brought together by long vertical iron braces
| | | | that keep the wood from bending and protect it against minor
*-@-* | attacks. Many maps are nailed to the rear wall of this deck,
| | | depicting hundreds of lands unknown to Serin. The deckhands
*-* | at work on the main deck and masts can easily be observed
| from anywhere on this deck. The wheel, about four feet in
| diameter, is a remarkable piece of carpentry carved from
---------+ a single solid wood mass.

[Exits: north east south west]
A pirate carpenter closely examines the planks.
A pirate carpenter says 'Alas! A rat is destroying the deck. I keep trying to patch it but I've run out of planks!'
A pirate carpenter says 'If I only had something to plug the hole...'
A pirate carpenter wipes his brow.

<851hp 691m 388mv / no opponent><inside (indoors)>
unho
You start bathing in blasphemy.

<851hp 671m 388mv / no opponent><inside (indoors)>
Vengeance of the Eternal Army surges through your forsaken soul.

<851hp 671m 388mv / no opponent><inside (indoors)>
east
where
The Quarter Deck
*-* | This vessel's quarter deck is well guarded from the rear and
| | | sides with reinforced double woodplanks all around. The boards
*-*-* | are brought together by long vertical iron braces that keep
| | | | the wood from bending and protect it against minor attacks.
*-*-@ | Many maps are nailed to the rear wall of this deck, depicting
| | | hundreds of lands unknown to Serin. The deckhands at work
*-* | on the main deck and masts can easily be observed from anywhere
| on this deck. The wheel, about four feet in diameter, is a
| remarkable piece of carpentry carved from a single solid wood
---------+ mass.

[Exits: north south west]
The ship's wheel is here, shaking and spinning in complete turmoil.
Aranoth, the ranger navigator of the Star-Crossed Marauder is here.
Aranoth, the Master Sailor struggles with the wheel for a moment, then gives up with an exasperated groan.
Aranoth, the Master Sailor struggles with the wheel for a moment, then gives up with an exasperated groan.
Aranoth, the Master Sailor says 'My ship has so many issues! Can you help me fix it?'
Aranoth, the Master Sailor struggles with the wheel for a moment, then gives up with an exasperated groan.

<851hp 671m 387mv / no opponent><inside (indoors)> Players near you in Dragon Sea:
<PK> Kryton South Main Deck
<PK> Militha The Quarter Deck

<851hp 671m 387mv / no opponent><inside (indoors)>
south
The Quarter Deck
*-*-* | This vessel's quarter deck is well guarded from the rear and
| | | | sides with reinforced double woodplanks all around. The boards
*-*-* | are brought together by long vertical iron braces that keep
| | | the wood from bending and protect it against minor attacks.
*-@ | Many maps are nailed to the rear wall of this deck, depicting
| hundreds of lands unknown to Serin. The deckhands at work
| on the main deck and masts can easily be observed from anywhere
| on this deck. The wheel, about four feet in diameter, is a
| remarkable piece of carpentry carved from a single solid wood
---------+ mass.

[Exits: north west down]

<851hp 671m 386mv / no opponent><inside (indoors)>
down
South-West Corner of the Main Deck
+-+-+| The wood below is lowered slightly near the corners where
| | || the wall meets the rail, and a small hole in the corner
+-+-+| drains any excess water and blood that collects on the
| | || surface. The waves below can be felt pushing gently on
@-+-+| the side of the vessel causing a slight vibration through
| the floorboards and heavy creaking at the joints.
|
|
|
---------+

[Exits: north east up]
A pirate raider patrols the main deck.

<851hp 671m 385mv / no opponent><city (outside)>
murder $$
They aren't here.

<851hp 671m 385mv / no opponent><city (outside)>
murder $$
They aren't here.

<851hp 671m 385mv / no opponent><city (outside)>
murder $$
They aren't here.

<851hp 671m 385mv / no opponent><city (outside)>
east
South Main Deck
+-+-+-+| The ocean's waves crash gently against the side of the
| | | || vessel, causing more than just a back and forth motion.
+-+-+-+| The length of the ship is most apparant when standing
| | | || at the guardrails and looking down both directions. The
+-@-+-+| excess water from the main deck runs towards the edges
| here and dissapears over the edges where the floorboards
| don't meet tightly, and gather into puddles where they
| do.
|
---------+

[Exits: north east west]
A torch Sconce is hanging on the walls of the ship.
You see 3 of a flickering torch here.

<851hp 671m 384mv / no opponent><city (outside)>
murder $$
They aren't here.

<851hp 671m 384mv / no opponent><city (outside)>
scan
You scan all around.
*** Range 3 (north) ***
A pirate mate stares into the beyond.
*** Range 2 (east) ***
Blonk, the thief poop scrubber of the Star-Crossed Marauder is here.
*** Range 3 (east) ***
A pirate deckhand paces back and forth.
*** Range 4 (east) ***
A pirate mate stares into the beyond.
*** Range 1 (west) ***
A pirate raider patrols the main deck.

<851hp 671m 384mv / no opponent><city (outside)>
scan
You scan all around.
*** Range 3 (north) ***
A pirate mate stares into the beyond.
*** Range 2 (east) ***
Blonk, the thief poop scrubber of the Star-Crossed Marauder is here.
*** Range 3 (east) ***
A pirate deckhand paces back and forth.
*** Range 4 (east) ***
A pirate mate stares into the beyond.
*** Range 1 (west) ***
A pirate raider patrols the main deck.

<851hp 671m 384mv / no opponent><city (outside)>
scan
You scan all around.
*** Range 1 (north) ***
(Charmed) A warrior trainee is here, ready for action.
(White Aura) Kryton the Battlemaster is here.
*** Range 3 (north) ***
A pirate mate stares into the beyond.
*** Range 2 (east) ***
Blonk, the thief poop scrubber of the Star-Crossed Marauder is here.
*** Range 3 (east) ***
A pirate deckhand paces back and forth.
*** Range 4 (east) ***
A pirate mate stares into the beyond.
*** Range 1 (west) ***
A pirate raider patrols the main deck.

<851hp 671m 384mv / no opponent><city (outside)>
scan
You scan all around.
*** Range 1 (north) ***
(Charmed) A warrior trainee is here, ready for action.
(White Aura) Kryton the Battlemaster is here.
*** Range 3 (north) ***
A pirate mate stares into the beyond.
*** Range 2 (east) ***
Blonk, the thief poop scrubber of the Star-Crossed Marauder is here.
*** Range 3 (east) ***
A pirate deckhand paces back and forth.
*** Range 4 (east) ***
A pirate mate stares into the beyond.
*** Range 1 (west) ***
A pirate raider patrols the main deck.

<851hp 671m 384mv / no opponent><city (outside)>
murder $$
Kryton walks in.
A warrior trainee walks in.

<851hp 671m 384mv / no opponent><city (outside)> Kryton yells 'Help! I am being attacked by Militha!'
Kryton turns your attack against you.
Kryton's smash MUTILATES you!
Your soul grasp DISEMBOWELS Kryton!
Kryton has a few scratches.

<810hp 678m 384mv / defensive><city (outside)>
murder $$
Kryton scans all around.
Kryton has a few scratches.

<810hp 678m 384mv / defensive><city (outside)>
Your soul grasp MANGLES Kryton!
[* ] Kryton blocks your attack with his shield.
Your soul grasp DISMEMBERS Kryton!
You brace against your armor to perform a two-handed set parry.
[** ] You parry Kryton's smash.
Kryton has some small wounds and bruises.

<810hp 687m 384mv / defensive><city (outside)>
Kryton takes a vicious swipe at you with his shield.
Kryton's sideswipe DISEMBOWELS you!
Kryton's shield slams into your weapon but its curse is too strong to budge!
You are knocked off your feet.
Kryton has some small wounds and bruises.

<766hp 687m 384mv / defensive><city (outside)>
3
You do the best you can!
You feel less wobbly on your feet.
Kryton has some small wounds and bruises.

<766hp 687m 384mv / defensive><city (outside)> Your iceball MUTILATES Kryton!
Your soul grasp DISMEMBERS Kryton!
Your soul grasp DISMEMBERS Kryton!
You step aside, leaving a drow assassin wide open.
Kryton's smash MASSACRES a drow assassin!
You step aside, leaving a drow assassin wide open.
Kryton's crush MASSACRES a drow assassin!
Kryton has quite a few wounds.

<766hp 683m 384mv / defensive><city (outside)>
3

Kryton boggles at the concept.
Kryton has quite a few wounds.

<766hp 683m 384mv / defensive><city (outside)>
[** ] Kryton blocks your attack with his shield.
Your soul grasp DISMEMBERS Kryton!
Kryton's smash MUTILATES you!
Kryton has quite a few wounds.

<729hp 685m 384mv / defensive><city (outside)>
Kryton has fled!
Kryton walks west.
A warrior trainee walks west.

<729hp 670m 384mv / no opponent><city (outside)>
3

<729hp 655m 384mv / no opponent><city (outside)>
clear

Command queue cleared.

<729hp 655m 384mv / no opponent><city (outside)>
who
where
[ Drow ] <PK> Dothemman the Harbinger of Death
[ Fire ] <PK> Kryton the Battlemaster
[ Pixie ] Yddre the Sharper
[50 Drow Dkn] <PK> (DRAGON) <STRIFE> (Blood) Militha Crescendum the Unholy Lady
[ Harpy ] Ulvira the Bringer of Torment
Players found: 5
[KEEPER] The Balance prevails within the four kingdoms.
There are 5 characters on; the most on this past month was 14.

<740hp 640m 394mv / no opponent><city (outside)> Players near you in Dragon Sea:
<PK> Militha South Main Deck

<740hp 640m 394mv / no opponent><city (outside)>

Draw your own conclusions. Even though I'm benefiting from it, I'll admit that shirk might need to be toned down a bit.
Tags: #no-death

Comments

  1. Thanks for posting, Militha. First of all, damn great name for this log. Second, I first brought this up back in your last log against Vok. Shirk is very overturned, in my opinion. Love the functionality of it, but it kind of reminds of how OP fencing was before it got tuned down.
      [reply to lionSpyre]
    1. We can cap it once a round if thats going to feel better. Its the same with the leopard style, riposte, etc. They all come out randomly and sometimes it streaks real bad.
        [reply to Davairus]

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