· 8 years ago · Aug 08, 2018, 05:56 PM
1
2
3<905hp 1188m 90mv 14hour TICK IN 5 SECONDS.
4
5You can't see anything, you're sleeping!
6
7<910hp 1268m 264mv 16hour Timer now at 30 secs.
8
9Obayana's trip scratches you.
10Obayana is in excellent condition.
11
12Xaexil: [===|===|===|===]
13<907hp 1268m 264mv 16hour
14Your shocking bite misses Obayana.
15Obayana's punch DISMEMBERS you!
16Obayana is in excellent condition.
17
18Xaexil: [===|===|===|===]
19<846hp 1268m 264mv 16hour
20Obayana blocks your attack with his shield.
21Your shocking bite misses Obayana.
22Obayana's punch DISMEMBERS you!
23You parry Obayana's attack.
24Obayana is in excellent condition.
25
26Xaexil: [===|===|===|==-]
27<784hp 1268m 264mv 16hour
28Obayana stops using the Rune of Salvation.
29Obayana is in excellent condition.
30
31Xaexil: [===|===|===|==-]
32<784hp 1268m 264mv 16hour
33Obayana draws his weapon.
34Obayana wields 'Ajitaabha' the Shard of Wisdom.
35Obayana's trip misses you.
36Obayana is in excellent condition.
37
38Xaexil: [===|===|===|==-]
39<784hp 1268m 264mv 16hour
40Obayana dodges your attack.
41Obayana blocks your attack with his shield.
42Obayana's rays *** OBLITERATE *** you!
43Obayana's rays *** OBLITERATE *** you!
44Obayana's rays *** OBLITERATE *** you!
45You flee from combat!
46Lower Foothills
47 A slight lift in altitude and increasingly rugged terrain welcomes you
48into the lower foothills of the Dragon's Teeth. The air has cooled slightly
49and the rocky path leads south deeper into the hills. A lighter path heads
50north into a greener less hilly area.
51The ground is blackened as if from a recent fire.
52
53[Exits: north south west]
54 A large bloodstain with body parts scattered around it.
55
56<315hp 1268m 261mv 16hour
57Obayana rides in.
58The Blood Guard walks in.
59
60<329hp 1268m 286mv 17hour Timer now at 30 secs.
61
62You yell 'Help! Obayana just tripped me!'
63Obayana trips you and you go down!
64Obayana's trip scratches you.
65Obayana is in excellent condition.
66
67Xaexil: [===|==-|---|---]
68<325hp 1268m 286mv 17hour
69Obayana dodges your attack.
70Obayana dodges your attack.
71Obayana's rays *** DEMOLISH *** you!
72You sure are BLEEDING!
73Obayana's rays === DISINTEGRATE === you!
74You sure are BLEEDING!
75Obayana is in excellent condition.
76
77Xaexil: [=--|---|---|---]
78<12hp 1268m 286mv 17hour fle
79You flee from combat!
80Nearing the Burned Cross Roads
81 The road begins to dwindle as the hills of the Dragon's Teeth turn into
82mountains, burned vegetation crushing under your feet. The fields here are
83bare and covered with swirling ashes, the whole landscape dreamlike, though
84more out of a nightmare than anything else. Val Miran is a tiny speck on
85the wester horizon, and the tall peaks of the Dragon's Teeth rise up to the
86east.
87
88[Exits: north east]
89
90<12hp 1268m 280mv 17hour e
91The Burned Crossroads
92 Here, the great eastern road intersects with a smaller, older road that
93now runs southward to Fort Blackwatch. The ground around you is burned and
94blackened as if from a great fire. The burned outskirts of Val Miran lie to
95your west. Eastward, the great Dragon's Teeth rise up almost immediately.
96
97[Exits: north east south west]
98A Nexus Gateway crackles with hellish heat and unholy magics.
99A young werebeast stands here, leaning on his spear.
100A werebeast says in Beastial 'West of here is Val Miran and east of here is Maelbrim, two of the biggest cities.'
101A werebeast says in Beastial 'If you need a map Xaexil there is a gnome nearby who sells maps.'
102
103<12hp 1268m 272mv 17hour s
104The Burned Northern Trail
105 A trail leading southward from the Eastern Road, this path is worn and
106burned but quite serviceable. The remnants of a burned down small forest
107can be seen just off to the east. To the south, Blackwatch Village rises in
108the distance, Mount Khorand serving as a towering backdrop.
109
110[Exits: north south]
111
112<12hp 1268m 264mv 17hour s
113s
114The Northern Trail
115 A trail leading southward from the Eastern Road, this path is worn but
116quite serviceable. The remnants of a small forested area can be seen just
117off to the east. To the south, Blackwatch Village rises in the distance,
118Mount Khorand serving as a towering backdrop.
119
120[Exits: north south]
121An army Staging Camp has been built here.
122 A herbal brew is here.
123
124<12hp 1268m 259mv 17hour s
125s
126The Northern Trail
127 A trail leading southward from the Eastern Road, this path is worn but
128quite serviceable. The remnants of a small forested area can be seen just
129off to the east. To the south, Blackwatch Village rises in the distance,
130Mount Khorand serving as a towering backdrop.
131
132[Exits: north south west]
133 A mineral vein has broken the surface.
134
135<12hp 1268m 256mv 17hour The Northern Trail
136 A trail leading southward from the Eastern Road, this path is worn but
137quite serviceable. The remnants of a small forested area can be seen just
138off to the east. To the south, Blackwatch Village rises in the distance,
139Mount Khorand serving as a towering backdrop.
140
141Just to the south, the gates of Blackwatch Village are clearly visible.
142
143[Exits: north south]
144
145<12hp 1268m 253mv 17hour whjo
146The Northern Gate
147 The northern gate of Blackwatch Village, made of polished black marble,
148stands open to allow traffic to and from the Eastern Road. The gateguards
149are polite and friendly, but keep pedestrians and merchants moving through
150the gate. The white stone walls of the village extend to the east and west,
151enclosing the town.
152
153[Exits: north east south west up]
154An army Staging Camp has been built here.
155A group of elven archers mans the battlements of Fort Blackwatch.
156(White Aura) A member of the Blackwatch Guard is here, guarding the gates of Blackwatch Village.
157
158<12hp 1268m 251mv 17hour af
159Huh?
160
161<12hp 1268m 251mv 17hour s
162You are affected by the following:
163Spell: detect invis : for 14 hours
164
165<12hp 1268m 251mv 17hour The Northern Square
166 A smaller cobblestone square indicates the presence of businesses to
167either side of the road. Pedestrian traffic is increased in the square, as
168people hurry about, taking care of their various needs. Guardsmen maintain
169patrols throughout the village, ensuring that things remain calm and
170orderly.
171
172To the west stands a large building with a sign hanging on the door, marked
173with a gold-enameled crown. To the east, a small waystation serves a
174constant flow of traffic.
175
176[Exits: north east south west]
177A member of the Blackwatch Guard is here, patrolling the Village.
178
179<12hp 1268m 249mv 17hour s
180s
181A Cobblestone Road
182 The cobblestones of this road are perfectly even, clearly laid by a
183skilled mason with great attention to detail. Villagers and traffic from
184Fort Blackwatch bustle about the streets, going about their business. The
185occasional guard from the Fort passes by, patrolling through the streets and
186keeping the peace.
187A sign pointing east reads: Refugee camp.
188
189[Exits: north east south west]
190
191<12hp 1268m 247mv 17hour s
192s
193s
194The Village Center
195 The center of Blackwatch Village, this square of paved cobblestones leads
196throughout the village in all directions. In the center of the square is a
197large gray well. Suspended above the well on two steel posts is a white
198flag with a golden sunburst, the sigil of the Blackwatch Guard.
199
200To one side of the well is a large iron sign, arrows pointing in the four
201cardinal directions with a neat script detailing where each road leads.
202
203[Exits: north east south west]
204An army Staging Camp has been built here.
205 A large well made of gray stone is here, fresh water fed from the springs of Mount Khorand churning far below.
206 A huge sign made of solid iron is here, marked with directions.
207 A breastplate forged of black-steel is here, stamped with the emblem of the Blackwatch Guard.
208A KNIGHT emissary is here to recruit candidates for the training camp.
209
210<12hp 1268m 245mv 17hour s
211s
212A Cobblestone Road
213 The cobblestones of this road are perfectly even, clearly laid by a
214skilled mason with great attention to detail. Villagers and traffic from
215Fort Blackwatch bustle about the streets, going about their business. The
216occasional guard from the Fort passes by, patrolling through the streets and
217keeping the peace.
218
219[Exits: north south]
220A member of the Blackwatch Guard is here, patrolling the Village.
221
222<12hp 1268m 243mv 17hour The Southern Square
223 A smaller cobblestone square indicates the presence of businesses to
224either side of the road. Pedestrian traffic is increased in the square, as
225people hurry about, taking care of their various needs. Guardsmen maintain
226patrols throughout the village, ensuring that things remain calm and
227orderly.
228
229To the west, the clanging of hammers can be heard. To the east is a small
230hovel marked with the sign of the Alchemist's guild.
231
232[Exits: north east south west]
233An army Staging Camp has been built here.
234
235<12hp 1268m 241mv 17hour The Southern Gate
236 The southern gate of Blackwatch Village, made of polished black marble,
237stands open to allow traffic to and from Mount Khorand. The gateguards are
238polite and friendly, but keep pedestrians and merchants moving through the
239gate. The white stone walls of the village extend to the east and west,
240enclosing the town.
241
242[Exits: north south up]
243 Several small huts have been built near the townwall of Balckwatch.
244Several Val Miran refugees can be seen walking amongst the huts.
245Several Val Miran refugees can be seen walking amongst the huts.
246(White Aura) A member of the Blackwatch Guard is here, guarding the gates of Blackwatch Village.
247A few refugee children run about, playing hide and seek amongst the huts.
248
249<12hp 1268m 239mv 17hour who
250The Dwarven Road
251 The rugged terrain has been tamed by dwarven engineers, to the point that
252it is passable to the average traveler. Looming to the south, Mount Khorand
253climbs toward the sky. Off to the distant west, Fort Blackwatch can be seen
254rising high above the village that precedes it.
255
256[Exits: north south]
257
258<12hp 1268m 237mv 17hour s
259The Dwarven Road
260 The immediate area is covered in blood and gore. Debris lay everywhere,
261and the smell of burnt flesh is in the air. Scorch marks from some sort of
262divine power lay remnant to the destruction caused here.
263
264[Exits: north south]
265
266<12hp 1268m 234mv 17hour s
267[50 Illit Nec] <PK> (Cartel [M]) Xaexil the Imperator of the Ossein
268[ Fire ] <PK> [TRIBUNAL] <NOBLE> Primor Obayana Kai the Unholy Knight
269[ Elf ] <PK> Celania Issilthyn the Executioner of the Order
270[ Storm ] <PK> [KNIGHT] Sir Vormalog the General of the Holy Order
271Players matched: 4
272There are 4 characters on, the most on since startup was 41.
273The title of Master Questor of Aabahran is currently held by Vormalog.
274There are 1 contracts available to you.
275
276<12hp 1268m 234mv 17hour The Dwarven Road
277 The rugged terrain has been tamed by dwarven engineers, to the point that
278it is passable to the average traveler. Looming to the south, Mount Khorand
279climbs toward the sky. Off to the distant west, Fort Blackwatch can be seen
280rising high above the village that precedes it.
281
282[Exits: north east]
283
284<12hp 1268m 231mv 17hour Alas, you cannot go that way.
285
286<12hp 1268m 231mv 17hour e
287e
288The Dwarven Road
289 The rugged terrain has been tamed by dwarven engineers, to the point that
290it is passable to the average traveler. Looming to the south, Mount Khorand
291climbs toward the sky. Off to the distant west, Fort Blackwatch can be seen
292rising high above the village that precedes it.
293
294[Exits: south west]
295
296<12hp 1268m 228mv 17hour Alas, you cannot go that way.
297
298<12hp 1268m 228mv 17hour s
299The Foot of Mount Khorand
300 Approaching the foothills of the southern mountain, the terrain becames
301slightly more difficult to traverse. Smaller crests and hills make the
302mountain seem even more massive. The peak of Mount Khorand shoots high into
303the sky, the very tip of the mountain obscured by cloud coverage.
304
305[Exits: north south]
306
307<12hp 1268m 225mv 17hour s
308The Dwarven Road
309 The path underfoot has been carved out of the rock to strategically allow
310access to and from the Dwarven City to the east. To the west, the untamed
311perils of Mount Khorand persist. High above, the cliffs and spires of the
312mountain climb out of sight into the sky.
313
314[Exits: north east west]
315
316<12hp 1268m 221mv 17hour s
317Alas, you cannot go that way.
318
319<12hp 1268m 221mv 17hour e
320The Dwarven Road
321 The path underfoot has been carved out of the rock to strategically allow
322access to and from the Dwarven City to the east. To the west, the untamed
323perils of Mount Khorand persist. High above, the cliffs and spires of the
324mountain climb out of sight into the sky.
325
326[Exits: east west]
327
328<12hp 1268m 216mv 17hour e
329The Dwarven Road
330 The path underfoot has been carved out of the rock to strategically allow
331access to and from the Dwarven City to the east. To the west, the untamed
332perils of Mount Khorand persist. High above, the cliffs and spires of the
333mountain climb out of sight into the sky.
334
335[Exits: south west]
336
337<12hp 1268m 209mv 17hour where
338s
339Fort Blackwatch is [WARMASTER] controlled. Players near you:
340<PK> Xaexil The Dwarven Road
341
342<12hp 1268m 209mv 17hour s
343The Dwarven Road
344 The path underfoot has been carved out of the rock to strategically allow
345access to and from the Dwarven City to the south. To the west, the untamed
346perils of Mount Khorand persist. High above, the cliffs and spires of the
347mountain climb out of sight into the sky. Southward, a small opening comes
348into view, growing larger as it gets closer.
349
350[Exits: north south]
351
352<12hp 1268m 202mv 17hour The Dwarven Road
353 The path underfoot has been carved out of the rock to strategically allow
354access to and from the Dwarven City to the south. To the west, the untamed
355perils of Mount Khorand persist. High above, the cliffs and spires of the
356mountain climb out of sight into the sky. The small opening to the south
357increases even further in size, evidently an entrance or gateway of some
358kind.
359
360[Exits: north south]
361
362<12hp 1268m 195mv 17hour s
363s
364Nearing a Massive Archway
365 You stand in a rarely visisted section of the side of Mount Khorand. The
366trail here is ridiculously steep, and loosing your footing would surely mean
367the end of you. A large arched hole in the mountainside can be discerned to
368your south, obviously a hidden entrance to a hollow within the mountain.
369
370[Exits: north south]
371An army Staging Camp has been built here.
372
373<12hp 1268m 188mv 17hour where
374Before an Archway
375 You are now just at the entrance of this mountain hollow. To your north, a
376dangerous thin trail leading to the main path of Mount Khorand. To your
377south, the archway within the rock continues along the beginnings of a
378paved stone path. Torches are lined along the walls on either side of you,
379yet do not quite compensate for the darkness of this cavern.
380
381[Exits: north south]
382A group of Warlords is traveling here, the banner of WARMASTER held high.
383A group of Warlords is traveling here, the banner of WARMASTER held high.
384
385<12hp 1268m 184mv 17hour s
386Khorandain is [WARMASTER] controlled. Players near you:
387<PK> Xaexil Before an Archway
388
389<12hp 1268m 184mv 17hour s
390The Northern Gate of Khorandain
391 Carved into the mountain itself, this massive archway curves up into the
392gloom above you. It looms higher than the tallest Giant and stretches wide
393enough for two wagons to travel side-by-side. The enormous double-doors are
394made of solid steel secured with gigantic bolts and plates to the mountain
395wall. Tree trunk size bars connect to chains and pulleys to lock them
396against invasion. To the north lies the Hall of Queens to the south, the
397outside world.
398
399[Exits: north south]
400An army Staging Camp has been built here.
401A dwarf gateguard clad in white armor stands here.
402A KNIGHT emissary is here to recruit candidates for the training camp.
403A dwarf gateguard clad in white armor stands here.
404
405<12hp 1268m 183mv 17hour A Large Intersection
406 This is perhaps the largest intersection of this city within the mountains.
407Gigantic arched passageways of rock lead in every direction. Travellers hustle
408passed you, too busy to even glance at you twice. Loud shouts and laughter are
409heard from your south, while the air to your west and east is much more calm.
410To your north, you can barely make out what seems to be greenery, something
411not seen in these tunnels.
412
413[Exits: north east south west]
414
415<12hp 1268m 182mv 17hour s
416The Hall of Queens
417 This section of the mountain is brightly illuminated. Lantern fixtures on
418the walls beside you glow and flicker, allowing safe passage through what is a
419very wide passageway in the rock. This is a rather lively section of this city,
420dwarven merchants often circumventing you to gain access to the shops found to
421your west and east. From these cavernous shops you can hear shopkeepers bellow
422their barters.
423
424[Exits: north east south west]
425An army Staging Camp has been built here.
426
427<12hp 1268m 181mv 17hour s
428s
429The Hall of Queens
430 This section of the mountain is brightly illuminated. Lantern fixtures on
431the walls beside you glow and flicker, allowing safe passage through what is a
432very wide passageway in the rock. This is a rather lively section of this city,
433dwarven merchants often circumventing you to gain access to the shops found to
434your west and east. From these cavernous shops you can hear shopkeepers bellow
435their barters.
436
437[Exits: north east south west]
438A dwarven man is browsing idly here.
439
440<12hp 1268m 180mv 17hour where
441The Hall of Queens
442 This section of the mountain is brightly illuminated. Lantern fixtures on
443the walls beside you glow and flicker, allowing safe passage through what is a
444very wide passageway in the rock. This is a rather lively section of this city,
445dwarven merchants often circumventing you to gain access to the shops found to
446your west and east. From these cavernous shops you can hear shopkeepers bellow
447their barters.
448
449[Exits: north east south west]
450A dwarven man is browsing idly here.
451A dwarven man is browsing idly here.
452
453<12hp 1268m 179mv 17hour Khorandain is [WARMASTER] controlled. Players near you:
454<PK> Xaexil The Hall of Queens
455
456<12hp 1268m 179mv 17hour s
457s
458The Hall of Queens
459 This section of the mountain is brightly illuminated. Lantern fixtures on
460the walls beside you glow and flicker, allowing safe passage through what is a
461very wide passageway in the rock. This is a rather lively section of this city,
462dwarven merchants often circumventing you to gain access to the shops found to
463your west and east. From these cavernous shops you can hear shopkeepers bellow
464their barters.
465
466[Exits: north east south west]
467
468<12hp 1268m 178mv 17hour The Hall of Queens
469 This section of the mountain is brightly illuminated. Lantern fixtures on
470the walls beside you glow and flicker, allowing safe passage through what is a
471very wide passageway in the rock. This is a rather lively section of this city,
472dwarven merchants often circumventing you to gain access to the shops found to
473your west and east. From these cavernous shops you can hear shopkeepers bellow
474their barters.
475
476[Exits: north east south west]
477A pair of dwarven boys play here, hacking at each other with toy weapons.
478
479<12hp 1268m 177mv 17hour s
480s
481A Forked Passageway
482 You stand in a massive T-shaped passage. To the east and west it
483stretches into pale shadows, to the north it leads to the Hall of Queens.
484
485[Exits: north east west]
486An army Staging Camp has been built here.
487
488<12hp 1268m 176mv 17hour who
489Alas, you cannot go that way.
490
491<12hp 1268m 176mv 17hour TICK IN 5 SECONDS.
492[50 Illit Nec] <PK> (Cartel [M]) Xaexil the Imperator of the Ossein
493[ Fire ] <PK> [TRIBUNAL] <NOBLE> Primor Obayana Kai the Unholy Knight
494[ Elf ] <PK> Celania Issilthyn the Executioner of the Order
495[ Storm ] <PK> [KNIGHT] Sir Vormalog the General of the Holy Order
496Players matched: 4
497There are 4 characters on, the most on since startup was 41.
498The title of Master Questor of Aabahran is currently held by Vormalog.
499There are 1 contracts available to you.
500
501<12hp 1268m 176mv 17hour e
502The Eastern Tunnel
503 You follow the tunnel as it curves gently through the mountain. You can
504continue on deeper into the mountain or head back toward the Hall of Heroes
505and the Hall of Kings.
506
507[Exits: east west]
508
509<12hp 1268m 175mv 17hour e
510s
511The Eastern Tunnel
512 You follow the tunnel as it curves gently through the mountain. You can
513continue on deeper into the mountain or head back toward the Hall of Heroes
514and the Hall of Kings.
515
516[Exits: south west]
517A dwarven citizen is here, brushing past you.
518
519<12hp 1268m 174mv 17hour The Eastern Tunnel
520 You follow the tunnel as it curves gently through the mountain. You can
521continue on deeper into the mountain or head back toward the Hall of Heroes
522and the Hall of Kings.
523
524[Exits: north south]
525
526<12hp 1268m 173mv 17hour where
527s
528Khorandain is [WARMASTER] controlled. Players near you:
529<PK> Xaexil The Eastern Tunnel
530
531<23hp 1268m 198mv 18hour Timer now at 30 secs.
532A Forked Passageway
533 You stand in a massive T-shaped passage. To the north and south it
534stretches into pale shadows, to the east lies the Hall of Heroes.
535
536[Exits: north east south]
537An army Staging Camp has been built here.
538
539<23hp 1268m 197mv 18hour s
540The Eastern Tunnel
541 You follow the tunnel as it curves gently through the mountain. You can
542continue on deeper into the mountain or head back toward the Hall of Kings.
543
544[Exits: north south]
545
546<23hp 1268m 196mv 18hour e
547Alas, you cannot go that way.
548
549<23hp 1268m 196mv 18hour s
550The Eastern Tunnel
551 You follow the tunnel as it curves gently through the mountain. You can
552continue on deeper into the mountain or head back toward the Hall of Kings.
553
554[Exits: north west]
555
556<23hp 1268m 195mv 18hour s
557Alas, you cannot go that way.
558
559<23hp 1268m 195mv 18hour where
560w
561s
562Khorandain is [WARMASTER] controlled. Players near you:
563<PK> Xaexil The Eastern Tunnel
564
565<23hp 1268m 195mv 18hour The Eastern Tunnel
566 You follow the tunnel as it curves gently through the mountain. You can
567continue on deeper into the mountain or head back toward the Hall of Kings.
568
569[Exits: east west]
570
571<23hp 1268m 194mv 18hour s
572Alas, you cannot go that way.
573
574<23hp 1268m 194mv 18hour Alas, you cannot go that way.
575
576<23hp 1268m 194mv 18hour w
577A Forked Passageway
578 You stand in a massive T-shaped passage. To the east and west it
579stretches into pale shadows, to the south it leads to the Hall of Kings.
580
581[Exits: east south west]
582
583<23hp 1268m 193mv 18hour who
584[50 Illit Nec] <PK> (Cartel [M]) Xaexil the Imperator of the Ossein
585[ Fire ] <PK> [TRIBUNAL] <NOBLE> Primor Obayana Kai the Unholy Knight
586[ Elf ] <PK> Celania Issilthyn the Executioner of the Order
587[ Storm ] <PK> [KNIGHT] Sir Vormalog the General of the Holy Order
588Players matched: 4
589There are 4 characters on, the most on since startup was 41.
590The title of Master Questor of Aabahran is currently held by Vormalog.
591There are 1 contracts available to you.
592
593<23hp 1268m 193mv 18hour gro
594Xaexil's group:
595[50 Nec] Xaexil 2% hp 100% mana 46% mv 22740 tnl
596[50 Mob] A zombie 100% hp 100% mana 100% mv 0 tnl
597[50 Mob] A mummy 100% hp 100% mana 100% mv 0 tnl
598[52 Mob] A flesh golem 100% hp 100% mana 100% mv 0 tnl
599[50 Mob] A skeleton 100% hp 100% mana 100% mv 0 tnl
600[50 Mob] A stone golem 100% hp 100% mana 100% mv 0 tnl
601
602<23hp 1268m 193mv 18hour gro
603Xaexil's group:
604[50 Nec] Xaexil 2% hp 100% mana 46% mv 22740 tnl
605[50 Mob] A zombie 100% hp 100% mana 100% mv 0 tnl
606[50 Mob] A mummy 100% hp 100% mana 100% mv 0 tnl
607[52 Mob] A flesh golem 100% hp 100% mana 100% mv 0 tnl
608[50 Mob] A skeleton 100% hp 100% mana 100% mv 0 tnl
609[50 Mob] A stone golem 100% hp 100% mana 100% mv 0 tnl
610
611<23hp 1268m 193mv 18hour where
612Khorandain is [WARMASTER] controlled. Players near you:
613<PK> Xaexil A Forked Passageway
614
615<23hp 1268m 193mv 18hour s
616The Hall of Kings
617 As you follow the massive archway deeper into the mountain, pale light
618illuminates the walls from glowing orbs placed in sconces along the walls.
619Carved into the walls are statues of the great kings of the past. To the
620north lies a forked passageway, to the south the Southern Gate.
621
622[Exits: north south]
623
624<23hp 1268m 192mv 18hour s
625s
626The Hall of Kings
627 As you follow the massive archway deeper into the mountain, pale light
628illuminates the walls from glowing orbs placed in sconces along the walls.
629Carved into the walls are statues of the great kings of the past. To the
630north lies the Hall of Kings, to the south the Southern Gate.
631
632[Exits: north south]
633
634<23hp 1268m 191mv 18hour The Hall of Kings
635 As you follow the massive archway deeper into the mountain, pale light
636illuminates the walls from glowing orbs placed in sconces along the walls.
637Carved into the walls are statues of the great kings of the past. To the
638north lies the Hall of Kings, to the south the Southern Gate.
639
640[Exits: north south]
641
642<23hp 1268m 190mv 18hour where
643Khorandain is [WARMASTER] controlled. Players near you:
644<PK> Xaexil The Hall of Kings
645
646<23hp 1268m 190mv 18hour s
647s
648The Southern Gate of Khorandain
649 Carved into the mountain itself, this massive archway curves up into the
650gloom above you. It looms higher than the tallest Giant and stretches wide
651enough for two wagons to travel side-by-side. The enormous double-doors are
652made of solid steel secured with gigantic bolts and plates to the mountain
653wall. Tree trunk size bars connect to chains and pulleys to lock them
654against invasion. To the north lies the Hall of Kings. To the south and at
655an upwards angle is an enormous gate.
656
657[Exits: north (up)]
658Travl, the infamous dwarven slayer, wanders here.
659
660<23hp 1268m 189mv 18hour Alas, you cannot go that way.
661
662<23hp 1268m 189mv 18hour where
663Khorandain is [WARMASTER] controlled. Players near you:
664<PK> Xaexil The Southern Gate of Khorandain
665
666<23hp 1268m 189mv 18hour u
667The gate to Khorand is closed.
668
669<23hp 1268m 189mv 18hour c pas
670You phase out of existence.
671You have become better at pass door! [76%]
672
673<23hp 1248m 189mv 18hour where
674Khorandain is [WARMASTER] controlled. Players near you:
675<PK> Xaexil The Southern Gate of Khorandain
676
677<23hp 1248m 189mv 18hour u
678Wide Cave
679 You are in a shallow cave, most likely formed by the passing of eons and
680eons of water. Indeed, there are slight cracks in the walls of rocks.
681Water drips through them and out of the cave in tiny, tiny amounts. It's
682barely enough for you to see it. Though you do notice that there has been
683some artificial interference. Someone has widened this cave through the
684means of metal tools, their marks evident on the surrounding stone. A gate
685at the far end looks like it is used often: it's kept in very good
686condition.
687
688[Exits: south (down)]
689
690<23hp 1248m 188mv 18hour sl
691You go to sleep.
692
693<23hp 1248m 188mv 18hour TICK IN 5 SECONDS.
694who
695[50 Illit Nec] <PK> (Cartel [M]) Xaexil the Imperator of the Ossein
696[ Fire ] <PK> [TRIBUNAL] <NOBLE> Primor Obayana Kai the Unholy Knight
697[ Elf ] <PK> Celania Issilthyn the Executioner of the Order
698[ Storm ] <PK> [KNIGHT] Sir Vormalog the General of the Holy Order
699Players matched: 4
700There are 4 characters on, the most on since startup was 41.
701The title of Master Questor of Aabahran is currently held by Vormalog.
702There are 1 contracts available to you.
703
704<81hp 1268m 275mv 19hour Timer now at 30 secs.
705wa
706You wake and stand up.
707
708<81hp 1268m 275mv 19hour d
709The Southern Gate of Khorandain
710 Carved into the mountain itself, this massive archway curves up into the
711gloom above you. It looms higher than the tallest Giant and stretches wide
712enough for two wagons to travel side-by-side. The enormous double-doors are
713made of solid steel secured with gigantic bolts and plates to the mountain
714wall. Tree trunk size bars connect to chains and pulleys to lock them
715against invasion. To the north lies the Hall of Kings. To the south and at
716an upwards angle is an enormous gate.
717
718[Exits: north (up)]
719Travl, the infamous dwarven slayer, wanders here.
720
721<81hp 1268m 274mv 19hour where
722Khorandain is [WARMASTER] controlled. Players near you:
723<PK> Xaexil The Southern Gate of Khorandain
724
725<81hp 1268m 274mv 19hour u
726Wide Cave
727 You are in a shallow cave, most likely formed by the passing of eons and
728eons of water. Indeed, there are slight cracks in the walls of rocks.
729Water drips through them and out of the cave in tiny, tiny amounts. It's
730barely enough for you to see it. Though you do notice that there has been
731some artificial interference. Someone has widened this cave through the
732means of metal tools, their marks evident on the surrounding stone. A gate
733at the far end looks like it is used often: it's kept in very good
734condition.
735
736[Exits: south (down)]
737
738<81hp 1268m 273mv 19hour who
739[50 Illit Nec] <PK> (Cartel [M]) Xaexil the Imperator of the Ossein
740[ Fire ] <PK> [TRIBUNAL] <NOBLE> Primor Obayana Kai the Unholy Knight
741[ Elf ] <PK> Celania Issilthyn the Executioner of the Order
742[ Storm ] <PK> [KNIGHT] Sir Vormalog the General of the Holy Order
743Players matched: 4
744There are 4 characters on, the most on since startup was 41.
745The title of Master Questor of Aabahran is currently held by Vormalog.
746There are 1 contracts available to you.
747
748<81hp 1268m 273mv 19hour gro
749Xaexil's group:
750[50 Nec] Xaexil 8% hp 100% mana 65% mv 22740 tnl
751[50 Mob] A zombie 100% hp 100% mana 100% mv 0 tnl
752[50 Mob] A mummy 100% hp 100% mana 100% mv 0 tnl
753[52 Mob] A flesh golem 100% hp 100% mana 100% mv 0 tnl
754[50 Mob] A skeleton 100% hp 100% mana 100% mv 0 tnl
755[50 Mob] A stone golem 100% hp 100% mana 100% mv 0 tnl
756
757<81hp 1268m 273mv 19hour gro
758Xaexil's group:
759[50 Nec] Xaexil 8% hp 100% mana 65% mv 22740 tnl
760[50 Mob] A zombie 100% hp 100% mana 100% mv 0 tnl
761[50 Mob] A mummy 100% hp 100% mana 100% mv 0 tnl
762[52 Mob] A flesh golem 100% hp 100% mana 100% mv 0 tnl
763[50 Mob] A skeleton 100% hp 100% mana 100% mv 0 tnl
764[50 Mob] A stone golem 100% hp 100% mana 100% mv 0 tnl
765
766<81hp 1268m 273mv 19hour where
767Mount Khorand is [WARMASTER] controlled. Players near you:
768<PK> Xaexil Wide Cave
769
770<81hp 1268m 273mv 19hour where
771Mount Khorand is [WARMASTER] controlled. Players near you:
772<PK> Xaexil Wide Cave
773
774<81hp 1268m 273mv 19hour d
775The Southern Gate of Khorandain
776 Carved into the mountain itself, this massive archway curves up into the
777gloom above you. It looms higher than the tallest Giant and stretches wide
778enough for two wagons to travel side-by-side. The enormous double-doors are
779made of solid steel secured with gigantic bolts and plates to the mountain
780wall. Tree trunk size bars connect to chains and pulleys to lock them
781against invasion. To the north lies the Hall of Kings. To the south and at
782an upwards angle is an enormous gate.
783
784[Exits: north (up)]
785Travl, the infamous dwarven slayer, wanders here.
786
787<81hp 1268m 272mv 19hour where
788u
789Khorandain is [WARMASTER] controlled. Players near you:
790<PK> Xaexil The Southern Gate of Khorandain
791
792<81hp 1268m 272mv 19hour Wide Cave
793 You are in a shallow cave, most likely formed by the passing of eons and
794eons of water. Indeed, there are slight cracks in the walls of rocks.
795Water drips through them and out of the cave in tiny, tiny amounts. It's
796barely enough for you to see it. Though you do notice that there has been
797some artificial interference. Someone has widened this cave through the
798means of metal tools, their marks evident on the surrounding stone. A gate
799at the far end looks like it is used often: it's kept in very good
800condition.
801
802[Exits: south (down)]
803
804<81hp 1268m 271mv 19hour af
805You are affected by the following:
806Spell: pass door : for 12 hours
807Spell: detect invis : for 12 hours
808
809<81hp 1268m 271mv 19hour pps
810You surround yourself in a protective shell of magic.
811You have become better at protective shield! [91%]
812
813<81hp 1198m 271mv 19hour where
814Mount Khorand is [WARMASTER] controlled. Players near you:
815<PK> Xaexil Wide Cave
816
817<81hp 1198m 271mv 19hour sl
818You go to sleep.
819
820<81hp 1198m 271mv 19hour who
821[50 Illit Nec] <PK> (Cartel [M]) Xaexil the Imperator of the Ossein
822[ Fire ] <PK> [TRIBUNAL] <NOBLE> Primor Obayana Kai the Unholy Knight
823[ Elf ] <PK> Celania Issilthyn the Executioner of the Order
824[ Storm ] <PK> [KNIGHT] Sir Vormalog the General of the Holy Order
825Players matched: 4
826There are 4 characters on, the most on since startup was 41.
827The title of Master Questor of Aabahran is currently held by Vormalog.
828There are 1 contracts available to you.
829
830<81hp 1198m 271mv 19hour
831You are allowed to leave the realms.
832
833<153hp 1268m 358mv 20hour Timer now at 30 secs.
834wa
835You wake and stand up.
836
837<153hp 1268m 358mv 20hour where
838Mount Khorand is [WARMASTER] controlled. Players near you:
839<PK> Xaexil Wide Cave
840
841<153hp 1268m 358mv 20hour alias ii c sleep obaya
842Alias added: ii = 'c sleep obaya'
843
844<153hp 1268m 358mv 20hour who
845[50 Illit Nec] <PK> (Cartel [M]) Xaexil the Imperator of the Ossein
846[ Fire ] <PK> [TRIBUNAL] <NOBLE> Primor Obayana Kai the Unholy Knight
847[ Elf ] <PK> Celania Issilthyn the Executioner of the Order
848[ Storm ] <PK> [KNIGHT] Sir Vormalog the General of the Holy Order
849Players matched: 4
850There are 4 characters on, the most on since startup was 41.
851The title of Master Questor of Aabahran is currently held by Vormalog.
852There are 1 contracts available to you.
853
854<153hp 1268m 358mv 20hour gro
855Xaexil's group:
856[50 Nec] Xaexil 16% hp 100% mana 86% mv 22740 tnl
857[50 Mob] A zombie 100% hp 100% mana 100% mv 0 tnl
858[50 Mob] A mummy 100% hp 100% mana 100% mv 0 tnl
859[52 Mob] A flesh golem 100% hp 100% mana 100% mv 0 tnl
860[50 Mob] A skeleton 100% hp 100% mana 100% mv 0 tnl
861[50 Mob] A stone golem 100% hp 100% mana 100% mv 0 tnl
862
863<153hp 1268m 358mv 20hour gro
864Xaexil's group:
865[50 Nec] Xaexil 16% hp 100% mana 86% mv 22740 tnl
866[50 Mob] A zombie 100% hp 100% mana 100% mv 0 tnl
867[50 Mob] A mummy 100% hp 100% mana 100% mv 0 tnl
868[52 Mob] A flesh golem 100% hp 100% mana 100% mv 0 tnl
869[50 Mob] A skeleton 100% hp 100% mana 100% mv 0 tnl
870[50 Mob] A stone golem 100% hp 100% mana 100% mv 0 tnl
871
872<153hp 1268m 358mv 20hour d
873The Southern Gate of Khorandain
874 Carved into the mountain itself, this massive archway curves up into the
875gloom above you. It looms higher than the tallest Giant and stretches wide
876enough for two wagons to travel side-by-side. The enormous double-doors are
877made of solid steel secured with gigantic bolts and plates to the mountain
878wall. Tree trunk size bars connect to chains and pulleys to lock them
879against invasion. To the north lies the Hall of Kings. To the south and at
880an upwards angle is an enormous gate.
881
882[Exits: north (up)]
883Travl, the infamous dwarven slayer, wanders here.
884
885<153hp 1268m 357mv 20hour where
886Khorandain is [WARMASTER] controlled. Players near you:
887<PK> Xaexil The Southern Gate of Khorandain
888
889<153hp 1268m 357mv 20hour u
890Wide Cave
891 You are in a shallow cave, most likely formed by the passing of eons and
892eons of water. Indeed, there are slight cracks in the walls of rocks.
893Water drips through them and out of the cave in tiny, tiny amounts. It's
894barely enough for you to see it. Though you do notice that there has been
895some artificial interference. Someone has widened this cave through the
896means of metal tools, their marks evident on the surrounding stone. A gate
897at the far end looks like it is used often: it's kept in very good
898condition.
899
900[Exits: south (down)]
901
902<153hp 1268m 356mv 20hour d
903The Southern Gate of Khorandain
904 Carved into the mountain itself, this massive archway curves up into the
905gloom above you. It looms higher than the tallest Giant and stretches wide
906enough for two wagons to travel side-by-side. The enormous double-doors are
907made of solid steel secured with gigantic bolts and plates to the mountain
908wall. Tree trunk size bars connect to chains and pulleys to lock them
909against invasion. To the north lies the Hall of Kings. To the south and at
910an upwards angle is an enormous gate.
911
912[Exits: north (up)]
913Travl, the infamous dwarven slayer, wanders here.
914
915<153hp 1268m 355mv 20hour where
916Khorandain is [WARMASTER] controlled. Players near you:
917<PK> Xaexil The Southern Gate of Khorandain
918
919<153hp 1268m 355mv 20hour u
920Wide Cave
921 You are in a shallow cave, most likely formed by the passing of eons and
922eons of water. Indeed, there are slight cracks in the walls of rocks.
923Water drips through them and out of the cave in tiny, tiny amounts. It's
924barely enough for you to see it. Though you do notice that there has been
925some artificial interference. Someone has widened this cave through the
926means of metal tools, their marks evident on the surrounding stone. A gate
927at the far end looks like it is used often: it's kept in very good
928condition.
929
930[Exits: south (down)]
931
932<153hp 1268m 354mv 20hour sl
933You go to sleep.
934
935<153hp 1268m 354mv 20hour who
936[50 Illit Nec] <PK> (Cartel [M]) Xaexil the Imperator of the Ossein
937[ Fire ] <PK> [TRIBUNAL] <NOBLE> Primor Obayana Kai the Unholy Knight
938[ Elf ] <PK> Celania Issilthyn the Executioner of the Order
939[ Storm ] <PK> [KNIGHT] Sir Vormalog the General of the Holy Order
940Players matched: 4
941There are 4 characters on, the most on since startup was 41.
942The title of Master Questor of Aabahran is currently held by Vormalog.
943There are 1 contracts available to you.
944
945<153hp 1268m 354mv 20hour eq
946
947Xaexil is using:
948<used as light> (Glowing) a magical sparkler
949<worn on finger> (Glowing) a platinum ring
950<worn on finger> (Glowing) a platinum ring
951<worn around neck> an old brooch
952<worn around neck> an Apprentice's cloak
953<worn on head> (Glowing) an ethereal helm
954<worn on ear> a werewolf's tooth
955<worn on torso> a padded battle vest
956<worn on arms> (Glowing) some singed sleeves
957<worn on hands> nothing.
958<worn on legs> nothing.
959<worn on feet> nothing.
960<worn about body> (Glowing) (Humming) a Major Globe of Invulnerability
961<worn about waist> a tattered belt
962<worn around wrist> (Humming) a titanium bracer
963<worn around wrist> a Marked bracer
964<held> (Humming) a glimmering white staff
965<worn on face> (Glowing) a black veil
966<floating nearby> (Glowing) (Humming) an animated blue orb
967<in the quiver> nothing.
968
969<153hp 1268m 354mv 20hour who
970[50 Illit Nec] <PK> (Cartel [M]) Xaexil the Imperator of the Ossein
971[ Fire ] <PK> [TRIBUNAL] <NOBLE> Primor Obayana Kai the Unholy Knight
972[ Elf ] <PK> Celania Issilthyn the Executioner of the Order
973[ Storm ] <PK> [KNIGHT] Sir Vormalog the General of the Holy Order
974Players matched: 4
975There are 4 characters on, the most on since startup was 41.
976The title of Master Questor of Aabahran is currently held by Vormalog.
977There are 1 contracts available to you.
978
979<153hp 1268m 354mv 20hour gro
980Xaexil's group:
981[50 Nec] Xaexil 16% hp 100% mana 85% mv 22740 tnl
982[50 Mob] A zombie 100% hp 100% mana 100% mv 0 tnl
983[50 Mob] A mummy 100% hp 100% mana 100% mv 0 tnl
984[52 Mob] A flesh golem 100% hp 100% mana 100% mv 0 tnl
985[50 Mob] A skeleton 100% hp 100% mana 100% mv 0 tnl
986[50 Mob] A stone golem 100% hp 100% mana 100% mv 0 tnl
987
988<153hp 1268m 354mv 20hour TICK IN 5 SECONDS.
989gro
990Xaexil's group:
991[50 Nec] Xaexil 16% hp 100% mana 85% mv 22740 tnl
992[50 Mob] A zombie 100% hp 100% mana 100% mv 0 tnl
993[50 Mob] A mummy 100% hp 100% mana 100% mv 0 tnl
994[52 Mob] A flesh golem 100% hp 100% mana 100% mv 0 tnl
995[50 Mob] A skeleton 100% hp 100% mana 100% mv 0 tnl
996[50 Mob] A stone golem 100% hp 100% mana 100% mv 0 tnl
997
998<153hp 1268m 354mv 20hour
999
1000<153hp 1268m 354mv 20hour
1001
1002
1003<153hp 1268m 354mv 20hour
1004
1005<153hp 1268m 354mv 20hour
1006
1007
1008<153hp 1268m 354mv 20hour
1009
1010<153hp 1268m 354mv 20hour
1011
1012<153hp 1268m 354mv 20hour
1013
1014
1015<153hp 1268m 354mv 20hour
1016
1017<153hp 1268m 354mv 20hour
1018
1019<153hp 1268m 354mv 20hour
1020
1021<153hp 1268m 354mv 20hour
1022
1023<153hp 1268m 354mv 20hour alias
1024"help alias" for info on commands.
1025Alias Commands
1026-----------------------------------------------
10271 . ii = c sleep obaya
10282 . jj = c ac vorm
10293 . ll = c vam nym
10304 . mm = pw vormalog
10315 . oo = c sleep vorm
10326 . pp = o all rescue xaexil
10337 . pw = c 'powerword stun'
10348 . pps = c protectiv
10359 . see = c 'detect i
103610. seem = c 'detect mag
103711. smm = c 'summon mummy
103812. tap = c 'soul tap
103913. uu = c ac vorm
1040
1041<197hp 1268m 414mv 21hour Timer now at 30 secs.
1042alias oo c disp obaya
1043Alias added: oo = 'c disp obaya'
1044
1045<197hp 1268m 414mv 21hour wa
1046You wake and stand up.
1047
1048<197hp 1268m 414mv 21hour d
1049The Southern Gate of Khorandain
1050 Carved into the mountain itself, this massive archway curves up into the
1051gloom above you. It looms higher than the tallest Giant and stretches wide
1052enough for two wagons to travel side-by-side. The enormous double-doors are
1053made of solid steel secured with gigantic bolts and plates to the mountain
1054wall. Tree trunk size bars connect to chains and pulleys to lock them
1055against invasion. To the north lies the Hall of Kings. To the south and at
1056an upwards angle is an enormous gate.
1057
1058[Exits: north (up)]
1059Travl, the infamous dwarven slayer, wanders here.
1060
1061<197hp 1268m 413mv 21hour where
1062Khorandain is [WARMASTER] controlled. Players near you:
1063<PK> Xaexil The Southern Gate of Khorandain
1064
1065<197hp 1268m 413mv 21hour n
1066n
1067The Hall of Kings
1068 As you follow the massive archway deeper into the mountain, pale light
1069illuminates the walls from glowing orbs placed in sconces along the walls.
1070Carved into the walls are statues of the great kings of the past. To the
1071north lies the Hall of Kings, to the south the Southern Gate.
1072
1073[Exits: north south]
1074
1075<197hp 1268m 412mv 21hour n
1076The Hall of Kings
1077 As you follow the massive archway deeper into the mountain, pale light
1078illuminates the walls from glowing orbs placed in sconces along the walls.
1079Carved into the walls are statues of the great kings of the past. To the
1080north lies the Hall of Kings, to the south the Southern Gate.
1081
1082[Exits: north south]
1083
1084<197hp 1268m 411mv 21hour The Hall of Kings
1085 As you follow the massive archway deeper into the mountain, pale light
1086illuminates the walls from glowing orbs placed in sconces along the walls.
1087Carved into the walls are statues of the great kings of the past. To the
1088north lies a forked passageway, to the south the Southern Gate.
1089
1090[Exits: north south]
1091
1092<197hp 1268m 410mv 21hour n
1093n
1094A Forked Passageway
1095 You stand in a massive T-shaped passage. To the east and west it
1096stretches into pale shadows, to the south it leads to the Hall of Kings.
1097
1098[Exits: east south west]
1099
1100<197hp 1268m 409mv 21hour Alas, you cannot go that way.
1101
1102<197hp 1268m 409mv 21hour e
1103The Eastern Tunnel
1104 You follow the tunnel as it curves gently through the mountain. You can
1105continue on deeper into the mountain or head back toward the Hall of Kings.
1106
1107[Exits: east west]
1108
1109<197hp 1268m 408mv 21hour e
1110The Eastern Tunnel
1111 You follow the tunnel as it curves gently through the mountain. You can
1112continue on deeper into the mountain or head back toward the Hall of Kings.
1113
1114[Exits: north west]
1115
1116<197hp 1268m 407mv 21hour n
1117n
1118The Eastern Tunnel
1119 You follow the tunnel as it curves gently through the mountain. You can
1120continue on deeper into the mountain or head back toward the Hall of Kings.
1121
1122[Exits: north south]
1123
1124<197hp 1268m 406mv 21hour A Forked Passageway
1125 You stand in a massive T-shaped passage. To the north and south it
1126stretches into pale shadows, to the east lies the Hall of Heroes.
1127
1128[Exits: north east south]
1129An army Staging Camp has been built here.
1130
1131<197hp 1268m 405mv 21hour where
1132Khorandain is [WARMASTER] controlled. Players near you:
1133<PK> Xaexil A Forked Passageway
1134
1135<197hp 1268m 405mv 21hour n
1136The Eastern Tunnel
1137 You follow the tunnel as it curves gently through the mountain. You can
1138continue on deeper into the mountain or head back toward the Hall of Heroes
1139and the Hall of Kings.
1140
1141[Exits: north south]
1142
1143<197hp 1268m 404mv 21hour n
1144The Eastern Tunnel
1145 You follow the tunnel as it curves gently through the mountain. You can
1146continue on deeper into the mountain or head back toward the Hall of Heroes
1147and the Hall of Kings.
1148
1149[Exits: south west]
1150A dwarven citizen is here, brushing past you.
1151
1152<197hp 1268m 403mv 21hour n
1153Alas, you cannot go that way.
1154
1155<197hp 1268m 403mv 21hour w
1156The Eastern Tunnel
1157 You follow the tunnel as it curves gently through the mountain. You can
1158continue on deeper into the mountain or head back toward the Hall of Heroes
1159and the Hall of Kings.
1160
1161[Exits: east west]
1162
1163<197hp 1268m 402mv 21hour n
1164n
1165Alas, you cannot go that way.
1166
1167<197hp 1268m 402mv 21hour where
1168Alas, you cannot go that way.
1169
1170<197hp 1268m 402mv 21hour Khorandain is [WARMASTER] controlled. Players near you:
1171<PK> Xaexil The Eastern Tunnel
1172
1173<197hp 1268m 402mv 21hour w
1174A Forked Passageway
1175 You stand in a massive T-shaped passage. To the east and west it
1176stretches into pale shadows, to the north it leads to the Hall of Queens.
1177
1178[Exits: north east west]
1179An army Staging Camp has been built here.
1180
1181<197hp 1268m 401mv 21hour mou
1182n
1183Mount what?
1184
1185<197hp 1268m 401mv 21hour n
1186The Hall of Queens
1187 This section of the mountain is brightly illuminated. Lantern fixtures on
1188the walls beside you glow and flicker, allowing safe passage through what is a
1189very wide passageway in the rock. This is a rather lively section of this city,
1190dwarven merchants often circumventing you to gain access to the shops found to
1191your west and east. From these cavernous shops you can hear shopkeepers bellow
1192their barters.
1193
1194[Exits: north east south west]
1195A dwarven man is browsing idly here.
1196A pair of dwarven boys play here, hacking at each other with toy weapons.
1197
1198<197hp 1268m 400mv 21hour The Hall of Queens
1199 This section of the mountain is brightly illuminated. Lantern fixtures on
1200the walls beside you glow and flicker, allowing safe passage through what is a
1201very wide passageway in the rock. This is a rather lively section of this city,
1202dwarven merchants often circumventing you to gain access to the shops found to
1203your west and east. From these cavernous shops you can hear shopkeepers bellow
1204their barters.
1205
1206[Exits: north east south west]
1207
1208<197hp 1268m 399mv 21hour where
1209n
1210Khorandain is [WARMASTER] controlled. Players near you:
1211<PK> Xaexil The Hall of Queens
1212
1213<197hp 1268m 399mv 21hour n
1214The Hall of Queens
1215 This section of the mountain is brightly illuminated. Lantern fixtures on
1216the walls beside you glow and flicker, allowing safe passage through what is a
1217very wide passageway in the rock. This is a rather lively section of this city,
1218dwarven merchants often circumventing you to gain access to the shops found to
1219your west and east. From these cavernous shops you can hear shopkeepers bellow
1220their barters.
1221
1222[Exits: north east south west]
1223A dwarven man is browsing idly here.
1224A dwarven man is browsing idly here.
1225
1226<197hp 1268m 398mv 21hour n
1227The Hall of Queens
1228 This section of the mountain is brightly illuminated. Lantern fixtures on
1229the walls beside you glow and flicker, allowing safe passage through what is a
1230very wide passageway in the rock. This is a rather lively section of this city,
1231dwarven merchants often circumventing you to gain access to the shops found to
1232your west and east. From these cavernous shops you can hear shopkeepers bellow
1233their barters.
1234
1235[Exits: north east south west]
1236A dwarven man is browsing idly here.
1237
1238<197hp 1268m 397mv 21hour n
1239The Hall of Queens
1240 This section of the mountain is brightly illuminated. Lantern fixtures on
1241the walls beside you glow and flicker, allowing safe passage through what is a
1242very wide passageway in the rock. This is a rather lively section of this city,
1243dwarven merchants often circumventing you to gain access to the shops found to
1244your west and east. From these cavernous shops you can hear shopkeepers bellow
1245their barters.
1246
1247[Exits: north east south west]
1248An army Staging Camp has been built here.
1249
1250<197hp 1268m 396mv 21hour where
1251A Large Intersection
1252 This is perhaps the largest intersection of this city within the mountains.
1253Gigantic arched passageways of rock lead in every direction. Travellers hustle
1254passed you, too busy to even glance at you twice. Loud shouts and laughter are
1255heard from your south, while the air to your west and east is much more calm.
1256To your north, you can barely make out what seems to be greenery, something
1257not seen in these tunnels.
1258
1259[Exits: north east south west]
1260
1261<197hp 1268m 395mv 21hour n
1262Khorandain is [WARMASTER] controlled. Players near you:
1263<PK> Xaexil A Large Intersection
1264
1265<197hp 1268m 395mv 21hour n
1266The Northern Gate of Khorandain
1267 Carved into the mountain itself, this massive archway curves up into the
1268gloom above you. It looms higher than the tallest Giant and stretches wide
1269enough for two wagons to travel side-by-side. The enormous double-doors are
1270made of solid steel secured with gigantic bolts and plates to the mountain
1271wall. Tree trunk size bars connect to chains and pulleys to lock them
1272against invasion. To the north lies the Hall of Queens to the south, the
1273outside world.
1274
1275[Exits: north south]
1276An army Staging Camp has been built here.
1277A dwarf gateguard clad in white armor stands here.
1278A KNIGHT emissary is here to recruit candidates for the training camp.
1279A dwarf gateguard clad in white armor stands here.
1280
1281<197hp 1268m 394mv 21hour n
1282Before an Archway
1283 You are now just at the entrance of this mountain hollow. To your north, a
1284dangerous thin trail leading to the main path of Mount Khorand. To your
1285south, the archway within the rock continues along the beginnings of a
1286paved stone path. Torches are lined along the walls on either side of you,
1287yet do not quite compensate for the darkness of this cavern.
1288
1289[Exits: north south]
1290A group of Warlords is traveling here, the banner of WARMASTER held high.
1291A group of Warlords is traveling here, the banner of WARMASTER held high.
1292
1293<197hp 1268m 393mv 21hour Nearing a Massive Archway
1294 You stand in a rarely visisted section of the side of Mount Khorand. The
1295trail here is ridiculously steep, and loosing your footing would surely mean
1296the end of you. A large arched hole in the mountainside can be discerned to
1297your south, obviously a hidden entrance to a hollow within the mountain.
1298
1299[Exits: north south]
1300An army Staging Camp has been built here.
1301
1302<197hp 1268m 389mv 21hour where
1303Khorandain is [WARMASTER] controlled. Players near you:
1304<PK> Xaexil Nearing a Massive Archway
1305
1306<197hp 1268m 389mv 21hour n
1307The Dwarven Road
1308 The path underfoot has been carved out of the rock to strategically allow
1309access to and from the Dwarven City to the south. To the west, the untamed
1310perils of Mount Khorand persist. High above, the cliffs and spires of the
1311mountain climb out of sight into the sky. The small opening to the south
1312increases even further in size, evidently an entrance or gateway of some
1313kind.
1314
1315[Exits: north south]
1316
1317<197hp 1268m 382mv 21hour n
1318The Dwarven Road
1319 The path underfoot has been carved out of the rock to strategically allow
1320access to and from the Dwarven City to the south. To the west, the untamed
1321perils of Mount Khorand persist. High above, the cliffs and spires of the
1322mountain climb out of sight into the sky. Southward, a small opening comes
1323into view, growing larger as it gets closer.
1324
1325[Exits: north south]
1326
1327<197hp 1268m 375mv 21hour where
1328Fort Blackwatch is [WARMASTER] controlled. Players near you:
1329<PK> Xaexil The Dwarven Road
1330
1331<197hp 1268m 375mv 21hour n
1332The Dwarven Road
1333 The path underfoot has been carved out of the rock to strategically allow
1334access to and from the Dwarven City to the east. To the west, the untamed
1335perils of Mount Khorand persist. High above, the cliffs and spires of the
1336mountain climb out of sight into the sky.
1337
1338[Exits: south west]
1339
1340<197hp 1268m 368mv 21hour w
1341The Dwarven Road
1342 The path underfoot has been carved out of the rock to strategically allow
1343access to and from the Dwarven City to the east. To the west, the untamed
1344perils of Mount Khorand persist. High above, the cliffs and spires of the
1345mountain climb out of sight into the sky.
1346
1347[Exits: east west]
1348
1349<197hp 1268m 361mv 21hour n
1350Alas, you cannot go that way.
1351
1352<197hp 1268m 361mv 21hour n
1353Alas, you cannot go that way.
1354
1355<197hp 1268m 361mv 21hour wn
1356Huh?
1357
1358<197hp 1268m 361mv 21hour w
1359The Dwarven Road
1360 The path underfoot has been carved out of the rock to strategically allow
1361access to and from the Dwarven City to the east. To the west, the untamed
1362perils of Mount Khorand persist. High above, the cliffs and spires of the
1363mountain climb out of sight into the sky.
1364
1365[Exits: north east west]
1366
1367<197hp 1268m 356mv 21hour n
1368The Foot of Mount Khorand
1369 Approaching the foothills of the southern mountain, the terrain becames
1370slightly more difficult to traverse. Smaller crests and hills make the
1371mountain seem even more massive. The peak of Mount Khorand shoots high into
1372the sky, the very tip of the mountain obscured by cloud coverage.
1373
1374[Exits: north south]
1375
1376<197hp 1268m 352mv 21hour where
1377Fort Blackwatch is [WARMASTER] controlled. Players near you:
1378<PK> Xaexil The Foot of Mount Khorand
1379
1380<197hp 1268m 352mv 21hour af
1381You are affected by the following:
1382Spell: protective shield: for 5 hours
1383Spell: pass door : for 10 hours
1384Spell: detect invis : for 10 hours
1385
1386<197hp 1268m 352mv 21hour
1387A brilliant shower of shooting stars streaks across the sky!
1388
1389<197hp 1268m 352mv 21hour TICK IN 5 SECONDS.
1390sl
1391You go to sleep.
1392
1393<197hp 1268m 352mv 21hour who
1394[50 Illit Nec] <PK> (Cartel [M]) Xaexil the Imperator of the Ossein
1395[ Fire ] <PK> [TRIBUNAL] <NOBLE> Primor Obayana Kai the Unholy Knight
1396[ Elf ] <PK> Celania Issilthyn the Executioner of the Order
1397[ Storm ] <PK> [KNIGHT] Sir Vormalog the General of the Holy Order
1398Players matched: 4
1399There are 4 characters on, the most on since startup was 41.
1400The title of Master Questor of Aabahran is currently held by Vormalog.
1401There are 1 contracts available to you.
1402
1403<197hp 1268m 352mv 21hour who
1404[50 Illit Nec] <PK> (Cartel [M]) Xaexil the Imperator of the Ossein
1405[ Fire ] <PK> [TRIBUNAL] <NOBLE> Primor Obayana Kai the Unholy Knight
1406[ Elf ] <PK> Celania Issilthyn the Executioner of the Order
1407[ Storm ] <PK> [KNIGHT] Sir Vormalog the General of the Holy Order
1408Players matched: 4
1409There are 4 characters on, the most on since startup was 41.
1410The title of Master Questor of Aabahran is currently held by Vormalog.
1411There are 1 contracts available to you.
1412
1413<197hp 1268m 352mv 21hour
1414
1415<197hp 1268m 352mv 21hour
1416
1417
1418<241hp 1268m 414mv 22hour Timer now at 30 secs.
1419
1420<241hp 1268m 414mv 22hour wa
1421You wake and stand up.
1422
1423<241hp 1268m 414mv 22hour where
1424Fort Blackwatch is [WARMASTER] controlled. Players near you:
1425<PK> Xaexil The Foot of Mount Khorand
1426
1427<241hp 1268m 414mv 22hour n
1428n
1429The Dwarven Road
1430 The rugged terrain has been tamed by dwarven engineers, to the point that
1431it is passable to the average traveler. Looming to the south, Mount Khorand
1432climbs toward the sky. Off to the distant west, Fort Blackwatch can be seen
1433rising high above the village that precedes it.
1434
1435[Exits: south west]
1436
1437<241hp 1268m 411mv 22hour n
1438Alas, you cannot go that way.
1439
1440<241hp 1268m 411mv 22hour n
1441Alas, you cannot go that way.
1442
1443<241hp 1268m 411mv 22hour w
1444Alas, you cannot go that way.
1445
1446<241hp 1268m 411mv 22hour The Dwarven Road
1447 The rugged terrain has been tamed by dwarven engineers, to the point that
1448it is passable to the average traveler. Looming to the south, Mount Khorand
1449climbs toward the sky. Off to the distant west, Fort Blackwatch can be seen
1450rising high above the village that precedes it.
1451
1452[Exits: north east]
1453
1454<241hp 1268m 408mv 22hour sca
1455You scan all around.
1456You scan north.
1457*** Range 3 (north) ***
1458Several Val Miran refugees can be seen walking amongst the huts.
1459Several Val Miran refugees can be seen walking amongst the huts.
1460(White Aura) A member of the Blackwatch Guard is here, guarding the gates of Blackwatch Village.
1461A few refugee children run about, playing hide and seek amongst the huts.
1462*** Range 4 (north) ***
1463A member of the Blackwatch Guard is here, patrolling the Village.
1464*** Range 6 (north) ***
1465A member of the Blackwatch Guard is here, patrolling the Village.
1466A KNIGHT emissary is here to recruit candidates for the training camp.
1467You scan east.
1468You scan south.
1469You scan west.
1470You scan up.
1471You scan down.
1472
1473<241hp 1268m 408mv 22hour n
1474The Dwarven Road
1475 The immediate area is covered in blood and gore. Debris lay everywhere,
1476and the smell of burnt flesh is in the air. Scorch marks from some sort of
1477divine power lay remnant to the destruction caused here.
1478
1479[Exits: north south]
1480
1481<241hp 1268m 405mv 22hour n
1482The Dwarven Road
1483 The rugged terrain has been tamed by dwarven engineers, to the point that
1484it is passable to the average traveler. Looming to the south, Mount Khorand
1485climbs toward the sky. Off to the distant west, Fort Blackwatch can be seen
1486rising high above the village that precedes it.
1487
1488[Exits: north south]
1489
1490<241hp 1268m 402mv 22hour n
1491n
1492The Southern Gate
1493 The southern gate of Blackwatch Village, made of polished black marble,
1494stands open to allow traffic to and from Mount Khorand. The gateguards are
1495polite and friendly, but keep pedestrians and merchants moving through the
1496gate. The white stone walls of the village extend to the east and west,
1497enclosing the town.
1498
1499[Exits: north south up]
1500 Several small huts have been built near the townwall of Balckwatch.
1501Several Val Miran refugees can be seen walking amongst the huts.
1502Several Val Miran refugees can be seen walking amongst the huts.
1503(White Aura) A member of the Blackwatch Guard is here, guarding the gates of Blackwatch Village.
1504A few refugee children run about, playing hide and seek amongst the huts.
1505
1506<241hp 1268m 400mv 22hour n
1507The Southern Square
1508 A smaller cobblestone square indicates the presence of businesses to
1509either side of the road. Pedestrian traffic is increased in the square, as
1510people hurry about, taking care of their various needs. Guardsmen maintain
1511patrols throughout the village, ensuring that things remain calm and
1512orderly.
1513
1514To the west, the clanging of hammers can be heard. To the east is a small
1515hovel marked with the sign of the Alchemist's guild.
1516
1517[Exits: north east south west]
1518An army Staging Camp has been built here.
1519A member of the Blackwatch Guard is here, patrolling the Village.
1520
1521<241hp 1268m 398mv 22hour A Cobblestone Road
1522 The cobblestones of this road are perfectly even, clearly laid by a
1523skilled mason with great attention to detail. Villagers and traffic from
1524Fort Blackwatch bustle about the streets, going about their business. The
1525occasional guard from the Fort passes by, patrolling through the streets and
1526keeping the peace.
1527
1528[Exits: north south]
1529
1530<241hp 1268m 396mv 22hour sca
1531You scan all around.
1532You scan north.
1533*** Range 1 (north) ***
1534A member of the Blackwatch Guard is here, patrolling the Village.
1535A KNIGHT emissary is here to recruit candidates for the training camp.
1536*** Range 4 (north) ***
1537A group of elven archers mans the battlements of Fort Blackwatch.
1538(White Aura) A member of the Blackwatch Guard is here, guarding the gates of Blackwatch Village.
1539You scan east.
1540You scan south.
1541*** Range 1 (south) ***
1542A member of the Blackwatch Guard is here, patrolling the Village.
1543*** Range 2 (south) ***
1544Several Val Miran refugees can be seen walking amongst the huts.
1545Several Val Miran refugees can be seen walking amongst the huts.
1546(White Aura) A member of the Blackwatch Guard is here, guarding the gates of Blackwatch Village.
1547A few refugee children run about, playing hide and seek amongst the huts.
1548You scan west.
1549You scan up.
1550You scan down.
1551
1552<241hp 1268m 396mv 22hour n
1553The Village Center
1554 The center of Blackwatch Village, this square of paved cobblestones leads
1555throughout the village in all directions. In the center of the square is a
1556large gray well. Suspended above the well on two steel posts is a white
1557flag with a golden sunburst, the sigil of the Blackwatch Guard.
1558
1559To one side of the well is a large iron sign, arrows pointing in the four
1560cardinal directions with a neat script detailing where each road leads.
1561
1562[Exits: north east south west]
1563An army Staging Camp has been built here.
1564 A large well made of gray stone is here, fresh water fed from the springs of Mount Khorand churning far below.
1565 A huge sign made of solid iron is here, marked with directions.
1566 A breastplate forged of black-steel is here, stamped with the emblem of the Blackwatch Guard.
1567A member of the Blackwatch Guard is here, patrolling the Village.
1568A KNIGHT emissary is here to recruit candidates for the training camp.
1569
1570<241hp 1268m 394mv 22hour n
1571n
1572A Cobblestone Road
1573 The cobblestones of this road are perfectly even, clearly laid by a
1574skilled mason with great attention to detail. Villagers and traffic from
1575Fort Blackwatch bustle about the streets, going about their business. The
1576occasional guard from the Fort passes by, patrolling through the streets and
1577keeping the peace.
1578A sign pointing east reads: Refugee camp.
1579
1580[Exits: north east south west]
1581
1582<241hp 1268m 392mv 22hour who
1583The Northern Square
1584 A smaller cobblestone square indicates the presence of businesses to
1585either side of the road. Pedestrian traffic is increased in the square, as
1586people hurry about, taking care of their various needs. Guardsmen maintain
1587patrols throughout the village, ensuring that things remain calm and
1588orderly.
1589
1590To the west stands a large building with a sign hanging on the door, marked
1591with a gold-enameled crown. To the east, a small waystation serves a
1592constant flow of traffic.
1593
1594[Exits: north east south west]
1595
1596<241hp 1268m 390mv 22hour [50 Illit Nec] <PK> (Cartel [M]) Xaexil the Imperator of the Ossein
1597[ Fire ] <PK> [TRIBUNAL] <NOBLE> Primor Obayana Kai the Unholy Knight
1598[ Elf ] <PK> Celania Issilthyn the Executioner of the Order
1599[ Storm ] <PK> [KNIGHT] Sir Vormalog the General of the Holy Order
1600Players matched: 4
1601There are 4 characters on, the most on since startup was 41.
1602The title of Master Questor of Aabahran is currently held by Vormalog.
1603There are 1 contracts available to you.
1604
1605<241hp 1268m 390mv 22hour n
1606The Northern Gate
1607 The northern gate of Blackwatch Village, made of polished black marble,
1608stands open to allow traffic to and from the Eastern Road. The gateguards
1609are polite and friendly, but keep pedestrians and merchants moving through
1610the gate. The white stone walls of the village extend to the east and west,
1611enclosing the town.
1612
1613[Exits: north east south west up]
1614An army Staging Camp has been built here.
1615A group of elven archers mans the battlements of Fort Blackwatch.
1616(White Aura) A member of the Blackwatch Guard is here, guarding the gates of Blackwatch Village.
1617
1618<241hp 1268m 388mv 22hour n
1619The Northern Trail
1620 A trail leading southward from the Eastern Road, this path is worn but
1621quite serviceable. The remnants of a small forested area can be seen just
1622off to the east. To the south, Blackwatch Village rises in the distance,
1623Mount Khorand serving as a towering backdrop.
1624
1625Just to the south, the gates of Blackwatch Village are clearly visible.
1626
1627[Exits: north south]
1628
1629<241hp 1268m 386mv 22hour Target obaya set.
1630where
1631Fort Blackwatch is [WARMASTER] controlled. Players near you:
1632<PK> Xaexil The Northern Trail
1633
1634<241hp 1268m 386mv 22hour n
1635n
1636The Northern Trail
1637 A trail leading southward from the Eastern Road, this path is worn but
1638quite serviceable. The remnants of a small forested area can be seen just
1639off to the east. To the south, Blackwatch Village rises in the distance,
1640Mount Khorand serving as a towering backdrop.
1641
1642[Exits: north south west]
1643 A mineral vein has broken the surface.
1644
1645<241hp 1268m 383mv 22hour where
1646The Northern Trail
1647 A trail leading southward from the Eastern Road, this path is worn but
1648quite serviceable. The remnants of a small forested area can be seen just
1649off to the east. To the south, Blackwatch Village rises in the distance,
1650Mount Khorand serving as a towering backdrop.
1651
1652[Exits: north south]
1653An army Staging Camp has been built here.
1654 A herbal brew is here.
1655
1656<241hp 1268m 380mv 22hour Fort Blackwatch is [WARMASTER] controlled. Players near you:
1657<PK> Xaexil The Northern Trail
1658
1659<241hp 1268m 380mv 22hour n
1660The Burned Northern Trail
1661 A trail leading southward from the Eastern Road, this path is worn and
1662burned but quite serviceable. The remnants of a burned down small forest
1663can be seen just off to the east. To the south, Blackwatch Village rises in
1664the distance, Mount Khorand serving as a towering backdrop.
1665
1666[Exits: north south]
1667
1668<241hp 1268m 375mv 22hour where
1669Fort Blackwatch is [WARMASTER] controlled. Players near you:
1670<PK> Xaexil The Burned Northern Trail
1671
1672<241hp 1268m 375mv 22hour n
1673The Burned Crossroads
1674 Here, the great eastern road intersects with a smaller, older road that
1675now runs southward to Fort Blackwatch. The ground around you is burned and
1676blackened as if from a great fire. The burned outskirts of Val Miran lie to
1677your west. Eastward, the great Dragon's Teeth rise up almost immediately.
1678
1679[Exits: north east south west]
1680A Nexus Gateway crackles with hellish heat and unholy magics.
1681A young werebeast stands here, leaning on his spear.
1682A werebeast looks into the sky.
1683A werebeast says in Beastial 'I like the weather today.'
1684A werebeast says in Beastial 'The forest looks so peaceful.'
1685
1686<241hp 1268m 367mv 22hour where
1687The Eastern Road is [NEXUS] controlled. Players near you:
1688<PK> Xaexil The Burned Crossroads
1689
1690<241hp 1268m 367mv 22hour w
1691Nearing the Burned Cross Roads
1692 The road begins to dwindle as the hills of the Dragon's Teeth turn into
1693mountains, burned vegetation crushing under your feet. The fields here are
1694bare and covered with swirling ashes, the whole landscape dreamlike, though
1695more out of a nightmare than anything else. Val Miran is a tiny speck on
1696the wester horizon, and the tall peaks of the Dragon's Teeth rise up to the
1697east.
1698
1699[Exits: north east]
1700
1701<241hp 1268m 359mv 22hour n
1702Lower Foothills
1703 A slight lift in altitude and increasingly rugged terrain welcomes you
1704into the lower foothills of the Dragon's Teeth. The air has cooled slightly
1705and the rocky path leads south deeper into the hills. A lighter path heads
1706north into a greener less hilly area.
1707The ground is blackened as if from a recent fire.
1708
1709[Exits: north south west]
1710 A large bloodstain with body parts scattered around it.
1711
1712<241hp 1268m 353mv 22hour sca
1713You scan all around.
1714You scan north.
1715You scan east.
1716You scan south.
1717You scan west.
1718*** Range 1 (west) ***
1719A troop of storm giant soldiers is here.
1720A cart bearing supplies is here.
1721Eulau, Hight Lady of the Righteous Palm is here, commanding her troops.
1722*** Range 3 (west) ***
1723A large flock of crows nearly turns the trees black here.
1724You scan up.
1725You scan down.
1726
1727<241hp 1268m 353mv 22hour w
1728Leaving the Woodland
1729 The woodland begins to dissipate and the ground becomes hillier as you
1730find yourself leaving the leafy enclosure. Fields with tall grass sway
1731gently in the wind north of you and eastwards the land ascends into the
1732lower foothills of the Dragon's Teeth.
1733
1734[Exits: east west]
1735A horde of Demons hovers overhead, their talons dripping blood.
1736A troop of storm giant soldiers is here.
1737A cart bearing supplies is here.
1738Eulau, Hight Lady of the Righteous Palm is here, commanding her troops.
1739
1740<241hp 1268m 349mv 22hour w
1741A Small Clearing
1742 You find yourself in a small clearing in the woods. The trees are even
1743more sparse here and you can clearly make out the foothills of the Dragon's
1744Teeth and, even beyond that, the snow capped peaks of the mountains.
1745
1746North of you large oaks arch over to meet each other forming the entrance to
1747a wide grove.
1748
1749[Exits: north east west]
1750A Nexus Gateway crackles with hellish heat and unholy magics.
1751
1752<241hp 1268m 345mv 22hour sca
1753You scan all around.
1754You scan north.
1755*** Range 4 (north) ***
1756An enlisting officer from the Castle stands here, signing up new recruits.
1757You scan east.
1758*** Range 1 (east) ***
1759A troop of storm giant soldiers is here.
1760A cart bearing supplies is here.
1761Eulau, Hight Lady of the Righteous Palm is here, commanding her troops.
1762You scan south.
1763You scan west.
1764*** Range 1 (west) ***
1765A large flock of crows nearly turns the trees black here.
1766*** Range 5 (west) ***
1767The remnants of a heavy Battering Ram lie to the side of the road, burned and hacked apart.
1768*** Range 6 (west) ***
1769(White Aura) A Gateguard is here, member of the Praetorian Guard.
1770A group of elven archers watches for trouble here.
1771A heavy trebuchet is here.
1772A catapult is here, accompanied by a group of guards.
1773A regiment of Righteous Palm guards patrols the streets here.
1774Several dwarven masons have set up shop here, protected by heavily armored dwarven berserkers.
1775(White Aura) A Gateguard is here, member of the Praetorian Guard.
1776You scan up.
1777You scan down.
1778
1779<241hp 1268m 345mv 22hour w
1780Thickening Woods
1781 The trees thicken slightly around you but your path is still clearly
1782visible having been worn down by many feet. The land under foot becomes a
1783little more rugged as you sense the terrain becoming slightly more uneven.
1784
1785[Exits: east west]
1786A large flock of crows nearly turns the trees black here.
1787
1788<241hp 1268m 341mv 22hour e
1789A Small Clearing
1790 You find yourself in a small clearing in the woods. The trees are even
1791more sparse here and you can clearly make out the foothills of the Dragon's
1792Teeth and, even beyond that, the snow capped peaks of the mountains.
1793
1794North of you large oaks arch over to meet each other forming the entrance to
1795a wide grove.
1796
1797[Exits: north east west]
1798A Nexus Gateway crackles with hellish heat and unholy magics.
1799
1800<241hp 1268m 337mv 22hour e
1801Leaving the Woodland
1802 The woodland begins to dissipate and the ground becomes hillier as you
1803find yourself leaving the leafy enclosure. Fields with tall grass sway
1804gently in the wind north of you and eastwards the land ascends into the
1805lower foothills of the Dragon's Teeth.
1806
1807[Exits: east west]
1808A horde of Demons hovers overhead, their talons dripping blood.
1809A troop of storm giant soldiers is here.
1810A cart bearing supplies is here.
1811Eulau, Hight Lady of the Righteous Palm is here, commanding her troops.
1812
1813<241hp 1268m 333mv 22hour where
1814The Eastern Road is [NEXUS] controlled. Players near you:
1815<PK> Xaexil Leaving the Woodland
1816
1817<241hp 1268m 333mv 22hour e
1818Lower Foothills
1819 A slight lift in altitude and increasingly rugged terrain welcomes you
1820into the lower foothills of the Dragon's Teeth. The air has cooled slightly
1821and the rocky path leads south deeper into the hills. A lighter path heads
1822north into a greener less hilly area.
1823The ground is blackened as if from a recent fire.
1824
1825[Exits: north south west]
1826 A large bloodstain with body parts scattered around it.
1827
1828<241hp 1268m 329mv 22hour n
1829Greener Hills
1830 The coolness comes from the altitude but just as much the fiery orb in
1831the sky offers warmth to the passing traveler. This road is a branch off of
1832the Eastern Road, the one through the Dragon's Teeth, only this goes north
1833towards northern forests and hills. This road has recently been built up
1834and looks to be well traveled.
1835
1836[Exits: east south]
1837
1838<241hp 1268m 326mv 22hour s
1839TICK IN 5 SECONDS.
1840Lower Foothills
1841 A slight lift in altitude and increasingly rugged terrain welcomes you
1842into the lower foothills of the Dragon's Teeth. The air has cooled slightly
1843and the rocky path leads south deeper into the hills. A lighter path heads
1844north into a greener less hilly area.
1845The ground is blackened as if from a recent fire.
1846
1847[Exits: north south west]
1848 A large bloodstain with body parts scattered around it.
1849
1850<241hp 1268m 323mv 22hour n
1851Greener Hills
1852 The coolness comes from the altitude but just as much the fiery orb in
1853the sky offers warmth to the passing traveler. This road is a branch off of
1854the Eastern Road, the one through the Dragon's Teeth, only this goes north
1855towards northern forests and hills. This road has recently been built up
1856and looks to be well traveled.
1857
1858[Exits: east south]
1859
1860<241hp 1268m 320mv 22hour e
1861Climbing into the Wood
1862 The coolness comes from the altitude but just as much the fiery orb in
1863the sky offers warmth to the passing traveler. This road is a branch off of
1864the Eastern Road, the one through the Dragon's Teeth, only this goes north
1865towards northern forests and hills. This road has recently been built up
1866and looks to be well traveled.
1867
1868[Exits: north west]
1869
1870<241hp 1268m 317mv 22hour where
1871The Forward Keep is [NEXUS] controlled. Players near you:
1872<PK> Xaexil Climbing into the Wood
1873
1874<241hp 1268m 317mv 22hour sca
1875You scan all around.
1876You scan north.
1877You scan east.
1878You scan south.
1879You scan west.
1880You scan up.
1881You scan down.
1882
1883<241hp 1268m 317mv 22hour where mummy
1884The Forward Keep is [NEXUS] controlled. Players near you:
1885 a mummy The Strategic Room
1886
1887<241hp 1268m 317mv 22hour where
1888The Forward Keep is [NEXUS] controlled. Players near you:
1889<PK> Xaexil Climbing into the Wood
1890
1891<257hp 1268m 342mv 23hour Timer now at 30 secs.
1892n
1893Before a Vast Forest
1894 To the north a vast expanse of land supports a mighty forest of pine and
1895oak. No matter the colossal height of the trees one can still spot the old
1896Keep that looms over the forest. In the hazy distance the beacon of man
1897still struggles against natures unrelenting grip. The path you stand on
1898snakes its way into the wood to the north and southwards to the heavily
1899traveled road.
1900
1901[Exits: north south]
1902A Nexus Gateway crackles with hellish heat and unholy magics.
1903
1904<257hp 1268m 339mv 23hour n
1905n
1906Along the Wooded Road
1907 Forest looms up all around leaving the only clear cut way north and
1908south. The multitude of trees, pines to the left and oaks to the right,
1909shade the man-made road that cuts through this forest. The sounds of birds
1910and smaller mammals create a natural hum and can be heard clearly on this
1911beautiful forest road.
1912
1913[Exits: north east south west]
1914A Nexus Gateway crackles with hellish heat and unholy magics.
1915
1916<257hp 1268m 336mv 23hour Along the Wooded Road
1917 Forest looms up all around leaving the only clear cut way north and
1918south. The multitude of trees, pines to the left and oaks to the right,
1919shade the man-made road that cuts through this forest. The sounds of birds
1920and smaller mammals create a natural hum and can be heard clearly on this
1921beautiful forest road.
1922
1923[Exits: north south]
1924
1925<257hp 1268m 333mv 23hour n
1926n
1927Along the Wooded Road
1928 Forest looms up all around leaving the only clear cut way north and
1929south. The multitude of trees, pines to the left and oaks to the right,
1930shade the man-made road that cuts through this forest. The sounds of birds
1931and smaller mammals create a natural hum and can be heard clearly on this
1932beautiful forest road.
1933
1934[Exits: east south]
1935A Nexus Gateway crackles with hellish heat and unholy magics.
1936
1937<257hp 1268m 330mv 23hour n
1938Alas, you cannot go that way.
1939
1940<257hp 1268m 330mv 23hour e
1941Alas, you cannot go that way.
1942
1943<257hp 1268m 330mv 23hour Snaking Along the Path
1944 The hard-packed dirt trail winds its way through the pantheon of trees
1945and brush. The dirt under you is solid and smooth from all the recent
1946traffic that has been happening here. Many trees on either side of the
1947trail, pines to the west, deciduous to the east, are scratched and torn up
1948from the large cart loads passing through here to the Keep. A few songbirds
1949can be heard, whistling their lovely songs to passerby.
1950
1951[Exits: north east west]
1952
1953<257hp 1268m 327mv 23hour n
1954n
1955Snaking Along the Path
1956 The hard-packed dirt trail winds its way through the pantheon of trees
1957and brush. The dirt under you is solid and smooth from all the recent
1958traffic that has been happening here. Many trees on either side of the
1959trail, pines to the west, deciduous to the east, are scratched and torn up
1960from the large cart loads passing through here to the Keep. A few songbirds
1961can be heard, whistling their lovely songs to passerby.
1962
1963[Exits: north south west]
1964
1965<257hp 1268m 324mv 23hour where
1966Entering the Hair-pin
1967 The road is noticeably rockier the farther one travels into the more hilly
1968regions of the wood. Burnt grasses and tall weeds line your route and a
1969sparse growing of birch trees and their paper bark can be found. A few
1970small birds flit about overhead. Flicking to and fro over the commonly
1971traveled road.
1972
1973[Exits: east south west]
1974
1975<257hp 1268m 321mv 23hour The Forward Keep is [NEXUS] controlled. Players near you:
1976<PK> Xaexil Entering the Hair-pin
1977
1978<257hp 1268m 321mv 23hour e
1979Down the Sloping Trail
1980 Clusters of head sized rocks and a few rogue boulders have tumbled off
1981the rocky sides of the road into one's way on the path. Very little grass
1982grows here, giving up the battle to the man shapen road of progress as it
1983cuts on through the hilly region. A few birch trees stand defiantly here,
1984hoping against all odds that man does not use them for firewood at the Keep
1985tonight.
1986
1987[Exits: north east west]
1988A hired hand is here, walking the road to the Keep.
1989
1990<257hp 1268m 318mv 23hour n
1991Down the Sloping Trail
1992 Clusters of head sized rocks and a few rogue boulders have tumbled off
1993the rocky sides of the road into one's way on the path. Very little grass
1994grows here, giving up the battle to the man shapen road of progress as it
1995cuts on through the hilly region. A few birch trees stand defiantly here,
1996hoping against all odds that man does not use them for firewood at the Keep
1997tonight.
1998
1999[Exits: south west]
2000
2001<257hp 1268m 315mv 23hour n
2002Alas, you cannot go that way.
2003
2004<257hp 1268m 315mv 23hour w
2005Entering the Hair-pin
2006 The road is noticeably rockier the farther one travels into the more hilly
2007regions of the wood. Burnt grasses and tall weeds line your route and a
2008sparse growing of birch trees and their paper bark can be found. A few
2009small birds flit about overhead, flicking to and fro over the commonly
2010traveled road and sharing their whistles and song to the passing traveler.
2011
2012[Exits: north east]
2013A hired hand is here, walking the road to the Keep.
2014
2015<257hp 1268m 312mv 23hour n
2016Between Towering Pines
2017 Picking its way through the hilly region, the rocky road opens slightly
2018to allow for the growth of mammoth pines. On either side gigantic trunks
2019soar to the sky, topped with tufts of needles. The ground, naturally, is
2020covered in the pine's needles. They litter the road and make walking a
2021quiet affair. A number of pine cones are also seen on the ground; giant in
2022size they are left alone by the common troupe's of squirrels that raid the
2023forest for nuts and seed.
2024
2025[Exits: north south]
2026
2027<257hp 1268m 309mv 23hour w
2028Alas, you cannot go that way.
2029
2030<257hp 1268m 309mv 23hour n
2031Between Towering Pines
2032 Picking its way through the hilly region, the rocky road opens slightly
2033to allow for the growth of mammoth pines. On either side gigantic trunks
2034soar to the sky, topped with tufts of needles. The ground, naturally, is
2035covered in the pine's needles. They litter the road and make walking a
2036quiet affair. A number of pine cones are also seen on the ground; giant in
2037size they are left alone by the common troupe's of squirrels that raid the
2038forest for nuts and seed. To the west the Keep rises up against the forest
2039and its greater foe Nature.
2040
2041[Exits: north south west]
2042
2043<257hp 1268m 306mv 23hour w
2044w
2045Approaching the Keep
2046 Picking its way through the hilly region, the rocky road opens slightly
2047to allow for the growth of mammoth pines. On either side gigantic trunks
2048soar to the sky, topped with tufts of needles. The ground, naturally, is
2049covered in the pine's needles. They litter the road and make walking a
2050quiet affair. A number of pine cones are also seen on the ground; giant in
2051size they are left alone by the common troupe's of squirrels that raid the
2052forest for nuts and seed. To the west the Keep rises up against the forest
2053and its greater foe Nature.
2054
2055[Exits: (north) east west]
2056
2057<257hp 1268m 303mv 23hour w
2058w
2059w
2060Before the Gates of the Keep
2061 The Twin Gates of the Keep rise up with their glory before you. The
2062apotheosis of Val Miran and Tribunal alike is shown here for all those that
2063venture to the stronghold of the forest. Stone eaves grace the upper
2064ramparts and down below on the outer low defensive gate wall one must walk
2065between to colossal lion sculptures. The Keep is a great building, and one
2066can only imagine what treasures and secrets it keeps locked inside.
2067
2068[Exits: east west]
2069A Guard of the Twin Gates stands here.
2070
2071<257hp 1268m 300mv 23hour w
2072w
2073Between the Twin Gates
2074 This could be considered the most hazardous room of the entire keep; the
2075land between two gates. Before you rises the twin iron cast structure as
2076behind you, and on either side... Death. Behind slits in the three foot
2077thick walls lies in wait during siege a company of archers, ready to pepper
2078the entire gate system you stand in with barrage after barrage of arrows.
2079Looking above you holes can be seen in the stoneworks, allowing soldiers to
2080pour boiling oil down upon the attackers of the Keep.
2081
2082[Exits: east west]
2083
2084<257hp 1268m 298mv 23hour where
2085Entrance to the Keep
2086 You are at the inside entrance to the Keep, with the first gate to your
2087east and looking straight west nothing but a grand intersection and
2088hallways. Banners hang on either side of you, depicting the coat-of-arms
2089and colors of Tribunals flag. Farther into the Keep you can hear the many
2090sounds of busy people hard at work in their various tasks.
2091
2092[Exits: east west]
2093
2094<257hp 1268m 297mv 23hour A Large Intersection
2095 Among the grand intersection within the Keep is where one wants to make
2096sure they are seen and not run over by the many servants and troops marching
2097along this indoor 'road'. The individual stones that once made up the floor
2098have now been battered into almost one smooth solid piece of rock. Westward
2099the large hall runs to the throne room and to the north and south more
2100hallways.
2101
2102[Exits: north east south west]
2103 A sign of shimmering calligraphy is propped up on an easel here.
2104
2105<257hp 1268m 296mv 23hour Along the Great Hall
2106 This is the grand hall that runs the length of the main floor of the
2107Keep. Soldiers are few to be seen along this hall as they are all stationed
2108at the front or around the Overseer himself. Great tapestries are hung on
2109either side of the stone walls, reaching up into the depths of the vaulted
2110first ceiling. The colors are many and the entire hall is lit by the light
2111of chandelier and candles.
2112
2113[Exits: east south west]
2114
2115<257hp 1268m 295mv 23hour Along the Great Hall
2116 This is the grand hall that runs the length of the main floor of the
2117Keep. Soldiers are few to be seen along this hall as they are all stationed
2118at the front or around the Overseer himself. Great tapestries are hung on
2119either side of the stone walls, reaching up into the depths of the vaulted
2120first ceiling. The colors are many and the entire hall is lit by the light
2121of chandelier and candles.
2122
2123[Exits: north east west]
2124A serving halfling scampers along in his duty here.
2125
2126<257hp 1268m 294mv 23hour w
2127The Forward Keep is [NEXUS] controlled. Players near you:
2128<PK> Xaexil Along the Great Hall
2129
2130<257hp 1268m 294mv 23hour w
2131The Strategic Room
2132 The hall opens up to an even bigger end. Gentle steps of luxurious red
2133carpet lead up to a handful of majestic golden chairs centered around a
2134table upon which many maps and devices have been spread. Sentinels are
2135placed on either side of the room, motionless in their duty. A tapestry is
2136hung directly behind the round table of the Keep, a scene depicting the
2137retaking of Val Miran from Nature and her savage Watchers.
2138
2139[Exits: east]
2140 A pile of gold coins.
2141 (Glowing) (Humming) A runite earring is here.
2142 (Glowing) A great tower shield is cast upon the ground before you.
2143(Charmed) A stone golem stands here to do his master's bidding.
2144(Charmed) A dirty, old skeleton stands here with its master.
2145(Charmed) A flesh golem stands here to do his master's bidding.
2146(Charmed) A mummy shambles around with its master.
2147(Charmed) A zombie, covered in rotted skin, stands here with its master.
2148
2149<257hp 1268m 293mv 23hour Alas, you cannot go that way.
2150
2151<257hp 1268m 293mv 23hour get coi
2152You get 307 gold coins.
2153
2154<257hp 1268m 293mv 23hour where
2155The Forward Keep is [NEXUS] controlled. Players near you:
2156<PK> Xaexil The Strategic Room
2157
2158<257hp 1268m 293mv 23hour sl
2159You go to sleep.
2160
2161<257hp 1268m 293mv 23hour who
2162[50 Illit Nec] <PK> (Cartel [M]) Xaexil the Imperator of the Ossein
2163[ Fire ] <PK> [TRIBUNAL] <NOBLE> Primor Obayana Kai the Unholy Knight
2164[ Elf ] <PK> Celania Issilthyn the Executioner of the Order
2165[ Storm ] <PK> [KNIGHT] Sir Vormalog the General of the Holy Order
2166Players matched: 4
2167There are 4 characters on, the most on since startup was 41.
2168The title of Master Questor of Aabahran is currently held by Vormalog.
2169There are 1 contracts available to you.
2170
2171<257hp 1268m 293mv 23hour TICK IN 5 SECONDS.
2172who
2173[50 Illit Nec] <PK> (Cartel [M]) Xaexil the Imperator of the Ossein
2174[ Fire ] <PK> [TRIBUNAL] <NOBLE> Primor Obayana Kai the Unholy Knight
2175[ Elf ] <PK> Celania Issilthyn the Executioner of the Order
2176[ Storm ] <PK> [KNIGHT] Sir Vormalog the General of the Holy Order
2177Players matched: 4
2178There are 4 characters on, the most on since startup was 41.
2179The title of Master Questor of Aabahran is currently held by Vormalog.
2180There are 1 contracts available to you.
2181
2182<257hp 1268m 293mv 23hour sl
2183You are already sleeping.
2184
2185<322hp 1268m 380mv 0hour Timer now at 30 secs.
2186wa
2187You wake and stand up.
2188
2189<322hp 1268m 380mv 0hour l
2190The Strategic Room
2191 The hall opens up to an even bigger end. Gentle steps of luxurious red
2192carpet lead up to a handful of majestic golden chairs centered around a
2193table upon which many maps and devices have been spread. Sentinels are
2194placed on either side of the room, motionless in their duty. A tapestry is
2195hung directly behind the round table of the Keep, a scene depicting the
2196retaking of Val Miran from Nature and her savage Watchers.
2197
2198[Exits: east]
2199 (Glowing) (Humming) A runite earring is here.
2200 (Glowing) A great tower shield is cast upon the ground before you.
2201(Charmed) A stone golem stands here to do his master's bidding.
2202(Charmed) A dirty, old skeleton stands here with its master.
2203(Charmed) A flesh golem stands here to do his master's bidding.
2204(Charmed) A mummy shambles around with its master.
2205(Charmed) A zombie, covered in rotted skin, stands here with its master.
2206
2207<322hp 1268m 380mv 0hour where
2208The Forward Keep is [NEXUS] controlled. Players near you:
2209<PK> Xaexil The Strategic Room
2210
2211<322hp 1268m 380mv 0hour e
2212Along the Great Hall
2213 This is the grand hall that runs the length of the main floor of the
2214Keep. Soldiers are few to be seen along this hall as they are all stationed
2215at the front or around the Overseer himself. Great tapestries are hung on
2216either side of the stone walls, reaching up into the depths of the vaulted
2217first ceiling. The colors are many and the entire hall is lit by the light
2218of chandelier and candles.
2219
2220[Exits: north east west]
2221A serving halfling scampers along in his duty here.
2222A stone golem walks in.
2223A skeleton walks in.
2224A flesh golem walks in.
2225A mummy walks in.
2226A zombie walks in.
2227
2228<322hp 1268m 379mv 0hour e
2229e
2230Along the Great Hall
2231 This is the grand hall that runs the length of the main floor of the
2232Keep. Soldiers are few to be seen along this hall as they are all stationed
2233at the front or around the Overseer himself. Great tapestries are hung on
2234either side of the stone walls, reaching up into the depths of the vaulted
2235first ceiling. The colors are many and the entire hall is lit by the light
2236of chandelier and candles.
2237
2238[Exits: east south west]
2239A zombie walks in.
2240A mummy walks in.
2241A flesh golem walks in.
2242A skeleton walks in.
2243A stone golem walks in.
2244
2245<322hp 1268m 378mv 0hour e
2246A Large Intersection
2247 Among the grand intersection within the Keep is where one wants to make
2248sure they are seen and not run over by the many servants and troops marching
2249along this indoor 'road'. The individual stones that once made up the floor
2250have now been battered into almost one smooth solid piece of rock. Westward
2251the large hall runs to the throne room and to the north and south more
2252hallways.
2253
2254[Exits: north east south west]
2255 A sign of shimmering calligraphy is propped up on an easel here.
2256A stone golem walks in.
2257A skeleton walks in.
2258A flesh golem walks in.
2259A mummy walks in.
2260A zombie walks in.
2261
2262<322hp 1268m 377mv 0hour e
2263Entrance to the Keep
2264 You are at the inside entrance to the Keep, with the first gate to your
2265east and looking straight west nothing but a grand intersection and
2266hallways. Banners hang on either side of you, depicting the coat-of-arms
2267and colors of Tribunals flag. Farther into the Keep you can hear the many
2268sounds of busy people hard at work in their various tasks.
2269
2270[Exits: east west]
2271A zombie walks in.
2272A mummy walks in.
2273A flesh golem walks in.
2274A skeleton walks in.
2275A stone golem walks in.
2276
2277<322hp 1268m 376mv 0hour e
2278Between the Twin Gates
2279 This could be considered the most hazardous room of the entire keep; the
2280land between two gates. Before you rises the twin iron cast structure as
2281behind you, and on either side... Death. Behind slits in the three foot
2282thick walls lies in wait during siege a company of archers, ready to pepper
2283the entire gate system you stand in with barrage after barrage of arrows.
2284Looking above you holes can be seen in the stoneworks, allowing soldiers to
2285pour boiling oil down upon the attackers of the Keep.
2286
2287[Exits: east west]
2288A stone golem walks in.
2289A skeleton walks in.
2290A flesh golem walks in.
2291A mummy walks in.
2292A zombie walks in.
2293
2294<322hp 1268m 375mv 0hour Before the Gates of the Keep
2295 The Twin Gates of the Keep rise up with their glory before you. The
2296apotheosis of Val Miran and Tribunal alike is shown here for all those that
2297venture to the stronghold of the forest. Stone eaves grace the upper
2298ramparts and down below on the outer low defensive gate wall one must walk
2299between to colossal lion sculptures. The Keep is a great building, and one
2300can only imagine what treasures and secrets it keeps locked inside.
2301
2302[Exits: east west]
2303A Guard of the Twin Gates stands here.
2304A zombie walks in.
2305A mummy walks in.
2306A flesh golem walks in.
2307A skeleton walks in.
2308A stone golem walks in.
2309
2310<322hp 1268m 373mv 0hour e
2311Approaching the Keep
2312 Picking its way through the hilly region, the rocky road opens slightly
2313to allow for the growth of mammoth pines. On either side gigantic trunks
2314soar to the sky, topped with tufts of needles. The ground, naturally, is
2315covered in the pine's needles. They litter the road and make walking a
2316quiet affair. A number of pine cones are also seen on the ground; giant in
2317size they are left alone by the common troupe's of squirrels that raid the
2318forest for nuts and seed. To the west the Keep rises up against the forest
2319and its greater foe Nature.
2320
2321[Exits: (north) east west]
2322A stone golem walks in.
2323A skeleton walks in.
2324A flesh golem walks in.
2325A mummy walks in.
2326A zombie walks in.
2327
2328<322hp 1268m 370mv 0hour s
2329Alas, you cannot go that way.
2330
2331<322hp 1268m 370mv 0hour s
2332e
2333Alas, you cannot go that way.
2334
2335<322hp 1268m 370mv 0hour Between Towering Pines
2336 Picking its way through the hilly region, the rocky road opens slightly
2337to allow for the growth of mammoth pines. On either side gigantic trunks
2338soar to the sky, topped with tufts of needles. The ground, naturally, is
2339covered in the pine's needles. They litter the road and make walking a
2340quiet affair. A number of pine cones are also seen on the ground; giant in
2341size they are left alone by the common troupe's of squirrels that raid the
2342forest for nuts and seed. To the west the Keep rises up against the forest
2343and its greater foe Nature.
2344
2345[Exits: north south west]
2346A zombie walks in.
2347A mummy walks in.
2348A flesh golem walks in.
2349A skeleton walks in.
2350A stone golem walks in.
2351
2352<322hp 1268m 367mv 0hour s
2353s
2354Between Towering Pines
2355 Picking its way through the hilly region, the rocky road opens slightly
2356to allow for the growth of mammoth pines. On either side gigantic trunks
2357soar to the sky, topped with tufts of needles. The ground, naturally, is
2358covered in the pine's needles. They litter the road and make walking a
2359quiet affair. A number of pine cones are also seen on the ground; giant in
2360size they are left alone by the common troupe's of squirrels that raid the
2361forest for nuts and seed.
2362
2363[Exits: north south]
2364A stone golem walks in.
2365A skeleton walks in.
2366A flesh golem walks in.
2367A mummy walks in.
2368A zombie walks in.
2369
2370<322hp 1268m 364mv 0hour where
2371Entering the Hair-pin
2372 The road is noticeably rockier the farther one travels into the more hilly
2373regions of the wood. Burnt grasses and tall weeds line your route and a
2374sparse growing of birch trees and their paper bark can be found. A few
2375small birds flit about overhead, flicking to and fro over the commonly
2376traveled road and sharing their whistles and song to the passing traveler.
2377
2378[Exits: north east]
2379A hired hand is here, walking the road to the Keep.
2380A zombie walks in.
2381A mummy walks in.
2382A flesh golem walks in.
2383A skeleton walks in.
2384A stone golem walks in.
2385
2386<322hp 1268m 361mv 0hour The Forward Keep is [NEXUS] controlled. Players near you:
2387<PK> Xaexil Entering the Hair-pin
2388
2389<322hp 1268m 361mv 0hour e
2390Down the Sloping Trail
2391 Clusters of head sized rocks and a few rogue boulders have tumbled off
2392the rocky sides of the road into one's way on the path. Very little grass
2393grows here, giving up the battle to the man shapen road of progress as it
2394cuts on through the hilly region. A few birch trees stand defiantly here,
2395hoping against all odds that man does not use them for firewood at the Keep
2396tonight.
2397
2398[Exits: south west]
2399A stone golem walks in.
2400A skeleton walks in.
2401A flesh golem walks in.
2402A mummy walks in.
2403A zombie walks in.
2404
2405<322hp 1268m 358mv 0hour s
2406Down the Sloping Trail
2407 Clusters of head sized rocks and a few rogue boulders have tumbled off
2408the rocky sides of the road into one's way on the path. Very little grass
2409grows here, giving up the battle to the man shapen road of progress as it
2410cuts on through the hilly region. A few birch trees stand defiantly here,
2411hoping against all odds that man does not use them for firewood at the Keep
2412tonight.
2413
2414[Exits: north east west]
2415A hired hand is here, walking the road to the Keep.
2416A zombie walks in.
2417A mummy walks in.
2418A flesh golem walks in.
2419A skeleton walks in.
2420A stone golem walks in.
2421
2422<322hp 1268m 355mv 0hour s
2423s
2424Alas, you cannot go that way.
2425
2426<322hp 1268m 355mv 0hour w
2427Alas, you cannot go that way.
2428
2429<322hp 1268m 355mv 0hour Entering the Hair-pin
2430 The road is noticeably rockier the farther one travels into the more hilly
2431regions of the wood. Burnt grasses and tall weeds line your route and a
2432sparse growing of birch trees and their paper bark can be found. A few
2433small birds flit about overhead. Flicking to and fro over the commonly
2434traveled road.
2435
2436[Exits: east south west]
2437A stone golem walks in.
2438A skeleton walks in.
2439A flesh golem walks in.
2440A mummy walks in.
2441A zombie walks in.
2442
2443<322hp 1268m 352mv 0hour s
2444Snaking Along the Path
2445 The hard-packed dirt trail winds its way through the pantheon of trees
2446and brush. The dirt under you is solid and smooth from all the recent
2447traffic that has been happening here. Many trees on either side of the
2448trail, pines to the west, deciduous to the east, are scratched and torn up
2449from the large cart loads passing through here to the Keep. A few songbirds
2450can be heard, whistling their lovely songs to passerby.
2451
2452[Exits: north south west]
2453A zombie walks in.
2454A mummy walks in.
2455A flesh golem walks in.
2456A skeleton walks in.
2457A stone golem walks in.
2458
2459<322hp 1268m 349mv 0hour s
2460Snaking Along the Path
2461 The hard-packed dirt trail winds its way through the pantheon of trees
2462and brush. The dirt under you is solid and smooth from all the recent
2463traffic that has been happening here. Many trees on either side of the
2464trail, pines to the west, deciduous to the east, are scratched and torn up
2465from the large cart loads passing through here to the Keep. A few songbirds
2466can be heard, whistling their lovely songs to passerby.
2467
2468[Exits: north east west]
2469A stone golem walks in.
2470A skeleton walks in.
2471A flesh golem walks in.
2472A mummy walks in.
2473A zombie walks in.
2474
2475<322hp 1268m 346mv 0hour s
2476w
2477Alas, you cannot go that way.
2478
2479<322hp 1268m 346mv 0hour Along the Wooded Road
2480 Forest looms up all around leaving the only clear cut way north and
2481south. The multitude of trees, pines to the left and oaks to the right,
2482shade the man-made road that cuts through this forest. The sounds of birds
2483and smaller mammals create a natural hum and can be heard clearly on this
2484beautiful forest road.
2485
2486[Exits: east south]
2487A Nexus Gateway crackles with hellish heat and unholy magics.
2488A zombie walks in.
2489A mummy walks in.
2490A flesh golem walks in.
2491A skeleton walks in.
2492A stone golem walks in.
2493
2494<322hp 1268m 343mv 0hour s
2495s
2496Along the Wooded Road
2497 Forest looms up all around leaving the only clear cut way north and
2498south. The multitude of trees, pines to the left and oaks to the right,
2499shade the man-made road that cuts through this forest. The sounds of birds
2500and smaller mammals create a natural hum and can be heard clearly on this
2501beautiful forest road.
2502
2503[Exits: north south]
2504A stone golem walks in.
2505A skeleton walks in.
2506A flesh golem walks in.
2507A mummy walks in.
2508A zombie walks in.
2509
2510<322hp 1268m 340mv 0hour Along the Wooded Road
2511 Forest looms up all around leaving the only clear cut way north and
2512south. The multitude of trees, pines to the left and oaks to the right,
2513shade the man-made road that cuts through this forest. The sounds of birds
2514and smaller mammals create a natural hum and can be heard clearly on this
2515beautiful forest road.
2516
2517[Exits: north east south west]
2518A Nexus Gateway crackles with hellish heat and unholy magics.
2519A zombie walks in.
2520A mummy walks in.
2521A flesh golem walks in.
2522A skeleton walks in.
2523A stone golem walks in.
2524
2525<322hp 1268m 337mv 0hour where
2526The Forward Keep is [NEXUS] controlled. Players near you:
2527<PK> Xaexil Along the Wooded Road
2528
2529<322hp 1268m 337mv 0hour s
2530s
2531Before a Vast Forest
2532 To the north a vast expanse of land supports a mighty forest of pine and
2533oak. No matter the colossal height of the trees one can still spot the old
2534Keep that looms over the forest. In the hazy distance the beacon of man
2535still struggles against natures unrelenting grip. The path you stand on
2536snakes its way into the wood to the north and southwards to the heavily
2537traveled road.
2538
2539[Exits: north south]
2540A Nexus Gateway crackles with hellish heat and unholy magics.
2541A stone golem walks in.
2542A skeleton walks in.
2543A flesh golem walks in.
2544A mummy walks in.
2545A zombie walks in.
2546
2547<322hp 1268m 334mv 0hour Climbing into the Wood
2548 The coolness comes from the altitude but just as much the fiery orb in
2549the sky offers warmth to the passing traveler. This road is a branch off of
2550the Eastern Road, the one through the Dragon's Teeth, only this goes north
2551towards northern forests and hills. This road has recently been built up
2552and looks to be well traveled.
2553
2554[Exits: north west]
2555A zombie walks in.
2556A mummy walks in.
2557A flesh golem walks in.
2558A skeleton walks in.
2559A stone golem walks in.
2560
2561<322hp 1268m 331mv 0hour where
2562The Forward Keep is [NEXUS] controlled. Players near you:
2563<PK> Xaexil Climbing into the Wood
2564
2565<322hp 1268m 331mv 0hour w
2566Greener Hills
2567 The coolness comes from the altitude but just as much the fiery orb in
2568the sky offers warmth to the passing traveler. This road is a branch off of
2569the Eastern Road, the one through the Dragon's Teeth, only this goes north
2570towards northern forests and hills. This road has recently been built up
2571and looks to be well traveled.
2572
2573[Exits: east south]
2574A stone golem walks in.
2575A skeleton walks in.
2576A flesh golem walks in.
2577A mummy walks in.
2578A zombie walks in.
2579
2580<322hp 1268m 328mv 0hour sca
2581You scan all around.
2582You scan north.
2583You scan east.
2584You scan south.
2585You scan west.
2586You scan up.
2587You scan down.
2588
2589<322hp 1268m 328mv 0hour s
2590Lower Foothills
2591 A slight lift in altitude and increasingly rugged terrain welcomes you
2592into the lower foothills of the Dragon's Teeth. The air has cooled slightly
2593and the rocky path leads south deeper into the hills. A lighter path heads
2594north into a greener less hilly area.
2595The ground is blackened as if from a recent fire.
2596
2597[Exits: north south west]
2598 A large bloodstain with body parts scattered around it.
2599A zombie walks in.
2600A mummy walks in.
2601A flesh golem walks in.
2602A skeleton walks in.
2603A stone golem walks in.
2604
2605<322hp 1268m 325mv 0hour s
2606Nearing the Burned Cross Roads
2607 The road begins to dwindle as the hills of the Dragon's Teeth turn into
2608mountains, burned vegetation crushing under your feet. The fields here are
2609bare and covered with swirling ashes, the whole landscape dreamlike, though
2610more out of a nightmare than anything else. Val Miran is a tiny speck on
2611the wester horizon, and the tall peaks of the Dragon's Teeth rise up to the
2612east.
2613
2614[Exits: north east]
2615A stone golem walks in.
2616A skeleton walks in.
2617A flesh golem walks in.
2618A mummy walks in.
2619A zombie walks in.
2620
2621<322hp 1268m 319mv 0hour where
2622The Eastern Road is [NEXUS] controlled. Players near you:
2623<PK> Xaexil Nearing the Burned Cross Roads
2624
2625<322hp 1268m 319mv 0hour e
2626The Burned Crossroads
2627 Here, the great eastern road intersects with a smaller, older road that
2628now runs southward to Fort Blackwatch. The ground around you is burned and
2629blackened as if from a great fire. The burned outskirts of Val Miran lie to
2630your west. Eastward, the great Dragon's Teeth rise up almost immediately.
2631
2632[Exits: north east south west]
2633A Nexus Gateway crackles with hellish heat and unholy magics.
2634A young werebeast stands here, leaning on his spear.
2635A zombie walks in.
2636A mummy walks in.
2637A flesh golem walks in.
2638A skeleton walks in.
2639A stone golem walks in.
2640A werebeast looks into the sky.
2641A werebeast says in Beastial 'I like the weather today.'
2642A werebeast says in Beastial 'The forest looks so peaceful.'
2643
2644<322hp 1268m 311mv 0hour s
2645The Burned Northern Trail
2646 A trail leading southward from the Eastern Road, this path is worn and
2647burned but quite serviceable. The remnants of a burned down small forest
2648can be seen just off to the east. To the south, Blackwatch Village rises in
2649the distance, Mount Khorand serving as a towering backdrop.
2650
2651[Exits: north south]
2652A stone golem walks in.
2653A skeleton walks in.
2654A flesh golem walks in.
2655A mummy walks in.
2656A zombie walks in.
2657
2658<322hp 1268m 303mv 0hour where
2659Fort Blackwatch is [WARMASTER] controlled. Players near you:
2660<PK> Xaexil The Burned Northern Trail
2661
2662<322hp 1268m 303mv 0hour n
2663The Burned Crossroads
2664 Here, the great eastern road intersects with a smaller, older road that
2665now runs southward to Fort Blackwatch. The ground around you is burned and
2666blackened as if from a great fire. The burned outskirts of Val Miran lie to
2667your west. Eastward, the great Dragon's Teeth rise up almost immediately.
2668
2669[Exits: north east south west]
2670A Nexus Gateway crackles with hellish heat and unholy magics.
2671A young werebeast stands here, leaning on his spear.
2672A zombie walks in.
2673A mummy walks in.
2674A flesh golem walks in.
2675A skeleton walks in.
2676A stone golem walks in.
2677A werebeast looks into the sky.
2678A werebeast says in Beastial 'I like the weather today.'
2679A werebeast says in Beastial 'The forest looks so peaceful.'
2680
2681<322hp 1268m 295mv 0hour e
2682e
2683e
2684Nearing the Crossroads
2685 The path is nearly gone. Now a small trail of blackened gravel and
2686half-molten river stones lead the way. To the east, mountains are before
2687you, rising up into the heavens, and to the west, a long stretch of burned
2688plains lies before you.
2689
2690[Exits: east west]
2691 A herbal brew is here.
2692A stone golem walks in.
2693A skeleton walks in.
2694A flesh golem walks in.
2695A mummy walks in.
2696A zombie walks in.
2697
2698<322hp 1268m 287mv 0hour e
2699n
2700The Base of the Dragon's Teeth
2701 You stand amid gradually inclining foothills. The Dragon's Teeth
2702mountains rise up before you, rugged faces and snowy peaks, while the easier
2703route lies downwards, descending into the burned valley that leads
2704eventually into Val Miran.
2705
2706[Exits: east west]
2707A zombie walks in.
2708A mummy walks in.
2709A flesh golem walks in.
2710A skeleton walks in.
2711A stone golem walks in.
2712
2713<322hp 1268m 281mv 0hour e
2714e
2715The Burned Road into the Dragon's Teeth
2716 You are walking along a rugged, narrow path that leads through the
2717mountains of the Dragon's Teeth. Around you, canyon walls rise up to the
2718rocky crags and steep plateaus, forming a funnel through which the firewall
2719raged, it's force concentrated and reinforced. The canyon walls around you
2720are blackened and the ground is burned and cracked. A chilly wind blows
2721through the mountains, swirling up the ashes that then settle slowly down
2722again.
2723
2724[Exits: north west]
2725A stone golem climbs in.
2726A skeleton climbs in.
2727A flesh golem climbs in.
2728A mummy climbs in.
2729A zombie climbs in.
2730
2731<322hp 1268m 276mv 0hour where
2732Alas, you cannot go that way.
2733
2734<322hp 1268m 276mv 0hour The Burned Road into the Dragon's Teeth
2735 You are walking along a rugged, narrow path that leads through the
2736mountains of the Dragon's Teeth. Around you, canyon walls rise up to the
2737rocky crags and steep plateaus, forming a funnel through which the firewall
2738raged, it's force concentrated and reinforced. The canyon walls around you
2739are blackened and the ground is burned and cracked. A chilly wind blows
2740through the mountains, swirling up the ashes that then settle slowly down
2741again.
2742
2743[Exits: east south]
2744A zombie climbs in.
2745A mummy climbs in.
2746A flesh golem climbs in.
2747A skeleton climbs in.
2748A stone golem climbs in.
2749
2750<322hp 1268m 269mv 0hour The Burned Road into the Dragon's Teeth
2751 You are walking along a rugged, narrow path that leads through the
2752mountains of the Dragon's Teeth. Around you, canyon walls rise up to the
2753rocky crags and steep plateaus, forming a funnel through which the firewall
2754raged, it's force concentrated and reinforced. The canyon walls around you
2755are blackened and the ground is burned and cracked. A chilly wind blows
2756through the mountains, swirling up the ashes that then settle slowly down
2757again.
2758
2759[Exits: east west]
2760A Nexus Gateway crackles with hellish heat and unholy magics.
2761A stone golem climbs in.
2762A skeleton climbs in.
2763A flesh golem climbs in.
2764A mummy climbs in.
2765A zombie climbs in.
2766
2767<322hp 1268m 262mv 0hour The Burned Road into the Dragon's Teeth
2768 You are walking along a rugged, narrow path that leads through the
2769mountains of the Dragon's Teeth. Around you, canyon walls rise up to the
2770rocky crags and steep plateaus, forming a funnel through which the firewall
2771raged, it's force concentrated and reinforced. The canyon walls around you
2772are blackened and the ground is burned and cracked. A chilly wind blows
2773through the mountains, swirling up the ashes that then settle slowly down
2774again.
2775
2776[Exits: west up]
2777A Nexus Gateway crackles with hellish heat and unholy magics.
2778A zombie climbs in.
2779A mummy climbs in.
2780A flesh golem climbs in.
2781A skeleton climbs in.
2782A stone golem climbs in.
2783
2784<322hp 1268m 255mv 0hour u
2785e
2786The Eastern Road is [NEXUS] controlled. Players near you:
2787<PK> Xaexil The Burned Road into the Dragon's Teeth
2788
2789<322hp 1268m 255mv 0hour u
2790The Burned Road into the Dragon's Teeth
2791 You are walking along a rugged, narrow path that leads through the
2792mountains of the Dragon's Teeth. Around you, canyon walls rise up to the
2793rocky crags and steep plateaus, forming a funnel through which the firewall
2794raged, it's force concentrated and reinforced. The canyon walls around you
2795are blackened and the ground is burned and cracked. A chilly wind blows
2796through the mountains, swirling up the ashes that then settle slowly down
2797again.
2798
2799[Exits: east down]
2800A stone golem climbs in.
2801A skeleton climbs in.
2802A flesh golem climbs in.
2803A mummy climbs in.
2804A zombie climbs in.
2805
2806<322hp 1268m 248mv 0hour u
2807The Burned Road into the Dragon's Teeth
2808 You are walking along a rugged, narrow path that leads through the
2809mountains of the Dragon's Teeth. Around you, canyon walls rise up to the
2810rocky crags and steep plateaus, forming a funnel through which the firewall
2811raged, it's force concentrated and reinforced. The canyon walls around you
2812are blackened and the ground is burned and cracked. A chilly wind blows
2813through the mountains, swirling up the ashes that then settle slowly down
2814again.
2815
2816[Exits: west up]
2817A zombie climbs in.
2818A mummy climbs in.
2819A flesh golem climbs in.
2820A skeleton climbs in.
2821A stone golem climbs in.
2822
2823<322hp 1268m 241mv 0hour where
2824The Burned Road into the Dragon's Teeth
2825 You are walking along a rugged, narrow path that leads through the
2826mountains of the Dragon's Teeth. Around you, canyon walls rise up to the
2827rocky crags and steep plateaus, forming a funnel through which the firewall
2828raged, it's force concentrated and reinforced. The canyon walls around you
2829are blackened and the ground is burned and cracked. A chilly wind blows
2830through the mountains, swirling up the ashes that then settle slowly down
2831again.
2832
2833[Exits: up down]
2834A stone golem climbs in.
2835A skeleton climbs in.
2836A flesh golem climbs in.
2837A mummy climbs in.
2838A zombie climbs in.
2839
2840<322hp 1268m 234mv 0hour The Burned Road into the Dragon's Teeth
2841 You are walking along a rugged, narrow path that leads through the
2842mountains of the Dragon's Teeth. Around you, canyon walls rise up to the
2843rocky crags and steep plateaus, forming a funnel through which the firewall
2844raged, it's force concentrated and reinforced. The canyon walls around you
2845are blackened and the ground is burned and cracked. A chilly wind blows
2846through the mountains, swirling up the ashes that then settle slowly down
2847again.
2848
2849[Exits: east down]
2850A zombie climbs in.
2851A mummy climbs in.
2852A flesh golem climbs in.
2853A skeleton climbs in.
2854A stone golem climbs in.
2855
2856<322hp 1268m 227mv 0hour e
2857TICK IN 5 SECONDS.
2858The Eastern Road is [NEXUS] controlled. Players near you:
2859<PK> Xaexil The Burned Road into the Dragon's Teeth
2860
2861<322hp 1268m 227mv 0hour e
2862A Small Plateau in the Dragon's Teeth
2863 You are on a small plateau. The Dragon's Teeth are all around you
2864now. Steep granite faces rise up on both sides. The trail you now
2865walk on was forged by little more than horse hooves and men's feet
2866as they trudged the way you now walk. The air is clean and fresh
2867here, but with the feeling of something foreboding in the air.
2868
2869A small, unassuming doorway is set against the side of a hill.
2870
2871[Exits: east (south) west]
2872A stone golem climbs in.
2873A skeleton climbs in.
2874A flesh golem climbs in.
2875A mummy climbs in.
2876A zombie climbs in.
2877
2878<322hp 1268m 220mv 0hour A gradually widening path
2879 You manage to climb upward to this large plateau which now seems
2880to spread out for miles. Centered in the plateau, you can start
2881making out the sprawl of the great city of Maelbrim. The smell of
2882foods in the market and fireplace smoke start to greet your
2883nose.
2884
2885[Exits: east west]
2886A zombie walks in.
2887A mummy walks in.
2888A flesh golem walks in.
2889A skeleton walks in.
2890A stone golem walks in.
2891
2892<322hp 1268m 215mv 0hour e
2893e
2894Near Vanguard Point
2895 You stand along the Dragon Road, leading eastward into the massive
2896city of Maelbrim. The road continues westward all the way towards
2897Val Miran, and eventually to the Dead Sea. Large craggy spires rise
2898up all around you, and the chill mountain air is sweet and cool in
2899your lungs. Here, a large checkpoint has been set up by the Regent
2900of Maelbrim to keep out unwanted visitors.
2901
2902[Exits: east west]
2903A stone golem walks in.
2904A skeleton walks in.
2905A flesh golem walks in.
2906A mummy walks in.
2907A zombie walks in.
2908
2909<322hp 1268m 212mv 0hour Nearing Vanguard Point
2910 This is a wide cobbled road leading to and from the great city of
2911Maelbrim. East lies Vanguard Point, the unfortified western entrance to
2912Maelbrim. To the west, the Eastern Road leads on towards Val Miran.
2913
2914[Exits: north east south west]
2915A zombie walks in.
2916A mummy walks in.
2917A flesh golem walks in.
2918A skeleton walks in.
2919A stone golem walks in.
2920
2921<322hp 1268m 210mv 0hour e
2922Vanguard Point
2923 Vanguard Point is where once a mighty western gatehouse was located.
2924Although no such fortification exists today, it is still an important
2925checkpoint, inspecting those that would enter Maelbrim from this
2926direction. It bears the heart and soul of Maelbrim, one that trusts Val
2927Miran will not launch a surprise attack in the foreseeable future. Instead,
2928defensive preparations that would have been built up here have been
2929incorporated in the northern and eastern ends of the city. The point is
2930lined by rows of shrubs, and while delicately pruned, only plants as robust
2931as them can thrive in this semi-arid landscape that is the aftermath of the
2932previous city's destruction. Still, the road is well-traveled and the area
2933has not lost its importance. To the west is the Eastern Road, which leads
2934to Val Miran. To the east, the path works into Regent Avenue, which cuts
2935through Maelbrim.
2936
2937[Exits: east west]
2938(White Aura) An Aberrant Guard scans the entrance to the city.
2939(White Aura) An Aberrant Guard scans the entrance to the city.
2940A stone golem walks in.
2941A skeleton walks in.
2942A flesh golem walks in.
2943A mummy walks in.
2944A zombie walks in.
2945
2946<322hp 1268m 208mv 0hour where
2947Maelbrim is [TRIBUNAL] controlled. Players near you:
2948<PK> Xaexil Vanguard Point
2949<PK> Obayana [TRIBUNAL] The Forum
2950
2951<322hp 1268m 208mv 0hour w
2952Nearing Vanguard Point
2953 This is a wide cobbled road leading to and from the great city of
2954Maelbrim. East lies Vanguard Point, the unfortified western entrance to
2955Maelbrim. To the west, the Eastern Road leads on towards Val Miran.
2956
2957[Exits: north east south west]
2958A zombie walks in.
2959A mummy walks in.
2960A flesh golem walks in.
2961A skeleton walks in.
2962A stone golem walks in.
2963
2964<322hp 1268m 206mv 0hour n
2965North of Vanguard Point
2966 You are passing along the great city walls of Maelbrim. Tall stone walls
2967rise far above, with the crisp mountain air clearly carrying the sound of
2968the guard's footsteps.
2969
2970[Exits: north south]
2971A stone golem walks in.
2972A skeleton walks in.
2973A flesh golem walks in.
2974A mummy walks in.
2975A zombie walks in.
2976
2977<322hp 1268m 204mv 0hour sl
2978You go to sleep.
2979
2980<322hp 1268m 204mv 0hour af
2981You are affected by the following:
2982Spell: protective shield: for 2 hours
2983Spell: pass door : for 7 hours
2984Spell: detect invis : for 7 hours
2985
2986<372hp 1268m 291mv 1hour Timer now at 30 secs.
2987wa
2988You wake and stand up.
2989
2990<372hp 1268m 291mv 1hour bra
2991You brandish a glimmering white staff.
2992A zombie is surrounded by a white aura.
2993A mummy is surrounded by a white aura.
2994You have become better at staves! [97%]
2995A flesh golem is surrounded by a white aura.
2996A skeleton is surrounded by a white aura.
2997You have become better at staves! [98%]
2998A stone golem is surrounded by a white aura.
2999You are surrounded by a white aura.
3000You have become better at staves! [99%]
3001
3002<372hp 1268m 291mv 1hour alias
3003"help alias" for info on commands.
3004Alias Commands
3005-----------------------------------------------
30061 . ii = c sleep obaya
30072 . jj = c ac vorm
30083 . ll = c vam nym
30094 . mm = pw vormalog
30105 . oo = c disp obaya
30116 . pp = o all rescue xaexil
30127 . pw = c 'powerword stun'
30138 . pps = c protectiv
30149 . see = c 'detect i
301510. seem = c 'detect mag
301611. smm = c 'summon mummy
301712. tap = c 'soul tap
301813. uu = c ac vorm
3019
3020<372hp 1268m 291mv 1hour s
3021Nearing Vanguard Point
3022 This is a wide cobbled road leading to and from the great city of
3023Maelbrim. East lies Vanguard Point, the unfortified western entrance to
3024Maelbrim. To the west, the Eastern Road leads on towards Val Miran.
3025
3026[Exits: north east south west]
3027A zombie walks in.
3028A mummy walks in.
3029A flesh golem walks in.
3030A skeleton walks in.
3031A stone golem walks in.
3032
3033<372hp 1268m 289mv 1hour sca
3034You scan all around.
3035You scan north.
3036You scan east.
3037*** Range 1 (east) ***
3038(White Aura) An Aberrant Guard scans the entrance to the city.
3039(White Aura) An Aberrant Guard scans the entrance to the city.
3040*** Range 3 (east) ***
3041A citizen of Maelbrim is here, hands calloused, shoulders squared.
3042*** Range 5 (east) ***
3043(White Aura) An old, tired looking man stands here bent over a cane.
3044You scan south.
3045You scan west.
3046You scan up.
3047You scan down.
3048
3049<372hp 1268m 289mv 1hour e
3050Vanguard Point
3051 Vanguard Point is where once a mighty western gatehouse was located.
3052Although no such fortification exists today, it is still an important
3053checkpoint, inspecting those that would enter Maelbrim from this
3054direction. It bears the heart and soul of Maelbrim, one that trusts Val
3055Miran will not launch a surprise attack in the foreseeable future. Instead,
3056defensive preparations that would have been built up here have been
3057incorporated in the northern and eastern ends of the city. The point is
3058lined by rows of shrubs, and while delicately pruned, only plants as robust
3059as them can thrive in this semi-arid landscape that is the aftermath of the
3060previous city's destruction. Still, the road is well-traveled and the area
3061has not lost its importance. To the west is the Eastern Road, which leads
3062to Val Miran. To the east, the path works into Regent Avenue, which cuts
3063through Maelbrim.
3064
3065[Exits: east west]
3066(White Aura) An Aberrant Guard scans the entrance to the city.
3067(White Aura) An Aberrant Guard scans the entrance to the city.
3068A stone golem walks in.
3069A skeleton walks in.
3070A flesh golem walks in.
3071A mummy walks in.
3072A zombie walks in.
3073
3074<372hp 1268m 287mv 1hour e
3075Regent Avenue
3076 Lined with tall trees and groomed shrubs, Regent Avenue is the western
3077half of the main east-west throughway that dissects Maelbrim in half.
3078Ostentatiously kept humbler than its position in Maelbrim would otherwise
3079dictate, those that designed it recognized that the role of a regent is to
3080fill the interim void that is left between sovereigns. While a sovereign in
3081power, the title is a reminder of the inferior position of rank. Therefore,
3082the road is not particularly wide, but it more than makes up for this in its
3083comfortable, aesthetic appeal. Regent Avenue continues east from here and
3084ends at Vanguard Point to the west.
3085
3086[Exits: east west]
3087A zombie walks in.
3088A mummy walks in.
3089A flesh golem walks in.
3090A skeleton walks in.
3091A stone golem walks in.
3092
3093<372hp 1268m 285mv 1hour sca e
3094You scan east.
3095*** Range 1 (east) ***
3096A citizen of Maelbrim is here, hands calloused, shoulders squared.
3097*** Range 3 (east) ***
3098(White Aura) An old, tired looking man stands here bent over a cane.
3099*** Range 6 (east) ***
3100A bounty hunter for the Maelbrim jailer stands here glowering.
3101
3102<372hp 1268m 285mv 1hour e
3103Regent Avenue
3104 Lined with tall trees and groomed shrubs, Regent Avenue is the western
3105half of the main east-west throughway that dissects Maelbrim in half.
3106Ostentatiously kept humbler than its position in Maelbrim would otherwise
3107dictate, those that designed it recognized that the role of a regent is to
3108fill the interim void that is left between sovereigns. While a sovereign in
3109power, the title is a reminder of the inferior position of rank. Therefore,
3110the road is not particularly wide, but it more than makes up for this in its
3111comfortable, aesthetic appeal. Regent Avenue continues west and east from
3112here and a trail leads into a field to the north.
3113
3114[Exits: north east south west]
3115A citizen of Maelbrim is here, hands calloused, shoulders squared.
3116A stone golem walks in.
3117A skeleton walks in.
3118A flesh golem walks in.
3119A mummy walks in.
3120A zombie walks in.
3121
3122<372hp 1268m 283mv 1hour e
3123e
3124Regent Avenue
3125 Lined with tall trees and groomed shrubs, Regent Avenue is the western
3126half of the main east-west throughway that dissects Maelbrim in half.
3127Ostentatiously kept humbler than its position in Maelbrim would otherwise
3128dictate, those that designed it recognized that the role of a regent is to
3129fill the interim void that is left between sovereigns. While a sovereign in
3130power, the title is a reminder of the inferior position of rank. Therefore,
3131the road is not particularly wide, but it more than makes up for this in its
3132comfortable, aesthetic appeal. Regent Avenue continues west from here and
3133leads into Green Square to the east.
3134
3135[Exits: east south west]
3136A zombie walks in.
3137A mummy walks in.
3138A flesh golem walks in.
3139A skeleton walks in.
3140A stone golem walks in.
3141
3142<372hp 1268m 281mv 1hour sca e
3143Green Square
3144 Much work has been put into Green Square since its construction. The
3145remaining rubble has been removed, the earth has been planted with new
3146bushes and some of the hardier flowers. A beautiful stone path leads
3147through the new plants. The practice field to the north and northwest can
3148be seen over a row of small bushes. Whereas the field is mostly used by the
3149military, Green Square is the people's domain. Still, it sees rough sorts
3150who head through here to get to the Milieu, which is to the northeast of
3151this position. Academy students and researchers can also often be found in
3152this area, as the Academy is in the district to the south of here. Vanguard
3153Point to the west marks the boundary of the inner city limits of Maelbrim.
3154
3155[Exits: north east south west]
3156 A big SIGN waiting to be read points north.
3157 A large marble fountain carved into the shape of dolphins shoots water into the air.
3158(White Aura) An old, tired looking man stands here bent over a cane.
3159A stone golem walks in.
3160A skeleton walks in.
3161A flesh golem walks in.
3162A mummy walks in.
3163A zombie walks in.
3164Sedgewick turns towards you.
3165Sedgewick says 'Ah, Xaexil, it is rumored a great beast lurks in the Caves of Kamir.'
3166Sedgewick says 'Would you take this task upon yourself and rid the caves of the problem?'
3167Sedgewick peers at you in expecting a yes or no answer.
3168
3169<372hp 1268m 278mv 1hour where
3170You scan east.
3171*** Range 3 (east) ***
3172A bounty hunter for the Maelbrim jailer stands here glowering.
3173*** Range 4 (east) ***
3174(Charmed) (White Aura) A member of the Blood Guard protects his master.
3175Obayana the Unholy Knight is here, sitting astride a warhorse.
3176(White Aura) A Marshall of Maelbrim stands here, enforcing the Law.
3177
3178<372hp 1268m 278mv 1hour Maelbrim is [TRIBUNAL] controlled. Players near you:
3179<PK> Xaexil Green Square
3180<PK> Obayana [TRIBUNAL] The Forum
3181
3182<372hp 1268m 278mv 1hour e
3183e
3184Regent Avenue
3185 Lined with tall trees and groomed shrubs, Regent Avenue is the western
3186half of the main east-west throughway that dissects Maelbrim in half.
3187Ostentatiously kept humbler than its position in Maelbrim would otherwise
3188dictate, those that designed it recognized that the role of a regent is to
3189fill the interim void that is left between sovereigns. While a sovereign in
3190power, the title is a reminder of the inferior position of rank. Therefore,
3191the road is not particularly wide, but it more than makes up for this in its
3192comfortable, aesthetic appeal. Regent Avenue continues east from here and
3193leads into Green Square to the west.
3194
3195[Exits: north east south west]
3196A zombie walks in.
3197A mummy walks in.
3198A flesh golem walks in.
3199A skeleton walks in.
3200A stone golem walks in.
3201
3202<372hp 1268m 275mv 1hour e
3203e
3204Regent Avenue
3205 Lined with tall trees and groomed shrubs, Regent Avenue is the western
3206half of the main east-west throughway that dissects Maelbrim in half.
3207Ostentatiously kept humbler than its position in Maelbrim would otherwise
3208dictate, those that designed it recognized that the role of a regent is to
3209fill the interim void that is left between sovereigns. While a sovereign in
3210power, the title is a reminder of the inferior position of rank. Therefore,
3211the road is not particularly wide, but it more than makes up for this in its
3212comfortable, aesthetic appeal. Regent Avenue continues west and east from
3213here.
3214
3215Some graffiti has been surreptitiously placed here, depicting a White Wolf.
3216
3217[Exits: north east west]
3218A stone golem walks in.
3219A skeleton walks in.
3220A flesh golem walks in.
3221A mummy walks in.
3222A zombie walks in.
3223
3224<372hp 1268m 273mv 1hour ii
3225Regent Avenue
3226 Lined with tall trees and groomed shrubs, Regent Avenue is the western
3227half of the main east-west throughway that dissects Maelbrim in half.
3228Ostentatiously kept humbler than its position in Maelbrim would otherwise
3229dictate, those that designed it recognized that the role of a regent is to
3230fill the interim void that is left between sovereigns. While a sovereign in
3231power, the title is a reminder of the inferior position of rank. Therefore,
3232the road is not particularly wide, but it more than makes up for this in its
3233comfortable, aesthetic appeal. Regent Avenue continues west from here and
3234leads into the Forum to the east.
3235
3236[Exits: east south west]
3237A bounty hunter for the Maelbrim jailer stands here glowering.
3238A zombie walks in.
3239A mummy walks in.
3240A flesh golem walks in.
3241A skeleton walks in.
3242A stone golem walks in.
3243
3244<372hp 1268m 271mv 1hour The Forum
3245 The newly built Forum is Maelbrim's premier meeting area. It is a large
3246circle, its boundaries marked by columns and its ground laid with marble.
3247Here is where public deals are struck, orations are given, and a great deal
3248of spectacle takes place. It was ground zero for the catastrophe that was
3249summoned to this land, but there are no signs of that devastation now. What
3250had once been a ruinous crater is now a symbol of life and a flurry of
3251activity. The King's Square is due east, the Northern Commons to the north,
3252the Southern Commons to the south and Green Square to the west. A fountain
3253has been placed in the middle of the square, a true masterpiece of art.
3254Just north of it, a white marble statue has been erected, depicting a very
3255hairy, square, small person. Must be a dwarf.
3256
3257Some graffiti has been surreptitiously placed here, depicting a White Wolf.
3258
3259[Exits: north east south west]
3260 The official Tribunal Roll Call has been posted here.
3261 The statue of a dwarf stands here proudly, hewn in white marble.
3262 A large marble fountain carved into the shape of dolphins shoots water into the air.
3263(Charmed) (White Aura) A member of the Blood Guard protects his master.
3264Obayana the Unholy Knight is here, sitting astride a warhorse.
3265(White Aura) A Marshall of Maelbrim stands here, enforcing the Law.
3266A stone golem walks in.
3267A skeleton walks in.
3268A flesh golem walks in.
3269A mummy walks in.
3270A zombie walks in.
3271
3272<372hp 1268m 269mv 1hour Obayana yells 'Die! Xaexil, you sorcerous dog!'
3273Obayana dozes off on the back of a warhorse!
3274Suddenly his head slams full force against a hard unyielding surface!
3275Obayana goes to sleep.
3276
3277<372hp 1253m 269mv 1hour c curs obayana
3278Obayana looks very uncomfortable.
3279The Blood Guard tries to shake Obayana awake.
3280The Blood Guard yells 'Help! My master is being attacked at The Forum!'
3281
3282<372hp 1233m 269mv 1hour c weak obayana
3283You fail to weaken Obayana.
3284The Blood Guard tries to shake Obayana awake.
3285The Blood Guard yells 'Help! My master is being attacked at The Forum!'
3286
3287<372hp 1213m 269mv 1hour c weak obayana
3288You fail to weaken Obayana.
3289The Blood Guard tries to shake Obayana awake.
3290The Blood Guard yells 'Help! My master is being attacked at The Forum!'
3291
3292<372hp 1193m 269mv 1hour TICK IN 5 SECONDS.
3293sl
3294You go to sleep.
3295
3296<372hp 1193m 269mv 1hour
3297
3298<372hp 1193m 269mv 1hour
3299
3300<372hp 1193m 269mv 1hour
3301
3302<372hp 1193m 269mv 1hour af
3303You are affected by the following:
3304Spell: sanctuary : for 8 hours
3305Spell: protective shield: for 1 hours
3306Spell: pass door : for 6 hours
3307Spell: detect invis : for 6 hours
3308
3309<372hp 1193m 269mv 1hour
3310
3311<372hp 1193m 269mv 1hour
3312
3313
3314<372hp 1193m 269mv 1hour
3315<372hp 1193m 269mv 1hour
3316
3317<372hp 1193m 269mv 1hour
3318
3319<372hp 1193m 269mv 1hour
3320
3321<372hp 1193m 269mv 1hour
3322
3323<372hp 1193m 269mv 1hour
3324
3325
3326<372hp 1193m 269mv 1hour
3327
3328<412hp 1268m 356mv 2hour Timer now at 30 secs.
3329
3330
3331<412hp 1268m 356mv 2hour wa
3332You wake and stand up.
3333
3334<412hp 1268m 356mv 2hour c bli obaya
3335You fail to blind Obayana.
3336The Blood Guard tries to shake Obayana awake.
3337The Blood Guard yells 'Help! My master is being attacked at The Forum!'
3338
3339<412hp 1243m 356mv 2hour c bli obaya
3340You fail to blind Obayana.
3341The Blood Guard tries to shake Obayana awake.
3342The Blood Guard yells 'Help! My master is being attacked at The Forum!'
3343
3344<412hp 1218m 356mv 2hour c bli obaya
3345
3346You are now WANTED!
3347
3348<412hp 1218m 356mv 2hour
3349The Blood Guard yells 'Xaexil is a criminal! Justice shall prevail!'
3350A mummy jumps in front of you!
3351You have become better at summon mummy! [95%]
3352
3353<412hp 1218m 356mv 2hour
3354The Blood Guard's slash decimates you!
3355The Blood Guard's slash mauls you.
3356You parry the Blood Guard's attack.
3357The Blood Guard is in excellent condition.
3358
3359Xaexil: [===|==-|---|---]
3360<364hp 1218m 356mv 2hour You fail to blind Obayana.
3361The Blood Guard tries to shake Obayana awake.
3362The Blood Guard yells 'Help! My master is being attacked at The Forum!'
3363The Blood Guard is in excellent condition.
3364
3365Xaexil: [===|==-|---|---]
3366<364hp 1193m 356mv 2hour flee
3367
3368The Blood Guard parries your attack.
3369Your shocking bite hits the Blood Guard.
3370The Blood Guard yells 'Help! I'm being attacked by A zombie!'
3371The Blood Guard yells 'Help! I'm being attacked by a mummy!'
3372The Blood Guard yells 'Help! I'm being attacked by a flesh golem!'
3373The Blood Guard yells 'Help! I'm being attacked by A skeleton!'
3374The Blood Guard yells 'Help! I'm being attacked by a stone golem!'
3375A zombie's beating mauls the Blood Guard.
3376A mummy's disease maims the Blood Guard!
3377A mummy's disease LACERATES the Blood Guard!
3378A mummy's disease MUTILATES the Blood Guard!
3379A mummy's disease MUTILATES the Blood Guard!
3380A flesh golem's slash wounds the Blood Guard.
3381A skeleton's cleave wounds the Blood Guard.
3382A skeleton's cleave wounds the Blood Guard.
3383A stone golem's pierce mauls the Blood Guard.
3384A mummy jumps in front of you!
3385The Blood Guard has some small wounds and bruises.
3386
3387Xaexil: [===|==-|---|---]
3388<364hp 1193m 356mv 2hour You flee from combat!
3389Rift Road
3390 This street, leading from the Forum to the west to the Dragon Gate to the
3391east, has been named to remind people of the catastrophe that destroyed
3392Rheydin, Maelbrims' predecessor. Even though the Rift and the following
3393explosion are but a memory told to small wicked children, the catastrophe
3394shall never be forgotten. The street leading east, ultimately to the Savant
3395Tower, has been chosen to remind the populace who caused the Rift that
3396triggered the explosion that took out a large chunk of the city.
3397The Palace can be seen to the north.
3398
3399[Exits: north east west]
3400A citizen of Maelbrim is here, hands calloused, shoulders squared.
3401
3402<364hp 1193m 354mv 2hour sca
3403You scan all around.
3404You scan north.
3405*** Range 1 (north) ***
3406A well-off citizen of Maelbrim is here, enjoying his spare time.
3407*** Range 2 (north) ***
3408A dwarven mason is here, conducting his daily duties.
3409Amelie, the Militia Clanguard stands watch here.
3410You scan east.
3411*** Range 2 (east) ***
3412A small cat is here, purring.
3413*** Range 3 (east) ***
3414(White Aura) A small toddler is here, dressed only in swaddling clothes.
3415You scan south.
3416You scan west.
3417*** Range 1 (west) ***
3418(Charmed) (White Aura) A zombie is here, fighting the Blood Guard.
3419(Charmed) (White Aura) a mummy is here, fighting the Blood Guard.
3420(Charmed) (White Aura) a flesh golem is here, fighting the Blood Guard.
3421(Charmed) (White Aura) A skeleton is here, fighting the Blood Guard.
3422(Charmed) (White Aura) a stone golem is here, fighting the Blood Guard.
3423(Charmed) (White Aura) A member of the Blood Guard protects his master.
3424Obayana is sleeping here.
3425(White Aura) A Marshall of Maelbrim stands here, enforcing the Law.
3426*** Range 2 (west) ***
3427A bounty hunter for the Maelbrim jailer stands here glowering.
3428*** Range 5 (west) ***
3429(White Aura) An old, tired looking man stands here bent over a cane.
3430You scan up.
3431You scan down.
3432
3433<364hp 1193m 354mv 2hour autoas
3434Autoassist removed.
3435
3436<364hp 1193m 354mv 2hour w
3437The Forum
3438 The newly built Forum is Maelbrim's premier meeting area. It is a large
3439circle, its boundaries marked by columns and its ground laid with marble.
3440Here is where public deals are struck, orations are given, and a great deal
3441of spectacle takes place. It was ground zero for the catastrophe that was
3442summoned to this land, but there are no signs of that devastation now. What
3443had once been a ruinous crater is now a symbol of life and a flurry of
3444activity. The King's Square is due east, the Northern Commons to the north,
3445the Southern Commons to the south and Green Square to the west. A fountain
3446has been placed in the middle of the square, a true masterpiece of art.
3447Just north of it, a white marble statue has been erected, depicting a very
3448hairy, square, small person. Must be a dwarf.
3449
3450Some graffiti has been surreptitiously placed here, depicting a White Wolf.
3451
3452[Exits: north east south west]
3453 The official Tribunal Roll Call has been posted here.
3454 The statue of a dwarf stands here proudly, hewn in white marble.
3455 A large marble fountain carved into the shape of dolphins shoots water into the air.
3456(Charmed) (White Aura) A zombie is here, fighting the Blood Guard.
3457(Charmed) (White Aura) a mummy is here, fighting the Blood Guard.
3458(Charmed) (White Aura) a flesh golem is here, fighting the Blood Guard.
3459(Charmed) (White Aura) A skeleton is here, fighting the Blood Guard.
3460(Charmed) (White Aura) a stone golem is here, fighting the Blood Guard.
3461(Charmed) (White Aura) the Blood Guard is here, fighting A zombie.
3462Obayana is sleeping here.
3463(White Aura) A Marshall of Maelbrim stands here, enforcing the Law.
3464
3465<364hp 1193m 352mv 2hour
3466A mummy's disease MUTILATES the Blood Guard!
3467A mummy's disease LACERATES the Blood Guard!
3468A mummy's disease maims the Blood Guard!
3469A flesh golem's slash injures the Blood Guard.
3470A skeleton's cleave hits the Blood Guard.
3471A skeleton's kick wounds the Blood Guard.
3472The Blood Guard's slash wounds A zombie.
3473The Blood Guard's slash wounds A zombie.
3474The Blood Guard's slash wounds A zombie.
3475
3476<364hp 1193m 352mv 2hour c bli oba
3477You fail to blind Obayana.
3478The Blood Guard tries to shake Obayana awake.
3479The Blood Guard yells 'Help! My master is being attacked at The Forum!'
3480
3481<364hp 1168m 352mv 2hour c bli oba
3482
3483A zombie's beating mauls the Blood Guard.
3484A mummy's disease maims the Blood Guard!
3485A mummy's disease MUTILATES the Blood Guard!
3486A skeleton's cleave injures the Blood Guard.
3487A skeleton's cleave injures the Blood Guard.
3488A stone golem's pierce decimates the Blood Guard!
3489The Blood Guard's slash mauls A zombie.
3490The Blood Guard's slash wounds A zombie.
3491
3492<364hp 1168m 352mv 2hour Obayana appears to be blinded.
3493The Blood Guard tries to shake Obayana awake.
3494The Blood Guard yells 'Help! My master is being attacked at The Forum!'
3495
3496<364hp 1143m 352mv 2hour
3497A zombie's beating wounds the Blood Guard.
3498A mummy's disease LACERATES the Blood Guard!
3499A mummy's disease MUTILATES the Blood Guard!
3500A mummy's disease devastates the Blood Guard!
3501A flesh golem's slash injures the Blood Guard.
3502A skeleton's cleave hits the Blood Guard.
3503A skeleton's cleave injures the Blood Guard.
3504The Blood Guard's slash mauls A zombie.
3505The Blood Guard's slash wounds A zombie.
3506
3507<364hp 1143m 352mv 2hour c weak obaya
3508You fail to weaken Obayana.
3509The Blood Guard tries to shake Obayana awake.
3510The Blood Guard yells 'Help! My master is being attacked at The Forum!'
3511
3512<364hp 1123m 352mv 2hour c weak obaya
3513TICK IN 5 SECONDS.
3514
3515A zombie's beating mauls the Blood Guard.
3516A zombie's beating wounds the Blood Guard.
3517A zombie's beating mauls the Blood Guard.
3518The Blood Guard is blinded by the dirt in his eyes!
3519A zombie's kicked dirt scratches the Blood Guard.
3520A mummy's disease decimates the Blood Guard!
3521A mummy's disease MUTILATES the Blood Guard!
3522A mummy's disease MUTILATES the Blood Guard!
3523A flesh golem's slash wounds the Blood Guard.
3524A skeleton's cleave injures the Blood Guard.
3525A skeleton's cleave injures the Blood Guard.
3526A stone golem's pierce decimates the Blood Guard!
3527The Blood Guard's slash mauls A zombie.
3528
3529<364hp 1123m 352mv 2hour Obayana looks tired and weak.
3530The Blood Guard tries to shake Obayana awake.
3531The Blood Guard yells 'Help! My master is being attacked at The Forum!'
3532
3533<364hp 1103m 352mv 2hour
3534A zombie's beating mauls the Blood Guard.
3535A zombie's beating decimates the Blood Guard!
3536A mummy's disease misses the Blood Guard.
3537A mummy's disease LACERATES the Blood Guard!
3538A mummy's disease MUTILATES the Blood Guard!
3539A mummy's disease LACERATES the Blood Guard!
3540A skeleton's cleave wounds the Blood Guard.
3541A stone golem's pierce decimates the Blood Guard!
3542The Blood Guard's slash wounds A zombie.
3543The Blood Guard's slash wounds A zombie.
3544
3545<364hp 1103m 352mv 2hour l guar
3546You see nothing special about him.
3547The Blood Guard looks pretty hurt.
3548
3549the Blood Guard is using:
3550
3551<364hp 1103m 352mv 2hour seem
3552
3553A zombie's beating decimates the Blood Guard!
3554A zombie sends the Blood Guard sprawling with a powerful bash.
3555A zombie's bash MUTILATES the Blood Guard!
3556A mummy's disease devastates the Blood Guard!
3557A mummy's disease MUTILATES the Blood Guard!
3558A mummy's disease MUTILATES the Blood Guard!
3559A flesh golem's slash injures the Blood Guard.
3560A skeleton's cleave injures the Blood Guard.
3561A skeleton's cleave wounds the Blood Guard.
3562A stone golem's pierce decimates the Blood Guard!
3563The Blood Guard's slash wounds A zombie.
3564The Blood Guard's slash mauls A zombie.
3565
3566<364hp 1103m 352mv 2hour Your eyes tingle.
3567
3568<364hp 1098m 352mv 2hour l oba
3569
3570Your protective shield dissipates.
3571The Blood Guard rubs the dirt out of his eyes.
3572
3573<377hp 1121m 377mv 3hour Timer now at 30 secs.
3574
3575A zombie's beating decimates the Blood Guard!
3576A mummy's disease MUTILATES the Blood Guard!
3577The Blood Guard's slash mauls A zombie.
3578The Blood Guard's slash mauls A zombie.
3579
3580<377hp 1121m 377mv 3hour Obayana stands tall and straight, efforting to maintain his excellent posture
3581at all times. His skin is is smooth, the deep alarazin crimson glistening
3582slightly with cool sweat. His staunch brow slightly shadows two wide-set
3583silvery-gray eyes. The move only slighty, rarely with surprise, but do blink
3584somewhat frequently. His broad nose juts from his face like a crimson crag,
3585nostrils ever-dilating with each deep breath. The giant rarely smiles and only
3586seems to open his mouth to speak. Even then, his broad jaw parts only slightly.
3587His head is shaved clean save for a small circle of black hair at the crown
3588that is tied into a small bun.
3589
3590His thick chest heaves with each breath he takes, his exposed sinewy neck
3591flaring with thick, coarsing veins with every exhale. His left shoulder is
3592exposed, rippling with muscle so thick it resembles a cannonball. On the right
3593he wears a gleaming black-steel spaulder that is attached to his belt by
3594a strap of new-looking black dyed leather across his otherwise bare chest.
3595The crimson skin of his arms is starkly contrasted by pitch black tribal
3596tattoos from shoulder to wrist. Each arm rests at a slight outward diagonal
3597to his sides due to enormous latissimus dorsi muscles that spread outward
3598like wings from his sides.
3599
3600He is least broad at the waist, but almost so wide across his thighs as at
3601the shoulder. A flexible tassett of dark-black leather scale is bound around
3602his waist by silver-rimmed black-steel faulds that reach down to the halfway
3603point of the sides of this thighs. The scale tassett extends slightly further
3604to the top of his knees. He wears black leather gladiator style sandals
3605strapped up to the middle of each calf, the bare skin of his legs up to the
3606tassett showing black tattoos similar to those of his arms.
3607He has just opened up his eyes to the world.
3608Obayana is in excellent condition.
3609
3610Obayana is using:
3611<used as light> (Glowing) a vial of strange blood
3612<worn on finger> the Ring of Abyss
3613<worn on finger> (Glowing) a Ring of Accuracy
3614<worn around neck> (Glowing) (Humming) a necklace with a small red fist
3615<worn around neck> a string with a bunny paw
3616<worn on head> (Magical) the Ranger Lord's Stetson
3617<worn on ear> a jadeite stud
3618<worn on torso> (Humming) a keeper's tunic adorned with a demon tongue
3619<worn on arms> pyerite sleeves
3620<worn on hands> (Glowing) a pair of galebinder mitts
3621<worn on legs> a Culet of Obsidian Leaves adorned with an oval flake of flint
3622<worn on feet> the void leggings
3623<worn as shield> (Magical) (Glowing) (Humming) a Crested Shield of Eternal Darkness
3624<worn about body> (Humming) a Nimbus of Power
3625<worn about waist> (Humming) a chain linked belt
3626<worn around wrist> (Glowing) (Humming) a bracelet of eternal lies
3627<worn around wrist> (Glowing) (Humming) a blood encrusted spiked steel bracelet
3628<sheathed> (Humming) 'Ajitaabha' the Shard of Wisdom
3629<worn on face> (Humming) the mask of Ultimate Evil
3630<floating nearby> (Glowing) an Undead Fist
3631<coiled on shoulder> (Glowing) a winged lightning dragon
3632You sense following auras:
3633Spell: weaken : modifies str by -6 for 15 hours
3634Spell: blindness : modifies ac by 25 for 8 hours
3635 : modifies hitroll by -10 for 8 hours
3636Spell: curse : modifies savingspell by 6 for 28 hours
3637 : modifies hitroll by -6 for 28 hours
3638Spell: sleep : for 2 hours
3639 : for 3 hours
3640Spell: detect invis : for 51 hours
3641Spell: drug use : for 35 hours
3642Spell: bless : modifies damroll by 4 for 18 hours
3643 : modifies hand to hand by 1 for 18 hours
3644Spell: mounted : for 121 hours
3645Spell: drug addiction : for 74 hours
3646
3647<377hp 1121m 377mv 3hour pps
3648You surround yourself in a protective shell of magic.
3649
3650<377hp 1051m 377mv 3hour
3651A zombie's beating mauls the Blood Guard.
3652A zombie gets a wild look in its eyes.
3653A mummy's disease MUTILATES the Blood Guard!
3654A mummy's disease MUTILATES the Blood Guard!
3655A mummy's disease LACERATES the Blood Guard!
3656A mummy's disease decimates the Blood Guard!
3657A skeleton's cleave wounds the Blood Guard.
3658A skeleton's cleave injures the Blood Guard.
3659A stone golem's pierce devastates the Blood Guard!
3660The Blood Guard's slash misses A zombie.
3661The Blood Guard's slash misses A zombie.
3662
3663<377hp 1051m 377mv 3hour
3664A zombie's beating mauls the Blood Guard.
3665A zombie's beating decimates the Blood Guard!
3666The Blood Guard is DEAD!!
3667You expertly extract a still warm brain from the Blood Guard's corpse.
3668
3669<377hp 1051m 377mv 3hour c gh oba
3670A green glow envelops your hands.
3671Obayana wasn't affected by the ghoul touch.
3672You have become better at ghoul touch! [81%]
3673A Marshall of Maelbrim tries to shake Obayana awake.
3674A Marshall of Maelbrim yells 'Help! A crime is being commited at The Forum!'
3675
3676<377hp 1036m 377mv 3hour c gh oba
3677A green glow envelops your hands.
3678Obayana looks very sluggish.
3679A Marshall of Maelbrim tries to shake Obayana awake.
3680A Marshall of Maelbrim yells 'Help! A crime is being commited at The Forum!'
3681
3682<377hp 1021m 377mv 3hour
3683A citizen of Maelbrim walks in.
3684
3685<377hp 1021m 377mv 3hour e
3686e
3687e
3688e
3689Rift Road
3690 This street, leading from the Forum to the west to the Dragon Gate to the
3691east, has been named to remind people of the catastrophe that destroyed
3692Rheydin, Maelbrims' predecessor. Even though the Rift and the following
3693explosion are but a memory told to small wicked children, the catastrophe
3694shall never be forgotten. The street leading east, ultimately to the Savant
3695Tower, has been chosen to remind the populace who caused the Rift that
3696triggered the explosion that took out a large chunk of the city.
3697The Palace can be seen to the north.
3698
3699[Exits: north east west]
3700A zombie walks in.
3701A mummy walks in.
3702A flesh golem walks in.
3703A skeleton walks in.
3704A stone golem walks in.
3705
3706<377hp 1021m 375mv 3hour Rift Road
3707 This street, leading from the Forum to the west to the Dragon Gate to the
3708east, has been named to remind people of the catastrophe that destroyed
3709Rheydin, Maelbrims' predecessor. Even though the Rift and the following
3710explosion are but a memory told to small wicked children, the catastrophe
3711shall never be forgotten. The street leading east, ultimately to the Savant
3712Tower, has been chosen to remind the populace who caused the Rift that
3713triggered the explosion that took out a large chunk of the city.
3714The Conservatory of Nature can be seen to the south.
3715
3716[Exits: east south west]
3717A stone golem walks in.
3718A skeleton walks in.
3719A flesh golem walks in.
3720A mummy walks in.
3721A zombie walks in.
3722
3723<377hp 1021m 373mv 3hour Rift Road
3724 This street, leading from the Forum to the west to the Dragon Gate to the
3725east, has been named to remind people of the catastrophe that destroyed
3726Rheydin, Maelbrims' predecessor. Even though the Rift and the following
3727explosion are but a memory told to small wicked children, the catastrophe
3728shall never be forgotten. The street leading east, ultimately to the Savant
3729Tower, has been chosen to remind the populace who caused the Rift that
3730triggered the explosion that took out a large chunk of the city.
3731
3732[Exits: east west]
3733A small cat is here, purring.
3734A zombie walks in.
3735A mummy walks in.
3736A flesh golem walks in.
3737A skeleton walks in.
3738A stone golem walks in.
3739
3740<377hp 1021m 371mv 3hour The King's Square
3741 Dubbed the King's Square, this intersection sees a great deal of daily
3742traffic. Named in honor of the sovereigns of Aabahran, it harkens to the
3743golden age of the monarchy, the short time in which all Aabahran was unified
3744under the leadership one man, Cormac, until its disintegration shortly
3745thereafter during the War of Legions. The commercial district of Maelbrim
3746lies to the south, aptly named Golden Path. To the west is the Forum, the
3747center of the city. East leads to the walls and the Dragon Gate. To the
3748north await the newly constructed gates of the reestablished Newander Park.
3749
3750[Exits: north east south west]
3751 A large marble fountain carved into the shape of dolphins shoots water into the air.
3752(White Aura) A small toddler is here, dressed only in swaddling clothes.
3753A stone golem walks in.
3754A skeleton walks in.
3755A flesh golem walks in.
3756A mummy walks in.
3757A zombie walks in.
3758Dorcy turns towards you.
3759Dorcy says 'Ah, Xaexil, it is rumored a great beast lurks in the Caves of Kamir.'
3760Dorcy says 'Would you take this task upon yourself and rid the caves of the problem?'
3761Dorcy peers at you in expecting a yes or no answer.
3762
3763<377hp 1021m 369mv 3hour s
3764s
3765Path of Gold
3766 This street is heavily decorated with signs and other artistic endeavors.
3767Each competes for attention, boasting of great expense in their
3768construction. There are statues of prominent figures and the famous short
3769golden-colored walls from which the name of the street derives. Running
3770south from King's Square the Golden Path eventually ends at the Gold Dragon
3771Inn. The Conservatory of Nature can be seen to the west. From this point,
3772one may head north into the bustle of the square or continue south as the
3773surroundings get increasingly extravagant. Something that looks like a huge
3774golden egg is located just east of here.
3775
3776[Exits: north east south]
3777An old woman is here, dressed in rags.
3778A zombie walks in.
3779A mummy walks in.
3780A flesh golem walks in.
3781A skeleton walks in.
3782A stone golem walks in.
3783
3784<377hp 1021m 367mv 3hour s
3785s
3786Path of Gold
3787 This street is heavily decorated with signs and other artistic endeavors.
3788Each competes for attention, boasting of great expense in their
3789construction. There are statues of prominent figures and the famous short
3790golden-colored walls from which the name of the street derives. Running
3791south from King's Square the Golden Path eventually it ends at the Gold
3792Dragon Inn. The Conservatory of Nature can be seen to the west. From this
3793point, one may head north towards King's Square or continue south as the
3794surroundings get increasingly extravagant. A luxurious merchant mansion can
3795be seen to the west, while a house looking so ordinary it stand out in these
3796extravagant surroundings is located just east of here.
3797
3798Some graffiti has been surreptitiously placed here, depicting a White Wolf.
3799
3800[Exits: north east south west]
3801A stone golem walks in.
3802A skeleton walks in.
3803A flesh golem walks in.
3804A mummy walks in.
3805A zombie walks in.
3806
3807<377hp 1021m 365mv 3hour Path of Gold
3808 This street is heavily decorated with signs and other artistic endeavors.
3809Each competes for attention, boasting of great expense in their
3810construction. There are statues of prominent figures and the famous short
3811golden-colored walls from which the name of the street derives. Running
3812south from King's Square the Golden Path eventually it ends at the Gold
3813Dragon Inn. From this point, one may head north towards King's Square,
3814enter the Gold Dragon Inn to the south or head over to the Conservatory of
3815Nature to the west.
3816
3817[Exits: north south west]
3818A zombie walks in.
3819A mummy walks in.
3820A flesh golem walks in.
3821A skeleton walks in.
3822A stone golem walks in.
3823
3824<377hp 1021m 363mv 3hour The Entrance of the Gold Dragon Inn
3825 The engineers of this building have soared far and high above anything
3826ordinary or common. This enormous project, which has just recently been
3827finished, will surely earn them the envy of every colleague. The likeliness
3828of an enormous gold dragon looms in front of you, easily reaching the height
3829of an ordinary two-storied house. Metal scales coat the outer walls, coated
3830in a thin gold layer. The dragon has been depicted lying on the ground, its
3831huge open maw constituting the doors. Huge red stained glass windows form
3832the dragon's eyes, formed round, rather than square. Even the spiked
3833neckline has found its equivalent, forged from gold coated steel plates.
3834The dragon's two front paws lie to the side of the entrance, each daggerlike
3835claw depicted in great detail and about man-sized. The beast's tail is
3836wound around its body, over the top of its head, the tip coming to rest just
3837beside the right front paw.
3838
3839[Exits: north south]
3840Darvin, the Guardian of the Gold Dragon, is here standing guard.
3841A stone golem walks in.
3842A skeleton walks in.
3843A flesh golem walks in.
3844A mummy walks in.
3845A zombie walks in.
3846
3847<377hp 1021m 362mv 3hour s
3848The Gold Dragon Inn Commons
3849 The inside of the Gold Dragon is just as impressive as it's outside. The
3850whole commons sport very extravagant furniture, obviously neither effort nor
3851coin has been spared. The front side of the room sports several narrow
3852windows which let in enough light during the day to make the room
3853comfortable. These windows have been cleverly hidden under the dragon scale
3854design from outside. The customer can choose where to sit, be it on
3855comfortable looking benches which are located near a fire pit or on plush
3856armchairs, which are set in groups around small tables to afford the
3857customer more privacy. Near the exit to the stairs leading up to the guest
3858rooms an ebony bar has been erected, complete with ebony cupboards
3859exhibiting all kind of beverages the guests can indulge in.
3860
3861[Exits: north east]
3862 A long wooden bar spans the room here.
3863Tamara the Bartender is here, lounging at her new bar.
3864A zombie walks in.
3865A mummy walks in.
3866A flesh golem walks in.
3867A skeleton walks in.
3868A stone golem walks in.
3869Tamara gives you a passing glance.
3870
3871<377hp 1021m 361mv 3hour s
3872Alas, you cannot go that way.
3873
3874<377hp 1021m 361mv 3hour e
3875Inside the Dragon's Tail
3876 You stand at the beginning of the stairway leading up from the ground
3877level, where the common room is located, to the guest quarters. The
3878stairway leads through the dragon's tail, the sides broken by narrow slit
3879windows, which are hidden underneath the scales from the outside.
3880
3881[Exits: west up]
3882A stone golem walks in.
3883A skeleton walks in.
3884A flesh golem walks in.
3885A mummy walks in.
3886A zombie walks in.
3887
3888<377hp 1021m 360mv 3hour u
3889Inside the Dragon's Tail
3890 You stand at the end of the stairway leading up from the ground level,
3891where the common room is located, to the guest quarters. The stairway leads
3892through the dragon's tail, the sides broken by narrow slit windows, which
3893are hidden underneath the scales from the outside.
3894
3895[Exits: east west down]
3896A zombie walks in.
3897A mummy walks in.
3898A flesh golem walks in.
3899A skeleton walks in.
3900A stone golem walks in.
3901
3902<377hp 1021m 359mv 3hour e
3903On a Small Corridor
3904 You stand on a small unremarkable corridor. It is kept clean and a soft
3905dark blue carpet covers the floor.
3906
3907[Exits: (north) (south) west]
3908A stone golem walks in.
3909A skeleton walks in.
3910A flesh golem walks in.
3911A mummy walks in.
3912A zombie walks in.
3913
3914<377hp 1021m 358mv 3hour o all op n
3915n
3916A zombie opens the door north of you.
3917Ok.
3918
3919<377hp 1021m 358mv 3hour Dragon's Right Eye
3920 You are right in the dragon's head, the huge red oval window being its
3921right eye. The light is tinted red when it is bright outside, giving the
3922room a surreal atmosphere. A small but comfortable looking bed is placed by
3923the wall, while a cabinet and a small table with one stool occupy the rest
3924of the room. The decorations are tasteful and pick up the dragon motive, a
3925picture on the wall showing a dragon spewing fire on the defenders of a
3926castle.
3927
3928[Exits: south]
3929A zombie walks in.
3930A mummy walks in.
3931A flesh golem walks in.
3932A skeleton walks in.
3933A stone golem walks in.
3934
3935<377hp 1021m 357mv 3hour c sum obayana
3936TICK IN 5 SECONDS.
3937You failed the summon.
3938You have become better at summon! [89%]
3939
3940<377hp 971m 357mv 3hour c sum obayana
3941You failed the summon.
3942
3943<377hp 921m 357mv 3hour where
3944
3945The night is about to end.
3946
3947<392hp 945m 382mv 4hour Timer now at 30 secs.
3948Maelbrim is [TRIBUNAL] controlled. Players near you:
3949<PK> Xaexil (WANTED) Dragon's Right Eye
3950<PK> Obayana [TRIBUNAL] The Forum
3951
3952<392hp 945m 382mv 4hour c sum obayana
3953You failed the summon.
3954You have become better at summon! [90%]
3955
3956<392hp 895m 382mv 4hour c sum obayana
3957You failed the summon.
3958
3959<392hp 845m 382mv 4hour c sum obayana
3960You failed the summon.
3961
3962<392hp 795m 382mv 4hour c sum obayana
3963You failed the summon.
3964You have become better at summon! [91%]
3965
3966<392hp 745m 382mv 4hour c sum obayana
3967You failed the summon.
3968
3969<392hp 695m 382mv 4hour s
3970On a Small Corridor
3971 You stand on a small unremarkable corridor. It is kept clean and a soft
3972dark blue carpet covers the floor.
3973
3974[Exits: north (south) west]
3975A stone golem walks in.
3976A skeleton walks in.
3977A flesh golem walks in.
3978A mummy walks in.
3979A zombie walks in.
3980
3981<392hp 695m 381mv 4hour d
3982Alas, you cannot go that way.
3983
3984<392hp 695m 381mv 4hour w
3985Inside the Dragon's Tail
3986 You stand at the end of the stairway leading up from the ground level,
3987where the common room is located, to the guest quarters. The stairway leads
3988through the dragon's tail, the sides broken by narrow slit windows, which
3989are hidden underneath the scales from the outside.
3990
3991[Exits: east west down]
3992A zombie walks in.
3993A mummy walks in.
3994A flesh golem walks in.
3995A skeleton walks in.
3996A stone golem walks in.
3997
3998<392hp 695m 380mv 4hour d
3999Inside the Dragon's Tail
4000 You stand at the beginning of the stairway leading up from the ground
4001level, where the common room is located, to the guest quarters. The
4002stairway leads through the dragon's tail, the sides broken by narrow slit
4003windows, which are hidden underneath the scales from the outside.
4004
4005[Exits: west up]
4006A stone golem walks in.
4007A skeleton walks in.
4008A flesh golem walks in.
4009A mummy walks in.
4010A zombie walks in.
4011
4012<392hp 695m 379mv 4hour n
4013n
4014Alas, you cannot go that way.
4015
4016<392hp 695m 379mv 4hour Alas, you cannot go that way.
4017
4018<392hp 695m 379mv 4hour w
4019The Gold Dragon Inn Commons
4020 The inside of the Gold Dragon is just as impressive as it's outside. The
4021whole commons sport very extravagant furniture, obviously neither effort nor
4022coin has been spared. The front side of the room sports several narrow
4023windows which let in enough light during the day to make the room
4024comfortable. These windows have been cleverly hidden under the dragon scale
4025design from outside. The customer can choose where to sit, be it on
4026comfortable looking benches which are located near a fire pit or on plush
4027armchairs, which are set in groups around small tables to afford the
4028customer more privacy. Near the exit to the stairs leading up to the guest
4029rooms an ebony bar has been erected, complete with ebony cupboards
4030exhibiting all kind of beverages the guests can indulge in.
4031
4032[Exits: north east]
4033 A long wooden bar spans the room here.
4034Tamara the Bartender is here, lounging at her new bar.
4035A zombie walks in.
4036A mummy walks in.
4037A flesh golem walks in.
4038A skeleton walks in.
4039A stone golem walks in.
4040Tamara gives you a passing glance.
4041
4042<392hp 695m 378mv 4hour n
4043n
4044n
4045The Entrance of the Gold Dragon Inn
4046 The engineers of this building have soared far and high above anything
4047ordinary or common. This enormous project, which has just recently been
4048finished, will surely earn them the envy of every colleague. The likeliness
4049of an enormous gold dragon looms in front of you, easily reaching the height
4050of an ordinary two-storied house. Metal scales coat the outer walls, coated
4051in a thin gold layer. The dragon has been depicted lying on the ground, its
4052huge open maw constituting the doors. Huge red stained glass windows form
4053the dragon's eyes, formed round, rather than square. Even the spiked
4054neckline has found its equivalent, forged from gold coated steel plates.
4055The dragon's two front paws lie to the side of the entrance, each daggerlike
4056claw depicted in great detail and about man-sized. The beast's tail is
4057wound around its body, over the top of its head, the tip coming to rest just
4058beside the right front paw.
4059
4060[Exits: north south]
4061Darvin, the Guardian of the Gold Dragon, is here standing guard.
4062A stone golem walks in.
4063A skeleton walks in.
4064A flesh golem walks in.
4065A mummy walks in.
4066A zombie walks in.
4067
4068<392hp 695m 377mv 4hour Path of Gold
4069 This street is heavily decorated with signs and other artistic endeavors.
4070Each competes for attention, boasting of great expense in their
4071construction. There are statues of prominent figures and the famous short
4072golden-colored walls from which the name of the street derives. Running
4073south from King's Square the Golden Path eventually it ends at the Gold
4074Dragon Inn. From this point, one may head north towards King's Square,
4075enter the Gold Dragon Inn to the south or head over to the Conservatory of
4076Nature to the west.
4077
4078[Exits: north south west]
4079A zombie walks in.
4080A mummy walks in.
4081A flesh golem walks in.
4082A skeleton walks in.
4083A stone golem walks in.
4084
4085<392hp 695m 376mv 4hour Path of Gold
4086 This street is heavily decorated with signs and other artistic endeavors.
4087Each competes for attention, boasting of great expense in their
4088construction. There are statues of prominent figures and the famous short
4089golden-colored walls from which the name of the street derives. Running
4090south from King's Square the Golden Path eventually it ends at the Gold
4091Dragon Inn. The Conservatory of Nature can be seen to the west. From this
4092point, one may head north towards King's Square or continue south as the
4093surroundings get increasingly extravagant. A luxurious merchant mansion can
4094be seen to the west, while a house looking so ordinary it stand out in these
4095extravagant surroundings is located just east of here.
4096
4097Some graffiti has been surreptitiously placed here, depicting a White Wolf.
4098
4099[Exits: north east south west]
4100A stone golem walks in.
4101A skeleton walks in.
4102A flesh golem walks in.
4103A mummy walks in.
4104A zombie walks in.
4105
4106<392hp 695m 374mv 4hour n
4107Path of Gold
4108 This street is heavily decorated with signs and other artistic endeavors.
4109Each competes for attention, boasting of great expense in their
4110construction. There are statues of prominent figures and the famous short
4111golden-colored walls from which the name of the street derives. Running
4112south from King's Square the Golden Path eventually ends at the Gold Dragon
4113Inn. The Conservatory of Nature can be seen to the west. From this point,
4114one may head north into the bustle of the square or continue south as the
4115surroundings get increasingly extravagant. Something that looks like a huge
4116golden egg is located just east of here.
4117
4118[Exits: north east south]
4119An old woman is here, dressed in rags.
4120A zombie walks in.
4121A mummy walks in.
4122A flesh golem walks in.
4123A skeleton walks in.
4124A stone golem walks in.
4125
4126<392hp 695m 372mv 4hour TICK IN 5 SECONDS.
4127n
4128The King's Square
4129 Dubbed the King's Square, this intersection sees a great deal of daily
4130traffic. Named in honor of the sovereigns of Aabahran, it harkens to the
4131golden age of the monarchy, the short time in which all Aabahran was unified
4132under the leadership one man, Cormac, until its disintegration shortly
4133thereafter during the War of Legions. The commercial district of Maelbrim
4134lies to the south, aptly named Golden Path. To the west is the Forum, the
4135center of the city. East leads to the walls and the Dragon Gate. To the
4136north await the newly constructed gates of the reestablished Newander Park.
4137
4138[Exits: north east south west]
4139 A large marble fountain carved into the shape of dolphins shoots water into the air.
4140(White Aura) A small toddler is here, dressed only in swaddling clothes.
4141A stone golem walks in.
4142A skeleton walks in.
4143A flesh golem walks in.
4144A mummy walks in.
4145A zombie walks in.
4146Dorcy turns towards you.
4147Dorcy says 'Ah, Xaexil, it is rumored a great beast lurks in the Caves of Kamir.'
4148Dorcy says 'Would you take this task upon yourself and rid the caves of the problem?'
4149Dorcy peers at you in expecting a yes or no answer.
4150
4151<392hp 695m 370mv 4hour w
4152w
4153Rift Road
4154 This street, leading from the Forum to the west to the Dragon Gate to the
4155east, has been named to remind people of the catastrophe that destroyed
4156Rheydin, Maelbrims' predecessor. Even though the Rift and the following
4157explosion are but a memory told to small wicked children, the catastrophe
4158shall never be forgotten. The street leading east, ultimately to the Savant
4159Tower, has been chosen to remind the populace who caused the Rift that
4160triggered the explosion that took out a large chunk of the city.
4161
4162[Exits: east west]
4163A small cat is here, purring.
4164A zombie walks in.
4165A mummy walks in.
4166A flesh golem walks in.
4167A skeleton walks in.
4168A stone golem walks in.
4169
4170<392hp 695m 368mv 4hour w
4171w
4172Rift Road
4173 This street, leading from the Forum to the west to the Dragon Gate to the
4174east, has been named to remind people of the catastrophe that destroyed
4175Rheydin, Maelbrims' predecessor. Even though the Rift and the following
4176explosion are but a memory told to small wicked children, the catastrophe
4177shall never be forgotten. The street leading east, ultimately to the Savant
4178Tower, has been chosen to remind the populace who caused the Rift that
4179triggered the explosion that took out a large chunk of the city.
4180The Conservatory of Nature can be seen to the south.
4181
4182[Exits: east south west]
4183A stone golem walks in.
4184A skeleton walks in.
4185A flesh golem walks in.
4186A mummy walks in.
4187A zombie walks in.
4188
4189<392hp 695m 366mv 4hour Rift Road
4190 This street, leading from the Forum to the west to the Dragon Gate to the
4191east, has been named to remind people of the catastrophe that destroyed
4192Rheydin, Maelbrims' predecessor. Even though the Rift and the following
4193explosion are but a memory told to small wicked children, the catastrophe
4194shall never be forgotten. The street leading east, ultimately to the Savant
4195Tower, has been chosen to remind the populace who caused the Rift that
4196triggered the explosion that took out a large chunk of the city.
4197The Palace can be seen to the north.
4198
4199[Exits: north east west]
4200A zombie walks in.
4201A mummy walks in.
4202A flesh golem walks in.
4203A skeleton walks in.
4204A stone golem walks in.
4205
4206<392hp 695m 364mv 4hour The Forum
4207 The newly built Forum is Maelbrim's premier meeting area. It is a large
4208circle, its boundaries marked by columns and its ground laid with marble.
4209Here is where public deals are struck, orations are given, and a great deal
4210of spectacle takes place. It was ground zero for the catastrophe that was
4211summoned to this land, but there are no signs of that devastation now. What
4212had once been a ruinous crater is now a symbol of life and a flurry of
4213activity. The King's Square is due east, the Northern Commons to the north,
4214the Southern Commons to the south and Green Square to the west. A fountain
4215has been placed in the middle of the square, a true masterpiece of art.
4216Just north of it, a white marble statue has been erected, depicting a very
4217hairy, square, small person. Must be a dwarf.
4218
4219Some graffiti has been surreptitiously placed here, depicting a White Wolf.
4220
4221[Exits: north east south west]
4222 The corpse of the Blood Guard is lying here.
4223 The splattered brains of the Blood Guard are lying here.
4224 The official Tribunal Roll Call has been posted here.
4225 The statue of a dwarf stands here proudly, hewn in white marble.
4226 A large marble fountain carved into the shape of dolphins shoots water into the air.
4227A citizen of Maelbrim is here, hands calloused, shoulders squared.
4228Obayana is sleeping here.
4229(White Aura) A Marshall of Maelbrim stands here, enforcing the Law.
4230A stone golem walks in.
4231A skeleton walks in.
4232A flesh golem walks in.
4233A mummy walks in.
4234A zombie walks in.
4235
4236<392hp 695m 362mv 4hour pw oba
4237You lost your concentration.
4238You have become better at powerword stun! [78%]
4239A Marshall of Maelbrim tries to shake Obayana awake.
4240A Marshall of Maelbrim yells 'Help! A crime is being commited at The Forum!'
4241
4242<392hp 645m 362mv 4hour pw oba
4243You silently utter the Word of Stun, and command the forces of the unnatural before you.
4244Why would you turn on your own creation?
4245Why would you turn on your own creation?
4246Why would you turn on your own creation?
4247Why would you turn on your own creation?
4248Why would you turn on your own creation?
4249A citizen of Maelbrim yells 'Die! Xaexil, you sorcerous dog!'
4250You fail to stun a citizen of Maelbrim.
4251Your powerword stun *** OBLITERATES *** a citizen of Maelbrim!
4252A citizen of Maelbrim is DEAD!!
4253You hear a citizen of Maelbrim's death cry.
4254You get 6 gold coins from the corpse of a citizen of Maelbrim.
4255Anume gives you 30 gold coins for your sacrifice.
4256Just keep it all.
4257A Marshall of Maelbrim tries to shake Obayana awake.
4258A Marshall of Maelbrim yells 'Help! A crime is being commited at The Forum!'
4259You fail to paralyze Obayana.
4260Obayana draws his weapon.
4261Obayana wields 'Ajitaabha' the Shard of Wisdom.
4262Your powerword stun *** OBLITERATES *** Obayana!
4263A Marshall of Maelbrim yells 'Die! Xaexil, you sorcerous dog!'
4264You fail to stun a Marshall of Maelbrim.
4265Your powerword stun DISMEMBERS a Marshall of Maelbrim!
4266You have become better at powerword stun! [79%]
4267Obayana has some small wounds and bruises.
4268
4269Xaexil: [===|===|---|---]
4270<407hp 585m 387mv 5hour Timer now at 30 secs.
4271
4272Obayana has fled!
4273Obayana rides west.
4274
4275<407hp 585m 387mv 5hour
4276A Marshall of Maelbrim's spear charge maims you!
4277A Marshall of Maelbrim has a few scratches.
4278
4279Xaexil: [===|==-|---|---]
4280<373hp 585m 387mv 5hour fle
4281
4282Your shocking bite misses a Marshall of Maelbrim.
4283A Marshall of Maelbrim yells 'Help! I'm being attacked by A zombie!'
4284A Marshall of Maelbrim yells 'Help! I'm being attacked by a mummy!'
4285A Marshall of Maelbrim yells 'Help! I'm being attacked by a flesh golem!'
4286A Marshall of Maelbrim yells 'Help! I'm being attacked by A skeleton!'
4287A Marshall of Maelbrim yells 'Help! I'm being attacked by a stone golem!'
4288A mummy's disease mauls a Marshall of Maelbrim.
4289A mummy's disease decimates a Marshall of Maelbrim!
4290A stone golem's pierce misses a Marshall of Maelbrim.
4291A Marshall of Maelbrim's spear charge maims you!
4292A Marshall of Maelbrim's spear charge misses A zombie.
4293A Marshall of Maelbrim's spear charge decimates a mummy!
4294A Marshall of Maelbrim's spear charge wounds a stone golem.
4295You parry a Marshall of Maelbrim's attack.
4296A Marshall of Maelbrim's spear charge misses you.
4297A Marshall of Maelbrim has a few scratches.
4298
4299Xaexil: [===|==-|---|---]
4300<340hp 585m 387mv 5hour alias oo c ac oba
4301fle
4302You flee from combat!
4303Rift Road
4304 This street, leading from the Forum to the west to the Dragon Gate to the
4305east, has been named to remind people of the catastrophe that destroyed
4306Rheydin, Maelbrims' predecessor. Even though the Rift and the following
4307explosion are but a memory told to small wicked children, the catastrophe
4308shall never be forgotten. The street leading east, ultimately to the Savant
4309Tower, has been chosen to remind the populace who caused the Rift that
4310triggered the explosion that took out a large chunk of the city.
4311The Palace can be seen to the north.
4312
4313[Exits: north east west]
4314
4315<340hp 585m 385mv 5hour sca
4316
4317A Marshall of Maelbrim walks in.
4318A Marshall of Maelbrim yells 'Xaexil! Now you die!'
4319A Marshall of Maelbrim's spear charge MUTILATES you!
4320You flee from combat!
4321Entrance Hall
4322 You stand within a large entrance hall. A corridor leads on to the
4323north, entering the palace proper while a small narrow staircase leads down
4324at the side. Curious scratchmarks can be seen on the wall and floor at the
4325entrance of the staircase, almost as if someone really did not want to go
4326down there but was dragged.
4327A small passage leads off to the west.
4328
4329[Exits: north south west down]
4330
4331<303hp 585m 383mv 5hour Alias added: oo = 'c ac oba'
4332
4333<303hp 585m 383mv 5hour You aren't fighting anyone.
4334
4335<303hp 585m 383mv 5hour You scan all around.
4336You scan north.
4337*** Range 1 (north) ***
4338A well-off citizen of Maelbrim is here, enjoying his spare time.
4339A dwarven mason is here, conducting his daily duties.
4340Amelie, the Militia Clanguard stands watch here.
4341You scan east.
4342You scan south.
4343*** Range 1 (south) ***
4344(White Aura) A Marshall of Maelbrim stands here, enforcing the Law.
4345You scan west.
4346*** Range 1 (west) ***
4347A small man sits behind a small table here.
4348You scan up.
4349You scan down.
4350*** Range 1 (down) ***
4351Maelbrim's Lord Inquisitor is here, half-lit by torch light.
4352
4353<303hp 585m 383mv 5hour s
4354Rift Road
4355 This street, leading from the Forum to the west to the Dragon Gate to the
4356east, has been named to remind people of the catastrophe that destroyed
4357Rheydin, Maelbrims' predecessor. Even though the Rift and the following
4358explosion are but a memory told to small wicked children, the catastrophe
4359shall never be forgotten. The street leading east, ultimately to the Savant
4360Tower, has been chosen to remind the populace who caused the Rift that
4361triggered the explosion that took out a large chunk of the city.
4362The Palace can be seen to the north.
4363
4364[Exits: north east west]
4365(White Aura) A Marshall of Maelbrim stands here, enforcing the Law.
4366
4367<303hp 585m 381mv 5hour w
4368The Forum
4369 The newly built Forum is Maelbrim's premier meeting area. It is a large
4370circle, its boundaries marked by columns and its ground laid with marble.
4371Here is where public deals are struck, orations are given, and a great deal
4372of spectacle takes place. It was ground zero for the catastrophe that was
4373summoned to this land, but there are no signs of that devastation now. What
4374had once been a ruinous crater is now a symbol of life and a flurry of
4375activity. The King's Square is due east, the Northern Commons to the north,
4376the Southern Commons to the south and Green Square to the west. A fountain
4377has been placed in the middle of the square, a true masterpiece of art.
4378Just north of it, a white marble statue has been erected, depicting a very
4379hairy, square, small person. Must be a dwarf.
4380
4381Some graffiti has been surreptitiously placed here, depicting a White Wolf.
4382
4383[Exits: north east south west]
4384 The corpse of the Blood Guard is lying here.
4385 The splattered brains of the Blood Guard are lying here.
4386 The official Tribunal Roll Call has been posted here.
4387 The statue of a dwarf stands here proudly, hewn in white marble.
4388 A large marble fountain carved into the shape of dolphins shoots water into the air.
4389(Charmed) (White Aura) A zombie, covered in rotted skin, stands here with its master.
4390(Charmed) (White Aura) A mummy shambles around with its master.
4391(Charmed) (White Aura) A flesh golem stands here to do his master's bidding.
4392(Charmed) (White Aura) A dirty, old skeleton stands here with its master.
4393(Charmed) (White Aura) A stone golem stands here to do his master's bidding.
4394
4395<303hp 585m 379mv 5hour sca
4396You scan all around.
4397You scan north.
4398*** Range 2 (north) ***
4399A group of hardy poachers is here.
4400*** Range 3 (north) ***
4401A large group of constructs with red glowing eyes is here.
4402A regiment of the Grey Company stares in pure admiration and their stunningly beautiful half-elven captain.
4403A regiment of the Grey Company led by a bearded captain.
4404A regiment of the Grey Company captained by a proud dwarf.
4405*** Range 5 (north) ***
4406A well-off citizen of Maelbrim is here, enjoying his spare time.
4407Mad Maddox the Merchant of Miscellany is here selling garbage.
4408*** Range 6 (north) ***
4409(White Aura) An Aberrant Guard scans the entrance to the city.
4410(White Aura) An Aberrant Guard scans the entrance to the city.
4411You scan east.
4412*** Range 1 (east) ***
4413(White Aura) A Marshall of Maelbrim stands here, enforcing the Law.
4414*** Range 3 (east) ***
4415A small cat is here, purring.
4416*** Range 4 (east) ***
4417(White Aura) A small toddler is here, dressed only in swaddling clothes.
4418You scan south.
4419*** Range 4 (south) ***
4420A young boy runs errands for various shopkeepers here.
4421*** Range 5 (south) ***
4422A citizen of Maelbrim is here, hands calloused, shoulders squared.
4423*** Range 6 (south) ***
4424(White Aura) An Aberrant Guard scans the entrance to the city.
4425(White Aura) An Aberrant Guard scans the entrance to the city.
4426You scan west.
4427*** Range 1 (west) ***
4428A bounty hunter for the Maelbrim jailer stands here glowering.
4429*** Range 4 (west) ***
4430A citizen of Maelbrim is here, hands calloused, shoulders squared.
4431(White Aura) An old, tired looking man stands here bent over a cane.
4432You scan up.
4433You scan down.
4434
4435<303hp 585m 379mv 5hour where
4436Maelbrim is [TRIBUNAL] controlled. Players near you:
4437<PK> Xaexil (WANTED) The Forum
4438
4439<303hp 585m 379mv 5hour w
4440Regent Avenue
4441 Lined with tall trees and groomed shrubs, Regent Avenue is the western
4442half of the main east-west throughway that dissects Maelbrim in half.
4443Ostentatiously kept humbler than its position in Maelbrim would otherwise
4444dictate, those that designed it recognized that the role of a regent is to
4445fill the interim void that is left between sovereigns. While a sovereign in
4446power, the title is a reminder of the inferior position of rank. Therefore,
4447the road is not particularly wide, but it more than makes up for this in its
4448comfortable, aesthetic appeal. Regent Avenue continues west from here and
4449leads into the Forum to the east.
4450
4451[Exits: east south west]
4452A bounty hunter for the Maelbrim jailer stands here glowering.
4453A zombie walks in.
4454A mummy walks in.
4455A flesh golem walks in.
4456A skeleton walks in.
4457A stone golem walks in.
4458
4459<303hp 585m 377mv 5hour w
4460Regent Avenue
4461 Lined with tall trees and groomed shrubs, Regent Avenue is the western
4462half of the main east-west throughway that dissects Maelbrim in half.
4463Ostentatiously kept humbler than its position in Maelbrim would otherwise
4464dictate, those that designed it recognized that the role of a regent is to
4465fill the interim void that is left between sovereigns. While a sovereign in
4466power, the title is a reminder of the inferior position of rank. Therefore,
4467the road is not particularly wide, but it more than makes up for this in its
4468comfortable, aesthetic appeal. Regent Avenue continues west and east from
4469here.
4470
4471Some graffiti has been surreptitiously placed here, depicting a White Wolf.
4472
4473[Exits: north east west]
4474A stone golem walks in.
4475A skeleton walks in.
4476A flesh golem walks in.
4477A mummy walks in.
4478A zombie walks in.
4479
4480<303hp 585m 375mv 5hour w
4481Regent Avenue
4482 Lined with tall trees and groomed shrubs, Regent Avenue is the western
4483half of the main east-west throughway that dissects Maelbrim in half.
4484Ostentatiously kept humbler than its position in Maelbrim would otherwise
4485dictate, those that designed it recognized that the role of a regent is to
4486fill the interim void that is left between sovereigns. While a sovereign in
4487power, the title is a reminder of the inferior position of rank. Therefore,
4488the road is not particularly wide, but it more than makes up for this in its
4489comfortable, aesthetic appeal. Regent Avenue continues east from here and
4490leads into Green Square to the west.
4491
4492[Exits: north east south west]
4493A zombie walks in.
4494A mummy walks in.
4495A flesh golem walks in.
4496A skeleton walks in.
4497A stone golem walks in.
4498
4499<303hp 585m 373mv 5hour w
4500w
4501Green Square
4502 Much work has been put into Green Square since its construction. The
4503remaining rubble has been removed, the earth has been planted with new
4504bushes and some of the hardier flowers. A beautiful stone path leads
4505through the new plants. The practice field to the north and northwest can
4506be seen over a row of small bushes. Whereas the field is mostly used by the
4507military, Green Square is the people's domain. Still, it sees rough sorts
4508who head through here to get to the Milieu, which is to the northeast of
4509this position. Academy students and researchers can also often be found in
4510this area, as the Academy is in the district to the south of here. Vanguard
4511Point to the west marks the boundary of the inner city limits of Maelbrim.
4512
4513[Exits: north east south west]
4514 A big SIGN waiting to be read points north.
4515 A large marble fountain carved into the shape of dolphins shoots water into the air.
4516A citizen of Maelbrim is here, hands calloused, shoulders squared.
4517(White Aura) An old, tired looking man stands here bent over a cane.
4518A stone golem walks in.
4519A skeleton walks in.
4520A flesh golem walks in.
4521A mummy walks in.
4522A zombie walks in.
4523
4524<303hp 585m 370mv 5hour Regent Avenue
4525 Lined with tall trees and groomed shrubs, Regent Avenue is the western
4526half of the main east-west throughway that dissects Maelbrim in half.
4527Ostentatiously kept humbler than its position in Maelbrim would otherwise
4528dictate, those that designed it recognized that the role of a regent is to
4529fill the interim void that is left between sovereigns. While a sovereign in
4530power, the title is a reminder of the inferior position of rank. Therefore,
4531the road is not particularly wide, but it more than makes up for this in its
4532comfortable, aesthetic appeal. Regent Avenue continues west from here and
4533leads into Green Square to the east.
4534
4535[Exits: east south west]
4536A zombie walks in.
4537A mummy walks in.
4538A flesh golem walks in.
4539A skeleton walks in.
4540A stone golem walks in.
4541
4542<303hp 585m 367mv 5hour
4543The day has begun.
4544
4545<320hp 612m 392mv 6hour Timer now at 30 secs.
4546w
4547w
4548Regent Avenue
4549 Lined with tall trees and groomed shrubs, Regent Avenue is the western
4550half of the main east-west throughway that dissects Maelbrim in half.
4551Ostentatiously kept humbler than its position in Maelbrim would otherwise
4552dictate, those that designed it recognized that the role of a regent is to
4553fill the interim void that is left between sovereigns. While a sovereign in
4554power, the title is a reminder of the inferior position of rank. Therefore,
4555the road is not particularly wide, but it more than makes up for this in its
4556comfortable, aesthetic appeal. Regent Avenue continues west and east from
4557here and a trail leads into a field to the north.
4558
4559[Exits: north east south west]
4560A stone golem walks in.
4561A skeleton walks in.
4562A flesh golem walks in.
4563A mummy walks in.
4564A zombie walks in.
4565
4566<320hp 612m 390mv 6hour w
4567w
4568Regent Avenue
4569 Lined with tall trees and groomed shrubs, Regent Avenue is the western
4570half of the main east-west throughway that dissects Maelbrim in half.
4571Ostentatiously kept humbler than its position in Maelbrim would otherwise
4572dictate, those that designed it recognized that the role of a regent is to
4573fill the interim void that is left between sovereigns. While a sovereign in
4574power, the title is a reminder of the inferior position of rank. Therefore,
4575the road is not particularly wide, but it more than makes up for this in its
4576comfortable, aesthetic appeal. Regent Avenue continues east from here and
4577ends at Vanguard Point to the west.
4578
4579[Exits: east west]
4580A zombie walks in.
4581A mummy walks in.
4582A flesh golem walks in.
4583A skeleton walks in.
4584A stone golem walks in.
4585
4586<320hp 612m 388mv 6hour where
4587Vanguard Point
4588 Vanguard Point is where once a mighty western gatehouse was located.
4589Although no such fortification exists today, it is still an important
4590checkpoint, inspecting those that would enter Maelbrim from this
4591direction. It bears the heart and soul of Maelbrim, one that trusts Val
4592Miran will not launch a surprise attack in the foreseeable future. Instead,
4593defensive preparations that would have been built up here have been
4594incorporated in the northern and eastern ends of the city. The point is
4595lined by rows of shrubs, and while delicately pruned, only plants as robust
4596as them can thrive in this semi-arid landscape that is the aftermath of the
4597previous city's destruction. Still, the road is well-traveled and the area
4598has not lost its importance. To the west is the Eastern Road, which leads
4599to Val Miran. To the east, the path works into Regent Avenue, which cuts
4600through Maelbrim.
4601
4602[Exits: east west]
4603(White Aura) An Aberrant Guard scans the entrance to the city.
4604(White Aura) An Aberrant Guard scans the entrance to the city.
4605A stone golem walks in.
4606A skeleton walks in.
4607A flesh golem walks in.
4608A mummy walks in.
4609A zombie walks in.
4610
4611<320hp 612m 386mv 6hour Nearing Vanguard Point
4612 This is a wide cobbled road leading to and from the great city of
4613Maelbrim. East lies Vanguard Point, the unfortified western entrance to
4614Maelbrim. To the west, the Eastern Road leads on towards Val Miran.
4615
4616[Exits: north east south west]
4617A zombie walks in.
4618A mummy walks in.
4619A flesh golem walks in.
4620A skeleton walks in.
4621A stone golem walks in.
4622
4623<320hp 612m 384mv 6hour w
4624w
4625The Eastern Road is [NEXUS] controlled. Players near you:
4626<PK> Xaexil (WANTED) Nearing Vanguard Point
4627<PK> Obayana Nearing the Burned Cross Roads
4628
4629<320hp 612m 384mv 6hour Near Vanguard Point
4630 You stand along the Dragon Road, leading eastward into the massive
4631city of Maelbrim. The road continues westward all the way towards
4632Val Miran, and eventually to the Dead Sea. Large craggy spires rise
4633up all around you, and the chill mountain air is sweet and cool in
4634your lungs. Here, a large checkpoint has been set up by the Regent
4635of Maelbrim to keep out unwanted visitors.
4636
4637[Exits: east west]
4638A stone golem walks in.
4639A skeleton walks in.
4640A flesh golem walks in.
4641A mummy walks in.
4642A zombie walks in.
4643
4644<320hp 612m 382mv 6hour A gradually widening path
4645 You manage to climb upward to this large plateau which now seems
4646to spread out for miles. Centered in the plateau, you can start
4647making out the sprawl of the great city of Maelbrim. The smell of
4648foods in the market and fireplace smoke start to greet your
4649nose.
4650
4651[Exits: east west]
4652A zombie walks in.
4653A mummy walks in.
4654A flesh golem walks in.
4655A skeleton walks in.
4656A stone golem walks in.
4657
4658<320hp 612m 379mv 6hour w
4659w
4660w
4661A Small Plateau in the Dragon's Teeth
4662 You are on a small plateau. The Dragon's Teeth are all around you
4663now. Steep granite faces rise up on both sides. The trail you now
4664walk on was forged by little more than horse hooves and men's feet
4665as they trudged the way you now walk. The air is clean and fresh
4666here, but with the feeling of something foreboding in the air.
4667
4668A small, unassuming doorway is set against the side of a hill.
4669
4670[Exits: east (south) west]
4671A stone golem climbs in.
4672A skeleton climbs in.
4673A flesh golem climbs in.
4674A mummy climbs in.
4675A zombie climbs in.
4676
4677<320hp 612m 374mv 6hour where
4678The Burned Road into the Dragon's Teeth
4679 You are walking along a rugged, narrow path that leads through the
4680mountains of the Dragon's Teeth. Around you, canyon walls rise up to the
4681rocky crags and steep plateaus, forming a funnel through which the firewall
4682raged, it's force concentrated and reinforced. The canyon walls around you
4683are blackened and the ground is burned and cracked. A chilly wind blows
4684through the mountains, swirling up the ashes that then settle slowly down
4685again.
4686
4687[Exits: east down]
4688A zombie climbs in.
4689A mummy climbs in.
4690A flesh golem climbs in.
4691A skeleton climbs in.
4692A stone golem climbs in.
4693
4694<320hp 612m 367mv 6hour Alas, you cannot go that way.
4695
4696<320hp 612m 367mv 6hour d
4697d
4698The Eastern Road is [NEXUS] controlled. Players near you:
4699<PK> Xaexil (WANTED) The Burned Road into the Dragon's Teeth
4700<PK> Obayana Leaving the Woodland
4701
4702<320hp 612m 367mv 6hour The Burned Road into the Dragon's Teeth
4703 You are walking along a rugged, narrow path that leads through the
4704mountains of the Dragon's Teeth. Around you, canyon walls rise up to the
4705rocky crags and steep plateaus, forming a funnel through which the firewall
4706raged, it's force concentrated and reinforced. The canyon walls around you
4707are blackened and the ground is burned and cracked. A chilly wind blows
4708through the mountains, swirling up the ashes that then settle slowly down
4709again.
4710
4711[Exits: up down]
4712A stone golem climbs in.
4713A skeleton climbs in.
4714A flesh golem climbs in.
4715A mummy climbs in.
4716A zombie climbs in.
4717
4718<320hp 612m 360mv 6hour The Burned Road into the Dragon's Teeth
4719 You are walking along a rugged, narrow path that leads through the
4720mountains of the Dragon's Teeth. Around you, canyon walls rise up to the
4721rocky crags and steep plateaus, forming a funnel through which the firewall
4722raged, it's force concentrated and reinforced. The canyon walls around you
4723are blackened and the ground is burned and cracked. A chilly wind blows
4724through the mountains, swirling up the ashes that then settle slowly down
4725again.
4726
4727[Exits: west up]
4728A zombie climbs in.
4729A mummy climbs in.
4730A flesh golem climbs in.
4731A skeleton climbs in.
4732A stone golem climbs in.
4733
4734<320hp 612m 353mv 6hour w
4735d
4736The Burned Road into the Dragon's Teeth
4737 You are walking along a rugged, narrow path that leads through the
4738mountains of the Dragon's Teeth. Around you, canyon walls rise up to the
4739rocky crags and steep plateaus, forming a funnel through which the firewall
4740raged, it's force concentrated and reinforced. The canyon walls around you
4741are blackened and the ground is burned and cracked. A chilly wind blows
4742through the mountains, swirling up the ashes that then settle slowly down
4743again.
4744
4745[Exits: east down]
4746A stone golem climbs in.
4747A skeleton climbs in.
4748A flesh golem climbs in.
4749A mummy climbs in.
4750A zombie climbs in.
4751
4752<320hp 612m 346mv 6hour The Burned Road into the Dragon's Teeth
4753 You are walking along a rugged, narrow path that leads through the
4754mountains of the Dragon's Teeth. Around you, canyon walls rise up to the
4755rocky crags and steep plateaus, forming a funnel through which the firewall
4756raged, it's force concentrated and reinforced. The canyon walls around you
4757are blackened and the ground is burned and cracked. A chilly wind blows
4758through the mountains, swirling up the ashes that then settle slowly down
4759again.
4760
4761[Exits: west up]
4762A Nexus Gateway crackles with hellish heat and unholy magics.
4763A zombie climbs in.
4764A mummy climbs in.
4765A flesh golem climbs in.
4766A skeleton climbs in.
4767A stone golem climbs in.
4768
4769<320hp 612m 339mv 6hour w
4770w
4771The Burned Road into the Dragon's Teeth
4772 You are walking along a rugged, narrow path that leads through the
4773mountains of the Dragon's Teeth. Around you, canyon walls rise up to the
4774rocky crags and steep plateaus, forming a funnel through which the firewall
4775raged, it's force concentrated and reinforced. The canyon walls around you
4776are blackened and the ground is burned and cracked. A chilly wind blows
4777through the mountains, swirling up the ashes that then settle slowly down
4778again.
4779
4780[Exits: east west]
4781A Nexus Gateway crackles with hellish heat and unholy magics.
4782A stone golem climbs in.
4783A skeleton climbs in.
4784A flesh golem climbs in.
4785A mummy climbs in.
4786A zombie climbs in.
4787
4788<320hp 612m 332mv 6hour The Burned Road into the Dragon's Teeth
4789 You are walking along a rugged, narrow path that leads through the
4790mountains of the Dragon's Teeth. Around you, canyon walls rise up to the
4791rocky crags and steep plateaus, forming a funnel through which the firewall
4792raged, it's force concentrated and reinforced. The canyon walls around you
4793are blackened and the ground is burned and cracked. A chilly wind blows
4794through the mountains, swirling up the ashes that then settle slowly down
4795again.
4796
4797[Exits: east south]
4798A zombie climbs in.
4799A mummy climbs in.
4800A flesh golem climbs in.
4801A skeleton climbs in.
4802A stone golem climbs in.
4803
4804<320hp 612m 325mv 6hour s
4805The Burned Road into the Dragon's Teeth
4806 You are walking along a rugged, narrow path that leads through the
4807mountains of the Dragon's Teeth. Around you, canyon walls rise up to the
4808rocky crags and steep plateaus, forming a funnel through which the firewall
4809raged, it's force concentrated and reinforced. The canyon walls around you
4810are blackened and the ground is burned and cracked. A chilly wind blows
4811through the mountains, swirling up the ashes that then settle slowly down
4812again.
4813
4814[Exits: north west]
4815A stone golem climbs in.
4816A skeleton climbs in.
4817A flesh golem climbs in.
4818A mummy climbs in.
4819A zombie climbs in.
4820
4821<320hp 612m 318mv 6hour w
4822w
4823The Base of the Dragon's Teeth
4824 You stand amid gradually inclining foothills. The Dragon's Teeth
4825mountains rise up before you, rugged faces and snowy peaks, while the easier
4826route lies downwards, descending into the burned valley that leads
4827eventually into Val Miran.
4828
4829[Exits: east west]
4830A zombie walks in.
4831A mummy walks in.
4832A flesh golem walks in.
4833A skeleton walks in.
4834A stone golem walks in.
4835
4836<320hp 612m 313mv 6hour w
4837w
4838Nearing the Crossroads
4839 The path is nearly gone. Now a small trail of blackened gravel and
4840half-molten river stones lead the way. To the east, mountains are before
4841you, rising up into the heavens, and to the west, a long stretch of burned
4842plains lies before you.
4843
4844[Exits: east west]
4845 A herbal brew is here.
4846A stone golem walks in.
4847A skeleton walks in.
4848A flesh golem walks in.
4849A mummy walks in.
4850A zombie walks in.
4851
4852<320hp 612m 307mv 6hour The Burned Crossroads
4853 Here, the great eastern road intersects with a smaller, older road that
4854now runs southward to Fort Blackwatch. The ground around you is burned and
4855blackened as if from a great fire. The burned outskirts of Val Miran lie to
4856your west. Eastward, the great Dragon's Teeth rise up almost immediately.
4857
4858[Exits: north east south west]
4859A Nexus Gateway crackles with hellish heat and unholy magics.
4860A young werebeast stands here, leaning on his spear.
4861A zombie walks in.
4862A mummy walks in.
4863A flesh golem walks in.
4864A skeleton walks in.
4865A stone golem walks in.
4866A werebeast looks into the sky.
4867A werebeast says in Beastial 'I like the weather today.'
4868A werebeast says in Beastial 'The forest looks so peaceful.'
4869
4870<320hp 612m 299mv 6hour Nearing the Burned Cross Roads
4871 The road begins to dwindle as the hills of the Dragon's Teeth turn into
4872mountains, burned vegetation crushing under your feet. The fields here are
4873bare and covered with swirling ashes, the whole landscape dreamlike, though
4874more out of a nightmare than anything else. Val Miran is a tiny speck on
4875the wester horizon, and the tall peaks of the Dragon's Teeth rise up to the
4876east.
4877
4878[Exits: north east]
4879A stone golem walks in.
4880A skeleton walks in.
4881A flesh golem walks in.
4882A mummy walks in.
4883A zombie walks in.
4884
4885<320hp 612m 291mv 6hour n
4886Lower Foothills
4887 A slight lift in altitude and increasingly rugged terrain welcomes you
4888into the lower foothills of the Dragon's Teeth. The air has cooled slightly
4889and the rocky path leads south deeper into the hills. A lighter path heads
4890north into a greener less hilly area.
4891The ground is blackened as if from a recent fire.
4892
4893[Exits: north south west]
4894 A large bloodstain with body parts scattered around it.
4895A zombie walks in.
4896A mummy walks in.
4897A flesh golem walks in.
4898A skeleton walks in.
4899A stone golem walks in.
4900
4901<320hp 612m 285mv 6hour sca w
4902You scan west.
4903*** Range 1 (west) ***
4904A troop of storm giant soldiers is here.
4905A cart bearing supplies is here.
4906Eulau, Hight Lady of the Righteous Palm is here, commanding her troops.
4907*** Range 3 (west) ***
4908A large flock of crows nearly turns the trees black here.
4909
4910<320hp 612m 285mv 6hour w
4911w
4912Leaving the Woodland
4913 The woodland begins to dissipate and the ground becomes hillier as you
4914find yourself leaving the leafy enclosure. Fields with tall grass sway
4915gently in the wind north of you and eastwards the land ascends into the
4916lower foothills of the Dragon's Teeth.
4917
4918[Exits: east west]
4919A horde of Demons hovers overhead, their talons dripping blood.
4920A troop of storm giant soldiers is here.
4921A cart bearing supplies is here.
4922Eulau, Hight Lady of the Righteous Palm is here, commanding her troops.
4923A stone golem walks in.
4924A skeleton walks in.
4925A flesh golem walks in.
4926A mummy walks in.
4927A zombie walks in.
4928
4929<320hp 612m 281mv 6hour A Small Clearing
4930 You find yourself in a small clearing in the woods. The trees are even
4931more sparse here and you can clearly make out the foothills of the Dragon's
4932Teeth and, even beyond that, the snow capped peaks of the mountains.
4933
4934North of you large oaks arch over to meet each other forming the entrance to
4935a wide grove.
4936
4937[Exits: north east west]
4938A Nexus Gateway crackles with hellish heat and unholy magics.
4939A zombie walks in.
4940A mummy walks in.
4941A flesh golem walks in.
4942A skeleton walks in.
4943A stone golem walks in.
4944
4945<320hp 612m 277mv 6hour n
4946Entrance to Elderwood
4947 The forest of Elderwood spreads out majestically before you. Spruce
4948hemlock, fir, berry bushes, sword ferns and of course the mysterious
4949elderwood trees create a multiple canopied understory that towers over you.
4950Light sprinkles through the canopy, dancing here and there with the gentle
4951sway of the wind. Moss softens your footfalls and enhances the peaceful
4952tranquility of this ancient place.
4953
4954[Exits: north south]
4955 A long slender staff with clouds engraved on its surface.
4956A stone golem walks in.
4957A skeleton walks in.
4958A flesh golem walks in.
4959A mummy walks in.
4960A zombie walks in.
4961
4962<320hp 612m 273mv 6hour where
4963Elderwood is [NEXUS] controlled. Players near you:
4964<PK> Xaexil (WANTED) Entrance to Elderwood
4965
4966<320hp 612m 273mv 6hour s
4967w
4968w
4969w
4970w
4971w
4972A Small Clearing
4973 You find yourself in a small clearing in the woods. The trees are even
4974more sparse here and you can clearly make out the foothills of the Dragon's
4975Teeth and, even beyond that, the snow capped peaks of the mountains.
4976
4977North of you large oaks arch over to meet each other forming the entrance to
4978a wide grove.
4979
4980[Exits: north east west]
4981A Nexus Gateway crackles with hellish heat and unholy magics.
4982A zombie walks in.
4983A mummy walks in.
4984A flesh golem walks in.
4985A skeleton walks in.
4986A stone golem walks in.
4987
4988<320hp 612m 269mv 6hour w
4989Thickening Woods
4990 The trees thicken slightly around you but your path is still clearly
4991visible having been worn down by many feet. The land under foot becomes a
4992little more rugged as you sense the terrain becoming slightly more uneven.
4993
4994[Exits: east west]
4995A large flock of crows nearly turns the trees black here.
4996A stone golem walks in.
4997A skeleton walks in.
4998A flesh golem walks in.
4999A mummy walks in.
5000A zombie walks in.
5001
5002<320hp 612m 265mv 6hour Light Woods
5003 You are on a small path running through a light woodland.. The trees are
5004quite thinly arranged and you can still clearly make out the foothills of
5005the Dragon's Teeth eastward. The happy chirping of birds completes this
5006serene setting.
5007
5008[Exits: east west]
5009A zombie walks in.
5010A mummy walks in.
5011A flesh golem walks in.
5012A skeleton walks in.
5013A stone golem walks in.
5014
5015<320hp 612m 261mv 6hour The Eastern Checkpoint
5016 A small path enters a light woods to the east. Once abandoned, this camp
5017is now in use again. An odd mixture of fighters patrol this checkpoint now,
5018ranging from Knight troops to wild animals to elementals.
5019
5020[Exits: east west]
5021A stone golem walks in.
5022A skeleton walks in.
5023A flesh golem walks in.
5024A mummy walks in.
5025A zombie walks in.
5026
5027<320hp 612m 258mv 6hour The Grasslands
5028 You are walking farther into the grasslands of Eastern Val Miran, often
5029called the Miran Steppe, but many of the local farmers. The Dragon's Teeth
5030mountains, still far in the distance, seem to tower, with white peaks, far
5031to the east, while the gates of Val Miran lie due west.
5032
5033[Exits: east west]
5034A zombie walks in.
5035A mummy walks in.
5036A flesh golem walks in.
5037A skeleton walks in.
5038A stone golem walks in.
5039
5040<320hp 612m 255mv 6hour The Eastern Road
5041 You are on the Eastern Road which runs from Val Miran directly east into
5042the jagged peaks of the Dragon's Teeth, the large mountain range which
5043separates Aabahran from East and West. You can see them rise up in the far
5044horizon. Wind rustles the grass here, which stands tall around you, and
5045smells of fresh cut hay, wheat, and barley.
5046
5047[Exits: east west]
5048A Nexus Gateway crackles with hellish heat and unholy magics.
5049The remnants of a heavy Battering Ram lie to the side of the road, burned and hacked apart.
5050A stone golem walks in.
5051A skeleton walks in.
5052A flesh golem walks in.
5053A mummy walks in.
5054A zombie walks in.
5055
5056<320hp 612m 252mv 6hour w
5057The Eastern Gate of Val Miran
5058 You stand amid the Eastern Battlements of Val Miran. The Gate, which had
5059been completely destroyed by the feral army overrunning it, is now slowly
5060being repaired. Masons and other workers and craftsmen are hard at work,
5061repairing the walls and building a new Gate, obviously including some iron
5062works. A blacksmith is happily hammering away at something together with
5063two apprentices.
5064
5065[Exits: north east south west up]
5066(White Aura) A Gateguard is here, member of the Praetorian Guard.
5067A group of elven archers watches for trouble here.
5068A heavy trebuchet is here.
5069A catapult is here, accompanied by a group of guards.
5070A regiment of Righteous Palm guards patrols the streets here.
5071Several dwarven masons have set up shop here, protected by heavily armored dwarven berserkers.
5072(White Aura) A Gateguard is here, member of the Praetorian Guard.
5073A zombie walks in.
5074A mummy walks in.
5075A Praetorian Guardsman steps aside and allow you to pass it.
5076A flesh golem walks in.
5077A regiment of storm giant guards steps aside and allow you to pass it.
5078A skeleton walks in.
5079A stone golem walks in.
5080A regiment of storm giant guards says 'I'll be keeping my eye on you, stone.'
5081A regiment of storm giant guards says 'I'll be keeping my eye on you, Xaexil.'
5082A Praetorian Guardsman says in Vosh 'Greetings adventurer, welcome to Val Miran.'
5083A Praetorian Guardsman steps aside and allow you to pass him.
5084
5085<320hp 612m 250mv 6hour where
5086Queen Isabeau Avenue
5087 You walk along the cobbled walk of Queen Isabeau Avenue. This is
5088the commercial district of Val Miran, and shops litter the buildings
5089around you hawkers cry their auctions, and proffer goods to you.
5090To the east lies the Eastern Square of Val Miran, where all of
5091the Lightwalkers generally gather.
5092Now though, the streets are nearly deserted, only the occasional guard running by.
5093
5094[Exits: east west]
5095A stone golem walks in.
5096A skeleton walks in.
5097A flesh golem walks in.
5098A mummy walks in.
5099A zombie walks in.
5100
5101<320hp 612m 248mv 6hour w
5102ValMiran is [TRIBUNAL] controlled. Players near you:
5103<PK> Xaexil (WANTED) Queen Isabeau Avenue
5104<PK> Obayana [TRIBUNAL] Piles of Wood and Stone
5105
5106<320hp 612m 248mv 6hour Queen Isabeau Avenue
5107 You walk along the cobbled walk of Queen Isabeau Avenue. This is
5108the commercial district of Val Miran, and shops litter the buildings
5109around you hawkers cry their auctions, and proffer goods to you.
5110To the east lies the Eastern Square of Val Miran, where all of
5111the Lightwalkers generally gather.
5112
5113[Exits: east west]
5114A zombie walks in.
5115A mummy walks in.
5116A flesh golem walks in.
5117A skeleton walks in.
5118A stone golem walks in.
5119
5120<320hp 612m 246mv 6hour w
5121The Eastern Square of Val Miran
5122 You stand amid the Eastern Square of Val Miran. North of you is
5123the Temple of Light, where all of those who follow the path of
5124the righteous can offer sacrifices. South is the eastern train-
5125ing ground, and further to the east you see the massive battle-
5126ments of Val Miran.
5127
5128[Exits: north east south west]
5129 A herbal brew is here.
5130 A granite fountain is here, gushing forth fresh water.
5131A stone golem walks in.
5132A skeleton walks in.
5133A flesh golem walks in.
5134A mummy walks in.
5135A zombie walks in.
5136
5137<320hp 612m 244mv 6hour w
5138Queen Isabeau Avenue
5139 You walk along the cobbled walk of Queen Isabeau Avenue. This is
5140the commercial district of Val Miran, and shops litter the buildings
5141around you hawkers cry their auctions, and proffer goods to you.
5142To the east lies the Eastern Square of Val Miran, where all of
5143the Lightwalkers generally gather.
5144
5145[Exits: north east south west]
5146A zombie walks in.
5147A mummy walks in.
5148A flesh golem walks in.
5149A skeleton walks in.
5150A stone golem walks in.
5151
5152<320hp 612m 242mv 6hour w
5153Queen Isabeau Avenue
5154 You walk along the cobbled walk of Queen Isabeau Avenue. This is
5155the commercial district of Val Miran, and shops litter the buildings
5156around you hawkers cry their auctions, and proffer goods to you.
5157To the east lies the Eastern Square of Val Miran, where all of
5158the Lightwalkers generally gather.
5159
5160[Exits: north east south west]
5161A stone golem walks in.
5162A skeleton walks in.
5163A flesh golem walks in.
5164A mummy walks in.
5165A zombie walks in.
5166
5167<320hp 612m 240mv 6hour w
5168Piles of Wood and Stone
5169 The eastern dam has also been dismantled, its materials stacked in neat
5170piles to the side of the road. The ground is still very wet and soggy here,
5171making footing difficult.
5172
5173[Exits: north east south west]
5174A zombie walks in.
5175A mummy walks in.
5176A flesh golem walks in.
5177A skeleton walks in.
5178A stone golem walks in.
5179
5180<320hp 612m 238mv 6hour where
5181ValMiran is [TRIBUNAL] controlled. Players near you:
5182<PK> Xaexil (WANTED) Piles of Wood and Stone
5183<PK> Obayana [TRIBUNAL] Thawed Devastation
5184
5185<320hp 612m 238mv 6hour w
5186The Central Square of Val Miran
5187 The central square has been thawed again and most of the brackish,
5188yellowish-brown water has drained away. A few puddles are still on the
5189ground. Half-decomposed plants and debris covers the square, making the
5190footing over the torn up stone even more tricky.
5191
5192[Exits: north east south west up]
5193A regiment of Righteous Palm guards patrols the streets here.
5194A regiment of young Knights has joined their brethren here.
5195A regiment of Righteous Palm guards patrols the streets here.
5196A competent looking group of archers is here, longbows at the ready.
5197A stone golem walks in.
5198A skeleton walks in.
5199A flesh golem walks in.
5200A regiment of storm giant guards steps aside and allow you to pass it.
5201A mummy walks in.
5202A zombie walks in.
5203A regiment of storm giant guards says 'I'll be keeping my eye on you, Xaexil.'
5204
5205<320hp 612m 236mv 6hour w
5206Thawed Devastation
5207 You walk through hip high brackish waters over debris and rubble that
5208used to be Queen Isabeau Avenue. This used to be the commercial district of
5209Val Miran, but now most shops are destroyed and abandoned. The street has
5210been torn up by the undead host passing by some time ago, making footing
5211tricky and dangerous. The ice used to destroy the fungus has cracked open
5212the remaining stone and completed the destruction. A few dead brown plants
5213float around in the mess.
5214
5215[Exits: north east south west]
5216A zombie swims in.
5217A mummy swims in.
5218A flesh golem swims in.
5219A skeleton swims in.
5220A stone golem swims in.
5221
5222<320hp 612m 233mv 6hour w
5223Thawed Devastation
5224 You walk through hip high brackish waters over debris and rubble that
5225used to be Queen Isabeau Avenue. This used to be the commercial district of
5226Val Miran, but now most shops are destroyed and abandoned. The street has
5227been torn up by the undead host passing by some time ago, making footing
5228tricky and dangerous. The ice used to destroy the fungus has cracked open
5229the remaining stone and completed the destruction. A few dead brown plants
5230float around in the mess.
5231
5232[Exits: north east south west]
5233Obayana the Unholy Knight is here, sitting astride a warhorse.
5234A stone golem swims in.
5235A skeleton swims in.
5236A flesh golem swims in.
5237A mummy swims in.
5238A zombie swims in.
5239
5240<320hp 612m 228mv 6hour w
5241Before the Western Dam
5242 You walk through hip high brackish waters over debris and rubble that
5243used to be Queen Isabeau Avenue. This used to be the commercial district of
5244Val Miran, but now most shops are destroyed and abandoned. The street has
5245been torn up by the undead host passing by some time ago, making footing
5246tricky and dangerous. The ice used to destroy the fungus has cracked open
5247the remaining stone and completed the destruction. A few dead brown plants
5248float around in the mess.
5249
5250To the west, the western dam raises, covered in icicles.
5251
5252[Exits: north east south west]
5253A zombie swims in.
5254A mummy swims in.
5255A flesh golem swims in.
5256A skeleton swims in.
5257A stone golem swims in.
5258
5259<320hp 612m 223mv 6hour oo
5260They aren't here.
5261
5262<320hp 612m 223mv 6hour e
5263Thawed Devastation
5264 You walk through hip high brackish waters over debris and rubble that
5265used to be Queen Isabeau Avenue. This used to be the commercial district of
5266Val Miran, but now most shops are destroyed and abandoned. The street has
5267been torn up by the undead host passing by some time ago, making footing
5268tricky and dangerous. The ice used to destroy the fungus has cracked open
5269the remaining stone and completed the destruction. A few dead brown plants
5270float around in the mess.
5271
5272[Exits: north east south west]
5273A stone golem swims in.
5274A skeleton swims in.
5275A flesh golem swims in.
5276A mummy swims in.
5277A zombie swims in.
5278
5279<320hp 612m 218mv 6hour oo
5280TICK IN 5 SECONDS.
5281They aren't here.
5282
5283<320hp 612m 218mv 6hour e
5284Thawed Devastation
5285 You walk through hip high brackish waters over debris and rubble that
5286used to be Queen Isabeau Avenue. This used to be the commercial district of
5287Val Miran, but now most shops are destroyed and abandoned. The street has
5288been torn up by the undead host passing by some time ago, making footing
5289tricky and dangerous. The ice used to destroy the fungus has cracked open
5290the remaining stone and completed the destruction. A few dead brown plants
5291float around in the mess.
5292
5293[Exits: north east south west]
5294Obayana the Unholy Knight is here, sitting astride a warhorse.
5295A zombie swims in.
5296A mummy swims in.
5297A flesh golem swims in.
5298A skeleton swims in.
5299A stone golem swims in.
5300Obayana rides east.
5301
5302<320hp 612m 213mv 6hour sca
5303You scan all around.
5304You scan north.
5305*** Range 1 (north) ***
5306A Caravan bearing crests of Valmiran is here.
5307Adanion the mercenary is here collecting money for the services of his men.
5308You scan east.
5309*** Range 1 (east) ***
5310Obayana the Unholy Knight is here, sitting astride a warhorse.
5311A regiment of Righteous Palm guards patrols the streets here.
5312A regiment of young Knights has joined their brethren here.
5313A regiment of Righteous Palm guards patrols the streets here.
5314A competent looking group of archers is here, longbows at the ready.
5315You scan south.
5316*** Range 1 (south) ***
5317Wilson the Mapmaker works on his latest document.
5318You scan west.
5319*** Range 4 (west) ***
5320A group of mages is here, making sure any material coated with the fungus is frozen through.
5321A group of healers is here, surrounding the mages.
5322A regiment of heavily armed crusaders is here.
5323A heavy trebuchet is here.
5324*** Range 5 (west) ***
5325Only a few blackened wooden beams remain of the once proud Soulfarer.
5326(White Aura) An immense multi-headed Hydra swims around in the lake happily, hunting fish.
5327You scan up.
5328You scan down.
5329
5330<320hp 612m 213mv 6hour oo
5331They aren't here.
5332
5333<320hp 612m 213mv 6hour e
5334The Central Square of Val Miran
5335 The central square has been thawed again and most of the brackish,
5336yellowish-brown water has drained away. A few puddles are still on the
5337ground. Half-decomposed plants and debris covers the square, making the
5338footing over the torn up stone even more tricky.
5339
5340[Exits: north east south west up]
5341Obayana the Unholy Knight is here, sitting astride a warhorse.
5342A regiment of Righteous Palm guards patrols the streets here.
5343A regiment of young Knights has joined their brethren here.
5344A regiment of Righteous Palm guards patrols the streets here.
5345A competent looking group of archers is here, longbows at the ready.
5346A stone golem walks in.
5347A skeleton walks in.
5348A regiment of storm giant guards examines skeleton carefully.
5349A flesh golem walks in.
5350A mummy walks in.
5351A zombie walks in.
5352A regiment of storm giant guards steps aside and allow you to pass it.
5353Obayana rides east.
5354
5355<320hp 612m 210mv 6hour e
5356oo
5357Piles of Wood and Stone
5358 The eastern dam has also been dismantled, its materials stacked in neat
5359piles to the side of the road. The ground is still very wet and soggy here,
5360making footing difficult.
5361
5362[Exits: north east south west]
5363Obayana the Unholy Knight is here, sitting astride a warhorse.
5364A zombie walks in.
5365A mummy walks in.
5366A flesh golem walks in.
5367A skeleton walks in.
5368A stone golem walks in.
5369
5370<320hp 612m 208mv 6hour oo
5371Obayana yells 'Help someone is attacking me!'
5372Obayana draws his weapon.
5373Obayana wields 'Ajitaabha' the Shard of Wisdom.
5374Your acid blast MANGLES Obayana!
5375Obayana blocks your attack with his shield.
5376Obayana parries your attack.
5377A zombie's beating maims Obayana!
5378A zombie's beating maims Obayana!
5379A mummy's disease DISMEMBERS Obayana!
5380A mummy tries to disarm Obayana's shield, but fails.
5381A skeleton's cleave wounds Obayana.
5382Obayana's rays DISMEMBER you!
5383Obayana's rays MANGLE you!
5384You sure are BLEEDING!
5385Obayana has quite a few wounds.
5386
5387Xaexil: [===|---|---|---]
5388<177hp 592m 208mv 6hour
5389Obayana has fled!
5390Obayana rides west.
5391
5392<177hp 592m 208mv 6hour
5393The sun rises in the east.
5394
5395<192hp 621m 233mv 7hour Timer now at 30 secs.
5396They aren't here.
5397
5398<192hp 621m 233mv 7hour e
5399Queen Isabeau Avenue
5400 You walk along the cobbled walk of Queen Isabeau Avenue. This is
5401the commercial district of Val Miran, and shops litter the buildings
5402around you hawkers cry their auctions, and proffer goods to you.
5403To the east lies the Eastern Square of Val Miran, where all of
5404the Lightwalkers generally gather.
5405
5406[Exits: north east south west]
5407A stone golem walks in.
5408A skeleton walks in.
5409A flesh golem walks in.
5410A mummy walks in.
5411A zombie walks in.
5412
5413<192hp 621m 231mv 7hour w
5414Piles of Wood and Stone
5415 The eastern dam has also been dismantled, its materials stacked in neat
5416piles to the side of the road. The ground is still very wet and soggy here,
5417making footing difficult.
5418
5419[Exits: north east south west]
5420A zombie walks in.
5421A mummy walks in.
5422A flesh golem walks in.
5423A skeleton walks in.
5424A stone golem walks in.
5425
5426<192hp 621m 229mv 7hour w
5427The Central Square of Val Miran
5428 The central square has been thawed again and most of the brackish,
5429yellowish-brown water has drained away. A few puddles are still on the
5430ground. Half-decomposed plants and debris covers the square, making the
5431footing over the torn up stone even more tricky.
5432
5433[Exits: north east south west up]
5434Obayana the Unholy Knight is here, sitting astride a warhorse.
5435A regiment of Righteous Palm guards patrols the streets here.
5436A regiment of young Knights has joined their brethren here.
5437A regiment of Righteous Palm guards patrols the streets here.
5438A competent looking group of archers is here, longbows at the ready.
5439A stone golem walks in.
5440A regiment of storm giant guards says 'I'll be keeping my eye on you, stone.'
5441A skeleton walks in.
5442A flesh golem walks in.
5443A mummy walks in.
5444A zombie walks in.
5445A regiment of storm giant guards says 'I'll be keeping my eye on you, zombie.'
5446A regiment of storm giant guards says 'I'll be keeping my eye on you, zombie.'
5447Obayana utters the words, 'judicandus dies'.
5448Obayana doesn't look as sluggish.
5449
5450<192hp 621m 227mv 7hour sca
5451You scan all around.
5452You scan north.
5453*** Range 1 (north) ***
5454A Blood Guard Patroller stands firmly at the entrance.
5455*** Range 4 (north) ***
5456A regiment of Righteous Palm guards patrols the streets here.
5457You scan east.
5458You scan south.
5459*** Range 4 (south) ***
5460A regiment of Righteous Palm guards patrols the streets here.
5461A catapult is here, accompanied by a group of guards.
5462A regiment of heavily armed crusaders is here.
5463A regiment of Righteous Palm guards patrols the streets here.
5464A regiment of young Knights has joined their brethren here.
5465A competent looking group of archers is here, longbows at the ready.
5466You scan west.
5467*** Range 5 (west) ***
5468A group of mages is here, making sure any material coated with the fungus is frozen through.
5469A group of healers is here, surrounding the mages.
5470A regiment of heavily armed crusaders is here.
5471A heavy trebuchet is here.
5472*** Range 6 (west) ***
5473Only a few blackened wooden beams remain of the once proud Soulfarer.
5474(White Aura) An immense multi-headed Hydra swims around in the lake happily, hunting fish.
5475You scan up.
5476You scan down.
5477
5478<192hp 621m 227mv 7hour w
5479Thawed Devastation
5480 You walk through hip high brackish waters over debris and rubble that
5481used to be Queen Isabeau Avenue. This used to be the commercial district of
5482Val Miran, but now most shops are destroyed and abandoned. The street has
5483been torn up by the undead host passing by some time ago, making footing
5484tricky and dangerous. The ice used to destroy the fungus has cracked open
5485the remaining stone and completed the destruction. A few dead brown plants
5486float around in the mess.
5487
5488[Exits: north east south west]
5489A zombie swims in.
5490A mummy swims in.
5491A flesh golem swims in.
5492A skeleton swims in.
5493A stone golem swims in.
5494
5495<192hp 621m 224mv 7hour af
5496You are affected by the following:
5497Spell: powerword stun : for 22 hours
5498Spell: protective shield: for 4 hours
5499Spell: detect magic : for 48 hours
5500Spell: sanctuary : for 2 hours
5501Spell: pass door : for 0 hours
5502Spell: detect invis : for 0 hours
5503
5504<192hp 621m 224mv 7hour e
5505sca
5506The Central Square of Val Miran
5507 The central square has been thawed again and most of the brackish,
5508yellowish-brown water has drained away. A few puddles are still on the
5509ground. Half-decomposed plants and debris covers the square, making the
5510footing over the torn up stone even more tricky.
5511
5512[Exits: north east south west up]
5513Obayana the Unholy Knight is here, sitting astride a warhorse.
5514A regiment of Righteous Palm guards patrols the streets here.
5515A regiment of young Knights has joined their brethren here.
5516A regiment of Righteous Palm guards patrols the streets here.
5517A competent looking group of archers is here, longbows at the ready.
5518A stone golem walks in.
5519A skeleton walks in.
5520A regiment of storm giant guards says 'I'll be keeping my eye on you, skeleton.'
5521A flesh golem walks in.
5522A mummy walks in.
5523A zombie walks in.
5524A regiment of storm giant guards steps aside and allow you to pass it.
5525
5526<192hp 621m 221mv 7hour You scan all around.
5527You scan north.
5528*** Range 1 (north) ***
5529A Blood Guard Patroller stands firmly at the entrance.
5530*** Range 4 (north) ***
5531A regiment of Righteous Palm guards patrols the streets here.
5532You scan east.
5533You scan south.
5534*** Range 4 (south) ***
5535A regiment of Righteous Palm guards patrols the streets here.
5536A catapult is here, accompanied by a group of guards.
5537A regiment of heavily armed crusaders is here.
5538A regiment of Righteous Palm guards patrols the streets here.
5539A regiment of young Knights has joined their brethren here.
5540A competent looking group of archers is here, longbows at the ready.
5541You scan west.
5542*** Range 5 (west) ***
5543A group of mages is here, making sure any material coated with the fungus is frozen through.
5544A group of healers is here, surrounding the mages.
5545A regiment of heavily armed crusaders is here.
5546A heavy trebuchet is here.
5547*** Range 6 (west) ***
5548Only a few blackened wooden beams remain of the once proud Soulfarer.
5549(White Aura) An immense multi-headed Hydra swims around in the lake happily, hunting fish.
5550You scan up.
5551You scan down.
5552
5553<192hp 621m 221mv 7hour oo
5554Obayana yells 'Help someone is attacking me!'
5555Your acid blast === DISINTEGRATES === Obayana!
5556Obayana has some big nasty wounds and scratches.
5557
5558Xaexil: [===|---|---|---]
5559<192hp 601m 221mv 7hour
5560Obayana parries your attack.
5561Obayana parries your attack.
5562A zombie sends Obayana sprawling with a powerful bash.
5563A zombie's bash MUTILATES Obayana!
5564Obayana's fingers flare with mystical power as he strikes A zombie with magic potency.
5565Obayana's magic missile hits A zombie.
5566Obayana's magic missile grazes A zombie.
5567Obayana's magic missile injures A zombie.
5568Obayana's magic missile grazes A zombie.
5569A mummy's disease MASSACRES Obayana!
5570A mummy's disease MASSACRES Obayana!
5571A skeleton's cleave mauls Obayana.
5572A skeleton tries to disarm Obayana's shield, but fails.
5573Obayana's rays MASSACRE you!
5574You sure are BLEEDING!
5575Obayana's rays DISMEMBER you!
5576You sure are BLEEDING!
5577Obayana's rays miss you.
5578Obayana looks pretty hurt.
5579
5580Xaexil: [=--|---|---|---]
5581<54hp 601m 221mv 7hour pp
5582A mummy rescues you!
5583Ok.
5584
5585<54hp 601m 221mv 7hour
5586A zombie's beating maims Obayana!
5587A mummy's disease DISMEMBERS Obayana!
5588A mummy tries to disarm Obayana's shield, but fails.
5589A flesh golem's slash decimates Obayana!
5590A skeleton's cleave mauls Obayana.
5591A skeleton's cleave injures Obayana.
5592
5593<54hp 601m 221mv 7hour oo
5594
5595A regiment of storm giant guards yells 'You will pay for your crimes Xaexil!'
5596A regiment of storm giant guards seems to change in size and shape to match yours.
5597You parry a regiment of storm giant guards's attack.
5598A regiment of storm giant guards yells 'You will pay for your crimes Xaexil!'
5599A regiment of storm giant guards seems to change in size and shape to match yours.
5600A mummy jumps in front of you!
5601Your shocking bite mauls a regiment of storm giant guards.
5602Your shocking bite mauls a regiment of storm giant guards.
5603A flesh golem's slash wounds Obayana.
5604A skeleton's cleave mauls Obayana.
5605A mummy jumps in front of you!
5606A regiment of storm giant guards's slash hits you.
5607You sure are BLEEDING!
5608A regiment of storm giant guards has a few scratches.
5609
5610Xaexil: [=--|---|---|---]
5611<43hp 601m 221mv 7hour
5612Obayana has fled!
5613Obayana rides up.
5614A regiment of storm giant guards has a few scratches.
5615
5616Xaexil: [=--|---|---|---]
5617<43hp 601m 221mv 7hour They aren't here.
5618A regiment of storm giant guards has a few scratches.
5619
5620Xaexil: [=--|---|---|---]
5621<43hp 601m 221mv 7hour oo
5622They aren't here.
5623A regiment of storm giant guards has a few scratches.
5624
5625Xaexil: [=--|---|---|---]
5626<43hp 601m 221mv 7hour oo
5627They aren't here.
5628A regiment of storm giant guards has a few scratches.
5629
5630Xaexil: [=--|---|---|---]
5631<43hp 601m 221mv 7hour fle
5632You flee from combat!
5633Thawed Devastation
5634 You walk through hip high brackish waters over debris and rubble that
5635used to be Queen Isabeau Avenue. This used to be the commercial district of
5636Val Miran, but now most shops are destroyed and abandoned. The street has
5637been torn up by the undead host passing by some time ago, making footing
5638tricky and dangerous. The ice used to destroy the fungus has cracked open
5639the remaining stone and completed the destruction. A few dead brown plants
5640float around in the mess.
5641
5642[Exits: north east south west]
5643A zombie swims in.
5644A mummy swims in.
5645A flesh golem swims in.
5646A skeleton swims in.
5647A stone golem swims in.
5648
5649<43hp 601m 218mv 7hour oo
5650sca
5651They aren't here.
5652
5653<43hp 601m 218mv 7hour You scan all around.
5654You scan north.
5655*** Range 1 (north) ***
5656A Caravan bearing crests of Valmiran is here.
5657Adanion the mercenary is here collecting money for the services of his men.
5658You scan east.
5659*** Range 1 (east) ***
5660A regiment of Righteous Palm guards patrols the streets here.
5661A regiment of young Knights has joined their brethren here.
5662A regiment of Righteous Palm guards patrols the streets here.
5663A competent looking group of archers is here, longbows at the ready.
5664You scan south.
5665*** Range 1 (south) ***
5666Wilson the Mapmaker works on his latest document.
5667You scan west.
5668*** Range 4 (west) ***
5669A group of mages is here, making sure any material coated with the fungus is frozen through.
5670A group of healers is here, surrounding the mages.
5671A regiment of heavily armed crusaders is here.
5672A heavy trebuchet is here.
5673*** Range 5 (west) ***
5674Only a few blackened wooden beams remain of the once proud Soulfarer.
5675(White Aura) An immense multi-headed Hydra swims around in the lake happily, hunting fish.
5676You scan up.
5677You scan down.
5678
5679<43hp 601m 218mv 7hour oo
5680They aren't here.
5681
5682<43hp 601m 218mv 7hour e
5683The Central Square of Val Miran
5684 The central square has been thawed again and most of the brackish,
5685yellowish-brown water has drained away. A few puddles are still on the
5686ground. Half-decomposed plants and debris covers the square, making the
5687footing over the torn up stone even more tricky.
5688
5689[Exits: north east south west up]
5690A regiment of Righteous Palm guards patrols the streets here.
5691A regiment of young Knights has joined their brethren here.
5692A regiment of Righteous Palm guards patrols the streets here.
5693A competent looking group of archers is here, longbows at the ready.
5694A stone golem walks in.
5695A skeleton walks in.
5696A flesh golem walks in.
5697A regiment of storm giant guards steps aside and allow you to pass it.
5698A mummy walks in.
5699A zombie walks in.
5700A regiment of storm giant guards examines zombie carefully.
5701
5702<43hp 601m 215mv 7hour u
5703Before the Temple of Neutrality
5704 You stand before the entrance to the Great Temple of Neutrality.
5705It is an impressive edifice, built on large stone arches that
5706actually rest above the Central Square of Val Miran. Large
5707valuted ceilings rise up and are adorned with intricately carved
5708birds and figures. North lies the offering chamber.
5709
5710[Exits: north down]
5711 A granite fountain is here filled with water for the thirsty.
5712Obayana the Unholy Knight is here, sitting astride a warhorse.
5713A zombie walks in.
5714A mummy walks in.
5715A flesh golem walks in.
5716A skeleton walks in.
5717A stone golem walks in.
5718
5719<43hp 601m 214mv 7hour
5720Obayana rides north.
5721
5722<43hp 601m 214mv 7hour o
5723TICK IN 5 SECONDS.
5724Order whom to do what?
5725
5726<43hp 601m 214mv 7hour n
5727Before the Tower Altar
5728 You stand at the peak of the Temple of Neutrality. A powerful
5729high priest stand here, granting divinations and heals to those
5730who are sick or needy. A large vault rests in the center of the
5731room to place offerings.
5732
5733[Exits: south]
5734 A pit of offering is here to store mortal gifts to the gods.
5735Obayana the Unholy Knight is here, sitting astride a warhorse.
5736A Militia Relief Officer stands here offering water and lights to citizens
5737(White Aura) Dante the old priest is here meditating to the gods.
5738A stone golem walks in.
5739A skeleton walks in.
5740A flesh golem walks in.
5741A mummy walks in.
5742A zombie walks in.
5743
5744<43hp 601m 213mv 7hour oo
5745Obayana yells 'Help someone is attacking me!'
5746Your acid blast MANGLES Obayana!
5747Obayana is stunned, but will probably recover.
5748Obayana is in awful condition.
5749
5750Xaexil: [=--|---|---|---]
5751<43hp 581m 213mv 7hour
5752Your shocking bite devastates Obayana!
5753Obayana is DEAD!!
5754You receive 341 experience points.
5755'Ajitaabha' the Shard of Wisdom emits a shrill whine as Obayana dies!
5756You expertly extract a still warm brain from Obayana's corpse.
5757
5758<43hp 581m 213mv 7hour l i cor
5759The corpse of Obayana holds:
5760 a Culet of Obsidian Leaves adorned with an oval flake of flint
5761 a leather quiver
5762 a sturdy backpack
5763 a light kayak
5764 (Glowing) a Blackwatch Sword
5765 (Glowing) (Humming) a blood encrusted spiked steel bracelet
5766 a ranger's knapsack
5767 (Humming) a Nimbus of Power
5768 (Magical) (Glowing) (Humming) a Crested Shield of Eternal Darkness
5769 (Humming) a chain linked belt
5770 (Humming) the Rune of Salvation
5771 (Glowing) a vial of strange blood
5772 pyerite sleeves
5773( 2) (Glowing) a Ring of Accuracy
5774 (Glowing) an Undead Fist
5775 (Humming) a keeper's tunic adorned with a demon tongue
5776 (Humming) the mask of Ultimate Evil
5777 the Ring of Abyss
5778 a jadeite stud
5779 'Khyer-Dirohm', the Vorpal Sword of Atonement
5780 an Executioner's hood
5781 a steel-linked whip
5782 (Glowing) a pair of galebinder mitts
5783 (Magical) (Glowing) the edge of a waterfall
5784 (Magical) the Ranger Lord's Stetson
5785 a string with a bunny paw
5786 a potion of recall
5787 the void leggings
5788 a vial of sparkling liquid
5789 (Humming) a cloudy potion
5790 a barrel of milk
5791 a little bag marked 'Trugh'
5792 (Glowing) (Humming) a bracelet of eternal lies
5793 a herbal brew
5794 63984 gold coins
5795
5796You can see 36 items in the corpse of Obayana.
5797
5798<43hp 581m 213mv 7hour get coi cor
5799You get 63984 gold coins from the corpse of Obayana.
5800
5801<43hp 581m 213mv 7hour get ac cor
5802get ac cor
5803get ac cor
5804You get a Ring of Accuracy from the corpse of Obayana.
5805
5806<43hp 581m 213mv 7hour You get a Ring of Accuracy from the corpse of Obayana.
5807
5808<43hp 581m 213mv 7hour I see nothing like that in the cor.
5809
5810<43hp 581m 213mv 7hour get paw cor
5811You get a string with a bunny paw from the corpse of Obayana.
5812
5813<43hp 581m 213mv 7hour
5814Obayana tells you 'Well done'
5815
5816<43hp 581m 213mv 7hour get ad cor
5817I see nothing like that in the cor.
5818
5819<43hp 581m 213mv 7hour get ad cor
5820I see nothing like that in the cor.
5821
5822<43hp 581m 213mv 7hour l i cor
5823The corpse of Obayana holds:
5824 a Culet of Obsidian Leaves adorned with an oval flake of flint
5825 a leather quiver
5826 a sturdy backpack
5827 a light kayak
5828 (Glowing) a Blackwatch Sword
5829 (Glowing) (Humming) a blood encrusted spiked steel bracelet
5830 a ranger's knapsack
5831 (Humming) a Nimbus of Power
5832 (Magical) (Glowing) (Humming) a Crested Shield of Eternal Darkness
5833 (Humming) a chain linked belt
5834 (Humming) the Rune of Salvation
5835 (Glowing) a vial of strange blood
5836 pyerite sleeves
5837 (Glowing) an Undead Fist
5838 (Humming) a keeper's tunic adorned with a demon tongue
5839 (Humming) the mask of Ultimate Evil
5840 the Ring of Abyss
5841 a jadeite stud
5842 'Khyer-Dirohm', the Vorpal Sword of Atonement
5843 an Executioner's hood
5844 a steel-linked whip
5845 (Glowing) a pair of galebinder mitts
5846 (Magical) (Glowing) the edge of a waterfall
5847 (Magical) the Ranger Lord's Stetson
5848 a potion of recall
5849 the void leggings
5850 a vial of sparkling liquid
5851 (Humming) a cloudy potion
5852 a barrel of milk
5853 a little bag marked 'Trugh'
5854 (Glowing) (Humming) a bracelet of eternal lies
5855 a herbal brew
5856
5857You can see 32 items in the corpse of Obayana.
5858
5859<43hp 581m 213mv 7hour
5860You feel solid again.
5861You no longer see invisible objects.
5862
5863<56hp 623m 238mv 8hour Timer now at 30 secs.
5864o all get all cor
5865Ok.
5866
5867<56hp 623m 238mv 8hour get gal cor
5868You get a pair of galebinder mitts from the corpse of Obayana.
5869
5870<56hp 623m 238mv 8hour get bra cor
5871You get a blood encrusted spiked steel bracelet from the corpse of Obayana.
5872
5873<56hp 623m 238mv 8hour get bag cor
5874You get a little bag marked 'Trugh' from the corpse of Obayana.
5875
5876<56hp 623m 238mv 8hour get leg cor
5877You get the void leggings from the corpse of Obayana.
5878
5879<56hp 623m 238mv 8hour l i cor
5880The corpse of Obayana holds:
5881 a Culet of Obsidian Leaves adorned with an oval flake of flint
5882 a leather quiver
5883 a sturdy backpack
5884 a light kayak
5885 (Glowing) a Blackwatch Sword
5886 a ranger's knapsack
5887 (Humming) a Nimbus of Power
5888 (Magical) (Glowing) (Humming) a Crested Shield of Eternal Darkness
5889 (Humming) a chain linked belt
5890 (Humming) the Rune of Salvation
5891 (Glowing) a vial of strange blood
5892 pyerite sleeves
5893 (Glowing) an Undead Fist
5894 (Humming) a keeper's tunic adorned with a demon tongue
5895 (Humming) the mask of Ultimate Evil
5896 the Ring of Abyss
5897 a jadeite stud
5898 'Khyer-Dirohm', the Vorpal Sword of Atonement
5899 an Executioner's hood
5900 a steel-linked whip
5901 (Magical) (Glowing) the edge of a waterfall
5902 (Magical) the Ranger Lord's Stetson
5903 a potion of recall
5904 a vial of sparkling liquid
5905 (Humming) a cloudy potion
5906 a barrel of milk
5907 (Glowing) (Humming) a bracelet of eternal lies
5908 a herbal brew
5909
5910You can see 28 items in the corpse of Obayana.
5911
5912<56hp 623m 238mv 8hour get nim cor
5913You get a Nimbus of Power from the corpse of Obayana.
5914
5915<56hp 623m 238mv 8hour get sal cor
5916You get the Rune of Salvation from the corpse of Obayana.
5917
5918<56hp 623m 238mv 8hour get py cor
5919You get pyerite sleeves from the corpse of Obayana.
5920
5921<56hp 623m 238mv 8hour get mas cor
5922You get the mask of Ultimate Evil from the corpse of Obayana.
5923
5924<56hp 623m 238mv 8hour l i cor
5925The corpse of Obayana holds:
5926 a Culet of Obsidian Leaves adorned with an oval flake of flint
5927 a leather quiver
5928 a sturdy backpack
5929 a light kayak
5930 (Glowing) a Blackwatch Sword
5931 a ranger's knapsack
5932 (Magical) (Glowing) (Humming) a Crested Shield of Eternal Darkness
5933 (Humming) a chain linked belt
5934 (Glowing) a vial of strange blood
5935 (Glowing) an Undead Fist
5936 (Humming) a keeper's tunic adorned with a demon tongue
5937 the Ring of Abyss
5938 a jadeite stud
5939 'Khyer-Dirohm', the Vorpal Sword of Atonement
5940 an Executioner's hood
5941 a steel-linked whip
5942 (Magical) (Glowing) the edge of a waterfall
5943 (Magical) the Ranger Lord's Stetson
5944 a potion of recall
5945 a vial of sparkling liquid
5946 (Humming) a cloudy potion
5947 a barrel of milk
5948 (Glowing) (Humming) a bracelet of eternal lies
5949 a herbal brew
5950
5951You can see 24 items in the corpse of Obayana.
5952
5953<56hp 623m 238mv 8hour get brac cor
5954get brac cor
5955You get a bracelet of eternal lies from the corpse of Obayana.
5956
5957<56hp 623m 238mv 8hour I see nothing like that in the cor.
5958
5959<56hp 623m 238mv 8hour where
5960TICK IN 5 SECONDS.
5961ValMiran is [TRIBUNAL] controlled. Players near you:
5962<PK> Xaexil (WANTED) Before the Tower Altar
5963
5964<56hp 623m 238mv 8hour get ab cor
5965You get the Ring of Abyss from the corpse of Obayana.
5966
5967<56hp 623m 238mv 8hour l i cor
5968The corpse of Obayana holds:
5969 a Culet of Obsidian Leaves adorned with an oval flake of flint
5970 a leather quiver
5971 a sturdy backpack
5972 a light kayak
5973 (Glowing) a Blackwatch Sword
5974 a ranger's knapsack
5975 (Magical) (Glowing) (Humming) a Crested Shield of Eternal Darkness
5976 (Humming) a chain linked belt
5977 (Glowing) a vial of strange blood
5978 (Glowing) an Undead Fist
5979 (Humming) a keeper's tunic adorned with a demon tongue
5980 a jadeite stud
5981 'Khyer-Dirohm', the Vorpal Sword of Atonement
5982 an Executioner's hood
5983 a steel-linked whip
5984 (Magical) (Glowing) the edge of a waterfall
5985 (Magical) the Ranger Lord's Stetson
5986 a potion of recall
5987 a vial of sparkling liquid
5988 (Humming) a cloudy potion
5989 a barrel of milk
5990 a herbal brew
5991
5992You can see 22 items in the corpse of Obayana.