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ROM Version 2.4 beta
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Original DikuMUD by
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Hans Staerfeldt, Katja
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\ Nyboe, Tom Madsen,
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Based on MERC 2.1 code
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by Hatchet, Furey, and
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Kahn
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ROM 2.4 copyright (c)
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1993-1996 Russ Taylor
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/(____ ,`-._,-.
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Welcome to Dark Mists
`-------'\
`/ \
(darkmists.org port 2222)
Implementor: Xyza, The One True Spell, Goddess of Magic and Wisdom
(xyza@darkmists.org)
Welcome to the Dark Mists, a medieval fantasy role-playing and PK MUD!
Please choose a good name for role-playing. Do not string two names together
(SunStarer), use names with multiple capitalization (McNeil), use famous names
(Bilbo, Megaman), or string together common words (Dragonslayer, Goddess,
Killyouall). DM is anti-multicharring; please do not play with more than one
session.
By what name do you wish to be known? yunalia
Password: erwida
XvXvXvXvXvXvXvXvXvXvXvXvXvXvXvXvXvXvXvXvXvXvXvXvXvXvXvXvXvXvXvXvXvXvXvXvXvXvX
Xv Hear Ye, Hear Ye! Citizens of Thera pay heed. These are the standing vX
Xv notices of the land as of 12 June 2012:
vX
Xv
vX
Xv
Have you Voted for Dark Mists today?
vX
Xv
http://www.topmudsites.com/vote-darkmists.html
vX
Xv
vX
Xv o We have been seeing an increase in new players due to our voting
vX
Xv
on TMS and Mudconnector. Keep up the good work, turn on
vX
Xv
newbie channel, and keep a look out for anyone with the title of
Xv
"New Soul to Thera," who may need an extra helping hand.
Xv
Xv o NEWBIES: If you are new to Dark Mists, please use the following
Xv
commands to get accustomed to the way the game is run:
Xv
Xv
-help newbieXv
-help rulesXv
-help multicharXv
Xv o We're hiring! If you're interested in contributing to the Staff of
Xv
Dark Mists we want your application. For more info, please visit
Xv
the General Forum or contact any active member of the Pantheon.
[Hit Return to continue]
vX
vX
vX
vX
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vX
vX
vX
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Xv
vX
Xv o Visit the Official Dark Mists WebPage at http://www.darkmists.org
vX
Xv
vX
Xv o Use the 'forum' command to register for the Offical DM Forum at:
vX
Xv
http://www.darkmists.org/forum
vX
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The Forum is your one-stop-shop for:
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-Role Play Log ContestvX
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-Player DiscussionsvX
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-Announcements & Game UpdatesvX
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-Bug ReportingvX
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Xv o Updated maps (as of 6/5/12) of major cities are now located on the vX
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forum as well, under "World of Thera".
vX
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vX
Xv o NOTE: We do not tolerate racism or discrimination of ANY kind here. vX
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XvXvXvXvXvXvXvXvXvXvXvXvXvXvXvXvXvXvXvXvXvXvXvXvXvXvXvXvXvXvXvXvXvXvXvXvXvXvX
380mv> who
(PK) [Helper] [GAR] Yunalia Narva'nil the Heroine of Magical Tran
Researcher of Guild of Alchemical Research
Surinya the Thunderhead, Long Lost Soul Returned to Thera
Blandus the Wizard of Focus, New Soul to Thera
Players found: 3
<1271hp 1090mn 380mv> l
The holy grove
You are standing amidst the ancient oaks and poplars in the holy grove. You
can feel a strange sensation of contentedness and relief seeping through You,
as if great burdens have been lifted from Your shoulders. From here, friendlylooking paths lead east and south.
[Exits: east south]
(Holy Aura) The old Hierophant of the holy grove is here, gathering hollies.
A deer is here, staring back at you.
A small bunny is here, poking from bush to bush.
A small snake slithers between the grass.
A small bunny is here, poking from bush to bush.
<1271hp 1090mn 380mv> c gate gecko
You step through a gate and vanish.
Palms to Pines
The palm trees begin to recede at this point, and they are rapidly being
replaced by ancient, towering pines. Life is abundant in this conifer
forest, and the climate is quite agreeable. The scent of seawater can
still be detected in the air, reminding you of the closeness of the beach.
[Exits: north east west]
A white baby unicorn regards you with wide eyes filled with wonder.
A crusty looking gecko contemplates life from a tree.
<1271hp 1010mn 380mv> e
Palms to Pines
The palm trees begin to recede at this point, and they are rapidly being
replaced by ancient, towering pines. Life is abundant in this conifer
forest, and the climate is quite agreeable. The scent of seawater can
still be detected in the air, reminding you of the closeness of the beach.
[Exits: north east west]
A white baby unicorn regards you with wide eyes filled with wonder.
<1271hp 1037mn 378mv> info blandus
e
Information on Blandus:
Blandus the Wizard of Focus, New Soul to Thera
Illusionist
and seem to
out most
this forest
animals root
well lit enough that you can see with no difficulty. Bluish rock rises from
the ground in some places here, making footing a tad difficult. Ancient
hoof prints can be seen in the blue rock in some places. The air is charged
with a constant humming here.
[Exits: east west]
A handful of nuts lies on the ground.
A white baby unicorn regards you with wide eyes filled with wonder.
<1271hp 1062mn 368mv> e
e
The Deep Conifer Forest
Conifers choke out all view of the sky here, but strangely, the area is still
well lit enough that you can see with no difficulty. Bluish rock rises from
the ground in some places here, making footing a tad difficult. Ancient
hoof prints can be seen in the blue rock in some places. The air is charged
with a constant humming here.
[Exits: south west]
A white baby unicorn regards you with wide eyes filled with wonder.
A squirrel scampers about, chittering merrily.
<1271hp 1067mn 366mv> Alas, you cannot go that way.
<1271hp 1067mn 366mv> s
The Path of Blue Stone
The bluish stones found so frequently in this pine forest now form into a
one meter wide path, meandering east and west through the trees. The
path is faintly warm to the touch, and it hums with an inner energy. In
some places the path shows evidence of hoof prints... perhaps from a
centaur or unicorn. Oddly enough, this path seems to pick up from the
rubble to the west, where the way becomes impassable. To the east
lies a bridge over rapids.
[Exits: north east]
<1271hp 1067mn 364mv> e
The Bridge Over Rapids
Formed of the same bluish stones as found on the path leading east
and west, this bridge looks both new and ancient. The mortar between
the stones is amazingly clean and free of mold, mildew, moss, or any
other natural growth. The stones are smooth and mostly flawless. Along
the walkway of the bridge, however, the stones reveal a little wear
and tear, with a chip here, a hairline crack there. Overall, however,
one can be fairly confident that this bridge is not about to plunge
into the depths below and be swallowed by the furiously churning
waters of the rapids. Warm to the touch, the stones of the bridge hum
faintly with an inner power.
[Exits: east west]
A songbird trills pleasantly from a high branch.
<1271hp 1073mn 362mv> c alarm
You create a new alarm and place it within the room.
<1271hp 1023mn 362mv> c gate bookkeeper
You step through a gate and vanish.
Before the Halls of Research
The walls of the Library of the Owl give way seamlessly to this room. It
appears to be an extension that could always have been a part of the library.
Though small signs here and there show that it is of a newer construction.
The hardwood floors have a protective polish on them, though it has been
slightly scuffed up to keep it from being slick and dangerous. The room
has no other apparent exit, only a chair that sits in the corner that is
fit for someone of very small stature. A sign on the wall is the main
thing of notice within this room.
[Exits: west]
A small gnome is here verifying all who wish to enter the halls of research.
<1271hp 945mn 362mv>
Your awareness of the surrounding trees lessens.
aware
<1271hp 995mn 380mv> cm I am here to do research
You start watching your surroundings more carefully.
<1271hp 999mn 380mv> You with her enchantingly melodious voice say, 'I am here t
o do research'
Gnome bookkeeper tells you, 'Welcome back researcher and good luck to you!'
The Halls of Research
This rather simple room is set up to help aid in the research and collection
of knowledge. The hardwood floors bear signs of some explosions. The desks
are made of steel to protect them in case of further explosions. Carpets
magically protected from fire cover parts of the floor, as well as most of
the walls. This aids in the reduction of noise that many researchers can
cause. A chair and a cot sit in the corner allowing for a place to rest
after the many long hours of work. Bookshelves line the walls, though they
appear mostly empty at this time.
[Exits: north south]
A soft cot is here to rest on.
<1271hp 999mn 380mv> n
The Halls of Research
This rather simple room is set up to help aid in the research and collection
of knowledge. The hardwood floors bear signs of some explosions. The desks
are made of steel to protect them in case of further explosions. Carpets
magically protected from fire cover parts of the floor, as well as most of
the walls. This aids in the reduction of noise that many researchers can
cause. A chair and a cot sit in the corner allowing for a place to rest
after the many long hours of work. Bookshelves line the walls, though they
appear mostly empty at this time.
[Exits: south]
A soft cot is here to rest on.
<1271hp 1003mn 380mv> n
Alas, you cannot go that way.
<1271hp 1003mn 380mv> s
s
The Halls of Research
This rather simple room is set up to help aid in the research and collection
of knowledge. The hardwood floors bear signs of some explosions. The desks
are made of steel to protect them in case of further explosions. Carpets
magically protected from fire cover parts of the floor, as well as most of
the walls. This aids in the reduction of noise that many researchers can
cause. A chair and a cot sit in the corner allowing for a place to rest
after the many long hours of work. Bookshelves line the walls, though they
cause. A chair and a cot sit in the corner allowing for a place to rest
after the many long hours of work. Bookshelves line the walls, though they
appear mostly empty at this time.
[Exits: north east]
A soft cot is here to rest on.
<1271hp 1020mn
[51 G-Elf Cha]
sference, Head
[ Chnge
]
380mv> who
(PK) [Helper] [GAR] Yunalia Narva'nil the Heroine of Magical Tran
Researcher of Guild of Alchemical Research
Blandus the Wizard of Focus, New Soul to Thera
Players found: 2
<1271hp 1057mn 380mv> i
You are carrying:
(Glowing) (Humming) (Unique) Chromed leggings inset with emeralds
(Magical) (Glowing) (Humming) (Legendary) the great flail named Diamond Eye
s
a sack made from the skin of a falcon
( 3) (Limited) a red tunic
(Magical) (Glowing) (Humming) (Unique) an elysium chest with a skull and cr
ossbones on it
<1271hp 1057mn 380mv> ponder
You ponder the question.
<1271hp 1083mn
[51 G-Elf Cha]
sference, Head
[ Chnge
]
380mv> who
(PK) [Helper] [GAR] Yunalia Narva'nil the Heroine of Magical Tran
Researcher of Guild of Alchemical Research
Blandus the Wizard of Focus, New Soul to Thera
Players found: 2
<1271hp 1090mn 380mv> i
You are carrying:
(Glowing) (Humming) (Unique) Chromed leggings inset with emeralds
(Magical) (Glowing) (Humming) (Legendary) the great flail named Diamond Eye
s
a sack made from the skin of a falcon
( 3) (Limited) a red tunic
(Magical) (Glowing) (Humming) (Unique) an elysium chest with a skull and cr
ossbones on it
<1271hp 1090mn 380mv>
You are thirsty.
You are hungry.
<1271hp 1090mn 380mv> c create cake
eat cake
get jug chest
drink jug
put jug chest
A magic triple chocolate cream cake suddenly appears.
<1271hp 1075mn 380mv> You eat a magic triple chocolate cream cake.
You are no longer hungry.
<1271hp 1081mn 380mv> You get a moonstone water jug from an elysium chest with a
skull and crossbones on it.
<1271hp 1081mn 380mv> You drink water from a moonstone water jug.
Your thirst is quenched.
<1271hp 1081mn 380mv> You put a moonstone water jug in an elysium chest with a s
kull and crossbones on it.
<1271hp 1082mn
[51 G-Elf Cha]
sference, Head
[ Chnge
]
380mv> who
(PK) [Helper] [GAR] Yunalia Narva'nil the Heroine of Magical Tran
Researcher of Guild of Alchemical Research
Blandus the Wizard of Focus, New Soul to Thera
Players found: 2
<1271hp 1082mn 380mv> i
You are carrying:
(Glowing) (Humming) (Unique) Chromed leggings inset with emeralds
(Magical) (Glowing) (Humming) (Legendary) the great flail named Diamond Eye
s
a sack made from the skin of a falcon
( 3) (Limited) a red tunic
(Magical) (Glowing) (Humming) (Unique) an elysium chest with a skull and cr
ossbones on it
<1271hp 1082mn 380mv> l
The Halls of Research
This rather simple room is set up to help aid in the research and collection
of knowledge. The hardwood floors bear signs of some explosions. The desks
are made of steel to protect them in case of further explosions. Carpets
magically protected from fire cover parts of the floor, as well as most of
the walls. This aids in the reduction of noise that many researchers can
cause. A chair and a cot sit in the corner allowing for a place to rest
after the many long hours of work. Bookshelves line the walls, though they
appear mostly empty at this time.
[Exits: north east]
A soft cot is here to rest on.
<1271hp 1090mn 380mv> ponder
You ponder the question.
<1271hp 1090mn 380mv> c gate it
You step through a gate and vanish.
Curator's place
The undertaker, the historian and the curator used to be here. Now they
too have joined the legions of the undead. From the looks of the place
they seem to have starved to death. Rickety stairs head down into a
sort of basement.
[Exits: east down]
A blank-faced zombie mage joins the battle.
A skeletal soldier fights in the battle of the underworld.
A blank-faced zombie mage joins the battle.
It is here.
It is here.
<1271hp 1010mn 380mv> where
[Catacombs] Players near you:
(PK) Yunalia
Blandus
Curator's place
Prayer training area
<1271hp 1030mn
[51 G-Elf Cha]
sference, Head
[ Human
]
[ G-Elf
]
[ Chnge
]
380mv> who
(PK) [Helper] [GAR] Yunalia Narva'nil the Heroine of Magical Tran
Researcher of Guild of Alchemical Research
Ukyo the Third Dan
(PK) Sykpra the Stonewaller
Blandus the Wizard of Focus, New Soul to Thera
Players found: 4
<1271hp 1090mn 380mv> l
Curator's place
The undertaker, the historian and the curator used to be here. Now they
too have joined the legions of the undead. From the looks of the place
they seem to have starved to death. Rickety stairs head down into a
sort of basement.
[Exits: east down]
A blank-faced zombie mage joins the battle.
A skeletal soldier fights in the battle of the underworld.
A blank-faced zombie mage joins the battle.
It is here.
It is here.
<1271hp 1090mn 380mv> where
[Catacombs] Players near you:
(PK) Yunalia
Blandus
Curator's place
Grand Templar's room
373mv> who
(PK) [Helper] [GAR] Yunalia Narva'nil the Heroine of Magical Tran
Researcher of Guild of Alchemical Research
Ukyo the Third Dan
(PK) Sykpra the Stonewaller
Blandus the Wizard of Focus, New Soul to Thera
Players found: 4
<1271hp 1047mn 373mv> l 2.
The guard's face is stony as he regards you, a potential threat to the keep.
The sergeant of the guard is in perfect condition. (100%)
The sergeant of the guard is using:
<worn on torso>
a suit of silver plate
<worn on head>
a silver helm
<worn as shield>
(Glowing) a polished silver shield
<wielded>
(Glowing) a mithril longsword
<1271hp 1060mn 373mv> c cone
You draw heat from the room to create a blast of freezing air!
You claim the sergeant of the guard.
Your blast of cold PULVERIZES the sergeant of the guard!
The sergeant of the guard snaps his shield before himself, braces it, and blocks
your pierce.
The sergeant of the guard raises his shield to block your pierce.
The sergeant of the guard's slash hits you.
You duck and dodge the sergeant of the guard's slash.
The sergeant of the guard has a few scratches. (85%)
<1260hp 1061mn 380mv> autolo
Your pierce mauls the sergeant of the guard.
The sergeant of the guard is poisoned by the venom on the Barbed Dagger of Thiul
or.
The sergeant of the guard's slash misses you.
The sergeant of the guard's slash misses you.
You lean to the left and dodge the sergeant of the guard's slash.
The sergeant of the guard has some small wounds. (80%)
<1260hp 1069mn 380mv> Autolooting removed.
The sergeant of the guard has some small wounds. (80%)
<1260hp 1069mn 380mv> c chain
A lightning bolt leaps from your hand and arcs to the sergeant of the guard.
Your lightning *** DEMOLISHES *** the sergeant of the guard!
The bolt arcs harmlessly back to you.
The bolt arcs to the sergeant of the guard!
Your lightning MASSACRES the sergeant of the guard!
The bolt arcs harmlessly back to you.
The bolt arcs to the sergeant of the guard!
Your lightning RAZES the sergeant of the guard!
The bolt arcs harmlessly back to you.
The bolt arcs to the sergeant of the guard!
Your lightning GORES the sergeant of the guard!
The bolt arcs harmlessly back to you.
The bolt arcs to the sergeant of the guard!
Your lightning mauls the sergeant of the guard.
The bolt arcs harmlessly back to you.
The bolt arcs to the sergeant of the guard!
Your lightning MUTILATES the sergeant of the guard!
The bolt arcs harmlessly back to you.
The bolt arcs to the sergeant of the guard!
Your lightning scratches the sergeant of the guard.
The sergeant of the guard is in pretty bad shape. (5%)
<1260hp 1044mn 380mv> c chain
Your pierce misses the sergeant of the guard.
Your pierce thrashes the sergeant of the guard.
The sergeant of the guard is poisoned by the venom on the Barbed Dagger of Thiul
or.
The sergeant of the guard's slash injures you.
The sergeant of the guard is in pretty bad shape. (0%)
<1246hp 1059mn 380mv> A lightning bolt leaps from your hand and arcs to the serg
eant of the guard.
Your lightning *** SLAUGHTERS *** the sergeant of the guard!
The sergeant of the guard is DEAD!!
You receive 0 experience points.
The sergeant of the guard's arm is sliced from his dead body.
You get 47 silver coins from the corpse of the sergeant of the guard.
The gods give you 75 silver coins for your sacrifice.
The bolt arcs harmlessly back to you.
[Exits: none]
( 2) A red key is here.
( 2) A blue key is here.
( 2) A green key is here.
( 2) A white key is here.
( 2) A black key is here.
( 2) A gold key is here.
( 2) A silver key is here.
( 2) A brass key is here.
( 2) A bronze key is here.
( 2) A copper key is here.
An older woman with graying hair, and a cleaning apron about her waist is here.
<1246hp 1010mn 380mv> A Hallway in the Castle
Unlike most castles this one does not appear to have been
built stone by stone. The castle as a whole is carved
directly out of the mountain. The caverns have been cut
to extreme precision, and appear just as a hallway would
in any other castle. Tapestries hang along all the walls
softening the feel of the hallways. Woven rugs run down
the middle of the hallway, and stretch out to the sides at
the entrances to the various doorways. Magical globes of
light are affixed to the walls and ceiling at evenly spaced
intervals along the hallway.
[Exits: north west]
<1246hp 1039mn 380mv> A Hallway in the Castle
Unlike most castles this one does not appear to have been
built stone by stone. The castle as a whole is carved
directly out of the mountain. The caverns have been cut
to extreme precision, and appear just as a hallway would
in any other castle. Tapestries hang along all the walls
softening the feel of the hallways. Woven rugs run down
the middle of the hallway, and stretch out to the sides at
the entrances to the various doorways. Magical globes of
light are affixed to the walls and ceiling at evenly spaced
intervals along the hallway.
[Exits: east west]
<1246hp 1039mn 380mv> A Hallway in the Castle
Unlike most castles this one does not appear to have been
built stone by stone. The castle as a whole is carved
directly out of the mountain. The caverns have been cut
to extreme precision, and appear just as a hallway would
in any other castle. Tapestries hang along all the walls
softening the feel of the hallways. Woven rugs run down
the middle of the hallway, and stretch out to the sides at
the entrances to the various doorways. Magical globes of
light are affixed to the walls and ceiling at evenly spaced
intervals along the hallway.
[Exits:
A royal
A royal
A royal
east
maid
maid
maid
west]
carefully goes about her duties.
tells you, 'Gud days tu yus, please ta kep da castle clen.'
peers at you intently.
set to
to the
sealed
temple
heat of the day, and a small protection from the elements. The
titanium paving squares cause footsteps to ring off of the ground,
and echo down the roadway. The buildings rise right out of the
ground, appearing to be carved straight out of the mountain. No
seams can be seen in any of the buildings, and the only thing that
breaks up the gleaming smooth surfaces are the windows and doors of
the various shops in the market district.
[Exits: north east south west]
<1261hp 1080mn 357mv> Titanium road
The cliff wall rises up to the north, to the upper portion of the
the city. Due to the sheer height of the buildings and walls the
whole area has a feel of being closed in. Throughout Titanium road
canvas is stretched bewteen the cliff wall and the rooftops of the
various shops at alternating sections. This allows for shade in the
heat of the day, and a small protection from the elements. The
titanium paving squares cause footsteps to ring off of the ground,
and echo down the roadway. The buildings rise right out of the
ground, appearing to be carved straight out of the mountain. No
seams can be seen in any of the buildings, and the only thing that
breaks up the gleaming smooth surfaces are the windows and doors of
the various shops in the market district.
[Exits: east west]
<1261hp 1080mn 356mv> The intersection of Titanium and Steel
The street here is a very interesting mix, as the paving squares
are setup in an alternating fashion between titanium and steel
squares. The setup causes a checkerboard affect to the ground here.
The buildings rise right out of the ground, appearing to be carved
straight out of the mountain. No seams can be seen in any of the
buildings, and the only thing that breaks up the gleaming smooth
surfaces are the windows and doors of the various shops in the
market district.
[Exits: east south west]
A merchant guard keeps the street safe.
<1261hp 1080mn 355mv> Steel Road
Sounds echo off of the steel paving squares in the center of
the market district. Steel road runs right through the center
of the bustling market. The buildings here as everywhere else
appear to be carved straight out of the mountain, with no seams
able to be seen. The only things breaking up the smooth surfaces
are the windows and doors of the various shops. To the east a
windows shows into the common room of a local inn. And to the
west a shop shows it shelves lined with a variety of goods.
[Exits: north east south west]
A mangy horse is pulling a cart here.
<1261hp 1080mn 354mv> General Store
Racks of shelves are spread through this room containing
a large variety of goods that one might need to survive
out in the wilderness. The shelves continue into an
adjacent room containing even more supplies. The shelves
are quite large and appear to have a magical method of
restocking themselves, for their are no empty spots on the
shelves no matter what is removed.
with
with
with
with
a
a
a
a
skull
skull
skull
skull
and
and
and
and
crossbones
crossbones
crossbones
crossbones
on
on
on
on
it.
it.
it.
it.
of the two stones is quite subtle, and appealing. Rising above the
street, the buildings appear to be carved directly out of the
mountain, as no seams can be seen, and the stone is polished to
a near gleaming brilliance.
[Exits: north west]
A young giant wanders around the street.
<1261hp 1090mn 345mv> You enjoy the view around you.
n
n
w
w
w
w
u
w
n
n
e
n
n
n
n
e
e
e
e
e
e
n
e
get all jar
w
w
get all jar
e
n
e
view
<1261hp 1090mn 345mv> A shimmering force field crackles around you.
<1261hp 990mn 345mv> Coral way
The coral stone here creates a very soothing atmosphere, and
also reduces the ringing that is constant in most of the city.
The buildings appear to rise directly out of the mountain
itself without a seam able to be seen. Only the windows of
each building break up the seamless architecture.
[Exits: north east south]
<1261hp 1003mn 344mv> The corner of Redstone and Coral
At the corner of Redstone and Coral the marked difference
in the streets can be seen as well as anywhere. The Redstone
paving squares are cut off at a fourty-five degree angel from the
northeast side of the room down to the southwest side, where they
meet with the rough paving squares of Coral way. The contrast
of the two stones is quite distinct and eye catching. Rising above
the street, the buildings appear to be carved directly out of the
walls of each room engravings can be seen in both the stone and
etchings in the metal depicting the gods and godesses of Thera.
Special care has been taken to much more intricately depict the
various immortals of giant decent through that have ascended
through the ages. They are shown in much greater detail, and
are given much more prominent places on the walls.
[Exits: east west down]
<1261hp 1015mn 338mv> Gul'doran temple
The temple of Gul'doran shows a mixture of the various forms
shown throughout the city. Stone and metal is blended seamlessly
together to form a great collage of color and feel. Upon the
walls of each room engravings can be seen in both the stone and
etchings in the metal depicting the gods and godesses of Thera.
Special care has been taken to much more intricately depict the
various immortals of giant decent through that have ascended
through the ages. They are shown in much greater detail, and
are given much more prominent places on the walls.
[Exits: north east]
A merchant guard keeps the street safe.
<1261hp 1015mn 338mv> Gul'doran temple
The temple of Gul'doran shows a mixture of the various forms
shown throughout the city. Stone and metal is blended seamlessly
together to form a great collage of color and feel. Upon the
walls of each room engravings can be seen in both the stone and
etchings in the metal depicting the gods and godesses of Thera.
Special care has been taken to much more intricately depict the
various immortals of giant decent through that have ascended
through the ages. They are shown in much greater detail, and
are given much more prominent places on the walls.
[Exits: north south west]
<1261hp 1015mn 338mv> Gul'doran temple
The temple of Gul'doran shows a mixture of the various forms
shown throughout the city. Stone and metal is blended seamlessly
together to form a great collage of color and feel. Upon the
walls of each room engravings can be seen in both the stone and
etchings in the metal depicting the gods and godesses of Thera.
Special care has been taken to much more intricately depict the
various immortals of giant decent through that have ascended
through the ages. They are shown in much greater detail, and
are given much more prominent places on the walls.
[Exits: east south]
<1261hp 1021mn 338mv> Gul'doran temple
The temple of Gul'doran shows a mixture of the various forms
shown throughout the city. Stone and metal is blended seamlessly
together to form a great collage of color and feel. Upon the
walls of each room engravings can be seen in both the stone and
etchings in the metal depicting the gods and godesses of Thera.
Special care has been taken to much more intricately depict the
various immortals of giant decent through that have ascended
through the ages. They are shown in much greater detail, and
are given much more prominent places on the walls.
east
maid
maid
maid
west]
carefully goes about her duties.
tells you, 'Gud days tu yus, please ta kep da castle clen.'
peers at you intently.
north south]
maid carefully goes about her duties.
maid tells you, 'Gud days tu yus, please ta kep da castle clen.'
maid peers at you intently.
hole
chest
hole
<1271hp 1084mn 380mv> You get A handful of potting soil from A plant jar.
<1271hp 1084mn 380mv> A Hallway in the Castle
Unlike most castles this one does not appear to have been
built stone by stone. The castle as a whole is carved
north south]
maid carefully goes about her duties.
maid tells you, 'Gud days tu yus, please ta kep da castle clen.'
maid peers at you intently.
north south]
maid carefully goes about her duties.
maid tells you, 'Gud days tu yus, please ta kep da castle clen.'
maid peers at you intently.
A castle guard tells you, 'Gud day outsider, step litely in da castle, yus wil b
e wached.'
A castle guard peers at you intently.
<1271hp 1090mn 380mv> A Hallway in the Castle
Unlike most castles this one does not appear to have been
built stone by stone. The castle as a whole is carved
directly out of the mountain. The caverns have been cut
to extreme precision, and appear just as a hallway would
in any other castle. Tapestries hang along all the walls
softening the feel of the hallways. Woven rugs run down
the middle of the hallway, and stretch out to the sides at
the entrances to the various doorways. Magical globes of
light are affixed to the walls and ceiling at evenly spaced
intervals along the hallway.
[Exits: east west]
<1271hp 1090mn 380mv> A Hallway in the Castle
Unlike most castles this one does not appear to have been
built stone by stone. The castle as a whole is carved
directly out of the mountain. The caverns have been cut
to extreme precision, and appear just as a hallway would
in any other castle. Tapestries hang along all the walls
softening the feel of the hallways. Woven rugs run down
the middle of the hallway, and stretch out to the sides at
the entrances to the various doorways. Magical globes of
light are affixed to the walls and ceiling at evenly spaced
intervals along the hallway.
[Exits: north east south west]
<1271hp 1090mn 380mv> A Hallway in the Castle
Unlike most castles this one does not appear to have been
built stone by stone. The castle as a whole is carved
directly out of the mountain. The caverns have been cut
to extreme precision, and appear just as a hallway would
in any other castle. Tapestries hang along all the walls
softening the feel of the hallways. Woven rugs run down
the middle of the hallway, and stretch out to the sides at
the entrances to the various doorways. Magical globes of
light are affixed to the walls and ceiling at evenly spaced
intervals along the hallway.
[Exits: east west]
<1271hp 1090mn 380mv> A Hallway in the Castle
Unlike most castles this one does not appear to have been
built stone by stone. The castle as a whole is carved
directly out of the mountain. The caverns have been cut
to extreme precision, and appear just as a hallway would
in any other castle. Tapestries hang along all the walls
softening the feel of the hallways. Woven rugs run down
the middle of the hallway, and stretch out to the sides at
the entrances to the various doorways. Magical globes of
light are affixed to the walls and ceiling at evenly spaced
intervals along the hallway.
[Exits: east west]
none]
maid carefully goes about her duties.
maid tells you, 'Gud days tu yus, please ta kep da castle clen.'
maid peers at you intently.
<1271hp 1090mn 380mv> You put a pine log in an elysium chest with a skull and cr
ossbones on it.
<1271hp 1090mn 380mv> You get a oak log from a hollow in the wall.
<1271hp 1090mn 380mv> A Hallway in the Castle
Unlike most castles this one does not appear to have been
built stone by stone. The castle as a whole is carved
directly out of the mountain. The caverns have been cut
to extreme precision, and appear just as a hallway would
in any other castle. Tapestries hang along all the walls
softening the feel of the hallways. Woven rugs run down
the middle of the hallway, and stretch out to the sides at
the entrances to the various doorways. Magical globes of
light are affixed to the walls and ceiling at evenly spaced
intervals along the hallway.
[Exits: east west]
A castle guard keeps a close watch on the castle, protecting it at all costs.
A castle guard tells you, 'Gud day outsider, step litely in da castle, yus wil b
e wached.'
A castle guard peers at you intently.
<1271hp 1090mn 380mv> A Hallway in the Castle
Unlike most castles this one does not appear to have been
built stone by stone. The castle as a whole is carved
directly out of the mountain. The caverns have been cut
to extreme precision, and appear just as a hallway would
in any other castle. Tapestries hang along all the walls
softening the feel of the hallways. Woven rugs run down
the middle of the hallway, and stretch out to the sides at
the entrances to the various doorways. Magical globes of
light are affixed to the walls and ceiling at evenly spaced
intervals along the hallway.
[Exits:
A royal
A royal
A royal
east
maid
maid
maid
south]
carefully goes about her duties.
tells you, 'Gud days tu yus, please ta kep da castle clen.'
peers at you intently.
<1271hp 1090mn 380mv> You put a oak log in an elysium chest with a skull and cro
ssbones on it.
<1271hp 1090mn 380mv> You get a maple log from a hollow in the wall.
<1271hp 1090mn 380mv> A Hallway in the Castle
Unlike most castles this one does not appear to have been
built stone by stone. The castle as a whole is carved
directly out of the mountain. The caverns have been cut
to extreme precision, and appear just as a hallway would
in any other castle. Tapestries hang along all the walls
softening the feel of the hallways. Woven rugs run down
the middle of the hallway, and stretch out to the sides at
the entrances to the various doorways. Magical globes of
light are affixed to the walls and ceiling at evenly spaced
intervals along the hallway.
[Exits: east south]
<1271hp 1090mn 380mv> You put a maple log in an elysium chest with a skull and c
rossbones on it.
<1271hp 1090mn 380mv> A Hallway in the Castle
Unlike most castles this one does not appear to have been
built stone by stone. The castle as a whole is carved
directly out of the mountain. The caverns have been cut
to extreme precision, and appear just as a hallway would
in any other castle. Tapestries hang along all the walls
softening the feel of the hallways. Woven rugs run down
the middle of the hallway, and stretch out to the sides at
the entrances to the various doorways. Magical globes of
light are affixed to the walls and ceiling at evenly spaced
intervals along the hallway.
[Exits: east west]
A castle guard keeps a close watch on the castle, protecting it at all costs.
A castle guard tells you, 'Gud day outsider, step litely in da castle, yus wil b
e wached.'
A castle guard peers at you intently.
<1271hp 1090mn 380mv> A Hallway in the Castle
Unlike most castles this one does not appear to have been
built stone by stone. The castle as a whole is carved
directly out of the mountain. The caverns have been cut
to extreme precision, and appear just as a hallway would
in any other castle. Tapestries hang along all the walls
softening the feel of the hallways. Woven rugs run down
the middle of the hallway, and stretch out to the sides at
the entrances to the various doorways. Magical globes of
light are affixed to the walls and ceiling at evenly spaced
intervals along the hallway.
[Exits: east west]
<1271hp 1090mn 380mv> A Hallway in the Castle
Unlike most castles this one does not appear to have been
built stone by stone. The castle as a whole is carved
directly out of the mountain. The caverns have been cut
to extreme precision, and appear just as a hallway would
none]
maid carefully goes about her duties.
maid carefully goes about her duties.
maid tells you, 'Gud days tu yus, please ta kep da castle clen.'
maid peers at you intently.
maid tells you, 'Gud days tu yus, please ta kep da castle clen.'
maid peers at you intently.
dragon
dragon
dragon
dragon
dragon
dragon
chest
floors. The metal bars that form the door are old and slightly rusted,
though they appear to still be quite sturdy, and the lock appears
to be the only thing that has regularly been oiled to keep it working
properly. Various names have been scratched into the walls of the cells
from those who have occupied this space from time to time. A small bowl
sits just inside the bars of the door that would appear to be used to
hold the food that is served to those that are kept here.
[Exits: none]
A young red dragon is being held prisoner.
<1271hp 1090mn 380mv> You claim a young red dragon.
A lightning bolt leaps from your hand and arcs to a young red dragon.
Your lightning *** DEMOLISHES *** a young red dragon!
The bolt arcs harmlessly back to you.
The bolt arcs to a young red dragon!
Your lightning MASSACRES a young red dragon!
The bolt arcs harmlessly back to you.
The bolt arcs to a young red dragon!
Your lightning MASSACRES a young red dragon!
The bolt arcs harmlessly back to you.
The bolt arcs to a young red dragon!
Your lightning PULVERIZES a young red dragon!
The bolt arcs harmlessly back to you.
The bolt arcs to a young red dragon!
Your lightning wounds a young red dragon.
The bolt arcs harmlessly back to you.
The bolt arcs to a young red dragon!
Your lightning injures a young red dragon.
The bolt arcs harmlessly back to you.
The bolt arcs to a young red dragon!
Your lightning scratches a young red dragon.
A young red dragon is bleeding profusely. (40%)
<1271hp 1065mn 380mv>
Your pierce MUTILATES a young red dragon!
A young red dragon is poisoned by the venom on the Barbed Dagger of Thiulor.
Your pierce MUTILATES a young red dragon!
A young red dragon is poisoned by the venom on the Barbed Dagger of Thiulor.
A young red dragon's claw misses you.
A young red dragon is spurting blood. (25%)
<1271hp 1075mn 380mv> A lightning bolt leaps from your hand and arcs to a young
red dragon.
Your lightning *** DEMOLISHES *** a young red dragon!
The bolt arcs harmlessly back to you.
The bolt arcs to a young red dragon!
Your lightning MASSACRES a young red dragon!
A young red dragon is DEAD!!
You receive 0 experience points.
You hear a young red dragon's death cry.
The gods give you 90 silver coins for your sacrifice.
The bolt arcs harmlessly back to you.
The bolt grounds out harmlessly through your body.
<1271hp 1050mn 380mv> They are not here.
<1271hp 1054mn 380mv> A hallway in the dungeon
Darkness covers most of the hallway. A little dim light comes forth
from the glowing balls, but even that has dimmed to near nothing.
Grime covers the hard stone floors, and trash is spread out under foot
as well. Fetid smells assault your senses from the many things that
remain unclean. Cobwebs hang in a few parts of the dungeon with
their makers still present waiting for their next meal. Large rusted
doors seal away the dungeon cells.
[Exits: east]
<1271hp 1054mn 380mv>
Connected to host 24.217.21.230
_/
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( \-------.,')
(\_________________________
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ROM Version 2.4 beta
' ;
/ ,'
,'
/,'
/ /
'
/
, - --- .
Original DikuMUD by
\|
/ (
,' '
`.
Hans Staerfeldt, Katja
(' ,'
`.
" / ,'
\ Nyboe, Tom Madsen,
,'
\
,/,'
'`) (_ ) Michael Seifert, and
/
\ , /'
,
/ / Sebastian Hammer
.
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Based on MERC 2.1 code
)
,
/
by Hatchet, Furey, and
.
' `| ,'
/
Kahn
' | /
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| <
______,---'
ROM 2.4 copyright (c)
` \
',' (
1993-1996 Russ Taylor
\ '
/(____ ,`-._,-.
`.
/
`._, )---)
Welcome to Dark Mists
`-------'\
`/ \
(darkmists.org port 2222)
Implementor: Xyza, The One True Spell, Goddess of Magic and Wisdom
(xyza@darkmists.org)
Welcome to the Dark Mists, a medieval fantasy role-playing and PK MUD!
Please choose a good name for role-playing. Do not string two names together
(SunStarer), use names with multiple capitalization (McNeil), use famous names
(Bilbo, Megaman), or string together common words (Dragonslayer, Goddess,
Killyouall). DM is anti-multicharring; please do not play with more than one
session.
By what name do you wish to be known? yunalia
Password: erwida
Reconnecting.
properly. Various names have been scratched into the walls of the cells
from those who have occupied this space from time to time. A small bowl
sits just inside the bars of the door that would appear to be used to
hold the food that is served to those that are kept here.
[Exits: none]
A cracked red dragonscale is here.
<1271hp 949mn 380mv> get all
You get A damaged red dragonscale.
<1271hp 951mn 380mv> c gate first maid
You step through a gate and vanish.
The First Maids Quarters
This room as many others on this floor, is simple in design.
It is home to the First Maid of the castle. The simple bed is
slightly larger than the other maids beds and appears to be a
bit more comfortable. A large wide dresser sits along the wall
opposite the bed, and a washbasin sits atop it. Various brushes
and soap sit next to the washbasin. The rugs in the room are
simple yet serviceable, and show a bit of wear from the long
years use. Simple wall hangings cover a good portion of the
walls, though flecks of minerals glint in the dim light provided
by the magical globe that is attached to the ceiling in the
center of the room.
[Exits: none]
( 2) A red key is here.
( 2) A blue key is here.
( 2) A green key is here.
( 2) A white key is here.
( 2) A black key is here.
( 2) A gold key is here.
( 2) A silver key is here.
( 2) A brass key is here.
( 2) A bronze key is here.
( 2) A copper key is here.
An older woman with graying hair, and a cleaning apron about her waist is here.
<1271hp 873mn 380mv> w
A Hallway in the Castle
Unlike most castles this one does not appear to have been
built stone by stone. The castle as a whole is carved
directly out of the mountain. The caverns have been cut
to extreme precision, and appear just as a hallway would
in any other castle. Tapestries hang along all the walls
softening the feel of the hallways. Woven rugs run down
the middle of the hallway, and stretch out to the sides at
the entrances to the various doorways. Magical globes of
light are affixed to the walls and ceiling at evenly spaced
intervals along the hallway.
[Exits: north west]
<1271hp 965mn 380mv> n
n
A Hallway in the Castle
Unlike most castles this one does not appear to have been
built stone by stone. The castle as a whole is carved
directly out of the mountain. The caverns have been cut
north south]
maid carefully goes about her duties.
maid tells you, 'Gud days tu yus, please ta kep da castle clen.'
maid peers at you intently.
e
A
A
e
A
wached.'
castle guard peers at you intently.
castle guard tells you, 'Gud day outsider, step litely in da castle, yus wil b
wached.'
castle guard peers at you intently.
east west]
servant meticulously goes about his duties.
servant tells you, 'Gud days tu yus, du be carefil aboot da castle.'
servant smiles at you.
[Exits:
A royal
A royal
A royal
none]
maid carefully goes about her duties.
maid tells you, 'Gud days tu yus, please ta kep da castle clen.'
maid peers at you intently.
none]
maid carefully goes about her duties.
maid tells you, 'Gud days tu yus, please ta kep da castle clen.'
maid peers at you intently.
A
A
e
A
castle guard keeps a close watch on the castle, protecting it at all costs.
castle guard tells you, 'Gud day outsider, step litely in da castle, yus wil b
wached.'
castle guard peers at you intently.
none]
maid carefully goes about her duties.
maid tells you, 'Gud days tu yus, please ta kep da castle clen.'
maid peers at you intently.
bed. An armoiree sits against the back wall of the room, and
next to it sits a small table with a washbasin. Various
items are provided for the guests comfort, from soap to
brushes. The bed is covered in very simple sheets over
a thick fairly uniform mattress. The rugs in the room are
slightly more ornate than that in the hallways, and a bit
more plush. Simple tapestries line the walls, and the wall
opposite the foot of the bed actually has a mirror.
[Exits:
A royal
A royal
A royal
none]
maid carefully goes about her duties.
maid tells you, 'Gud days tu yus, please ta kep da castle clen.'
maid peers at you intently.
none]
servant
servant
servant
servant
servant
servant
his duties.
his duties.
yus, du be carefil aboot da castle.'
yus, du be carefil aboot da castle.'
none]
servant
servant
servant
servant
servant
servant
his duties.
his duties.
yus, du be carefil aboot da castle.'
yus, du be carefil aboot da castle.'
none]
servant
servant
servant
servant
servant
servant
his duties.
his duties.
yus, du be carefil aboot da castle.'
yus, du be carefil aboot da castle.'
none]
maid carefully goes about her duties.
maid tells you, 'Gud days tu yus, please ta kep da castle clen.'
maid peers at you intently.
bed. An armoire sits against the back wall of the room, and
next to it sits a small table with a washbasin. Various
items are provided for the guests comfort, from soap to
brushes. The bed is covered in very simple sheets over
a thick fairly uniform mattress. The rugs in the room are
slightly more ornate than that in the hallways, and a bit
more plush. Simple tapestries line the walls, and the wall
opposite the foot of the bed actually has a mirror.
[Exits:
A royal
A royal
A royal
none]
maid carefully goes about her duties.
maid tells you, 'Gud days tu yus, please ta kep da castle clen.'
maid peers at you intently.
more plush. Simple tapestries line the walls, and the wall
opposite the foot of the bed actually has a mirror.
[Exits:
A royal
A royal
A royal
none]
maid carefully goes about her duties.
maid tells you, 'Gud days tu yus, please ta kep da castle clen.'
maid peers at you intently.
none]
maid carefully goes about her duties.
maid tells you, 'Gud days tu yus, please ta kep da castle clen.'
maid peers at you intently.
Unlike most castles this one does not appear to have been
built stone by stone. The castle as a whole is carved
directly out of the mountain. The caverns have been cut
to extreme precision, and appear just as a hallway would
in any other castle. Tapestries hang along all the walls
softening the feel of the hallways. Woven rugs run down
the middle of the hallway, and stretch out to the sides at
the entrances to the various doorways. Magical globes of
light are affixed to the walls and ceiling at evenly spaced
intervals along the hallway.
[Exits: north east south west]
<1271hp 1090mn 380mv> e
A Hallway in the Castle
Unlike most castles this one does not appear to have been
built stone by stone. The castle as a whole is carved
directly out of the mountain. The caverns have been cut
to extreme precision, and appear just as a hallway would
in any other castle. Tapestries hang along all the walls
softening the feel of the hallways. Woven rugs run down
the middle of the hallway, and stretch out to the sides at
the entrances to the various doorways. Magical globes of
light are affixed to the walls and ceiling at evenly spaced
intervals along the hallway.
[Exits: east west]
<1271hp 1090mn 380mv> e
A Hallway in the Castle
Unlike most castles this one does not appear to have been
built stone by stone. The castle as a whole is carved
directly out of the mountain. The caverns have been cut
to extreme precision, and appear just as a hallway would
in any other castle. Tapestries hang along all the walls
softening the feel of the hallways. Woven rugs run down
the middle of the hallway, and stretch out to the sides at
the entrances to the various doorways. Magical globes of
light are affixed to the walls and ceiling at evenly spaced
intervals along the hallway.
[Exits: east west]
<1271hp 1090mn 380mv> n
Alas, you cannot go that way.
<1271hp 1090mn 380mv> e
n
A Hallway in the Castle
Unlike most castles this one does not appear to have been
built stone by stone. The castle as a whole is carved
directly out of the mountain. The caverns have been cut
to extreme precision, and appear just as a hallway would
in any other castle. Tapestries hang along all the walls
softening the feel of the hallways. Woven rugs run down
the middle of the hallway, and stretch out to the sides at
the entrances to the various doorways. Magical globes of
light are affixed to the walls and ceiling at evenly spaced
intervals along the hallway.
none]
maid carefully goes about her duties.
maid carefully goes about her duties.
maid tells you, 'Gud days tu yus, please ta kep da castle clen.'
maid peers at you intently.
maid tells you, 'Gud days tu yus, please ta kep da castle clen.'
maid peers at you intently.
none]
maid carefully goes about her duties.
maid carefully goes about her duties.
maid tells you, 'Gud days tu yus, please ta kep da castle clen.'
maid peers at you intently.
maid tells you, 'Gud days tu yus, please ta kep da castle clen.'
maid peers at you intently.
<1271hp
You get
You get
You get
You get
You get
You get
0 tnl
Players found: 4
<1271hp 1090mn 380mv> You turn translucent.
<1271hp 1070mn 380mv> a
You are affected by the following:
Pass door
: modifies none by 0 for about 4 hrs and 35 mins
Protective shield : modifies none by 0 for about 1 hr and 55 mins
Chromatic shield : modifies none by 0 for about 1 hr and 55 mins
Absorb
: modifies none by 0 for about 2 hrs and 55 mins
Awareness
: modifies none by 0 for about 13 hrs and 55 mins
Fly
: modifies none by 0 for about 2 hrs and 35 mins
Armor
: modifies armor class by -20 for about 2 hrs and 35 mins
Detect magic
: modifies none by 0 for about 13 hrs and 35 mins
Giant strength
: modifies strength by 4 for about 13 hrs and 35 mins
Detect invis
: modifies none by 0 for about 13 hrs and 35 mins
<1271hp 1075mn 380mv> time
It is 06:54:24 pm, Day of the Sun, 28th the Month of the Old Forces, in the year
281.
Lomenthiel is in waning gibbous.
Erohach
is in waxing crescent.
Gu
is in waning crescent.
Dark Mists started up at Wed Jan 8 05:00:09 2014.
Dark Mists is scheduled for an automatic reboot at 05:00:00.
The system time is Thu Jan 9 02:25:49 2014.
<1271hp 1079mn 380mv> Day Run
e
c gate first maid
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buy 3*bamboo
view
A Hallway in the Castle
Unlike most castles this one does not appear to have been
built stone by stone. The castle as a whole is carved
directly out of the mountain. The caverns have been cut
to extreme precision, and appear just as a hallway would
in any other castle. Tapestries hang along all the walls
softening the feel of the hallways. Woven rugs run down
the middle of the hallway, and stretch out to the sides at
the entrances to the various doorways. Magical globes of
light are affixed to the walls and ceiling at evenly spaced
intervals along the hallway.
[Exits: north south]
<1271hp 1081mn 380mv> You step through a gate and vanish.
The First Maids Quarters
This room as many others on this floor, is simple in design.
It is home to the First Maid of the castle. The simple bed is
slightly larger than the other maids beds and appears to be a
bit more comfortable. A large wide dresser sits along the wall
opposite the bed, and a washbasin sits atop it. Various brushes
and soap sit next to the washbasin. The rugs in the room are
simple yet serviceable, and show a bit of wear from the long
years use. Simple wall hangings cover a good portion of the
walls, though flecks of minerals glint in the dim light provided
by the magical globe that is attached to the ceiling in the
center of the room.
[Exits: none]
( 2) A red key is here.
( 2) A blue key is here.
( 2) A green key is here.
( 2) A white key is here.
( 2) A black key is here.
( 2) A gold key is here.
( 2) A silver key is here.
( 2) A brass key is here.
( 2) A bronze key is here.
( 2) A copper key is here.
An older woman with graying hair, and a cleaning apron about her waist is here.
<1271hp 1016mn 380mv> A Hallway in the Castle
Unlike most castles this one does not appear to have been
built stone by stone. The castle as a whole is carved
directly out of the mountain. The caverns have been cut
to extreme precision, and appear just as a hallway would
in any other castle. Tapestries hang along all the walls
softening the feel of the hallways. Woven rugs run down
the middle of the hallway, and stretch out to the sides at
the entrances to the various doorways. Magical globes of
light are affixed to the walls and ceiling at evenly spaced
intervals along the hallway.
[Exits: north west]
<1271hp 1028mn 380mv> A Hallway in the Castle
Unlike most castles this one does not appear to have been
built stone by stone. The castle as a whole is carved
directly out of the mountain. The caverns have been cut
east
maid
maid
maid
west]
carefully goes about her duties.
tells you, 'Gud days tu yus, please ta kep da castle clen.'
peers at you intently.
through the ages. They are shown in much greater detail, and
are given much more prominent places on the walls.
[Exits: east west down]
<1271hp 1051mn 380mv> The intersection of Redstone and Sandstone
The street here is a very interesting mix, as the paving squares
are setup in an alternating fashion between brilliant redstone and
beautiful sandstone squares. The setup causes a checkerboard
affect to the ground here. The buildings rise right out of the
ground, appearing to be carved straight out of the mountain.
No seams can be seen in any of the buildings, and the only thing
that breaks up the gleaming smooth surfaces are the windows and
doors of the various guildhalls. A ramp leads up to the temple
square from here.
[Exits: east south west up]
A stray dog is wandering around here.
<1271hp 1051mn 379mv> Redstone way
The redstone road stands out greatly as it makes for a very colorful
street. It stands in stark contrast to the grey tones of the various
buildings along the street. Just like the rest of the city, the
walls of the buildings seem to rise out of the stone itself. To the
north another cliff face can be seen rising high above to the temple.
The cliff wall here however is not smooth stone as the rest of the
city. Here the wall is covered with murals ranging from battles
to forested landscapes, to portraits of long dead heroes.
[Exits: east south west]
<1271hp 1051mn 378mv> Redstone way
The redstone road stands out greatly as it makes for a very colorful
street. It stands in stark contrast to the grey tones of the various
buildings along the street. Just like the rest of the city, the
walls of the buildings seem to rise out of the stone itself. To the
north another cliff face can be seen rising high above to the temple.
The cliff wall here however is not smooth stone as the rest of the
city. Here the wall is covered with murals ranging from battles
to forested landscapes, to portraits of long dead heroes.
[Exits: east west]
A bluebird is flying around here.
<1271hp 1051mn 377mv> Redstone way
The redstone road stands out greatly as it makes for a very colorful
street. It stands in stark contrast to the grey tones of the various
buildings along the street. Just like the rest of the city, the
walls of the buildings seem to rise out of the stone itself. To the
north another cliff face can be seen rising high above to the temple.
The cliff wall here however is not smooth stone as the rest of the
city. Here the wall is covered with murals ranging from battles
to forested landscapes, to portraits of long dead heroes.
[Exits: east south west]
<1271hp 1058mn 376mv> The corner of Redstone and Coral
At the corner of Redstone and Coral the marked difference
in the streets can be seen as well as anywhere. The Redstone
paving squares are cut off at a fourty-five degree angel from the
northeast side of the room down to the southwest side, where they
meet with the rough paving squares of Coral way. The contrast
of the two stones is quite distinct and eye catching. Rising above
the street, the buildings appear to be carved directly out of the
mountain, as no seams can be seen, and the stone is polished to
a near gleaming brilliance.
[Exits: south west]
<1271hp 1058mn 375mv> Coral way
The coral stone here creates a very soothing atmosphere, and
also reduces the ringing that is constant in most of the city.
The buildings appear to rise directly out of the mountain
itself without a seam able to be seen. Only the windows of
each building break up the seamless architecture.
[Exits: north east south]
<1271hp 1058mn 374mv> A path into the park
Very different from the rest of the city, grass grows here and
the cold stone and metal that covers most of the city is nowhere
to be found. This is a haven of sorts in the middle of
the hard looking fortress of a city. A few small flowers
grow here, and various insects buzz about. The grass is soft
and only partially green. A few trees can be seen off to the
east.
[Exits: east west]
<1271hp 1058mn 372mv> A path into the park
Very different from the rest of the city, grass grows here and
the cold stone and metal that covers most of the city is nowhere
to be found. This is a haven of sorts in the middle of
the hard looking fortress of a city. A few small flowers
grow here, and various insects buzz about. The grass is soft
and only partially green. A few trees can be seen off to the
east.
[Exits: north east west]
<1271hp 1058mn 370mv> The park ranger's stand
A number of trees grow in this copse, pine needles cover much
of the grass here, and the fragrance of pine is quite powerful.
A wooden stand has been built here, with a sign sitting atop it.
[Exits: south]
A ranger sits in a chair behind the counter widdling a piece of wood.
The ranger shopkeeper tells you, 'Greeting trabeler, welcome ta da Forest Preser
ve.'
<1271hp 1058mn 368mv> You haggle with the ranger shopkeeper.
You buy a quiver's worth of bamboo arrows[3] for 2415 silver.
<1271hp
c disso
c disso
c disso
put all
s
w
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s
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s
w
buy 5*compass
put all chest
e
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u
e
view
<1271hp 1059mn 368mv> Magic jars appear out of thin air.
Your magic dissolves a quiver's worth of bamboo arrows into multiple pieces of b
amboo, and you put them into the jars.
<1271hp 1039mn 368mv> Magic jars appear out of thin air.
Your magic dissolves a quiver's worth of bamboo arrows into multiple pieces of b
amboo, and you put them into the jars.
<1271hp 1022mn 368mv> Magic jars appear out of thin air.
Your magic dissolves a quiver's worth of bamboo arrows into multiple pieces of b
amboo, and you put them into the jars.
<1271hp
a skull
You put
on it.
You put
on it.
You put
on it.
You put
on it.
You put
on it.
You put
on it.
You put
on it.
You put
on it.
You put
on it.
You put
on it.
You put
on it.
1002mn 368mv> You put an alchemy jar of bamboo in an elysium chest with
and crossbones on it.
an alchemy jar of bamboo in an elysium chest with a skull and crossbones
an alchemy jar of bamboo in an elysium chest with a skull and crossbones
an alchemy jar of bamboo in an elysium chest with a skull and crossbones
an alchemy jar of bamboo in an elysium chest with a skull and crossbones
an alchemy jar of bamboo in an elysium chest with a skull and crossbones
an alchemy jar of bamboo in an elysium chest with a skull and crossbones
an alchemy jar of bamboo in an elysium chest with a skull and crossbones
an alchemy jar of bamboo in an elysium chest with a skull and crossbones
an alchemy jar of bamboo in an elysium chest with a skull and crossbones
an alchemy jar of bamboo in an elysium chest with a skull and crossbones
an alchemy jar of bamboo in an elysium chest with a skull and crossbones
Very different from the rest of the city, grass grows here and
the cold stone and metal that covers most of the city is nowhere
to be found. This is a haven of sorts in the middle of
the hard looking fortress of a city. A few small flowers
grow here, and various insects buzz about. The grass is soft
and only partially green. A few trees can be seen off to the
east.
[Exits: north east west]
<1271hp 1016mn 366mv> A path into the park
Very different from the rest of the city, grass grows here and
the cold stone and metal that covers most of the city is nowhere
to be found. This is a haven of sorts in the middle of
the hard looking fortress of a city. A few small flowers
grow here, and various insects buzz about. The grass is soft
and only partially green. A few trees can be seen off to the
east.
[Exits: east west]
<1271hp 1016mn 364mv> Coral way
The coral stone here creates a very soothing atmosphere, and
also reduces the ringing that is constant in most of the city.
The buildings appear to rise directly out of the mountain
itself without a seam able to be seen. Only the windows of
each building break up the seamless architecture.
[Exits: north east south]
<1271hp 1020mn 362mv> The corner of Boulder and Coral
At the corner of Boulder and Coral the marked difference
in the streets can be seen as well as anywhere. The Coral
paving squares are cut off at a fourty-five degree angel from the
northwest side of the room down to the southeast side, where they
meet with the rough paving squares of Coral way. The contrast
of the two stones is quite subtle, and appealing. Rising above the
street, the buildings appear to be carved directly out of the
mountain, as no seams can be seen, and the stone is polished to
a near gleaming brilliance.
[Exits: north west]
A young giant wanders around the street.
<1271hp 1020mn 361mv> Boulder way
The basic stone paved street stands as a stark contrast to the rest
of the roads through the city. Just like the rest of the city, the
walls of the buildings seem to rise out of the stone itself. To the
south a stone wall stands about 10 feet high protecting everyone from
falling off of the cliff face to the market below. There are small
openings in the stone that allow for a view of the market below, and
the forest long below that.
[Exits: east west down]
A bluebird is flying around here.
The night has begun.
<1271hp 1090mn 380mv> Eastern Ramp
A winding ramp allows easy access between the two largest levels
of the city. It allows people to freely move between the market
discrict and the various guildhalls that fill the middle tier of
Gul'doran. The ramp is, much like the rest of the city, carved
right out of the side of the mountain. A wooden rail protects
against falling off of the open side of the ramp.
[Exits: south up]
<1271hp 1090mn 379mv> Titanium road
The cliff wall rises up to the north, to the upper portion of the
the city. Due to the sheer height of the buildings and walls the
whole area has a feel of being closed in. Throughout Titanium road
canvas is stretched bewteen the cliff wall and the rooftops of the
various shops at alternating sections. This allows for shade in the
heat of the day, and a small protection from the elements. The
titanium paving squares cause footsteps to ring off of the ground,
and echo down the roadway. The buildings rise right out of the
ground, appearing to be carved straight out of the mountain. No
seams can be seen in any of the buildings, and the only thing that
breaks up the gleaming smooth surfaces are the windows and doors of
the various shops in the market district.
[Exits: north east west]
<1271hp 1090mn 378mv> Titanium road
The cliff wall rises up to the north, to the upper portion of the
the city. Due to the sheer height of the buildings and walls the
whole area has a feel of being closed in. Throughout Titanium road
canvas is stretched bewteen the cliff wall and the rooftops of the
various shops at alternating sections. This allows for shade in the
heat of the day, and a small protection from the elements. The
titanium paving squares cause footsteps to ring off of the ground,
and echo down the roadway. The buildings rise right out of the
ground, appearing to be carved straight out of the mountain. No
seams can be seen in any of the buildings, and the only thing that
breaks up the gleaming smooth surfaces are the windows and doors of
the various shops in the market district.
[Exits: north east south west]
<1271hp 1090mn 377mv> Titanium road
The cliff wall rises up to the north, to the upper portion of the
the city. Due to the sheer height of the buildings and walls the
whole area has a feel of being closed in. Throughout Titanium road
canvas is stretched bewteen the cliff wall and the rooftops of the
various shops at alternating sections. This allows for shade in the
heat of the day, and a small protection from the elements. The
titanium paving squares cause footsteps to ring off of the ground,
and echo down the roadway. The buildings rise right out of the
ground, appearing to be carved straight out of the mountain. No
seams can be seen in any of the buildings, and the only thing that
breaks up the gleaming smooth surfaces are the windows and doors of
the various shops in the market district.
[Exits: east west]
<1271hp 1090mn 376mv> The intersection of Titanium and Steel
The street here is a very interesting mix, as the paving squares
are setup in an alternating fashion between titanium and steel
squares. The setup causes a checkerboard affect to the ground here.
The buildings rise right out of the ground, appearing to be carved
with
with
with
with
a
a
a
a
skull
skull
skull
skull
and
and
and
and
crossbones
crossbones
crossbones
crossbones
on
on
on
on
it.
it.
it.
it.
e
get all jar
w
w
get all jar
e
n
e
view
<1271hp 1090mn 365mv> Coral way
The coral stone here creates a very soothing atmosphere, and
also reduces the ringing that is constant in most of the city.
The buildings appear to rise directly out of the mountain
itself without a seam able to be seen. Only the windows of
each building break up the seamless architecture.
[Exits: north east south]
<1271hp 1090mn 364mv> The corner of Redstone and Coral
At the corner of Redstone and Coral the marked difference
in the streets can be seen as well as anywhere. The Redstone
paving squares are cut off at a fourty-five degree angel from the
northeast side of the room down to the southwest side, where they
meet with the rough paving squares of Coral way. The contrast
of the two stones is quite distinct and eye catching. Rising above
the street, the buildings appear to be carved directly out of the
mountain, as no seams can be seen, and the stone is polished to
a near gleaming brilliance.
[Exits: south west]
<1271hp 1090mn 363mv> Redstone way
The redstone road stands out greatly as it makes for a very colorful
street. It stands in stark contrast to the grey tones of the various
buildings along the street. Just like the rest of the city, the
walls of the buildings seem to rise out of the stone itself. To the
north another cliff face can be seen rising high above to the temple.
The cliff wall here however is not smooth stone as the rest of the
city. Here the wall is covered with murals ranging from battles
to forested landscapes, to portraits of long dead heroes.
[Exits: east south west]
<1271hp 1090mn 362mv> Redstone way
The redstone road stands out greatly as it makes for a very colorful
street. It stands in stark contrast to the grey tones of the various
buildings along the street. Just like the rest of the city, the
walls of the buildings seem to rise out of the stone itself. To the
north another cliff face can be seen rising high above to the temple.
The cliff wall here however is not smooth stone as the rest of the
city. Here the wall is covered with murals ranging from battles
to forested landscapes, to portraits of long dead heroes.
[Exits: east west]
A bluebird is flying around here.
<1271hp 1090mn 361mv> Redstone way
The redstone road stands out greatly as it makes for a very colorful
street. It stands in stark contrast to the grey tones of the various
buildings along the street. Just like the rest of the city, the
walls of the buildings seem to rise out of the stone itself. To the
north another cliff face can be seen rising high above to the temple.
The cliff wall here however is not smooth stone as the rest of the
city. Here the wall is covered with murals ranging from battles
to forested landscapes, to portraits of long dead heroes.
[Exits: east south west]
<1271hp 1090mn 360mv> The intersection of Redstone and Sandstone
The street here is a very interesting mix, as the paving squares
are setup in an alternating fashion between brilliant redstone and
beautiful sandstone squares. The setup causes a checkerboard
affect to the ground here. The buildings rise right out of the
ground, appearing to be carved straight out of the mountain.
No seams can be seen in any of the buildings, and the only thing
that breaks up the gleaming smooth surfaces are the windows and
doors of the various guildhalls. A ramp leads up to the temple
square from here.
[Exits: east south west up]
A stray dog is wandering around here.
<1271hp 1090mn 359mv> Gul'doran temple
The temple of Gul'doran shows a mixture of the various forms
shown throughout the city. Stone and metal is blended seamlessly
together to form a great collage of color and feel. Upon the
walls of each room engravings can be seen in both the stone and
etchings in the metal depicting the gods and godesses of Thera.
Special care has been taken to much more intricately depict the
various immortals of giant decent through that have ascended
through the ages. They are shown in much greater detail, and
are given much more prominent places on the walls.
[Exits: east west down]
<1271hp 1090mn 358mv> Gul'doran temple
The temple of Gul'doran shows a mixture of the various forms
shown throughout the city. Stone and metal is blended seamlessly
together to form a great collage of color and feel. Upon the
walls of each room engravings can be seen in both the stone and
etchings in the metal depicting the gods and godesses of Thera.
Special care has been taken to much more intricately depict the
various immortals of giant decent through that have ascended
through the ages. They are shown in much greater detail, and
are given much more prominent places on the walls.
[Exits: north east]
<1271hp 1090mn 358mv> Gul'doran temple
The temple of Gul'doran shows a mixture of the various forms
shown throughout the city. Stone and metal is blended seamlessly
together to form a great collage of color and feel. Upon the
walls of each room engravings can be seen in both the stone and
etchings in the metal depicting the gods and godesses of Thera.
Special care has been taken to much more intricately depict the
various immortals of giant decent through that have ascended
through the ages. They are shown in much greater detail, and
are given much more prominent places on the walls.
east
maid
maid
maid
west]
carefully goes about her duties.
tells you, 'Gud days tu yus, please ta kep da castle clen.'
peers at you intently.
A royal maid tells you, 'Gud days tu yus, please ta kep da castle clen.'
A royal maid peers at you intently.
<1271hp 1090mn 358mv> I see nothing in the jar.
<1271hp 1090mn 358mv> A Hallway in the Castle
Unlike most castles this one does not appear to have been
built stone by stone. The castle as a whole is carved
directly out of the mountain. The caverns have been cut
to extreme precision, and appear just as a hallway would
in any other castle. Tapestries hang along all the walls
softening the feel of the hallways. Woven rugs run down
the middle of the hallway, and stretch out to the sides at
the entrances to the various doorways. Magical globes of
light are affixed to the walls and ceiling at evenly spaced
intervals along the hallway.
[Exits: north south]
<1271hp 1090mn 358mv> A Hallway in the Castle
Unlike most castles this one does not appear to have been
built stone by stone. The castle as a whole is carved
directly out of the mountain. The caverns have been cut
to extreme precision, and appear just as a hallway would
in any other castle. Tapestries hang along all the walls
softening the feel of the hallways. Woven rugs run down
the middle of the hallway, and stretch out to the sides at
the entrances to the various doorways. Magical globes of
light are affixed to the walls and ceiling at evenly spaced
intervals along the hallway.
[Exits:
A royal
A royal
A royal
north south]
maid carefully goes about her duties.
maid tells you, 'Gud days tu yus, please ta kep da castle clen.'
maid peers at you intently.
w
w
get all
e
n
w
n
get log
put all
s
w
w
w
w
w
w
w
w
w
n
get log
s
view
jar
hole
chest
hole
north south]
maid carefully goes about her duties.
maid tells you, 'Gud days tu yus, please ta kep da castle clen.'
maid peers at you intently.
A
A
A
A
royal
royal
royal
royal
maid
maid
maid
maid
tells
peers
tells
peers
north south]
maid carefully goes about her duties.
maid tells you, 'Gud days tu yus, please ta kep da castle clen.'
maid peers at you intently.
east west]
servant meticulously goes about his duties.
servant tells you, 'Gud days tu yus, du be carefil aboot da castle.'
servant smiles at you.
none]
maid carefully goes about her duties.
maid tells you, 'Gud days tu yus, please ta kep da castle clen.'
maid peers at you intently.
<1271hp 1090mn 358mv> You put a pine log in an elysium chest with a skull and cr
ossbones on it.
<1271hp 1090mn 358mv> You get a oak log from a hollow in the wall.
<1271hp 1090mn 358mv> A Hallway in the Castle
Unlike most castles this one does not appear to have been
built stone by stone. The castle as a whole is carved
directly out of the mountain. The caverns have been cut
to extreme precision, and appear just as a hallway would
in any other castle. Tapestries hang along all the walls
softening the feel of the hallways. Woven rugs run down
the middle of the hallway, and stretch out to the sides at
the entrances to the various doorways. Magical globes of
light are affixed to the walls and ceiling at evenly spaced
intervals along the hallway.
[Exits: east west]
A castle guard keeps a close watch on the castle, protecting it at all costs.
A castle guard tells you, 'Gud day outsider, step litely in da castle, yus wil b
e wached.'
A castle guard peers at you intently.
<1271hp 1090mn 358mv> A Hallway in the Castle
Unlike most castles this one does not appear to have been
built stone by stone. The castle as a whole is carved
directly out of the mountain. The caverns have been cut
e wached.'
A castle guard peers at you intently.
<1271hp 1090mn 358mv> A Hallway in the Castle
Unlike most castles this one does not appear to have been
built stone by stone. The castle as a whole is carved
directly out of the mountain. The caverns have been cut
to extreme precision, and appear just as a hallway would
in any other castle. Tapestries hang along all the walls
softening the feel of the hallways. Woven rugs run down
the middle of the hallway, and stretch out to the sides at
the entrances to the various doorways. Magical globes of
light are affixed to the walls and ceiling at evenly spaced
intervals along the hallway.
[Exits: east west]
<1271hp 1090mn 380mv> A Hallway in the Castle
Unlike most castles this one does not appear to have been
built stone by stone. The castle as a whole is carved
directly out of the mountain. The caverns have been cut
to extreme precision, and appear just as a hallway would
in any other castle. Tapestries hang along all the walls
softening the feel of the hallways. Woven rugs run down
the middle of the hallway, and stretch out to the sides at
the entrances to the various doorways. Magical globes of
light are affixed to the walls and ceiling at evenly spaced
intervals along the hallway.
[Exits: east south west]
<1271hp 1090mn 380mv> A Hallway in the Castle
Unlike most castles this one does not appear to have been
built stone by stone. The castle as a whole is carved
directly out of the mountain. The caverns have been cut
to extreme precision, and appear just as a hallway would
in any other castle. Tapestries hang along all the walls
softening the feel of the hallways. Woven rugs run down
the middle of the hallway, and stretch out to the sides at
the entrances to the various doorways. Magical globes of
light are affixed to the walls and ceiling at evenly spaced
intervals along the hallway.
[Exits: east west]
<1271hp 1090mn 380mv> A Hallway in the Castle
Unlike most castles this one does not appear to have been
built stone by stone. The castle as a whole is carved
directly out of the mountain. The caverns have been cut
to extreme precision, and appear just as a hallway would
in any other castle. Tapestries hang along all the walls
softening the feel of the hallways. Woven rugs run down
the middle of the hallway, and stretch out to the sides at
the entrances to the various doorways. Magical globes of
light are affixed to the walls and ceiling at evenly spaced
intervals along the hallway.
[Exits: east west]
<1271hp 1090mn 380mv> A Hallway in the Castle
Unlike most castles this one does not appear to have been
built stone by stone. The castle as a whole is carved
directly out of the mountain. The caverns have been cut
to extreme precision, and appear just as a hallway would
in any other castle. Tapestries hang along all the walls
softening the feel of the hallways. Woven rugs run down
the middle of the hallway, and stretch out to the sides at
the entrances to the various doorways. Magical globes of
light are affixed to the walls and ceiling at evenly spaced
intervals along the hallway.
[Exits: north east south west]
<1271hp 1090mn 380mv> A Hallway in the Castle
Unlike most castles this one does not appear to have been
built stone by stone. The castle as a whole is carved
directly out of the mountain. The caverns have been cut
to extreme precision, and appear just as a hallway would
in any other castle. Tapestries hang along all the walls
softening the feel of the hallways. Woven rugs run down
the middle of the hallway, and stretch out to the sides at
the entrances to the various doorways. Magical globes of
light are affixed to the walls and ceiling at evenly spaced
intervals along the hallway.
[Exits: east west]
A castle guard keeps a close watch on the castle, protecting it at all costs.
A castle guard tells you, 'Gud day outsider, step litely in da castle, yus wil b
e wached.'
A castle guard peers at you intently.
<1271hp 1090mn 380mv> A Hallway in the Castle
Unlike most castles this one does not appear to have been
built stone by stone. The castle as a whole is carved
directly out of the mountain. The caverns have been cut
to extreme precision, and appear just as a hallway would
in any other castle. Tapestries hang along all the walls
softening the feel of the hallways. Woven rugs run down
the middle of the hallway, and stretch out to the sides at
the entrances to the various doorways. Magical globes of
light are affixed to the walls and ceiling at evenly spaced
intervals along the hallway.
[Exits: east west]
<1271hp 1090mn 380mv> A Hallway in the Castle
Unlike most castles this one does not appear to have been
built stone by stone. The castle as a whole is carved
directly out of the mountain. The caverns have been cut
to extreme precision, and appear just as a hallway would
in any other castle. Tapestries hang along all the walls
softening the feel of the hallways. Woven rugs run down
the middle of the hallway, and stretch out to the sides at
the entrances to the various doorways. Magical globes of
light are affixed to the walls and ceiling at evenly spaced
intervals along the hallway.
[Exits: east south west]
<1271hp 1090mn 380mv> A Hallway in the Castle
Unlike most castles this one does not appear to have been
built stone by stone. The castle as a whole is carved
directly out of the mountain. The caverns have been cut
to extreme precision, and appear just as a hallway would
in any other castle. Tapestries hang along all the walls
softening the feel of the hallways. Woven rugs run down
the middle of the hallway, and stretch out to the sides at
the entrances to the various doorways. Magical globes of
light are affixed to the walls and ceiling at evenly spaced
intervals along the hallway.
[Exits: north south]
<1271hp 1090mn 380mv> The Maids Quarters
This room as many others on this floor, is simple in design.
It is home to a number of the castle maids, and as such is
designed to house three to four at a time in the room. Each
small bed has a small trunk at its foot. A large wide dresser
sits along the wall opposite the beds, and two washbasins sit
atop it. Various brushes and soap sit next to the washbasin.
The rugs in the room are simple yet serviceable, and show a bit
of wear from the long years use. Simple wall hangings cover a
good portion of the walls, though flecks of minerals glint in
the dim light provided by the magical globe that is attached to
the ceiling in the center of the room.
[Exits: none]
There is a sprite here about to pelt you with an acorn.
A royal maid carefully goes about her duties.
A royal maid tells you, 'Gud days tu yus, please ta kep da castle clen.'
A royal maid peers at you intently.
<1271hp 1090mn 380mv> You claim a royal maid.
You concatenate the magical energies around you and channel them at a royal maid
.
Your blast of energy >>> ANNIHILATES <<< a royal maid!
A royal maid is DEAD!!
You receive 0 experience points.
A royal maid hits the ground ... DEAD.
The gods give you 45 silver coins for your sacrifice.
You stop channeling the energy and the beam of light dissipates.
<1271hp 1060mn 380mv> Cast the spell on whom?
<1271hp 1072mn 380mv> Cast the spell on whom?
<1271hp 1072mn 380mv> A Hallway in the Castle
Unlike most castles this one does not appear to have been
built stone by stone. The castle as a whole is carved
directly out of the mountain. The caverns have been cut
to extreme precision, and appear just as a hallway would
in any other castle. Tapestries hang along all the walls
softening the feel of the hallways. Woven rugs run down
the middle of the hallway, and stretch out to the sides at
the entrances to the various doorways. Magical globes of
light are affixed to the walls and ceiling at evenly spaced
intervals along the hallway.
[Exits: north south]
none]
maid carefully goes about her duties.
maid tells you, 'Gud days tu yus, please ta kep da castle clen.'
maid peers at you intently.
dragon
dragon
dragon
dragon
dragon
dragon
chest
e wached.'
A castle guard peers at you intently.
<1271hp 1071mn 380mv> A dim stairwell
The brightness that is the rest of the castle subsides within
this stairwell. Darkness is the prevailing sight here. Lighter
stone gives way to darker less clean stone. The walls are not
nearly so perfectly carved as in the rest of the castle. One
very dim glowing ball hangs along one wall of the stairwell.
An old metal railing is attached to the wall to give some
safety to the rather perilous dark climb.
[Exits: west down]
A castle guard keeps a close watch on the castle, protecting it at all costs.
A castle guard tells you, 'Gud day outsider, step litely in da castle, yus wil b
e wached.'
A castle guard peers at you intently.
<1271hp 1071mn 380mv> A dim stairwell
The brightness that is the rest of the castle subsides within
this stairwell. Darkness is the prevailing sight here. Lighter
stone gives way to darker less clean stone. The walls are not
nearly so perfectly carved as in the rest of the castle. One
very dim glowing ball hangs along one wall of the stairwell.
An old metal railing is attached to the wall to give some
safety to the rather perilous dark climb.
[Exits: west up]
<1271hp 1071mn 380mv> A dim stairwell
The brightness that is the rest of the castle subsides within
this stairwell. Darkness is the prevailing sight here. Lighter
stone gives way to darker less clean stone. The walls are not
nearly so perfectly carved as in the rest of the castle. One
very dim glowing ball hangs along one wall of the stairwell.
An old metal railing is attached to the wall to give some
safety to the rather perilous dark climb.
[Exits: east down]
<1271hp 1071mn 380mv> Entrance to the dungeon
The darkness and depth of depression can be felt most heavily as
you stand here at the base of the stairwell. The Dungeon
stretches to the east and the west. Very dim nearly faded glowing
balls hang sporadically along the walls of the dungeon. A few of
them are flickering, casting eerie shadows throughout the dungeon.
Grime covers the wall from years of neglect. Trash litters the
floor, and signs of various creatures can be seen in the dust.
[Exits: east west up]
(Magical) (Glowing) (Unique) A royal blue cape is here.
(Unique) A blue stripped breastplate is here.
(Unique) An expertly made longsword is here.
A brass key is here.
A bronze key is here.
A castle guard keeps a close watch on the castle, protecting it at all costs.
(Chromatic Aura) A giant bearing the markings of a captain of the sword is here
guarding the dungeon.
A castle guard tells you, 'Gud day outsider, step litely in da castle, yus wil b
e wached.'
dragon
dragon
dragon
s
s
c chain
c chain
c chain
put all
n
e
n
c chain
c chain
c chain
s
s
c chain
c chain
c chain
put all
n
e
n
c chain
c chain
c chain
s
view
dragon
dragon
dragon
chest
dragon
dragon
dragon
dragon
dragon
dragon
chest
dragon
dragon
dragon
[Exits: none]
A young black dragon is being held prisoner.
<1271hp 1084mn 380mv> You claim a young black dragon.
A lightning bolt leaps from your hand and arcs to a young black dragon.
Your lightning *** SLAUGHTERS *** a young black dragon!
The bolt arcs harmlessly back to you.
The bolt arcs to a young black dragon!
Your lightning MANGLES a young black dragon!
The bolt arcs harmlessly back to you.
The bolt arcs to a young black dragon!
Your lightning RAZES a young black dragon!
The bolt arcs harmlessly back to you.
The bolt arcs to a young black dragon!
Your lightning RAZES a young black dragon!
The bolt arcs harmlessly back to you.
The bolt arcs to a young black dragon!
Your lightning wounds a young black dragon.
The bolt arcs harmlessly back to you.
The bolt arcs to a young black dragon!
Your lightning injures a young black dragon.
The bolt arcs harmlessly back to you.
The bolt arcs to a young black dragon!
Your lightning scratches a young black dragon.
A young black dragon is spurting blood. (35%)
<1271hp 1059mn 380mv>
Your pierce MUTILATES a young black dragon!
A young black dragon is poisoned by the venom on the Barbed Dagger of Thiulor.
A young black dragon's claw misses you.
A young black dragon is spurting blood. (30%)
<1271hp 1075mn 380mv> A lightning bolt leaps from your hand and arcs to a young
black dragon.
Your lightning *** SLAUGHTERS *** a young black dragon!
The bolt arcs harmlessly back to you.
The bolt arcs to a young black dragon!
Your lightning MANGLES a young black dragon!
A young black dragon is DEAD!!
You receive 0 experience points.
A young black dragon's severed head plops on the ground.
The gods give you 90 silver coins for your sacrifice.
The bolt arcs harmlessly back to you.
The bolt grounds out harmlessly through your body.
<1271hp 1050mn 380mv> They are not here.
<1271hp 1062mn 380mv> A hallway in the dungeon
Darkness covers most of the hallway. A little dim light comes forth
from the glowing balls, but even that has dimmed to near nothing.
Grime covers the hard stone floors, and trash is spread out under foot
as well. Fetid smells assault your senses from the many things that
remain unclean. Cobwebs hang in a few parts of the dungeon with
their makers still present waiting for their next meal. Large rusted
doors seal away the dungeon cells.
[Exits: east west]
<1271hp 1062mn 380mv> A hallway in the dungeon
Darkness covers most of the hallway. A little dim light comes forth
from the glowing balls, but even that has dimmed to near nothing.
Grime covers the hard stone floors, and trash is spread out under foot
as well. Fetid smells assault your senses from the many things that
remain unclean. Cobwebs hang in a few parts of the dungeon with
their makers still present waiting for their next meal. Large rusted
doors seal away the dungeon cells.
[Exits: east west]
<1271hp 1062mn 380mv> A dungeon cell
Very little light creeps in through the bars of the cell from the
hallway. What little that does causes disturbing shadows to flicker.
A small rotten cot can be seen along one wall, and debris lines the
floors. The metal bars that form the door are old and slightly rusted,
though they appear to still be quite sturdy, and the lock appears
to be the only thing that has regularly been oiled to keep it working
properly. Various names have been scratched into the walls of the cells
from those who have occupied this space from time to time. A small bowl
sits just inside the bars of the door that would appear to be used to
hold the food that is served to those that are kept here.
[Exits: none]
A young green dragon is being held prisoner.
<1271hp 1062mn 380mv> You claim a young green dragon.
A lightning bolt leaps from your hand and arcs to a young green dragon.
Your lightning *** SLAUGHTERS *** a young green dragon!
The bolt arcs harmlessly back to you.
The bolt arcs to a young green dragon!
Your lightning MASSACRES a young green dragon!
The bolt arcs harmlessly back to you.
The bolt arcs to a young green dragon!
Your lightning RAZES a young green dragon!
The bolt arcs harmlessly back to you.
The bolt arcs to a young green dragon!
Your lightning GORES a young green dragon!
The bolt arcs harmlessly back to you.
The bolt arcs to a young green dragon!
Your lightning DISMEMBERS a young green dragon!
The bolt arcs harmlessly back to you.
The bolt arcs to a young green dragon!
Your lightning injures a young green dragon.
The bolt arcs harmlessly back to you.
The bolt arcs to a young green dragon!
Your lightning injures a young green dragon.
A young green dragon is spurting blood. (30%)
<1271hp 1037mn 380mv>
Your pierce DISEMBOWELS a young green dragon!
A young green dragon is poisoned by the venom on the Barbed Dagger of Thiulor.
You scramble backward and dodge a young green dragon's claw.
A young green dragon is spurting blood. (25%)
<1271hp 1042mn 380mv> A lightning bolt leaps from your hand and arcs to a young
green dragon.
Your lightning *** SLAUGHTERS *** a young green dragon!
The bolt arcs harmlessly back to you.
The bolt arcs to a young green dragon!
Your lightning MASSACRES a young green dragon!
A young green dragon is poisoned by the venom on the Barbed Dagger of Thiulor.
Your pierce MUTILATES a young green dragon!
A young green dragon is poisoned by the venom on the Barbed Dagger of Thiulor.
A young green dragon's claw misses you.
A young green dragon is spurting blood. (25%)
<1271hp 1026mn 380mv> A lightning bolt leaps from your hand and arcs to a young
green dragon.
Your lightning *** DEMOLISHES *** a young green dragon!
The bolt arcs harmlessly back to you.
The bolt arcs to a young green dragon!
Your lightning MANGLES a young green dragon!
A young green dragon is DEAD!!
You receive 0 experience points.
A young green dragon's heart is torn from his chest.
The gods give you 90 silver coins for your sacrifice.
The bolt arcs harmlessly back to you.
The bolt grounds out harmlessly through your body.
<1271hp 1001mn 380mv> They are not here.
<1271hp 1015mn 380mv> You have nothing you can put into an elysium chest with a
skull and crossbones on it.
<1271hp 1015mn 380mv> A hallway in the dungeon
Darkness covers most of the hallway. A little dim light comes forth
from the glowing balls, but even that has dimmed to near nothing.
Grime covers the hard stone floors, and trash is spread out under foot
as well. Fetid smells assault your senses from the many things that
remain unclean. Cobwebs hang in a few parts of the dungeon with
their makers still present waiting for their next meal. Large rusted
doors seal away the dungeon cells.
[Exits: east west]
<1271hp 1015mn 380mv> A hallway in the dungeon
Darkness covers most of the hallway. A little dim light comes forth
from the glowing balls, but even that has dimmed to near nothing.
Grime covers the hard stone floors, and trash is spread out under foot
as well. Fetid smells assault your senses from the many things that
remain unclean. Cobwebs hang in a few parts of the dungeon with
their makers still present waiting for their next meal. Large rusted
doors seal away the dungeon cells.
[Exits: east west]
<1271hp 1020mn 380mv> A dungeon cell
Very little light creeps in through the bars of the cell from the
hallway. What little that does causes disturbing shadows to flicker.
A small rotten cot can be seen along one wall, and debris lines the
floors. The metal bars that form the door are old and slightly rusted,
though they appear to still be quite sturdy, and the lock appears
to be the only thing that has regularly been oiled to keep it working
properly. Various names have been scratched into the walls of the cells
from those who have occupied this space from time to time. A small bowl
sits just inside the bars of the door that would appear to be used to
hold the food that is served to those that are kept here.
[Exits: none]
A young blue dragon is being held prisoner.
<1266hp 974mn 380mv> A lightning bolt leaps from your hand and arcs to a young b
lue dragon.
Your lightning RAZES a young blue dragon!
The bolt arcs harmlessly back to you.
The bolt arcs to a young blue dragon!
Your lightning PULVERIZES a young blue dragon!
The bolt arcs harmlessly back to you.
The bolt arcs to a young blue dragon!
Your lightning DISMEMBERS a young blue dragon!
The bolt arcs harmlessly back to you.
The bolt arcs to a young blue dragon!
Your lightning DISEMBOWELS a young blue dragon!
The bolt arcs harmlessly back to you.
The bolt arcs to a young blue dragon!
Your lightning maims a young blue dragon.
The bolt arcs harmlessly back to you.
The bolt arcs to a young blue dragon!
Your lightning hits a young blue dragon.
The bolt arcs harmlessly back to you.
The bolt arcs to a young blue dragon!
Your lightning nicks a young blue dragon.
Your pierce MUTILATES a young blue dragon!
A young blue dragon is poisoned by the venom on the Barbed Dagger of Thiulor.
Your pierce MUTILATES a young blue dragon!
A young blue dragon is DEAD!!
You receive 0 experience points.
A young blue dragon hits the ground ... DEAD.
The gods give you 90 silver coins for your sacrifice.
<1266hp 952mn 380mv> They are not here.
<1271hp 996mn 380mv> You have nothing you can put into an elysium chest with a s
kull and crossbones on it.
<1271hp 996mn 380mv> A hallway in the dungeon
Darkness covers most of the hallway. A little dim light comes forth
from the glowing balls, but even that has dimmed to near nothing.
Grime covers the hard stone floors, and trash is spread out under foot
as well. Fetid smells assault your senses from the many things that
remain unclean. Cobwebs hang in a few parts of the dungeon with
their makers still present waiting for their next meal. Large rusted
doors seal away the dungeon cells.
[Exits: east west]
<1271hp 996mn 380mv> A hallway in the dungeon
Darkness covers most of the hallway. A little dim light comes forth
from the glowing balls, but even that has dimmed to near nothing.
Grime covers the hard stone floors, and trash is spread out under foot
as well. Fetid smells assault your senses from the many things that
remain unclean. Cobwebs hang in a few parts of the dungeon with
their makers still present waiting for their next meal. Large rusted
doors seal away the dungeon cells.
[Exits: east west]
A castle guard keeps a close watch on the castle, protecting it at all costs.
A castle guard tells you, 'Gud day outsider, step litely in da castle, yus wil b
e wached.'
A castle guard peers at you intently.
hold the food that is served to those that are kept here.
[Exits: none]
A cracked blue dragonscale is here.
A steaming pile of a young blue dragon's entrails is lying here.
<1271hp 1031mn 380mv> get 1.
s
You get A damaged blue dragonscale.
<1271hp 1031mn 380mv> s
A hallway in the dungeon
Darkness covers most of the hallway. A little dim light comes forth
from the glowing balls, but even that has dimmed to near nothing.
Grime covers the hard stone floors, and trash is spread out under foot
as well. Fetid smells assault your senses from the many things that
remain unclean. Cobwebs hang in a few parts of the dungeon with
their makers still present waiting for their next meal. Large rusted
doors seal away the dungeon cells.
[Exits: east west]
<1271hp 1031mn 380mv> A dungeon cell
Very little light creeps in through the bars of the cell from the
hallway. What little that does causes disturbing shadows to flicker.
A small rotten cot can be seen along one wall, and debris lines the
floors. The metal bars that form the door are old and slightly rusted,
though they appear to still be quite sturdy, and the lock appears
to be the only thing that has regularly been oiled to keep it working
properly. Various names have been scratched into the walls of the cells
from those who have occupied this space from time to time. A small bowl
sits just inside the bars of the door that would appear to be used to
hold the food that is served to those that are kept here.
[Exits: none]
A cracked blue dragonscale is here.
<1271hp 1034mn 380mv> get 1.
You get A damaged blue dragonscale.
<1271hp 1034mn 380mv> n
A hallway in the dungeon
Darkness covers most of the hallway. A little dim light comes forth
from the glowing balls, but even that has dimmed to near nothing.
Grime covers the hard stone floors, and trash is spread out under foot
as well. Fetid smells assault your senses from the many things that
remain unclean. Cobwebs hang in a few parts of the dungeon with
their makers still present waiting for their next meal. Large rusted
doors seal away the dungeon cells.
[Exits: east west]
<1271hp 1034mn 380mv> i
You are carrying:
( 2) A damaged blue dragonscale
A damaged white dragonscale
(Magical) (Glowing) (Humming) (Unique) an elysium chest with a skull and cr
ossbones on it
<1271hp 1039mn 380mv> c loc malachite
Very little light creeps in through the bars of the cell from the
hallway. What little that does causes disturbing shadows to flicker.
A small rotten cot can be seen along one wall, and debris lines the
floors. The metal bars that form the door are old and slightly rusted,
though they appear to still be quite sturdy, and the lock appears
to be the only thing that has regularly been oiled to keep it working
properly. Various names have been scratched into the walls of the cells
from those who have occupied this space from time to time. A small bowl
sits just inside the bars of the door that would appear to be used to
hold the food that is served to those that are kept here.
[Exits: none]
A cracked green dragonscale is here.
The torn-out heart of a young green dragon is lying here.
<1271hp 1090mn 380mv> get 1.
You get A damaged green dragonscale.
<1271hp 1090mn 380mv> n
w
A hallway in the dungeon
Darkness covers most of the hallway. A little dim light comes forth
from the glowing balls, but even that has dimmed to near nothing.
Grime covers the hard stone floors, and trash is spread out under foot
as well. Fetid smells assault your senses from the many things that
remain unclean. Cobwebs hang in a few parts of the dungeon with
their makers still present waiting for their next meal. Large rusted
doors seal away the dungeon cells.
[Exits: east west]
<1271hp 1090mn 380mv> A hallway in the dungeon
Darkness covers most of the hallway. A little dim light comes forth
from the glowing balls, but even that has dimmed to near nothing.
Grime covers the hard stone floors, and trash is spread out under foot
as well. Fetid smells assault your senses from the many things that
remain unclean. Cobwebs hang in a few parts of the dungeon with
their makers still present waiting for their next meal. Large rusted
doors seal away the dungeon cells.
[Exits: east west]
<1271hp 1090mn 380mv> n
A dungeon cell
Very little light creeps in through the bars of the cell from the
hallway. What little that does causes disturbing shadows to flicker.
A small rotten cot can be seen along one wall, and debris lines the
floors. The metal bars that form the door are old and slightly rusted,
though they appear to still be quite sturdy, and the lock appears
to be the only thing that has regularly been oiled to keep it working
properly. Various names have been scratched into the walls of the cells
from those who have occupied this space from time to time. A small bowl
sits just inside the bars of the door that would appear to be used to
hold the food that is served to those that are kept here.
[Exits: none]
A cracked black dragonscale is here.
The severed head of a young black dragon is lying here.
<1271hp 1090mn 380mv> get 1.
Very little light creeps in through the bars of the cell from the
hallway. What little that does causes disturbing shadows to flicker.
A small rotten cot can be seen along one wall, and debris lines the
floors. The metal bars that form the door are old and slightly rusted,
though they appear to still be quite sturdy, and the lock appears
to be the only thing that has regularly been oiled to keep it working
properly. Various names have been scratched into the walls of the cells
from those who have occupied this space from time to time. A small bowl
sits just inside the bars of the door that would appear to be used to
hold the food that is served to those that are kept here.
[Exits: none]
A cracked red dragonscale is here.
<1271hp 1090mn 380mv> get 1.
You get A damaged red dragonscale.
<1271hp 1090mn 380mv> s
A hallway in the dungeon
Darkness covers most of the hallway. A little dim light comes forth
from the glowing balls, but even that has dimmed to near nothing.
Grime covers the hard stone floors, and trash is spread out under foot
as well. Fetid smells assault your senses from the many things that
remain unclean. Cobwebs hang in a few parts of the dungeon with
their makers still present waiting for their next meal. Large rusted
doors seal away the dungeon cells.
[Exits: east]
<1271hp 1090mn 380mv> s
A dungeon cell
Very little light creeps in through the bars of the cell from the
hallway. What little that does causes disturbing shadows to flicker.
A small rotten cot can be seen along one wall, and debris lines the
floors. The metal bars that form the door are old and slightly rusted,
though they appear to still be quite sturdy, and the lock appears
to be the only thing that has regularly been oiled to keep it working
properly. Various names have been scratched into the walls of the cells
from those who have occupied this space from time to time. A small bowl
sits just inside the bars of the door that would appear to be used to
hold the food that is served to those that are kept here.
[Exits: none]
<1271hp 1090mn
[51 G-Elf Cha]
sference, Head
[ Human
]
[ G-Elf
]
380mv> who
(PK) [Helper] [GAR] Yunalia Narva'nil the Heroine of Magical Tran
Researcher of Guild of Alchemical Research
Ukyo the Third Dan
(PK) Sykpra the Stonewaller
Players found: 3
<1271hp 1090mn 380mv> a
You are affected by the following:
Pass door
: modifies none by
Protective shield : modifies none by
Chromatic shield : modifies none by
Absorb
: modifies none by
Awareness
: modifies none by
Fly
: modifies none by
0
0
0
0
0
0
for
for
for
for
for
for
about
about
about
about
about
about
Armor
Detect magic
Giant strength
Detect invis
:
:
:
:
modifies
modifies
modifies
modifies
s
e
e
n
buy 3*bamboo
view
Alas, you cannot go that way.
<1271hp 1090mn 380mv> You step through a gate and vanish.
The First Maids Quarters
This room as many others on this floor, is simple in design.
It is home to the First Maid of the castle. The simple bed is
slightly larger than the other maids beds and appears to be a
bit more comfortable. A large wide dresser sits along the wall
opposite the bed, and a washbasin sits atop it. Various brushes
and soap sit next to the washbasin. The rugs in the room are
simple yet serviceable, and show a bit of wear from the long
years use. Simple wall hangings cover a good portion of the
walls, though flecks of minerals glint in the dim light provided
by the magical globe that is attached to the ceiling in the
center of the room.
[Exits: none]
( 2) A red key is here.
( 2) A blue key is here.
( 2) A green key is here.
( 2) A white key is here.
( 2) A black key is here.
( 2) A gold key is here.
( 2) A silver key is here.
( 2) A brass key is here.
( 2) A bronze key is here.
( 2) A copper key is here.
An older woman with graying hair, and a cleaning apron about her waist is here.
<1271hp 1010mn 380mv>
Your protective shield fades away.
c prot
The chromatic aura around your body fades.
c chr
<1271hp 1090mn 380mv> A Hallway in the Castle
Unlike most castles this one does not appear to have been
built stone by stone. The castle as a whole is carved
directly out of the mountain. The caverns have been cut
to extreme precision, and appear just as a hallway would
in any other castle. Tapestries hang along all the walls
softening the feel of the hallways. Woven rugs run down
the middle of the hallway, and stretch out to the sides at
the entrances to the various doorways. Magical globes of
light are affixed to the walls and ceiling at evenly spaced
intervals along the hallway.
[Exits: north west]
<1271hp 1090mn 380mv> A Hallway in the Castle
Unlike most castles this one does not appear to have been
built stone by stone. The castle as a whole is carved
directly out of the mountain. The caverns have been cut
to extreme precision, and appear just as a hallway would
on
You
on
You
on
You
on
it.
put an alchemy jar of bamboo in an elysium chest with a skull and crossbones
it.
put an alchemy jar of bamboo in an elysium chest with a skull and crossbones
it.
put an alchemy jar of bamboo in an elysium chest with a skull and crossbones
it.
are the windows and doors of the various shops. To the east a
windows shows into the common room of a local inn. And to the
west a shop shows it shelves lined with a variety of goods.
[Exits: north east south west]
A mangy horse is pulling a cart here.
<1271hp 981mn 378mv> The intersection of Titanium and Steel
The street here is a very interesting mix, as the paving squares
are setup in an alternating fashion between titanium and steel
squares. The setup causes a checkerboard affect to the ground here.
The buildings rise right out of the ground, appearing to be carved
straight out of the mountain. No seams can be seen in any of the
buildings, and the only thing that breaks up the gleaming smooth
surfaces are the windows and doors of the various shops in the
market district.
[Exits: east south west]
A merchant guard keeps the street safe.
A merchant guard tells you, 'Member dis be a peaceful city, yous will du well ta
member such.'
<1271hp 981mn 377mv> Titanium road
The cliff wall rises up to the north, to the upper portion of the
the city. Due to the sheer height of the buildings and walls the
whole area has a feel of being closed in. Throughout Titanium road
canvas is stretched bewteen the cliff wall and the rooftops of the
various shops at alternating sections. This allows for shade in the
heat of the day, and a small protection from the elements. The
titanium paving squares cause footsteps to ring off of the ground,
and echo down the roadway. The buildings rise right out of the
ground, appearing to be carved straight out of the mountain. No
seams can be seen in any of the buildings, and the only thing that
breaks up the gleaming smooth surfaces are the windows and doors of
the various shops in the market district.
[Exits: east west]
<1271hp 983mn 376mv> Titanium road
The cliff wall rises up to the north, to the upper portion of the
the city. Due to the sheer height of the buildings and walls the
whole area has a feel of being closed in. Throughout Titanium road
canvas is stretched bewteen the cliff wall and the rooftops of the
various shops at alternating sections. This allows for shade in the
heat of the day, and a small protection from the elements. The
titanium paving squares cause footsteps to ring off of the ground,
and echo down the roadway. The buildings rise right out of the
ground, appearing to be carved straight out of the mountain. No
seams can be seen in any of the buildings, and the only thing that
breaks up the gleaming smooth surfaces are the windows and doors of
the various shops in the market district.
[Exits: north east south west]
<1271hp 983mn 375mv> Titanium road
The cliff wall rises up to the north, to the upper portion of the
the city. Due to the sheer height of the buildings and walls the
whole area has a feel of being closed in. Throughout Titanium road
canvas is stretched bewteen the cliff wall and the rooftops of the
various shops at alternating sections. This allows for shade in the
heat of the day, and a small protection from the elements. The
titanium paving squares cause footsteps to ring off of the ground,
and echo down the roadway. The buildings rise right out of the
ground, appearing to be carved straight out of the mountain. No
seams can be seen in any of the buildings, and the only thing that
breaks up the gleaming smooth surfaces are the windows and doors of
the various shops in the market district.
[Exits: north east west]
<1271hp 983mn 374mv> Eastern Ramp
A winding ramp allows easy access between the two largest levels
of the city. It allows people to freely move between the market
discrict and the various guildhalls that fill the middle tier of
Gul'doran. The ramp is, much like the rest of the city, carved
right out of the side of the mountain. A wooden rail protects
against falling off of the open side of the ramp.
[Exits: south up]
<1271hp 983mn 373mv> Boulder way
The basic stone paved street stands as a stark contrast to the rest
of the roads through the city. Just like the rest of the city, the
walls of the buildings seem to rise out of the stone itself. To the
south a stone wall stands about 10 feet high protecting everyone from
falling off of the cliff face to the market below. There are small
openings in the stone that allow for a view of the market below, and
the forest long below that.
[Exits: east west down]
A bluebird is flying around here.
<1271hp 983mn 372mv> The corner of Boulder and Coral
At the corner of Boulder and Coral the marked difference
in the streets can be seen as well as anywhere. The Coral
paving squares are cut off at a fourty-five degree angel from the
northwest side of the room down to the southeast side, where they
meet with the rough paving squares of Coral way. The contrast
of the two stones is quite subtle, and appealing. Rising above the
street, the buildings appear to be carved directly out of the
mountain, as no seams can be seen, and the stone is polished to
a near gleaming brilliance.
[Exits: north west]
A young giant wanders around the street.
<1271hp 983mn 371mv> You enjoy the view around you.
n
n
w
w
w
w
u
w
n
n
e
n
n
n
n
e
e
e
e
e
e
n
e
get all jar
w
w
get all jar
e
n
e
view
<1271hp 994mn 371mv> Coral way
The coral stone here creates a very soothing atmosphere, and
also reduces the ringing that is constant in most of the city.
The buildings appear to rise directly out of the mountain
itself without a seam able to be seen. Only the windows of
each building break up the seamless architecture.
[Exits: north east south]
<1271hp 994mn 370mv> The corner of Redstone and Coral
At the corner of Redstone and Coral the marked difference
in the streets can be seen as well as anywhere. The Redstone
paving squares are cut off at a fourty-five degree angel from the
northeast side of the room down to the southwest side, where they
meet with the rough paving squares of Coral way. The contrast
of the two stones is quite distinct and eye catching. Rising above
the street, the buildings appear to be carved directly out of the
mountain, as no seams can be seen, and the stone is polished to
a near gleaming brilliance.
[Exits: south west]
<1271hp 994mn 369mv> Redstone way
The redstone road stands out greatly as it makes for a very colorful
street. It stands in stark contrast to the grey tones of the various
buildings along the street. Just like the rest of the city, the
walls of the buildings seem to rise out of the stone itself. To the
north another cliff face can be seen rising high above to the temple.
The cliff wall here however is not smooth stone as the rest of the
city. Here the wall is covered with murals ranging from battles
to forested landscapes, to portraits of long dead heroes.
[Exits: east south west]
A stray cat is wandering around here.
<1271hp 994mn 368mv> Redstone way
The redstone road stands out greatly as it makes for a very colorful
street. It stands in stark contrast to the grey tones of the various
buildings along the street. Just like the rest of the city, the
walls of the buildings seem to rise out of the stone itself. To the
north another cliff face can be seen rising high above to the temple.
The cliff wall here however is not smooth stone as the rest of the
city. Here the wall is covered with murals ranging from battles
to forested landscapes, to portraits of long dead heroes.
[Exits: east west]
A bluebird is flying around here.
<1271hp 994mn 367mv> Redstone way
The redstone road stands out greatly as it makes for a very colorful
street. It stands in stark contrast to the grey tones of the various
buildings along the street. Just like the rest of the city, the
walls of the buildings seem to rise out of the stone itself. To the
north another cliff face can be seen rising high above to the temple.
The cliff wall here however is not smooth stone as the rest of the
city. Here the wall is covered with murals ranging from battles
to forested landscapes, to portraits of long dead heroes.
[Exits: east south west]
<1271hp 996mn 366mv> The intersection of Redstone and Sandstone
The street here is a very interesting mix, as the paving squares
are setup in an alternating fashion between brilliant redstone and
beautiful sandstone squares. The setup causes a checkerboard
affect to the ground here. The buildings rise right out of the
ground, appearing to be carved straight out of the mountain.
No seams can be seen in any of the buildings, and the only thing
that breaks up the gleaming smooth surfaces are the windows and
doors of the various guildhalls. A ramp leads up to the temple
square from here.
[Exits: east south west up]
<1271hp 996mn 365mv> Gul'doran temple
The temple of Gul'doran shows a mixture of the various forms
shown throughout the city. Stone and metal is blended seamlessly
together to form a great collage of color and feel. Upon the
walls of each room engravings can be seen in both the stone and
etchings in the metal depicting the gods and godesses of Thera.
Special care has been taken to much more intricately depict the
various immortals of giant decent through that have ascended
through the ages. They are shown in much greater detail, and
are given much more prominent places on the walls.
[Exits: east west down]
<1271hp 996mn 364mv> Gul'doran temple
The temple of Gul'doran shows a mixture of the various forms
shown throughout the city. Stone and metal is blended seamlessly
together to form a great collage of color and feel. Upon the
walls of each room engravings can be seen in both the stone and
etchings in the metal depicting the gods and godesses of Thera.
Special care has been taken to much more intricately depict the
various immortals of giant decent through that have ascended
through the ages. They are shown in much greater detail, and
are given much more prominent places on the walls.
[Exits: north east]
<1271hp 996mn 364mv> Gul'doran temple
The temple of Gul'doran shows a mixture of the various forms
of each king.
[Exits: north south]
<1271hp 1012mn 364mv> Before the gates of the castle
To the north lie great adamantite doors that protect the
castle of the Gul'doran king. Everburning torches are
attached to the wall on either side of the great doorway
allowing for light to always be granted in this place.
Arrow slits can be seen in the wall above the doorway
set to allow easy defense of the main and only entrance
to the castle. The castle doors appear to be permanently
sealed off to the public at this time. To the south the
temple is easily visible through the hallway of kings.
[Exits: north south]
<1271hp 1012mn 364mv> A Hallway in the Castle
Unlike most castles this one does not appear to have been
built stone by stone. The castle as a whole is carved
directly out of the mountain. The caverns have been cut
to extreme precision, and appear just as a hallway would
in any other castle. Tapestries hang along all the walls
softening the feel of the hallways. Woven rugs run down
the middle of the hallway, and stretch out to the sides at
the entrances to the various doorways. Magical globes of
light are affixed to the walls and ceiling at evenly spaced
intervals along the hallway.
[Exits: north east south west]
<1271hp 1012mn 364mv> A Hallway in the Castle
Unlike most castles this one does not appear to have been
built stone by stone. The castle as a whole is carved
directly out of the mountain. The caverns have been cut
to extreme precision, and appear just as a hallway would
in any other castle. Tapestries hang along all the walls
softening the feel of the hallways. Woven rugs run down
the middle of the hallway, and stretch out to the sides at
the entrances to the various doorways. Magical globes of
light are affixed to the walls and ceiling at evenly spaced
intervals along the hallway.
[Exits: east west]
<1271hp 1012mn 364mv> A Hallway in the Castle
Unlike most castles this one does not appear to have been
built stone by stone. The castle as a whole is carved
directly out of the mountain. The caverns have been cut
to extreme precision, and appear just as a hallway would
in any other castle. Tapestries hang along all the walls
softening the feel of the hallways. Woven rugs run down
the middle of the hallway, and stretch out to the sides at
the entrances to the various doorways. Magical globes of
light are affixed to the walls and ceiling at evenly spaced
intervals along the hallway.
[Exits: east west]
<1271hp 1021mn 364mv> A Hallway in the Castle
Unlike most castles this one does not appear to have been
built stone by stone. The castle as a whole is carved
directly out of the mountain. The caverns have been cut
to extreme precision, and appear just as a hallway would
in any other castle. Tapestries hang along all the walls
softening the feel of the hallways. Woven rugs run down
the middle of the hallway, and stretch out to the sides at
the entrances to the various doorways. Magical globes of
light are affixed to the walls and ceiling at evenly spaced
intervals along the hallway.
[Exits: north east west]
<1271hp 1021mn 364mv> A Hallway in the Castle
Unlike most castles this one does not appear to have been
built stone by stone. The castle as a whole is carved
directly out of the mountain. The caverns have been cut
to extreme precision, and appear just as a hallway would
in any other castle. Tapestries hang along all the walls
softening the feel of the hallways. Woven rugs run down
the middle of the hallway, and stretch out to the sides at
the entrances to the various doorways. Magical globes of
light are affixed to the walls and ceiling at evenly spaced
intervals along the hallway.
[Exits: east west]
A castle guard keeps a close watch on the castle, protecting it at all costs.
A royal maid carefully goes about her duties.
A castle guard tells you, 'Gud day outsider, step litely in da castle, yus wil b
e wached.'
A castle guard peers at you intently.
A royal maid tells you, 'Gud days tu yus, please ta kep da castle clen.'
A royal maid peers at you intently.
<1271hp 1021mn 364mv> A Hallway in the Castle
Unlike most castles this one does not appear to have been
built stone by stone. The castle as a whole is carved
directly out of the mountain. The caverns have been cut
to extreme precision, and appear just as a hallway would
in any other castle. Tapestries hang along all the walls
softening the feel of the hallways. Woven rugs run down
the middle of the hallway, and stretch out to the sides at
the entrances to the various doorways. Magical globes of
light are affixed to the walls and ceiling at evenly spaced
intervals along the hallway.
[Exits: east west]
<1271hp 1021mn 364mv> A Hallway in the Castle
Unlike most castles this one does not appear to have been
built stone by stone. The castle as a whole is carved
directly out of the mountain. The caverns have been cut
to extreme precision, and appear just as a hallway would
in any other castle. Tapestries hang along all the walls
softening the feel of the hallways. Woven rugs run down
the middle of the hallway, and stretch out to the sides at
the entrances to the various doorways. Magical globes of
light are affixed to the walls and ceiling at evenly spaced
intervals along the hallway.
north south]
maid carefully goes about her duties.
maid tells you, 'Gud days tu yus, please ta kep da castle clen.'
maid peers at you intently.
north south]
maid carefully goes about her duties.
maid tells you, 'Gud days tu yus, please ta kep da castle clen.'
maid peers at you intently.
north south]
maid carefully goes about her duties.
maid tells you, 'Gud days tu yus, please ta kep da castle clen.'
maid peers at you intently.
sits along the wall opposite the beds, and two washbasins sit
atop it. Various brushes and soap sit next to the washbasin.
The rugs in the room are simple yet serviceable, and show a bit
of wear from the long years use. Simple wall hangings cover a
good portion of the walls, though flecks of minerals glint in
the dim light provided by the magical globe that is attached to
the ceiling in the center of the room.
[Exits: none]
A jar sits here intended for a plant, but currently with none in it.
A royal maid carefully goes about her duties.
A royal maid carefully goes about her duties.
A royal maid tells you, 'Gud days tu yus, please ta kep da castle clen.'
A royal maid peers at you intently.
A royal maid tells you, 'Gud days tu yus, please ta kep da castle clen.'
A royal maid peers at you intently.
<1271hp
get all
w
w
get all
e
n
w
n
get log
put all
s
w
w
w
w
w
w
w
w
w
n
get log
s
view
hole
chest
hole
c concat
e
s
e
c conc maid
c conc
c conc
put all chest
w
view
<1271hp 1061mn 364mv> A Hallway in the Castle
Unlike most castles this one does not appear to have been
built stone by stone. The castle as a whole is carved
directly out of the mountain. The caverns have been cut
to extreme precision, and appear just as a hallway would
in any other castle. Tapestries hang along all the walls
softening the feel of the hallways. Woven rugs run down
the middle of the hallway, and stretch out to the sides at
the entrances to the various doorways. Magical globes of
light are affixed to the walls and ceiling at evenly spaced
intervals along the hallway.
[Exits: east west]
A castle guard keeps a close watch on the castle, protecting it at all costs.
A castle guard tells you, 'Gud day outsider, step litely in da castle, yus wil b
e wached.'
A castle guard peers at you intently.
<1271hp 1073mn 364mv> The Black Room
This high quality guest room has a personality all its own. Black
accents highlight the whole room, from the tapestries to the rugs.
The bed is carved of a very dark wood that appears to have been
stained in some manner to darken it even more. Various hues of
black give a depth to the room, despite the dark color. The lights
upon the wall and ceiling stand in stark contrast to the color of
the room itself. The washbasin that sits on top of the dresser
appears to be carved from a large black dragonscale. A small
fireplace is set in the corner of the room, and a small hole in
the wall holds a stack of wood for burning.
[Exits:
A royal
A royal
A royal
none]
maid carefully goes about her duties.
maid tells you, 'Gud days tu yus, please ta kep da castle clen.'
maid peers at you intently.
<1271hp 1073mn 364mv> You put a pine log in an elysium chest with a skull and cr
ossbones on it.
<1271hp 1073mn 364mv> You get a oak log from a hollow in the wall.
<1271hp 1073mn 364mv> A Hallway in the Castle
Unlike most castles this one does not appear to have been
built stone by stone. The castle as a whole is carved
directly out of the mountain. The caverns have been cut
to extreme precision, and appear just as a hallway would
in any other castle. Tapestries hang along all the walls
softening the feel of the hallways. Woven rugs run down
the middle of the hallway, and stretch out to the sides at
the entrances to the various doorways. Magical globes of
c fly
You feel less armored.
c ar
<1271hp 1090mn 380mv> A Hallway in the Castle
Unlike most castles this one does not appear to have been
built stone by stone. The castle as a whole is carved
directly out of the mountain. The caverns have been cut
to extreme precision, and appear just as a hallway would
in any other castle. Tapestries hang along all the walls
softening the feel of the hallways. Woven rugs run down
the middle of the hallway, and stretch out to the sides at
the entrances to the various doorways. Magical globes of
light are affixed to the walls and ceiling at evenly spaced
intervals along the hallway.
[Exits: east south west]
A castle guard keeps a close watch on the castle, protecting it at all costs.
A castle guard tells you, 'Gud day outsider, step litely in da castle, yus wil b
e wached.'
A castle guard peers at you intently.
<1271hp 1090mn 379mv> A Hallway in the Castle
Unlike most castles this one does not appear to have been
built stone by stone. The castle as a whole is carved
directly out of the mountain. The caverns have been cut
to extreme precision, and appear just as a hallway would
in any other castle. Tapestries hang along all the walls
softening the feel of the hallways. Woven rugs run down
the middle of the hallway, and stretch out to the sides at
the entrances to the various doorways. Magical globes of
light are affixed to the walls and ceiling at evenly spaced
intervals along the hallway.
[Exits: north south]
A castle guard keeps a close watch on the castle, protecting it at all costs.
A castle guard tells you, 'Gud day outsider, step litely in da castle, yus wil b
e wached.'
A castle guard peers at you intently.
<1271hp 1090mn 378mv> The Maids Quarters
This room as many others on this floor, is simple in design.
It is home to a number of the castle maids, and as such is
designed to house three to four at a time in the room. Each
small bed has a small trunk at its foot. A large wide dresser
sits along the wall opposite the beds, and two washbasins sit
atop it. Various brushes and soap sit next to the washbasin.
The rugs in the room are simple yet serviceable, and show a bit
of wear from the long years use. Simple wall hangings cover a
good portion of the walls, though flecks of minerals glint in
the dim light provided by the magical globe that is attached to
the ceiling in the center of the room.
[Exits: none]
( 2) A small hoop of copper is here.
A band of copper is here.
There is a sprite here about to pelt you with an acorn.
<1271hp 1090mn 377mv> They are not here.
dragon
dragon
dragon
dragon
dragon
dragon
chest
dragon
dragon
dragon
dragon
dragon
dragon
chest
dragon
dragon
dragon
dragon
dragon
dragon
chest
dragon
dragon
dragon
view
<1271hp 1090mn 373mv> A hallway in the dungeon
Darkness covers most of the hallway. A little dim light comes forth
from the glowing balls, but even that has dimmed to near nothing.
Grime covers the hard stone floors, and trash is spread out under foot
as well. Fetid smells assault your senses from the many things that
remain unclean. Cobwebs hang in a few parts of the dungeon with
their makers still present waiting for their next meal. Large rusted
doors seal away the dungeon cells.
[Exits: east west]
<1271hp 1090mn 373mv> A dungeon cell
Very little light creeps in through the bars of the cell from the
hallway. What little that does causes disturbing shadows to flicker.
A small rotten cot can be seen along one wall, and debris lines the
floors. The metal bars that form the door are old and slightly rusted,
though they appear to still be quite sturdy, and the lock appears
to be the only thing that has regularly been oiled to keep it working
properly. Various names have been scratched into the walls of the cells
from those who have occupied this space from time to time. A small bowl
sits just inside the bars of the door that would appear to be used to
hold the food that is served to those that are kept here.
[Exits: none]
<1271hp 1090mn 373mv> They are not here.
<1271hp 1090mn 373mv> They are not here.
<1271hp 1090mn 373mv> They are not here.
<1271hp 1090mn 373mv> A hallway in the dungeon
Darkness covers most of the hallway. A little dim light comes forth
from the glowing balls, but even that has dimmed to near nothing.
Grime covers the hard stone floors, and trash is spread out under foot
as well. Fetid smells assault your senses from the many things that
remain unclean. Cobwebs hang in a few parts of the dungeon with
their makers still present waiting for their next meal. Large rusted
doors seal away the dungeon cells.
[Exits: east west]
<1271hp 1090mn 373mv> A dungeon cell
Very little light creeps in through the bars of the cell from the
hallway. What little that does causes disturbing shadows to flicker.
A small rotten cot can be seen along one wall, and debris lines the
floors. The metal bars that form the door are old and slightly rusted,
though they appear to still be quite sturdy, and the lock appears
to be the only thing that has regularly been oiled to keep it working
properly. Various names have been scratched into the walls of the cells
from those who have occupied this space from time to time. A small bowl
sits just inside the bars of the door that would appear to be used to
hold the food that is served to those that are kept here.
[Exits: none]
<1271hp 1090mn 373mv> They are not here.
A castle guard tells you, 'Gud day outsider, step litely in da castle, yus wil b
e wached.'
A castle guard peers at you intently.
<1271hp 1090mn 373mv> A dungeon cell
Very little light creeps in through the bars of the cell from the
hallway. What little that does causes disturbing shadows to flicker.
A small rotten cot can be seen along one wall, and debris lines the
floors. The metal bars that form the door are old and slightly rusted,
though they appear to still be quite sturdy, and the lock appears
to be the only thing that has regularly been oiled to keep it working
properly. Various names have been scratched into the walls of the cells
from those who have occupied this space from time to time. A small bowl
sits just inside the bars of the door that would appear to be used to
hold the food that is served to those that are kept here.
[Exits: none]
The shimmering fields around you fade.
<1271hp 1090mn 380mv> They are not here.
<1271hp 1090mn 380mv> They are not here.
<1271hp 1090mn 380mv> They are not here.
<1271hp 1090mn 380mv> A hallway in the dungeon
Darkness covers most of the hallway. A little dim light comes forth
from the glowing balls, but even that has dimmed to near nothing.
Grime covers the hard stone floors, and trash is spread out under foot
as well. Fetid smells assault your senses from the many things that
remain unclean. Cobwebs hang in a few parts of the dungeon with
their makers still present waiting for their next meal. Large rusted
doors seal away the dungeon cells.
[Exits: east west]
A castle guard keeps a close watch on the castle, protecting it at all costs.
A castle guard tells you, 'Gud day outsider, step litely in da castle, yus wil b
e wached.'
A castle guard peers at you intently.
<1271hp
s
c chain
c chain
c chain
n
e
e
n
c chain
c chain
c chain
put all
s
s
c chain
c chain
c chain
view
dragon
dragon
dragon
chest
dragon
dragon
dragon
sits just inside the bars of the door that would appear to be used to
hold the food that is served to those that are kept here.
[Exits: none]
A young gold dragon is being held prisoner.
<1271hp 1043mn 380mv> You claim a young gold dragon.
A lightning bolt leaps from your hand and arcs to a young gold dragon.
Your lightning MANGLES a young gold dragon!
The bolt arcs harmlessly back to you.
The bolt arcs to a young gold dragon!
Your lightning MASSACRES a young gold dragon!
The bolt arcs harmlessly back to you.
The bolt arcs to a young gold dragon!
Your lightning MASSACRES a young gold dragon!
The bolt arcs harmlessly back to you.
The bolt arcs to a young gold dragon!
Your lightning GORES a young gold dragon!
The bolt arcs harmlessly back to you.
The bolt arcs to a young gold dragon!
Your lightning PULVERIZES a young gold dragon!
The bolt arcs harmlessly back to you.
The bolt arcs to a young gold dragon!
Your lightning injures a young gold dragon.
The bolt arcs harmlessly back to you.
The bolt arcs to a young gold dragon!
Your lightning scratches a young gold dragon.
A young gold dragon is spurting blood. (35%)
<1271hp 1018mn 380mv>
Your pierce DISEMBOWELS a young gold dragon!
A young gold dragon is poisoned by the venom on the Barbed Dagger of Thiulor.
Your pierce MUTILATES a young gold dragon!
A young gold dragon is poisoned by the venom on the Barbed Dagger of Thiulor.
You lean back and dodge a young gold dragon's claw.
A young gold dragon is spurting blood. (20%)
<1271hp 1029mn 380mv> A lightning bolt leaps from your hand and arcs to a young
gold dragon.
Your lightning *** DEVASTATES *** a young gold dragon!
The bolt arcs harmlessly back to you.
The bolt arcs to a young gold dragon!
Your lightning MASSACRES a young gold dragon!
A young gold dragon is DEAD!!
You receive 0 experience points.
A young gold dragon's leg is sliced from her dead body.
You get A damaged gold dragonscale from the corpse of a young gold dragon.
The gods give you 90 silver coins for your sacrifice.
The bolt arcs harmlessly back to you.
The bolt grounds out harmlessly through your body.
<1271hp 1005mn 380mv> They are not here.
<1271hp 1008mn 380mv> You put A damaged gold dragonscale in an elysium chest wit
h a skull and crossbones on it.
You put A damaged white dragonscale in an elysium chest with a skull and crossbo
nes on it.
<1271hp 1008mn 380mv> A hallway in the dungeon
Darkness covers most of the hallway. A little dim light comes forth
from the glowing balls, but even that has dimmed to near nothing.
Grime covers the hard stone floors, and trash is spread out under foot
as well. Fetid smells assault your senses from the many things that
remain unclean. Cobwebs hang in a few parts of the dungeon with
their makers still present waiting for their next meal. Large rusted
doors seal away the dungeon cells.
[Exits: east west]
<1271hp 1008mn 380mv> A dungeon cell
Very little light creeps in through the bars of the cell from the
hallway. What little that does causes disturbing shadows to flicker.
A small rotten cot can be seen along one wall, and debris lines the
floors. The metal bars that form the door are old and slightly rusted,
though they appear to still be quite sturdy, and the lock appears
to be the only thing that has regularly been oiled to keep it working
properly. Various names have been scratched into the walls of the cells
from those who have occupied this space from time to time. A small bowl
sits just inside the bars of the door that would appear to be used to
hold the food that is served to those that are kept here.
[Exits: none]
A young gold dragon is being held prisoner.
<1271hp 1008mn 380mv> You claim a young gold dragon.
A lightning bolt leaps from your hand and arcs to a young gold dragon.
Your lightning *** SLAUGHTERS *** a young gold dragon!
The bolt arcs harmlessly back to you.
The bolt arcs to a young gold dragon!
Your lightning MASSACRES a young gold dragon!
The bolt arcs harmlessly back to you.
The bolt arcs to a young gold dragon!
Your lightning RAZES a young gold dragon!
The bolt arcs harmlessly back to you.
The bolt arcs to a young gold dragon!
Your lightning RAZES a young gold dragon!
The bolt arcs harmlessly back to you.
The bolt arcs to a young gold dragon!
Your lightning DISEMBOWELS a young gold dragon!
The bolt arcs harmlessly back to you.
The bolt arcs to a young gold dragon!
Your lightning hits a young gold dragon.
The bolt arcs harmlessly back to you.
The bolt arcs to a young gold dragon!
Your lightning scratches a young gold dragon.
A young gold dragon is spurting blood. (30%)
<1271hp 983mn 380mv>
Your pierce MUTILATES a young gold dragon!
A young gold dragon is poisoned by the venom on the Barbed Dagger of Thiulor.
A young gold dragon's claw grazes you.
A young gold dragon is spurting blood. (25%)
<1264hp 987mn 380mv> A lightning bolt leaps from your hand and arcs to a young g
old dragon.
Your lightning *** DEMOLISHES *** a young gold dragon!
The bolt arcs harmlessly back to you.
The bolt arcs to a young gold dragon!
Your lightning MANGLES a young gold dragon!
A young gold dragon is DEAD!!
You
You
You
The
The
The
hold the food that is served to those that are kept here.
[Exits: none]
A young silver dragon is being held prisoner.
<1264hp 944mn 380mv> You claim a young silver dragon.
A lightning bolt leaps from your hand and arcs to a young silver dragon.
Your lightning *** SLAUGHTERS *** a young silver dragon!
The bolt arcs harmlessly back to you.
The bolt arcs to a young silver dragon!
Your lightning MANGLES a young silver dragon!
The bolt arcs harmlessly back to you.
The bolt arcs to a young silver dragon!
Your lightning RAZES a young silver dragon!
The bolt arcs harmlessly back to you.
The bolt arcs to a young silver dragon!
Your lightning PULVERIZES a young silver dragon!
The bolt arcs harmlessly back to you.
The bolt arcs to a young silver dragon!
Your lightning DISEMBOWELS a young silver dragon!
The bolt arcs harmlessly back to you.
The bolt arcs to a young silver dragon!
Your lightning hits a young silver dragon.
The bolt arcs harmlessly back to you.
The bolt arcs to a young silver dragon!
Your lightning scratches a young silver dragon.
A young silver dragon is spurting blood. (30%)
<1264hp 919mn 380mv>
Your pierce MUTILATES a young silver dragon!
A young silver dragon is poisoned by the venom on the Barbed Dagger of Thiulor.
Your pierce maims a young silver dragon.
A young silver dragon is poisoned by the venom on the Barbed Dagger of Thiulor.
You lean to the right and dodge a young silver dragon's claw.
A young silver dragon is spurting blood. (20%)
<1264hp
A young
A young
A young
926mn 380mv>
silver dragon shivers and suffers.
silver dragon's poison devastates her.
silver dragon is in pretty bad shape. (15%)
<1271hp 973mn 380mv> A lightning bolt leaps from your hand and arcs to a young s
ilver dragon.
Your lightning *** SLAUGHTERS *** a young silver dragon!
A young silver dragon is DEAD!!
You receive 0 experience points.
A young silver dragon hits the ground ... DEAD.
You get A damaged silver dragonscale from the corpse of a young silver dragon.
The gods give you 90 silver coins for your sacrifice.
The bolt arcs harmlessly back to you.
The bolt grounds out harmlessly through your body.
<1271hp 948mn 380mv> They are not here.
<1271hp 952mn 380mv> You put A damaged silver dragonscale in an elysium chest wi
th a skull and crossbones on it.
You put A damaged silver dragonscale in an elysium chest with a skull and crossb
ones on it.
You put A damaged gold dragonscale in an elysium chest with a skull and crossbon
es on it.
Your feet trod the dry sand, your feet slipping as you hike up the beach. To
your east you see an ivory-colored tower rising up in the near distance. The
buzzing of flying insects is audible in your ears, and you feel as though
something is landing and biting you in the neck.
[Exits: east west]
<1271hp 894mn 373mv> On the sandy beach
Your feet trod the dry sand, your feet slipping as you hike up the beach. To
your east you see an ivory-colored tower rising up in the near distance. The
buzz of flying insects is audible in your ears, and you feel as though
something has landed and is biting you in the neck.
[Exits: east west]
<1271hp 896mn 368mv> On the sandy beach
Your feet trod the sand, now a little drier, as you hike up the beach. To
your east you see an ivory-colored tower rising up in the distance.
[Exits: east west]
<1271hp 896mn 363mv> On the beach
The lapping waves reach for your feet as you approach dry land. The sand is
still wet here, and the tide seems to be coming in. To the east you see an
ivory-colored tower rising up in the distance. To the west is the sea.
[Exits: east west]
<1271hp 896mn 359mv> Shallow waters of the Southern Sea
The clear blue waters of the sea allow you to see the floor below, sand and
shell, fish swimming in small schools, a hermit crab or two scuttling about.
To the east is the beach where the waves are lapping. To the west is deeper
water of the Southern Sea.
[Exits: east west]
<1271hp 896mn 356mv> On the Delta leading to the Southern Sea
The waters change colors, part murky to the north, part clear blue to
the south. The sound of waves lapping against the sandy shore is clearer.
You can see the beaches to the west and east. To the south, the Southern
Sea extends out... it seems like forever. Looking east, you see in the
distance an ivory tower rising into the sky.
[Exits: north east south]
<1271hp 896mn 354mv> On the Southern Sea
The clear blue salty waters of the Southern Sea rise and fall in periodic
waves, and from the north-east and north-west you hear the sound of waves
hitting the shore. You see silvery fish leaping from the waves and arc'ing
back into the water in what appears to be a perfect dive.
[Exits: north south]
<1271hp 896mn 354mv> On the Southern Sea
The clear blue salty waters of the Southern Sea rise and fall in periodic
waves, and from the north-east and north-west you hear the faint sound of
waves hitting the shore. You see a silvery fish leaping from the waves and
arcing back into the water in what appears to be a perfect dive. A warm
breeze wafts through your hair and touches your face. A piece of parchment
floats on the waves, amazingly enough never sinking.
salt on the breeze coming from the east. The sound of waves crashing is also
fairly clear.
[Exits: north east west]
<1271hp 911mn 352mv> A Fork in the Sandy Path
This trail leads away from the foaming Southern Sea into a marshy
salt flat. The sandy dunes to the west are interrupted by large
rocks that jut abruptly into the horizon. A sign is posted on a
small palm tree growing off the path.
[Exits: east west]
<1271hp 911mn 351mv> The Sandy Trail
The sandy path does not follow a straight line as it meanders about
through the dune-filled marsh. Small, prickly bushes and algae
proliferate here as the tides occasionally bring a new supply of
water to the salty marsh.
[Exits: east west]
<1271hp 911mn 350mv> A Bend in the Sandy Trail
The sandy trail bends here, leading to swampier sands that lie southward.
The coast of the Southern Sea is visible from here, which provides the
marshes with constant moisture. Westward, several large rocks can be
seen jutting up among the sand. They are strangely glassy in appearance.
[Exits: east south]
A sand warrior strides about here, bearing a glass pike.
A sand warrior strides about here, bearing a glass pike.
<1271hp 911mn 349mv> The Marshy Trail
Water now saturates the sand of this path, making walking across it
tiresome. Southward lies the Southern Sea, while to the west glassy
rocks can be seen rising from the sand. The marshy trail continues
southward and northward.
[Exits: north south]
<1271hp 911mn 348mv> The Marshy Trail
Water now saturates the sand of this path, making walking across it
tiresome. Southward lies the Southern Sea, while to the west glassy
rocks can be seen rising from the sand. The marshy trail continues
westward and northward.
[Exits: north west]
<1271hp 911mn 347mv> The Marshy Trail
Water now saturates the sand of this path, making walking across it
tiresome. Southward lies the Southern Sea, while to the west glassy
rocks can be seen rising from the sand. The marshy trail continues
southward and eastward. Several branches in the path can be seen to
the south.
[Exits: east south]
A shiny seashell lies here.
A silver seagull flies about in lazy circles.
<1271hp 917mn 346mv> A Fork in the Marshy Trail
The marshy trail forks westward, where several dunes can be seen. To
the south, the Southern Sea is in view, lapping against the sandy
shore. A large glassy rock stands to the southwest, humming slightly.
The sand underfoot is quite moist, and several water-filled
footprints are here.
[Exits: north south west]
<1271hp 917mn 345mv> A Fork in the Marshy Trail
The marshy trail forks eastward, where the path ends at some shrubs.
To the south, the Southern Sea is in view, lapping against the sandy
shore. A large glassy rock stands to the west, humming slightly.
The sand underfoot is quite moist, and several water-filled
footprints are here.
[Exits: north east south]
<1271hp 917mn 344mv> A Brushy Path
This path is choked with shrubs and palm trees. Prickly thorns and
sharp rocks are also abundant on this small path. The sounds of the
Southern Sea can be heard to the east and south, and the smell of
fresh salt water is carried on the breeze.
[Exits: east west]
A sand knight stands here, watching his surroundings carefully.
A sand knight stands here, watching his surroundings carefully.
<1271hp 917mn 342mv> A Brushy Path
This path is choked with shrubs and palm trees. Prickly thorns and
sharp rocks are also abundant on this small path. The sounds of the
Southern Sea can be heard to the east and south, and the smell of
fresh salt water is carried on the breeze.
[Exits: south west]
A handful of pebbles is scattered about here.
A king crab scuttles about here, clicking its claws.
A sand knight stands here, watching his surroundings carefully.
<1271hp 917mn 340mv> A Brushy Path
This path is choked with shrubs and palm trees. Prickly thorns and
sharp rocks are also abundant on this small path. The sounds of the
Southern Sea can be heard to the east and south, and the smell of
fresh salt water is carried on the breeze.
[Exits: east west]
A sand knight stands here, watching his surroundings carefully.
A sand knight stands here, watching his surroundings carefully.
<1271hp 917mn 338mv> A Fork in the Marshy Trail
The marshy trail forks eastward, where the path ends at some shrubs.
To the south, the Southern Sea is in view, lapping against the sandy
shore. A large glassy rock stands to the west, humming slightly.
The sand underfoot is quite moist, and several water-filled
footprints are here.
[Exits: north east south]
<1271hp 918mn 336mv> Trail to the Beach
The moisture in the sand increases here as the sandy trail leads
southward to the shore. The bright blue of the Southern Sea is
now in clear view, and a cool breeze blows in from the south, smelling
The waters of the Southern Sea lap against the shore in perfect
rhythm, governed by the tides and the winds. Far to the south,
across the sea, buildings can be seen rising among the sands.
[Exits: north east]
A sand knight stands here, watching his surroundings carefully.
(Translucent) An elven traveler admires the beach as she walks about.
<1271hp 921mn 329mv> Trail to the Beach
The moisture in the sand increases here as the sandy trail leads
southward to the shore. The bright blue of the Southern Sea is
now in clear view, and a cool breeze blows in from the south, smelling
of fish and brine.
[Exits: north south]
<1271hp 921mn 328mv> A Fork in the Marshy Trail
The marshy trail forks south, where the Southern Sea can be seen. To
the east, a marshy path continues, forking to the north in two places.
A large glassy rock stands to the southeast, humming slightly. The sand
underfoot is quite moist, and several water-filled footprints are
here.
[Exits: east south west]
A handful of pebbles is scattered about here.
<1271hp 921mn 327mv> You get a handful of pebbles.
<1271hp 921mn 327mv> You put a handful of pebbles in an elysium chest with a sku
ll and crossbones on it.
<1271hp 921mn 327mv> You enjoy the view around you.
w
w
n
n
n
n
get pebbles
e
e
e
n
n
e
get jade
w
s
s
e
s
s
w
s
get pebbles
c gate yevaud
c chain yevaud
c chain yevaud
drop visor
sac visor
Fortunately, a cool breeze stills blows from the coast of the Southern
Sea.
[Exits: north west]
(Translucent) An elven traveler admires the beach as she walks about.
<1271hp 1050mn 360mv> The Inland Marsh
A great depression in the beach has formed here, allowing much water
to stagnate in a pool to the north. The sand here is saturated
with algae-filled water, and the area smells of brine and decay.
Fortunately, a cool breeze stills blows from the coast of the Southern
Sea.
[Exits: east south]
A sand warrior strides about here, bearing a glass pike.
<1271hp 1050mn 359mv> The Inland Marsh
A great depression in the beach has formed
to stagnate in a pool to the southwest. The
with algae-filled water, and the area smells
Fortunately, a cool breeze stills blows from
Sea. A drier path is present to the south.
The vegetation thins as you walk down the path towards what looks be an
assemblage of crudely built huts. You can smell the smoke of campfires and
hear gentling hissing.
[Exits: north east south]
A giant mosquito buzzes around, trying to suck your blood.
A common reptilian villager stares at you in suspicion.
<1271hp 921mn 354mv> Entrance to the village
This is the far end of the main village. The ground here is rather swampy
and the air is extremely humid. To the west is the small shop run by the
village herbalist.
[Exits: north east south west]
An vicous, angry tree monkey is here, preparing to rip out your throat!
A common reptilian villager stares at you in suspicion.
<1271hp 921mn 352mv> The Herbalist's Shop
This is the shop run by the mysterious village herbalist. Many odd bits
of bone and small humanoid dolls line the crudely-built shelves. Each
can be had for a price. He can sell you many interesting things, and is
always looking for magic superior to his own.
[Exits: east]
A giant mosquito buzzes around, trying to suck your blood.
A giant mosquito buzzes around, trying to suck your blood.
An vicous, angry tree monkey is here, preparing to rip out your throat!
One of the village's finest hunters is here.
(Translucent) (Holy Aura) The corrupt herbalist of this village is waiting to se
ll you something.
The herbalist grins.
The herbalist points to various concoctions on the crudely-built shelves.
The herbalist says, 'You want magic? Me got! You give gold for magic!'
The herbalist says, 'You want strong juju? Me put juju on you for gold!'
The herbalist says, 'We trade now, yes?'
<1271hp 934mn 351mv> You haggle with the herbalist.
You buy a grubby worm nugget[3] for 12000 silver.
<1271hp 934mn 351mv> You step through a gate and vanish.
In the shallows
The water must be shallow here: The waves are capped in white. You see
a porpoise leap and arc over the water. A breeze gently whips at your
hair.
[Exits: north south west]
A porpoise gracefully leaps and arcs over the waves.
<1271hp 854mn 351mv> Shallows
The waves build up here in preparation for hitting the sand on the
shore to the south. Overhead, a couple seagulls fly in search of food.
You hear the noise of happy celebrations, and looking south, you can
see people enjoying the beach. North of you the sea becomes deeper,
to the west the shallows continue.
[Exits: north south west]
A giggling child looks at you briefly before returning to play.
<1271hp 874mn 349mv> Where the water meets the sand
The gentle waves hit the sand here. Once in a while, a huge one comes in.
Children scoop wet sand with little shovels and dump it in small buckets.
To the north the waves build up for their meeting with the sand here, and
to the west, more wet sand. Southward is dry sand, upon which children
are building a sand castle. The wet sand and incoming waves continue to
the west. From the north a cool sea breeze blows at you.
[Exits: north south west]
Shaped for riding waves, a shiny smooth board of pine wood is here.
(Magical) A small yellow pail full of seawater sits in the wet sand.
A brown-haired elf on a pineboard rides a wave.
<1271hp 874mn 345mv> Sandy beach
The sand here is dry. To the north is wet sand where the waves meet
it, and beyond that, the shallows. Eastward and westward, more dry
sand. Here and to the west children are building sand castles. To the
west you also see a high wooden chair and a man sitting in it. Looking
eastward you see the beach continue. A refreshingly cool sea breeze
blows at you, ruffling your hair.
[Exits: north south west]
(Magical) A small blue pail part full of sand sits in the dry sand.
An elf on a pineboard rides a wave.
<1271hp 874mn 340mv> You get some sand from a small blue pail.
<1271hp 874mn 340mv> You get a small blue pail.
<1271hp 874mn 340mv> Sandy beach
The sand here is dry. To the north is wet sand where the waves meet
it, and beyond that, the shallows. Eastward and westward, more dry
sand. Here and to the east children are building sand castles. To the
west you see a high wooden chair and a man sitting in it. A cool sea
breeze ruffles your hair.
[Exits: north east south west]
(Magical) A small red pail full of seawater sits in the wet sand.
<1271hp 883mn 335mv> Sandy beach
The sand here is dry. To the north is wet sand where the waves meet
it, and beyond that, the shallows. Eastward and westward, more dry
sand. To the east children are building sand castles. From the Southern
Sea, a cool breeze blows at you, ruffling your hair.
[Exits: north east south west]
A white-washed high wooden chair sits on four legs in the sand.
A man sits in the high wooden chair, watching for trouble.
<1271hp 883mn 330mv> Sandy beach
The sand here is dry. To the north is the wet
it, and beyond that, the shallows. Eastward you
which sits a man, and beyond, children building
south is a multi-colored pavilion. Westward the
From the north, a cool sea breeze blows at you.
n
n
n
e
e
n
n
n
get blood
e
n
get blood
n
view
<1271hp 919mn 341mv> Sandy beach
The sand here is dry. To the north is wet sand where the waves meet
it, and beyond that, the shallows. Eastward is a multi-colored
pavilion, and westward, more dry sand. Blankets are spread out and
people are enjoying the sun and refreshingly cool sea breeze.
[Exits: north east south]
An elvish citizen enjoys the fresh air.
A young woman tanning herself on the beach is oblivious to
your presence here.
A young man tanning himself on the beach is oblivious to
your presence here.
<1271hp 919mn 336mv> Sandy beach
The sand here is dry. Looking north you see the waves hitting the
beach. To the west is a multi-colored pavilion. Eastward is more
dry sand. Blankets are spread out and people are enjoying the sun
and sea breeze. Southward, the sandy ground rises.
[Exits: north east south]
An elvish citizen strolls along the roadway.
A young woman tanning herself on the beach is oblivious to
your presence here.
A young man tanning himself on the beach is oblivious to
your presence here.
<1271hp 919mn 331mv> The sand rises
Here the sand rises toward the south, where you see a line of trees
planted closely together, a natural windwall which will also keep you
from moving further south. You feel the sea breeze blow past you as
you look east and west at more rising sandy ground, northward toward
the rest of the beach and the sea.
[Exits: north east west]
<1271hp 919mn 326mv> The sand rises
Here the sand rises toward the south, where you see a sand dune. To the
north is a multi-colored pavilion. East and west the rising sandy ground
stretches before you. You hear the thick canvas of the pavilion flapping
in the breeze.
[Exits: east south west]
An elvish citizen enjoys the fresh air.
<1271hp 919mn 321mv> Sand dune
Grass grows in the sand here. Bending in the breeze, it looks rather
stable. To the north is a multi-colored tent-like structure. The dune
continues to the west, but you cannot move east because a natural
windwall of trees blocks your way. To the southwest, the dune rises.
[Exits: north south west up]
(Magical) A small blue pail part full of sand sits in the dry sand.
A child giggles while playing.
<1271hp 932mn 316mv> You get a small blue pail.
<1271hp 932mn 316mv> You get some sand from a small blue pail.
<1271hp 932mn 316mv> Top of the dune
The top of the dune looks pretty much like the rest of the dune, sand
with grass growing in it. Looking northward you can see the sea beyond
a multi-colored tent-like structure sitting on the beach. From the
north a sea breeze blows.
[Exits: south west down]
(Magical) A small blue pail part full of sand sits in the dry sand.
<1271hp 932mn 311mv> You get a small blue pail.
<1271hp 932mn 311mv> You get some sand from a small blue pail.
<1271hp 932mn 311mv> You put some sand in an elysium chest with a skull and cros
sbones on it.
You put a small blue pail in an elysium chest with a skull and crossbones on it.
You put some sand in an elysium chest with a skull and crossbones on it.
You put a small blue pail in an elysium chest with a skull and crossbones on it.
You put a pearl earring in an elysium chest with a skull and crossbones on it.
You put a pearl necklace in an elysium chest with a skull and crossbones on it.
You put a pearl earring in an elysium chest with a skull and crossbones on it.
You put some sand in an elysium chest with a skull and crossbones on it.
You put a small blue pail in an elysium chest with a skull and crossbones on it.
You put a small blue pail in an elysium chest with a skull and crossbones on it.
You put some sand in an elysium chest with a skull and crossbones on it.
You put a grubby worm nugget in an elysium chest with a skull and crossbones on
it.
You put a grubby worm nugget in an elysium chest with a skull and crossbones on
it.
You put a grubby worm nugget in an elysium chest with a skull and crossbones on
it.
You put Yvaud's 'timestone' in an elysium chest with a skull and crossbones on i
t.
You put a handful of pebbles in an elysium chest with a skull and crossbones on
it.
You put a sliver of jade in an elysium chest with a skull and crossbones on it.
You put a handful of pebbles in an elysium chest with a skull and crossbones on
it.
<1271hp 932mn 311mv> Sand dune
Grass grows in the sand here. Bending in the breeze, it looks rather
stable. To the north is a multi-colored tent-like structure. The dune
continues to the west, but you cannot move east because a natural
windwall of trees blocks your way. To the southwest, the dune rises.
[Exits: north south west up]
A child giggles while playing.
the east and west, more wet sand. A refreshingly cool breeze from the sea
blows at you.
[Exits: north east south west]
(Magical) A small yellow pail full of seawater sits in the wet sand.
<1271hp 945mn 276mv> Shallows
The waves build up here in preparation for hitting the sand on
shore to the south. Overhead, a couple seagulls fly in search of
You hear the noise of happy celebrations, and looking south, you
see people enjoying the beach. To the north is deeper water, and
east and west, more shallows much like this.
the
food.
can
to
time to be on guard.
[Exits: east west]
<1271hp 968mn 264mv> On the Southern Sea
Gentle swells in the grey green water bob you comfortably. You look
down into the water and see a silvery fish swim swiftly away, more
than likely pursuing its next meal. A warm salty breeze blows in your
face.
[Exits: north east south west]
A bottle with a blurry label floats here.
<1271hp 972mn 264mv> You get a bottle of blood.
<1271hp 972mn 264mv> On the Southern Sea
A tentacle pokes up through the gentle swells of the grey-green water.
It recedes. You peer closer but cannot see what is down there.
[Exits: north east south west]
A small fish with lots of sharp teeth waits to
A small fish with lots of sharp teeth waits to
A small fish with lots of sharp teeth waits to
A huge fish with many sharp jagged teeth wants
eat
eat
eat
you
you.
you.
you.
for lunch.
comes from the reflection of the sky and the seaweed below. You hear
a faint noise, reminding you of the call of seagulls. Can land be near?
Gently, a salty breeze tickles your face.
[Exits: north east]
A bottle with a blurry label floats here.
<1271hp 988mn 264mv> You get a bottle of blood.
<1271hp 988mn 264mv> You step through a gate and vanish.
The Floor of the Canyon
Various elemental forms wander the floor of the canyon. Some seem to be
going about their business, while others seem to have no business at all.
In general, it is calm, yet there is always a incessant buzz of things
going on about. The canyon floor extends north and west. There is a cave
mouth set into the canyon wall to the east.
[Exits: north east west]
A small blob of acid aimlessly eats away at the stone.
A tiny elemental form wanders about.
A tiny elemental form wanders about.
The air is magically misty here.
<1271hp 908mn 264mv> You claim a small blob of acid.
You concatenate the magical energies around you and channel them at a small blob
of acid.
A small blob of acid appears to be blinded.
Your blast of energy >>> EXTERMINATES <<< a small blob of acid!
A small blob of acid is DEAD!!
You receive 0 experience points.
A small blob of acid spills its guts all over the floor.
You get a small blob of acid from the corpse of a small blob of acid.
You get 17 silver coins from the corpse of a small blob of acid.
The gods give you 27 silver coins for your sacrifice.
You stop channeling the energy and the beam of light dissipates.
<1271hp 892mn 264mv> You step through a gate and vanish.
The Electric Playground
Though there is a seemingly carefree atmosphere here, you sense that
something much more important takes place near by. There is an electric
path heading away south. The playground extends north and west.
[Exits: north south west]
A warrior of the Rainbow Cult swears his loyalty.
A small blob of acid aimlessly eats away at the stone.
A warrior of the Rainbow Cult swears his loyalty.
A sub-atomic particle is too small for you to see.
A small spark of electricity fizzles here.
<1271hp 816mn 264mv> You claim a small blob of acid.
You concatenate the magical energies around you and channel them at a small blob
of acid.
Your blast of energy >>> ANNIHILATES <<< a small blob of acid!
A small blob of acid is DEAD!!
You receive 0 experience points.
You hear a small blob of acid's death cry.
You get a small blob of acid from the corpse of a small blob of acid.
You get 12 silver coins from the corpse of a small blob of acid.
The gods give you 27 silver coins for your sacrifice.
You stop channeling the energy and the beam of light dissipates.
slits are the only source of light into the room besides that which
comes in from the doorway. There are a couple of candles scattered
about the room, but none are lit at this time. There is a pile of
blankets on the floor to the right side of the room, that appear to
serve as a bed.
[Exits: none]
(Chromatic Aura) A giant covered in furs sits widdling a long piece of wood.
A red squirrel is here chewing on an acorn.
A giant guardian tells you, 'Yus finds Red's nuts yet?'
<1271hp 707mn 312mv> You get a redstone plate from the front panel of the hutch.
You get a redstone plate from the front panel of the hutch.
<1271hp 707mn 312mv> You get a redstone plate from the front panel of the hutch.
You get a redstone plate from the front panel of the hutch.
<1271hp 707mn 312mv> You get a dark metallic bowl from the front panel of the hu
tch.
You get a dark metallic bowl from the front panel of the hutch.
<1271hp 707mn 312mv> You get a dark metallic bowl from the front panel of the hu
tch.
You get a dark metallic bowl from the front panel of the hutch.
<1271hp 707mn 312mv> You put a dark metallic bowl in an elysium chest with a sku
ll and crossbones on it.
You put a dark metallic bowl in an elysium chest with a skull and crossbones on
it.
You put a dark metallic bowl in an elysium chest with a skull and crossbones on
it.
You put a dark metallic bowl in an elysium chest with a skull and crossbones on
it.
You put a redstone plate in an elysium chest with a skull and crossbones on it.
You put a redstone plate in an elysium chest with a skull and crossbones on it.
You put a redstone plate in an elysium chest with a skull and crossbones on it.
You put a redstone plate in an elysium chest with a skull and crossbones on it.
You put a small blob of acid in an elysium chest with a skull and crossbones on
it.
You put a small blob of acid in an elysium chest with a skull and crossbones on
it.
You put a small blob of acid in an elysium chest with a skull and crossbones on
it.
You put a bottle of blood in an elysium chest with a skull and crossbones on it.
You put a bottle of blood in an elysium chest with a skull and crossbones on it.
You put a bottle of blood in an elysium chest with a skull and crossbones on it.
You put a bottle of blood in an elysium chest with a skull and crossbones on it.
You put a bottle of blood in an elysium chest with a skull and crossbones on it.
<1271hp 707mn 312mv> A wide path in the forest
A fairly wide path leads much further into the forest. Though the
path isn't completely clear, and you still have to move past trees
the underbrush has been cleared away mostly, and the ground has
leveled off and packed, which makes for much more ease of movement.
The trees here are just like the rest of the forest, in that they
are very large, and have a canopy that stretches hundreds of feet
into the air. The animal tracks are even more abundant here, and
frequently animals of varying sizes can be seen. Many trees show
signs of wear from animals using them as scratching posts.
e
e
n
n
n
n
n
n
n
n
w
w
w
view
<1271hp 714mn 305mv> A wide path in the forest
A fairly wide path leads much further into the forest. Though the
path isn't completely clear, and you still have to move past trees
the underbrush has been cleared away mostly, and the ground has
leveled off and packed, which makes for much more ease of movement.
The trees here are just like the rest of the forest, in that they
are very large, and have a canopy that stretches hundreds of feet
into the air. The animal tracks are even more abundant here, and
frequently animals of varying sizes can be seen. Many trees show
signs of wear from animals using them as scratching posts.
[Exits: north south west]
A coyote slinks through the grasses, trying to remain hidden.
<1271hp 714mn 303mv> A wide path in the forest
A fairly wide path leads much further into the forest. Though the
path isn't completely clear, and you still have to move past trees
the underbrush has been cleared away mostly, and the ground has
leveled off and packed, which makes for much more ease of movement.
The trees here are just like the rest of the forest, in that they
are very large, and have a canopy that stretches hundreds of feet
into the air. The animal tracks are even more abundant here, and
frequently animals of varying sizes can be seen. Many trees show
signs of wear from animals using them as scratching posts.
[Exits: north south west]
A brown bear sits here licking its paws.
<1271hp 714mn 301mv> A wide path in the forest
A fairly wide path leads much further into the forest. Though the
path isn't completely clear, and you still have to move past trees
the underbrush has been cleared away mostly, and the ground has
leveled off and packed, which makes for much more ease of movement.
The trees here are just like the rest of the forest, in that they
are very large, and have a canopy that stretches hundreds of feet
into the air. The animal tracks are even more abundant here, and
frequently animals of varying sizes can be seen. Many trees show
signs of wear from animals using them as scratching posts.
[Exits: north south west]
<1271hp 726mn 299mv> A clearing in the forest
The mass of trees has given way to a large open clearing. In the
distance, to the north, mountains dominate the view. Across the
expanse of the clearing a variety of animals can be seen grazing
and prints for others can be seen amongst the grasses. The trees
appear to have naturally kept from encroaching on the clearing.
To the north of this place a wide path leads further into this
ancient forest. The path is rough, but passable. Off to the
northwest along what appears to be a small trail you can see one
tree that towers above the already impressive forest. Nearby
you can see nuts and other edible objects that have been left
amongst the grass. A bit of smoke permiates the air here, a bit
thicker to the east. To the south nothing can be seen except for
the path that heads towards Silverwood.
[Exits: north east south west]
<1271hp 726mn 297mv> A clearing in the forest
The mass of trees has given way to a large open clearing. In the
distance, to the north, mountains dominate the view. Across the
expanse of the clearing a variety of animals can be seen grazing
and prints for others can be seen amongst the grasses. The trees
appear to have naturally kept from encroaching on the clearing.
Just a little to the north the forest once again becomes thick
and a few paths can be seen leading north into the forest. Off
to the northwest along what appears to be a small trail you can
see one tree that towers above the already impressive forest.
Nearby you can see nuts and other edible objects that have been
left amongst the grass. A bit of smoke permiates the air here, a
bit thicker to the east. To the south nothing can be seen except
for the path that heads towards Silverwood.
[Exits: east south west]
<1271hp 726mn 295mv> A clearing in the forest
The mass of trees has given way to a large open clearing. In the
distance, to the north, mountains dominate the view. Across the
expanse of the clearing a variety of animals can be seen grazing
and prints for others can be seen amongst the grasses. The trees
appear to have naturally kept from encroaching on the clearing.
A small path leads north from this part of the clearing. In the
distance you can hear the sounds of a babbling brook. Off to the
northwest along what appears to be a small trail you can see one
tree that towers above the already impressive forest. Nearby
you can see nuts and other edible objects that have been left
amongst the grass. A bit of smoke permiates the air here, a bit
thicker to the east. To the south nothing can be seen except for
the path that heads towards Silverwood.
[Exits: north east south west]
<1271hp 726mn 293mv> The northeast corner of the clearing
The mass of trees has given way to a large open clearing. In the
distance, to the north, mountains dominate the view. Across the
expanse of the clearing a variety of animals can be seen grazing
and prints for others can be seen amongst the grasses. The trees
appear to have naturally kept from encroaching on the clearing.
A small path leads to the east back into the forest, though it
is not as thick at this point. The smoke hangs thicket just
ahead Off to the northwest along what appears to be a small
trail you can see one tree that towers above the already
impressive forest. Nearby you can see nuts and other edible
objects that have been left amongst the grass. To the south
nothing can be seen except for the path that heads towards
Silverwood.
[Exits: east south west]
<1271hp 726mn 291mv> Entrance to a small copse
An opening in the trees leads into a small copse of trees. Smoke
from a recent campfire permeates the air. The trees seem to thin
out here, leaving a little more space to move about. A natural
path leads further into the copse, and towards the source of the
smoke. The trees are just close enough together to form a nearly
complete canopy allowing some sunlight through in the day, and the
occasional twinkle from the stars at night.
[Exits: east west]
A coiled viper sits waiting to strike its next victim.
<1271hp 726mn 289mv> Entrance to a small copse
An opening in the trees leads into a small copse of trees. Smoke
from a recent campfire permeates the air. The trees seem to thin
out here, leaving a little more space to move about. A natural
path leads further into the copse, and towards the source of the
smoke. The trees are just close enough together to form a nearly
complete canopy allowing some sunlight through in the day, and the
occasional twinkle from the stars at night.
[Exits: east west]
<1271hp 739mn 287mv> Within the copse
The rest of the trees give way to a wide opening that appears to
be perfect for a campsite. The hollows at the base of some of
the largest trees show signs of years of use for sleeping and
protection from the elements. A large fire pit can be seen on
the east side of the clearing, the obvious source of the smoke
that lingers in the air. Tree stumps can be seen throughout the
copse that have been cut to just the right height to be used as
seats. Though a fair number of the stumps seem to be cut at a
much larger height as if intended for giants.
[Exits: east south west]
<1271hp 739mn 285mv> Within the copse
The rest of the trees give way to a wide opening that appears to
be perfect for a campsite. The hollows at the base of some of
the largest trees show signs of years of use for sleeping and
protection from the elements. A large fire pit can be seen on
the east side of the clearing, the obvious source of the smoke
that lingers in the air. Tree stumps can be seen throughout the
copse that have been cut to just the right height to be used as
seats. Though a fair number of the stumps seem to be cut at a
much larger height as if intended for giants.
[Exits: south west]
A coiled viper sits waiting to strike its next victim.
<1271hp 739mn 283mv> A large firepit
A large well used firepit dominates this part of the copse. A
number more stumps form a near circle around the pit, allowing
a perfect place to sit and warm yourself in front of the fire.
Ashes still fill the pit from the repeated use it has seen through
the years. The trees that stand just to the west of here, are
slightly covered in soot from the smoke that has risen constantly
from this place. The grass is trampled, and the signs of animal
tracks are minimal here, as they seem to mostly avoid the fire
that burns here often.
[Exits: north south west]
<1271hp
You get
You get
You get
You get
You get
You get
You get
You get
739mn 281mv> You get a slightly hot lump of coal from a large firepit.
a slightly hot lump of coal from a large firepit.
a slightly hot lump of coal from a large firepit.
a slightly hot lump of coal from a large firepit.
a slightly hot lump of coal from a large firepit.
a slightly hot lump of coal from a large firepit.
a small pile of ashes from a large firepit.
a small pile of ashes from a large firepit.
a small pile of ashes from a large firepit.
<1271hp 739mn 281mv> You put a small pile of ashes in an elysium chest with a sk
ull and crossbones on it.
You put a small pile of ashes in an elysium chest with a skull and crossbones on
it.
You put a small pile of ashes in an elysium chest with a skull and crossbones on
it.
You put a slightly hot lump of coal in an elysium chest with a skull and crossbo
nes on it.
You put a slightly hot lump of coal in an elysium chest with a skull and crossbo
nes on it.
You put a slightly hot lump of coal in an elysium chest with a skull and crossbo
nes on it.
You put a slightly hot lump of coal in an elysium chest with a skull and crossbo
nes on it.
You put a slightly hot lump of coal in an elysium chest with a skull and crossbo
nes on it.
You put a slightly hot lump of coal in an elysium chest with a skull and crossbo
nes on it.
<1271hp 739mn 281mv> You step through a gate and vanish.
Within the Study
This is the residence of the Sultan's vizier, Ildurn Biro. This part of the
room is proof positive of the wealth and power that Ildurn wields within
Tyr-Zinet. The first thing you notice, besides the cabinets that hold his
clothing, is the pallet of straw and hay near the corner where the east
and south wall meet. There, bolted into the wall, is an iron hoop with a
chain set through it. The chain is firmly bolted to the base of the wall
and allows for some movement by whoever is unfortunate enough to wear it.
The clothing in the cabinets are all of the finest silk and the best cut;
only a man of true sophistication and self-consciousness would have such a
fine collection of clothing in their wardrobe.
[Exits: north west]
A beautiful woman is chained to the wall here.
<1271hp 659mn 281mv> Within the Study
This is the residence of the Sultan's vizier, Ildurn Biro. This part of the
room is proof positive of the wealth and power that Ildurn wields within
Tyr-Zinet. The very room hums with power and vibrates under the pressure of
fluctuating undercurrents of forces that you can not see but definitely
feel. To the north, a desk can be seen with several cabinets next to it.
The south is cut off from view by a large black silk curtain that partially
obscures view to that part of the Study. To the west can be seen a large
<1271hp 681mn 277mv> The Center of the Courtyard of the Sultan's Palace
Here in the center of the courtyard, the true marvel of the Sultan's wealth
and power is clearly seen. The ornate fountain that dominates this part of
the courtyard is the pinnacle of human ingenuity. The fountain is not a
traditional fountain in the sense that it has a base and spouts water. In
the center is a vast circular platform roughly twenty-five feet in diameter.
On the northern, eastern, southern, and western ends of this platform are
small wooden bridges allowing people to walk onto and off of the platform.
The bridges span a five foot ring of water that completely encompasses the
platform. In the center of the platform is a donation pit for the needy that
has four wooden pillars surrounding the pit. The pillars support a wooden
platform that is roughly twenty-five feet off the ground. This wooden platform is shaped like an enormous bowl. Within the center of the bowl are the
very large, beautiful sculpture of the Fates. Three young eerily beautiful
women who have their backs to one another, they each are slightly bent over
as if leaning to pick a flower. Each has her hands cupped before her and
water is flowing out of them. Such is their position that their hands, and
thus the flowing water, is extended out over the wooden bowl. Fortunately,
the engineers calculated correctly and the water falls harmlessly into the
small canal that encircles the platform, instead of landing on the platform,
soaking anyone who happens to be unlucky enough to be under it. Close to the
pit between two of the pillars is a sturdy wooden stair leading downward
toward a shimmering bright light. A plaque has been affixed to one of the
pillars.
[Exits: north east south west]
An engraved plaque is here affixed to the entrance of the Gymnasium.
The massive and elaborate fountain of the Fates is here.
The donation pit is here.
(Chromatic Aura) A large female centaur dressed in a thick blue tunic stands her
e.
(Holy Aura) The high priest rests here meditating offering everyone healing.
<1271hp 681mn 276mv> The Courtyard of the Sultan's Palace
All about is the Sultan's tasteful extravagance. To the east and west are two
of the four large statues that dominate the center of the courtyard. The one
to the east appears to be made of white material and is in the shape of a
woman. The one to the west is in shape of a well-dressed man carved from black
material. The ground here is like that of nature, as it is completely covered
in sod that puts a spring in your step and gives the air a wonderful cool
smell. To the north, the doors to the Palace can be seen set between two large
staircases heading up to second floor. A large ornate fountain bubbles
pleasantly to the south, providing a humid atmosphere for the courtyard to
flourish in. Not only are there patrons and emissaries from distant lands
enjoying the hospitality of the sultan, but there are also a number of harmless yet exotic animals wandering about the courtyard, seemingly unperturbed
by the presence of sentient beings like yourself.
[Exits: north east south west]
A guard in red chainmail stands guard over the area.
<1271hp 692mn 275mv> Inside the Sultan's Gates
All about is the Sultan's tasteful extravagance. To the north are the large
pair of wooden doors that serve as the only apparent way in and out of the
Palace. The doors are ornately inlaid with gold calligraphy and ivory carved
images. The images appear to depict the economic success of the city, rather
than the typical images of conquering armies. To the west and east are staircases that lead up the western and eastern part of the second floor. From
this vantage point, you can see that both sections of the second floor are
separated from one another by the courtyard's wide open space. To the south,
on the second floor, can be seen a large balcony, the Sultan's Voice, as it is
called. Also, to the south, you see the four statues and the ornate fountain
bubbling serenely.
[Exits: north east south west]
A guard in red chainmail stands guard over the area.
<1271hp 692mn 274mv> Before the Sultan's Gates
Hundreds of people push their way past you as they go about their business.
To the south, you see the enormous Sultan's Palace rise up like a monument
to the ingenuity and resourcefulness of humankind. Instead of seeing the
fantastic calligraphy on the walls here, you see the gates to the Sultan's
Palace. The throng of humanoids give the gates and the guards that
defend it wide berth, to the point of pushing their neighbors just to
maintain a respectful distance between them and the guards. The gates are
made of white ivory inlaid into wood. The gate is heavily designed in
calligraphy and traced with gold ink. You begin to wonder if the calligraphy
has a meaning, or if it is just a design. Regardless, it is an impressive
display of both wealth and the Sultan's taste in beautiful art. The
Citizen's Walk continues onward to both the east and west and from where
you stand, it looks like both direction are packed with sentient beings.
To the north, you see the open air bazaar, the Sultan's Grace, which
appears to be the final destination for the majority of the people on
Citizen's Walk.
[Exits: north east south west]
<1271hp 692mn 273mv> In Sultan's Grace
Here you stand in the heart of the open air bazaar of Tyr-Zinet, the pride
and joy of the Sultan. All walks of life and races, from the richest to the
poorest, rub elbows in the hopes of finding their dreams and desire here.
The stench of humanity is heavy in the air, as is the din of haggling buyers
and merchants, all trying to shout over their neighbor. The chaos of movement
and business is intense and, in an odd sort of way, mesmerizing.
[Exits: north east south west]
A large cockroach scuttles across the ground.
<1271hp 692mn 272mv> Northern Edge of Sultan's Grace
Here you stand in the heart of the open air bazaar of Tyr-Zinet, the pride
and joy of the Sultan. All walks of life and races, from the richest to the
poorest, rub elbows in the hopes of finding their dreams and desire here.
The stench of humanity is heavy in the air, as is the din of haggling buyers
and merchants, all trying to shout over their neighbor. The chaos of movement
and business is intense and, in an odd sort of way, mesmerizing.
[Exits: east south west]
A dwarf merchant with a hefty, finely braided beard is busy trying to sell
drinks.
A dwarven beverage dealer hiccups.
A dwarven beverage dealer says, 'Iff'n ye be needin' some gut strong ale, ye cam
e to the right dwarf.'
You feel solid again.
c pass
<1271hp 723mn 322mv> Northern Edge of Sultan's Grace
Here you stand in the heart of the open air bazaar of Tyr-Zinet, the pride
and joy of the Sultan. All walks of life and races, from the richest to the
poorest, rub elbows in the hopes of finding their dreams and desire here.
The stench of humanity is heavy in the air, as is the din of haggling buyers
and merchants, all trying to shout over their neighbor. The chaos of movement
and business is intense and, in an odd sort of way, mesmerizing.
[Exits: east south west]
A skinny kid wanders around.
A human dressed in red robes tries to yell over the crowd.
<1271hp 723mn 321mv> Northern Edge of Sultan's Grace
Here you stand in the heart of the open air bazaar of Tyr-Zinet, the pride
and joy of the Sultan. All walks of life and races, from the richest to the
poorest, rub elbows in the hopes of finding their dreams and desire here.
The stench of humanity is heavy in the air, as is the din of haggling buyers
and merchants, all trying to shout over their neighbor. The chaos of movement
and business is intense and, in an odd sort of way, mesmerizing.
[Exits: east south west]
A man is standing here, apparently taking a break from his hectic day.
A dark-elf merchant with a look of disdain tries to catch your eye.
A dark-elf weapons dealer smirks.
A dark-elf weapons dealer says, 'A would-be hero, is it? You'll need a weapon if
you plan on surviving.'
<1271hp 737mn 320mv> Northwest Corner of Sultan's Grace
Here you stand in the heart of the open air bazaar of Tyr-Zinet, the pride
and joy of the Sultan. All walks of life and races, from the richest to the
poorest, rub elbows in the hopes of finding their dreams and desire here.
The stench of humanity is heavy in the air, as is the din of haggling buyers
and merchants, all trying to shout over their neighbor. The chaos of movement
and business is intense and, in an odd sort of way, mesmerizing.
[Exits: east south]
A halfling merchant tries to peddle his clothing with you.
A halfling clothes dealer smiles happily.
A halfling clothes dealer says, 'Ahh, another customer. How may I serve you toda
y?'
<1271hp 737mn 319mv> You enjoy the view around you.
buy 5*felt
put all chest
c gate black apprentice
c conc black apprentice
c conc
c conc
drop 10*robe
sac all.robe
c gate brute
e
e
e
e
e
e
e
buy 10*sponge
put all chest
c gate tekk
s
e
buy 3*olympic
<1271hp 614mn 319mv> The gods give you 81 silver coins for your sacrifice.
<1271hp 614mn 319mv> You step through a gate and vanish.
Donation Pit
An obsidian pit has been carved into the rough hewn basaltic rocks here.
The room is bare, picked clean. It is obvious that the inhabitants of
this place have little use to donate anything, except the blood of their
foes. Regardless, the gods have demanded an offering place be carved
out. Just in case.
[Exits: east]
An obsidian pit has been chiseled into the ground here for donations.
A black skinned giant with fiery orange hair glares at you.
<1271hp 534mn 319mv> Recovery Room
This is a makeshift temple for healing mostly wounded slaves who are
rendered incapable of further service. A variety of turniquettes and
other healing instruments are strewn haphazardly on the shelves. You
get the impression that this room is seldom used. As is customary in
the Rift of Lothnok, the meek and lame are usually killed off and used
to stoke the flames of the battleforges.
[Exits: north east south west]
(Holy Aura) A moss-covered giant has been chained to the ground here, dispensing
cures.
<1271hp 554mn 319mv> Brimstone Boulevard
This street is bustling with activity--most of it unsavory. Large black
giants wearing executioners hoods and other intimidating clothing herd
a variety of helpless slave creatures up and down the way. Occasionally
one of the cries out in pain only to be further abused into submission.
The street itself is made from basaltic stone that is hewn from the
hellish pit of Thera, itself. The streets are rough and hot to the
touch, tripping is common. An acrid hazy mist rises up from the stone
street, smelling strongly of sulphur. Or is that the smell of sweat,
blood, and death? Either way, most find it nauseating. One other
point of note seems to be the light source: orange-glowing flames
erupt from the street surface occasionally, lighting the entire way
for passers by. The remainder of the time requires dark vision to
make your way through. As you wander, you feel the heat parching
you, sapping your strength. To the North hangs a blackened sign that
reads 'Gymnasium'.
[Exits: east west]
A woman going about her business here does not notice you.
A mean looking fire giant wanders the street in search of something to destroy.
A Lothnok brute glares menacingly at you.
A Lothnok brute says, 'What.'
This store is neatly kept. There is no soot or ash within, unlike most
other parts of the city. The shelves, however are also neatly kept. So
neat in fact, that they are almost picked bare. The shopkeeper shows off
what remains of his stock, which you are free to purchase. Stealing in
this shop is not advised, judging from the large scimitar tucked at the
belt of the shopkeeper.
[Exits: west]
A black skinned giant eyes you suspiciously.
A mean looking fire giant wanders the street in search of something to destroy.
The general store keeper scowls as you enter, preparing his scimitar in the even
t you attempt to rob him.
The general store keeper tells you, 'Hurry up already.'
A Lothnok brute glares menacingly at you.
A Lothnok brute says, 'What.'
<1271hp 557mn 300mv> Alas, you cannot go that way.
<1271hp 557mn 300mv> You haggle with the general store keeper.
You buy a drinking sponge[10] for 4730 silver.
<1271hp 557mn 300mv> You put a drinking sponge in an elysium chest with a skull
and crossbones on it.
You put a drinking sponge in an elysium chest with a skull and crossbones on it.
You put a drinking sponge in an elysium chest with a skull and crossbones on it.
You put a drinking sponge in an elysium chest with a skull and crossbones on it.
You put a drinking sponge in an elysium chest with a skull and crossbones on it.
You put a drinking sponge in an elysium chest with a skull and crossbones on it.
You put a drinking sponge in an elysium chest with a skull and crossbones on it.
You put a drinking sponge in an elysium chest with a skull and crossbones on it.
You put a drinking sponge in an elysium chest with a skull and crossbones on it.
You put a drinking sponge in an elysium chest with a skull and crossbones on it.
You put an onyx bracelet in an elysium chest with a skull and crossbones on it.
<1271hp 557mn 300mv> You step through a gate and vanish.
The Atrium Road
You are on a road that runs through the Atrium. To the east is
the headquarters of the Holy Guard. To the west is the tailor's
shop. The road runs south from here, and just to the side of the
building that houses the Holy Guard is a stone stair leading up.
[Exits: east south west up]
A tall tourist is here, seeing the sights.
A small grey ass pulls a wooden cart containing beer barrels.
Tekk is here with barrels of beer.
<1271hp 477mn 300mv> The Atrium Road
The dirt road extends north and south through the Atrium. To the east is
the Java Hut, and to the west the seamstress' shop.
[Exits: north east south west]
A Holy Guardsman stands guard, looking out for criminals.
<1271hp 507mn 300mv> The Tea Room
Laughter fills this happy place. Most of the tables are filled with
patrons enjoying a cup of some variety of tea. The list of teas
on the wall attest to twenty varieties available. There is a sign
on the wall behind the counter.
[Exits: south west]
Gian
Gian
Gian
Gian
y!'
Gian
is here
the Tea
the Tea
the Tea
<1271hp 507mn 300mv> You haggle with Gian the Tea Man.
You buy a mug of Olympic Tea[3] for 192 silver.
<1271hp 520mn 300mv> You put a mug of Olympic Tea in an elysium chest with a sku
ll and crossbones on it.
You put a mug of Olympic Tea in an elysium chest with a skull and crossbones on
it.
You put a mug of Olympic Tea in an elysium chest with a skull and crossbones on
it.
<1271hp 520mn 300mv> The Atrium Road
The dirt road extends north and south through the Atrium. To the east is
the Java Hut, and to the west the seamstress' shop.
[Exits: north east south west]
A Holy Guardsman stands guard, looking out for criminals.
<1271hp 520mn 300mv> The Atrium Road
You are on a road that runs through the Atrium. To the east is
the headquarters of the Holy Guard. To the west is the tailor's
shop. The road runs south from here, and just to the side of the
building that houses the Holy Guard is a stone stair leading up.
[Exits: east south west up]
A tall tourist is here, seeing the sights.
A small grey ass pulls a wooden cart containing beer barrels.
Tekk is here with barrels of beer.
<1271hp 520mn 300mv> Atrium Road (Upper Level)
Strange place this, that you can walk on a road and you know you
are above ground level. To your west is the Flower Shoppe, and to
your east The Chalice & Wafer. The road continues to the south,
and a stair formed of stone leads down to ground level.
[Exits: east south west down]
<1271hp 520mn 300mv> Atrium Road (Upper Level)
The road on the upper level of the Atrium extends north and south. To
your west is the Cross & Bible, from which gales of laughter emerge
into the street. To your east is Padre's Pizzaria.
[Exits: north east south west]
<1271hp 520mn 300mv> Atrium Road (Upper Level)
The road on the upper level of the Atrium extends north and south. To
your west is the Hatter's Shoppe. To your east is Guilio's Exotic
Meats.
[Exits: north east south west]
A Holy Guardsman stands guard, looking out for criminals.
<1271hp 520mn 300mv> Atrium Road (Upper Level)
The road on the upper level of the Atrium extends north and south. To
your west is the Bell & Candle, and looking east you see Jugs, Boxes
& More.
[Exits: north east south west]
The chromatic aura around your body fades.
c chr
Your protective shield fades away.
c prot
<1271hp 578mn 351mv> Jugs, Boxes & More
Ceramic jugs of various sizes, stoppered and unstoppered, line the
walls. On shelves you see boxes and more jugs. The shopkeeper lazily
plays with the golden tassel hanging from his fez. A sign stands by the
money-box.
[Exits: west]
Ab'dulla stands here yelling, 'Jugs! Boxes! Colorful jugs!'
<1271hp 578mn 351mv> You haggle with Ab'dulla.
You buy a blue jug[3] for 585 silver.
<1271hp 578mn 351mv> You enjoy the view around you.
c disso blue
c disso blue
c disso blue
put all chest
c gate bookkeeper
w
w
w
w
w
w
w
w
d
e
e
e
e
e
e
d
w
w
w
w
w
w
w
w
view
<1271hp 578mn 351mv> You are surrounded by a chromatic aura.
<1271hp 503mn 351mv>
Ab'dulla yells, 'Jugs! Boxes! Colorful jugs!'
<1271hp 517mn 351mv> You are surrounded by a protective shield.
m.
A supervisor peers intently about the room.
<1271hp 359mn 351mv> The Theran Collection
Tomes from every walk of Theran life line the walls from top to
bottom in this bright, airy room. Scrolls are bound in special
racks that descend from the ceiling, which is carved of the purest
quartz in the land. The carpet darkens from indigo to black in
this room, reminding one of the night sky.
[Exits: north east south west]
An orderly oversees the activities of subordinates.
An orderly oversees the activities of subordinates.
<1271hp 359mn 351mv> The Third Floor
The walls and carpeting of the Third Floor are of the deepest indigo.
Pure as a dark lake at night, this color seems to absorb all colors
around it, from bright yellow to lowly brown. The sky is visible
from this room through a huge glass panel that makes up the ceiling
of this library. The faint shimmer about the glass shows the magical
upkeep that such a delicate construction requires. A gigantic room
filled with tomes lies directly eastward.
[Exits: east west]
A director contemplates the library's visitors.
An orderly oversees the activities of subordinates.
<1271hp 359mn 351mv> The Third Floor
The walls and carpeting of the Third Floor are of the deepest indigo.
Pure as a dark lake at night, this color seems to absorb all colors
around it, from bright yellow to lowly brown. The sky is visible
from this room through a huge glass panel that makes up the ceiling
of this library. The faint shimmer about the glass shows the magical
upkeep that such a delicate construction requires. A gigantic room
filled with tomes lies eastward.
[Exits: east west]
A librarian bustles about, shelving tomes.
<1271hp 359mn 351mv> The Third Floor
The walls and carpeting of the Third Floor are of the deepest indigo.
Pure as a dark lake at night, this color seems to absorb all colors
around it, from bright yellow to lowly brown. The sky is visible
from this room through a huge glass panel that makes up the ceiling
of this library. The faint shimmer about the glass shows the magical
upkeep that such a delicate construction requires. A gigantic room
filled with tomes lies eastward.
[Exits: east west]
A scribe rests here, copying a scroll.
<1271hp 359mn 351mv> The Third Floor
The walls and carpeting of the Third Floor are of the deepest indigo.
Pure as a dark lake at night, this color seems to absorb all colors
around it, from bright yellow to lowly brown. The sky is visible
from this room through a huge glass panel that makes up the ceiling
of this library. The faint shimmer about the glass shows the magical
upkeep that such a delicate construction requires. A gigantic room
filled with tomes lies eastward.
w
n
buy 4*nugget
put all chest
wo
c gate sam
n
w
w
w
n
buy 4*opal
buy 4*ruby
s
s
buy 4*arrows
put all chest
c gate gnome captain
c gate
gnome captain
w
w
w
w
w
w
w
w
w
view
<1271hp 396mn 349mv> Order Street
This street runs east and west through the city. It is lined by
trees and homes, all arranged in perfect rows. Open air markets
can be seen to the north and south, and a spire can be seen in the
distance westward.
[Exits: north east south west]
<1271hp 396mn 348mv> Order Street
This street runs east and west through the city. It is lined by
trees and homes, all arranged in perfect rows. Gems and More
is to the north, while Potions Galore is southward. A shining
spire can be seen to the west.
[Exits: north east south west]
<1271hp 396mn 347mv> Gems and More
The sparkling items arrayed on the walls show all indications of
perfect and loving care. Not a speck of dust blemishes this store,
nor does a harsh presence. The feeling of peace and contentment
is very strong here.
[Exits: east south]
Percy stands here, shining up his jewelry.
<1271hp 396mn 346mv> Percy says, 'Sorry, I am closed. Come back later.'
You cannot do that here.
<1271hp 396mn 346mv> You have nothing you can put into an elysium chest with a s
e
e
e
e
e
s
view
<1271hp 271mn 346mv> You get a murky brown potion from an elysium chest with a s
kull and crossbones on it.
<1271hp 271mn 346mv> A murky brown potion vaporizes in a flash of light and you
feel the energy surge through you.
<1271hp 441mn 346mv> You get a murky brown potion from an elysium chest with a s
kull and crossbones on it.
<1271hp 452mn 346mv> A murky brown potion vaporizes in a flash of light and you
feel the energy surge through you.
<1271hp 622mn 346mv> Central Square
You are in Central Square, of the city of Rockfist. All about you,
small creatures, gnomes, walk about in their day to day lives.
A mineworker is hurrying home for a meal here. The sights
and smells are alive, and you tense up with excitement at such
a strange, yet somehow familiar, environment.
[Exits: east south west]
<1271hp 627mn 343mv> Market Street
You are at the beginning of Market Street, where all of
the city shops for their 'practical' items. The traffic
is quite heavy here. A small and well kept walkway leads
north to a small tower of alabaster and gold.
[Exits: north east west]
<1271hp 637mn 340mv> Before the Exchange
Before you, a tall spire of alabaster and gold glitters and shines in
opulent splendor. An archway serves as the sole entrance and is guarded
by a strong gate of wrought platinum. The keystone of the arch is a large
faceted ruby which hums with magic and glows with a crimson light. Above
the ruby, picked out in lapis are the words: 'Guild of Merchants, Ltd'. A
small plaque of silver is inset to the left of the gate, and seems to
draw your eyes to it.
[Exits: south]
A ruby keystone
A ruby keystone
A ruby keystone
A ruby keystone
A ruby keystone
seems
gives
says,
says,
says,
almost... aware.
you a small embossed business card from the GML.
'Welcome to the Guild of Merchants, Limited.'
'Please do not attack me, I admit everyone freely '
'if you give me 10 gold.'
cover the floor. Set in the left wall is a large fireplace made of
polished granite, in which a mystic fire forever burns, crackling as it
feeds on a log of oak which is never consumed. In the far corner, a
gilded stairway ascends into the tower.
At the foot of the staircase is a sign on a stand, much like a invitation
announcement, that awaits your perusal.
[Exits: south up]
Many white upholstered sofas are arranged here.
<1271hp 637mn 338mv> You drop a small embossed business card from the GML.
A small embossed business card from the GML dissolves into smoke.
<1271hp 637mn 338mv> I see nothing like that in the chest.
<1271hp 637mn 338mv> A landing on the second floor
The landing is appointed in rich dark wood, which sets off the gold and
silver plaques near each of the four doors here. Despite what you might
expect, there are no other decorations to be seen here; the almost
spartan contrast with the floor below is clearly evident. A faint hum can
be heard from above you, and the stairs continue up should you desire to
investigate.
[Exits:
Rozalia
Rozalia
Rozalia
Rozalia
Rozalia
Rozalia
Rozalia
Rozalia
at the lower right. In plain runes you see the word, 'Stationery'.
[Exits: north east south west]
A young clerical student devoutly practices supplications.
<1271hp 576mn 378mv> Spring Square
You are at the intersection of Main Street and Spring Road.
The street intersection is busy here, but the real noise comes
from farther to the west at Market Square. Beneath you, the
cobblestones of the roads' intersection are grimy, and the
spaces between the stones are filled with dirt, probably some
of it there since before the fall of Arcana.
[Exits: north east south west]
A cityguard stoutly stands vigil against lawlessness in Glyndane.
<1271hp 576mn 377mv> Main Street
You are standing on Main Street, a dirt encrusted cobblestone road
crossing through the city. It extends to the east and west. From the
west you hear the noise from the Market Square and the busy intersection
just to the west where Spring Square intersects.
[Exits: east west]
<1271hp 576mn 376mv> Main Street
You are standing on Main Street, a dirty cobblestone road crossing
through the city. It extends to the east and west. From the west you hear
the noise from the Market Square. To the east is the East Gate of
Glyndane. To the north is a small abandoned office.
[Exits: north east west]
<1271hp 576mn 375mv> Inside the East Gate
The great eastern gate opens the great battlements for travel passage.
Many a merchant enters at this gate and marches down Main Street to the
Market Square. To the north and south you see the great battlements
extending. Near the gate itself is a stone stair leading to the top
where the guards keep watch and defend when necessary.
[Exits: east west up]
A man reeking of liquor lifts a bottle-shaped plain brown sack to his mouth.
<1271hp 576mn 374mv> Outside the East Gate
The great eastern gate of Glyndane leads west into the city beyond
the great battlements. On either side of it is a tower, above which
fly the flags of the city. A well-kept road winds its way eastward
and far on the horizon you can see what appears to be a manor of
some sort.
[Exits: east west]
<1271hp 576mn 373mv> Small Road
A small road paved with cobblestones leads toward Glyndane to the
west. You see the tall towers on either side of the city gates.
Between the stones in the road are grains of sand, blown in from
the Sands of Sorrow to the south.
[Exits: east west]
A small red-tipped blackbird chirps and trills as he seeks a mate.
of Sorrow. Sand has blown in from the south to finely cover the
road. You see a myriad of footprints here but cannot make out
whose they are. You hear an occasional splash.
[Exits: south west]
<1271hp 584mn 368mv> Path in the Desert
A path lined with rocks leads through the outskirts of the Sands
of Sorrow. Sand has blown in from the south to finely cover the
road. You see a myriad of footprints here but cannot make out
whose they are. You hear an occasional splash. To the south is a
wooden bridge.
[Exits: north south]
<1271hp 595mn 367mv> Bridge
A small wooden bridge spans the river. It appears to have been
newly constructed, and well-constructed at that, sturdy despite
its size.
[Exits: north south]
<1271hp 595mn 366mv> Path in the Desert
A path lined with rocks leads through the outskirts of the Sands
of Sorrow. Sand has blown in from the south to finely cover the
road. You see a myriad of footprints here but cannot make out
whose they are. You hear an occasional splash. To the north is a
wooden bridge.
[Exits: north east]
<1271hp 595mn 365mv> Path in the Desert
A path lined with rocks leads through the outskirts of the Sands
of Sorrow. Sand has blown in from the south to finely cover the
road. You see a myriad of footprints here but cannot make out
whose they are. You hear an occasional splash.
[Exits: south west]
<1271hp 595mn 364mv> Path in the Desert
A path lined with rocks leads through the outskirts of the Sands
of Sorrow. Sand has blown in from the south to finely cover the
road. You see a myriad of footprints here but cannot make out
whose they are. You hear an occasional splash. Looking across some
of the barren land you see a line of shrubs or maybe trees, but the
land between this path and that not quite natural wall is very sandy
and difficult to traverse. Sticking with the path makes more sense
here.
[Exits: north south]
<1271hp 595mn 363mv> Path in the Desert
A path lined with rocks leads through the outskirts of the Sands of
Sorrow. Sand has blown in from the south to finely cover the road.
You see a myriad of footprints here but cannot make out whose they
are. Looking across some of the barren land you see a line of shrubs
or maybe trees, but the land between this path and that not quite
natural wall is very sandy and difficult to traverse. Sticking with
the path makes more sense here.
You walk upon a well-trodden path within the manor. Small stones
line the path, and the dark soil is mixed with sand from the desert
beyond this amazing oasis. To the north is a field of crops, to the
south a pasture.
[Exits: north east south west]
<1271hp 605mn 356mv> On a Well-Trodden Path
You walk upon a well-trodden path within the manor. Small stones
line the path, and the dark soil is mixed with sand from the desert
beyond this amazing oasis. To the north is a field of crops, to the
south a pasture.
[Exits: north east south west]
<1271hp 621mn 355mv> On a Well-Trodden Path
You walk upon a well-trodden path within the manor. Small stones
line the path, and the dark soil is mixed with sand from the desert
beyond this amazing oasis. To the north is a field of crops and beyond,
a silo. To the south you see a pasture.
[Exits: north east south west]
A small field mouse is here, nibbling on the grain.
A small field mouse is here, nibbling on the grain.
<1271hp 621mn 354mv> On a Well-Trodden Path
You walk upon a well-trodden path within the manor. Small stones
line the path, and the dark soil is mixed with sand from the desert
beyond this amazing oasis. To the north is a thick, impassable row
of trees and shrubs, to the south a row of very small houses.
[Exits: east west]
<1271hp 621mn 353mv> On a Well-Trodden Path
You walk upon a well-trodden path within the manor. Small stones
line the path, and the dark soil is mixed with sand from the desert
to the south of this lush oasis. To the east is an intersection of
paths.
[Exits: east west]
<1271hp 621mn 352mv> Intersection
In all four directions the path extends, intersecting here. To the
east you see a great house, to the west the small houses, the
pasture, barns, and fields. Looking northward, you see a small building
on either side of the path. Gazing to the south, you see a chapel.
[Exits: north east south west]
<1271hp 621mn 351mv> On a Well-Trodden Path
You walk upon a well-trodden path within the manor. Small stones
line the path, and the dark soil is mixed with sand from the desert
to the south. Looking eastward you see a great house, and to the
west is an intersection of paths.
[Exits: east west]
<1271hp 621mn 350mv> Before the Great House
You stand upon a well-trodden path just outside the great house.
Small stones line the path, and the dark soil is mixed with sand
from the desert to the south. Looking to the east you see the
entrance to the house. The path extends westward.
[Exits: west]
<1271hp 634mn 349mv> Entrance to the Great House
The great house is richly furnished with the finery the Lord
collected during his youth as a Crusader. While he no longer
serves the Crusade actively, he has not given up his beliefs
in the purity of a soul untainted by magic, and a body wellhoned by hard work and physical exertion. On the wall near the
door is a tapestry with words woven in gold thread on a dark
blue background, framed with green vines and leaves. To the north
is the library, to the south a sitting room.
[Exits: north east south]
<1271hp 634mn 348mv> Hall
The great house is richly furnished with the finery the Lord
collected during his youth as a Crusader. To the north is a
study, to the south a dining room, and to the east a bedroom.
Westward is the entrance to the great house. Near one of the
arched entranceways is a small plaque.
[Exits: north east south west]
<1271hp 634mn 348mv> Dining Room
A huge table surrounded by chairs dominates this room. To the east
is the kitchen. You know this because there are delicious odors
coming from that direction.
[Exits: north east]
A cabinet with a glass door stands here, protecting the fine china.
<1271hp
You get
You get
You get
You get
You get
You get
You get
You get
You get
You get
You get
You get
You get
You get
You get
You get
elysium chest
skull and cros
skull and cros
skull and cros
You put
ssbones
You put
ssbones
You put
ssbones
You put
ssbones
You put
it.
You put
it.
You put
it.
You put
it.
You put
it.
You put
it.
You put
it.
You put
it.
You put
it.
the top is a sign suspended from the two poles by a couple of chains,
swinging gently in the breeze. Beyond the gate the path continues,
and you can see past the thick row of shrubs to see a field of crops
to the north of the path, and a pasture and a barn to the south. The
path leads westward away from the gate.
[Exits: east west]
Whistling, a serf toils at the drudgework here.
Standing tall, a young serf guards the entrance to the Manor.
A serf says, 'Bad magics! Go away, you are not wanted here!'
A serf says, 'Bad magics! Go! Begone! You are not welcome here!'
A serf yells, 'Mage alert! Bad magic enters the Manor!'
<1271hp 662mn 336mv> Path in the Desert
You walk upon a well-trodden path, darker soil mixed with sand from
the desert to the south and lined by a neat row of stones. The path
turns here, stretching to the north and to the east. Looking east,
you see a gate. Southeast you see a line of thick shrubs.
[Exits: north east]
A serf is here, working hard.
A serf says, 'Bad magics! Go away, you are not wanted here!'
<1271hp 662mn 335mv> Alas, you cannot go that way.
<1271hp 662mn 335mv> Path in the Desert
A path lined with rocks leads through the outskirts of the Sands of
Sorrow. Sand has blown in from the south to finely cover the road.
You see a myriad of footprints here but cannot make out whose they
are. Looking across some of the barren land you see a line of shrubs
or maybe trees, but the land between this path and that not quite
natural wall is very sandy and difficult to traverse. Sticking with
the path makes more sense here.
[Exits: north south]
<1271hp 662mn 334mv> Path in the Desert
A path lined with rocks leads through the outskirts of the Sands
of Sorrow. Sand has blown in from the south to finely cover the
road. You see a myriad of footprints here but cannot make out
whose they are. You hear an occasional splash. Looking across some
of the barren land you see a line of shrubs or maybe trees, but the
land between this path and that not quite natural wall is very sandy
and difficult to traverse. Sticking with the path makes more sense
here.
[Exits: north south]
<1271hp 662mn 333mv> Path in the Desert
A path lined with rocks leads through the outskirts of the Sands
of Sorrow. Sand has blown in from the south to finely cover the
road. You see a myriad of footprints here but cannot make out
whose they are. You hear an occasional splash.
[Exits: south west]
<1271hp 672mn 332mv> Path
A path lined with rocks
of Sorrow. Sand has blown
road. You see a myriad of
in the Desert
leads through the outskirts of the Sands
in from the south to finely cover the
footprints here but cannot make out
n
buy 4*arrows
s
w
s
buy 4*bladder
put all chest
n
w
s
s
s
s
s
s
s
s
s
s
s
s
s
s
s
s
e
e
view
<1271hp 745mn 369mv> Main Street
You are standing on Main Street, a dirty cobblestone road crossing
through the city. It extends to the east and west. From the west you
hear the noise from the Market Square. North is a weapons shop, and
south is the armory.
[Exits: north east south west]
<1271hp 745mn 368mv> Weapons Shop
You are in the weapons shop. Many different implements of war are
hung on the walls with care, polished to a blinding shine. Next to
each one is a small plaque explaining what weapon they are and from
what part of the world. You can also tell from looking at them that
they are not for sale, but are the proud possessions of the shopkeeper.
The weapons for sale are kept in a rack behind the counter. To the
south is the main street. On the counter is a stained sign.
[Exits: south]
A large strong man paces behind the counter.
<1271hp 745mn 367mv> You haggle with the Weaponsmith.
You buy a small bundle of oakwood arrows[4] for 176 silver.
<1271hp 761mn 367mv> Main Street
You are standing on Main Street, a dirty cobblestone road crossing
through the city. It extends to the east and west. From the west you
hear the noise from the Market Square. North is a weapons shop, and
south is the armory.
[Exits: north east south west]
shows how often the bridge gets cleaned. You can look out over
either side and see the river. On the north banks, you see docks
where some people are fishing.
[Exits: north south]
A large cockroach scuttles across the ground.
A citizen of Glyndane is here, enjoying the fresh air.
A short man stands at the edge of the bridge, fishing.
<1271hp 780mn 356mv> Inside the South Gate
Just south of the bridge is the South Gate of Glyndane, on either
side of which (east-west) are the battlements, a high stone wall
to help fortify the city against invasion. You can access the
top of the wall by climbing the stone stair just off to the side
of the gate.
[Exits: north south up]
<1271hp 780mn 355mv> Outside the South Gate
The great wall surrounding Glyndane opens here with a gate. To
either side (east-west) you can see the great stone wall built
to help fortify the city against invasion. To the south is
barren land, beyond which, the Sands of Sorrow. A crude path
beaten into the barren land leads south. This is the path used
by caravans of merchants coming to trade in Glyndane.
[Exits: north south]
<1271hp 780mn 354mv> Path through barren land
To the north is the wall of Glyndane, and its gate, ever open to receive
visitors. To the south the land is hard packed dirt with sand blowing
over it, and few specimens of plant life. Way to the south is the desert
known to all as the Sands of Sorrow. To the west is a rocky hill with a
cave entrance leading into darkness. You see where the workmen who built
the wall left bits of unusable stone and broken tools.
[Exits: north south west]
A sand flea is hopping on the hot sandy ground, searching for a victim.
<1271hp 780mn
The dirt is
south. To the
open gate, to
c chain
c chain
c chain
c chain
get key
unl chest
unl 2.chest
open chest
op 2.chest
get emerald chest
get gem chest
get sapphire chest
get ruby chest
get emerald 2.chest
get gem 2.chest
get sapphire 2.chest
get emerald 2.chest
get ruby 2.chest
put all chest
autoloot
w
view
<1271hp 800mn 318mv> The Sands of Sorrow
Dunes rise up in the sand, forming hills and valleys difficult to
navigate. Between the sand underfoot and the extreme heat, you find it
tiresome to continue.
[Exits: east west]
<1271hp 800mn 313mv> The Sands of Sorrow
Hills and valleys of sand surround you. The sun beats down, adding to
your difficulties as you make your way.
[Exits: east south west]
<1271hp 800mn 308mv> The Sands of Sorrow
Hills and valleys of sand stretch out before you. The heat and the
sand combine to make travel difficult and wearisome.
[Exits: east south west]
A brightly colored snake slithers along the sands.
The large dervish watches for signs of trouble.
<1271hp 800mn 303mv> The Sands of Sorrow
As far as the eye can see, sand dunes rise, sand valleys fall. The
going is rough, between all this sand and the heat from the sun. To
the north, you see some tents in a valley amidst the dunes.
[Exits: north east south west]
<1271hp 808mn 298mv> The Sands of Sorrow
Sand dunes rise, creating valleys, but
is sand. To the north you see tents in a
is rough, the sand underfoot not easy to
unbearably hot. A dune to the east seems
The
You
The
You
The
The
The
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w
n
n
n
n
n
n
n
n
n
n
n
n
n
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n
n
gr
n
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view
<1271hp 792mn 268mv> In a cavern
There is sand on the floor, but it feels hard beneath your feet, well,
harder than the sand beyond the hole in the ceiling. A rope ladder dangles
from up there, lending a way out. A dark passage leads to the east.
[Exits: east up]
A brightly colored snake slithers along the sands.
<1271hp 792mn 263mv> By a hole at the base of a dune
A sandy dune rises up, like any other dune, but here at the base of
it is a hole in the sand, as though somehow you had found some solid
ground. Indeed, you touch it, and you touch rock. Interesting. Maybe
the dune itself isn't pure sand, either, but sand covering some outcropping
of stone. The hole looks dark. You see a rope ladder leading down into
it, as though someone had been here before and left the ladder for later
adventurers. (Or maybe he didn't return for some reason?)
[Exits: west down]
<1271hp 882mn 309mv> The Sands of Sorrow
Sand dunes rise, creating valleys, but
is sand. To the north you see tents in a
is rough, the sand underfoot not easy to
unbearably hot. A dune to the east seems
<1271hp 902mn
The dirt is
south. To the
open gate, to
0 tnl
s
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op jar
get black jar
n
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put all chest
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view
<1271hp 914mn 233mv> Bridge Street
You are standing on Bridge Street, a grime-covered cobblestone
road which runs north-south through the city. From the south come noises
from Market Square. To the east and west are walls to buildings whose
entrances do not face this street.
[Exits: north south]
<1271hp 928mn 232mv> Winter Square
You are standing at the intersection of Bridge Street and
Winter Road. The street intersection is busy here, but the
real noise comes from farther to the south at Market Square.
The cobblestones beneath your feet are dirty, with hard-packed
dirt and grime between the stones. In the back of your mind
you realize that this dirt was probably there since before the
fall of Arcana.
[Exits: north east south west]
<1271hp 928mn 231mv> Bridge Street
You are standing just north of the intersection of Bridge Street
and Winter Square, a noisy place, and yet the noise from farther
south at Market Square is still audible. The cobblestones beneath
your feet are encrusted with dirt and grime. Beyond to the north
the street continues, and to the east and west are buildings,
the entrances to which do not open to this street.
[Exits: north south]
(Invis) A young student of the arcane arts practices pronouncing cantrips.
<1271hp 928mn 230mv> Bridge Street
You are standing on Bridge Street, a dirty cobblestone road which
runs north-south through the city. From the south come faint noises
from Market Square. To the north is the great northern gate in the
battlements surrounding the city.
[Exits: north south]
A young clerical student devoutly practices supplications.
<1271hp 928mn 229mv> Inside the North Gate
Just north of where you stand is the North Gate of Glyndane, on
either side of which (east-west) are high towers, flying the flags
of the city. Beyond them are the battlements, a high stone wall to
help fortify the city against invasion. You can access the top of
the wall by climbing the stone stair just off to the side of the gate.
of which
the
which
invasion.
<1271hp 950mn 208mv> You put some black powder in an elysium chest with a skull
and crossbones on it.
<1271hp 950mn 208mv> The sacred glade
You are standing in the middle of the sacred glades, where the citizens of
Ethshar and Glyndane come to celebrate the spring, where farmers give
thanks for bountiful harvest in the fall, and where lovers stroll in summer.
You feel seasons of remembered happiness and joy taking Your sorrows and
worries away from You, leaving You calm and invigorated, ready for the
world. Paths lead into the holy grove to the east, north and west, while to
the south a wide, sunny field slopes down to a sparkling lake. Above you is
a strange shimmering, almost like something from another world....
[Exits: north east south west up]
A large deer stag is here, protecting his territory.
A small snake slithers between the grass.
A small snake slithers between the grass.
A small bunny is here, poking from bush to bush.
A small snake slithers between the grass.
(Holy Aura) The old Hierophant of the holy grove is here, gathering ivy.
A small bunny is here, poking from bush to bush.
<1271hp 950mn 206mv> The holy grove
You are standing amidst the ancient oaks and poplars in the holy grove. You
feel calm and relaxed here, as if great burdens have been lifted from Your
shoulders. From here, pleasant-looking paths lead east, north and south. To
the west, through the trees, You can see a faint trail leading towards the
eastern road.
[Exits: north east south west]
<1271hp 950mn 204mv> You enjoy the view around you.
w
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get jar
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<1271hp 950mn 204mv> Inside the grove
As you walk among the stately oaks of this grove, you feel at peace and
in harmony with this beautiful forest. If only the rest of the lands were
so tranquil. The trail turns towards the east, leading into the secluded
trees of the druids' holy grove, and a path back to the eastern road lies
south. A large pile of dirt rises from the center of the knoll here, leading
into musty subterranean depths.
[Exits: east south down]
<1271hp 959mn 202mv> At the edge of the grove
You are standing at the entrance of a beautiful grove of trees, and your
heart is filled with pure, peaceful thoughts. This looks like a safe place
to recover from the wounds of adventuring. A faint path through the grove
lies to the north, and you can see the eastern road to the south.
[Exits: north south]
<1271hp 959mn 200mv> Along the Eastern Road
You are traveling down the eastern road between Ethshar and the eastern
lands. The road back to Ethshar is west of you while the Eastern Road
winds onward to the east. You see a beautiful grove of trees up north,
and a dirt path wanders off to the south.
[Exits: north east south west]
<1271hp 959mn 198mv> Along the Eastern Road
You are walking along a well-traveled road between Ethshar and the lands
east. A northern road crosses this one to the west, towards Ethshar. You
hear faint whispers coming from the north.
A large translucent sign indicates a path south for the recently fallen.
The sign reads:
===<<<THERAN OUTFITTERS EXPRESS>>>===
===<<<GHOSTS MAY PROCEED SOUTH >>>===
[Exits: north east west]
<1271hp 959mn 197mv> The Cross Roads
Here, the great eastern road intersects with an older road between the
of Moria and the ruined city of Thalos. The outskirts of Ethshar lie to
west, and the highway continues to the east. An old northern road leads
the dwarven kingdom and the abandoned mines of Moria, while the southern
shows the scars of the war which destroyed Thalos.
mines
your
to
road
get all.lead
put all chest
e
c chain dwarf
get all.lead
put all chest
n
c chain dwarf
n
c chain dwarf
get all.lead
put all chest
e
c chain dwarf
view
<1271hp 1046mn 241mv> Within the Elysium Mine
Northward stands a solid door of iron, leading the way into the main
shaft of the mine. Southward lies the way out of the mine. The
ceiling and walls of this cave are made of solid limestone with
brilliant ribbons of elysium ore shining through.
[Exits: south]
<1271hp 1052mn 241mv> Within the Elysium Mine
The natural darkness of this cave is partially countered by the shining
elysium veins within the rock. The floor of this mine is covered in
shiny dust, and racks along the northern wall allow for the storage of
mining equipment.
[Exits: east]
( 3) A heavy looking pickaxe lies here, covered in dirt.
( 3) (Glowing) (Humming) A chunk of shiny ore lies here.
( 3) A metallic blue key lies here.
<1271hp 1052mn 241mv> Autolooting removed.
<1271hp 1052mn 241mv> They are not here.
<1271hp 1052mn 241mv> I see no lead here.
<1271hp 1052mn 241mv> Within the Elysium Mine
The natural darkness of this cave is partially countered by the shining
elysium veins within the rock. Deep gouges are present along the cave
walls where pickaxes have mined the rich veins of elysium. Bootprints
are present in great numbers along the dusty floor of this mine.
[Exits: east west]
( 3) A heavy looking pickaxe lies here, covered in dirt.
( 3) A metallic blue key lies here.
( 3) (Glowing) (Humming) A chunk of shiny ore lies here.
A dwarf miner stands calmly, surveying his work.
A dwarf miner says, 'Get out of these mines. They are only for dwarves!'
<1271hp 1052mn 241mv> You put a jar of salve in an elysium chest with a skull an
d crossbones on it.
<1271hp 1052mn 241mv> You claim A dwarf miner.
A lightning bolt leaps from your hand and arcs to A dwarf miner.
Your lightning MASSACRES A dwarf miner!
[Exits: north]
( 3) A shield of massive proportions rests on the ground.
( 5) (Glowing) (Humming) A chunk of dull ore lies here.
(21) (Glowing) (Humming) A chunk of shiny ore lies here.
The severed head of A dwarf foreman is lying here.
( 3) A heavy looking pickaxe lies here, covered in dirt.
The torn-out heart of A dwarf miner is lying here.
A metallic blue key lies here.
<1271hp 998mn 241mv> Within the Elysium Mine
A door of solid iron stands northward, leading into the administration
room of the mines. Bootprints are present in great numbers along the
dusty floor of this part of the mine, leading to and from the door.
The natural darkness of the cave is partially countered by the shining
elysium veins within the rock.
[Exits: west]
( 2) A heavy looking pickaxe lies here, covered in dirt.
( 2) A metallic blue key lies here.
( 2) (Glowing) (Humming) A chunk of shiny ore lies here.
<1271hp 1014mn 241mv> Within the Elysium Mine
The natural darkness of this cave is partially countered by the shining
elysium veins within the rock. Deep gouges are present along the cave
walls where pickaxes have mined the rich veins of elysium. Bootprints
are present in great numbers along the dusty floor of this mine.
[Exits: east west]
( 5) A heavy looking pickaxe lies here, covered in dirt.
( 5) (Glowing) (Humming) A chunk of shiny ore lies here.
( 5) A metallic blue key lies here.
<1271hp 1014mn 241mv> Within the Elysium Mine
The natural darkness of this cave is partially countered by the shining
elysium veins within the rock. Deep gouges are present along the cave
walls where pickaxes have mined the rich veins of elysium. Bootprints
are present in great numbers along the dusty floor of this mine.
[Exits: east west]
( 2) A heavy looking pickaxe lies here, covered in dirt.
( 2) (Glowing) (Humming) A chunk of shiny ore lies here.
( 2) A metallic blue key lies here.
<1271hp 1014mn 241mv> Within the Elysium Mine
The natural darkness of this cave is partially countered by the shining
elysium veins within the rock. Deep gouges are present along the cave
walls where pickaxes have mined the rich veins of elysium. Bootprints
are present in great numbers along the dusty floor of this mine.
[Exits: east west]
( 4) A heavy looking pickaxe lies here, covered in dirt.
( 4) A metallic blue key lies here.
( 4) (Glowing) (Humming) A chunk of shiny ore lies here.
<1271hp 1014mn 241mv> Within the Elysium Mine
The natural darkness of this cave is partially countered by the shining
elysium veins within the rock. The floor of this mine is covered in
shiny dust, and racks along the northern wall allow for the storage of
mining equipment.
[Exits: east]
( 3) A heavy looking pickaxe lies here, covered in dirt.
( 3) (Glowing) (Humming) A chunk of shiny ore lies here.
( 3) A metallic blue key lies here.
<1271hp 1014mn 241mv> Within the Elysium Mine
Northward stands a solid door of iron, leading the way into the main
shaft of the mine. Southward lies the way out of the mine. The
ceiling and walls of this cave are made of solid limestone with
brilliant ribbons of elysium ore shining through.
[Exits: south]
<1271hp 1014mn 241mv> The Maw of the Mine
The path of brick ends here, replaced by limestone shot through with
a gleaming elysium ore. Northward lies a sturdy iron door that leads
into the main mineshaft. Tools and mine carts lie about, ready for
the use of the busy dwarves.
[Exits: north south]
<1271hp 1023mn 241mv> The Cave Opening
Mining equipment lies about here, ready to be put to use in the cave
northward. The cave itself is quite dark, but glimmers of a shiny ore
can be seen through the blackness. The path of brick extends partway
into the cave, then stops as the floor is replaced by what appears to
be limestone laced with the a glowing ore.
[Exits: north east west]
<1271hp 1023mn 241mv> Along the Brick Path
The way north is blocked by a tall hill, which is now easily recognizable
as a cave, due to the fork eastward into its large mouth. A tall tower
of granite is visible eastward, with windows set on each floor. The
path here is well kept and free of debris.
[Exits: east west]
<1271hp 1023mn 241mv> Along the Brick Path
The way north is blocked by a tall hill, which is now easily recognizable
as a cave, due to the fork eastward into its large mouth. A tall tower
of granite is visible eastward, with windows set on each floor. The
path here is well kept and free of debris.
[Exits: east west]
<1271hp 1023mn 241mv> A Bend in the Path
The bend in the brick path reveals much: A tall tower is visible
eastward, constructed of dark granite. On the path to the east, there
is a fork northward that leads into a cave opening. Mining equipment
is visible directly outside the cave. Southward a building of pine
wood can be seen.
[Exits: east south]
A dwarf guard marches around, making sure all is in order.
A dwarven high guard stands at attention, surveying the area.
A dwarf guard growls.
A dwarf guard's hand moves to his weapon.
A dwarf guard says, 'Stranger.'
n
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view
<1271hp 1036mn 239mv> Between the Dark Hills
You are surrounded by dark, sinister hills. Although they seemed
fairly small from the distance, you now get the feeling that they
are closing in on you, towering over you, overwhelming you... The
small path seems to have second thoughts about these hills, for it
winds unnecessarily. To the south, the hills appear lighter, more
grey than black. To the north, however, the hills have become a
midnight black against the distant mountains.
[Exits: north south west]
A small copper and silver garter snake slithers along the ground.
<1271hp 1036mn 236mv> Between the Dark Hills
You are surrounded by dark, sinister hills. They rise above you,
towering menacingly. The small path seems to have second thoughts
about these hills, for it winds unnecessarily. Shadows sway, and
you cannot help but look around you to see if you are not alone.
[Exits: east south]
A small copper and silver garter snake slithers along the ground.
<1271hp 1036mn 233mv> Between the Dark Hills
Dark, sinister hills surround you, rising above you menacingly.
The path upon which you travel wanders unnecessarily about. The
swaying shadows lend a sense of you-are-not-alone. The darkness
seems almost complete, and derived of evil, not lack of sun or
starlight.
[Exits: north west]
A small copper and silver garter snake slithers along the ground.
<1271hp 1084mn 281mv> Between the Dark Hills
Surrounded by dark, sinister hills, you travel with an overwhelming
feeling of puniness. The hills rise high above you, towering with
menace and adding to the darkness. No sun, no stars penetrate this
way. Movements in the shadows lend a sense of you-are-not-alone.
[Exits: south west]
A small copper and silver garter snake slithers along the ground.
<1271hp 1084mn 278mv> Between the Dark Hills
A feeling of puniness overwhelms you as you travel an unnecessarily
winding path in the dark, sinister hills which tower above you. You
feel menaced by the hills, though they remain mostly still. The dark
shadows around you are, however, full of movement. You hear a sound,
a scurrying of something, but nothing is visible. Are you alone here?
It does not seem so.
[Exits: east west]
A small copper and silver garter snake slithers along the ground.
<1271hp 1084mn 275mv> Between the Dark Hills
You are surrounded by dark, sinister hills. They rise above you,
and south, but descends to the north and east. Also, toward the north and
east, the cavern narrows into tunnels. The floor here is covered with a
thin veneer of dust, within which are squiggly scratches. The air is thick
with a dark, moist mist. Visibility is not as bad here as to the west, but
it still isn't all that great. Looking up to see the ceiling, you don't see
it, but you do see more of the same dark mist.
[Exits: north east south west]
<1271hp 1090mn 242mv> The Y Tunnel
Dark mists swirl about you as you approach a juncture within the tunnel.
The tunnel here is shaped like a Y where the arms are extending to the
northeast and southeast, and the stem is toward the west. The floor has
a covering of dust disturbed by a plethora of squiggles and scratches.
You see some rough footprints, as of some humanoid wearing boots. The
walls here have a smattering of slimy green which shimmers in the light.
[Exits: north south west]
An orc is here, looking for something (or perhaps someone) to eat.
A large green snake is guarding something.
<1271hp 1090mn 239mv> The Hole
The misty tunnel widens here around a small depression in the slippery floor.
As
you approach the depression carefully, you see that it is a hole leading into
what appears to be another tunnel below. There is a slight breeze, somewhat cool
er
than the air in here, wafting up from below. The tunnel narrows toward the north
.
On the far side of the hole from where you are now, you see two metal hook-like
devices. Parts of these devices are wedged into the rock floor.
[Exits: north down]
A large green snake is guarding something.
<1271hp 1090mn 236mv> Dark Misty Tunnel
You are at the end, or the beginning, of a dark tunnel. There is room to move
around,
but visibility is not the best, for the air is solid with a thin, damp mist. The
mist
seems to dissipate toward the north, where you see a tunnel. Not quite as clearl
y, you
see a tunnel leading toward the west. A hemp rope ladder leads upward.
[Exits: north west up]
<1271hp 1090mn 233mv> Dark Misty Tunnel
Dark mists swirl around you as you travel in this tunnel. The rock seems solid
enough,
if slimy in places, but there are wooden supports set to keep the ceiling from c
oming
down. The ceiling is dark and slimy, just like the walls. The ground is also dam
p and
a little slippery.
[Exits: east south]
<1271hp 1090mn 230mv> You enjoy the view around you.
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get amulet 2.corpse
sac corpse
sac corpse
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sac corpse
sac corpse
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get all 2.corpse
sac corpse
sac corpse
view
<1271hp 1090mn 230mv> Dark Misty Tunnel
Dark mists swirl around you as you travel in this tunnel. The rock seems solid
enough,
if slimy in places, but there are wooden supports set to keep the ceiling from c
oming
down. The walls and ceiling are slimy, and the ground is damp and slippery.
[Exits: north west]
<1271hp 1090mn 227mv> Dark Misty Tunnel
As you travel in this tunnel, dark mists swirl around you. Visibility is poor
at best.
The rock seems solid enough, if slimy in places, but there are wooden supports t
o keep
the ceiling from falling. The walls and ceiling are slimy and the ground is damp
and
slippery.
[Exits: east south]
<1271hp 1090mn 224mv> Dark Misty Tunnel
As you travel in this tunnel, dark mists swirl around you. At best, visibility
is poor.
While the rock seems solid enough, there are wooden supports to keep the ceiling
from
falling. The walls and ceiling are slimy in places, and the damp ground is slipp
ery.
There is a hole in the ground, and a pair of hook-like devices wedged in at the
edge.
[Exits: north down]
h
some altercation might have taken place in the not too distant past. Dust, mixed
with chips of wood, cover much of the tunnel floor. Behind the braces are walls
hewn rather sloppily, with bits of rock jutting out here and there. While the
air seems dry here, you sense an odor that you associate with water.
[Exits: north south]
<1271hp 1090mn 200mv> Within a Dark Tunnel
The wooden supports bracing the tunnel here are nicked and scratched as though
some
altercation might have taken place in the not too distant past. Chips of wood mi
xed
with dust cover the tunnel floor. Behind the braces, the walls are sloppily hewn
with
bits of rock jutting out here and there. To the south, the air seems drier than
it is
here. An odor you associate with water is strong here. The tunnels form a T with
extensions east and west.
[Exits: east south west]
A long-legged spider feasts on a corpse.
A long-legged spider feasts on a corpse.
<1271hp 1090mn 197mv> Within a Dark Tunnel
The wooden supports bracing the tunnel here are heavily nicked, and in places
they
are hacked clean in two. Splinters stick out at odd angles, and bits of wood min
gle
with dust on the tunnel floor. The walls were sloppily hewn, leaving bits of roc
k
jutting out in places. An odor you associate with water is strong here. The tunn
el
extends east and west.
[Exits: east west]
An ugly tarantula slowly creeps towards you.
<1271hp 1090mn 194mv> Within a Four-Way Intersection in the Dark Tunnel
The wooden supports bracing the tunnel here are heavily nicked, and in places
they
are hacked in two, with splinters sticking out at odd angles. Bits of wood mingl
e with
dust on the tunnel floor. Behind the supports, the walls were sloppily hewn, wit
h bits
of rock jutting out in places. You smell an odor you associate with water, and t
he air
feels a little humid here. The tunnel intersects such that you may travel in any
main
compass direction.
[Exits: north east south west]
A long-legged spider feasts on a corpse.
<1271hp 1090mn 191mv> Dead End Tunnel
Heavily nicked and in places hacked in two, the wooden supports have ceased to
work
well in this part of the tunnel. It is a wonder the ceiling has not fallen throu
gh.
Dead bodies litter the floor, their blood long drained and dried out wherever it
pooled. The walls, hewn sloppily, leave bits of rock jutting out beyond the brok
en
supports. By all appearances, the southern wall should have extended the tunnel
southward, but the excavation had been cut short. An odor you associate with wat
er is
strong here.
[Exits: north]
( 2) A partially eaten corpse lies here, showing signs of decay.
A creepy crawly spider scuttles out from under some debris.
(Chromatic Aura) A short creature with pallid flesh leers at you with one bloods
hot eye.
<1271hp 1090mn 188mv> You get a broken redstone amulet from a decaying corpse.
<1271hp 1090mn 188mv> The gods smile upon your sacrifice, but offer no coin.
<1271hp 1090mn 188mv> The gods smile upon your sacrifice, but offer no coin.
<1271hp 1090mn 188mv> Within a Four-Way Intersection in the Dark Tunnel
The wooden supports bracing the tunnel here are heavily nicked, and in places
they
are hacked in two, with splinters sticking out at odd angles. Bits of wood mingl
e with
dust on the tunnel floor. Behind the supports, the walls were sloppily hewn, wit
h bits
of rock jutting out in places. You smell an odor you associate with water, and t
he air
feels a little humid here. The tunnel intersects such that you may travel in any
main
compass direction.
[Exits: north east south west]
A long-legged spider feasts on a corpse.
<1271hp 1090mn 185mv> Dead End Tunnel
Here, the wooden supports bracing the tunnel here are heavily nicked and in pl
aces
hacked, with splinters sticking out at odd angles. Dead bodies cover the floor,
their
blood long drained and dried out wherever it pooled. The walls are hewn sloppily
,
leaving bits of rock jutting out from them. By all appearances, the eastern wall
was
meant to be an extension of the tunnel, but the excavation was cut short. An odo
r you
associate with water is strong here.
[Exits: west]
( 2) A partially eaten corpse lies here, showing signs of decay.
(Magical) (Humming) A steel earring shines on the ground.
You see a mithril earring in the shape of a foaming mug.
You see a mithril earring in the shape of an anvil.
A bracer formed of five thin rings of platinum lies abandoned here.
Mithril chainmail in the form of leggings lie abandoned here.
(Humming) A mithril warhammer of dwarven make lies here.
A dark-haired woman dressed in tan and red appears to be lost.
A creepy crawly spider scuttles out from under some debris.
(Chromatic Aura) A short creature with pallid flesh leers at you with one bloods
hot eye.
<1271hp 1090mn 182mv> You get a large, cracked amethyst from a decaying corpse.
<1271hp 1090mn 182mv> The gods smile upon your sacrifice, but offer no coin.
<1271hp 1090mn 182mv> The gods smile upon your sacrifice, but offer no coin.
<1271hp 1090mn 182mv> Within a Four-Way Intersection in the Dark Tunnel
The wooden supports bracing the tunnel here are heavily nicked, and in places
they
are hacked in two, with splinters sticking out at odd angles. Bits of wood mingl
e with
dust on the tunnel floor. Behind the supports, the walls were sloppily hewn, wit
h bits
of rock jutting out in places. You smell an odor you associate with water, and t
he air
feels a little humid here. The tunnel intersects such that you may travel in any
main
compass direction.
[Exits: north east south west]
A long-legged spider feasts on a corpse.
<1271hp 1090mn 179mv> Within a Dark Tunnel
The tunnel, braced by wooden struts, extends northward and southward,
gular
rocky walls flanking you as you pass through. Nicks in the wood testify
recent activity here, as well as the strength of the wood against sharp
ust
covers much of the tunnel floor. Were it not for your light source, the
here
would be complete. You smell an odor that you associate with water, and
sly
note that the air is a little bit humid.
its irre
to some
blows. D
darkness
consciou
northward, but the excavation had been cut short. An odor you associate with wat
er is
strong here, and the air is humid.
[Exits: south]
( 2) A partially eaten corpse lies here, showing signs of decay.
A creepy crawly spider scuttles out from under some debris.
(Chromatic Aura) A short creature with pallid flesh leers at you with one bloods
hot eye.
<1271hp
You get
You get
You get
1090mn 170mv> You get a broken redstone amulet from a decaying corpse.
a large, cracked amethyst from a decaying corpse.
a large, cracked gem from a decaying corpse.
a tiny meteorite from a decaying corpse.
<1271hp 1090mn 170mv> The gods smile upon your sacrifice, but offer no coin.
<1271hp 1090mn 170mv> The gods smile upon your sacrifice, but offer no coin.
<1271hp 1090mn 170mv> You enjoy the view around you.
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get all 2.corpse
sac corpse
sac corpse
e
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view
<1271hp 1090mn 170mv> Within a Dark Tunnel
The tunnel is braced by wooden struts, most of which are marked by nicks and
scratches. Dust covers much of the tunnel floor. The rock walls beyond the
wooden framing is irregular, with bits of rock jutting out. An odor which
reminds you of water is strong here, and the air is humid.
[Exits: north south west]
An ugly tarantula slowly creeps towards you.
A long-legged spider feasts on a corpse.
its irre
to some
blows. D
darkness
consciou
Dark mists swirl about you as you approach a juncture within the tunnel.
The tunnel here is shaped like a Y where the arms are extending to the
northeast and southeast, and the stem is toward the west. The floor has
a covering of dust disturbed by a plethora of squiggles and scratches.
You see some rough footprints, as of some humanoid wearing boots. The
walls here have a smattering of slimy green which shimmers in the light.
[Exits: north south west]
An orc is here, looking for something (or perhaps someone) to eat.
A large green snake is guarding something.
<1271hp 1090mn 107mv> Many Misty Tunnels
The cavern here has a sloping floor. It ascends toward the cave to the west
and south, but descends to the north and east. Also, toward the north and
east, the cavern narrows into tunnels. The floor here is covered with a
thin veneer of dust, within which are squiggly scratches. The air is thick
with a dark, moist mist. Visibility is not as bad here as to the west, but
it still isn't all that great. Looking up to see the ceiling, you don't see
it, but you do see more of the same dark mist.
[Exits: north east south west]
<1271hp 1090mn 104mv> Dark Misty Cave
The damp, dark fog which permeates this part of the cave also permeates
the western part. Here, the floor slopes downward, and the way is very
treacherous, for the rock below you is slippery and wet. In places it
appears to be covered in some sort of green slime. The walls converge to
the north, and a tunnel pushes northward and downward.
[Exits: north west]
A long-legged spider feasts on a corpse.
The long python rears its head and hisses at you.
<1271hp 1090mn 101mv> Dark Misty Cave
Visibility is terrible here, as the mist seems more like a thick dark fog
on a chill morning. To the south, the cave narrows to form a tunnel. The
mist seems a little thinner there. But here, you see no walls nor a ceiling,
as the mist prevents your light from extending very far ahead of you. As
you extend your light toward the west, you notice a pile of bones, short
between the ends but stout, which leads you to believe they are leg bones
of some small creature.
[Exits: north east south]
The long python rears its head and hisses at you.
<1271hp 1090mn 98mv> Dark Misty Tunnel
The tunnel has widened significantly, and widens further still to the
north. Despite the expansiveness of this part of the cave, a dark mist,
like a dark fog, spreads through the air, dampening everything. As a
result, the floor iS slippery and treacherous. A side tunnel branches
to the west. Toward the south, the mist-filled tunnel narrows.
[Exits: north south west]
A centipede here is looking for some small animal to consume.
<1271hp 1090mn 95mv> Dark Misty Tunnel
You are within a narrow tunnel. Visibility is bad, even with your
light source, for the dampness is caused by a dark mist that
permeates the air as though a dark cloud had descended into the
tunnel and brought its fog with it. The rough floor beneath you
descends toward the north, ascends toward the south, not steeply,
but the way is treacherous and slippery. The narrow tunnel narrows
more toward the south, but widens somewhat toward the north.
[Exits: north south]
The long python rears its head and hisses at you.
<1271hp 1090mn 92mv> You enjoy the view around you.
s
s
s
s
w
s
e
e
s
w
s
s
s
s
s
e
n
n
n
n
n
n
n
e
e
e
e
view
<1271hp 1090mn 92mv> Dark Misty Tunnel
You have to squeeze your way through this small, narrow tunnel.
Visibility is not good, even with your light source, for the
dampness is caused by a mist that permeates the air in here. It
is as though a dark cloud had descended into this cave and
brought its fog with it. To the south, the air seems drier and
fresher, though not by much. The tunnel continues to the north.
[Exits: north south]
The long python rears its head and hisses at you.
<1271hp 1090mn 89mv> The Entrance to The Cave
The opening is but a shade lighter than the rock walls of the
vast cave within which you find yourself. High above is the
ceiling, lost somewhere above the reach of your light. The
floor below you is highly illuminated, reflecting your light
with gusto to show you that you stand upon tombstones, one
touching another to form a cobblestone effect. Most of them
appear ancient and weathered, cracked and chipped. Only one
is without blemish. To the north a small, dark opening leads
out, probably through a tunnel.
[Exits: north south]
seems to have made up its mind to enter the hills far away north.
[Exits: north south]
<1271hp 1090mn 105mv> The Lane
You are strolling along a pleasant, shady lane. The road is lined on both
sides by tall, stately trees which lend the scene with a sense of quiet
serenity. You can follow the road north or south, or take a small dirt
path west.
[Exits: north south west]
<1271hp 1090mn 104mv> The Cross Roads
Here, the great eastern road intersects with an older road between the
of Moria and the ruined city of Thalos. The outskirts of Ethshar lie to
west, and the highway continues to the east. An old northern road leads
the dwarven kingdom and the abandoned mines of Moria, while the southern
shows the scars of the war which destroyed Thalos.
mines
your
to
road
The path ends here, and spirals out into a circle of white stone. Designs
are inlaid into the bricks using shiny black obsidian, and at the northern
end of this spiral are stairs leading up to the beautiful glass doors of
the structure ahead of you. It is constructed of shining marble, and from
here you can see balconies, terraces, and windows. A huge crystal window
adorns the second floor, etched so as to be almost opaque, the distortion
is so great. A feeling of utter calm and knowledge radiates from this
place, from the meticulous care taking to the breath-stealing architecture.
[Exits: north south]
<1271hp 1090mn 101mv> Before the Grand Stair
Steps constructed of white and green marble stand before you, the
white marble inlay on the green leaving you with a sense of peace,
much like the surrounding forest. At the top of the stair lies the
entrance to the library, a door of brilliantly etched glass. The
stairs lead north into the Library, while the path to the Eastern
Road is back to your south.
[Exits: north south]
(Chromatic Aura) A woman rests and reads comfortably upon a step.
<1271hp 1090mn 101mv> You leave north, and ascend the front stairs of the Librar
y.
Before the Glass Doors of the Library
Glass doors reveal wondrous things within, dark and beautiful sculptures,
lustrous engravings, and knowledge and magic abound. The doors have
handles of silver, shining and pristine. The doors have etched borders, frosted
and painstakingly created. The steps back down onto the path are to the south,
yet the doors invite you north, inward. A silver plaque catches your
attention, inlaid into the stone on the side of the door. A gold plaque
adorns the other side.
[Exits: north south]
<1271hp 1090mn 101mv> The Library of Glyndane
You enter this beautiful hallway with wonder in your eyes
and mind. The floor beneath your feet is of flawless white
marble, inlaid with a carpet of deep maroon. South is a door
of pristine glass, magically enchanted for strength. The walls
are smooth to the touch, pillars of white stone. The pillars
are intricately designed, depicting great philosophers and
scholars. They lead up to a vaulted ceiling, painted by the
world's finest artists.
[Exits: north south]
(Holy Aura) The Keeper of Knowledge stands vigil here.
The Keeper of Knowledge says, 'Greetings Yunalia, and welcome to the Library of
Glyndane.'
The Keeper of Knowledge tells you, 'Know that we do not allow violence directed
toward the Scholars of the Library.'
<1271hp 1090mn 101mv> The Foyer
The floor in this room is of white marble once more, the carpet
having branched off to form a border around the room. Above you,
you can see a second floor, and further up, a large and domed
skylight. The second floor is surrounded by a railing made of
dark obsidian, carved in stunning patterns. To your west and
east are beveled archways made out of etched crystal. The north
presents another hallway, the carpet coming back together
that will likely never come to bear. Were it not for the magical torches
of faerie fire that shine down into the cavern with an eerie pink glow,
there would be little to no natural light within. A purple haze of faerie
fog shrouds your lower half as it defines the pathway deeper into or out
of the cave.
[Exits: east west]
<1271hp 1087mn 34mv> A Cloudy Cavern
You are in an enourmous cloud that has been magically hollowed out. The
cave itself is comprised of the darkest cumulonimbus cloud you have ever
witnessed. Somehow the cloud has been petrified in place leaving the
impression of a massive hail storm or lightning strike about to take place
that will likely never come to bear. Were it not for the magical torches
of faerie fire that shine down into the cavern with an eerie pink glow,
there would be little to no natural light within. A purple haze of faerie
fog shrouds your lower half as it defines the pathway deeper into or out
of the cave.
[Exits: north east]
<1271hp 1087mn 26mv> A Cloudy Cavern
You are in an enourmous cloud that has been magically hollowed out. The
cave itself is comprised of the darkest cumulonimbus cloud you have ever
witnessed. Somehow the cloud has been petrified in place leaving the
impression of a massive hail storm or lightning strike about to take place
that will likely never come to bear. Were it not for the magical torches
of faerie fire that shine down into the cavern with an eerie pink glow,
there would be little to no natural light within. A purple haze of faerie
fog shrouds your lower half as it defines the pathway deeper into or out
of the cave.
[Exits: north south]
<1271hp 1087mn 18mv> Cloud Entrance
The path of crystalline cloud slabs and rocks ends abruptly here before an
enormous Cumulonimbus Cloud. The towering thunderhead looks as if it has
been crystallized in the midst of a roiling storm, giving the ominous
impression that you are about to ender a very tumultuous cave.
[Exits: south west]
An enormous but slender adolescent looks at you with mild curiosity.
A Gurtair youth says, ' Welcome. To. Our. Town.'
<1271hp 1087mn 10mv> A Crystalline Rocky Pathway
You stand on a path of...rocks? Or are they clouds that have been frozen
solid and arranged in an orderly fashion to create a cobblestone appearance
as they wend their way through the village. The rocky alien cloud surface
seems to reflect whatever light is available depending on the time of day,
giving the street an ethereal-like quality. Looking off in the distance
you can see a variety of detached static cloud shapes that must be the
homes of village dwellers, yet the path to reach those cloud forms is not
clear. It appears only certain portions of the village remain open to those
who are not permanent residents here. To your east lies a massive cloud
structure, frozen in time and space. West of you like the rocky pathway
into the village center.
[Exits: east west]
<1271hp 1087mn 2mv> You are too exhausted.
104mv> [ G-Elf
] Kalira the Heroine of Holy Healing
(PK) [Helper] [GAR] Yunalia Narva'nil the Heroine of Magical Tran
Researcher of Guild of Alchemical Research
Ukyo the Third Dan
Players found: 3
<1271hp 1090mn
[51 G-Elf Cha]
sference, Head
[ Human
]
104mv> [ G-Elf
] Kalira the Heroine of Holy Healing
(PK) [Helper] [GAR] Yunalia Narva'nil the Heroine of Magical Tran
Researcher of Guild of Alchemical Research
Ukyo the Third Dan
Players found: 3
<1271hp 1090mn 104mv> You step through a gate and vanish.
Before the Halls of Research
The walls of the Library of the Owl give way seamlessly to this room. It
appears to be an extension that could always have been a part of the library.
Though small signs here and there show that it is of a newer construction.
The hardwood floors have a protective polish on them, though it has been
slightly scuffed up to keep it from being slick and dangerous. The room
has no other apparent exit, only a chair that sits in the corner that is
fit for someone of very small stature. A sign on the wall is the main
thing of notice within this room.
[Exits: west]
A small gnome is here verifying all who wish to enter the halls of research.
<1271hp 1010mn 104mv> c loc corpse
The corpse of the wizard is in The Bizarre Chambers
The corpse of Kalira is in Main Street
A partially eaten corpse is carried by a flesh eating zombie
A lifeless corpse is in The underground crypt
The corpse of a massive tyrant with a large shield across his chest is in Below
the Vines
The corpse of a cloaked figure is in The Guild of Anti-Paladins
A corpse is in A Gruesome Sight
The corpse of the Defender is in The Entrance to the Ruins
The corpse of an Arkham knight is in On a muddy island battlefield
The corpse of an Arkham knight is in Beneath a wooden battlement
An undead corpse is in On a muddy island battlefield
An undead corpse is in On a muddy island battlefield
The corpse of an Arkham guard is in On a muddy island battlefield
The corpse of an Arkham guard is in Corner of the ruined walls
The corpse of an Arkham knight is in On a muddy island battlefield
The corpse of an Arkham guard is in At the end of a muddy trench
The corpse of an Arkham guard is in Outside a blackened wall
The corpse of an Arkham guard is in On a devastated street
The corpse of a young girl is in In a room filled with knee-deep blood
The corpse of an Arkham guard is in Central undead roaming grounds
The corpse of a creature is in A corpse filled room
The corpse of a dwarf is in Eastern undead roaming grounds
The corpse of an elf is in NW corner of the undead roaming grounds
[Hit Return to continue]
A blood soaked corpse is in In the ruins of an ancient city
The battered corpse of a dead elf is in The Ahzra
A skeletal corpse is in Southern Area of the Main Chamber
A decomposed corpse is in Western Area of the Main Chamber
A corpse of an eaten wizard is in Northern Area of the Main Chamber
A heavily shredded corpse is in At the South Side of the Foyer
<1271hp 1017mn 104mv> cm I am here to do research
You with her enchantingly melodious voice say, 'I am here to do research'
Gnome bookkeeper tells you, 'Welcome back researcher and good luck to you!'
The Halls of Research
This rather simple room is set up to help aid in the research and collection
of knowledge. The hardwood floors bear signs of some explosions. The desks
are made of steel to protect them in case of further explosions. Carpets
magically protected from fire cover parts of the floor, as well as most of
the walls. This aids in the reduction of noise that many researchers can
cause. A chair and a cot sit in the corner allowing for a place to rest
after the many long hours of work. Bookshelves line the walls, though they
appear mostly empty at this time.
[Exits: north south]
A soft cot is here to rest on.
<1271hp 1031mn 104mv> s
The Halls of Research
This rather simple room is set up to help aid in the research and collection
of knowledge. The hardwood floors bear signs of some explosions. The desks
are made of steel to protect them in case of further explosions. Carpets
magically protected from fire cover parts of the floor, as well as most of
the walls. This aids in the reduction of noise that many researchers can
cause. A chair and a cot sit in the corner allowing for a place to rest
after the many long hours of work. Bookshelves line the walls, though they
appear mostly empty at this time.
[Exits: north east]
A soft cot is here to rest on.
<1271hp 1031mn 104mv> n
n
The Halls of Research
This rather simple room is set up to help aid in the research and collection
of knowledge. The hardwood floors bear signs of some explosions. The desks
are made of steel to protect them in case of further explosions. Carpets
magically protected from fire cover parts of the floor, as well as most of
the walls. This aids in the reduction of noise that many researchers can
cause. A chair and a cot sit in the corner allowing for a place to rest
after the many long hours of work. Bookshelves line the walls, though they
appear mostly empty at this time.
[Exits: north south]
A soft cot is here to rest on.
<1271hp 1031mn 104mv> The Halls of Research
This rather simple room is set up to help aid in the research and collection
of knowledge. The hardwood floors bear signs of some explosions. The desks
are made of steel to protect them in case of further explosions. Carpets
magically protected from fire cover parts of the floor, as well as most of
the walls. This aids in the reduction of noise that many researchers can
cause. A chair and a cot sit in the corner allowing for a place to rest
after the many long hours of work. Bookshelves line the walls, though they
appear mostly empty at this time.
[Exits: south]
A soft cot is here to rest on.
<1271hp 1039mn 104mv> n
Alas, you cannot go that way.
<1271hp 1039mn 104mv> who
[ G-Elf
] Kalira the Heroine of Holy Healing
[51 G-Elf Cha] (PK) [Helper] [GAR] Yunalia Narva'nil the Heroine of Magical Tran
all.jar
redstone.
redstone.
redstone.
redstone.
redstone.
redstone.
warpstone.
warpstone.
warpstone.
after the many long hours of work. Bookshelves line the walls, though they
appear mostly empty at this time.
[Exits: south]
( 3) An alchemy
( 6) An alchemy
( 2) An alchemy
( 4) An alchemy
A soft cot
308mv> [
StrmG
Players found: 5
<1271hp 1090mn 308mv> i
You are carrying:
(Magical) (Glowing) a moonstone water jug
(Magical) (Glowing) (Humming) (Unique) an elysium chest with a skull and cr
ossbones on it
<1271hp 1090mn 308mv> a
You are affected by the following:
Chromatic shield : modifies none by 0 for about 2 hrs and 20 mins
Protective shield : modifies none by 0 for about 2 hrs and 20 mins
Slow
: modifies dexterity by -4 for about 7 hrs and 20 mins
Pass door
: modifies none by 0 for about 20 mins
Armor
: modifies armor class by -20 for about 2 hrs and 20 mins
Fly
: modifies none by 0 for about 12 hrs and 20 mins
Awareness
: modifies none by 0 for about 5 hrs and 20 mins
Detect magic
: modifies none by 0 for about 5 hrs
Giant strength
: modifies strength by 4 for about 5 hrs
Detect invis
: modifies none by 0 for about 5 hrs
<1271hp 1090mn
[ StrmG
]
[ G-Elf
]
[51 G-Elf Cha]
sference, Head
[ Human
]
[ G-Elf
]
308mv> who
(PK) [GAR] Beag Chanan the Hero of Magical Transference
Kalira the Heroine of Holy Healing
(PK) [Helper] [GAR] Yunalia Narva'nil the Heroine of Magical Tran
Researcher of Guild of Alchemical Research
Ukyo the Master of Akemi
(PK) Sykpra the Stonewaller
Players found: 5
<1271hp 1090mn 308mv>
[NEWBIE] Kalira: What is your favorite color?
<1271hp 1090mn 380mv>
[NEWBIE] Beag: Blue.
<1271hp 1090mn 380mv>
380mv> who
(PK) [GAR] Beag Chanan the Hero of Magical Transference
Kalira the Heroine of Holy Healing
(PK) [Helper] [GAR] Yunalia Narva'nil the Heroine of Magical Tran
Researcher of Guild of Alchemical Research
Ukyo the Master of Akemi
(PK) Sykpra the Stonewaller
Players found: 5
<1271hp 1090mn 380mv> wake
get all.jar chest
drop all.jar
get all.jar chest
drop all.jar
get 2*broken chest
c disso broken
c disso broken
get 4*cracked chest
c disso cracked
c disso cracked
c disso cracked
c disso cracked
get tiny chest
c disso tiny
drop all.jar
sneeze
You are already standing.
<1271hp 1090mn 380mv> You
and crossbones on it.
You get an alchemy jar of
nes on it.
You get an alchemy jar of
nes on it.
You get an alchemy jar of
nes on it.
You get an alchemy jar of
nes on it.
You get an alchemy jar of
nes on it.
You get an alchemy jar of
nes on it.
You get an alchemy jar of
es on it.
You get an alchemy jar of
es on it.
You get an alchemy jar of
es on it.
You get an alchemy jar of
es on it.
You get an alchemy jar of
es on it.
You get an alchemy jar of
es on it.
You get an alchemy jar of
es on it.
You get an alchemy jar of
es on it.
You get an
es on it.
You get an
es on it.
You get an
es on it.
You get an
es on it.
You get an
es on it.
You get an
es on it.
You get an
es on it.
You get an
es on it.
You get an
es on it.
You get an
es on it.
You get an
es on it.
You get an
es on it.
An alchemy
alchemy jar of bamboo from an elysium chest with a skull and crossbon
alchemy jar of bamboo from an elysium chest with a skull and crossbon
alchemy jar of bamboo from an elysium chest with a skull and crossbon
alchemy jar of bamboo from an elysium chest with a skull and crossbon
alchemy jar of bamboo from an elysium chest with a skull and crossbon
alchemy jar of bamboo from an elysium chest with a skull and crossbon
alchemy jar of bamboo from an elysium chest with a skull and crossbon
alchemy jar of bamboo from an elysium chest with a skull and crossbon
alchemy jar of bamboo from an elysium chest with a skull and crossbon
alchemy jar of bamboo from an elysium chest with a skull and crossbon
alchemy jar of bamboo from an elysium chest with a skull and crossbon
alchemy jar of bamboo from an elysium chest with a skull and crossbon
jar of bamboo: you cannot carry that many items.
es on it.
You get an
es on it.
You get an
es on it.
You get an
es on it.
You get an
es on it.
You get an
es on it.
You get an
es on it.
You get an
es on it.
You get an
es on it.
You get an
es on it.
You get an
es on it.
You get an
es on it.
You get an
es on it.
You get an
es on it.
alchemy jar of bamboo from an elysium chest with a skull and crossbon
alchemy jar of bamboo from an elysium chest with a skull and crossbon
alchemy jar of bamboo from an elysium chest with a skull and crossbon
alchemy jar of bamboo from an elysium chest with a skull and crossbon
alchemy jar of bamboo from an elysium chest with a skull and crossbon
alchemy jar of bamboo from an elysium chest with a skull and crossbon
alchemy jar of bamboo from an elysium chest with a skull and crossbon
alchemy jar of bamboo from an elysium chest with a skull and crossbon
alchemy jar of bamboo from an elysium chest with a skull and crossbon
alchemy jar of bamboo from an elysium chest with a skull and crossbon
alchemy jar of bamboo from an elysium chest with a skull and crossbon
alchemy jar of bamboo from an elysium chest with a skull and crossbon
alchemy jar of bamboo from an elysium chest with a skull and crossbon
c disso holder
c disso holder
c disso holder
c disso holder
c disso holder
c disso holder
c disso holder
c disso holder
drop all.jar
sneeze
<1271hp 1054mn 380mv> You turn translucent.
<1271hp 1034mn 380mv> I see nothing like that in the chest.
I see nothing like that in the chest.
I see nothing like that in the chest.
<1271hp 1050mn 380mv> You are not carrying that.
<1271hp 1054mn 380mv> You are not carrying that.
<1271hp 1054mn 380mv> You are not carrying that.
<1271hp 1054mn 380mv> You get a fiery green emerald from an elysium chest with a
skull and crossbones on it.
<1271hp 1054mn 380mv> Magic jars appear out of thin air.
Your magic dissolves a fiery green emerald into multiple pieces of emerald, and
you put them into the jars.
<1271hp 1034mn 380mv> You get a brilliant sapphire from an elysium chest with a
skull and crossbones on it.
<1271hp 1038mn 380mv> A magic jar appears out of thin air.
Your magic dissolves a brilliant sapphire into sapphire, and you put it into the
jar.
<1271hp 1018mn 380mv>
[NEWBIE] Beag: Oh cmon. Surely there's something.
<1271hp 1018mn 380mv> I see nothing like that in the chest.
<1271hp 1018mn 380mv> You cannot dissolve an alchemy jar.
<1271hp 1008mn 380mv> You get a large ruby from an elysium chest with a skull an
d crossbones on it.
<1271hp 1008mn 380mv> Magic jars appear out of thin air.
Your magic dissolves a large ruby into multiple pieces of ruby, and you put them
into the jars.
<1271hp 988mn 380mv> You get a bladder from an elysium chest with a skull and cr
ossbones on it.
You get a bladder from an elysium chest with a skull and crossbones on it.
You get a bladder from an elysium chest with a skull and crossbones on it.
<1271hp 994mn 380mv> Magic jars appear out of thin air.
Your magic dissolves a bladder into multiple pieces of gut, and you put them int
o the jars.
ossbones on it.
You get a high quality porcelain plate from an elysium chest with a skull and cr
ossbones on it.
You get a high quality porcelain plate from an elysium chest with a skull and cr
ossbones on it.
You get a high quality porcelain plate from an elysium chest with a skull and cr
ossbones on it.
<1271hp 966mn 380mv> Magic jars appear out of thin air.
Your magic dissolves a high quality porcelain plate into multiple pieces of chin
a, and you put them into the jars.
<1271hp 946mn 380mv> Magic jars appear out of thin air.
Your magic dissolves a high quality porcelain plate into multiple pieces of chin
a, and you put them into the jars.
<1271hp 931mn 380mv> Magic jars appear out of thin air.
Your magic dissolves a high quality porcelain plate into multiple pieces of chin
a, and you put them into the jars.
<1271hp 911mn 380mv> Magic jars appear out of thin air.
Your magic dissolves a high quality porcelain plate into multiple pieces of chin
a, and you put them into the jars.
[NEWBIE] Beag: Nada. No shrine locations, no brand powers, no what's this gear d
o or where its from, nothing?
<1271hp 898mn 380mv> Magic jars appear out of thin air.
Your magic dissolves a high quality porcelain teacup into multiple pieces of chi
na, and you put them into the jars.
<1271hp 892mn 380mv> A magic jar appears out of thin air.
Your magic dissolves a high quality porcelain teacup into china, and you put it
into the jar.
<1271hp 888mn 380mv> A magic jar appears out of thin air.
Your magic dissolves a high quality porcelain teacup into china, and you put it
into the jar.
<1271hp 868mn 380mv> A magic jar appears out of thin air.
Your magic dissolves a high quality porcelain teacup into china, and you put it
into the jar.
<1271hp 860mn 380mv> You drop an alchemy jar of china.
You drop an alchemy jar of china.
You drop an alchemy jar of china.
You drop an alchemy jar of china.
You drop an alchemy jar of china.
You drop an alchemy jar of china.
You drop an alchemy jar of china.
You drop an alchemy jar of china.
You drop an alchemy jar of china.
You drop an alchemy jar of china.
You drop an alchemy jar of china.
You drop an alchemy jar of china.
You drop an alchemy jar of china.
<1271hp 864mn 380mv> [NEWBIE] Beag: ... That's dissapointing. Looks like i'm goi
ng to get bored fast
You get a leather pouch full of unusual pebbles from an elysium chest with a sku
ll and crossbones on it.
Your magic dissolves a sliver of hardened sap into multiple pieces of amber, and
you put them into the jars.
<1271hp 932mn 380mv> ne You could always teach me something :P
Magic jars appear out of thin air.
Your magic dissolves a sliver of hardened sap into multiple pieces of amber, and
you put them into the jars.
<1271hp 920mn 380mv> You drop an alchemy jar of amber.
You drop an alchemy jar of amber.
You drop an alchemy jar of amber.
You drop an alchemy jar of amber.
You drop an alchemy jar of amber.
<1271hp 928mn 380mv> You sneeze loudly.
get 6*arrows chest
c disso arrows
c disso arrows
c disso arrows
c disso arrows
c disso arrows
c disso arrows
drop all.jar
get 6*nugget chest
c disso nugget
c disso nugget
c disso nugget
c disso nugget
c disso nugget
c disso nugget
dro all.jar
get bracelet chest
c disso bracelet
get 3*mug chest
c disso mug
c disso mug
c disso mug
get 3*hat chest
c disso hat
c disso hat
c disso hat
drop all.jar
sneeze
<1271hp 928mn 380mv> [NEWBIE] Yunalia: You could always teach me something :P
<1271hp 928mn 380mv> You get a small bundle of oakwood arrows from an
est with a skull and crossbones on it.
You get a small bundle of oakwood arrows from an elysium chest with a
crossbones on it.
You get a small bundle of oakwood arrows from an elysium chest with a
crossbones on it.
You get a small bundle of oakwood arrows from an elysium chest with a
crossbones on it.
I see nothing like that in the chest.
I see nothing like that in the chest.
elysium ch
skull and
skull and
skull and
c disso plate
drop all.jar
get 4*bowl chest
c disso bowl
c disso bowl
c disso bowl
c disso bowl
get 5*bottle chest
c disso bottle
c disso bottle
c disso bottle
c disso bottle
c disso bottle
drop alljar
get potion chest
c drain potion
get potion chest
c drain potion
get potion chest
c drain potion
sneeze
<1271hp 954mn 380mv> You get a slightly hot
ith a skull and crossbones on it.
You get a slightly hot lump of coal from an
bones on it.
You get a slightly hot lump of coal from an
bones on it.
You get a slightly hot lump of coal from an
bones on it.
You get a slightly hot lump of coal from an
bones on it.
You get a slightly hot lump of coal from an
bones on it.
You
You
You
You
You
You
You
drop
drop
drop
drop
drop
drop
drop
an
an
an
an
an
an
an
alchemy
alchemy
alchemy
alchemy
alchemy
alchemy
alchemy
jar
jar
jar
jar
jar
jar
jar
of
of
of
of
of
of
of
coal.
coal.
coal.
coal.
coal.
coal.
coal.
You
You
You
You
You
You
You
You
drop
drop
drop
drop
drop
drop
drop
drop
an
an
an
an
an
an
an
an
alchemy
alchemy
alchemy
alchemy
alchemy
alchemy
alchemy
alchemy
jar
jar
jar
jar
jar
jar
jar
jar
of
of
of
of
of
of
of
of
redstone.
redstone.
redstone.
redstone.
ash.
ash.
ash.
ash.
You get a small blob of acid from an elysium chest with a skull and crossbones o
n it.
<1271hp 1090mn 380mv> A magic jar appears out of thin air.
Your magic dissolves a small blob of acid into acid, and you put it into the jar
.
<1271hp 1070mn 380mv> A magic jar appears out of thin air.
Your magic dissolves a small blob of acid into acid, and you put it into the jar
.
<1271hp 1051mn 380mv> Magic jars appear out of thin air.
Your magic dissolves a small blob of acid into multiple pieces of acid, and you
put them into the jars.
<1271hp 1031mn 380mv> You get a sliver of jade from an elysium chest with a skul
l and crossbones on it.
You get a sliver of jade from an elysium chest with a skull and crossbones on it
.
<1271hp 1037mn 380mv> Magic jars appear out of thin air.
Your magic dissolves a sliver of jade into multiple pieces of jade, and you put
them into the jars.
<1271hp 1017mn 380mv> Magic jars appear out of thin air.
Your magic dissolves a sliver of jade into multiple pieces of jade, and you put
them into the jars.
<1271hp 1011mn 380mv> You get Yvaud's 'timestone' from an elysium chest with a s
kull and crossbones on it.
<1271hp 1015mn 380mv> A magic jar appears out of thin air.
Your magic dissolves Yvaud's 'timestone' into warpstone, and you put it into the
jar.
<1271hp 995mn 380mv> You drop an alchemy jar of warpstone.
You drop an alchemy jar of jade.
You drop an alchemy jar of jade.
You drop an alchemy jar of jade.
You drop an alchemy jar of jade.
You drop an alchemy jar of acid.
You drop an alchemy jar of acid.
You drop an alchemy jar of acid.
You drop an alchemy jar of acid.
You drop an alchemy jar of blood.
You drop an alchemy jar of blood.
You drop an alchemy jar of blood.
You drop an alchemy jar of blood.
You drop an alchemy jar of blood.
You drop an alchemy jar of blood.
You drop an alchemy jar of onyx.
You drop an alchemy jar of onyx.
You drop an alchemy jar of onyx.
You drop an alchemy jar of onyx.
You drop an alchemy jar of onyx.
<1271hp 1002mn 380mv> You get some sand from an elysium chest with a skull and c
rossbones on it.
<1271hp 1002mn 380mv> A magic jar appears out of thin air.
Your magic dissolves some sand into sand, and you put it into the jar.
<1271hp 982mn 380mv> You drop an alchemy jar of sand.
<1271hp 1090mn 380mv> You get some sand from an elysium chest with a skull and c
rossbones on it.
<1271hp 1090mn 380mv> [NEWBIE] Beag: yah, a huge lack of 'you die now!'
Magic jars appear out of thin air.
Your magic dissolves some sand into multiple pieces of sand, and you put them in
to the jars.
<1271hp 1070mn 380mv> You drop an alchemy jar of sand.
You drop an alchemy jar of sand.
<1271hp 1070mn 380mv> You get some sand from an elysium chest with a skull and c
rossbones on it.
<1271hp 1070mn 380mv> Magic jars appear out of thin air.
Your magic dissolves some sand into multiple pieces of sand, and you put them in
to the jars.
<1271hp 1061mn 380mv> You drop an alchemy jar of sand.
You drop an alchemy jar of sand.
<1271hp 1061mn 380mv> You get some sand from an elysium chest with a skull and c
rossbones on it.
<1271hp 1061mn 380mv> Magic jars appear out of thin air.
Your magic dissolves some sand into multiple pieces of sand, and you put them in
to the jars.
<1271hp 1041mn 380mv> ne Hah, where is a good place to hide from the depraved, c
ursed but with easy gating points?
You drop an alchemy jar of sand.
You drop an alchemy jar of sand.
<1271hp 1047mn 380mv> You sneeze loudly.
get 4*pail chest
c disso pail
c disso pail
c disso pail
c disso pail
get 6*earring chest
c disso earring
c disso earring
c disso earring
c disso earring
c disso earring
c disso earring
drop all.jar
get necklace chest
c disso necklace
drop all.jar
get 14*damaged chest
c disso damaged
c disso damaged
c disso damaged
c disso damaged
c disso damaged
c disso damaged
c disso damaged
c disso damaged
c disso damaged
c disso damaged
c disso damaged
c disso damaged
c disso damaged
c disso damaged
drop all.jar
sneeze
<1271hp 1047mn 380mv> [NEWBIE] Yunalia: Hah, where is a good place to hide from
the depraved, cursed but with easy gating points?
<1271hp 1047mn 380mv> You
ll and crossbones on it.
You get a small blue pail
t.
You get a small blue pail
t.
You get a small blue pail
t.
Your magic dissolves A small malachite hoop into malachite, and you put it into
the jar.
<1271hp 962mn 380mv> A magic jar appears out of thin air.
Your magic dissolves A small malachite hoop into malachite, and you put it into
the jar.
<1271hp 953mn 380mv> A magic jar appears out of thin air.
Your magic dissolves A small malachite hoop into malachite, and you put it into
the jar.
<1271hp 941mn 380mv> Magic jars appear out of thin air.
Your magic dissolves a pearl earring into multiple pieces of pearl, and you put
them into the jars.
<1271hp 922mn 380mv> Magic jars appear out of thin air.
Your magic dissolves a pearl earring into multiple pieces of pearl, and you put
them into the jars.
<1271hp 902mn 380mv> You drop an alchemy jar of pearl.
You drop an alchemy jar of pearl.
You drop an alchemy jar of pearl.
You drop an alchemy jar of pearl.
You drop an alchemy jar of malachite.
You drop an alchemy jar of malachite.
You drop an alchemy jar of malachite.
You drop an alchemy jar of malachite.
You drop an alchemy jar of titanium.
You drop an alchemy jar of titanium.
You drop an alchemy jar of titanium.
You drop an alchemy jar of titanium.
You drop an alchemy jar of titanium.
You drop an alchemy jar of titanium.
You drop an alchemy jar of titanium.
You drop an alchemy jar of titanium.
<1271hp 903mn 380mv> You get a pearl necklace from an elysium chest with a skull
and crossbones on it.
<1271hp 903mn 380mv> A magic jar appears out of thin air.
Your magic dissolves a pearl necklace into pearl, and you put it into the jar.
<1271hp 883mn 380mv> You drop an alchemy jar of pearl.
<1271hp 890mn 380mv> You get A damaged gold dragonscale from an elysium chest wi
th a skull and crossbones on it.
You get A damaged silver dragonscale from an elysium chest with a skull and cros
sbones on it.
You get A damaged silver dragonscale from an elysium chest with a skull and cros
sbones on it.
You get A damaged white dragonscale from an elysium chest with a skull and cross
bones on it.
You get A damaged gold dragonscale from an elysium chest with a skull and crossb
ones on it.
You get A damaged white dragonscale from an elysium chest with a skull and cross
bones on it.
You get A damaged blue dragonscale from an elysium chest with a skull and crossb
ones on it.
You get A damaged blue dragonscale from an elysium chest with a skull and crossb
ones on it.
c disso log
c disso log
drop all.jar
get 4*soil chest
c disso soil
c disso soil
c disso soil
c disso soil
get 3*compass chest
c disso compass
c disso compass
c disso compass
drop all.jar
sneeze
<1271hp 818mn 380mv> You are surrounded by a chromatic aura.
<1271hp 743mn 380mv> You are surrounded by a protective shield.
<1271hp 669mn 380mv> You feel someone protecting you.
<1271hp 670mn 380mv> [NEWBIE] Yunalia: Is c blade holy?
<1271hp 680mn 380mv> You get A simple malachite ring from an elysium chest with
a skull and crossbones on it.
You get A simple malachite ring from an elysium chest with a skull and crossbone
s on it.
You get A simple malachite ring from an elysium chest with a skull and crossbone
s on it.
I see nothing like that in the chest.
I see nothing like that in the chest.
<1271hp 680mn 380mv> A magic jar appears out of thin air.
Your magic dissolves A simple malachite ring into malachite, and you put it into
the jar.
<1271hp 660mn 380mv> A magic jar appears out of thin air.
Your magic dissolves A simple malachite ring into malachite, and you put it into
the jar.
<1271hp 760mn 380mv> Magic jars appear out of thin air.
Your magic dissolves A simple malachite ring into multiple pieces of malachite,
and you put them into the jars.
<1271hp 742mn 380mv>
[NEWBIE] Kalira: Blade Barrier!
<1271hp 742mn 380mv> You are not carrying that.
<1271hp 747mn 380mv> You are not carrying that.
<1271hp 747mn 380mv> You drop an alchemy jar of malachite.
You drop an alchemy jar of malachite.
You drop an alchemy jar of malachite.
You drop an alchemy jar of malachite.
<1271hp 747mn 380mv> You get a maple log from an elysium chest with a skull and
crossbones on it.
You get a oak log from an elysium chest with a skull and crossbones on it.
You get a pine log from an elysium chest with a skull and crossbones on it.
You get an elm log from an elysium chest with a skull and crossbones on it.
<1271hp 747mn 380mv> Magic jars appear out of thin air.
Your magic dissolves an elm log into multiple pieces of elm, and you put them in
to the jars.
<1271hp 727mn 380mv> Magic jars appear out of thin air.
Your magic dissolves a pine log into multiple pieces of pine, and you put them i
nto the jars.
<1271hp 720mn 380mv> Magic jars appear out of thin air.
Your magic dissolves a oak log into multiple pieces of oak, and you put them int
o the jars.
<1271hp 700mn 380mv> Magic jars appear out of thin air.
Your magic dissolves a maple log into multiple pieces of maple, and you put them
into the jars.
<1271hp 690mn 380mv> You drop an alchemy jar of maple.
You drop an alchemy jar of maple.
You drop an alchemy jar of maple.
You drop an alchemy jar of oak.
You drop an alchemy jar of oak.
You drop an alchemy jar of oak.
You drop an alchemy jar of pine.
You drop an alchemy jar of pine.
You drop an alchemy jar of pine.
You drop an alchemy jar of elm.
You drop an alchemy jar of elm.
You drop an alchemy jar of elm.
<1271hp 698mn 380mv> You get A handful
h a skull and crossbones on it.
You get A handful of potting soil from
nes on it.
You get A handful of potting soil from
nes on it.
You get A handful of potting soil from
nes on it.
ossbones on it.
You get a compass from an elysium chest with a skull and crossbones on it.
You get a compass from an elysium chest with a skull and crossbones on it.
<1271hp 627mn 380mv> A magic jar appears out of thin air.
Your magic dissolves a compass into lodestone, and you put it into the jar.
<1271hp 607mn 380mv> Magic jars appear out of thin air.
Your magic dissolves a compass into multiple pieces of lodestone, and you put th
em into the jars.
<1271hp 602mn 380mv>
[NEWBIE] Kalira: It's a holy slashy
<1271hp 607mn 380mv> Magic jars appear out of thin air.
Your magic dissolves a compass into multiple pieces of lodestone, and you put th
em into the jars.
<1271hp 587mn 380mv>
[NEWBIE] Beag: And you didn't answer my counter question!
<1271hp 587mn 380mv> You drop an alchemy jar of lodestone.
You drop an alchemy jar of lodestone.
You drop an alchemy jar of lodestone.
You drop an alchemy jar of lodestone.
You drop an alchemy jar of lodestone.
You drop an alchemy jar of earth.
You drop an alchemy jar of earth.
You drop an alchemy jar of earth.
You drop an alchemy jar of earth.
You drop an alchemy jar of earth.
<1271hp 587mn 380mv> You sneeze loudly.
get 10*sponge chest
c disso sponge
c disso sponge
c disso sponge
c disso sponge
c disso sponge
c disso sponge
c disso sponge
c disso sponge
c disso sponge
c disso sponge
drop all.jar
l in chest
sleep cot
<1271hp 595mn 380mv> You get a
l and crossbones on it.
You get a drinking sponge from
t.
You get a drinking sponge from
t.
You get a drinking sponge from
t.
You get a drinking sponge from
t.
You get a drinking sponge from
t.
You
t.
You
t.
You
t.
You
t.
get a drinking sponge from an elysium chest with a skull and crossbones on i
get a drinking sponge from an elysium chest with a skull and crossbones on i
get a drinking sponge from an elysium chest with a skull and crossbones on i
get a drinking sponge from an elysium chest with a skull and crossbones on i
south]
alchemy
alchemy
alchemy
alchemy
alchemy
alchemy
alchemy
alchemy
alchemy
alchemy
alchemy
alchemy
alchemy
jar
jar
jar
jar
jar
jar
jar
jar
jar
jar
jar
jar
jar
containing
containing
containing
containing
containing
containing
containing
containing
containing
containing
containing
containing
containing
moss is here.
earth is here.
lodestone is here.
elm is here.
pine is here.
oak is here.
maple is here.
malachite is here.
red dragonscale is here.
black dragonscale is here.
green dragonscale is here.
blue dragonscale is here.
white dragonscale is here.
( 5)
( 5)
( 5)
( 8)
( 7)
( 7)
( 6)
( 4)
( 4)
( 9)
( 4)
(11)
( 8)
( 4)
( 5)
( 4)
( 5)
( 3)
(13)
( 2)
( 2)
( 6)
( 8)
( 4)
(36)
( 6)
( 2)
( 4)
An alchemy
An alchemy
An alchemy
An alchemy
An alchemy
An alchemy
An alchemy
An alchemy
An alchemy
An alchemy
An alchemy
An alchemy
An alchemy
An alchemy
An alchemy
An alchemy
An alchemy
An alchemy
An alchemy
An alchemy
An alchemy
An alchemy
An alchemy
An alchemy
An alchemy
An alchemy
An alchemy
An alchemy
An alchemy
A soft cot
ossbones on it
<1271hp 1001mn 380mv> l
The Halls of Research
This rather simple room is set up to help aid in the research and collection
of knowledge. The hardwood floors bear signs of some explosions. The desks
are made of steel to protect them in case of further explosions. Carpets
magically protected from fire cover parts of the floor, as well as most of
the walls. This aids in the reduction of noise that many researchers can
cause. A chair and a cot sit in the corner allowing for a place to rest
after the many long hours of work. Bookshelves line the walls, though they
appear mostly empty at this time.
[Exits: south]
(10) An alchemy
( 5) An alchemy
( 5) An alchemy
( 3) An alchemy
( 3) An alchemy
( 7) An alchemy
( 3) An alchemy
( 8) An alchemy
( 4) An alchemy
( 4) An alchemy
( 6) An alchemy
( 5) An alchemy
( 5) An alchemy
( 5) An alchemy
( 5) An alchemy
( 5) An alchemy
( 8) An alchemy
( 7) An alchemy
( 7) An alchemy
( 6) An alchemy
( 4) An alchemy
( 4) An alchemy
( 9) An alchemy
( 4) An alchemy
(11) An alchemy
( 8) An alchemy
( 4) An alchemy
( 5) An alchemy
( 4) An alchemy
( 5) An alchemy
( 3) An alchemy
(13) An alchemy
( 2) An alchemy
An alchemy
( 2) An alchemy
( 6) An alchemy
( 8) An alchemy
( 4) An alchemy
(36) An alchemy
( 6) An alchemy
( 2) An alchemy
( 4) An alchemy
A soft cot
l in chest
ponder
time
You are already standing.
<1271hp 1029mn 380mv> Alas, you cannot go that way.
<1271hp 1029mn 380mv> An elysium chest with a skull and crossbones on it holds:
a golden key
a bladder
a Preferred Shoppers Club Card of the GML
( 2) a maple log
( 2) a oak log
( 2) a pine log
( 2) an elm log
( 7) a compass
( 2) A small malachite hoop
(51) A globe of light
( 7) (Glowing) an icicle
(436) a plain gold key
(Magical) (Glowing) the Staff of Good Health
(Invis) (Glowing) (Humming) a small disc with a skull and crossbones
(64) (Magical) a murky brown potion
( 3) a bamboo staff
(Magical) a brown staff
(13) A lump of rosestone
(Magical) (Glowing) an elemental bracelet
( 2) (Magical) (Glowing) (Humming) a claw named 'Truth's Edge'
( 3) a thin dagger
(Magical) (Glowing) (Humming) a claw named 'Humility'
(11) (Glowing) a string of small glowing balls of light
(Magical) (Glowing) an ethereal blade
<1271hp 1029mn 380mv> You ponder the question.
<1271hp 1029mn 380mv>
It is 07:26:20 am, Day of the Moon, 1st the Month of the Grand Struggle, in the
year 281.
Lomenthiel is in waning gibbous.
Erohach
is in waxing crescent.
Gu
is in waning crescent.
Dark Mists started up at Wed Jan 8 05:00:09 2014.
Dark Mists is scheduled for an automatic reboot at 05:00:00.
The system time is Thu Jan 9 02:50:52 2014.
<1271hp 1029mn 380mv> sleep
You go to sleep.
<1271hp 1036mn 380mv> Day Run
e
c gate first maid
w
w
w
w
w
w
w
s
s
s
s
e
s
s
w
d
e
e
e
e
s
e
e
n
buy 3*bamboo
view
In your dreams, or what?
<1271hp 1037mn 380mv> In your dreams, or what?
<1271hp 1037mn 380mv> In your dreams, or what?
<1271hp 1037mn 380mv> wake
In your dreams, or what?
<1271hp 1037mn 380mv> In your dreams, or what?
<1271hp 1037mn 380mv> In your dreams, or what?
<1271hp 1037mn 380mv> In your dreams, or what?
<1271hp 1037mn 380mv> In your dreams, or what?
<1271hp 1037mn 380mv> In your dreams, or what?
<1271hp 1037mn 380mv> In your dreams, or what?
<1271hp 1045mn 380mv> Disengaging Xloop...
In your dreams, or what?
<1271hp 1045mn 380mv> In your dreams, or what?
<1271hp 1045mn 380mv> In your dreams, or what?
<1271hp 1045mn 380mv> In your dreams, or what?
<1271hp 1045mn 380mv> In your dreams, or what?
<1271hp 1045mn 380mv> In your dreams, or what?
<1271hp 1045mn 380mv> In your dreams, or what?
<1271hp 1045mn 380mv> In your dreams, or what?
<1271hp 1045mn 380mv> In your dreams, or what?
south]
alchemy
alchemy
alchemy
alchemy
alchemy
alchemy
alchemy
alchemy
alchemy
alchemy
alchemy
alchemy
alchemy
alchemy
alchemy
alchemy
alchemy
alchemy
alchemy
alchemy
alchemy
alchemy
alchemy
alchemy
alchemy
alchemy
alchemy
alchemy
jar
jar
jar
jar
jar
jar
jar
jar
jar
jar
jar
jar
jar
jar
jar
jar
jar
jar
jar
jar
jar
jar
jar
jar
jar
jar
jar
jar
containing
containing
containing
containing
containing
containing
containing
containing
containing
containing
containing
containing
containing
containing
containing
containing
containing
containing
containing
containing
containing
containing
containing
containing
containing
containing
containing
containing
moss is here.
earth is here.
lodestone is here.
elm is here.
pine is here.
oak is here.
maple is here.
malachite is here.
red dragonscale is here.
black dragonscale is here.
green dragonscale is here.
blue dragonscale is here.
white dragonscale is here.
gold dragonscale is here.
silver dragonscale is here.
pearl is here.
titanium is here.
sand is here.
onyx is here.
blood is here.
acid is here.
jade is here.
warpstone is here.
ash is here.
redstone is here.
coal is here.
pottery is here.
slime is here.
( 4)
( 5)
( 3)
(13)
( 2)
( 2)
( 6)
( 8)
( 4)
(36)
( 6)
( 2)
( 4)
An alchemy
An alchemy
An alchemy
An alchemy
An alchemy
An alchemy
An alchemy
An alchemy
An alchemy
An alchemy
An alchemy
An alchemy
An alchemy
An alchemy
A soft cot
o the jars.
<1271hp 924mn 380mv> [NEWBIE] Kalira: Well, where be this exciting Thraccus plac
e?
<1271hp 924mn 380mv> drop all.jar
You drop an alchemy jar of gut.
You drop an alchemy jar of gut.
You drop an alchemy jar of malachite.
You drop an alchemy jar of malachite.
<1271hp 931mn 380mv>
You feel solid again.
c pass
<1271hp 1051mn 380mv> You turn translucent.
<1271hp 1031mn 380mv>
[NEWBIE] Beag: North of oriental village!
<1271hp 1044mn
[ StrmG
]
[ G-Elf
]
[51 G-Elf Cha]
sference, Head
[ Human
]
380mv> who
(PK) [GAR] Beag Chanan the Hero of Magical Transference
(PK) Kalira the Heroine of Holy Healing
(PK) [Helper] [GAR] Yunalia Narva'nil the Heroine of Magical Tran
Researcher of Guild of Alchemical Research
Ukyo the Master of Akemi
Players found: 4
<1271hp 1057mn 380mv> i
You are carrying:
a Preferred Shoppers Club Card of the GML
a golden key
(Magical) (Glowing) a moonstone water jug
(Magical) (Glowing) (Humming) (Unique) an elysium chest with a skull and cr
ossbones on it
<1271hp 1057mn 380mv> l
The Halls of Research
This rather simple room is set up to help aid in the research and collection
of knowledge. The hardwood floors bear signs of some explosions. The desks
are made of steel to protect them in case of further explosions. Carpets
magically protected from fire cover parts of the floor, as well as most of
the walls. This aids in the reduction of noise that many researchers can
cause. A chair and a cot sit in the corner allowing for a place to rest
after the many long hours of work. Bookshelves line the walls, though they
appear mostly empty at this time.
[Exits:
(10) An
( 8) An
(14) An
( 8) An
( 9) An
( 9) An
(13) An
( 9) An
(10) An
( 5) An
( 4) An
south]
alchemy
alchemy
alchemy
alchemy
alchemy
alchemy
alchemy
alchemy
alchemy
alchemy
alchemy
jar
jar
jar
jar
jar
jar
jar
jar
jar
jar
jar
containing
containing
containing
containing
containing
containing
containing
containing
containing
containing
containing
malachite is here.
gut is here.
lodestone is here.
light is here.
elm is here.
pine is here.
oak is here.
maple is here.
moss is here.
earth is here.
red dragonscale is here.
( 4)
( 6)
( 5)
( 5)
( 5)
( 5)
( 5)
( 8)
( 7)
( 7)
( 6)
( 4)
( 4)
( 9)
( 4)
(11)
( 8)
( 4)
( 5)
( 4)
( 5)
( 3)
(13)
( 2)
( 2)
( 8)
( 4)
(36)
( 6)
( 2)
( 4)
An alchemy
An alchemy
An alchemy
An alchemy
An alchemy
An alchemy
An alchemy
An alchemy
An alchemy
An alchemy
An alchemy
An alchemy
An alchemy
An alchemy
An alchemy
An alchemy
An alchemy
An alchemy
An alchemy
An alchemy
An alchemy
An alchemy
An alchemy
An alchemy
An alchemy
An alchemy
An alchemy
An alchemy
An alchemy
An alchemy
An alchemy
An alchemy
A soft cot
[51 G-Elf Cha] (PK) [Helper] [GAR] Yunalia Narva'nil the Heroine of Magical Tran
sference, Head Researcher of Guild of Alchemical Research
[ Human
] Ukyo the Master of Akemi
Players found: 4
<1271hp 1087mn 380mv> You are affected by the following:
Detect invis
: modifies none by 0 for about 17 hrs and 10 mins
Giant strength
: modifies strength by 4 for about 17 hrs and 10 mins
Detect magic
: modifies none by 0 for about 17 hrs and 10 mins
Pass door
: modifies none by 0 for about 3 hrs and 50 mins
Armor
: modifies armor class by -20 for about 5 hrs and 30 mins
Protective shield : modifies none by 0 for about 10 mins
Chromatic shield : modifies none by 0 for about 10 mins
Slow
: modifies dexterity by -4 for about 2 hrs and 10 mins
Fly
: modifies none by 0 for about 7 hrs and 10 mins
Awareness
: modifies none by 0 for about 10 mins
<1271hp 1087mn
[ StrmG
]
[ G-Elf
]
[51 G-Elf Cha]
sference, Head
[ Human
]
380mv> who
(PK) [GAR] Beag Chanan the Hero of Magical Transference
(PK) Kalira the Heroine of Holy Healing
(PK) [Helper] [GAR] Yunalia Narva'nil the Heroine of Magical Tran
Researcher of Guild of Alchemical Research
Ukyo the Master of Akemi
Players found: 4
<1271hp 1087mn 380mv> a
[NEWBIE] Beag: Huge douchebag
<1271hp 1090mn 380mv> You are affected by the following:
Detect invis
: modifies none by 0 for about 17 hrs and 10 mins
Giant strength
: modifies strength by 4 for about 17 hrs and 10 mins
Detect magic
: modifies none by 0 for about 17 hrs and 10 mins
Pass door
: modifies none by 0 for about 3 hrs and 50 mins
Armor
: modifies armor class by -20 for about 5 hrs and 30 mins
Protective shield : modifies none by 0 for about 10 mins
Chromatic shield : modifies none by 0 for about 10 mins
Slow
: modifies dexterity by -4 for about 2 hrs and 10 mins
Fly
: modifies none by 0 for about 7 hrs and 10 mins
Awareness
: modifies none by 0 for about 10 mins
<1271hp 1090mn 380mv> l
The Halls of Research
This rather simple room is set up to help aid in the research and collection
of knowledge. The hardwood floors bear signs of some explosions. The desks
are made of steel to protect them in case of further explosions. Carpets
magically protected from fire cover parts of the floor, as well as most of
the walls. This aids in the reduction of noise that many researchers can
cause. A chair and a cot sit in the corner allowing for a place to rest
after the many long hours of work. Bookshelves line the walls, though they
appear mostly empty at this time.
[Exits:
(10) An
( 8) An
(14) An
( 8) An
( 9) An
south]
alchemy
alchemy
alchemy
alchemy
alchemy
jar
jar
jar
jar
jar
containing
containing
containing
containing
containing
malachite is here.
gut is here.
lodestone is here.
light is here.
elm is here.
( 9)
(13)
( 9)
(10)
( 5)
( 4)
( 4)
( 6)
( 5)
( 5)
( 5)
( 5)
( 5)
( 8)
( 7)
( 7)
( 6)
( 4)
( 4)
( 9)
( 4)
(11)
( 8)
( 4)
( 5)
( 4)
( 5)
( 3)
(13)
( 2)
( 2)
( 8)
( 4)
(36)
( 6)
( 2)
( 4)
An alchemy
An alchemy
An alchemy
An alchemy
An alchemy
An alchemy
An alchemy
An alchemy
An alchemy
An alchemy
An alchemy
An alchemy
An alchemy
An alchemy
An alchemy
An alchemy
An alchemy
An alchemy
An alchemy
An alchemy
An alchemy
An alchemy
An alchemy
An alchemy
An alchemy
An alchemy
An alchemy
An alchemy
An alchemy
An alchemy
An alchemy
An alchemy
An alchemy
An alchemy
An alchemy
An alchemy
An alchemy
An alchemy
A soft cot
opposite the bed, and a washbasin sits atop it. Various brushes
and soap sit next to the washbasin. The rugs in the room are
simple yet serviceable, and show a bit of wear from the long
years use. Simple wall hangings cover a good portion of the
walls, though flecks of minerals glint in the dim light provided
by the magical globe that is attached to the ceiling in the
center of the room.
[Exits: none]
( 2) A red key is here.
( 2) A blue key is here.
( 2) A green key is here.
( 2) A white key is here.
( 2) A black key is here.
( 2) A gold key is here.
( 2) A silver key is here.
( 2) A brass key is here.
( 2) A bronze key is here.
( 2) A copper key is here.
An older woman with graying hair, and a cleaning apron about her waist is here.
<1271hp 1010mn 380mv> A Hallway in the Castle
Unlike most castles this one does not appear to have been
built stone by stone. The castle as a whole is carved
directly out of the mountain. The caverns have been cut
to extreme precision, and appear just as a hallway would
in any other castle. Tapestries hang along all the walls
softening the feel of the hallways. Woven rugs run down
the middle of the hallway, and stretch out to the sides at
the entrances to the various doorways. Magical globes of
light are affixed to the walls and ceiling at evenly spaced
intervals along the hallway.
[Exits: north west]
<1271hp 1026mn 380mv> A Hallway in the Castle
Unlike most castles this one does not appear to have been
built stone by stone. The castle as a whole is carved
directly out of the mountain. The caverns have been cut
to extreme precision, and appear just as a hallway would
in any other castle. Tapestries hang along all the walls
softening the feel of the hallways. Woven rugs run down
the middle of the hallway, and stretch out to the sides at
the entrances to the various doorways. Magical globes of
light are affixed to the walls and ceiling at evenly spaced
intervals along the hallway.
[Exits: east west]
A castle guard keeps a close watch on the castle, protecting it at all costs.
A castle guard tells you, 'Gud day outsider, step litely in da castle, yus wil b
e wached.'
A castle guard peers at you intently.
<1271hp 1026mn 380mv> A Hallway in the Castle
Unlike most castles this one does not appear to have been
built stone by stone. The castle as a whole is carved
directly out of the mountain. The caverns have been cut
to extreme precision, and appear just as a hallway would
in any other castle. Tapestries hang along all the walls
softening the feel of the hallways. Woven rugs run down
east
maid
maid
maid
west]
carefully goes about her duties.
tells you, 'Gud days tu yus, please ta kep da castle clen.'
peers at you intently.
n
e
e
e
n
u
e
view
<1271hp 1064mn 365mv> Magic jars appear out of thin air.
Your magic dissolves a quiver's worth of bamboo arrows into multiple pieces of b
amboo, and you put them into the jars.
<1271hp 1044mn 365mv> Magic jars appear out of thin air.
Your magic dissolves a quiver's worth of bamboo arrows into multiple pieces of b
amboo, and you put them into the jars.
<1271hp 1029mn 365mv> Magic jars appear out of thin air.
Your magic dissolves a quiver's worth of bamboo arrows into multiple pieces of b
amboo, and you put them into the jars.
<1271hp 1021mn 365mv> You put an alchemy jar of bamboo in an elysium chest with
a skull and crossbones on it.
You put an alchemy jar of bamboo in an elysium chest with a skull and crossbones
on it.
You put an alchemy jar of bamboo in an elysium chest with a skull and crossbones
on it.
You put an alchemy jar of bamboo in an elysium chest with a skull and crossbones
on it.
You put an alchemy jar of bamboo in an elysium chest with a skull and crossbones
on it.
You put an alchemy jar of bamboo in an elysium chest with a skull and crossbones
on it.
You put an alchemy jar of bamboo in an elysium chest with a skull and crossbones
on it.
You put an alchemy jar of bamboo in an elysium chest with a skull and crossbones
on it.
You put an alchemy jar of bamboo in an elysium chest with a skull and crossbones
on it.
You put an alchemy jar of bamboo in an elysium chest with a skull and crossbones
on it.
You put an alchemy jar of bamboo in an elysium chest with a skull and crossbones
on it.
You put an alchemy jar of bamboo in an elysium chest with a skull and crossbones
on it.
You put a Preferred Shoppers Club Card of the GML in an elysium chest with a sku
ll and crossbones on it.
You put a moonstone water jug in an elysium chest with a skull and crossbones on
it.
<1271hp 1021mn 365mv> A path into the park
Very different from the rest of the city, grass grows here and
the cold stone and metal that covers most of the city is nowhere
to be found. This is a haven of sorts in the middle of
the hard looking fortress of a city. A few small flowers
grow here, and various insects buzz about. The grass is soft
and only partially green. A few trees can be seen off to the
east.
[Exits: north east west]
the city. Due to the sheer height of the buildings and walls the
whole area has a feel of being closed in. Throughout Titanium road
canvas is stretched bewteen the cliff wall and the rooftops of the
various shops at alternating sections. This allows for shade in the
heat of the day, and a small protection from the elements. The
titanium paving squares cause footsteps to ring off of the ground,
and echo down the roadway. The buildings rise right out of the
ground, appearing to be carved straight out of the mountain. No
seams can be seen in any of the buildings, and the only thing that
breaks up the gleaming smooth surfaces are the windows and doors of
the various shops in the market district.
[Exits: north east west]
<1271hp 1042mn 352mv> Titanium road
The cliff wall rises up to the north, to the upper portion of the
the city. Due to the sheer height of the buildings and walls the
whole area has a feel of being closed in. Throughout Titanium road
canvas is stretched bewteen the cliff wall and the rooftops of the
various shops at alternating sections. This allows for shade in the
heat of the day, and a small protection from the elements. The
titanium paving squares cause footsteps to ring off of the ground,
and echo down the roadway. The buildings rise right out of the
ground, appearing to be carved straight out of the mountain. No
seams can be seen in any of the buildings, and the only thing that
breaks up the gleaming smooth surfaces are the windows and doors of
the various shops in the market district.
[Exits: north east south west]
<1271hp 1042mn 351mv> Titanium road
The cliff wall rises up to the north, to the upper portion of the
the city. Due to the sheer height of the buildings and walls the
whole area has a feel of being closed in. Throughout Titanium road
canvas is stretched bewteen the cliff wall and the rooftops of the
various shops at alternating sections. This allows for shade in the
heat of the day, and a small protection from the elements. The
titanium paving squares cause footsteps to ring off of the ground,
and echo down the roadway. The buildings rise right out of the
ground, appearing to be carved straight out of the mountain. No
seams can be seen in any of the buildings, and the only thing that
breaks up the gleaming smooth surfaces are the windows and doors of
the various shops in the market district.
[Exits: east west]
<1271hp 1042mn 350mv> The intersection of Titanium and Steel
The street here is a very interesting mix, as the paving squares
are setup in an alternating fashion between titanium and steel
squares. The setup causes a checkerboard affect to the ground here.
The buildings rise right out of the ground, appearing to be carved
straight out of the mountain. No seams can be seen in any of the
buildings, and the only thing that breaks up the gleaming smooth
surfaces are the windows and doors of the various shops in the
market district.
[Exits: east south west]
<1271hp 1042mn 349mv> Steel Road
Sounds echo off of the steel paving squares in the center of
the market district. Steel road runs right through the center
of the bustling market. The buildings here as everywhere else
appear to be carved straight out of the mountain, with no seams
able to be seen. The only things breaking up the smooth surfaces
are the windows and doors of the various shops. To the east a
windows shows into the common room of a local inn. And to the
west a shop shows it shelves lined with a variety of goods.
[Exits: north east south west]
A merchant guard keeps the street safe.
A stray cat is wandering around here.
A mangy horse is pulling a cart here.
<1271hp 1090mn 380mv> General Store
Racks of shelves are spread through this room containing
a large variety of goods that one might need to survive
out in the wilderness. The shelves continue into an
adjacent room containing even more supplies. The shelves
are quite large and appear to have a magical method of
restocking themselves, for their are no empty spots on the
shelves no matter what is removed.
[Exits: east south]
A clerk walks around cleaning the shelves.
The General Store clerk tells you, 'Greetins trabeler, welcomes to The General S
tore.'
<1271hp 1090mn 379mv> You haggle with the General Store clerk.
You buy a compass[5] for 7190 silver.
<1271hp
ssbones
You put
You put
You put
You put
with
with
with
with
a
a
a
a
skull
skull
skull
skull
and
and
and
and
crossbones
crossbones
crossbones
crossbones
on
on
on
on
it.
it.
it.
it.
discrict and the various guildhalls that fill the middle tier of
Gul'doran. The ramp is, much like the rest of the city, carved
right out of the side of the mountain. A wooden rail protects
against falling off of the open side of the ramp.
[Exits: south up]
A young giant wanders around the street.
<1271hp 1090mn 373mv> Boulder way
The basic stone paved street stands as a stark contrast to the rest
of the roads through the city. Just like the rest of the city, the
walls of the buildings seem to rise out of the stone itself. To the
south a stone wall stands about 10 feet high protecting everyone from
falling off of the cliff face to the market below. There are small
openings in the stone that allow for a view of the market below, and
the forest long below that.
[Exits: east west down]
A bluebird is flying around here.
<1271hp 1090mn 372mv> The corner of Boulder and Coral
At the corner of Boulder and Coral the marked difference
in the streets can be seen as well as anywhere. The Coral
paving squares are cut off at a fourty-five degree angel from the
northwest side of the room down to the southeast side, where they
meet with the rough paving squares of Coral way. The contrast
of the two stones is quite subtle, and appealing. Rising above the
street, the buildings appear to be carved directly out of the
mountain, as no seams can be seen, and the stone is polished to
a near gleaming brilliance.
[Exits: north west]
A stray cat is wandering around here.
<1271hp 1090mn 371mv> You enjoy the view around you.
n
n
w
w
w
w
u
w
n
n
e
n
n
n
n
e
e
e
e
e
e
n
e
get all jar
w
w
get all jar
e
n
e
view
<1271hp 1090mn 371mv> Coral way
The coral stone here creates a very soothing atmosphere, and
also reduces the ringing that is constant in most of the city.
The buildings appear to rise directly out of the mountain
itself without a seam able to be seen. Only the windows of
each building break up the seamless architecture.
[Exits: north east south]
<1271hp 1090mn 370mv> The corner of Redstone and Coral
At the corner of Redstone and Coral the marked difference
in the streets can be seen as well as anywhere. The Redstone
paving squares are cut off at a fourty-five degree angel from the
northeast side of the room down to the southwest side, where they
meet with the rough paving squares of Coral way. The contrast
of the two stones is quite distinct and eye catching. Rising above
the street, the buildings appear to be carved directly out of the
mountain, as no seams can be seen, and the stone is polished to
a near gleaming brilliance.
[Exits: south west]
<1271hp 1090mn 369mv> Redstone way
The redstone road stands out greatly as it makes for a very colorful
street. It stands in stark contrast to the grey tones of the various
buildings along the street. Just like the rest of the city, the
walls of the buildings seem to rise out of the stone itself. To the
north another cliff face can be seen rising high above to the temple.
The cliff wall here however is not smooth stone as the rest of the
city. Here the wall is covered with murals ranging from battles
to forested landscapes, to portraits of long dead heroes.
[Exits: east south west]
A stray cat is wandering around here.
<1271hp 1090mn 368mv> Redstone way
The redstone road stands out greatly as it makes for a very colorful
street. It stands in stark contrast to the grey tones of the various
buildings along the street. Just like the rest of the city, the
walls of the buildings seem to rise out of the stone itself. To the
north another cliff face can be seen rising high above to the temple.
The cliff wall here however is not smooth stone as the rest of the
city. Here the wall is covered with murals ranging from battles
to forested landscapes, to portraits of long dead heroes.
[Exits: east west]
A bluebird is flying around here.
<1271hp 1090mn 367mv> Redstone way
The redstone road stands out greatly as it makes for a very colorful
street. It stands in stark contrast to the grey tones of the various
buildings along the street. Just like the rest of the city, the
walls of the buildings seem to rise out of the stone itself. To the
north another cliff face can be seen rising high above to the temple.
The cliff wall here however is not smooth stone as the rest of the
city. Here the wall is covered with murals ranging from battles
to forested landscapes, to portraits of long dead heroes.
[Exits: east south west]
<1271hp 1090mn 366mv> The intersection of Redstone and Sandstone
The street here is a very interesting mix, as the paving squares
are setup in an alternating fashion between brilliant redstone and
beautiful sandstone squares. The setup causes a checkerboard
affect to the ground here. The buildings rise right out of the
ground, appearing to be carved straight out of the mountain.
No seams can be seen in any of the buildings, and the only thing
that breaks up the gleaming smooth surfaces are the windows and
doors of the various guildhalls. A ramp leads up to the temple
square from here.
[Exits: east south west up]
<1271hp 1090mn 365mv> Gul'doran temple
The temple of Gul'doran shows a mixture of the various forms
shown throughout the city. Stone and metal is blended seamlessly
together to form a great collage of color and feel. Upon the
walls of each room engravings can be seen in both the stone and
etchings in the metal depicting the gods and godesses of Thera.
Special care has been taken to much more intricately depict the
various immortals of giant decent through that have ascended
through the ages. They are shown in much greater detail, and
are given much more prominent places on the walls.
[Exits: east west down]
<1271hp 1090mn 364mv> Gul'doran temple
The temple of Gul'doran shows a mixture of the various forms
shown throughout the city. Stone and metal is blended seamlessly
together to form a great collage of color and feel. Upon the
walls of each room engravings can be seen in both the stone and
etchings in the metal depicting the gods and godesses of Thera.
Special care has been taken to much more intricately depict the
various immortals of giant decent through that have ascended
through the ages. They are shown in much greater detail, and
are given much more prominent places on the walls.
[Exits: north east]
<1271hp 1090mn 364mv> Gul'doran temple
The temple of Gul'doran shows a mixture of the various forms
shown throughout the city. Stone and metal is blended seamlessly
together to form a great collage of color and feel. Upon the
walls of each room engravings can be seen in both the stone and
etchings in the metal depicting the gods and godesses of Thera.
Special care has been taken to much more intricately depict the
various immortals of giant decent through that have ascended
through the ages. They are shown in much greater detail, and
are given much more prominent places on the walls.
[Exits: north south west]
A stray dog is wandering around here.
east
maid
maid
maid
west]
carefully goes about her duties.
tells you, 'Gud days tu yus, please ta kep da castle clen.'
peers at you intently.
A
A
A
A
royal
royal
royal
royal
maid
maid
maid
maid
tells
peers
tells
peers
<1271hp 1090mn 364mv> You get A handful of potting soil from A plant jar.
<1271hp 1090mn 364mv> A Hallway in the Castle
Unlike most castles this one does not appear to have been
built stone by stone. The castle as a whole is carved
directly out of the mountain. The caverns have been cut
to extreme precision, and appear just as a hallway would
in any other castle. Tapestries hang along all the walls
softening the feel of the hallways. Woven rugs run down
the middle of the hallway, and stretch out to the sides at
the entrances to the various doorways. Magical globes of
light are affixed to the walls and ceiling at evenly spaced
intervals along the hallway.
[Exits: north south]
<1271hp 1090mn 364mv> A Hallway in the Castle
Unlike most castles this one does not appear to have been
built stone by stone. The castle as a whole is carved
directly out of the mountain. The caverns have been cut
to extreme precision, and appear just as a hallway would
in any other castle. Tapestries hang along all the walls
softening the feel of the hallways. Woven rugs run down
the middle of the hallway, and stretch out to the sides at
the entrances to the various doorways. Magical globes of
light are affixed to the walls and ceiling at evenly spaced
intervals along the hallway.
[Exits:
A royal
A royal
A royal
north south]
maid carefully goes about her duties.
maid tells you, 'Gud days tu yus, please ta kep da castle clen.'
maid peers at you intently.
<1271hp
get all
w
w
get all
e
n
w
n
get log
put all
s
w
w
w
w
w
w
w
w
w
n
get log
s
view
hole
chest
hole
<1271hp 1090mn 364mv> You get A handful of potting soil from A plant jar.
<1271hp 1090mn 364mv> A Hallway in the Castle
Unlike most castles this one does not appear to have been
built stone by stone. The castle as a whole is carved
directly out of the mountain. The caverns have been cut
to extreme precision, and appear just as a hallway would
in any other castle. Tapestries hang along all the walls
softening the feel of the hallways. Woven rugs run down
the middle of the hallway, and stretch out to the sides at
the entrances to the various doorways. Magical globes of
light are affixed to the walls and ceiling at evenly spaced
intervals along the hallway.
[Exits:
A royal
A royal
A royal
north south]
maid carefully goes about her duties.
maid tells you, 'Gud days tu yus, please ta kep da castle clen.'
maid peers at you intently.
A
A
A
A
A
A
royal
royal
royal
royal
royal
royal
maid
maid
maid
maid
maid
maid
<1271hp 1090mn 364mv> You get A handful of potting soil from A plant jar.
<1271hp 1090mn 364mv> A Hallway in the Castle
Unlike most castles this one does not appear to have been
built stone by stone. The castle as a whole is carved
directly out of the mountain. The caverns have been cut
to extreme precision, and appear just as a hallway would
in any other castle. Tapestries hang along all the walls
softening the feel of the hallways. Woven rugs run down
the middle of the hallway, and stretch out to the sides at
the entrances to the various doorways. Magical globes of
light are affixed to the walls and ceiling at evenly spaced
intervals along the hallway.
[Exits:
A royal
A royal
A royal
north south]
maid carefully goes about her duties.
maid tells you, 'Gud days tu yus, please ta kep da castle clen.'
maid peers at you intently.
accents highlight the whole room, from the tapestries to the rugs.
The bed is carved of a beautiful maple. Various hues of brass give
a depth to the room, and give it the feel of being in the middle of
a dragons treasure room. The lights upon the wall and ceiling make
the colors even more vibrant. The washbasin that sits on top of the
dresser appears to be carved from a large brass dragonscale. A small
fireplace is set in the corner of the room, and a small hole in
the wall holds a stack of wood for burning.
[Exits: none]
<1271hp 1090mn 364mv> You get an elm log from a hollow in the wall.
<1271hp 1090mn 364mv> You put an elm
ossbones on it.
You put A handful of potting soil in
s on it.
You put A handful of potting soil in
s on it.
You put A handful of potting soil in
s on it.
You put A handful of potting soil in
s on it.
east west]
servant meticulously goes about his duties.
servant tells you, 'Gud days tu yus, du be carefil aboot da castle.'
servant smiles at you.
Unlike most castles this one does not appear to have been
built stone by stone. The castle as a whole is carved
directly out of the mountain. The caverns have been cut
to extreme precision, and appear just as a hallway would
in any other castle. Tapestries hang along all the walls
softening the feel of the hallways. Woven rugs run down
the middle of the hallway, and stretch out to the sides at
the entrances to the various doorways. Magical globes of
light are affixed to the walls and ceiling at evenly spaced
intervals along the hallway.
[Exits:
A royal
A royal
A royal
c conc maid
c conc
c conc
put all chest
w
view
<1271hp 1090mn 364mv> A Hallway in the Castle
Unlike most castles this one does not appear to have been
built stone by stone. The castle as a whole is carved
directly out of the mountain. The caverns have been cut
to extreme precision, and appear just as a hallway would
in any other castle. Tapestries hang along all the walls
softening the feel of the hallways. Woven rugs run down
the middle of the hallway, and stretch out to the sides at
the entrances to the various doorways. Magical globes of
light are affixed to the walls and ceiling at evenly spaced
intervals along the hallway.
[Exits:
A royal
A royal
A royal
east
maid
maid
maid
west]
carefully goes about her duties.
tells you, 'Gud days tu yus, please ta kep da castle clen.'
peers at you intently.
none]
maid carefully goes about her duties.
maid tells you, 'Gud days tu yus, please ta kep da castle clen.'
maid peers at you intently.
<1271hp 1090mn 364mv> You put a pine log in an elysium chest with a skull and cr
ossbones on it.
<1271hp 1090mn 364mv> You get a oak log from a hollow in the wall.
<1271hp 1090mn 364mv> A Hallway in the Castle
Unlike most castles this one does not appear to have been
built stone by stone. The castle as a whole is carved
directly out of the mountain. The caverns have been cut
to extreme precision, and appear just as a hallway would
in any other castle. Tapestries hang along all the walls
softening the feel of the hallways. Woven rugs run down
the middle of the hallway, and stretch out to the sides at
the entrances to the various doorways. Magical globes of
light are affixed to the walls and ceiling at evenly spaced
intervals along the hallway.
[Exits: east west]
A royal maid carefully goes about her duties.
A royal maid tells you, 'Gud days tu yus, please ta kep da castle clen.'
A royal maid peers at you intently.
<1271hp 1090mn 364mv> A Hallway in the Castle
Unlike most castles this one does not appear to have been
built stone by stone. The castle as a whole is carved
directly out of the mountain. The caverns have been cut
to extreme precision, and appear just as a hallway would
in any other castle. Tapestries hang along all the walls
softening the feel of the hallways. Woven rugs run down
the middle of the hallway, and stretch out to the sides at
the entrances to the various doorways. Magical globes of
light are affixed to the walls and ceiling at evenly spaced
intervals along the hallway.
[Exits: east south]
<1271hp 1090mn 364mv> The White Room
This high quality guest room has a personality all its own. White
accents highlight the whole room. From the tapestries to the rugs.
The bed is carved of a beautiful redwood. Various hues of white give
a depth to the room, and give it the feel of being in the middle of
a snowy landscape. The lights upon the wall and ceiling make the
colors even more vibrant. The washbasin that sits on top of the
dresser appears to be carved from a large white dragonscale. A small
fireplace is set in the corner of the room, and a small hole in
the wall holds a stack of wood for burning.
[Exits: none]
<1271hp 1090mn 364mv>
[NEWBIE] Beag: NO FUN
You put a oak log in an elysium chest with a skull and crossbones on it.
<1271hp 1090mn 364mv> You get a maple log from a hollow in the wall.
<1271hp 1090mn 364mv> A Hallway in the Castle
Unlike most castles this one does not appear to have been
built stone by stone. The castle as a whole is carved
directly out of the mountain. The caverns have been cut
to extreme precision, and appear just as a hallway would
in any other castle. Tapestries hang along all the walls
softening the feel of the hallways. Woven rugs run down
the middle of the hallway, and stretch out to the sides at
the entrances to the various doorways. Magical globes of
light are affixed to the walls and ceiling at evenly spaced
intervals along the hallway.
[Exits: east south]
<1271hp 1090mn 364mv> You put a maple log in an elysium chest with a skull and c
rossbones on it.
<1271hp 1090mn 364mv> A Hallway in the Castle
Unlike most castles this one does not appear to have been
built stone by stone. The castle as a whole is carved
directly out of the mountain. The caverns have been cut
to extreme precision, and appear just as a hallway would
in any other castle. Tapestries hang along all the walls
softening the feel of the hallways. Woven rugs run down
east
maid
maid
maid
west]
carefully goes about her duties.
tells you, 'Gud days tu yus, please ta kep da castle clen.'
peers at you intently.
a close watch
a close watch
a close watch
you, 'Gud day
on the castle,
on the castle,
on the castle,
outsider, step
protecting it at all
protecting it at all
protecting it at all
litely in da castle,
costs.
costs.
costs.
yus wil b
at you intently.
you, 'Gud day outsider, step litely in da castle, yus wil b
at you intently.
you, 'Gud day outsider, step litely in da castle, yus wil b
at you intently.
A royal maid tells you, 'Gud days tu yus, please ta kep da castle clen.'
A royal maid peers at you intently.
<1271hp 1090mn 380mv> You claim a royal maid.
You concatenate the magical energies around you and channel them at a royal maid
.
Your attempt to blind a royal maid fails.
Your blast of energy === EVISCERATES === a royal maid!
You stop channeling the energy and the beam of light dissipates.
A royal maid is in pretty bad shape. (5%)
<1271hp 1060mn 380mv>
A royal maid's slash misses you.
Your pierce decimates a royal maid.
A royal maid is DEAD!!
You receive 0 experience points.
You hear a royal maid's death cry.
You get A simple malachite ring from the corpse of a royal maid.
You get A small malachite hoop from the corpse of a royal maid.
You get A small malachite hoop from the corpse of a royal maid.
The gods give you 45 silver coins for your sacrifice.
<1271hp 1064mn 380mv> Cast the spell on whom?
<1271hp 1064mn 380mv> Cast the spell on whom?
<1271hp 1064mn 380mv> A Hallway in the Castle
Unlike most castles this one does not appear to have been
built stone by stone. The castle as a whole is carved
directly out of the mountain. The caverns have been cut
to extreme precision, and appear just as a hallway would
in any other castle. Tapestries hang along all the walls
softening the feel of the hallways. Woven rugs run down
the middle of the hallway, and stretch out to the sides at
the entrances to the various doorways. Magical globes of
light are affixed to the walls and ceiling at evenly spaced
intervals along the hallway.
[Exits: north south]
A castle guard keeps
A castle guard keeps
A castle guard keeps
A castle guard tells
e wached.'
A castle guard peers
A castle guard tells
e wached.'
A castle guard peers
A castle guard tells
e wached.'
A castle guard peers
a close watch
a close watch
a close watch
you, 'Gud day
on the castle,
on the castle,
on the castle,
outsider, step
protecting it at all
protecting it at all
protecting it at all
litely in da castle,
costs.
costs.
costs.
yus wil b
at you intently.
you, 'Gud day outsider, step litely in da castle, yus wil b
at you intently.
you, 'Gud day outsider, step litely in da castle, yus wil b
at you intently.
Unlike most castles this one does not appear to have been
built stone by stone. The castle as a whole is carved
directly out of the mountain. The caverns have been cut
to extreme precision, and appear just as a hallway would
in any other castle. Tapestries hang along all the walls
softening the feel of the hallways. Woven rugs run down
the middle of the hallway, and stretch out to the sides at
the entrances to the various doorways. Magical globes of
light are affixed to the walls and ceiling at evenly spaced
intervals along the hallway.
[Exits: north south]
<1271hp
n
n
w
w
w
n
d
d
d
e
d
w
d
w
w
w
w
w
s
c chain
c chain
c chain
n
n
c chain
c chain
c chain
put all
s
view
dragon
dragon
dragon
dragon
dragon
dragon
chest
A
A
e
A
A
e
A
A
e
A
castle guard
castle guard
wached.'
castle guard
castle guard
wached.'
castle guard
castle guard
wached.'
castle guard
<1271hp 1053mn 380mv> A lightning bolt leaps from your hand and arcs to a young
red dragon.
Your lightning *** SLAUGHTERS *** a young red dragon!
A young red dragon is DEAD!!
You receive 0 experience points.
You hear a young red dragon's death cry.
You get A damaged red dragonscale from the corpse of a young red dragon.
The gods give you 90 silver coins for your sacrifice.
The bolt arcs harmlessly back to you.
The bolt grounds out harmlessly through your body.
<1271hp 1028mn 380mv> They are not here.
<1271hp 1043mn 380mv> You put A damaged red dragonscale in an elysium chest with
a skull and crossbones on it.
You put A damaged red dragonscale in an elysium chest with a skull and crossbone
s on it.
<1271hp 1043mn 380mv> A hallway in the dungeon
Darkness covers most of the hallway. A little dim light comes forth
from the glowing balls, but even that has dimmed to near nothing.
Grime covers the hard stone floors, and trash is spread out under foot
as well. Fetid smells assault your senses from the many things that
remain unclean. Cobwebs hang in a few parts of the dungeon with
their makers still present waiting for their next meal. Large rusted
doors seal away the dungeon cells.
[Exits: east]
<1271hp
e
n
c chain
c chain
c chain
s
s
c chain
c chain
c chain
n
e
n
c chain
c chain
c chain
s
s
c chain
c chain
dragon
dragon
dragon
dragon
dragon
c chain
put all
n
e
n
c chain
c chain
c chain
s
s
c chain
c chain
c chain
put all
n
e
n
c chain
c chain
c chain
s
view
dragon
chest
dragon
dragon
dragon
dragon
dragon
dragon
chest
dragon
dragon
dragon
1027mn 380mv>
black dragon shivers and suffers.
black dragon's poison devastates her.
black dragon is in pretty bad shape. (15%)
from those who have occupied this space from time to time. A small bowl
sits just inside the bars of the door that would appear to be used to
hold the food that is served to those that are kept here.
[Exits: none]
A young black dragon is being held prisoner.
<1271hp 1072mn 380mv> You claim a young black dragon.
A lightning bolt leaps from your hand and arcs to a young black dragon.
Your lightning *** SLAUGHTERS *** a young black dragon!
The bolt arcs harmlessly back to you.
The bolt arcs to a young black dragon!
Your lightning MANGLES a young black dragon!
The bolt arcs harmlessly back to you.
The bolt arcs to a young black dragon!
Your lightning RAZES a young black dragon!
The bolt arcs harmlessly back to you.
The bolt arcs to a young black dragon!
Your lightning RAZES a young black dragon!
The bolt arcs harmlessly back to you.
The bolt arcs to a young black dragon!
Your lightning wounds a young black dragon.
The bolt arcs harmlessly back to you.
The bolt arcs to a young black dragon!
Your lightning decimates a young black dragon.
The bolt arcs harmlessly back to you.
The bolt arcs to a young black dragon!
Your lightning nicks a young black dragon.
A young black dragon is spurting blood. (35%)
<1271hp 1047mn 380mv>
You duck and dodge a young black dragon's claw.
Your pierce DISMEMBERS a young black dragon!
A young black dragon is poisoned by the venom on the Barbed Dagger of Thiulor.
A young black dragon is spurting blood. (25%)
<1271hp 1058mn 380mv> A lightning bolt leaps from your hand and arcs to a young
black dragon.
Your lightning *** SLAUGHTERS *** a young black dragon!
The bolt arcs harmlessly back to you.
The bolt arcs to a young black dragon!
Your lightning MASSACRES a young black dragon!
A young black dragon is DEAD!!
You receive 0 experience points.
A young black dragon spills her guts all over the floor.
You get A damaged black dragonscale from the corpse of a young black dragon.
The gods give you 90 silver coins for your sacrifice.
The bolt arcs harmlessly back to you.
The bolt grounds out harmlessly through your body.
<1271hp 1033mn 380mv> They are not here.
<1271hp 1046mn 380mv> A hallway in the dungeon
Darkness covers most of the hallway. A little dim light comes forth
from the glowing balls, but even that has dimmed to near nothing.
Grime covers the hard stone floors, and trash is spread out under foot
as well. Fetid smells assault your senses from the many things that
remain unclean. Cobwebs hang in a few parts of the dungeon with
their makers still present waiting for their next meal. Large rusted
doors seal away the dungeon cells.
floors. The metal bars that form the door are old and slightly rusted,
though they appear to still be quite sturdy, and the lock appears
to be the only thing that has regularly been oiled to keep it working
properly. Various names have been scratched into the walls of the cells
from those who have occupied this space from time to time. A small bowl
sits just inside the bars of the door that would appear to be used to
hold the food that is served to those that are kept here.
[Exits: none]
A young blue dragon is being held prisoner.
<1271hp 996mn 380mv> You claim a young blue dragon.
A lightning bolt leaps from your hand and arcs to a young blue dragon.
Your lightning MANGLES a young blue dragon!
The bolt arcs harmlessly back to you.
The bolt arcs to a young blue dragon!
Your lightning PULVERIZES a young blue dragon!
The bolt arcs harmlessly back to you.
The bolt arcs to a young blue dragon!
Your lightning DISMEMBERS a young blue dragon!
The bolt arcs harmlessly back to you.
The bolt arcs to a young blue dragon!
Your lightning DISEMBOWELS a young blue dragon!
The bolt arcs harmlessly back to you.
The bolt arcs to a young blue dragon!
Your lightning MUTILATES a young blue dragon!
The bolt arcs harmlessly back to you.
The bolt arcs to a young blue dragon!
Your lightning hits a young blue dragon.
The bolt arcs harmlessly back to you.
The bolt arcs to a young blue dragon!
Your lightning scratches a young blue dragon.
A young blue dragon is bleeding profusely. (50%)
<1271hp 971mn 380mv>
You scramble backward and dodge a young blue dragon's claw.
Your pierce MUTILATES a young blue dragon!
A young blue dragon is poisoned by the venom on the Barbed Dagger of Thiulor.
A young blue dragon is bleeding profusely. (45%)
<1271hp 973mn 380mv> A lightning bolt leaps from your hand and arcs to a young b
lue dragon.
Your lightning MANGLES a young blue dragon!
The bolt arcs harmlessly back to you.
The bolt arcs to a young blue dragon!
Your lightning PULVERIZES a young blue dragon!
The bolt arcs harmlessly back to you.
The bolt arcs to a young blue dragon!
Your lightning GORES a young blue dragon!
The bolt arcs harmlessly back to you.
The bolt arcs to a young blue dragon!
Your lightning DISEMBOWELS a young blue dragon!
The bolt arcs harmlessly back to you.
The bolt arcs to a young blue dragon!
Your lightning injures a young blue dragon.
The bolt arcs harmlessly back to you.
The bolt arcs to a young blue dragon!
Your lightning hits a young blue dragon.
The bolt arcs harmlessly back to you.
The bolt arcs to a young blue dragon!
from the glowing balls, but even that has dimmed to near nothing.
Grime covers the hard stone floors, and trash is spread out under foot
as well. Fetid smells assault your senses from the many things that
remain unclean. Cobwebs hang in a few parts of the dungeon with
their makers still present waiting for their next meal. Large rusted
doors seal away the dungeon cells.
[Exits: east west]
<1264hp 992mn 380mv> A dungeon cell
Very little light creeps in through the bars of the cell from the
hallway. What little that does causes disturbing shadows to flicker.
A small rotten cot can be seen along one wall, and debris lines the
floors. The metal bars that form the door are old and slightly rusted,
though they appear to still be quite sturdy, and the lock appears
to be the only thing that has regularly been oiled to keep it working
properly. Various names have been scratched into the walls of the cells
from those who have occupied this space from time to time. A small bowl
sits just inside the bars of the door that would appear to be used to
hold the food that is served to those that are kept here.
[Exits: none]
A young white dragon is being held prisoner.
<1264hp 999mn 380mv> You claim a young white dragon.
A lightning bolt leaps from your hand and arcs to a young white dragon.
Your lightning *** SLAUGHTERS *** a young white dragon!
The bolt arcs harmlessly back to you.
The bolt arcs to a young white dragon!
Your lightning MANGLES a young white dragon!
The bolt arcs harmlessly back to you.
The bolt arcs to a young white dragon!
Your lightning MASSACRES a young white dragon!
The bolt arcs harmlessly back to you.
The bolt arcs to a young white dragon!
Your lightning PULVERIZES a young white dragon!
The bolt arcs harmlessly back to you.
The bolt arcs to a young white dragon!
Your lightning PULVERIZES a young white dragon!
The bolt arcs harmlessly back to you.
The bolt arcs to a young white dragon!
Your lightning hits a young white dragon.
The bolt arcs harmlessly back to you.
The bolt arcs to a young white dragon!
Your lightning nicks a young white dragon.
A young white dragon is spurting blood. (30%)
<1264hp 974mn 380mv>
A young white dragon's claw misses you.
Your pierce DISEMBOWELS a young white dragon!
A young white dragon is poisoned by the venom on the Barbed Dagger of Thiulor.
Your pierce DISEMBOWELS a young white dragon!
A young white dragon is poisoned by the venom on the Barbed Dagger of Thiulor.
A young white dragon is in pretty bad shape. (15%)
<1264hp 987mn 380mv> A lightning bolt leaps from your hand and arcs to a young w
hite dragon.
Your lightning *** DEMOLISHES *** a young white dragon!
The bolt arcs harmlessly back to you.
The bolt arcs to a young white dragon!
dragon
dragon
dragon
chest
dragon
dragon
dragon
sits just inside the bars of the door that would appear to be used to
hold the food that is served to those that are kept here.
[Exits: none]
A young gold dragon is being held prisoner.
<1247hp 938mn 380mv> You claim a young gold dragon.
A lightning bolt leaps from your hand and arcs to a young gold dragon.
Your lightning MANGLES a young gold dragon!
The bolt arcs harmlessly back to you.
The bolt arcs to a young gold dragon!
Your lightning MASSACRES a young gold dragon!
The bolt arcs harmlessly back to you.
The bolt arcs to a young gold dragon!
Your lightning RAZES a young gold dragon!
The bolt arcs harmlessly back to you.
The bolt arcs to a young gold dragon!
Your lightning PULVERIZES a young gold dragon!
The bolt arcs harmlessly back to you.
The bolt arcs to a young gold dragon!
Your lightning DISMEMBERS a young gold dragon!
The bolt arcs harmlessly back to you.
The bolt arcs to a young gold dragon!
Your lightning MUTILATES a young gold dragon!
The bolt arcs harmlessly back to you.
The bolt arcs to a young gold dragon!
Your lightning scratches a young gold dragon.
A young gold dragon is spurting blood. (35%)
<1247hp 913mn 380mv>
A young gold dragon's claw misses you.
Your pierce maims a young gold dragon.
A young gold dragon is poisoned by the venom on the Barbed Dagger of Thiulor.
A young gold dragon is spurting blood. (30%)
<1247hp 924mn 380mv> A lightning bolt leaps from your hand and arcs to a young g
old dragon.
Your lightning *** DEMOLISHES *** a young gold dragon!
The bolt arcs harmlessly back to you.
The bolt arcs to a young gold dragon!
Your lightning MASSACRES a young gold dragon!
The bolt arcs harmlessly back to you.
The bolt arcs to a young gold dragon!
Your lightning RAZES a young gold dragon!
A young gold dragon is DEAD!!
You receive 0 experience points.
You hear a young gold dragon's death cry.
You get A damaged gold dragonscale from the corpse of a young gold dragon.
The gods give you 90 silver coins for your sacrifice.
The bolt arcs harmlessly back to you.
The bolt grounds out harmlessly through your body.
<1247hp 899mn 380mv> They are not here.
<1247hp 900mn 380mv> You enjoy the view around you.
n
e
e
e
e
n
c chain dragon
c chain dragon
c chain dragon
s
s
c chain dragon
c chain dragon
c chain dragon
put all chest
c gate disc
n
w
w
w
w
w
w
w
w
w
w
s
s
view
<1247hp 900mn 380mv>
You feel yourself speed up.
<1267hp 977mn 380mv> A hallway in the dungeon
Darkness covers most of the hallway. A little dim light comes forth
from the glowing balls, but even that has dimmed to near nothing.
Grime covers the hard stone floors, and trash is spread out under foot
as well. Fetid smells assault your senses from the many things that
remain unclean. Cobwebs hang in a few parts of the dungeon with
their makers still present waiting for their next meal. Large rusted
doors seal away the dungeon cells.
[Exits: east west]
<1267hp 977mn 380mv> A hallway in the dungeon
Darkness covers most of the hallway. A little dim light comes forth
from the glowing balls, but even that has dimmed to near nothing.
Grime covers the hard stone floors, and trash is spread out under foot
as well. Fetid smells assault your senses from the many things that
remain unclean. Cobwebs hang in a few parts of the dungeon with
their makers still present waiting for their next meal. Large rusted
doors seal away the dungeon cells.
[Exits: east west]
<1267hp 977mn 380mv> A hallway in the dungeon
Darkness covers most of the hallway. A little dim light comes forth
from the glowing balls, but even that has dimmed to near nothing.
Grime covers the hard stone floors, and trash is spread out under foot
as well. Fetid smells assault your senses from the many things that
remain unclean. Cobwebs hang in a few parts of the dungeon with
their makers still present waiting for their next meal. Large rusted
doors seal away the dungeon cells.
torches burn, yet you can see. There are no shadows. There is simply...
white. As you stare at the almost unending whiteness, you notice a door
forming to the south. Regarding the door at a closer range, you notice
a sign materialize on it.
[Exits: south]
<1267hp 853mn 380mv> Approaching the Tower
As you get closer to the Tower, you notice that what had appeared to be
solid ivory now appears to have criss-crossing lines etched into it...
black and dark blue... in a plaid sort of pattern... The roof of the
tower is golden and shiny. As you stand looking, a door materializes to
the east.
[Exits: west]
<1267hp 853mn 379mv> Approaching the Tower
The tower rises in the very near distance to the east, spiralling ivory
with a golden roof. The path you are on is flanked by red roses and white
lilies. To the west is the grassy field.
[Exits: east west]
<1267hp 853mn 378mv> On a path
The path continues through the low grassy field. To the east you see that
the grassy field gives way to a garden, through which the path runs. To
the west is more of the grassy field with the path running through it. The
ivory-colored tower is near, you can see it spiralling upward, and the
glint of the golden roof.
[Exits: east west]
<1267hp 853mn 377mv> A path in a low grassy field
The sand gives way to a field of low grasses (or does the field of low
grasses give way to the sand?). A path can be discerned, and it leads to
the east. To the west is the sandy beach. A few insects chase each other
past your nose, and you feel as though something tiny but annoying has
found your neck and is using it as a food source. The ivory-colored tower
rises up in the near distance, and you can tell that the path is leading
to it. Another path wends its way northward from here, and you see in
the distance a field of violet and a fenced-in place, mostly white with
some red in it.
[Exits: north east west]
<1267hp 853mn 376mv> On the sandy beach
Your feet trod the dry sand, your feet slipping as you hike up the beach. To
your east you see an ivory-colored tower rising up in the near distance. The
buzzing of flying insects is audible in your ears, and you feel as though
something is landing and biting you in the neck.
[Exits: east west]
<1267hp 853mn 373mv> On the sandy beach
Your feet trod the dry sand, your feet slipping as you hike up the beach. To
your east you see an ivory-colored tower rising up in the near distance. The
buzz of flying insects is audible in your ears, and you feel as though
something has landed and is biting you in the neck.
[Exits: east west]
s
s
e
e
w
w
s
s
get jade
put all chest
w
w
n
w
w
n
n
get pebbles
put all chest
view
<1267hp 873mn 354mv> On the Southern Sea
The clear blue salty waters of the Southern Sea rise and fall in periodic
waves. The breeze gently touches your face.
[Exits: north east south west]
<1267hp 873mn 354mv> On the Southern Sea
The clear blue salty waters of the Southern Sea rise and fall in periodic
waves. You see a silvery fish leaping from the waves and arcing back into
the water in what appears to be a perfect dive. A breeze gently kisses
your face.
[Exits: north east south west]
<1267hp 873mn 354mv> Desolate Beach
A vast ocean extends as far as you can see. The wind coming off of the water
is cool and refreshing. The distant cry of a seagull is smothered by the
next volley of waves. Looking up and down the beach you see nothing but
sand.
[Exits: east west]
<1267hp 873mn 353mv> Sandy Trail
The trees here are few and far between. The ground is almost void of small
vegetation. Your feet sink a little into the soft sand and you can smell
salt on the breeze coming from the east. The sound of waves crashing is also
fairly clear.
[Exits: north east west]
<1267hp 888mn 352mv> A Fork in the Sandy Path
This trail leads away from the foaming Southern Sea into a marshy
salt flat. The sandy dunes to the west are interrupted by large
rocks that jut abruptly into the horizon. A sign is posted on a
small palm tree growing off the path.
[Exits: east west]
<1267hp 888mn 351mv> The Sandy Trail
The sandy path does not follow a straight line as it meanders about
through the dune-filled marsh. Small, prickly bushes and algae
proliferate here as the tides occasionally bring a new supply of
water to the salty marsh.
[Exits: east west]
A sand warrior strides about here, bearing a glass pike.
<1267hp 888mn 350mv> A Bend in the Sandy Trail
The sandy trail bends here, leading to swampier sands that lie southward.
The coast of the Southern Sea is visible from here, which provides the
marshes with constant moisture. Westward, several large rocks can be
seen jutting up among the sand. They are strangely glassy in appearance.
[Exits: east south]
<1267hp 888mn 349mv> The Marshy Trail
Water now saturates the sand of this path, making walking across it
tiresome. Southward lies the Southern Sea, while to the west glassy
rocks can be seen rising from the sand. The marshy trail continues
southward and northward.
[Exits: north south]
A sand warrior strides about here, bearing a glass pike.
<1267hp 888mn 348mv> The Marshy Trail
Water now saturates the sand of this path, making walking across it
tiresome. Southward lies the Southern Sea, while to the west glassy
rocks can be seen rising from the sand. The marshy trail continues
westward and northward.
[Exits: north west]
<1267hp 888mn 347mv> The Marshy Trail
Water now saturates the sand of this path, making walking across it
tiresome. Southward lies the Southern Sea, while to the west glassy
rocks can be seen rising from the sand. The marshy trail continues
southward and eastward. Several branches in the path can be seen to
the south.
[Exits: east south]
A shiny seashell lies here.
<1267hp 898mn 346mv> A Fork in the Marshy Trail
The marshy trail forks westward, where several dunes can be seen. To
the south, the Southern Sea is in view, lapping against the sandy
shore. A large glassy rock stands to the southwest, humming slightly.
The sand underfoot is quite moist, and several water-filled
footprints are here.
[Exits: north south west]
A silver seagull flies about in lazy circles.
<1267hp 898mn 345mv> A Fork in the Marshy Trail
The marshy trail forks eastward, where the path ends at some shrubs.
To the south, the Southern Sea is in view, lapping against the sandy
shore. A large glassy rock stands to the west, humming slightly.
The sand underfoot is quite moist, and several water-filled
footprints are here.
get pail
get sand pail
s
w
s
c chain lady
c chain lady
c chain lady
drop all.glass
n
e
n
e
c inv
view
<1271hp 855mn 353mv> Rank-smelling path
WHEW! Did something die around here? This path is marked by many
bloodtrails and dozens of clawed footprints lead off to the east,
where the stench seems to get even worse.
[Exits: east west]
A giant mosquito buzzes around, trying to suck your blood.
<1271hp 855mn 351mv> Swampy Path near the Village
The vegetation thins as you walk down the path towards what looks be an
assemblage of crudely built huts. You can smell the smoke of campfires and
hear gentling hissing.
[Exits: north east south]
<1271hp 855mn 349mv> Entrance to the village
This is the far end of the main village. The ground here is rather swampy
and the air is extremely humid. To the west is the small shop run by the
village herbalist.
[Exits: north east south west]
<1271hp 855mn 347mv> The Herbalist's Shop
This is the shop run by the mysterious village herbalist. Many odd bits
of bone and small humanoid dolls line the crudely-built shelves. Each
can be had for a price. He can sell you many interesting things, and is
always looking for magic superior to his own.
[Exits: east]
An vicous, angry tree monkey is here, preparing to rip out your throat!
A giant mosquito buzzes around, trying to suck your blood.
(Translucent) (Holy Aura) The corrupt herbalist of this village is waiting to se
ll you something.
The herbalist grins.
The herbalist points to various concoctions on the crudely-built shelves.
The herbalist says, 'You want magic? Me got! You give gold for magic!'
The herbalist says, 'You want strong juju? Me put juju on you for gold!'
The herbalist says, 'We trade now, yes?'
<1271hp 867mn 346mv> You haggle with the herbalist.
You buy a grubby worm nugget[5] for 20000 silver.
<1271hp 867mn 346mv> You step through a gate and vanish.
In the shallows
The water must be shallow here: The waves are capped in white. You see
a porpoise leap and arc over the water. A breeze gently whips at your
hair.
[Exits: north south west]
A porpoise gracefully leaps and arcs over the waves.
<1271hp 787mn 346mv> Shallows
The waves build up here in preparation for hitting the sand on the
shore to the south. Overhead, a couple seagulls fly in search of food.
You hear the noise of happy celebrations, and looking south, you can
see people enjoying the beach. North of you the sea becomes deeper,
to the west the shallows continue.
[Exits: north south west]
<1271hp 793mn 344mv> Where the water meets the sand
The gentle waves hit the sand here. Once in a while, a huge one comes in.
Children scoop wet sand with little shovels and dump it in small buckets.
To the north the waves build up for their meeting with the sand here, and
to the west, more wet sand. Southward is dry sand, upon which children
are building a sand castle. The wet sand and incoming waves continue to
the west. From the north a cool sea breeze blows at you.
[Exits: north south west]
Shaped for riding waves, a shiny smooth board of pine wood is here.
(Magical) A small yellow pail full of seawater sits in the wet sand.
A brown-haired elf on a pineboard rides a wave.
<1271hp 793mn 340mv> Sandy beach
The sand here is dry. To the north is wet sand where the waves meet
it, and beyond that, the shallows. Eastward and westward, more dry
sand. Here and to the west children are building sand castles. To the
west you also see a high wooden chair and a man sitting in it. Looking
eastward you see the beach continue. A refreshingly cool sea breeze
blows at you, ruffling your hair.
[Exits: north south west]
(Magical) A small blue pail part full of sand sits in the dry sand.
A giggling child looks at you briefly before returning to play.
An elf on a pineboard rides a wave.
<1271hp 862mn 380mv> You get some sand from a small blue pail.
<1271hp 862mn 380mv> You get a small blue pail.
<1271hp 862mn 380mv> Sandy beach
The sand here is dry. To the north is wet sand where the waves meet
it, and beyond that, the shallows. Eastward and westward, more dry
sand. Here and to the east children are building sand castles. To the
west you see a high wooden chair and a man sitting in it. A cool sea
breeze ruffles your hair.
[Exits: north east south west]
(Magical) A small red pail full of seawater sits in the wet sand.
<1271hp 868mn 375mv> Sandy beach
The sand here is dry. To the north is wet sand where the waves meet
it, and beyond that, the shallows. Eastward and westward, more dry
sand. To the east children are building sand castles. From the Southern
You get a cool glass of lemonade from the corpse of a lady lounging.
You get a pearl necklace from the corpse of a lady lounging.
You get 57 silver coins from the corpse of a lady lounging.
The gods give you 60 silver coins for your sacrifice.
The bolt arcs to a lady lounging!
Your lightning MASSACRES a lady lounging!
The bolt arcs harmlessly back to you.
The bolt arcs to a lady lounging!
Your lightning RAZES a lady lounging!
A lady lounging is DEAD!!
You receive 0 experience points.
You hear a lady lounging's death cry.
You get a cool glass of lemonade from the corpse of a lady lounging.
You get a pearl earring from the corpse of a lady lounging.
You get 34 silver coins from the corpse of a lady lounging.
The gods give you 60 silver coins for your sacrifice.
The bolt arcs harmlessly back to you.
The bolt grounds out harmlessly through your body.
<1271hp 835mn 350mv>
[NEWBIE] Beag: then they ask you three more times becauise their too lazy to wri
te down the answer!
<1271hp 835mn 350mv> They are not here.
<1271hp 851mn 350mv> You
You drop a cool glass of
You drop a cool glass of
You drop a cool glass of
it, and beyond that, the shallows. Eastward and westward, more dry
sand. To the east children are building sand castles. From the Southern
Sea, a cool breeze blows at you, ruffling your hair.
[Exits: north east south west]
A white-washed high wooden chair sits on four legs in the sand.
A man sits in the high wooden chair, watching for trouble.
<1271hp 855mn 330mv> You fade out of existence.
<1271hp 850mn 330mv> You enjoy the view around you.
s
s
s
w
s
get pail
get sand pail
u
get pail
get sand pail
put all chest
d
n
e
n
n
n
n
n
e
e
n
n
n
get blood
e
n
get blood
n
view
<1271hp 862mn 330mv> Sandy beach
The sand here is dry. To the north is wet sand where the waves meet
it, and beyond that, the shallows. Eastward is a multi-colored
pavilion, and westward, more dry sand. Blankets are spread out and
people are enjoying the sun and refreshingly cool sea breeze.
[Exits: north east south]
An elvish citizen enjoys the fresh air.
A young woman tanning herself on the beach is oblivious to
your presence here.
A young man tanning himself on the beach is oblivious to
your presence here.
<1271hp 862mn 325mv> Sandy beach
The sand here is dry. Looking north you see the waves hitting the
beach. To the west is a multi-colored pavilion. Eastward is more
dry sand. Blankets are spread out and people are enjoying the sun
and sea breeze. Southward, the sandy ground rises.
You
You
You
You
You
You
it.
You
it.
You
it.
You
it.
You
it.
You
it.
You
You
it.
put
put
put
put
put
put
put a grubby worm nugget in an elysium chest with a skull and crossbones on
put a grubby worm nugget in an elysium chest with a skull and crossbones on
put a grubby worm nugget in an elysium chest with a skull and crossbones on
put a grubby worm nugget in an elysium chest with a skull and crossbones on
put a handful of pebbles in an elysium chest with a skull and crossbones on
put a sliver of jade in an elysium chest with a skull and crossbones on it.
put a handful of pebbles in an elysium chest with a skull and crossbones on
the
food.
can
to
e
get blood
s
e
s
get blood
c gate acid
c conc acid
c gate acid
c conc acid
c gate acid
c conc acid
c gate 2.coiled viper
n
e
get all.redstone panel
get all.redstone 2.panel
get all.onyx panel
get all.onyx 2.panel
put all chest
w
s
w
w
view
<1271hp 903mn 253mv> On the Southern Sea
Fins pop up and down in the water. Shark infestation, you think, and
time to be on guard.
[Exits: east west]
<1271hp 907mn 253mv> On the Southern Sea
Gentle swells in the grey green water bob you comfortably. You look
down into the water and see a silvery fish swim swiftly away, more
than likely pursuing its next meal. A warm salty breeze blows in your
face.
[Exits: north east south west]
A bottle with a blurry label floats here.
<1271hp 907mn 253mv> You get a bottle of blood.
<1271hp 907mn 253mv> On the Southern Sea
A tentacle pokes up through the gentle swells of the grey-green water.
It recedes. You peer closer but cannot see what is down there.
[Exits: north east south west]
A small fish with lots of sharp teeth waits to
A small fish with lots of sharp teeth waits to
A small fish with lots of sharp teeth waits to
A huge fish with many sharp jagged teeth wants
eat
eat
eat
you
you.
you.
you.
for lunch.
The wind picks up and you find yourself on turbulent waters. You are
limited in your navigation, the current and wind decide you will sail
south.
[Exits: south]
A bottle with a blurry label floats here.
<1271hp 907mn 253mv> You get a bottle of blood.
<1271hp 907mn 253mv> On the Southern Sea
The water swells, lending a gentle up and down. Its greenish grey hue
comes from the reflection of the sky and the seaweed below. You hear
a faint noise, reminding you of the call of seagulls. Can land be near?
A breeze blows through your hair.
[Exits: east west]
A blob of purplish-veined jelly floats atop the water.
<1271hp 915mn 253mv> On the Southern Sea
The water swells, lending a gentle up and down. Its greenish grey hue
comes from the reflection of the sky and the seaweed below. You hear
a faint noise, reminding you of the call of seagulls. Can land be near?
A salty breeze gently blows through your hair.
[Exits: south west]
A long slimy snaky thing in the water regards you with sparkling eyes.
<1271hp 915mn 253mv> On the Southern Sea
The water swells, lending a gentle up and down. Its greenish grey hue
comes from the reflection of the sky and the seaweed below. You hear
a faint noise, reminding you of the call of seagulls. Can land be near?
Gently, a salty breeze tickles your face.
[Exits: north east]
A bottle with a blurry label floats here.
<1271hp 915mn 253mv> You get a bottle of blood.
<1271hp 915mn 253mv> You step through a gate and vanish.
The Electric Playground
Though there is a seemingly carefree atmosphere here, you sense that
something much more important takes place near by. The playground is
south and west. Something more important catches your eye to the east.
[Exits: east south west]
A small spark of electricity fizzles here.
A small blob of acid aimlessly eats away at the stone.
A warrior of the Rainbow Cult swears his loyalty.
A small spark of electricity fizzles here.
A small, rather non-descript elemental.
<1271hp 835mn 253mv> Disengaging Xloop...
The chromatic aura around your body fades.
c chr
Your protective shield fades away.
c prot
<1271hp 914mn 304mv> You claim a small blob of acid.
You concatenate the magical energies around you and channel them at a small blob
of acid.
You fade into existence.
Your blast of energy >>> EXTERMINATES <<< a small blob of acid!
A small blob of acid is DEAD!!
You receive 0 experience points.
A small blob of acid's leg is sliced from its dead body.
You get a small blob of acid from the corpse of a small blob of acid.
You get 21 silver coins from the corpse of a small blob of acid.
The gods give you 27 silver coins for your sacrifice.
You stop channeling the energy and the beam of light dissipates.
<1271hp 884mn 304mv> You step through a gate and vanish.
The Fire Chamber
The fire ruler sits upon a throne made of blue flame. Little flickers
of flame dance to and fro for the entertainment of the ruler.
[Exits: east]
A lava beast spews from place to place.
A small blob of acid aimlessly eats away at the stone.
(Chromatic Aura) The Ruler of the fire elementals.
<1271hp 819mn 304mv>
Beag has arrived through a gate.
<1271hp 845mn 304mv> You claim a small blob of acid.
You concatenate the magical energies around you and channel them at a small blob
of acid.
Your blast of energy === EVISCERATES === a small blob of acid!
A small blob of acid is DEAD!!
You receive 0 experience points.
You hear a small blob of acid's death cry.
You get a small blob of acid from the corpse of a small blob of acid.
You get 29 silver coins from the corpse of a small blob of acid.
The gods give you 27 silver coins for your sacrifice.
You stop channeling the energy and the beam of light dissipates.
<1271hp 815mn 304mv> You step through a gate and vanish.
The Floor of the Canyon
Various elemental forms wander the floor of the canyon. Some seem to be
going about their business, while others seem to have no business at all.
In general, it is calm, yet there is always an incessant buzz of things
going on about. The canyon floor extends north, east, and south. To the
west a garden is on fire.
[Exits: north east south west]
A small blob of acid aimlessly eats away at the stone.
A small puddle of water elemental.
A mud monster slops around.
<1271hp 750mn 304mv> You claim a small blob of acid.
You concatenate the magical energies around you and channel them at a small blob
of acid.
Your blast of energy >>> EXTERMINATES <<< a small blob of acid!
A small blob of acid is DEAD!!
You receive 0 experience points.
A small blob of acid's heart is torn from its chest.
You get a small blob of acid from the corpse of a small blob of acid.
You get 15 silver coins from the corpse of a small blob of acid.
The gods give you 27 silver coins for your sacrifice.
You stop channeling the energy and the beam of light dissipates.
<1271hp 686mn 301mv> You get a dark metallic bowl from the front panel of the hu
tch.
You get a dark metallic bowl from the front panel of the hutch.
<1271hp 686mn 301mv> You put a dark metallic bowl in an elysium chest with a sku
ll and crossbones on it.
You put a dark metallic bowl in an elysium chest with a skull and crossbones on
it.
You put a dark metallic bowl in an elysium chest with a skull and crossbones on
it.
You put a dark metallic bowl in an elysium chest with a skull and crossbones on
it.
You put a redstone plate in an elysium chest with a skull and crossbones on it.
You put a redstone plate in an elysium chest with a skull and crossbones on it.
You put a redstone plate in an elysium chest with a skull and crossbones on it.
You put a redstone plate in an elysium chest with a skull and crossbones on it.
You put a small blob of acid in an elysium chest with a skull and crossbones on
it.
You put a small blob of acid in an elysium chest with a skull and crossbones on
it.
You put a small blob of acid in an elysium chest with a skull and crossbones on
it.
You put a bottle of blood in an elysium chest with a skull and crossbones on it.
You put a bottle of blood in an elysium chest with a skull and crossbones on it.
You put a bottle of blood in an elysium chest with a skull and crossbones on it.
You put a bottle of blood in an elysium chest with a skull and crossbones on it.
You put a bottle of blood in an elysium chest with a skull and crossbones on it.
<1271hp 686mn 301mv> A wide path in the forest
A fairly wide path leads much further into the forest. Though the
path isn't completely clear, and you still have to move past trees
the underbrush has been cleared away mostly, and the ground has
leveled off and packed, which makes for much more ease of movement.
The trees here are just like the rest of the forest, in that they
are very large, and have a canopy that stretches hundreds of feet
into the air. The animal tracks are even more abundant here, and
frequently animals of varying sizes can be seen. Many trees show
signs of wear from animals using them as scratching posts.
[Exits: north south west]
<1271hp 686mn 300mv> A wide path in the forest
A fairly wide path leads much further into the forest. Though the
path isn't completely clear, and you still have to move past trees
the underbrush has been cleared away mostly, and the ground has
leveled off and packed, which makes for much more ease of movement.
The trees here are just like the rest of the forest, in that they
are very large, and have a canopy that stretches hundreds of feet
into the air. The animal tracks are even more abundant here, and
frequently animals of varying sizes can be seen. Many trees show
signs of wear from animals using them as scratching posts.
[Exits: north west]
A coiled viper sits waiting to strike its next victim.
<1271hp 693mn 298mv> A wide path in the forest
A fairly wide path leads much further into the forest. Though the
path isn't completely clear, and you still have to move past trees
the underbrush has been cleared away mostly, and the ground has
leveled off and packed, which makes for much more ease of movement.
The trees here are just like the rest of the forest, in that they
are very large, and have a canopy that stretches hundreds of feet
into the air. The animal tracks are even more abundant here, and
frequently animals of varying sizes can be seen. Many trees show
signs of wear from animals using them as scratching posts.
[Exits: north east west]
<1271hp 693mn 296mv> A wide path in the forest
A fairly wide path leads much further into the forest. Though the
path isn't completely clear, and you still have to move past trees
the underbrush has been cleared away mostly, and the ground has
leveled off and packed, which makes for much more ease of movement.
The trees here are just like the rest of the forest, in that they
are very large, and have a canopy that stretches hundreds of feet
into the air. The animal tracks are even more abundant here, and
frequently animals of varying sizes can be seen. Many trees show
signs of wear from animals using them as scratching posts.
[Exits: north east south west]
A bobcat sits crouched in the short grass.
<1271hp 693mn 294mv> You enjoy the view around you.
<1271hp 693mn 294mv> You are surrounded by a chromatic aura.
<1271hp 618mn 294mv>
Beag has arrived through a gate.
<1271hp 623mn 294mv> You are surrounded by a protective shield.
<1271hp 548mn 294mv> cv There we go.
You with her soft caressing voice say, 'There we go.'
<1271hp 616mn 345mv> who
[ StrmG
] (PK) [GAR] Beag Chanan the Hero of Magical Transference
[ G-Elf
] (PK) Kalira the Heroine of Holy Healing
[51 G-Elf Cha] (PK) [Helper] [GAR] Yunalia Narva'nil the Heroine of Magical Tran
sference, Head Researcher of Guild of Alchemical Research
[ Human
] Ukyo the Master of Akemi
Players found: 4
<1271hp 616mn 345mv>
Beag peers at you intently.
<1271hp 616mn 345mv> a
You are affected by the following:
Protective shield : modifies none by 0 for about 2 hrs and 35 mins
Chromatic shield : modifies none by 0 for about 2 hrs and 35 mins
Awareness
: modifies none by 0 for about 13 hrs and 55 mins
Absorb
: modifies none by 0 for about 55 mins
Detect invis
: modifies none by 0 for about 13 hrs and 35 mins
Giant strength
: modifies strength by 4 for about 13 hrs and 35 mins
Detect magic
: modifies none by 0 for about 13 hrs and 35 mins
Pass door
: modifies none by 0 for about 15 mins
Armor
: modifies armor class by -20 for about 1 hr and 55 mins
Fly
: modifies none by 0 for about 3 hrs and 35 mins
<1271hp 616mn 345mv> l beag
Towering before you is a being of... immense proportions. One would be remiss to
not immediately notice the staggering height, standing eleven, or perhaps twelve
spans of the human foot tall. But equally impressive to his height is his girth.
Not that he is broad-shouldered by any means. Instead, his girth could be used t
o
describe his rather large gut, and fleshy jowls. It's clear that this creature i
s
completely unfamiliar with the term 'manual labor'. His palms are dirty, but sof
t
and uncalloused. He is nearly clean shaven, with only a bit of stubble, if it co
uld
be called that in proportion to his size. His hair is slicked back and tied neat
ly
into a long white pony tail that falls near ends near his rear. HIs garments are
robes, tied simply but of fine silk, and buttons of ivory. The blue of the robes
can't help but be reminiscient of the bright, blue sky on a clear Theran day.
Beag is in perfect condition. (100%)
Beag is using:
<worn around neck>
<worn around neck>
<worn on torso>
<worn on head>
<worn on legs>
<worn on feet>
<worn on hands>
<worn on waist>
<worn around wrist>
<worn around wrist>
(Magical)
(Magical)
(Magical)
(Magical)
(Magical)
(Magical)
(Magical)
(Magical)
(Magical)
(Magical)
a wool cloak
a wool cloak
a leather vest
a leather helmet
(Glowing) a pair of leather leggings
(Glowing) a pair of leather boots
(Glowing) a pair of leather gloves
a leather belt
a bronze bracer
a bronze bracer
and west.From the south you hear the sound of water spraying, but a rock
wall blocks your view.
[Exits: east west]
(Translucent) Beag the Hero of Magical Transference is here.
<1271hp 610mn 341mv>
Beag leaves west.
You follow Beag.
Winter Road
You are on Winter Road, a narrow byway of grimy cobblestones running
east and west. To the south is a building whose entrance does not face
this road. You hear the sound of water spraying, but cannot see
where it is coming from. Looking north, you see a small building made
of logs.
[Exits: north east west]
(Translucent) Beag the Hero of Magical Transference is here.
A large cityguard nods at you in silent greeting as he patrols the streets.
<1271hp 610mn 340mv>
Beag leaves west.
You follow Beag.
Winter Road
You are on Winter Road, a narrow byway of dirty cobblestones running
east and west. To the north you see a stately building with an open door
and nice carpeting on the floor. There is a sign above the open doorway.
To the south is another building, but its entrance does not open to this
road.
[Exits: north east west]
(Translucent) Beag the Hero of Magical Transference is here.
A young clerical student devoutly practices supplications.
<1271hp 610mn 339mv>
Beag leaves west.
You follow Beag.
Winter Square
You are standing at the intersection of Bridge Street and
Winter Road. The street intersection is busy here, but the
real noise comes from farther to the south at Market Square.
The cobblestones beneath your feet are dirty, with hard-packed
dirt and grime between the stones. In the back of your mind
you realize that this dirt was probably there since before the
fall of Arcana.
[Exits: north east south west]
(Translucent) Beag the Hero of Magical Transference is here.
A citizen of Glyndane is here, walking slowly and studying the road.
<1271hp 614mn 338mv>
Beag leaves north.
You follow Beag.
Bridge Street
You are standing just north of the intersection of Bridge Street
and Winter Square, a noisy place, and yet the noise from farther
south at Market Square is still audible. The cobblestones beneath
your feet are encrusted with dirt and grime. Beyond to the north
the street continues, and to the east and west are buildings,
the entrances to which do not open to this street.
of which
the
which
invasion.
mines
your
to
road
is here.
foliage.
foliage.
foliage.
west, the trees are so huge and their crowns so dense that forest remains in
total darkness. A small path leads south through the trees.
[Exits: north east south west]
(Translucent) Beag the Hero of Magical Transference is here.
<1271hp 688mn 351mv>
Beag leaves west.
You follow Beag.
A narrow trail through the deep, dark forest
You are on a narrow trail winding its way between the enormous, grey trunks.
The crowns of the trees must be very dense, as they leave the forest floor in
utter darkness. The trail leads east and west.
[Exits: east west]
(Translucent) Beag the Hero of Magical Transference is here.
<1271hp 688mn 349mv>
Beag leaves west.
You follow Beag.
A narrow trail through the deep, dark forest
You are on a dusty trail winding its way east-west between huge, ancient trees
whose grey trunks remind you of ancient pillars in an enormous, deserted hall.
To the south, a frail path leads away from the trail.
[Exits: east south west]
(Translucent) Beag the Hero of Magical Transference is here.
A large, grey wolf is here, glaring hungrily at you.
A large, black wolf is here, glaring hungrily at you.
<1271hp 688mn 347mv>
Beag leaves west.
You follow Beag.
A narrow trail through the deep, dark forest
You are on a dusty trail winding its way east-west between huge, ancient trees
that stand close on all sides. Not a sound is to be heard - everything is
ominously quiet.
[Exits: east west]
(Translucent) Beag the Hero of Magical Transference is here.
<1271hp 688mn 345mv>
Beag leaves west.
You follow Beag.
A narrow trail through the deep, dark forest
You are where the dusty trail bends, as to avoid conflict with a colossal
trunk to the west. Not a sound is to be heard - everything is ominously quiet.
The trail leads east and south and a cleared path leads to the west.
[Exits: north east south west]
A colossal tree nearly blocks the way westwards.
(Translucent) Beag the Hero of Magical Transference is here.
<1271hp 688mn 343mv>
Beag leaves west.
You follow Beag.
Along the Western Road
The Western Road, the main trade road connecting the new city of
Sudharma to Shadowdale and Ethshar begins here and continues to the west.
The road is only a barely cleared path through the thick forest that
surrounds it. The road is unpaved and consists of a dirt path with some
remnants of cleared away brush and trees. The canopy overhead has many
breaks in it as many trees were cleared to make way for this road. To the
east you see a massive tree that nearly blocks your path.
[Exits: east west]
(Translucent) Beag the Hero of Magical Transference is here.
<1271hp 704mn 341mv>
Beag leaves east.
You follow Beag.
A narrow trail through the deep, dark forest
You are where the dusty trail bends, as to avoid conflict with a colossal
trunk to the west. Not a sound is to be heard - everything is ominously quiet.
The trail leads east and south and a cleared path leads to the west.
[Exits: north east south west]
A colossal tree nearly blocks the way westwards.
(Translucent) Beag the Hero of Magical Transference is here.
<1271hp 704mn 339mv>
Beag leaves north.
You follow Beag.
The narrow trail
This trail looks much spookier than any other that you have seen. The usual
animal claw marks and bites on the trees are getting far and few between. The
trail continues north and also branches to the west into the forest.
[Exits: north south west]
(Translucent) Beag the Hero of Magical Transference is here.
<1271hp 704mn 337mv>
Beag leaves west.
You follow Beag.
On a woodland trail
You find yourself standing on a narrow but well kept trail through the
thick woods. All around you, the forest seems very alive, despite the
barrenness of the trail. The thick verdant canopy above you blocks most
natural light, causing the trees to cast all sorts of shadows along the
path. Random beams of light shoot through the gaps in the treetops in
a variety of directions like rays from the heavens. Occasionally a stray
animal will scurry across the trail, but for the most part, this route is
not heavily trodden. The trail continues westward, deeper through the
forest.
[Exits: north east west]
(Translucent) Beag the Hero of Magical Transference is here.
A deer is here munching idly upon some vegetation.
<1271hp 711mn 335mv>
Beag leaves north.
You follow Beag.
The beginning of a crude wall.
As you meander about this place, you see a crude, undeveloped
wall. Masonry work has been done, large blocks lined up forming
a wall nearly twenty feet high. A high archway is the only bit
of construction that appears neatly done. Peering in through
the arch you can make out a crude lump of ground dug up. About
the wall there are tree stumps, and many trees with axes dug
into their sides, obviously a work not yet completed.
the sun by day and the moon by night. A cool breeze blows inland,
accenting the already airy, cool climate. The pine trees can now be
seen just southward, rising from the island's center.
[Exits: north east south west up]
(Translucent) Beag the Hero of Magical Transference is here.
A crusty looking gecko contemplates life from a tree.
<1271hp 987mn 378mv>
Beag leaves north.
You follow Beag.
A Tranquil Beach
Palm trees and a few bluish rocks grace the shore of this remarkably calm
beach. The white sands cast a pleasant sheen on your surroundings, and a
cool breeze blows refreshingly by. You can see giant pines in the
distance to the south. Indeed, this island would not be a bad place
to find oneself stranded.
[Exits: east south]
(Translucent) Beag the Hero of Magical Transference is here.
A songbird trills pleasantly from a high branch.
<1271hp 987mn 376mv>
Beag leaves east.
You follow Beag.
A Tranquil Beach
Palm trees and a few bluish rocks grace the shore of this remarkably calm
beach. To the east those rocks, or perhaps they should be called stones,
have been set to form a rough road leading eastward toward a bridge. The
white sands cast a pleasant sheen on your surroundings, and a cool breeze
blows refreshingly by. You can see giant pines in the distance to the
south. Indeed, this island would not be a bad place to find oneself
stranded.
[Exits: east south west]
(Translucent) Beag the Hero of Magical Transference is here.
<1271hp 987mn 374mv>
Beag leaves east.
You follow Beag.
A Tranquil Landing
Strewn about this pleasant dock are palm trees, bluish rocks, and the odd
seashell. A particularly large palm tree rises just to the east of the
dock area, casting a pleasant shadow about. Pine trees can be seen
southward in the distance. A large sign is nailed to the palm tree,
demanding your attention. Below the sign, a more recent note has been
hastily posted.
[Exits: east south west]
(Translucent) Beag the Hero of Magical Transference is here.
<1271hp 993mn 372mv>
Beag leaves east.
You follow Beag.
On a road
You are on a road made up of broken blue stones. Within the breaks and cracks
are sand and little pebbles formed from time's erosion. The road leads
eastward, stopping here at a tranquil beach. Looking north you see the waters
of the strait between the islands. To the west is lovely sand, and southward
you see a forest.
373mv> who
(PK) [GAR] Beag Chanan the Hero of Magical Transference
(PK) Kalira the Heroine of Holy Healing
(PK) [Helper] [GAR] Yunalia Narva'nil the Heroine of Magical Tran
Researcher of Guild of Alchemical Research
Ukyo the Master of Akemi
Players found: 4
<1271hp 1086mn 373mv>
Beag leaves north.
You follow Beag.
On a road
You are on a road formed from broken blue stones set upon wet sand. The road
meanders, it appears, northeast and southwest. Northward is the main island
beyond a bit of water separating it and this smaller island.
0 tnl
0 tnl
am Unaecorne. The blue stones forming this bridge are worn from the passage
of time and relentless natural erosion which the weather around Dhaes Drae
Aesilon inflicts upon everything exposed to it. Still, you can tell that the
extra smoothness of the stones beneath you was formed not by wind and rain but
the passage of many travellers over the span of generations. The blue stone
blends with the blue of the water, making almost indistinguishable the
difference between safe passage and long swim. Fortunately, the builders of
the bridge included high enough walling to prevent an accidental plunge to the
cold waters below.
[Exits: north south]
(Translucent) Beag the Hero of Magical Transference is here.
<1271hp 1090mn 366mv>
Beag leaves north.
You follow Beag.
Long Bridge
You are at the center of a long bridge that stretches across a water-way betwe
en Aesil
am Boovair and Aesil am Unaecorne. To the north is Aesil am Boovair, the island
bearing
the government of the kingdom, and across the water to the south is Aesil am Una
ecorne.
The blue stones forming this bridge are worn from the passage of time and the re
lentless
natural erosion which the weather around Dhaes Drae Aesilon inflicts upon everyt
hing
exposed to it. Even so, it is plain to see that the extra smoothness of the ston
es beneath
you was formed not by wind and rain but the passage of many travellers over the
course of
generations. The blue stone blends so well with the blue of the water, the diffe
rence
between safe passage and long swim is almost indistinguishable. On the bright si
de, the
builders of this bridge included high enough walls to prevent an accidental plun
ge into
the cold water below.
[Exits: north south]
(Translucent) Beag the Hero of Magical Transference is here.
<1271hp 1090mn 365mv>
Beag leaves north.
You follow Beag.
Long Bridge
You are at the center of a long bridge that stretches across a water-way
between Aesil am Boovair and Aesil am Unaecorne. To the north is Aesil am
Boovair, the island bearing the government seat of the kingdom, and across the
water to the south is Aesil am Unaecorne. The blue stones from which this
bridge was constructed are worn from the passage of time and the relentless
natural erosion which the weather around Dhaes Drae Aesilon inflicts upon
everything exposed to it. Still, you can tell that the extra smoothness of the
stones beneath you was formed not by wind and rain but the passage of many
travellers over the course of many generations. The blue stone blends with
the blue of the water so well that the difference between safe passage and
long swim are virtually indistinguishable. Fortunately, the builders of the
bridge included high enough walling to prevent an accidental plunge to the
cold waters below.
On a road
Beneath you is a road formed of ancient blue stone which time has worn down
from its original shape. Most of the stones are cracked and some are chipped.
Grains of sand and small pebbles are lodged in the cracks. The road extends
north and south. Looking far to the east-northeast you see tall thin towers,
two of light grey stone, one of white stone. To the east-south-east you see a
temple and a thicker tower.
[Exits: north south]
(Translucent) Beag the Hero of Magical Transference is here.
<1271hp 1090mn 357mv>
Beag leaves north.
You follow Beag.
On a road
Beneath you is a north-south road of ancient blue stone. Time has worn some of
it down from its original shape. Cracks are evident on most of the stones, and
within those cracks you see grains of sand and a few tiny pebbles. To the far
east you see a tall thin tower of white stone, and far to the northeast, a
tall thin tower of light grey stone. Far to the southeast you see a temple,
behind which is a tower not quite as thin as the others. To the west you see a
building newer than others in this neighborhood. Above its door is a wooden
shingle.
[Exits: north south west]
(Translucent) Beag the Hero of Magical Transference is here.
<1271hp 1090mn 356mv>
Beag leaves north.
You follow Beag.
On a road
Worn blue stones form the T-shaped road beneath you. Cracks and chips show
evidence that time has had its way with them. Tiny pebbles and grains of sand
lodged within the cracks help nature divide the stones with each passing year.
The road T's east-west and then to the south. You can look far to the east and
see three tall, thin towers, and to the southeast a temple and a tower not
quite so thin. To the north is a small building that seems very boring. Even
the sign over the door seems a bit trifling: 'Potions &tc.'
[Exits: north east south west]
(Translucent) Beag the Hero of Magical Transference is here.
<1271hp 1090mn 355mv>
Beag leaves north.
You follow Beag.
Potions &tc.
A long counter runs along the northern wall, set out from the wall a bit
farther than what you have seen elsewhere. Behind the counter a wizened elf
waits almost impatiently for you to ask to purchase a magical item. On the
walls are tapestries depicting magicians hurling fireballs, waving wands,
brandishing staves, leading an army of elemental monsters. Oddly enough, there
are no shelves, no goods on display. The doorway to the road is to the south.
[Exits: south]
(Translucent) Beag the Hero of Magical Transference is here.
A man stands behind the counter, waiting for you to buy something.
The shopkeeper tells you, 'Welcome to Potions &tc!'
The shopkeeper tells you, 'Could I interest you in a chaos potion?'
The shopkeeper tells you, 'Or would a potion of tranquility be more your speed?'
The shopkeeper tells you, 'Or perhaps one of these staves?'
The shopkeeper
air.
The shopkeeper
The shopkeeper
air.
The shopkeeper
<1271hp 1090mn
[ StrmG
]
[ G-Elf
]
[51 G-Elf Cha]
sference, Head
[ Human
]
354mv> who
(PK) [GAR] Beag Chanan the Hero of Magical Transference
(PK) Kalira the Heroine of Holy Healing
(PK) [Helper] [GAR] Yunalia Narva'nil the Heroine of Magical Tran
Researcher of Guild of Alchemical Research
Ukyo the Master of Akemi
smiles at you.
points to a garishly multicolored staff magically leaning against
beams a smile at Beag.
Players found: 4
<1271hp 1090mn 354mv>
Beag says, 'I'm a horny greedy bastard.'
<1271hp 1090mn 354mv> a
You are affected by the following:
Pass door
: modifies none by 0 for about 2 hrs and 40 mins
Invisibility
: modifies none by 0 for about 19 hrs and 40 mins
Protective shield : modifies none by 0 for about 1 hr
Chromatic shield : modifies none by 0 for about 1 hr
Awareness
: modifies none by 0 for about 12 hrs and 20 mins
Detect invis
: modifies none by 0 for about 12 hrs
Giant strength
: modifies strength by 4 for about 12 hrs
Detect magic
: modifies none by 0 for about 12 hrs
Armor
: modifies armor class by -20 for about 20 mins
Fly
: modifies none by 0 for about 2 hrs
<1271hp 1090mn 354mv>
Beag says, 'not a retard.'
<1271hp 1090mn 354mv>
Beag leaves south.
You follow Beag.
On a road
Worn blue stones form the T-shaped road beneath you. Cracks and chips show
evidence that time has had its way with them. Tiny pebbles and grains of sand
lodged within the cracks help nature divide the stones with each passing year.
The road T's east-west and then to the south. You can look far to the east and
see three tall, thin towers, and to the southeast a temple and a tower not
quite so thin. To the north is a small building that seems very boring. Even
the sign over the door seems a bit trifling: 'Potions &tc.'
[Exits: north east south west]
(Translucent) Beag the Hero of Magical Transference is here.
<1271hp 1090mn 353mv>
Beag leaves west.
You follow Beag.
On a road
Beneath you is a road formed of ancient blue stone which time has worn down
from its original shape. Most of the stones are cracked and some are chipped.
Grains of sand and small pebbles are lodged in the cracks. The road extends
eastward and westward. From here you can look far to the east and see three
tall, thin towers, and to the southeast a temple and a tower not quite so
thin. To the south is a building, with a wooden shingle above the door.
down from a forest above. Towards the floor of stone, the soft earth
gives way to solid rock, shot through with lines of black iron ore. A
lamp stands in the southeast corner, an orb of softly glowing crystal
mounted atop a stand of ornate mithril- elvish work, and decidedly out
of place in this burrowed and otherwise dim tunnel. A wooden ladder
leads to a heavy trapdoor in the ceiling above, offering exit from
this earthen passage.
[Exits: north west up]
(Translucent) Beag the Hero of Magical Transference is here.
<1271hp 1090mn 358mv> pmote sticks out her tongue at Beag.
Yunalia sticks out her tongue at Beag.
<1271hp 1090mn 358mv>
Beag leaves west.
You follow Beag.
Dim hallway
This high, narrow hallway has been carved through the earth. Near the
arched ceiling, the walls are comprised of loose dirt, held firmly in
place by the twisting roots of pine trees that thrust down from a
forest above. Towards the floor of stone, the soft earth gives way to
solid rock, shot through with lines of black iron ore. The corridor
runs to the east and west, and a soft white light streams from a bend
to the east, providing barely sufficient illumination. A door in the
southern wall has been boarded up with smooth planks of pine- perhaps
the elves that occupy this place grew uncomfortable with the quiet,
yawning menace of the empty cells that line this hallway.
[Exits: east west]
(Translucent) Beag the Hero of Magical Transference is here.
Pale-skinned, an elven guard watches you warily while scanning for trouble.
<1271hp 1090mn 355mv>
Beag leaves west.
You follow Beag.
Dim hallway
This high, narrow hallway has been carved through the earth. Near the
arched ceiling, the walls are comprised of loose dirt, held firmly in
place by the twisting roots of pine trees that thrust down from a
forest above. Towards the floor of stone, the soft earth gives way to
solid rock, shot through with lines of black iron ore. The corridor
runs to the east and west, and a soft white light streams from both
directions to push back the darkness of this place. A shadowed alcove
carved into the northern wall is blocked off with vertical iron bars
that run from floor to ceiling. Some wooden boards have been stacked
to partially block off the gaping black hole, but the job remains
unfinished, and the empty cell still stares outward into the dim
passage of the prison.
[Exits: east west]
(Translucent) Beag the Hero of Magical Transference is here.
A pale-skinned elven guard observes you while keeping watch.
<1271hp 1090mn 352mv>
Beag leaves west.
You follow Beag.
Dim hallway
This high, narrow hallway has been carved through the earth. Near the
arched ceiling, the walls are comprised of loose dirt, held firmly in
place by the twisting roots of pine trees that thrust down from a
forest above. Towards the floor of stone, the soft earth gives way to
solid rock, shot through with lines of black iron ore. The corridor
runs to the east and west, and a soft white light streams from a bend
to the west, providing barely sufficient illumination. A door in the
southern wall has been boarded up with smooth planks of pine- perhaps
the elves that occupy this place grew uncomfortable with the quiet,
yawning menace of the empty cells that line this hallway.
[Exits: east west]
(Translucent) Beag the Hero of Magical Transference is here.
A pale-skinned elven guard stands here keeping watch.
<1271hp 1090mn 349mv>
Beag leaves west.
You follow Beag.
Corner of a dim hallway
This high, narrow hallway has been carved through the earth. Near the
arched ceiling, the walls are comprised of loose dirt, held firmly in
place by the twisting roots of pine trees that thrust down from a
forest above. Towards the floor of stone, the soft earth gives way to
solid rock, shot through with lines of black iron ore. A lamp stands
in the southwest corner, an orb of softly glowing crystal mounted atop
a stand of ornate mithril- elvish work, and decidedly out of place in
this burrowed and otherwise dim tunnel. The lamp fills this corner
with a gentle light that is quickly lost in the darkness of the
corridors to the north and east.
[Exits: north east]
(Translucent) Beag the Hero of Magical Transference is here.
A pale-skinned elven guard keeps watch warily.
<1271hp 1090mn 346mv> where
[The Lost Prison] Players near you:
(PK) Beag
Corner of a dim hallway
(PK) Yunalia
Corner of a dim hallway
<1271hp 1090mn 346mv>
Beag says, 'careful lass, remember, your going to owe me after this'
<1271hp 1090mn 346mv>
You feel less armored.
c ar
<1271hp 1090mn 380mv>
Beag says, 'i might ask you to put that to use.'
<1271hp 1090mn 380mv> You feel someone protecting you.
<1271hp 1085mn 380mv>
Beag leaves north.
You follow Beag.
Dim hallway
A high, narrow hallway has been carved through the earth, leading
north and south. Near the ceiling, the walls are comprised of loose
dirt, held firmly in place by the twisting roots of pine trees that
thrust down from a forest above. Towards the floor of stone, the soft
earth gives way to solid rock, shot through with lines of black iron
ore. Small cells have been burrowed into the walls to the east and
west, partitioned off from this passage by vertical iron bars set
deeply into the floor and ceiling. The cells stand empty, their
unfortunate inhabitants having departed or expired long ago.
[Exits: north south]
(Translucent) Beag the Hero of Magical Transference is here.
Pale-skinned, an elven guard watches you warily while scanning for trouble.
<1271hp 1090mn 377mv>
Beag leaves north.
You follow Beag.
Corner of a dim hallway
A high, narrow hallway has been carved through the earth to the south
and east. Near the ceiling, the walls are comprised of loose dirt,
held firmly in place by the twisting roots of pine trees that thrust
down from a forest above. Towards the floor of stone, the soft earth
gives way to solid rock, shot through with lines of black iron ore. A
lamp stands in the northwest corner, an orb of softly glowing crystal
mounted atop a stand of ornate mithril- elvish work, and decidedly out
of place in this burrowed and otherwise dim tunnel. A circular hole
has been bored through the rock beneath, and capped with a disc of
thick stone that serves as a trap door.
[Exits: east south]
(Translucent) Beag the Hero of Magical Transference is here.
<1271hp 1090mn 374mv>
Beag opens the trap door.
<1271hp 1090mn 374mv>
Beag leaves down.
You follow Beag.
Corner of a dank hallway
An eerie silence hangs in the still air of this dark, damp hallway,
broken occasionally by a long, soft scratching sound. Tunnels of
smooth stone extend eastward and southward from here, though their
respective destinations are lost in the dark. The walls are covered
with faint impressions of what might once have been engraved
decoration. Over time, the patterns have been worn away by the
moisture that beads on the walls, each drop taking a bit of the
ancient stonecutters' work down into the cold puddles that pool on the
hard floor below. Shafts of white light shine down around a trapdoor
set in the ceiling, though they are quickly lost in the profound
darkness of the underground.
[Exits: east south up]
(Translucent) Beag the Hero of Magical Transference is here.
<1271hp 1090mn 371mv>
Beag leaves south.
You follow Beag.
Dank hallway
An eerie silence hangs in the still air of this dark, damp hallway,
broken occasionally by a long, soft scratching sound. The tunnel of
smooth stone runs north and south, disappearing quickly into the
pervasive surrounding darkness. A shallow cell in the eastern wall is
blocked off with iron bars, the ends of which are thrust deeply into
the stone of the walls. Where each bar enters the rock, a strange
sigil has been inscribed, though the passing years and the moisture of
the tunnel have worked to wear the runes mostly away. The cell beyond
the bars is empty- whatever was once held here is trapped no longer.
Some shallow scratch marks have been dug into the western wall.
[Exits: north south]
(Translucent) Beag the Hero of Magical Transference is here.
<1271hp 1090mn 368mv>
Beag leaves south.
You follow Beag.
Corner of a dank hallway
An eerie silence hangs in the still air of this dark, damp hallway,
broken occasionally by a long, soft scratching sound. Tunnels of
smooth stone extend northward and eastward from here, though their
respective destinations are lost in the dark. The walls are covered
with faint impressions of what might once have been engraved
decoration. Suggestions of flourishing script and angular geometric
patterns can be made out on the walls, but over time the designs have
been worn away by the moisture that beads on the walls, each drop
taking a bit of the ancient stonecutters' work down into the cold
puddles that pool on the hard floor below.
[Exits: north east]
(Translucent) Beag the Hero of Magical Transference is here.
<1271hp 1090mn 365mv>
Beag says, 'now, the annoying part'
<1271hp 1090mn 365mv>
Beag leaves east.
You follow Beag.
Dank hallway
An eerie silence hangs in the still air of this dark, damp hallway,
broken occasionally by a long, soft scratching sound. The tunnel of
smooth stone runs east and west, disappearing quickly into the
pervasive surrounding darkness. The walls are covered with faint
impressions of what might once have been engraved decoration. Over
time, the patterns have been worn away by the moisture that beads on
the walls, each drop taking a bit of the ancient stonecutters' work
down into the cold puddles that pool on the hard floor below. A pitch
black alcove to the south has been walled off with bars of rust-covered
but sturdy iron. The scratching noises are being made by some
creature hidden within.
[Exits: east west]
(Translucent) Beag the Hero of Magical Transference is here.
A scaled foot scrapes its claws along the ground.
A scaled hand gropes out from the blackness of a cell.
<1271hp 1090mn
[ StrmG
]
[ G-Elf
]
[51 G-Elf Cha]
sference, Head
[ Human
]
362mv> who
(PK) [GAR] Beag Chanan the Hero of Magical Transference
(PK) Kalira the Heroine of Holy Healing
(PK) [Helper] [GAR] Yunalia Narva'nil the Heroine of Magical Tran
Researcher of Guild of Alchemical Research
Ukyo the Master of Akemi
Players found: 4
<1271hp 1090mn 362mv>
Beag leaves east.
You follow Beag.
Dank hallway
An eerie silence hangs in the still air of this dark, damp hallway,
broken occasionally by a long, soft scratching sound. The tunnel of
smooth stone runs east and west, disappearing quickly into the
pervasive surrounding darkness. The northern wall is broken by a deep
alcove, blocked off from this passage by iron bars set directly into
the surrounding stone. The cell would appear empty but for the very
dim pair of glowing eyes that hover silently, unmoving, deep within
the dark recesses of the ancient cell.
[Exits: east west]
(Translucent) Beag the Hero of Magical Transference is here.
A scaled head sweeps its pale yellow eyes across the corridor.
A scaled foot scrapes its claws along the ground.
A scaled hand gropes out from the blackness of a cell.
<1271hp 1090mn 359mv>
Beag leaves east.
You follow Beag.
Dank hallway
An eerie silence hangs in the still air of this dark, damp hallway,
broken occasionally by a long, soft scratching sound. The tunnel of
smooth stone runs east and west, disappearing quickly into the
pervasive surrounding darkness. The walls are covered with faint
impressions of what might once have been engraved decoration. Over
time, the patterns have been worn away by the moisture that beads on
the walls, each drop taking a bit of the ancient stonecutters' work
down into the cold puddles that pool on the hard floor below. A pitch
black alcove to the south has been walled off with bars of rust-covered
but sturdy iron. The scratching noises are being made by some
creature hidden within.
[Exits: east west]
(Translucent) Beag the Hero of Magical Transference is here.
A scaled hand gropes out from the blackness of a cell.
A scaled foot scrapes its claws along the ground.
A gruesome head attacks suddenly from the darkness!
<1271hp 1090mn 356mv>
Beag leaves west.
You follow Beag.
Dank hallway
An eerie silence hangs in the still air of this dark, damp hallway,
broken occasionally by a long, soft scratching sound. The tunnel of
smooth stone runs east and west, disappearing quickly into the
pervasive surrounding darkness. The northern wall is broken by a deep
alcove, blocked off from this passage by iron bars set directly into
the surrounding stone. The cell would appear empty but for the very
dim pair of glowing eyes that hover silently, unmoving, deep within
the dark recesses of the ancient cell.
[Exits: east west]
(Translucent) Beag the Hero of Magical Transference is here.
A scaled head sweeps its pale yellow eyes across the corridor.
A scaled foot scrapes its claws along the ground.
A scaled hand gropes out from the blackness of a cell.
<1271hp 1090mn 353mv>
Beag looks at a scaled head.
<1271hp 1090mn 353mv>
the walls, each drop taking a bit of the ancient stonecutters' work
down into the cold puddles that pool on the hard floor below. A pitch
black alcove to the south has been walled off with bars of rust-covered
but sturdy iron. The scratching noises are being made by some
creature hidden within.
[Exits: east west]
An old iron key lies here, nearly rusted through.
(Translucent) Beag the Hero of Magical Transference is here.
<1271hp 1063mn 380mv> Beag gets a rusty key.
<1271hp 1063mn 380mv>
Beag leaves west.
You follow Beag.
Dank hallway
An eerie silence hangs in the still air of this dark, damp hallway,
broken occasionally by a long, soft scratching sound. The tunnel of
smooth stone runs east and west, disappearing quickly into the
pervasive surrounding darkness. The northern wall is broken by a deep
alcove, blocked off from this passage by iron bars set directly into
the surrounding stone. The cell would appear empty but for the very
dim pair of glowing eyes that hover silently, unmoving, deep within
the dark recesses of the ancient cell.
[Exits: east west]
(Translucent) Beag the Hero of Magical Transference is here.
A scaled head sweeps its pale yellow eyes across the corridor.
A scaled foot scrapes its claws along the ground.
A scaled hand gropes out from the blackness of a cell.
<1271hp 1063mn 377mv>
Beag leaves west.
You follow Beag.
Dank hallway
An eerie silence hangs in the still air of this dark, damp hallway,
broken occasionally by a long, soft scratching sound. The tunnel of
smooth stone runs east and west, disappearing quickly into the
pervasive surrounding darkness. The walls are covered with faint
impressions of what might once have been engraved decoration. Over
time, the patterns have been worn away by the moisture that beads on
the walls, each drop taking a bit of the ancient stonecutters' work
down into the cold puddles that pool on the hard floor below. A pitch
black alcove to the south has been walled off with bars of rust-covered
but sturdy iron. The scratching noises are being made by some
creature hidden within.
[Exits: east west]
(Translucent) Beag the Hero of Magical Transference is here.
A scaled foot scrapes its claws along the ground.
A scaled hand gropes out from the blackness of a cell.
<1271hp 1063mn 374mv>
Beag leaves west.
You follow Beag.
Corner of a dank hallway
An eerie silence hangs in the still air of this dark, damp hallway,
broken occasionally by a long, soft scratching sound. Tunnels of
smooth stone extend northward and eastward from here, though their
respective destinations are lost in the dark. The walls are covered
c chr
<1271hp 1090mn 380mv>
Beag says, 'So, now that you can't see or hear a thing.'
<1271hp 1090mn 380mv> Nah... You feel too relaxed...
<1271hp 1090mn 380mv> Nah... You feel too relaxed...
<1271hp 1090mn 380mv>
Beag pats the crotch of his pants.
<1271hp 1090mn 380mv>
-we were here, this land was ours, before the elves came-they did not know, could not sense us<1271hp 1090mn 380mv>
-their works destroyed our homes, our harmony-they did not know-my kind fled before them, to the eternal deep<1271hp 1090mn 380mv>
A gentle sigh echoes through the chamber.
-but that is long past, it matters not<1271hp 1090mn 380mv>
-this was the last place the elves came-they feared the iron in the stone, and long avoided it-but came at last, to use our prison of old as their own<1271hp 1090mn 380mv>
-at last I too fled, as the rest of us had done-leaving enough of myself behind to speak now with you<1271hp 1090mn 380mv>
-it was my hope that this last cell would be forever lost-that its memory would pass into the mists of time-as our own has-yet you draw near, so I remain to give warning<1271hp 1090mn 380mv>
-turn now away<1271hp 1090mn 380mv>
Beag patiently twiddles his thumbs.
<1271hp 1090mn 380mv>
Beag patiently twiddles his thumbs.
<1271hp 1090mn 380mv>
-but you will not-it is not your nature to heed warnings, it never has been-so instead will I grant you what you seek-perhaps, somehow, you may banish what we could but contain<1271hp 1090mn 380mv>
Beag's dehydration hits him.
<1271hp 1090mn 380mv>
-and if you are successful, it may be that I shall know-
-that I shall remember across the wide, wide millenia-and share in your victory<1271hp 1090mn 380mv>
The air bends strangely, and a key folds into existence.
A keyhole shimmers briefly in the door on the eastern wall.
<1271hp 1090mn 380mv> exa keyhole
You do not see that here.
<1271hp 1090mn 380mv> l
Last Chamber of the Forgotten
The air of this vaulting rock chamber hangs heavy with palpable
feelings of deep regret and resigned sadness. A wide pillar has been
placed at each of the four corners of the room, each deeply etched
with ancient carvings- some vague pictures, many strange letters, the
stories of a proud civilization long since passed away. In the center
of the smooth rock floor, an enormous chair is fixed to the ground.
The chair faces the eastern wall, which is dominated by a huge,
arching door. Sharp, angry runes are carved into the door's surfacethey are unrecognizeable, but it is clear that they speak of fear and
warning of what lies beyond. The door's face is smooth and unbroken,
though, and no method of opening it is immediately clear. A shallow
pool laps up against the southern lip of the room's floor, allowing
descent into the water.
[Exits: down]
(Glowing) A thin card of platinum lies on the ground.
An ancient chair of stone faces the door in the eastern wall.
(Translucent) Beag the Hero of Magical Transference is here.
<1271hp 1090mn 380mv>
Beag gets platinum key.
<1271hp 1090mn 380mv> cv Can I get up now?
You with her soft caressing voice say, 'Can I get up now?'
<1271hp 1090mn 380mv>
Beag's dehydration grazes him.
You are thirsty.
You slowly float to the ground.
c fly
<1271hp 1090mn 380mv> Nah... You feel too relaxed...
<1271hp 1090mn 380mv>
Beag says, 'Only if your nice.'
<1271hp 1090mn 380mv>
Beag snickers softly.
<1271hp 1090mn 380mv>
Beag unlocks the ancient door.
<1271hp 1090mn 380mv> wake
Beag opens the ancient door.
<1271hp 1090mn 380mv> You stand up.
<1271hp 1090mn
[ StrmG
]
[ G-Elf
]
[51 G-Elf Cha]
sference, Head
[ Human
]
380mv> who
(PK) [GAR] Beag Chanan the Hero of Magical Transference
(PK) Kalira the Heroine of Holy Healing
(PK) [Helper] [GAR] Yunalia Narva'nil the Heroine of Magical Tran
Researcher of Guild of Alchemical Research
Ukyo the Master of Akemi
Players found: 4
<1271hp 1090mn 380mv>
Beag says, 'might even be a closer gatepoint. never tried gating to the guards'
<1271hp 1090mn 380mv>
Beag says, 'lets find out'
<1271hp 1090mn 380mv>
Beag leaves west.
You are hungry.
<1271hp 1090mn 380mv> w
Last Chamber of the Forgotten
The air of this vaulting rock chamber hangs heavy with palpable
feelings of deep regret and resigned sadness. A wide pillar has been
placed at each of the four corners of the room, each deeply etched
with ancient carvings- some vague pictures, many strange letters, the
stories of a proud civilization long since passed away. In the center
of the smooth rock floor, an enormous chair is fixed to the ground.
The chair faces the eastern wall, which is dominated by a huge,
arching door. Sharp, angry runes are carved into the door's surfacethey are unrecognizeable, but it is clear that they speak of fear and
warning of what lies beyond. The door's face is smooth and unbroken,
though, and no method of opening it is immediately clear. A shallow
pool laps up against the southern lip of the room's floor, allowing
descent into the water.
[Exits: east down]
An ancient chair of stone faces the door in the eastern wall.
<1271hp 1090mn 377mv> where
[The Lost Prison] Players near you:
(PK) Beag
Above a stagnant pool
<1271hp 1090mn 377mv> d
Beneath a shallow pool
Stagnant water fills this room, bounded on all sides by walls of black
stone. A strangely angled hole in the western wall is bordered by thin
tendrils of tree root that wave gently in the ebb and flow of the
surrounding water. The hole is wide enough to proceed through towards
a vertical shaft on the other side. To the northeast, the stone floor
begins to slope rapidly upwards, eventually breaking the surface of
the pool to act as the floor of an enclosed room above.
[Exits: west up]
<1271hp 1090mn 372mv> where
[The Lost Prison] Players near you:
(PK) Beag
Dank hallway
(PK) Yunalia
Beneath a shallow pool
Cramped alcove
A tiny little bubble in the stoney crust of the earth, this small room
is a near-perfect sphere. Though obviously not naturally formed, the
walls bear no marks of being worked by the tools of stonecraft, but
are perfectly concave and smooth. A door is set in a flatter portion
of the wall to the east. In the center of the room's dusty floor sits
an ornate iron hatch. Atop the hatch is a complicated spoked lock
that, when closed, thrusts five thick metal spikes into the
surrounding stone for an incredibly tight seal. The hatch allows
progress downward from here.
[Exits: east down]
<1271hp 1090mn 346mv> e
Dank hallway
An eerie silence hangs in the still air of this dark, damp hallway,
broken occasionally by a long, soft scratching sound. The tunnel of
smooth stone runs north and south, disappearing quickly into the
pervasive surrounding darkness. A shallow cell in the eastern wall is
blocked off with iron bars, the ends of which are thrust deeply into
the stone of the walls. Where each bar enters the rock, a strange
sigil has been inscribed, though the passing years and the moisture of
the tunnel have worked to wear the runes mostly away. The cell beyond
the bars is empty- whatever was once held here is trapped no longer.
Some shallow scratch marks have been dug into the western wall.
[Exits: north south west]
(Translucent) Beag the Hero of Magical Transference is here.
<1271hp 1090mn 343mv> a
You are affected by the following:
Pass door
: modifies none by 0 for about 3 hrs and 25 mins
Protective shield : modifies none by 0 for about 1 hr and 25 mins
Chromatic shield : modifies none by 0 for about 1 hr and 25 mins
Fly
: modifies none by 0 for about 16 hrs and 45 mins
Armor
: modifies armor class by -20 for about 5 hrs and 5 mins
Awareness
: modifies none by 0 for about 8 hrs and 45 mins
Detect invis
: modifies none by 0 for about 8 hrs and 25 mins
Giant strength
: modifies strength by 4 for about 8 hrs and 25 mins
Detect magic
: modifies none by 0 for about 8 hrs and 25 mins
<1271hp 1090mn 343mv>
Beag says, 'aint nobody getting to you in there'
<1271hp 1090mn 343mv> l
Dank hallway
An eerie silence hangs in the still air of this dark, damp hallway,
broken occasionally by a long, soft scratching sound. The tunnel of
smooth stone runs north and south, disappearing quickly into the
pervasive surrounding darkness. A shallow cell in the eastern wall is
blocked off with iron bars, the ends of which are thrust deeply into
the stone of the walls. Where each bar enters the rock, a strange
sigil has been inscribed, though the passing years and the moisture of
the tunnel have worked to wear the runes mostly away. The cell beyond
the bars is empty- whatever was once held here is trapped no longer.
Some shallow scratch marks have been dug into the western wall.
[Exits: north south west]
(Translucent) Beag the Hero of Magical Transference is here.
343mv> [
StrmG
Players found: 4
<1271hp 1090mn 343mv> a
You are affected by the following:
Pass door
: modifies none by 0 for about 3 hrs and 20 mins
Protective shield : modifies none by 0 for about 1 hr and 20 mins
Chromatic shield : modifies none by 0 for about 1 hr and 20 mins
Fly
: modifies none by 0 for about 16 hrs and 40 mins
Armor
: modifies armor class by -20 for about 5 hrs
Awareness
: modifies none by 0 for about 8 hrs and 40 mins
Detect invis
: modifies none by 0 for about 8 hrs and 20 mins
Giant strength
: modifies strength by 4 for about 8 hrs and 20 mins
Detect magic
: modifies none by 0 for about 8 hrs and 20 mins
<1271hp 1090mn 343mv>
Beag says, 'His alarm went off letting him know somone was here'
<1271hp 1090mn 343mv> c create
A magic mushroom suddenly appears.
<1271hp 1085mn 343mv>
You are hungry.
<1271hp 1090mn 380mv>
Beag says, 'Had his essence in there'
<1271hp 1090mn 380mv> eat mushroom
You eat a magic mushroom.
You are no longer hungry.
<1271hp 1090mn 380mv>
Beag says, 'You know what the jackarse did?'
<1271hp 1090mn 380mv>
Beag says, 'Ran here and unlocked the door to retrieve it in a panic.'
<1271hp 1090mn 380mv>
Beag says, 'Course the thief slipped right in and sacrificed it when he unlocked
the door'
<1271hp 1090mn 380mv>
Beag says, 'Was perfectly safe before the lich came and opened it for him'
You stop channeling the energy and the beam of light dissipates.
A scaled hand has some small wounds. (70%)
<1047hp 1040mn 371mv>
A scaled hand's claw misses you.
A scaled hand leans to its right and dodges your pierce.
A scaled hand leans to its right and dodges your pierce.
A scaled hand has some small wounds. (70%)
<1047hp 1046mn 371mv> c con
You concatenate the magical energies around you and channel them at a scaled han
d.
Your blast of energy >>> EXTERMINATES <<< a scaled hand!
You stop channeling the energy and the beam of light dissipates.
You hop backward and dodge a scaled hand's claw.
Your pierce MUTILATES a scaled hand!
A scaled hand is bleeding profusely. (40%)
<1047hp 1029mn 371mv> c con
A scaled hand's claw misses you.
Your pierce decimates a scaled hand.
Your pierce MUTILATES a scaled hand!
A scaled hand is spurting blood. (35%)
<1047hp 1030mn 371mv> You concatenate the magical energies around you and channe
l them at a scaled hand.
A scaled hand appears to be blinded.
Your blast of energy >>> EXTERMINATES <<< a scaled hand!
You stop channeling the energy and the beam of light dissipates.
A scaled hand is in pretty bad shape. (10%)
<1047hp 1000mn 371mv> c con
A scaled hand's claw misses you.
A scaled hand scrambles backward and dodges your pierce.
Your pierce devastates a scaled hand.
A scaled hand is poisoned by the venom on the Barbed Dagger of Thiulor.
A scaled hand is in pretty bad shape. (5%)
<1047hp 1002mn 371mv> You concatenate the magical energies around you and channe
l them at a scaled hand.
Your blast of energy === OBLITERATES === a scaled hand!
A scaled hand is DEAD!!
A scaled hand finally succumbed to their wounds and perished.
You receive 0 experience points.
You stop channeling the energy and the beam of light dissipates.
<1047hp 972mn 371mv> c inv
You fade out of existence.
<1047hp 977mn 371mv> where
[The Lost Prison] Players near you:
(PK) Beag
Corner of a dim hallway
(PK) Yunalia
Dank hallway
<1047hp 987mn 371mv> a
You are affected by the following:
Invisibility
: modifies none by 0 for about 21 hrs
Pass door
: modifies none by 0 for about 2 hrs and 40 mins
Protective shield
Chromatic shield
Fly
Armor
Awareness
Detect invis
Giant strength
Detect magic
:
:
:
:
:
:
:
:
modifies
modifies
modifies
modifies
modifies
modifies
modifies
modifies
blocked off with iron bars, the ends of which are thrust deeply into
the stone of the walls. Where each bar enters the rock, a strange
sigil has been inscribed, though the passing years and the moisture of
the tunnel have worked to wear the runes mostly away. The cell beyond
the bars is empty- whatever was once held here is trapped no longer.
[Exits: north south]
<1068hp 1040mn 374mv> s
s
Corner of a dank hallway
An eerie silence hangs in the still air of this dark, damp hallway,
broken occasionally by a long, soft scratching sound. Tunnels of
smooth stone extend northward and westward from here, though their
respective destinations are lost in the dark. The walls are covered
with faint impressions of what might once have been engraved
decoration. Over time, the patterns have been worn away by the
moisture that beads on the walls, each drop taking a bit of the
ancient stonecutters' work down into the cold puddles that pool on the
hard floor below. In the southeast corner of the room, a jagged crack
in the stone is lit from beneath by a flickering yellow light. The
crack is wide enough to allow passage down from here.
[Exits: north west down]
<1068hp 1040mn 371mv> s
Alas, you cannot go that way.
<1068hp 1040mn 371mv> Alas, you cannot go that way.
<1068hp 1040mn 371mv> u
Alas, you cannot go that way.
<1068hp 1043mn 371mv> where
[The Lost Prison] Players near you:
(PK) Yunalia
Corner of a dank hallway
<1068hp 1050mn 371mv> w
Dank hallway
An eerie silence hangs in the still air of this dark, damp hallway,
broken occasionally by a long, soft scratching sound. The tunnel of
smooth stone runs east and west, disappearing quickly into the
pervasive surrounding darkness. The walls are covered with faint
impressions of what might once have been engraved decoration. Over
time, the patterns have been worn away by the moisture that beads on
the walls, each drop taking a bit of the ancient stonecutters' work
down into the cold puddles that pool on the hard floor below. A pitch
black alcove to the south has been walled off with bars of rust-covered
but sturdy iron. The scratching noises are being made by some
creature hidden within.
[Exits: east west]
<1068hp 1050mn 368mv> u
w
Alas, you cannot go that way.
<1068hp 1062mn 368mv> Dank hallway
An eerie silence hangs in the still air of this dark, damp hallway,
broken occasionally by a long, soft scratching sound. The tunnel of
smooth stone runs east and west, disappearing quickly into the
pervasive surrounding darkness. The northern wall is broken by a deep
alcove, blocked off from this passage by iron bars set directly into
the surrounding stone. The cell would appear empty but for the very
dim pair of glowing eyes that hover silently, unmoving, deep within
the dark recesses of the ancient cell.
[Exits: east west]
A scaled head sweeps its pale yellow eyes across the corridor.
A scaled foot scrapes its claws along the ground.
A scaled hand gropes out from the blackness of a cell.
<1068hp 1062mn 365mv> u
Alas, you cannot go that way.
<1068hp 1076mn 365mv> w
Dank hallway
An eerie silence hangs in the still air of this dark, damp hallway,
broken occasionally by a long, soft scratching sound. The tunnel of
smooth stone runs east and west, disappearing quickly into the
pervasive surrounding darkness. The walls are covered with faint
impressions of what might once have been engraved decoration. Over
time, the patterns have been worn away by the moisture that beads on
the walls, each drop taking a bit of the ancient stonecutters' work
down into the cold puddles that pool on the hard floor below. A pitch
black alcove to the south has been walled off with bars of rust-covered
but sturdy iron. The scratching noises are being made by some
creature hidden within.
[Exits: east west]
A scaled foot scrapes its claws along the ground.
A scaled hand gropes out from the blackness of a cell.
<1068hp 1076mn 362mv> u
w
Alas, you cannot go that way.
<1068hp 1076mn 362mv> Corner of a dank hallway
An eerie silence hangs in the still air of this dark, damp hallway,
broken occasionally by a long, soft scratching sound. Tunnels of
smooth stone extend northward and eastward from here, though their
respective destinations are lost in the dark. The walls are covered
with faint impressions of what might once have been engraved
decoration. Suggestions of flourishing script and angular geometric
patterns can be made out on the walls, but over time the designs have
been worn away by the moisture that beads on the walls, each drop
taking a bit of the ancient stonecutters' work down into the cold
puddles that pool on the hard floor below.
[Exits: north east]
<1068hp 1088mn 359mv> u
Alas, you cannot go that way.
<1068hp 1088mn 359mv> s
Alas, you cannot go that way.
<1068hp 1090mn 359mv> n
Dank hallway
An eerie silence hangs in the still air of this dark, damp hallway,
hard floor below. Shafts of white light shine down around a trapdoor
set in the ceiling, though they are quickly lost in the profound
darkness of the underground.
[Exits: east south up]
<1068hp 1090mn 347mv> c gate beag
You step through a gate and vanish.
In a quiet swampy part of the ruins
The ruins here are almost buried by the swamp that has grown over it. Unlike
most of the ancient elven city this part seems to have been almost obliterated
by the destruction, leaving barely the smallest signs of what once was. There
is an unnerving stillness in this region. To the east you can see what looks
like a black tower standing within the swampy ruins.
[Exits: east south]
(Translucent) Beag the Hero of Magical Transference is here.
A giant frog hisses and flicks its pointed tongue out at you.
<1068hp 1010mn 347mv>
Beag says, 'and now we wait a minute'
<1082hp 1081mn 380mv>
Beag stretches luxuriously. Kinda makes you want to, doesn't it?
<1082hp 1086mn 380mv>
Beag pushes his hips forward as he stretches.
<1082hp 1090mn 380mv>
Beag says, 'Can you think of anything to do while we wait?'
<1082hp 1090mn 380mv> exa chest
A sturdy elysium chest, clearly marked by its maker, with a skull and crossbones
prominently displayed on the top.
An elysium chest with a skull and crossbones on it holds:
( 5) a bottle of blood
( 3) a small blob of acid
( 4) a redstone plate
( 4) a dark metallic bowl
( 3) a handful of pebbles
( 2) a sliver of jade
( 5) a grubby worm nugget
( 4) some sand
( 4) (Magical) a small blue pail
( 2) a pearl earring
a pearl necklace
( 2) A damaged gold dragonscale
( 2) A damaged silver dragonscale
( 2) A damaged white dragonscale
( 2) A damaged blue dragonscale
( 2) A damaged black dragonscale
( 2) A damaged green dragonscale
( 2) A damaged red dragonscale
( 2) A simple malachite ring
( 4) A small malachite hoop
a maple log
a oak log
a pine log
( 4) A handful of potting soil
an elm log
( 5) a compass
a Preferred Shoppers Club Card of the GML
(12) an alchemy jar of bamboo
(44) A globe of light
( 7) (Glowing) an icicle
(436) a plain gold key
(Magical) (Glowing) the Staff of Good Health
(Invis) (Glowing) (Humming) a small disc with a skull and crossbones
(64) (Magical) a murky brown potion
( 3) a bamboo staff
(Magical) a brown staff
(13) A lump of rosestone
(Magical) (Glowing) an elemental bracelet
( 2) (Magical) (Glowing) (Humming) a claw named 'Truth's Edge'
( 3) a thin dagger
(Magical) (Glowing) (Humming) a claw named 'Humility'
(11) (Glowing) a string of small glowing balls of light
(Magical) (Glowing) an ethereal blade
<1082hp 1090mn 380mv> ponder
You ponder the question.
<1082hp 1090mn 380mv>
The night has begun.
Your protective shield fades away.
c prot
The chromatic aura around your body fades.
c chr
<1103hp 1090mn 380mv> You are surrounded by a protective shield.
<1103hp 1015mn 380mv> cv Dissolve some materials?
You are surrounded by a chromatic aura.
<1103hp 946mn 380mv> You with her soft caressing voice say, 'Dissolve some mater
ials?'
<1103hp 953mn 380mv>
Beag says, 'BOooooring'
<1103hp 966mn 380mv>
Beag utters the word, 'gate'.
Beag steps through a gate and vanishes.
<1103hp 976mn 380mv> c gate beag
You step through a gate and vanish.
Earthy room
You are in a small bubble. On all sides lies solid rock--except
to the west, where there is a huge wall of loose dirt. There are
numerous gemstones stuck in the stone walls here. There are also
small holes--they look as if someone has plucked the gems from the
wall. Maybe you should take another look at these gems, they might
be valuable. It also appears that someone has gone to great lengths
to protect what is contained herein, as the thick unpierceable veil
of a curse hangs over this room.
[Exits: none]
(Humming) A peculiar clump of earth is here.
( 2) A clear stone sits at your feet.
The sliced-off leg of a xorn is lying here.
380mv> who
(PK) [GAR] Beag Chanan the Hero of Magical Transference
(PK) Kalira the Heroine of Holy Healing
(PK) [Helper] [GAR] Yunalia Narva'nil the Heroine of Magical Tran
Researcher of Guild of Alchemical Research
Ukyo the Master of Akemi
Players found: 4
<1126hp 1090mn 380mv>
The leg of a xorn decomposes.
<1149hp 1090mn 380mv>
380mv> who
(PK) [GAR] Beag Chanan the Hero of Magical Transference
(PK) Kalira the Heroine of Holy Healing
(PK) [Helper] [GAR] Yunalia Narva'nil the Heroine of Magical Tran
Researcher of Guild of Alchemical Research
Ukyo the Master of Akemi
Players found: 4
<1149hp 1090mn 380mv> i
You are carrying:
a rusty key
(Magical) (Glowing) (Humming) (Unique) an elysium chest with a skull and cr
ossbones on it
<1149hp 1090mn 380mv> a
You are affected by the following:
Chromatic shield : modifies none by 0 for about 2 hrs and 10 mins
Protective shield : modifies none by 0 for about 2 hrs and 10 mins
Invisibility
: modifies none by 0 for about 19 hrs and 30 mins
Pass door
: modifies none by 0 for about 1 hr and 10 mins
Fly
: modifies none by 0 for about 14 hrs and 30 mins
Armor
: modifies armor class by -20 for about 2 hrs and 50 mins
Awareness
: modifies none by 0 for about 6 hrs and 30 mins
Detect invis
: modifies none by 0 for about 6 hrs and 10 mins
Giant strength
: modifies strength by 4 for about 6 hrs and 10 mins
Detect magic
: modifies none by 0 for about 6 hrs and 10 mins
<1149hp 1090mn 380mv> put key pouch
Beag wags the key high in the air.
<1149hp 1090mn 380mv> You put a rusty key in a message pouch.
<1149hp 1090mn 380mv> cv Do you want me to climb on top of you?
You with her soft caressing voice say, 'Do you want me to climb on top of you?'
<1149hp 1090mn 380mv> wink beag
You wink suggestively at Beag.
<1175hp 1090mn
[ StrmG
]
[ G-Elf
]
[51 G-Elf Cha]
sference, Head
[ Human
]
380mv> who
(PK) [GAR] Beag Chanan the Hero of Magical Transference
(PK) Kalira the Heroine of Holy Healing
(PK) [Helper] [GAR] Yunalia Narva'nil the Heroine of Magical Tran
Researcher of Guild of Alchemical Research
Ukyo the Master of Akemi
Players found: 4
<1175hp 1090mn 380mv> a
Beag says, 'Oh, i could think of worse ideas.'
380mv> who
(PK) [GAR] Beag Chanan the Hero of Magical Transference
(PK) Kalira the Heroine of Holy Healing
(PK) [Helper] [GAR] Yunalia Narva'nil the Heroine of Magical Tran
Researcher of Guild of Alchemical Research
Ukyo the Master of Akemi
Players found: 4
<1271hp 1090mn 380mv>
Beag says, 'where as an ugly tavern whore, well, you can just toss her on the be
d face down and it don't make a damn bit of difference how ugly she is, still fe
els fine'
<1271hp 1090mn 380mv>
Beag winks suggestively at you.
<1271hp 1090mn 380mv>
Beag says, 'Aught bit cheaper than a one of a kind key too.'
<1271hp 1090mn 380mv>
The chromatic aura around your body fades.
c chr
Your protective shield fades away.
c prot
380mv> who
(PK) [GAR] Beag Chanan the Hero of Magical Transference
(PK) Kalira the Heroine of Holy Healing
(PK) [Helper] [GAR] Yunalia Narva'nil the Heroine of Magical Tran
Researcher of Guild of Alchemical Research
Ukyo the Master of Akemi
Players found: 4
<1271hp 1090mn 380mv>
You feel less armored.
c ar
<1271hp 1090mn 380mv> You feel someone protecting you.
<1271hp 1085mn 380mv>
Beag says, 'Oh? How would you normally tell if a fellow was attracted to you or
not then, seems like quite the conundrum.'
<1271hp 1090mn 380mv> cv Well, they would do anything for me.
You with her soft caressing voice say, 'Well, they would do anything for me.'
<1271hp 1090mn 380mv> cv Wouldn't he?
You with her soft caressing voice say, 'Wouldn't he?'
<1271hp 1090mn 380mv>
Beag says, 'If he were attracted to you, AND a sucker.'
<1271hp 1090mn 380mv>
Beag agrees absolutely.
spans of the human foot tall. But equally impressive to his height is his girth.
Not that he is broad-shouldered by any means. Instead, his girth could be used t
o
describe his rather large gut, and fleshy jowls. It's clear that this creature i
s
completely unfamiliar with the term 'manual labor'. His palms are dirty, but sof
t
and uncalloused. He is nearly clean shaven, with only a bit of stubble, if it co
uld
be called that in proportion to his size. His hair is slicked back and tied neat
ly
into a long white pony tail that falls near ends near his rear. HIs garments are
robes, tied simply but of fine silk, and buttons of ivory. The blue of the robes
can't help but be reminiscient of the bright, blue sky on a clear Theran day.
Beag is in perfect condition. (100%)
Beag is using:
<worn around neck>
<worn around neck>
<worn on torso>
<worn on head>
<worn on legs>
<worn on feet>
<worn on hands>
<worn on waist>
<worn around wrist>
<worn around wrist>
(Magical)
(Magical)
(Magical)
(Magical)
(Magical)
(Magical)
(Magical)
(Magical)
(Magical)
(Magical)
a wool cloak
a wool cloak
a leather vest
a leather helmet
(Glowing) a pair of leather leggings
(Glowing) a pair of leather boots
(Glowing) a pair of leather gloves
a leather belt
a bronze bracer
a bronze bracer
Players found: 4
<1271hp 989mn 380mv>
Beag utters the word, 'gate'.
Beag steps through a gate and vanishes.
<1271hp 1018mn 380mv> c gate bookkeeper
You failed.
<1271hp 1003mn 380mv> c gate bookkeeper
You step through a gate and vanish.
Before the Halls of Research
The walls of the Library of the Owl give way seamlessly to this room. It
appears to be an extension that could always have been a part of the library.
Though small signs here and there show that it is of a newer construction.
The hardwood floors have a protective polish on them, though it has been
slightly scuffed up to keep it from being slick and dangerous. The room
has no other apparent exit, only a chair that sits in the corner that is
fit for someone of very small stature. A sign on the wall is the main
thing of notice within this room.
[Exits: west]
A small gnome is here verifying all who wish to enter the halls of research.
<1271hp 945mn 380mv> cm I am here to do research
You with her enchantingly melodious voice say, 'I am here to do research'
Gnome bookkeeper tells you, 'Welcome back researcher and good luck to you!'
The Halls of Research
This rather simple room is set up to help aid in the research and collection
of knowledge. The hardwood floors bear signs of some explosions. The desks
are made of steel to protect them in case of further explosions. Carpets
magically protected from fire cover parts of the floor, as well as most of
the walls. This aids in the reduction of noise that many researchers can
cause. A chair and a cot sit in the corner allowing for a place to rest
after the many long hours of work. Bookshelves line the walls, though they
appear mostly empty at this time.
all
of ashes.
of ashes.
of ashes.
of ashes.
of ashes.
You
You
You
You
You
You
get
get
get
get
get
get
a
a
a
a
a
a
south]
alchemy
alchemy
alchemy
alchemy
alchemy
alchemy
alchemy
alchemy
alchemy
alchemy
alchemy
alchemy
jar
jar
jar
jar
jar
jar
jar
jar
jar
jar
jar
jar
containing
containing
containing
containing
containing
containing
containing
containing
containing
containing
containing
containing
gold is here.
malachite is here.
gut is here.
lodestone is here.
light is here.
elm is here.
pine is here.
oak is here.
maple is here.
moss is here.
earth is here.
red dragonscale is here.
( 4)
( 6)
( 5)
( 5)
( 5)
( 5)
( 5)
( 8)
( 7)
( 7)
( 6)
( 4)
( 4)
( 9)
( 4)
(11)
( 8)
( 4)
( 5)
( 4)
( 5)
( 3)
(13)
( 2)
( 2)
( 8)
( 4)
(36)
( 6)
( 2)
( 4)
An alchemy
An alchemy
An alchemy
An alchemy
An alchemy
An alchemy
An alchemy
An alchemy
An alchemy
An alchemy
An alchemy
An alchemy
An alchemy
An alchemy
An alchemy
An alchemy
An alchemy
An alchemy
An alchemy
An alchemy
An alchemy
An alchemy
An alchemy
An alchemy
An alchemy
An alchemy
An alchemy
An alchemy
An alchemy
An alchemy
An alchemy
An alchemy
A soft cot
c diss ashes
c diss ashes
Magic jars appear out of thin air.
Your magic dissolves a topaz-encrusted collar into multiple pieces of quartz, an
d you put them into the jars.
<1271hp 951mn 380mv> drop all.jar
Magic jars appear out of thin air.
Your magic dissolves a topaz-encrusted collar into multiple pieces of quartz, an
d you put them into the jars.
<1271hp 947mn 380mv> Magic jars appear out of thin air.
Your magic dissolves a topaz-encrusted collar into multiple pieces of quartz, an
d you put them into the jars.
<1271hp 927mn 380mv> You are not carrying that.
<1271hp 938mn 380mv> You are not carrying that.
You feel solid again.
c pass
<1271hp 985mn 380mv> You are not carrying that.
<1271hp 985mn 380mv> You are not carrying that.
<1271hp 985mn 380mv> You are not carrying that.
<1271hp 985mn 380mv> You are not carrying that.
<1271hp 1001mn 380mv> You drop an alchemy jar of quartz.
You drop an alchemy jar of quartz.
You drop an alchemy jar of quartz.
You drop an alchemy jar of quartz.
You drop an alchemy jar of quartz.
You drop an alchemy jar of quartz.
You drop an alchemy jar of quartz.
You drop an alchemy jar of quartz.
You drop an alchemy jar of quartz.
You drop an alchemy jar of quartz.
<1271hp 1001mn 380mv> You turn translucent.
<1271hp 981mn 380mv> l
The Halls of Research
This rather simple room is set up to help aid in the research and collection
of knowledge. The hardwood floors bear signs of some explosions. The desks
are made of steel to protect them in case of further explosions. Carpets
magically protected from fire cover parts of the floor, as well as most of
the walls. This aids in the reduction of noise that many researchers can
cause. A chair and a cot sit in the corner allowing for a place to rest
after the many long hours of work. Bookshelves line the walls, though they
appear mostly empty at this time.
[Exits:
(10) An
( 2) An
(10) An
( 8) An
(14) An
( 8) An
south]
alchemy
alchemy
alchemy
alchemy
alchemy
alchemy
jar
jar
jar
jar
jar
jar
containing
containing
containing
containing
containing
containing
quartz is here.
gold is here.
malachite is here.
gut is here.
lodestone is here.
light is here.
( 9)
( 9)
(13)
( 9)
(10)
( 5)
( 4)
( 4)
( 6)
( 5)
( 5)
( 5)
( 5)
( 5)
( 8)
( 7)
( 7)
( 6)
( 4)
( 4)
( 9)
( 4)
(11)
( 8)
( 4)
( 5)
( 4)
( 5)
( 3)
(13)
( 2)
( 2)
( 8)
( 4)
(36)
( 6)
( 2)
( 4)
An alchemy
An alchemy
An alchemy
An alchemy
An alchemy
An alchemy
An alchemy
An alchemy
An alchemy
An alchemy
An alchemy
An alchemy
An alchemy
An alchemy
An alchemy
An alchemy
An alchemy
An alchemy
An alchemy
An alchemy
An alchemy
An alchemy
An alchemy
An alchemy
An alchemy
An alchemy
An alchemy
An alchemy
An alchemy
An alchemy
An alchemy
An alchemy
An alchemy
An alchemy
An alchemy
An alchemy
An alchemy
An alchemy
An alchemy
A soft cot
<1271hp 1032mn
[ Human
]
[ StrmG
]
[ G-Elf
]
[51 G-Elf Cha]
sference, Head
Players found: 4
<1271hp 1032mn 380mv> l
The Halls of Research
This rather simple room is set up to help aid in the research and collection
of knowledge. The hardwood floors bear signs of some explosions. The desks
are made of steel to protect them in case of further explosions. Carpets
magically protected from fire cover parts of the floor, as well as most of
the walls. This aids in the reduction of noise that many researchers can
cause. A chair and a cot sit in the corner allowing for a place to rest
after the many long hours of work. Bookshelves line the walls, though they
appear mostly empty at this time.
[Exits: south]
(10) An alchemy
( 2) An alchemy
(10) An alchemy
( 8) An alchemy
(14) An alchemy
( 8) An alchemy
( 9) An alchemy
( 9) An alchemy
(13) An alchemy
( 9) An alchemy
(10) An alchemy
( 5) An alchemy
( 4) An alchemy
( 4) An alchemy
( 6) An alchemy
( 5) An alchemy
( 5) An alchemy
( 5) An alchemy
( 5) An alchemy
( 5) An alchemy
( 8) An alchemy
( 7) An alchemy
( 7) An alchemy
( 6) An alchemy
( 4) An alchemy
( 4) An alchemy
( 9) An alchemy
( 4) An alchemy
(11) An alchemy
( 8) An alchemy
( 4) An alchemy
( 5) An alchemy
( 4) An alchemy
( 5) An alchemy
( 3) An alchemy
(13) An alchemy
( 2) An alchemy
An alchemy
( 2) An alchemy
( 8) An alchemy
( 4) An alchemy
(36) An alchemy
( 6) An alchemy
( 2) An alchemy
( 4) An alchemy
A soft cot
Detect magic
The walls of the Library of the Owl give way seamlessly to this room. It
appears to be an extension that could always have been a part of the library.
Though small signs here and there show that it is of a newer construction.
The hardwood floors have a protective polish on them, though it has been
slightly scuffed up to keep it from being slick and dangerous. The room
has no other apparent exit, only a chair that sits in the corner that is
fit for someone of very small stature. A sign on the wall is the main
thing of notice within this room.
[Exits: west]
A small gnome is here verifying all who wish to enter the halls of research.
<1271hp 911mn 380mv> cm I am here to do research
You with her enchantingly melodious voice say, 'I am here to do research'
Gnome bookkeeper tells you, 'Welcome back researcher and good luck to you!'
The Halls of Research
This rather simple room is set up to help aid in the research and collection
of knowledge. The hardwood floors bear signs of some explosions. The desks
are made of steel to protect them in case of further explosions. Carpets
magically protected from fire cover parts of the floor, as well as most of
the walls. This aids in the reduction of noise that many researchers can
cause. A chair and a cot sit in the corner allowing for a place to rest
after the many long hours of work. Bookshelves line the walls, though they
appear mostly empty at this time.
[Exits: north south]
A soft cot is here to rest on.
<1271hp 929mn 380mv> n
Your awareness of the surrounding trees lessens.
aware
<1271hp 977mn 380mv> The Halls of Research
This rather simple room is set up to help aid in the research and collection
of knowledge. The hardwood floors bear signs of some explosions. The desks
are made of steel to protect them in case of further explosions. Carpets
magically protected from fire cover parts of the floor, as well as most of
the walls. This aids in the reduction of noise that many researchers can
cause. A chair and a cot sit in the corner allowing for a place to rest
after the many long hours of work. Bookshelves line the walls, though they
appear mostly empty at this time.
[Exits:
(10) An
( 2) An
(10) An
( 8) An
(14) An
( 8) An
( 9) An
( 9) An
(13) An
( 9) An
(10) An
( 5) An
( 4) An
( 4) An
( 6) An
( 5) An
south]
alchemy
alchemy
alchemy
alchemy
alchemy
alchemy
alchemy
alchemy
alchemy
alchemy
alchemy
alchemy
alchemy
alchemy
alchemy
alchemy
jar
jar
jar
jar
jar
jar
jar
jar
jar
jar
jar
jar
jar
jar
jar
jar
containing
containing
containing
containing
containing
containing
containing
containing
containing
containing
containing
containing
containing
containing
containing
containing
quartz is here.
gold is here.
malachite is here.
gut is here.
lodestone is here.
light is here.
elm is here.
pine is here.
oak is here.
maple is here.
moss is here.
earth is here.
red dragonscale is here.
black dragonscale is here.
green dragonscale is here.
blue dragonscale is here.
( 5)
( 5)
( 5)
( 5)
( 8)
( 7)
( 7)
( 6)
( 4)
( 4)
( 9)
( 4)
(11)
( 8)
( 4)
( 5)
( 4)
( 5)
( 3)
(13)
( 2)
( 2)
( 8)
( 4)
(36)
( 6)
( 2)
( 4)
An alchemy
An alchemy
An alchemy
An alchemy
An alchemy
An alchemy
An alchemy
An alchemy
An alchemy
An alchemy
An alchemy
An alchemy
An alchemy
An alchemy
An alchemy
An alchemy
An alchemy
An alchemy
An alchemy
An alchemy
An alchemy
An alchemy
An alchemy
An alchemy
An alchemy
An alchemy
An alchemy
An alchemy
An alchemy
A soft cot
<1271hp 977mn 380mv> You start watching your surroundings more carefully.
<1271hp 967mn 380mv> get all.jar chest
drop all.jar
You get an alchemy jar of silver from an elysium chest with a skull and crossbon
es on it.
You get an alchemy jar of silver from an elysium chest with a skull and crossbon
es on it.
You get an alchemy jar of silver from an elysium chest with a skull and crossbon
es on it.
You get an alchemy jar of silver from an elysium chest with a skull and crossbon
es on it.
You get an alchemy jar of mithril from an elysium chest with a skull and crossbo
nes on it.
You get an alchemy jar of mithril from an elysium chest with a skull and crossbo
nes on it.
You get an alchemy jar of mithril from an elysium chest with a skull and crossbo
nes on it.
You get an alchemy jar of diamond from an elysium chest with a skull and crossbo
nes on it.
You get an alchemy jar of diamond from an elysium chest with a skull and crossbo
nes on it.
You get an alchemy jar of bamboo from an elysium chest with a skull and crossbon
es on it.
You get an alchemy jar of bamboo from an elysium chest with a skull and crossbon
es on it.
You get an alchemy jar of bamboo from an elysium chest with a skull and crossbon
es on it.
You get an alchemy jar of bamboo from an elysium chest with a skull and crossbon
es on it.
You get an
es on it.
You get an
es on it.
You get an
es on it.
An alchemy
alchemy jar of bamboo from an elysium chest with a skull and crossbon
alchemy jar of bamboo from an elysium chest with a skull and crossbon
alchemy jar of bamboo from an elysium chest with a skull and crossbon
jar of bamboo: you cannot carry that many items.
chest
[ G-Elf
] (PK) Kalira the Heroine of Holy Healing
[51 G-Elf Cha] (PK) [Helper] [GAR] Yunalia Narva'nil the Heroine of Magical Tran
sference, Head Researcher of Guild of Alchemical Research
Players found: 4
<1271hp 988mn 380mv> a
You are affected by the following:
Awareness
: modifies none by 0 for about 17 hrs and 15 mins
Detect magic
: modifies none by 0 for about 16 hrs and 55 mins
Giant strength
: modifies strength by 4 for about 16 hrs and 55 mins
Detect invis
: modifies none by 0 for about 16 hrs and 55 mins
Pass door
: modifies none by 0 for about 3 hrs and 15 mins
Chromatic shield : modifies none by 0 for about 1 hr and 35 mins
Protective shield : modifies none by 0 for about 1 hr and 35 mins
Armor
: modifies armor class by -20 for about 4 hrs and 35 mins
Invisibility
: modifies none by 0 for about 12 hrs and 55 mins
Fly
: modifies none by 0 for about 7 hrs and 55 mins
<1271hp 988mn 380mv> sleep
You go to sleep.
<1271hp 990mn 380mv> time
It is 02:36:20 am, Day of the Bull, 2nd the Month of the Grand Struggle, in the
year 281.
Lomenthiel is in waning gibbous.
Erohach
is in first quarter.
Gu
is new.
Dark Mists started up at Wed Jan 8 05:00:09 2014.
Dark Mists is scheduled for an automatic reboot at 05:00:00.
The system time is Thu Jan 9 03:29:12 2014.
<1271hp 990mn 380mv> Night Run
e
c gate first maid
w
w
w
w
w
w
w
s
s
s
s
e
s
s
w
d
e
e
e
e
s
e
e
n
buy 3*bamboo
view
In your dreams, or what?
<1271hp 1019mn 380mv> In your dreams, or what?
<1271hp 1019mn 380mv> In your dreams, or what?
<1271hp 1019mn 380mv> In your dreams, or what?
<1271hp 1019mn 380mv> In your dreams, or what?
<1271hp 1019mn 380mv> In your dreams, or what?
<1271hp 1019mn 380mv> In your dreams, or what?
<1271hp 1030mn 380mv> In your dreams, or what?
<1271hp 1030mn 380mv> In your dreams, or what?
<1271hp 1030mn 380mv> In your dreams, or what?
<1271hp 1030mn 380mv> In your dreams, or what?
<1271hp 1030mn 380mv> In your dreams, or what?
<1271hp 1030mn 380mv> In your dreams, or what?
<1271hp 1030mn 380mv> In your dreams, or what?
<1271hp 1030mn 380mv> In your dreams, or what?
<1271hp 1030mn 380mv> In your dreams, or what?
<1271hp 1030mn 380mv> In your dreams, or what?
<1271hp 1030mn 380mv> In your dreams, or what?
<1271hp 1030mn 380mv> In your dreams, or what?
<1271hp 1046mn 380mv> In your dreams, or what?
<1271hp 1046mn 380mv> In your dreams, or what?
<1271hp 1046mn 380mv> In your dreams, or what?
<1271hp 1046mn 380mv> In your dreams, or what?
<1271hp 1046mn 380mv> In your dreams, or what?
<1271hp 1046mn 380mv> In your dreams, or what?
<1271hp 1046mn 380mv> In your dreams, or what?
<1271hp 1046mn 380mv> In your dreams, or what?
<1271hp 1046mn 380mv> In your dreams, or what?