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Quix_LZ (Guest)Wed 17-Jun-09 10:29 AM

  
#1408, "Migra Log, Part II"


          

*** continues off of the previous post









<90%hp 91%m 99%mv 11474tnl (civilized - standing - 2 AM)> You step out of the shadows.
Hide
You stop using the dagger of Yog-Sothoth.
You dual wield a small black sack filled with heavy gem dust.
You feel quite confident with a small black sack filled with heavy gem dust.

<90%hp 101%m 99%mv 11474tnl (civilized - standing - 2 AM)> hide
sneak
You attempt to hide.

<90%hp 101%m 99%mv 11474tnl (civilized - standing - 2 AM)> whe
You attempt to move silently.

<90%hp 101%m 99%mv 11474tnl (civilized - standing - 2 AM)> People near you:
(PK) Alzinghul An Empty Transmuter's Guild
(PK) Migra The Entrance to the Paladins' Guild

<90%hp 101%m 99%mv 11474tnl (civilized - standing - 2 AM)> w
Ferdiad Lane
The road continues through the village between some houses. The houses
constructed here are wooden, not at all in the fashion of the dwarves. The
village rests high among the mountains, almost touching the ominous clouds
that hang overhead. The temple to the south does reach the clouds; its top
disappearing above you. You can enter the wooden houses to the east and west.
Ferdiad Lane stretches north toward the marketplace and south toward the
temple.

[Exits: north east south west]
The corpse of Harren lies here, pierced in several places.
The severed hands of Harren lie here.

<90%hp 101%m 99%mv 11474tnl (civilized - standing - 2 AM)> n
Ferdiad Lane
The village is in a valley high in the mountains. The road continues to the
south between houses toward a temple and just to the north is the marketplace.
The crowds are almost unbearable this close to the center of the village.
Passing in and out of shops, visitors from far away lands and villagers buy the
wares of the merchants. To the east and west are houses of the village.
Ferdiad Lane continues to the north and south.

[Exits: north east south west]
A small dwarven child runs around you.
A dwarf meanders through the village.
A small dwarven child runs around you.

<90%hp 101%m 98%mv 11474tnl (civilized - standing - 2 AM)> n
The Southern Marketplace
To the east and west are two cornerstones of the marketplace. Arkat's Ale
Store, a popular specialty shop, is to the west. The weapon blacksmith is to
the east forging new weapons. Travelers from far lands wander the streets
along with the dwarven villagers. Far to the north you see a mountain, and in
the distance south is a temple. Ferdiad Lane is to the south, and the center
marketplace is to the north.

[Exits: north east south west]
A dwarven priestess chants to herself as she walks by.
A dwarf meanders through the village.

<90%hp 101%m 98%mv 11474tnl (civilized - standing - 2 AM)> n

The snow begins to fall.

<94%hp 100%m 100%mv 11474tnl (civilized - standing - 3 AM)> The Center Marketplace
Villagers and visitors wonder all around the marketplace. They weave in and
out of the different shops. Some are in search of certain items, others are
just examining the merchandise for sale. There are four cornerstones to the
marketplace, local drink shop, armorer, butcher, and weaponsmith. You are
standing directly between several mountains that surround the village, forming
a valley. All but a few of the buildings of the village are carved directly
into the mountains. At this point Barter Road from the east and west crosses
Ferdiad Lane that stretches north and south.

[Exits: north east south west]
Water pours from a large rock on the ground, forming a natural fountain.

<94%hp 100%m 99%mv 11474tnl (civilized - standing - 3 AM)> e
The Eastern Marketplace
You are on the eastern portion of the marketplace with two cornerstones of
the market to the north and south. The butcher is in the shop to the north and
the sounds of a blacksmith comes from the weapon shop south of here. Villagers
and visitors from other lands roam the marketplace purchasing the wares of the
shops. The center of the marketplace is to the west and Barter Road continues
through the village to the east.

[Exits: north east south west]
Some makeshift armguards from a white worm rest here.

<94%hp 100%m 99%mv 11474tnl (civilized - standing - 3 AM)> e
Barter Road
The crowds are thick the closer you near the marketplace of the village.
Villagers and visitors from far lands wander the road all around you, visiting
the shops and buying the wares. The carver's shop is to the north and a large
warehouse is to the south. The marketplace sits in the middle of the village
further to the west and Barter road continues to the east.

[Exits: north east south west]

<94%hp 100%m 99%mv 11474tnl (civilized - standing - 3 AM)> s
An Empty Warehouse
This building is almost completely bare of anything. There are a few grains
of wheat in a corner, and the smell of yeast make you think that this was once
a bakery. Or it could have been a storage for wheat for times of bad harvests
or war. You can leave the empty warehouse through the door to the north back
to Barter Road.

[Exits: north]
A battered wooden barrel sits in a corner.

<94%hp 100%m 99%mv 11474tnl (civilized - standing - 3 AM)> n
Barter Road
The crowds are thick the closer you near the marketplace of the village.
Villagers and visitors from far lands wander the road all around you, visiting
the shops and buying the wares. The carver's shop is to the north and a large
warehouse is to the south. The marketplace sits in the middle of the village
further to the west and Barter road continues to the east.

[Exits: north east south west]

<94%hp 100%m 98%mv 11474tnl (civilized - standing - 3 AM)> e
Barter Road
The road continues to the east and west through the village. The mountains
forming the valley the village rests in loom overhead. Visitors from afar and
villagers pass in and out of the various shops, buying the wares. Warriors
travel south in their guild to practice their skills. Guards and watchmen are
lounging around the barracks to the north. Barter Road stretches east and
west.

[Exits: north east south west]

<94%hp 100%m 98%mv 11474tnl (civilized - standing - 3 AM)> s
The Entrance to a Warrior's Guild
This guild is carved directly into the southern mountain. The smooth walls
are lined with full weaponracks. A few chairs have been carved out of the rock
as well, offering a seat for those waiting on warrior companions. True
warriors can continue south, all else must stay or go to Barter Road to the
north.

[Exits: north south]
A warrior leans against the wall, cracking his knuckles.

<94%hp 100%m 98%mv 11474tnl (civilized - standing - 3 AM)> n
Barter Road
The road continues to the east and west through the village. The mountains
forming the valley the village rests in loom overhead. Visitors from afar and
villagers pass in and out of the various shops, buying the wares. Warriors
travel south in their guild to practice their skills. Guards and watchmen are
lounging around the barracks to the north. Barter Road stretches east and
west.

[Exits: north east south west]

<94%hp 100%m 98%mv 11474tnl (civilized - standing - 3 AM)> n
The Barracks
Rows of beds are on both sides of the room for the guards that spend their
nights here. The stench is almost unbearable from the many unbathed guards and
watchmen that lounge around the room. Chains, weapons, and a few books
decorate the room. You notice an iron grate on the floor. You can leave to
the south to Barter Road.

[Exits: south [down]]
The Captain of the guards stands here relaxing.

<94%hp 100%m 98%mv 11474tnl (civilized - standing - 3 AM)> s
e
Barter Road
The road continues to the east and west through the village. The mountains
forming the valley the village rests in loom overhead. Visitors from afar and
villagers pass in and out of the various shops, buying the wares. Warriors
travel south in their guild to practice their skills. Guards and watchmen are
lounging around the barracks to the north. Barter Road stretches east and
west.

[Exits: north east south west]

<94%hp 100%m 97%mv 11474tnl (civilized - standing - 3 AM)> whe
Barter Road
Villagers wander the road all around you, visiting the shops and friends.
The village rests in a small valley with the center directly in the middle
of the valley. The road slopes slightly down to the west and up to the east.
To the north is an empty invoker's guild. A local tavern, The Grog and Grub
Tavern, is the source of the loud drunken talk to the south. Barter road
continues to the west and the gate of the village are to the east.

[Exits: north east south west]

<94%hp 100%m 97%mv 11474tnl (civilized - standing - 3 AM)> n
People near you:
(PK) Alzinghul An Empty Transmuter's Guild
(PK) Migra Barter Road

<94%hp 100%m 97%mv 11474tnl (civilized - standing - 3 AM)> The Entrance to an Empty Invoker's Guild
After the dwarves of Mortorn gave up training mages during their war, all
dwarves of this kingdom quickly followed. No guard stands at the entrance to
this empty guild and it is completely stripped of any items. The empty guild
continues to the north, and Barter Road is to the south.

[Exits: north south]

<94%hp 100%m 97%mv 11474tnl (civilized - standing - 3 AM)> n
An Empty Invoker's Guild
You are standing in a magically crafted guild. The guild is carved into the
side of the southern mountain, but not with the devices of the stone craftsman.
The mountain was magically cut in a wonderful fashion that cannot be explained
logically. The stone ceiling is not supported by anything and the stone is not
cut to offer support. The guild itself has been stripped of all magical items
and everything that mages use to cast their spells. No dwarves are allowed to
practice the spells of magic and those that considered it turned to other
practices. You can exit the empty guild to the south.

[Exits: south]
A dwarf meanders through the village.
A small dwarven child runs around you.
A dwarf meanders through the village.
A human traveler, covered in dirt, is taking a break from his travels.
Looking out of place, the elven wanderer casually sips his drink.
A dwarf meanders through the village.
Looking out of place, the elven wanderer casually sips his drink.

<94%hp 100%m 97%mv 11474tnl (civilized - standing - 3 AM)> s
s
The Entrance to an Empty Invoker's Guild
After the dwarves of Mortorn gave up training mages during their war, all
dwarves of this kingdom quickly followed. No guard stands at the entrance to
this empty guild and it is completely stripped of any items. The empty guild
continues to the north, and Barter Road is to the south.

[Exits: north south]

<94%hp 100%m 97%mv 11474tnl (civilized - standing - 3 AM)> Barter Road
Villagers wander the road all around you, visiting the shops and friends.
The village rests in a small valley with the center directly in the middle
of the valley. The road slopes slightly down to the west and up to the east.
To the north is an empty invoker's guild. A local tavern, The Grog and Grub
Tavern, is the source of the loud drunken talk to the south. Barter road
continues to the west and the gate of the village are to the east.

[Exits: north east south west]

<94%hp 100%m 96%mv 11474tnl (civilized - standing - 3 AM)> w
Barter Road
The road continues to the east and west through the village. The mountains
forming the valley the village rests in loom overhead. Visitors from afar and
villagers pass in and out of the various shops, buying the wares. Warriors
travel south in their guild to practice their skills. Guards and watchmen are
lounging around the barracks to the north. Barter Road stretches east and
west.

[Exits: north east south west]

<94%hp 100%m 96%mv 11474tnl (civilized - standing - 3 AM)> w
Barter Road
The crowds are thick the closer you near the marketplace of the village.
Villagers and visitors from far lands wander the road all around you, visiting
the shops and buying the wares. The carver's shop is to the north and a large
warehouse is to the south. The marketplace sits in the middle of the village
further to the west and Barter road continues to the east.

[Exits: north east south west]

<94%hp 100%m 96%mv 11474tnl (civilized - standing - 3 AM)> w
The Eastern Marketplace
You are on the eastern portion of the marketplace with two cornerstones of
the market to the north and south. The butcher is in the shop to the north and
the sounds of a blacksmith comes from the weapon shop south of here. Villagers
and visitors from other lands roam the marketplace purchasing the wares of the
shops. The center of the marketplace is to the west and Barter Road continues
through the village to the east.

[Exits: north east south west]
Some makeshift armguards from a white worm rest here.

<94%hp 100%m 96%mv 11474tnl (civilized - standing - 3 AM)> w
The Center Marketplace
Villagers and visitors wonder all around the marketplace. They weave in and
out of the different shops. Some are in search of certain items, others are
just examining the merchandise for sale. There are four cornerstones to the
marketplace, local drink shop, armorer, butcher, and weaponsmith. You are
standing directly between several mountains that surround the village, forming
a valley. All but a few of the buildings of the village are carved directly
into the mountains. At this point Barter Road from the east and west crosses
Ferdiad Lane that stretches north and south.

[Exits: north east south west]
Water pours from a large rock on the ground, forming a natural fountain.

<94%hp 100%m 96%mv 11474tnl (civilized - standing - 3 AM)> s
The Southern Marketplace
To the east and west are two cornerstones of the marketplace. Arkat's Ale
Store, a popular specialty shop, is to the west. The weapon blacksmith is to
the east forging new weapons. Travelers from far lands wander the streets
along with the dwarven villagers. Far to the north you see a mountain, and in
the distance south is a temple. Ferdiad Lane is to the south, and the center
marketplace is to the north.

[Exits: north east south west]
A dwarven priestess chants to herself as she walks by.
A dwarf meanders through the village.

<94%hp 100%m 95%mv 11474tnl (civilized - standing - 3 AM)> n
The Center Marketplace
Villagers and visitors wonder all around the marketplace. They weave in and
out of the different shops. Some are in search of certain items, others are
just examining the merchandise for sale. There are four cornerstones to the
marketplace, local drink shop, armorer, butcher, and weaponsmith. You are
standing directly between several mountains that surround the village, forming
a valley. All but a few of the buildings of the village are carved directly
into the mountains. At this point Barter Road from the east and west crosses
Ferdiad Lane that stretches north and south.

[Exits: north east south west]
Water pours from a large rock on the ground, forming a natural fountain.

<94%hp 100%m 95%mv 11474tnl (civilized - standing - 3 AM)> w
The Western Marketplace
Villagers are all around, visiting the shops and friends' homes. From the
north you hear the ringing of the armorer's forge, one of the four cornerstones
of the marketplace. To the south is Arkat's Ale Store, a popular specialty
shop that sells many different ales and lagers made from the brewery to the
southwest. The drink shop is another cornerstone of the marketplace. Barter
Road is to the west, and the center marketplace is to the east.

[Exits: north east south west]
The severed feet of the dwarven priestess lie here.

<94%hp 100%m 95%mv 11474tnl (civilized - standing - 3 AM)> s
Arkat's Ale Store
You are in a crowd of people in an ale and beer store, one of the four
cornerstones of the marketplace. All around villagers and visitors are testing
the different beers and ales made in the brewery just to the west. Bottles
line the walls and there is a bar in front of the far wall where the shopkeeper
is serving drinks. A sign sits on the counter. You can leave the store to the
north to the western marketplace, east to the southern marketplace, or west
through the door to the brewery.

[Exits: north east [west]]
A small dwarven child runs around you.
A rosy-cheeked brewer hiccups loudly.

<94%hp 100%m 95%mv 11474tnl (civilized - standing - 3 AM)> n
The Western Marketplace
Villagers are all around, visiting the shops and friends' homes. From the
north you hear the ringing of the armorer's forge, one of the four cornerstones
of the marketplace. To the south is Arkat's Ale Store, a popular specialty
shop that sells many different ales and lagers made from the brewery to the
southwest. The drink shop is another cornerstone of the marketplace. Barter
Road is to the west, and the center marketplace is to the east.

[Exits: north east south west]
The severed feet of the dwarven priestess lie here.

<94%hp 100%m 94%mv 11474tnl (civilized - standing - 3 AM)> w
Barter Road
The crowds become thicker the closer you get to the center of the village.
Villagers wander the road all around you, visiting the shops and friends.
To the north you see a general store, selling all the items every adventurer
needs. You see admiring travelers looking into the brewery to the south.
The ale and beer of the dwarves is known and craved throughout all of Thera.
The marketplace sits in the middle of the village further to the east.

[Exits: north east south west]
A dwarf meanders through the village.
A dwarf meanders through the village.

<94%hp 100%m 94%mv 11474tnl (civilized - standing - 3 AM)> s
The Brewery
The smell of grains boiling fills the room. Steam rises from huge vats
filled with different grains for the many different beers and lagers the
dwarves are famous for. Tankards of ale and wooden kegs of beer line the
walls of the building. Several dwarves are passed out on the floor, taking
a break. Others work the huge vats, keeping them hot and pouring in new
grains. You can leave the brewery to the north to Barter Road, travel to
the storage room to the south, or visit the Arkat's Ale Store through the
door to the east.

[Exits: north [east] south]
Sitting in the corner is a huge vat of ale with a spout on its side.
A dwarf meanders through the village.
The drunk is sleeping here.

<94%hp 100%m 94%mv 11474tnl (civilized - standing - 3 AM)> n
Barter Road
The crowds become thicker the closer you get to the center of the village.
Villagers wander the road all around you, visiting the shops and friends.
To the north you see a general store, selling all the items every adventurer
needs. You see admiring travelers looking into the brewery to the south.
The ale and beer of the dwarves is known and craved throughout all of Thera.
The marketplace sits in the middle of the village further to the east.

[Exits: north east south west]
A dwarf meanders through the village.
A dwarf meanders through the village.

<94%hp 100%m 94%mv 11474tnl (civilized - standing - 3 AM)> w
Barter Road
Villagers wander the road all around you, visiting the shops and friends.
The village rests in a small valley with the center directly in the middle of
the valley. The road slopes slightly down to the east and up to the west.
Drunken laughter drift into the street from the building to the north. A sign
hanging over the northern door reads, "The Whispering Wind Inn." The inn is
one of the few wooden structures in the entire village. To the south is an
empty transmuter's guild. Barter road continues to the east and west.

[Exits: north east south west]

<94%hp 100%m 94%mv 11474tnl (civilized - standing - 3 AM)> s
The Entrance to an Empty Transmuter's Guild
After the dwarves of Mortorn gave up training mages during their war, all
dwarves of the kingdom followed suit as well. No guard stands at the entrance
to this empty guild and it is completely stripped of any items. You can leave
the guild north back to Barter Road or continue into the guild to the south.

[Exits: north south]
A pile of copper coins.

<94%hp 100%m 93%mv 11474tnl (civilized - standing - 3 AM)> whe
s
People near you:
(PK) Alzinghul An Empty Transmuter's Guild
(PK) Migra The Entrance to an Empty Transmuter's Guild

<94%hp 100%m 93%mv 11474tnl (civilized - standing - 3 AM)> An Empty Transmuter's Guild
You are standing in a magically crafted guild. The guild is carved into the
side of the southern mountain, but not with the devices of the stone craftsman.
The mountain was magically cut in a wonderful fashion that cannot be explained
logically. The stone ceiling is not supported by anything and the stone is not
cut to offer support. The guild itself has been stripped of all magical items
and everything that mages use to cast their spells. No dwarves are allowed to
practice the spells of magic and those that considered it turned to other
practices. You can exit the guild to the north.

[Exits: north]
Alzinghul the orc is resting here.
A small dwarven child runs around you.

<94%hp 100%m 93%mv 11474tnl (civilized - standing - 3 AM)> black al
You hit Alzinghul in the back of the head with a small black sack filled with heavy gem dust.

<94%hp 100%m 93%mv 11474tnl (civilized - standing - 3 AM)> l al
dua dagger
bindl alz
Your gaze falls upon the mangled and deformed being known as an Orc. This
behemoth figure towers over you his hair, matted white, is caked with dirt
and dried blood. As you stare into his empty eyes little is reflected in the
dark pools of his corneas. Fear begins to grip you as the gaze of this
enormous Orc falls upon you, for behind those barren eyes you catch a glimpse
of intelligence, rare within those of the hoard. He stands stoic and
determined as his muscles bulge and swell to sizes only one of his disgusting
race could possess. His hands are enormous, and they wrap lightly about the
weapon he carries, gently grasping it yet having the potential for
substantial destruction. As you stare deeper into his eyes darkness envelops
his once dull corneas and a low guttural roar emanates from his lips. His
hands tighten about his weapon and an expression of rage marks his features
as he returns your stare. The darkness in his eyes slowly fades as he regains
his air of determination.
Alzinghul, a male orc, is in perfect health.

Alzinghul is using:
<worn on finger> a pale white skull ring
<worn on finger> a pale white skull ring
<worn around neck> a necklace strung with elven ears
<worn around neck> a necklace strung with elven ears
<worn on body> blood-stained furs
<worn on head> a spiked bear skull
<worn on face> a spiked mask
<worn on legs> a pair of spiked kneepads
<worn on feet> midnight dragon boots
<worn on hands> a pair of fine leather gloves
<worn on arms> red-gold dragon armguards
<worn about body> a fine leather cape
<worn about waist> a wide, black leather belt
<worn around wrist> a charred leather bracer
<worn around wrist> a charred leather bracer
<mainhand wielded> a chain flail
<offhand wielded> an axe with a blade of opal

You peek at the inventory:
mithril plate mail emblazoned with a golden anvil
sleeves of mithril chain mesh
leggings of mithril chain mesh
a chain of three keys
a double-headed spiked hammer
a bloody skin
(Glowing) the shaman's mace
a wide bronze belt
a raft
a black iron shortsword
(Glowing) an expertly balanced practice axe
a plain ceramic jug

<96%hp 100%m 100%mv 11474tnl (civilized - standing - 4 AM)> You step out of the shadows.
Hide
You stop using a small black sack filled with heavy gem dust.
You dual wield the dagger of Yog-Sothoth.
The dagger of Yog-Sothoth feels like a part of you!

<96%hp 89%m 100%mv 11474tnl (civilized - standing - 4 AM)> You grab Alzinghul's legs and begin to nimbly wrap rope around his ankles.

<96%hp 89%m 100%mv 11474tnl (civilized - standing - 4 AM)>
Your rope breaks as you try to cinch it about Alzinghul's legs.

<96%hp 89%m 100%mv 11474tnl (civilized - standing - 4 AM)> get venom chest
You get a small vial of diluted venom from a floating chest.

<96%hp 89%m 100%mv 11474tnl (civilized - standing - 4 AM)> q venom
hide
sneak
You drink a small vial of diluted venom.
Your eyes tingle.

<96%hp 89%m 100%mv 11474tnl (civilized - standing - 4 AM)> whe
l al
You attempt to hide.

<96%hp 89%m 100%mv 11474tnl (civilized - standing - 4 AM)> You attempt to move silently.

<96%hp 89%m 100%mv 11474tnl (civilized - standing - 4 AM)> People near you:
(PK) Alzinghul An Empty Transmuter's Guild
(PK) Migra An Empty Transmuter's Guild

<96%hp 89%m 100%mv 11474tnl (civilized - standing - 4 AM)> Your gaze falls upon the mangled and deformed being known as an Orc. This
behemoth figure towers over you his hair, matted white, is caked with dirt
and dried blood. As you stare into his empty eyes little is reflected in the
dark pools of his corneas. Fear begins to grip you as the gaze of this
enormous Orc falls upon you, for behind those barren eyes you catch a glimpse
of intelligence, rare within those of the hoard. He stands stoic and
determined as his muscles bulge and swell to sizes only one of his disgusting
race could possess. His hands are enormous, and they wrap lightly about the
weapon he carries, gently grasping it yet having the potential for
substantial destruction. As you stare deeper into his eyes darkness envelops
his once dull corneas and a low guttural roar emanates from his lips. His
hands tighten about his weapon and an expression of rage marks his features
as he returns your stare. The darkness in his eyes slowly fades as he regains
his air of determination.
Alzinghul, a male orc, is in perfect health.

Alzinghul is using:
<worn on finger> a pale white skull ring
<worn on finger> a pale white skull ring
<worn around neck> a necklace strung with elven ears
<worn around neck> a necklace strung with elven ears
<worn on body> blood-stained furs
<worn on head> a spiked bear skull
<worn on face> a spiked mask
<worn on legs> a pair of spiked kneepads
<worn on feet> midnight dragon boots
<worn on hands> a pair of fine leather gloves
<worn on arms> red-gold dragon armguards
<worn about body> a fine leather cape
<worn about waist> a wide, black leather belt
<worn around wrist> a charred leather bracer
<worn around wrist> a charred leather bracer
<mainhand wielded> a chain flail
<offhand wielded> an axe with a blade of opal

You peek at the inventory:
mithril plate mail emblazoned with a golden anvil
sleeves of mithril chain mesh
leggings of mithril chain mesh
a chain of three keys
a double-headed spiked hammer
a bloody skin
(Glowing) the shaman's mace
a wide bronze belt
a raft
a black iron shortsword
(Glowing) an expertly balanced practice axe
a plain ceramic jug

<96%hp 89%m 100%mv 11474tnl (civilized - standing - 4 AM)> backstab al
You step out of the shadows.
Hide
You trample around loudly again.
SNEAK!
Your backstab *** DEMOLISHES *** Alzinghul!
Alzinghul yells 'Die, Migra, you backstabbing scum!'
Alzinghul has some small but disgusting cuts.

<96%hp 89%m 100%mv 11474tnl (civilized - fighting - 4 AM)>
You parry Alzinghul's acidic bite.
Your slash EVISCERATES Alzinghul!
Alzinghul dodges your pierce.
Your slash DISMEMBERS Alzinghul!
Alzinghul is covered with bleeding wounds.

<96%hp 89%m 100%mv 11474tnl (civilized - fighting - 4 AM)>
Alzinghul attempts to press you by overbearing, but fails!
Alzinghul is covered with bleeding wounds.

<96%hp 89%m 100%mv 11474tnl (civilized - fighting - 4 AM)> dirt

You parry Alzinghul's acidic bite.
You parry Alzinghul's slice.
Alzinghul parries your slash.
Your slash EVISCERATES Alzinghul!
Alzinghul is gushing blood.

<96%hp 89%m 100%mv 11474tnl (civilized - fighting - 4 AM)> trip
Alzinghul is blinded by the dirt in his eyes!
***** Alzinghul Dirted/Blind *********
Your kicked dirt grazes Alzinghul.
Alzinghul has fled!
Alzinghul leaves north.

<96%hp 89%m 100%mv 11474tnl (civilized - standing - 4 AM)> ------------------------------------------------------------------
TARGET is now Alzinghul.
| mm-murder Alzinghul | bb-bash Alzinghul | jj-trip Alzinghul
| Special ss- blackjack Alzinghul .................
------------------------------------------------------------------
n

Alzinghul yells 'Help! I'm being attacked by someone!'

<96%hp 89%m 100%mv 11474tnl (civilized - standing - 4 AM)> trip Alzinghul
whe
But you aren't fighting anyone!

<96%hp 89%m 100%mv 11474tnl (civilized - standing - 4 AM)> The Entrance to an Empty Transmuter's Guild
After the dwarves of Mortorn gave up training mages during their war, all
dwarves of the kingdom followed suit as well. No guard stands at the entrance
to this empty guild and it is completely stripped of any items. You can leave
the guild north back to Barter Road or continue into the guild to the south.

[Exits: north south]
A pile of copper coins.

<96%hp 89%m 99%mv 11474tnl (civilized - standing - 4 AM)> They aren't here.

<96%hp 89%m 99%mv 11474tnl (civilized - standing - 4 AM)> People near you:
(PK) Alzinghul The Whispering Wind Inn
(PK) Migra The Entrance to an Empty Transmuter's Guild

<96%hp 89%m 99%mv 11474tnl (civilized - standing - 4 AM)> n
n
Barter Road
Villagers wander the road all around you, visiting the shops and friends.
The village rests in a small valley with the center directly in the middle of
the valley. The road slopes slightly down to the east and up to the west.
Drunken laughter drift into the street from the building to the north. A sign
hanging over the northern door reads, "The Whispering Wind Inn." The inn is
one of the few wooden structures in the entire village. To the south is an
empty transmuter's guild. Barter road continues to the east and west.

[Exits: north east south west]

<96%hp 89%m 99%mv 11474tnl (civilized - standing - 4 AM)> The Whispering Wind Inn
As your eyes adjust to the darkness of the room, you first notice the large
staircase in the middle of the room that leads up to the second floor.
Although dwarves are known for their stone crafting ability, the wooden
staircase is elegantly carved. The inn is constructed almost entirely in wood
for visitors from other lands. Most races, such as elves, despise sleeping in
rooms of rock. Tables are scattered around the room and a few are occupied.
The room continues to the north to the bar where drunken laughter drift from.
You can go up the staircase or leave south to Barter Road.

[Exits: north south up]
The corpse of the dwarven priestess is here, riddled with small pits and burns.
<<< Alzinghul >>> the orc is here..
The rotund innkeeper warmly greets you.
A dwarf is sitting here at a table eating.
A dwarf is sitting here at a table eating.
A dwarven waitress is here serving the customers.
Farhoak the innkeeper says 'Welcome to the Whispering Wind Inn.'

<96%hp 89%m 99%mv 11474tnl (civilized - standing - 4 AM)> murder al
Alzinghul yells 'Help! I am being attacked by someone!'
Your slash DISMEMBERS Alzinghul!
Alzinghul has fled!
Alzinghul leaves up.
up

<96%hp 89%m 99%mv 11474tnl (civilized - standing - 4 AM)> u
trip al
The Second Floor of the Whispering Wind Inn
You are standing on the second floor of the inn. Rooms are to the west,
north, and east. The sounds from down below drift up the large staircase in
the middle of the room. The smells of cooked mushrooms and meat float through
the air, making your mouth water. You can leave the second floor down the
staircase.

[Exits: [north] [east] [west] down]
<<< Alzinghul >>> the orc is here..

<96%hp 89%m 99%mv 11474tnl (civilized - standing - 4 AM)> You trip Alzinghul and he goes down!
Your trip grazes Alzinghul.
Alzinghul yells 'Help! Someone tried to trip me!'
Alzinghul is gushing blood.

<96%hp 89%m 99%mv 11474tnl (civilized - fighting - 4 AM)>
Alzinghul's acidic bite misses you.
You parry Alzinghul's slice.
You parry Alzinghul's slice.
Alzinghul's slice misses you.
Alzinghul parries your slash.
Alzinghul parries your pierce.
Alzinghul dodges your slash.
Alzinghul is gushing blood.

<96%hp 89%m 99%mv 11474tnl (civilized - fighting - 4 AM)> trip al

You parry Alzinghul's acidic bite.
Alzinghul's slice EVISCERATES you!
Your slash DISMEMBERS Alzinghul!
Your slash EVISCERATES Alzinghul!
Alzinghul is writhing in agony.

<86%hp 89%m 99%mv 11474tnl (civilized - fighting - 4 AM)> You run right past Alzinghul, kicking his legs out as you go!
Your trip grazes Alzinghul.
Alzinghul is writhing in agony.

<86%hp 89%m 99%mv 11474tnl (civilized - fighting - 4 AM)>
Alzinghul's acidic bite DISMEMBERS you!
You dodge Alzinghul's slice.
You parry Alzinghul's slice.
Alzinghul parries your slash.
Alzinghul parries your pierce.
Alzinghul is writhing in agony.

<75%hp 89%m 99%mv 11474tnl (civilized - fighting - 4 AM)>
Alzinghul wipes the dirt from his eyes.
****** Alzinghul can see *********
Alzinghul scratches at his eyes and howls in frustration.
Alzinghul is writhing in agony.

<76%hp 91%m 100%mv 11474tnl (civilized - fighting - 5 AM)> trip al

Alzinghul's acidic bite DISMEMBERS you!
Alzinghul's acidic bite EVISCERATES you!
Alzinghul dodges your slash.
Your pierce DISMEMBERS Alzinghul!
Your pierce DISMEMBERS Alzinghul!
Alzinghul is DEAD!!

<52%hp 91%m 100%mv 11474tnl (civilized - standing - 5 AM)> l in corpse
They aren't here.

<52%hp 91%m 100%mv 11474tnl (civilized - standing - 5 AM)> The corpse of Alzinghul contains:
a fine leather cape
a plain ceramic jug
a pair of fine leather gloves
(Glowing) an expertly balanced practice axe
a wide, black leather belt
a black iron shortsword
( 2) a charred leather bracer
( 2) a pale white skull ring
a pair of spiked kneepads
a spiked bear skull
a spiked mask
( 2) a necklace strung with elven ears
a raft
midnight dragon boots
red-gold dragon armguards
a chain flail
a wide bronze belt
(Glowing) the shaman's mace
a bloody skin
blood-stained furs
a double-headed spiked hammer
a chain of three keys
leggings of mithril chain mesh
sleeves of mithril chain mesh
an axe with a blade of opal
mithril plate mail emblazoned with a golden anvil
33 silver coins
20 copper coins

<52%hp 91%m 100%mv 11474tnl (civilized - standing - 5 AM)> get all.coins
get all.coins corpse
You see no coins here for you to take.

<52%hp 91%m 100%mv 11474tnl (civilized - standing - 5 AM)> You get 33 silver coins from the corpse of Alzinghul.
You get 20 copper coins from the corpse of Alzinghul.

<52%hp 91%m 100%mv 11474tnl (civilized - standing - 5 AM)> hide
sneak
You attempt to hide.

<52%hp 91%m 100%mv 11474tnl (civilized - standing - 5 AM)> You attempt to move silently.

<52%hp 91%m 100%mv 11474tnl (civilized - standing - 5 AM)> l
The Second Floor of the Whispering Wind Inn
You are standing on the second floor of the inn. Rooms are to the west,
north, and east. The sounds from down below drift up the large staircase in
the middle of the room. The smells of cooked mushrooms and meat float through
the air, making your mouth water. You can leave the second floor down the
staircase.

[Exits: [north] [east] [west] down]
Arterial blood still leaks from the perforated corpse of Alzinghul.

<52%hp 91%m 100%mv 11474tnl (civilized - standing - 5 AM)> d
The Whispering Wind Inn
As your eyes adjust to the darkness of the room, you first notice the large
staircase in the middle of the room that leads up to the second floor.
Although dwarves are known for their stone crafting ability, the wooden
staircase is elegantly carved. The inn is constructed almost entirely in wood
for visitors from other lands. Most races, such as elves, despise sleeping in
rooms of rock. Tables are scattered around the room and a few are occupied.
The room continues to the north to the bar where drunken laughter drift from.
You can go up the staircase or leave south to Barter Road.

[Exits: north south up]
The corpse of the dwarven priestess is here, riddled with small pits and burns.
The rotund innkeeper warmly greets you.
A dwarf is sitting here at a table eating.
A dwarf is sitting here at a table eating.
A dwarven waitress is here serving the customers.

<52%hp 91%m 99%mv 11474tnl (civilized - standing - 5 AM)> s
Barter Road
Villagers wander the road all around you, visiting the shops and friends.
The village rests in a small valley with the center directly in the middle of
the valley. The road slopes slightly down to the east and up to the west.
Drunken laughter drift into the street from the building to the north. A sign
hanging over the northern door reads, "The Whispering Wind Inn." The inn is
one of the few wooden structures in the entire village. To the south is an
empty transmuter's guild. Barter road continues to the east and west.

[Exits: north east south west]

<52%hp 91%m 99%mv 11474tnl (civilized - standing - 5 AM)> s
The Entrance to an Empty Transmuter's Guild
After the dwarves of Mortorn gave up training mages during their war, all
dwarves of the kingdom followed suit as well. No guard stands at the entrance
to this empty guild and it is completely stripped of any items. You can leave
the guild north back to Barter Road or continue into the guild to the south.

[Exits: north south]
A pile of copper coins.

<52%hp 91%m 99%mv 11474tnl (civilized - standing - 5 AM)> s
An Empty Transmuter's Guild
You are standing in a magically crafted guild. The guild is carved into the
side of the southern mountain, but not with the devices of the stone craftsman.
The mountain was magically cut in a wonderful fashion that cannot be explained
logically. The stone ceiling is not supported by anything and the stone is not
cut to offer support. The guild itself has been stripped of all magical items
and everything that mages use to cast their spells. No dwarves are allowed to
practice the spells of magic and those that considered it turned to other
practices. You can exit the guild to the north.

[Exits: north]
A small dwarven child runs around you.

<52%hp 91%m 99%mv 11474tnl (civilized - standing - 5 AM)> n
The Entrance to an Empty Transmuter's Guild
After the dwarves of Mortorn gave up training mages during their war, all
dwarves of the kingdom followed suit as well. No guard stands at the entrance
to this empty guild and it is completely stripped of any items. You can leave
the guild north back to Barter Road or continue into the guild to the south.

[Exits: north south]
A pile of copper coins.

<52%hp 91%m 98%mv 11474tnl (civilized - standing - 5 AM)> n
Barter Road
Villagers wander the road all around you, visiting the shops and friends.
The village rests in a small valley with the center directly in the middle of
the valley. The road slopes slightly down to the east and up to the west.
Drunken laughter drift into the street from the building to the north. A sign
hanging over the northern door reads, "The Whispering Wind Inn." The inn is
one of the few wooden structures in the entire village. To the south is an
empty transmuter's guild. Barter road continues to the east and west.

[Exits: north east south west]

<52%hp 91%m 98%mv 11474tnl (civilized - standing - 5 AM)> e
Barter Road
The crowds become thicker the closer you get to the center of the village.
Villagers wander the road all around you, visiting the shops and friends.
To the north you see a general store, selling all the items every adventurer
needs. You see admiring travelers looking into the brewery to the south.
The ale and beer of the dwarves is known and craved throughout all of Thera.
The marketplace sits in the middle of the village further to the east.

[Exits: north east south west]
A dwarf meanders through the village.

<52%hp 91%m 98%mv 11474tnl (civilized - standing - 5 AM)> e
The Western Marketplace
Villagers are all around, visiting the shops and friends' homes. From the
north you hear the ringing of the armorer's forge, one of the four cornerstones
of the marketplace. To the south is Arkat's Ale Store, a popular specialty
shop that sells many different ales and lagers made from the brewery to the
southwest. The drink shop is another cornerstone of the marketplace. Barter
Road is to the west, and the center marketplace is to the east.

[Exits: north east south west]

<52%hp 91%m 98%mv 11474tnl (civilized - standing - 5 AM)> e
The Center Marketplace
Villagers and visitors wonder all around the marketplace. They weave in and
out of the different shops. Some are in search of certain items, others are
just examining the merchandise for sale. There are four cornerstones to the
marketplace, local drink shop, armorer, butcher, and weaponsmith. You are
standing directly between several mountains that surround the village, forming
a valley. All but a few of the buildings of the village are carved directly
into the mountains. At this point Barter Road from the east and west crosses
Ferdiad Lane that stretches north and south.

[Exits: north east south west]
Water pours from a large rock on the ground, forming a natural fountain.

<52%hp 91%m 98%mv 11474tnl (civilized - standing - 5 AM)> s
s
The Southern Marketplace
To the east and west are two cornerstones of the marketplace. Arkat's Ale
Store, a popular specialty shop, is to the west. The weapon blacksmith is to
the east forging new weapons. Travelers from far lands wander the streets
along with the dwarven villagers. Far to the north you see a mountain, and in
the distance south is a temple. Ferdiad Lane is to the south, and the center
marketplace is to the north.

[Exits: north east south west]
A dwarven priestess chants to herself as she walks by.
A dwarf meanders through the village.

<52%hp 91%m 97%mv 11474tnl (civilized - standing - 5 AM)> Ferdiad Lane
The village is in a valley high in the mountains. The road continues to the
south between houses toward a temple and just to the north is the marketplace.
The crowds are almost unbearable this close to the center of the village.
Passing in and out of shops, visitors from far away lands and villagers buy the
wares of the merchants. To the east and west are houses of the village.
Ferdiad Lane continues to the north and south.

[Exits: north east south west]
A small dwarven child runs around you.
A dwarf meanders through the village.

<52%hp 91%m 97%mv 11474tnl (civilized - standing - 5 AM)> s
Ferdiad Lane
The road continues through the village between some houses. The houses
constructed here are wooden, not at all in the fashion of the dwarves. The
village rests high among the mountains, almost touching the ominous clouds
that hang overhead. The temple to the south does reach the clouds; its top
disappearing above you. You can enter the wooden houses to the east and west.
Ferdiad Lane stretches north toward the marketplace and south toward the
temple.

[Exits: north east south west]
The corpse of Harren lies here, pierced in several places.
The severed hands of Harren lie here.
A small dwarven child runs around you.

<52%hp 91%m 97%mv 11474tnl (civilized - standing - 5 AM)> get all.coins
get all.coins corpse
You step out of the shadows.
Hide
You see no coins here for you to take.

<52%hp 91%m 97%mv 11474tnl (civilized - standing - 5 AM)> You get a gold coin from the corpse of Harren.
You get 11 silver coins from the corpse of Harren.
You get 325 copper coins from the corpse of Harren.

<52%hp 91%m 97%mv 11474tnl (civilized - standing - 5 AM)> l in corpse
The corpse of Harren contains:
(Glowing) an expertly balanced practice sword
( 2) a pale white skull ring
( 2) a charred leather bracer
(Glowing) a shaman's robe
a wide bronze belt
a fiddle and bow
(Glowing) a floating chest
( 2) a fat purple berry
a large wooden barrel
some olives
a jug of whiskey
(Glowing) a feather of water walking
a midnight dragon hide
midnight dragon leggings
midnight dragon armguards
midnight dragon boots
midnight dragon gauntlets
a midnight dragon skull
an elegant silver rapier
a wineskin of Traveler's Wine
( 2) a silver necklace with a blue dragon pendant
a bowl of Nankorf

<52%hp 91%m 97%mv 11474tnl (civilized - standing - 5 AM)> hide
sneak
You attempt to hide.

<52%hp 91%m 97%mv 11474tnl (civilized - standing - 5 AM)> You attempt to move silently.

<52%hp 91%m 97%mv 11474tnl (civilized - standing - 5 AM)> whe
People near you:
Alzinghul A Path Between Two Mountains
(PK) Migra Ferdiad Lane

<52%hp 91%m 97%mv 11474tnl (civilized - standing - 5 AM)>
The sun rises above the horizon.

** Snip heading back to VC

[Exits: north south west]
A bright-eyed commoner is here, running his daily errands.

<61%hp 100%m 53%mv 11474tnl (civilized - standing - 8 AM)> ------------------------------------------------------------------
TARGET is now Ognast.
| mm-murder Ognast | bb-bash Ognast | jj-trip Ognast
| Special ss- blackjack Ognast .................
------------------------------------------------------------------
whe
whe
People near you:
(PK) Migra Tranquility Promenade
Harren The Main Altar of the Cathedral of the Holy Light
(PK) Ognast The Main Altar of the Cathedral of the Holy Light
Levi Tranquility Promenade
(PK) Eorik The Main Altar of the Cathedral of the Holy Light

<61%hp 100%m 53%mv 11474tnl (civilized - standing - 8 AM)> People near you:
(PK) Migra Tranquility Promenade
Harren Avenue of Faith, Beneath the Cathedral Buttresses
(PK) Ognast Avenue of Faith, Beneath the Cathedral Buttresses
Levi Tranquility Promenade
(PK) Eorik The Main Altar of the Cathedral of the Holy Light

<61%hp 100%m 53%mv 11474tnl (civilized - standing - 8 AM)> whe
People near you:
(PK) Migra Tranquility Promenade
Harren Eastern Gate of Hope
(PK) Ognast Eastern Gate of Hope
Levi Avenue of Faith
(PK) Eorik The Main Altar of the Cathedral of the Holy Light

<65%hp 100%m 59%mv 11474tnl (civilized - standing - 9 AM)> e
Alas, you cannot go that way.

<65%hp 100%m 59%mv 11474tnl (civilized - standing - 9 AM)> e
Alas, you cannot go that way.

<65%hp 100%m 59%mv 11474tnl (civilized - standing - 9 AM)> s
Tranquility Promenade
You are walking along the edge of the white-brick paved way that follows
the perimeter of the city gardens. A brass fence polished to a golden sheen
marks the perimeter of the gardens, within which you can see a well-kept
little path meandering through the trees and flowerbeds. In the center
of the park rises up a great statue dedicated to the city's matron, Lady
Voralia. Tranquility Promenade continues around the gardens to the north
and south.

[Exits: north south]
A bright-eyed commoner is here, running his daily errands.
A bright-eyed commoner is here, running his daily errands.
A stalwart peacekeeper garbed in ivory and gold regalia stands watch.

<65%hp 100%m 59%mv 11474tnl (civilized - standing - 9 AM)> s
Tranquility Promenade
You are walking along the edge of the white-brick paved way that follows
the perimeter of the city gardens. A brass fence polished to a golden sheen
marks the perimeter of the gardens, within which you can see a well-kept
little path meandering through the trees and flowerbeds. In the center
of the park rises up a great statue dedicated to the city's matron, Lady
Voralia. To the north, an intersection meets up with another street,
while Tranquility Promenade continues around the gardens to the north and
south, while a city square lies to the east.

[Exits: north east south]

<65%hp 100%m 58%mv 11474tnl (civilized - standing - 9 AM)> e
The Plaza of the Hummingbird
This plaza is more of a garden than an intersection of roads. The avenues
are connected by a ring around the central garden, which takes up most of
the space. There are perfectly straight rows of manicured flowers and shrubs,
dotted with the occasional sapling or wooden lattice with ivy growing up it.
A huge statue of a radiant, stern woman is in the middle, a tiny hummingbird
flitting above her outstretched hand. Beneath the statue is a small fountain
that trickles gently down a stack of flagstone into a small basin near the
road. A huge gate leads out of the city to the east.

[Exits: north east south west]
A white statue of a radiant elven woman stands watch over a marble basin.

<65%hp 100%m 58%mv 11474tnl (civilized - standing - 9 AM)> e
East Fortitude Gate
You are standing beneath a massive stone gate leading into Voralian City.
The gates themselves appear ornamental, made of finely crafted steel bars
with thin veins of gold spiraling up each one. The top is adorned with
delicate filigree and set with the Holy Symbol of Voralian. As you glance
up, however, you spot an incredibly thick iron portcullis recessed into the
stone of the gatehouse. Apparently, everything about these gates isn't
ornamental. The a lovely plaza lies to the west, while a high arching
bridge leads east out of the city.

[Exits: east west]
A stalwart peacekeeper garbed in ivory and gold regalia stands watch.
A peacekeeper garbed in pristine regalia stands guard at the city gate.

<65%hp 100%m 57%mv 11474tnl (civilized - standing - 9 AM)> w
The Plaza of the Hummingbird
This plaza is more of a garden than an intersection of roads. The avenues
are connected by a ring around the central garden, which takes up most of
the space. There are perfectly straight rows of manicured flowers and shrubs,
dotted with the occasional sapling or wooden lattice with ivy growing up it.
A huge statue of a radiant, stern woman is in the middle, a tiny hummingbird
flitting above her outstretched hand. Beneath the statue is a small fountain
that trickles gently down a stack of flagstone into a small basin near the
road. A huge gate leads out of the city to the east.

[Exits: north east south west]
A white statue of a radiant elven woman stands watch over a marble basin.

<65%hp 100%m 57%mv 11474tnl (civilized - standing - 9 AM)> n
Avenue of Faith, Beneath the Cathedral Buttresses
Flying buttresses cascade off arches from the southern side of the
Cathedral of the Holy Light to the west, casting interesting patterns of
sunlight on the neat white bricks of the avenue. The main cathedral is
to the northwest, but the buttresses also attach to a large domed chapel
that rises up to the west, its stained-glass peak reflecting multi-colored
hues of light over the area, giving it an almost radiant look. The arches
end attached to a small shrine across the avenue from the domed chapel,
using the same architectural style of the cathedral itself. To the south
you see a square with a statue of white stone dominating the center.

[Exits: north [east] south west]

<65%hp 100%m 56%mv 11474tnl (civilized - standing - 9 AM)> n
Avenue of Faith, Beneath the Cathedral Buttresses
Flying buttresses cascade off arches from the side of the Cathedral of
the Holy Light to the west, casting interesting patterns of sunlight on
the neat white bricks of the avenue. You can enter the magnificent main
cathedral to the west, but the buttresses also attach to a more humble-
looking sanctum across the avenue to the east, built in the same style
of the cathedral itself. You can continue south beneath the buttresses
along the avenue, while to the north lies a square dominated by a large
statue.

[Exits: north east south west]
A stalwart peacekeeper garbed in ivory and gold regalia stands watch.

<65%hp 100%m 56%mv 11474tnl (civilized - standing - 9 AM)> n
The Avenue of Faith
You are standing in the middle of a wide, perfectly straight road paved with
white bricks. The avenue runs north-south through the eastern part of the
city, ending at the docks of Southharbor. A large domed chapel rises up to
the west, its stained-glass peak reflecting multi-colored hues of light over
the area, giving it an almost radiant look. A small shrine lies across the
street from the chapel, using a similar architectural style to many of the
churches you've seen in town.

[Exits: north [east] south [west]]
A stalwart peacekeeper garbed in ivory and gold regalia stands watch.

<65%hp 100%m 56%mv 11474tnl (civilized - standing - 9 AM)> s
Avenue of Faith, Beneath the Cathedral Buttresses
Flying buttresses cascade off arches from the side of the Cathedral of
the Holy Light to the west, casting interesting patterns of sunlight on
the neat white bricks of the avenue. You can enter the magnificent main
cathedral to the west, but the buttresses also attach to a more humble-
looking sanctum across the avenue to the east, built in the same style
of the cathedral itself. You can continue south beneath the buttresses
along the avenue, while to the north lies a square dominated by a large
statue.

[Exits: north east south west]
A stalwart peacekeeper garbed in ivory and gold regalia stands watch.

<65%hp 100%m 55%mv 11474tnl (civilized - standing - 9 AM)> e
The Sanctum Foyer
This humble foyer graciously allows the allies and disciples of visiting
healers to rest and meditate in comfort while priests and priestesses
pray within the privacy of the sanctum to the east. Simple wooden benches
line the white-brick walls, made comfortable by simple pillows upholstered
with ivory linen. A tapered ivory banner embroidered with a circle of
golden stars hangs from the north wall, beneath which is a small shrine
upon which are several white candles in votives, some lit and some unlit.
To the west, a simple archway leads back to the city streets.

[Exits: north east west]
A drunken sailor staggers about, trying to maintain his balance.
A bedraggled vagrant in tattered clothing stinks of refuse and urine.
A young priestess is here garbed in simple robes of ivory and gold.

<65%hp 100%m 55%mv 11474tnl (civilized - standing - 9 AM)> e
A young priestess says 'You aren't allowed in there!'

<65%hp 100%m 55%mv 11474tnl (civilized - standing - 9 AM)> w
Avenue of Faith, Beneath the Cathedral Buttresses
Flying buttresses cascade off arches from the side of the Cathedral of
the Holy Light to the west, casting interesting patterns of sunlight on
the neat white bricks of the avenue. You can enter the magnificent main
cathedral to the west, but the buttresses also attach to a more humble-
looking sanctum across the avenue to the east, built in the same style
of the cathedral itself. You can continue south beneath the buttresses
along the avenue, while to the north lies a square dominated by a large
statue.

[Exits: north east south west]
A stalwart peacekeeper garbed in ivory and gold regalia stands watch.
The special guard has arrived.
The special guard has arrived.

<65%hp 100%m 55%mv 11474tnl (civilized - standing - 9 AM)> n
The Avenue of Faith
You are standing in the middle of a wide, perfectly straight road paved with
white bricks. The avenue runs north-south through the eastern part of the
city, ending at the docks of Southharbor. A large domed chapel rises up to
the west, its stained-glass peak reflecting multi-colored hues of light over
the area, giving it an almost radiant look. A small shrine lies across the
street from the chapel, using a similar architectural style to many of the
churches you've seen in town.

[Exits: north [east] south [west]]
A stalwart peacekeeper garbed in ivory and gold regalia stands watch.

<65%hp 100%m 54%mv 11474tnl (civilized - standing - 9 AM)> n
The Square of the Ki-Rin
This Plaza is more of a garden than an intersection of roads. The Avenues
are connected by a ring around the central garden, which takes up most of the
space. There are perfectly straight rows of manicured flowers and shrubs,
dotted with the occasional sapling or wooden lattice with ivy growing up it.
A huge statue of a ki-rin rears up in the middle of the park, mane and tail
flowing out grandly behind it. A huge gate leads out of the city to the east,
while roads extend to the south and west. To the north lies a small, cramped
shop.

[Exits: north east south west]
A tall onyx and gold statue of a rearing ki-rin dominates the plaza.

<65%hp 100%m 54%mv 11474tnl (civilized - standing - 9 AM)> e
East Charity Gate
You are standing beneath a massive stone gate leading into Voralian City.
The gates themselves appear ornamental, made of finely crafted steel bars
with thin veins of gold spiraling up each one. The top is adorned with
delicate filigree and set with the Holy Symbol of Voralian. As you glance
up, however, you spot an incredibly thick iron portcullis recessed into the
stone of the gatehouse. Apparently, everything about these gates isn't
ornamental. A city square lies directly to the east, while a high
arching bridge leads east out of the city.

[Exits: east west]

<65%hp 100%m 53%mv 11474tnl (civilized - standing - 9 AM)> e
On the Northeast Bridge
You are standing on a high arching bridge leading into Voralian City. The
massive East Charity Gate lies just to the west of you, and beyond that you
see a small statue standing in a garden of dark flowers. The bridge itself
is obviously ancient. It is made of white stone and skillfully crafted,
though it shows signs of centuries of weathering and use. Several sections
appear to have been damaged and subsequently repaired at some point, judging
by the differences in the stone. The village of Seven Pines lies to the east.

[Exits: east west]

<65%hp 100%m 53%mv 11474tnl (civilized - standing - 9 AM)> e
Silverpine Road
The ash and gravel road through the village of Seven Pines leads east
through the village and west to a bridge of intricately carved stone.
Farmhouses populate the village, which is encircled with orchards and
tilled farmland. To the north and south a path leads along the edge
of the river bank.

[Exits: north east south west]
A sign points northeast towards Temple of Loch Grynmear.
A small gray squirrel moves warily along the ground.

<65%hp 100%m 53%mv 11474tnl (civilized - standing - 9 AM)> whe
People near you:
(PK) Migra Silverpine Road

<65%hp 100%m 53%mv 11474tnl (civilized - standing - 9 AM)> w
w
On the Northeast Bridge
You are standing on a high arching bridge leading into Voralian City. The
massive East Charity Gate lies just to the west of you, and beyond that you
see a small statue standing in a garden of dark flowers. The bridge itself
is obviously ancient. It is made of white stone and skillfully crafted,
though it shows signs of centuries of weathering and use. Several sections
appear to have been damaged and subsequently repaired at some point, judging
by the differences in the stone. The village of Seven Pines lies to the east.

[Exits: east west]

<65%hp 100%m 53%mv 11474tnl (civilized - standing - 9 AM)> East Charity Gate
You are standing beneath a massive stone gate leading into Voralian City.
The gates themselves appear ornamental, made of finely crafted steel bars
with thin veins of gold spiraling up each one. The top is adorned with
delicate filigree and set with the Holy Symbol of Voralian. As you glance
up, however, you spot an incredibly thick iron portcullis recessed into the
stone of the gatehouse. Apparently, everything about these gates isn't
ornamental. A city square lies directly to the east, while a high
arching bridge leads east out of the city.

[Exits: east west]

<65%hp 100%m 52%mv 11474tnl (civilized - standing - 9 AM)> w
The Square of the Ki-Rin
This Plaza is more of a garden tha

  

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