#1408, "Migra Log, Part II"
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*** 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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