<905hp 1188m 90mv 14hour TICK IN 5 SECONDS.
You can't see anything, you're sleeping!
<910hp 1268m 264mv 16hour Timer now at 30 secs.
Obayana's trip scratches you.
Obayana is in excellent condition.
Xaexil: [===|===|===|===]
<907hp 1268m 264mv 16hour
Your shocking bite misses Obayana.
Obayana's punch DISMEMBERS you!
Obayana is in excellent condition.
Xaexil: [===|===|===|===]
<846hp 1268m 264mv 16hour
Obayana blocks your attack with his shield.
Your shocking bite misses Obayana.
Obayana's punch DISMEMBERS you!
You parry Obayana's attack.
Obayana is in excellent condition.
Xaexil: [===|===|===|==-]
<784hp 1268m 264mv 16hour
Obayana stops using the Rune of Salvation.
Obayana is in excellent condition.
Xaexil: [===|===|===|==-]
<784hp 1268m 264mv 16hour
Obayana draws his weapon.
Obayana wields 'Ajitaabha' the Shard of Wisdom.
Obayana's trip misses you.
Obayana is in excellent condition.
Xaexil: [===|===|===|==-]
<784hp 1268m 264mv 16hour
Obayana dodges your attack.
Obayana blocks your attack with his shield.
Obayana's rays *** OBLITERATE *** you!
Obayana's rays *** OBLITERATE *** you!
Obayana's rays *** OBLITERATE *** you!
You flee from combat!
Lower Foothills
A slight lift in altitude and increasingly rugged terrain welcomes you
into the lower foothills of the Dragon's Teeth. The air has cooled slightly
and the rocky path leads south deeper into the hills. A lighter path heads
north into a greener less hilly area.
The ground is blackened as if from a recent fire.
[Exits: north south west]
A large bloodstain with body parts scattered around it.
<315hp 1268m 261mv 16hour
Obayana rides in.
The Blood Guard walks in.
<329hp 1268m 286mv 17hour Timer now at 30 secs.
You yell 'Help! Obayana just tripped me!'
Obayana trips you and you go down!
Obayana's trip scratches you.
Obayana is in excellent condition.
Xaexil: [===|==-|---|---]
<325hp 1268m 286mv 17hour
Obayana dodges your attack.
Obayana dodges your attack.
Obayana's rays *** DEMOLISH *** you!
You sure are BLEEDING!
Obayana's rays === DISINTEGRATE === you!
You sure are BLEEDING!
Obayana is in excellent condition.
Xaexil: [=--|---|---|---]
<12hp 1268m 286mv 17hour fle
You flee from combat!
Nearing the Burned Cross Roads
The road begins to dwindle as the hills of the Dragon's Teeth turn into
mountains, burned vegetation crushing under your feet. The fields here are
bare and covered with swirling ashes, the whole landscape dreamlike, though
more out of a nightmare than anything else. Val Miran is a tiny speck on
the wester horizon, and the tall peaks of the Dragon's Teeth rise up to the
east.
[Exits: north east]
<12hp 1268m 280mv 17hour e
The Burned Crossroads
Here, the great eastern road intersects with a smaller, older road that
now runs southward to Fort Blackwatch. The ground around you is burned and
blackened as if from a great fire. The burned outskirts of Val Miran lie to
your west. Eastward, the great Dragon's Teeth rise up almost immediately.
[Exits: north east south west]
A Nexus Gateway crackles with hellish heat and unholy magics.
A young werebeast stands here, leaning on his spear.
A werebeast says in Beastial 'West of here is Val Miran and east of here is Maelbrim, two of the biggest cities.'
A werebeast says in Beastial 'If you need a map Xaexil there is a gnome nearby who sells maps.'
<12hp 1268m 272mv 17hour s
The Burned Northern Trail
A trail leading southward from the Eastern Road, this path is worn and
burned but quite serviceable. The remnants of a burned down small forest
can be seen just off to the east. To the south, Blackwatch Village rises in
the distance, Mount Khorand serving as a towering backdrop.
[Exits: north south]
<12hp 1268m 264mv 17hour s
s
The Northern Trail
A trail leading southward from the Eastern Road, this path is worn but
quite serviceable. The remnants of a small forested area can be seen just
off to the east. To the south, Blackwatch Village rises in the distance,
Mount Khorand serving as a towering backdrop.
[Exits: north south]
An army Staging Camp has been built here.
A herbal brew is here.
<12hp 1268m 259mv 17hour s
s
The Northern Trail
A trail leading southward from the Eastern Road, this path is worn but
quite serviceable. The remnants of a small forested area can be seen just
off to the east. To the south, Blackwatch Village rises in the distance,
Mount Khorand serving as a towering backdrop.
[Exits: north south west]
A mineral vein has broken the surface.
<12hp 1268m 256mv 17hour The Northern Trail
A trail leading southward from the Eastern Road, this path is worn but
quite serviceable. The remnants of a small forested area can be seen just
off to the east. To the south, Blackwatch Village rises in the distance,
Mount Khorand serving as a towering backdrop.
Just to the south, the gates of Blackwatch Village are clearly visible.
[Exits: north south]
<12hp 1268m 253mv 17hour whjo
The Northern Gate
The northern gate of Blackwatch Village, made of polished black marble,
stands open to allow traffic to and from the Eastern Road. The gateguards
are polite and friendly, but keep pedestrians and merchants moving through
the gate. The white stone walls of the village extend to the east and west,
enclosing the town.
[Exits: north east south west up]
An army Staging Camp has been built here.
A group of elven archers mans the battlements of Fort Blackwatch.
(White Aura) A member of the Blackwatch Guard is here, guarding the gates of Blackwatch Village.
<12hp 1268m 251mv 17hour af
Huh?
<12hp 1268m 251mv 17hour s
You are affected by the following:
Spell: detect invis : for 14 hours
<12hp 1268m 251mv 17hour The Northern Square
A smaller cobblestone square indicates the presence of businesses to
either side of the road. Pedestrian traffic is increased in the square, as
people hurry about, taking care of their various needs. Guardsmen maintain
patrols throughout the village, ensuring that things remain calm and
orderly.
To the west stands a large building with a sign hanging on the door, marked
with a gold-enameled crown. To the east, a small waystation serves a
constant flow of traffic.
[Exits: north east south west]
A member of the Blackwatch Guard is here, patrolling the Village.
<12hp 1268m 249mv 17hour s
s
A Cobblestone Road
The cobblestones of this road are perfectly even, clearly laid by a
skilled mason with great attention to detail. Villagers and traffic from
Fort Blackwatch bustle about the streets, going about their business. The
occasional guard from the Fort passes by, patrolling through the streets and
keeping the peace.
A sign pointing east reads: Refugee camp.
[Exits: north east south west]
<12hp 1268m 247mv 17hour s
s
s
The Village Center
The center of Blackwatch Village, this square of paved cobblestones leads
throughout the village in all directions. In the center of the square is a
large gray well. Suspended above the well on two steel posts is a white
flag with a golden sunburst, the sigil of the Blackwatch Guard.
To one side of the well is a large iron sign, arrows pointing in the four
cardinal directions with a neat script detailing where each road leads.
[Exits: north east south west]
An army Staging Camp has been built here.
A large well made of gray stone is here, fresh water fed from the springs of Mount Khorand churning far below.
A huge sign made of solid iron is here, marked with directions.
A breastplate forged of black-steel is here, stamped with the emblem of the Blackwatch Guard.
A KNIGHT emissary is here to recruit candidates for the training camp.
<12hp 1268m 245mv 17hour s
s
A Cobblestone Road
The cobblestones of this road are perfectly even, clearly laid by a
skilled mason with great attention to detail. Villagers and traffic from
Fort Blackwatch bustle about the streets, going about their business. The
occasional guard from the Fort passes by, patrolling through the streets and
keeping the peace.
[Exits: north south]
A member of the Blackwatch Guard is here, patrolling the Village.
<12hp 1268m 243mv 17hour The Southern Square
A smaller cobblestone square indicates the presence of businesses to
either side of the road. Pedestrian traffic is increased in the square, as
people hurry about, taking care of their various needs. Guardsmen maintain
patrols throughout the village, ensuring that things remain calm and
orderly.
To the west, the clanging of hammers can be heard. To the east is a small
hovel marked with the sign of the Alchemist's guild.
[Exits: north east south west]
An army Staging Camp has been built here.
<12hp 1268m 241mv 17hour The Southern Gate
The southern gate of Blackwatch Village, made of polished black marble,
stands open to allow traffic to and from Mount Khorand. The gateguards are
polite and friendly, but keep pedestrians and merchants moving through the
gate. The white stone walls of the village extend to the east and west,
enclosing the town.
[Exits: north south up]
Several small huts have been built near the townwall of Balckwatch.
Several Val Miran refugees can be seen walking amongst the huts.
Several Val Miran refugees can be seen walking amongst the huts.
(White Aura) A member of the Blackwatch Guard is here, guarding the gates of Blackwatch Village.
A few refugee children run about, playing hide and seek amongst the huts.
<12hp 1268m 239mv 17hour who
The Dwarven Road
The rugged terrain has been tamed by dwarven engineers, to the point that
it is passable to the average traveler. Looming to the south, Mount Khorand
climbs toward the sky. Off to the distant west, Fort Blackwatch can be seen
rising high above the village that precedes it.
[Exits: north south]
<12hp 1268m 237mv 17hour s
The Dwarven Road
The immediate area is covered in blood and gore. Debris lay everywhere,
and the smell of burnt flesh is in the air. Scorch marks from some sort of
divine power lay remnant to the destruction caused here.
[Exits: north south]
<12hp 1268m 234mv 17hour s
[50 Illit Nec] <PK> (Cartel [M]) Xaexil the Imperator of the Ossein
[ Fire ] <PK> [TRIBUNAL] <NOBLE> Primor Obayana Kai the Unholy Knight
[ Elf ] <PK> Celania Issilthyn the Executioner of the Order
[ Storm ] <PK> [KNIGHT] Sir Vormalog the General of the Holy Order
Players matched: 4
There are 4 characters on, the most on since startup was 41.
The title of Master Questor of Aabahran is currently held by Vormalog.
There are 1 contracts available to you.
<12hp 1268m 234mv 17hour The Dwarven Road
The rugged terrain has been tamed by dwarven engineers, to the point that
it is passable to the average traveler. Looming to the south, Mount Khorand
climbs toward the sky. Off to the distant west, Fort Blackwatch can be seen
rising high above the village that precedes it.
[Exits: north east]
<12hp 1268m 231mv 17hour Alas, you cannot go that way.
<12hp 1268m 231mv 17hour e
e
The Dwarven Road
The rugged terrain has been tamed by dwarven engineers, to the point that
it is passable to the average traveler. Looming to the south, Mount Khorand
climbs toward the sky. Off to the distant west, Fort Blackwatch can be seen
rising high above the village that precedes it.
[Exits: south west]
<12hp 1268m 228mv 17hour Alas, you cannot go that way.
<12hp 1268m 228mv 17hour s
The Foot of Mount Khorand
Approaching the foothills of the southern mountain, the terrain becames
slightly more difficult to traverse. Smaller crests and hills make the
mountain seem even more massive. The peak of Mount Khorand shoots high into
the sky, the very tip of the mountain obscured by cloud coverage.
[Exits: north south]
<12hp 1268m 225mv 17hour s
The Dwarven Road
The path underfoot has been carved out of the rock to strategically allow
access to and from the Dwarven City to the east. To the west, the untamed
perils of Mount Khorand persist. High above, the cliffs and spires of the
mountain climb out of sight into the sky.
[Exits: north east west]
<12hp 1268m 221mv 17hour s
Alas, you cannot go that way.
<12hp 1268m 221mv 17hour e
The Dwarven Road
The path underfoot has been carved out of the rock to strategically allow
access to and from the Dwarven City to the east. To the west, the untamed
perils of Mount Khorand persist. High above, the cliffs and spires of the
mountain climb out of sight into the sky.
[Exits: east west]
<12hp 1268m 216mv 17hour e
The Dwarven Road
The path underfoot has been carved out of the rock to strategically allow
access to and from the Dwarven City to the east. To the west, the untamed
perils of Mount Khorand persist. High above, the cliffs and spires of the
mountain climb out of sight into the sky.
[Exits: south west]
<12hp 1268m 209mv 17hour where
s
Fort Blackwatch is [WARMASTER] controlled. Players near you:
<PK> Xaexil The Dwarven Road
<12hp 1268m 209mv 17hour s
The Dwarven Road
The path underfoot has been carved out of the rock to strategically allow
access to and from the Dwarven City to the south. To the west, the untamed
perils of Mount Khorand persist. High above, the cliffs and spires of the
mountain climb out of sight into the sky. Southward, a small opening comes
into view, growing larger as it gets closer.
[Exits: north south]
<12hp 1268m 202mv 17hour The Dwarven Road
The path underfoot has been carved out of the rock to strategically allow
access to and from the Dwarven City to the south. To the west, the untamed
perils of Mount Khorand persist. High above, the cliffs and spires of the
mountain climb out of sight into the sky. The small opening to the south
increases even further in size, evidently an entrance or gateway of some
kind.
[Exits: north south]
<12hp 1268m 195mv 17hour s
s
Nearing a Massive Archway
You stand in a rarely visisted section of the side of Mount Khorand. The
trail here is ridiculously steep, and loosing your footing would surely mean
the end of you. A large arched hole in the mountainside can be discerned to
your south, obviously a hidden entrance to a hollow within the mountain.
[Exits: north south]
An army Staging Camp has been built here.
<12hp 1268m 188mv 17hour where
Before an Archway
You are now just at the entrance of this mountain hollow. To your north, a
dangerous thin trail leading to the main path of Mount Khorand. To your
south, the archway within the rock continues along the beginnings of a
paved stone path. Torches are lined along the walls on either side of you,
yet do not quite compensate for the darkness of this cavern.
[Exits: north south]
A group of Warlords is traveling here, the banner of WARMASTER held high.
A group of Warlords is traveling here, the banner of WARMASTER held high.
<12hp 1268m 184mv 17hour s
Khorandain is [WARMASTER] controlled. Players near you:
<PK> Xaexil Before an Archway
<12hp 1268m 184mv 17hour s
The Northern Gate of Khorandain
Carved into the mountain itself, this massive archway curves up into the
gloom above you. It looms higher than the tallest Giant and stretches wide
enough for two wagons to travel side-by-side. The enormous double-doors are
made of solid steel secured with gigantic bolts and plates to the mountain
wall. Tree trunk size bars connect to chains and pulleys to lock them
against invasion. To the north lies the Hall of Queens to the south, the
outside world.
[Exits: north south]
An army Staging Camp has been built here.
A dwarf gateguard clad in white armor stands here.
A KNIGHT emissary is here to recruit candidates for the training camp.
A dwarf gateguard clad in white armor stands here.
<12hp 1268m 183mv 17hour A Large Intersection
This is perhaps the largest intersection of this city within the mountains.
Gigantic arched passageways of rock lead in every direction. Travellers hustle
passed you, too busy to even glance at you twice. Loud shouts and laughter are
heard from your south, while the air to your west and east is much more calm.
To your north, you can barely make out what seems to be greenery, something
not seen in these tunnels.
[Exits: north east south west]
<12hp 1268m 182mv 17hour s
The Hall of Queens
This section of the mountain is brightly illuminated. Lantern fixtures on
the walls beside you glow and flicker, allowing safe passage through what is a
very wide passageway in the rock. This is a rather lively section of this city,
dwarven merchants often circumventing you to gain access to the shops found to
your west and east. From these cavernous shops you can hear shopkeepers bellow
their barters.
[Exits: north east south west]
An army Staging Camp has been built here.
<12hp 1268m 181mv 17hour s
s
The Hall of Queens
This section of the mountain is brightly illuminated. Lantern fixtures on
the walls beside you glow and flicker, allowing safe passage through what is a
very wide passageway in the rock. This is a rather lively section of this city,
dwarven merchants often circumventing you to gain access to the shops found to
your west and east. From these cavernous shops you can hear shopkeepers bellow
their barters.
[Exits: north east south west]
A dwarven man is browsing idly here.
<12hp 1268m 180mv 17hour where
The Hall of Queens
This section of the mountain is brightly illuminated. Lantern fixtures on
the walls beside you glow and flicker, allowing safe passage through what is a
very wide passageway in the rock. This is a rather lively section of this city,
dwarven merchants often circumventing you to gain access to the shops found to
your west and east. From these cavernous shops you can hear shopkeepers bellow
their barters.
[Exits: north east south west]
A dwarven man is browsing idly here.
A dwarven man is browsing idly here.
<12hp 1268m 179mv 17hour Khorandain is [WARMASTER] controlled. Players near you:
<PK> Xaexil The Hall of Queens
<12hp 1268m 179mv 17hour s
s
The Hall of Queens
This section of the mountain is brightly illuminated. Lantern fixtures on
the walls beside you glow and flicker, allowing safe passage through what is a
very wide passageway in the rock. This is a rather lively section of this city,
dwarven merchants often circumventing you to gain access to the shops found to
your west and east. From these cavernous shops you can hear shopkeepers bellow
their barters.
[Exits: north east south west]
<12hp 1268m 178mv 17hour The Hall of Queens
This section of the mountain is brightly illuminated. Lantern fixtures on
the walls beside you glow and flicker, allowing safe passage through what is a
very wide passageway in the rock. This is a rather lively section of this city,
dwarven merchants often circumventing you to gain access to the shops found to
your west and east. From these cavernous shops you can hear shopkeepers bellow
their barters.
[Exits: north east south west]
A pair of dwarven boys play here, hacking at each other with toy weapons.
<12hp 1268m 177mv 17hour s
s
A Forked Passageway
You stand in a massive T-shaped passage. To the east and west it
stretches into pale shadows, to the north it leads to the Hall of Queens.
[Exits: north east west]
An army Staging Camp has been built here.
<12hp 1268m 176mv 17hour who
Alas, you cannot go that way.
<12hp 1268m 176mv 17hour TICK IN 5 SECONDS.
[50 Illit Nec] <PK> (Cartel [M]) Xaexil the Imperator of the Ossein
[ Fire ] <PK> [TRIBUNAL] <NOBLE> Primor Obayana Kai the Unholy Knight
[ Elf ] <PK> Celania Issilthyn the Executioner of the Order
[ Storm ] <PK> [KNIGHT] Sir Vormalog the General of the Holy Order
Players matched: 4
There are 4 characters on, the most on since startup was 41.
The title of Master Questor of Aabahran is currently held by Vormalog.
There are 1 contracts available to you.
<12hp 1268m 176mv 17hour e
The Eastern Tunnel
You follow the tunnel as it curves gently through the mountain. You can
continue on deeper into the mountain or head back toward the Hall of Heroes
and the Hall of Kings.
[Exits: east west]
<12hp 1268m 175mv 17hour e
s
The Eastern Tunnel
You follow the tunnel as it curves gently through the mountain. You can
continue on deeper into the mountain or head back toward the Hall of Heroes
and the Hall of Kings.
[Exits: south west]
A dwarven citizen is here, brushing past you.
<12hp 1268m 174mv 17hour The Eastern Tunnel
You follow the tunnel as it curves gently through the mountain. You can
continue on deeper into the mountain or head back toward the Hall of Heroes
and the Hall of Kings.
[Exits: north south]
<12hp 1268m 173mv 17hour where
s
Khorandain is [WARMASTER] controlled. Players near you:
<PK> Xaexil The Eastern Tunnel
<23hp 1268m 198mv 18hour Timer now at 30 secs.
A Forked Passageway
You stand in a massive T-shaped passage. To the north and south it
stretches into pale shadows, to the east lies the Hall of Heroes.
[Exits: north east south]
An army Staging Camp has been built here.
<23hp 1268m 197mv 18hour s
The Eastern Tunnel
You follow the tunnel as it curves gently through the mountain. You can
continue on deeper into the mountain or head back toward the Hall of Kings.
[Exits: north south]
<23hp 1268m 196mv 18hour e
Alas, you cannot go that way.
<23hp 1268m 196mv 18hour s
The Eastern Tunnel
You follow the tunnel as it curves gently through the mountain. You can
continue on deeper into the mountain or head back toward the Hall of Kings.
[Exits: north west]
<23hp 1268m 195mv 18hour s
Alas, you cannot go that way.
<23hp 1268m 195mv 18hour where
w
s
Khorandain is [WARMASTER] controlled. Players near you:
<PK> Xaexil The Eastern Tunnel
<23hp 1268m 195mv 18hour The Eastern Tunnel
You follow the tunnel as it curves gently through the mountain. You can
continue on deeper into the mountain or head back toward the Hall of Kings.
[Exits: east west]
<23hp 1268m 194mv 18hour s
Alas, you cannot go that way.
<23hp 1268m 194mv 18hour Alas, you cannot go that way.
<23hp 1268m 194mv 18hour w
A Forked Passageway
You stand in a massive T-shaped passage. To the east and west it
stretches into pale shadows, to the south it leads to the Hall of Kings.
[Exits: east south west]
<23hp 1268m 193mv 18hour who
[50 Illit Nec] <PK> (Cartel [M]) Xaexil the Imperator of the Ossein
[ Fire ] <PK> [TRIBUNAL] <NOBLE> Primor Obayana Kai the Unholy Knight
[ Elf ] <PK> Celania Issilthyn the Executioner of the Order
[ Storm ] <PK> [KNIGHT] Sir Vormalog the General of the Holy Order
Players matched: 4
There are 4 characters on, the most on since startup was 41.
The title of Master Questor of Aabahran is currently held by Vormalog.
There are 1 contracts available to you.
<23hp 1268m 193mv 18hour gro
Xaexil's group:
[50 Nec] Xaexil 2% hp 100% mana 46% mv 22740 tnl
[50 Mob] A zombie 100% hp 100% mana 100% mv 0 tnl
[50 Mob] A mummy 100% hp 100% mana 100% mv 0 tnl
[52 Mob] A flesh golem 100% hp 100% mana 100% mv 0 tnl
[50 Mob] A skeleton 100% hp 100% mana 100% mv 0 tnl
[50 Mob] A stone golem 100% hp 100% mana 100% mv 0 tnl
<23hp 1268m 193mv 18hour gro
Xaexil's group:
[50 Nec] Xaexil 2% hp 100% mana 46% mv 22740 tnl
[50 Mob] A zombie 100% hp 100% mana 100% mv 0 tnl
[50 Mob] A mummy 100% hp 100% mana 100% mv 0 tnl
[52 Mob] A flesh golem 100% hp 100% mana 100% mv 0 tnl
[50 Mob] A skeleton 100% hp 100% mana 100% mv 0 tnl
[50 Mob] A stone golem 100% hp 100% mana 100% mv 0 tnl
<23hp 1268m 193mv 18hour where
Khorandain is [WARMASTER] controlled. Players near you:
<PK> Xaexil A Forked Passageway
<23hp 1268m 193mv 18hour s
The Hall of Kings
As you follow the massive archway deeper into the mountain, pale light
illuminates the walls from glowing orbs placed in sconces along the walls.
Carved into the walls are statues of the great kings of the past. To the
north lies a forked passageway, to the south the Southern Gate.
[Exits: north south]
<23hp 1268m 192mv 18hour s
s
The Hall of Kings
As you follow the massive archway deeper into the mountain, pale light
illuminates the walls from glowing orbs placed in sconces along the walls.
Carved into the walls are statues of the great kings of the past. To the
north lies the Hall of Kings, to the south the Southern Gate.
[Exits: north south]
<23hp 1268m 191mv 18hour The Hall of Kings
As you follow the massive archway deeper into the mountain, pale light
illuminates the walls from glowing orbs placed in sconces along the walls.
Carved into the walls are statues of the great kings of the past. To the
north lies the Hall of Kings, to the south the Southern Gate.
[Exits: north south]
<23hp 1268m 190mv 18hour where
Khorandain is [WARMASTER] controlled. Players near you:
<PK> Xaexil The Hall of Kings
<23hp 1268m 190mv 18hour s
s
The Southern Gate of Khorandain
Carved into the mountain itself, this massive archway curves up into the
gloom above you. It looms higher than the tallest Giant and stretches wide
enough for two wagons to travel side-by-side. The enormous double-doors are
made of solid steel secured with gigantic bolts and plates to the mountain
wall. Tree trunk size bars connect to chains and pulleys to lock them
against invasion. To the north lies the Hall of Kings. To the south and at
an upwards angle is an enormous gate.
[Exits: north (up)]
Travl, the infamous dwarven slayer, wanders here.
<23hp 1268m 189mv 18hour Alas, you cannot go that way.
<23hp 1268m 189mv 18hour where
Khorandain is [WARMASTER] controlled. Players near you:
<PK> Xaexil The Southern Gate of Khorandain
<23hp 1268m 189mv 18hour u
The gate to Khorand is closed.
<23hp 1268m 189mv 18hour c pas
You phase out of existence.
You have become better at pass door! [76%]
<23hp 1248m 189mv 18hour where
Khorandain is [WARMASTER] controlled. Players near you:
<PK> Xaexil The Southern Gate of Khorandain
<23hp 1248m 189mv 18hour u
Wide Cave
You are in a shallow cave, most likely formed by the passing of eons and
eons of water. Indeed, there are slight cracks in the walls of rocks.
Water drips through them and out of the cave in tiny, tiny amounts. It's
barely enough for you to see it. Though you do notice that there has been
some artificial interference. Someone has widened this cave through the
means of metal tools, their marks evident on the surrounding stone. A gate
at the far end looks like it is used often: it's kept in very good
condition.
[Exits: south (down)]
<23hp 1248m 188mv 18hour sl
You go to sleep.
<23hp 1248m 188mv 18hour TICK IN 5 SECONDS.
who
[50 Illit Nec] <PK> (Cartel [M]) Xaexil the Imperator of the Ossein
[ Fire ] <PK> [TRIBUNAL] <NOBLE> Primor Obayana Kai the Unholy Knight
[ Elf ] <PK> Celania Issilthyn the Executioner of the Order
[ Storm ] <PK> [KNIGHT] Sir Vormalog the General of the Holy Order
Players matched: 4
There are 4 characters on, the most on since startup was 41.
The title of Master Questor of Aabahran is currently held by Vormalog.
There are 1 contracts available to you.
<81hp 1268m 275mv 19hour Timer now at 30 secs.
wa
You wake and stand up.
<81hp 1268m 275mv 19hour d
The Southern Gate of Khorandain
Carved into the mountain itself, this massive archway curves up into the
gloom above you. It looms higher than the tallest Giant and stretches wide
enough for two wagons to travel side-by-side. The enormous double-doors are
made of solid steel secured with gigantic bolts and plates to the mountain
wall. Tree trunk size bars connect to chains and pulleys to lock them
against invasion. To the north lies the Hall of Kings. To the south and at
an upwards angle is an enormous gate.
[Exits: north (up)]
Travl, the infamous dwarven slayer, wanders here.
<81hp 1268m 274mv 19hour where
Khorandain is [WARMASTER] controlled. Players near you:
<PK> Xaexil The Southern Gate of Khorandain
<81hp 1268m 274mv 19hour u
Wide Cave
You are in a shallow cave, most likely formed by the passing of eons and
eons of water. Indeed, there are slight cracks in the walls of rocks.
Water drips through them and out of the cave in tiny, tiny amounts. It's
barely enough for you to see it. Though you do notice that there has been
some artificial interference. Someone has widened this cave through the
means of metal tools, their marks evident on the surrounding stone. A gate
at the far end looks like it is used often: it's kept in very good
condition.
[Exits: south (down)]
<81hp 1268m 273mv 19hour who
[50 Illit Nec] <PK> (Cartel [M]) Xaexil the Imperator of the Ossein
[ Fire ] <PK> [TRIBUNAL] <NOBLE> Primor Obayana Kai the Unholy Knight
[ Elf ] <PK> Celania Issilthyn the Executioner of the Order
[ Storm ] <PK> [KNIGHT] Sir Vormalog the General of the Holy Order
Players matched: 4
There are 4 characters on, the most on since startup was 41.
The title of Master Questor of Aabahran is currently held by Vormalog.
There are 1 contracts available to you.
<81hp 1268m 273mv 19hour gro
Xaexil's group:
[50 Nec] Xaexil 8% hp 100% mana 65% mv 22740 tnl
[50 Mob] A zombie 100% hp 100% mana 100% mv 0 tnl
[50 Mob] A mummy 100% hp 100% mana 100% mv 0 tnl
[52 Mob] A flesh golem 100% hp 100% mana 100% mv 0 tnl
[50 Mob] A skeleton 100% hp 100% mana 100% mv 0 tnl
[50 Mob] A stone golem 100% hp 100% mana 100% mv 0 tnl
<81hp 1268m 273mv 19hour gro
Xaexil's group:
[50 Nec] Xaexil 8% hp 100% mana 65% mv 22740 tnl
[50 Mob] A zombie 100% hp 100% mana 100% mv 0 tnl
[50 Mob] A mummy 100% hp 100% mana 100% mv 0 tnl
[52 Mob] A flesh golem 100% hp 100% mana 100% mv 0 tnl
[50 Mob] A skeleton 100% hp 100% mana 100% mv 0 tnl
[50 Mob] A stone golem 100% hp 100% mana 100% mv 0 tnl
<81hp 1268m 273mv 19hour where
Mount Khorand is [WARMASTER] controlled. Players near you:
<PK> Xaexil Wide Cave
<81hp 1268m 273mv 19hour where
Mount Khorand is [WARMASTER] controlled. Players near you:
<PK> Xaexil Wide Cave
<81hp 1268m 273mv 19hour d
The Southern Gate of Khorandain
Carved into the mountain itself, this massive archway curves up into the
gloom above you. It looms higher than the tallest Giant and stretches wide
enough for two wagons to travel side-by-side. The enormous double-doors are
made of solid steel secured with gigantic bolts and plates to the mountain
wall. Tree trunk size bars connect to chains and pulleys to lock them
against invasion. To the north lies the Hall of Kings. To the south and at
an upwards angle is an enormous gate.
[Exits: north (up)]
Travl, the infamous dwarven slayer, wanders here.
<81hp 1268m 272mv 19hour where
u
Khorandain is [WARMASTER] controlled. Players near you:
<PK> Xaexil The Southern Gate of Khorandain
<81hp 1268m 272mv 19hour Wide Cave
You are in a shallow cave, most likely formed by the passing of eons and
eons of water. Indeed, there are slight cracks in the walls of rocks.
Water drips through them and out of the cave in tiny, tiny amounts. It's
barely enough for you to see it. Though you do notice that there has been
some artificial interference. Someone has widened this cave through the
means of metal tools, their marks evident on the surrounding stone. A gate
at the far end looks like it is used often: it's kept in very good
condition.
[Exits: south (down)]
<81hp 1268m 271mv 19hour af
You are affected by the following:
Spell: pass door : for 12 hours
Spell: detect invis : for 12 hours
<81hp 1268m 271mv 19hour pps
You surround yourself in a protective shell of magic.
You have become better at protective shield! [91%]
<81hp 1198m 271mv 19hour where
Mount Khorand is [WARMASTER] controlled. Players near you:
<PK> Xaexil Wide Cave
<81hp 1198m 271mv 19hour sl
You go to sleep.
<81hp 1198m 271mv 19hour who
[50 Illit Nec] <PK> (Cartel [M]) Xaexil the Imperator of the Ossein
[ Fire ] <PK> [TRIBUNAL] <NOBLE> Primor Obayana Kai the Unholy Knight
[ Elf ] <PK> Celania Issilthyn the Executioner of the Order
[ Storm ] <PK> [KNIGHT] Sir Vormalog the General of the Holy Order
Players matched: 4
There are 4 characters on, the most on since startup was 41.
The title of Master Questor of Aabahran is currently held by Vormalog.
There are 1 contracts available to you.
<81hp 1198m 271mv 19hour
You are allowed to leave the realms.
<153hp 1268m 358mv 20hour Timer now at 30 secs.
wa
You wake and stand up.
<153hp 1268m 358mv 20hour where
Mount Khorand is [WARMASTER] controlled. Players near you:
<PK> Xaexil Wide Cave
<153hp 1268m 358mv 20hour alias ii c sleep obaya
Alias added: ii = 'c sleep obaya'
<153hp 1268m 358mv 20hour who
[50 Illit Nec] <PK> (Cartel [M]) Xaexil the Imperator of the Ossein
[ Fire ] <PK> [TRIBUNAL] <NOBLE> Primor Obayana Kai the Unholy Knight
[ Elf ] <PK> Celania Issilthyn the Executioner of the Order
[ Storm ] <PK> [KNIGHT] Sir Vormalog the General of the Holy Order
Players matched: 4
There are 4 characters on, the most on since startup was 41.
The title of Master Questor of Aabahran is currently held by Vormalog.
There are 1 contracts available to you.
<153hp 1268m 358mv 20hour gro
Xaexil's group:
[50 Nec] Xaexil 16% hp 100% mana 86% mv 22740 tnl
[50 Mob] A zombie 100% hp 100% mana 100% mv 0 tnl
[50 Mob] A mummy 100% hp 100% mana 100% mv 0 tnl
[52 Mob] A flesh golem 100% hp 100% mana 100% mv 0 tnl
[50 Mob] A skeleton 100% hp 100% mana 100% mv 0 tnl
[50 Mob] A stone golem 100% hp 100% mana 100% mv 0 tnl
<153hp 1268m 358mv 20hour gro
Xaexil's group:
[50 Nec] Xaexil 16% hp 100% mana 86% mv 22740 tnl
[50 Mob] A zombie 100% hp 100% mana 100% mv 0 tnl
[50 Mob] A mummy 100% hp 100% mana 100% mv 0 tnl
[52 Mob] A flesh golem 100% hp 100% mana 100% mv 0 tnl
[50 Mob] A skeleton 100% hp 100% mana 100% mv 0 tnl
[50 Mob] A stone golem 100% hp 100% mana 100% mv 0 tnl
<153hp 1268m 358mv 20hour d
The Southern Gate of Khorandain
Carved into the mountain itself, this massive archway curves up into the
gloom above you. It looms higher than the tallest Giant and stretches wide
enough for two wagons to travel side-by-side. The enormous double-doors are
made of solid steel secured with gigantic bolts and plates to the mountain
wall. Tree trunk size bars connect to chains and pulleys to lock them
against invasion. To the north lies the Hall of Kings. To the south and at
an upwards angle is an enormous gate.
[Exits: north (up)]
Travl, the infamous dwarven slayer, wanders here.
<153hp 1268m 357mv 20hour where
Khorandain is [WARMASTER] controlled. Players near you:
<PK> Xaexil The Southern Gate of Khorandain
<153hp 1268m 357mv 20hour u
Wide Cave
You are in a shallow cave, most likely formed by the passing of eons and
eons of water. Indeed, there are slight cracks in the walls of rocks.
Water drips through them and out of the cave in tiny, tiny amounts. It's
barely enough for you to see it. Though you do notice that there has been
some artificial interference. Someone has widened this cave through the
means of metal tools, their marks evident on the surrounding stone. A gate
at the far end looks like it is used often: it's kept in very good
condition.
[Exits: south (down)]
<153hp 1268m 356mv 20hour d
The Southern Gate of Khorandain
Carved into the mountain itself, this massive archway curves up into the
gloom above you. It looms higher than the tallest Giant and stretches wide
enough for two wagons to travel side-by-side. The enormous double-doors are
made of solid steel secured with gigantic bolts and plates to the mountain
wall. Tree trunk size bars connect to chains and pulleys to lock them
against invasion. To the north lies the Hall of Kings. To the south and at
an upwards angle is an enormous gate.
[Exits: north (up)]
Travl, the infamous dwarven slayer, wanders here.
<153hp 1268m 355mv 20hour where
Khorandain is [WARMASTER] controlled. Players near you:
<PK> Xaexil The Southern Gate of Khorandain
<153hp 1268m 355mv 20hour u
Wide Cave
You are in a shallow cave, most likely formed by the passing of eons and
eons of water. Indeed, there are slight cracks in the walls of rocks.
Water drips through them and out of the cave in tiny, tiny amounts. It's
barely enough for you to see it. Though you do notice that there has been
some artificial interference. Someone has widened this cave through the
means of metal tools, their marks evident on the surrounding stone. A gate
at the far end looks like it is used often: it's kept in very good
condition.
[Exits: south (down)]
<153hp 1268m 354mv 20hour sl
You go to sleep.
<153hp 1268m 354mv 20hour who
[50 Illit Nec] <PK> (Cartel [M]) Xaexil the Imperator of the Ossein
[ Fire ] <PK> [TRIBUNAL] <NOBLE> Primor Obayana Kai the Unholy Knight
[ Elf ] <PK> Celania Issilthyn the Executioner of the Order
[ Storm ] <PK> [KNIGHT] Sir Vormalog the General of the Holy Order
Players matched: 4
There are 4 characters on, the most on since startup was 41.
The title of Master Questor of Aabahran is currently held by Vormalog.
There are 1 contracts available to you.
<153hp 1268m 354mv 20hour eq
Xaexil is using:
<used as light> (Glowing) a magical sparkler
<worn on finger> (Glowing) a platinum ring
<worn on finger> (Glowing) a platinum ring
<worn around neck> an old brooch
<worn around neck> an Apprentice's cloak
<worn on head> (Glowing) an ethereal helm
<worn on ear> a werewolf's tooth
<worn on torso> a padded battle vest
<worn on arms> (Glowing) some singed sleeves
<worn on hands> nothing.
<worn on legs> nothing.
<worn on feet> nothing.
<worn about body> (Glowing) (Humming) a Major Globe of Invulnerability
<worn about waist> a tattered belt
<worn around wrist> (Humming) a titanium bracer
<worn around wrist> a Marked bracer
<held> (Humming) a glimmering white staff
<worn on face> (Glowing) a black veil
<floating nearby> (Glowing) (Humming) an animated blue orb
<in the quiver> nothing.
<153hp 1268m 354mv 20hour who
[50 Illit Nec] <PK> (Cartel [M]) Xaexil the Imperator of the Ossein
[ Fire ] <PK> [TRIBUNAL] <NOBLE> Primor Obayana Kai the Unholy Knight
[ Elf ] <PK> Celania Issilthyn the Executioner of the Order
[ Storm ] <PK> [KNIGHT] Sir Vormalog the General of the Holy Order
Players matched: 4
There are 4 characters on, the most on since startup was 41.
The title of Master Questor of Aabahran is currently held by Vormalog.
There are 1 contracts available to you.
<153hp 1268m 354mv 20hour gro
Xaexil's group:
[50 Nec] Xaexil 16% hp 100% mana 85% mv 22740 tnl
[50 Mob] A zombie 100% hp 100% mana 100% mv 0 tnl
[50 Mob] A mummy 100% hp 100% mana 100% mv 0 tnl
[52 Mob] A flesh golem 100% hp 100% mana 100% mv 0 tnl
[50 Mob] A skeleton 100% hp 100% mana 100% mv 0 tnl
[50 Mob] A stone golem 100% hp 100% mana 100% mv 0 tnl
<153hp 1268m 354mv 20hour TICK IN 5 SECONDS.
gro
Xaexil's group:
[50 Nec] Xaexil 16% hp 100% mana 85% mv 22740 tnl
[50 Mob] A zombie 100% hp 100% mana 100% mv 0 tnl
[50 Mob] A mummy 100% hp 100% mana 100% mv 0 tnl
[52 Mob] A flesh golem 100% hp 100% mana 100% mv 0 tnl
[50 Mob] A skeleton 100% hp 100% mana 100% mv 0 tnl
[50 Mob] A stone golem 100% hp 100% mana 100% mv 0 tnl
<153hp 1268m 354mv 20hour
<153hp 1268m 354mv 20hour
<153hp 1268m 354mv 20hour
<153hp 1268m 354mv 20hour
<153hp 1268m 354mv 20hour
<153hp 1268m 354mv 20hour
<153hp 1268m 354mv 20hour
<153hp 1268m 354mv 20hour
<153hp 1268m 354mv 20hour
<153hp 1268m 354mv 20hour
<153hp 1268m 354mv 20hour
<153hp 1268m 354mv 20hour alias
"help alias" for info on commands.
Alias Commands
-----------------------------------------------
1 . ii = c sleep obaya
2 . jj = c ac vorm
3 . ll = c vam nym
4 . mm = pw vormalog
5 . oo = c sleep vorm
6 . pp = o all rescue xaexil
7 . pw = c 'powerword stun'
8 . pps = c protectiv
9 . see = c 'detect i
10. seem = c 'detect mag
11. smm = c 'summon mummy
12. tap = c 'soul tap
13. uu = c ac vorm
<197hp 1268m 414mv 21hour Timer now at 30 secs.
alias oo c disp obaya
Alias added: oo = 'c disp obaya'
<197hp 1268m 414mv 21hour wa
You wake and stand up.
<197hp 1268m 414mv 21hour d
The Southern Gate of Khorandain
Carved into the mountain itself, this massive archway curves up into the
gloom above you. It looms higher than the tallest Giant and stretches wide
enough for two wagons to travel side-by-side. The enormous double-doors are
made of solid steel secured with gigantic bolts and plates to the mountain
wall. Tree trunk size bars connect to chains and pulleys to lock them
against invasion. To the north lies the Hall of Kings. To the south and at
an upwards angle is an enormous gate.
[Exits: north (up)]
Travl, the infamous dwarven slayer, wanders here.
<197hp 1268m 413mv 21hour where
Khorandain is [WARMASTER] controlled. Players near you:
<PK> Xaexil The Southern Gate of Khorandain
<197hp 1268m 413mv 21hour n
n
The Hall of Kings
As you follow the massive archway deeper into the mountain, pale light
illuminates the walls from glowing orbs placed in sconces along the walls.
Carved into the walls are statues of the great kings of the past. To the
north lies the Hall of Kings, to the south the Southern Gate.
[Exits: north south]
<197hp 1268m 412mv 21hour n
The Hall of Kings
As you follow the massive archway deeper into the mountain, pale light
illuminates the walls from glowing orbs placed in sconces along the walls.
Carved into the walls are statues of the great kings of the past. To the
north lies the Hall of Kings, to the south the Southern Gate.
[Exits: north south]
<197hp 1268m 411mv 21hour The Hall of Kings
As you follow the massive archway deeper into the mountain, pale light
illuminates the walls from glowing orbs placed in sconces along the walls.
Carved into the walls are statues of the great kings of the past. To the
north lies a forked passageway, to the south the Southern Gate.
[Exits: north south]
<197hp 1268m 410mv 21hour n
n
A Forked Passageway
You stand in a massive T-shaped passage. To the east and west it
stretches into pale shadows, to the south it leads to the Hall of Kings.
[Exits: east south west]
<197hp 1268m 409mv 21hour Alas, you cannot go that way.
<197hp 1268m 409mv 21hour e
The Eastern Tunnel
You follow the tunnel as it curves gently through the mountain. You can
continue on deeper into the mountain or head back toward the Hall of Kings.
[Exits: east west]
<197hp 1268m 408mv 21hour e
The Eastern Tunnel
You follow the tunnel as it curves gently through the mountain. You can
continue on deeper into the mountain or head back toward the Hall of Kings.
[Exits: north west]
<197hp 1268m 407mv 21hour n
n
The Eastern Tunnel
You follow the tunnel as it curves gently through the mountain. You can
continue on deeper into the mountain or head back toward the Hall of Kings.
[Exits: north south]
<197hp 1268m 406mv 21hour A Forked Passageway
You stand in a massive T-shaped passage. To the north and south it
stretches into pale shadows, to the east lies the Hall of Heroes.
[Exits: north east south]
An army Staging Camp has been built here.
<197hp 1268m 405mv 21hour where
Khorandain is [WARMASTER] controlled. Players near you:
<PK> Xaexil A Forked Passageway
<197hp 1268m 405mv 21hour n
The Eastern Tunnel
You follow the tunnel as it curves gently through the mountain. You can
continue on deeper into the mountain or head back toward the Hall of Heroes
and the Hall of Kings.
[Exits: north south]
<197hp 1268m 404mv 21hour n
The Eastern Tunnel
You follow the tunnel as it curves gently through the mountain. You can
continue on deeper into the mountain or head back toward the Hall of Heroes
and the Hall of Kings.
[Exits: south west]
A dwarven citizen is here, brushing past you.
<197hp 1268m 403mv 21hour n
Alas, you cannot go that way.
<197hp 1268m 403mv 21hour w
The Eastern Tunnel
You follow the tunnel as it curves gently through the mountain. You can
continue on deeper into the mountain or head back toward the Hall of Heroes
and the Hall of Kings.
[Exits: east west]
<197hp 1268m 402mv 21hour n
n
Alas, you cannot go that way.
<197hp 1268m 402mv 21hour where
Alas, you cannot go that way.
<197hp 1268m 402mv 21hour Khorandain is [WARMASTER] controlled. Players near you:
<PK> Xaexil The Eastern Tunnel
<197hp 1268m 402mv 21hour w
A Forked Passageway
You stand in a massive T-shaped passage. To the east and west it
stretches into pale shadows, to the north it leads to the Hall of Queens.
[Exits: north east west]
An army Staging Camp has been built here.
<197hp 1268m 401mv 21hour mou
n
Mount what?
<197hp 1268m 401mv 21hour n
The Hall of Queens
This section of the mountain is brightly illuminated. Lantern fixtures on
the walls beside you glow and flicker, allowing safe passage through what is a
very wide passageway in the rock. This is a rather lively section of this city,
dwarven merchants often circumventing you to gain access to the shops found to
your west and east. From these cavernous shops you can hear shopkeepers bellow
their barters.
[Exits: north east south west]
A dwarven man is browsing idly here.
A pair of dwarven boys play here, hacking at each other with toy weapons.
<197hp 1268m 400mv 21hour The Hall of Queens
This section of the mountain is brightly illuminated. Lantern fixtures on
the walls beside you glow and flicker, allowing safe passage through what is a
very wide passageway in the rock. This is a rather lively section of this city,
dwarven merchants often circumventing you to gain access to the shops found to
your west and east. From these cavernous shops you can hear shopkeepers bellow
their barters.
[Exits: north east south west]
<197hp 1268m 399mv 21hour where
n
Khorandain is [WARMASTER] controlled. Players near you:
<PK> Xaexil The Hall of Queens
<197hp 1268m 399mv 21hour n
The Hall of Queens
This section of the mountain is brightly illuminated. Lantern fixtures on
the walls beside you glow and flicker, allowing safe passage through what is a
very wide passageway in the rock. This is a rather lively section of this city,
dwarven merchants often circumventing you to gain access to the shops found to
your west and east. From these cavernous shops you can hear shopkeepers bellow
their barters.
[Exits: north east south west]
A dwarven man is browsing idly here.
A dwarven man is browsing idly here.
<197hp 1268m 398mv 21hour n
The Hall of Queens
This section of the mountain is brightly illuminated. Lantern fixtures on
the walls beside you glow and flicker, allowing safe passage through what is a
very wide passageway in the rock. This is a rather lively section of this city,
dwarven merchants often circumventing you to gain access to the shops found to
your west and east. From these cavernous shops you can hear shopkeepers bellow
their barters.
[Exits: north east south west]
A dwarven man is browsing idly here.
<197hp 1268m 397mv 21hour n
The Hall of Queens
This section of the mountain is brightly illuminated. Lantern fixtures on
the walls beside you glow and flicker, allowing safe passage through what is a
very wide passageway in the rock. This is a rather lively section of this city,
dwarven merchants often circumventing you to gain access to the shops found to
your west and east. From these cavernous shops you can hear shopkeepers bellow
their barters.
[Exits: north east south west]
An army Staging Camp has been built here.
<197hp 1268m 396mv 21hour where
A Large Intersection
This is perhaps the largest intersection of this city within the mountains.
Gigantic arched passageways of rock lead in every direction. Travellers hustle
passed you, too busy to even glance at you twice. Loud shouts and laughter are
heard from your south, while the air to your west and east is much more calm.
To your north, you can barely make out what seems to be greenery, something
not seen in these tunnels.
[Exits: north east south west]
<197hp 1268m 395mv 21hour n
Khorandain is [WARMASTER] controlled. Players near you:
<PK> Xaexil A Large Intersection
<197hp 1268m 395mv 21hour n
The Northern Gate of Khorandain
Carved into the mountain itself, this massive archway curves up into the
gloom above you. It looms higher than the tallest Giant and stretches wide
enough for two wagons to travel side-by-side. The enormous double-doors are
made of solid steel secured with gigantic bolts and plates to the mountain
wall. Tree trunk size bars connect to chains and pulleys to lock them
against invasion. To the north lies the Hall of Queens to the south, the
outside world.
[Exits: north south]
An army Staging Camp has been built here.
A dwarf gateguard clad in white armor stands here.
A KNIGHT emissary is here to recruit candidates for the training camp.
A dwarf gateguard clad in white armor stands here.
<197hp 1268m 394mv 21hour n
Before an Archway
You are now just at the entrance of this mountain hollow. To your north, a
dangerous thin trail leading to the main path of Mount Khorand. To your
south, the archway within the rock continues along the beginnings of a
paved stone path. Torches are lined along the walls on either side of you,
yet do not quite compensate for the darkness of this cavern.
[Exits: north south]
A group of Warlords is traveling here, the banner of WARMASTER held high.
A group of Warlords is traveling here, the banner of WARMASTER held high.
<197hp 1268m 393mv 21hour Nearing a Massive Archway
You stand in a rarely visisted section of the side of Mount Khorand. The
trail here is ridiculously steep, and loosing your footing would surely mean
the end of you. A large arched hole in the mountainside can be discerned to
your south, obviously a hidden entrance to a hollow within the mountain.
[Exits: north south]
An army Staging Camp has been built here.
<197hp 1268m 389mv 21hour where
Khorandain is [WARMASTER] controlled. Players near you:
<PK> Xaexil Nearing a Massive Archway
<197hp 1268m 389mv 21hour n
The Dwarven Road
The path underfoot has been carved out of the rock to strategically allow
access to and from the Dwarven City to the south. To the west, the untamed
perils of Mount Khorand persist. High above, the cliffs and spires of the
mountain climb out of sight into the sky. The small opening to the south
increases even further in size, evidently an entrance or gateway of some
kind.
[Exits: north south]
<197hp 1268m 382mv 21hour n
The Dwarven Road
The path underfoot has been carved out of the rock to strategically allow
access to and from the Dwarven City to the south. To the west, the untamed
perils of Mount Khorand persist. High above, the cliffs and spires of the
mountain climb out of sight into the sky. Southward, a small opening comes
into view, growing larger as it gets closer.
[Exits: north south]
<197hp 1268m 375mv 21hour where
Fort Blackwatch is [WARMASTER] controlled. Players near you:
<PK> Xaexil The Dwarven Road
<197hp 1268m 375mv 21hour n
The Dwarven Road
The path underfoot has been carved out of the rock to strategically allow
access to and from the Dwarven City to the east. To the west, the untamed
perils of Mount Khorand persist. High above, the cliffs and spires of the
mountain climb out of sight into the sky.
[Exits: south west]
<197hp 1268m 368mv 21hour w
The Dwarven Road
The path underfoot has been carved out of the rock to strategically allow
access to and from the Dwarven City to the east. To the west, the untamed
perils of Mount Khorand persist. High above, the cliffs and spires of the
mountain climb out of sight into the sky.
[Exits: east west]
<197hp 1268m 361mv 21hour n
Alas, you cannot go that way.
<197hp 1268m 361mv 21hour n
Alas, you cannot go that way.
<197hp 1268m 361mv 21hour wn
Huh?
<197hp 1268m 361mv 21hour w
The Dwarven Road
The path underfoot has been carved out of the rock to strategically allow
access to and from the Dwarven City to the east. To the west, the untamed
perils of Mount Khorand persist. High above, the cliffs and spires of the
mountain climb out of sight into the sky.
[Exits: north east west]
<197hp 1268m 356mv 21hour n
The Foot of Mount Khorand
Approaching the foothills of the southern mountain, the terrain becames
slightly more difficult to traverse. Smaller crests and hills make the
mountain seem even more massive. The peak of Mount Khorand shoots high into
the sky, the very tip of the mountain obscured by cloud coverage.
[Exits: north south]
<197hp 1268m 352mv 21hour where
Fort Blackwatch is [WARMASTER] controlled. Players near you:
<PK> Xaexil The Foot of Mount Khorand
<197hp 1268m 352mv 21hour af
You are affected by the following:
Spell: protective shield: for 5 hours
Spell: pass door : for 10 hours
Spell: detect invis : for 10 hours
<197hp 1268m 352mv 21hour
A brilliant shower of shooting stars streaks across the sky!
<197hp 1268m 352mv 21hour TICK IN 5 SECONDS.
sl
You go to sleep.
<197hp 1268m 352mv 21hour who
[50 Illit Nec] <PK> (Cartel [M]) Xaexil the Imperator of the Ossein
[ Fire ] <PK> [TRIBUNAL] <NOBLE> Primor Obayana Kai the Unholy Knight
[ Elf ] <PK> Celania Issilthyn the Executioner of the Order
[ Storm ] <PK> [KNIGHT] Sir Vormalog the General of the Holy Order
Players matched: 4
There are 4 characters on, the most on since startup was 41.
The title of Master Questor of Aabahran is currently held by Vormalog.
There are 1 contracts available to you.
<197hp 1268m 352mv 21hour who
[50 Illit Nec] <PK> (Cartel [M]) Xaexil the Imperator of the Ossein
[ Fire ] <PK> [TRIBUNAL] <NOBLE> Primor Obayana Kai the Unholy Knight
[ Elf ] <PK> Celania Issilthyn the Executioner of the Order
[ Storm ] <PK> [KNIGHT] Sir Vormalog the General of the Holy Order
Players matched: 4
There are 4 characters on, the most on since startup was 41.
The title of Master Questor of Aabahran is currently held by Vormalog.
There are 1 contracts available to you.
<197hp 1268m 352mv 21hour
<197hp 1268m 352mv 21hour
<241hp 1268m 414mv 22hour Timer now at 30 secs.
<241hp 1268m 414mv 22hour wa
You wake and stand up.
<241hp 1268m 414mv 22hour where
Fort Blackwatch is [WARMASTER] controlled. Players near you:
<PK> Xaexil The Foot of Mount Khorand
<241hp 1268m 414mv 22hour n
n
The Dwarven Road
The rugged terrain has been tamed by dwarven engineers, to the point that
it is passable to the average traveler. Looming to the south, Mount Khorand
climbs toward the sky. Off to the distant west, Fort Blackwatch can be seen
rising high above the village that precedes it.
[Exits: south west]
<241hp 1268m 411mv 22hour n
Alas, you cannot go that way.
<241hp 1268m 411mv 22hour n
Alas, you cannot go that way.
<241hp 1268m 411mv 22hour w
Alas, you cannot go that way.
<241hp 1268m 411mv 22hour The Dwarven Road
The rugged terrain has been tamed by dwarven engineers, to the point that
it is passable to the average traveler. Looming to the south, Mount Khorand
climbs toward the sky. Off to the distant west, Fort Blackwatch can be seen
rising high above the village that precedes it.
[Exits: north east]
<241hp 1268m 408mv 22hour sca
You scan all around.
You scan north.
*** Range 3 (north) ***
Several Val Miran refugees can be seen walking amongst the huts.
Several Val Miran refugees can be seen walking amongst the huts.
(White Aura) A member of the Blackwatch Guard is here, guarding the gates of Blackwatch Village.
A few refugee children run about, playing hide and seek amongst the huts.
*** Range 4 (north) ***
A member of the Blackwatch Guard is here, patrolling the Village.
*** Range 6 (north) ***
A member of the Blackwatch Guard is here, patrolling the Village.
A KNIGHT emissary is here to recruit candidates for the training camp.
You scan east.
You scan south.
You scan west.
You scan up.
You scan down.
<241hp 1268m 408mv 22hour n
The Dwarven Road
The immediate area is covered in blood and gore. Debris lay everywhere,
and the smell of burnt flesh is in the air. Scorch marks from some sort of
divine power lay remnant to the destruction caused here.
[Exits: north south]
<241hp 1268m 405mv 22hour n
The Dwarven Road
The rugged terrain has been tamed by dwarven engineers, to the point that
it is passable to the average traveler. Looming to the south, Mount Khorand
climbs toward the sky. Off to the distant west, Fort Blackwatch can be seen
rising high above the village that precedes it.
[Exits: north south]
<241hp 1268m 402mv 22hour n
n
The Southern Gate
The southern gate of Blackwatch Village, made of polished black marble,
stands open to allow traffic to and from Mount Khorand. The gateguards are
polite and friendly, but keep pedestrians and merchants moving through the
gate. The white stone walls of the village extend to the east and west,
enclosing the town.
[Exits: north south up]
Several small huts have been built near the townwall of Balckwatch.
Several Val Miran refugees can be seen walking amongst the huts.
Several Val Miran refugees can be seen walking amongst the huts.
(White Aura) A member of the Blackwatch Guard is here, guarding the gates of Blackwatch Village.
A few refugee children run about, playing hide and seek amongst the huts.
<241hp 1268m 400mv 22hour n
The Southern Square
A smaller cobblestone square indicates the presence of businesses to
either side of the road. Pedestrian traffic is increased in the square, as
people hurry about, taking care of their various needs. Guardsmen maintain
patrols throughout the village, ensuring that things remain calm and
orderly.
To the west, the clanging of hammers can be heard. To the east is a small
hovel marked with the sign of the Alchemist's guild.
[Exits: north east south west]
An army Staging Camp has been built here.
A member of the Blackwatch Guard is here, patrolling the Village.
<241hp 1268m 398mv 22hour A Cobblestone Road
The cobblestones of this road are perfectly even, clearly laid by a
skilled mason with great attention to detail. Villagers and traffic from
Fort Blackwatch bustle about the streets, going about their business. The
occasional guard from the Fort passes by, patrolling through the streets and
keeping the peace.
[Exits: north south]
<241hp 1268m 396mv 22hour sca
You scan all around.
You scan north.
*** Range 1 (north) ***
A member of the Blackwatch Guard is here, patrolling the Village.
A KNIGHT emissary is here to recruit candidates for the training camp.
*** Range 4 (north) ***
A group of elven archers mans the battlements of Fort Blackwatch.
(White Aura) A member of the Blackwatch Guard is here, guarding the gates of Blackwatch Village.
You scan east.
You scan south.
*** Range 1 (south) ***
A member of the Blackwatch Guard is here, patrolling the Village.
*** Range 2 (south) ***
Several Val Miran refugees can be seen walking amongst the huts.
Several Val Miran refugees can be seen walking amongst the huts.
(White Aura) A member of the Blackwatch Guard is here, guarding the gates of Blackwatch Village.
A few refugee children run about, playing hide and seek amongst the huts.
You scan west.
You scan up.
You scan down.
<241hp 1268m 396mv 22hour n
The Village Center
The center of Blackwatch Village, this square of paved cobblestones leads
throughout the village in all directions. In the center of the square is a
large gray well. Suspended above the well on two steel posts is a white
flag with a golden sunburst, the sigil of the Blackwatch Guard.
To one side of the well is a large iron sign, arrows pointing in the four
cardinal directions with a neat script detailing where each road leads.
[Exits: north east south west]
An army Staging Camp has been built here.
A large well made of gray stone is here, fresh water fed from the springs of Mount Khorand churning far below.
A huge sign made of solid iron is here, marked with directions.
A breastplate forged of black-steel is here, stamped with the emblem of the Blackwatch Guard.
A member of the Blackwatch Guard is here, patrolling the Village.
A KNIGHT emissary is here to recruit candidates for the training camp.
<241hp 1268m 394mv 22hour n
n
A Cobblestone Road
The cobblestones of this road are perfectly even, clearly laid by a
skilled mason with great attention to detail. Villagers and traffic from
Fort Blackwatch bustle about the streets, going about their business. The
occasional guard from the Fort passes by, patrolling through the streets and
keeping the peace.
A sign pointing east reads: Refugee camp.
[Exits: north east south west]
<241hp 1268m 392mv 22hour who
The Northern Square
A smaller cobblestone square indicates the presence of businesses to
either side of the road. Pedestrian traffic is increased in the square, as
people hurry about, taking care of their various needs. Guardsmen maintain
patrols throughout the village, ensuring that things remain calm and
orderly.
To the west stands a large building with a sign hanging on the door, marked
with a gold-enameled crown. To the east, a small waystation serves a
constant flow of traffic.
[Exits: north east south west]
<241hp 1268m 390mv 22hour [50 Illit Nec] <PK> (Cartel [M]) Xaexil the Imperator of the Ossein
[ Fire ] <PK> [TRIBUNAL] <NOBLE> Primor Obayana Kai the Unholy Knight
[ Elf ] <PK> Celania Issilthyn the Executioner of the Order
[ Storm ] <PK> [KNIGHT] Sir Vormalog the General of the Holy Order
Players matched: 4
There are 4 characters on, the most on since startup was 41.
The title of Master Questor of Aabahran is currently held by Vormalog.
There are 1 contracts available to you.
<241hp 1268m 390mv 22hour n
The Northern Gate
The northern gate of Blackwatch Village, made of polished black marble,
stands open to allow traffic to and from the Eastern Road. The gateguards
are polite and friendly, but keep pedestrians and merchants moving through
the gate. The white stone walls of the village extend to the east and west,
enclosing the town.
[Exits: north east south west up]
An army Staging Camp has been built here.
A group of elven archers mans the battlements of Fort Blackwatch.
(White Aura) A member of the Blackwatch Guard is here, guarding the gates of Blackwatch Village.
<241hp 1268m 388mv 22hour n
The Northern Trail
A trail leading southward from the Eastern Road, this path is worn but
quite serviceable. The remnants of a small forested area can be seen just
off to the east. To the south, Blackwatch Village rises in the distance,
Mount Khorand serving as a towering backdrop.
Just to the south, the gates of Blackwatch Village are clearly visible.
[Exits: north south]
<241hp 1268m 386mv 22hour Target obaya set.
where
Fort Blackwatch is [WARMASTER] controlled. Players near you:
<PK> Xaexil The Northern Trail
<241hp 1268m 386mv 22hour n
n
The Northern Trail
A trail leading southward from the Eastern Road, this path is worn but
quite serviceable. The remnants of a small forested area can be seen just
off to the east. To the south, Blackwatch Village rises in the distance,
Mount Khorand serving as a towering backdrop.
[Exits: north south west]
A mineral vein has broken the surface.
<241hp 1268m 383mv 22hour where
The Northern Trail
A trail leading southward from the Eastern Road, this path is worn but
quite serviceable. The remnants of a small forested area can be seen just
off to the east. To the south, Blackwatch Village rises in the distance,
Mount Khorand serving as a towering backdrop.
[Exits: north south]
An army Staging Camp has been built here.
A herbal brew is here.
<241hp 1268m 380mv 22hour Fort Blackwatch is [WARMASTER] controlled. Players near you:
<PK> Xaexil The Northern Trail
<241hp 1268m 380mv 22hour n
The Burned Northern Trail
A trail leading southward from the Eastern Road, this path is worn and
burned but quite serviceable. The remnants of a burned down small forest
can be seen just off to the east. To the south, Blackwatch Village rises in
the distance, Mount Khorand serving as a towering backdrop.
[Exits: north south]
<241hp 1268m 375mv 22hour where
Fort Blackwatch is [WARMASTER] controlled. Players near you:
<PK> Xaexil The Burned Northern Trail
<241hp 1268m 375mv 22hour n
The Burned Crossroads
Here, the great eastern road intersects with a smaller, older road that
now runs southward to Fort Blackwatch. The ground around you is burned and
blackened as if from a great fire. The burned outskirts of Val Miran lie to
your west. Eastward, the great Dragon's Teeth rise up almost immediately.
[Exits: north east south west]
A Nexus Gateway crackles with hellish heat and unholy magics.
A young werebeast stands here, leaning on his spear.
A werebeast looks into the sky.
A werebeast says in Beastial 'I like the weather today.'
A werebeast says in Beastial 'The forest looks so peaceful.'
<241hp 1268m 367mv 22hour where
The Eastern Road is [NEXUS] controlled. Players near you:
<PK> Xaexil The Burned Crossroads
<241hp 1268m 367mv 22hour w
Nearing the Burned Cross Roads
The road begins to dwindle as the hills of the Dragon's Teeth turn into
mountains, burned vegetation crushing under your feet. The fields here are
bare and covered with swirling ashes, the whole landscape dreamlike, though
more out of a nightmare than anything else. Val Miran is a tiny speck on
the wester horizon, and the tall peaks of the Dragon's Teeth rise up to the
east.
[Exits: north east]
<241hp 1268m 359mv 22hour n
Lower Foothills
A slight lift in altitude and increasingly rugged terrain welcomes you
into the lower foothills of the Dragon's Teeth. The air has cooled slightly
and the rocky path leads south deeper into the hills. A lighter path heads
north into a greener less hilly area.
The ground is blackened as if from a recent fire.
[Exits: north south west]
A large bloodstain with body parts scattered around it.
<241hp 1268m 353mv 22hour sca
You scan all around.
You scan north.
You scan east.
You scan south.
You scan west.
*** Range 1 (west) ***
A troop of storm giant soldiers is here.
A cart bearing supplies is here.
Eulau, Hight Lady of the Righteous Palm is here, commanding her troops.
*** Range 3 (west) ***
A large flock of crows nearly turns the trees black here.
You scan up.
You scan down.
<241hp 1268m 353mv 22hour w
Leaving the Woodland
The woodland begins to dissipate and the ground becomes hillier as you
find yourself leaving the leafy enclosure. Fields with tall grass sway
gently in the wind north of you and eastwards the land ascends into the
lower foothills of the Dragon's Teeth.
[Exits: east west]
A horde of Demons hovers overhead, their talons dripping blood.
A troop of storm giant soldiers is here.
A cart bearing supplies is here.
Eulau, Hight Lady of the Righteous Palm is here, commanding her troops.
<241hp 1268m 349mv 22hour w
A Small Clearing
You find yourself in a small clearing in the woods. The trees are even
more sparse here and you can clearly make out the foothills of the Dragon's
Teeth and, even beyond that, the snow capped peaks of the mountains.
North of you large oaks arch over to meet each other forming the entrance to
a wide grove.
[Exits: north east west]
A Nexus Gateway crackles with hellish heat and unholy magics.
<241hp 1268m 345mv 22hour sca
You scan all around.
You scan north.
*** Range 4 (north) ***
An enlisting officer from the Castle stands here, signing up new recruits.
You scan east.
*** Range 1 (east) ***
A troop of storm giant soldiers is here.
A cart bearing supplies is here.
Eulau, Hight Lady of the Righteous Palm is here, commanding her troops.
You scan south.
You scan west.
*** Range 1 (west) ***
A large flock of crows nearly turns the trees black here.
*** Range 5 (west) ***
The remnants of a heavy Battering Ram lie to the side of the road, burned and hacked apart.
*** Range 6 (west) ***
(White Aura) A Gateguard is here, member of the Praetorian Guard.
A group of elven archers watches for trouble here.
A heavy trebuchet is here.
A catapult is here, accompanied by a group of guards.
A regiment of Righteous Palm guards patrols the streets here.
Several dwarven masons have set up shop here, protected by heavily armored dwarven berserkers.
(White Aura) A Gateguard is here, member of the Praetorian Guard.
You scan up.
You scan down.
<241hp 1268m 345mv 22hour w
Thickening Woods
The trees thicken slightly around you but your path is still clearly
visible having been worn down by many feet. The land under foot becomes a
little more rugged as you sense the terrain becoming slightly more uneven.
[Exits: east west]
A large flock of crows nearly turns the trees black here.
<241hp 1268m 341mv 22hour e
A Small Clearing
You find yourself in a small clearing in the woods. The trees are even
more sparse here and you can clearly make out the foothills of the Dragon's
Teeth and, even beyond that, the snow capped peaks of the mountains.
North of you large oaks arch over to meet each other forming the entrance to
a wide grove.
[Exits: north east west]
A Nexus Gateway crackles with hellish heat and unholy magics.
<241hp 1268m 337mv 22hour e
Leaving the Woodland
The woodland begins to dissipate and the ground becomes hillier as you
find yourself leaving the leafy enclosure. Fields with tall grass sway
gently in the wind north of you and eastwards the land ascends into the
lower foothills of the Dragon's Teeth.
[Exits: east west]
A horde of Demons hovers overhead, their talons dripping blood.
A troop of storm giant soldiers is here.
A cart bearing supplies is here.
Eulau, Hight Lady of the Righteous Palm is here, commanding her troops.
<241hp 1268m 333mv 22hour where
The Eastern Road is [NEXUS] controlled. Players near you:
<PK> Xaexil Leaving the Woodland
<241hp 1268m 333mv 22hour e
Lower Foothills
A slight lift in altitude and increasingly rugged terrain welcomes you
into the lower foothills of the Dragon's Teeth. The air has cooled slightly
and the rocky path leads south deeper into the hills. A lighter path heads
north into a greener less hilly area.
The ground is blackened as if from a recent fire.
[Exits: north south west]
A large bloodstain with body parts scattered around it.
<241hp 1268m 329mv 22hour n
Greener Hills
The coolness comes from the altitude but just as much the fiery orb in
the sky offers warmth to the passing traveler. This road is a branch off of
the Eastern Road, the one through the Dragon's Teeth, only this goes north
towards northern forests and hills. This road has recently been built up
and looks to be well traveled.
[Exits: east south]
<241hp 1268m 326mv 22hour s
TICK IN 5 SECONDS.
Lower Foothills
A slight lift in altitude and increasingly rugged terrain welcomes you
into the lower foothills of the Dragon's Teeth. The air has cooled slightly
and the rocky path leads south deeper into the hills. A lighter path heads
north into a greener less hilly area.
The ground is blackened as if from a recent fire.
[Exits: north south west]
A large bloodstain with body parts scattered around it.
<241hp 1268m 323mv 22hour n
Greener Hills
The coolness comes from the altitude but just as much the fiery orb in
the sky offers warmth to the passing traveler. This road is a branch off of
the Eastern Road, the one through the Dragon's Teeth, only this goes north
towards northern forests and hills. This road has recently been built up
and looks to be well traveled.
[Exits: east south]
<241hp 1268m 320mv 22hour e
Climbing into the Wood
The coolness comes from the altitude but just as much the fiery orb in
the sky offers warmth to the passing traveler. This road is a branch off of
the Eastern Road, the one through the Dragon's Teeth, only this goes north
towards northern forests and hills. This road has recently been built up
and looks to be well traveled.
[Exits: north west]
<241hp 1268m 317mv 22hour where
The Forward Keep is [NEXUS] controlled. Players near you:
<PK> Xaexil Climbing into the Wood
<241hp 1268m 317mv 22hour sca
You scan all around.
You scan north.
You scan east.
You scan south.
You scan west.
You scan up.
You scan down.
<241hp 1268m 317mv 22hour where mummy
The Forward Keep is [NEXUS] controlled. Players near you:
a mummy The Strategic Room
<241hp 1268m 317mv 22hour where
The Forward Keep is [NEXUS] controlled. Players near you:
<PK> Xaexil Climbing into the Wood
<257hp 1268m 342mv 23hour Timer now at 30 secs.
n
Before a Vast Forest
To the north a vast expanse of land supports a mighty forest of pine and
oak. No matter the colossal height of the trees one can still spot the old
Keep that looms over the forest. In the hazy distance the beacon of man
still struggles against natures unrelenting grip. The path you stand on
snakes its way into the wood to the north and southwards to the heavily
traveled road.
[Exits: north south]
A Nexus Gateway crackles with hellish heat and unholy magics.
<257hp 1268m 339mv 23hour n
n
Along the Wooded Road
Forest looms up all around leaving the only clear cut way north and
south. The multitude of trees, pines to the left and oaks to the right,
shade the man-made road that cuts through this forest. The sounds of birds
and smaller mammals create a natural hum and can be heard clearly on this
beautiful forest road.
[Exits: north east south west]
A Nexus Gateway crackles with hellish heat and unholy magics.
<257hp 1268m 336mv 23hour Along the Wooded Road
Forest looms up all around leaving the only clear cut way north and
south. The multitude of trees, pines to the left and oaks to the right,
shade the man-made road that cuts through this forest. The sounds of birds
and smaller mammals create a natural hum and can be heard clearly on this
beautiful forest road.
[Exits: north south]
<257hp 1268m 333mv 23hour n
n
Along the Wooded Road
Forest looms up all around leaving the only clear cut way north and
south. The multitude of trees, pines to the left and oaks to the right,
shade the man-made road that cuts through this forest. The sounds of birds
and smaller mammals create a natural hum and can be heard clearly on this
beautiful forest road.
[Exits: east south]
A Nexus Gateway crackles with hellish heat and unholy magics.
<257hp 1268m 330mv 23hour n
Alas, you cannot go that way.
<257hp 1268m 330mv 23hour e
Alas, you cannot go that way.
<257hp 1268m 330mv 23hour Snaking Along the Path
The hard-packed dirt trail winds its way through the pantheon of trees
and brush. The dirt under you is solid and smooth from all the recent
traffic that has been happening here. Many trees on either side of the
trail, pines to the west, deciduous to the east, are scratched and torn up
from the large cart loads passing through here to the Keep. A few songbirds
can be heard, whistling their lovely songs to passerby.
[Exits: north east west]
<257hp 1268m 327mv 23hour n
n
Snaking Along the Path
The hard-packed dirt trail winds its way through the pantheon of trees
and brush. The dirt under you is solid and smooth from all the recent
traffic that has been happening here. Many trees on either side of the
trail, pines to the west, deciduous to the east, are scratched and torn up
from the large cart loads passing through here to the Keep. A few songbirds
can be heard, whistling their lovely songs to passerby.
[Exits: north south west]
<257hp 1268m 324mv 23hour where
Entering the Hair-pin
The road is noticeably rockier the farther one travels into the more hilly
regions of the wood. Burnt grasses and tall weeds line your route and a
sparse growing of birch trees and their paper bark can be found. A few
small birds flit about overhead. Flicking to and fro over the commonly
traveled road.
[Exits: east south west]
<257hp 1268m 321mv 23hour The Forward Keep is [NEXUS] controlled. Players near you:
<PK> Xaexil Entering the Hair-pin
<257hp 1268m 321mv 23hour e
Down the Sloping Trail
Clusters of head sized rocks and a few rogue boulders have tumbled off
the rocky sides of the road into one's way on the path. Very little grass
grows here, giving up the battle to the man shapen road of progress as it
cuts on through the hilly region. A few birch trees stand defiantly here,
hoping against all odds that man does not use them for firewood at the Keep
tonight.
[Exits: north east west]
A hired hand is here, walking the road to the Keep.
<257hp 1268m 318mv 23hour n
Down the Sloping Trail
Clusters of head sized rocks and a few rogue boulders have tumbled off
the rocky sides of the road into one's way on the path. Very little grass
grows here, giving up the battle to the man shapen road of progress as it
cuts on through the hilly region. A few birch trees stand defiantly here,
hoping against all odds that man does not use them for firewood at the Keep
tonight.
[Exits: south west]
<257hp 1268m 315mv 23hour n
Alas, you cannot go that way.
<257hp 1268m 315mv 23hour w
Entering the Hair-pin
The road is noticeably rockier the farther one travels into the more hilly
regions of the wood. Burnt grasses and tall weeds line your route and a
sparse growing of birch trees and their paper bark can be found. A few
small birds flit about overhead, flicking to and fro over the commonly
traveled road and sharing their whistles and song to the passing traveler.
[Exits: north east]
A hired hand is here, walking the road to the Keep.
<257hp 1268m 312mv 23hour n
Between Towering Pines
Picking its way through the hilly region, the rocky road opens slightly
to allow for the growth of mammoth pines. On either side gigantic trunks
soar to the sky, topped with tufts of needles. The ground, naturally, is
covered in the pine's needles. They litter the road and make walking a
quiet affair. A number of pine cones are also seen on the ground; giant in
size they are left alone by the common troupe's of squirrels that raid the
forest for nuts and seed.
[Exits: north south]
<257hp 1268m 309mv 23hour w
Alas, you cannot go that way.
<257hp 1268m 309mv 23hour n
Between Towering Pines
Picking its way through the hilly region, the rocky road opens slightly
to allow for the growth of mammoth pines. On either side gigantic trunks
soar to the sky, topped with tufts of needles. The ground, naturally, is
covered in the pine's needles. They litter the road and make walking a
quiet affair. A number of pine cones are also seen on the ground; giant in
size they are left alone by the common troupe's of squirrels that raid the
forest for nuts and seed. To the west the Keep rises up against the forest
and its greater foe Nature.
[Exits: north south west]
<257hp 1268m 306mv 23hour w
w
Approaching the Keep
Picking its way through the hilly region, the rocky road opens slightly
to allow for the growth of mammoth pines. On either side gigantic trunks
soar to the sky, topped with tufts of needles. The ground, naturally, is
covered in the pine's needles. They litter the road and make walking a
quiet affair. A number of pine cones are also seen on the ground; giant in
size they are left alone by the common troupe's of squirrels that raid the
forest for nuts and seed. To the west the Keep rises up against the forest
and its greater foe Nature.
[Exits: (north) east west]
<257hp 1268m 303mv 23hour w
w
w
Before the Gates of the Keep
The Twin Gates of the Keep rise up with their glory before you. The
apotheosis of Val Miran and Tribunal alike is shown here for all those that
venture to the stronghold of the forest. Stone eaves grace the upper
ramparts and down below on the outer low defensive gate wall one must walk
between to colossal lion sculptures. The Keep is a great building, and one
can only imagine what treasures and secrets it keeps locked inside.
[Exits: east west]
A Guard of the Twin Gates stands here.
<257hp 1268m 300mv 23hour w
w
Between the Twin Gates
This could be considered the most hazardous room of the entire keep; the
land between two gates. Before you rises the twin iron cast structure as
behind you, and on either side... Death. Behind slits in the three foot
thick walls lies in wait during siege a company of archers, ready to pepper
the entire gate system you stand in with barrage after barrage of arrows.
Looking above you holes can be seen in the stoneworks, allowing soldiers to
pour boiling oil down upon the attackers of the Keep.
[Exits: east west]
<257hp 1268m 298mv 23hour where
Entrance to the Keep
You are at the inside entrance to the Keep, with the first gate to your
east and looking straight west nothing but a grand intersection and
hallways. Banners hang on either side of you, depicting the coat-of-arms
and colors of Tribunals flag. Farther into the Keep you can hear the many
sounds of busy people hard at work in their various tasks.
[Exits: east west]
<257hp 1268m 297mv 23hour A Large Intersection
Among the grand intersection within the Keep is where one wants to make
sure they are seen and not run over by the many servants and troops marching
along this indoor 'road'. The individual stones that once made up the floor
have now been battered into almost one smooth solid piece of rock. Westward
the large hall runs to the throne room and to the north and south more
hallways.
[Exits: north east south west]
A sign of shimmering calligraphy is propped up on an easel here.
<257hp 1268m 296mv 23hour Along the Great Hall
This is the grand hall that runs the length of the main floor of the
Keep. Soldiers are few to be seen along this hall as they are all stationed
at the front or around the Overseer himself. Great tapestries are hung on
either side of the stone walls, reaching up into the depths of the vaulted
first ceiling. The colors are many and the entire hall is lit by the light
of chandelier and candles.
[Exits: east south west]
<257hp 1268m 295mv 23hour Along the Great Hall
This is the grand hall that runs the length of the main floor of the
Keep. Soldiers are few to be seen along this hall as they are all stationed
at the front or around the Overseer himself. Great tapestries are hung on
either side of the stone walls, reaching up into the depths of the vaulted
first ceiling. The colors are many and the entire hall is lit by the light
of chandelier and candles.
[Exits: north east west]
A serving halfling scampers along in his duty here.
<257hp 1268m 294mv 23hour w
The Forward Keep is [NEXUS] controlled. Players near you:
<PK> Xaexil Along the Great Hall
<257hp 1268m 294mv 23hour w
The Strategic Room
The hall opens up to an even bigger end. Gentle steps of luxurious red
carpet lead up to a handful of majestic golden chairs centered around a
table upon which many maps and devices have been spread. Sentinels are
placed on either side of the room, motionless in their duty. A tapestry is
hung directly behind the round table of the Keep, a scene depicting the
retaking of Val Miran from Nature and her savage Watchers.
[Exits: east]
A pile of gold coins.
(Glowing) (Humming) A runite earring is here.
(Glowing) A great tower shield is cast upon the ground before you.
(Charmed) A stone golem stands here to do his master's bidding.
(Charmed) A dirty, old skeleton stands here with its master.
(Charmed) A flesh golem stands here to do his master's bidding.
(Charmed) A mummy shambles around with its master.
(Charmed) A zombie, covered in rotted skin, stands here with its master.
<257hp 1268m 293mv 23hour Alas, you cannot go that way.
<257hp 1268m 293mv 23hour get coi
You get 307 gold coins.
<257hp 1268m 293mv 23hour where
The Forward Keep is [NEXUS] controlled. Players near you:
<PK> Xaexil The Strategic Room
<257hp 1268m 293mv 23hour sl
You go to sleep.
<257hp 1268m 293mv 23hour who
[50 Illit Nec] <PK> (Cartel [M]) Xaexil the Imperator of the Ossein
[ Fire ] <PK> [TRIBUNAL] <NOBLE> Primor Obayana Kai the Unholy Knight
[ Elf ] <PK> Celania Issilthyn the Executioner of the Order
[ Storm ] <PK> [KNIGHT] Sir Vormalog the General of the Holy Order
Players matched: 4
There are 4 characters on, the most on since startup was 41.
The title of Master Questor of Aabahran is currently held by Vormalog.
There are 1 contracts available to you.
<257hp 1268m 293mv 23hour TICK IN 5 SECONDS.
who
[50 Illit Nec] <PK> (Cartel [M]) Xaexil the Imperator of the Ossein
[ Fire ] <PK> [TRIBUNAL] <NOBLE> Primor Obayana Kai the Unholy Knight
[ Elf ] <PK> Celania Issilthyn the Executioner of the Order
[ Storm ] <PK> [KNIGHT] Sir Vormalog the General of the Holy Order
Players matched: 4
There are 4 characters on, the most on since startup was 41.
The title of Master Questor of Aabahran is currently held by Vormalog.
There are 1 contracts available to you.
<257hp 1268m 293mv 23hour sl
You are already sleeping.
<322hp 1268m 380mv 0hour Timer now at 30 secs.
wa
You wake and stand up.
<322hp 1268m 380mv 0hour l
The Strategic Room
The hall opens up to an even bigger end. Gentle steps of luxurious red
carpet lead up to a handful of majestic golden chairs centered around a
table upon which many maps and devices have been spread. Sentinels are
placed on either side of the room, motionless in their duty. A tapestry is
hung directly behind the round table of the Keep, a scene depicting the
retaking of Val Miran from Nature and her savage Watchers.
[Exits: east]
(Glowing) (Humming) A runite earring is here.
(Glowing) A great tower shield is cast upon the ground before you.
(Charmed) A stone golem stands here to do his master's bidding.
(Charmed) A dirty, old skeleton stands here with its master.
(Charmed) A flesh golem stands here to do his master's bidding.
(Charmed) A mummy shambles around with its master.
(Charmed) A zombie, covered in rotted skin, stands here with its master.
<322hp 1268m 380mv 0hour where
The Forward Keep is [NEXUS] controlled. Players near you:
<PK> Xaexil The Strategic Room
<322hp 1268m 380mv 0hour e
Along the Great Hall
This is the grand hall that runs the length of the main floor of the
Keep. Soldiers are few to be seen along this hall as they are all stationed
at the front or around the Overseer himself. Great tapestries are hung on
either side of the stone walls, reaching up into the depths of the vaulted
first ceiling. The colors are many and the entire hall is lit by the light
of chandelier and candles.
[Exits: north east west]
A serving halfling scampers along in his duty here.
A stone golem walks in.
A skeleton walks in.
A flesh golem walks in.
A mummy walks in.
A zombie walks in.
<322hp 1268m 379mv 0hour e
e
Along the Great Hall
This is the grand hall that runs the length of the main floor of the
Keep. Soldiers are few to be seen along this hall as they are all stationed
at the front or around the Overseer himself. Great tapestries are hung on
either side of the stone walls, reaching up into the depths of the vaulted
first ceiling. The colors are many and the entire hall is lit by the light
of chandelier and candles.
[Exits: east south west]
A zombie walks in.
A mummy walks in.
A flesh golem walks in.
A skeleton walks in.
A stone golem walks in.
<322hp 1268m 378mv 0hour e
A Large Intersection
Among the grand intersection within the Keep is where one wants to make
sure they are seen and not run over by the many servants and troops marching
along this indoor 'road'. The individual stones that once made up the floor
have now been battered into almost one smooth solid piece of rock. Westward
the large hall runs to the throne room and to the north and south more
hallways.
[Exits: north east south west]
A sign of shimmering calligraphy is propped up on an easel here.
A stone golem walks in.
A skeleton walks in.
A flesh golem walks in.
A mummy walks in.
A zombie walks in.
<322hp 1268m 377mv 0hour e
Entrance to the Keep
You are at the inside entrance to the Keep, with the first gate to your
east and looking straight west nothing but a grand intersection and
hallways. Banners hang on either side of you, depicting the coat-of-arms
and colors of Tribunals flag. Farther into the Keep you can hear the many
sounds of busy people hard at work in their various tasks.
[Exits: east west]
A zombie walks in.
A mummy walks in.
A flesh golem walks in.
A skeleton walks in.
A stone golem walks in.
<322hp 1268m 376mv 0hour e
Between the Twin Gates
This could be considered the most hazardous room of the entire keep; the
land between two gates. Before you rises the twin iron cast structure as
behind you, and on either side... Death. Behind slits in the three foot
thick walls lies in wait during siege a company of archers, ready to pepper
the entire gate system you stand in with barrage after barrage of arrows.
Looking above you holes can be seen in the stoneworks, allowing soldiers to
pour boiling oil down upon the attackers of the Keep.
[Exits: east west]
A stone golem walks in.
A skeleton walks in.
A flesh golem walks in.
A mummy walks in.
A zombie walks in.
<322hp 1268m 375mv 0hour Before the Gates of the Keep
The Twin Gates of the Keep rise up with their glory before you. The
apotheosis of Val Miran and Tribunal alike is shown here for all those that
venture to the stronghold of the forest. Stone eaves grace the upper
ramparts and down below on the outer low defensive gate wall one must walk
between to colossal lion sculptures. The Keep is a great building, and one
can only imagine what treasures and secrets it keeps locked inside.
[Exits: east west]
A Guard of the Twin Gates stands here.
A zombie walks in.
A mummy walks in.
A flesh golem walks in.
A skeleton walks in.
A stone golem walks in.
<322hp 1268m 373mv 0hour e
Approaching the Keep
Picking its way through the hilly region, the rocky road opens slightly
to allow for the growth of mammoth pines. On either side gigantic trunks
soar to the sky, topped with tufts of needles. The ground, naturally, is
covered in the pine's needles. They litter the road and make walking a
quiet affair. A number of pine cones are also seen on the ground; giant in
size they are left alone by the common troupe's of squirrels that raid the
forest for nuts and seed. To the west the Keep rises up against the forest
and its greater foe Nature.
[Exits: (north) east west]
A stone golem walks in.
A skeleton walks in.
A flesh golem walks in.
A mummy walks in.
A zombie walks in.
<322hp 1268m 370mv 0hour s
Alas, you cannot go that way.
<322hp 1268m 370mv 0hour s
e
Alas, you cannot go that way.
<322hp 1268m 370mv 0hour Between Towering Pines
Picking its way through the hilly region, the rocky road opens slightly
to allow for the growth of mammoth pines. On either side gigantic trunks
soar to the sky, topped with tufts of needles. The ground, naturally, is
covered in the pine's needles. They litter the road and make walking a
quiet affair. A number of pine cones are also seen on the ground; giant in
size they are left alone by the common troupe's of squirrels that raid the
forest for nuts and seed. To the west the Keep rises up against the forest
and its greater foe Nature.
[Exits: north south west]
A zombie walks in.
A mummy walks in.
A flesh golem walks in.
A skeleton walks in.
A stone golem walks in.
<322hp 1268m 367mv 0hour s
s
Between Towering Pines
Picking its way through the hilly region, the rocky road opens slightly
to allow for the growth of mammoth pines. On either side gigantic trunks
soar to the sky, topped with tufts of needles. The ground, naturally, is
covered in the pine's needles. They litter the road and make walking a
quiet affair. A number of pine cones are also seen on the ground; giant in
size they are left alone by the common troupe's of squirrels that raid the
forest for nuts and seed.
[Exits: north south]
A stone golem walks in.
A skeleton walks in.
A flesh golem walks in.
A mummy walks in.
A zombie walks in.
<322hp 1268m 364mv 0hour where
Entering the Hair-pin
The road is noticeably rockier the farther one travels into the more hilly
regions of the wood. Burnt grasses and tall weeds line your route and a
sparse growing of birch trees and their paper bark can be found. A few
small birds flit about overhead, flicking to and fro over the commonly
traveled road and sharing their whistles and song to the passing traveler.
[Exits: north east]
A hired hand is here, walking the road to the Keep.
A zombie walks in.
A mummy walks in.
A flesh golem walks in.
A skeleton walks in.
A stone golem walks in.
<322hp 1268m 361mv 0hour The Forward Keep is [NEXUS] controlled. Players near you:
<PK> Xaexil Entering the Hair-pin
<322hp 1268m 361mv 0hour e
Down the Sloping Trail
Clusters of head sized rocks and a few rogue boulders have tumbled off
the rocky sides of the road into one's way on the path. Very little grass
grows here, giving up the battle to the man shapen road of progress as it
cuts on through the hilly region. A few birch trees stand defiantly here,
hoping against all odds that man does not use them for firewood at the Keep
tonight.
[Exits: south west]
A stone golem walks in.
A skeleton walks in.
A flesh golem walks in.
A mummy walks in.
A zombie walks in.
<322hp 1268m 358mv 0hour s
Down the Sloping Trail
Clusters of head sized rocks and a few rogue boulders have tumbled off
the rocky sides of the road into one's way on the path. Very little grass
grows here, giving up the battle to the man shapen road of progress as it
cuts on through the hilly region. A few birch trees stand defiantly here,
hoping against all odds that man does not use them for firewood at the Keep
tonight.
[Exits: north east west]
A hired hand is here, walking the road to the Keep.
A zombie walks in.
A mummy walks in.
A flesh golem walks in.
A skeleton walks in.
A stone golem walks in.
<322hp 1268m 355mv 0hour s
s
Alas, you cannot go that way.
<322hp 1268m 355mv 0hour w
Alas, you cannot go that way.
<322hp 1268m 355mv 0hour Entering the Hair-pin
The road is noticeably rockier the farther one travels into the more hilly
regions of the wood. Burnt grasses and tall weeds line your route and a
sparse growing of birch trees and their paper bark can be found. A few
small birds flit about overhead. Flicking to and fro over the commonly
traveled road.
[Exits: east south west]
A stone golem walks in.
A skeleton walks in.
A flesh golem walks in.
A mummy walks in.
A zombie walks in.
<322hp 1268m 352mv 0hour s
Snaking Along the Path
The hard-packed dirt trail winds its way through the pantheon of trees
and brush. The dirt under you is solid and smooth from all the recent
traffic that has been happening here. Many trees on either side of the
trail, pines to the west, deciduous to the east, are scratched and torn up
from the large cart loads passing through here to the Keep. A few songbirds
can be heard, whistling their lovely songs to passerby.
[Exits: north south west]
A zombie walks in.
A mummy walks in.
A flesh golem walks in.
A skeleton walks in.
A stone golem walks in.
<322hp 1268m 349mv 0hour s
Snaking Along the Path
The hard-packed dirt trail winds its way through the pantheon of trees
and brush. The dirt under you is solid and smooth from all the recent
traffic that has been happening here. Many trees on either side of the
trail, pines to the west, deciduous to the east, are scratched and torn up
from the large cart loads passing through here to the Keep. A few songbirds
can be heard, whistling their lovely songs to passerby.
[Exits: north east west]
A stone golem walks in.
A skeleton walks in.
A flesh golem walks in.
A mummy walks in.
A zombie walks in.
<322hp 1268m 346mv 0hour s
w
Alas, you cannot go that way.
<322hp 1268m 346mv 0hour Along the Wooded Road
Forest looms up all around leaving the only clear cut way north and
south. The multitude of trees, pines to the left and oaks to the right,
shade the man-made road that cuts through this forest. The sounds of birds
and smaller mammals create a natural hum and can be heard clearly on this
beautiful forest road.
[Exits: east south]
A Nexus Gateway crackles with hellish heat and unholy magics.
A zombie walks in.
A mummy walks in.
A flesh golem walks in.
A skeleton walks in.
A stone golem walks in.
<322hp 1268m 343mv 0hour s
s
Along the Wooded Road
Forest looms up all around leaving the only clear cut way north and
south. The multitude of trees, pines to the left and oaks to the right,
shade the man-made road that cuts through this forest. The sounds of birds
and smaller mammals create a natural hum and can be heard clearly on this
beautiful forest road.
[Exits: north south]
A stone golem walks in.
A skeleton walks in.
A flesh golem walks in.
A mummy walks in.
A zombie walks in.
<322hp 1268m 340mv 0hour Along the Wooded Road
Forest looms up all around leaving the only clear cut way north and
south. The multitude of trees, pines to the left and oaks to the right,
shade the man-made road that cuts through this forest. The sounds of birds
and smaller mammals create a natural hum and can be heard clearly on this
beautiful forest road.
[Exits: north east south west]
A Nexus Gateway crackles with hellish heat and unholy magics.
A zombie walks in.
A mummy walks in.
A flesh golem walks in.
A skeleton walks in.
A stone golem walks in.
<322hp 1268m 337mv 0hour where
The Forward Keep is [NEXUS] controlled. Players near you:
<PK> Xaexil Along the Wooded Road
<322hp 1268m 337mv 0hour s
s
Before a Vast Forest
To the north a vast expanse of land supports a mighty forest of pine and
oak. No matter the colossal height of the trees one can still spot the old
Keep that looms over the forest. In the hazy distance the beacon of man
still struggles against natures unrelenting grip. The path you stand on
snakes its way into the wood to the north and southwards to the heavily
traveled road.
[Exits: north south]
A Nexus Gateway crackles with hellish heat and unholy magics.
A stone golem walks in.
A skeleton walks in.
A flesh golem walks in.
A mummy walks in.
A zombie walks in.
<322hp 1268m 334mv 0hour Climbing into the Wood
The coolness comes from the altitude but just as much the fiery orb in
the sky offers warmth to the passing traveler. This road is a branch off of
the Eastern Road, the one through the Dragon's Teeth, only this goes north
towards northern forests and hills. This road has recently been built up
and looks to be well traveled.
[Exits: north west]
A zombie walks in.
A mummy walks in.
A flesh golem walks in.
A skeleton walks in.
A stone golem walks in.
<322hp 1268m 331mv 0hour where
The Forward Keep is [NEXUS] controlled. Players near you:
<PK> Xaexil Climbing into the Wood
<322hp 1268m 331mv 0hour w
Greener Hills
The coolness comes from the altitude but just as much the fiery orb in
the sky offers warmth to the passing traveler. This road is a branch off of
the Eastern Road, the one through the Dragon's Teeth, only this goes north
towards northern forests and hills. This road has recently been built up
and looks to be well traveled.
[Exits: east south]
A stone golem walks in.
A skeleton walks in.
A flesh golem walks in.
A mummy walks in.
A zombie walks in.
<322hp 1268m 328mv 0hour sca
You scan all around.
You scan north.
You scan east.
You scan south.
You scan west.
You scan up.
You scan down.
<322hp 1268m 328mv 0hour s
Lower Foothills
A slight lift in altitude and increasingly rugged terrain welcomes you
into the lower foothills of the Dragon's Teeth. The air has cooled slightly
and the rocky path leads south deeper into the hills. A lighter path heads
north into a greener less hilly area.
The ground is blackened as if from a recent fire.
[Exits: north south west]
A large bloodstain with body parts scattered around it.
A zombie walks in.
A mummy walks in.
A flesh golem walks in.
A skeleton walks in.
A stone golem walks in.
<322hp 1268m 325mv 0hour s
Nearing the Burned Cross Roads
The road begins to dwindle as the hills of the Dragon's Teeth turn into
mountains, burned vegetation crushing under your feet. The fields here are
bare and covered with swirling ashes, the whole landscape dreamlike, though
more out of a nightmare than anything else. Val Miran is a tiny speck on
the wester horizon, and the tall peaks of the Dragon's Teeth rise up to the
east.
[Exits: north east]
A stone golem walks in.
A skeleton walks in.
A flesh golem walks in.
A mummy walks in.
A zombie walks in.
<322hp 1268m 319mv 0hour where
The Eastern Road is [NEXUS] controlled. Players near you:
<PK> Xaexil Nearing the Burned Cross Roads
<322hp 1268m 319mv 0hour e
The Burned Crossroads
Here, the great eastern road intersects with a smaller, older road that
now runs southward to Fort Blackwatch. The ground around you is burned and
blackened as if from a great fire. The burned outskirts of Val Miran lie to
your west. Eastward, the great Dragon's Teeth rise up almost immediately.
[Exits: north east south west]
A Nexus Gateway crackles with hellish heat and unholy magics.
A young werebeast stands here, leaning on his spear.
A zombie walks in.
A mummy walks in.
A flesh golem walks in.
A skeleton walks in.
A stone golem walks in.
A werebeast looks into the sky.
A werebeast says in Beastial 'I like the weather today.'
A werebeast says in Beastial 'The forest looks so peaceful.'
<322hp 1268m 311mv 0hour s
The Burned Northern Trail
A trail leading southward from the Eastern Road, this path is worn and
burned but quite serviceable. The remnants of a burned down small forest
can be seen just off to the east. To the south, Blackwatch Village rises in
the distance, Mount Khorand serving as a towering backdrop.
[Exits: north south]
A stone golem walks in.
A skeleton walks in.
A flesh golem walks in.
A mummy walks in.
A zombie walks in.
<322hp 1268m 303mv 0hour where
Fort Blackwatch is [WARMASTER] controlled. Players near you:
<PK> Xaexil The Burned Northern Trail
<322hp 1268m 303mv 0hour n
The Burned Crossroads
Here, the great eastern road intersects with a smaller, older road that
now runs southward to Fort Blackwatch. The ground around you is burned and
blackened as if from a great fire. The burned outskirts of Val Miran lie to
your west. Eastward, the great Dragon's Teeth rise up almost immediately.
[Exits: north east south west]
A Nexus Gateway crackles with hellish heat and unholy magics.
A young werebeast stands here, leaning on his spear.
A zombie walks in.
A mummy walks in.
A flesh golem walks in.
A skeleton walks in.
A stone golem walks in.
A werebeast looks into the sky.
A werebeast says in Beastial 'I like the weather today.'
A werebeast says in Beastial 'The forest looks so peaceful.'
<322hp 1268m 295mv 0hour e
e
e
Nearing the Crossroads
The path is nearly gone. Now a small trail of blackened gravel and
half-molten river stones lead the way. To the east, mountains are before
you, rising up into the heavens, and to the west, a long stretch of burned
plains lies before you.
[Exits: east west]
A herbal brew is here.
A stone golem walks in.
A skeleton walks in.
A flesh golem walks in.
A mummy walks in.
A zombie walks in.
<322hp 1268m 287mv 0hour e
n
The Base of the Dragon's Teeth
You stand amid gradually inclining foothills. The Dragon's Teeth
mountains rise up before you, rugged faces and snowy peaks, while the easier
route lies downwards, descending into the burned valley that leads
eventually into Val Miran.
[Exits: east west]
A zombie walks in.
A mummy walks in.
A flesh golem walks in.
A skeleton walks in.
A stone golem walks in.
<322hp 1268m 281mv 0hour e
e
The Burned Road into the Dragon's Teeth
You are walking along a rugged, narrow path that leads through the
mountains of the Dragon's Teeth. Around you, canyon walls rise up to the
rocky crags and steep plateaus, forming a funnel through which the firewall
raged, it's force concentrated and reinforced. The canyon walls around you
are blackened and the ground is burned and cracked. A chilly wind blows
through the mountains, swirling up the ashes that then settle slowly down
again.
[Exits: north west]
A stone golem climbs in.
A skeleton climbs in.
A flesh golem climbs in.
A mummy climbs in.
A zombie climbs in.
<322hp 1268m 276mv 0hour where
Alas, you cannot go that way.
<322hp 1268m 276mv 0hour The Burned Road into the Dragon's Teeth
You are walking along a rugged, narrow path that leads through the
mountains of the Dragon's Teeth. Around you, canyon walls rise up to the
rocky crags and steep plateaus, forming a funnel through which the firewall
raged, it's force concentrated and reinforced. The canyon walls around you
are blackened and the ground is burned and cracked. A chilly wind blows
through the mountains, swirling up the ashes that then settle slowly down
again.
[Exits: east south]
A zombie climbs in.
A mummy climbs in.
A flesh golem climbs in.
A skeleton climbs in.
A stone golem climbs in.
<322hp 1268m 269mv 0hour The Burned Road into the Dragon's Teeth
You are walking along a rugged, narrow path that leads through the
mountains of the Dragon's Teeth. Around you, canyon walls rise up to the
rocky crags and steep plateaus, forming a funnel through which the firewall
raged, it's force concentrated and reinforced. The canyon walls around you
are blackened and the ground is burned and cracked. A chilly wind blows
through the mountains, swirling up the ashes that then settle slowly down
again.
[Exits: east west]
A Nexus Gateway crackles with hellish heat and unholy magics.
A stone golem climbs in.
A skeleton climbs in.
A flesh golem climbs in.
A mummy climbs in.
A zombie climbs in.
<322hp 1268m 262mv 0hour The Burned Road into the Dragon's Teeth
You are walking along a rugged, narrow path that leads through the
mountains of the Dragon's Teeth. Around you, canyon walls rise up to the
rocky crags and steep plateaus, forming a funnel through which the firewall
raged, it's force concentrated and reinforced. The canyon walls around you
are blackened and the ground is burned and cracked. A chilly wind blows
through the mountains, swirling up the ashes that then settle slowly down
again.
[Exits: west up]
A Nexus Gateway crackles with hellish heat and unholy magics.
A zombie climbs in.
A mummy climbs in.
A flesh golem climbs in.
A skeleton climbs in.
A stone golem climbs in.
<322hp 1268m 255mv 0hour u
e
The Eastern Road is [NEXUS] controlled. Players near you:
<PK> Xaexil The Burned Road into the Dragon's Teeth
<322hp 1268m 255mv 0hour u
The Burned Road into the Dragon's Teeth
You are walking along a rugged, narrow path that leads through the
mountains of the Dragon's Teeth. Around you, canyon walls rise up to the
rocky crags and steep plateaus, forming a funnel through which the firewall
raged, it's force concentrated and reinforced. The canyon walls around you
are blackened and the ground is burned and cracked. A chilly wind blows
through the mountains, swirling up the ashes that then settle slowly down
again.
[Exits: east down]
A stone golem climbs in.
A skeleton climbs in.
A flesh golem climbs in.
A mummy climbs in.
A zombie climbs in.
<322hp 1268m 248mv 0hour u
The Burned Road into the Dragon's Teeth
You are walking along a rugged, narrow path that leads through the
mountains of the Dragon's Teeth. Around you, canyon walls rise up to the
rocky crags and steep plateaus, forming a funnel through which the firewall
raged, it's force concentrated and reinforced. The canyon walls around you
are blackened and the ground is burned and cracked. A chilly wind blows
through the mountains, swirling up the ashes that then settle slowly down
again.
[Exits: west up]
A zombie climbs in.
A mummy climbs in.
A flesh golem climbs in.
A skeleton climbs in.
A stone golem climbs in.
<322hp 1268m 241mv 0hour where
The Burned Road into the Dragon's Teeth
You are walking along a rugged, narrow path that leads through the
mountains of the Dragon's Teeth. Around you, canyon walls rise up to the
rocky crags and steep plateaus, forming a funnel through which the firewall
raged, it's force concentrated and reinforced. The canyon walls around you
are blackened and the ground is burned and cracked. A chilly wind blows
through the mountains, swirling up the ashes that then settle slowly down
again.
[Exits: up down]
A stone golem climbs in.
A skeleton climbs in.
A flesh golem climbs in.
A mummy climbs in.
A zombie climbs in.
<322hp 1268m 234mv 0hour The Burned Road into the Dragon's Teeth
You are walking along a rugged, narrow path that leads through the
mountains of the Dragon's Teeth. Around you, canyon walls rise up to the
rocky crags and steep plateaus, forming a funnel through which the firewall
raged, it's force concentrated and reinforced. The canyon walls around you
are blackened and the ground is burned and cracked. A chilly wind blows
through the mountains, swirling up the ashes that then settle slowly down
again.
[Exits: east down]
A zombie climbs in.
A mummy climbs in.
A flesh golem climbs in.
A skeleton climbs in.
A stone golem climbs in.
<322hp 1268m 227mv 0hour e
TICK IN 5 SECONDS.
The Eastern Road is [NEXUS] controlled. Players near you:
<PK> Xaexil The Burned Road into the Dragon's Teeth
<322hp 1268m 227mv 0hour e
A Small Plateau in the Dragon's Teeth
You are on a small plateau. The Dragon's Teeth are all around you
now. Steep granite faces rise up on both sides. The trail you now
walk on was forged by little more than horse hooves and men's feet
as they trudged the way you now walk. The air is clean and fresh
here, but with the feeling of something foreboding in the air.
A small, unassuming doorway is set against the side of a hill.
[Exits: east (south) west]
A stone golem climbs in.
A skeleton climbs in.
A flesh golem climbs in.
A mummy climbs in.
A zombie climbs in.
<322hp 1268m 220mv 0hour A gradually widening path
You manage to climb upward to this large plateau which now seems
to spread out for miles. Centered in the plateau, you can start
making out the sprawl of the great city of Maelbrim. The smell of
foods in the market and fireplace smoke start to greet your
nose.
[Exits: east west]
A zombie walks in.
A mummy walks in.
A flesh golem walks in.
A skeleton walks in.
A stone golem walks in.
<322hp 1268m 215mv 0hour e
e
Near Vanguard Point
You stand along the Dragon Road, leading eastward into the massive
city of Maelbrim. The road continues westward all the way towards
Val Miran, and eventually to the Dead Sea. Large craggy spires rise
up all around you, and the chill mountain air is sweet and cool in
your lungs. Here, a large checkpoint has been set up by the Regent
of Maelbrim to keep out unwanted visitors.
[Exits: east west]
A stone golem walks in.
A skeleton walks in.
A flesh golem walks in.
A mummy walks in.
A zombie walks in.
<322hp 1268m 212mv 0hour Nearing Vanguard Point
This is a wide cobbled road leading to and from the great city of
Maelbrim. East lies Vanguard Point, the unfortified western entrance to
Maelbrim. To the west, the Eastern Road leads on towards Val Miran.
[Exits: north east south west]
A zombie walks in.
A mummy walks in.
A flesh golem walks in.
A skeleton walks in.
A stone golem walks in.
<322hp 1268m 210mv 0hour e
Vanguard Point
Vanguard Point is where once a mighty western gatehouse was located.
Although no such fortification exists today, it is still an important
checkpoint, inspecting those that would enter Maelbrim from this
direction. It bears the heart and soul of Maelbrim, one that trusts Val
Miran will not launch a surprise attack in the foreseeable future. Instead,
defensive preparations that would have been built up here have been
incorporated in the northern and eastern ends of the city. The point is
lined by rows of shrubs, and while delicately pruned, only plants as robust
as them can thrive in this semi-arid landscape that is the aftermath of the
previous city's destruction. Still, the road is well-traveled and the area
has not lost its importance. To the west is the Eastern Road, which leads
to Val Miran. To the east, the path works into Regent Avenue, which cuts
through Maelbrim.
[Exits: east west]
(White Aura) An Aberrant Guard scans the entrance to the city.
(White Aura) An Aberrant Guard scans the entrance to the city.
A stone golem walks in.
A skeleton walks in.
A flesh golem walks in.
A mummy walks in.
A zombie walks in.
<322hp 1268m 208mv 0hour where
Maelbrim is [TRIBUNAL] controlled. Players near you:
<PK> Xaexil Vanguard Point
<PK> Obayana [TRIBUNAL] The Forum
<322hp 1268m 208mv 0hour w
Nearing Vanguard Point
This is a wide cobbled road leading to and from the great city of
Maelbrim. East lies Vanguard Point, the unfortified western entrance to
Maelbrim. To the west, the Eastern Road leads on towards Val Miran.
[Exits: north east south west]
A zombie walks in.
A mummy walks in.
A flesh golem walks in.
A skeleton walks in.
A stone golem walks in.
<322hp 1268m 206mv 0hour n
North of Vanguard Point
You are passing along the great city walls of Maelbrim. Tall stone walls
rise far above, with the crisp mountain air clearly carrying the sound of
the guard's footsteps.
[Exits: north south]
A stone golem walks in.
A skeleton walks in.
A flesh golem walks in.
A mummy walks in.
A zombie walks in.
<322hp 1268m 204mv 0hour sl
You go to sleep.
<322hp 1268m 204mv 0hour af
You are affected by the following:
Spell: protective shield: for 2 hours
Spell: pass door : for 7 hours
Spell: detect invis : for 7 hours
<372hp 1268m 291mv 1hour Timer now at 30 secs.
wa
You wake and stand up.
<372hp 1268m 291mv 1hour bra
You brandish a glimmering white staff.
A zombie is surrounded by a white aura.
A mummy is surrounded by a white aura.
You have become better at staves! [97%]
A flesh golem is surrounded by a white aura.
A skeleton is surrounded by a white aura.
You have become better at staves! [98%]
A stone golem is surrounded by a white aura.
You are surrounded by a white aura.
You have become better at staves! [99%]
<372hp 1268m 291mv 1hour alias
"help alias" for info on commands.
Alias Commands
-----------------------------------------------
1 . ii = c sleep obaya
2 . jj = c ac vorm
3 . ll = c vam nym
4 . mm = pw vormalog
5 . oo = c disp obaya
6 . pp = o all rescue xaexil
7 . pw = c 'powerword stun'
8 . pps = c protectiv
9 . see = c 'detect i
10. seem = c 'detect mag
11. smm = c 'summon mummy
12. tap = c 'soul tap
13. uu = c ac vorm
<372hp 1268m 291mv 1hour s
Nearing Vanguard Point
This is a wide cobbled road leading to and from the great city of
Maelbrim. East lies Vanguard Point, the unfortified western entrance to
Maelbrim. To the west, the Eastern Road leads on towards Val Miran.
[Exits: north east south west]
A zombie walks in.
A mummy walks in.
A flesh golem walks in.
A skeleton walks in.
A stone golem walks in.
<372hp 1268m 289mv 1hour sca
You scan all around.
You scan north.
You scan east.
*** Range 1 (east) ***
(White Aura) An Aberrant Guard scans the entrance to the city.
(White Aura) An Aberrant Guard scans the entrance to the city.
*** Range 3 (east) ***
A citizen of Maelbrim is here, hands calloused, shoulders squared.
*** Range 5 (east) ***
(White Aura) An old, tired looking man stands here bent over a cane.
You scan south.
You scan west.
You scan up.
You scan down.
<372hp 1268m 289mv 1hour e
Vanguard Point
Vanguard Point is where once a mighty western gatehouse was located.
Although no such fortification exists today, it is still an important
checkpoint, inspecting those that would enter Maelbrim from this
direction. It bears the heart and soul of Maelbrim, one that trusts Val
Miran will not launch a surprise attack in the foreseeable future. Instead,
defensive preparations that would have been built up here have been
incorporated in the northern and eastern ends of the city. The point is
lined by rows of shrubs, and while delicately pruned, only plants as robust
as them can thrive in this semi-arid landscape that is the aftermath of the
previous city's destruction. Still, the road is well-traveled and the area
has not lost its importance. To the west is the Eastern Road, which leads
to Val Miran. To the east, the path works into Regent Avenue, which cuts
through Maelbrim.
[Exits: east west]
(White Aura) An Aberrant Guard scans the entrance to the city.
(White Aura) An Aberrant Guard scans the entrance to the city.
A stone golem walks in.
A skeleton walks in.
A flesh golem walks in.
A mummy walks in.
A zombie walks in.
<372hp 1268m 287mv 1hour e
Regent Avenue
Lined with tall trees and groomed shrubs, Regent Avenue is the western
half of the main east-west throughway that dissects Maelbrim in half.
Ostentatiously kept humbler than its position in Maelbrim would otherwise
dictate, those that designed it recognized that the role of a regent is to
fill the interim void that is left between sovereigns. While a sovereign in
power, the title is a reminder of the inferior position of rank. Therefore,
the road is not particularly wide, but it more than makes up for this in its
comfortable, aesthetic appeal. Regent Avenue continues east from here and
ends at Vanguard Point to the west.
[Exits: east west]
A zombie walks in.
A mummy walks in.
A flesh golem walks in.
A skeleton walks in.
A stone golem walks in.
<372hp 1268m 285mv 1hour sca e
You scan east.
*** Range 1 (east) ***
A citizen of Maelbrim is here, hands calloused, shoulders squared.
*** Range 3 (east) ***
(White Aura) An old, tired looking man stands here bent over a cane.
*** Range 6 (east) ***
A bounty hunter for the Maelbrim jailer stands here glowering.
<372hp 1268m 285mv 1hour e
Regent Avenue
Lined with tall trees and groomed shrubs, Regent Avenue is the western
half of the main east-west throughway that dissects Maelbrim in half.
Ostentatiously kept humbler than its position in Maelbrim would otherwise
dictate, those that designed it recognized that the role of a regent is to
fill the interim void that is left between sovereigns. While a sovereign in
power, the title is a reminder of the inferior position of rank. Therefore,
the road is not particularly wide, but it more than makes up for this in its
comfortable, aesthetic appeal. Regent Avenue continues west and east from
here and a trail leads into a field to the north.
[Exits: north east south west]
A citizen of Maelbrim is here, hands calloused, shoulders squared.
A stone golem walks in.
A skeleton walks in.
A flesh golem walks in.
A mummy walks in.
A zombie walks in.
<372hp 1268m 283mv 1hour e
e
Regent Avenue
Lined with tall trees and groomed shrubs, Regent Avenue is the western
half of the main east-west throughway that dissects Maelbrim in half.
Ostentatiously kept humbler than its position in Maelbrim would otherwise
dictate, those that designed it recognized that the role of a regent is to
fill the interim void that is left between sovereigns. While a sovereign in
power, the title is a reminder of the inferior position of rank. Therefore,
the road is not particularly wide, but it more than makes up for this in its
comfortable, aesthetic appeal. Regent Avenue continues west from here and
leads into Green Square to the east.
[Exits: east south west]
A zombie walks in.
A mummy walks in.
A flesh golem walks in.
A skeleton walks in.
A stone golem walks in.
<372hp 1268m 281mv 1hour sca e
Green Square
Much work has been put into Green Square since its construction. The
remaining rubble has been removed, the earth has been planted with new
bushes and some of the hardier flowers. A beautiful stone path leads
through the new plants. The practice field to the north and northwest can
be seen over a row of small bushes. Whereas the field is mostly used by the
military, Green Square is the people's domain. Still, it sees rough sorts
who head through here to get to the Milieu, which is to the northeast of
this position. Academy students and researchers can also often be found in
this area, as the Academy is in the district to the south of here. Vanguard
Point to the west marks the boundary of the inner city limits of Maelbrim.
[Exits: north east south west]
A big SIGN waiting to be read points north.
A large marble fountain carved into the shape of dolphins shoots water into the air.
(White Aura) An old, tired looking man stands here bent over a cane.
A stone golem walks in.
A skeleton walks in.
A flesh golem walks in.
A mummy walks in.
A zombie walks in.
Sedgewick turns towards you.
Sedgewick says 'Ah, Xaexil, it is rumored a great beast lurks in the Caves of Kamir.'
Sedgewick says 'Would you take this task upon yourself and rid the caves of the problem?'
Sedgewick peers at you in expecting a yes or no answer.
<372hp 1268m 278mv 1hour where
You scan east.
*** Range 3 (east) ***
A bounty hunter for the Maelbrim jailer stands here glowering.
*** Range 4 (east) ***
(Charmed) (White Aura) A member of the Blood Guard protects his master.
Obayana the Unholy Knight is here, sitting astride a warhorse.
(White Aura) A Marshall of Maelbrim stands here, enforcing the Law.
<372hp 1268m 278mv 1hour Maelbrim is [TRIBUNAL] controlled. Players near you:
<PK> Xaexil Green Square
<PK> Obayana [TRIBUNAL] The Forum
<372hp 1268m 278mv 1hour e
e
Regent Avenue
Lined with tall trees and groomed shrubs, Regent Avenue is the western
half of the main east-west throughway that dissects Maelbrim in half.
Ostentatiously kept humbler than its position in Maelbrim would otherwise
dictate, those that designed it recognized that the role of a regent is to
fill the interim void that is left between sovereigns. While a sovereign in
power, the title is a reminder of the inferior position of rank. Therefore,
the road is not particularly wide, but it more than makes up for this in its
comfortable, aesthetic appeal. Regent Avenue continues east from here and
leads into Green Square to the west.
[Exits: north east south west]
A zombie walks in.
A mummy walks in.
A flesh golem walks in.
A skeleton walks in.
A stone golem walks in.
<372hp 1268m 275mv 1hour e
e
Regent Avenue
Lined with tall trees and groomed shrubs, Regent Avenue is the western
half of the main east-west throughway that dissects Maelbrim in half.
Ostentatiously kept humbler than its position in Maelbrim would otherwise
dictate, those that designed it recognized that the role of a regent is to
fill the interim void that is left between sovereigns. While a sovereign in
power, the title is a reminder of the inferior position of rank. Therefore,
the road is not particularly wide, but it more than makes up for this in its
comfortable, aesthetic appeal. Regent Avenue continues west and east from
here.
Some graffiti has been surreptitiously placed here, depicting a White Wolf.
[Exits: north east west]
A stone golem walks in.
A skeleton walks in.
A flesh golem walks in.
A mummy walks in.
A zombie walks in.
<372hp 1268m 273mv 1hour ii
Regent Avenue
Lined with tall trees and groomed shrubs, Regent Avenue is the western
half of the main east-west throughway that dissects Maelbrim in half.
Ostentatiously kept humbler than its position in Maelbrim would otherwise
dictate, those that designed it recognized that the role of a regent is to
fill the interim void that is left between sovereigns. While a sovereign in
power, the title is a reminder of the inferior position of rank. Therefore,
the road is not particularly wide, but it more than makes up for this in its
comfortable, aesthetic appeal. Regent Avenue continues west from here and
leads into the Forum to the east.
[Exits: east south west]
A bounty hunter for the Maelbrim jailer stands here glowering.
A zombie walks in.
A mummy walks in.
A flesh golem walks in.
A skeleton walks in.
A stone golem walks in.
<372hp 1268m 271mv 1hour The Forum
The newly built Forum is Maelbrim's premier meeting area. It is a large
circle, its boundaries marked by columns and its ground laid with marble.
Here is where public deals are struck, orations are given, and a great deal
of spectacle takes place. It was ground zero for the catastrophe that was
summoned to this land, but there are no signs of that devastation now. What
had once been a ruinous crater is now a symbol of life and a flurry of
activity. The King's Square is due east, the Northern Commons to the north,
the Southern Commons to the south and Green Square to the west. A fountain
has been placed in the middle of the square, a true masterpiece of art.
Just north of it, a white marble statue has been erected, depicting a very
hairy, square, small person. Must be a dwarf.
Some graffiti has been surreptitiously placed here, depicting a White Wolf.
[Exits: north east south west]
The official Tribunal Roll Call has been posted here.
The statue of a dwarf stands here proudly, hewn in white marble.
A large marble fountain carved into the shape of dolphins shoots water into the air.
(Charmed) (White Aura) A member of the Blood Guard protects his master.
Obayana the Unholy Knight is here, sitting astride a warhorse.
(White Aura) A Marshall of Maelbrim stands here, enforcing the Law.
A stone golem walks in.
A skeleton walks in.
A flesh golem walks in.
A mummy walks in.
A zombie walks in.
<372hp 1268m 269mv 1hour Obayana yells 'Die! Xaexil, you sorcerous dog!'
Obayana dozes off on the back of a warhorse!
Suddenly his head slams full force against a hard unyielding surface!
Obayana goes to sleep.
<372hp 1253m 269mv 1hour c curs obayana
Obayana looks very uncomfortable.
The Blood Guard tries to shake Obayana awake.
The Blood Guard yells 'Help! My master is being attacked at The Forum!'
<372hp 1233m 269mv 1hour c weak obayana
You fail to weaken Obayana.
The Blood Guard tries to shake Obayana awake.
The Blood Guard yells 'Help! My master is being attacked at The Forum!'
<372hp 1213m 269mv 1hour c weak obayana
You fail to weaken Obayana.
The Blood Guard tries to shake Obayana awake.
The Blood Guard yells 'Help! My master is being attacked at The Forum!'
<372hp 1193m 269mv 1hour TICK IN 5 SECONDS.
sl
You go to sleep.
<372hp 1193m 269mv 1hour
<372hp 1193m 269mv 1hour
<372hp 1193m 269mv 1hour
<372hp 1193m 269mv 1hour af
You are affected by the following:
Spell: sanctuary : for 8 hours
Spell: protective shield: for 1 hours
Spell: pass door : for 6 hours
Spell: detect invis : for 6 hours
<372hp 1193m 269mv 1hour
<372hp 1193m 269mv 1hour
<372hp 1193m 269mv 1hour
<372hp 1193m 269mv 1hour
<372hp 1193m 269mv 1hour
<372hp 1193m 269mv 1hour
<372hp 1193m 269mv 1hour
<372hp 1193m 269mv 1hour
<372hp 1193m 269mv 1hour
<412hp 1268m 356mv 2hour Timer now at 30 secs.
<412hp 1268m 356mv 2hour wa
You wake and stand up.
<412hp 1268m 356mv 2hour c bli obaya
You fail to blind Obayana.
The Blood Guard tries to shake Obayana awake.
The Blood Guard yells 'Help! My master is being attacked at The Forum!'
<412hp 1243m 356mv 2hour c bli obaya
You fail to blind Obayana.
The Blood Guard tries to shake Obayana awake.
The Blood Guard yells 'Help! My master is being attacked at The Forum!'
<412hp 1218m 356mv 2hour c bli obaya
You are now WANTED!
<412hp 1218m 356mv 2hour
The Blood Guard yells 'Xaexil is a criminal! Justice shall prevail!'
A mummy jumps in front of you!
You have become better at summon mummy! [95%]
<412hp 1218m 356mv 2hour
The Blood Guard's slash decimates you!
The Blood Guard's slash mauls you.
You parry the Blood Guard's attack.
The Blood Guard is in excellent condition.
Xaexil: [===|==-|---|---]
<364hp 1218m 356mv 2hour You fail to blind Obayana.
The Blood Guard tries to shake Obayana awake.
The Blood Guard yells 'Help! My master is being attacked at The Forum!'
The Blood Guard is in excellent condition.
Xaexil: [===|==-|---|---]
<364hp 1193m 356mv 2hour flee
The Blood Guard parries your attack.
Your shocking bite hits the Blood Guard.
The Blood Guard yells 'Help! I'm being attacked by A zombie!'
The Blood Guard yells 'Help! I'm being attacked by a mummy!'
The Blood Guard yells 'Help! I'm being attacked by a flesh golem!'
The Blood Guard yells 'Help! I'm being attacked by A skeleton!'
The Blood Guard yells 'Help! I'm being attacked by a stone golem!'
A zombie's beating mauls the Blood Guard.
A mummy's disease maims the Blood Guard!
A mummy's disease LACERATES the Blood Guard!
A mummy's disease MUTILATES the Blood Guard!
A mummy's disease MUTILATES the Blood Guard!
A flesh golem's slash wounds the Blood Guard.
A skeleton's cleave wounds the Blood Guard.
A skeleton's cleave wounds the Blood Guard.
A stone golem's pierce mauls the Blood Guard.
A mummy jumps in front of you!
The Blood Guard has some small wounds and bruises.
Xaexil: [===|==-|---|---]
<364hp 1193m 356mv 2hour You flee from combat!
Rift Road
This street, leading from the Forum to the west to the Dragon Gate to the
east, has been named to remind people of the catastrophe that destroyed
Rheydin, Maelbrims' predecessor. Even though the Rift and the following
explosion are but a memory told to small wicked children, the catastrophe
shall never be forgotten. The street leading east, ultimately to the Savant
Tower, has been chosen to remind the populace who caused the Rift that
triggered the explosion that took out a large chunk of the city.
The Palace can be seen to the north.
[Exits: north east west]
A citizen of Maelbrim is here, hands calloused, shoulders squared.
<364hp 1193m 354mv 2hour sca
You scan all around.
You scan north.
*** Range 1 (north) ***
A well-off citizen of Maelbrim is here, enjoying his spare time.
*** Range 2 (north) ***
A dwarven mason is here, conducting his daily duties.
Amelie, the Militia Clanguard stands watch here.
You scan east.
*** Range 2 (east) ***
A small cat is here, purring.
*** Range 3 (east) ***
(White Aura) A small toddler is here, dressed only in swaddling clothes.
You scan south.
You scan west.
*** Range 1 (west) ***
(Charmed) (White Aura) A zombie is here, fighting the Blood Guard.
(Charmed) (White Aura) a mummy is here, fighting the Blood Guard.
(Charmed) (White Aura) a flesh golem is here, fighting the Blood Guard.
(Charmed) (White Aura) A skeleton is here, fighting the Blood Guard.
(Charmed) (White Aura) a stone golem is here, fighting the Blood Guard.
(Charmed) (White Aura) A member of the Blood Guard protects his master.
Obayana is sleeping here.
(White Aura) A Marshall of Maelbrim stands here, enforcing the Law.
*** Range 2 (west) ***
A bounty hunter for the Maelbrim jailer stands here glowering.
*** Range 5 (west) ***
(White Aura) An old, tired looking man stands here bent over a cane.
You scan up.
You scan down.
<364hp 1193m 354mv 2hour autoas
Autoassist removed.
<364hp 1193m 354mv 2hour w
The Forum
The newly built Forum is Maelbrim's premier meeting area. It is a large
circle, its boundaries marked by columns and its ground laid with marble.
Here is where public deals are struck, orations are given, and a great deal
of spectacle takes place. It was ground zero for the catastrophe that was
summoned to this land, but there are no signs of that devastation now. What
had once been a ruinous crater is now a symbol of life and a flurry of
activity. The King's Square is due east, the Northern Commons to the north,
the Southern Commons to the south and Green Square to the west. A fountain
has been placed in the middle of the square, a true masterpiece of art.
Just north of it, a white marble statue has been erected, depicting a very
hairy, square, small person. Must be a dwarf.
Some graffiti has been surreptitiously placed here, depicting a White Wolf.
[Exits: north east south west]
The official Tribunal Roll Call has been posted here.
The statue of a dwarf stands here proudly, hewn in white marble.
A large marble fountain carved into the shape of dolphins shoots water into the air.
(Charmed) (White Aura) A zombie is here, fighting the Blood Guard.
(Charmed) (White Aura) a mummy is here, fighting the Blood Guard.
(Charmed) (White Aura) a flesh golem is here, fighting the Blood Guard.
(Charmed) (White Aura) A skeleton is here, fighting the Blood Guard.
(Charmed) (White Aura) a stone golem is here, fighting the Blood Guard.
(Charmed) (White Aura) the Blood Guard is here, fighting A zombie.
Obayana is sleeping here.
(White Aura) A Marshall of Maelbrim stands here, enforcing the Law.
<364hp 1193m 352mv 2hour
A mummy's disease MUTILATES the Blood Guard!
A mummy's disease LACERATES the Blood Guard!
A mummy's disease maims the Blood Guard!
A flesh golem's slash injures the Blood Guard.
A skeleton's cleave hits the Blood Guard.
A skeleton's kick wounds the Blood Guard.
The Blood Guard's slash wounds A zombie.
The Blood Guard's slash wounds A zombie.
The Blood Guard's slash wounds A zombie.
<364hp 1193m 352mv 2hour c bli oba
You fail to blind Obayana.
The Blood Guard tries to shake Obayana awake.
The Blood Guard yells 'Help! My master is being attacked at The Forum!'
<364hp 1168m 352mv 2hour c bli oba
A zombie's beating mauls the Blood Guard.
A mummy's disease maims the Blood Guard!
A mummy's disease MUTILATES the Blood Guard!
A skeleton's cleave injures the Blood Guard.
A skeleton's cleave injures the Blood Guard.
A stone golem's pierce decimates the Blood Guard!
The Blood Guard's slash mauls A zombie.
The Blood Guard's slash wounds A zombie.
<364hp 1168m 352mv 2hour Obayana appears to be blinded.
The Blood Guard tries to shake Obayana awake.
The Blood Guard yells 'Help! My master is being attacked at The Forum!'
<364hp 1143m 352mv 2hour
A zombie's beating wounds the Blood Guard.
A mummy's disease LACERATES the Blood Guard!
A mummy's disease MUTILATES the Blood Guard!
A mummy's disease devastates the Blood Guard!
A flesh golem's slash injures the Blood Guard.
A skeleton's cleave hits the Blood Guard.
A skeleton's cleave injures the Blood Guard.
The Blood Guard's slash mauls A zombie.
The Blood Guard's slash wounds A zombie.
<364hp 1143m 352mv 2hour c weak obaya
You fail to weaken Obayana.
The Blood Guard tries to shake Obayana awake.
The Blood Guard yells 'Help! My master is being attacked at The Forum!'
<364hp 1123m 352mv 2hour c weak obaya
TICK IN 5 SECONDS.
A zombie's beating mauls the Blood Guard.
A zombie's beating wounds the Blood Guard.
A zombie's beating mauls the Blood Guard.
The Blood Guard is blinded by the dirt in his eyes!
A zombie's kicked dirt scratches the Blood Guard.
A mummy's disease decimates the Blood Guard!
A mummy's disease MUTILATES the Blood Guard!
A mummy's disease MUTILATES the Blood Guard!
A flesh golem's slash wounds the Blood Guard.
A skeleton's cleave injures the Blood Guard.
A skeleton's cleave injures the Blood Guard.
A stone golem's pierce decimates the Blood Guard!
The Blood Guard's slash mauls A zombie.
<364hp 1123m 352mv 2hour Obayana looks tired and weak.
The Blood Guard tries to shake Obayana awake.
The Blood Guard yells 'Help! My master is being attacked at The Forum!'
<364hp 1103m 352mv 2hour
A zombie's beating mauls the Blood Guard.
A zombie's beating decimates the Blood Guard!
A mummy's disease misses the Blood Guard.
A mummy's disease LACERATES the Blood Guard!
A mummy's disease MUTILATES the Blood Guard!
A mummy's disease LACERATES the Blood Guard!
A skeleton's cleave wounds the Blood Guard.
A stone golem's pierce decimates the Blood Guard!
The Blood Guard's slash wounds A zombie.
The Blood Guard's slash wounds A zombie.
<364hp 1103m 352mv 2hour l guar
You see nothing special about him.
The Blood Guard looks pretty hurt.
the Blood Guard is using:
<364hp 1103m 352mv 2hour seem
A zombie's beating decimates the Blood Guard!
A zombie sends the Blood Guard sprawling with a powerful bash.
A zombie's bash MUTILATES the Blood Guard!
A mummy's disease devastates the Blood Guard!
A mummy's disease MUTILATES the Blood Guard!
A mummy's disease MUTILATES the Blood Guard!
A flesh golem's slash injures the Blood Guard.
A skeleton's cleave injures the Blood Guard.
A skeleton's cleave wounds the Blood Guard.
A stone golem's pierce decimates the Blood Guard!
The Blood Guard's slash wounds A zombie.
The Blood Guard's slash mauls A zombie.
<364hp 1103m 352mv 2hour Your eyes tingle.
<364hp 1098m 352mv 2hour l oba
Your protective shield dissipates.
The Blood Guard rubs the dirt out of his eyes.
<377hp 1121m 377mv 3hour Timer now at 30 secs.
A zombie's beating decimates the Blood Guard!
A mummy's disease MUTILATES the Blood Guard!
The Blood Guard's slash mauls A zombie.
The Blood Guard's slash mauls A zombie.
<377hp 1121m 377mv 3hour Obayana stands tall and straight, efforting to maintain his excellent posture
at all times. His skin is is smooth, the deep alarazin crimson glistening
slightly with cool sweat. His staunch brow slightly shadows two wide-set
silvery-gray eyes. The move only slighty, rarely with surprise, but do blink
somewhat frequently. His broad nose juts from his face like a crimson crag,
nostrils ever-dilating with each deep breath. The giant rarely smiles and only
seems to open his mouth to speak. Even then, his broad jaw parts only slightly.
His head is shaved clean save for a small circle of black hair at the crown
that is tied into a small bun.
His thick chest heaves with each breath he takes, his exposed sinewy neck
flaring with thick, coarsing veins with every exhale. His left shoulder is
exposed, rippling with muscle so thick it resembles a cannonball. On the right
he wears a gleaming black-steel spaulder that is attached to his belt by
a strap of new-looking black dyed leather across his otherwise bare chest.
The crimson skin of his arms is starkly contrasted by pitch black tribal
tattoos from shoulder to wrist. Each arm rests at a slight outward diagonal
to his sides due to enormous latissimus dorsi muscles that spread outward
like wings from his sides.
He is least broad at the waist, but almost so wide across his thighs as at
the shoulder. A flexible tassett of dark-black leather scale is bound around
his waist by silver-rimmed black-steel faulds that reach down to the halfway
point of the sides of this thighs. The scale tassett extends slightly further
to the top of his knees. He wears black leather gladiator style sandals
strapped up to the middle of each calf, the bare skin of his legs up to the
tassett showing black tattoos similar to those of his arms.
He has just opened up his eyes to the world.
Obayana is in excellent condition.
Obayana is using:
<used as light> (Glowing) a vial of strange blood
<worn on finger> the Ring of Abyss
<worn on finger> (Glowing) a Ring of Accuracy
<worn around neck> (Glowing) (Humming) a necklace with a small red fist
<worn around neck> a string with a bunny paw
<worn on head> (Magical) the Ranger Lord's Stetson
<worn on ear> a jadeite stud
<worn on torso> (Humming) a keeper's tunic adorned with a demon tongue
<worn on arms> pyerite sleeves
<worn on hands> (Glowing) a pair of galebinder mitts
<worn on legs> a Culet of Obsidian Leaves adorned with an oval flake of flint
<worn on feet> the void leggings
<worn as shield> (Magical) (Glowing) (Humming) a Crested Shield of Eternal Darkness
<worn about body> (Humming) a Nimbus of Power
<worn about waist> (Humming) a chain linked belt
<worn around wrist> (Glowing) (Humming) a bracelet of eternal lies
<worn around wrist> (Glowing) (Humming) a blood encrusted spiked steel bracelet
<sheathed> (Humming) 'Ajitaabha' the Shard of Wisdom
<worn on face> (Humming) the mask of Ultimate Evil
<floating nearby> (Glowing) an Undead Fist
<coiled on shoulder> (Glowing) a winged lightning dragon
You sense following auras:
Spell: weaken : modifies str by -6 for 15 hours
Spell: blindness : modifies ac by 25 for 8 hours
: modifies hitroll by -10 for 8 hours
Spell: curse : modifies savingspell by 6 for 28 hours
: modifies hitroll by -6 for 28 hours
Spell: sleep : for 2 hours
: for 3 hours
Spell: detect invis : for 51 hours
Spell: drug use : for 35 hours
Spell: bless : modifies damroll by 4 for 18 hours
: modifies hand to hand by 1 for 18 hours
Spell: mounted : for 121 hours
Spell: drug addiction : for 74 hours
<377hp 1121m 377mv 3hour pps
You surround yourself in a protective shell of magic.
<377hp 1051m 377mv 3hour
A zombie's beating mauls the Blood Guard.
A zombie gets a wild look in its eyes.
A mummy's disease MUTILATES the Blood Guard!
A mummy's disease MUTILATES the Blood Guard!
A mummy's disease LACERATES the Blood Guard!
A mummy's disease decimates the Blood Guard!
A skeleton's cleave wounds the Blood Guard.
A skeleton's cleave injures the Blood Guard.
A stone golem's pierce devastates the Blood Guard!
The Blood Guard's slash misses A zombie.
The Blood Guard's slash misses A zombie.
<377hp 1051m 377mv 3hour
A zombie's beating mauls the Blood Guard.
A zombie's beating decimates the Blood Guard!
The Blood Guard is DEAD!!
You expertly extract a still warm brain from the Blood Guard's corpse.
<377hp 1051m 377mv 3hour c gh oba
A green glow envelops your hands.
Obayana wasn't affected by the ghoul touch.
You have become better at ghoul touch! [81%]
A Marshall of Maelbrim tries to shake Obayana awake.
A Marshall of Maelbrim yells 'Help! A crime is being commited at The Forum!'
<377hp 1036m 377mv 3hour c gh oba
A green glow envelops your hands.
Obayana looks very sluggish.
A Marshall of Maelbrim tries to shake Obayana awake.
A Marshall of Maelbrim yells 'Help! A crime is being commited at The Forum!'
<377hp 1021m 377mv 3hour
A citizen of Maelbrim walks in.
<377hp 1021m 377mv 3hour e
e
e
e
Rift Road
This street, leading from the Forum to the west to the Dragon Gate to the
east, has been named to remind people of the catastrophe that destroyed
Rheydin, Maelbrims' predecessor. Even though the Rift and the following
explosion are but a memory told to small wicked children, the catastrophe
shall never be forgotten. The street leading east, ultimately to the Savant
Tower, has been chosen to remind the populace who caused the Rift that
triggered the explosion that took out a large chunk of the city.
The Palace can be seen to the north.
[Exits: north east west]
A zombie walks in.
A mummy walks in.
A flesh golem walks in.
A skeleton walks in.
A stone golem walks in.
<377hp 1021m 375mv 3hour Rift Road
This street, leading from the Forum to the west to the Dragon Gate to the
east, has been named to remind people of the catastrophe that destroyed
Rheydin, Maelbrims' predecessor. Even though the Rift and the following
explosion are but a memory told to small wicked children, the catastrophe
shall never be forgotten. The street leading east, ultimately to the Savant
Tower, has been chosen to remind the populace who caused the Rift that
triggered the explosion that took out a large chunk of the city.
The Conservatory of Nature can be seen to the south.
[Exits: east south west]
A stone golem walks in.
A skeleton walks in.
A flesh golem walks in.
A mummy walks in.
A zombie walks in.
<377hp 1021m 373mv 3hour Rift Road
This street, leading from the Forum to the west to the Dragon Gate to the
east, has been named to remind people of the catastrophe that destroyed
Rheydin, Maelbrims' predecessor. Even though the Rift and the following
explosion are but a memory told to small wicked children, the catastrophe
shall never be forgotten. The street leading east, ultimately to the Savant
Tower, has been chosen to remind the populace who caused the Rift that
triggered the explosion that took out a large chunk of the city.
[Exits: east west]
A small cat is here, purring.
A zombie walks in.
A mummy walks in.
A flesh golem walks in.
A skeleton walks in.
A stone golem walks in.
<377hp 1021m 371mv 3hour The King's Square
Dubbed the King's Square, this intersection sees a great deal of daily
traffic. Named in honor of the sovereigns of Aabahran, it harkens to the
golden age of the monarchy, the short time in which all Aabahran was unified
under the leadership one man, Cormac, until its disintegration shortly
thereafter during the War of Legions. The commercial district of Maelbrim
lies to the south, aptly named Golden Path. To the west is the Forum, the
center of the city. East leads to the walls and the Dragon Gate. To the
north await the newly constructed gates of the reestablished Newander Park.
[Exits: north east south west]
A large marble fountain carved into the shape of dolphins shoots water into the air.
(White Aura) A small toddler is here, dressed only in swaddling clothes.
A stone golem walks in.
A skeleton walks in.
A flesh golem walks in.
A mummy walks in.
A zombie walks in.
Dorcy turns towards you.
Dorcy says 'Ah, Xaexil, it is rumored a great beast lurks in the Caves of Kamir.'
Dorcy says 'Would you take this task upon yourself and rid the caves of the problem?'
Dorcy peers at you in expecting a yes or no answer.
<377hp 1021m 369mv 3hour s
s
Path of Gold
This street is heavily decorated with signs and other artistic endeavors.
Each competes for attention, boasting of great expense in their
construction. There are statues of prominent figures and the famous short
golden-colored walls from which the name of the street derives. Running
south from King's Square the Golden Path eventually ends at the Gold Dragon
Inn. The Conservatory of Nature can be seen to the west. From this point,
one may head north into the bustle of the square or continue south as the
surroundings get increasingly extravagant. Something that looks like a huge
golden egg is located just east of here.
[Exits: north east south]
An old woman is here, dressed in rags.
A zombie walks in.
A mummy walks in.
A flesh golem walks in.
A skeleton walks in.
A stone golem walks in.
<377hp 1021m 367mv 3hour s
s
Path of Gold
This street is heavily decorated with signs and other artistic endeavors.
Each competes for attention, boasting of great expense in their
construction. There are statues of prominent figures and the famous short
golden-colored walls from which the name of the street derives. Running
south from King's Square the Golden Path eventually it ends at the Gold
Dragon Inn. The Conservatory of Nature can be seen to the west. From this
point, one may head north towards King's Square or continue south as the
surroundings get increasingly extravagant. A luxurious merchant mansion can
be seen to the west, while a house looking so ordinary it stand out in these
extravagant surroundings is located just east of here.
Some graffiti has been surreptitiously placed here, depicting a White Wolf.
[Exits: north east south west]
A stone golem walks in.
A skeleton walks in.
A flesh golem walks in.
A mummy walks in.
A zombie walks in.
<377hp 1021m 365mv 3hour Path of Gold
This street is heavily decorated with signs and other artistic endeavors.
Each competes for attention, boasting of great expense in their
construction. There are statues of prominent figures and the famous short
golden-colored walls from which the name of the street derives. Running
south from King's Square the Golden Path eventually it ends at the Gold
Dragon Inn. From this point, one may head north towards King's Square,
enter the Gold Dragon Inn to the south or head over to the Conservatory of
Nature to the west.
[Exits: north south west]
A zombie walks in.
A mummy walks in.
A flesh golem walks in.
A skeleton walks in.
A stone golem walks in.
<377hp 1021m 363mv 3hour The Entrance of the Gold Dragon Inn
The engineers of this building have soared far and high above anything
ordinary or common. This enormous project, which has just recently been
finished, will surely earn them the envy of every colleague. The likeliness
of an enormous gold dragon looms in front of you, easily reaching the height
of an ordinary two-storied house. Metal scales coat the outer walls, coated
in a thin gold layer. The dragon has been depicted lying on the ground, its
huge open maw constituting the doors. Huge red stained glass windows form
the dragon's eyes, formed round, rather than square. Even the spiked
neckline has found its equivalent, forged from gold coated steel plates.
The dragon's two front paws lie to the side of the entrance, each daggerlike
claw depicted in great detail and about man-sized. The beast's tail is
wound around its body, over the top of its head, the tip coming to rest just
beside the right front paw.
[Exits: north south]
Darvin, the Guardian of the Gold Dragon, is here standing guard.
A stone golem walks in.
A skeleton walks in.
A flesh golem walks in.
A mummy walks in.
A zombie walks in.
<377hp 1021m 362mv 3hour s
The Gold Dragon Inn Commons
The inside of the Gold Dragon is just as impressive as it's outside. The
whole commons sport very extravagant furniture, obviously neither effort nor
coin has been spared. The front side of the room sports several narrow
windows which let in enough light during the day to make the room
comfortable. These windows have been cleverly hidden under the dragon scale
design from outside. The customer can choose where to sit, be it on
comfortable looking benches which are located near a fire pit or on plush
armchairs, which are set in groups around small tables to afford the
customer more privacy. Near the exit to the stairs leading up to the guest
rooms an ebony bar has been erected, complete with ebony cupboards
exhibiting all kind of beverages the guests can indulge in.
[Exits: north east]
A long wooden bar spans the room here.
Tamara the Bartender is here, lounging at her new bar.
A zombie walks in.
A mummy walks in.
A flesh golem walks in.
A skeleton walks in.
A stone golem walks in.
Tamara gives you a passing glance.
<377hp 1021m 361mv 3hour s
Alas, you cannot go that way.
<377hp 1021m 361mv 3hour e
Inside the Dragon's Tail
You stand at the beginning of the stairway leading up from the ground
level, where the common room is located, to the guest quarters. The
stairway leads through the dragon's tail, the sides broken by narrow slit
windows, which are hidden underneath the scales from the outside.
[Exits: west up]
A stone golem walks in.
A skeleton walks in.
A flesh golem walks in.
A mummy walks in.
A zombie walks in.
<377hp 1021m 360mv 3hour u
Inside the Dragon's Tail
You stand at the end of the stairway leading up from the ground level,
where the common room is located, to the guest quarters. The stairway leads
through the dragon's tail, the sides broken by narrow slit windows, which
are hidden underneath the scales from the outside.
[Exits: east west down]
A zombie walks in.
A mummy walks in.
A flesh golem walks in.
A skeleton walks in.
A stone golem walks in.
<377hp 1021m 359mv 3hour e
On a Small Corridor
You stand on a small unremarkable corridor. It is kept clean and a soft
dark blue carpet covers the floor.
[Exits: (north) (south) west]
A stone golem walks in.
A skeleton walks in.
A flesh golem walks in.
A mummy walks in.
A zombie walks in.
<377hp 1021m 358mv 3hour o all op n
n
A zombie opens the door north of you.
Ok.
<377hp 1021m 358mv 3hour Dragon's Right Eye
You are right in the dragon's head, the huge red oval window being its
right eye. The light is tinted red when it is bright outside, giving the
room a surreal atmosphere. A small but comfortable looking bed is placed by
the wall, while a cabinet and a small table with one stool occupy the rest
of the room. The decorations are tasteful and pick up the dragon motive, a
picture on the wall showing a dragon spewing fire on the defenders of a
castle.
[Exits: south]
A zombie walks in.
A mummy walks in.
A flesh golem walks in.
A skeleton walks in.
A stone golem walks in.
<377hp 1021m 357mv 3hour c sum obayana
TICK IN 5 SECONDS.
You failed the summon.
You have become better at summon! [89%]
<377hp 971m 357mv 3hour c sum obayana
You failed the summon.
<377hp 921m 357mv 3hour where
The night is about to end.
<392hp 945m 382mv 4hour Timer now at 30 secs.
Maelbrim is [TRIBUNAL] controlled. Players near you:
<PK> Xaexil (WANTED) Dragon's Right Eye
<PK> Obayana [TRIBUNAL] The Forum
<392hp 945m 382mv 4hour c sum obayana
You failed the summon.
You have become better at summon! [90%]
<392hp 895m 382mv 4hour c sum obayana
You failed the summon.
<392hp 845m 382mv 4hour c sum obayana
You failed the summon.
<392hp 795m 382mv 4hour c sum obayana
You failed the summon.
You have become better at summon! [91%]
<392hp 745m 382mv 4hour c sum obayana
You failed the summon.
<392hp 695m 382mv 4hour s
On a Small Corridor
You stand on a small unremarkable corridor. It is kept clean and a soft
dark blue carpet covers the floor.
[Exits: north (south) west]
A stone golem walks in.
A skeleton walks in.
A flesh golem walks in.
A mummy walks in.
A zombie walks in.
<392hp 695m 381mv 4hour d
Alas, you cannot go that way.
<392hp 695m 381mv 4hour w
Inside the Dragon's Tail
You stand at the end of the stairway leading up from the ground level,
where the common room is located, to the guest quarters. The stairway leads
through the dragon's tail, the sides broken by narrow slit windows, which
are hidden underneath the scales from the outside.
[Exits: east west down]
A zombie walks in.
A mummy walks in.
A flesh golem walks in.
A skeleton walks in.
A stone golem walks in.
<392hp 695m 380mv 4hour d
Inside the Dragon's Tail
You stand at the beginning of the stairway leading up from the ground
level, where the common room is located, to the guest quarters. The
stairway leads through the dragon's tail, the sides broken by narrow slit
windows, which are hidden underneath the scales from the outside.
[Exits: west up]
A stone golem walks in.
A skeleton walks in.
A flesh golem walks in.
A mummy walks in.
A zombie walks in.
<392hp 695m 379mv 4hour n
n
Alas, you cannot go that way.
<392hp 695m 379mv 4hour Alas, you cannot go that way.
<392hp 695m 379mv 4hour w
The Gold Dragon Inn Commons
The inside of the Gold Dragon is just as impressive as it's outside. The
whole commons sport very extravagant furniture, obviously neither effort nor
coin has been spared. The front side of the room sports several narrow
windows which let in enough light during the day to make the room
comfortable. These windows have been cleverly hidden under the dragon scale
design from outside. The customer can choose where to sit, be it on
comfortable looking benches which are located near a fire pit or on plush
armchairs, which are set in groups around small tables to afford the
customer more privacy. Near the exit to the stairs leading up to the guest
rooms an ebony bar has been erected, complete with ebony cupboards
exhibiting all kind of beverages the guests can indulge in.
[Exits: north east]
A long wooden bar spans the room here.
Tamara the Bartender is here, lounging at her new bar.
A zombie walks in.
A mummy walks in.
A flesh golem walks in.
A skeleton walks in.
A stone golem walks in.
Tamara gives you a passing glance.
<392hp 695m 378mv 4hour n
n
n
The Entrance of the Gold Dragon Inn
The engineers of this building have soared far and high above anything
ordinary or common. This enormous project, which has just recently been
finished, will surely earn them the envy of every colleague. The likeliness
of an enormous gold dragon looms in front of you, easily reaching the height
of an ordinary two-storied house. Metal scales coat the outer walls, coated
in a thin gold layer. The dragon has been depicted lying on the ground, its
huge open maw constituting the doors. Huge red stained glass windows form
the dragon's eyes, formed round, rather than square. Even the spiked
neckline has found its equivalent, forged from gold coated steel plates.
The dragon's two front paws lie to the side of the entrance, each daggerlike
claw depicted in great detail and about man-sized. The beast's tail is
wound around its body, over the top of its head, the tip coming to rest just
beside the right front paw.
[Exits: north south]
Darvin, the Guardian of the Gold Dragon, is here standing guard.
A stone golem walks in.
A skeleton walks in.
A flesh golem walks in.
A mummy walks in.
A zombie walks in.
<392hp 695m 377mv 4hour Path of Gold
This street is heavily decorated with signs and other artistic endeavors.
Each competes for attention, boasting of great expense in their
construction. There are statues of prominent figures and the famous short
golden-colored walls from which the name of the street derives. Running
south from King's Square the Golden Path eventually it ends at the Gold
Dragon Inn. From this point, one may head north towards King's Square,
enter the Gold Dragon Inn to the south or head over to the Conservatory of
Nature to the west.
[Exits: north south west]
A zombie walks in.
A mummy walks in.
A flesh golem walks in.
A skeleton walks in.
A stone golem walks in.
<392hp 695m 376mv 4hour Path of Gold
This street is heavily decorated with signs and other artistic endeavors.
Each competes for attention, boasting of great expense in their
construction. There are statues of prominent figures and the famous short
golden-colored walls from which the name of the street derives. Running
south from King's Square the Golden Path eventually it ends at the Gold
Dragon Inn. The Conservatory of Nature can be seen to the west. From this
point, one may head north towards King's Square or continue south as the
surroundings get increasingly extravagant. A luxurious merchant mansion can
be seen to the west, while a house looking so ordinary it stand out in these
extravagant surroundings is located just east of here.
Some graffiti has been surreptitiously placed here, depicting a White Wolf.
[Exits: north east south west]
A stone golem walks in.
A skeleton walks in.
A flesh golem walks in.
A mummy walks in.
A zombie walks in.
<392hp 695m 374mv 4hour n
Path of Gold
This street is heavily decorated with signs and other artistic endeavors.
Each competes for attention, boasting of great expense in their
construction. There are statues of prominent figures and the famous short
golden-colored walls from which the name of the street derives. Running
south from King's Square the Golden Path eventually ends at the Gold Dragon
Inn. The Conservatory of Nature can be seen to the west. From this point,
one may head north into the bustle of the square or continue south as the
surroundings get increasingly extravagant. Something that looks like a huge
golden egg is located just east of here.
[Exits: north east south]
An old woman is here, dressed in rags.
A zombie walks in.
A mummy walks in.
A flesh golem walks in.
A skeleton walks in.
A stone golem walks in.
<392hp 695m 372mv 4hour TICK IN 5 SECONDS.
n
The King's Square
Dubbed the King's Square, this intersection sees a great deal of daily
traffic. Named in honor of the sovereigns of Aabahran, it harkens to the
golden age of the monarchy, the short time in which all Aabahran was unified
under the leadership one man, Cormac, until its disintegration shortly
thereafter during the War of Legions. The commercial district of Maelbrim
lies to the south, aptly named Golden Path. To the west is the Forum, the
center of the city. East leads to the walls and the Dragon Gate. To the
north await the newly constructed gates of the reestablished Newander Park.
[Exits: north east south west]
A large marble fountain carved into the shape of dolphins shoots water into the air.
(White Aura) A small toddler is here, dressed only in swaddling clothes.
A stone golem walks in.
A skeleton walks in.
A flesh golem walks in.
A mummy walks in.
A zombie walks in.
Dorcy turns towards you.
Dorcy says 'Ah, Xaexil, it is rumored a great beast lurks in the Caves of Kamir.'
Dorcy says 'Would you take this task upon yourself and rid the caves of the problem?'
Dorcy peers at you in expecting a yes or no answer.
<392hp 695m 370mv 4hour w
w
Rift Road
This street, leading from the Forum to the west to the Dragon Gate to the
east, has been named to remind people of the catastrophe that destroyed
Rheydin, Maelbrims' predecessor. Even though the Rift and the following
explosion are but a memory told to small wicked children, the catastrophe
shall never be forgotten. The street leading east, ultimately to the Savant
Tower, has been chosen to remind the populace who caused the Rift that
triggered the explosion that took out a large chunk of the city.
[Exits: east west]
A small cat is here, purring.
A zombie walks in.
A mummy walks in.
A flesh golem walks in.
A skeleton walks in.
A stone golem walks in.
<392hp 695m 368mv 4hour w
w
Rift Road
This street, leading from the Forum to the west to the Dragon Gate to the
east, has been named to remind people of the catastrophe that destroyed
Rheydin, Maelbrims' predecessor. Even though the Rift and the following
explosion are but a memory told to small wicked children, the catastrophe
shall never be forgotten. The street leading east, ultimately to the Savant
Tower, has been chosen to remind the populace who caused the Rift that
triggered the explosion that took out a large chunk of the city.
The Conservatory of Nature can be seen to the south.
[Exits: east south west]
A stone golem walks in.
A skeleton walks in.
A flesh golem walks in.
A mummy walks in.
A zombie walks in.
<392hp 695m 366mv 4hour Rift Road
This street, leading from the Forum to the west to the Dragon Gate to the
east, has been named to remind people of the catastrophe that destroyed
Rheydin, Maelbrims' predecessor. Even though the Rift and the following
explosion are but a memory told to small wicked children, the catastrophe
shall never be forgotten. The street leading east, ultimately to the Savant
Tower, has been chosen to remind the populace who caused the Rift that
triggered the explosion that took out a large chunk of the city.
The Palace can be seen to the north.
[Exits: north east west]
A zombie walks in.
A mummy walks in.
A flesh golem walks in.
A skeleton walks in.
A stone golem walks in.
<392hp 695m 364mv 4hour The Forum
The newly built Forum is Maelbrim's premier meeting area. It is a large
circle, its boundaries marked by columns and its ground laid with marble.
Here is where public deals are struck, orations are given, and a great deal
of spectacle takes place. It was ground zero for the catastrophe that was
summoned to this land, but there are no signs of that devastation now. What
had once been a ruinous crater is now a symbol of life and a flurry of
activity. The King's Square is due east, the Northern Commons to the north,
the Southern Commons to the south and Green Square to the west. A fountain
has been placed in the middle of the square, a true masterpiece of art.
Just north of it, a white marble statue has been erected, depicting a very
hairy, square, small person. Must be a dwarf.
Some graffiti has been surreptitiously placed here, depicting a White Wolf.
[Exits: north east south west]
The corpse of the Blood Guard is lying here.
The splattered brains of the Blood Guard are lying here.
The official Tribunal Roll Call has been posted here.
The statue of a dwarf stands here proudly, hewn in white marble.
A large marble fountain carved into the shape of dolphins shoots water into the air.
A citizen of Maelbrim is here, hands calloused, shoulders squared.
Obayana is sleeping here.
(White Aura) A Marshall of Maelbrim stands here, enforcing the Law.
A stone golem walks in.
A skeleton walks in.
A flesh golem walks in.
A mummy walks in.
A zombie walks in.
<392hp 695m 362mv 4hour pw oba
You lost your concentration.
You have become better at powerword stun! [78%]
A Marshall of Maelbrim tries to shake Obayana awake.
A Marshall of Maelbrim yells 'Help! A crime is being commited at The Forum!'
<392hp 645m 362mv 4hour pw oba
You silently utter the Word of Stun, and command the forces of the unnatural before you.
Why would you turn on your own creation?
Why would you turn on your own creation?
Why would you turn on your own creation?
Why would you turn on your own creation?
Why would you turn on your own creation?
A citizen of Maelbrim yells 'Die! Xaexil, you sorcerous dog!'
You fail to stun a citizen of Maelbrim.
Your powerword stun *** OBLITERATES *** a citizen of Maelbrim!
A citizen of Maelbrim is DEAD!!
You hear a citizen of Maelbrim's death cry.
You get 6 gold coins from the corpse of a citizen of Maelbrim.
Anume gives you 30 gold coins for your sacrifice.
Just keep it all.
A Marshall of Maelbrim tries to shake Obayana awake.
A Marshall of Maelbrim yells 'Help! A crime is being commited at The Forum!'
You fail to paralyze Obayana.
Obayana draws his weapon.
Obayana wields 'Ajitaabha' the Shard of Wisdom.
Your powerword stun *** OBLITERATES *** Obayana!
A Marshall of Maelbrim yells 'Die! Xaexil, you sorcerous dog!'
You fail to stun a Marshall of Maelbrim.
Your powerword stun DISMEMBERS a Marshall of Maelbrim!
You have become better at powerword stun! [79%]
Obayana has some small wounds and bruises.
Xaexil: [===|===|---|---]
<407hp 585m 387mv 5hour Timer now at 30 secs.
Obayana has fled!
Obayana rides west.
<407hp 585m 387mv 5hour
A Marshall of Maelbrim's spear charge maims you!
A Marshall of Maelbrim has a few scratches.
Xaexil: [===|==-|---|---]
<373hp 585m 387mv 5hour fle
Your shocking bite misses a Marshall of Maelbrim.
A Marshall of Maelbrim yells 'Help! I'm being attacked by A zombie!'
A Marshall of Maelbrim yells 'Help! I'm being attacked by a mummy!'
A Marshall of Maelbrim yells 'Help! I'm being attacked by a flesh golem!'
A Marshall of Maelbrim yells 'Help! I'm being attacked by A skeleton!'
A Marshall of Maelbrim yells 'Help! I'm being attacked by a stone golem!'
A mummy's disease mauls a Marshall of Maelbrim.
A mummy's disease decimates a Marshall of Maelbrim!
A stone golem's pierce misses a Marshall of Maelbrim.
A Marshall of Maelbrim's spear charge maims you!
A Marshall of Maelbrim's spear charge misses A zombie.
A Marshall of Maelbrim's spear charge decimates a mummy!
A Marshall of Maelbrim's spear charge wounds a stone golem.
You parry a Marshall of Maelbrim's attack.
A Marshall of Maelbrim's spear charge misses you.
A Marshall of Maelbrim has a few scratches.
Xaexil: [===|==-|---|---]
<340hp 585m 387mv 5hour alias oo c ac oba
fle
You flee from combat!
Rift Road
This street, leading from the Forum to the west to the Dragon Gate to the
east, has been named to remind people of the catastrophe that destroyed
Rheydin, Maelbrims' predecessor. Even though the Rift and the following
explosion are but a memory told to small wicked children, the catastrophe
shall never be forgotten. The street leading east, ultimately to the Savant
Tower, has been chosen to remind the populace who caused the Rift that
triggered the explosion that took out a large chunk of the city.
The Palace can be seen to the north.
[Exits: north east west]
<340hp 585m 385mv 5hour sca
A Marshall of Maelbrim walks in.
A Marshall of Maelbrim yells 'Xaexil! Now you die!'
A Marshall of Maelbrim's spear charge MUTILATES you!
You flee from combat!
Entrance Hall
You stand within a large entrance hall. A corridor leads on to the
north, entering the palace proper while a small narrow staircase leads down
at the side. Curious scratchmarks can be seen on the wall and floor at the
entrance of the staircase, almost as if someone really did not want to go
down there but was dragged.
A small passage leads off to the west.
[Exits: north south west down]
<303hp 585m 383mv 5hour Alias added: oo = 'c ac oba'
<303hp 585m 383mv 5hour You aren't fighting anyone.
<303hp 585m 383mv 5hour You scan all around.
You scan north.
*** Range 1 (north) ***
A well-off citizen of Maelbrim is here, enjoying his spare time.
A dwarven mason is here, conducting his daily duties.
Amelie, the Militia Clanguard stands watch here.
You scan east.
You scan south.
*** Range 1 (south) ***
(White Aura) A Marshall of Maelbrim stands here, enforcing the Law.
You scan west.
*** Range 1 (west) ***
A small man sits behind a small table here.
You scan up.
You scan down.
*** Range 1 (down) ***
Maelbrim's Lord Inquisitor is here, half-lit by torch light.
<303hp 585m 383mv 5hour s
Rift Road
This street, leading from the Forum to the west to the Dragon Gate to the
east, has been named to remind people of the catastrophe that destroyed
Rheydin, Maelbrims' predecessor. Even though the Rift and the following
explosion are but a memory told to small wicked children, the catastrophe
shall never be forgotten. The street leading east, ultimately to the Savant
Tower, has been chosen to remind the populace who caused the Rift that
triggered the explosion that took out a large chunk of the city.
The Palace can be seen to the north.
[Exits: north east west]
(White Aura) A Marshall of Maelbrim stands here, enforcing the Law.
<303hp 585m 381mv 5hour w
The Forum
The newly built Forum is Maelbrim's premier meeting area. It is a large
circle, its boundaries marked by columns and its ground laid with marble.
Here is where public deals are struck, orations are given, and a great deal
of spectacle takes place. It was ground zero for the catastrophe that was
summoned to this land, but there are no signs of that devastation now. What
had once been a ruinous crater is now a symbol of life and a flurry of
activity. The King's Square is due east, the Northern Commons to the north,
the Southern Commons to the south and Green Square to the west. A fountain
has been placed in the middle of the square, a true masterpiece of art.
Just north of it, a white marble statue has been erected, depicting a very
hairy, square, small person. Must be a dwarf.
Some graffiti has been surreptitiously placed here, depicting a White Wolf.
[Exits: north east south west]
The corpse of the Blood Guard is lying here.
The splattered brains of the Blood Guard are lying here.
The official Tribunal Roll Call has been posted here.
The statue of a dwarf stands here proudly, hewn in white marble.
A large marble fountain carved into the shape of dolphins shoots water into the air.
(Charmed) (White Aura) A zombie, covered in rotted skin, stands here with its master.
(Charmed) (White Aura) A mummy shambles around with its master.
(Charmed) (White Aura) A flesh golem stands here to do his master's bidding.
(Charmed) (White Aura) A dirty, old skeleton stands here with its master.
(Charmed) (White Aura) A stone golem stands here to do his master's bidding.
<303hp 585m 379mv 5hour sca
You scan all around.
You scan north.
*** Range 2 (north) ***
A group of hardy poachers is here.
*** Range 3 (north) ***
A large group of constructs with red glowing eyes is here.
A regiment of the Grey Company stares in pure admiration and their stunningly beautiful half-elven captain.
A regiment of the Grey Company led by a bearded captain.
A regiment of the Grey Company captained by a proud dwarf.
*** Range 5 (north) ***
A well-off citizen of Maelbrim is here, enjoying his spare time.
Mad Maddox the Merchant of Miscellany is here selling garbage.
*** Range 6 (north) ***
(White Aura) An Aberrant Guard scans the entrance to the city.
(White Aura) An Aberrant Guard scans the entrance to the city.
You scan east.
*** Range 1 (east) ***
(White Aura) A Marshall of Maelbrim stands here, enforcing the Law.
*** Range 3 (east) ***
A small cat is here, purring.
*** Range 4 (east) ***
(White Aura) A small toddler is here, dressed only in swaddling clothes.
You scan south.
*** Range 4 (south) ***
A young boy runs errands for various shopkeepers here.
*** Range 5 (south) ***
A citizen of Maelbrim is here, hands calloused, shoulders squared.
*** Range 6 (south) ***
(White Aura) An Aberrant Guard scans the entrance to the city.
(White Aura) An Aberrant Guard scans the entrance to the city.
You scan west.
*** Range 1 (west) ***
A bounty hunter for the Maelbrim jailer stands here glowering.
*** Range 4 (west) ***
A citizen of Maelbrim is here, hands calloused, shoulders squared.
(White Aura) An old, tired looking man stands here bent over a cane.
You scan up.
You scan down.
<303hp 585m 379mv 5hour where
Maelbrim is [TRIBUNAL] controlled. Players near you:
<PK> Xaexil (WANTED) The Forum
<303hp 585m 379mv 5hour w
Regent Avenue
Lined with tall trees and groomed shrubs, Regent Avenue is the western
half of the main east-west throughway that dissects Maelbrim in half.
Ostentatiously kept humbler than its position in Maelbrim would otherwise
dictate, those that designed it recognized that the role of a regent is to
fill the interim void that is left between sovereigns. While a sovereign in
power, the title is a reminder of the inferior position of rank. Therefore,
the road is not particularly wide, but it more than makes up for this in its
comfortable, aesthetic appeal. Regent Avenue continues west from here and
leads into the Forum to the east.
[Exits: east south west]
A bounty hunter for the Maelbrim jailer stands here glowering.
A zombie walks in.
A mummy walks in.
A flesh golem walks in.
A skeleton walks in.
A stone golem walks in.
<303hp 585m 377mv 5hour w
Regent Avenue
Lined with tall trees and groomed shrubs, Regent Avenue is the western
half of the main east-west throughway that dissects Maelbrim in half.
Ostentatiously kept humbler than its position in Maelbrim would otherwise
dictate, those that designed it recognized that the role of a regent is to
fill the interim void that is left between sovereigns. While a sovereign in
power, the title is a reminder of the inferior position of rank. Therefore,
the road is not particularly wide, but it more than makes up for this in its
comfortable, aesthetic appeal. Regent Avenue continues west and east from
here.
Some graffiti has been surreptitiously placed here, depicting a White Wolf.
[Exits: north east west]
A stone golem walks in.
A skeleton walks in.
A flesh golem walks in.
A mummy walks in.
A zombie walks in.
<303hp 585m 375mv 5hour w
Regent Avenue
Lined with tall trees and groomed shrubs, Regent Avenue is the western
half of the main east-west throughway that dissects Maelbrim in half.
Ostentatiously kept humbler than its position in Maelbrim would otherwise
dictate, those that designed it recognized that the role of a regent is to
fill the interim void that is left between sovereigns. While a sovereign in
power, the title is a reminder of the inferior position of rank. Therefore,
the road is not particularly wide, but it more than makes up for this in its
comfortable, aesthetic appeal. Regent Avenue continues east from here and
leads into Green Square to the west.
[Exits: north east south west]
A zombie walks in.
A mummy walks in.
A flesh golem walks in.
A skeleton walks in.
A stone golem walks in.
<303hp 585m 373mv 5hour w
w
Green Square
Much work has been put into Green Square since its construction. The
remaining rubble has been removed, the earth has been planted with new
bushes and some of the hardier flowers. A beautiful stone path leads
through the new plants. The practice field to the north and northwest can
be seen over a row of small bushes. Whereas the field is mostly used by the
military, Green Square is the people's domain. Still, it sees rough sorts
who head through here to get to the Milieu, which is to the northeast of
this position. Academy students and researchers can also often be found in
this area, as the Academy is in the district to the south of here. Vanguard
Point to the west marks the boundary of the inner city limits of Maelbrim.
[Exits: north east south west]
A big SIGN waiting to be read points north.
A large marble fountain carved into the shape of dolphins shoots water into the air.
A citizen of Maelbrim is here, hands calloused, shoulders squared.
(White Aura) An old, tired looking man stands here bent over a cane.
A stone golem walks in.
A skeleton walks in.
A flesh golem walks in.
A mummy walks in.
A zombie walks in.
<303hp 585m 370mv 5hour Regent Avenue
Lined with tall trees and groomed shrubs, Regent Avenue is the western
half of the main east-west throughway that dissects Maelbrim in half.
Ostentatiously kept humbler than its position in Maelbrim would otherwise
dictate, those that designed it recognized that the role of a regent is to
fill the interim void that is left between sovereigns. While a sovereign in
power, the title is a reminder of the inferior position of rank. Therefore,
the road is not particularly wide, but it more than makes up for this in its
comfortable, aesthetic appeal. Regent Avenue continues west from here and
leads into Green Square to the east.
[Exits: east south west]
A zombie walks in.
A mummy walks in.
A flesh golem walks in.
A skeleton walks in.
A stone golem walks in.
<303hp 585m 367mv 5hour
The day has begun.
<320hp 612m 392mv 6hour Timer now at 30 secs.
w
w
Regent Avenue
Lined with tall trees and groomed shrubs, Regent Avenue is the western
half of the main east-west throughway that dissects Maelbrim in half.
Ostentatiously kept humbler than its position in Maelbrim would otherwise
dictate, those that designed it recognized that the role of a regent is to
fill the interim void that is left between sovereigns. While a sovereign in
power, the title is a reminder of the inferior position of rank. Therefore,
the road is not particularly wide, but it more than makes up for this in its
comfortable, aesthetic appeal. Regent Avenue continues west and east from
here and a trail leads into a field to the north.
[Exits: north east south west]
A stone golem walks in.
A skeleton walks in.
A flesh golem walks in.
A mummy walks in.
A zombie walks in.
<320hp 612m 390mv 6hour w
w
Regent Avenue
Lined with tall trees and groomed shrubs, Regent Avenue is the western
half of the main east-west throughway that dissects Maelbrim in half.
Ostentatiously kept humbler than its position in Maelbrim would otherwise
dictate, those that designed it recognized that the role of a regent is to
fill the interim void that is left between sovereigns. While a sovereign in
power, the title is a reminder of the inferior position of rank. Therefore,
the road is not particularly wide, but it more than makes up for this in its
comfortable, aesthetic appeal. Regent Avenue continues east from here and
ends at Vanguard Point to the west.
[Exits: east west]
A zombie walks in.
A mummy walks in.
A flesh golem walks in.
A skeleton walks in.
A stone golem walks in.
<320hp 612m 388mv 6hour where
Vanguard Point
Vanguard Point is where once a mighty western gatehouse was located.
Although no such fortification exists today, it is still an important
checkpoint, inspecting those that would enter Maelbrim from this
direction. It bears the heart and soul of Maelbrim, one that trusts Val
Miran will not launch a surprise attack in the foreseeable future. Instead,
defensive preparations that would have been built up here have been
incorporated in the northern and eastern ends of the city. The point is
lined by rows of shrubs, and while delicately pruned, only plants as robust
as them can thrive in this semi-arid landscape that is the aftermath of the
previous city's destruction. Still, the road is well-traveled and the area
has not lost its importance. To the west is the Eastern Road, which leads
to Val Miran. To the east, the path works into Regent Avenue, which cuts
through Maelbrim.
[Exits: east west]
(White Aura) An Aberrant Guard scans the entrance to the city.
(White Aura) An Aberrant Guard scans the entrance to the city.
A stone golem walks in.
A skeleton walks in.
A flesh golem walks in.
A mummy walks in.
A zombie walks in.
<320hp 612m 386mv 6hour Nearing Vanguard Point
This is a wide cobbled road leading to and from the great city of
Maelbrim. East lies Vanguard Point, the unfortified western entrance to
Maelbrim. To the west, the Eastern Road leads on towards Val Miran.
[Exits: north east south west]
A zombie walks in.
A mummy walks in.
A flesh golem walks in.
A skeleton walks in.
A stone golem walks in.
<320hp 612m 384mv 6hour w
w
The Eastern Road is [NEXUS] controlled. Players near you:
<PK> Xaexil (WANTED) Nearing Vanguard Point
<PK> Obayana Nearing the Burned Cross Roads
<320hp 612m 384mv 6hour Near Vanguard Point
You stand along the Dragon Road, leading eastward into the massive
city of Maelbrim. The road continues westward all the way towards
Val Miran, and eventually to the Dead Sea. Large craggy spires rise
up all around you, and the chill mountain air is sweet and cool in
your lungs. Here, a large checkpoint has been set up by the Regent
of Maelbrim to keep out unwanted visitors.
[Exits: east west]
A stone golem walks in.
A skeleton walks in.
A flesh golem walks in.
A mummy walks in.
A zombie walks in.
<320hp 612m 382mv 6hour A gradually widening path
You manage to climb upward to this large plateau which now seems
to spread out for miles. Centered in the plateau, you can start
making out the sprawl of the great city of Maelbrim. The smell of
foods in the market and fireplace smoke start to greet your
nose.
[Exits: east west]
A zombie walks in.
A mummy walks in.
A flesh golem walks in.
A skeleton walks in.
A stone golem walks in.
<320hp 612m 379mv 6hour w
w
w
A Small Plateau in the Dragon's Teeth
You are on a small plateau. The Dragon's Teeth are all around you
now. Steep granite faces rise up on both sides. The trail you now
walk on was forged by little more than horse hooves and men's feet
as they trudged the way you now walk. The air is clean and fresh
here, but with the feeling of something foreboding in the air.
A small, unassuming doorway is set against the side of a hill.
[Exits: east (south) west]
A stone golem climbs in.
A skeleton climbs in.
A flesh golem climbs in.
A mummy climbs in.
A zombie climbs in.
<320hp 612m 374mv 6hour where
The Burned Road into the Dragon's Teeth
You are walking along a rugged, narrow path that leads through the
mountains of the Dragon's Teeth. Around you, canyon walls rise up to the
rocky crags and steep plateaus, forming a funnel through which the firewall
raged, it's force concentrated and reinforced. The canyon walls around you
are blackened and the ground is burned and cracked. A chilly wind blows
through the mountains, swirling up the ashes that then settle slowly down
again.
[Exits: east down]
A zombie climbs in.
A mummy climbs in.
A flesh golem climbs in.
A skeleton climbs in.
A stone golem climbs in.
<320hp 612m 367mv 6hour Alas, you cannot go that way.
<320hp 612m 367mv 6hour d
d
The Eastern Road is [NEXUS] controlled. Players near you:
<PK> Xaexil (WANTED) The Burned Road into the Dragon's Teeth
<PK> Obayana Leaving the Woodland
<320hp 612m 367mv 6hour The Burned Road into the Dragon's Teeth
You are walking along a rugged, narrow path that leads through the
mountains of the Dragon's Teeth. Around you, canyon walls rise up to the
rocky crags and steep plateaus, forming a funnel through which the firewall
raged, it's force concentrated and reinforced. The canyon walls around you
are blackened and the ground is burned and cracked. A chilly wind blows
through the mountains, swirling up the ashes that then settle slowly down
again.
[Exits: up down]
A stone golem climbs in.
A skeleton climbs in.
A flesh golem climbs in.
A mummy climbs in.
A zombie climbs in.
<320hp 612m 360mv 6hour The Burned Road into the Dragon's Teeth
You are walking along a rugged, narrow path that leads through the
mountains of the Dragon's Teeth. Around you, canyon walls rise up to the
rocky crags and steep plateaus, forming a funnel through which the firewall
raged, it's force concentrated and reinforced. The canyon walls around you
are blackened and the ground is burned and cracked. A chilly wind blows
through the mountains, swirling up the ashes that then settle slowly down
again.
[Exits: west up]
A zombie climbs in.
A mummy climbs in.
A flesh golem climbs in.
A skeleton climbs in.
A stone golem climbs in.
<320hp 612m 353mv 6hour w
d
The Burned Road into the Dragon's Teeth
You are walking along a rugged, narrow path that leads through the
mountains of the Dragon's Teeth. Around you, canyon walls rise up to the
rocky crags and steep plateaus, forming a funnel through which the firewall
raged, it's force concentrated and reinforced. The canyon walls around you
are blackened and the ground is burned and cracked. A chilly wind blows
through the mountains, swirling up the ashes that then settle slowly down
again.
[Exits: east down]
A stone golem climbs in.
A skeleton climbs in.
A flesh golem climbs in.
A mummy climbs in.
A zombie climbs in.
<320hp 612m 346mv 6hour The Burned Road into the Dragon's Teeth
You are walking along a rugged, narrow path that leads through the
mountains of the Dragon's Teeth. Around you, canyon walls rise up to the
rocky crags and steep plateaus, forming a funnel through which the firewall
raged, it's force concentrated and reinforced. The canyon walls around you
are blackened and the ground is burned and cracked. A chilly wind blows
through the mountains, swirling up the ashes that then settle slowly down
again.
[Exits: west up]
A Nexus Gateway crackles with hellish heat and unholy magics.
A zombie climbs in.
A mummy climbs in.
A flesh golem climbs in.
A skeleton climbs in.
A stone golem climbs in.
<320hp 612m 339mv 6hour w
w
The Burned Road into the Dragon's Teeth
You are walking along a rugged, narrow path that leads through the
mountains of the Dragon's Teeth. Around you, canyon walls rise up to the
rocky crags and steep plateaus, forming a funnel through which the firewall
raged, it's force concentrated and reinforced. The canyon walls around you
are blackened and the ground is burned and cracked. A chilly wind blows
through the mountains, swirling up the ashes that then settle slowly down
again.
[Exits: east west]
A Nexus Gateway crackles with hellish heat and unholy magics.
A stone golem climbs in.
A skeleton climbs in.
A flesh golem climbs in.
A mummy climbs in.
A zombie climbs in.
<320hp 612m 332mv 6hour The Burned Road into the Dragon's Teeth
You are walking along a rugged, narrow path that leads through the
mountains of the Dragon's Teeth. Around you, canyon walls rise up to the
rocky crags and steep plateaus, forming a funnel through which the firewall
raged, it's force concentrated and reinforced. The canyon walls around you
are blackened and the ground is burned and cracked. A chilly wind blows
through the mountains, swirling up the ashes that then settle slowly down
again.
[Exits: east south]
A zombie climbs in.
A mummy climbs in.
A flesh golem climbs in.
A skeleton climbs in.
A stone golem climbs in.
<320hp 612m 325mv 6hour s
The Burned Road into the Dragon's Teeth
You are walking along a rugged, narrow path that leads through the
mountains of the Dragon's Teeth. Around you, canyon walls rise up to the
rocky crags and steep plateaus, forming a funnel through which the firewall
raged, it's force concentrated and reinforced. The canyon walls around you
are blackened and the ground is burned and cracked. A chilly wind blows
through the mountains, swirling up the ashes that then settle slowly down
again.
[Exits: north west]
A stone golem climbs in.
A skeleton climbs in.
A flesh golem climbs in.
A mummy climbs in.
A zombie climbs in.
<320hp 612m 318mv 6hour w
w
The Base of the Dragon's Teeth
You stand amid gradually inclining foothills. The Dragon's Teeth
mountains rise up before you, rugged faces and snowy peaks, while the easier
route lies downwards, descending into the burned valley that leads
eventually into Val Miran.
[Exits: east west]
A zombie walks in.
A mummy walks in.
A flesh golem walks in.
A skeleton walks in.
A stone golem walks in.
<320hp 612m 313mv 6hour w
w
Nearing the Crossroads
The path is nearly gone. Now a small trail of blackened gravel and
half-molten river stones lead the way. To the east, mountains are before
you, rising up into the heavens, and to the west, a long stretch of burned
plains lies before you.
[Exits: east west]
A herbal brew is here.
A stone golem walks in.
A skeleton walks in.
A flesh golem walks in.
A mummy walks in.
A zombie walks in.
<320hp 612m 307mv 6hour The Burned Crossroads
Here, the great eastern road intersects with a smaller, older road that
now runs southward to Fort Blackwatch. The ground around you is burned and
blackened as if from a great fire. The burned outskirts of Val Miran lie to
your west. Eastward, the great Dragon's Teeth rise up almost immediately.
[Exits: north east south west]
A Nexus Gateway crackles with hellish heat and unholy magics.
A young werebeast stands here, leaning on his spear.
A zombie walks in.
A mummy walks in.
A flesh golem walks in.
A skeleton walks in.
A stone golem walks in.
A werebeast looks into the sky.
A werebeast says in Beastial 'I like the weather today.'
A werebeast says in Beastial 'The forest looks so peaceful.'
<320hp 612m 299mv 6hour Nearing the Burned Cross Roads
The road begins to dwindle as the hills of the Dragon's Teeth turn into
mountains, burned vegetation crushing under your feet. The fields here are
bare and covered with swirling ashes, the whole landscape dreamlike, though
more out of a nightmare than anything else. Val Miran is a tiny speck on
the wester horizon, and the tall peaks of the Dragon's Teeth rise up to the
east.
[Exits: north east]
A stone golem walks in.
A skeleton walks in.
A flesh golem walks in.
A mummy walks in.
A zombie walks in.
<320hp 612m 291mv 6hour n
Lower Foothills
A slight lift in altitude and increasingly rugged terrain welcomes you
into the lower foothills of the Dragon's Teeth. The air has cooled slightly
and the rocky path leads south deeper into the hills. A lighter path heads
north into a greener less hilly area.
The ground is blackened as if from a recent fire.
[Exits: north south west]
A large bloodstain with body parts scattered around it.
A zombie walks in.
A mummy walks in.
A flesh golem walks in.
A skeleton walks in.
A stone golem walks in.
<320hp 612m 285mv 6hour sca w
You scan west.
*** Range 1 (west) ***
A troop of storm giant soldiers is here.
A cart bearing supplies is here.
Eulau, Hight Lady of the Righteous Palm is here, commanding her troops.
*** Range 3 (west) ***
A large flock of crows nearly turns the trees black here.
<320hp 612m 285mv 6hour w
w
Leaving the Woodland
The woodland begins to dissipate and the ground becomes hillier as you
find yourself leaving the leafy enclosure. Fields with tall grass sway
gently in the wind north of you and eastwards the land ascends into the
lower foothills of the Dragon's Teeth.
[Exits: east west]
A horde of Demons hovers overhead, their talons dripping blood.
A troop of storm giant soldiers is here.
A cart bearing supplies is here.
Eulau, Hight Lady of the Righteous Palm is here, commanding her troops.
A stone golem walks in.
A skeleton walks in.
A flesh golem walks in.
A mummy walks in.
A zombie walks in.
<320hp 612m 281mv 6hour A Small Clearing
You find yourself in a small clearing in the woods. The trees are even
more sparse here and you can clearly make out the foothills of the Dragon's
Teeth and, even beyond that, the snow capped peaks of the mountains.
North of you large oaks arch over to meet each other forming the entrance to
a wide grove.
[Exits: north east west]
A Nexus Gateway crackles with hellish heat and unholy magics.
A zombie walks in.
A mummy walks in.
A flesh golem walks in.
A skeleton walks in.
A stone golem walks in.
<320hp 612m 277mv 6hour n
Entrance to Elderwood
The forest of Elderwood spreads out majestically before you. Spruce
hemlock, fir, berry bushes, sword ferns and of course the mysterious
elderwood trees create a multiple canopied understory that towers over you.
Light sprinkles through the canopy, dancing here and there with the gentle
sway of the wind. Moss softens your footfalls and enhances the peaceful
tranquility of this ancient place.
[Exits: north south]
A long slender staff with clouds engraved on its surface.
A stone golem walks in.
A skeleton walks in.
A flesh golem walks in.
A mummy walks in.
A zombie walks in.
<320hp 612m 273mv 6hour where
Elderwood is [NEXUS] controlled. Players near you:
<PK> Xaexil (WANTED) Entrance to Elderwood
<320hp 612m 273mv 6hour s
w
w
w
w
w
A Small Clearing
You find yourself in a small clearing in the woods. The trees are even
more sparse here and you can clearly make out the foothills of the Dragon's
Teeth and, even beyond that, the snow capped peaks of the mountains.
North of you large oaks arch over to meet each other forming the entrance to
a wide grove.
[Exits: north east west]
A Nexus Gateway crackles with hellish heat and unholy magics.
A zombie walks in.
A mummy walks in.
A flesh golem walks in.
A skeleton walks in.
A stone golem walks in.
<320hp 612m 269mv 6hour w
Thickening Woods
The trees thicken slightly around you but your path is still clearly
visible having been worn down by many feet. The land under foot becomes a
little more rugged as you sense the terrain becoming slightly more uneven.
[Exits: east west]
A large flock of crows nearly turns the trees black here.
A stone golem walks in.
A skeleton walks in.
A flesh golem walks in.
A mummy walks in.
A zombie walks in.
<320hp 612m 265mv 6hour Light Woods
You are on a small path running through a light woodland.. The trees are
quite thinly arranged and you can still clearly make out the foothills of
the Dragon's Teeth eastward. The happy chirping of birds completes this
serene setting.
[Exits: east west]
A zombie walks in.
A mummy walks in.
A flesh golem walks in.
A skeleton walks in.
A stone golem walks in.
<320hp 612m 261mv 6hour The Eastern Checkpoint
A small path enters a light woods to the east. Once abandoned, this camp
is now in use again. An odd mixture of fighters patrol this checkpoint now,
ranging from Knight troops to wild animals to elementals.
[Exits: east west]
A stone golem walks in.
A skeleton walks in.
A flesh golem walks in.
A mummy walks in.
A zombie walks in.
<320hp 612m 258mv 6hour The Grasslands
You are walking farther into the grasslands of Eastern Val Miran, often
called the Miran Steppe, but many of the local farmers. The Dragon's Teeth
mountains, still far in the distance, seem to tower, with white peaks, far
to the east, while the gates of Val Miran lie due west.
[Exits: east west]
A zombie walks in.
A mummy walks in.
A flesh golem walks in.
A skeleton walks in.
A stone golem walks in.
<320hp 612m 255mv 6hour The Eastern Road
You are on the Eastern Road which runs from Val Miran directly east into
the jagged peaks of the Dragon's Teeth, the large mountain range which
separates Aabahran from East and West. You can see them rise up in the far
horizon. Wind rustles the grass here, which stands tall around you, and
smells of fresh cut hay, wheat, and barley.
[Exits: east west]
A Nexus Gateway crackles with hellish heat and unholy magics.
The remnants of a heavy Battering Ram lie to the side of the road, burned and hacked apart.
A stone golem walks in.
A skeleton walks in.
A flesh golem walks in.
A mummy walks in.
A zombie walks in.
<320hp 612m 252mv 6hour w
The Eastern Gate of Val Miran
You stand amid the Eastern Battlements of Val Miran. The Gate, which had
been completely destroyed by the feral army overrunning it, is now slowly
being repaired. Masons and other workers and craftsmen are hard at work,
repairing the walls and building a new Gate, obviously including some iron
works. A blacksmith is happily hammering away at something together with
two apprentices.
[Exits: north east south west up]
(White Aura) A Gateguard is here, member of the Praetorian Guard.
A group of elven archers watches for trouble here.
A heavy trebuchet is here.
A catapult is here, accompanied by a group of guards.
A regiment of Righteous Palm guards patrols the streets here.
Several dwarven masons have set up shop here, protected by heavily armored dwarven berserkers.
(White Aura) A Gateguard is here, member of the Praetorian Guard.
A zombie walks in.
A mummy walks in.
A Praetorian Guardsman steps aside and allow you to pass it.
A flesh golem walks in.
A regiment of storm giant guards steps aside and allow you to pass it.
A skeleton walks in.
A stone golem walks in.
A regiment of storm giant guards says 'I'll be keeping my eye on you, stone.'
A regiment of storm giant guards says 'I'll be keeping my eye on you, Xaexil.'
A Praetorian Guardsman says in Vosh 'Greetings adventurer, welcome to Val Miran.'
A Praetorian Guardsman steps aside and allow you to pass him.
<320hp 612m 250mv 6hour where
Queen Isabeau Avenue
You walk along the cobbled walk of Queen Isabeau Avenue. This is
the commercial district of Val Miran, and shops litter the buildings
around you hawkers cry their auctions, and proffer goods to you.
To the east lies the Eastern Square of Val Miran, where all of
the Lightwalkers generally gather.
Now though, the streets are nearly deserted, only the occasional guard running by.
[Exits: east west]
A stone golem walks in.
A skeleton walks in.
A flesh golem walks in.
A mummy walks in.
A zombie walks in.
<320hp 612m 248mv 6hour w
ValMiran is [TRIBUNAL] controlled. Players near you:
<PK> Xaexil (WANTED) Queen Isabeau Avenue
<PK> Obayana [TRIBUNAL] Piles of Wood and Stone
<320hp 612m 248mv 6hour Queen Isabeau Avenue
You walk along the cobbled walk of Queen Isabeau Avenue. This is
the commercial district of Val Miran, and shops litter the buildings
around you hawkers cry their auctions, and proffer goods to you.
To the east lies the Eastern Square of Val Miran, where all of
the Lightwalkers generally gather.
[Exits: east west]
A zombie walks in.
A mummy walks in.
A flesh golem walks in.
A skeleton walks in.
A stone golem walks in.
<320hp 612m 246mv 6hour w
The Eastern Square of Val Miran
You stand amid the Eastern Square of Val Miran. North of you is
the Temple of Light, where all of those who follow the path of
the righteous can offer sacrifices. South is the eastern train-
ing ground, and further to the east you see the massive battle-
ments of Val Miran.
[Exits: north east south west]
A herbal brew is here.
A granite fountain is here, gushing forth fresh water.
A stone golem walks in.
A skeleton walks in.
A flesh golem walks in.
A mummy walks in.
A zombie walks in.
<320hp 612m 244mv 6hour w
Queen Isabeau Avenue
You walk along the cobbled walk of Queen Isabeau Avenue. This is
the commercial district of Val Miran, and shops litter the buildings
around you hawkers cry their auctions, and proffer goods to you.
To the east lies the Eastern Square of Val Miran, where all of
the Lightwalkers generally gather.
[Exits: north east south west]
A zombie walks in.
A mummy walks in.
A flesh golem walks in.
A skeleton walks in.
A stone golem walks in.
<320hp 612m 242mv 6hour w
Queen Isabeau Avenue
You walk along the cobbled walk of Queen Isabeau Avenue. This is
the commercial district of Val Miran, and shops litter the buildings
around you hawkers cry their auctions, and proffer goods to you.
To the east lies the Eastern Square of Val Miran, where all of
the Lightwalkers generally gather.
[Exits: north east south west]
A stone golem walks in.
A skeleton walks in.
A flesh golem walks in.
A mummy walks in.
A zombie walks in.
<320hp 612m 240mv 6hour w
Piles of Wood and Stone
The eastern dam has also been dismantled, its materials stacked in neat
piles to the side of the road. The ground is still very wet and soggy here,
making footing difficult.
[Exits: north east south west]
A zombie walks in.
A mummy walks in.
A flesh golem walks in.
A skeleton walks in.
A stone golem walks in.
<320hp 612m 238mv 6hour where
ValMiran is [TRIBUNAL] controlled. Players near you:
<PK> Xaexil (WANTED) Piles of Wood and Stone
<PK> Obayana [TRIBUNAL] Thawed Devastation
<320hp 612m 238mv 6hour w
The Central Square of Val Miran
The central square has been thawed again and most of the brackish,
yellowish-brown water has drained away. A few puddles are still on the
ground. Half-decomposed plants and debris covers the square, making the
footing over the torn up stone even more tricky.
[Exits: north east south west up]
A regiment of Righteous Palm guards patrols the streets here.
A regiment of young Knights has joined their brethren here.
A regiment of Righteous Palm guards patrols the streets here.
A competent looking group of archers is here, longbows at the ready.
A stone golem walks in.
A skeleton walks in.
A flesh golem walks in.
A regiment of storm giant guards steps aside and allow you to pass it.
A mummy walks in.
A zombie walks in.
A regiment of storm giant guards says 'I'll be keeping my eye on you, Xaexil.'
<320hp 612m 236mv 6hour w
Thawed Devastation
You walk through hip high brackish waters over debris and rubble that
used to be Queen Isabeau Avenue. This used to be the commercial district of
Val Miran, but now most shops are destroyed and abandoned. The street has
been torn up by the undead host passing by some time ago, making footing
tricky and dangerous. The ice used to destroy the fungus has cracked open
the remaining stone and completed the destruction. A few dead brown plants
float around in the mess.
[Exits: north east south west]
A zombie swims in.
A mummy swims in.
A flesh golem swims in.
A skeleton swims in.
A stone golem swims in.
<320hp 612m 233mv 6hour w
Thawed Devastation
You walk through hip high brackish waters over debris and rubble that
used to be Queen Isabeau Avenue. This used to be the commercial district of
Val Miran, but now most shops are destroyed and abandoned. The street has
been torn up by the undead host passing by some time ago, making footing
tricky and dangerous. The ice used to destroy the fungus has cracked open
the remaining stone and completed the destruction. A few dead brown plants
float around in the mess.
[Exits: north east south west]
Obayana the Unholy Knight is here, sitting astride a warhorse.
A stone golem swims in.
A skeleton swims in.
A flesh golem swims in.
A mummy swims in.
A zombie swims in.
<320hp 612m 228mv 6hour w
Before the Western Dam
You walk through hip high brackish waters over debris and rubble that
used to be Queen Isabeau Avenue. This used to be the commercial district of
Val Miran, but now most shops are destroyed and abandoned. The street has
been torn up by the undead host passing by some time ago, making footing
tricky and dangerous. The ice used to destroy the fungus has cracked open
the remaining stone and completed the destruction. A few dead brown plants
float around in the mess.
To the west, the western dam raises, covered in icicles.
[Exits: north east south west]
A zombie swims in.
A mummy swims in.
A flesh golem swims in.
A skeleton swims in.
A stone golem swims in.
<320hp 612m 223mv 6hour oo
They aren't here.
<320hp 612m 223mv 6hour e
Thawed Devastation
You walk through hip high brackish waters over debris and rubble that
used to be Queen Isabeau Avenue. This used to be the commercial district of
Val Miran, but now most shops are destroyed and abandoned. The street has
been torn up by the undead host passing by some time ago, making footing
tricky and dangerous. The ice used to destroy the fungus has cracked open
the remaining stone and completed the destruction. A few dead brown plants
float around in the mess.
[Exits: north east south west]
A stone golem swims in.
A skeleton swims in.
A flesh golem swims in.
A mummy swims in.
A zombie swims in.
<320hp 612m 218mv 6hour oo
TICK IN 5 SECONDS.
They aren't here.
<320hp 612m 218mv 6hour e
Thawed Devastation
You walk through hip high brackish waters over debris and rubble that
used to be Queen Isabeau Avenue. This used to be the commercial district of
Val Miran, but now most shops are destroyed and abandoned. The street has
been torn up by the undead host passing by some time ago, making footing
tricky and dangerous. The ice used to destroy the fungus has cracked open
the remaining stone and completed the destruction. A few dead brown plants
float around in the mess.
[Exits: north east south west]
Obayana the Unholy Knight is here, sitting astride a warhorse.
A zombie swims in.
A mummy swims in.
A flesh golem swims in.
A skeleton swims in.
A stone golem swims in.
Obayana rides east.
<320hp 612m 213mv 6hour sca
You scan all around.
You scan north.
*** Range 1 (north) ***
A Caravan bearing crests of Valmiran is here.
Adanion the mercenary is here collecting money for the services of his men.
You scan east.
*** Range 1 (east) ***
Obayana the Unholy Knight is here, sitting astride a warhorse.
A regiment of Righteous Palm guards patrols the streets here.
A regiment of young Knights has joined their brethren here.
A regiment of Righteous Palm guards patrols the streets here.
A competent looking group of archers is here, longbows at the ready.
You scan south.
*** Range 1 (south) ***
Wilson the Mapmaker works on his latest document.
You scan west.
*** Range 4 (west) ***
A group of mages is here, making sure any material coated with the fungus is frozen through.
A group of healers is here, surrounding the mages.
A regiment of heavily armed crusaders is here.
A heavy trebuchet is here.
*** Range 5 (west) ***
Only a few blackened wooden beams remain of the once proud Soulfarer.
(White Aura) An immense multi-headed Hydra swims around in the lake happily, hunting fish.
You scan up.
You scan down.
<320hp 612m 213mv 6hour oo
They aren't here.
<320hp 612m 213mv 6hour e
The Central Square of Val Miran
The central square has been thawed again and most of the brackish,
yellowish-brown water has drained away. A few puddles are still on the
ground. Half-decomposed plants and debris covers the square, making the
footing over the torn up stone even more tricky.
[Exits: north east south west up]
Obayana the Unholy Knight is here, sitting astride a warhorse.
A regiment of Righteous Palm guards patrols the streets here.
A regiment of young Knights has joined their brethren here.
A regiment of Righteous Palm guards patrols the streets here.
A competent looking group of archers is here, longbows at the ready.
A stone golem walks in.
A skeleton walks in.
A regiment of storm giant guards examines skeleton carefully.
A flesh golem walks in.
A mummy walks in.
A zombie walks in.
A regiment of storm giant guards steps aside and allow you to pass it.
Obayana rides east.
<320hp 612m 210mv 6hour e
oo
Piles of Wood and Stone
The eastern dam has also been dismantled, its materials stacked in neat
piles to the side of the road. The ground is still very wet and soggy here,
making footing difficult.
[Exits: north east south west]
Obayana the Unholy Knight is here, sitting astride a warhorse.
A zombie walks in.
A mummy walks in.
A flesh golem walks in.
A skeleton walks in.
A stone golem walks in.
<320hp 612m 208mv 6hour oo
Obayana yells 'Help someone is attacking me!'
Obayana draws his weapon.
Obayana wields 'Ajitaabha' the Shard of Wisdom.
Your acid blast MANGLES Obayana!
Obayana blocks your attack with his shield.
Obayana parries your attack.
A zombie's beating maims Obayana!
A zombie's beating maims Obayana!
A mummy's disease DISMEMBERS Obayana!
A mummy tries to disarm Obayana's shield, but fails.
A skeleton's cleave wounds Obayana.
Obayana's rays DISMEMBER you!
Obayana's rays MANGLE you!
You sure are BLEEDING!
Obayana has quite a few wounds.
Xaexil: [===|---|---|---]
<177hp 592m 208mv 6hour
Obayana has fled!
Obayana rides west.
<177hp 592m 208mv 6hour
The sun rises in the east.
<192hp 621m 233mv 7hour Timer now at 30 secs.
They aren't here.
<192hp 621m 233mv 7hour e
Queen Isabeau Avenue
You walk along the cobbled walk of Queen Isabeau Avenue. This is
the commercial district of Val Miran, and shops litter the buildings
around you hawkers cry their auctions, and proffer goods to you.
To the east lies the Eastern Square of Val Miran, where all of
the Lightwalkers generally gather.
[Exits: north east south west]
A stone golem walks in.
A skeleton walks in.
A flesh golem walks in.
A mummy walks in.
A zombie walks in.
<192hp 621m 231mv 7hour w
Piles of Wood and Stone
The eastern dam has also been dismantled, its materials stacked in neat
piles to the side of the road. The ground is still very wet and soggy here,
making footing difficult.
[Exits: north east south west]
A zombie walks in.
A mummy walks in.
A flesh golem walks in.
A skeleton walks in.
A stone golem walks in.
<192hp 621m 229mv 7hour w
The Central Square of Val Miran
The central square has been thawed again and most of the brackish,
yellowish-brown water has drained away. A few puddles are still on the
ground. Half-decomposed plants and debris covers the square, making the
footing over the torn up stone even more tricky.
[Exits: north east south west up]
Obayana the Unholy Knight is here, sitting astride a warhorse.
A regiment of Righteous Palm guards patrols the streets here.
A regiment of young Knights has joined their brethren here.
A regiment of Righteous Palm guards patrols the streets here.
A competent looking group of archers is here, longbows at the ready.
A stone golem walks in.
A regiment of storm giant guards says 'I'll be keeping my eye on you, stone.'
A skeleton walks in.
A flesh golem walks in.
A mummy walks in.
A zombie walks in.
A regiment of storm giant guards says 'I'll be keeping my eye on you, zombie.'
A regiment of storm giant guards says 'I'll be keeping my eye on you, zombie.'
Obayana utters the words, 'judicandus dies'.
Obayana doesn't look as sluggish.
<192hp 621m 227mv 7hour sca
You scan all around.
You scan north.
*** Range 1 (north) ***
A Blood Guard Patroller stands firmly at the entrance.
*** Range 4 (north) ***
A regiment of Righteous Palm guards patrols the streets here.
You scan east.
You scan south.
*** Range 4 (south) ***
A regiment of Righteous Palm guards patrols the streets here.
A catapult is here, accompanied by a group of guards.
A regiment of heavily armed crusaders is here.
A regiment of Righteous Palm guards patrols the streets here.
A regiment of young Knights has joined their brethren here.
A competent looking group of archers is here, longbows at the ready.
You scan west.
*** Range 5 (west) ***
A group of mages is here, making sure any material coated with the fungus is frozen through.
A group of healers is here, surrounding the mages.
A regiment of heavily armed crusaders is here.
A heavy trebuchet is here.
*** Range 6 (west) ***
Only a few blackened wooden beams remain of the once proud Soulfarer.
(White Aura) An immense multi-headed Hydra swims around in the lake happily, hunting fish.
You scan up.
You scan down.
<192hp 621m 227mv 7hour w
Thawed Devastation
You walk through hip high brackish waters over debris and rubble that
used to be Queen Isabeau Avenue. This used to be the commercial district of
Val Miran, but now most shops are destroyed and abandoned. The street has
been torn up by the undead host passing by some time ago, making footing
tricky and dangerous. The ice used to destroy the fungus has cracked open
the remaining stone and completed the destruction. A few dead brown plants
float around in the mess.
[Exits: north east south west]
A zombie swims in.
A mummy swims in.
A flesh golem swims in.
A skeleton swims in.
A stone golem swims in.
<192hp 621m 224mv 7hour af
You are affected by the following:
Spell: powerword stun : for 22 hours
Spell: protective shield: for 4 hours
Spell: detect magic : for 48 hours
Spell: sanctuary : for 2 hours
Spell: pass door : for 0 hours
Spell: detect invis : for 0 hours
<192hp 621m 224mv 7hour e
sca
The Central Square of Val Miran
The central square has been thawed again and most of the brackish,
yellowish-brown water has drained away. A few puddles are still on the
ground. Half-decomposed plants and debris covers the square, making the
footing over the torn up stone even more tricky.
[Exits: north east south west up]
Obayana the Unholy Knight is here, sitting astride a warhorse.
A regiment of Righteous Palm guards patrols the streets here.
A regiment of young Knights has joined their brethren here.
A regiment of Righteous Palm guards patrols the streets here.
A competent looking group of archers is here, longbows at the ready.
A stone golem walks in.
A skeleton walks in.
A regiment of storm giant guards says 'I'll be keeping my eye on you, skeleton.'
A flesh golem walks in.
A mummy walks in.
A zombie walks in.
A regiment of storm giant guards steps aside and allow you to pass it.
<192hp 621m 221mv 7hour You scan all around.
You scan north.
*** Range 1 (north) ***
A Blood Guard Patroller stands firmly at the entrance.
*** Range 4 (north) ***
A regiment of Righteous Palm guards patrols the streets here.
You scan east.
You scan south.
*** Range 4 (south) ***
A regiment of Righteous Palm guards patrols the streets here.
A catapult is here, accompanied by a group of guards.
A regiment of heavily armed crusaders is here.
A regiment of Righteous Palm guards patrols the streets here.
A regiment of young Knights has joined their brethren here.
A competent looking group of archers is here, longbows at the ready.
You scan west.
*** Range 5 (west) ***
A group of mages is here, making sure any material coated with the fungus is frozen through.
A group of healers is here, surrounding the mages.
A regiment of heavily armed crusaders is here.
A heavy trebuchet is here.
*** Range 6 (west) ***
Only a few blackened wooden beams remain of the once proud Soulfarer.
(White Aura) An immense multi-headed Hydra swims around in the lake happily, hunting fish.
You scan up.
You scan down.
<192hp 621m 221mv 7hour oo
Obayana yells 'Help someone is attacking me!'
Your acid blast === DISINTEGRATES === Obayana!
Obayana has some big nasty wounds and scratches.
Xaexil: [===|---|---|---]
<192hp 601m 221mv 7hour
Obayana parries your attack.
Obayana parries your attack.
A zombie sends Obayana sprawling with a powerful bash.
A zombie's bash MUTILATES Obayana!
Obayana's fingers flare with mystical power as he strikes A zombie with magic potency.
Obayana's magic missile hits A zombie.
Obayana's magic missile grazes A zombie.
Obayana's magic missile injures A zombie.
Obayana's magic missile grazes A zombie.
A mummy's disease MASSACRES Obayana!
A mummy's disease MASSACRES Obayana!
A skeleton's cleave mauls Obayana.
A skeleton tries to disarm Obayana's shield, but fails.
Obayana's rays MASSACRE you!
You sure are BLEEDING!
Obayana's rays DISMEMBER you!
You sure are BLEEDING!
Obayana's rays miss you.
Obayana looks pretty hurt.
Xaexil: [=--|---|---|---]
<54hp 601m 221mv 7hour pp
A mummy rescues you!
Ok.
<54hp 601m 221mv 7hour
A zombie's beating maims Obayana!
A mummy's disease DISMEMBERS Obayana!
A mummy tries to disarm Obayana's shield, but fails.
A flesh golem's slash decimates Obayana!
A skeleton's cleave mauls Obayana.
A skeleton's cleave injures Obayana.
<54hp 601m 221mv 7hour oo
A regiment of storm giant guards yells 'You will pay for your crimes Xaexil!'
A regiment of storm giant guards seems to change in size and shape to match yours.
You parry a regiment of storm giant guards's attack.
A regiment of storm giant guards yells 'You will pay for your crimes Xaexil!'
A regiment of storm giant guards seems to change in size and shape to match yours.
A mummy jumps in front of you!
Your shocking bite mauls a regiment of storm giant guards.
Your shocking bite mauls a regiment of storm giant guards.
A flesh golem's slash wounds Obayana.
A skeleton's cleave mauls Obayana.
A mummy jumps in front of you!
A regiment of storm giant guards's slash hits you.
You sure are BLEEDING!
A regiment of storm giant guards has a few scratches.
Xaexil: [=--|---|---|---]
<43hp 601m 221mv 7hour
Obayana has fled!
Obayana rides up.
A regiment of storm giant guards has a few scratches.
Xaexil: [=--|---|---|---]
<43hp 601m 221mv 7hour They aren't here.
A regiment of storm giant guards has a few scratches.
Xaexil: [=--|---|---|---]
<43hp 601m 221mv 7hour oo
They aren't here.
A regiment of storm giant guards has a few scratches.
Xaexil: [=--|---|---|---]
<43hp 601m 221mv 7hour oo
They aren't here.
A regiment of storm giant guards has a few scratches.
Xaexil: [=--|---|---|---]
<43hp 601m 221mv 7hour fle
You flee from combat!
Thawed Devastation
You walk through hip high brackish waters over debris and rubble that
used to be Queen Isabeau Avenue. This used to be the commercial district of
Val Miran, but now most shops are destroyed and abandoned. The street has
been torn up by the undead host passing by some time ago, making footing
tricky and dangerous. The ice used to destroy the fungus has cracked open
the remaining stone and completed the destruction. A few dead brown plants
float around in the mess.
[Exits: north east south west]
A zombie swims in.
A mummy swims in.
A flesh golem swims in.
A skeleton swims in.
A stone golem swims in.
<43hp 601m 218mv 7hour oo
sca
They aren't here.
<43hp 601m 218mv 7hour You scan all around.
You scan north.
*** Range 1 (north) ***
A Caravan bearing crests of Valmiran is here.
Adanion the mercenary is here collecting money for the services of his men.
You scan east.
*** Range 1 (east) ***
A regiment of Righteous Palm guards patrols the streets here.
A regiment of young Knights has joined their brethren here.
A regiment of Righteous Palm guards patrols the streets here.
A competent looking group of archers is here, longbows at the ready.
You scan south.
*** Range 1 (south) ***
Wilson the Mapmaker works on his latest document.
You scan west.
*** Range 4 (west) ***
A group of mages is here, making sure any material coated with the fungus is frozen through.
A group of healers is here, surrounding the mages.
A regiment of heavily armed crusaders is here.
A heavy trebuchet is here.
*** Range 5 (west) ***
Only a few blackened wooden beams remain of the once proud Soulfarer.
(White Aura) An immense multi-headed Hydra swims around in the lake happily, hunting fish.
You scan up.
You scan down.
<43hp 601m 218mv 7hour oo
They aren't here.
<43hp 601m 218mv 7hour e
The Central Square of Val Miran
The central square has been thawed again and most of the brackish,
yellowish-brown water has drained away. A few puddles are still on the
ground. Half-decomposed plants and debris covers the square, making the
footing over the torn up stone even more tricky.
[Exits: north east south west up]
A regiment of Righteous Palm guards patrols the streets here.
A regiment of young Knights has joined their brethren here.
A regiment of Righteous Palm guards patrols the streets here.
A competent looking group of archers is here, longbows at the ready.
A stone golem walks in.
A skeleton walks in.
A flesh golem walks in.
A regiment of storm giant guards steps aside and allow you to pass it.
A mummy walks in.
A zombie walks in.
A regiment of storm giant guards examines zombie carefully.
<43hp 601m 215mv 7hour u
Before the Temple of Neutrality
You stand before the entrance to the Great Temple of Neutrality.
It is an impressive edifice, built on large stone arches that
actually rest above the Central Square of Val Miran. Large
valuted ceilings rise up and are adorned with intricately carved
birds and figures. North lies the offering chamber.
[Exits: north down]
A granite fountain is here filled with water for the thirsty.
Obayana the Unholy Knight is here, sitting astride a warhorse.
A zombie walks in.
A mummy walks in.
A flesh golem walks in.
A skeleton walks in.
A stone golem walks in.
<43hp 601m 214mv 7hour
Obayana rides north.
<43hp 601m 214mv 7hour o
TICK IN 5 SECONDS.
Order whom to do what?
<43hp 601m 214mv 7hour n
Before the Tower Altar
You stand at the peak of the Temple of Neutrality. A powerful
high priest stand here, granting divinations and heals to those
who are sick or needy. A large vault rests in the center of the
room to place offerings.
[Exits: south]
A pit of offering is here to store mortal gifts to the gods.
Obayana the Unholy Knight is here, sitting astride a warhorse.
A Militia Relief Officer stands here offering water and lights to citizens
(White Aura) Dante the old priest is here meditating to the gods.
A stone golem walks in.
A skeleton walks in.
A flesh golem walks in.
A mummy walks in.
A zombie walks in.
<43hp 601m 213mv 7hour oo
Obayana yells 'Help someone is attacking me!'
Your acid blast MANGLES Obayana!
Obayana is stunned, but will probably recover.
Obayana is in awful condition.
Xaexil: [=--|---|---|---]
<43hp 581m 213mv 7hour
Your shocking bite devastates Obayana!
Obayana is DEAD!!
You receive 341 experience points.
'Ajitaabha' the Shard of Wisdom emits a shrill whine as Obayana dies!
You expertly extract a still warm brain from Obayana's corpse.
<43hp 581m 213mv 7hour l i cor
The corpse of Obayana holds:
a Culet of Obsidian Leaves adorned with an oval flake of flint
a leather quiver
a sturdy backpack
a light kayak
(Glowing) a Blackwatch Sword
(Glowing) (Humming) a blood encrusted spiked steel bracelet
a ranger's knapsack
(Humming) a Nimbus of Power
(Magical) (Glowing) (Humming) a Crested Shield of Eternal Darkness
(Humming) a chain linked belt
(Humming) the Rune of Salvation
(Glowing) a vial of strange blood
pyerite sleeves
( 2) (Glowing) a Ring of Accuracy
(Glowing) an Undead Fist
(Humming) a keeper's tunic adorned with a demon tongue
(Humming) the mask of Ultimate Evil
the Ring of Abyss
a jadeite stud
'Khyer-Dirohm', the Vorpal Sword of Atonement
an Executioner's hood
a steel-linked whip
(Glowing) a pair of galebinder mitts
(Magical) (Glowing) the edge of a waterfall
(Magical) the Ranger Lord's Stetson
a string with a bunny paw
a potion of recall
the void leggings
a vial of sparkling liquid
(Humming) a cloudy potion
a barrel of milk
a little bag marked 'Trugh'
(Glowing) (Humming) a bracelet of eternal lies
a herbal brew
63984 gold coins
You can see 36 items in the corpse of Obayana.
<43hp 581m 213mv 7hour get coi cor
You get 63984 gold coins from the corpse of Obayana.
<43hp 581m 213mv 7hour get ac cor
get ac cor
get ac cor
You get a Ring of Accuracy from the corpse of Obayana.
<43hp 581m 213mv 7hour You get a Ring of Accuracy from the corpse of Obayana.
<43hp 581m 213mv 7hour I see nothing like that in the cor.
<43hp 581m 213mv 7hour get paw cor
You get a string with a bunny paw from the corpse of Obayana.
<43hp 581m 213mv 7hour
Obayana tells you 'Well done'
<43hp 581m 213mv 7hour get ad cor
I see nothing like that in the cor.
<43hp 581m 213mv 7hour get ad cor
I see nothing like that in the cor.
<43hp 581m 213mv 7hour l i cor
The corpse of Obayana holds:
a Culet of Obsidian Leaves adorned with an oval flake of flint
a leather quiver
a sturdy backpack
a light kayak
(Glowing) a Blackwatch Sword
(Glowing) (Humming) a blood encrusted spiked steel bracelet
a ranger's knapsack
(Humming) a Nimbus of Power
(Magical) (Glowing) (Humming) a Crested Shield of Eternal Darkness
(Humming) a chain linked belt
(Humming) the Rune of Salvation
(Glowing) a vial of strange blood
pyerite sleeves
(Glowing) an Undead Fist
(Humming) a keeper's tunic adorned with a demon tongue
(Humming) the mask of Ultimate Evil
the Ring of Abyss
a jadeite stud
'Khyer-Dirohm', the Vorpal Sword of Atonement
an Executioner's hood
a steel-linked whip
(Glowing) a pair of galebinder mitts
(Magical) (Glowing) the edge of a waterfall
(Magical) the Ranger Lord's Stetson
a potion of recall
the void leggings
a vial of sparkling liquid
(Humming) a cloudy potion
a barrel of milk
a little bag marked 'Trugh'
(Glowing) (Humming) a bracelet of eternal lies
a herbal brew
You can see 32 items in the corpse of Obayana.
<43hp 581m 213mv 7hour
You feel solid again.
You no longer see invisible objects.
<56hp 623m 238mv 8hour Timer now at 30 secs.
o all get all cor
Ok.
<56hp 623m 238mv 8hour get gal cor
You get a pair of galebinder mitts from the corpse of Obayana.
<56hp 623m 238mv 8hour get bra cor
You get a blood encrusted spiked steel bracelet from the corpse of Obayana.
<56hp 623m 238mv 8hour get bag cor
You get a little bag marked 'Trugh' from the corpse of Obayana.
<56hp 623m 238mv 8hour get leg cor
You get the void leggings from the corpse of Obayana.
<56hp 623m 238mv 8hour l i cor
The corpse of Obayana holds:
a Culet of Obsidian Leaves adorned with an oval flake of flint
a leather quiver
a sturdy backpack
a light kayak
(Glowing) a Blackwatch Sword
a ranger's knapsack
(Humming) a Nimbus of Power
(Magical) (Glowing) (Humming) a Crested Shield of Eternal Darkness
(Humming) a chain linked belt
(Humming) the Rune of Salvation
(Glowing) a vial of strange blood
pyerite sleeves
(Glowing) an Undead Fist
(Humming) a keeper's tunic adorned with a demon tongue
(Humming) the mask of Ultimate Evil
the Ring of Abyss
a jadeite stud
'Khyer-Dirohm', the Vorpal Sword of Atonement
an Executioner's hood
a steel-linked whip
(Magical) (Glowing) the edge of a waterfall
(Magical) the Ranger Lord's Stetson
a potion of recall
a vial of sparkling liquid
(Humming) a cloudy potion
a barrel of milk
(Glowing) (Humming) a bracelet of eternal lies
a herbal brew
You can see 28 items in the corpse of Obayana.
<56hp 623m 238mv 8hour get nim cor
You get a Nimbus of Power from the corpse of Obayana.
<56hp 623m 238mv 8hour get sal cor
You get the Rune of Salvation from the corpse of Obayana.
<56hp 623m 238mv 8hour get py cor
You get pyerite sleeves from the corpse of Obayana.
<56hp 623m 238mv 8hour get mas cor
You get the mask of Ultimate Evil from the corpse of Obayana.
<56hp 623m 238mv 8hour l i cor
The corpse of Obayana holds:
a Culet of Obsidian Leaves adorned with an oval flake of flint
a leather quiver
a sturdy backpack
a light kayak
(Glowing) a Blackwatch Sword
a ranger's knapsack
(Magical) (Glowing) (Humming) a Crested Shield of Eternal Darkness
(Humming) a chain linked belt
(Glowing) a vial of strange blood
(Glowing) an Undead Fist
(Humming) a keeper's tunic adorned with a demon tongue
the Ring of Abyss
a jadeite stud
'Khyer-Dirohm', the Vorpal Sword of Atonement
an Executioner's hood
a steel-linked whip
(Magical) (Glowing) the edge of a waterfall
(Magical) the Ranger Lord's Stetson
a potion of recall
a vial of sparkling liquid
(Humming) a cloudy potion
a barrel of milk
(Glowing) (Humming) a bracelet of eternal lies
a herbal brew
You can see 24 items in the corpse of Obayana.
<56hp 623m 238mv 8hour get brac cor
get brac cor
You get a bracelet of eternal lies from the corpse of Obayana.
<56hp 623m 238mv 8hour I see nothing like that in the cor.
<56hp 623m 238mv 8hour where
TICK IN 5 SECONDS.
ValMiran is [TRIBUNAL] controlled. Players near you:
<PK> Xaexil (WANTED) Before the Tower Altar
<56hp 623m 238mv 8hour get ab cor
You get the Ring of Abyss from the corpse of Obayana.
<56hp 623m 238mv 8hour l i cor
The corpse of Obayana holds:
a Culet of Obsidian Leaves adorned with an oval flake of flint
a leather quiver
a sturdy backpack
a light kayak
(Glowing) a Blackwatch Sword
a ranger's knapsack
(Magical) (Glowing) (Humming) a Crested Shield of Eternal Darkness
(Humming) a chain linked belt
(Glowing) a vial of strange blood
(Glowing) an Undead Fist
(Humming) a keeper's tunic adorned with a demon tongue
a jadeite stud
'Khyer-Dirohm', the Vorpal Sword of Atonement
an Executioner's hood
a steel-linked whip
(Magical) (Glowing) the edge of a waterfall
(Magical) the Ranger Lord's Stetson
a potion of recall
a vial of sparkling liquid
(Humming) a cloudy potion
a barrel of milk
a herbal brew
You can see 22 items in the corpse of Obayana.