[WATCHER]: 'Elisaora has captured the Standard of Tribunal!'
The Cabal Guard takes position before the entrance.
The Cabal Guard's slash mauls you.
The Cabal Guard is in excellent condition.
Elisaora: [===|===|===|=--]
853hp 398m 443mv 13hour flee
You flee from combat!
Within a Tomato Field
Miles and miles of tomato crops span out before you. Most of it looks as
though it was only recently planted, with a few exceptions here and there.
The dirt ground stinks of fertilizer and animal stench. The crops are so
plentiful and dense, it is impossible to continue on in any direction except
back to the stand.
[Exits: north south west]
A bleeding thug of syndicate lies in the dirt here.
853hp 398m 442mv 13hour n
Farmer John's Foodstand
A few old pieces of plank wood and nails form a small poorly built stand
before you. Dozens of boxes filled with different fruits rest on the
stand's few shelves, each sporting a peculiarly small price tag. Painted
across the top of the stand in big red letters are "FAHRMMERH JONHS'
FHHOOD". Old dried and decomposing pieces of fruit lie smashed on the floor
and around the area. Apparently not many people buy food here.
The ground is churned to thick mud by the rain.
[Exits: north east south west]
A mighty Fortress looms over the area.
A poorly built fruit stand is here.
Farmer Griff's Brother, Joe Griff stands here.
853hp 398m 441mv 13hour where
Flying Citadel is [KNIGHT] controlled. Players near you:
<PK> Elisaora (WANTED) Farmer John's Foodstand
853hp 398m 441mv 13hour w
At the Walls End
The walls come to an end here, allowing you once again to see the world
around you. The forest setting has completely vanished from view, as
farmlands stretch out as far as you can see. Miles upon miles of a variety
of crops stretch out in all direction, save, directly north, where the
cobbled path continues on. Not far in the distance you can make out a
massive structure somehow floating within the sky. Small ropes dangle from
each of its corner, onto the ground.
The ground is churned to thick mud by the rain.
[Exits: east west]
853hp 398m 439mv 13hour w
sca
Between Granite Walls
The tall smooth granite walls continue on along here, entrapping you in
between them for what looks like a great distance from here. Their hard
surface towers above you, making the sky appear like a small line far above
you. The bloody trail comes to an end here, at its source.
[Exits: east west]
A small human corpse lies impaled on a long iron spike.
A ferocious looking centaur tears viciously at a Citeldian corpse.
853hp 398m 437mv 13hour w
You scan all around.
You scan north.
You scan east.
*** Range 2 (east) ***
Farmer Griff's Brother, Joe Griff stands here.
You scan south.
You scan west.
*** Range 6 (west) ***
A trapper stands here, bartering his pelts.
You scan up.
You scan down.
853hp 398m 437mv 13hour w
Between Granite Walls
The tall smooth granite walls continue on along here, entrapping you in
between them for what looks like a great distance from here. Their hard
surface towers above you, making the sky appear like a small line far above
you. Strange, the tidy cobbled road appears to be stained with a red
substance. It looks as though someone or something was dragged through
here, causing it to become smeared all over in a linear path.
The ground is churned to thick mud by the rain.
[Exits: east west]
853hp 398m 436mv 13hour TICK IN 5 SECONDS.
Between Granite Walls
The tall smooth granite walls continue on along here, entrapping you in
between them for what looks like a great distance from here. Their hard
surface towers above you, making the sky appear like a small line far above
you. Strange, the tidy cobbled road appears to be stained with a red
substance. The stain looks as though it is thicker here, as the red
substance appears to be much greater in quantity.
[Exits: east west]
853hp 398m 434mv 13hour w
w
Between Granite Walls
The tall smooth granite walls continue on along here, entrapping you in
between them for what looks like a great distance from here. Their hard
surface towers above you, making the sky appear like a small line far above
you. Strange, the tidy cobbled road appears to be stained with a red
substance. Every step you take the walls seem to get closer together,
appearing to slowly converge upon your tiny body.
The ground is churned to thick mud by the rain.
[Exits: east west]
853hp 398m 433mv 13hour Between Granite Walls
Huge granite walls rise up to both your left and right, eliminating the
sight of any wildlife or trees. The ground has been neatly cobbled,
allowing for easy transporation of wagons or any other suppy carriers.
Despite the ideal conditions, it looks as though people are avoiding this
path. There is not a single person around here to be seen. The cobbled
road continues on towards the east.
[Exits: east west]
853hp 398m 431mv 13hour w
w
On the Eastern Path
The forest suddenly becomes much lighter, as more and more rays of light
pierce through the tree tops. The denseness of the trees has lessened here,
as has much of the wildlife. Pink flowers and a variety of other plants
span across the sides of the dirt path. You can sense something immense
within the distance, greatly contrasting with the nature's life around here.
The ground is churned to thick mud by the rain.
[Exits: east west]
A mighty Fortress looms over the area.
853hp 398m 429mv 13hour w
Crossroads to the Wilderness
The small dirt path becomes a crossroad here, leading in four different
directions. The way south leads to a tall wooden building, and appears to
be very well travelled. The way north is much darker, and looks as though
very few have traversed it. The trees above continue to block any source of
light, making the area much darker. The path widens towards the eastward,
and continues on to a towering structure that seems to span into the sky.
The ground is churned to thick mud by the rain.
[Exits: north east south west]
A mighty Fortress looms over the area.
A metal bracer with a strange mark lies here.
A narrow stream of water makes its way through here.
A trapper stands here, bartering his pelts.
853hp 398m 426mv 13hour wher
Main Eastern Road
The fresh oaken smell of the forest trees and recently dried leaves on
the earthen floor swirl to form a scent found only in such a lively nature
setting. Gigantic oak trees tower up into the sky, almost entirely blocking
the sun from view, and allowing only small rays of light to pass through. A
small breeze seems to constantly pass through the area, rustling the leaves
and causing the trees to sway slightly. Several small rocks have been layed
aside the dirt road, creating a neat pathway further into the forest. Small
bushes lie further away from the path, many appear to hold fruits that look
very edible.
The ground is churned to thick mud by the rain.
[Exits: east west]
A dark bush holding several small fruits sits in the shade.
853hp 398m 423mv 13hour Flying Citadel is [KNIGHT] controlled. Players near you:
<PK> Elisaora (WANTED) Main Eastern Road
853hp 398m 423mv 13hour sca
You scan all around.
You scan north.
You scan east.
*** Range 1 (east) ***
A trapper stands here, bartering his pelts.
You scan south.
You scan west.
*** Range 4 (west) ***
(White Aura) A member of the Blackwatch Guard is here, guarding the gates of Blackwatch Village.
You scan up.
You scan down.
853hp 398m 423mv 13hour sl
You go to sleep.
853hp 398m 423mv 13hour who
~ Wanderers of Aabahran ~
[50 Feral Rog] <PK> [WATCHER] (Sacred Oak [I]) (WANTED) Elisaora the Iron Fist
[ Dwarf ] Autrim Ghask the Student of Swords
[ Fire ] Akletus the Master of Annihilation
[ Duerg ] <PK> [TRIBUNAL] Durim Blackledger the Unholy Knight
[ Troll ] Puytrik the Master of the South Wind
[ Dwarf ] <PK> [TRIBUNAL] Lord Thrain Khardrim the Iron Fist
[ H-Dro ] <PK> [HERALD] Siphi Lazarius the Master Bard
[ Undea ] <PK> Morcado Rhusca the Count
[ Gnome ] <PK> [HERALD] (WANTED) Valnan Quicktrick the Angel of Arcana
[ Undea ] <PK> Tiashrila the Handmaiden of the Nameless
Players matched: 10
There are 10 characters on, the most on since startup was 13.
The title of Master Questor of Aabahran is currently held by Siphi.
There are 1 contracts available to you.
853hp 398m 423mv 13hour
853hp 398m 423mv 13hour af
You are affected by the following:
Spell: sanctuary : for 6 hours
Spell: fly : for 17 hours
Spell: endure : modifies savingspell by -7 for 2 hours
: modifies damroll by 3 for 2 hours
: modifies hitroll by 3 for 2 hours
Spell: detect hidden : for 32 hours
Spell: mounted : for 45 hours
853hp 398m 423mv 13hour
853hp 398m 423mv 13hour
[WATCHER]: 'We've won 3 pelts and won 17 support in recent raids.'
You have gained 3 pelts in service of WATCHER.
853hp 398m 423mv 13hour wa
You wake and stand up.
853hp 398m 423mv 13hour w
The Eastern Trail
This small road traverses the once-forested path between Blackwatch
Village and the Citadel to the east. Westward, beyond the village, the
walls of Fort Blackwatch glisten darkly. To the south, Mount Khorand
continues to loom.
The ground is churned to thick mud by the rain.
[Exits: east west]
853hp 398m 421mv 13hour
You feel your vitality slipping away!
875hp 411m 446mv 14hour Timer now at 30 secs.
where
Fort Blackwatch is [KNIGHT] controlled. Players near you:
<PK> Elisaora (WANTED) The Eastern Trail
875hp 411m 446mv 14hour w
The Eastern Trail
This small road traverses the once-forested path between Blackwatch
Village and the Citadel to the east. Westward, beyond the village, the
walls of Fort Blackwatch glisten darkly. To the south, Mount Khorand
continues to loom.
[Exits: east west]
875hp 411m 444mv 14hour w
The Eastern Trail
This small road traverses the once-forested path between Blackwatch
Village and the Citadel to the east. Westward, beyond the village, the
walls of Fort Blackwatch glisten darkly. To the south, Mount Khorand
continues to loom.
[Exits: east west]
875hp 411m 443mv 14hour w
The Eastern Gate
The eastern gate of Blackwatch Village, made of polished black marble,
stands open to allow traffic to and from the Flying Citadel. 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 north and
south, enclosing the town.
[Exits: east west up]
(White Aura) A member of the Blackwatch Guard is here, guarding the gates of Blackwatch Village.
875hp 411m 442mv 14hour w
The Eastern 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 north, a stone building has been erected, the name "Bank of Aabahran"
carved over the grand entrance. To the south lies a village residence.
[Exits: north east south west]
875hp 411m 441mv 14hour w
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: east west]
875hp 411m 440mv 14hour w
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]
A mighty Fortress looms over the area.
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.
875hp 411m 439mv 14hour 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.
[Exits: north east south west]
875hp 411m 438mv 14hour sca
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 mighty Fortress looms over the area.
A member of the Blackwatch Guard is here, patrolling the Village.
A White Wolf Guardian is here, patrolling the streets.
875hp 411m 437mv 14hour n
You scan all around.
You scan north.
*** Range 1 (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.
*** Range 3 (north) ***
A double column of heavily armed crusaders patrols here.
A double column of heavily armed crusaders patrols here.
*** Range 5 (north) ***
(Charmed) A Gigantic Crab scuttles about looking for trouble.
(Charmed) (White Aura) A member of the Blood Guard protects his master.
Durim the Unholy Knight is here, sitting astride an elephant.
[UNKNOWN] A horde of Maelbrim zombies pick clean the sigil research corpses.
*** Range 6 (north) ***
A young werebeast stands here, leaning on his spear.
You scan east.
*** Range 1 (east) ***
A member of the Blackwatch Guard is here, patrolling the Village.
Streith is here, peddling his wares to travelers.
You scan south.
*** Range 3 (south) ***
A Blackwatch villager scurries about, taking care of business.
*** Range 5 (south) ***
(White Aura) A member of the Blackwatch Guard is here, guarding the gates of Blackwatch Village.
You scan west.
*** Range 1 (west) ***
An off-duty member of the Blackwatch Guard is here, relaxing between shifts.
Leanna is here, tending the Golden Crown's bar.
You scan up.
You scan down.
875hp 411m 437mv 14hour 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]
A mighty Fortress looms over the area.
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.
875hp 411m 436mv 14hour The Northern Trail
A trail leading southward from the Eastern Road, this path is worn by
heavy traffic. A young forest can be seen 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]
875hp 411m 434mv 14hour s
s
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]
A mighty Fortress looms over the area.
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.
875hp 411m 432mv 14hour 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 mighty Fortress looms over the area.
A member of the Blackwatch Guard is here, patrolling the Village.
A White Wolf Guardian is here, patrolling the streets.
875hp 411m 431mv 14hour sca
You scan all around.
You scan north.
*** Range 1 (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.
*** Range 3 (north) ***
A double column of heavily armed crusaders patrols here.
A double column of heavily armed crusaders patrols here.
*** Range 5 (north) ***
[UNKNOWN] A horde of Maelbrim zombies pick clean the sigil research corpses.
*** Range 6 (north) ***
A young werebeast stands here, leaning on his spear.
You scan east.
*** Range 1 (east) ***
A member of the Blackwatch Guard is here, patrolling the Village.
Streith is here, peddling his wares to travelers.
You scan south.
*** Range 3 (south) ***
A Blackwatch villager scurries about, taking care of business.
*** Range 5 (south) ***
(White Aura) A member of the Blackwatch Guard is here, guarding the gates of Blackwatch Village.
You scan west.
*** Range 1 (west) ***
An off-duty member of the Blackwatch Guard is here, relaxing between shifts.
Leanna is here, tending the Golden Crown's bar.
You scan up.
You scan down.
875hp 411m 431mv 14hour n
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]
A mighty Fortress looms over the area.
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.
875hp 411m 430mv 14hour The Northern Trail
A trail leading southward from the Eastern Road, this path is worn by
heavy traffic. A young forest can be seen 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]
875hp 411m 428mv 14hour n
n
The Northern Trail
A trail leading southward from the Eastern Road, this path is worn by
heavy traffic. A young forest can be seen to the east. To the south,
Blackwatch Village rises in the distance, Mount Khorand serving as a
towering backdrop.
[Exits: north south west]
A mighty Fortress looms over the area.
A double column of heavily armed crusaders patrols here.
A double column of heavily armed crusaders patrols here.
875hp 411m 424mv 14hour The Northern Trail
A trail leading southward from the Eastern Road, this path is worn by
heavy traffic. A young forest can be seen to the east. To the south,
Blackwatch Village rises in the distance, Mount Khorand serving as a
towering backdrop.
[Exits: north south]
875hp 411m 420mv 14hour n
n
The Northern Trail
A trail leading southward from the Eastern Road, this path is worn by
heavy traffic. A young forest can be seen to the east. To the south,
Blackwatch Village rises in the distance, Mount Khorand serving as a
towering backdrop.
[Exits: north south]
Corpses of the sigil research team are mangled and torn apart.
[UNKNOWN] A horde of Maelbrim zombies pick clean the sigil research corpses.
875hp 411m 416mv 14hour di durim
The Crossroads
Here, the great eastern road intersects with a small, oder road that runs
southward to Fort Blackwatch. The ground around you is covered with young
but healthy growth, mostly grasses and a few small bushes. The outskirts of
Val Miran lie to your west. Eastward, the great Dragon's Teeth rise up
almost immediately.
The ground is churned to thick mud by the rain.
[Exits: north east south west]
A mighty Fortress looms over the area.
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.'
875hp 411m 414mv 14hour They aren't here.
875hp 411m 414mv 14hour w
Nearing the Cross Roads
The road begins to dwindle as the hills of the Dragon's Teeth turn into
mountains, lush vegetation all around you. The fields here are used to
provide most of Val Miran's populace grain. The city itself is a tiny speck
in the western horizon, while the tall peaks of the Dragon's Teeth rise up
to the east.
[Exits: north east]
875hp 411m 411mv 14hour where
The Eastern Road is [KNIGHT] controlled. Players near you:
<PK> Elisaora (WANTED) Nearing the Cross Roads
875hp 411m 411mv 14hour n
sca
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.
[Exits: north south west]
875hp 411m 408mv 14hour 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.
*** Range 2 (west) ***
(White Aura) [KNIGHT] A regiment of Praetorian guards celebrate their victory here
*** Range 3 (west) ***
A large murder of crows nearly turns the trees black here.
You scan up.
You scan down.
875hp 411m 408mv 14hour 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 troop of storm giant soldiers is here.
A cart bearing supplies is here.
875hp 411m 406mv 14hour 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 mighty Fortress looms over the area.
(White Aura) [KNIGHT] A regiment of Praetorian guards celebrate their victory here
875hp 411m 404mv 14hour af
You are affected by the following:
Spell: drained : for 4 hours
Spell: sanctuary : for 5 hours
Spell: fly : for 16 hours
Spell: endure : modifies savingspell by -7 for 1 hours
: modifies damroll by 3 for 1 hours
: modifies hitroll by 3 for 1 hours
Spell: detect hidden : for 31 hours
Spell: mounted : for 44 hours
875hp 411m 404mv 14hour 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.
The ground is churned to thick mud by the rain.
[Exits: east west]
A large murder of crows nearly turns the trees black here.
875hp 411m 402mv 14hour w
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]
875hp 411m 399mv 14hour sss
You can't stalk that which isn't nearby.
875hp 411m 399mv 14hour w
w
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]
875hp 411m 398mv 14hour where
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 mighty Fortress looms over the area.
875hp 411m 397mv 14hour w
The Eastern Road is [KNIGHT] controlled. Players near you:
<PK> Elisaora (WANTED) The Grasslands
875hp 411m 397mv 14hour w
w
A Ramshackle Tent City
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]
An abandoned caravan remains here, the citizens seemed to have left.
(White Aura) [KNIGHT] A ward of Praetorian guards stand in support.
875hp 411m 396mv 14hour where
The Eastern Gate of Val Miran
You stand amid the Eastern battlements of Val Miran. The gate has been
fully repaired and expertly reinforced, the surrounding walls look
well-built and sturdy. The sigil of several prominent dwarven masons and
blacksmiths is displayed proudly on the lowest row of the wall's stones,
well visible when passing the gate.
[Exits: north east south west up]
(Translucent) (White Aura) Thrain the Iron Fist is here.
(White Aura) A Gateguard is here, member of the Tribunal Blood Guard.
(White Aura) A Gateguard is here, member of the Tribunal Blood Guard.
Blood Guard says in Vosh 'Kik'zvechts! Skkeh shtkeshzh tkehchai ik' Tkisk Chavaizh!'
Blood Guard says in Vosh 'Tsaishakzv'! Zvzvi shki'sksk skaiski itk Skikzh' Vrai'vrikk!'
875hp 411m 395mv 14hour
Thrain ensnares you, preventing your from leaving the area temporarily.
Blood Guard yells 'Elisaora is at The Eastern Gate of Val Miran of ValMiran!'
Blood Guard seems to change in size and shape to match yours.
You block Blood Guard's attack with your weapon.
Blood Guard yells 'Elisaora is at The Eastern Gate of Val Miran of ValMiran!'
Blood Guard seems to change in size and shape to match yours.
You block Blood Guard's attack with your weapon.
Blood Guard is in excellent condition.
Elisaora: [===|===|===|==-]
875hp 411m 395mv 14hour No way! You are still fighting!
Blood Guard is in excellent condition.
Elisaora: [===|===|===|==-]
875hp 411m 395mv 14hour sss
ValMiran is [TRIBUNAL] controlled. Players near you:
<PK> Elisaora (WANTED) The Eastern Gate of Val Miran
<PK> Durim [TRIBUNAL] Ivesianna Avenue
<PK> Thrain [TRIBUNAL] The Eastern Gate of Val Miran
Blood Guard is in excellent condition.
Elisaora: [===|===|===|==-]
875hp 411m 395mv 14hour No way! You are still fighting!
Blood Guard is in excellent condition.
Elisaora: [===|===|===|==-]
875hp 411m 395mv 14hour
You fire from a composite bow and hit Blood Guard with one shot.
A composite bow's pierce decimates Blood Guard!
Your cleave devastates Blood Guard!
Your cleave MUTILATES Blood Guard!
Your cleave maims Blood Guard!
You feign and strike at Blood Guard's nerve point.
Your shadow strike injures Blood Guard.
Your cleave maims Blood Guard!
Your cleave MUTILATES Blood Guard!
Your tsuki strike DISMEMBERS Blood Guard!
The Mournblade draws life from Blood Guard.
Your life drain hits Blood Guard.
You parry Blood Guard's attack.
You dodge Blood Guard's attack.
Blood Guard has some small wounds and bruises.
Elisaora: [===|===|===|==-]
885hp 411m 395mv 14hour le
common 100% vosh 5% beastial 100%
You have 15 learning sessions left.
Cost of lessons is 5000 gold coins.
Blood Guard has some small wounds and bruises.
Elisaora: [===|===|===|==-]
885hp 411m 395mv 14hour fle
You flee from combat!
Tylith Way
You walk down the side street known as Tylith Way. A powerful
monk of the Knight Order, he was feared throughout the lands for
his ability to dismantle enemy legions with his bare hands. The
road here runs to the North and South.
[Exits: north south]
885hp 411m 394mv 14hour sss
You can't see your victim from here.
885hp 411m 394mv 14hour s
Tylith Way
You walk down the side street known as Tylith Way. A powerful
monk of the Knight Order, he was feared throughout the lands for
his ability to dismantle enemy legions with his bare hands. The
road here runs to the North and South.
[Exits: north south (west)]
A feral citizen of Val Miran walks the streets here.
885hp 411m 393mv 14hour sss
You can't see your victim from here.
885hp 411m 393mv 14hour where
ValMiran is [TRIBUNAL] controlled. Players near you:
<PK> Elisaora (WANTED) Tylith Way
<PK> Thrain [TRIBUNAL] The Eastern Gate of Val Miran
885hp 411m 393mv 14hour n
Tylith Way
You walk down the side street known as Tylith Way. A powerful
monk of the Knight Order, he was feared throughout the lands for
his ability to dismantle enemy legions with his bare hands. The
road here runs to the North and South.
[Exits: north south]
885hp 411m 392mv 14hour TICK IN 5 SECONDS.
n
Thrain flies in.
885hp 411m 392mv 14hour The Eastern Gate of Val Miran
You stand amid the Eastern battlements of Val Miran. The gate has been
fully repaired and expertly reinforced, the surrounding walls look
well-built and sturdy. The sigil of several prominent dwarven masons and
blacksmiths is displayed proudly on the lowest row of the wall's stones,
well visible when passing the gate.
[Exits: north east south west up]
(White Aura) A Gateguard is here, member of the Tribunal Blood Guard.
(White Aura) A Gateguard is here, member of the Tribunal Blood Guard.
Blood Guard steps aside and allow you to pass him.
Blood Guard says in Vosh 'Skzveeshatsskv itkvikvrzvesh'av, chai'zhzhi'vri tki Shask Tsaivretk.'
885hp 411m 391mv 14hour w
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 west lies the
Eastern Square of Val Miran, where all of the Lightwalkers generally gather.
[Exits: east west]
885hp 411m 390mv 14hour 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 west lies the Eastern Square of Val Miran, where all of
the Lightwalkers generally gather.
[Exits: east west]
A tiny maintenance bot whirrs around looking for a new task.
The lightning has stopped.
887hp 417m 424mv 15hour Timer now at 30 secs.
where
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]
An artful Karakken-Fountain gushes forth fresh water.
887hp 417m 423mv 15hour w
ValMiran is [TRIBUNAL] controlled. Players near you:
<PK> Elisaora (WANTED) The Eastern Square of Val Miran
<PK> Thrain [TRIBUNAL] The Eastern Gate of Val Miran
887hp 417m 423mv 15hour 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]
887hp 417m 422mv 15hour 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]
887hp 417m 421mv 15hour 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.
Just to the west, the Central Square of Val Miran can be seen with its
prominent statue.
[Exits: north east south west]
A tiny maintenance bot whirrs around looking for a new task.
887hp 417m 420mv 15hour w
[WATCHER]: 'We've won 5 pelts and won 43 support in recent raids.'
You have gained 5 pelts in service of WATCHER.
887hp 417m 420mv 15hour The Central Square of Val Miran
The central square has been paved with what appear to be interlocking
stones that have been placed meticulously to provide an oddly smooth walking
space. The sound of construction rings in the distance of the sprawling
city amidst the cacophony of conversations at all sides.
[Exits: north east south west up]
A set of Imperial banners stand proudly around the square.
The official Tribunal Roll Call has been posted here.
A bronze fountain with the shell of Agmeel kneeling on top gushes forth water here.
887hp 417m 419mv 15hour w
King Agmeel Way
You walk along the meticulously placed stone road that appears to have
been laid with mathematical precision. This is an extension of the
commercial district of Val Miran, and shops litter the buildings. Around
you hawkers cry their auctions, and proffer goods to you. To the south a
sign swings, reading "Wilson's Maps!" To the north it reads "Slaves for
You!" Through your peripherals you notice several little constructs
maintaining the road and avoiding the foot traffic.
[Exits: north east south west]
887hp 417m 418mv 15hour w
King Agmeel Way
You walk along the meticulously placed stone road of the King Agmeel Way.
This is the extension of the commercial district of Val Miran, and shops
litter the buildings around you hawkers cry their auctions, and proffer
goods to you. To the south a sign swings, reading "Fayette's Butchery." To
the north it reads "Miri's Jewelry." Through your peripherals you notice
several little constructs maintaining the road.
[Exits: north east south west]
887hp 417m 417mv 15hour where
King Agmeel Way
You walk along the meticulously placed stone road of the King Agmeel Way.
This is the extention of the commercial district of Val Miran, and shops
litter the buildings around you hawkers cry their auctions, and proffer
goods to you. To the south is the Righteous Palm Foyer. To the north a
sign reads 'Bank of Val Miran.' Through your peripherals you notice
several little constucts maintaining the road.
[Exits: north east south west]
887hp 417m 416mv 15hour w
ValMiran is [TRIBUNAL] controlled. Players near you:
<PK> Elisaora (WANTED) King Agmeel Way
<PK> Thrain [TRIBUNAL] Queen Isabeau Avenue
887hp 417m 416mv 15hour w
The Western Park of Val Miran
A vibrant park has been planted once the remains of destruction and
flooding have been cleaned away. Some of the former dam's stones have been
used to create a small wall, running at a human's breast height along the
southern part of the park in a sinuous wave. Ivy and flowers have overgrown
this wall, the perfume of beautiful blossoms in exotic colors permeating the
area. Lush green grass covers the ground of the park, interrupted by a few
benches, placed in the shadow of young healthy trees and a small gravel path
which runs through the park. To the north, you can make out the vaulted
rooftops of the Hope clan hall.
The ground is churned to thick mud by the rain.
[Exits: north east south west]
A granite fountain has been half-overgrown with flowers and ivy here.
You catch a glimpse of some movement in the trees.
887hp 417m 415mv 15hour Eastern Shore of a Small lake
You've arrived at the eastern shore of a small lake, originally a vast
crater created by the emergence of the mighty dragon Rygothran. The lake's
waters gently lick the shore, where a few small pebbles have collected. A
small artificial rivulet feeds the lake, directed from the Eridani River to
the south. A lush meadow covers the shore, a few benches placed in the
shadow of young trees inviting the populace to relax, taking in the
beautiful view of Miran Lake to the west. To the east, a small gravel path
leads to a beautiful lush park.
The ground is churned to thick mud by the rain.
[Exits: east west]
887hp 417m 412mv 15hour w
Miran Lake
Little evidence remains that this beautiful little lake has once been a
crater. An azure blue, the lake is deep and filled with fresh water. Fish
are plentiful, the only predator they have to worry about the hydra which
seems to enjoy her new home. It streaks like an arrow through the water,
hunting fish, playing around the wreck of a sunken ship or teasing the Val
Miran citizens relaxing at lake's shore by splashing them with water.
[Exits: east west]
A half-sunken ship provides a playground to the hydra living in the lake.
(White Aura) An immense multi-headed Hydra swims around in the lake happily, hunting fish.
887hp 417m 409mv 15hour w
Western Shore of a Small Lake
The water of Miran Lake laps gently against its western shore here.
Small rounded pebbles have accumulated on the shoreline, while soft, well
maintained grasses and flowers grow next to a small gravel path leading west
to the Gates. Young, healthy trees grow next to the path, their lush green
leaves providing shadow on hot summer days.
[Exits: east west]
887hp 417m 407mv 15hour w
The Western Gate of Val Miran
The Western Gate has been rebuild to its former glory and beyond. The
thick, steel-plated oak of the new gate is backed up by an iron portcullis,
which is currently drawn up, the gate open for passage. Gatetowers have
been erected on each side of the gate, allowing archers free access to rain
down their missiles on any attackers before the gate and beyond. Well
repaired city walls, complete with a crenellated walkway lead off north and
south. A full battalion of Val Miran soldiers protects the western gate.
Each guard checks the identity carefully of each person who passes through
into the rebuilt city.
[Exits: north east south west up]
(White Aura) A Gateguard is here, member of the Tribunal Blood Guard.
A group of trebuchet operators stands around here, looking bored.
A gargantuan Trebuchet is here on top of a platform.
(White Aura) A Gateguard is here, member of the Tribunal Blood Guard.
Blood Guard steps aside and allow you to pass him.
Blood Guard says in Vosh 'Zvshehavehtsvrts iktsskish'zhikv'ikvr, vrehzhzhehvra tsa Vazh Zvehtsehts.'
887hp 417m 406mv 15hour w
As you approach a host of guards come into view. To proceed would be certain death!
887hp 417m 406mv 15hour w
As you approach a host of guards come into view. To proceed would be certain death!
887hp 417m 406mv 15hour where
ValMiran is [TRIBUNAL] controlled. Players near you:
<PK> Elisaora (WANTED) The Western Gate of Val Miran
<PK> Thrain [TRIBUNAL] Eastern Shore of a Small lake
887hp 417m 406mv 15hour af
You are affected by the following:
Spell: ensnare-effect : for 6 hours
Spell: drained : for 3 hours
Spell: sanctuary : for 4 hours
Spell: fly : for 15 hours
Spell: endure : modifies savingspell by -7 for 0 hours
: modifies damroll by 3 for 0 hours
: modifies hitroll by 3 for 0 hours
Spell: detect hidden : for 30 hours
Spell: mounted : for 43 hours
Thrain flies in.
Blood Guard steps aside and allow you to pass him.
Blood Guard steps aside and allow you to pass him.
887hp 417m 406mv 15hour n
You yell 'Help! Thrain kicked dirt into my eyes!'
Thrain kicks dirt in your eyes!
Thrain draws his weapon.
Thrain wields the Lightblade.
Thrain's kicked dirt scratches you.
You can't see a thing!
Elisaora: [===|===|===|==-]
884hp 417m 406mv 15hour n
No way! You are still fighting!
Elisaora: [===|===|===|==-]
884hp 417m 406mv 15hour No way! You are still fighting!
Elisaora: [===|===|===|==-]
884hp 417m 406mv 15hour fle
You flee from combat!
You can't see a thing!
884hp 417m 405mv 15hour e
You can't see a thing!
884hp 417m 403mv 15hour e
You can't see a thing!
884hp 417m 401mv 15hour e
e
You can't see a thing!
884hp 417m 398mv 15hour e
e
You can't see a thing!
884hp 417m 396mv 15hour e
e
You can't see a thing!
884hp 417m 395mv 15hour You can't see a thing!
884hp 417m 394mv 15hour You can't see a thing!
884hp 417m 393mv 15hour Target thrain set.
You can't see a thing!
884hp 417m 392mv 15hour alias sss stalk thrain
Alias added: sss = 'stalk thrain'
884hp 417m 392mv 15hour e
e
You can't see a thing!
884hp 417m 391mv 15hour e
e
You can't see a thing!
884hp 417m 390mv 15hour You can't see a thing!
884hp 417m 389mv 15hour e
You can't see a thing!
884hp 417m 388mv 15hour e
You can't see a thing!
884hp 417m 387mv 15hour s
s
You can't see a thing!
Someone says in Vosh 'Zvishizvzv! Vsha vrvrikch' zheshai ash Tkatk Tsav'ivr!'
Someone says in Vosh 'Tsiktk'ehzhk! Chtsik zhtkaish'zh kehsheh' ets Kats Tsiktki'zh!'
Someone yells 'Elisaora is at The Eastern Gate of Val Miran of ValMiran!'
Someone seems to change in size and shape to match yours.
Someone's slash wounds you.
Someone yells 'Elisaora is at The Eastern Gate of Val Miran of ValMiran!'
Someone seems to change in size and shape to match yours.
You parry someone's attack.
Elisaora: [===|===|===|==-]
864hp 417m 386mv 15hour No way! You are still fighting!
Elisaora: [===|===|===|==-]
864hp 417m 386mv 15hour fle
No way! You are still fighting!
Elisaora: [===|===|===|==-]
864hp 417m 386mv 15hour You flee from combat!
You can't see a thing!
864hp 417m 385mv 15hour TICK IN 5 SECONDS.
n
n
You can't see a thing!
Someone says in Vosh 'Skzhaii'she'tktktk ehvrtkizvzvi'zhisk, kezvshezha tsai Kits Che'shehtk.'
Someone steps aside and allow you to pass him.
864hp 417m 384mv 15hour You can't see a thing!
864hp 417m 383mv 15hour n
n
You can't see a thing!
864hp 417m 382mv 15hour n
n
You can't see a thing!
864hp 417m 381mv 15hour af
You can't see a thing!
864hp 417m 380mv 15hour Alas, you cannot go that way.
864hp 417m 380mv 15hour n
n
You are affected by the following:
Spell: dirt kicking : modifies ac by 15 for 0 hours
: modifies hitroll by -6 for 0 hours
Spell: ensnare-effect : for 6 hours
Spell: drained : for 3 hours
Spell: sanctuary : for 4 hours
Spell: fly : for 15 hours
Spell: endure : modifies savingspell by -7 for 0 hours
: modifies damroll by 3 for 0 hours
: modifies hitroll by 3 for 0 hours
Spell: detect hidden : for 30 hours
Spell: mounted : for 43 hours
864hp 417m 380mv 15hour Alas, you cannot go that way.
864hp 417m 380mv 15hour Alas, you cannot go that way.
864hp 417m 380mv 15hour n
n
Alas, you cannot go that way.
864hp 417m 380mv 15hour Alas, you cannot go that way.
864hp 417m 380mv 15hour w
You can't see a thing!
864hp 417m 379mv 15hour w
You can't see a thing!
864hp 417m 378mv 15hour w
You can't see a thing!
You rub the dirt out of your eyes.
You feel susceptible to magic again.
866hp 425m 412mv 16hour Timer now at 30 secs.
w
w
Celest Way
You stand in the rebuilt northern district of Val Miran. Dozens of large
illustrious white and blue banners of the Knight line the rebuilt street.
This section of cobblestone has been paved entirely by crusaders with
starstone. Etched into the sparkling walkway are the initials J. C. And
D. C.. All of the newly constructed buildings are made from stone and wood
with thatch roof tops running in perfect symmetry. To the north, blades
swish through the air as the Blademasters practice new forms.
To the south, a Starstone Plaque covers the whole wall.
[Exits: north east west]
866hp 425m 411mv 16hour Celest Way
You stand in the rebuilt northern district of Val Miran. Dozens of large
illustrious white and blue banners of the Knight line the rebuilt street.
This section of cobblestone has been paved entirely by crusaders with
starstone. Etched into the sparkling walkway are the initials J. C. And
D. C.. All of the newly constructed buildings are made from stone and wood
with thatch roof tops running in perfect symmetry. To the north, the
Warrior Guild is enlisting new pupils while to the south the screams of the
Berserker Drillmaster can be heard.
[Exits: north east south west]
866hp 425m 410mv 16hour
[WATCHER]: 'We've won 5 pelts and won 32 support in recent raids.'
You have gained 5 pelts in service of WATCHER.
866hp 425m 410mv 16hour get wat bac
You get a water pack from a sturdy backpack.
866hp 425m 410mv 16hour w
w
Celest Way
You stand in the rebuilt northern district of Val Miran. Dozens of large
illustrious white and blue banners of the Knight line the rebuilt street.
This section of cobblestone has been paved entirely by crusaders with
starstone. Etched into the sparkling walkway are the initials J.C. and
D.C.. All of the newly constructed buildings are made from stone and wood
with thatch roof tops running in perfect symmetry.
[Exits: east west]
866hp 425m 409mv 16hour w
Square of the Fallen
You have arrived at the rebuild Northern Square, a hush lying over the
whole area. A memorial of the fallen has been constructed in the midst of
the square, dented shields and armor, forged together with broken weapons
artfully creating an overlarge kneeling figure: a warrior or fighter, his
head raised to the heavens, an unbroken, overlarge sword grasped in his huge
hand and rammed into the ground before him. A small plaque is fastened to
the dias of the statue, saying: In Memory of the Fallen Defenders of Val
Miran. May their sacrifice never be forgotten. A line of gleaming shields
line the rim of the square, fastened to white marble blocks. Each displays
a coat of arms, many of them the Knightly sigil, some that of the Righteous
Palm.
[Exits: north east south west]
A granite fountain is here, gushing forth fresh water.
866hp 425m 408mv 16hour Imperial Way
A wide cobblestone road stretches east and west through the northern
district of Val Miran. Archaic and religious runes and glyphs have been
painstakingly etched into many of the giant flagstones lining the road. To
the north, the steepled peak of the Hall of the Medici points skyward toward
the heavens. To the south, the fragrant smells of flowers in bloom seep
through the gates of the garden beyond. To the east a large monument
marking the Square of the Fallen stands out in the center of the
intersection.
[Exits: north east (south) west]
866hp 425m 407mv 16hour get wat bac
get wat bac
get wat bac
You get water throwing knives from a sturdy backpack.
866hp 425m 407mv 16hour You get water throwing knives from a sturdy backpack.
866hp 425m 407mv 16hour where
Water throwing knives: you can't carry that many items.
866hp 425m 407mv 16hour ValMiran is [TRIBUNAL] controlled. Players near you:
<PK> Elisaora (WANTED) Imperial Way
<PK> Thrain [TRIBUNAL] The Central Square of Val Miran
866hp 425m 407mv 16hour sca
You scan all around.
You scan north.
*** Range 1 (north) ***
(White Aura) Andri the healer guild guardian stands here on guard.
You scan east.
You scan south.
You scan west.
You scan up.
You scan down.
866hp 425m 407mv 16hour sca
You scan all around.
You scan north.
*** Range 1 (north) ***
(White Aura) Andri the healer guild guardian stands here on guard.
You scan east.
You scan south.
You scan west.
You scan up.
You scan down.
866hp 425m 407mv 16hour w
Imperial Way
A wide cobblestone road stretches east and west through the northern
district of Val Miran. Archaic and religious runes and glyphs have been
painstakingly etched into many of the giant flagstones lining the road. To
the north, the large onion shaped spire marking the invokers tower dominates
the skyline. Far to the south, beyond the outer trees of the garden, the
vaulted rooftops of the Hope clan hall can be seen.
[Exits: north east west]
866hp 425m 406mv 16hour w
Imperial Way
A wide cobblestone road stretches east and west through the northern
district of Val Miran. Archaic and religious runes and glyphs have been
painstakingly etched into many of the giant flagstones lining the road. To
the north, religious banners decorate the wide ramparts of the Palace of
Chivalry, home to Val Mirans Paladins. Far to the south, beyond the outer
trees of the garden, the vaulted rooftops of the Hope clan hall can be seen.
[Exits: north east west]
866hp 425m 405mv 16hour af
You are affected by the following:
Spell: ensnare-effect : for 5 hours
Spell: drained : for 2 hours
Spell: sanctuary : for 3 hours
Spell: fly : for 14 hours
Spell: detect hidden : for 29 hours
Spell: mounted : for 42 hours
866hp 425m 405mv 16hour sss
You stop stalking Durim and begin stalking Thrain.
You have become better at stalk! [78%]
866hp 375m 405mv 16hour where
ValMiran is [TRIBUNAL] controlled. Players near you:
<PK> Elisaora (WANTED) Imperial Way
<PK> Thrain [TRIBUNAL] The Southern Prominade of Val Miran
866hp 375m 405mv 16hour e
Imperial Way
A wide cobblestone road stretches east and west through the northern
district of Val Miran. Archaic and religious runes and glyphs have been
painstakingly etched into many of the giant flagstones lining the road. To
the north, the large onion shaped spire marking the invokers tower dominates
the skyline. Far to the south, beyond the outer trees of the garden, the
vaulted rooftops of the Hope clan hall can be seen.
[Exits: north east west]
866hp 375m 404mv 16hour e
di thrain
Imperial Way
A wide cobblestone road stretches east and west through the northern
district of Val Miran. Archaic and religious runes and glyphs have been
painstakingly etched into many of the giant flagstones lining the road. To
the north, the steepled peak of the Hall of the Medici points skyward toward
the heavens. To the south, the fragrant smells of flowers in bloom seep
through the gates of the garden beyond. To the east a large monument
marking the Square of the Fallen stands out in the center of the
intersection.
[Exits: north east (south) west]
866hp 375m 403mv 16hour where
They aren't here.
866hp 375m 403mv 16hour ValMiran is [TRIBUNAL] controlled. Players near you:
<PK> Elisaora (WANTED) Imperial Way
<PK> Thrain [TRIBUNAL] The Southern Prominade of Val Miran
866hp 375m 403mv 16hour e
Square of the Fallen
You have arrived at the rebuild Northern Square, a hush lying over the
whole area. A memorial of the fallen has been constructed in the midst of
the square, dented shields and armor, forged together with broken weapons
artfully creating an overlarge kneeling figure: a warrior or fighter, his
head raised to the heavens, an unbroken, overlarge sword grasped in his huge
hand and rammed into the ground before him. A small plaque is fastened to
the dias of the statue, saying: In Memory of the Fallen Defenders of Val
Miran. May their sacrifice never be forgotten. A line of gleaming shields
line the rim of the square, fastened to white marble blocks. Each displays
a coat of arms, many of them the Knightly sigil, some that of the Righteous
Palm.
[Exits: north east south west]
A granite fountain is here, gushing forth fresh water.
866hp 375m 402mv 16hour e
Celest Way
You stand in the rebuilt northern district of Val Miran. Dozens of large
illustrious white and blue banners of the Knight line the rebuilt street.
This section of cobblestone has been paved entirely by crusaders with
starstone. Etched into the sparkling walkway are the initials J.C. and
D.C.. All of the newly constructed buildings are made from stone and wood
with thatch roof tops running in perfect symmetry.
[Exits: east west]
866hp 375m 401mv 16hour w
Square of the Fallen
You have arrived at the rebuild Northern Square, a hush lying over the
whole area. A memorial of the fallen has been constructed in the midst of
the square, dented shields and armor, forged together with broken weapons
artfully creating an overlarge kneeling figure: a warrior or fighter, his
head raised to the heavens, an unbroken, overlarge sword grasped in his huge
hand and rammed into the ground before him. A small plaque is fastened to
the dias of the statue, saying: In Memory of the Fallen Defenders of Val
Miran. May their sacrifice never be forgotten. A line of gleaming shields
line the rim of the square, fastened to white marble blocks. Each displays
a coat of arms, many of them the Knightly sigil, some that of the Righteous
Palm.
[Exits: north east south west]
A granite fountain is here, gushing forth fresh water.
866hp 375m 400mv 16hour where
ValMiran is [TRIBUNAL] controlled. Players near you:
<PK> Elisaora (WANTED) Square of the Fallen
<PK> Thrain [TRIBUNAL] Saint Yeralon Way
866hp 375m 400mv 16hour sca s
You scan south.
*** Range 1 (south) ***
A tiny maintenance bot whirrs around looking for a new task.
*** Range 3 (south) ***
A Blood Guard Patroller stands firmly at the entrance.
*** Range 5 (south) ***
(Translucent) (White Aura) Thrain the Iron Fist is here.
866hp 375m 400mv 16hour sca s
You scan south.
*** Range 1 (south) ***
A tiny maintenance bot whirrs around looking for a new task.
*** Range 3 (south) ***
A Blood Guard Patroller stands firmly at the entrance.
*** Range 4 (south) ***
(Translucent) (White Aura) Thrain the Iron Fist is here.
866hp 375m 400mv 16hour s
Ivesianna Avenue
You stand in the rebuilt northern district of Val Miran. Dozens of
large illustrious white and blue banners of the Knight line the rebuilt
cobblestone street. Etched into the walkway are the words "Starborne".
Tall newly constructed buildings made from stone and wood with thatch roof
tops run perfectly symmetrically here.
[Exits: north south]
A tiny maintenance bot whirrs around looking for a new task.
866hp 375m 399mv 16hour s
Ivesianna Avenue
You stand in the rebuilt northern district of Val Miran. Dozens of large
illustrious white and blue banners of the Knight line the rebuilt
cobblestone street. Etched into the walkway are the words "Starborne". The
face of a statue seems to be looking out of one of the walls right next to
it. It seems to be the face of a warrior, his expression both stern and
determined. To the west the neighing of countless horses and the soft
noises of other animals, interrupted by the occasional loud trumpeting, can
be heard from the Royal Stables.
[Exits: north south west]
866hp 375m 397mv 16hour s
Ivesianna Avenue
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 east south]
A large sign etched with a rusted needle on it points east.
A Blood Guard Patroller stands firmly at the entrance.
866hp 375m 395mv 16hour s
s
The Central Square of Val Miran
The central square has been paved with what appear to be interlocking
stones that have been placed meticulously to provide an oddly smooth walking
space. The sound of construction rings in the distance of the sprawling
city amidst the cacophony of conversations at all sides.
[Exits: north east south west up]
A set of Imperial banners stand proudly around the square.
The official Tribunal Roll Call has been posted here.
A bronze fountain with the shell of Agmeel kneeling on top gushes forth water here.
(Translucent) (White Aura) Thrain the Iron Fist is here.
866hp 375m 394mv 16hour Saint Yeralon Way
You stand amid the main street of Val Miran, Saint Yeralon Way. Saint
Yeralon was an ancient Goddess of Compassion, using her gentle touch
to bless Val Miran with good health and riches. The street is lined with
tall buildings and grandiose with arches. South leads to the Southern Square,
and north leads to the Central Square.
[Exits: north south]
866hp 375m 393mv 16hour s
Saint Yeralon Way
You stand amid the main street of Val Miran, Saint Yeralon Way. Saint
Yeralon was an ancient Goddess of Compassion, using her gentle touch
to bless Val Miran with good health and riches. The street is lined with
tall buildings and grandiose with arches. South leads to the Southern Square,
and north leads to the Central Square.
[Exits: north south]
866hp 375m 392mv 16hour s
Saint Yeralon Way
You stand amid the main street of Val Miran, Saint Yeralon Way. Saint
Yeralon was an ancient Goddess of Compassion, using her gentle touch
to bless Val Miran with good health and riches. The street is lined with
tall buildings and grandiose with arches. South leads to the Southern Square,
and north leads to the Central Square.
[Exits: north south]
866hp 375m 391mv 16hour s
The Southern Prominade of Val Miran
The wide southern square of Val Miran is a bustle of activity. Local
entertainers from the Quivering Palm perform around the large fountain it
the center of the square. Criers hired by the vendors north of here cry out
advertising for their employers. Travelers heading in and out of the city
fill the colonnade with foot traffic. To the west Lord Corim Street leads
toward the west wall. The shadows of Barnok Boulevard cast an ominous look
on the road to the west. North of here Saint Yeralon Way leads to the town
center.
[Exits: north east south west up]
A granite fountain is here, gushing forth fresh water.
A catapult is here, accompanied by a group of guards.
866hp 375m 390mv 16hour s
The Southern Gateway of Val Miran
Twin gate towers support the large arch leading north into Val Miran
proper and south onto the Imperial Knight Bridge. Archers patrol the
ramparts atop the tall towers. A regiment of Righteous Palm soldiers
garrison the base of the towers keeping vigilant watch on the commuters
crossing the bridge south of here.
[Exits: north south]
866hp 375m 389mv 16hour s
Imperial Knight Bridge
A stunning suspension bridge crossing the Eridani River leads north to
the Val Miran from the southern gate house. Two massive stone sentinels
rise from the river bed, the upraised tips of giant polearms crossed to
create the central arch. The tower statue on the east resembles a giant
blood guard, the sentinel on the west a replica of a gargantuan inquisitor.
Great steel chains drape from the tips of the polearms to the gate houses on
each end of the bridge. Steel cables drop from the chains at regular
intervals to support the wide stone bridge.
[Exits: north south down]
866hp 375m 388mv 16hour d
Beneath the Suspension Bridge
The legs of the two stone sentinels supporting the bridge above you
spread wide to each bank of the Eridani here, a staircase leading up carved
into the northern leg of each leads up and onto the bridge. The river flows
quickly here, its current creating large eddies where it passes between the
feet of the statues.
[Exits: east west up]
866hp 375m 387mv 16hour where
af
ValMiran is [TRIBUNAL] controlled. Players near you:
<PK> Elisaora (WANTED) Beneath the Suspension Bridge
<PK> Thrain [TRIBUNAL] Saint Yeralon Way
866hp 375m 387mv 16hour You are affected by the following:
Spell: stalk : for 3 hours
Spell: ensnare-effect : for 5 hours
Spell: drained : for 2 hours
Spell: sanctuary : for 3 hours
Spell: fly : for 14 hours
Spell: detect hidden : for 29 hours
Spell: mounted : for 42 hours
866hp 375m 387mv 16hour TICK IN 5 SECONDS.
end
You meditate briefly then resume your position.
866hp 345m 387mv 16hour
Thrain flies in.
866hp 345m 387mv 16hour murder thrain
You yell 'Help! I am being attacked by Thrain!'
An Iceborn Boomstick's blast LACERATES you!
Thrain throws his fire throwing knives and hits you with one of them.
Thrain's throw decimates you!
You parry Thrain's attack.
You block Thrain's attack with your weapon.
Thrain's divine power devastates you!
Thrain feigns and reaches out towards you.
Thrain's shadow strike mauls you.
You block Thrain's attack with your weapon.
Thrain's tsuki strike grazes you.
Thrain is in excellent condition.
Elisaora: [===|===|===|---]
729hp 345m 387mv 16hour You do the best you can!
Thrain is in excellent condition.
Elisaora: [===|===|===|---]
729hp 345m 387mv 16hour
You fire from a composite bow and hit Thrain with a couple shots.
A composite bow's pierce MUTILATES Thrain!
You throw your water throwing knives and hit Thrain with one of them.
Your blow wounds Thrain gravely.
Your throw mauls Thrain.
Your cleave decimates Thrain!
You feign and strike at Thrain's nerve point.
Your shadow strike injures Thrain.
Thrain parries your attack.
Your cleave mauls Thrain.
Your cleave mauls Thrain.
Your tsuki strike scratches Thrain.
Thrain throws his fire throwing knives and hits you with one of them.
Thrain's blow wounds you gravely.
Thrain's throw decimates you!
Thrain's divine power devastates you!
Thrain's divine power maims you!
Thrain feigns and reaches out towards you.
Thrain's shadow strike misses you.
Thrain's divine power devastates you!
Thrain's tsuki strike injures you.
Thrain has some small wounds and bruises.
Elisaora: [===|===|=--|---]
593hp 345m 387mv 16hour
You manage to mend your wounds.
Thrain has some small wounds and bruises.
Elisaora: [===|===|=--|---]
595hp 351m 423mv 17hour Timer now at 30 secs.
grap
Thrain manages to evade your grapple.
Your grapple misses Thrain.
Thrain has some small wounds and bruises.
Elisaora: [===|===|=--|---]
595hp 351m 423mv 17hour
[WATCHER]: 'We've won 6 pelts and won 21 support in recent raids.'
You have gained 6 pelts in service of WATCHER.
You throw your water throwing knives and hit Thrain with none of them.
Your throw misses Thrain.
Thrain parries your attack.
Thrain blocks your attack with his weapon.
Thrain dodges your attack.
Your cleave misses Thrain.
You feign and strike at Thrain's nerve point.
Your shadow strike mauls Thrain.
Thrain dodges your attack.
You learn a little bit more of Thrain's movements.
Thrain parries your attack.
Your tsuki strike injures Thrain.
Thrain throws his fire throwing knives and hits you with one of them.
Thrain's throw mauls you.
You parry Thrain's attack.
You dodge Thrain's attack.
Thrain's tsuki strike wounds you.
Thrain has some small wounds and bruises.
Elisaora: [===|===|=--|---]
552hp 351m 423mv 17hour
You fire from a composite bow and hit Thrain with a couple shots.
A composite bow's pierce devastates Thrain!
You throw your water throwing knives and hit Thrain with a couple of them.
Your throw DISMEMBERS Thrain!
Thrain parries your attack.
Thrain parries your attack.
Thrain parries your attack.
Your cleave mauls Thrain.
You feign and strike at Thrain's nerve point.
Your shadow strike wounds Thrain.
Thrain parries your attack.
Your tsuki strike grazes Thrain.
An Iceborn Boomstick's blast misses you.
Thrain throws his fire throwing knives and hits you with a couple of them.
Thrain's throw DISMEMBERS you!
You block Thrain's attack with your weapon.
Thrain feigns and reaches out towards you.
Thrain's shadow strike mauls you.
You block Thrain's attack with your weapon.
Thrain's tsuki strike grazes you.
Thrain has quite a few wounds.
Elisaora: [===|===|---|---]
461hp 351m 423mv 17hour
Thrain has fled!
Your wounding scratches Thrain.
Thrain flies east.
You throw your water throwing knives and hit Thrain with one of them.
Your throw LACERATES Thrain!
461hp 351m 423mv 17hour
Thrain flies in.
461hp 351m 423mv 17hour push thr w
Your wounding scratches Thrain.
Thrain flies west.
Thrain yells 'Help! Elisaora just pushed me!'
Your palm strike scratches Thrain.
With a single well placed strike you sends Thrain tumbling out of the area.
461hp 321m 423mv 17hour w
Nearing Val Miran
You are floating on the mighty Eridani River with the current trying to
tear your vessel westward. The river is still very wide here. To your
north and south high walls block your view, the surface smoothed and
polished to discourage any who would lay siege to the city. Scaling those
slick walls is out of the question, so your only options are to float
downriver, row up against the current or climb the staircase leading up to
the suspension bridge visible to the east.
[Exits: east west]
(Translucent) (White Aura) Thrain the Iron Fist is here.
You yell 'Help! I am being attacked by Thrain!'
An Iceborn Boomstick's blast DISMEMBERS you!
Thrain throws his fire throwing knives and hits you with a couple of them.
Thrain's throw DISMEMBERS you!
You block Thrain's attack with your weapon.
You block Thrain's attack with your weapon.
You parry Thrain's attack.
Thrain feigns and reaches out towards you.
Thrain's shadow strike mauls you.
You parry Thrain's attack.
Thrain's tsuki strike hits you.
Thrain has quite a few wounds.
Elisaora: [===|=--|---|---]
312hp 321m 421mv 17hour w
No way! You are still fighting!
Thrain has quite a few wounds.
Elisaora: [===|=--|---|---]
312hp 321m 421mv 17hour fle
You flee from combat!
Nearing Val Miran
You are floating on the mighty Eridani River with the current trying to
tear your vessel westward. The river is still very wide here. To your
north and south high walls block your view, the surface smoothed and
polished to discourage any who would lay siege to the city. Scaling those
slick walls is out of the question, so your only options are to float
downriver, row up against the current or find the base of the suspension
bridge.
[Exits: east west]
312hp 321m 419mv 17hour e
Nearing Val Miran
You are floating on the mighty Eridani River with the current trying to
tear your vessel westward. The river is still very wide here. To your
north and south high walls block your view, the surface smoothed and
polished to discourage any who would lay siege to the city. Scaling those
slick walls is out of the question, so your only options are to float
downriver, row up against the current or climb the staircase leading up to
the suspension bridge visible to the east.
[Exits: east west]
(Translucent) (White Aura) Thrain the Iron Fist is here.
312hp 321m 417mv 17hour e
Beneath the Suspension Bridge
The legs of the two stone sentinels supporting the bridge above you
spread wide to each bank of the Eridani here, a staircase leading up carved
into the northern leg of each leads up and onto the bridge. The river flows
quickly here, its current creating large eddies where it passes between the
feet of the statues.
[Exits: east west up]
312hp 321m 415mv 17hour u
Imperial Knight Bridge
A stunning suspension bridge crossing the Eridani River leads north to
the Val Miran from the southern gate house. Two massive stone sentinels
rise from the river bed, the upraised tips of giant polearms crossed to
create the central arch. The tower statue on the east resembles a giant
blood guard, the sentinel on the west a replica of a gargantuan inquisitor.
Great steel chains drape from the tips of the polearms to the gate houses on
each end of the bridge. Steel cables drop from the chains at regular
intervals to support the wide stone bridge.
[Exits: north south down]
312hp 321m 414mv 17hour n
n
The Southern Gateway of Val Miran
Twin gate towers support the large arch leading north into Val Miran
proper and south onto the Imperial Knight Bridge. Archers patrol the
ramparts atop the tall towers. A regiment of Righteous Palm soldiers
garrison the base of the towers keeping vigilant watch on the commuters
crossing the bridge south of here.
[Exits: north south]
312hp 321m 413mv 17hour The Southern Prominade of Val Miran
The wide southern square of Val Miran is a bustle of activity. Local
entertainers from the Quivering Palm perform around the large fountain it
the center of the square. Criers hired by the vendors north of here cry out
advertising for their employers. Travelers heading in and out of the city
fill the colonnade with foot traffic. To the west Lord Corim Street leads
toward the west wall. The shadows of Barnok Boulevard cast an ominous look
on the road to the west. North of here Saint Yeralon Way leads to the town
center.
[Exits: north east south west up]
A granite fountain is here, gushing forth fresh water.
A catapult is here, accompanied by a group of guards.
312hp 321m 412mv 17hour n
n
Saint Yeralon Way
You stand amid the main street of Val Miran, Saint Yeralon Way. Saint
Yeralon was an ancient Goddess of Compassion, using her gentle touch
to bless Val Miran with good health and riches. The street is lined with
tall buildings and grandiose with arches. South leads to the Southern Square,
and north leads to the Central Square.
[Exits: north south]
312hp 321m 411mv 17hour n
n
Saint Yeralon Way
You stand amid the main street of Val Miran, Saint Yeralon Way. Saint
Yeralon was an ancient Goddess of Compassion, using her gentle touch
to bless Val Miran with good health and riches. The street is lined with
tall buildings and grandiose with arches. South leads to the Southern Square,
and north leads to the Central Square.
[Exits: north south]
312hp 321m 410mv 17hour Saint Yeralon Way
You stand amid the main street of Val Miran, Saint Yeralon Way. Saint
Yeralon was an ancient Goddess of Compassion, using her gentle touch
to bless Val Miran with good health and riches. The street is lined with
tall buildings and grandiose with arches. South leads to the Southern Square,
and north leads to the Central Square.
[Exits: north south]
312hp 321m 409mv 17hour The Central Square of Val Miran
The central square has been paved with what appear to be interlocking
stones that have been placed meticulously to provide an oddly smooth walking
space. The sound of construction rings in the distance of the sprawling
city amidst the cacophony of conversations at all sides.
[Exits: north east south west up]
A set of Imperial banners stand proudly around the square.
The official Tribunal Roll Call has been posted here.
A bronze fountain with the shell of Agmeel kneeling on top gushes forth water here.
312hp 321m 408mv 17hour n
Ivesianna Avenue
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 east south]
A large sign etched with a rusted needle on it points east.
A Blood Guard Patroller stands firmly at the entrance.
312hp 321m 407mv 17hour n
Ivesianna Avenue
You stand in the rebuilt northern district of Val Miran. Dozens of large
illustrious white and blue banners of the Knight line the rebuilt
cobblestone street. Etched into the walkway are the words "Starborne". The
face of a statue seems to be looking out of one of the walls right next to
it. It seems to be the face of a warrior, his expression both stern and
determined. To the west the neighing of countless horses and the soft
noises of other animals, interrupted by the occasional loud trumpeting, can
be heard from the Royal Stables.
[Exits: north south west]
A tiny maintenance bot whirrs around looking for a new task.
312hp 321m 405mv 17hour n
n
Ivesianna Avenue
You stand in the rebuilt northern district of Val Miran. Dozens of
large illustrious white and blue banners of the Knight line the rebuilt
cobblestone street. Etched into the walkway are the words "Starborne".
Tall newly constructed buildings made from stone and wood with thatch roof
tops run perfectly symmetrically here.
[Exits: north south]
312hp 321m 403mv 17hour Square of the Fallen
You have arrived at the rebuild Northern Square, a hush lying over the
whole area. A memorial of the fallen has been constructed in the midst of
the square, dented shields and armor, forged together with broken weapons
artfully creating an overlarge kneeling figure: a warrior or fighter, his
head raised to the heavens, an unbroken, overlarge sword grasped in his huge
hand and rammed into the ground before him. A small plaque is fastened to
the dias of the statue, saying: In Memory of the Fallen Defenders of Val
Miran. May their sacrifice never be forgotten. A line of gleaming shields
line the rim of the square, fastened to white marble blocks. Each displays
a coat of arms, many of them the Knightly sigil, some that of the Righteous
Palm.
[Exits: north east south west]
A granite fountain is here, gushing forth fresh water.
312hp 321m 402mv 17hour e
e
e
Celest Way
You stand in the rebuilt northern district of Val Miran. Dozens of large
illustrious white and blue banners of the Knight line the rebuilt street.
This section of cobblestone has been paved entirely by crusaders with
starstone. Etched into the sparkling walkway are the initials J.C. and
D.C.. All of the newly constructed buildings are made from stone and wood
with thatch roof tops running in perfect symmetry.
[Exits: east west]
312hp 321m 401mv 17hour e
Celest Way
You stand in the rebuilt northern district of Val Miran. Dozens of large
illustrious white and blue banners of the Knight line the rebuilt street.
This section of cobblestone has been paved entirely by crusaders with
starstone. Etched into the sparkling walkway are the initials J. C. And
D. C.. All of the newly constructed buildings are made from stone and wood
with thatch roof tops running in perfect symmetry. To the north, the
Warrior Guild is enlisting new pupils while to the south the screams of the
Berserker Drillmaster can be heard.
[Exits: north east south west]
312hp 321m 400mv 17hour Celest Way
You stand in the rebuilt northern district of Val Miran. Dozens of large
illustrious white and blue banners of the Knight line the rebuilt street.
This section of cobblestone has been paved entirely by crusaders with
starstone. Etched into the sparkling walkway are the initials J. C. And
D. C.. All of the newly constructed buildings are made from stone and wood
with thatch roof tops running in perfect symmetry. To the north, blades
swish through the air as the Blademasters practice new forms.
To the south, a Starstone Plaque covers the whole wall.
[Exits: north east west]
312hp 321m 399mv 17hour e
Celest Way
You stand in the rebuilt northern district of Val Miran. Dozens of large
illustrious white and blue banners of the Knight line the rebuilt street.
This section of cobblestone has been paved entirely by crusaders with
starstone. Etched into the sparkling walkway are the initials J.C. and
D.C.. All of the newly constructed buildings are made from stone and wood
with thatch roof tops running in perfect symmetry.
[Exits: east west]
312hp 321m 398mv 17hour e
acu
Celest Way
You stand in the rebuilt northern district of Val Miran. Dozens of large
illustrious white and blue banners of the Knight line the rebuilt street.
This section of cobblestone has been paved entirely by crusaders with
starstone. Etched into the sparkling walkway are the initials J.C. and
D.C.. All of the newly constructed buildings are made from stone and wood
with thatch roof tops running in perfect symmetry.
A beautiful manor lies to the south.
[Exits: east (south) west]
312hp 321m 397mv 17hour Celest Way
You stand in the rebuilt northern district of Val Miran. Dozens of large
illustrious white and blue banners of the Knight line the rebuilt street.
This section of cobblestone has been paved entirely by crusaders with
starstone. Etched into the sparkling walkway are the initials J.C. and
D.C.. All of the newly constructed buildings are made from stone and wood
with thatch roof tops running in perfect symmetry.
[Exits: east west]
312hp 321m 396mv 17hour You feel relieved as the tension drains from your muscles.
662hp 251m 396mv 17hour af
TICK IN 5 SECONDS.
You are affected by the following:
Spell: acupuncture : modifies dex by 0 for 6 hours
Spell: shadow arts : modifies str by -1 for 1 hours
: modifies con by -2 for 2 hours
Spell: riddled : for 2 hours
Spell: endure : modifies savingspell by -7 for 11 hours
: modifies damroll by 3 for 11 hours
: modifies hitroll by 3 for 11 hours
Spell: stalk : for 2 hours
Spell: ensnare-effect : for 4 hours
Spell: drained : for 1 hours
Spell: sanctuary : for 2 hours
Spell: fly : for 13 hours
Spell: detect hidden : for 28 hours
Spell: mounted : for 41 hours
662hp 251m 396mv 17hour e
Piles of Wood and Stone
You stand amid the Northeastern Battlements of Val Miran. A thick ladder
leads up to the watchtower where city guards keep lookout on the horizon for
signs of intruders. To the south lies Tylith Way and the broken ivory
archways of what once was Athelea Terrace lie westward.
[Exits: south west up]
662hp 251m 395mv 17hour
The sun slowly disappears in the west.
664hp 257m 439mv 18hour Timer now at 30 secs.
e
Alas, you cannot go that way.
664hp 257m 439mv 18hour where
ValMiran is [TRIBUNAL] controlled. Players near you:
<PK> Elisaora (WANTED) Piles of Wood and Stone
<PK> Thrain [TRIBUNAL] Ivesianna Avenue
664hp 257m 439mv 18hour w
Celest Way
You stand in the rebuilt northern district of Val Miran. Dozens of large
illustrious white and blue banners of the Knight line the rebuilt street.
This section of cobblestone has been paved entirely by crusaders with
starstone. Etched into the sparkling walkway are the initials J.C. and
D.C.. All of the newly constructed buildings are made from stone and wood
with thatch roof tops running in perfect symmetry.
[Exits: east west]
664hp 257m 438mv 18hour di thrain
They aren't here.
664hp 257m 438mv 18hour sca
You scan all around.
You scan north.
You scan east.
You scan south.
You scan west.
You scan up.
You scan down.
664hp 257m 438mv 18hour e
Piles of Wood and Stone
You stand amid the Northeastern Battlements of Val Miran. A thick ladder
leads up to the watchtower where city guards keep lookout on the horizon for
signs of intruders. To the south lies Tylith Way and the broken ivory
archways of what once was Athelea Terrace lie westward.
[Exits: south west up]
664hp 257m 437mv 18hour af
You are affected by the following:
Spell: acupuncture : modifies dex by 0 for 5 hours
Spell: shadow arts : modifies str by -1 for 0 hours
: modifies con by -2 for 1 hours
Spell: riddled : for 1 hours
Spell: endure : modifies savingspell by -7 for 10 hours
: modifies damroll by 3 for 10 hours
: modifies hitroll by 3 for 10 hours
Spell: stalk : for 1 hours
Spell: ensnare-effect : for 3 hours
Spell: drained : for 0 hours
Spell: sanctuary : for 1 hours
Spell: fly : for 12 hours
Spell: detect hidden : for 27 hours
Spell: mounted : for 40 hours
664hp 257m 437mv 18hour s
Tylith Way
You walk down the side street known as Tylith Way. A powerful
monk of the Knight Order, he was feared throughout the lands for
his ability to dismantle enemy legions with his bare hands. The
road here runs to the North and South.
[Exits: north south]
664hp 257m 436mv 18hour s
Tylith Way
You walk down the side street known as Tylith Way. A powerful
monk of the Knight Order, he was feared throughout the lands for
his ability to dismantle enemy legions with his bare hands. The
road here runs to the North and South.
[Exits: north south (west)]
664hp 257m 435mv 18hour s
Tylith Way
You walk down the side street known as Tylith Way. A powerful
monk of the Knight Order, he was feared throughout the lands for
his ability to dismantle enemy legions with his bare hands. The
road here runs to the North and South.
[Exits: north south]
A feral citizen of Val Miran walks the streets here.
664hp 257m 434mv 18hour n
n
Tylith Way
You walk down the side street known as Tylith Way. A powerful
monk of the Knight Order, he was feared throughout the lands for
his ability to dismantle enemy legions with his bare hands. The
road here runs to the North and South.
[Exits: north south (west)]
664hp 257m 433mv 18hour Tylith Way
You walk down the side street known as Tylith Way. A powerful
monk of the Knight Order, he was feared throughout the lands for
his ability to dismantle enemy legions with his bare hands. The
road here runs to the North and South.
[Exits: north south]
664hp 257m 432mv 18hour n
Piles of Wood and Stone
You stand amid the Northeastern Battlements of Val Miran. A thick ladder
leads up to the watchtower where city guards keep lookout on the horizon for
signs of intruders. To the south lies Tylith Way and the broken ivory
archways of what once was Athelea Terrace lie westward.
[Exits: south west up]
664hp 257m 431mv 18hour di thrain
They aren't here.
664hp 257m 431mv 18hour sca
You scan all around.
You scan north.
You scan east.
You scan south.
*** Range 3 (south) ***
A feral citizen of Val Miran walks the streets here.
*** Range 4 (south) ***
(White Aura) A Gateguard is here, member of the Tribunal Blood Guard.
(White Aura) A Gateguard is here, member of the Tribunal Blood Guard.
*** Range 6 (south) ***
A feral citizen of Val Miran walks the streets here.
You scan west.
*** Range 5 (west) ***
(White Aura) Thrain the Iron Fist is here.
You scan up.
*** Range 1 (up) ***
A Righteous Palm Towerguard stands at his post.
You scan down.
664hp 257m 431mv 18hour w
Celest Way
You stand in the rebuilt northern district of Val Miran. Dozens of large
illustrious white and blue banners of the Knight line the rebuilt street.
This section of cobblestone has been paved entirely by crusaders with
starstone. Etched into the sparkling walkway are the initials J.C. and
D.C.. All of the newly constructed buildings are made from stone and wood
with thatch roof tops running in perfect symmetry.
[Exits: east west]
664hp 257m 430mv 18hour di thrain
w
They aren't here.
664hp 257m 430mv 18hour di thrain
Celest Way
You stand in the rebuilt northern district of Val Miran. Dozens of large
illustrious white and blue banners of the Knight line the rebuilt street.
This section of cobblestone has been paved entirely by crusaders with
starstone. Etched into the sparkling walkway are the initials J.C. and
D.C.. All of the newly constructed buildings are made from stone and wood
with thatch roof tops running in perfect symmetry.
A beautiful manor lies to the south.
[Exits: east (south) west]
664hp 257m 429mv 18hour w
They aren't here.
664hp 257m 429mv 18hour di thrain
Celest Way
You stand in the rebuilt northern district of Val Miran. Dozens of large
illustrious white and blue banners of the Knight line the rebuilt street.
This section of cobblestone has been paved entirely by crusaders with
starstone. Etched into the sparkling walkway are the initials J.C. and
D.C.. All of the newly constructed buildings are made from stone and wood
with thatch roof tops running in perfect symmetry.
[Exits: east west]
664hp 257m 428mv 18hour w
di thrain
They aren't here.
664hp 257m 428mv 18hour Celest Way
You stand in the rebuilt northern district of Val Miran. Dozens of large
illustrious white and blue banners of the Knight line the rebuilt street.
This section of cobblestone has been paved entirely by crusaders with
starstone. Etched into the sparkling walkway are the initials J. C. And
D. C.. All of the newly constructed buildings are made from stone and wood
with thatch roof tops running in perfect symmetry. To the north, blades
swish through the air as the Blademasters practice new forms.
To the south, a Starstone Plaque covers the whole wall.
[Exits: north east west]
664hp 257m 427mv 18hour e
They aren't here.
664hp 257m 427mv 18hour di thrain
Celest Way
You stand in the rebuilt northern district of Val Miran. Dozens of large
illustrious white and blue banners of the Knight line the rebuilt street.
This section of cobblestone has been paved entirely by crusaders with
starstone. Etched into the sparkling walkway are the initials J.C. and
D.C.. All of the newly constructed buildings are made from stone and wood
with thatch roof tops running in perfect symmetry.
[Exits: east west]
664hp 257m 426mv 18hour sca
They aren't here.
664hp 257m 426mv 18hour di thrain
You scan all around.
You scan north.
You scan east.
You scan south.
You scan west.
You scan up.
You scan down.
664hp 257m 426mv 18hour They aren't here.
664hp 257m 426mv 18hour e
Celest Way
You stand in the rebuilt northern district of Val Miran. Dozens of large
illustrious white and blue banners of the Knight line the rebuilt street.
This section of cobblestone has been paved entirely by crusaders with
starstone. Etched into the sparkling walkway are the initials J.C. and
D.C.. All of the newly constructed buildings are made from stone and wood
with thatch roof tops running in perfect symmetry.
A beautiful manor lies to the south.
[Exits: east (south) west]
664hp 257m 425mv 18hour sca
You scan all around.
You scan north.
You scan east.
You scan south.
You scan west.
You scan up.
You scan down.
664hp 257m 425mv 18hour where
ValMiran is [TRIBUNAL] controlled. Players near you:
<PK> Elisaora (WANTED) Celest Way
<PK> Thrain [TRIBUNAL] Sigil Road
664hp 257m 425mv 18hour e
Celest Way
You stand in the rebuilt northern district of Val Miran. Dozens of large
illustrious white and blue banners of the Knight line the rebuilt street.
This section of cobblestone has been paved entirely by crusaders with
starstone. Etched into the sparkling walkway are the initials J.C. and
D.C.. All of the newly constructed buildings are made from stone and wood
with thatch roof tops running in perfect symmetry.
[Exits: east west]
664hp 257m 424mv 18hour e
Piles of Wood and Stone
You stand amid the Northeastern Battlements of Val Miran. A thick ladder
leads up to the watchtower where city guards keep lookout on the horizon for
signs of intruders. To the south lies Tylith Way and the broken ivory
archways of what once was Athelea Terrace lie westward.
[Exits: south west up]
664hp 257m 423mv 18hour sca
You scan all around.
You scan north.
You scan east.
You scan south.
*** Range 3 (south) ***
A feral citizen of Val Miran walks the streets here.
*** Range 4 (south) ***
(White Aura) A Gateguard is here, member of the Tribunal Blood Guard.
(White Aura) A Gateguard is here, member of the Tribunal Blood Guard.
*** Range 6 (south) ***
A feral citizen of Val Miran walks the streets here.
You scan west.
You scan up.
*** Range 1 (up) ***
A Righteous Palm Towerguard stands at his post.
You scan down.
664hp 257m 423mv 18hour sca
You scan all around.
You scan north.
You scan east.
You scan south.
*** Range 3 (south) ***
A feral citizen of Val Miran walks the streets here.
*** Range 4 (south) ***
(White Aura) A Gateguard is here, member of the Tribunal Blood Guard.
(White Aura) A Gateguard is here, member of the Tribunal Blood Guard.
*** Range 6 (south) ***
A feral citizen of Val Miran walks the streets here.
You scan west.
You scan up.
*** Range 1 (up) ***
A Righteous Palm Towerguard stands at his post.
You scan down.
664hp 257m 423mv 18hour sca
You scan all around.
You scan north.
You scan east.
You scan south.
*** Range 3 (south) ***
A feral citizen of Val Miran walks the streets here.
*** Range 4 (south) ***
(White Aura) A Gateguard is here, member of the Tribunal Blood Guard.
(White Aura) A Gateguard is here, member of the Tribunal Blood Guard.
*** Range 6 (south) ***
A feral citizen of Val Miran walks the streets here.
You scan west.
You scan up.
*** Range 1 (up) ***
A Righteous Palm Towerguard stands at his post.
You scan down.
664hp 257m 423mv 18hour sca
You scan all around.
You scan north.
You scan east.
You scan south.
*** Range 3 (south) ***
A feral citizen of Val Miran walks the streets here.
*** Range 4 (south) ***
(White Aura) A Gateguard is here, member of the Tribunal Blood Guard.
(White Aura) A Gateguard is here, member of the Tribunal Blood Guard.
*** Range 6 (south) ***
A feral citizen of Val Miran walks the streets here.
You scan west.
You scan up.
*** Range 1 (up) ***
A Righteous Palm Towerguard stands at his post.
You scan down.
664hp 257m 423mv 18hour sca
You scan all around.
You scan north.
You scan east.
You scan south.
*** Range 3 (south) ***
A feral citizen of Val Miran walks the streets here.
*** Range 4 (south) ***
(White Aura) A Gateguard is here, member of the Tribunal Blood Guard.
(White Aura) A Gateguard is here, member of the Tribunal Blood Guard.
*** Range 6 (south) ***
A feral citizen of Val Miran walks the streets here.
You scan west.
You scan up.
*** Range 1 (up) ***
A Righteous Palm Towerguard stands at his post.
You scan down.
664hp 257m 423mv 18hour s
Tylith Way
You walk down the side street known as Tylith Way. A powerful
monk of the Knight Order, he was feared throughout the lands for
his ability to dismantle enemy legions with his bare hands. The
road here runs to the North and South.
[Exits: north south]
664hp 257m 422mv 18hour where
ValMiran is [TRIBUNAL] controlled. Players near you:
<PK> Elisaora (WANTED) Tylith Way
<PK> Thrain [TRIBUNAL] The Western Gate of Val Miran
664hp 257m 422mv 18hour s
Tylith Way
You walk down the side street known as Tylith Way. A powerful
monk of the Knight Order, he was feared throughout the lands for
his ability to dismantle enemy legions with his bare hands. The
road here runs to the North and South.
[Exits: north south (west)]
664hp 257m 421mv 18hour s
Tylith Way
You walk down the side street known as Tylith Way. A powerful
monk of the Knight Order, he was feared throughout the lands for
his ability to dismantle enemy legions with his bare hands. The
road here runs to the North and South.
[Exits: north south]
A feral citizen of Val Miran walks the streets here.
664hp 257m 420mv 18hour sca
You scan all around.
You scan north.
You scan east.
You scan south.
*** Range 1 (south) ***
(White Aura) A Gateguard is here, member of the Tribunal Blood Guard.
(White Aura) A Gateguard is here, member of the Tribunal Blood Guard.
*** Range 3 (south) ***
A feral citizen of Val Miran walks the streets here.
You scan west.
You scan up.
You scan down.
664hp 257m 420mv 18hour n
n
Tylith Way
You walk down the side street known as Tylith Way. A powerful
monk of the Knight Order, he was feared throughout the lands for
his ability to dismantle enemy legions with his bare hands. The
road here runs to the North and South.
[Exits: north south (west)]
664hp 257m 419mv 18hour where
Tylith Way
You walk down the side street known as Tylith Way. A powerful
monk of the Knight Order, he was feared throughout the lands for
his ability to dismantle enemy legions with his bare hands. The
road here runs to the North and South.
[Exits: north south]
664hp 257m 418mv 18hour af
ValMiran is [TRIBUNAL] controlled. Players near you:
<PK> Elisaora (WANTED) Tylith Way
<PK> Thrain [TRIBUNAL] The Corner of Imperial Way and Sigil Road
664hp 257m 418mv 18hour You are affected by the following:
Spell: acupuncture : modifies dex by 0 for 5 hours
Spell: shadow arts : modifies str by -1 for 0 hours
: modifies con by -2 for 1 hours
Spell: riddled : for 1 hours
Spell: endure : modifies savingspell by -7 for 10 hours
: modifies damroll by 3 for 10 hours
: modifies hitroll by 3 for 10 hours
Spell: stalk : for 1 hours
Spell: ensnare-effect : for 3 hours
Spell: drained : for 0 hours
Spell: sanctuary : for 1 hours
Spell: fly : for 12 hours
Spell: detect hidden : for 27 hours
Spell: mounted : for 40 hours
664hp 257m 418mv 18hour TICK IN 5 SECONDS.
af
You are affected by the following:
Spell: acupuncture : modifies dex by 0 for 5 hours
Spell: shadow arts : modifies str by -1 for 0 hours
: modifies con by -2 for 1 hours
Spell: riddled : for 1 hours
Spell: endure : modifies savingspell by -7 for 10 hours
: modifies damroll by 3 for 10 hours
: modifies hitroll by 3 for 10 hours
Spell: stalk : for 1 hours
Spell: ensnare-effect : for 3 hours
Spell: drained : for 0 hours
Spell: sanctuary : for 1 hours
Spell: fly : for 12 hours
Spell: detect hidden : for 27 hours
Spell: mounted : for 40 hours
664hp 257m 418mv 18hour sl
You go to sleep.
664hp 257m 418mv 18hour
You recover from your injuries.
You don't feel as drained.
You feel your vitality slipping away!
674hp 287m 446mv 19hour Timer now at 30 secs.
wa
You wake and stand up.
674hp 287m 446mv 19hour n
n
Piles of Wood and Stone
You stand amid the Northeastern Battlements of Val Miran. A thick ladder
leads up to the watchtower where city guards keep lookout on the horizon for
signs of intruders. To the south lies Tylith Way and the broken ivory
archways of what once was Athelea Terrace lie westward.
[Exits: south west up]
674hp 287m 445mv 19hour where
Alas, you cannot go that way.
674hp 287m 445mv 19hour ValMiran is [TRIBUNAL] controlled. Players near you:
<PK> Elisaora (WANTED) Piles of Wood and Stone
<PK> Thrain [TRIBUNAL] The Corner of Imperial Way and Sigil Road
674hp 287m 445mv 19hour sca
You scan all around.
You scan north.
You scan east.
You scan south.
*** Range 3 (south) ***
A feral citizen of Val Miran walks the streets here.
*** Range 4 (south) ***
(White Aura) A Gateguard is here, member of the Tribunal Blood Guard.
(White Aura) A Gateguard is here, member of the Tribunal Blood Guard.
*** Range 6 (south) ***
A feral citizen of Val Miran walks the streets here.
You scan west.
You scan up.
*** Range 1 (up) ***
A Righteous Palm Towerguard stands at his post.
You scan down.
674hp 287m 445mv 19hour w
w
Celest Way
You stand in the rebuilt northern district of Val Miran. Dozens of large
illustrious white and blue banners of the Knight line the rebuilt street.
This section of cobblestone has been paved entirely by crusaders with
starstone. Etched into the sparkling walkway are the initials J.C. and
D.C.. All of the newly constructed buildings are made from stone and wood
with thatch roof tops running in perfect symmetry.
[Exits: east west]
674hp 287m 444mv 19hour w
Celest Way
You stand in the rebuilt northern district of Val Miran. Dozens of large
illustrious white and blue banners of the Knight line the rebuilt street.
This section of cobblestone has been paved entirely by crusaders with
starstone. Etched into the sparkling walkway are the initials J.C. and
D.C.. All of the newly constructed buildings are made from stone and wood
with thatch roof tops running in perfect symmetry.
A beautiful manor lies to the south.
[Exits: east (south) west]
674hp 287m 443mv 19hour whewre
Celest Way
You stand in the rebuilt northern district of Val Miran. Dozens of large
illustrious white and blue banners of the Knight line the rebuilt street.
This section of cobblestone has been paved entirely by crusaders with
starstone. Etched into the sparkling walkway are the initials J.C. and
D.C.. All of the newly constructed buildings are made from stone and wood
with thatch roof tops running in perfect symmetry.
[Exits: east west]
674hp 287m 442mv 19hour Huh?
674hp 287m 442mv 19hour sca
You scan all around.
You scan north.
You scan east.
You scan south.
You scan west.
You scan up.
You scan down.
674hp 287m 442mv 19hour di thrain
They aren't here.
674hp 287m 442mv 19hour af
You are affected by the following:
Spell: drained : for 4 hours
Spell: acupuncture : modifies dex by 0 for 4 hours
Spell: shadow arts : modifies con by -2 for 0 hours
Spell: riddled : for 0 hours
Spell: endure : modifies savingspell by -7 for 9 hours
: modifies damroll by 3 for 9 hours
: modifies hitroll by 3 for 9 hours
Spell: stalk : for 0 hours
Spell: ensnare-effect : for 2 hours
Spell: sanctuary : for 0 hours
Spell: fly : for 11 hours
Spell: detect hidden : for 26 hours
Spell: mounted : for 39 hours
674hp 287m 442mv 19hour
[WATCHER]: 'We've won 5 pelts and won 28 support in recent raids.'
You have gained 5 pelts in service of WATCHER.
674hp 287m 442mv 19hour where
ValMiran is [TRIBUNAL] controlled. Players near you:
<PK> Elisaora (WANTED) Celest Way
<PK> Thrain [TRIBUNAL] The Corner of Imperial Way and Sigil Road
674hp 287m 442mv 19hour sca
You scan all around.
You scan north.
You scan east.
You scan south.
You scan west.
You scan up.
You scan down.
674hp 287m 442mv 19hour e
Celest Way
You stand in the rebuilt northern district of Val Miran. Dozens of large
illustrious white and blue banners of the Knight line the rebuilt street.
This section of cobblestone has been paved entirely by crusaders with
starstone. Etched into the sparkling walkway are the initials J.C. and
D.C.. All of the newly constructed buildings are made from stone and wood
with thatch roof tops running in perfect symmetry.
A beautiful manor lies to the south.
[Exits: east (south) west]
674hp 287m 441mv 19hour i
You are carrying:
( 2) water throwing knives
a water pack
the Standard of Tribunal
(92) sparkling arrows
( 3) a potion of recall
(Glowing) the Golden Flower of the Jungle
( 2) some kelp rations
a gleaming white vial
a floating disc
( 3) a potion of detect-invisibility
( 2) (Humming) a potion of the hawk
(100) (Humming) consecrated arrows
(Glowing) (Humming) a barbed pike adorned with a glowing ember
(18) (Humming) consecrated arrows
(Glowing) (Humming) the shifu's shawl
a scrap of paper
a sturdy backpack
674hp 287m 441mv 19hour get v bac
A gleaming white vial: you can't carry that many items.
674hp 287m 441mv 19hour e
Celest Way
You stand in the rebuilt northern district of Val Miran. Dozens of large
illustrious white and blue banners of the Knight line the rebuilt street.
This section of cobblestone has been paved entirely by crusaders with
starstone. Etched into the sparkling walkway are the initials J.C. and
D.C.. All of the newly constructed buildings are made from stone and wood
with thatch roof tops running in perfect symmetry.
[Exits: east west]
674hp 287m 440mv 19hour w
Thrain flies in.
674hp 287m 440mv 19hour w
Celest Way
You stand in the rebuilt northern district of Val Miran. Dozens of large
illustrious white and blue banners of the Knight line the rebuilt street.
This section of cobblestone has been paved entirely by crusaders with
starstone. Etched into the sparkling walkway are the initials J.C. and
D.C.. All of the newly constructed buildings are made from stone and wood
with thatch roof tops running in perfect symmetry.
A beautiful manor lies to the south.
[Exits: east (south) west]
674hp 287m 439mv 19hour w
Celest Way
You stand in the rebuilt northern district of Val Miran. Dozens of large
illustrious white and blue banners of the Knight line the rebuilt street.
This section of cobblestone has been paved entirely by crusaders with
starstone. Etched into the sparkling walkway are the initials J.C. and
D.C.. All of the newly constructed buildings are made from stone and wood
with thatch roof tops running in perfect symmetry.
[Exits: east west]
674hp 287m 438mv 19hour eat ra
Celest Way
You stand in the rebuilt northern district of Val Miran. Dozens of large
illustrious white and blue banners of the Knight line the rebuilt street.
This section of cobblestone has been paved entirely by crusaders with
starstone. Etched into the sparkling walkway are the initials J. C. And
D. C.. All of the newly constructed buildings are made from stone and wood
with thatch roof tops running in perfect symmetry. To the north, blades
swish through the air as the Blademasters practice new forms.
To the south, a Starstone Plaque covers the whole wall.
[Exits: north east west]
674hp 287m 437mv 19hour w
w
w
You eat some kelp rations.
You are full.
674hp 287m 437mv 19hour
Thrain flies in.
674hp 287m 437mv 19hour get via bac
Celest Way
You stand in the rebuilt northern district of Val Miran. Dozens of large
illustrious white and blue banners of the Knight line the rebuilt street.
This section of cobblestone has been paved entirely by crusaders with
starstone. Etched into the sparkling walkway are the initials J. C. And
D. C.. All of the newly constructed buildings are made from stone and wood
with thatch roof tops running in perfect symmetry. To the north, the
Warrior Guild is enlisting new pupils while to the south the screams of the
Berserker Drillmaster can be heard.
[Exits: north east south west]
Thrain flies in.
674hp 287m 436mv 19hour di thrain
Celest Way
You stand in the rebuilt northern district of Val Miran. Dozens of large
illustrious white and blue banners of the Knight line the rebuilt street.
This section of cobblestone has been paved entirely by crusaders with
starstone. Etched into the sparkling walkway are the initials J.C. and
D.C.. All of the newly constructed buildings are made from stone and wood
with thatch roof tops running in perfect symmetry.
[Exits: east west]
674hp 287m 435mv 19hour Square of the Fallen
You have arrived at the rebuild Northern Square, a hush lying over the
whole area. A memorial of the fallen has been constructed in the midst of
the square, dented shields and armor, forged together with broken weapons
artfully creating an overlarge kneeling figure: a warrior or fighter, his
head raised to the heavens, an unbroken, overlarge sword grasped in his huge
hand and rammed into the ground before him. A small plaque is fastened to
the dias of the statue, saying: In Memory of the Fallen Defenders of Val
Miran. May their sacrifice never be forgotten. A line of gleaming shields
line the rim of the square, fastened to white marble blocks. Each displays
a coat of arms, many of them the Knightly sigil, some that of the Righteous
Palm.
[Exits: north east south west]
A granite fountain is here, gushing forth fresh water.
674hp 287m 434mv 19hour di thrain
You get a gleaming white vial from a sturdy backpack.
Thrain flies in.
674hp 287m 434mv 19hour Thrain yells 'Help! Elisaora kicked dirt into my eyes!'
Thrain is blinded by the dirt in his eyes!
Your kicked dirt grazes Thrain.
Thrain has a few scratches.
Elisaora: [===|===|==-|---]
674hp 287m 434mv 19hour di thrain
Thrain kicks dirt in your eyes!
Thrain's kicked dirt grazes you.
You can't see a thing!
Elisaora: [===|===|==-|---]
669hp 287m 434mv 19hour
You fire from something and hit someone with no shots.
Something's pierce misses someone.
You throw your something and hit someone with none of them.
Your throw misses someone.
You depleted your supply of something.
Someone parries your attack.
Someone dodges your attack.
Someone blocks your attack with his weapon.
You learn a little bit more of Thrain's movements.
Your cleave devastates someone!
Someone blocks your attack with his weapon.
Your tsuki strike injures someone.
Something's blast misses you.
Someone throws his something and hits you with one of them.
Someone's throw mauls you.
You block someone's attack with your weapon.
Someone feigns and reaches out towards you.
Someone's shadow strike wounds you.
You parry someone's attack.
You dodge someone's attack.
Someone's tsuki strike hits you.
A necklace of linked grey fists glimmers with a divine intensity.
Elisaora: [===|===|==-|---]
617hp 287m 434mv 19hour TICK IN 5 SECONDS.
You throw your something and hit someone with a couple of them.
Your throw DISMEMBERS someone!
Someone parries your attack.
Someone parries your attack.
Someone blocks your attack with his weapon.
You learn a little bit more of Thrain's movements.
Someone blocks your attack with his weapon.
You learn a little bit more of Thrain's movements.
You have become better at stalk! [79%]
Your cleave decimates someone!
Your tsuki strike grazes someone.
Someone throws his something and hits you with a couple of them.
Someone's throw DISMEMBERS you!
You block someone's attack with your weapon.
You dodge someone's attack.
Someone's tsuki strike hits you.
Elisaora: [===|===|=--|---]
545hp 287m 434mv 19hour They aren't here.
Elisaora: [===|===|=--|---]
545hp 287m 434mv 19hour They aren't here.
Elisaora: [===|===|=--|---]
545hp 287m 434mv 19hour grap
You maneuver to grapple someone, and throw him to the ground!
Your grapple LACERATES someone!
Elisaora: [===|===|=--|---]
545hp 287m 434mv 19hour
You fire from something and hit someone with no shots.
Something's pierce misses someone.
You throw your something and hit someone with one of them.
Your throw mauls someone.
Someone parries your attack.
Someone parries your attack.
Your cleave mauls someone.
Someone blocks your attack with his weapon.
You feign and strike at someone's nerve point.
Your shadow strike misses someone.
Someone parries your attack.
Your tsuki strike injures someone.
Someone throws his something and hits you with one of them.
Someone's blow wounds you gravely.
Someone's throw decimates you!
Someone's divine power devastates you!
Someone feigns and reaches out towards you.
Someone's shadow strike injures you.
Someone's divine power maims you!
Someone's tsuki strike grazes you.
Elisaora: [===|===|---|---]
431hp 287m 434mv 19hour fle
You throw your something and hit someone with one of them.
Your blow wounds someone gravely.
Your throw decimates someone!
Someone parries your attack.
Someone blocks your attack with his weapon.
Someone blocks your attack with his weapon.
You feign and strike at someone's nerve point.
Your shadow strike misses someone.
Someone blocks your attack with his weapon.
Someone parries your attack.
Your tsuki strike injures someone.
Something draws life from someone.
Your life drain scratches someone.
Something's blast misses you.
Someone throws his something and hits you with one of them.
Someone's throw devastates you!
You block someone's attack with your weapon.
Someone's divine power devastates you!
Someone's tsuki strike hits you.
You manage to mend your wounds.
You rub the dirt out of your eyes.
You can stalk again.
The protective aura around your body fades.
Thrain rubs the dirt out of his eyes.
Thrain has some small wounds and bruises.
Elisaora: [===|==-|---|---]
362hp 292m 446mv 20hour Timer now at 30 secs.
You manage to evade Thrain's grapple.
Thrain's grapple misses you.
Thrain has some small wounds and bruises.
Elisaora: [===|==-|---|---]
362hp 292m 446mv 20hour You flee from combat!
Ivesianna Avenue
You stand in the rebuilt northern district of Val Miran. Dozens of
large illustrious white and blue banners of the Knight line the rebuilt
cobblestone street. Etched into the walkway are the words "Starborne".
Tall newly constructed buildings made from stone and wood with thatch roof
tops run perfectly symmetrically here.
[Exits: north south]
Thrain throws his fire throwing knives and hits you with one of them.
Thrain's throw *** DEMOLISHES *** you!
You sure are BLEEDING!
235hp 292m 445mv 20hour quaf v
You quaff a gleaming white vial.
You are surrounded by a white aura.
235hp 292m 445mv 20hour s
Ivesianna Avenue
You stand in the rebuilt northern district of Val Miran. Dozens of large
illustrious white and blue banners of the Knight line the rebuilt
cobblestone street. Etched into the walkway are the words "Starborne". The
face of a statue seems to be looking out of one of the walls right next to
it. It seems to be the face of a warrior, his expression both stern and
determined. To the west the neighing of countless horses and the soft
noises of other animals, interrupted by the occasional loud trumpeting, can
be heard from the Royal Stables.
[Exits: north south west]
A tiny maintenance bot whirrs around looking for a new task.
235hp 292m 443mv 20hour s
s
Ivesianna Avenue
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 east south]
A large sign etched with a rusted needle on it points east.
A Blood Guard Patroller stands firmly at the entrance.
235hp 292m 441mv 20hour The Central Square of Val Miran
The central square has been paved with what appear to be interlocking
stones that have been placed meticulously to provide an oddly smooth walking
space. The sound of construction rings in the distance of the sprawling
city amidst the cacophony of conversations at all sides.
[Exits: north east south west up]
A set of Imperial banners stand proudly around the square.
The official Tribunal Roll Call has been posted here.
A bronze fountain with the shell of Agmeel kneeling on top gushes forth water here.
235hp 292m 440mv 20hour s
Saint Yeralon Way
You stand amid the main street of Val Miran, Saint Yeralon Way. Saint
Yeralon was an ancient Goddess of Compassion, using her gentle touch
to bless Val Miran with good health and riches. The street is lined with
tall buildings and grandiose with arches. South leads to the Southern Square,
and north leads to the Central Square.
[Exits: north south]
235hp 292m 439mv 20hour s
Saint Yeralon Way
You stand amid the main street of Val Miran, Saint Yeralon Way. Saint
Yeralon was an ancient Goddess of Compassion, using her gentle touch
to bless Val Miran with good health and riches. The street is lined with
tall buildings and grandiose with arches. South leads to the Southern Square,
and north leads to the Central Square.
[Exits: north south]
235hp 292m 438mv 20hour af
[WATCHER]: 'We've won 3 pelts and won 27 support in recent raids.'
You have gained 3 pelts in service of WATCHER.
235hp 292m 438mv 20hour You are affected by the following:
Spell: sanctuary : for 7 hours
Spell: shadow arts : modifies con by -3 for 2 hours
: modifies str by -1 for 2 hours
Spell: drained : for 3 hours
Spell: acupuncture : modifies dex by 0 for 3 hours
Spell: riddled : for 2 hours
Spell: endure : modifies savingspell by -7 for 8 hours
: modifies damroll by 3 for 8 hours
: modifies hitroll by 3 for 8 hours
Spell: ensnare-effect : for 1 hours
Spell: fly : for 10 hours
Spell: detect hidden : for 25 hours
Spell: mounted : for 38 hours
235hp 292m 438mv 20hour s
Saint Yeralon Way
You stand amid the main street of Val Miran, Saint Yeralon Way. Saint
Yeralon was an ancient Goddess of Compassion, using her gentle touch
to bless Val Miran with good health and riches. The street is lined with
tall buildings and grandiose with arches. South leads to the Southern Square,
and north leads to the Central Square.
[Exits: north south]
235hp 292m 437mv 20hour s
The Southern Prominade of Val Miran
The wide southern square of Val Miran is a bustle of activity. Local
entertainers from the Quivering Palm perform around the large fountain it
the center of the square. Criers hired by the vendors north of here cry out
advertising for their employers. Travelers heading in and out of the city
fill the colonnade with foot traffic. To the west Lord Corim Street leads
toward the west wall. The shadows of Barnok Boulevard cast an ominous look
on the road to the west. North of here Saint Yeralon Way leads to the town
center.
[Exits: north east south west up]
A granite fountain is here, gushing forth fresh water.
A catapult is here, accompanied by a group of guards.
235hp 292m 436mv 20hour w
w
Lord Corim Street
You are walking along Lord Corim Street, in the south-western
portion of Val Miran. An Executioner of the One God from centuries
ago, legend states that a single swing of his holy weapon could
eradicate entire Demon armies. You see the great Battlements of
Val Miran further to the West.
[Exits: east west]
235hp 292m 435mv 20hour Lord Corim Street
You are walking along Lord Corim Street, in the south-western
portion of Val Miran. An Executioner of the One God from centuries
ago, legend states that a single swing of his holy weapon could
eradicate entire Demon armies. You see the great Battlements of
Val Miran further to the West.
[Exits: east west]
235hp 292m 434mv 20hour w
Lord Corim Street
You are walking along Lord Corim Street, in the south-western
portion of Val Miran. An Executioner of the One God from centuries
ago, legend states that a single swing of his holy weapon could
eradicate entire Demon armies. You see the great Battlements of
Val Miran further to the West.
[Exits: north east west]
235hp 292m 433mv 20hour w
w
Lord Corim Street
You are walking along Lord Corim Street, in the south-western
portion of Val Miran. An Executioner of the One God from centuries
ago, legend states that a single swing of his holy weapon could
eradicate entire Demon armies. You see the great Battlements of
Val Miran further to the West.
[Exits: east south west]
235hp 292m 432mv 20hour where
Lord Corim Street
You are walking along Lord Corim Street, in the south-western
portion of Val Miran. An Executioner of the One God from centuries
ago, legend states that a single swing of his holy weapon could
eradicate entire Demon armies. You see the great Battlements of
Val Miran further to the West.
[Exits: (north) east west]
235hp 292m 431mv 20hour af
ValMiran is [TRIBUNAL] controlled. Players near you:
<PK> Elisaora (WANTED) Lord Corim Street
<PK> Thrain [TRIBUNAL] Ivesianna Avenue
235hp 292m 431mv 20hour You are affected by the following:
Spell: sanctuary : for 7 hours
Spell: shadow arts : modifies con by -3 for 2 hours
: modifies str by -1 for 2 hours
Spell: drained : for 3 hours
Spell: acupuncture : modifies dex by 0 for 3 hours
Spell: riddled : for 2 hours
Spell: endure : modifies savingspell by -7 for 8 hours
: modifies damroll by 3 for 8 hours
: modifies hitroll by 3 for 8 hours
Spell: ensnare-effect : for 1 hours
Spell: fly : for 10 hours
Spell: detect hidden : for 25 hours
Spell: mounted : for 38 hours
235hp 292m 431mv 20hour w
Lord Corim Street
You are walking along Lord Corim Street, in the south-western
portion of Val Miran. An Executioner of the One God from centuries
ago, legend states that a single swing of his holy weapon could
eradicate entire Demon armies. You see the great Battlements of
Val Miran further to the West.
[Exits: (north) east west]
235hp 292m 430mv 20hour w
sca
In the Southwestern Corner of the Battlements
You stand amid the Southwestern Battlements of Val Miran.
A thick ladder leads up to the watchtower where Guards of
the Black Onyx keep lookout on the horizon for signs of
intruders. To the north lies Alduir the Conqueror Road,
and Lord Gillam Street runs eastward.
[Exits: north east up]
235hp 292m 429mv 20hour You scan all around.
You scan north.
*** Range 4 (north) ***
(White Aura) A Gateguard is here, member of the Tribunal Blood Guard.
A group of trebuchet operators stands around here, looking bored.
A gargantuan Trebuchet is here on top of a platform.
(White Aura) A Gateguard is here, member of the Tribunal Blood Guard.
You scan east.
You scan south.
You scan west.
You scan up.
*** Range 1 (up) ***
A Righteous Palm Towerguard stands at his post.
You scan down.
235hp 292m 429mv 20hour sca
sca
You scan all around.
You scan north.
*** Range 4 (north) ***
(White Aura) A Gateguard is here, member of the Tribunal Blood Guard.
A group of trebuchet operators stands around here, looking bored.
A gargantuan Trebuchet is here on top of a platform.
(White Aura) A Gateguard is here, member of the Tribunal Blood Guard.
You scan east.
You scan south.
You scan west.
You scan up.
*** Range 1 (up) ***
A Righteous Palm Towerguard stands at his post.
You scan down.
235hp 292m 429mv 20hour You scan all around.
You scan north.
*** Range 4 (north) ***
(White Aura) A Gateguard is here, member of the Tribunal Blood Guard.
A group of trebuchet operators stands around here, looking bored.
A gargantuan Trebuchet is here on top of a platform.
(White Aura) A Gateguard is here, member of the Tribunal Blood Guard.
You scan east.
You scan south.
You scan west.
You scan up.
*** Range 1 (up) ***
A Righteous Palm Towerguard stands at his post.
You scan down.
235hp 292m 429mv 20hour af
You are affected by the following:
Spell: sanctuary : for 7 hours
Spell: shadow arts : modifies con by -3 for 2 hours
: modifies str by -1 for 2 hours
Spell: drained : for 3 hours
Spell: acupuncture : modifies dex by 0 for 3 hours
Spell: riddled : for 2 hours
Spell: endure : modifies savingspell by -7 for 8 hours
: modifies damroll by 3 for 8 hours
: modifies hitroll by 3 for 8 hours
Spell: ensnare-effect : for 1 hours
Spell: fly : for 10 hours
Spell: detect hidden : for 25 hours
Spell: mounted : for 38 hours
235hp 292m 429mv 20hour sca
You scan all around.
You scan north.
*** Range 4 (north) ***
(White Aura) A Gateguard is here, member of the Tribunal Blood Guard.
A group of trebuchet operators stands around here, looking bored.
A gargantuan Trebuchet is here on top of a platform.
(White Aura) A Gateguard is here, member of the Tribunal Blood Guard.
You scan east.
You scan south.
You scan west.
You scan up.
*** Range 1 (up) ***
A Righteous Palm Towerguard stands at his post.
You scan down.
235hp 292m 429mv 20hour sca
You scan all around.
You scan north.
*** Range 4 (north) ***
(White Aura) Thrain the Iron Fist is here.
(White Aura) A Gateguard is here, member of the Tribunal Blood Guard.
A group of trebuchet operators stands around here, looking bored.
A gargantuan Trebuchet is here on top of a platform.
(White Aura) A Gateguard is here, member of the Tribunal Blood Guard.
You scan east.
You scan south.
You scan west.
You scan up.
*** Range 1 (up) ***
A Righteous Palm Towerguard stands at his post.
You scan down.
235hp 292m 429mv 20hour sca
You scan all around.
You scan north.
*** Range 4 (north) ***
(White Aura) Thrain the Iron Fist is here.
(White Aura) A Gateguard is here, member of the Tribunal Blood Guard.
A group of trebuchet operators stands around here, looking bored.
A gargantuan Trebuchet is here on top of a platform.
(White Aura) A Gateguard is here, member of the Tribunal Blood Guard.
You scan east.
You scan south.
You scan west.
You scan up.
*** Range 1 (up) ***
A Righteous Palm Towerguard stands at his post.
You scan down.
235hp 292m 429mv 20hour e
Lord Corim Street
You are walking along Lord Corim Street, in the south-western
portion of Val Miran. An Executioner of the One God from centuries
ago, legend states that a single swing of his holy weapon could
eradicate entire Demon armies. You see the great Battlements of
Val Miran further to the West.
[Exits: (north) east west]
235hp 292m 428mv 20hour e
e
Lord Corim Street
You are walking along Lord Corim Street, in the south-western
portion of Val Miran. An Executioner of the One God from centuries
ago, legend states that a single swing of his holy weapon could
eradicate entire Demon armies. You see the great Battlements of
Val Miran further to the West.
[Exits: (north) east west]
235hp 292m 427mv 20hour e
Lord Corim Street
You are walking along Lord Corim Street, in the south-western
portion of Val Miran. An Executioner of the One God from centuries
ago, legend states that a single swing of his holy weapon could
eradicate entire Demon armies. You see the great Battlements of
Val Miran further to the West.
[Exits: east south west]
235hp 292m 426mv 20hour Lord Corim Street
You are walking along Lord Corim Street, in the south-western
portion of Val Miran. An Executioner of the One God from centuries
ago, legend states that a single swing of his holy weapon could
eradicate entire Demon armies. You see the great Battlements of
Val Miran further to the West.
[Exits: north east west]
235hp 292m 425mv 20hour e
e
Lord Corim Street
You are walking along Lord Corim Street, in the south-western
portion of Val Miran. An Executioner of the One God from centuries
ago, legend states that a single swing of his holy weapon could
eradicate entire Demon armies. You see the great Battlements of
Val Miran further to the West.
[Exits: east west]
235hp 292m 424mv 20hour Lord Corim Street
You are walking along Lord Corim Street, in the south-western
portion of Val Miran. An Executioner of the One God from centuries
ago, legend states that a single swing of his holy weapon could
eradicate entire Demon armies. You see the great Battlements of
Val Miran further to the West.
[Exits: east west]
235hp 292m 423mv 20hour e
The Southern Prominade of Val Miran
The wide southern square of Val Miran is a bustle of activity. Local
entertainers from the Quivering Palm perform around the large fountain it
the center of the square. Criers hired by the vendors north of here cry out
advertising for their employers. Travelers heading in and out of the city
fill the colonnade with foot traffic. To the west Lord Corim Street leads
toward the west wall. The shadows of Barnok Boulevard cast an ominous look
on the road to the west. North of here Saint Yeralon Way leads to the town
center.
[Exits: north east south west up]
A granite fountain is here, gushing forth fresh water.
A catapult is here, accompanied by a group of guards.
235hp 292m 422mv 20hour n
Saint Yeralon Way
You stand amid the main street of Val Miran, Saint Yeralon Way. Saint
Yeralon was an ancient Goddess of Compassion, using her gentle touch
to bless Val Miran with good health and riches. The street is lined with
tall buildings and grandiose with arches. South leads to the Southern Square,
and north leads to the Central Square.
[Exits: north south]
235hp 292m 421mv 20hour n
Saint Yeralon Way
You stand amid the main street of Val Miran, Saint Yeralon Way. Saint
Yeralon was an ancient Goddess of Compassion, using her gentle touch
to bless Val Miran with good health and riches. The street is lined with
tall buildings and grandiose with arches. South leads to the Southern Square,
and north leads to the Central Square.
[Exits: north south]
235hp 292m 420mv 20hour where
ValMiran is [TRIBUNAL] controlled. Players near you:
<PK> Elisaora (WANTED) Saint Yeralon Way
<PK> Thrain [TRIBUNAL] The Western Gate of Val Miran
235hp 292m 420mv 20hour n
Saint Yeralon Way
You stand amid the main street of Val Miran, Saint Yeralon Way. Saint
Yeralon was an ancient Goddess of Compassion, using her gentle touch
to bless Val Miran with good health and riches. The street is lined with
tall buildings and grandiose with arches. South leads to the Southern Square,
and north leads to the Central Square.
[Exits: north south]
235hp 292m 419mv 20hour n
The Central Square of Val Miran
The central square has been paved with what appear to be interlocking
stones that have been placed meticulously to provide an oddly smooth walking
space. The sound of construction rings in the distance of the sprawling
city amidst the cacophony of conversations at all sides.
[Exits: north east south west up]
A set of Imperial banners stand proudly around the square.
The official Tribunal Roll Call has been posted here.
A bronze fountain with the shell of Agmeel kneeling on top gushes forth water here.
235hp 292m 418mv 20hour TICK IN 5 SECONDS.
s
s
Saint Yeralon Way
You stand amid the main street of Val Miran, Saint Yeralon Way. Saint
Yeralon was an ancient Goddess of Compassion, using her gentle touch
to bless Val Miran with good health and riches. The street is lined with
tall buildings and grandiose with arches. South leads to the Southern Square,
and north leads to the Central Square.
[Exits: north south]
235hp 292m 417mv 20hour Saint Yeralon Way
You stand amid the main street of Val Miran, Saint Yeralon Way. Saint
Yeralon was an ancient Goddess of Compassion, using her gentle touch
to bless Val Miran with good health and riches. The street is lined with
tall buildings and grandiose with arches. South leads to the Southern Square,
and north leads to the Central Square.
[Exits: north south]
235hp 292m 416mv 20hour s
s
Saint Yeralon Way
You stand amid the main street of Val Miran, Saint Yeralon Way. Saint
Yeralon was an ancient Goddess of Compassion, using her gentle touch
to bless Val Miran with good health and riches. The street is lined with
tall buildings and grandiose with arches. South leads to the Southern Square,
and north leads to the Central Square.
[Exits: north south]
235hp 292m 415mv 20hour The Southern Prominade of Val Miran
The wide southern square of Val Miran is a bustle of activity. Local
entertainers from the Quivering Palm perform around the large fountain it
the center of the square. Criers hired by the vendors north of here cry out
advertising for their employers. Travelers heading in and out of the city
fill the colonnade with foot traffic. To the west Lord Corim Street leads
toward the west wall. The shadows of Barnok Boulevard cast an ominous look
on the road to the west. North of here Saint Yeralon Way leads to the town
center.
[Exits: north east south west up]
A granite fountain is here, gushing forth fresh water.
A catapult is here, accompanied by a group of guards.
235hp 292m 414mv 20hour where
ValMiran is [TRIBUNAL] controlled. Players near you:
<PK> Elisaora (WANTED) The Southern Prominade of Val Miran
<PK> Thrain [TRIBUNAL] King Agmeel Way
235hp 292m 414mv 20hour e
e
Barnok Boulevard
Ah, the Barnok District, home of quite a few shady organizations. No
one claims to know all of them, but then, no one wants to claim to know all
of them either. The two that stand out the most are the Thief and Ninja
Guilds. And those are powerful enough to operate out in the open. Still,
their wealth does not trickle down to the general populace. This keeps the
residents of this side of the city relatively poor.
[Exits: east west]
235hp 292m 413mv 20hour e
Barnok Boulevard
Ah, the Barnok District, home of quite a few shady organizations. No
one claims to know all of them, but then, no one wants to claim to know all
of them either. The two that stand out the most are the Thief and Ninja
Guilds. And those are powerful enough to operate out in the open. Still,
their wealth does not trickle down to the general populace. This keeps the
residents of this side of the city relatively poor.
[Exits: north east west]
235hp 292m 412mv 20hour e
Barnok Boulevard
Ah, the Barnok District, home of quite a few shady organizations. No
one claims to know all of them, but then, no one wants to claim to know all
of them either. The two that stand out the most are the Thief and Ninja
Guilds. And those are powerful enough to operate out in the open. Still,
their wealth does not trickle down to the general populace. This keeps the
residents of this side of the city relatively poor.
[Exits: north east south west]
A tiny maintenance bot whirrs around looking for a new task.
235hp 292m 411mv 20hour e
e
Barnok Boulevard
Ah, the Barnok District, home of quite a few shady organizations. No
one claims to know all of them, but then, no one wants to claim to know all
of them either. The two that stand out the most are the Thief and Ninja
Guilds. And those are powerful enough to operate out in the open. Still,
their wealth does not trickle down to the general populace. This keeps the
residents of this side of the city relatively poor.
[Exits: north east west]
A metal sign, painted with a golden coin, points North.
A feral citizen of Val Miran walks the streets here.
235hp 292m 410mv 20hour Barnok Boulevard
Ah, the Barnok District, home of quite a few shady organizations. No
one claims to know all of them, but then, no one wants to claim to know all
of them either. The two that stand out the most are the Thief and Ninja
Guilds. And those are powerful enough to operate out in the open. Still,
their wealth does not trickle down to the general populace. This keeps the
residents of this side of the city relatively poor.
[Exits: (north) east south west]
235hp 292m 409mv 20hour Barnok Boulevard
Ah, the Barnok District, home of quite a few shady organizations. No
one claims to know all of them, but then, no one wants to claim to know all
of them either. The two that stand out the most are the Thief and Ninja
Guilds. And those are powerful enough to operate out in the open. Still,
their wealth does not trickle down to the general populace. This keeps the
residents of this side of the city relatively poor.
[Exits: east west]
A feral citizen of Val Miran walks the streets here.
235hp 292m 408mv 20hour e
af
The Southeastern Corner of the Battlements
You stand amid the Southeastern Battlements of Val Miran. A thick ladder
leads up to the watchtower where Guards of the Righteous Palm keep lookout
on the horizon for signs of intruders. To the north lies Tylith Way, and
Barnok Boulevard runs westward.
[Exits: north west up]
235hp 292m 407mv 20hour n
You are affected by the following:
Spell: sanctuary : for 7 hours
Spell: shadow arts : modifies con by -3 for 2 hours
: modifies str by -1 for 2 hours
Spell: drained : for 3 hours
Spell: acupuncture : modifies dex by 0 for 3 hours
Spell: riddled : for 2 hours
Spell: endure : modifies savingspell by -7 for 8 hours
: modifies damroll by 3 for 8 hours
: modifies hitroll by 3 for 8 hours
Spell: ensnare-effect : for 1 hours
Spell: fly : for 10 hours
Spell: detect hidden : for 25 hours
Spell: mounted : for 38 hours
235hp 292m 407mv 20hour Tylith Way
You walk down the side street known as Tylith Way. A powerful
monk of the Knight Order, he was feared throughout the lands for
his ability to dismantle enemy legions with his bare hands. The
road here runs to the North and South.
[Exits: north south]
235hp 292m 406mv 20hour c cu
You feel a little better.
255hp 282m 406mv 20hour where
ValMiran is [TRIBUNAL] controlled. Players near you:
<PK> Elisaora (WANTED) Tylith Way
<PK> Thrain [TRIBUNAL] The Southern Prominade of Val Miran
256hp 291m 442mv 21hour Timer now at 30 secs.
n
Tylith Way
You walk down the side street known as Tylith Way. A powerful
monk of the Knight Order, he was feared throughout the lands for
his ability to dismantle enemy legions with his bare hands. The
road here runs to the North and South.
[Exits: north south (west)]
A feral citizen of Val Miran walks the streets here.
256hp 291m 441mv 21hour n
n
n
n
Tylith Way
You walk down the side street known as Tylith Way. A powerful
monk of the Knight Order, he was feared throughout the lands for
his ability to dismantle enemy legions with his bare hands. The
road here runs to the North and South.
[Exits: north south]
256hp 291m 440mv 21hour n
The Eastern Gate of Val Miran
You stand amid the Eastern battlements of Val Miran. The gate has been
fully repaired and expertly reinforced, the surrounding walls look
well-built and sturdy. The sigil of several prominent dwarven masons and
blacksmiths is displayed proudly on the lowest row of the wall's stones,
well visible when passing the gate.
[Exits: north east south west up]
(White Aura) A Gateguard is here, member of the Tribunal Blood Guard.
(White Aura) A Gateguard is here, member of the Tribunal Blood Guard.
Blood Guard says 'I'll be keeping my eye on you, Elisaora.'
Blood Guard says in Vosh 'Shashehchv! Chka kchizvv ka'tkai' avr Vikv Tkak'iv!'
Blood Guard steps aside and allow you to pass him.
256hp 291m 439mv 21hour c cu
Tylith Way
You walk down the side street known as Tylith Way. A powerful
monk of the Knight Order, he was feared throughout the lands for
his ability to dismantle enemy legions with his bare hands. The
road here runs to the North and South.
[Exits: north south]
A feral citizen of Val Miran walks the streets here.
256hp 291m 438mv 21hour Tylith Way
You walk down the side street known as Tylith Way. A powerful
monk of the Knight Order, he was feared throughout the lands for
his ability to dismantle enemy legions with his bare hands. The
road here runs to the North and South.
[Exits: north south (west)]
256hp 291m 437mv 21hour Tylith Way
You walk down the side street known as Tylith Way. A powerful
monk of the Knight Order, he was feared throughout the lands for
his ability to dismantle enemy legions with his bare hands. The
road here runs to the North and South.
[Exits: north south]
256hp 291m 436mv 21hour n
n
You feel a little better.
275hp 281m 436mv 21hour where
Piles of Wood and Stone
You stand amid the Northeastern Battlements of Val Miran. A thick ladder
leads up to the watchtower where city guards keep lookout on the horizon for
signs of intruders. To the south lies Tylith Way and the broken ivory
archways of what once was Athelea Terrace lie westward.
[Exits: south west up]
275hp 281m 435mv 21hour Alas, you cannot go that way.
275hp 281m 435mv 21hour w
w
ValMiran is [TRIBUNAL] controlled. Players near you:
<PK> Elisaora (WANTED) Piles of Wood and Stone
<PK> Thrain [TRIBUNAL] Lord Corim Street
275hp 281m 435mv 21hour Celest Way
You stand in the rebuilt northern district of Val Miran. Dozens of large
illustrious white and blue banners of the Knight line the rebuilt street.
This section of cobblestone has been paved entirely by crusaders with
starstone. Etched into the sparkling walkway are the initials J.C. and
D.C.. All of the newly constructed buildings are made from stone and wood
with thatch roof tops running in perfect symmetry.
[Exits: east west]
275hp 281m 434mv 21hour w
Celest Way
You stand in the rebuilt northern district of Val Miran. Dozens of large
illustrious white and blue banners of the Knight line the rebuilt street.
This section of cobblestone has been paved entirely by crusaders with
starstone. Etched into the sparkling walkway are the initials J.C. and
D.C.. All of the newly constructed buildings are made from stone and wood
with thatch roof tops running in perfect symmetry.
A beautiful manor lies to the south.
[Exits: east (south) west]
275hp 281m 433mv 21hour Celest Way
You stand in the rebuilt northern district of Val Miran. Dozens of large
illustrious white and blue banners of the Knight line the rebuilt street.
This section of cobblestone has been paved entirely by crusaders with
starstone. Etched into the sparkling walkway are the initials J.C. and
D.C.. All of the newly constructed buildings are made from stone and wood
with thatch roof tops running in perfect symmetry.
[Exits: east west]
275hp 281m 432mv 21hour c cu
You feel a little better.
296hp 271m 432mv 21hour w
where
Celest Way
You stand in the rebuilt northern district of Val Miran. Dozens of large
illustrious white and blue banners of the Knight line the rebuilt street.
This section of cobblestone has been paved entirely by crusaders with
starstone. Etched into the sparkling walkway are the initials J. C. And
D. C.. All of the newly constructed buildings are made from stone and wood
with thatch roof tops running in perfect symmetry. To the north, blades
swish through the air as the Blademasters practice new forms.
To the south, a Starstone Plaque covers the whole wall.
[Exits: north east west]
296hp 271m 431mv 21hour ValMiran is [TRIBUNAL] controlled. Players near you:
<PK> Elisaora (WANTED) Celest Way
<PK> Thrain [TRIBUNAL] Eastern Shore of a Small lake
296hp 271m 431mv 21hour w
Celest Way
You stand in the rebuilt northern district of Val Miran. Dozens of large
illustrious white and blue banners of the Knight line the rebuilt street.
This section of cobblestone has been paved entirely by crusaders with
starstone. Etched into the sparkling walkway are the initials J. C. And
D. C.. All of the newly constructed buildings are made from stone and wood
with thatch roof tops running in perfect symmetry. To the north, the
Warrior Guild is enlisting new pupils while to the south the screams of the
Berserker Drillmaster can be heard.
[Exits: north east south west]
296hp 271m 430mv 21hour af
You are affected by the following:
Spell: sanctuary : for 6 hours
Spell: shadow arts : modifies con by -3 for 1 hours
: modifies str by -1 for 1 hours
Spell: drained : for 2 hours
Spell: acupuncture : modifies dex by 0 for 2 hours
Spell: riddled : for 1 hours
Spell: endure : modifies savingspell by -7 for 7 hours
: modifies damroll by 3 for 7 hours
: modifies hitroll by 3 for 7 hours
Spell: ensnare-effect : for 0 hours
Spell: fly : for 9 hours
Spell: detect hidden : for 24 hours
Spell: mounted : for 37 hours
296hp 271m 430mv 21hour end
You can't endure any more concentration.
296hp 271m 430mv 21hour sss
You continue to stalk Thrain.
296hp 221m 430mv 21hour e
Celest Way
You stand in the rebuilt northern district of Val Miran. Dozens of large
illustrious white and blue banners of the Knight line the rebuilt street.
This section of cobblestone has been paved entirely by crusaders with
starstone. Etched into the sparkling walkway are the initials J. C. And
D. C.. All of the newly constructed buildings are made from stone and wood
with thatch roof tops running in perfect symmetry. To the north, blades
swish through the air as the Blademasters practice new forms.
To the south, a Starstone Plaque covers the whole wall.
[Exits: north east west]
296hp 221m 429mv 21hour wher
ValMiran is [TRIBUNAL] controlled. Players near you:
<PK> Elisaora (WANTED) Celest Way
<PK> Thrain [TRIBUNAL] The Corner of Imperial Way and Sigil Road
296hp 221m 429mv 21hour e
Celest Way
You stand in the rebuilt northern district of Val Miran. Dozens of large
illustrious white and blue banners of the Knight line the rebuilt street.
This section of cobblestone has been paved entirely by crusaders with
starstone. Etched into the sparkling walkway are the initials J.C. and
D.C.. All of the newly constructed buildings are made from stone and wood
with thatch roof tops running in perfect symmetry.
[Exits: east west]
296hp 221m 428mv 21hour e
Celest Way
You stand in the rebuilt northern district of Val Miran. Dozens of large
illustrious white and blue banners of the Knight line the rebuilt street.
This section of cobblestone has been paved entirely by crusaders with
starstone. Etched into the sparkling walkway are the initials J.C. and
D.C.. All of the newly constructed buildings are made from stone and wood
with thatch roof tops running in perfect symmetry.
A beautiful manor lies to the south.
[Exits: east (south) west]
296hp 221m 427mv 21hour sca
You scan all around.
You scan north.
You scan east.
You scan south.
You scan west.
You scan up.
You scan down.
296hp 221m 427mv 21hour e
Celest Way
You stand in the rebuilt northern district of Val Miran. Dozens of large
illustrious white and blue banners of the Knight line the rebuilt street.
This section of cobblestone has been paved entirely by crusaders with
starstone. Etched into the sparkling walkway are the initials J.C. and
D.C.. All of the newly constructed buildings are made from stone and wood
with thatch roof tops running in perfect symmetry.
[Exits: east west]
296hp 221m 426mv 21hour sca
e
sca
You scan all around.
You scan north.
You scan east.
You scan south.
You scan west.
You scan up.
You scan down.
296hp 221m 426mv 21hour Piles of Wood and Stone
You stand amid the Northeastern Battlements of Val Miran. A thick ladder
leads up to the watchtower where city guards keep lookout on the horizon for
signs of intruders. To the south lies Tylith Way and the broken ivory
archways of what once was Athelea Terrace lie westward.
[Exits: south west up]
296hp 221m 425mv 21hour You scan all around.
You scan north.
You scan east.
You scan south.
*** Range 3 (south) ***
A feral citizen of Val Miran walks the streets here.
*** Range 4 (south) ***
(White Aura) A Gateguard is here, member of the Tribunal Blood Guard.
(White Aura) A Gateguard is here, member of the Tribunal Blood Guard.
*** Range 6 (south) ***
A feral citizen of Val Miran walks the streets here.
You scan west.
You scan up.
*** Range 1 (up) ***
A Righteous Palm Towerguard stands at his post.
You scan down.
296hp 221m 425mv 21hour s
s
Tylith Way
You walk down the side street known as Tylith Way. A powerful
monk of the Knight Order, he was feared throughout the lands for
his ability to dismantle enemy legions with his bare hands. The
road here runs to the North and South.
[Exits: north south]
296hp 221m 424mv 21hour where
Tylith Way
You walk down the side street known as Tylith Way. A powerful
monk of the Knight Order, he was feared throughout the lands for
his ability to dismantle enemy legions with his bare hands. The
road here runs to the North and South.
[Exits: north south (west)]
296hp 221m 423mv 21hour TICK IN 5 SECONDS.
ValMiran is [TRIBUNAL] controlled. Players near you:
<PK> Elisaora (WANTED) Tylith Way
<PK> Thrain [TRIBUNAL] Imperial Way
296hp 221m 423mv 21hour s
Tylith Way
You walk down the side street known as Tylith Way. A powerful
monk of the Knight Order, he was feared throughout the lands for
his ability to dismantle enemy legions with his bare hands. The
road here runs to the North and South.
[Exits: north south]
A feral citizen of Val Miran walks the streets here.
296hp 221m 422mv 21hour s
The Eastern Gate of Val Miran
You stand amid the Eastern battlements of Val Miran. The gate has been
fully repaired and expertly reinforced, the surrounding walls look
well-built and sturdy. The sigil of several prominent dwarven masons and
blacksmiths is displayed proudly on the lowest row of the wall's stones,
well visible when passing the gate.
[Exits: north east south west up]
(White Aura) A Gateguard is here, member of the Tribunal Blood Guard.
(White Aura) A Gateguard is here, member of the Tribunal Blood Guard.
Blood Guard says in Vosh 'Katsevrsh! Shska vzhaivrv shehvai aiv Vev Chaizhi'zh!'
Your linguistic skills in Vosh improves!
Blood Guard says in Vosh 'Chaizhiktstk! Skke zhtketkv vai'vri' ask Tkikzv' Tsatkaich!'
You are finaly free to leave the area.
298hp 226m 446mv 22hour Timer now at 30 secs.
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 west lies the
Eastern Square of Val Miran, where all of the Lightwalkers generally gather.
[Exits: east west]
298hp 226m 445mv 22hour 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 west lies the Eastern Square of Val Miran, where all of
the Lightwalkers generally gather.
[Exits: east west]
A tiny maintenance bot whirrs around looking for a new task.
298hp 226m 444mv 22hour e
e
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 west lies the
Eastern Square of Val Miran, where all of the Lightwalkers generally gather.
[Exits: east west]
298hp 226m 443mv 22hour e
e
The Eastern Gate of Val Miran
You stand amid the Eastern battlements of Val Miran. The gate has been
fully repaired and expertly reinforced, the surrounding walls look
well-built and sturdy. The sigil of several prominent dwarven masons and
blacksmiths is displayed proudly on the lowest row of the wall's stones,
well visible when passing the gate.
[Exits: north east south west up]
(White Aura) A Gateguard is here, member of the Tribunal Blood Guard.
(White Aura) A Gateguard is here, member of the Tribunal Blood Guard.
Blood Guard steps aside and allow you to pass him.
Blood Guard says in Vosh 'Vrezhavzh! Shshe' skkehkts zhikk'a ehch Shikvr Tkishevr'!'
298hp 226m 442mv 22hour A Ramshackle Tent City
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]
An abandoned caravan remains here, the citizens seemed to have left.
(White Aura) [KNIGHT] A ward of Praetorian guards stand in support.
298hp 226m 441mv 22hour 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 mighty Fortress looms over the area.
298hp 226m 440mv 22hour e
e
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]
298hp 226m 439mv 22hour e
e
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]
298hp 226m 438mv 22hour where
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 murder of crows nearly turns the trees black here.
[WATCHER]: 'We've won 3 pelts and won 15 support in recent raids.'
You have gained 3 pelts in service of WATCHER.
298hp 226m 436mv 22hour 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 mighty Fortress looms over the area.
(White Aura) [KNIGHT] A regiment of Praetorian guards celebrate their victory here
298hp 226m 434mv 22hour 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 troop of storm giant soldiers is here.
A cart bearing supplies is here.
298hp 226m 432mv 22hour me
The Eastern Road is [KNIGHT] controlled. Players near you:
<PK> Elisaora (WANTED) Leaving the Woodland
Autrim The Road into the Dragon's Teeth
298hp 226m 432mv 22hour s
e
You are not required to memorize spells.
298hp 226m 432mv 22hour s
Alas, you cannot go that way.
298hp 226m 432mv 22hour 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.
[Exits: north south west]
298hp 226m 430mv 22hour Nearing the Cross Roads
The road begins to dwindle as the hills of the Dragon's Teeth turn into
mountains, lush vegetation all around you. The fields here are used to
provide most of Val Miran's populace grain. The city itself is a tiny speck
in the western horizon, while the tall peaks of the Dragon's Teeth rise up
to the east.
[Exits: north east]
298hp 226m 427mv 22hour s
Alas, you cannot go that way.
298hp 226m 427mv 22hour s
Alas, you cannot go that way.
298hp 226m 427mv 22hour e
s
The Crossroads
Here, the great eastern road intersects with a small, oder road that runs
southward to Fort Blackwatch. The ground around you is covered with young
but healthy growth, mostly grasses and a few small bushes. The outskirts of
Val Miran lie to your west. Eastward, the great Dragon's Teeth rise up
almost immediately.
[Exits: north east south west]
A mighty Fortress looms over the area.
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 Elisaora there is a gnome nearby who sells maps.'
298hp 226m 425mv 22hour where
The Northern Trail
A trail leading southward from the Eastern Road, this path is worn by
heavy traffic. A young forest can be seen to the east. To the south,
Blackwatch Village rises in the distance, Mount Khorand serving as a
towering backdrop.
[Exits: north south]
Corpses of the sigil research team are mangled and torn apart.
[UNKNOWN] A horde of Maelbrim zombies pick clean the sigil research corpses.
298hp 226m 423mv 22hour s
s
Fort Blackwatch is [KNIGHT] controlled. Players near you:
<PK> Elisaora (WANTED) The Northern Trail
298hp 226m 423mv 22hour The Northern Trail
A trail leading southward from the Eastern Road, this path is worn by
heavy traffic. A young forest can be seen to the east. To the south,
Blackwatch Village rises in the distance, Mount Khorand serving as a
towering backdrop.
[Exits: north south]
298hp 226m 419mv 22hour s
The Northern Trail
A trail leading southward from the Eastern Road, this path is worn by
heavy traffic. A young forest can be seen to the east. To the south,
Blackwatch Village rises in the distance, Mount Khorand serving as a
towering backdrop.
[Exits: north south west]
A mighty Fortress looms over the area.
A double column of heavily armed crusaders patrols here.
A double column of heavily armed crusaders patrols here.
298hp 226m 415mv 22hour s
The Northern Trail
A trail leading southward from the Eastern Road, this path is worn by
heavy traffic. A young forest can be seen 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]
298hp 226m 411mv 22hour s
s
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]
A mighty Fortress looms over the area.
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.
298hp 226m 409mv 22hour 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 mighty Fortress looms over the area.
A Blackwatch villager scurries about, taking care of business.
A White Wolf Guardian is here, patrolling the streets.
298hp 226m 408mv 22hour 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 east south west]
298hp 226m 407mv 22hour 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]
A mighty Fortress looms over the area.
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 Blackwatch villager scurries about, taking care of business.
298hp 226m 406mv 22hour 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.
298hp 226m 405mv 22hour s
s
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]
298hp 226m 404mv 22hour where
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]
(White Aura) A member of the Blackwatch Guard is here, guarding the gates of Blackwatch Village.
298hp 226m 403mv 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 south]
298hp 226m 402mv 22hour s
Fort Blackwatch is [KNIGHT] controlled. Players near you:
<PK> Elisaora (WANTED) The Dwarven Road
298hp 226m 402mv 22hour 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]
298hp 226m 401mv 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]
298hp 226m 400mv 22hour s
Alas, you cannot go that way.
298hp 226m 400mv 22hour 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]
298hp 226m 399mv 22hour 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]
298hp 226m 398mv 22hour 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]
A mighty Fortress looms over the area.
298hp 226m 396mv 22hour s
e
Alas, you cannot go that way.
298hp 226m 396mv 22hour 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]
298hp 226m 394mv 22hour 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]
298hp 226m 391mv 22hour e
s
TICK IN 5 SECONDS.
s
where
Alas, you cannot go that way.
298hp 226m 391mv 22hour 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]
298hp 226m 388mv 22hour 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]
298hp 226m 385mv 22hour Fort Blackwatch is [KNIGHT] controlled. Players near you:
<PK> Elisaora (WANTED) The Dwarven Road
298hp 226m 385mv 22hour 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]
A mighty Fortress looms over the area.
You recover from your injuries.
You pull the last blade from your body.
300hp 235m 414mv 23hour Timer now at 30 secs.
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]
Corpses of the sigil research team are mangled and torn apart.
300hp 235m 412mv 23hour s
e
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]
A mighty Fortress looms over the area.
A dwarf gateguard clad in white armor stands here.
[UNKNOWN] A horde of Maelbrim zombies make their way to the castle.
A KNIGHT emissary is here to recruit candidates for the training camp.
A dwarf gateguard clad in white armor stands here.
300hp 235m 411mv 23hour Alas, you cannot go that way.
300hp 235m 411mv 23hour s
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]
300hp 235m 410mv 23hour 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 mighty Fortress looms over the area.
300hp 235m 409mv 23hour 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.
300hp 235m 408mv 23hour where
Khorandain is [KNIGHT] controlled. Players near you:
<PK> Elisaora (WANTED) The Hall of Queens
300hp 235m 408mv 23hour 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.
300hp 235m 407mv 23hour af
You are affected by the following:
Spell: stalk : for 1 hours
Spell: sanctuary : for 4 hours
Spell: drained : for 0 hours
Spell: acupuncture : modifies dex by 0 for 0 hours
Spell: endure : modifies savingspell by -7 for 5 hours
: modifies damroll by 3 for 5 hours
: modifies hitroll by 3 for 5 hours
Spell: fly : for 7 hours
Spell: detect hidden : for 22 hours
Spell: mounted : for 35 hours
300hp 235m 407mv 23hour
[WATCHER]: 'We've won 1 pelts and won 10 support in recent raids.'
You have gained 1 pelt in service of WATCHER.
300hp 235m 407mv 23hour 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]
300hp 235m 406mv 23hour 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 pair of dwarven boys play here, hacking at each other with toy weapons.
300hp 235m 405mv 23hour 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]
A mighty Fortress looms over the area.
300hp 235m 404mv 23hour who
~ Wanderers of Aabahran ~
[50 Feral Rog] <PK> [WATCHER] (Sacred Oak [I]) (WANTED) Elisaora the Iron Fist
[ Dwarf ] Autrim Ghask the Student of Swords
[ Fire ] Akletus the Master of Annihilation
[ Duerg ] <PK> [TRIBUNAL] Durim Blackledger the Unholy Knight
[ Troll ] Puytrik the Master of the South Wind
[ Dwarf ] <PK> [TRIBUNAL] Lord Thrain Khardrim the Iron Fist
[ H-Dro ] <PK> [HERALD] Siphi Lazarius the Master Bard
[ Gnome ] <PK> [HERALD] (WANTED) Valnan Quicktrick the Angel of Arcana
[ Undea ] <PK> Tiashrila the Handmaiden of the Nameless
Players matched: 9
There are 9 characters on, the most on since startup was 13.
The title of Master Questor of Aabahran is currently held by Siphi.
There are 1 contracts available to you.
300hp 235m 404mv 23hour i
You are carrying:
water throwing knives
a water pack
the Standard of Tribunal
(92) sparkling arrows
( 3) a potion of recall
(Glowing) the Golden Flower of the Jungle
some kelp rations
a gleaming white vial
a floating disc
( 3) a potion of detect-invisibility
( 2) (Humming) a potion of the hawk
(100) (Humming) consecrated arrows
(Glowing) (Humming) a barbed pike adorned with a glowing ember
(18) (Humming) consecrated arrows
(Glowing) (Humming) the shifu's shawl
a scrap of paper
a sturdy backpack
300hp 235m 404mv 23hour e
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]
A dwarven citizen is here, brushing past you.
300hp 235m 403mv 23hour where
who
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.
300hp 235m 402mv 23hour
[WATCHER]: 'a treant: Alert! Thrain of [COUNCIL] sighted at our gates!'
300hp 235m 402mv 23hour Khorandain is [KNIGHT] controlled. Players near you:
<PK> Elisaora (WANTED) The Eastern Tunnel
300hp 235m 402mv 23hour ~ Wanderers of Aabahran ~
[50 Feral Rog] <PK> [WATCHER] (Sacred Oak [I]) (WANTED) Elisaora the Iron Fist
[ Dwarf ] Autrim Ghask the Student of Swords
[ Fire ] Akletus the Master of Annihilation
[ Duerg ] <PK> [TRIBUNAL] Durim Blackledger the Unholy Knight
[ Troll ] Puytrik the Master of the South Wind
[ Dwarf ] <PK> [TRIBUNAL] Lord Thrain Khardrim the Iron Fist
[ H-Dro ] <PK> [HERALD] Siphi Lazarius the Master Bard
[ Gnome ] <PK> [HERALD] (WANTED) Valnan Quicktrick the Angel of Arcana
[ Undea ] <PK> Tiashrila the Handmaiden of the Nameless
Players matched: 9
There are 9 characters on, the most on since startup was 13.
The title of Master Questor of Aabahran is currently held by Siphi.
There are 1 contracts available to you.
300hp 235m 402mv 23hour
[WATCHER] a treant: 'Thrain is attacking our home!'
300hp 235m 402mv 23hour 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: north south]
300hp 235m 401mv 23hour c cu
You lost your concentration.
You have become better at cure light! [91%]
300hp 230m 401mv 23hour c cu
You feel a little better.
321hp 220m 401mv 23hour c cu
You feel a little better.
339hp 210m 401mv 23hour where
TICK IN 5 SECONDS.
c cu
Khorandain is [KNIGHT] controlled. Players near you:
<PK> Elisaora (WANTED) The Eastern Tunnel
339hp 210m 401mv 23hour You feel a little better.
361hp 200m 401mv 23hour sl
You go to sleep.
361hp 200m 401mv 23hour af
You are affected by the following:
Spell: stalk : for 1 hours
Spell: sanctuary : for 4 hours
Spell: drained : for 0 hours
Spell: acupuncture : modifies dex by 0 for 0 hours
Spell: endure : modifies savingspell by -7 for 5 hours
: modifies damroll by 3 for 5 hours
: modifies hitroll by 3 for 5 hours
Spell: fly : for 7 hours
Spell: detect hidden : for 22 hours
Spell: mounted : for 35 hours
361hp 200m 401mv 23hour
361hp 200m 401mv 23hour
You don't feel as drained.
You feel your senses return to normal.
You feel your vitality slipping away!
373hp 224m 446mv 0hour Timer now at 30 secs.
wa
You wake and stand up.
373hp 224m 446mv 0hour l
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]
373hp 224m 446mv 0hour where
Khorandain is [KNIGHT] controlled. Players near you:
<PK> Elisaora (WANTED) The Eastern Tunnel
373hp 224m 446mv 0hour af
You are affected by the following:
Spell: drained : for 4 hours
Spell: stalk : for 0 hours
Spell: sanctuary : for 3 hours
Spell: endure : modifies savingspell by -7 for 4 hours
: modifies damroll by 3 for 4 hours
: modifies hitroll by 3 for 4 hours
Spell: fly : for 6 hours
Spell: detect hidden : for 21 hours
Spell: mounted : for 34 hours
373hp 224m 446mv 0hour c cu
You feel a little better.
392hp 214m 446mv 0hour
[WATCHER]: 'We've won 3 pelts and won 35 support in recent raids.'
You have gained 3 pelts in service of WATCHER.
392hp 214m 446mv 0hour top
c cu
TOP 10 BOUNTIES:
Place Gold Cabal Pts.
---------------------------
1. Hayder Findlegrob
2. Elisaora Elisaora
3. Thrain Elysiana
4. Grob Kaplan
5. Yaengvir
6. Gibble
7. Yaesil
8.
9.
10.
392hp 214m 446mv 0hour You feel a little better.
415hp 204m 446mv 0hour c cu
You feel a little better.
434hp 194m 446mv 0hour where
Khorandain is [KNIGHT] controlled. Players near you:
<PK> Elisaora (WANTED) The Eastern Tunnel
434hp 194m 446mv 0hour who
~ Wanderers of Aabahran ~
[50 Feral Rog] <PK> [WATCHER] (Sacred Oak [I]) (WANTED) Elisaora the Iron Fist
[ Dwarf ] Autrim Ghask the Student of Swords
[ Fire ] Akletus the Master of Annihilation
[ Duerg ] <PK> [TRIBUNAL] Durim Blackledger the Unholy Knight
[ Troll ] Puytrik the Master of the South Wind
[ Dwarf ] <PK> [TRIBUNAL] Lord Thrain Khardrim the Iron Fist
[ H-Dro ] <PK> [HERALD] Siphi Lazarius the Master Bard
[ Gnome ] <PK> [HERALD] (WANTED) Valnan Quicktrick the Angel of Arcana
[ Undea ] <PK> Tiashrila the Handmaiden of the Nameless
Players matched: 9
There are 9 characters on, the most on since startup was 13.
The title of Master Questor of Aabahran is currently held by Siphi.
There are 1 contracts available to you.
434hp 194m 446mv 0hour where
Khorandain is [KNIGHT] controlled. Players near you:
<PK> Elisaora (WANTED) The Eastern Tunnel
434hp 194m 446mv 0hour whois mo
No one of that name is playing.
Someone tells you 'I find it difficult to fight the Tribunal while it engages you.'
434hp 194m 446mv 0hour where
Khorandain is [KNIGHT] controlled. Players near you:
<PK> Elisaora (WANTED) The Eastern Tunnel
434hp 194m 446mv 0hour TICK IN 5 SECONDS.
af
You are affected by the following:
Spell: drained : for 4 hours
Spell: stalk : for 0 hours
Spell: sanctuary : for 3 hours
Spell: endure : modifies savingspell by -7 for 4 hours
: modifies damroll by 3 for 4 hours
: modifies hitroll by 3 for 4 hours
Spell: fly : for 6 hours
Spell: detect hidden : for 21 hours
Spell: mounted : for 34 hours
434hp 194m 446mv 0hour
You can stalk again.
436hp 201m 446mv 1hour Timer now at 30 secs.
e
Alas, you cannot go that way.
436hp 201m 446mv 1hour 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.
436hp 201m 445mv 1hour n
Alas, you cannot go that way.
436hp 201m 445mv 1hour n
n
Alas, you cannot go that way.
436hp 201m 445mv 1hour Alas, you cannot go that way.
436hp 201m 445mv 1hour e
w
Alas, you cannot go that way.
436hp 201m 445mv 1hour 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]
A dwarven citizen is here, brushing past you.
436hp 201m 444mv 1hour 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]
A mighty Fortress looms over the area.
436hp 201m 443mv 1hour 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 pair of dwarven boys play here, hacking at each other with toy weapons.
436hp 201m 442mv 1hour 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]
436hp 201m 441mv 1hour n
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]
436hp 201m 440mv 1hour 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.
436hp 201m 439mv 1hour Khorandain is [KNIGHT] controlled. Players near you:
<PK> Elisaora (WANTED) The Hall of Queens
436hp 201m 439mv 1hour c cu
You feel a little better.
453hp 191m 439mv 1hour
[WATCHER]: 'We've won 3 pelts and won 34 support in recent raids.'
You have gained 3 pelts in service of WATCHER.
453hp 191m 439mv 1hour c cu
You feel a little better.
475hp 181m 439mv 1hour who
~ Wanderers of Aabahran ~
[50 Feral Rog] <PK> [WATCHER] (Sacred Oak [I]) (WANTED) Elisaora the Iron Fist
[ Dwarf ] Autrim Ghask the Student of Swords
[ Fire ] Akletus the Master of Annihilation
[ Duerg ] <PK> [TRIBUNAL] Durim Blackledger the Unholy Knight
[ Troll ] Puytrik the Master of the South Wind
[ Dwarf ] <PK> [TRIBUNAL] Lord Thrain Khardrim the Iron Fist
[ H-Dro ] <PK> [HERALD] Siphi Lazarius the Master Bard
[ Gnome ] <PK> [HERALD] (WANTED) Valnan Quicktrick the Angel of Arcana
[ Undea ] <PK> Tiashrila the Handmaiden of the Nameless
Players matched: 9
There are 9 characters on, the most on since startup was 13.
The title of Master Questor of Aabahran is currently held by Siphi.
There are 1 contracts available to you.
475hp 181m 439mv 1hour sca
You scan all around.
You scan north.
*** Range 3 (north) ***
A dwarf gateguard clad in white armor stands here.
[UNKNOWN] A horde of Maelbrim zombies make their way to the castle.
A KNIGHT emissary is here to recruit candidates for the training camp.
A dwarf gateguard clad in white armor stands here.
You scan east.
*** Range 1 (east) ***
A dwarven man is browsing idly here.
(White Aura) Soimli the slave trader is here, barking orders.
You scan south.
*** Range 3 (south) ***
A pair of dwarven boys play here, hacking at each other with toy weapons.
You scan west.
*** Range 1 (west) ***
Amandar the Dwarven Stablemaster is here, keeping his pets under control.
You scan up.
You scan down.
475hp 181m 439mv 1hour where
Khorandain is [KNIGHT] controlled. Players near you:
<PK> Elisaora (WANTED) The Hall of Queens
475hp 181m 439mv 1hour af
You are affected by the following:
Spell: drained : for 3 hours
Spell: sanctuary : for 2 hours
Spell: endure : modifies savingspell by -7 for 3 hours
: modifies damroll by 3 for 3 hours
: modifies hitroll by 3 for 3 hours
Spell: fly : for 5 hours
Spell: detect hidden : for 20 hours
Spell: mounted : for 33 hours
475hp 181m 439mv 1hour i
You are carrying:
water throwing knives
a water pack
the Standard of Tribunal
(92) sparkling arrows
( 3) a potion of recall
(Glowing) the Golden Flower of the Jungle
some kelp rations
a gleaming white vial
a floating disc
( 3) a potion of detect-invisibility
( 2) (Humming) a potion of the hawk
(100) (Humming) consecrated arrows
(Glowing) (Humming) a barbed pike adorned with a glowing ember
(18) (Humming) consecrated arrows
(Glowing) (Humming) the shifu's shawl
a scrap of paper
a sturdy backpack
475hp 181m 439mv 1hour smok re
You can't smoke that.
475hp 181m 439mv 1hour get re bac
You get a small red herb from a sturdy backpack.
475hp 181m 439mv 1hour quaf det
You quaff a potion of detect-invisibility.
Your eyes tingle.
475hp 181m 439mv 1hour who
where
~ Wanderers of Aabahran ~
[50 Feral Rog] <PK> [WATCHER] (Sacred Oak [I]) (WANTED) Elisaora the Iron Fist
[ Dwarf ] Autrim Ghask the Student of Swords
[ Fire ] Akletus the Master of Annihilation
[ Duerg ] <PK> [TRIBUNAL] Durim Blackledger the Unholy Knight
[ Troll ] Puytrik the Master of the South Wind
[ Dwarf ] <PK> [TRIBUNAL] Lord Thrain Khardrim the Iron Fist
[ H-Dro ] <PK> [HERALD] Siphi Lazarius the Master Bard
[ Undea ] <PK> Morcado Rhusca the Count
[ Gnome ] <PK> [HERALD] (WANTED) Valnan Quicktrick the Angel of Arcana
[ Undea ] <PK> Tiashrila the Handmaiden of the Nameless
[ Gnome ] <PK> Gibble Bramblestock the Angel of Arcana
Players matched: 11
There are 11 characters on, the most on since startup was 13.
The title of Master Questor of Aabahran is currently held by Siphi.
There are 2 contracts available to you.
475hp 181m 439mv 1hour Khorandain is [KNIGHT] controlled. Players near you:
<PK> Elisaora (WANTED) The Hall of Queens
475hp 181m 439mv 1hour TICK IN 5 SECONDS.
n
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 mighty Fortress looms over the area.
475hp 181m 438mv 1hour 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]
475hp 181m 437mv 1hour where
Khorandain is [KNIGHT] controlled. Players near you:
<PK> Elisaora (WANTED) A Large Intersection
475hp 181m 437mv 1hour n
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]
A mighty Fortress looms over the area.
A dwarf gateguard clad in white armor stands here.
[UNKNOWN] A horde of Maelbrim zombies make their way to the castle.
A KNIGHT emissary is here to recruit candidates for the training camp.
A dwarf gateguard clad in white armor stands here.
478hp 190m 446mv 2hour Timer now at 30 secs.
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]
Corpses of the sigil research team are mangled and torn apart.
478hp 190m 445mv 2hour where
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]
A mighty Fortress looms over the area.
478hp 190m 443mv 2hour n
Khorandain is [KNIGHT] controlled. Players near you:
<PK> Elisaora (WANTED) Nearing a Massive Archway
478hp 190m 443mv 2hour 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]
478hp 190m 440mv 2hour 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]
478hp 190m 437mv 2hour n
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]
478hp 190m 434mv 2hour Alas, you cannot go that way.
478hp 190m 434mv 2hour 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]
478hp 190m 431mv 2hour 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]
A mighty Fortress looms over the area.
478hp 190m 429mv 2hour who
~ Wanderers of Aabahran ~
[50 Feral Rog] <PK> [WATCHER] (Sacred Oak [I]) (WANTED) Elisaora the Iron Fist
[ Dwarf ] Autrim Ghask the Student of Swords
[ Fire ] Akletus the Master of Annihilation
[ Duerg ] <PK> [TRIBUNAL] Durim Blackledger the Unholy Knight
[ Troll ] Puytrik the Master of the South Wind
[ Dwarf ] <PK> [TRIBUNAL] Lord Thrain Khardrim the Iron Fist
[ H-Dro ] <PK> [HERALD] Siphi Lazarius the Master Bard
[ Undea ] <PK> Morcado Rhusca the Count
[ Gnome ] <PK> [HERALD] (WANTED) Valnan Quicktrick the Angel of Arcana
[ Undea ] <PK> Tiashrila the Handmaiden of the Nameless
[ Gnome ] <PK> Gibble Bramblestock the Angel of Arcana
Players matched: 11
There are 11 characters on, the most on since startup was 13.
The title of Master Questor of Aabahran is currently held by Siphi.
There are 2 contracts available to you.
478hp 190m 429mv 2hour 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]
478hp 190m 427mv 2hour 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]
478hp 190m 426mv 2hour where
Fort Blackwatch is [KNIGHT] controlled. Players near you:
<PK> Elisaora (WANTED) The Dwarven Road
478hp 190m 426mv 2hour w
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]
478hp 190m 425mv 2hour 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]
478hp 190m 424mv 2hour 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]
478hp 190m 423mv 2hour wher
Fort Blackwatch is [KNIGHT] controlled. Players near you:
<PK> Elisaora (WANTED) The Dwarven Road
478hp 190m 423mv 2hour 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]
(White Aura) A member of the Blackwatch Guard is here, guarding the gates of Blackwatch Village.
478hp 190m 422mv 2hour
[WATCHER]: 'We've won 2 pelts and won 11 support in recent raids.'
You have gained 2 pelts in service of WATCHER.
478hp 190m 422mv 2hour replay tells
[01:07:50] You told Beluar 'Do you seek power, Avenger?'
[01:08:05] Beluar told you 'I do not.'
[01:13:35] You told Qwalik 'Do you seek power?'
[01:13:42] Qwalik told you 'Not quite at this time.'
[12:12:09] You told Beluar 'Do you seek power?'
[12:12:14] Beluar told you 'I do not.'
[12:12:50] You told Beluar 'But hunting is so thrilling!'
[12:13:13] Beluar told you 'There is more to life than hunting.'
[12:13:31] You told Beluar 'Hmm. Well, there is cooking too.'
[18:28:52] You told Siphi 'Hi there.'
[18:28:56] Siphi told you 'Salutations'
[18:29:17] You told Siphi 'I seek to reach the pinnacle. Will you aid?'
[18:29:38] Siphi told you 'Of course!'
[18:30:28] Siphi told you 'Gain the troll as well?'
[18:30:34] You told Siphi 'He not listening.'
[18:30:37] Siphi told you 'Meet me in the caverns'
[18:31:06] You told Siphi 'Can you coem to teh kadaar faeries?'
[18:35:26] Siphi told you 'Coming?'
[18:59:34] You told Vanek 'Join us in gaining power?'
[19:00:38] Vanek told you 'An adventure sounds great '
[19:00:47] Vanek told you 'Where should i meet you?'
[19:00:59] You told Vanek 'The storm giant caverns is where we are.'
[19:03:08] Vanek told you 'I wait for you at the entrance'
[19:46:10] You told a mirror image 'Would you accompany me into Gear?'
[19:46:14] You told Siphi 'Would you accompany me into Gear?'
[19:46:19] Siphi told you 'Indeed.'
[20:26:37] Zha'rek told you 'And this time, stay there till you rot Elisaora!'
[21:07:13] Mohcran told you 'Would you like to JOIN the Academy?'
[04:40:42] You told Findlegrob 'Done scared off my prey!'
[04:40:53] Findlegrob told you 'Who be that?'
[04:41:13] You told Findlegrob 'That Tribunal, got all my baubles and trinkets!'
[04:47:18] You told Siphi 'Where ya goin?!'
[04:47:23] Siphi told you 'Asylum'
[04:47:32] You told Siphi 'Have fun! '
[05:14:16] You told Wrythixk 'Gimme a magical swooshswoosh?'
[05:59:39] Durim told you 'Tyranus got 'is storm forger'
[05:59:50] Durim told you 'Ah'll let ye grab it without interferin if ye want'
[06:00:06] You told Durim 'Let is a strong word!'
[06:48:46] You told Durim 'I don't heal as fast as you!'
[06:59:27] You told Durim 'What little suppllies I had have run out. We'll meet again when I come for your baubles and trinekts!'
[06:59:35] Durim told you 'Aye'
[06:59:36] Durim told you 'Well fought'
[15:18:03] Kyria told you 'Greetings Elisaora. I'm Kyria, a druid of the forest.'
[15:18:12] You told Kyria 'Hi there!!'
[15:18:24] Kyria told you 'Is there something you need?'
[15:18:32] You told Kyria 'Oh yes! '
[15:18:39] Kyria told you 'Pray tell?'
[15:18:51] You told Kyria 'I need to slay that filthy Durims!'
[15:19:03] You told Kyria 'But, my baubles and trinkets...they aren't strong.'
[15:19:20] Kyria told you 'Where are these filthy Durims?'
[15:19:28] You told Kyria 'Hiding!'
[15:19:31] You told Kyria 'Alays hiding!'
[15:19:50] Kyria told you 'Hmm. In the cities of in the forest?'
[15:20:07] You told Kyria 'Most times the city. '
[15:20:45] Kyria told you 'Can't help you there. I'm quite good finding creature hidden in the forest, but in the cities, I can't.'
[15:21:17] You told Kyria 'What about bibs and bobs, you good with thems?'
[15:21:33] Kyria told you 'What are bibs and bobs?'
[15:21:50] You told Kyria 'Them things what people be wearing, treasures! '
[15:22:36] Kyria told you 'I tend to care little about treasures, although I have a few. Is there a treasure you need?'
[15:23:03] You told Kyria 'Yes! But. Well, I don't know.'
[15:23:50] Kyria told you 'Well, if there is something you want help with and it's with my power to do so - please tell me so.'
[15:24:17] You told Kyria 'You seem big brain! Maybe make suggestion? I come see you, look and behold me!!'
[15:25:23] Kyria told you 'I have big brain for the needs of a druid. Rouges - not so much.'
[15:26:03] You told Kyria 'Hm, well, maybe we go Volcano?'
[15:26:15] You told Kyria 'Big scary there, must be good treasures!'
[15:26:25] Kyria told you 'What do you need there?'
[15:26:34] You told Kyria 'A cloakses!'
[15:26:52] Kyria told you 'You know the way to to cloak?'
[15:27:07] You told Kyria 'I do!'
[15:27:22] Kyria told you 'Well then, I'll help you!'
[15:28:45] Kyria told you 'I'm at the Northern Passage.'
[15:29:24] You told Kyria 'Waiting on these city gates is murder!'
[15:30:03] Kyria told you 'I'm a bit north of it.'
[15:41:46] You told Kyria 'You make wheel before?'
[15:41:52] Kyria told you 'I have'
[15:42:03] You told Kyria 'I know what page give acolyte and parishioner. But, maybe soldier need one?'
[15:48:02] someone told you 'The soldier need page 77'
[01:08:03] You told Qwalik 'Wanna go to Steel and Blood?'
[01:08:09] Qwalik told you 'Not at this very moment.'
[01:23:49] Durim told you 'Not gonner lie, ah did underestimate yer'
[01:24:08] You told Durim 'You gots such nice baubles and trinkets!'
[01:29:05] Durim told you 'Somebody'
[01:29:14] Durim told you 'Dun placed er bounty on yer head'
[01:29:15] You told Durim 'Who?!'
[01:29:23] Durim told you 'Ye might want ter prepare fer that'
[01:29:23] You told Durim 'Been named Durim.'
[01:29:39] You told Durim 'Price ter pay so they leaves you alone eh?'
[01:29:55] Durim told you 'Why would ah place er bounty n then warn ye its comin?'
[01:30:10] You told Durim 'Well, it werent Siphi. And I ain't do it mahself.'
[01:30:43] Durim told you 'Yer sure it wasn't there already a while ago?'
[01:31:06] You told Durim 'Mmmm maybe., I ain't skerrd.'
[09:26:26] You told Siphi 'What missus Siphi doin?'
[09:26:35] Siphi told you 'Stompin the yard!'
[09:26:43] You told Siphi 'Ohhh can I come?!'
[09:26:48] Siphi told you 'Almost stomped.'
[09:26:52] Siphi told you 'But you can'
[09:27:08] Siphi told you 'Ill wait for ya'
[09:27:08] Siphi told you 'Im here '
[09:31:40] You told Siphi 'Why you wanna hurt me?!'
[09:31:55] Siphi told you 'They killed me'
[09:31:55] Siphi told you 'Not you'
[09:32:04] You told Siphi 'You kicked dirt in my eye!'
[09:32:09] Siphi told you 'Ahh elephant!'
[09:32:15] Siphi told you 'Commer'
[09:32:18] Siphi told you 'Im sorry'
[17:27:13] You told Siphi 'Traveling?'
[17:30:09] Siphi told you 'Commer'
[17:30:20] You told Siphi 'Travelin?'
[17:30:25] Siphi told you 'Commer!'
[17:32:20] Valnan told you 'BOO!'
[17:32:25] You told Valnan 'VALNAN!'
[17:32:41] Valnan told you 'Afternoon Elisaora!'
[17:32:58] Valnan told you 'May I call you Eli?'
[17:33:06] You told Valnan 'That is good!'
[20:49:36] You told Morttilak 'Be needin some helps?'
[20:49:42] Morttilak told you 'Yes.'
[05:21:38] You told Siphi 'Missus Siphi! You need protecting today?'
[05:21:53] Siphi told you 'Salutations!!!'
[05:23:15] Siphi told you 'Salutations!!!'
[05:23:29] Siphi told you 'What is your aspirations Mister?'
[05:24:38] Siphi told you 'What you wearing on your face?'
[05:28:42] You told Siphi 'Just a lip spike!'
[05:28:48] You told Siphi 'Waiting on the Watchers to let me in.'
[05:28:52] You told Siphi 'But...there is no Watchers.'
[05:29:16] Siphi told you 'Hrmm'
[05:29:26] Siphi told you 'Where about are you hiding?'
[05:29:38] Siphi told you 'I have a gift'
[05:29:59] Siphi told you 'A fitting one for a Watcher at that.'
[05:30:21] You told Siphi 'Forests south of Miruvhor. I can come to city though.'
[05:30:58] Siphi told you 'I will make way to you.'
[05:32:55] Siphi told you 'Where you at?'
[05:33:00] You told Siphi 'Eatin ducks.'
[05:33:12] You told Siphi 'Where you at?'
[05:33:16] Siphi told you 'I am north Of Miruvhor'
[05:33:30] Siphi told you 'With Griff?'
[05:33:36] You told Siphi 'Yeah, south.'
[10:21:41] You told Neferya 'What I do?!'
[10:21:53] Neferya told you 'You broke the law.'
[10:22:02] You told Neferya 'Not my law!'
[10:22:50] You told Siphi 'I am innocent Siphi!'
[10:22:54] You told Siphi 'Help!'
[10:23:03] Siphi told you 'What happened?'
[10:30:14] You told Neferya 'Breakin the law, breakin the law!'
[01:54:46] Morcado told you 'Seems the tables have shifted. Employing me to do work for you. Watcher and the undead, working together. A new age. Don't you agree?'
[01:55:01] You told Morcado 'Whatever tears down these walls!'
[01:55:53] You told Morcado 'Can't take the two lawmen, so we improvise!'
[01:56:17] Morcado told you 'I'll assist you. Two on two now.'
[01:59:17] Morcado told you 'Go.'
[02:11:34] someone told you 'I find it difficult to fight the Tribunal while it engages you.'
478hp 190m 422mv 2hour n
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]
478hp 190m 421mv 2hour 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.
478hp 190m 420mv 2hour where
Fort Blackwatch is [KNIGHT] controlled. Players near you:
<PK> Elisaora (WANTED) A Cobblestone Road
478hp 190m 420mv 2hour repl part of their strategy!
You tell Morcado 'Part of their strategy!'
478hp 190m 420mv 2hour n
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]
A mighty Fortress looms over the area.
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 Blackwatch villager scurries about, taking care of business.
478hp 190m 419mv 2hour where
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 east south west]
478hp 190m 418mv 2hour n
Fort Blackwatch is [KNIGHT] controlled. Players near you:
<PK> Elisaora (WANTED) A Cobblestone Road
478hp 190m 418mv 2hour n
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 mighty Fortress looms over the area.
A Blackwatch villager scurries about, taking care of business.
478hp 190m 417mv 2hour 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]
A mighty Fortress looms over the area.
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.
478hp 190m 416mv 2hour mou
You mount upon the back of a white charger.
478hp 190m 416mv 2hour n
n
The Northern Trail
A trail leading southward from the Eastern Road, this path is worn by
heavy traffic. A young forest can be seen 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]
478hp 190m 414mv 2hour TICK IN 5 SECONDS.
sca
The Northern Trail
A trail leading southward from the Eastern Road, this path is worn by
heavy traffic. A young forest can be seen to the east. To the south,
Blackwatch Village rises in the distance, Mount Khorand serving as a
towering backdrop.
[Exits: north south west]
A mighty Fortress looms over the area.
A double column of heavily armed crusaders patrols here.
A double column of heavily armed crusaders patrols here.
478hp 190m 410mv 2hour You scan all around.
You scan north.
*** Range 2 (north) ***
[UNKNOWN] A horde of Maelbrim zombies pick clean the sigil research corpses.
*** Range 3 (north) ***
(Invisible) (Charmed) (Translucent) (Dark Aura) Rahkir Erythane, the Antipaladin of Undeath is here.
(Invisible) (Dark Aura) Morcado the Count is here.
A young werebeast stands here, leaning on his spear.
*** Range 4 (north) ***
A retired gnomish adventurer is here, peering over his half-drawn maps.
You scan east.
You scan south.
*** Range 2 (south) ***
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.
*** Range 3 (south) ***
A Blackwatch villager scurries about, taking care of business.
*** Range 5 (south) ***
A Blackwatch villager scurries about, taking care of business.
*** Range 6 (south) ***
A member of the Blackwatch Guard is here, patrolling the Village.
You scan west.
*** Range 1 (west) ***
A group of trainees is milling about here.
A group of trainees is milling about here.
*** Range 2 (west) ***
A group of young Knights is here, practicing.
A regiment of young Knights has joined their brethren here.
A group of young Knights is here, practicing.
A couple of crusaders is here, practicing with the more advanced recruits.
A group of trainees is here, practicing.
Several siege weapons are under construction here.
A regiment of young Knights has joined their brethren here.
You scan up.
You scan down.
478hp 190m 410mv 2hour where
Fort Blackwatch is [KNIGHT] controlled. Players near you:
<PK> Elisaora (WANTED) The Northern Trail
478hp 190m 410mv 2hour sl
You doze off on the back of a white charger!
Suddenly your head slams full force against a hard and unyielding surface.
You come to with a pounding headache.
You go to sleep.
478hp 190m 410mv 2hour wa
You wake and stand up.
478hp 190m 410mv 2hour s
s
The Northern Trail
A trail leading southward from the Eastern Road, this path is worn by
heavy traffic. A young forest can be seen 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]
478hp 190m 406mv 2hour sca
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]
A mighty Fortress looms over the area.
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.
478hp 190m 404mv 2hour where
You scan all around.
You scan north.
*** Range 2 (north) ***
A double column of heavily armed crusaders patrols here.
A double column of heavily armed crusaders patrols here.
*** Range 4 (north) ***
[UNKNOWN] A horde of Maelbrim zombies pick clean the sigil research corpses.
*** Range 5 (north) ***
A young werebeast stands here, leaning on his spear.
*** Range 6 (north) ***
A retired gnomish adventurer is here, peering over his half-drawn maps.
You scan east.
You scan south.
*** Range 1 (south) ***
A Blackwatch villager scurries about, taking care of business.
*** Range 3 (south) ***
A Blackwatch villager scurries about, taking care of business.
*** Range 4 (south) ***
A member of the Blackwatch Guard is here, patrolling the Village.
*** Range 6 (south) ***
(White Aura) A member of the Blackwatch Guard is here, guarding the gates of Blackwatch Village.
You scan west.
*** Range 1 (west) ***
A White Wolf Guardian is here, patrolling the streets.
You scan up.
You scan down.
478hp 190m 404mv 2hour Fort Blackwatch is [KNIGHT] controlled. Players near you:
<PK> Elisaora (WANTED) The Northern Gate
478hp 190m 404mv 2hour sl
You doze off on the back of a white charger!
Suddenly your head slams full force against a hard and unyielding surface.
You come to with a pounding headache.
You go to sleep.
478hp 190m 404mv 2hour
490hp 212m 446mv 3hour Timer now at 30 secs.
wa
You wake and stand up.
490hp 212m 446mv 3hour l
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]
A mighty Fortress looms over the area.
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.
490hp 212m 446mv 3hour where
Fort Blackwatch is [KNIGHT] controlled. Players near you:
<PK> Elisaora (WANTED) The Northern Gate
490hp 212m 446mv 3hour sca
You scan all around.
You scan north.
*** Range 2 (north) ***
A double column of heavily armed crusaders patrols here.
A double column of heavily armed crusaders patrols here.
*** Range 4 (north) ***
[UNKNOWN] A horde of Maelbrim zombies pick clean the sigil research corpses.
*** Range 5 (north) ***
A young werebeast stands here, leaning on his spear.
*** Range 6 (north) ***
A retired gnomish adventurer is here, peering over his half-drawn maps.
You scan east.
You scan south.
*** Range 1 (south) ***
A Blackwatch villager scurries about, taking care of business.
*** Range 3 (south) ***
A Blackwatch villager scurries about, taking care of business.
*** Range 4 (south) ***
A member of the Blackwatch Guard is here, patrolling the Village.
*** Range 6 (south) ***
(White Aura) A member of the Blackwatch Guard is here, guarding the gates of Blackwatch Village.
You scan west.
*** Range 1 (west) ***
A White Wolf Guardian is here, patrolling the streets.
You scan up.
You scan down.
490hp 212m 446mv 3hour mou
n
You are already mounted on a white charger!
490hp 212m 446mv 3hour n
The Northern Trail
A trail leading southward from the Eastern Road, this path is worn by
heavy traffic. A young forest can be seen 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]
490hp 212m 444mv 3hour The Northern Trail
A trail leading southward from the Eastern Road, this path is worn by
heavy traffic. A young forest can be seen to the east. To the south,
Blackwatch Village rises in the distance, Mount Khorand serving as a
towering backdrop.
[Exits: north south west]
A mighty Fortress looms over the area.
A double column of heavily armed crusaders patrols here.
A double column of heavily armed crusaders patrols here.
490hp 212m 440mv 3hour n
n
The Northern Trail
A trail leading southward from the Eastern Road, this path is worn by
heavy traffic. A young forest can be seen to the east. To the south,
Blackwatch Village rises in the distance, Mount Khorand serving as a
towering backdrop.
[Exits: north south]
490hp 212m 436mv 3hour The Northern Trail
A trail leading southward from the Eastern Road, this path is worn by
heavy traffic. A young forest can be seen to the east. To the south,
Blackwatch Village rises in the distance, Mount Khorand serving as a
towering backdrop.
[Exits: north south]
Corpses of the sigil research team are mangled and torn apart.
[UNKNOWN] A horde of Maelbrim zombies pick clean the sigil research corpses.
490hp 212m 432mv 3hour n
The Crossroads
Here, the great eastern road intersects with a small, oder road that runs
southward to Fort Blackwatch. The ground around you is covered with young
but healthy growth, mostly grasses and a few small bushes. The outskirts of
Val Miran lie to your west. Eastward, the great Dragon's Teeth rise up
almost immediately.
[Exits: north east south west]
A mighty Fortress looms over the area.
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.'
490hp 212m 430mv 3hour w
Nearing the Cross Roads
The road begins to dwindle as the hills of the Dragon's Teeth turn into
mountains, lush vegetation all around you. The fields here are used to
provide most of Val Miran's populace grain. The city itself is a tiny speck
in the western horizon, while the tall peaks of the Dragon's Teeth rise up
to the east.
[Exits: north east]
490hp 212m 428mv 3hour where
The Eastern Road is [KNIGHT] controlled. Players near you:
<PK> Elisaora (WANTED) Nearing the Cross Roads
<PK> Thrain Leaving the Woodland
490hp 212m 428mv 3hour 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.
[Exits: north south west]
(White Aura) Thrain the Iron Fist is here.
490hp 212m 425mv 3hour sca
You scan all around.
You scan north.
You scan east.
You scan south.
You scan west.
*** Range 1 (west) ***
A Caravan bearing crests of Valmiran is here.
A troop of storm giant soldiers is here.
A cart bearing supplies is here.
*** Range 2 (west) ***
(White Aura) [KNIGHT] A regiment of Praetorian guards celebrate their victory here
*** Range 3 (west) ***
A large murder of crows nearly turns the trees black here.
You scan up.
You scan down.
490hp 212m 425mv 3hour 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 Caravan bearing crests of Valmiran is here.
A troop of storm giant soldiers is here.
A cart bearing supplies is here.
Thrain flies in.
490hp 212m 423mv 3hour 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 mighty Fortress looms over the area.
(White Aura) [KNIGHT] A regiment of Praetorian guards celebrate their victory here
Thrain flies in.
490hp 212m 421mv 3hour w
w
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 murder of crows nearly turns the trees black here.
Thrain flies in.
490hp 212m 419mv 3hour w
w
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]
Thrain flies in.
490hp 212m 417mv 3hour w
w
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]
Thrain flies in.
490hp 212m 416mv 3hour
[WATCHER]: 'We've won 1 pelts and won 10 support in recent raids.'
You have gained 1 pelt in service of WATCHER.
490hp 212m 416mv 3hour 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 mighty Fortress looms over the area.
Thrain flies in.
490hp 212m 415mv 3hour A Ramshackle Tent City
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]
An abandoned caravan remains here, the citizens seemed to have left.
(White Aura) [KNIGHT] A ward of Praetorian guards stand in support.
Thrain flies in.
490hp 212m 414mv 3hour w
The Eastern Gate of Val Miran
You stand amid the Eastern battlements of Val Miran. The gate has been
fully repaired and expertly reinforced, the surrounding walls look
well-built and sturdy. The sigil of several prominent dwarven masons and
blacksmiths is displayed proudly on the lowest row of the wall's stones,
well visible when passing the gate.
[Exits: north east south west up]
(White Aura) A Gateguard is here, member of the Tribunal Blood Guard.
(White Aura) A Gateguard is here, member of the Tribunal Blood Guard.
Blood Guard steps aside and allow you to pass him.
Blood Guard says in Vosh 'Shtsaiaizvehzvshtk ehvkaizvtkevrai'vr, zvaivrkichai tse Shikk Chikzvivr.'
Thrain flies in.
Blood Guard says in Vosh 'Vrehzvehkvr! Skzv'ik shtkai'vrzh chaiskik aish Vrehtk Vikvikts!'
Blood Guard steps aside and allow you to pass him.
490hp 212m 413mv 3hour 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 west lies the
Eastern Square of Val Miran, where all of the Lightwalkers generally gather.
[Exits: east west]
Thrain flies in.
490hp 212m 412mv 3hour 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 west lies the Eastern Square of Val Miran, where all of
the Lightwalkers generally gather.
[Exits: east west]
A tiny maintenance bot whirrs around looking for a new task.
Thrain flies in.
490hp 212m 411mv 3hour 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]
An artful Karakken-Fountain gushes forth fresh water.
Thrain flies in.
490hp 212m 410mv 3hour e
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]
Thrain flies in.
490hp 212m 409mv 3hour e
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 tiny maintenance bot whirrs around looking for a new task.
Thrain flies in.
490hp 212m 408mv 3hour e
e
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]
490hp 212m 407mv 3hour e
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]
An artful Karakken-Fountain gushes forth fresh water.
490hp 212m 406mv 3hour 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 west lies the Eastern Square of Val Miran, where all of
the Lightwalkers generally gather.
[Exits: east west]
A tiny maintenance bot whirrs around looking for a new task.
490hp 212m 405mv 3hour 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 west lies the
Eastern Square of Val Miran, where all of the Lightwalkers generally gather.
[Exits: east west]
490hp 212m 404mv 3hour e
The Eastern Gate of Val Miran
You stand amid the Eastern battlements of Val Miran. The gate has been
fully repaired and expertly reinforced, the surrounding walls look
well-built and sturdy. The sigil of several prominent dwarven masons and
blacksmiths is displayed proudly on the lowest row of the wall's stones,
well visible when passing the gate.
[Exits: north east south west up]
(White Aura) A Gateguard is here, member of the Tribunal Blood Guard.
(White Aura) A Gateguard is here, member of the Tribunal Blood Guard.
Blood Guard examines you carefully.
Blood Guard steps aside and allow you to pass him.
Blood Guard says in Vosh 'Skshik'iskaichtkvr ikvrzhichk'ishikv', she'vzvehvr'i tsa Vech Zvehtsikv'.'
Blood Guard says in Vosh 'Tsiktkikzhts! Skzheh skzvehtkv zhaveh ehzh Tsikts Chivik!'
490hp 212m 403mv 3hour w
A Ramshackle Tent City
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]
An abandoned caravan remains here, the citizens seemed to have left.
(White Aura) [KNIGHT] A ward of Praetorian guards stand in support.
490hp 212m 402mv 3hour 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 mighty Fortress looms over the area.
490hp 212m 401mv 3hour 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]
490hp 212m 400mv 3hour w
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]
490hp 212m 399mv 3hour w
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]
490hp 212m 398mv 3hour w
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 mighty Fortress looms over the area.
490hp 212m 397mv 3hour w
A Ramshackle Tent City
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]
An abandoned caravan remains here, the citizens seemed to have left.
(White Aura) [KNIGHT] A ward of Praetorian guards stand in support.
490hp 212m 396mv 3hour w
The Eastern Gate of Val Miran
You stand amid the Eastern battlements of Val Miran. The gate has been
fully repaired and expertly reinforced, the surrounding walls look
well-built and sturdy. The sigil of several prominent dwarven masons and
blacksmiths is displayed proudly on the lowest row of the wall's stones,
well visible when passing the gate.
[Exits: north east south west up]
(White Aura) A Gateguard is here, member of the Tribunal Blood Guard.
(White Aura) A Gateguard is here, member of the Tribunal Blood Guard.
Blood Guard says in Vosh 'Tkehzhikvrzh'! Shshik chvrashch vivik ev Kikvr Chikvehch!'
Blood Guard says in Vosh 'Vtseikkikvrsksh ikshvaichshikshash, shehshvraichik tke Skehzv Tsiktsek.'
490hp 212m 395mv 3hour 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 west lies the
Eastern Square of Val Miran, where all of the Lightwalkers generally gather.
[Exits: east west]
490hp 212m 394mv 3hour 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 west lies the Eastern Square of Val Miran, where all of
the Lightwalkers generally gather.
[Exits: east west]
A tiny maintenance bot whirrs around looking for a new task.
490hp 212m 393mv 3hour where
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]
An artful Karakken-Fountain gushes forth fresh water.
490hp 212m 392mv 3hour w
ValMiran is [TRIBUNAL] controlled. Players near you:
<PK> Elisaora (WANTED) The Eastern Square of Val Miran
<PK> Thrain [TRIBUNAL] The Western Gate of Val Miran
490hp 212m 392mv 3hour 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]
490hp 212m 391mv 3hour sca
You scan all around.
You scan north.
You scan east.
*** Range 2 (east) ***
A tiny maintenance bot whirrs around looking for a new task.
*** Range 4 (east) ***
(White Aura) A Gateguard is here, member of the Tribunal Blood Guard.
(White Aura) A Gateguard is here, member of the Tribunal Blood Guard.
*** Range 5 (east) ***
(White Aura) [KNIGHT] A ward of Praetorian guards stand in support.
You scan south.
You scan west.
*** Range 1 (west) ***
A tiny maintenance bot whirrs around looking for a new task.
You scan up.
You scan down.
490hp 212m 391mv 3hour e
e
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]
An artful Karakken-Fountain gushes forth fresh water.
490hp 212m 390mv 3hour wher
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 west lies the Eastern Square of Val Miran, where all of
the Lightwalkers generally gather.
[Exits: east west]
A tiny maintenance bot whirrs around looking for a new task.
490hp 212m 389mv 3hour TICK IN 5 SECONDS.
ValMiran is [TRIBUNAL] controlled. Players near you:
<PK> Elisaora (WANTED) Queen Isabeau Avenue
<PK> Thrain [TRIBUNAL] The Western Gate of Val Miran
490hp 212m 389mv 3hour 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 west lies the
Eastern Square of Val Miran, where all of the Lightwalkers generally gather.
[Exits: east west]
490hp 212m 388mv 3hour e
The Eastern Gate of Val Miran
You stand amid the Eastern battlements of Val Miran. The gate has been
fully repaired and expertly reinforced, the surrounding walls look
well-built and sturdy. The sigil of several prominent dwarven masons and
blacksmiths is displayed proudly on the lowest row of the wall's stones,
well visible when passing the gate.
[Exits: north east south west up]
(White Aura) A Gateguard is here, member of the Tribunal Blood Guard.
(White Aura) A Gateguard is here, member of the Tribunal Blood Guard.
Blood Guard steps aside and allow you to pass him.
Blood Guard says in Vosh 'Kikkaivrsh! Chshe zvchik'kts sheka ezh Visk Chitsik!'
490hp 212m 387mv 3hour s
s
Tylith Way
You walk down the side street known as Tylith Way. A powerful
monk of the Knight Order, he was feared throughout the lands for
his ability to dismantle enemy legions with his bare hands. The
road here runs to the North and South.
[Exits: north south]
490hp 212m 386mv 3hour wher
Tylith Way
You walk down the side street known as Tylith Way. A powerful
monk of the Knight Order, he was feared throughout the lands for
his ability to dismantle enemy legions with his bare hands. The
road here runs to the North and South.
[Exits: north south (west)]
A feral citizen of Val Miran walks the streets here.
490hp 212m 385mv 3hour s
s
ValMiran is [TRIBUNAL] controlled. Players near you:
<PK> Elisaora (WANTED) Tylith Way
<PK> Thrain [TRIBUNAL] The Western Gate of Val Miran
490hp 212m 385mv 3hour s
Tylith Way
You walk down the side street known as Tylith Way. A powerful
monk of the Knight Order, he was feared throughout the lands for
his ability to dismantle enemy legions with his bare hands. The
road here runs to the North and South.
[Exits: north south]
490hp 212m 384mv 3hour The Southeastern Corner of the Battlements
You stand amid the Southeastern Battlements of Val Miran. A thick ladder
leads up to the watchtower where Guards of the Righteous Palm keep lookout
on the horizon for signs of intruders. To the north lies Tylith Way, and
Barnok Boulevard runs westward.
[Exits: north west up]
490hp 212m 383mv 3hour Alas, you cannot go that way.
490hp 212m 383mv 3hour w
w
Barnok Boulevard
Ah, the Barnok District, home of quite a few shady organizations. No
one claims to know all of them, but then, no one wants to claim to know all
of them either. The two that stand out the most are the Thief and Ninja
Guilds. And those are powerful enough to operate out in the open. Still,
their wealth does not trickle down to the general populace. This keeps the
residents of this side of the city relatively poor.
[Exits: east west]
A feral citizen of Val Miran walks the streets here.
490hp 212m 382mv 3hour Barnok Boulevard
Ah, the Barnok District, home of quite a few shady organizations. No
one claims to know all of them, but then, no one wants to claim to know all
of them either. The two that stand out the most are the Thief and Ninja
Guilds. And those are powerful enough to operate out in the open. Still,
their wealth does not trickle down to the general populace. This keeps the
residents of this side of the city relatively poor.
[Exits: (north) east south west]
490hp 212m 381mv 3hour w
w
w
Barnok Boulevard
Ah, the Barnok District, home of quite a few shady organizations. No
one claims to know all of them, but then, no one wants to claim to know all
of them either. The two that stand out the most are the Thief and Ninja
Guilds. And those are powerful enough to operate out in the open. Still,
their wealth does not trickle down to the general populace. This keeps the
residents of this side of the city relatively poor.
[Exits: north east west]
A metal sign, painted with a golden coin, points North.
A feral citizen of Val Miran walks the streets here.
490hp 212m 380mv 3hour w
Barnok Boulevard
Ah, the Barnok District, home of quite a few shady organizations. No
one claims to know all of them, but then, no one wants to claim to know all
of them either. The two that stand out the most are the Thief and Ninja
Guilds. And those are powerful enough to operate out in the open. Still,
their wealth does not trickle down to the general populace. This keeps the
residents of this side of the city relatively poor.
[Exits: north east south west]
A tiny maintenance bot whirrs around looking for a new task.
A tiny maintenance bot whirrs around looking for a new task.
Someone leaves north.
490hp 212m 379mv 3hour where
Barnok Boulevard
Ah, the Barnok District, home of quite a few shady organizations. No
one claims to know all of them, but then, no one wants to claim to know all
of them either. The two that stand out the most are the Thief and Ninja
Guilds. And those are powerful enough to operate out in the open. Still,
their wealth does not trickle down to the general populace. This keeps the
residents of this side of the city relatively poor.
[Exits: north east west]
490hp 212m 378mv 3hour Barnok Boulevard
Ah, the Barnok District, home of quite a few shady organizations. No
one claims to know all of them, but then, no one wants to claim to know all
of them either. The two that stand out the most are the Thief and Ninja
Guilds. And those are powerful enough to operate out in the open. Still,
their wealth does not trickle down to the general populace. This keeps the
residents of this side of the city relatively poor.
[Exits: east west]
490hp 212m 377mv 3hour ValMiran is [TRIBUNAL] controlled. Players near you:
<PK> Elisaora (WANTED) Barnok Boulevard
490hp 212m 377mv 3hour w
The Southern Prominade of Val Miran
The wide southern square of Val Miran is a bustle of activity. Local
entertainers from the Quivering Palm perform around the large fountain it
the center of the square. Criers hired by the vendors north of here cry out
advertising for their employers. Travelers heading in and out of the city
fill the colonnade with foot traffic. To the west Lord Corim Street leads
toward the west wall. The shadows of Barnok Boulevard cast an ominous look
on the road to the west. North of here Saint Yeralon Way leads to the town
center.
[Exits: north east south west up]
A granite fountain is here, gushing forth fresh water.
A catapult is here, accompanied by a group of guards.
490hp 212m 376mv 3hour s
The Southern Gateway of Val Miran
Twin gate towers support the large arch leading north into Val Miran
proper and south onto the Imperial Knight Bridge. Archers patrol the
ramparts atop the tall towers. A regiment of Righteous Palm soldiers
garrison the base of the towers keeping vigilant watch on the commuters
crossing the bridge south of here.
[Exits: north south]
490hp 212m 375mv 3hour s
s
Imperial Knight Bridge
A stunning suspension bridge crossing the Eridani River leads north to
the Val Miran from the southern gate house. Two massive stone sentinels
rise from the river bed, the upraised tips of giant polearms crossed to
create the central arch. The tower statue on the east resembles a giant
blood guard, the sentinel on the west a replica of a gargantuan inquisitor.
Great steel chains drape from the tips of the polearms to the gate houses on
each end of the bridge. Steel cables drop from the chains at regular
intervals to support the wide stone bridge.
[Exits: north south down]
490hp 212m 374mv 3hour where
Within the Great Southern Gate House
This large archway leads from the forest road to the south to the large
suspension bridge to the north. The barbed tips of arrows protrude from
thin cross shaped slots on either side of the archway, the archers within
the gate house obviously on duty here. The heavy iron gates raised, columns
of commuters pass beneath the massive arch traveling from Val Miran to the
imperial city of Ofcol.
[Exits: north south]
(White Aura) A Gateguard is here, member of the Tribunal Blood Guard.
(White Aura) A Gateguard is here, member of the Tribunal Blood Guard.
Blood Guard says in Vosh 'Behold! The grand city of Val Miran!'
Blood Guard says in Vosh 'Zhtkaia'chikzvkzv ehvrtsizvvichavr, vehskshehvik ve' Tkash Skehzhai'ts.'
490hp 212m 373mv 3hour s
ValMiran is [TRIBUNAL] controlled. Players near you:
<PK> Elisaora (WANTED) Within the Great Southern Gate House
The night is about to end.
The protective aura around your body fades.
492hp 220m 421mv 4hour Timer now at 30 secs.
A cobbled road into the forest
A large path of cobbled stone extends into the forest. Towards the
north, the bustling sounds of the city echo off the dense forest growth on
either side of the road. Yellow eyes peer at you from bushes and canopies
all around. Twigs snap under the paws of predators and prey alike, the
forest more alive with life than ever before. The road itself is fresh and
well-maintained, smooth and wide enough for multiple caravans to run
together, side by side. There are few turns, all of them wide and spacious.
The trees and bushes seem to acknowledge the road's presence, coming to an
abrupt stop on either end, the canopies of the trees shading the path from
the midday sun.
[Exits: north west]
A mighty Fortress looms over the area.
A globule of black sap slowly simmers to itself.
A sapling is here poking up through a pile of dirt.
A sapling is here poking up through a pile of dirt.
492hp 220m 420mv 4hour where
Drkshtyre Wood is [KNIGHT] controlled. Players near you:
<PK> Elisaora (WANTED) A cobbled road into the forest
492hp 220m 420mv 4hour ge tvi
I see no tvi here.
492hp 220m 420mv 4hour get via bac
get via bac
You get a vial of sparkling liquid from a sturdy backpack.
492hp 220m 420mv 4hour You get a gleaming white vial from a sturdy backpack.
492hp 220m 420mv 4hour where
Drkshtyre Wood is [KNIGHT] controlled. Players near you:
<PK> Elisaora (WANTED) A cobbled road into the forest
492hp 220m 420mv 4hour sca
You scan all around.
You scan north.
*** Range 1 (north) ***
(White Aura) A Gateguard is here, member of the Tribunal Blood Guard.
(White Aura) A Gateguard is here, member of the Tribunal Blood Guard.
*** Range 4 (north) ***
A catapult is here, accompanied by a group of guards.
You scan east.
You scan south.
You scan west.
*** Range 1 (west) ***
A sapling is here poking up through a pile of dirt.
A globule of black sap slowly simmers to itself.
*** Range 3 (west) ***
A giant spider is here, waiting to suck your blood.
*** Range 4 (west) ***
A globule of black sap slowly simmers to itself.
*** Range 5 (west) ***
A globule of black sap slowly simmers to itself.
A giant spider is here, waiting to suck your blood.
You scan up.
You scan down.
492hp 220m 420mv 4hour where
Drkshtyre Wood is [KNIGHT] controlled. Players near you:
<PK> Elisaora (WANTED) A cobbled road into the forest
492hp 220m 420mv 4hour c cu
You feel a little better.
511hp 210m 420mv 4hour sca
You scan all around.
You scan north.
*** Range 1 (north) ***
(White Aura) A Gateguard is here, member of the Tribunal Blood Guard.
(White Aura) A Gateguard is here, member of the Tribunal Blood Guard.
*** Range 4 (north) ***
A catapult is here, accompanied by a group of guards.
You scan east.
You scan south.
You scan west.
*** Range 1 (west) ***
A sapling is here poking up through a pile of dirt.
A globule of black sap slowly simmers to itself.
*** Range 3 (west) ***
A giant spider is here, waiting to suck your blood.
*** Range 4 (west) ***
A globule of black sap slowly simmers to itself.
*** Range 5 (west) ***
A globule of black sap slowly simmers to itself.
A giant spider is here, waiting to suck your blood.
You scan up.
You scan down.
511hp 210m 420mv 4hour where
Drkshtyre Wood is [KNIGHT] controlled. Players near you:
<PK> Elisaora (WANTED) A cobbled road into the forest
511hp 210m 420mv 4hour i
You are carrying:
( 2) a gleaming white vial
a vial of sparkling liquid
a small red herb
water throwing knives
a water pack
the Standard of Tribunal
(92) sparkling arrows
( 3) a potion of recall
(Glowing) the Golden Flower of the Jungle
some kelp rations
a floating disc
( 2) a potion of detect-invisibility
( 2) (Humming) a potion of the hawk
(100) (Humming) consecrated arrows
(Glowing) (Humming) a barbed pike adorned with a glowing ember
(18) (Humming) consecrated arrows
(Glowing) (Humming) the shifu's shawl
a scrap of paper
a sturdy backpack
511hp 210m 420mv 4hour sca
You scan all around.
You scan north.
*** Range 1 (north) ***
(White Aura) A Gateguard is here, member of the Tribunal Blood Guard.
(White Aura) A Gateguard is here, member of the Tribunal Blood Guard.
*** Range 4 (north) ***
A catapult is here, accompanied by a group of guards.
You scan east.
You scan south.
You scan west.
*** Range 1 (west) ***
A sapling is here poking up through a pile of dirt.
A globule of black sap slowly simmers to itself.
*** Range 3 (west) ***
A giant spider is here, waiting to suck your blood.
*** Range 4 (west) ***
A globule of black sap slowly simmers to itself.
*** Range 5 (west) ***
A globule of black sap slowly simmers to itself.
A giant spider is here, waiting to suck your blood.
You scan up.
You scan down.
511hp 210m 420mv 4hour eat fl
You eat the Golden Flower of the Jungle.
You cause your flesh to numb and thicken.
511hp 210m 420mv 4hour where
Drkshtyre Wood is [KNIGHT] controlled. Players near you:
<PK> Elisaora (WANTED) A cobbled road into the forest
511hp 210m 420mv 4hour sca
You scan all around.
You scan north.
*** Range 1 (north) ***
(White Aura) A Gateguard is here, member of the Tribunal Blood Guard.
(White Aura) A Gateguard is here, member of the Tribunal Blood Guard.
*** Range 4 (north) ***
A catapult is here, accompanied by a group of guards.
You scan east.
You scan south.
You scan west.
*** Range 1 (west) ***
A sapling is here poking up through a pile of dirt.
A globule of black sap slowly simmers to itself.
*** Range 3 (west) ***
A giant spider is here, waiting to suck your blood.
*** Range 4 (west) ***
A globule of black sap slowly simmers to itself.
*** Range 5 (west) ***
A globule of black sap slowly simmers to itself.
A giant spider is here, waiting to suck your blood.
You scan up.
You scan down.
511hp 210m 420mv 4hour sca
You scan all around.
You scan north.
*** Range 1 (north) ***
(White Aura) A Gateguard is here, member of the Tribunal Blood Guard.
(White Aura) A Gateguard is here, member of the Tribunal Blood Guard.
*** Range 4 (north) ***
A catapult is here, accompanied by a group of guards.
You scan east.
You scan south.
You scan west.
*** Range 1 (west) ***
A sapling is here poking up through a pile of dirt.
A globule of black sap slowly simmers to itself.
*** Range 3 (west) ***
A giant spider is here, waiting to suck your blood.
*** Range 4 (west) ***
A globule of black sap slowly simmers to itself.
*** Range 5 (west) ***
A globule of black sap slowly simmers to itself.
A giant spider is here, waiting to suck your blood.
You scan up.
You scan down.
511hp 210m 420mv 4hour who
~ Wanderers of Aabahran ~
[50 Feral Rog] <PK> [WATCHER] (Sacred Oak [I]) (WANTED) Elisaora the Iron Fist
[ Dwarf ] Autrim Ghask the Student of Swords
[ Duerg ] <PK> [TRIBUNAL] Durim Blackledger the Unholy Knight
[ Troll ] Puytrik the Master of the South Wind
[ Dwarf ] <PK> [TRIBUNAL] Lord Thrain Khardrim the Iron Fist
[ H-Dro ] <PK> [HERALD] Siphi Lazarius the Master Bard
[ Undea ] <PK> Morcado Rhusca the Count
[ Gnome ] <PK> [HERALD] (WANTED) Valnan Quicktrick the Angel of Arcana
[ Undea ] <PK> Tiashrila the Handmaiden of the Nameless
[ Gnome ] <PK> Gibble Bramblestock the Angel of Arcana
Players matched: 10
There are 10 characters on, the most on since startup was 13.
The title of Master Questor of Aabahran is currently held by Siphi.
There are 2 contracts available to you.
511hp 210m 420mv 4hour sca
You scan all around.
You scan north.
*** Range 1 (north) ***
(White Aura) A Gateguard is here, member of the Tribunal Blood Guard.
(White Aura) A Gateguard is here, member of the Tribunal Blood Guard.
*** Range 4 (north) ***
A catapult is here, accompanied by a group of guards.
You scan east.
You scan south.
You scan west.
*** Range 1 (west) ***
A sapling is here poking up through a pile of dirt.
A globule of black sap slowly simmers to itself.
*** Range 3 (west) ***
A giant spider is here, waiting to suck your blood.
*** Range 4 (west) ***
A globule of black sap slowly simmers to itself.
*** Range 5 (west) ***
A globule of black sap slowly simmers to itself.
A giant spider is here, waiting to suck your blood.
You scan up.
You scan down.
511hp 210m 420mv 4hour w
w
A cobbled road into the forest
A large path of cobbled stone extends into the forest. Towards the
north, the bustling sounds of the city echo off the dense forest growth on
either side of the road. Yellow eyes peer at you from bushes and canopies
all around. Twigs snap under the paws of predators and prey alike, the
forest more alive with life than ever before. The road itself is fresh and
well-maintained, smooth and wide enough for multiple caravans to run
together, side by side. There are few turns, all of them wide and spacious.
The trees and bushes seem to acknowledge the road's presence, coming to an
abrupt stop on either end, the canopies of the trees shading the path from
the midday sun.
[Exits: east west]
A sapling is here poking up through a pile of dirt.
A globule of black sap slowly simmers to itself.
511hp 210m 418mv 4hour w
w
A cobbled road into the forest
A large path of cobbled stone extends into the forest. Towards the
north, the bustling sounds of the city echo off the dense forest growth on
either side of the road. Yellow eyes peer at you from bushes and canopies
all around. Twigs snap under the paws of predators and prey alike, the
forest more alive with life than ever before. The road itself is fresh and
well-maintained, smooth and wide enough for multiple caravans to run
together, side by side. There are few turns, all of them wide and spacious.
The trees and bushes seem to acknowledge the road's presence, coming to an
abrupt stop on either end, the canopies of the trees shading the path from
the midday sun.
[Exits: east west]
A mighty Fortress looms over the area.
511hp 210m 416mv 4hour A cobbled road into the forest
A large path of cobbled stone extends into the forest. Towards the
north, the bustling sounds of the city echo off the dense forest growth on
either side of the road. Yellow eyes peer at you from bushes and canopies
all around. Twigs snap under the paws of predators and prey alike, the
forest more alive with life than ever before. The road itself is fresh and
well-maintained, smooth and wide enough for multiple caravans to run
together, side by side. There are few turns, all of them wide and spacious.
The trees and bushes seem to acknowledge the road's presence, coming to an
abrupt stop on either end, the canopies of the trees shading the path from
the midday sun.
[Exits: east west]
A giant spider is here, waiting to suck your blood.
511hp 210m 414mv 4hour A cobbled road into the forest
A large path of cobbled stone extends into the forest. Towards the
north, the bustling sounds of the city echo off the dense forest growth on
either side of the road. Yellow eyes peer at you from bushes and canopies
all around. Twigs snap under the paws of predators and prey alike, the
forest more alive with life than ever before. The road itself is fresh and
well-maintained, smooth and wide enough for multiple caravans to run
together, side by side. There are few turns, all of them wide and spacious.
The trees and bushes seem to acknowledge the road's presence, coming to an
abrupt stop on either end, the canopies of the trees shading the path from
the midday sun.
[Exits: east west]
A mighty Fortress looms over the area.
A globule of black sap slowly simmers to itself.
511hp 210m 412mv 4hour TICK IN 5 SECONDS.
tell thrai Pffbfbfbbttt!
You tell Thrain 'Pffbfbfbbttt!'
511hp 210m 412mv 4hour
You don't feel as drained.
You feel susceptible to magic again.
You feel your vitality slipping away!
513hp 216m 446mv 5hour Timer now at 30 secs.
wher
Drkshtyre Wood is [KNIGHT] controlled. Players near you:
<PK> Elisaora (WANTED) A cobbled road into the forest
513hp 216m 446mv 5hour w
A cobbled road into the forest
A large path of cobbled stone extends into the forest. Towards the
north, the bustling sounds of the city echo off the dense forest growth on
either side of the road. Yellow eyes peer at you from bushes and canopies
all around. Twigs snap under the paws of predators and prey alike, the
forest more alive with life than ever before. The road itself is fresh and
well-maintained, smooth and wide enough for multiple caravans to run
together, side by side. There are few turns, all of them wide and spacious.
The trees and bushes seem to acknowledge the road's presence, coming to an
abrupt stop on either end, the canopies of the trees shading the path from
the midday sun.
[Exits: east west]
A globule of black sap slowly simmers to itself.
A giant spider is here, waiting to suck your blood.
513hp 216m 444mv 5hour w
A turn in the road
The road here takes a long turn south. A smaller path, worn by foot
rather than paved with stone, branches off towards the west. That path
seems far more foreboding and dangerous than the road to the south. A sign
stands on the western edge of the turn, pointing caravans towards the south.
The world "Ofcol" has been painted on the white-washed backdrop of the sign
in the magenta color of the Empire. The surrounding forest seems to grow
darker, and more dense, the farther south you go. Even under the shade of
leaves, the air is hot and thick with a certain dampness.
[Exits: east south west]
513hp 216m 442mv 5hour tell thrai I don't even want this thing no mo!
You tell Thrain 'I don't even want this thing no mo!'
513hp 216m 442mv 5hour where
Drkshtyre Wood is [KNIGHT] controlled. Players near you:
<PK> Elisaora (WANTED) A turn in the road
513hp 216m 442mv 5hour af
You are affected by the following:
Spell: drained : for 4 hours
Spell: flesh armor : modifies ac by -20 for 9 hours
Spell: detect invis : for 6 hours
Spell: fly : for 1 hours
Spell: detect hidden : for 16 hours
Spell: mounted : for 29 hours
513hp 216m 442mv 5hour i
You are carrying:
( 2) a gleaming white vial
a vial of sparkling liquid
a small red herb
water throwing knives
a water pack
the Standard of Tribunal
(92) sparkling arrows
( 3) a potion of recall
some kelp rations
a floating disc
( 2) a potion of detect-invisibility
( 2) (Humming) a potion of the hawk
(100) (Humming) consecrated arrows
(Glowing) (Humming) a barbed pike adorned with a glowing ember
(18) (Humming) consecrated arrows
(Glowing) (Humming) the shifu's shawl
a scrap of paper
a sturdy backpack
513hp 216m 442mv 5hour where
Drkshtyre Wood is [KNIGHT] controlled. Players near you:
<PK> Elisaora (WANTED) A turn in the road
513hp 216m 442mv 5hour e
A cobbled road into the forest
A large path of cobbled stone extends into the forest. Towards the
north, the bustling sounds of the city echo off the dense forest growth on
either side of the road. Yellow eyes peer at you from bushes and canopies
all around. Twigs snap under the paws of predators and prey alike, the
forest more alive with life than ever before. The road itself is fresh and
well-maintained, smooth and wide enough for multiple caravans to run
together, side by side. There are few turns, all of them wide and spacious.
The trees and bushes seem to acknowledge the road's presence, coming to an
abrupt stop on either end, the canopies of the trees shading the path from
the midday sun.
[Exits: east west]
A globule of black sap slowly simmers to itself.
A giant spider is here, waiting to suck your blood.
513hp 216m 440mv 5hour e
A cobbled road into the forest
A large path of cobbled stone extends into the forest. Towards the
north, the bustling sounds of the city echo off the dense forest growth on
either side of the road. Yellow eyes peer at you from bushes and canopies
all around. Twigs snap under the paws of predators and prey alike, the
forest more alive with life than ever before. The road itself is fresh and
well-maintained, smooth and wide enough for multiple caravans to run
together, side by side. There are few turns, all of them wide and spacious.
The trees and bushes seem to acknowledge the road's presence, coming to an
abrupt stop on either end, the canopies of the trees shading the path from
the midday sun.
[Exits: east west]
A mighty Fortress looms over the area.
A globule of black sap slowly simmers to itself.
513hp 216m 438mv 5hour e
e
A cobbled road into the forest
A large path of cobbled stone extends into the forest. Towards the
north, the bustling sounds of the city echo off the dense forest growth on
either side of the road. Yellow eyes peer at you from bushes and canopies
all around. Twigs snap under the paws of predators and prey alike, the
forest more alive with life than ever before. The road itself is fresh and
well-maintained, smooth and wide enough for multiple caravans to run
together, side by side. There are few turns, all of them wide and spacious.
The trees and bushes seem to acknowledge the road's presence, coming to an
abrupt stop on either end, the canopies of the trees shading the path from
the midday sun.
[Exits: east west]
A giant spider is here, waiting to suck your blood.
513hp 216m 436mv 5hour A cobbled road into the forest
A large path of cobbled stone extends into the forest. Towards the
north, the bustling sounds of the city echo off the dense forest growth on
either side of the road. Yellow eyes peer at you from bushes and canopies
all around. Twigs snap under the paws of predators and prey alike, the
forest more alive with life than ever before. The road itself is fresh and
well-maintained, smooth and wide enough for multiple caravans to run
together, side by side. There are few turns, all of them wide and spacious.
The trees and bushes seem to acknowledge the road's presence, coming to an
abrupt stop on either end, the canopies of the trees shading the path from
the midday sun.
[Exits: east west]
A mighty Fortress looms over the area.
513hp 216m 434mv 5hour e
A cobbled road into the forest
A large path of cobbled stone extends into the forest. Towards the
north, the bustling sounds of the city echo off the dense forest growth on
either side of the road. Yellow eyes peer at you from bushes and canopies
all around. Twigs snap under the paws of predators and prey alike, the
forest more alive with life than ever before. The road itself is fresh and
well-maintained, smooth and wide enough for multiple caravans to run
together, side by side. There are few turns, all of them wide and spacious.
The trees and bushes seem to acknowledge the road's presence, coming to an
abrupt stop on either end, the canopies of the trees shading the path from
the midday sun.
[Exits: east west]
A sapling is here poking up through a pile of dirt.
A globule of black sap slowly simmers to itself.
513hp 216m 432mv 5hour e
A cobbled road into the forest
A large path of cobbled stone extends into the forest. Towards the
north, the bustling sounds of the city echo off the dense forest growth on
either side of the road. Yellow eyes peer at you from bushes and canopies
all around. Twigs snap under the paws of predators and prey alike, the
forest more alive with life than ever before. The road itself is fresh and
well-maintained, smooth and wide enough for multiple caravans to run
together, side by side. There are few turns, all of them wide and spacious.
The trees and bushes seem to acknowledge the road's presence, coming to an
abrupt stop on either end, the canopies of the trees shading the path from
the midday sun.
[Exits: north west]
A mighty Fortress looms over the area.
A globule of black sap slowly simmers to itself.
A sapling is here poking up through a pile of dirt.
A sapling is here poking up through a pile of dirt.
513hp 216m 430mv 5hour n
n
Within the Great Southern Gate House
This large archway leads from the forest road to the south to the large
suspension bridge to the north. The barbed tips of arrows protrude from
thin cross shaped slots on either side of the archway, the archers within
the gate house obviously on duty here. The heavy iron gates raised, columns
of commuters pass beneath the massive arch traveling from Val Miran to the
imperial city of Ofcol.
[Exits: north south]
(White Aura) A Gateguard is here, member of the Tribunal Blood Guard.
(White Aura) A Gateguard is here, member of the Tribunal Blood Guard.
Blood Guard says in Vosh 'Behold! The grand city of Val Miran!'
Blood Guard says in Vosh 'Vrav'ikshv! Zvzvi vtkitkch che'ke ivr Skehts Shazvikts!'
513hp 216m 429mv 5hour wehre
Imperial Knight Bridge
A stunning suspension bridge crossing the Eridani River leads north to
the Val Miran from the southern gate house. Two massive stone sentinels
rise from the river bed, the upraised tips of giant polearms crossed to
create the central arch. The tower statue on the east resembles a giant
blood guard, the sentinel on the west a replica of a gargantuan inquisitor.
Great steel chains drape from the tips of the polearms to the gate houses on
each end of the bridge. Steel cables drop from the chains at regular
intervals to support the wide stone bridge.
[Exits: north south down]
513hp 216m 428mv 5hour n
Huh?
513hp 216m 428mv 5hour The Southern Gateway of Val Miran
Twin gate towers support the large arch leading north into Val Miran
proper and south onto the Imperial Knight Bridge. Archers patrol the
ramparts atop the tall towers. A regiment of Righteous Palm soldiers
garrison the base of the towers keeping vigilant watch on the commuters
crossing the bridge south of here.
[Exits: north south]
513hp 216m 427mv 5hour n
The Southern Prominade of Val Miran
The wide southern square of Val Miran is a bustle of activity. Local
entertainers from the Quivering Palm perform around the large fountain it
the center of the square. Criers hired by the vendors north of here cry out
advertising for their employers. Travelers heading in and out of the city
fill the colonnade with foot traffic. To the west Lord Corim Street leads
toward the west wall. The shadows of Barnok Boulevard cast an ominous look
on the road to the west. North of here Saint Yeralon Way leads to the town
center.
[Exits: north east south west up]
A granite fountain is here, gushing forth fresh water.
A catapult is here, accompanied by a group of guards.
513hp 216m 426mv 5hour w
Lord Corim Street
You are walking along Lord Corim Street, in the south-western
portion of Val Miran. An Executioner of the One God from centuries
ago, legend states that a single swing of his holy weapon could
eradicate entire Demon armies. You see the great Battlements of
Val Miran further to the West.
[Exits: east west]
513hp 216m 425mv 5hour where
ValMiran is [TRIBUNAL] controlled. Players near you:
<PK> Elisaora (WANTED) Lord Corim Street
<PK> Thrain [TRIBUNAL] The Western Gate of Val Miran
513hp 216m 425mv 5hour w
Lord Corim Street
You are walking along Lord Corim Street, in the south-western
portion of Val Miran. An Executioner of the One God from centuries
ago, legend states that a single swing of his holy weapon could
eradicate entire Demon armies. You see the great Battlements of
Val Miran further to the West.
[Exits: east west]
513hp 216m 424mv 5hour w
Lord Corim Street
You are walking along Lord Corim Street, in the south-western
portion of Val Miran. An Executioner of the One God from centuries
ago, legend states that a single swing of his holy weapon could
eradicate entire Demon armies. You see the great Battlements of
Val Miran further to the West.
[Exits: north east west]
513hp 216m 423mv 5hour we
Lord Corim Street
You are walking along Lord Corim Street, in the south-western
portion of Val Miran. An Executioner of the One God from centuries
ago, legend states that a single swing of his holy weapon could
eradicate entire Demon armies. You see the great Battlements of
Val Miran further to the West.
[Exits: east south west]
513hp 216m 422mv 5hour we
Lord Corim Street
You are walking along Lord Corim Street, in the south-western
portion of Val Miran. An Executioner of the One God from centuries
ago, legend states that a single swing of his holy weapon could
eradicate entire Demon armies. You see the great Battlements of
Val Miran further to the West.
[Exits: (north) east west]
513hp 216m 421mv 5hour where
ValMiran is [TRIBUNAL] controlled. Players near you:
<PK> Elisaora (WANTED) Lord Corim Street
<PK> Thrain [TRIBUNAL] The Western Gate of Val Miran
513hp 216m 421mv 5hour e
Lord Corim Street
You are walking along Lord Corim Street, in the south-western
portion of Val Miran. An Executioner of the One God from centuries
ago, legend states that a single swing of his holy weapon could
eradicate entire Demon armies. You see the great Battlements of
Val Miran further to the West.
[Exits: east south west]
513hp 216m 420mv 5hour e
Lord Corim Street
You are walking along Lord Corim Street, in the south-western
portion of Val Miran. An Executioner of the One God from centuries
ago, legend states that a single swing of his holy weapon could
eradicate entire Demon armies. You see the great Battlements of
Val Miran further to the West.
[Exits: north east west]
513hp 216m 419mv 5hour e
Lord Corim Street
You are walking along Lord Corim Street, in the south-western
portion of Val Miran. An Executioner of the One God from centuries
ago, legend states that a single swing of his holy weapon could
eradicate entire Demon armies. You see the great Battlements of
Val Miran further to the West.
[Exits: east west]
513hp 216m 418mv 5hour e
Lord Corim Street
You are walking along Lord Corim Street, in the south-western
portion of Val Miran. An Executioner of the One God from centuries
ago, legend states that a single swing of his holy weapon could
eradicate entire Demon armies. You see the great Battlements of
Val Miran further to the West.
[Exits: east west]
513hp 216m 417mv 5hour TICK IN 5 SECONDS.
e
The Southern Prominade of Val Miran
The wide southern square of Val Miran is a bustle of activity. Local
entertainers from the Quivering Palm perform around the large fountain it
the center of the square. Criers hired by the vendors north of here cry out
advertising for their employers. Travelers heading in and out of the city
fill the colonnade with foot traffic. To the west Lord Corim Street leads
toward the west wall. The shadows of Barnok Boulevard cast an ominous look
on the road to the west. North of here Saint Yeralon Way leads to the town
center.
[Exits: north east south west up]
A granite fountain is here, gushing forth fresh water.
A catapult is here, accompanied by a group of guards.
513hp 216m 416mv 5hour d
Alas, you cannot go that way.
513hp 216m 416mv 5hour s
The Southern Gateway of Val Miran
Twin gate towers support the large arch leading north into Val Miran
proper and south onto the Imperial Knight Bridge. Archers patrol the
ramparts atop the tall towers. A regiment of Righteous Palm soldiers
garrison the base of the towers keeping vigilant watch on the commuters
crossing the bridge south of here.
[Exits: north south]
513hp 216m 415mv 5hour s
Imperial Knight Bridge
A stunning suspension bridge crossing the Eridani River leads north to
the Val Miran from the southern gate house. Two massive stone sentinels
rise from the river bed, the upraised tips of giant polearms crossed to
create the central arch. The tower statue on the east resembles a giant
blood guard, the sentinel on the west a replica of a gargantuan inquisitor.
Great steel chains drape from the tips of the polearms to the gate houses on
each end of the bridge. Steel cables drop from the chains at regular
intervals to support the wide stone bridge.
[Exits: north south down]
513hp 216m 414mv 5hour where
ValMiran is [TRIBUNAL] controlled. Players near you:
<PK> Elisaora (WANTED) Imperial Knight Bridge
<PK> Thrain [TRIBUNAL] The Western Gate of Val Miran
513hp 216m 414mv 5hour d
Beneath the Suspension Bridge
The legs of the two stone sentinels supporting the bridge above you
spread wide to each bank of the Eridani here, a staircase leading up carved
into the northern leg of each leads up and onto the bridge. The river flows
quickly here, its current creating large eddies where it passes between the
feet of the statues.
[Exits: east west up]
513hp 216m 413mv 5hour w
w
Nearing Val Miran
You are floating on the mighty Eridani River with the current trying to
tear your vessel westward. The river is still very wide here. To your
north and south high walls block your view, the surface smoothed and
polished to discourage any who would lay siege to the city. Scaling those
slick walls is out of the question, so your only options are to float
downriver, row up against the current or climb the staircase leading up to
the suspension bridge visible to the east.
[Exits: east west]
513hp 216m 411mv 5hour w
Nearing Val Miran
You are floating on the mighty Eridani River with the current trying to
tear your vessel westward. The river is still very wide here. To your
north and south high walls block your view, the surface smoothed and
polished to discourage any who would lay siege to the city. Scaling those
slick walls is out of the question, so your only options are to float
downriver, row up against the current or find the base of the suspension
bridge.
[Exits: east west]
513hp 216m 409mv 5hour w
Nearing Val Miran
You are floating on the mighty Eridani River with the current trying to
tear your vessel westward. The river is still very wide here. To your
north and south high walls block your view, the surface smoothed and
polished to discourage any who would lay siege to the city. Scaling those
slick walls is out of the question, so your only options are to float
downriver, row up against the current or find the base of the suspension
bridge.
[Exits: east west]
An old man sits in a small dinghy here, fishing refuse out of the river.
513hp 216m 407mv 5hour w
Nearing Val Miran
You are floating on the mighty Eridani River with the current trying to
tear your vessel westward. As you pass by the southwestern Watchtower you
can see high smooth walls barring the river's banks to the east while the
forest creeps back to meet the floods to the west.
[Exits: east west]
513hp 216m 405mv 5hour w
The Eridani River
You are floating on the mighty Eridani River with the current trying to
tear your vessel westward. Tidal flows cause your raft to sway and surge.
The forest is thickening here, embracing the banks of the river. The
chirping of colorful birds and the chatting of squirrels in the treetops
replace the noise of the city. To the east loom the city walls of Val Miran
while to the west the forest becomes a true jungle.
[Exits: east west]
513hp 216m 403mv 5hour w
The Eridani River
You are floating on the mighty Eridani River with the current trying to
tear your vessel westward. Tidal flows cause your raft to sway and surge.
The forest looms all around you, the trees reaching out with their branches
over the water's surface. The river gets wider and winds its way deeper
into the forest at a very swift rate. The chirping of colorful birds and
the chatting of squirrels in the treetops accompany your journey. To the
east you can clearly make out the city walls of Val Miran, straining your
eyes you can just make out the sentinel on the southwestern Watchtower.
[Exits: east west]
513hp 216m 401mv 5hour w
The Eridani River
You are floating on the mighty Eridani River with the current trying to
tear your vessel westward. Tidal flows cause your raft to sway and surge.
The forest looms all around you, the trees reaching out with their branches
over the water's surface. The river gets wider and winds its way deeper
into the forest at a very swift rate. The chirping of colorful birds and
the chatting of squirrels in the treetops accompany your journey. On the
eastern horizon the city walls of Val Miran come into view.
[Exits: east west]
A mighty Fortress looms over the area.
513hp 216m 399mv 5hour w
The Eridani River
You are floating on the mighty Eridani River with the current trying to
tear your vessel westward. Tidal flows cause your raft to sway and surge.
The forest looms all around you, the trees reaching out with their branches
over the water's surface. The river gets wider and winds its way deeper
into the forest at a very swift rate. The chirping of colorful birds and
the chatting of squirrels in the treetops accompany your journey. On the
eastern horizon the city walls of Val Miran come into view.
[Exits: east west]
513hp 216m 397mv 5hour af
The Eridani River
You are floating on the mighty Eridani River with the current trying to
tear your vessel westward. Tidal flows cause your raft to sway and surge.
The forest looms all around you, the trees reaching out with their branches
over the water's surface. The river gets wider and winds its way deeper
into the forest at a very swift rate. The chirping of colorful birds and
the chatting of squirrels in the treetops accompany your journey. Far to
the east you see smoke, perhaps cooking fires or a smithy.
[Exits: east south (down)]
513hp 216m 395mv 5hour w
You are affected by the following:
Spell: drained : for 4 hours
Spell: flesh armor : modifies ac by -20 for 9 hours
Spell: detect invis : for 6 hours
Spell: fly : for 1 hours
Spell: detect hidden : for 16 hours
Spell: mounted : for 29 hours
513hp 216m 395mv 5hour w
Alas, you cannot go that way.
513hp 216m 395mv 5hour s
Alas, you cannot go that way.
513hp 216m 395mv 5hour w
The Eridani River
You are floating on the mighty Eridani River with the current trying to
tear your vessel westward. Tidal flows cause your raft to sway and surge.
The forest looms all around you, the trees reaching out with their branches
over the water's surface. The river gets wider and winds its way deeper
into the forest at a very swift rate. The chirping of colorful birds and
the chatting of squirrels in the treetops accompany your journey. Far to
the east you see smoke, perhaps cooking fires or a smithy.
[Exits: north west]
513hp 216m 393mv 5hour w
The Eridani River
You are floating on the mighty Eridani River with the current trying to
tear your vessel westward. Tidal flows cause your raft to sway and surge.
The forest looms all around you, the trees reaching out with their branches
over the water's surface. The river gets wider and winds its way deeper
into the forest at a very swift rate. The chirping of colorful birds and
the chatting of squirrels in the treetops accompany your journey. Far to
the east you see smoke, perhaps cooking fires or a smithy.
[Exits: east west]
513hp 216m 391mv 5hour w
w
The Eridani River
You are floating on the mighty Eridani River with the current trying to
tear your vessel westward. Tidal flows cause your raft to sway and surge.
The forest looms all around you, the trees reaching out with their branches
over the water's surface. The river gets wider and winds its way deeper
into the forest at a very swift rate. The chirping of colorful birds and
the chatting of squirrels in the treetops accompany your journey.
[Exits: east west]
513hp 216m 389mv 5hour w
The Eridani River
You are floating on the mighty Eridani River with the current trying to
tear your vessel westward. Tidal flows cause your raft to sway and surge.
The forest looms all around you, the trees reaching out with their branches
over the water's surface. The river gets wider and winds its way deeper
into the forest at a very swift rate. The chirping of colorful birds and
the chatting of squirrels in the treetops accompany your journey.
[Exits: east south]
513hp 216m 387mv 5hour mou
Alas, you cannot go that way.
513hp 216m 387mv 5hour s
Alas, you cannot go that way.
513hp 216m 387mv 5hour You are already mounted on a white charger!
513hp 216m 387mv 5hour w
The Eridani River
You are floating on the mighty Eridani River with the current trying to
tear your vessel westward. Tidal flows cause your raft to sway and surge.
The forest looms all around you, the trees reaching out with their branches
over the water's surface. The river gets wider and winds its way deeper
into the forest at a very swift rate. The chirping of colorful birds and
the chatting of squirrels in the treetops accompany your journey.
[Exits: north west]
The day has begun.
515hp 222m 438mv 6hour Timer now at 30 secs.
w
The Eridani River
You are floating on the mighty Eridani River with the current trying to
tear your vessel westward. Tidal flows cause your raft to sway and surge.
The forest looms all around you, the trees reaching out with their branches
over the water's surface. The river gets wider and winds its way deeper
into the forest at a very swift rate. The chirping of colorful birds and
the chatting of squirrels in the treetops accompany your journey.
[Exits: east west]
515hp 222m 436mv 6hour w
w
The Eridani River
You are floating on the mighty Eridani River with the current trying to
tear your vessel westward. Tidal flows cause your raft to sway and surge.
The forest looms all around you, the trees reaching out with their branches
over the water's surface. The chirping of colorful birds and the chatting
of squirrels in the treetops accompany your journey. To the west the river
begins to narrow, the tree's branches coming ever closer.
[Exits: north east]
515hp 222m 434mv 6hour w
Alas, you cannot go that way.
515hp 222m 434mv 6hour where
Alas, you cannot go that way.
515hp 222m 434mv 6hour n
Alas, you cannot go that way.
515hp 222m 434mv 6hour n
The Western Eridani is [KNIGHT] controlled. Players near you:
<PK> Elisaora (WANTED) The Eridani River
515hp 222m 434mv 6hour The Eridani River
You are floating on the mighty Eridani River with the current trying to
tear your vessel westward. Tidal flows cause your raft to sway and surge.
The forest looms all around you, the trees reaching out with their branches
over the water's surface. The chirping of colorful birds and the chatting
of squirrels in the treetops accompany your journey. To the west the river
begins to narrow, the tree's branches coming ever closer.
[Exits: south west]
515hp 222m 432mv 6hour Alas, you cannot go that way.
515hp 222m 432mv 6hour w
The Eridani River
You are floating on the mighty Eridani River with the current trying to
tear your vessel westward. Tidal flows cause your raft to sway and surge.
The forest looms all around you, the trees reaching out with their branches
over the water's surface. The chirping of colorful birds and the chatting
of squirrels in the treetops accompany your journey. To the west the river
begins to narrow, the tree's branches coming ever closer.
[Exits: east west]
515hp 222m 430mv 6hour w
The Eridani River
You are floating on the mighty Eridani River with the current trying to
tear your vessel westward. Tidal flows cause your raft to sway and surge.
The forest looms all around you, the trees reaching out with their branches
over the water's surface. The chirping of colorful birds and the chatting
of squirrels in the treetops accompany your journey. To the west the river
begins to narrow, the tree's branches coming ever closer.
[Exits: north east west]
515hp 222m 428mv 6hour n
n
The Eridani River
You are floating on the mighty Eridani River with the current trying to tear
your vessel westward. Tidal flows cause your raft to sway and surge. The
forest looms all around you, the trees reaching out with their branches over
the water's surface. The chirping of colorful birds and the chatting of
squirrels in the treetops accompany your journey. The trees are almost
upon you, grappling at you with their knotted claws.
[Exits: south west]
515hp 222m 426mv 6hour n
Alas, you cannot go that way.
515hp 222m 426mv 6hour wehre
Alas, you cannot go that way.
515hp 222m 426mv 6hour w
Huh?
515hp 222m 426mv 6hour The Eridani River
You are floating on the mighty Eridani River with the current trying to tear
your vessel westward. Tidal flows cause your raft to sway and surge. The
forest looms all around you, the trees reaching out with their branches over
the water's surface. The chirping of colorful birds and the chatting of
squirrels in the treetops accompany your journey. The trees are almost
upon you, grappling at you with their knotted claws.
[Exits: east west]
515hp 222m 424mv 6hour w
The Banks of the Eridani
At this point, the riverbed completely narrows. The muddy ground gives
way to rocks as a trail opens up into the forest. The trees become
thicker and higher in number as the sound of the wildlife becomes
louder. Although the riverbed continues to wind its way towards the
Dune Sea, here is perhaps the best point to enter the forest.
[Exits: east west]
515hp 222m 423mv 6hour w
The Banks of the Eridani
At this point, the riverbed completely narrows. The muddy ground gives
way to rocks as a trail opens up into the forest. The trees become
thicker and higher in number as the sound of the wildlife becomes
louder. Although the riverbed continues to wind its way towards the
Dune Sea, here is perhaps the best point to enter the forest.
[Exits: north east]
Thrain flies in.
515hp 222m 422mv 6hour w
Alas, you cannot go that way.
You yell 'Help! I am being attacked by Thrain!'
An Iceborn Boomstick's blast *** DEMOLISHES *** you!
You flee from combat!
The Banks of the Eridani
At this point, the riverbed completely narrows. The muddy ground gives
way to rocks as a trail opens up into the forest. The trees become
thicker and higher in number as the sound of the wildlife becomes
louder. Although the riverbed continues to wind its way towards the
Dune Sea, here is perhaps the best point to enter the forest.
[Exits: east west]
Thrain throws his fire throwing knives and hits you with one of them.
Thrain's blow wounds you gravely.
Thrain's throw *** DEMOLISHES *** you!
278hp 222m 421mv 6hour n
n
Alas, you cannot go that way.
278hp 222m 421mv 6hour Alas, you cannot go that way.
278hp 222m 421mv 6hour auq
Huh?
278hp 222m 421mv 6hour quaf v
You quaff a gleaming white vial.
You are surrounded by a white aura.
278hp 222m 421mv 6hour w
Thrain flies in.
278hp 222m 421mv 6hour n
Thrain's wounding scratches you.
You aren't fighting anyone.
The Banks of the Eridani
At this point, the riverbed completely narrows. The muddy ground gives
way to rocks as a trail opens up into the forest. The trees become
thicker and higher in number as the sound of the wildlife becomes
louder. Although the riverbed continues to wind its way towards the
Dune Sea, here is perhaps the best point to enter the forest.
[Exits: north east]
277hp 222m 420mv 6hour w
Thrain's wounding scratches you.
You aren't fighting anyone.
The Open Path
At this point, the riverbed completely narrows. The muddy ground gives
way to rocks as a trail opens up into the forest. The trees become
thicker and higher in number as the sound of the wildlife becomes
louder. Although the riverbed continues to wind its way towards the
Dune Sea, here is perhaps the best point to enter the forest of Haon
Dor.
[Exits: north south]
276hp 222m 419mv 6hour n
Alas, you cannot go that way.
276hp 222m 419mv 6hour w
Thrain's wounding scratches you.
You aren't fighting anyone.
A Beaten Trail
Continuing on the path, you notice it is near an end. The trail here
seems to be well traveled, but in the near distance you see that is
seems to come to an abrupt end at a thick mass of brambles.
[Exits: north south]
275hp 222m 418mv 6hour n
Alas, you cannot go that way.
275hp 222m 418mv 6hour n
Thrain's wounding scratches you.
You aren't fighting anyone.
On the downslope
All of a sudden, the path turns steeply downwards into a pine forest that
looks very forboding. Wolves howl into the air and the air turns cold.
[Exits: south west]
274hp 222m 417mv 6hour Alas, you cannot go that way.
274hp 222m 417mv 6hour w
w
Thrain's wounding scratches you.
You aren't fighting anyone.
A fork in the path
A distinct split in the earth is evident as the trees seem to give way to
the way the road divides. It is funny, but you thought you saw a tree
actually rustling as it moved.
[Exits: north east west]
272hp 222m 416mv 6hour n
Thrain's wounding scratches you.
You aren't fighting anyone.
A sudden clearing
The foliage and plants around seem to abruptly end as a large serene
clearing opens up before you. The sky is openly visible once again. The
sun's warm rays quickly fill you with joy.
[Exits: east west]
270hp 222m 414mv 6hour e
Alas, you cannot go that way.
270hp 222m 414mv 6hour n
n
Thrain's wounding scratches you.
You aren't fighting anyone.
A fork in the path
A distinct split in the earth is evident as the trees seem to give way to
the way the road divides. It is funny, but you thought you saw a tree
actually rustling as it moved.
A thick fog blankets the area, limiting visibility.
[Exits: north east west]
(White Aura) Thrain the Iron Fist is here.
Thrain flies north.
268hp 222m 412mv 6hour Thrain's wounding scratches you.
You aren't fighting anyone.
A forbidden path
The eerie darkness engulfs all sound and livings things as if it were
alive. There is something in the air, as if none have tread upon this path
for the longest of times. The path is of brown powdery dirt. The leaves
on the the trees around you seem black and looming.
[Exits: north south]
(White Aura) Thrain the Iron Fist is here.
266hp 222m 410mv 6hour Thrain's wounding scratches you.
You aren't fighting anyone.
A forbidden path
The eerie darkness engulfs all sound and livings as if it were alive.
There is something in the air, as if none have tread upon this path for
the longest of times. The path is of brown powdery dirt. The leaves on
the trees around you seem black and looming.
A thick fog blankets the area, limiting visibility.
[Exits: north south]
264hp 222m 408mv 6hour n
Thrain's wounding scratches you.
You aren't fighting anyone.
A branch off
The path suddenly veers and swerves into two different directions. One to
the left and one to the right. A distant roar can be heard to the right
of you and a calm flowing river to the left. Trees and foliage are all
around you.
A thick fog blankets the area, limiting visibility.
[Exits: north south]
262hp 222m 406mv 6hour n
Thrain's wounding scratches you.
You aren't fighting anyone.
A small path in the dense forest
You are on a small path leading through the dense forest. The forest
seems to become lighter to the east. The path continues north and east.
[Exits: north east south]
A cute rabbit is here.
260hp 222m 404mv 6hour e
e
Thrain's wounding scratches you.
You aren't fighting anyone.
An intersection in the light forest
You are on a small path leading through the forest. A path leads north to
a small field and other paths lead east and west into the dense forest.
[Exits: north east west]
258hp 222m 402mv 6hour n
Thrain's wounding scratches you.
You aren't fighting anyone.
A small path in the dense forest
You are on a small path leading through the dense forest. The forest
seems to become lighter to the west. The path continues north and west.
[Exits: north west]
256hp 222m 400mv 6hour n
Thrain's wounding scratches you.
You sure are BLEEDING!
You aren't fighting anyone.
A small path in the dense forest
You are on a small path leading through the dense forest. The crowns of
the old trees leave the forest in an unreal twilight illumination. The
path continues north and south.
[Exits: north south]
254hp 222m 398mv 6hour Thrain's wounding scratches you.
You sure are BLEEDING!
You aren't fighting anyone.
A small path in the dense forest
You are on a small path leading through the dense forest. The crowns of
the old trees leave the forest in an unreal twilight illumination. The
path continues south and west.
[Exits: south west]
A cute rabbit is here.
252hp 222m 396mv 6hour w
Thrain's wounding scratches you.
You sure are BLEEDING!
You aren't fighting anyone.
An intersection in the dense forest
You are on a small path leading through the dense forest. The forest
gradually lightens to the north. Paths lead north, east and west.
[Exits: north east west]
A brown fox is here, looking for some rabbits to chew up.
250hp 222m 394mv 6hour w
n
Thrain's wounding scratches you.
You sure are BLEEDING!
You aren't fighting anyone.
A small path in the dense forest
You are on a small path leading through the dense forest. The crowns of
the old trees leave the forest in an unreal twilight illumination. The
path continues east and west.
[Exits: east west]
248hp 222m 392mv 6hour Alas, you cannot go that way.
248hp 222m 392mv 6hour w
Thrain's wounding scratches you.
You sure are BLEEDING!
You aren't fighting anyone.
An intersection in the dense forest
You are on a small path leading through the dense forest. The crowns of
the old trees leave the forest floor in an unreal twilight illumination.
Paths lead north, east and south.
[Exits: north east south]
246hp 222m 390mv 6hour n
Thrain's wounding scratches you.
You sure are BLEEDING!
You aren't fighting anyone.
An intersection in the dense forest
You are on a small path leading through the dense forest. The crowns of
the old trees leave the forest in an unreal twilight illumination. The
forest gradually lightens to the east. Paths lead east, west and south.
[Exits: east south west]
244hp 222m 388mv 6hour n
Alas, you cannot go that way.
244hp 222m 388mv 6hour w
w
Thrain's wounding scratches you.
You sure are BLEEDING!
You aren't fighting anyone.
A small path in the dense forest
You are on a small path leading through the dense forest. The crowns of
the old trees leave the forest in an unreal twilight illumination. The
path continues north and east.
[Exits: north east]
242hp 222m 386mv 6hour Alas, you cannot go that way.
242hp 222m 386mv 6hour n
n
Thrain's wounding scratches you.
You sure are BLEEDING!
You aren't fighting anyone.
A small path in the dense forest
You are on a small path leading through the dense forest. The crowns of
the old trees leave the forest in an unreal twilight illumination. The
path continues north and south.
A thick fog blankets the area, limiting visibility.
[Exits: north south]
240hp 222m 384mv 6hour Thrain's wounding scratches you.
You sure are BLEEDING!
You aren't fighting anyone.
A trail through the dense forest
You are on a trail leading east and west through the dense forest. To the
west, the trees are so huge and their crowns so dense that the forest
remains in total darkness. A small path leads south through the trees.
A thick fog blankets the area, limiting visibility.
[Exits: east south west]
A group of druids wanders about.
238hp 222m 382mv 6hour w
w
Thrain's wounding scratches you.
You sure are BLEEDING!
You aren't fighting anyone.
A narrow trail through the deep, dark forest
You are on a narrow trail winding its way between the enormous, grey
trunks. The crowns of the trees must be very dense, as they leave the
forest floor in utter darkness. The trail leads east and west.
[Exits: east west]
(Invisible) Shargugh the Forest Brownie is here, grinning broadly at you.
236hp 222m 380mv 6hour TICK IN 5 SECONDS.
Thrain's wounding scratches you.
You sure are BLEEDING!
You aren't fighting anyone.
A narrow trail through the deep, dark forest
You are on a dusty trail winding its way east-west between huge, ancient
trees whose grey trunks remind you of ancient pillars in a enormous,
deserted hall. To the south, an faint path leads away from the trail.
[Exits: east south west]
A large, grey wolf is here, glaring hungrily at you.
234hp 222m 378mv 6hour w
w
Thrain's wounding scratches you.
You sure are BLEEDING!
You aren't fighting anyone.
A narrow trail through the deep, dark forest
You are on a dusty trail winding its way east-west between huge, ancient
trees that stand close on all sides. Not a sound is to be heard -
everything is ominously quiet.
[Exits: east west]
A massive broken steelwagon sits here amidst a pile of corpses.
A large, grey wolf is here, glaring hungrily at you.
A group of druids wanders about.
232hp 222m 376mv 6hour Thrain's wounding scratches you.
You sure are BLEEDING!
You aren't fighting anyone.
A narrow trail through the deep, dark forest
You are where the dusty trail bends, as to avoid conflict with a colossal
trunk to the west. Not a sound is to be heard - everything is ominously
quiet. The trail leads east and south.
[Exits: north east south]
The Time Vortex plays with the reality far above you.
A colossal tree blocks the way westwards.
(White Aura) Thrain the Iron Fist is here.
You yell 'Help! I am being attacked by Thrain!'
An Iceborn Boomstick's blast DISMEMBERS you!
You sure are BLEEDING!
Thrain throws his fire throwing knives and hits you with a couple of them.
Thrain's throw DISMEMBERS you!
You sure are BLEEDING!
Thrain's divine power devastates you!
You sure are BLEEDING!
You dodge Thrain's attack.
You dodge Thrain's attack.
You dodge Thrain's attack.
Thrain's tsuki strike injures you.
You sure are BLEEDING!
Thrain has a few scratches.
Elisaora: [=--|---|---|---]
70hp 222m 374mv 6hour n
No way! You are still fighting!
Thrain has a few scratches.
Elisaora: [=--|---|---|---]
70hp 222m 374mv 6hour
You fire from a composite bow and hit Thrain with a couple shots.
A composite bow's pierce devastates Thrain!
You throw your water throwing knives and hit Thrain with a couple of them.
Your throw LACERATES Thrain!
Thrain dodges your attack.
Thrain parries your attack.
Thrain dodges your attack.
You feign and strike at Thrain's nerve point.
Your shadow strike injures Thrain.
Thrain dodges your attack.
Your cleave mauls Thrain.
Your tsuki strike hits Thrain.
The Mournblade draws life from Thrain.
Your life drain scratches Thrain.
Sensing your weakness the Mournblade turns against you!
You drive the Mournblade deep through your chest!
The Mournblade's life drain *** DEMOLISHES *** you.
You sure are BLEEDING!
Thrain throws his fire throwing knives and hits you with a couple of them.
Thrain's throw DISMEMBERS you!
Thrain stops short of a killing blow.
As you lose your consciousness you see a swarm of guards surround you quickly.
North Cell
You've been thrown into a dirty, smelly cell, some moldering heaps of
straw the only furnishings. A solid stone wall and a reinforced steel grate
keep anyone thrown in here from wandering off. One of the bars looks as if
it has been sawed at, however without any effect. Someone has scrawled
irregular lines on the wall, counting the days till freedom or perhaps his
execution.
[Exits: east]
A scrawny rat twitches its nose at you.
Your sentence has been set to Normal for 20 hours.
[WATCHER] a treant: 'Contacts report of Elisaora's arrival in Maelbrim.'
The Damaged Golem Executioner yells 'Justice be praised, Elisaora has been captured by Thrain!