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Toryn v Sylinis - 2

Log session starting at 17:53:57 on Wednesday, 18 February 2026.


THIS IS SHORTLY AFTER LOG 1, TRYING TO GET MY EQ BACK.





north
<930h 678m 289v 49700g> 9:00 A Winding Path
  The path continues winding through the sorry remains of the marsh,
chirping and slurping noises surrounding you.  The air is hot and damp and
swarms of hungry mosquitoes buzz around your head in search of food.  

[Exits: east south]
A hungry mosquito buzzes around your head.
A hungry mosquito buzzes around your head.
A hungry mosquito buzzes around your head.
A Marsh Hag is here.

east
<930h 678m 284v 49700g> 9:00 
Alas, you cannot go that way.

north
<930h 678m 284v 49700g> 9:00 A Path Through The Marsh
  The path appears again out of the brown water of the pool to the north
and leads on to the east and west.  The path's sides are rimmed by ferns, a
few sorry looking gnarled trees and an occasional thornbush.  The air is
humid and has a slightly rotten smell to it and you hear the chirping of
small insects that hide from your view.  

[Exits: north east west]
An ugly toad croaks at you reproachfully.

north
<930h 678m 279v 49700g> 9:00 
whe
A Shallow Pool
  The path has been flooded here by muddy, brown water, which has
accumulated into a small shallow pool.  Although the water is probably only
about knee deep, the bottom can't be seen through the muddy brown soup and
you fear that the ground might be treacherous.  

[Exits: north east south]

<930h 678m 276v 49700g> 9:00 
A Winding Path Through the Marsh
  You have set foot on a small path, winding through the sorry remains of
the once vast marsh.  Only a few gnarled trees have managed to survive here,
but a great variety of small floor-hugging briars, ferns and other mash
plants are in evidence.  Far to the west you can make out the form of the
garbage mountain.  

[Exits: north south]
An angry hairy beast shambles towards you with death in its eyes.

<930h 678m 273v 49700g> 9:00 
north
The Great Landfill is [KNIGHT] controlled.  Players near you:
<PK>   Toryn                            A Winding Path Through the Marsh

north
whe
<930h 678m 273v 49700g> 9:00 
At a Small Crossroads 
  The muddy path continues to the west, where the sweet smell of rot and
decay intensifies.  A narrower path branches off to the south, obviously not
as heavily traveled by carts and pack animals.  The thornbushes give away to
briars and ferns to the south, while they continue to rim the path to the
west.  

[Exits: east south west]
[KNIGHT]    [||||||](2) A mighty Fortress looms over the area.

<930h 678m 270v 49700g> 9:00 Alas, you cannot go that way.

<930h 678m 270v 49700g> 9:00 The Great Landfill is [KNIGHT] controlled.  Players near you:
<PK>   Toryn                            At a Small Crossroads 

west
west
<930h 678m 270v 49700g> 9:00 Nearing the Great Landfill
  You have come to the path's end and the great landfill unfolds before you
in all its glory. The vast expanse of this huge heap of waste makes you
feel dwarfed as if standing in the shadow of a mountain range. The sickly
sweet smell intensifies and makes it hard to keep your food inside.

[Exits: east west]
[KNIGHT]    [||||||](2) A mighty Fortress looms over the area.
(Hide) A heap of half-rotten garbage shambles towards you.
(Hide) A heap of half-rotten garbage shambles towards you.

north
<930h 678m 269v 49700g> 9:00 
The Outskirts of the Landfill
  You have scratched all your courage together and entered the rim of the
huge trash mountain. The ground is muddy and littered with soaked trash,
making the footing treacherous. With each step your feet sink ankle-deep
into the ground and you have to fight to keep possession of your boots.
Your nostrils inform you that they'd much rather go in the other direction
and are starting to feel very sorry they are attached to your face.

[Exits: north east south]

<930h 678m 268v 49700g> 9:00 
Along the Rim of the Landfill
  You trudge along the rim of the landfill, each step bringing new discoveries of
what will be thrown away without a second thought. From half-decomposed fruits
and vegetables to old broken glass and a sorry abandoned doll, a great variety
of garbage has been dumped here. The stink is less insulting than to the south,
but still bad enough to make you regret your decision to venture to this forsaken
place.

[Exits: north south west]

north
whe
<930h 678m 265v 49700g> 9:00 
Northeastern Edge of the Landfill
  At the northeastern edge of the landfill a great number of broken old barrels
are piled in one huge heap. Puddles of odd smelling liquids have accumulated
on the gound, being fed by an occasional drop from one of the broken barrels.
Rusted iron straps are still fixed to some of the barrels and litter the ground,
giving both puddles and the gound itself a reddish hue.

[Exits: south west]
A half-starved ratman is here, scavenging for food.

<930h 678m 260v 49700g> 9:00 
east
west
The Great Landfill is [KNIGHT] controlled.  Players near you:
<PK>   Toryn                            Northeastern Edge of the Landfill

<930h 678m 260v 49700g> 9:00 Alas, you cannot go that way.
The protective aura around your body fades.

west
north
<930h 689m 290v 49700g> 10:00 Mortuary of Words
  The sad sight of hundreds of discarded books and scrolls greets you here. The
covers of most books are torn or missing, and a few single pieces of paper flutter
around in the occasional breeze. Scrolls, both rolled up and open are thrown
haphazardly among the books, most too ruined to make out any words or pictures.
Some of the books have been plastered together by rain and now form one pulpy
mass, the ink runny or washed away completely. Straining your eyes you can
barely make out the words "cyclopedia Exotica" and "cial Cons       f  iruvor"
on two of the larger tomes. Several of the scrolls seem to be maps, most of
them picturing the familiar landscape of eastern and western Aabahran.
A heap of rotten fruit and other small pieces of garbage cover some of the
books, seeming slightly out of place in this mortuary of words.

[Exits: east]
A half-starved ratman is here, scavenging for food.

<930h 689m 285v 49700g> 10:00 
Alas, you cannot go that way.

east
<930h 689m 285v 49700g> 10:00 Alas, you cannot go that way.

south
south
<930h 689m 285v 49700g> 10:00 Northeastern Edge of the Landfill
  At the northeastern edge of the landfill a great number of broken old barrels
are piled in one huge heap. Puddles of odd smelling liquids have accumulated
on the gound, being fed by an occasional drop from one of the broken barrels.
Rusted iron straps are still fixed to some of the barrels and litter the ground,
giving both puddles and the gound itself a reddish hue.

[Exits: south west]
A half-starved ratman is here, scavenging for food.

east
east
<930h 689m 280v 49700g> 10:00 
whe
Along the Rim of the Landfill
  You trudge along the rim of the landfill, each step bringing new discoveries of
what will be thrown away without a second thought. From half-decomposed fruits
and vegetables to old broken glass and a sorry abandoned doll, a great variety
of garbage has been dumped here. The stink is less insulting than to the south,
but still bad enough to make you regret your decision to venture to this forsaken
place.

[Exits: north south west]

<930h 689m 275v 49700g> 10:00 
The Outskirts of the Landfill
  You have scratched all your courage together and entered the rim of the
huge trash mountain. The ground is muddy and littered with soaked trash,
making the footing treacherous. With each step your feet sink ankle-deep
into the ground and you have to fight to keep possession of your boots.
Your nostrils inform you that they'd much rather go in the other direction
and are starting to feel very sorry they are attached to your face.

[Exits: north east south]

<930h 689m 272v 49700g> 10:00 
Nearing the Great Landfill
  You have come to the path's end and the great landfill unfolds before you
in all its glory. The vast expanse of this huge heap of waste makes you
feel dwarfed as if standing in the shadow of a mountain range. The sickly
sweet smell intensifies and makes it hard to keep your food inside.

[Exits: east west]
[KNIGHT]    [||||||](2) A mighty Fortress looms over the area.
(Hide) A heap of half-rotten garbage shambles towards you.
(Hide) A heap of half-rotten garbage shambles towards you.

<930h 689m 271v 49700g> 10:00 At a Small Crossroads 
  The muddy path continues to the west, where the sweet smell of rot and
decay intensifies.  A narrower path branches off to the south, obviously not
as heavily traveled by carts and pack animals.  The thornbushes give away to
briars and ferns to the south, while they continue to rim the path to the
west.  

[Exits: east south west]
[KNIGHT]    [||||||](2) A mighty Fortress looms over the area.

<930h 689m 270v 49700g> 10:00 
east
The Great Landfill is [KNIGHT] controlled.  Players near you:
<PK>   Toryn                            At a Small Crossroads 

north
whe
<930h 689m 270v 49700g> 10:00 A Muddy Path
  A muddy path leads away from the city, the ruts of cartwheels clearly
visible. Thick thornbushes rim the side of the path, a few forlorn scraps
of paper impaled on their long sharp spikes. A sweet, slightly rotten smell
wafts from the west.

[Exits: north west]
[KNIGHT]    [||||||](2) A mighty Fortress looms over the area.

<930h 689m 269v 49700g> 10:00 
A Muddy Path
  A muddy path leads away from the city, the ruts of cartwheels clearly
visible. Thick thornbushes rim the side of the path, a few forlorn scraps
of paper impaled on their long sharp spikes. A sweet, slightly rotten smell
wafts from the west.

[Exits: north south]

north
<930h 689m 268v 49700g> 10:00 
east
The Great Landfill is [KNIGHT] controlled.  Players near you:
<PK>   Toryn                            A Muddy Path

<930h 689m 268v 49700g> 10:00 A dusty trail in the deep, dark forest
  You are on a dusty trail leading through the deep, dark forest.  Ancient
grey trees loom all around you.  The trail continues north and east.

[Exits: north east south]

<930h 689m 267v 49700g> 10:00 
north
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]

<930h 689m 265v 49700g> 10:00 Alas, you cannot go that way.

west
<930h 689m 265v 49700g> 10:00 
north
A dusty trail in the deep, dark forest
  You are on a dusty trail leading through the deep, dark forest.  Ancient
grey trees loom all around you.  The trail continues north and east.

[Exits: north east south]

down
<930h 689m 263v 49700g> 10:00 
whe
A dusty trail in the deep, dark forest
  You are on a dusty trail leading through the deep, dark forest.  Ancient,
grey trees loom everywhere.  The trail continues south and a broad irregular
path leads eastwards away from the trail.  

[Exits: east south]
[KNIGHT]    [||||||](2) A mighty Fortress looms over the area.

<930h 689m 261v 49700g> 10:00 
A tunnel entrance
  As the tunnel unfolds before you, you cannot help but feel the emptiness
and loneliness of the darkness begin to encompass you.  Your eyes begin to
narrow as they adjust to the lack of light, and you try in vain to get your
bearings.  

[Exits: (up) down]

<930h 689m 260v 49700g> 10:00 
up
The Western Underdark is [KNIGHT] controlled.  Players near you:
<PK>   Toryn                            A tunnel entrance

down
<930h 689m 260v 49700g> 10:00 A dusty trail in the deep, dark forest
  You are on a dusty trail leading through the deep, dark forest.  Ancient,
grey trees loom everywhere.  The trail continues south and a broad irregular
path leads eastwards away from the trail.  

[Exits: east south]
[KNIGHT]    [||||||](2) A mighty Fortress looms over the area.

south
<930h 689m 259v 49700g> 10:00 
east
A tunnel entrance
  As the tunnel unfolds before you, you cannot help but feel the emptiness
and loneliness of the darkness begin to encompass you.  Your eyes begin to
narrow as they adjust to the lack of light, and you try in vain to get your
bearings.  

[Exits: (up) down]

whe
east
<930h 689m 258v 49700g> 10:00 
Alas, you cannot go that way.

whe
<930h 689m 258v 49700g> 10:00 Alas, you cannot go that way.

<930h 689m 258v 49700g> 10:00 The Western Underdark is [KNIGHT] controlled.  Players near you:
<PK>   Toryn                            A tunnel entrance

<930h 689m 258v 49700g> 10:00 Alas, you cannot go that way.

<930h 689m 258v 49700g> 10:00 The Western Underdark is [KNIGHT] controlled.  Players near you:
<PK>   Toryn                            A tunnel entrance

up
<930h 689m 258v 49700g> 10:00 A dusty trail in the deep, dark forest
  You are on a dusty trail leading through the deep, dark forest.  Ancient,
grey trees loom everywhere.  The trail continues south and a broad irregular
path leads eastwards away from the trail.  

[Exits: east south]
[KNIGHT]    [||||||](2) A mighty Fortress looms over the area.

south
<930h 689m 257v 49700g> 10:00 
east
A dusty trail in the deep, dark forest
  You are on a dusty trail leading through the deep, dark forest.  Ancient
grey trees loom all around you.  The trail continues north and east.

[Exits: north east south]

east
<930h 689m 255v 49700g> 10:00 
whe
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]

<930h 689m 253v 49700g> 10:00 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]

<930h 689m 251v 49700g> 10:00 
east
north
Haon Dor is [KNIGHT] controlled.  Players near you:
<PK>   Toryn                            A narrow trail through the deep, dark forest

whe
<930h 689m 251v 49700g> 10:00 A narrow trail through the deep, dark forest
  You are on a dusty trail winding its way between huge, ancient trees
standing close on all sides.  The trail leads north and west, and to the
south a faint path leads away from the trail.

[Exits: north south west]

<930h 689m 249v 49700g> 10:00 
A narrow trail through the deep, dark forest
  You are on a dusty trail winding its way between huge, ancient trees
standing close on all sides.  The trail leads east and south.

[Exits: east south]
The ferocious warg is here, fighting the ferocious warg.
The ferocious warg is here, fighting the ferocious warg.

east
<930h 689m 247v 49700g> 10:00 
north
Haon Dor is [KNIGHT] controlled.  Players near you:
<PK>   Toryn                            A narrow trail through the deep, dark forest

<930h 689m 247v 49700g> 10:00 A narrow trail through the deep, dark forest
  You are on a dusty trail winding its way between huge, ancient trees
standing close on all sides.  The trail leads north and west and to the
east, a faint path leads away from the trail.

[Exits: north east west]
A large, black wolf is here, glaring hungrily at you.
A large, black wolf is here, glaring hungrily at you.

<930h 689m 245v 49700g> 10:00 
north
A narrow trail through the deep, dark forest
  You are on a dusty trail winding its way north-south between huge, ancient 
trees that loom ominously above you.

[Exits: north south]
     A large toadstool grows nearby.

<930h 689m 243v 49700g> 10:00 A narrow trail through the deep, dark forest
  You are on a dusty trail winding its way between huge, ancient trees that 
stand close on all sides.  The trail leads east and south.  To the north,
a narrow path leads away from the trail.

[Exits: north east south]

east
<930h 689m 241v 49700g> 10:00 
east
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]

north
whe
<930h 689m 239v 49700g> 10:00 
A narrow trail through the deep, dark forest
  You are on a dusty trail winding its way between huge, ancient trees
standing close on all sides.  The trail leads north and west and to the
south, a faint path leads away from the trail.

[Exits: north south west]
A large, grey wolf is here, glaring hungrily at you.

<930h 689m 237v 49700g> 10:00 
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 west]
[SAVANT]    [||||||](2) The Time Vortex plays with the reality far above you.
     A colossal tree blocks the way westwards.

<930h 689m 235v 49700g> 10:00 
west
whe
Haon Dor is [KNIGHT] controlled.  Players near you:
<PK>   Toryn                            A narrow trail through the deep, dark forest

<930h 689m 235v 49700g> 10:00 Entrance to a Dank Tomb
  A chilling blast of icy, dank air wafts past the entrance of the tomb. 
The stench of death is pungent and overpowering, and the shadows dance away
tricks of movement.  The walls are old, hewn blocks of granite that are
quite cold to the touch.  There is a thick layer of lichen and moss along
those same walls.  Somewhere in the depths of the gloom, water drips slowly,
but steadily.  

[Exits: east south]
[KNIGHT]    [||||||](2) A mighty Fortress looms over the area.

east
<930h 689m 234v 49700g> 10:00 
whe
Tomb of the Ancients is [KNIGHT] controlled.  Players near you:
       Cawlson                          A Sheltered Alcove
<PK>   Toryn                            Entrance to a Dank Tomb

<930h 689m 234v 49700g> 10:00 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 west]
[SAVANT]    [||||||](2) The Time Vortex plays with the reality far above you.
     A colossal tree blocks the way westwards.

<930h 689m 233v 49700g> 10:00 
north
north
Haon Dor is [KNIGHT] controlled.  Players near you:
<PK>   Toryn                            A narrow trail through the deep, dark forest

north
whe
<930h 689m 233v 49700g> 10:00 The narrow trail
  This trail looks much spookier than any other that you have seen.  The
usual animal claw marks and bites on the trees are getting far and few
between.  The trail continues north.

[Exits: north south]

<930h 689m 231v 49700g> 10:00 
The narrow trail
  This area of the trail is also very peculiar.  You can sense no signs of
animal life what so ever.  The structure of the surrounding trees forces the
path to make a sharp turn to the east.  To the north, a large mass of water
expands out.  Your view is obscured through the trees, but you can hear the
sound of crashing waves.  

[Exits: north east south]
A group of druids wanders about.

<930h 689m 229v 49700g> 10:00 
Before A Wreckage
  Leaving the forest behind, you stand before the aftermath of a recent
shipwreck, and what a mighty collision it must have been.  The impact of the
ship has literally driven the land backwards, creating a make-shift beach. 
The waters that splash upon your feet are polluted with flotsam.  The
further out you go, the more cluttered with debris they seem to become.  In
the distance you can see the main body of the ship, still somewhat afloat.  

[Exits: north east south]

<930h 689m 227v 49700g> 10:00 
south
south
The Sunken Ship is [KNIGHT] controlled.  Players near you:
<PK>   Toryn                            Before A Wreckage

south
whe
<930h 689m 227v 49700g> 10:00 
The narrow trail
  This area of the trail is also very peculiar.  You can sense no signs of
animal life what so ever.  The structure of the surrounding trees forces the
path to make a sharp turn to the east.  To the north, a large mass of water
expands out.  Your view is obscured through the trees, but you can hear the
sound of crashing waves.  

[Exits: north east south]
A group of druids wanders about.

<930h 689m 225v 49700g> 10:00 The narrow trail
  This trail looks much spookier than any other that you have seen.  The
usual animal claw marks and bites on the trees are getting far and few
between.  The trail continues north.

[Exits: north south]

east
<930h 689m 223v 49700g> 10:00 
east
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 west]
[SAVANT]    [||||||](2) The Time Vortex plays with the reality far above you.
     A colossal tree blocks the way westwards.

east
east
<930h 689m 221v 49700g> 10:00 
east
Haon Dor is [KNIGHT] controlled.  Players near you:
<PK>   Toryn                            A narrow trail through the deep, dark forest

east
east
<930h 689m 221v 49700g> 10:00 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 group of druids wanders about.

east
whe
<930h 689m 219v 49700g> 10:00 
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.
(Invisible) Shargugh the Forest Brownie is here, grinning broadly at you.

<930h 689m 217v 49700g> 10:00 
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]

<930h 689m 215v 49700g> 10:00 
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.

[Exits: east south west]

<930h 689m 213v 49700g> 10:00 
A trail through the dense forest
  You are on a trail leading east and west through the dense forest.  To the 
east, the forest gradually seems to become lighter.

[Exits: east west]
A group of druids wanders about.

<930h 689m 211v 49700g> 10:00 
A trail through the light forest
  The ground looks barren but the fungus is gone.

[Exits: east south west]

<930h 689m 209v 49700g> 10:00 
A trail through the light forest
  You are on a trail leading through the forest.  To the east is the forest
edge and to the west, the trail leads further into the forest.  A strong
smell of scorched wood and melted flesh fills the air.

[Exits: east west]

<930h 689m 207v 49700g> 10:00 
The Edge of the Forest
  The water has drained and the land is slowly recovering here, new growth
poking up through the mud and debris.  

[Exits: north east west]
[KNIGHT]    [||||||](2) A mighty Fortress looms over the area.

<930h 689m 205v 49700g> 10:00 
north
whe
Haon Dor is [KNIGHT] controlled.  Players near you:
<PK>   Toryn                            The Edge of the Forest

north
<930h 689m 205v 49700g> 10:00 
east
whe
A Trail through the Hills
  This is a well traveled path that winds slowly through these grassy
hills.  Cart ruts are clearly evident in the overturned earth of the path,
and alongside them there seems to be a multitude of small tracks.  Easily
identifiable due to their small size and blatant lack of footwear, it looks
as though a small army of halflings have passed through here.  To the
northwest, wispy tendrils of smoke can be seen lazily ascending into the
sky.  To the south, a very heavily wooded forest sleeps.  This section of
the trail continues to the north and also disappears into the trees of the
south.  

[Exits: north south]
An advanced shrapnel catapult is here.
An advanced shrapnel catapult is here.
An advanced shrapnel catapult is here.
A fighter of the Lion's Pride is here, guarding the Hamlet from Intruders.

<930h 689m 203v 49700g> 10:00 
Halfling Hamlet is [KNIGHT] controlled.  Players near you:
<PK>   Toryn                            A Trail through the Hills

<930h 689m 203v 49700g> 10:00 A Trail through the Hills
  This is a well traveled path that winds slowly through these grassy
hills.  Cart ruts are clearly evident in the overturned earth of the path,
and alongside them there seems to be a multitude of small tracks.  Easily
identifiable due to their small size and blatant lack of footwear, it looks
as though a small army of halflings have passed through here.  To the
northwest, wispy tendrils of smoke can be seen lazily ascending into the
sky.  To the south, a very heavily wooded forest sleeps.  The path continues
south into some forest and west towards a small hamlet.  

[Exits: east south west]
[KNIGHT]    [||||||](2) A mighty Fortress looms over the area.
     A tall marble obelisk seems to have been placed here.
A fighter of the Lion's Pride is here, guarding the Hamlet from Intruders.

<930h 689m 201v 49700g> 10:00 
Spies report Sylinis amongst stones near Halfling Hamlet.
A Lion's Pride fighter sighs.

<930h 704m 231v 49700g> 11:00 You see a swirling vortex of fiery clouds. Seconds later flaming debris falls all around you.
You yell 'Help! I've just walked into Sylinis's firestorm!'
Sylinis's firestorm MANGLES you!
Before an Old Brick Building
  A towering structure fills the area before you, its walls withered and
cracked from the effects of time.  The once rich dark brick color has long
since faded into a moldy tone, complimenting the several chip marks and
juvenile graffiti.  A foul smell akin to none lingers in the air, causing
you to hold your breath in disgust.  
 
An ancient sign hangs from one hinge above the door.

[Exits: (north) west]
[KNIGHT]    [||||||](2) A mighty Fortress looms over the area.
(Translucent) (Dark Aura) Sylinis is here, fighting YOU!
Sylinis is in excellent condition. 

<830h 704m 229v 49700g>Toryn: [89] 11:00 
Bathhouse is [KNIGHT] controlled.  Players near you:
<PK>   Toryn                            Before an Old Brick Building
<PK>  $Sylinis                          Before an Old Brick Building
Sylinis is in excellent condition. 

<830h 704m 229v 49700g>Toryn: [89] 11:00 
fle
fle
You couldn't escape!
Sylinis is in excellent condition. 

<830h 704m 229v 49700g>Toryn: [89] 11:00 
csanc
get 'dark black leaves' smokes
smoke 'dark black leaves'

Sylinis utters the words, 'qarr diesilla'.
Sylinis shouts an invocation and sheets of lightning strike from above!
Sparks arc around your armor!
Sylinis's lightning bolt === DISINTEGRATES === you!
That really did HURT!
The hair on your neck rises as air becomes charged around you.
Sylinis's lightning bolt MANGLES you!
You fire from a shadowy blade launcher and hit Sylinis with one shot.
A shadowy blade launcher's poisoned bite maims Sylinis!
Your slash decimates Sylinis!
Sylinis parries your attack.
Your smash decimates Sylinis!
Sylinis parries your attack.
Your tsuki strike wounds Sylinis.
An obsidian plummet tears into Sylinis's nerves.
Sylinis's firestorm decimates you!
You parry Sylinis's attack.
You parry Sylinis's attack.
Sylinis has a few scratches. 

<473h 704m 229v 49700g>Toryn: [50] 11:00 
You flee from combat!
A Trail through the Hills
  This is a well traveled path that winds slowly through these grassy
hills.  Cart ruts are clearly evident in the overturned earth of the path,
and alongside them there seems to be a multitude of small tracks.  Easily
identifiable due to their small size and blatant lack of footwear, it looks
as though a small army of halflings have passed through here.  To the
northwest, wispy tendrils of smoke can be seen lazily ascending into the
sky.  To the south, a very heavily wooded forest sleeps.  The path continues
south into some forest and west towards a small hamlet.  

[Exits: east south west]
[KNIGHT]    [||||||](2) A mighty Fortress looms over the area.
     A tall marble obelisk seems to have been placed here.
A fighter of the Lion's Pride is here, guarding the Hamlet from Intruders.

<473h 704m 227v 49700g> 11:00 
You get some dark black leaves from a sturdy backpack.

<473h 704m 227v 49700g> 11:00 You light some dark black leaves and begin to smoke it.
You are surrounded by a dark aura.

<473h 704m 227v 49700g> 11:00 
s
s
whe
A Trail through the Hills
  This is a well traveled path that winds slowly through these grassy
hills.  Cart ruts are clearly evident in the overturned earth of the path,
and alongside them there seems to be a multitude of small tracks.  Easily
identifiable due to their small size and blatant lack of footwear, it looks
as though a small army of halflings have passed through here.  To the
northwest, wispy tendrils of smoke can be seen lazily ascending into the
sky.  To the south, a very heavily wooded forest sleeps.  This section of
the trail continues to the north and also disappears into the trees of the
south.  

[Exits: north south]
An advanced shrapnel catapult is here.
An advanced shrapnel catapult is here.
An advanced shrapnel catapult is here.
A fighter of the Lion's Pride is here, guarding the Hamlet from Intruders.

<473h 704m 225v 49700g> 11:00 
The Edge of the Forest
  The water has drained and the land is slowly recovering here, new growth
poking up through the mud and debris.  

[Exits: north east west]
[KNIGHT]    [||||||](2) A mighty Fortress looms over the area.

<473h 704m 223v 49700g> 11:00 
e
Haon Dor is [KNIGHT] controlled.  Players near you:
<PK>   Toryn                            The Edge of the Forest

<473h 704m 223v 49700g> 11:00 
acu
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 says 'I'll be keeping my eye on you, Toryn.'
Blood Guard says 'I'll be keeping my eye on you, Toryn.'
Blood Guard says in Vosh 'Greetings adventurer, welcome to Val Miran.'
Blood Guard says in Vosh 'Greetings adventurer, welcome to Val Miran.'

<473h 704m 222v 49700g> 11:00 You feel relieved as the tension drains from your muscles.

<723h 634m 222v 49700g> 11:00 
whe
ValMiran is [TRIBUNAL] controlled.  Players near you:
<PK>   Toryn                                The Western Gate of Val Miran

<723h 634m 222v 49700g> 11:00 
west
sca
The Edge of the Forest
  The water has drained and the land is slowly recovering here, new growth
poking up through the mud and debris.  

[Exits: north east west]
[KNIGHT]    [||||||](2) A mighty Fortress looms over the area.

<723h 634m 221v 49700g> 11:00 
north
You scan all around.
You scan north.
*** Range 1 (north) ***
An advanced shrapnel catapult is here.
An advanced shrapnel catapult is here.
An advanced shrapnel catapult is here.
A fighter of the Lion's Pride is here, guarding the Hamlet from Intruders.
*** Range 2 (north) ***
A fighter of the Lion's Pride is here, guarding the Hamlet from Intruders.
You scan east.
*** Range 1 (east) ***
(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.
*** Range 3 (east) ***
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.
*** Range 5 (east) ***
You catch a glimpse of some movement in the trees.
You scan south.
You scan west.
*** Range 3 (west) ***
A group of druids wanders about.
*** Range 6 (west) ***
A large, grey wolf is here, glaring hungrily at you.
(Invisible) Shargugh the Forest Brownie is here, grinning broadly at you.
You scan up.
You scan down.

sca
<723h 634m 221v 49700g> 11:00 A Trail through the Hills
  This is a well traveled path that winds slowly through these grassy
hills.  Cart ruts are clearly evident in the overturned earth of the path,
and alongside them there seems to be a multitude of small tracks.  Easily
identifiable due to their small size and blatant lack of footwear, it looks
as though a small army of halflings have passed through here.  To the
northwest, wispy tendrils of smoke can be seen lazily ascending into the
sky.  To the south, a very heavily wooded forest sleeps.  This section of
the trail continues to the north and also disappears into the trees of the
south.  

[Exits: north south]
An advanced shrapnel catapult is here.
An advanced shrapnel catapult is here.
An advanced shrapnel catapult is here.
A fighter of the Lion's Pride is here, guarding the Hamlet from Intruders.

<723h 634m 219v 49700g> 11:00 
You scan all around.
You scan north.
*** Range 1 (north) ***
A fighter of the Lion's Pride is here, guarding the Hamlet from Intruders.
You scan east.
You scan south.
You scan west.
You scan up.
You scan down.

<723h 634m 219v 49700g> 11:00 
north
sca
A Trail through the Hills
  This is a well traveled path that winds slowly through these grassy
hills.  Cart ruts are clearly evident in the overturned earth of the path,
and alongside them there seems to be a multitude of small tracks.  Easily
identifiable due to their small size and blatant lack of footwear, it looks
as though a small army of halflings have passed through here.  To the
northwest, wispy tendrils of smoke can be seen lazily ascending into the
sky.  To the south, a very heavily wooded forest sleeps.  The path continues
south into some forest and west towards a small hamlet.  

[Exits: east south west]
[KNIGHT]    [||||||](2) A mighty Fortress looms over the area.
     A tall marble obelisk seems to have been placed here.
A fighter of the Lion's Pride is here, guarding the Hamlet from Intruders.

<723h 634m 217v 49700g> 11:00 
You scan all around.
You scan north.
You scan east.
*** Range 1 (east) ***
(Translucent) (Dark Aura) Sylinis is sleeping here.
You scan south.
*** Range 1 (south) ***
An advanced shrapnel catapult is here.
An advanced shrapnel catapult is here.
An advanced shrapnel catapult is here.
A fighter of the Lion's Pride is here, guarding the Hamlet from Intruders.
You scan west.
*** Range 1 (west) ***
A young halfling is playing here.
A fighter of the Lion's Pride is here, guarding the Hamlet from Intruders.
*** Range 2 (west) ***
A halfling clad in mixed leather stands off the trail here.
You scan up.
You scan down.

<723h 634m 217v 49700g> 11:00 
south
sca
A Trail through the Hills
  This is a well traveled path that winds slowly through these grassy
hills.  Cart ruts are clearly evident in the overturned earth of the path,
and alongside them there seems to be a multitude of small tracks.  Easily
identifiable due to their small size and blatant lack of footwear, it looks
as though a small army of halflings have passed through here.  To the
northwest, wispy tendrils of smoke can be seen lazily ascending into the
sky.  To the south, a very heavily wooded forest sleeps.  This section of
the trail continues to the north and also disappears into the trees of the
south.  

[Exits: north south]
An advanced shrapnel catapult is here.
An advanced shrapnel catapult is here.
An advanced shrapnel catapult is here.
A fighter of the Lion's Pride is here, guarding the Hamlet from Intruders.

<723h 634m 215v 49700g> 11:00 
You scan all around.
You scan north.
*** Range 1 (north) ***
A fighter of the Lion's Pride is here, guarding the Hamlet from Intruders.
You scan east.
You scan south.
You scan west.
You scan up.
You scan down.

<723h 634m 215v 49700g> 11:00 
north
A Trail through the Hills
  This is a well traveled path that winds slowly through these grassy
hills.  Cart ruts are clearly evident in the overturned earth of the path,
and alongside them there seems to be a multitude of small tracks.  Easily
identifiable due to their small size and blatant lack of footwear, it looks
as though a small army of halflings have passed through here.  To the
northwest, wispy tendrils of smoke can be seen lazily ascending into the
sky.  To the south, a very heavily wooded forest sleeps.  The path continues
south into some forest and west towards a small hamlet.  

[Exits: east south west]
[KNIGHT]    [||||||](2) A mighty Fortress looms over the area.
     A tall marble obelisk seems to have been placed here.
A fighter of the Lion's Pride is here, guarding the Hamlet from Intruders.

sca
<723h 634m 213v 49700g> 11:00 
You scan all around.
You scan north.
You scan east.
*** Range 1 (east) ***
(Translucent) (Dark Aura) Sylinis is sleeping here.
You scan south.
*** Range 1 (south) ***
An advanced shrapnel catapult is here.
An advanced shrapnel catapult is here.
An advanced shrapnel catapult is here.
A fighter of the Lion's Pride is here, guarding the Hamlet from Intruders.
You scan west.
*** Range 1 (west) ***
A young halfling is playing here.
A fighter of the Lion's Pride is here, guarding the Hamlet from Intruders.
*** Range 2 (west) ***
A halfling clad in mixed leather stands off the trail here.
You scan up.
You scan down.

<723h 634m 213v 49700g> 11:00 
e
You see a swirling vortex of fiery clouds. Seconds later flaming debris falls all around you.
You yell 'Help! I've just walked into Sylinis's firestorm!'
Sylinis's firestorm MUTILATES you!
Before an Old Brick Building
  A towering structure fills the area before you, its walls withered and
cracked from the effects of time.  The once rich dark brick color has long
since faded into a moldy tone, complimenting the several chip marks and
juvenile graffiti.  A foul smell akin to none lingers in the air, causing
you to hold your breath in disgust.  
 
An ancient sign hangs from one hinge above the door.

[Exits: (north) west]
[KNIGHT]    [||||||](2) A mighty Fortress looms over the area.
(Translucent) (Dark Aura) Sylinis is here, fighting YOU!
Sylinis has a few scratches. 

<684h 634m 211v 49700g>Toryn: [73] 11:00 
fle
fle
You flee from combat!
A Trail through the Hills
  This is a well traveled path that winds slowly through these grassy
hills.  Cart ruts are clearly evident in the overturned earth of the path,
and alongside them there seems to be a multitude of small tracks.  Easily
identifiable due to their small size and blatant lack of footwear, it looks
as though a small army of halflings have passed through here.  To the
northwest, wispy tendrils of smoke can be seen lazily ascending into the
sky.  To the south, a very heavily wooded forest sleeps.  The path continues
south into some forest and west towards a small hamlet.  

[Exits: east south west]
[KNIGHT]    [||||||](2) A mighty Fortress looms over the area.
     A tall marble obelisk seems to have been placed here.
A fighter of the Lion's Pride is here, guarding the Hamlet from Intruders.

<684h 634m 209v 49700g> 11:00 
You aren't fighting anyone.

<684h 634m 209v 49700g> 11:00 
s
s
A Trail through the Hills
  This is a well traveled path that winds slowly through these grassy
hills.  Cart ruts are clearly evident in the overturned earth of the path,
and alongside them there seems to be a multitude of small tracks.  Easily
identifiable due to their small size and blatant lack of footwear, it looks
as though a small army of halflings have passed through here.  To the
northwest, wispy tendrils of smoke can be seen lazily ascending into the
sky.  To the south, a very heavily wooded forest sleeps.  This section of
the trail continues to the north and also disappears into the trees of the
south.  

[Exits: north south]
An advanced shrapnel catapult is here.
An advanced shrapnel catapult is here.
An advanced shrapnel catapult is here.
A fighter of the Lion's Pride is here, guarding the Hamlet from Intruders.

<684h 634m 207v 49700g> 11:00 
The Edge of the Forest
  The water has drained and the land is slowly recovering here, new growth
poking up through the mud and debris.  

[Exits: north east west]
[KNIGHT]    [||||||](2) A mighty Fortress looms over the area.

whe
<684h 634m 205v 49700g> 11:00 
Haon Dor is [KNIGHT] controlled.  Players near you:
<PK>   Toryn                            The Edge of the Forest

<684h 634m 205v 49700g> 11:00 
af
Affects:
  -  34  42   4   -   -  19   -   -   3   -   -  17   -   -   -  
 mou dti dth end chi arm shi ss  fls snc pro enl sec stk mis frn 
Spell: acupuncture    : modifies dex by -2 for 6 hours
Spell: drug use       : for 60 hours
Spell: spy            : for 18 hours
Spell: drug addiction : for 714 hours

e
<684h 634m 205v 49700g> 11:00 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 says in Vosh 'Behold! The grand city of Val Miran!'
Blood Guard says in Vosh 'Greetings adventurer, welcome to Val Miran.'

<684h 634m 204v 49700g> 11:00 
hide
You attempt to hide.

<684h 634m 204v 49700g> 11:00 
r

Ringing with holy fervor the temple of light bell announces high noon.

<697h 649m 234v 49700g> 12:00 
You rest.

<697h 649m 234v 49700g> 12:00 
cast 'asphyxiate' sylinis
You step out of the shadows.
Nah... You feel too relaxed...

af
<697h 649m 234v 49700g> 12:00 
Affects:
  -  33  41   3   -   -  18   -   -   2   -   -  16   -   -   -  
 mou dti dth end chi arm shi ss  fls snc pro enl sec stk mis frn 
Spell: acupuncture    : modifies dex by -2 for 5 hours
Spell: drug use       : for 59 hours
Spell: spy            : for 17 hours
Spell: drug addiction : for 713 hours

<697h 649m 234v 49700g> 12:00 
whe
ValMiran is [TRIBUNAL] controlled.  Players near you:
<PK>   Toryn                                The Western Gate of Val Miran

<697h 649m 234v 49700g> 12:00 
sl
You go to sleep.

<697h 649m 234v 49700g> 12:00 
st
You wake and stand up.

cc
wear 'sea-elven ring'
use 'sea-elven ring'
wear 'ring accuracy'
<697h 649m 234v 49700g> 12:00 
You stop using a Ring of Accuracy.
You slip The Ring of the Sea-Elves on to your left finger.

whe
<697h 649m 234v 49700g> 12:00 You attempt to use The Ring of the Sea-Elves.
The Ring of the Sea-Elves glows briefly, but does nothing else.

<697h 649m 234v 49700g> 12:00 
cc
wear 'sea-elven ring'
use 'sea-elven ring'
wear 'ring accuracy'
You stop using The Ring of the Sea-Elves.
You slip a Ring of Accuracy on to your left finger.

<697h 649m 234v 49700g> 12:00 ValMiran is [TRIBUNAL] controlled.  Players near you:
<PK>   Toryn                                The Western Gate of Val Miran

<697h 649m 234v 49700g> 12:00 You stop using a Ring of Accuracy.
You slip The Ring of the Sea-Elves on to your left finger.

<697h 649m 234v 49700g> 12:00 You attempt to use The Ring of the Sea-Elves.
You feel a lot better!

<754h 649m 234v 49700g> 12:00 
af
fren
get 'magenta leaves' smokes
smoke 'magenta leaves'
You stop using The Ring of the Sea-Elves.
You slip a Ring of Accuracy on to your left finger.

<754h 649m 234v 49700g> 12:00 Affects:
  -  33  41   3   -   -  18   -   -   2   -   -  16   -   -   -  
 mou dti dth end chi arm shi ss  fls snc pro enl sec stk mis frn 
Spell: acupuncture    : modifies dex by -2 for 5 hours
Spell: drug use       : for 59 hours
Spell: spy            : for 17 hours
Spell: drug addiction : for 713 hours

<754h 649m 234v 49700g> 12:00 You get some Magenta Leaves from a sturdy backpack.

<754h 649m 234v 49700g> 12:00 
You light some Magenta Leaves and begin to smoke it.
You are filled with holy wrath!

<754h 649m 234v 49700g> 12:00 
whe
ValMiran is [TRIBUNAL] controlled.  Players near you:
<PK>   Toryn                                The Western Gate of Val Miran

<754h 649m 234v 49700g> 12:00 
west
whe
The Edge of the Forest
  The water has drained and the land is slowly recovering here, new growth
poking up through the mud and debris.  

[Exits: north east west]
[KNIGHT]    [||||||](2) A mighty Fortress looms over the area.

<754h 649m 233v 49700g> 12:00 
Haon Dor is [KNIGHT] controlled.  Players near you:
<PK>   Toryn                            The Edge of the Forest

north
whe
<754h 649m 233v 49700g> 12:00 
A Trail through the Hills
  This is a well traveled path that winds slowly through these grassy
hills.  Cart ruts are clearly evident in the overturned earth of the path,
and alongside them there seems to be a multitude of small tracks.  Easily
identifiable due to their small size and blatant lack of footwear, it looks
as though a small army of halflings have passed through here.  To the
northwest, wispy tendrils of smoke can be seen lazily ascending into the
sky.  To the south, a very heavily wooded forest sleeps.  This section of
the trail continues to the north and also disappears into the trees of the
south.  

[Exits: north south]
An advanced shrapnel catapult is here.
An advanced shrapnel catapult is here.
An advanced shrapnel catapult is here.
A fighter of the Lion's Pride is here, guarding the Hamlet from Intruders.

<754h 649m 231v 49700g> 12:00 
Halfling Hamlet is [KNIGHT] controlled.  Players near you:
<PK>   Toryn                            A Trail through the Hills

north
east
<754h 649m 231v 49700g> 12:00 
cast 'asphyxiate' sylinis
A Trail through the Hills
  This is a well traveled path that winds slowly through these grassy
hills.  Cart ruts are clearly evident in the overturned earth of the path,
and alongside them there seems to be a multitude of small tracks.  Easily
identifiable due to their small size and blatant lack of footwear, it looks
as though a small army of halflings have passed through here.  To the
northwest, wispy tendrils of smoke can be seen lazily ascending into the
sky.  To the south, a very heavily wooded forest sleeps.  The path continues
south into some forest and west towards a small hamlet.  

[Exits: east south west]
[KNIGHT]    [||||||](2) A mighty Fortress looms over the area.
     A tall marble obelisk seems to have been placed here.
A fighter of the Lion's Pride is here, guarding the Hamlet from Intruders.

<754h 649m 229v 49700g> 12:00 
You see a swirling vortex of fiery clouds. Seconds later flaming debris falls all around you.
You yell 'Help! I've just walked into Sylinis's firestorm!'
Sylinis's firestorm decimates you!
Before an Old Brick Building
  A towering structure fills the area before you, its walls withered and
cracked from the effects of time.  The once rich dark brick color has long
since faded into a moldy tone, complimenting the several chip marks and
juvenile graffiti.  A foul smell akin to none lingers in the air, causing
you to hold your breath in disgust.  
 
An ancient sign hangs from one hinge above the door.

[Exits: (north) west]
[KNIGHT]    [||||||](2) A mighty Fortress looms over the area.
     A magical spring flows from the ground here.
(Translucent) (Dark Aura) Sylinis is here, fighting YOU!
Sylinis has a few scratches. 

<727h 649m 227v 49700g>Toryn: [78] 12:00 
Sylinis begins to choke and claw at his throat!
Sylinis has a few scratches. 

<727h 621m 227v 49700g>Toryn: [78] 12:00 

You fire from a shadowy blade launcher and hit Sylinis with one shot.
A shadowy blade launcher's poisoned bite maims Sylinis!
Your slash devastates Sylinis!
Sylinis parries your attack.
Your slash maims Sylinis!
Your tsuki strike grazes Sylinis.
An obsidian plummet tears into Sylinis's nerves.
Sylinis's firestorm hits you.
You parry Sylinis's attack.
Sylinis has some small wounds and bruises. 

<715h 621m 227v 49700g>Toryn: [76] 12:00 
fle
fle

Sylinis utters the words, 'qarr diesilla'.
Sylinis shouts an invocation and sheets of lightning strike from above!
Sparks arc around your armor!
Sylinis's lightning bolt MANGLES you!
The hair on your neck rises as air becomes charged around you.
Sylinis's lightning bolt devastates you!
Sylinis has some small wounds and bruises. 

<585h 621m 227v 49700g>Toryn: [62] 12:00 
fle
You flee from combat!
A Shady Hallway
  As you enter this rather gaunt corridor the peculiar scent enters your
lungs yet again.  Its pungent smell aches your senses and stings your
nostrils.  A sole lighting source flickers brightly, casting shadows
throughout the narrow hallway.  

[Exits: north (south)]
     A small torch lies in a sconce upon the wall.

<585h 621m 225v 49700g> 12:00 
north
north
You aren't fighting anyone.

<594h 632m 255v 49700g> 13:00 You aren't fighting anyone.

<594h 632m 255v 49700g> 13:00 A Fairly Lit Hallway
  The sound of water dropping echoes throughout the silent hallway.  The
walls here are lined with several large torches, making it much easier to
see your way around.  Smooth white walls continue down as far as you can
see, yet one thing remains, the foul odor.  Its source is yet to be
determined, though for some reason you aren't too eager to find out.  

[Exits: north south]

whe
<594h 632m 254v 49700g> 13:00 
A White Hallway
  The sound of water dropping echoes throughout the silent hallway.  The
walls here are lined with several large torches, making it much easier to
see your way around.  Smooth white walls continue down as far as you can
see, yet one thing remains, the foul odor.  Its source is yet to be
determined, though for some reason you aren't too eager to find out.  

[Exits: north south]
     (Glowing) A crusty brown ring rests on the ground.
An ugly janitor sweeps the floor around you.

<594h 632m 253v 49700g> 13:00 
Bathhouse is [KNIGHT] controlled.  Players near you:
<PK>   Toryn                            A White Hallway
<PK>  $Sylinis                          Before an Old Brick Building

hide
<594h 632m 253v 49700g> 13:00 
You attempt to hide.

<594h 632m 253v 49700g> 13:00 
whe
Bathhouse is [KNIGHT] controlled.  Players near you:
<PK>   Toryn                            A White Hallway
<PK>  $Sylinis                          Before an Old Brick Building

whe
<594h 632m 253v 49700g> 13:00 
Bathhouse is [KNIGHT] controlled.  Players near you:
<PK>   Toryn                            A White Hallway
<PK>  $Sylinis                          Before an Old Brick Building

<594h 632m 253v 49700g> 13:00 
whe
Bathhouse is [KNIGHT] controlled.  Players near you:
<PK>   Toryn                            A White Hallway
<PK>  $Sylinis                          Before an Old Brick Building

<594h 632m 253v 49700g> 13:00 
r
You rest.

<594h 632m 253v 49700g> 13:00 
whe
Bathhouse is [KNIGHT] controlled.  Players near you:
<PK>   Toryn                            A White Hallway
<PK>  $Sylinis                          Before an Old Brick Building

whe
<594h 632m 253v 49700g> 13:00 
Bathhouse is [KNIGHT] controlled.  Players near you:
<PK>   Toryn                            A White Hallway
<PK>  $Sylinis                          Before an Old Brick Building

<594h 632m 253v 49700g> 13:00 
whe
Bathhouse is [KNIGHT] controlled.  Players near you:
<PK>   Toryn                            A White Hallway
<PK>  $Sylinis                          Before an Old Brick Building

<594h 632m 253v 49700g> 13:00 
whe
Bathhouse is [KNIGHT] controlled.  Players near you:
<PK>   Toryn                            A White Hallway
<PK>  $Sylinis                          Before an Old Brick Building

whe
<594h 632m 253v 49700g> 13:00 
Bathhouse is [KNIGHT] controlled.  Players near you:
<PK>   Toryn                            A White Hallway
<PK>  $Sylinis                          Before an Old Brick Building

<594h 632m 253v 49700g> 13:00 
whe
Bathhouse is [KNIGHT] controlled.  Players near you:
<PK>   Toryn                            A White Hallway
<PK>  $Sylinis                          Before an Old Brick Building

<594h 632m 253v 49700g> 13:00 
whe
Bathhouse is [KNIGHT] controlled.  Players near you:
<PK>   Toryn                            A White Hallway
<PK>  $Sylinis                          Before an Old Brick Building

<594h 632m 253v 49700g> 13:00 
sl
You go to sleep.

<594h 632m 253v 49700g> 13:00 


<594h 632m 253v 49700g> 13:00 
af
Affects:
  -  32  40   2   -   -  17   -   -   1   -   -  15   -   -  11  
 mou dti dth end chi arm shi ss  fls snc pro enl sec stk mis frn 
Spell: drug use       : for 47 hours
Spell: acupuncture    : modifies dex by -2 for 4 hours
Spell: spy            : for 16 hours
Spell: drug addiction : for 712 hours

<594h 632m 253v 49700g> 13:00 


<594h 632m 253v 49700g> 13:00 



<594h 632m 253v 49700g> 13:00 

<594h 632m 253v 49700g> 13:00 


<594h 632m 253v 49700g> 13:00 


<594h 632m 253v 49700g> 13:00 
r
You wake up and start resting.

whe
<594h 632m 253v 49700g> 13:00 Bathhouse is [KNIGHT] controlled.  Players near you:
<PK>   Toryn                            A White Hallway
<PK>  $Sylinis                          Before an Old Brick Building

sl
<594h 632m 253v 49700g> 13:00 
You go to sleep.

<594h 632m 253v 49700g> 13:00 


<594h 632m 253v 49700g> 13:00 


<594h 632m 253v 49700g> 13:00 


af
<657h 711m 368v 49700g> 14:00 Affects:
  -  31  39   1   -   -  16   -   -   0   -   -  14   -   -  10  
 mou dti dth end chi arm shi ss  fls snc pro enl sec stk mis frn 
Spell: drug use       : for 46 hours
Spell: acupuncture    : modifies dex by -2 for 3 hours
Spell: spy            : for 15 hours
Spell: drug addiction : for 711 hours

<657h 711m 368v 49700g> 14:00 
st
You wake and stand up.

whe
<657h 711m 368v 49700g> 14:00 
Bathhouse is [KNIGHT] controlled.  Players near you:
<PK>   Toryn                            A White Hallway
<PK>  $Sylinis                          Before an Old Brick Building
An ugly janitor walks north.

<657h 711m 368v 49700g> 14:00 
who
[   Avian    ] Cawlson Featherback the Sword Cleaner
[50 Drow  Nin] <PK> [SYNDICATE] (Cartel [E]) Toryn the Grand Sage of Keigan
[   Kaddr    ] <PK> ($) Sylinis the Angel of Arcana
[59 Swarm CRE] Xultantris the Cultivator of the Swarm, Murmurer of Discontent
Players matched: 4
There are 4 characters on, the most on since startup was 10.
The title of Master Questor of Aabahran is currently held by Sylinis.
There are 1 contracts available to you.

<657h 711m 368v 49700g> 14:00 
c cur
You step out of the shadows.
You feel a little better.

<680h 701m 368v 49700g> 14:00 
whe
Bathhouse is [KNIGHT] controlled.  Players near you:
<PK>   Toryn                            A White Hallway
<PK>  $Sylinis                          Before an Old Brick Building

north
<680h 701m 368v 49700g> 14:00 A White Hallway
  The sound of water dropping echoes throughout the silent hallway.  The
walls here are lined with several large torches, making it much easier to
see your way around.  Smooth white walls continue down as far as you can
see, yet one thing remains, the foul odor.  Its source is yet to be
determined, though for some reason you aren't too eager to find out.  

[Exits: north south]
An ugly janitor sweeps the floor around you.

<680h 701m 367v 49700g> 14:00 
c cur
You feel a little better.

<698h 691m 367v 49700g> 14:00 
c cur
You feel a little better.

<715h 681m 367v 49700g> 14:00 
whe
study syl
Bathhouse is [KNIGHT] controlled.  Players near you:
<PK>   Toryn                            A White Hallway
<PK>  $Sylinis                          Before an Old Brick Building

<715h 681m 367v 49700g> 14:00 You begin to study Sylinis.
(Current range 3 rooms.)

south
<715h 601m 367v 49700g> 14:00 
south
A White Hallway
  The sound of water dropping echoes throughout the silent hallway.  The
walls here are lined with several large torches, making it much easier to
see your way around.  Smooth white walls continue down as far as you can
see, yet one thing remains, the foul odor.  Its source is yet to be
determined, though for some reason you aren't too eager to find out.  

[Exits: north south]
     (Glowing) A crusty brown ring rests on the ground.

<715h 601m 366v 49700g> 14:00 
A Fairly Lit Hallway
  The sound of water dropping echoes throughout the silent hallway.  The
walls here are lined with several large torches, making it much easier to
see your way around.  Smooth white walls continue down as far as you can
see, yet one thing remains, the foul odor.  Its source is yet to be
determined, though for some reason you aren't too eager to find out.  

[Exits: north south]

<715h 601m 365v 49700g> 14:00 
op s
That's not a container.

<715h 601m 365v 49700g> 14:00 
Sylinis tells you 'Can't just let me be?'

south
<715h 601m 365v 49700g> 14:00 A Shady Hallway
  As you enter this rather gaunt corridor the peculiar scent enters your
lungs yet again.  Its pungent smell aches your senses and stings your
nostrils.  A sole lighting source flickers brightly, casting shadows
throughout the narrow hallway.  

[Exits: north (south)]
     A small torch lies in a sconce upon the wall.

<715h 601m 364v 49700g> 14:00 
op s
You open the metal door south of you.

<715h 601m 364v 49700g> 14:00 
whe
n
Bathhouse is [KNIGHT] controlled.  Players near you:
<PK>   Toryn                            A Shady Hallway
<PK>  $Sylinis                          Before an Old Brick Building

<715h 601m 364v 49700g> 14:00 A Fairly Lit Hallway
  The sound of water dropping echoes throughout the silent hallway.  The
walls here are lined with several large torches, making it much easier to
see your way around.  Smooth white walls continue down as far as you can
see, yet one thing remains, the foul odor.  Its source is yet to be
determined, though for some reason you aren't too eager to find out.  

[Exits: north south]

<715h 601m 363v 49700g> 14:00 
af
Affects:
  -  31  39   1   -   -  16   -   -   0   -   -  14   -   -  10  
 mou dti dth end chi arm shi ss  fls snc pro enl sec stk mis frn 
Spell: study          : for 5 hours
Spell: drug use       : for 46 hours
Spell: acupuncture    : modifies dex by -2 for 3 hours
Spell: spy            : for 15 hours
Spell: drug addiction : for 711 hours

<715h 601m 363v 49700g> 14:00 
c cur
You feel a little better.

<738h 591m 363v 49700g> 14:00 
s

The protective aura around your body fades.
You can't see your victim from here.
Your target absent you learn nothing.

<751h 607m 393v 49700g> 15:00 
A Shady Hallway
  As you enter this rather gaunt corridor the peculiar scent enters your
lungs yet again.  Its pungent smell aches your senses and stings your
nostrils.  A sole lighting source flickers brightly, casting shadows
throughout the narrow hallway.  

[Exits: north (south)]
     A small torch lies in a sconce upon the wall.

<751h 607m 392v 49700g> 15:00 
csanc
get 'dark black leaves' smokes
smoke 'dark black leaves'
You get some dark black leaves from a sturdy backpack.

whe
<751h 607m 392v 49700g> 15:00 You light some dark black leaves and begin to smoke it.
You are surrounded by a dark aura.

<751h 607m 392v 49700g> 15:00 
af
Bathhouse is [KNIGHT] controlled.  Players near you:
<PK>   Toryn                            A Shady Hallway
<PK>  $Sylinis                          Before an Old Brick Building

<751h 607m 392v 49700g> 15:00 Affects:
  -  30  38   0   -   -  15   -   -   5   -   -  13   -   -   9  
 mou dti dth end chi arm shi ss  fls snc pro enl sec stk mis frn 
Spell: drug use       : for 60 hours
Spell: study          : for 4 hours
Spell: acupuncture    : modifies dex by -2 for 2 hours
Spell: spy            : for 14 hours
Spell: drug addiction : for 710 hours

<751h 607m 392v 49700g> 15:00 
c cur
You feel a little better.

<772h 597m 392v 49700g> 15:00 
op s
You open the metal door south of you.

<772h 597m 392v 49700g> 15:00 
shoot syl
Sylinis yells 'Help! I've just been shot at by Toryn!'
You fire from a shadowy blade launcher and hit Sylinis with one shot.
Sylinis is poisoned by the venom on shadow shards.
You cannot concentrate on studying while fighting.
A shadowy blade launcher's poisoned bite maims Sylinis!

<772h 592m 392v 49700g> 15:00 

The metal door south of you closes.

<772h 592m 392v 49700g> 15:00 
whe
Bathhouse is [KNIGHT] controlled.  Players near you:
<PK>   Toryn                            A Shady Hallway
<PK>  $Sylinis                          Before an Old Brick Building

<772h 592m 392v 49700g> 15:00 
op s
You open the metal door south of you.

<772h 592m 392v 49700g> 15:00 

The metal door south of you closes.

<772h 592m 392v 49700g> 15:00 
af
Affects:
  -  30  38   0   -   -  15   -   -   5   -   -  13   -   -   9  
 mou dti dth end chi arm shi ss  fls snc pro enl sec stk mis frn 
Spell: drug use       : for 60 hours
Spell: acupuncture    : modifies dex by -2 for 2 hours
Spell: spy            : for 14 hours
Spell: drug addiction : for 710 hours

whe
<772h 592m 392v 49700g> 15:00 
Bathhouse is [KNIGHT] controlled.  Players near you:
<PK>   Toryn                            A Shady Hallway
<PK>  $Sylinis                          Before an Old Brick Building

<772h 592m 392v 49700g> 15:00 
whe
Bathhouse is [KNIGHT] controlled.  Players near you:
<PK>   Toryn                            A Shady Hallway
<PK>  $Sylinis                          Before an Old Brick Building

<772h 592m 392v 49700g> 15:00 
l
A Shady Hallway
  As you enter this rather gaunt corridor the peculiar scent enters your
lungs yet again.  Its pungent smell aches your senses and stings your
nostrils.  A sole lighting source flickers brightly, casting shadows
throughout the narrow hallway.  

[Exits: north (south)]
     A small torch lies in a sconce upon the wall.

<772h 592m 392v 49700g> 15:00 
whe
Bathhouse is [KNIGHT] controlled.  Players near you:
<PK>   Toryn                            A Shady Hallway
<PK>  $Sylinis                          Before an Old Brick Building

sl
<772h 592m 392v 49700g> 15:00 
You go to sleep.

af
<772h 592m 392v 49700g> 15:00 
Affects:
  -  30  38   0   -   -  15   -   -   5   -   -  13   -   -   9  
 mou dti dth end chi arm shi ss  fls snc pro enl sec stk mis frn 
Spell: drug use       : for 60 hours
Spell: acupuncture    : modifies dex by -2 for 2 hours
Spell: spy            : for 14 hours
Spell: drug addiction : for 710 hours

<772h 592m 392v 49700g> 15:00 
st

You feel susceptible to magic again.
The last remaments of Sylinis's behaviour patterns disappear from your memory.

<820h 676m 482v 49700g> 16:00 You wake and stand up.

detm
get 'ceremonial tribal staff' magick
remove plummet
hold 'ceremonial tribal staff'
brandish
dual plummet
put 'ceremonial tribal staff' magick
<820h 676m 482v 49700g> 16:00 You get a ceremonial Tribal staff from a sturdy backpack.

<820h 676m 482v 49700g> 16:00 
You stop using an obsidian plummet.

<820h 676m 482v 49700g> 16:00 You hold a ceremonial Tribal staff in your hand.

<820h 676m 482v 49700g> 16:00 You brandish a ceremonial Tribal staff.
Your eyes tingle.

<820h 676m 482v 49700g> 16:00 
whe
end
You stop using a ceremonial Tribal staff.
You wield an obsidian plummet in your off-hand.

<820h 676m 482v 49700g> 16:00 You put a ceremonial Tribal staff in a sturdy backpack.

<820h 676m 482v 49700g> 16:00 Bathhouse is [KNIGHT] controlled.  Players near you:
<PK>   Toryn                            A Shady Hallway
<PK>  $Sylinis                          Before an Old Brick Building

<820h 676m 482v 49700g> 16:00 You meditate briefly then resume your position.

<820h 646m 482v 49700g> 16:00 
af
Affects:
  -  29  37  12   -   -  14   -   -   4   -   -  12   -   -   8  
 mou dti dth end chi arm shi ss  fls snc pro enl sec stk mis frn 
Spell: detect magic   : for 20 hours
Spell: drug use       : for 59 hours
Spell: acupuncture    : modifies dex by -2 for 1 hours
Spell: spy            : for 13 hours
Spell: drug addiction : for 709 hours

<820h 646m 482v 49700g> 16:00 
l syls
You do not see that here.

<820h 646m 482v 49700g> 16:00 
south
l syl
Before an Old Brick Building
  A towering structure fills the area before you, its walls withered and
cracked from the effects of time.  The once rich dark brick color has long
since faded into a moldy tone, complimenting the several chip marks and
juvenile graffiti.  A foul smell akin to none lingers in the air, causing
you to hold your breath in disgust.  
 
An ancient sign hangs from one hinge above the door.

[Exits: (north) west]
[KNIGHT]    [||||||](2) A mighty Fortress looms over the area.
     A foul, acrid stench surrounds a pile of Sylinis's vomit.
     (Magical) A magical spring flows from the ground here.
(Translucent) (Dark Aura) Sylinis the Angel of Arcana is here.

<820h 646m 480v 49700g> 16:00 
fle
fle
At first glance, Kaddars face offers a disarming, almost cruel irony to
his predatory nature.  His features are remarkably pleasant and
clean-shaven, with a symmetrical grace that might be called angelic if not
for the dark history of his kin.  Framing this visage is a thick mane of
long, snowy-white hair, falling in tight, curly coils that catch the light
with every sudden movement.  His piercing blue eyes are the color of a clear
sky over the Escismir E'gal, yet they hold a chilling, observant stillness. 
The gaze of a creature that has spent a lifetime measuring the distance to a
jugular.  

Below that handsome mask, his puny, compact frame is a marvel of lean
efficiency, his dark skin a natural shroud against the jungle shadows.  He
is clad in armor that prioritizes silence over bulk.  Thin, articulated
plates of blackened chitin and supple, dark leathers wrap around his scrawny
limbs, allowing for the unrestricted movement of his right-handed grip. 
Sprouting from his back are his most lethal ornaments: sharp, iridescent
wings rimmed in a funereal pitch-black.  As he hovers, a violent, thrashing
aura erupts from his body, a turbulent shimmer of raw magical energy that
ripples through the air like heat haze, warning all onlookers that his small
stature belies a terrifying, innate power.  

Clutched in his dominant hand is a menacing dagger that seems to vibrate
with a hunger of its own.  The blade is jagged, forged from a metal that
drinks the light around it, yet it is now engulfed in an immense, pulsing
glow.  This sorcerous radiance bleeds from the hilt to the tip, casting
long, dancing shadows across the ground as the weapon hums with a low,
bone-deep frequency.  It is a tool of pure malice, its glow flaring whenever
it draws near the living, as if the weapon itself is eager to resume the
deadly hunt that defined its master's civilization.  
Sylinis currently holds the title of Master Questor of Aabahran.
Sylinis has some small wounds and bruises.

Sylinis is using:
<used as light>        (Magical) (Glowing) a magical sparkler
<worn on finger>       (Glowing) (Humming) the Crustacean Ring
<worn on finger>       (Invis) (Glowing) (Humming) the ring of impermanence
<worn around neck>     a string with a bunny paw
<worn around neck>     an amulet of Lloth
<worn on head>         (Glowing) (Humming) a blazing halo
<worn on ear>          an Emerald Earring adorned with a tiamat's scale
<worn on arms>         (Magical) (Glowing) (Humming) a pair of satanic sleeves
<worn on hands>        some black silk evening gloves
<worn on legs>         (Magical) (Glowing) (Humming) the Crabshell leggings
<worn on feet>         (Magical) (Glowing) pair of Slimy Boots
<worn about body>      (Invis) (Magical) (Glowing) (Humming) a Translucent Shroud of Wizardry
<worn about waist>     a leather belt draped in bloody scalps
<worn around wrist>    (Humming) an Elemental Spine
<worn around wrist>    (Humming) an Elemental Spine
<wielded>              (Magical) (Glowing) (Humming) a sturdy staff of mahogany
<worn on face>         (Humming) the mask of Ultimate Evil
<floating nearby>      (Magical) (Glowing) an ancient charm
<in the quiver>        (100) (Glowing) the Arc Bolts
You sense following auras:
Spell: missile shield : for 8 hours
Spell: sleep          : for 1 hours
Spell: vomit          : for 23 hours
Spell: poison         : modifies str by -1 for 4 hours
Spell: sanctuary      : for 7 hours
Spell: shield         : modifies ac by -20 for 46 hours
Spell: armor          : modifies ac by -20 for 46 hours
Spell: protective shield: for 0 hours
Spell: pass door      : for 2 hours
Spell: stone skin     : modifies ac by -40 for 9 hours
Spell: detect magic   : for 4 hours
Spell: detect invis   : for 4 hours
Your poison scratches Sylinis.

<820h 646m 480v 49700g> 16:00 You aren't fighting anyone.

<820h 646m 480v 49700g> 16:00 You aren't fighting anyone.

<820h 646m 480v 49700g> 16:00 
n
A Shady Hallway
  As you enter this rather gaunt corridor the peculiar scent enters your
lungs yet again.  Its pungent smell aches your senses and stings your
nostrils.  A sole lighting source flickers brightly, casting shadows
throughout the narrow hallway.  

[Exits: north (south)]
     A small torch lies in a sconce upon the wall.

<820h 646m 478v 49700g> 16:00 
s
Before an Old Brick Building
  A towering structure fills the area before you, its walls withered and
cracked from the effects of time.  The once rich dark brick color has long
since faded into a moldy tone, complimenting the several chip marks and
juvenile graffiti.  A foul smell akin to none lingers in the air, causing
you to hold your breath in disgust.  
 
An ancient sign hangs from one hinge above the door.

[Exits: (north) west]
[KNIGHT]    [||||||](2) A mighty Fortress looms over the area.
     A foul, acrid stench surrounds a pile of Sylinis's vomit.
     (Magical) A magical spring flows from the ground here.
(Translucent) (Dark Aura) Sylinis the Angel of Arcana is here.

<820h 646m 476v 49700g> 16:00 
Sylinis utters the words, 'qarr diesilla'.
Sylinis shouts an invocation and sheets of lightning strike from above!
You yell 'Die! Sylinis, you sorcerous dog!'
Sparks arc around your armor!
Sylinis's lightning bolt *** DEMOLISHES *** you!
The hair on your neck rises as air becomes charged around you.
Sylinis's lightning bolt MUTILATES you!
Sylinis has some small wounds and bruises. 

<666h 646m 476v 49700g>Toryn: [71] 16:00 

You fire from a shadowy blade launcher and hit Sylinis with a couple shots.
A shadowy blade launcher's poisoned bite misses Sylinis.
Your slash devastates Sylinis!
With unnatural speed you strike at Sylinis's torso.
Your strike wounds Sylinis.
Your smash devastates Sylinis!
Your slash devastates Sylinis!
Your slash devastates Sylinis!
Your smash devastates Sylinis!
Your tsuki strike injures Sylinis.
A battlemaster's blade digs into Sylinis's body.
Your wrath injures Sylinis.
An obsidian plummet tears into Sylinis's nerves.
Your poison scratches Sylinis.
You dodge Sylinis's attack.
You parry Sylinis's attack.
Sylinis has quite a few wounds. 

<666h 646m 476v 49700g>Toryn: [71] 16:00 
fle
You couldn't escape!
Sylinis has quite a few wounds. 

fle
<666h 646m 476v 49700g>Toryn: [71] 16:00 
fle
fle

Sylinis utters the words, 'qarr diesilla'.
Sylinis shouts an invocation and sheets of lightning strike from above!
Sparks arc around your armor!
Sylinis's lightning bolt *** DEMOLISHES *** you!
The hair on your neck rises as air becomes charged around you.
Sylinis's lightning bolt maims you!
Sylinis has quite a few wounds. 

<524h 646m 476v 49700g>Toryn: [56] 16:00 You flee from combat!
A Trail through the Hills
  This is a well traveled path that winds slowly through these grassy
hills.  Cart ruts are clearly evident in the overturned earth of the path,
and alongside them there seems to be a multitude of small tracks.  Easily
identifiable due to their small size and blatant lack of footwear, it looks
as though a small army of halflings have passed through here.  To the
northwest, wispy tendrils of smoke can be seen lazily ascending into the
sky.  To the south, a very heavily wooded forest sleeps.  The path continues
south into some forest and west towards a small hamlet.  

[Exits: east south west]
[KNIGHT]    [||||||](2) A mighty Fortress looms over the area.
     A tall marble obelisk seems to have been placed here.
A fighter of the Lion's Pride is here, guarding the Hamlet from Intruders.

<524h 646m 474v 49700g> 16:00 
You aren't fighting anyone.

<524h 646m 474v 49700g> 16:00 You aren't fighting anyone.

s
<524h 646m 474v 49700g> 16:00 
s
A Trail through the Hills
  This is a well traveled path that winds slowly through these grassy
hills.  Cart ruts are clearly evident in the overturned earth of the path,
and alongside them there seems to be a multitude of small tracks.  Easily
identifiable due to their small size and blatant lack of footwear, it looks
as though a small army of halflings have passed through here.  To the
northwest, wispy tendrils of smoke can be seen lazily ascending into the
sky.  To the south, a very heavily wooded forest sleeps.  This section of
the trail continues to the north and also disappears into the trees of the
south.  

[Exits: north south]
An advanced shrapnel catapult is here.
An advanced shrapnel catapult is here.
An advanced shrapnel catapult is here.
A fighter of the Lion's Pride is here, guarding the Hamlet from Intruders.

<524h 646m 472v 49700g> 16:00 
e
The Edge of the Forest
  The water has drained and the land is slowly recovering here, new growth
poking up through the mud and debris.  

[Exits: north east west]
[KNIGHT]    [||||||](2) A mighty Fortress looms over the area.

hide
<524h 646m 470v 49700g> 16:00 
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 says in Vosh 'Greetings adventurer, welcome to Val Miran.'
Blood Guard says in Vosh 'Greetings adventurer, welcome to Val Miran.'

<524h 646m 469v 49700g> 16:00 
You attempt to hide.

<524h 646m 469v 49700g> 16:00 

Blood Guard says in Vosh 'Behold! The grand city of Val Miran!'
Blood Guard says in Vosh 'Behold! The grand city of Val Miran!'

<524h 646m 469v 49700g> 16:00 
af
whje
Affects:
  -  29  37  12   -   -  14   -   -   4   -   -  12   -   -   8  
 mou dti dth end chi arm shi ss  fls snc pro enl sec stk mis frn 
Spell: detect magic   : for 20 hours
Spell: drug use       : for 59 hours
Spell: acupuncture    : modifies dex by -2 for 1 hours
Spell: spy            : for 13 hours
Spell: drug addiction : for 709 hours

<524h 646m 469v 49700g> 16:00 Huh?

whe
<524h 646m 469v 49700g> 16:00 
ValMiran is [TRIBUNAL] controlled.  Players near you:
<PK>   Toryn                                The Western Gate of Val Miran
<PK>  $Sylinis                              Queen Isabeau Avenue

<524h 646m 469v 49700g> 16:00 
whe
ValMiran is [TRIBUNAL] controlled.  Players near you:
<PK>   Toryn                                The Western Gate of Val Miran
<PK>  $Sylinis                              Queen Isabeau Avenue

<524h 646m 469v 49700g> 16:00 
study syl
You begin to study Sylinis.
(Current range 3 rooms.)

whe
<524h 566m 469v 49700g> 16:00 
ValMiran is [TRIBUNAL] controlled.  Players near you:
<PK>   Toryn                                The Western Gate of Val Miran
<PK>  $Sylinis                              The Eastern Square of Val Miran

<524h 566m 469v 49700g> 16:00 
whe
ValMiran is [TRIBUNAL] controlled.  Players near you:
<PK>   Toryn                                The Western Gate of Val Miran
<PK>  $Sylinis                              Queen Isabeau Avenue

<524h 566m 469v 49700g> 16:00 
east
east
east
You step out of the shadows.
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]
You can't see your victim from here.
Your target absent you learn nothing.
Spies report Sylinis in grass near Southern Road.

<540h 581m 482v 49700g> 17:00 
whe
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.

<540h 581m 480v 49700g> 17:00 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.  

[Exits: east west]

east
<540h 581m 478v 49700g> 17:00 
east
ValMiran is [TRIBUNAL] controlled.  Players near you:
<PK>   Toryn                                Eastern Shore of a Small lake

east
<540h 581m 478v 49700g> 17:00 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.  

[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.

east
east
<540h 581m 476v 49700g> 17:00 
east
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]

east
east
<540h 581m 475v 49700g> 17:00 
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]

<540h 581m 474v 49700g> 17:00 
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]

<540h 581m 473v 49700g> 17:00 
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.

<540h 581m 472v 49700g> 17:00 
whe
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]

<540h 581m 471v 49700g> 17:00 
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]

east
<540h 581m 470v 49700g> 17:00 
east
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]

east
east
<540h 581m 469v 49700g> 17:00 
east
ValMiran is [TRIBUNAL] controlled.  Players near you:
<PK>   Toryn                                Queen Isabeau Avenue

east
<540h 581m 469v 49700g> 17:00 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.

east
<540h 581m 468v 49700g> 17:00 
whe
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]

<540h 581m 467v 49700g> 17:00 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]

<540h 581m 466v 49700g> 17:00 
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.  
an stands here bent over a cane.

east
east
<540h 581m 406v 49700g> 17:00 
Regent Avenue
  Lined with tall trees and groomed shrubs, Regent Avenue is the western
half of the main east-west throughway that dissects Maelbrim in half. el to the east.  Westward, beyond the village, the
walls of Fort Blackwatch glisten darkly.  To the south, Mount Khorand
continues to loom.

















RUNNING, THEN SPIES EVENTUALLY TELL ME HE'S ALONG EASTERN ROAD AND I GO GATHER HASTE FROM WILLOW PALM



















Spell: acupuncture    : modifies dex by -2 for 0 hours
Spell: detect magic   : for 11 hours
howls.  The canyon walls are blackened in some places, as though a fire
raged through this canyon a long time ago.  The hard ground is mostly rock,
devoid of any vegetation.  

[Exits: east west]
[KNIGHT]    [||||||](2) A mighty Fortress looms over the area.

<930h 782m 203v 49700g> 11:00 
The Road into the Dragon's Teeth
  You are walking along a rugged, narrow path that leads through the
mountains of the Dragon's Teeth.  Around you, canyon walls rise up to the
rocky crags and steel plateaus, forming a funnel through which the wind
howls.  The canyon walls are blackened in some places, as though a fire
raged through this canyon a long time ago.  The hard ground is mostly rock,
devoid of any vegetation.  

[Exits: east south]

<930h 782m 200v 49700g> 11:00 
The Road into the Dragon's Teeth
  You are walking along a rugged, narrow path that leads through the
mountains of the Dragon's Teeth.  Around you, canyon walls rise up to the
rocky crags and steel plateaus, forming a funnel through which the wind
howls.  The canyon walls are blackened in some places, as though a fire
raged through this canyon a long time ago.  The hard ground is mostly rock,
devoid of any vegetation.  

[Exits: north west]

<930h 782m 197v 49700g> 11:00 
The Base of the Dragon's Teeth
  You stand amid gradually inclining foothills.  The Dragon's Teeth
mountains rise up before you, rugged faces and snowy peaks, while the easier
route lies downwards, descending into the lush valley that leads eventually
to Val Miran.  

[Exits: east west]

<930h 782m 195v 49700g> 11:00 
Nearing the Crossroads
  A rough gravel path leads on to the mountains to the east, rising up to
the heavens, and to the long stretch of plains that eventually lead to Val
Miran in the west.  

[Exits: east west]

<930h 782m 192v 49700g> 11:00 
south
whe
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]
[KNIGHT]    [||||||](2) 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 Toryn there is a gnome nearby who sells maps.'

<930h 782m 190v 49700g> 11:00 
The Eastern Road is [KNIGHT] controlled.  Players near you:
<PK>   Toryn                            The Crossroads

<930h 782m 190v 49700g> 11:00 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.

sl
<930h 782m 188v 49700g> 11:00 
Fort Blackwatch is [KNIGHT] controlled.  Players near you:
<PK>   Toryn                            The Northern Trail

af
<930h 782m 188v 49700g> 11:00 You go to sleep.

<930h 782m 188v 49700g> 11:00 
Affects:
  -  10  18   6   -   -   -   -   -   0  22   -  18   -   -   7  
 mou dti dth end chi arm shi ss  fls snc pro enl sec stk mis frn 
Spell: haste          : modifies dex by 1 for 7 hours
Spell: drug use       : for 43 hours
Spell: spy            : for 19 hours
Spell: detect magic   : for 1 hours
Spell: drug addiction : for 690 hours

<930h 782m 188v 49700g> 11:00 


<930h 782m 188v 49700g> 11:00 
eq

Toryn is using:
<used as light>        (Magical) (Glowing) an intruder's lantern
<worn on finger>       (Glowing) a Ring of Accuracy
<worn on finger>       (Glowing) a Ring of Accuracy
<worn around neck>     (Glowing) (Humming) a necklace with a small black mask
<worn around neck>     nothing.
<worn on head>         (Magical) (Glowing) (Humming) a monk's cowl
<worn on ear>          (Glowing) some golden hoops
<worn on torso>        (Magical) (Glowing) (Humming) a set of titanium fullplate
<worn on arms>         (Magical) (Glowing) (Humming) some slimy arm bands adorned with an emblem of Gear
<worn on hands>        (Glowing) a pair of galebinder mitts
<worn on legs>         (Magical) (Glowing) Soulreaver's Shadow
<worn on feet>         (Magical) (Glowing) (Humming) wrapped sandals
<worn about body>      (Glowing) (Humming) a Scourge Cloak
<worn about waist>     nothing.
<worn around wrist>    (Magical) (Glowing) (Humming) an adamantium band
<worn around wrist>    (Magical) (Glowing) (Humming) an adamantium band
<wielded>              (Magical) (Glowing) (Humming) a battlemaster's blade
<dual wielded>         (Magical) (Glowing) (Humming) an obsidian plummet
<worn on face>         (Invis) a Bloodied Mask of Torment
<floating nearby>      nothing.
<strung on back>       a shadowy blade launcher
<in the quiver>        (76) shadow shards

inv
<930h 782m 188v 49700g> 11:00 You are carrying:
( 2) (Magical) ice shurikens
     (Humming) a Warped Skull
     a sturdy backpack {smokes}
     a sturdy backpack {magick}
     a sturdy backpack {food}
     a sturdy backpack {armaments}
     a sturdy backpack {projectiles}
     a sturdy backpack {misc}
     (Humming) a suit of armor fashioned in the form of ice
( 6) (Magical) a gyvel potion
     (Humming) a Plagueward Ring
     (30) (Humming) consecrated arrows
     (Magical) (Glowing) (Humming) the Planar Blade adorned with an eye of Mechanus
     (Magical) (Humming) the Claw of Defiler
     the barrel
     a small canoe
     (Magical) a bloody bounty bag
     (Glowing) The Ring of the Sea-Elves
     (Glowing) (Humming) Toryn's Dominferis

<930h 782m 188v 49700g> 11:00 

[The Voice of God] - World shift in 4 hours.
The protective aura around your body fades.

<930h 805m 246v 49700g> 12:00 
st
You wake and stand up.

csanc
get 'dark black leaves' smokes
smoke 'dark black leaves'
<930h 805m 246v 49700g> 12:00 
You get some dark black leaves from a sturdy backpack.

whe
<930h 805m 246v 49700g> 12:00 You light some dark black leaves and begin to smoke it.
You are surrounded by a dark aura.

<930h 805m 246v 49700g> 12:00 
north
west
throw sylinis
dirt sylinis
Fort Blackwatch is [KNIGHT] controlled.  Players near you:
<PK>   Toryn                            The Northern Trail

sca
<930h 805m 246v 49700g> 12:00 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]
[KNIGHT]    [||||||](2) 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.'

<930h 805m 244v 49700g> 12:00 
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]

<930h 805m 242v 49700g> 12:00 
They aren't here.

<930h 805m 242v 49700g> 12:00 They aren't here.

north
<930h 805m 242v 49700g> 12:00 You scan all around.
You scan north.
*** Range 2 (north) ***
(Dark Aura) Sylinis the Angel of Arcana is here.
You scan east.
*** Range 1 (east) ***
A young werebeast stands here, leaning on his spear.
You scan south.
You scan west.
You scan up.
You scan down.

<930h 805m 242v 49700g> 12:00 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]

<930h 805m 239v 49700g> 12:00 
north
throw sylinis
You see a swirling vortex of fiery clouds. Seconds later flaming debris falls all around you.
You yell 'Help! I've just walked into Sylinis's firestorm!'
Sylinis's firestorm MUTILATES you!
Greener Hills
  The coolness comes from the altitude but just as much the fiery orb in
the sky offers warmth to the passing traveler.  This road is a branch off of
the Eastern Road, the one through the Dragon's Teeth, only this goes north
towards northern forests and hills.  This road has recently been built up
and looks to be well traveled.  

[Exits: east south]
(Dark Aura) Sylinis is here, fighting YOU!
Sylinis is in excellent condition. 

<888h 805m 238v 49700g>Toryn: [95] 12:00 

You fire from a shadowy blade launcher and hit Sylinis with one shot.
A shadowy blade launcher's poisoned bite maims Sylinis!
Your slash devastates Sylinis!
With unnatural speed you strike at Sylinis's torso.
Your strike wounds Sylinis.
Your slash devastates Sylinis!
Sylinis parries your attack.
Your slash decimates Sylinis!
Your smash devastates Sylinis!
Your slash devastates Sylinis!
Your tsuki strike mauls Sylinis.
An obsidian plummet tears into Sylinis's nerves.
Sylinis's ice shield maims you!
Sylinis's firestorm hits you.
You dodge Sylinis's attack.
Sylinis has some small wounds and bruises. 


<842h 805m 238v 49700g>Toryn: [90] 12:00 You throw your ice shurikens and hit Sylinis with one of them.
Your throw devastates Sylinis!
Sylinis has some small wounds and bruises. 


<842h 805m 238v 49700g>Toryn: [90] 12:00 

Sylinis utters the words, 'qarr diesilla'.
Sylinis shouts an invocation and sheets of lightning strike from above!
Sparks arc around your armor!
Sylinis's lightning bolt *** DEMOLISHES *** you!
The hair on your neck rises as air becomes charged around you.
Sylinis's lightning bolt maims you!
Sylinis has some small wounds and bruises. 

<697h 805m 238v 49700g>Toryn: [74] 12:00 

Sylinis parries your attack.
Sylinis parries your attack.
Your smash devastates Sylinis!
Your slash devastates Sylinis!
With unnatural speed you strike at Sylinis's torso.
Your strike injures Sylinis.
Your smash maims Sylinis!
Your slash decimates Sylinis!
Your tsuki strike injures Sylinis.
Sylinis's ice shield maims you!
Sylinis's firestorm hits you.
You parry Sylinis's attack.
Sylinis's smash misses you.
Sylinis has quite a few wounds. 


<652h 805m 238v 49700g>Toryn: [70] 12:00 
Sylinis utters the words, 'qarr diesilla'.
Sylinis shouts an invocation and sheets of lightning strike from above!
Sparks arc around your armor!
Sylinis's lightning bolt *** DEMOLISHES *** you!
The hair on your neck rises as air becomes charged around you.
Sylinis's lightning bolt maims you!
Sylinis has quite a few wounds. 

<514h 805m 238v 49700g>Toryn: [55] 12:00 

Sylinis utters the words, 'qarr diesilla'.
Sylinis shouts an invocation and sheets of lightning strike from above!
Sparks arc around your armor!
Sylinis's lightning bolt *** DEMOLISHES *** you!
The hair on your neck rises as air becomes charged around you.
Sylinis's lightning bolt maims you!
Sylinis has quite a few wounds. 

<378h 805m 238v 49700g>Toryn: [40] 12:00 

You fire from a shadowy blade launcher and hit Sylinis with a couple shots.
A shadowy blade launcher's poisoned bite LACERATES Sylinis!
Your slash maims Sylinis!
Your slash devastates Sylinis!
Your smash devastates Sylinis!
Your slash misses Sylinis.
Your strike misses Sylinis.
Your smash maims Sylinis!
Your smash maims Sylinis!
Your tsuki strike injures Sylinis.
A battlemaster's blade digs into Sylinis's body.
Your wrath mauls Sylinis.
An obsidian plummet tears into Sylinis's nerves.
Sylinis's ice shield decimates you!
Hail of flaming rocks begins to fall setting the area aflame!
Sylinis's firestorm DISMEMBERS you!
You parry Sylinis's attack.
Sylinis has some big nasty wounds and scratches. 


fle
<291h 805m 238v 49700g>Toryn: [31] 12:00 You flee from combat!
Lower Foothills
  A slight lift in altitude and increasingly rugged terrain welcomes you
into the lower foothills of the Dragon's Teeth.  The air has cooled slightly
and the rocky path leads south deeper into the hills.  A lighter path heads
north into a greener less hilly area.  

[Exits: north south west]

fle
<291h 805m 237v 49700g> 12:00 
acu
You aren't fighting anyone.

<291h 805m 237v 49700g> 12:00 You feel relieved as the tension drains from your muscles.
Sylinis utters the words, 'qarr diesilla'.
Sylinis shouts an invocation and sheets of lightning strike from above!
You yell 'Die! Sylinis, you sorcerous dog!'
Sparks arc around your armor!
Sylinis's lightning bolt *** OBLITERATES *** you!
The hair on your neck rises as air becomes charged around you.
Sylinis's lightning bolt LACERATES you!
Sylinis has some big nasty wounds and scratches. 

<348h 735m 237v 49700g>Toryn: [37] 12:00 
fle
fle

You fire from a shadowy blade launcher and hit Sylinis with a couple shots.
A shadowy blade launcher's poisoned bite MUTILATES Sylinis!
Your slash maims Sylinis!
Your slash misses Sylinis.
Your smash devastates Sylinis!
Sylinis parries your attack.
Your smash devastates Sylinis!
Your tsuki strike injures Sylinis.
A battlemaster's blade digs into Sylinis's body.
Your wrath mauls Sylinis.
Sylinis's ice shield wounds you.
You dodge Sylinis's attack.
You dodge Sylinis's attack.
Sylinis looks pretty hurt. 


<328h 735m 237v 49700g>Toryn: [35] 12:00 

Sylinis utters the words, 'qarr diesilla'.
Sylinis shouts an invocation and sheets of lightning strike from above!
Sparks arc around your armor!
Sylinis's lightning bolt *** DEMOLISHES *** you!
You sure are BLEEDING!
The hair on your neck rises as air becomes charged around you.
Sylinis's lightning bolt maims you!
You sure are BLEEDING!
Sylinis looks pretty hurt. 

<191h 735m 237v 49700g>Toryn: [20] 12:00 

Sylinis utters the words, 'qarr diesilla'.
Sylinis shouts an invocation and sheets of lightning strike from above!
Sparks arc around your armor!
Sylinis's lightning bolt MANGLES you!
You sure are BLEEDING!
The hair on your neck rises as air becomes charged around you.
Sylinis's lightning bolt devastates you!
You sure are BLEEDING!
Your slash devastates Sylinis!
Your slash maims Sylinis!
Sylinis parries your attack.
Your slash decimates Sylinis!
Your smash devastates Sylinis!
With unnatural speed you strike at Sylinis's torso.
Your strike devastates Sylinis!
Your slash maims Sylinis!
Your smash devastates Sylinis!
Your tsuki strike wounds Sylinis.
Sylinis is mortally wounded!!


<62h 735m 237v 49700g> 12:00 
You aren't fighting anyone.

l syl
<62h 735m 237v 49700g> 12:00 You aren't fighting anyone.

<62h 735m 237v 49700g> 12:00 At first glance, Kaddars face offers a disarming, almost cruel irony to
his predatory nature.  His features are remarkably pleasant and
clean-shaven, with a symmetrical grace that might be called angelic if not
for the dark history of his kin.  Framing this visage is a thick mane of
long, snowy-white hair, falling in tight, curly coils that catch the light
with every sudden movement.  His piercing blue eyes are the color of a clear
sky over the Escismir E'gal, yet they hold a chilling, observant stillness. 
The gaze of a creature that has spent a lifetime measuring the distance to a
jugular.  

Below that handsome mask, his puny, compact frame is a marvel of lean
efficiency, his dark skin a natural shroud against the jungle shadows.  He
is clad in armor that prioritizes silence over bulk.  Thin, articulated
plates of blackened chitin and supple, dark leathers wrap around his scrawny
limbs, allowing for the unrestricted movement of his right-handed grip. 
Sprouting from his back are his most lethal ornaments: sharp, iridescent
wings rimmed in a funereal pitch-black.  As he hovers, a violent, thrashing
aura erupts from his body, a turbulent shimmer of raw magical energy that
ripples through the air like heat haze, warning all onlookers that his small
stature belies a terrifying, innate power.  

Clutched in his dominant hand is a menacing dagger that seems to vibrate
with a hunger of its own.  The blade is jagged, forged from a metal that
drinks the light around it, yet it is now engulfed in an immense, pulsing
glow.  This sorcerous radiance bleeds from the hilt to the tip, casting
long, dancing shadows across the ground as the weapon hums with a low,
bone-deep frequency.  It is a tool of pure malice, its glow flaring whenever
it draws near the living, as if the weapon itself is eager to resume the
deadly hunt that defined its master's civilization.  
Sylinis currently holds the title of Master Questor of Aabahran.
Sylinis is in awful condition.

Sylinis is using:
<used as light>        (Magical) (Glowing) a magical sparkler
<worn on finger>       (Glowing) (Humming) the Crustacean Ring
<worn on finger>       (Invis) (Glowing) (Humming) the ring of impermanence
<worn around neck>     a string with a bunny paw
<worn around neck>     an amulet of Lloth
<worn on head>         (Glowing) (Humming) a blazing halo
<worn on ear>          an Emerald Earring adorned with a tiamat's scale
<worn on arms>         (Magical) (Glowing) (Humming) a pair of satanic sleeves
<worn on hands>        some black silk evening gloves
<worn on legs>         (Magical) (Glowing) (Humming) the Crabshell leggings
<worn on feet>         (Magical) (Glowing) pair of Slimy Boots
<worn about body>      (Invis) (Magical) (Glowing) (Humming) a Translucent Shroud of Wizardry
<worn about waist>     a leather belt draped in bloody scalps
<worn around wrist>    (Humming) an Elemental Spine
<worn around wrist>    (Humming) an Elemental Spine
<wielded>              (Magical) (Glowing) (Humming) a sturdy staff of mahogany
<worn on face>         (Humming) the mask of Ultimate Evil
<floating nearby>      (Magical) (Glowing) an ancient charm
<in the quiver>        (100) (Glowing) the Arc Bolts
You sense following auras:
Spell: mercy wait     : for 5 hours
Spell: mortally wounded: for 4 hours
Spell: ice shield     : for 6 hours
                      : for 6 hours
Spell: mana charge    : for 0 hours
Spell: sanctuary      : for 4 hours
Spell: stone skin     : modifies ac by -40 for 41 hours
Spell: detect magic   : for 36 hours
Spell: detect invis   : for 36 hours
Spell: vomit          : for 3 hours
Spell: shield         : modifies ac by -20 for 26 hours
Spell: armor          : modifies ac by -20 for 26 hours


<62h 735m 237v 49700g> 12:00 
collect syl
Sylinis yells 'AAAAAAGGGGGHHHHH!!!!'
You slice off Sylinis's head and place it in a bag.
Sylinis's headless body twitches violently.
Sylinis is DEAD!!
[SYNDICATE]: 'Toryn has claimed a bounty!'
You have gained 25 skulls in service of SYNDICATE.
You've received 80000 gold, 0 items from the bounty and 0 items from the corpse.
You stop eavesdropping on Sylinis.

l i cor
<62h 735m 237v 49700g> 12:00 
The corpse of Sylinis holds:
     a sturdy backpack
     (100) (Glowing) the Arc Bolts
( 2) (Humming) an Elemental Spine
     a large round shield
     (Magical) (Glowing) (Humming) a sturdy staff of mahogany
     a silksteel arm harness adorned with a muddy bauble
     (Invis) (Glowing) (Humming) the ring of impermanence
     (Invis) (Magical) (Glowing) (Humming) a Translucent Shroud of Wizardry
     (Magical) (Glowing) (Humming) the Crabshell leggings
     (Glowing) (Humming) the Crustacean Ring
     (Humming) the mask of Ultimate Evil
     (Magical) (Glowing) (Humming) a rod of domination adorned with a soul tear
     (Magical) (Glowing) (Humming) a pair of satanic sleeves
     (Magical) (Glowing) a magical sparkler
( 2) an amulet of Lloth
( 2) (Magical) (Glowing) a demon-faced talisman
     some black silk evening gloves
     an Emerald Earring adorned with a tiamat's scale
     (Magical) (Glowing) an ancient charm
     a string with a bunny paw
     a leather belt draped in bloody scalps
( 6) (Magical) a gyvel potion
     a scroll of missile immunity
     68518 gold coins

You can see 32 items in the corpse of Sylinis.

<62h 735m 237v 49700g> 12:00 
g coi cor
You get 68518 gold coins from the corpse of Sylinis.

<62h 735m 237v 118218g> 12:00 
g bun cor
You get a string with a bunny paw from the corpse of Sylinis.

<62h 735m 237v 118218g> 12:00 

[The Voice of God] - World shift in 3 hours.
You can no longer sense magical auras.

<68h 744m 251v 118218g> 13:00 
l i cor
The corpse of Sylinis holds:
     a sturdy backpack
     (100) (Glowing) the Arc Bolts
( 2) (Humming) an Elemental Spine
     a large round shield
     (Glowing) (Humming) a sturdy staff of mahogany
     a silksteel arm harness adorned with a muddy bauble
     (Invis) (Glowing) (Humming) the ring of impermanence
     (Invis) (Glowing) (Humming) a Translucent Shroud of Wizardry
     (Glowing) (Humming) the Crabshell leggings
     (Glowing) (Humming) the Crustacean Ring
     (Humming) the mask of Ultimate Evil
     (Glowing) (Humming) a rod of domination adorned with a soul tear
     (Glowing) (Humming) a pair of satanic sleeves
     (Glowing) a magical sparkler
( 2) an amulet of Lloth
( 2) (Glowing) a demon-faced talisman
     some black silk evening gloves
     an Emerald Earring adorned with a tiamat's scale
     (Glowing) an ancient charm
     a leather belt draped in bloody scalps
( 6) a gyvel potion
     a scroll of missile immunity

You can see 30 items in the corpse of Sylinis.

<68h 744m 251v 118218g> 13:00 
g ear cor
You get an Emerald Earring adorned with a tiamat's scale from the corpse of Sylinis.

<68h 744m 251v 118218g> 13:00 
g charm cor
You get an ancient charm from the corpse of Sylinis.

<68h 744m 251v 118218g> 13:00 
g belt cor
You get a leather belt draped in bloody scalps from the corpse of Sylinis.

<68h 744m 251v 118218g> 13:00 

[The Voice of God] - World shift in 2 hours.

<74h 755m 265v 118218g> 14:00 
whe
The Eastern Road is [KNIGHT] controlled.  Players near you:
<PK>   Toryn                            Lower Foothills
       Sylinis                          The Road into the Dragon's Teeth

<74h 755m 265v 118218g> 14:00 
l ic or
A handful of ice shurikens lay on the ground.

<74h 755m 265v 118218g> 14:00 
l
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]
     The corpse of Sylinis is lying here.

<74h 755m 265v 118218g> 14:00 
l i cor
The corpse of Sylinis holds:
     a sturdy backpack
     (100) (Glowing) the Arc Bolts
( 2) (Humming) an Elemental Spine
     a large round shield
     (Glowing) (Humming) a sturdy staff of mahogany
     a silksteel arm harness adorned with a muddy bauble
     (Invis) (Glowing) (Humming) the ring of impermanence
     (Invis) (Glowing) (Humming) a Translucent Shroud of Wizardry
     (Glowing) (Humming) the Crabshell leggings
     (Glowing) (Humming) the Crustacean Ring
     (Humming) the mask of Ultimate Evil
     (Glowing) (Humming) a rod of domination adorned with a soul tear
     (Glowing) (Humming) a pair of satanic sleeves
     (Glowing) a magical sparkler
( 2) an amulet of Lloth
( 2) (Glowing) a demon-faced talisman
     some black silk evening gloves
( 6) a gyvel potion
     a scroll of missile immunity

You can see 27 items in the corpse of Sylinis.

<74h 755m 265v 118218g> 14:00 
west
west
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.

<74h 755m 263v 118218g> 14:00 
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]
[KNIGHT]    [||||||](2) A mighty Fortress looms over the area.
(White Aura) [KNIGHT] A regiment of Praetorian guards celebrate their victory here

whe
<74h 755m 261v 118218g> 14:00 
The Eastern Road is [KNIGHT] controlled.  Players near you:
<PK>   Toryn                            A Small Clearing
       Sylinis                          The Crossroads

<74h 755m 261v 118218g> 14:00 
east
east
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.

<74h 755m 259v 118218g> 14:00 
eq
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]
     The corpse of Sylinis is lying here.
Sylinis the Angel of Arcana is here.

<74h 755m 257v 118218g> 14:00 
Toryn is using:
<used as light>        (Glowing) an intruder's lantern
<worn on finger>       (Glowing) a Ring of Accuracy
<worn on finger>       (Glowing) a Ring of Accuracy
<worn around neck>     (Glowing) (Humming) a necklace with a small black mask
<worn around neck>     nothing.
<worn on head>         (Glowing) (Humming) a monk's cowl
<worn on ear>          (Glowing) some golden hoops
<worn on torso>        (Glowing) (Humming) a set of titanium fullplate
<worn on arms>         (Glowing) (Humming) some slimy arm bands adorned with an emblem of Gear
<worn on hands>        (Glowing) a pair of galebinder mitts
<worn on legs>         (Glowing) Soulreaver's Shadow
<worn on feet>         (Glowing) (Humming) wrapped sandals
<worn about body>      (Glowing) (Humming) a Scourge Cloak
<worn about waist>     nothing.
<worn around wrist>    (Glowing) (Humming) an adamantium band
<worn around wrist>    (Glowing) (Humming) an adamantium band
<wielded>              (Glowing) (Humming) a battlemaster's blade
<dual wielded>         (Glowing) (Humming) an obsidian plummet
<worn on face>         (Invis) a Bloodied Mask of Torment
<floating nearby>      nothing.
<strung on back>       a shadowy blade launcher
<in the quiver>        (70) shadow shards


<74h 755m 257v 118218g> 14:00 
drop warped
You drop a Warped Skull.

<74h 755m 257v 118218g> 14:00 
wear belt
You buckle a leather belt draped in bloody scalps around your waist.

<74h 755m 257v 118218g> 14:00 
wear charm
You stop using a shadowy blade launcher.
You release an ancient charm and it floats next to you.

<74h 755m 257v 118218g> 14:00 
wear launcher
You stop using an ancient charm.
You sling a shadowy blade launcher across your back.

<74h 755m 257v 118218g> 14:00 
Sylinis looks at you.

wear earring
<74h 755m 257v 118218g> 14:00 
You stop using some golden hoops.
You attach an Emerald Earring adorned with a tiamat's scale to your earlobes.

<74h 755m 257v 118218g> 14:00 
wear bunn
You wear a string with a bunny paw around your neck.

<74h 755m 257v 118218g> 14:00 
drop hoo
You drop some golden hoops.
Sylinis goes to sleep.

eq
<74h 755m 257v 118218g> 14:00 

Toryn is using:
<used as light>        (Glowing) an intruder's lantern
<worn on finger>       (Glowing) a Ring of Accuracy
<worn on finger>       (Glowing) a Ring of Accuracy
<worn around neck>     (Glowing) (Humming) a necklace with a small black mask
<worn around neck>     a string with a bunny paw
<worn on head>         (Glowing) (Humming) a monk's cowl
<worn on ear>          an Emerald Earring adorned with a tiamat's scale
<worn on torso>        (Glowing) (Humming) a set of titanium fullplate
<worn on arms>         (Glowing) (Humming) some slimy arm bands adorned with an emblem of Gear
<worn on hands>        (Glowing) a pair of galebinder mitts
<worn on legs>         (Glowing) Soulreaver's Shadow
<worn on feet>         (Glowing) (Humming) wrapped sandals
<worn about body>      (Glowing) (Humming) a Scourge Cloak
<worn about waist>     a leather belt draped in bloody scalps
<worn around wrist>    (Glowing) (Humming) an adamantium band
<worn around wrist>    (Glowing) (Humming) an adamantium band
<wielded>              (Glowing) (Humming) a battlemaster's blade
<dual wielded>         (Glowing) (Humming) an obsidian plummet
<worn on face>         (Invis) a Bloodied Mask of Torment
<floating nearby>      nothing.
<strung on back>       a shadowy blade launcher
<in the quiver>        (70) shadow shards