These are the two encounters before the one girmph posted
Damage to Brannoc:
| Player | Damage | % | Class | Level |
|---|---|---|---|---|
| Girmph | 1472 | 100% | Monk | 50 |
Combat Transcript:
Girmph's kicked dirt scratches you.
You can't see a thing!
Someone has some small wounds and bruises.
Brannoc: [===|===|=--|---]
[06:00 | Brannoc: 55% hp 92% mana 98% mv | Girmph: 78% hp 36% mana 100% mv]
Someone crawls west.
Someone has some small wounds and bruises.
Brannoc: [===|===|=--|---]
[06:00 | Brannoc: 55% hp 92% mana 98% mv | Girmph: 78% hp 36% mana 100% mv]
You flee from combat!
Brannoc flees south!
You can't see a thing!
You can't see a thing!
Someone says 'Welcome, Brannoc. Are you here to be a 'competitor' or an 'observer' ?'
Someone peers at you awaiting an answer.
The door is closed.
The door is closed.
You can't see a thing!
You can't see a thing!
You can't see a thing!
You can't see a thing!
You can't see a thing!
Affects:
16 - 3 31
bts btf btt vow
Spell: dirt kicking : modifies ac by 0 for 0 hours
: modifies hitroll by 0 for 0 hours
Spell: drug use : for 28 hours
Spell: mounted : for 32 hours
Spell: vomit : for 17 hours
Spell: detect invis : for 13 hours
You can't see a thing!
You can't see a thing!
You can't see a thing!
The sun rises in the east.
You rub the dirt out of your eyes.
Before the Aabahran Gate
[Exits: north east south west]
A Nexus Gateway crackles with hellish heat and unholy magics.
The Northern Road
[Exits: north south west]
A Nexus Gateway crackles with hellish heat and unholy magics.
Alas, you cannot go that way.
The Northern Road
[Exits: north east south]
A Nexus Gateway crackles with hellish heat and unholy magics.
The entrance to the valley
[Exits: north west]
A Nexus Gateway crackles with hellish heat and unholy magics.
A grassy alpine meadow
[Exits: north south]
A valley elf light scout walks a silent patrol here.
A grassy alpine meadow
[Exits: east south]
A Nexus Gateway crackles with hellish heat and unholy magics.
A grassy alpine meadow
[Exits: north west]
A rough game trail
[Exits: east south]
A valley elf light scout walks a silent patrol here.
Alas, you cannot go that way.
A rough game trail
[Exits: east west]
A Nexus Gateway crackles with hellish heat and unholy magics.
A half-elf scout patrols the valley here.
A half-elf scout says in a foreign tongue 'Rshesh is rnde mnniall Aenlaelv Reamea!'
A rough game trail
[Exits: north west]
A mighty oak tree stands here, ready to be felled.
Deeper into the valley
[Exits: north south]
A large doe is here in the glade, grazing.
A valley elf light scout walks a silent patrol here.
A valley elf light scout peers at you intently.
Along a switchback
[Exits: north south]
Brannoc is using:
<used as light> (Glowing) the Crimson Banner of the Peoples Republic of Miruvhor
<worn on finger> (Invis) (Glowing) (Humming) a ring of tattered souls
<worn on finger> (Invis) (Glowing) (Humming) a ring of tattered souls
<worn around neck> (Glowing) (Humming) a necklace of woven leaves
<worn around neck> a ruby brooch adorned with a small charm
<worn on head> some Clay-Smeared Hairs
<worn on ear> (Glowing) an Alumel Gauge
<worn on torso> an "I love Rheydin Rubble" t-shirt
<worn on arms> black basilisk-hide armguards
<worn on hands> a pair of basilisk-hide gloves
<worn on legs> (Humming) fine elven leggings
<worn on feet> a pair of basilisk-hide boots
<worn about body> (Glowing) (Humming) a Mortal Globe of Invulnerability
<worn about waist> an ugly green belt
<worn around wrist> a band of slimy material
<worn around wrist> a band of slimy material
<wielded> "Decobru" the Gladiator Broadsword
<dual wielded> (Glowing) (Humming) 'Durindel' the Sword of Flame
<sheathed on back> (Humming) "Vellencht" the Gaze of the Law
<sheathed on waist> (Glowing) a severed demon talon
<worn on face> a violet veil
<floating nearby> a Mote of Tides
<in the quiver> nothing.
<coiled on shoulder> (Glowing) a winged water dragon
Along a switchback
[Exits: north south]
Alas, you cannot go that way.
Along a switchback
[Exits: east south]
A flowering cherry tree stands here, ready to be felled.
A half-elf scout patrols the valley here.
A half-elf scout says in a foreign tongue 'Rshesh is rnde mnniall Aenlaelv Reamea!'
A windy trail
[Exits: north south west]
Alas, you cannot go that way.
Huh?
~ Wanderers of Aabahran ~
[50 Half Bla] <PK> (Sacred Oak [I]) Brannoc Fandrun the Doomblade
[ Drow ] <PK> [WARMASTER] Shylilli the Vengeance of the Forest
[ Undea ] <PK> Aliziu Talgra the Handmaiden of the Nameless
[ Minot ] <PK> (Sacred Oak [I]) Dragis Nietzchkoff the Knight of Fury
[ Feral ] <PK> [WARMASTER] (OUTLAW) (WANTED) Skhreem the Master of Living Chii
[ Feral ] <PK> Girmph the Master of the Turning Tide
Players matched: 6
There are 6 characters on, the most on since startup was 20.
The title of Master Questor of Aabahran is currently held by Aliziu.
There are 1 contracts available to you.
You're already attacking with your left hand.
A southern switchback
[Exits: north south]
A male stag lurks in the grasslands here.
A southern switchback
[Exits: north east south]
The Great Elf Valley is [NEXUS] controlled. Players near you:
<PK> Brannoc A southern switchback
<PK> Girmph The entrance to the valley
A trail in the grass
[Exits: east west]
A large doe is here in the glade, grazing.
A male stag lurks in the grasslands here.
A trail in the grass
[Exits: east west]
Alas, you cannot go that way.
A campsite
[Exits: north (east) south west]
A small stone well has been dug here.
A stone firepit is smoldering here.
An elder of the Valley Elves is here, tending to the wounded.
An elf watchman is here, keeping a watchful eye over the grounds.
A valley elf elder says 'Seek inner peace within nature, Brannoc.'
You begin to look for any signs of dirt.
A trail in the grass
[Exits: north south]
The Great Elf Valley is [NEXUS] controlled. Players near you:
<PK> Brannoc A trail in the grass
<PK> Girmph A trail in the grass
You stop using 'Durindel' the Sword of Flame.
You hold a glimmering white staff in your hand.
You brandish a glimmering white staff.
You are surrounded by a white aura.
Girmph rides in.
You yell 'Help! I am being attacked by Girmph!'
You turn Girmph's attack against him.
Your counter DISMEMBERS Girmph!
Girmph's elbow slash injures you.
Girmph's spin kick wounds you.
Girmph's roundhouse kick wounds you.
Girmph has quite a few wounds.
Brannoc: [===|===|=--|---]
[08:00 | Brannoc: 54% hp 87% mana 92% mv | Girmph: 73% hp 36% mana 99% mv]
Girmph dodges your attack.
Girmph parries your attack with his first hand.
Your bladed onslaught MUTILATES Girmph!
Girmph parries your attack with his first hand.
You have gained knowledge about beast!
Girmph parries your attack with his second hand.
Girmph's flesh is seared by the flaming "Decobru" the Gladiator Broadsword.
Your flaming bite hits Girmph.
Girmph's elbow slash wounds you.
Girmph's elbow slash wounds you.
You dodge Girmph's attack.
Girmph's whirlwind kick wounds you.
Girmph has quite a few wounds.
Brannoc: [===|===|---|---]
[08:00 | Brannoc: 48% hp 87% mana 92% mv | Girmph: 68% hp 36% mana 99% mv]
You stop using a glimmering white staff.
You wield 'Durindel' the Sword of Flame in your off-hand.
Girmph has quite a few wounds.
Brannoc: [===|===|---|---]
[08:00 | Brannoc: 48% hp 87% mana 92% mv | Girmph: 68% hp 36% mana 99% mv]
No way! You are still fighting!
Girmph has quite a few wounds.
Brannoc: [===|===|---|---]
[08:00 | Brannoc: 48% hp 87% mana 92% mv | Girmph: 68% hp 36% mana 99% mv]
You flee from combat!
Brannoc flees north!
[-- 520 lines snipped --]
You yell 'Help! I am being attacked by Girmph!'
You turn Girmph's attack against him.
Your counter MASSACRES Girmph!
Your second counter DISMEMBERS Girmph!
You dodge Girmph's attack.
You parry Girmph's attack.
You dodge Girmph's attack.
A winged lightning dragon breathes forth a bolt of lightning!
Girmph's lightning bolt injures you.
Girmph has quite a few wounds.
Brannoc: [===|===|===|---]
[11:00 | Brannoc: 71% hp 66% mana 75% mv | Girmph: 70% hp 32% mana 97% mv]
Your thrust MASSACRES Girmph!
Girmph has quite a few wounds.
Brannoc: [===|===|===|---]
[11:00 | Brannoc: 71% hp 65% mana 75% mv | Girmph: 63% hp 32% mana 97% mv]
Girmph dodges your attack.
You have gained knowledge about beast!
Girmph parries your attack with his second hand.
Girmph parries your attack with his second hand.
Girmph parries your attack with his first hand.
You dodge Girmph's attack.
You dodge Girmph's attack.
You dodge Girmph's attack.
Girmph's roundhouse kick mauls you.
Girmph has quite a few wounds.
Brannoc: [===|===|===|---]
[11:00 | Brannoc: 69% hp 65% mana 75% mv | Girmph: 63% hp 32% mana 97% mv]
You step quickly out of Girmph's way ready for the dirt kicking!
Your counter MASSACRES Girmph!
Your second counter MANGLES Girmph!
Girmph has some big nasty wounds and scratches.
Brannoc: [===|===|===|---]
[11:00 | Brannoc: 69% hp 65% mana 75% mv | Girmph: 48% hp 32% mana 97% mv]
Your chop *** DEMOLISHES *** Girmph!
Girmph has some big nasty wounds and scratches.
Brannoc: [===|===|===|---]
[11:00 | Brannoc: 69% hp 64% mana 75% mv | Girmph: 39% hp 32% mana 97% mv]
You have gained knowledge about beast!
Girmph parries your attack with his second hand.
Girmph parries your attack with his second hand.
Girmph parries your attack with his second hand.
Girmph parries your attack with his second hand.
Girmph dodges your attack.
Girmph parries your attack with his first hand.
Girmph's back fist wounds you.
Girmph's jab misses you.
Girmph's spin kick mauls you.
Girmph's pierce kick decimates you!
Girmph has some big nasty wounds and scratches.
Brannoc: [===|===|==-|---]
[12:00 | Brannoc: 62% hp 64% mana 81% mv | Girmph: 39% hp 32% mana 100% mv]
Your thrust MASSACRES Girmph!
Girmph has some big nasty wounds and scratches.
Brannoc: [===|===|==-|---]
[12:00 | Brannoc: 62% hp 64% mana 81% mv | Girmph: 32% hp 32% mana 100% mv]
Your chop MANGLES Girmph!
Girmph looks pretty hurt.
Brannoc: [===|===|==-|---]
[12:00 | Brannoc: 62% hp 63% mana 81% mv | Girmph: 23% hp 32% mana 100% mv]
Girmph parries your attack with his first hand.
Girmph parries your attack with his first hand.
Girmph dodges your attack.
Girmph parries your attack with his first hand.
Girmph parries your attack with his first hand.
Girmph's elbow slash devastates you!
You dodge Girmph's attack.
Girmph's jump kick mauls you.
You parry Girmph's attack.
Girmph's whirlwind kick decimates you!
Girmph looks pretty hurt.
Brannoc: [===|===|=--|---]
[12:00 | Brannoc: 54% hp 63% mana 81% mv | Girmph: 23% hp 32% mana 100% mv]
Girmph tries to disarm you, but your weapon won't budge!
Girmph looks pretty hurt.
Brannoc: [===|===|=--|---]
[12:00 | Brannoc: 54% hp 63% mana 81% mv | Girmph: 23% hp 32% mana 100% mv]
Your bladerush *** DEMOLISHES *** Girmph!
Girmph is in awful condition.
Brannoc: [===|===|=--|---]
[12:00 | Brannoc: 54% hp 62% mana 81% mv | Girmph: 13% hp 32% mana 100% mv]
Your flaming bite MASSACRES Girmph!
Girmph parries your attack with his second hand.
Girmph parries your attack with his first hand.
Girmph parries your attack with his second hand.
Girmph places his prayer beads around your neck and tightens.
Blood courses back into your head as you regain consciousness.
You go to sleep.
In your dreams, or what?
Brannoc is using:
<used as light> (Glowing) the Crimson Banner of the Peoples Republic of Miruvhor
<worn on finger> (Invis) (Glowing) (Humming) a ring of tattered souls
<worn on finger> (Invis) (Glowing) (Humming) a ring of tattered souls
<worn around neck> (Glowing) (Humming) a necklace of woven leaves
<worn around neck> a ruby brooch adorned with a small charm
<worn on head> some Clay-Smeared Hairs
<worn on ear> (Glowing) an Alumel Gauge
<worn on torso> an "I love Rheydin Rubble" t-shirt
<worn on arms> black basilisk-hide armguards
<worn on hands> a pair of basilisk-hide gloves
<worn on legs> (Humming) fine elven leggings
<worn on feet> a pair of basilisk-hide boots
<worn about body> (Glowing) (Humming) a Mortal Globe of Invulnerability
<worn about waist> an ugly green belt
<worn around wrist> a band of slimy material
<worn around wrist> a band of slimy material
<wielded> "Decobru" the Gladiator Broadsword
<dual wielded> (Glowing) (Humming) 'Durindel' the Sword of Flame
<sheathed on back> (Humming) "Vellencht" the Gaze of the Law
<sheathed on waist> (Glowing) a severed demon talon
<worn on face> a violet veil
<floating nearby> a Mote of Tides
<in the quiver> nothing.
<coiled on shoulder> (Glowing) a winged water dragon
Affects:
10 22 14 25
bts btf btt vow
Spell: strangle : for 1 hours
Spell: bladestorm : modifies ac by 75 for 9 hours
Spell: healing : for 6 hours
Spell: sanctuary : for 2 hours
Spell: predict : for 7 hours
Spell: drug use : for 22 hours
Spell: mounted : for 26 hours
Spell: vomit : for 11 hours
Spell: detect invis : for 7 hours
~ Wanderers of Aabahran ~
[50 Half Bla] <PK> (Sacred Oak [I]) Brannoc Fandrun the Doomblade
[ Drow ] <PK> [WARMASTER] Shylilli the Vengeance of the Forest
[ Undea ] <PK> Aliziu Talgra the Handmaiden of the Nameless
[ Minot ] <PK> (Sacred Oak [I]) Dragis Nietzchkoff the Knight of Fury
[ Feral ] <PK> [WARMASTER] (OUTLAW) (WANTED) Skhreem the Master of Living Chii
[ Feral ] <PK> Girmph the Master of the Turning Tide
Players matched: 6
There are 6 characters on, the most on since startup was 20.
The title of Master Questor of Aabahran is currently held by Aliziu.
There are 1 contracts available to you.
Affects:
10 22 14 25
bts btf btt vow
Spell: strangle : for 1 hours
Spell: bladestorm : modifies ac by 75 for 9 hours
Spell: healing : for 6 hours
Spell: sanctuary : for 2 hours
Spell: predict : for 7 hours
Spell: drug use : for 22 hours
Spell: mounted : for 26 hours
Spell: vomit : for 11 hours
Spell: detect invis : for 7 hours
Affects:
9 21 13 24
bts btf btt vow
Spell: strangle : for 0 hours
Spell: bladestorm : modifies ac by 75 for 8 hours
Spell: healing : for 5 hours
Spell: sanctuary : for 1 hours
Spell: predict : for 6 hours
Spell: drug use : for 21 hours
Spell: mounted : for 25 hours
Spell: vomit : for 10 hours
Spell: detect invis : for 6 hours
You find difficultly talking.
You will now stay your deathblows when possible.
~ Wanderers of Aabahran ~
[50 Half Bla] <PK> (Sacred Oak [I]) Brannoc Fandrun the Doomblade
[ Drow ] <PK> [WARMASTER] Shylilli the Vengeance of the Forest
[ Undea ] <PK> Aliziu Talgra the Handmaiden of the Nameless
[ Minot ] <PK> (Sacred Oak [I]) Dragis Nietzchkoff the Knight of Fury
[ Feral ] <PK> [WARMASTER] (OUTLAW) (WANTED) Skhreem the Master of Living Chii
[ Feral ] <PK> Girmph the Master of the Turning Tide
Players matched: 6
There are 6 characters on, the most on since startup was 20.
The title of Master Questor of Aabahran is currently held by Aliziu.
There are 1 contracts available to you.
/ You are in the prime of your health. \
| Anatomy : Mob Human Elf Dwarf DemiHum Giant Beast Flying Unique |
| 83 40 20 0 25 31 6 13 100 |
| Lysenties' silver light hastens your mending. |
\---------------------------------------------------------------------/
You wake and stand up.
The Northwestern Elf Valley
[Exits: east south]
A valley elf sentry lurks in the tall grasslands here.
Alas, you cannot go that way.
The Great Elf Valley is [NEXUS] controlled. Players near you:
<PK> Brannoc The Northwestern Elf Valley
A windy trail
[Exits: north south west]
A male stag lurks in the grasslands here.
A male stag walks west.
Along a switchback
[Exits: east south]
A flowering cherry tree stands here, ready to be felled.
A male stag lurks in the grasslands here.
Alas, you cannot go that way.
Along a switchback
[Exits: north south]
Along a switchback
[Exits: north south]
A valley elf light scout walks a silent patrol here.
A half-elf scout patrols the valley here.
Deeper into the valley
[Exits: north south]
A large doe is here in the glade, grazing.
Alas, you cannot go that way.
A rough game trail
[Exits: north west]
A mighty oak tree stands here, ready to be felled.
A rough game trail
[Exits: east west]
A Nexus Gateway crackles with hellish heat and unholy magics.
A half-elf scout patrols the valley here.
A half-elf scout says in a foreign tongue 'Be lndeemeill ashshaenliannend! Shianlveashea to rnde Ealllleinei of Erndan.'
A rough game trail
[Exits: east south]
A valley elf light scout walks a silent patrol here.
A grassy alpine meadow
[Exits: north west]
Alas, you cannot go that way.
A grassy alpine meadow
[Exits: east south]
A Nexus Gateway crackles with hellish heat and unholy magics.
Alas, you cannot go that way.
A grassy alpine meadow
[Exits: north south]
A valley elf light scout walks a silent patrol here.
A valley elf light scout peers at you intently.
The entrance to the valley
[Exits: north west]
A Nexus Gateway crackles with hellish heat and unholy magics.
The Great Elf Valley is [NEXUS] controlled. Players near you:
<PK> Brannoc The entrance to the valley
The Northern Road
[Exits: north east south]
A Nexus Gateway crackles with hellish heat and unholy magics.
Alas, you cannot go that way.
The Northern Road
[Exits: north south west]
A Nexus Gateway crackles with hellish heat and unholy magics.
Before the Aabahran Gate
[Exits: north east south west]
A Nexus Gateway crackles with hellish heat and unholy magics.
West of the Gates
[Exits: east west]
A column of Crusaders is camped here.
The North Road is [NEXUS] controlled. Players near you:
<PK> Brannoc West of the Gates
Before the Aabahran Gate
[Exits: north east south west]
A Nexus Gateway crackles with hellish heat and unholy magics.
The Northern Road
[Exits: north south west]
A Nexus Gateway crackles with hellish heat and unholy magics.
The mouth of the cave
[Exits: north east]
The Caves of Kamir is [NEXUS] controlled. Players near you:
<PK> Brannoc The mouth of the cave
The Northern Road
[Exits: north south west]
A Nexus Gateway crackles with hellish heat and unholy magics.
The Northern Road
[Exits: north east south]
A Nexus Gateway crackles with hellish heat and unholy magics.
A Heavily Fortified Encampment
[Exits: east south west]
A Nexus Gateway crackles with hellish heat and unholy magics.
A sturdy hickory tree stands here, ready to be felled.
Fortress Gate
[Exits: (east) west]
A Nexus Gateway crackles with hellish heat and unholy magics.
A gate guard stands here guarding the gates.
Gasteride's Fortress is [NEXUS] controlled. Players near you:
<PK> Brannoc Fortress Gate
A Heavily Fortified Encampment
[Exits: east south west]
A Nexus Gateway crackles with hellish heat and unholy magics.
A sturdy hickory tree stands here, ready to be felled.
The Northern Road
[Exits: north east south]
A Nexus Gateway crackles with hellish heat and unholy magics.
The Northern Road
[Exits: north south west]
A Nexus Gateway crackles with hellish heat and unholy magics.
Before the Aabahran Gate
[Exits: north east south west]
A Nexus Gateway crackles with hellish heat and unholy magics.
The protective aura around your body fades.
The Outer Aabahran Gate
[Exits: north south]
A column of Crusaders is camped here.
(White Aura) An Aberrant Guard scans the entrance to the city.
(White Aura) An Aberrant Guard scans the entrance to the city.
Maelbrim is [TRIBUNAL] controlled. Players near you:
<PK> Brannoc The Outer Aabahran Gate
Huh?
You stop using 'Durindel' the Sword of Flame.
You hold a glimmering white staff in your hand.
You brandish a glimmering white staff.
You are surrounded by a white aura.
You stop using a glimmering white staff.
You wield 'Durindel' the Sword of Flame in your off-hand.
Maelbrim is [TRIBUNAL] controlled. Players near you:
<PK> Brannoc The Outer Aabahran Gate
Affects:
7 19 11 22
bts btf btt vow
Spell: sanctuary : for 8 hours
Spell: bladestorm : modifies ac by 75 for 6 hours
Spell: healing : for 3 hours
Spell: predict : for 4 hours
Spell: drug use : for 19 hours
Spell: mounted : for 23 hours
Spell: vomit : for 8 hours
Spell: detect invis : for 4 hours
Between the Aabahran Gates
[Exits: north east south]
Mad Maddox the Merchant of Miscellany is here selling garbage.
The Inner Aabahran Gate
[Exits: north south]
Phaezian, the Timeless Archon, patrols the area.
The Northern Commons
[Exits: north east south west]
A polished marble fountain carved into the shape of dolphins gushes crystalline water.
Girmph tells you 'Pretty good.'
Crater Way
[Exits: north south]
Maelbrim is [TRIBUNAL] controlled. Players near you:
<PK> Brannoc Crater Way
Crater Way
[Exits: north east south west]
The Forum
[Exits: north east south west]
A set of Imperial banners stand proudly around the commons.
The official Tribunal Roll Call has been posted here.
The statue of a dwarf stands here proudly, hewn in white marble.
A marble fountain carved in the likeness of a regal-looking illithid is here.
(White Aura) A Marshall of Maelbrim stands here, enforcing the Law.
Vigilance Way
[Exits: north south]
Vigilance Way
[Exits: north south]
The Southern Commons
[Exits: north east south west]
A polished marble fountain carved into the shape of dolphins gushes crystalline water.
A well-off citizen of Maelbrim is here, enjoying his spare time.
A gnomish farmer is wandering around here.
Vigilance Way
[Exits: north south]
Maelbrim is [TRIBUNAL] controlled. Players near you:
<PK> Brannoc Vigilance Way
Vigilance Way
[Exits: north east south west]
Seer Point
[Exits: north south]
(White Aura) An Aberrant Guard scans the entrance to the city.
(White Aura) An Aberrant Guard scans the entrance to the city.
Maelbrim is [TRIBUNAL] controlled. Players near you:
<PK> Brannoc Seer Point
Nearing Seer Point
[Exits: north east south west]
Southern Road is [KNIGHT] controlled. Players near you:
<PK> Brannoc Nearing Seer Point
Nearing Maelbrim's Southern Checkpoint
[Exits: north south west]
A small sign is nailed to a tree here in the road.
A grassy valley
[Exits: east west]
A Widening Trail
[Exits: east west]
Southern Road is [KNIGHT] controlled. Players near you:
<PK> Brannoc A Widening Trail
A Widening Trail
[Exits: east up]
Southern Road is [KNIGHT] controlled. Players near you:
<PK> Brannoc A Widening Trail
A Widening Trail
[Exits: east west]
A grassy valley
[Exits: east west]
The clouds disappear.
You are allowed to leave the realms.
Nearing Maelbrim's Southern Checkpoint
[Exits: north south west]
A small sign is nailed to a tree here in the road.
Nearing Maelbrim's Southern Checkpoint
[Exits: north south]
A mighty Fortress looms over the area.
Nearing the Crossroads
[Exits: north west]
Southern Road is [KNIGHT] controlled. Players near you:
<PK> Brannoc Nearing the Crossroads
Nearing the Crossroads
[Exits: east south]
Alas, you cannot go that way.
Southern Road is [KNIGHT] controlled. Players near you:
<PK> Brannoc Nearing the Crossroads
Small Crossroads
[Exits: north south west]
A mighty Fortress looms over the area.
Nearing the Crossroads
[Exits: north south]
Small Crossroads
[Exits: north south west]
A mighty Fortress looms over the area.
Southern Road is [KNIGHT] controlled. Players near you:
<PK> Brannoc Small Crossroads
Southern Road is [KNIGHT] controlled. Players near you:
<PK> Brannoc Small Crossroads
Nearing the Crossroads
[Exits: east west]
A cold stone rests here, dark veins pulsing faintly beneath its surface.
Nearing the Crossroads
[Exits: east west]
A vein of dull lead breaks through the surface here.
Path to Tarandue
[Exits: east south]
Alas, you cannot go that way.
Path to Tarandue
[Exits: north west]
Alas, you cannot go that way.
Nearing Tarandue
[Exits: east west]
Nearing Tarandue
[Exits: east south]
A small, dusty path
[Exits: north south]
Alas, you cannot go that way.
By a guardshack
[Exits: north (east) west]
A mighty Fortress looms over the area.
Along a dusty path
[Exits: east south]
Along a dusty path
[Exits: north south]
Along a dusty path
[Exits: north (east) west]
Tarandue is [KNIGHT] controlled. Players near you:
<PK> Brannoc Along a dusty path
A wide dirt road
[Exits: (north) east west]
A gnome man is walking here, on his way to work.
A wide dirt road
[Exits: (north) east (south) west]
A gnome man is walking here, on his way to work.
Tarandue is [KNIGHT] controlled. Players near you:
<PK> Brannoc A wide dirt road
The Market Square of Tarandue
[Exits: north east south west]
A small stone well has been built in the square here.
A small gnome scientist walks about here, mumbling.
A gnome citizen of Tarandue browses the streets here.
Guild Road
[Exits: (north) east south west]
A strange glowing sign is here pointing south.
[UNKNOWN] A horde of Maelbrim zombies make their way to the chiefs home.
A gnome citizen of Tarandue browses the streets here.
Guild Road
[Exits: north east south west]
A mighty Fortress looms over the area.
Guild Road
[Exits: north east south west]
A mighty Fortress looms over the area.
Guild Road
[Exits: north east south west]
Entrance to an Empty Guild
[Exits: south down]
The Strawman's Lair
[Exits: up]
A lifeless scarecrow has been propped up on a chair. It stares directly at you.
They aren't here.
You can't see the area out of this room.
Entrance to an Empty Guild
[Exits: south down]
Guild Road
[Exits: north east south west]
Tarandue is [KNIGHT] controlled. Players near you:
<PK> Brannoc Guild Road
Guild Road
[Exits: north east south west]
A mighty Fortress looms over the area.
Guild Road
[Exits: north east south west]
A mighty Fortress looms over the area.
Guild Road
[Exits: (north) east south west]
A strange glowing sign is here pointing south.
[UNKNOWN] A horde of Maelbrim zombies make their way to the chiefs home.
A gnome citizen of Tarandue browses the streets here.
The Market Square of Tarandue
[Exits: north east south west]
A small stone well has been built in the square here.
A small gnome scientist walks about here, mumbling.
A gnome citizen of Tarandue browses the streets here.
A wide dirt road
[Exits: (north) east (south) west]
A gnome man is walking here, on his way to work.
A wide dirt road
[Exits: (north) east west]
A gnome man is walking here, on his way to work.
Along a dusty path
[Exits: north (east) west]
You aren't in a cabal.
Along a dusty path
[Exits: north south]
Along a dusty path
[Exits: east south]
By a guardshack
[Exits: north (east) west]
A mighty Fortress looms over the area.
The door is closed.
[Sacred Oak](Inductee) Brannoc: 'Ye see em?'
The door is closed.
A small, dusty path
[Exits: north south]
Alas, you cannot go that way.
Nearing Tarandue
[Exits: east south]
Nearing Tarandue
[Exits: east west]
Path to Tarandue
[Exits: north west]
Alas, you cannot go that way.
Path to Tarandue
[Exits: east south]
Nearing the Crossroads
[Exits: east west]
A vein of dull lead breaks through the surface here.
Nearing the Crossroads
[Exits: east west]
A cold stone rests here, dark veins pulsing faintly beneath its surface.
Small Crossroads
[Exits: north south west]
A mighty Fortress looms over the area.
[Sacred Oak](Inductee) Dragis: 'Nope.'
Southern Road is [KNIGHT] controlled. Players near you:
<PK> Brannoc Small Crossroads
Nearing the Crossroads
[Exits: east south]
Nearing the Crossroads
[Exits: north west]
Nearing Maelbrim's Southern Checkpoint
[Exits: north south]
A mighty Fortress looms over the area.
Nearing Maelbrim's Southern Checkpoint
[Exits: north south west]
A small sign is nailed to a tree here in the road.
Nearing Seer Point
[Exits: north east south west]
Southern Road is [KNIGHT] controlled. Players near you:
<PK> Brannoc Nearing Seer Point
Seer Point
[Exits: north south]
(White Aura) An Aberrant Guard scans the entrance to the city.
(White Aura) An Aberrant Guard scans the entrance to the city.
Maelbrim is [TRIBUNAL] controlled. Players near you:
<PK> Brannoc Seer Point
Vigilance Way
[Exits: north east south west]
Maelbrim is [TRIBUNAL] controlled. Players near you:
<PK> Brannoc Vigilance Way
The sun slowly disappears in the west.
Affects:
4 16 8 19
bts btf btt vow
Spell: sanctuary : for 5 hours
Spell: bladestorm : modifies ac by 75 for 3 hours
Spell: healing : for 0 hours
Spell: predict : for 1 hours
Spell: drug use : for 16 hours
Spell: mounted : for 20 hours
Spell: vomit : for 5 hours
Spell: detect invis : for 1 hours
Vigilance Way
[Exits: north south]
The Southern Commons
[Exits: north east south west]
A polished marble fountain carved into the shape of dolphins gushes crystalline water.
A gnomish farmer is wandering around here.
You drink water from a large fountain.
Your thirst is quenched.
Maelbrim is [TRIBUNAL] controlled. Players near you:
<PK> Brannoc The Southern Commons
The Demesne of Fire
[Exits: east west]
A well-off citizen of Maelbrim is here, enjoying his spare time.
A dwarven mason is here, conducting his daily duties.
The Demesne of Will
[Exits: north east south west up]
A signpost has been planted here, showing the paths through the Conservatory of Nature.
The Demesne of Water
[Exits: east west]
A well-off citizen of Maelbrim is here, enjoying his spare time.
Path of Gold
[Exits: north south west]
The Entrance of the Gold Dragon Inn
[Exits: north south]
Darvin, the Guardian of the Gold Dragon, is here standing guard.
The Gold Dragon Inn Commons
[Exits: north east west]
A long wooden bar spans the room here.
Tamara the Bartender is here, lounging at her new bar.
Tamara gives you a passing glance.
You haggle the price down to 282 coins.
You buy some chocolate muffins.
Within the Kitchens
[Exits: east]
(Glowing) Forged of fine black iron, a mighty fire roars inside this massive oven.
Brumhilda, Head Chef of the Gold Dragon Inn, stands here, arms crossed.
You eat some chocolate muffins.
You are full.
You sit down and begin to meditate.
~ Wanderers of Aabahran ~
[50 Half Bla] <PK> (Sacred Oak [I]) Brannoc Fandrun the Doomblade
[ Drow ] <PK> [WARMASTER] Shylilli the Vengeance of the Forest
[ Undea ] <PK> Aliziu Talgra the Handmaiden of the Nameless
[ Minot ] <PK> (Sacred Oak [I]) Dragis Nietzchkoff the Knight of Fury
[ Feral ] <PK> [WARMASTER] (OUTLAW) (WANTED) Skhreem the Master of Living Chii
[ Feral ] <PK> Girmph the Master of the Turning Tide
Players matched: 6
There are 6 characters on, the most on since startup was 20.
The title of Master Questor of Aabahran is currently held by Aliziu.
There are 1 contracts available to you.
Affects:
4 16 8 19
bts btf btt vow
Spell: sanctuary : for 5 hours
Spell: bladestorm : modifies ac by 75 for 3 hours
Spell: healing : for 0 hours
Spell: predict : for 1 hours
Spell: drug use : for 16 hours
Spell: mounted : for 20 hours
Spell: vomit : for 5 hours
Spell: detect invis : for 1 hours
You are ready for another healing session.
You stop meditating and stand up.
You are already standing.
Maelbrim is [TRIBUNAL] controlled. Players near you:
<PK> Brannoc Within the Kitchens
~ Wanderers of Aabahran ~
[50 Half Bla] <PK> (Sacred Oak [I]) Brannoc Fandrun the Doomblade
[ Drow ] <PK> [WARMASTER] Shylilli the Vengeance of the Forest
[ Undea ] <PK> Aliziu Talgra the Handmaiden of the Nameless
[ Minot ] <PK> (Sacred Oak [I]) Dragis Nietzchkoff the Knight of Fury
[ Feral ] <PK> [WARMASTER] (OUTLAW) (WANTED) Skhreem the Master of Living Chii
[ Feral ] <PK> Girmph the Master of the Turning Tide
Players matched: 6
There are 6 characters on, the most on since startup was 20.
You tell Girmph 'Oh quit yer playin. Ye was en ants toof from havin uh rock with yer name onnit.'
The title of Master Questor of Aabahran is currently held by Aliziu.
There are 1 contracts available to you.
[Sacred Oak](Inductee) Dragis: 'Why does everything hit so hard?'
~ Wanderers of Aabahran ~
[50 Half Bla] <PK> (Sacred Oak [I]) Brannoc Fandrun the Doomblade
[ Drow ] <PK> [WARMASTER] Shylilli the Vengeance of the Forest
[ Undea ] <PK> Aliziu Talgra the Handmaiden of the Nameless
[ Minot ] <PK> (Sacred Oak [I]) Dragis Nietzchkoff the Knight of Fury
[ Feral ] <PK> [WARMASTER] (OUTLAW) (WANTED) Skhreem the Master of Living Chii
[ Feral ] <PK> Girmph the Master of the Turning Tide
Players matched: 6
There are 6 characters on, the most on since startup was 20.
The title of Master Questor of Aabahran is currently held by Aliziu.
There are 1 contracts available to you.
Girmph tells you 'That's why I said pretty good.'
The Gold Dragon Inn Commons
[Exits: north east west]
A long wooden bar spans the room here.
Tamara the Bartender is here, lounging at her new bar.
Tamara gives you a passing glance.
The Entrance of the Gold Dragon Inn
[Exits: north south]
Darvin, the Guardian of the Gold Dragon, is here standing guard.
Path of Gold
[Exits: north south west]
Path of Gold
[Exits: north east south west]
Path of Gold
[Exits: north east south]
A well-off citizen of Maelbrim is here, enjoying his spare time.
An old woman is here, dressed in rags.
The King's Square
[Exits: north east south west]
A polished marble fountain carved into the shape of dolphins gushes crystalline water.
(White Aura) A small toddler is here, dressed only in swaddling clothes.
Dorcy turns towards you.
Dorcy says 'Ah, Brannoc, it is rumored a great beast lurks in the Caves of Kamir.'
Dorcy says 'Would you take this task upon yourself and rid the caves of the problem?'
Dorcy peers at you in expecting a yes or no answer.
The Entrance to Newander Park
[Exits: north south]
(Glowing) Warmly glowing lanterns are hung throughout the trees, illuminating the park.
Maelbrim is [TRIBUNAL] controlled. Players near you:
<PK> Brannoc The Entrance to Newander Park
The King's Square
[Exits: north east south west]
A polished marble fountain carved into the shape of dolphins gushes crystalline water.
(White Aura) A small toddler is here, dressed only in swaddling clothes.
Rift Road
[Exits: east west]
A small cat is here, purring.
Rift Road
[Exits: east south west]
A gnomish farmer is wandering around here.
A well-off citizen of Maelbrim is here, enjoying his spare time.
Rift Road
[Exits: north east west]
The Forum
[Exits: north east south west]
A set of Imperial banners stand proudly around the commons.
The official Tribunal Roll Call has been posted here.
The statue of a dwarf stands here proudly, hewn in white marble.
A marble fountain carved in the likeness of a regal-looking illithid is here.
(White Aura) A Marshall of Maelbrim stands here, enforcing the Law.
[Sacred Oak](Inductee) Brannoc: 'Be tha way o things when yer not pertected yet..'
~ Wanderers of Aabahran ~
[50 Half Bla] <PK> (Sacred Oak [I]) Brannoc Fandrun the Doomblade
[ Drow ] <PK> [WARMASTER] Shylilli the Vengeance of the Forest
[ Undea ] <PK> Aliziu Talgra the Handmaiden of the Nameless
[ Minot ] <PK> (Sacred Oak [I]) Dragis Nietzchkoff the Knight of Fury
[ Feral ] <PK> [WARMASTER] (OUTLAW) (WANTED) Skhreem the Master of Living Chii
[ Feral ] <PK> Girmph the Master of the Turning Tide
Players matched: 6
There are 6 characters on, the most on since startup was 20.
The title of Master Questor of Aabahran is currently held by Aliziu.
There are 1 contracts available to you.
Maelbrim is [TRIBUNAL] controlled. Players near you:
<PK> Brannoc The Forum
Regent Avenue
[Exits: east south west]
A bounty hunter for the Maelbrim jailer stands here glowering.
Regent Avenue
[Exits: north east west]
Regent Avenue
[Exits: north east south west]
Green Square
[Exits: north east south west]
A big SIGN waiting to be read points north.
A polished marble fountain carved into the shape of dolphins gushes crystalline water.
(White Aura) An old, tired looking man stands here bent over a cane.
Sedgewick turns towards you.
Sedgewick says 'Ah, Brannoc, it is rumored a great beast lurks in the Caves of Kamir.'
Sedgewick says 'Would you take this task upon yourself and rid the caves of the problem?'
Sedgewick peers at you in expecting a yes or no answer.
Regent Avenue
[Exits: east south west]
Regent Avenue
[Exits: north east south west]
Regent Avenue
[Exits: east west]
Vanguard Point
[Exits: east west]
(White Aura) An Aberrant Guard scans the entrance to the city.
(White Aura) An Aberrant Guard scans the entrance to the city.
Nearing Vanguard Point
[Exits: north east south west]
The Eastern Road is [KNIGHT] controlled. Players near you:
<PK> Brannoc Nearing Vanguard Point
The Eastern Road is [KNIGHT] controlled. Players near you:
<PK> Brannoc Nearing Vanguard Point
Near Vanguard Point
[Exits: east west]
A gradually widening path
[Exits: east west]
(Glowing) The ground is disturbed here, smooth yet radiating with magic.
A Small Plateau in the Dragon's Teeth
[Exits: east (south) west]
The Road into the Dragon's Teeth
[Exits: east down]
The Road into the Dragon's Teeth
[Exits: up down]
The Road into the Dragon's Teeth
[Exits: west up]
The Road into the Dragon's Teeth
[Exits: east down]
You stop looking for the attack you predicted.
You no longer see invisible objects.
The Road into the Dragon's Teeth
[Exits: west up]
A mighty Fortress looms over the area.
The Road into the Dragon's Teeth
[Exits: east west]
A mighty Fortress looms over the area.
The Road into the Dragon's Teeth
[Exits: east south]
The Road into the Dragon's Teeth
[Exits: north west]
The Base of the Dragon's Teeth
[Exits: east west]
Nearing the Crossroads
[Exits: east west]
The Eastern Road is [KNIGHT] controlled. Players near you:
<PK> Brannoc Nearing the Crossroads
The Crossroads
[Exits: north east south west]
A mighty Fortress looms over the area.
A young werebeast stands here, leaning on his spear.
A werebeast looks into the sky.
A werebeast says in a foreign tongue 'I gnowgnow whrroo brawowgrsnuhhr ghuhhrawou.'
A werebeast says in a foreign tongue 'Whrroo whuhgnoughgn browoobrwh so gnoooognawrwawrr.'
The Northern Trail
[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.
Fort Blackwatch is [KNIGHT] controlled. Players near you:
<PK> Brannoc The Northern Trail
The Crossroads
[Exits: north east south west]
A mighty Fortress looms over the area.
A young werebeast stands here, leaning on his spear.
A werebeast looks into the sky.
A werebeast says in a foreign tongue 'I gnowgnow whrroo brawowgrsnuhhr ghuhhrawou.'
A werebeast says in a foreign tongue 'Whrroo whuhgnoughgn browoobrwh so gnoooognawrwawrr.'
Nearing the Cross Roads
[Exits: north east]
A fragrant sandalwood tree stands here, ready to be felled.
Lower Foothills
[Exits: north south west]
A patch of greyish herbs grows in the wild here.
A tree spreads its branches through the canopy.
Leaving the Woodland
[Exits: east west]
A vine of purple leaves grows in the wild here.
A troop of storm giant soldiers is here.
A cart bearing supplies is here.
A Small Clearing
[Exits: north east west]
A mighty Fortress looms over the area.
(White Aura) [KNIGHT] A regiment of Praetorian guards celebrate their victory here
The Eastern Road is [KNIGHT] controlled. Players near you:
<PK> Brannoc A Small Clearing
Entrance to Elderwood
[Exits: north south]
Elderwood is [KNIGHT] controlled. Players near you:
<PK> Brannoc Entrance to Elderwood
A Small Clearing
[Exits: north east west]
A mighty Fortress looms over the area.
(White Aura) [KNIGHT] A regiment of Praetorian guards celebrate their victory here
Thickening Woods
[Exits: east west]
A large murder of crows nearly turns the trees black here.
Light Woods
[Exits: east west]
The Eastern Checkpoint
[Exits: east west]
A column of Crusaders is camped here.
The Grasslands
[Exits: east west]
A mighty Fortress looms over the area.
A Ramshackle Tent City
[Exits: east west]
An abandoned caravan remains here, the citizens seemed to have left.
(White Aura) [KNIGHT] A ward of Praetorian guards stand in support.
The Eastern Gate of Val Miran
[Exits: north east south west up]
A feral citizen of Val Miran walks the streets here.
(White Aura) A Gateguard is here, member of the Tribunal Blood Guard.
Blood Guard says in a foreign tongue 'Kichiktsk'! Shvra kviktkch chaiskai of Zhik Zvavrikts!'
ValMiran is [TRIBUNAL] controlled. Players near you:
<PK> Brannoc The Eastern Gate of Val Miran
Queen Isabeau Avenue
[Exits: east west]
Queen Isabeau Avenue
[Exits: east west]
The Eastern Square of Val Miran
[Exits: north east south west]
An artful Karakken-Fountain gushes forth fresh water.
A tiny maintenance bot whirrs around looking for a new task.
Queen Isabeau Avenue
[Exits: north east south west]
Queen Isabeau Avenue
[Exits: north east south west]
Queen Isabeau Avenue
[Exits: north east south west]
Zenja's Alchemy Shoppe
[Exits: south up]
Zenja the witch is here brewing potions for sale to the public.
[Lv Price Coin Qty] Item
[35 6250 GO -- ] some green hemp
[ 1 4375 GO -- ] a potion of recall
[15 4125 GO -- ] a black pill of teleport
[15 3125 GO -- ] a translucent potion
[ 5 3125 GO -- ] a potion of flight
[20 2500 GO -- ] a potion of detect-invisibility
[ 5 1875 GO -- ] a potion of invisibility
Zenja the witch closes up the shop for the night.
Zenja the witch walks up.
The Witch's Bedroom
[Exits: down]
Zenja the witch is sleeping here.
Zenja the witch wakes and stands up.
You haggle the price down to 1892 coins.
You buy a potion of flight.
You haggle the price down to 2282 coins.
You buy a potion of flight.
You haggle the price down to 1876 coins.
You have become better at haggle! [84%]
You buy a potion of flight.
You haggle the price down to 2016 coins.
You buy a potion of flight.
Zenja's Alchemy Shoppe
[Exits: south up]
Queen Isabeau Avenue
[Exits: north east south west]
ValMiran is [TRIBUNAL] controlled. Players near you:
<PK> Brannoc Queen Isabeau Avenue
The Central Square of Val Miran
[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.
A tiny maintenance bot whirrs around looking for a new task.
High Lady Eulau of the Rightous Palm is here, issuing orders to the guards.
Ivesianna Avenue
The immediate area is covered in blood and gore. Debris lay everywhere,
and the smell of burnt flesh is in the air. Scorch marks from some sort of
divine power lay remnant to the destruction caused here.
[Exits: north east south]
A large sign etched with a rusted needle on it points east.
A Blood Guard Patroller stands firmly at the entrance.
Ivesianna Avenue
[Exits: north south west]
Ivesianna Avenue
[Exits: north south]
Square of the Fallen
[Exits: north east south west]
A granite fountain is here, gushing forth fresh water.
A tiny maintenance bot whirrs around looking for a new task.
Brannoc is using:
<used as light> (Glowing) the Crimson Banner of the Peoples Republic of Miruvhor
something.
something.
<worn around neck> (Glowing) (Humming) a necklace of woven leaves
<worn around neck> a ruby brooch adorned with a small charm
<worn on head> some Clay-Smeared Hairs
<worn on ear> (Glowing) an Alumel Gauge
<worn on torso> an "I love Rheydin Rubble" t-shirt
<worn on arms> black basilisk-hide armguards
<worn on hands> a pair of basilisk-hide gloves
<worn on legs> (Humming) fine elven leggings
<worn on feet> a pair of basilisk-hide boots
<worn about body> (Glowing) (Humming) a Mortal Globe of Invulnerability
<worn about waist> an ugly green belt
<worn around wrist> a band of slimy material
<worn around wrist> a band of slimy material
<wielded> "Decobru" the Gladiator Broadsword
<dual wielded> (Glowing) (Humming) 'Durindel' the Sword of Flame
<sheathed on back> (Humming) "Vellencht" the Gaze of the Law
<sheathed on waist> (Glowing) a severed demon talon
<worn on face> a violet veil
<floating nearby> a Mote of Tides
<in the quiver> nothing.
<coiled on shoulder> (Glowing) a winged water dragon
Affects:
1 13 5 16
bts btf btt vow
Spell: sanctuary : for 2 hours
Spell: bladestorm : modifies ac by 75 for 0 hours
Spell: drug use : for 13 hours
Spell: mounted : for 17 hours
Spell: vomit : for 2 hours
Ivesianna Avenue
[Exits: north south]
Ivesianna Avenue
[Exits: north east south (west)]
An armed citizen watches you suspiciously.
Ivesianna Avenue
[Exits: north east south west]
Ivesianna Avenue
[Exits: north east south]
The Great Northern Gate of Val Miran
[Exits: north south]
A small dog rests here, awaiting its owner.
(White Aura) A Gateguard is here, member of the Tribunal Blood Guard.
Blood Guard says in a foreign tongue 'Kichiktsk'! Shvra kviktkch chaiskai of Zhik Zvavrikts!'
The Forest's Edge
[Exits: north south]
A mighty Fortress looms over the area.
A knot of twisted root tendrils grows in the wild here.
Elium Forest is [KNIGHT] controlled. Players near you:
<PK> Brannoc The Forest's Edge
Delving Deeper into the Dark Wood
[Exits: north east south]
A dark treant is here, aiding the demise of this forest.
Dark Elium Forest
[Exits: north east south]
A deposit of raw jade glitters in the stone here.
A dark treant is here, aiding the demise of this forest.
Dark Elium Forest
[Exits: north east south]
A dark treant is here, aiding the demise of this forest.
A darkly lush forest
[Exits: north east south]
A tree stump of a very old tree is here.
A dark forest imp flits about here, on small, tattered wings.
A darkly lush forest
[Exits: north east south west]
A tree spreads its branches through the canopy.
A dark forest imp flits about here, on small, tattered wings.
An old grove of oak
[Exits: north east south west]
A dark forest imp flits about here, on small, tattered wings.
An old grove of oak
[Exits: north east south west]
A pool of springwater is gathered here.
An old grove of oak
[Exits: north east south west up]
Torilar, the Elder Druid of Elium, is here in distress.
Torilar says 'Thank Gaia you have come, Brannoc. The fire giants...'
Torilar says 'They are destroying my forest!'
Torilar says, 'Please help me!'
Torilar wrings his hands in despair.
Torilar waits for you to say whether or not you will 'help'.
Climbing a sturdy tree
[Exits: (up) down]
You open the hatch above you.
Torilar's Treehouse
[Exits: west down]
A wooden footlocker is resting on the ground here.
Alas, you cannot go that way.
You open a wooden footlocker.
You get a bowl of herbs from a wooden footlocker.
Elium Forest is [KNIGHT] controlled. Players near you:
<PK> Brannoc Torilar's Treehouse
~ Wanderers of Aabahran ~
[50 Half Bla] <PK> (Sacred Oak [I]) Brannoc Fandrun the Doomblade
[ Drow ] <PK> [WARMASTER] Shylilli the Vengeance of the Forest
[ Undea ] <PK> Aliziu Talgra the Handmaiden of the Nameless
[ Minot ] <PK> (Sacred Oak [I]) Dragis Nietzchkoff the Knight of Fury
[ Feral ] <PK> [WARMASTER] (OUTLAW) (WANTED) Skhreem the Master of Living Chii
[ Feral ] <PK> Girmph the Master of the Turning Tide
Players matched: 6
There are 6 characters on, the most on since startup was 20.
The title of Master Questor of Aabahran is currently held by Aliziu.
There are 1 contracts available to you.
Alas, you cannot go that way.
Alas, you cannot go that way.
Climbing a sturdy tree
[Exits: up down]
An old grove of oak
[Exits: north east south west up]
Torilar, the Elder Druid of Elium, is here in distress.
Torilar says 'Thank Gaia you have come, Brannoc. The fire giants...'
Torilar says 'They are destroying my forest!'
Torilar says, 'Please help me!'
Torilar wrings his hands in despair.
Torilar waits for you to say whether or not you will 'help'.
Elium Forest is [KNIGHT] controlled. Players near you:
<PK> Brannoc An old grove of oak
A darkly lush forest
[Exits: north east south west]
A darkly lush forest
[Exits: north east south west]
A mass of writhing vines squirms on the ground here.
In a thick and unruly forest
[Exits: north east west]
A forest goblin wanders the forest here.
~ Wanderers of Aabahran ~
[50 Half Bla] <PK> (Sacred Oak [I]) Brannoc Fandrun the Doomblade
[ Undea ] <PK> Aliziu Talgra the Handmaiden of the Nameless
[ Minot ] <PK> (Sacred Oak [I]) Dragis Nietzchkoff the Knight of Fury
[ Feral ] <PK> [WARMASTER] (OUTLAW) (WANTED) Skhreem the Master of Living Chii
[ Feral ] <PK> Girmph the Master of the Turning Tide
Players matched: 5
There are 5 characters on, the most on since startup was 20.
The title of Master Questor of Aabahran is currently held by Aliziu.
There are 1 contracts available to you.
You go to sleep.
Your focus wavers and you step out of the bladestorm stance.
You hear another tree fall in the distance.
You wake and stand up.
Elium Forest is [KNIGHT] controlled. Players near you:
<PK> Brannoc In a thick and unruly forest
~ Wanderers of Aabahran ~
[50 Half Bla] <PK> (Sacred Oak [I]) Brannoc Fandrun the Doomblade
[ Undea ] <PK> Aliziu Talgra the Handmaiden of the Nameless
[ Minot ] <PK> (Sacred Oak [I]) Dragis Nietzchkoff the Knight of Fury
[ Feral ] <PK> Girmph the Master of the Turning Tide
Players matched: 4
There are 4 characters on, the most on since startup was 20.
The title of Master Questor of Aabahran is currently held by Aliziu.
In a thick and unruly forest
[Exits: north east west]
A mass of writhing vines squirms on the ground here.
In a thick and unruly forest
[Exits: north east west]
A forest goblin wanders the forest here.
Dark Elium Forest
[Exits: north east west]
Alas, you cannot go that way.
Delving Deeper into the Dark Wood
[Exits: north east south]
A dark treant is here, aiding the demise of this forest.
Alas, you cannot go that way.
The Forest's Edge
[Exits: north south]
A mighty Fortress looms over the area.
A knot of twisted root tendrils grows in the wild here.
The Great Northern Gate of Val Miran
[Exits: north south]
A small dog rests here, awaiting its owner.
(White Aura) A Gateguard is here, member of the Tribunal Blood Guard.
Blood Guard says in a foreign tongue 'Tstk'ikeskazv'vts izvtsehtkkashehv, zvitsskesheh to Zhik Zvavrikts.'
Ivesianna Avenue
[Exits: north east south]
Ivesianna Avenue
[Exits: north east south west]
ValMiran is [TRIBUNAL] controlled. Players near you:
<PK> Brannoc Ivesianna Avenue
Ivesianna Avenue
[Exits: north east south (west)]
An armed citizen watches you suspiciously.
Ivesianna Avenue
[Exits: north south]
A tiny maintenance bot whirrs around looking for a new task.
Square of the Fallen
[Exits: north east south west]
A granite fountain is here, gushing forth fresh water.
Ivesianna Avenue
[Exits: north south]
Ivesianna Avenue
[Exits: north south west]
Ivesianna Avenue
The immediate area is covered in blood and gore. Debris lay everywhere,
and the smell of burnt flesh is in the air. Scorch marks from some sort of
divine power lay remnant to the destruction caused here.
[Exits: north east south]
A large sign etched with a rusted needle on it points east.
A Blood Guard Patroller stands firmly at the entrance.
The Central Square of Val Miran
[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.
High Lady Eulau of the Rightous Palm is here, issuing orders to the guards.
~ Wanderers of Aabahran ~
[50 Half Bla] <PK> (Sacred Oak [I]) Brannoc Fandrun the Doomblade
[ Undea ] <PK> Aliziu Talgra the Handmaiden of the Nameless
[ Minot ] <PK> (Sacred Oak [I]) Dragis Nietzchkoff the Knight of Fury
[ Feral ] <PK> Girmph the Master of the Turning Tide
Players matched: 4
There are 4 characters on, the most on since startup was 20.
The title of Master Questor of Aabahran is currently held by Aliziu.
ValMiran is [TRIBUNAL] controlled. Players near you:
<PK> Brannoc The Central Square of Val Miran
Queen Isabeau Avenue
[Exits: north east south west]
Queen Isabeau Avenue
[Exits: north east south west]
Queen Isabeau Avenue
[Exits: north east south west]
The Eastern Square of Val Miran
[Exits: north east south west]
An artful Karakken-Fountain gushes forth fresh water.
A tiny maintenance bot whirrs around looking for a new task.
Queen Isabeau Avenue
[Exits: east west]
Queen Isabeau Avenue
[Exits: east west]
The Eastern Gate of Val Miran
[Exits: north east south west up]
A feral citizen of Val Miran walks the streets here.
(White Aura) A Gateguard is here, member of the Tribunal Blood Guard.
Blood Guard steps aside and allow you to pass him.
A Ramshackle Tent City
[Exits: east west]
An abandoned caravan remains here, the citizens seemed to have left.
(White Aura) [KNIGHT] A ward of Praetorian guards stand in support.
The Grasslands
[Exits: east west]
A mighty Fortress looms over the area.
The Eastern Road is [KNIGHT] controlled. Players near you:
<PK> Brannoc The Grasslands
The Eastern Checkpoint
[Exits: east west]
A column of Crusaders is camped here.
Light Woods
[Exits: east west]
Thickening Woods
[Exits: east west]
A large murder of crows nearly turns the trees black here.
A Small Clearing
[Exits: north east west]
A mighty Fortress looms over the area.
(White Aura) [KNIGHT] A regiment of Praetorian guards celebrate their victory here
Leaving the Woodland
[Exits: east west]
A vine of purple leaves grows in the wild here.
A troop of storm giant soldiers is here.
A cart bearing supplies is here.
Lower Foothills
[Exits: north south west]
A patch of greyish herbs grows in the wild here.
A tree spreads its branches through the canopy.
Greener Hills
[Exits: east south]
The Forward Keep is [KNIGHT] controlled. Players near you:
<PK> Brannoc Greener Hills
Climbing into the Wood
[Exits: north west]
Before a Vast Forest
[Exits: north south]
A mighty Fortress looms over the area.
Along the Wooded Road
[Exits: north east south west]
A mighty Fortress looms over the area.
A seam of milky quartz breaks through the surface here.
A Mix of Pine and Beech
[Exits: east west]
Young Pine Trees
[Exits: north east]
Alas, you cannot go that way.
The Forward Keep is [KNIGHT] controlled. Players near you:
<PK> Brannoc Young Pine Trees
You lose your battlesphere.
You cannot predict that.
You cannot predict that.
You begin to look for any signs of bolt.
You sit down and begin to meditate.
~ Wanderers of Aabahran ~
[50 Half Bla] <PK> (Sacred Oak [I]) Brannoc Fandrun the Doomblade
[ Undea ] <PK> Aliziu Talgra the Handmaiden of the Nameless
[ Minot ] <PK> (Sacred Oak [I]) Dragis Nietzchkoff the Knight of Fury
[ Feral ] <PK> Girmph the Master of the Turning Tide
Players matched: 4
There are 4 characters on, the most on since startup was 20.
The title of Master Questor of Aabahran is currently held by Aliziu.
You stop meditating and stand up.
You go to sleep.
/ You are in the prime of your health. \
| Anatomy : Mob Human Elf Dwarf DemiHum Giant Beast Flying Unique |
| 83 40 20 0 25 31 6 13 100 |
| Lysenties' silver light hastens your mending. |
\---------------------------------------------------------------------/
The protective aura around your body fades.
You wake and stand up.
The Forward Keep is [KNIGHT] controlled. Players near you:
<PK> Brannoc Young Pine Trees
~ Wanderers of Aabahran ~
[50 Half Bla] <PK> (Sacred Oak [I]) Brannoc Fandrun the Doomblade
[ Undea ] <PK> Aliziu Talgra the Handmaiden of the Nameless
[ Minot ] <PK> (Sacred Oak [I]) Dragis Nietzchkoff the Knight of Fury
[ Feral ] <PK> Girmph the Master of the Turning Tide
Players matched: 4
There are 4 characters on, the most on since startup was 20.
The title of Master Questor of Aabahran is currently held by Aliziu.
Affects:
- 10 2 13
bts btf btt vow
Spell: predict : for 11 hours
Spell: drug use : for 10 hours
Spell: mounted : for 14 hours
You empty your mind and focus on your sphere of battle.
You have become better at battlesphere! [67%]
The Forward Keep is [KNIGHT] controlled. Players near you:
<PK> Brannoc Young Pine Trees
Alas, you cannot go that way.
Alas, you cannot go that way.
Huh?
Young Pine Trees
[Exits: north east]
You go to sleep.
Brannoc is using:
<used as light> (Glowing) the Crimson Banner of the Peoples Republic of Miruvhor
something.
something.
<worn around neck> (Glowing) (Humming) a necklace of woven leaves
<worn around neck> a ruby brooch adorned with a small charm
<worn on head> some Clay-Smeared Hairs
<worn on ear> (Glowing) an Alumel Gauge
<worn on torso> an "I love Rheydin Rubble" t-shirt
<worn on arms> black basilisk-hide armguards
<worn on hands> a pair of basilisk-hide gloves
<worn on legs> (Humming) fine elven leggings
<worn on feet> a pair of basilisk-hide boots
<worn about body> (Glowing) (Humming) a Mortal Globe of Invulnerability
<worn about waist> an ugly green belt
<worn around wrist> a band of slimy material
<worn around wrist> a band of slimy material
<wielded> "Decobru" the Gladiator Broadsword
<dual wielded> (Glowing) (Humming) 'Durindel' the Sword of Flame
<sheathed on back> (Humming) "Vellencht" the Gaze of the Law
<sheathed on waist> (Glowing) a severed demon talon
<worn on face> a violet veil
<floating nearby> a Mote of Tides
<in the quiver> nothing.
<coiled on shoulder> (Glowing) a winged water dragon
Alias added: aa = 'dual durindel'
Affects:
49 9 1 12
bts btf btt vow
Spell: predict : for 10 hours
Spell: drug use : for 9 hours
Spell: mounted : for 13 hours
You wake and stand up.
Young Pine Trees
[Exits: north east]
The Forward Keep is [KNIGHT] controlled. Players near you:
<PK> Brannoc Young Pine Trees
A Mix of Pine and Beech
[Exits: east west]
Alas, you cannot go that way.
Along the Wooded Road
[Exits: north east south west]
A mighty Fortress looms over the area.
A seam of milky quartz breaks through the surface here.
A hired hand is here, walking the road to the Keep.
Before a Vast Forest
[Exits: north south]
A mighty Fortress looms over the area.
Alas, you cannot go that way.
Climbing into the Wood
[Exits: north west]
You stop using 'Durindel' the Sword of Flame.
You hold a glimmering white staff in your hand.
Greener Hills
[Exits: east south]
Lower Foothills
[Exits: north south west]
A patch of greyish herbs grows in the wild here.
A tree spreads its branches through the canopy.
Nearing the Cross Roads
[Exits: north east]
A fragrant sandalwood tree stands here, ready to be felled.
The Eastern Road is [KNIGHT] controlled. Players near you:
<PK> Brannoc Nearing the Cross Roads
The Crossroads
[Exits: north east south west]
A mighty Fortress looms over the area.
A young werebeast stands here, leaning on his spear.
A werebeast looks into the sky.
A werebeast says in a foreign tongue 'I gnowgnow whrroo brawowgrsnuhhr ghuhhrawou.'
A werebeast says in a foreign tongue 'Whrroo whuhgnoughgn browoobrwh so gnoooognawrwawrr.'
The Northern Trail
[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.
Fort Blackwatch is [KNIGHT] controlled. Players near you:
<PK> Brannoc The Northern Trail
The Crossroads
[Exits: north east south west]
A mighty Fortress looms over the area.
A young werebeast stands here, leaning on his spear.
A werebeast says in a foreign tongue 'Brouwrgh of rruhsnou is Wroubr Ghougroogh ahhrgh owoohrwh of rruhsnou is Grooourwwrwruhrr, rwbruh of whrroo brourwrrahrrwh bruhbrawouwr.'
A werebeast says in a foreign tongue 'If uhahoo wrawowgr a gruhgn Snrwawrrgrowhr grgnawgrow is a wrrroobrow snoouhgrsnou snbrow groohrgnwh groobrgr.'
Nearing the Crossroads
[Exits: east west]
The Base of the Dragon's Teeth
[Exits: east west]
The Road into the Dragon's Teeth
[Exits: north west]
Alas, you cannot go that way.
The Road into the Dragon's Teeth
[Exits: east south]
Alas, you cannot go that way.
The Road into the Dragon's Teeth
[Exits: east west]
A mighty Fortress looms over the area.
The Road into the Dragon's Teeth
[Exits: west up]
A mighty Fortress looms over the area.
The Road into the Dragon's Teeth
[Exits: east down]
The Road into the Dragon's Teeth
[Exits: west up]
The Road into the Dragon's Teeth
[Exits: up down]
The Road into the Dragon's Teeth
[Exits: east down]
A Small Plateau in the Dragon's Teeth
[Exits: east (south) west]
A gradually widening path
[Exits: east west]
(Glowing) The ground is disturbed here, smooth yet radiating with magic.
Near Vanguard Point
[Exits: east west]
Nearing Vanguard Point
[Exits: north east south west]
Vanguard Point
[Exits: east west]
Girmph is here, sitting astride a warhorse.
(White Aura) An Aberrant Guard scans the entrance to the city.
(White Aura) An Aberrant Guard scans the entrance to the city.
Girmph rides west.
Maelbrim is [TRIBUNAL] controlled. Players near you:
<PK> Brannoc Vanguard Point
Regent Avenue
[Exits: east west]
Regent Avenue
[Exits: north east south west]
You brandish a glimmering white staff.
You are surrounded by a white aura.
You stop using a glimmering white staff.
You wield 'Durindel' the Sword of Flame in your off-hand.
You quaff a potion of flight.
Your feet rise off the ground.
Maelbrim is [TRIBUNAL] controlled. Players near you:
<PK> Brannoc Regent Avenue
You clear your mind and focus on the secrets of Bladestorm.
Regent Avenue
[Exits: east west]
Girmph is here, sitting astride a warhorse.
Vanguard Point
[Exits: east west]
(White Aura) An Aberrant Guard scans the entrance to the city.
(White Aura) An Aberrant Guard scans the entrance to the city.
Nearing Vanguard Point
[Exits: north east south west]
The Eastern Road is [KNIGHT] controlled. Players near you:
<PK> Brannoc Nearing Vanguard Point
You scan all around.
You scan north.
You scan east.
*** Range 1 (east) ***
(White Aura) An Aberrant Guard scans the entrance to the city.
(White Aura) An Aberrant Guard scans the entrance to the city.
*** Range 2 (east) ***
Girmph is here, sitting astride a warhorse.
*** Range 5 (east) ***
(White Aura) An old, tired looking man stands here bent over a cane.
*** Range 6 (east) ***
A citizen of Maelbrim is here, hands calloused, shoulders squared.
You scan south.
You scan west.
You scan up.
You scan down.
Vanguard Point
[Exits: east west]
(White Aura) An Aberrant Guard scans the entrance to the city.
(White Aura) An Aberrant Guard scans the entrance to the city.
Regent Avenue
[Exits: east west]
Girmph is here, sitting astride a warhorse.
Girmph release his stored chii at you!
You yell 'You're a fool if you think you can surprise me, Girmph!'
You step quickly out of Girmph's way ready for the chii bolt!
Your counter *** DEMOLISHES *** Girmph!
Your second counter *** DEMOLISHES *** Girmph!
Girmph has some small wounds and bruises.
Brannoc: [===|===|===|===]
[02:00 | Brannoc: 93% hp 83% mana 79% mv | Girmph: 78% hp 52% mana 49% mv]
You have gained knowledge about beast!
Your flaming bite DISMEMBERS Girmph!
Girmph dodges your attack and redirects the momentum!
Girmph's counterblow maims you!
Girmph parries your attack with his second hand.
Girmph parries your attack with his first hand.
Girmph parries your attack with his second hand.
You dodge Girmph's attack.
Girmph's jab injures you.
Girmph's spin kick mauls you.
Girmph's tiger claw MUTILATES you!
Girmph's pierce kick misses you.
Girmph has quite a few wounds.
Brannoc: [===|===|===|=--]
[02:00 | Brannoc: 82% hp 82% mana 79% mv | Girmph: 72% hp 52% mana 49% mv]
Your thrust MASSACRES Girmph!
Girmph has quite a few wounds.
Brannoc: [===|===|===|=--]
[02:00 | Brannoc: 82% hp 82% mana 79% mv | Girmph: 65% hp 52% mana 49% mv]
Your chop *** DEMOLISHES *** Girmph!
Girmph dodges your attack.
Girmph dodges your attack and redirects the momentum!
Girmph's counterblow decimates you!
Girmph parries your attack with his second hand.
Girmph parries your attack with his first hand.
Girmph dodges your attack.
Girmph's flesh is seared by the flaming 'Durindel' the Sword of Flame.
Your flaming bite scratches Girmph.
Girmph's back fist devastates you!
You parry Girmph's attack.
Girmph's knee thrust mauls you.
You dodge Girmph's attack.
Girmph has quite a few wounds.
Brannoc: [===|===|===|---]
[02:00 | Brannoc: 74% hp 81% mana 79% mv | Girmph: 54% hp 52% mana 49% mv]
Your bladerush MANGLES Girmph!
Girmph has some big nasty wounds and scratches.
Brannoc: [===|===|===|---]
[02:00 | Brannoc: 74% hp 81% mana 79% mv | Girmph: 45% hp 52% mana 49% mv]
Girmph kicks dirt in your eyes!
Girmph's kicked dirt scratches you.
You can't see a thing!
Someone has some big nasty wounds and scratches.
Brannoc: [===|===|===|---]
[02:00 | Brannoc: 73% hp 81% mana 79% mv | Girmph: 45% hp 52% mana 49% mv]
You have gained knowledge about beast!
Someone parries your attack with his second hand.
Someone parries your attack with his first hand.
Someone parries your attack with his second hand.
Your flaming bite MASSACRES someone!
Something digs into someone's body.
Your wrath MUTILATES someone!
You parry someone's attack.
Someone's elbow slash maims you!
You parry someone's attack.
You parry someone's attack.
You dodge someone's attack.
Someone has some big nasty wounds and scratches.
Brannoc: [===|===|===|---]
[02:00 | Brannoc: 70% hp 80% mana 79% mv | Girmph: 35% hp 52% mana 49% mv]
You have become better at backpin! [88%]
Your backpin misses someone.
Someone has some big nasty wounds and scratches.
Brannoc: [===|===|===|---]
[02:00 | Brannoc: 70% hp 80% mana 79% mv | Girmph: 35% hp 52% mana 49% mv]
Someone dodges your attack.
Someone parries your attack with his second hand.
Someone dodges your attack.
You have gained knowledge about beast!
Someone dodges your attack.
Someone parries your attack with his first hand.
Someone's elbow slash decimates you!
Someone's jab wounds you.
Someone's spin kick mauls you.
You dodge someone's attack.
Someone has some big nasty wounds and scratches.
Brannoc: [===|===|==-|---]
[02:00 | Brannoc: 63% hp 79% mana 79% mv | Girmph: 35% hp 52% mana 49% mv]
You rub the dirt out of your eyes.
You snap out of your battletrance.
The bellows on the side of Girmph's helmet hiss softly.
Girmph has some big nasty wounds and scratches.
Brannoc: [===|===|==-|---]
[03:00 | Brannoc: 64% hp 79% mana 85% mv | Girmph: 36% hp 52% mana 61% mv]
Luckily your feet aren't on the ground.
Girmph has some big nasty wounds and scratches.
Brannoc: [===|===|==-|---]
[03:00 | Brannoc: 64% hp 79% mana 85% mv | Girmph: 36% hp 52% mana 61% mv]
Girmph parries your attack with his first hand.
Girmph parries your attack with his second hand.
Girmph parries your attack with his second hand.
Girmph parries your attack with his first hand.
Girmph parries your attack with his first hand.
You parry Girmph's attack.
Girmph's jab wounds you.
You dodge Girmph's attack.
Girmph's dragon claw devastates you!
You dodge Girmph's attack.
Girmph has some big nasty wounds and scratches.
Brannoc: [===|===|==-|---]
[03:00 | Brannoc: 59% hp 79% mana 85% mv | Girmph: 36% hp 52% mana 61% mv]
Your thrust MASSACRES Girmph!
Girmph looks pretty hurt.
Brannoc: [===|===|==-|---]
[03:00 | Brannoc: 59% hp 79% mana 85% mv | Girmph: 29% hp 52% mana 61% mv]
Girmph kicks dirt in your eyes!
Girmph's kicked dirt grazes you.
You can't see a thing!
Someone parries your attack with his first hand.
Someone dodges your attack.
Someone dodges your attack.
Someone parries your attack with his first hand.
You have gained knowledge about beast!
Someone dodges your attack.
Someone's jab wounds you.
Someone's back fist mauls you.
You dodge someone's attack.
Brannoc: [===|===|=--|---]
[03:00 | Brannoc: 54% hp 78% mana 85% mv | Girmph: 29% hp 52% mana 61% mv]
Your chop MANGLES someone!
Brannoc: [===|===|=--|---]
[03:00 | Brannoc: 54% hp 78% mana 85% mv | Girmph: 20% hp 52% mana 61% mv]
You have become better at bladerush! [94%]
Your bladerush *** DEMOLISHES *** someone!
Someone dodges your attack and redirects the momentum!
Someone's counterblow devastates you!
Someone parries your attack with his second hand.
Someone parries your attack with his first hand.
Someone dodges your attack and redirects the momentum!
Someone's counterblow devastates you!
Someone's elbow slash devastates you!
Someone's back fist decimates you!
Someone's spin kick decimates you!
Someone strikes a chakera point, stunning you.
Someone's tiger claw MASSACRES you!
Someone's roundhouse kick decimates you!
Brannoc: [===|=--|---|---]
[03:00 | Brannoc: 29% hp 77% mana 85% mv | Girmph: 10% hp 52% mana 61% mv]
Someone parries your attack with his second hand.
Someone parries your attack with his second hand.
Your flaming bite DISMEMBERS someone!
Someone dodges your attack and redirects the momentum!
Someone's counterblow decimates you!
Something digs into someone's body.
Your wrath decimates someone!
[-- 1874 lines snipped --]
<in the quiver> nothing.
<coiled on shoulder> (Glowing) a winged water dragon
The Orc hordemaster looks pretty hurt.
The Orc hordemaster's crush LACERATES you!
The Orc hordemaster's crush MUTILATES you!
The Orc hordemaster dodges your attack.
Your flaming bite LACERATES the Orc hordemaster!
The Orc hordemaster dodges your attack.
The Orc hordemaster dodges your attack.
The Orc hordemaster dodges your attack.
The Orc hordemaster dodges your attack.
The Orc hordemaster looks pretty hurt.
You draw your weapon.
You wield "Vellencht" the Gaze of the Law and hold it high.
The Orc hordemaster looks pretty hurt.
You draw your weapon.
'Durindel' the Sword of Flame is too heavy to be used as a secondary weapon.
You parry the Orc hordemaster's attack.
You dodge the Orc hordemaster's attack.
Your chill MASSACRES the Orc hordemaster!
Your chill MANGLES the Orc hordemaster!
The Orc hordemaster is DEAD!!
You receive 869 experience points.
[-- 606 lines snipped --]
Girmph has a few scratches.
Brannoc: [===|===|===|===]
[19:00 | Brannoc: 99% hp 100% mana 83% mv | Girmph: 99% hp 87% mana 86% mv]
You have gained knowledge about beast!
Girmph parries your attack with his second hand.
Girmph parries your attack with his first hand.
Girmph dodges your attack.
Girmph's elbow slash decimates you!
Girmph's jab misses you.
Girmph's jump kick devastates you!
Girmph's roundhouse kick devastates you!
Girmph has a few scratches.
Brannoc: [===|===|===|==-]
[19:00 | Brannoc: 90% hp 99% mana 83% mv | Girmph: 99% hp 87% mana 86% mv]
The sky is getting cloudy.
Girmph has a few scratches.
Brannoc: [===|===|===|==-]
[20:00 | Brannoc: 91% hp 99% mana 89% mv | Girmph: 99% hp 87% mana 98% mv]
You step quickly out of Girmph's way ready for the dirt kicking!
Your counter MANGLES Girmph!
Your second counter *** DEMOLISHES *** Girmph!
Girmph has some small wounds and bruises.
Brannoc: [===|===|===|==-]
[20:00 | Brannoc: 91% hp 99% mana 89% mv | Girmph: 80% hp 87% mana 98% mv]
Girmph dodges your attack.
Girmph parries your attack with his first hand.
Girmph parries your attack with his first hand.
Girmph's flesh is seared by the flaming 'Durindel' the Sword of Flame.
Your flaming bite decimates Girmph!
Girmph's elbow slash decimates you!
You parry Girmph's attack.
You parry Girmph's attack.
Girmph's palm strike mauls you.
Girmph's pierce kick maims you!
Girmph has some small wounds and bruises.
Brannoc: [===|===|===|=--]
[20:00 | Brannoc: 82% hp 99% mana 89% mv | Girmph: 77% hp 87% mana 98% mv]
No way! You are still fighting!
Girmph has some small wounds and bruises.
Brannoc: [===|===|===|=--]
[20:00 | Brannoc: 82% hp 99% mana 89% mv | Girmph: 77% hp 87% mana 98% mv]
No way! You are still fighting!
Girmph has some small wounds and bruises.
Brannoc: [===|===|===|=--]
[20:00 | Brannoc: 82% hp 99% mana 89% mv | Girmph: 77% hp 87% mana 98% mv]
ValMiran is [TRIBUNAL] controlled. Players near you:
<PK> Brannoc The Western Park of Val Miran
<PK> Girmph The Western Park of Val Miran
Girmph parries your attack with his first hand.
Girmph dodges your attack and redirects the momentum!
Girmph's counterblow devastates you!
Girmph parries your attack with his first hand.
Girmph parries your attack with his second hand.
You have gained knowledge about beast!
Girmph dodges your attack.
Your flaming bite DISMEMBERS Girmph!
'Durindel' the Sword of Flame digs into Girmph's body.
Your wrath devastates Girmph!
Girmph's jab misses you.
Girmph's jab wounds you.
Girmph's knee thrust mauls you.
Girmph's whirlwind kick maims you!
Girmph has quite a few wounds.
Brannoc: [===|===|===|---]
[20:00 | Brannoc: 72% hp 99% mana 89% mv | Girmph: 68% hp 87% mana 98% mv]
Your thrust MASSACRES Girmph!
Girmph has quite a few wounds.
Brannoc: [===|===|===|---]
[20:00 | Brannoc: 72% hp 98% mana 89% mv | Girmph: 61% hp 87% mana 98% mv]
Your chop MANGLES Girmph!
Girmph has quite a few wounds.
Brannoc: [===|===|===|---]
[20:00 | Brannoc: 72% hp 98% mana 89% mv | Girmph: 52% hp 87% mana 98% mv]
Girmph's kick mauls you.
Girmph has quite a few wounds.
Brannoc: [===|===|===|---]
[20:00 | Brannoc: 69% hp 98% mana 89% mv | Girmph: 52% hp 87% mana 98% mv]
Girmph dodges your attack.
Girmph parries your attack with his first hand.
Girmph dodges your attack and redirects the momentum!
Girmph's counterblow maims you!
Girmph parries your attack with his second hand.
Girmph's back fist mauls you.
Girmph's elbow slash devastates you!
Girmph's knee thrust injures you.
You dodge Girmph's attack.
Girmph has quite a few wounds.
Brannoc: [===|===|==-|---]
[20:00 | Brannoc: 59% hp 97% mana 89% mv | Girmph: 52% hp 87% mana 98% mv]
Your bladerush MANGLES Girmph!
Girmph has some big nasty wounds and scratches.
Brannoc: [===|===|==-|---]
[20:00 | Brannoc: 59% hp 97% mana 89% mv | Girmph: 45% hp 87% mana 98% mv]
Girmph dodges your attack.
Girmph parries your attack with his first hand.
Girmph dodges your attack.
Your flaming bite MASSACRES Girmph!
Girmph dodges your attack and redirects the momentum!
Girmph's counterblow maims you!
Girmph's elbow slash devastates you!
You dodge Girmph's attack.
Girmph's spin kick devastates you!
Girmph's roundhouse kick mauls you.
Girmph has some big nasty wounds and scratches.
Brannoc: [===|===|---|---]
[20:00 | Brannoc: 46% hp 96% mana 89% mv | Girmph: 38% hp 87% mana 98% mv]
You drive your weapon into Girmph's back and twist it viciously!
Your backpin *** DEMOLISHES *** Girmph!
Your pinwheel MANGLES Girmph!
Girmph looks pretty hurt.
Brannoc: [===|===|---|---]
[20:00 | Brannoc: 46% hp 96% mana 89% mv | Girmph: 18% hp 87% mana 98% mv]
Girmph has fled!
Girmph flees south!
Girmph rides south.
Girmph rides in.
Girmph rides east.
But you aren't in combat!
They aren't here.
They aren't here.
King Agmeel Way
[Exits: north east south west]
You notice a few spots of blood on the ground.
King Agmeel Way
[Exits: north east south west]
You notice a few spots of blood on the ground.
High Lady Eulau of the Rightous Palm is here, issuing orders to the guards.
King Agmeel Way
[Exits: north east south west]
You notice a few spots of blood on the ground.
The Central Square of Val Miran
[Exits: north east south west up]
You notice a few spots of blood on the ground.
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.
A tiny maintenance bot whirrs around looking for a new task.
Queen Isabeau Avenue
[Exits: north east south west]
You notice a few spots of blood on the ground.
Queen Isabeau Avenue
[Exits: north east south west]
You notice a few spots of blood on the ground.
Queen Isabeau Avenue
[Exits: north east south west]
You notice a few spots of blood on the ground.
The Eastern Square of Val Miran
[Exits: north east south west]
You notice a few spots of blood on the ground.
An artful Karakken-Fountain gushes forth fresh water.
Queen Isabeau Avenue
[Exits: east west]
You notice a few spots of blood on the ground.
Queen Isabeau Avenue
[Exits: east west]
You notice a few spots of blood on the ground.
The Eastern Gate of Val Miran
[Exits: north east south west up]
You notice a few spots of blood on the ground.
(White Aura) A Gateguard is here, member of the Tribunal Blood Guard.
A feral citizen of Val Miran walks the streets here.
(White Aura) A Gateguard is here, member of the Tribunal Blood Guard.
Blood Guard steps aside and allow you to pass him.
Blood Guard steps aside and allow you to pass him.
Blood Guard steps aside and allow you to pass him.
A Ramshackle Tent City
[Exits: east west]
You notice a few spots of blood on the ground.
An abandoned caravan remains here, the citizens seemed to have left.
(White Aura) [KNIGHT] A ward of Praetorian guards stand in support.
The Grasslands
[Exits: east west]
A mighty Fortress looms over the area.
You notice a few spots of blood on the ground.
The Eastern Road is [KNIGHT] controlled. Players near you:
<PK> Brannoc The Grasslands
<PK> Girmph Light Woods
The Eastern Checkpoint
[Exits: east west]
A column of Crusaders is camped here.
You notice a few spots of blood on the ground.
Light Woods
[Exits: east west]
You notice a few spots of blood on the ground.
Thickening Woods
[Exits: east west]
You notice a few spots of blood on the ground.
A large murder of crows nearly turns the trees black here.
A Small Clearing
[Exits: north east west]
A mighty Fortress looms over the area.
You notice a few spots of blood on the ground.
(White Aura) [KNIGHT] A regiment of Praetorian guards celebrate their victory here
Leaving the Woodland
[Exits: east west]
You notice a few spots of blood on the ground.
A vine of purple leaves grows in the wild here.
A troop of storm giant soldiers is here.
A cart bearing supplies is here.
Lower Foothills
[Exits: north south west]
You notice a few spots of blood on the ground.
A patch of greyish herbs grows in the wild here.
A tree spreads its branches through the canopy.
Nearing the Cross Roads
[Exits: north east]
You notice a few spots of blood on the ground.
A fragrant sandalwood tree stands here, ready to be felled.
The Crossroads
[Exits: north east south west]
A mighty Fortress looms over the area.
You notice a few spots of blood on the ground.
A young werebeast stands here, leaning on his spear.
A werebeast looks into the sky.
A werebeast says in a foreign tongue 'I gnowgnow whrroo brawowgrsnuhhr ghuhhrawou.'
A werebeast says in a foreign tongue 'Whrroo whuhgnoughgn browoobrwh so gnoooognawrwawrr.'
Nearing the Crossroads
[Exits: east west]
You notice a few spots of blood on the ground.
The Base of the Dragon's Teeth
[Exits: east west]
You notice a few spots of blood on the ground.
The Road into the Dragon's Teeth
[Exits: north west]
You notice a few spots of blood on the ground.
The Road into the Dragon's Teeth
[Exits: east south]
You notice a few spots of blood on the ground.
The Road into the Dragon's Teeth
[Exits: east west]
A mighty Fortress looms over the area.
You notice a few spots of blood on the ground.
The Road into the Dragon's Teeth
[Exits: west up]
A mighty Fortress looms over the area.
You notice a few spots of blood on the ground.
The Road into the Dragon's Teeth
[Exits: east down]
You notice a few spots of blood on the ground.
Alas, you cannot go that way.
The Road into the Dragon's Teeth
[Exits: west up]
You notice a few spots of blood on the ground.
Alas, you cannot go that way.
Alas, you cannot go that way.
The Road into the Dragon's Teeth
[Exits: up down]
You notice a few spots of blood on the ground.
Alas, you cannot go that way.
Alas, you cannot go that way.
The Road into the Dragon's Teeth
[Exits: east down]
You notice a few spots of blood on the ground.
The Eastern Road is [KNIGHT] controlled. Players near you:
<PK> Brannoc The Road into the Dragon's Teeth
<PK> Girmph Nearing Vanguard Point
A Small Plateau in the Dragon's Teeth
[Exits: east (south) west]
You notice a few spots of blood on the ground.
A gradually widening path
[Exits: east west]
A bit of blood has pooled at your feet.
You notice a few spots of blood on the ground.
(Glowing) The ground is disturbed here, smooth yet radiating with magic.
Near Vanguard Point
[Exits: east west]
You notice a few spots of blood on the ground.
Nearing Vanguard Point
[Exits: north east south west]
You notice a few spots of blood on the ground.
Vanguard Point
[Exits: east west]
You notice a few spots of blood on the ground.
(White Aura) An Aberrant Guard scans the entrance to the city.
(White Aura) An Aberrant Guard scans the entrance to the city.
Regent Avenue
[Exits: east west]
You notice a few spots of blood on the ground.
Regent Avenue
[Exits: north east south west]
You notice a few spots of blood on the ground.
Regent Avenue
[Exits: east south west]
You notice a few spots of blood on the ground.
Green Square
[Exits: north east south west]
You notice a few spots of blood on the ground.
A big SIGN waiting to be read points north.
A polished marble fountain carved into the shape of dolphins gushes crystalline water.
(White Aura) An old, tired looking man stands here bent over a cane.
Regent Avenue
[Exits: north east south west]
You notice a few spots of blood on the ground.
Regent Avenue
[Exits: north east west]
You notice a few spots of blood on the ground.
Regent Avenue
[Exits: east south west]
You notice a few spots of blood on the ground.
A bounty hunter for the Maelbrim jailer stands here glowering.
The Forum
[Exits: north east south west]
You notice a few spots of blood on the ground.
A set of Imperial banners stand proudly around the commons.
The official Tribunal Roll Call has been posted here.
The statue of a dwarf stands here proudly, hewn in white marble.
A marble fountain carved in the likeness of a regal-looking illithid is here.
(White Aura) A Marshall of Maelbrim stands here, enforcing the Law.
Rift Road
[Exits: north east west]
Rift Road
[Exits: east south west]
Rift Road
[Exits: east west]
A small cat is here, purring.
The King's Square
[Exits: north east south west]
A polished marble fountain carved into the shape of dolphins gushes crystalline water.
(White Aura) A small toddler is here, dressed only in swaddling clothes.
Dorcy turns towards you.
Dorcy says 'Ah, Brannoc, it is rumored a great beast lurks in the Caves of Kamir.'
Dorcy says 'Would you take this task upon yourself and rid the caves of the problem?'
Dorcy peers at you in expecting a yes or no answer.
Rift Road
[Exits: east west]
A small cat is here, purring.
Rift Road
[Exits: east south west]
Maelbrim is [TRIBUNAL] controlled. Players near you:
<PK> Brannoc Rift Road
Rift Road
[Exits: north east west]
Rift Road
[Exits: east south west]
Rift Road
[Exits: east west]
A small cat is here, purring.
The King's Square
[Exits: north east south west]
A polished marble fountain carved into the shape of dolphins gushes crystalline water.
(White Aura) A small toddler is here, dressed only in swaddling clothes.
Rift Road
[Exits: east west]
A well-off citizen of Maelbrim is here, enjoying his spare time.
Maelbrim is [TRIBUNAL] controlled. Players near you:
<PK> Brannoc Rift Road
The Inner Dragon Gate
[Exits: east west]
Between the Dragon Gates
[Exits: north east west]
The Outer Dragon Gate
[Exits: east west]
(White Aura) An Aberrant Guard scans the entrance to the city.
(White Aura) An Aberrant Guard scans the entrance to the city.
Maelbrim is [TRIBUNAL] controlled. Players near you:
<PK> Brannoc The Outer Dragon Gate
Before the Dragon Gate
[Exits: north east south west]
An army Staging Camp has been built here.
Dragon Road is [WARMASTER] controlled. Players near you:
<PK> Brannoc Before the Dragon Gate
The Eastern Checkpoint
[Exits: east west]
A wide path
[Exits: east west]
Further into the Dragon's Teeth
[Exits: west up]
An army Staging Camp has been built here.
Alas, you cannot go that way.
Within the Dragon's Teeth Mountains
[Exits: east down]
An army Staging Camp has been built here.
Alas, you cannot go that way.
Within the Dragon's Teeth Mountains
[Exits: south west]
Within the Dragon's Teeth Mountains
[Exits: north up]
Within the Dragon's Teeth Mountains
[Exits: east down]
Within the Dragon's Teeth Mountains
[Exits: west up]
Within the Dragon's Teeth Mountains
[Exits: east down]
Within the Dragon's Teeth Mountains
[Exits: north east west]
(Glowing) The ground is disturbed here, smooth yet radiating with magic.
Within the Dragon's Teeth Mountains
[Exits: south west]
Within the Dragon's Teeth Mountains
[Exits: north east]
Before the Great Wall of Aabahran
[Exits: east west]
Before the Great Wall of Aabahran
[Exits: east west up]
An army Staging Camp has been built here.
Within the Dragon's Teeth Mountains
[Exits: west down]
Alas, you cannot go that way.
Within the Dragon's Teeth Mountains
[Exits: east up]
A Crossroads in the Dragon's Teeth
[Exits: north east south west]
An army Staging Camp has been built here.
(Glowing) The ground is disturbed here, smooth yet radiating with magic.
A needler stalk grows in the wild here.
Within the Dragon's Teeth Mountains
[Exits: east west]
Within the Dragon's Teeth Mountains
[Exits: west down]
Alas, you cannot go that way.
Within the Dragon's Teeth Mountains
[Exits: east up]
(Glowing) A pile of shiny stones are lying here in the dirt.
A Small Path into the Dragon's Teeth
[Exits: south west]
A Small Path into the Dragon's Teeth
[Exits: north east]
At the Foot of Dragon's Teeth
[Exits: east south west]
Nearing the Dragon's Teeth
[Exits: north east south west]
An army Staging Camp has been built here.
A vein of dull lead breaks through the surface here.
Spooked by your passage a disfigured gremlin darts into the sands!
A disfigured gremlin steps out from its cover.
A disfigured gremlin walks north.
A disfigured gremlin yells 'Help! a sand golem is trying to bash me!'
You hear something's death cry.
Nearing the Dragon's Teeth
[Exits: north east south west]
The ground and the surrounding area is stained in blood and covered in gore.
A desolate road
[Exits: north east south west]
An army Staging Camp has been built here.
You notice a few spots of blood on the ground.
A desolate road
[Exits: north east south west]
An army Staging Camp has been built here.
You notice a few spots of blood on the ground.
A desolate road
[Exits: north east south west]
A group of feral scouts and warriors patrols the road here.
A desolate road
[Exits: north south west]
An army Staging Camp has been built here.
A fresh corpse lies in the sand few meters away from the road.
A fragrant cedar tree stands here, ready to be felled.
A desolate road
[Exits: north east south west]
Nearing a Vast Desert
[Exits: north west]
A giggling crazy human rolls in the dirt cackling.
Mik the Mad giggles at himself. he must be nervous or something.
Mik the Mad says 'I got sand repelant, it repels dunes it does! Only 2'000 gold!'
Mik the Mad goes back to rolling in the dirt.
Along the Western Road
[Exits: east south]
An army Staging Camp has been built here.
Along the Western Road
[Exits: east west]
Along the Western Road
[Exits: east west]
Blood chilling screams pierce the desert!
Along the Western Road
[Exits: east west]
A flowering cherry tree stands here, ready to be felled.
Along the Western Road
[Exits: south west]
Forsaken Lands is [WARMASTER] controlled. Players near you:
<PK> Brannoc Along the Western Road
Along the Western Road
[Exits: north east]
A lost soul is here, trying to find its way.
The Western Drawbridge of Miruvhor
[Exits: (east) west down]
(Dark Aura) A huge mountain of a guard lumbers here, wearing the colors of House Mahkeh.
(Dark Aura) A huge mountain of a guard lumbers here, wearing the colors of House Mahkeh.
A Mahkeh House Guard says 'Welcome to Miruvhor, Brannoc.'
A Mahkeh House Guard nods politely in your direction.
A Mahkeh House Guard says 'Stay out of trouble. There's no room in the city for criminals.'
Miruvhor is [TRIBUNAL] controlled. Players near you:
<PK> Brannoc The Western Drawbridge of Miruvhor
You open the porticullis east of you.
Beneath the Western Ramparts
[Exits: north east south west up]
A pile of half eaten corpses rots here.
Western Seium Way
[Exits: east west]
Western Seium Way
[Exits: north east south west]
Western Plaza
[Exits: north east south west]
(White Aura) Darden, the trainer, is here showing his swordplay.
Central Commons
[Exits: north east south west (down)]
A fountain bearing the mark of a white triangle is here, trickling water.
A set of Imperial banners stand proudly in the square.
The official Tribunal Roll Call has been posted here.
A warm feeling floods your body and you feel much better.
You have become better at healing! [48%]
You drink water from a water fountain.
Your thirst is quenched.
Miruvhor is [TRIBUNAL] controlled. Players near you:
<PK> Brannoc Central Commons
Eastern Plaza
[Exits: north east south west]
A warehouse has been set up on the eastern plaza.
Eastern Seium Way
[Exits: north east south west]
A long clothesline spans the street, torn sheets flapping in the breeze.
Southern Lunicant Lane
[Exits: north east south]
A pile of greasy fish bones is lying here.
A small pack of cats stands before the store here, yowling.
A Fisherman's Shanty
[Exits: west up]
An enormous pearl is on a pedastle here.
(White Aura) A fisherman is here selling his catch.
A fisherman beams a huge smile to his customers.
A fisherman says 'Bless Tribunal and the Crimson Fist!'
A fisherman says 'Thanks to them I can once more run my business in peace!'
You haggle the price down to 219 coins.
You buy some hard tack.
You haggle the price down to 213 coins.
You buy some hard tack.
You eat some hard tack.
You are full.
You are too full to eat more.
Miruvhor is [TRIBUNAL] controlled. Players near you:
<PK> Brannoc A Fisherman's Shanty
Affects:
28 14 2 112
bts btf btt vow
Spell: healing : for 10 hours
Spell: drug addiction : for 717 hours
Spell: drug use : for 45 hours
Spell: frenzy : modifies ac by 30 for 9 hours
: modifies damroll by 6 for 9 hours
: modifies hitroll by 6 for 9 hours
Spell: sanctuary : for 5 hours
Spell: detect invis : for 15 hours
Spell: flesh armor : modifies ac by -20 for 4 hours
Spell: bladestorm : modifies ac by 76 for 6 hours
Spell: predict : for 5 hours
Southern Lunicant Lane
[Exits: north east south]
A pile of greasy fish bones is lying here.
A small pack of cats stands before the store here, yowling.
Eastern Seium Way
[Exits: north east south west]
A long clothesline spans the street, torn sheets flapping in the breeze.
[Sacred Oak]: 'A Clan Quest has been handed out. The first to complete it shall have the reward.'
the Clanmaster has given you a quest!
You have to get a scroll from an armored statue in Citadel of Kaer Banor and deliver it to a proud swordsman within 1.0 days.
Miruvhor is [TRIBUNAL] controlled. Players near you:
<PK> Brannoc Eastern Seium Way
Eastern Plaza
[Exits: north east south west]
A warehouse has been set up on the eastern plaza.
Central Commons
[Exits: north east south west (down)]
A fountain bearing the mark of a white triangle is here, trickling water.
A set of Imperial banners stand proudly in the square.
The official Tribunal Roll Call has been posted here.
Western Plaza
[Exits: north east south west]
(White Aura) Darden, the trainer, is here showing his swordplay.
Darden says 'Welcome, Brannoc. Do you wish my help in training you?'
Western Seium Way
[Exits: north east south west]
Southern Arath Lane
[Exits: north south]
(Dark Aura) [TRIBUNAL] A militarized checkpoint of heavily armed guards are here
Southern Arath Lane
[Exits: north east south west]
A large wooden sign creaks in the breeze.
Maelbrim Portal
[Exits: east]
The Imperial Maxim has been nailed to the wall here.
A gate golem stands motionless, awaiting your decision.
The gate golem tells you 'The cost per use of City Gate is 300 gold.'
You give gate golem 300 gold.
The gate golem tells you 'The gate is currently charging, please stand by.'
Affects:
27 13 1 111
bts btf btt vow
Spell: healing : for 9 hours
Spell: drug addiction : for 716 hours
Spell: drug use : for 44 hours
Spell: frenzy : modifies ac by 30 for 8 hours
: modifies damroll by 6 for 8 hours
: modifies hitroll by 6 for 8 hours
Spell: sanctuary : for 4 hours
Spell: detect invis : for 14 hours
Spell: flesh armor : modifies ac by -20 for 3 hours
Spell: bladestorm : modifies ac by 76 for 5 hours
Spell: predict : for 4 hours
/ You are in the prime of your health. \
| Anatomy : Mob Human Elf Dwarf DemiHum Giant Beast Flying Unique |
| 85 40 20 0 25 31 12 13 100 |
| Lysenties' silver light hastens your mending. |
\---------------------------------------------------------------------/
Brannoc is using:
<used as light> (Glowing) the Crimson Banner of the Peoples Republic of Miruvhor
<worn on finger> (Invis) (Glowing) (Humming) a ring of tattered souls
<worn on finger> (Invis) (Glowing) (Humming) a ring of tattered souls
<worn around neck> (Glowing) (Humming) a necklace of woven leaves
<worn around neck> (Glowing) a plated steel neckguard
<worn on head> some Clay-Smeared Hairs
<worn on ear> (Glowing) an Alumel Gauge
<worn on torso> an "I love Rheydin Rubble" t-shirt
<worn on arms> black basilisk-hide armguards
<worn on hands> a pair of basilisk-hide gloves
<worn on legs> (Humming) fine elven leggings
<worn on feet> a pair of basilisk-hide boots
<worn about body> (Glowing) (Humming) a Mortal Globe of Invulnerability
<worn about waist> an ugly green belt
<worn around wrist> a band of slimy material
<worn around wrist> a band of slimy material
<wielded> "Decobru" the Gladiator Broadsword
<dual wielded> (Glowing) (Humming) 'Durindel' the Sword of Flame
<sheathed on back> (Humming) "Vellencht" the Gaze of the Law
<sheathed on waist> (Glowing) a severed demon talon
<worn on face> a violet veil
<floating nearby> a Mote of Tides
<in the quiver> nothing.
<coiled on shoulder> (Glowing) a winged water dragon
Miruvhor is [TRIBUNAL] controlled. Players near you:
<PK> Brannoc Maelbrim Portal
Miruvhor is [TRIBUNAL] controlled. Players near you:
<PK> Brannoc Maelbrim Portal
Miruvhor is [TRIBUNAL] controlled. Players near you:
<PK> Brannoc Maelbrim Portal
~ Wanderers of Aabahran ~
[50 Half Bla] <PK> (Sacred Oak [I]) Brannoc Fandrun the Doomblade
[ Undea ] <PK> Aliziu Talgra the Handmaiden of the Nameless
[ Feral ] <PK> Girmph the Master of the Turning Tide
Players matched: 3
There are 3 characters on, the most on since startup was 20.
The title of Master Questor of Aabahran is currently held by Aliziu.
You go to sleep.
~ Wanderers of Aabahran ~
[50 Half Bla] <PK> (Sacred Oak [I]) Brannoc Fandrun the Doomblade
[ Undea ] <PK> Aliziu Talgra the Handmaiden of the Nameless
[ Feral ] <PK> Girmph the Master of the Turning Tide
Players matched: 3
There are 3 characters on, the most on since startup was 20.
The title of Master Questor of Aabahran is currently held by Aliziu.
You wake and stand up.
You get a Multicolored Pill from a sturdy backpack.
You are too full to eat more.
Miruvhor is [TRIBUNAL] controlled. Players near you:
<PK> Brannoc Maelbrim Portal
~ Wanderers of Aabahran ~
[50 Half Bla] <PK> (Sacred Oak [I]) Brannoc Fandrun the Doomblade
[ Undea ] <PK> Aliziu Talgra the Handmaiden of the Nameless
[ Feral ] <PK> Girmph the Master of the Turning Tide
Players matched: 3
There are 3 characters on, the most on since startup was 20.
The title of Master Questor of Aabahran is currently held by Aliziu.
You go to sleep.
~ Wanderers of Aabahran ~
[50 Half Bla] <PK> (Sacred Oak [I]) Brannoc Fandrun the Doomblade
[ Undea ] <PK> Aliziu Talgra the Handmaiden of the Nameless
[ Feral ] <PK> Girmph the Master of the Turning Tide
Players matched: 3
There are 3 characters on, the most on since startup was 20.
The title of Master Questor of Aabahran is currently held by Aliziu.
~ Wanderers of Aabahran ~
[50 Half Bla] <PK> (Sacred Oak [I]) Brannoc Fandrun the Doomblade
[ Undea ] <PK> Aliziu Talgra the Handmaiden of the Nameless
[ Feral ] <PK> Girmph the Master of the Turning Tide
Players matched: 3
There are 3 characters on, the most on since startup was 20.
The title of Master Questor of Aabahran is currently held by Aliziu.
You are already sleeping.
~ Wanderers of Aabahran ~
[50 Half Bla] <PK> (Sacred Oak [I]) Brannoc Fandrun the Doomblade
[ Undea ] <PK> Aliziu Talgra the Handmaiden of the Nameless
[ Feral ] <PK> Girmph the Master of the Turning Tide
Players matched: 3
There are 3 characters on, the most on since startup was 20.
The title of Master Questor of Aabahran is currently held by Aliziu.
Affects:
26 12 0 110
bts btf btt vow
Spell: healing : for 8 hours
Spell: drug addiction : for 715 hours
Spell: drug use : for 43 hours
Spell: frenzy : modifies ac by 30 for 7 hours
: modifies damroll by 6 for 7 hours
: modifies hitroll by 6 for 7 hours
Spell: sanctuary : for 3 hours
Spell: detect invis : for 13 hours
Spell: flesh armor : modifies ac by -20 for 2 hours
Spell: bladestorm : modifies ac by 76 for 4 hours
Spell: predict : for 3 hours
Brannoc is using:
<used as light> (Glowing) the Crimson Banner of the Peoples Republic of Miruvhor
<worn on finger> (Invis) (Glowing) (Humming) a ring of tattered souls
<worn on finger> (Invis) (Glowing) (Humming) a ring of tattered souls
<worn around neck> (Glowing) (Humming) a necklace of woven leaves
<worn around neck> (Glowing) a plated steel neckguard
<worn on head> some Clay-Smeared Hairs
<worn on ear> (Glowing) an Alumel Gauge
<worn on torso> an "I love Rheydin Rubble" t-shirt
<worn on arms> black basilisk-hide armguards
<worn on hands> a pair of basilisk-hide gloves
<worn on legs> (Humming) fine elven leggings
<worn on feet> a pair of basilisk-hide boots
<worn about body> (Glowing) (Humming) a Mortal Globe of Invulnerability
<worn about waist> an ugly green belt
<worn around wrist> a band of slimy material
<worn around wrist> a band of slimy material
<wielded> "Decobru" the Gladiator Broadsword
<dual wielded> (Glowing) (Humming) 'Durindel' the Sword of Flame
<sheathed on back> (Humming) "Vellencht" the Gaze of the Law
<sheathed on waist> (Glowing) a severed demon talon
<worn on face> a violet veil
<floating nearby> a Mote of Tides
<in the quiver> nothing.
<coiled on shoulder> (Glowing) a winged water dragon
You snap out of your battletrance.
You can't see anything, you're sleeping!
Affects:
25 11 - 109
bts btf btt vow
Spell: healing : for 7 hours
Spell: drug addiction : for 714 hours
Spell: drug use : for 42 hours
Spell: frenzy : modifies ac by 30 for 6 hours
: modifies damroll by 6 for 6 hours
: modifies hitroll by 6 for 6 hours
Spell: sanctuary : for 2 hours
Spell: detect invis : for 12 hours
Spell: flesh armor : modifies ac by -20 for 1 hours
Spell: bladestorm : modifies ac by 76 for 3 hours
Spell: predict : for 2 hours
You wake and stand up.
Maelbrim is [TRIBUNAL] controlled. Players near you:
<PK> Brannoc The Forum
You empty your mind and enter a deep trance.
You have become better at battletrance! [67%]
Maelbrim is [TRIBUNAL] controlled. Players near you:
<PK> Brannoc The Forum
~ Wanderers of Aabahran ~
[50 Half Bla] <PK> (Sacred Oak [I]) Brannoc Fandrun the Doomblade
[ Undea ] <PK> Aliziu Talgra the Handmaiden of the Nameless
[ Feral ] <PK> Girmph the Master of the Turning Tide
Players matched: 3
There are 3 characters on, the most on since startup was 20.
The title of Master Questor of Aabahran is currently held by Aliziu.
Crater Way
[Exits: north east south west]
Crater Way
[Exits: north south]
The Northern Commons
[Exits: north east south west]
A polished marble fountain carved into the shape of dolphins gushes crystalline water.
The Inner Aabahran Gate
[Exits: north south]
Between the Aabahran Gates
[Exits: north east south]
A dwarven mason is here, conducting his daily duties.
Phaezian, the Timeless Archon, patrols the area.
Mad Maddox the Merchant of Miscellany is here selling garbage.
The Outer Aabahran Gate
[Exits: north south]
A column of Crusaders is camped here.
(White Aura) An Aberrant Guard scans the entrance to the city.
(White Aura) An Aberrant Guard scans the entrance to the city.
Before the Aabahran Gate
[Exits: north east south west]
A Nexus Gateway crackles with hellish heat and unholy magics.
The North Road is [NEXUS] controlled. Players near you:
<PK> Brannoc Before the Aabahran Gate
The Northern Road
[Exits: north south west]
A Nexus Gateway crackles with hellish heat and unholy magics.
The mouth of the cave
[Exits: north east]
The Caves of Kamir is [NEXUS] controlled. Players near you:
<PK> Brannoc The mouth of the cave
The Northern Road
[Exits: north south west]
A Nexus Gateway crackles with hellish heat and unholy magics.
The Northern Road
[Exits: north east south]
A Nexus Gateway crackles with hellish heat and unholy magics.
The entrance to the valley
[Exits: north west]
A Nexus Gateway crackles with hellish heat and unholy magics.
The Great Elf Valley is [NEXUS] controlled. Players near you:
<PK> Brannoc The entrance to the valley
The Northern Road
[Exits: north east south]
A Nexus Gateway crackles with hellish heat and unholy magics.
A Heavily Fortified Encampment
[Exits: east south west]
A Nexus Gateway crackles with hellish heat and unholy magics.
A sturdy hickory tree stands here, ready to be felled.
Fortress Gate
[Exits: (east) west]
A Nexus Gateway crackles with hellish heat and unholy magics.
A gate guard stands here guarding the gates.
Gasteride's Fortress is [NEXUS] controlled. Players near you:
<PK> Brannoc Fortress Gate
A Heavily Fortified Encampment
[Exits: east south west]
A Nexus Gateway crackles with hellish heat and unholy magics.
A sturdy hickory tree stands here, ready to be felled.
The Northern Road
[Exits: north east]
The Northern Road
[Exits: south west]
The Northern Road
[Exits: north east]
The Northern Road
[Exits: north south]
The Northern Path
[Exits: north south]
The Northern Path
[Exits: north south]
The Northern Path
[Exits: south up]
A vein of bright silver breaks through the surface here.
The North Road is [NEXUS] controlled. Players near you:
<PK> Brannoc The Northern Path
The Northern Path
[Exits: north down]
A deposit of raw jade glitters in the stone here.
Alas, you cannot go that way.
The Northern Path
[Exits: north south]
A Nexus Gateway crackles with hellish heat and unholy magics.
The Northern Path
[Exits: north south]
The Northern Path
[Exits: north south]
The Northern Path
[Exits: south up]
The North Road is [NEXUS] controlled. Players near you:
<PK> Brannoc The Northern Path
The Northern Path
[Exits: up down]
A tall pine tree stands here, ready to be felled.
The Northern Path
[Exits: north down]
The Northern Path
[Exits: north south west]
A vein of blue cobalt breaks through the surface here.
Near Minoma
[Exits: east up]
Minoma is [NEXUS] controlled. Players near you:
<PK> Brannoc Near Minoma
You go to sleep.
Affects:
24 10 15 108
bts btf btt vow
Spell: healing : for 6 hours
Spell: drug addiction : for 713 hours
Spell: drug use : for 41 hours
Spell: frenzy : modifies ac by 30 for 5 hours
: modifies damroll by 6 for 5 hours
: modifies hitroll by 6 for 5 hours
Spell: sanctuary : for 1 hours
Spell: detect invis : for 11 hours
Spell: flesh armor : modifies ac by -20 for 0 hours
Spell: bladestorm : modifies ac by 76 for 2 hours
Spell: predict : for 1 hours
~ Wanderers of Aabahran ~
[50 Half Bla] <PK> (Sacred Oak [I]) Brannoc Fandrun the Doomblade
[ Undea ] <PK> Aliziu Talgra the Handmaiden of the Nameless
[ Feral ] <PK> Girmph the Master of the Turning Tide
Players matched: 3
There are 3 characters on, the most on since startup was 20.
The title of Master Questor of Aabahran is currently held by Aliziu.
Affects:
24 10 15 108
bts btf btt vow
Spell: healing : for 6 hours
Spell: drug addiction : for 713 hours
Spell: drug use : for 41 hours
Spell: frenzy : modifies ac by 30 for 5 hours
: modifies damroll by 6 for 5 hours
: modifies hitroll by 6 for 5 hours
Spell: sanctuary : for 1 hours
Spell: detect invis : for 11 hours
Spell: flesh armor : modifies ac by -20 for 0 hours
Spell: bladestorm : modifies ac by 76 for 2 hours
Spell: predict : for 1 hours
~ Wanderers of Aabahran ~
[50 Half Bla] <PK> (Sacred Oak [I]) Brannoc Fandrun the Doomblade
[ Undea ] <PK> Aliziu Talgra the Handmaiden of the Nameless
[ Feral ] <PK> Girmph the Master of the Turning Tide
Players matched: 3
There are 3 characters on, the most on since startup was 20.
The title of Master Questor of Aabahran is currently held by Aliziu.
Your flesh returns to normal.
You wake and stand up.
Near Minoma
[Exits: east up]
Minoma is [NEXUS] controlled. Players near you:
<PK> Brannoc Near Minoma
The Northern Path
[Exits: north south west]
A vein of blue cobalt breaks through the surface here.
Alas, you cannot go that way.
The North Road is [NEXUS] controlled. Players near you:
<PK> Brannoc The Northern Path
The Northern Path
[Exits: north down]
Alas, you cannot go that way.
The Northern Path
[Exits: up down]
A tall pine tree stands here, ready to be felled.
The Northern Path
[Exits: south up]
The Northern Path
[Exits: north south]
The Northern Path
[Exits: north south]
The Northern Path
[Exits: north south]
A Nexus Gateway crackles with hellish heat and unholy magics.
The Northern Path
[Exits: north down]
A deposit of raw jade glitters in the stone here.
The Northern Path
[Exits: south up]
A vein of bright silver breaks through the surface here.
The Northern Path
[Exits: north south]
The Northern Path
[Exits: north south]
The Northern Road
[Exits: north south]
The Northern Road
[Exits: north east]
The Northern Road
[Exits: south west]
The Northern Road
The ground is churned to thick mud by the rain.
[Exits: north east]
A Heavily Fortified Encampment
[Exits: east south west]
A Nexus Gateway crackles with hellish heat and unholy magics.
A sturdy hickory tree stands here, ready to be felled.
The North Road is [NEXUS] controlled. Players near you:
<PK> Brannoc A Heavily Fortified Encampment
Fortress Gate
[Exits: (east) west]
A Nexus Gateway crackles with hellish heat and unholy magics.
A gate guard stands here guarding the gates.
Gasteride's Fortress is [NEXUS] controlled. Players near you:
<PK> Brannoc Fortress Gate
A Heavily Fortified Encampment
[Exits: east south west]
A Nexus Gateway crackles with hellish heat and unholy magics.
A sturdy hickory tree stands here, ready to be felled.
The Northern Road
[Exits: north east south]
A Nexus Gateway crackles with hellish heat and unholy magics.
The entrance to the valley
[Exits: north west]
A Nexus Gateway crackles with hellish heat and unholy magics.
The Great Elf Valley is [NEXUS] controlled. Players near you:
<PK> Brannoc The entrance to the valley
The Northern Road
[Exits: north east south]
A Nexus Gateway crackles with hellish heat and unholy magics.
The Northern Road
The ground is churned to thick mud by the rain.
[Exits: north south west]
A Nexus Gateway crackles with hellish heat and unholy magics.
The mouth of the cave
[Exits: north east]
The Caves of Kamir is [NEXUS] controlled. Players near you:
<PK> Brannoc The mouth of the cave
/ You are in the prime of your health. \
| Anatomy : Mob Human Elf Dwarf DemiHum Giant Beast Flying Unique |
| 85 40 20 0 25 31 12 13 100 |
| Lysenties' silver light hastens your mending. |
\---------------------------------------------------------------------/
The Northern Road
The ground is churned to thick mud by the rain.
[Exits: north south west]
A Nexus Gateway crackles with hellish heat and unholy magics.
Before the Aabahran Gate
[Exits: north east south west]
A Nexus Gateway crackles with hellish heat and unholy magics.
The Outer Aabahran Gate
[Exits: north south]
A column of Crusaders is camped here.
(White Aura) An Aberrant Guard scans the entrance to the city.
(White Aura) An Aberrant Guard scans the entrance to the city.
Between the Aabahran Gates
[Exits: north east south]
A dwarven mason is here, conducting his daily duties.
Phaezian, the Timeless Archon, patrols the area.
Mad Maddox the Merchant of Miscellany is here selling garbage.
Maelbrim is [TRIBUNAL] controlled. Players near you:
<PK> Brannoc Between the Aabahran Gates
The Inner Aabahran Gate
[Exits: north south]
The Northern Commons
[Exits: north east south west]
A polished marble fountain carved into the shape of dolphins gushes crystalline water.
Crater Way
[Exits: north south]
Crater Way
[Exits: north east south west]
The Forum
[Exits: north east south west]
A set of Imperial banners stand proudly around the commons.
The official Tribunal Roll Call has been posted here.
The statue of a dwarf stands here proudly, hewn in white marble.
A marble fountain carved in the likeness of a regal-looking illithid is here.
(White Aura) A Marshall of Maelbrim stands here, enforcing the Law.
Affects:
23 9 14 107
bts btf btt vow
Spell: healing : for 5 hours
Spell: drug addiction : for 712 hours
Spell: drug use : for 40 hours
Spell: frenzy : modifies ac by 30 for 4 hours
: modifies damroll by 6 for 4 hours
: modifies hitroll by 6 for 4 hours
Spell: sanctuary : for 0 hours
Spell: detect invis : for 10 hours
Spell: bladestorm : modifies ac by 76 for 1 hours
Spell: predict : for 0 hours
You are carrying:
a Multicolored Pill
some hard tack
a large slab of beef
a bowl of herbs
( 2) a potion of flight
(Humming) a glimmering white staff
(Glowing) a sack of gold
(Humming) a Commander's Rapier
a withering scythe
a sturdy backpack
Affects:
23 9 14 107
bts btf btt vow
Spell: healing : for 5 hours
Spell: drug addiction : for 712 hours
Spell: drug use : for 40 hours
Spell: frenzy : modifies ac by 30 for 4 hours
: modifies damroll by 6 for 4 hours
: modifies hitroll by 6 for 4 hours
Spell: sanctuary : for 0 hours
Spell: detect invis : for 10 hours
Spell: bladestorm : modifies ac by 76 for 1 hours
Spell: predict : for 0 hours
The night is about to end.
The protective aura around your body fades.
You stop looking for the attack you predicted.
You quaff a potion of flight.
Your feet rise off the ground.
You stop using 'Durindel' the Sword of Flame.
You hold a glimmering white staff in your hand.
You brandish a glimmering white staff.
You are surrounded by a white aura.
You stop using a glimmering white staff.
You wield 'Durindel' the Sword of Flame in your off-hand.
You begin to look for any signs of bolt.
Maelbrim is [TRIBUNAL] controlled. Players near you:
<PK> Brannoc The Forum
You're already attacking with your left hand.
Regent Avenue
[Exits: east south west]
A bounty hunter for the Maelbrim jailer stands here glowering.
Regent Avenue
[Exits: north east west]
Regent Avenue
[Exits: north east south west]
Green Square
[Exits: north east south west]
A big SIGN waiting to be read points north.
A polished marble fountain carved into the shape of dolphins gushes crystalline water.
(White Aura) An old, tired looking man stands here bent over a cane.
Sedgewick turns towards you.
Sedgewick says 'Ah, Brannoc, it is rumored a great beast lurks in the Caves of Kamir.'
Sedgewick says 'Would you take this task upon yourself and rid the caves of the problem?'
Sedgewick peers at you in expecting a yes or no answer.
Regent Avenue
[Exits: east south west]
Regent Avenue
[Exits: north east south west]
Regent Avenue
[Exits: east west]
Vanguard Point
[Exits: east west]
(White Aura) An Aberrant Guard scans the entrance to the city.
(White Aura) An Aberrant Guard scans the entrance to the city.
Nearing Vanguard Point
[Exits: north east south west]
The Eastern Road is [KNIGHT] controlled. Players near you:
<PK> Brannoc Nearing Vanguard Point
Near Vanguard Point
[Exits: east west]
A gradually widening path
[Exits: east west]
A bit of blood has pooled at your feet.
(Glowing) The ground is disturbed here, smooth yet radiating with magic.
A Small Plateau in the Dragon's Teeth
[Exits: east (south) west]
The Road into the Dragon's Teeth
[Exits: east down]
The Road into the Dragon's Teeth
[Exits: up down]
The Road into the Dragon's Teeth
[Exits: west up]
The Road into the Dragon's Teeth
[Exits: east down]
The Road into the Dragon's Teeth
[Exits: west up]
A mighty Fortress looms over the area.
The Road into the Dragon's Teeth
[Exits: east west]
A mighty Fortress looms over the area.
The Road into the Dragon's Teeth
[Exits: east south]
The Eastern Road is [KNIGHT] controlled. Players near you:
<PK> Brannoc The Road into the Dragon's Teeth
The Road into the Dragon's Teeth
[Exits: north west]
The Base of the Dragon's Teeth
[Exits: east west]
Nearing the Crossroads
[Exits: east west]
The Crossroads
[Exits: north east south west]
A mighty Fortress looms over the area.
A young werebeast stands here, leaning on his spear.
A werebeast looks into the sky.
A werebeast says in a foreign tongue 'I gnowgnow whrroo brawowgrsnuhhr ghuhhrawou.'
A werebeast says in a foreign tongue 'Whrroo whuhgnoughgn browoobrwh so gnoooognawrwawrr.'
Your focus wavers and you step out of the bladestorm stance.
The Northern Trail
[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.
Fort Blackwatch is [KNIGHT] controlled. Players near you:
<PK> Brannoc The Northern Trail
You clear your mind and focus on the secrets of Bladestorm.
The Crossroads
[Exits: north east south west]
A mighty Fortress looms over the area.
A young werebeast stands here, leaning on his spear.
A werebeast looks into the sky.
A werebeast says in a foreign tongue 'I gnowgnow whrroo brawowgrsnuhhr ghuhhrawou.'
A werebeast says in a foreign tongue 'Whrroo whuhgnoughgn browoobrwh so gnoooognawrwawrr.'
Nearing the Cross Roads
[Exits: north east]
A fragrant sandalwood tree stands here, ready to be felled.
Lower Foothills
[Exits: north south west]
A patch of greyish herbs grows in the wild here.
A tree spreads its branches through the canopy.
Greener Hills
[Exits: east south]
The Forward Keep is [KNIGHT] controlled. Players near you:
<PK> Brannoc Greener Hills
Lower Foothills
[Exits: north south west]
A patch of greyish herbs grows in the wild here.
A tree spreads its branches through the canopy.
Leaving the Woodland
[Exits: east west]
A vine of purple leaves grows in the wild here.
A troop of storm giant soldiers is here.
A cart bearing supplies is here.
A Small Clearing
[Exits: north east west]
A mighty Fortress looms over the area.
(White Aura) [KNIGHT] A regiment of Praetorian guards celebrate their victory here
The Eastern Road is [KNIGHT] controlled. Players near you:
<PK> Brannoc A Small Clearing
Entrance to Elderwood
[Exits: north south]
Elderwood is [KNIGHT] controlled. Players near you:
<PK> Brannoc Entrance to Elderwood
A quiet path
[Exits: north south west]
A cold stone rests here, dark veins pulsing faintly beneath its surface.
Aruncus the Druid is walking around here, searching for herbs.
Aruncus the Druid says 'If you could find me some gyvel herb, I could make something powerful.'
Elderwood is [KNIGHT] controlled. Players near you:
<PK> Brannoc A quiet path
Entrance to Elderwood
[Exits: north south]
A Small Clearing
[Exits: north east west]
A mighty Fortress looms over the area.
(White Aura) [KNIGHT] A regiment of Praetorian guards celebrate their victory here
Thickening Woods
[Exits: east west]
A large murder of crows nearly turns the trees black here.
Light Woods
[Exits: east west]
The Eastern Checkpoint
[Exits: east west]
A column of Crusaders is camped here.
The Grasslands
[Exits: east west]
A mighty Fortress looms over the area.
A Ramshackle Tent City
[Exits: east west]
An abandoned caravan remains here, the citizens seemed to have left.
(White Aura) [KNIGHT] A ward of Praetorian guards stand in support.
The Eastern Road is [KNIGHT] controlled. Players near you:
<PK> Brannoc A Ramshackle Tent City
The Eastern Gate of Val Miran
[Exits: north east south west up]
(White Aura) A Gateguard is here, member of the Tribunal Blood Guard.
A feral citizen of Val Miran walks the streets here.
(White Aura) A Gateguard is here, member of the Tribunal Blood Guard.
Blood Guard says in a foreign tongue 'Kichiktsk'! Shvra kviktkch chaiskai of Zhik Zvavrikts!'
Blood Guard says in a foreign tongue 'Tstk'ikeskazv'vts izvtsehtkkashehv, zvitsskesheh to Zhik Zvavrikts.'
ValMiran is [TRIBUNAL] controlled. Players near you:
<PK> Brannoc The Eastern Gate of Val Miran
Queen Isabeau Avenue
[Exits: east west]
Queen Isabeau Avenue
[Exits: east west]
The Eastern Square of Val Miran
[Exits: north east south west]
An artful Karakken-Fountain gushes forth fresh water.
Queen Isabeau Avenue
[Exits: north east south west]
Queen Isabeau Avenue
[Exits: north east south west]
Queen Isabeau Avenue
[Exits: north east south west]
The Central Square of Val Miran
[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.
ValMiran is [TRIBUNAL] controlled. Players near you:
<PK> Brannoc The Central Square of Val Miran
King Agmeel Way
[Exits: north east south west]
King Agmeel Way
[Exits: north east south west]
King Agmeel Way
[Exits: north east south west]
The Western Park of Val Miran
[Exits: north east south west]
A bit of blood has pooled at your feet.
A granite fountain has been half-overgrown with flowers and ivy here.
You catch a glimpse of some movement in the trees.
Eastern Shore of a Small lake
[Exits: east west]
Miran Lake
[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.
Western Shore of a Small Lake
[Exits: east west]
The Western Gate of Val Miran
[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 a foreign tongue 'Tstk'ikeskazv'vts izvtsehtkkashehv, zvitsskesheh to Zhik Zvavrikts.'
Blood Guard says in a foreign tongue 'Tstk'ikeskazv'vts izvtsehtkkashehv, zvitsskesheh to Zhik Zvavrikts.'
The day has begun.
The cheerful notes of the temple of light bell announce sunrise.
The Edge of the Forest
[Exits: north east west]
A mighty Fortress looms over the area.
Haon Dor is [KNIGHT] controlled. Players near you:
<PK> Brannoc The Edge of the Forest
A trail through the light forest
[Exits: east west]
A trail through the light forest
[Exits: east south west]
A trail through the dense forest
[Exits: east west]
A group of druids wanders about.
A trail through the dense forest
[Exits: east south west]
A narrow trail through the deep, dark forest
[Exits: east west]
A narrow trail through the deep, dark forest
[Exits: east south west]
(Invisible) Shargugh the Forest Brownie is here, grinning broadly at you.
A large, grey wolf is here, glaring hungrily at you.
A narrow trail through the deep, dark forest
[Exits: east west]
A massive broken steelwagon sits here amidst a pile of corpses.
A group of druids wanders about.
A narrow trail through the deep, dark forest
[Exits: north east south west]
The Time Vortex plays with the reality far above you.
A colossal tree blocks the way westwards.
Entrance to a Dank Tomb
[Exits: east south]
A mighty Fortress looms over the area.
Alas, you cannot go that way.
Tomb of the Ancients is [KNIGHT] controlled. Players near you:
<PK> Brannoc Entrance to a Dank Tomb
Tomb of the Ancients is [KNIGHT] controlled. Players near you:
<PK> Brannoc Entrance to a Dank Tomb
A narrow trail through the deep, dark forest
[Exits: north east south west]
The Time Vortex plays with the reality far above you.
A colossal tree blocks the way westwards.
A narrow trail through the deep, dark forest
[Exits: north south west]
A large, grey wolf is here, glaring hungrily at you.
A large, grey wolf is here, glaring hungrily at you.
A narrow trail through the deep, dark forest
[Exits: east west]
A narrow trail through the deep, dark forest
[Exits: north east south]
A narrow trail through the deep, dark forest
[Exits: north south]
A large toadstool grows nearby.
A large, black wolf is here, glaring hungrily at you.
A narrow trail through the deep, dark forest
[Exits: north east west]
A deposit of raw jade glitters in the stone here.
A ferocious warg is here, snarling angrily at you.
A large, black wolf is here, glaring hungrily at you.
A narrow trail through the deep, dark forest
[Exits: east south]
A ferocious warg is here, snarling angrily at you.
A narrow trail through the deep, dark forest
[Exits: north south west]
A narrow trail through the deep, dark forest
[Exits: east west]
A narrow trail through the deep, dark forest
[Exits: east west]
A dusty trail in the deep, dark forest
[Exits: north east south]
A vein of copper ore breaks through the surface here.
A dusty trail in the deep, dark forest
[Exits: east south]
A mighty Fortress looms over the area.
Haon Dor is [KNIGHT] controlled. Players near you:
<PK> Brannoc A dusty trail in the deep, dark forest
You open the hole below you.
A tunnel entrance
[Exits: up down]
A mineshaft
[Exits: south up]
A mineshaft
[Exits: north down]
Alas, you cannot go that way.
The Western Underdark is [TRIBUNAL] controlled. Players near you:
<PK> Brannoc A mineshaft
A mineshaft
[Exits: south up down]
A Dark Mine Shaft
[Exits: up down]
A mineshaft
[Exits: south up down]
A hard, granite tunnel
[Exits: north east]
Alas, you cannot go that way.
Alas, you cannot go that way.
The Western Underdark is [TRIBUNAL] controlled. Players near you:
<PK> Brannoc A hard, granite tunnel
A hard, granite tunnel
[Exits: east west]
A small crest
[Exits: west down]
Alas, you cannot go that way.
Walls of slime
[Exits: south up]
Walls of slime
[Exits: north south]
A rutty passage
[Exits: north east]
Walls of slime
[Exits: north south]
Walls of slime
[Exits: south up]
Walls of slime
[Exits: north south]
A rutty passage
[Exits: north east]
A rutty passage
[Exits: south west]
The sun rises in the east.
The Main Tunnel
[Exits: north east west]
The Main Tunnel
[Exits: east south]
Above a hole
[Exits: north down]
A wide passage
[Exits: west up]
A junction
[Exits: east south down]
A meandering tunnel
[Exits: north south]
A meandering tunnel
[Exits: north west]
Above a fallout
[Exits: east down]
The Western Underdark is [TRIBUNAL] controlled. Players near you:
<PK> Brannoc Above a fallout
Down in a hole
[Exits: west up]
A hot tunnel
[Exits: east west]
A hot tunnel
[Exits: east south]
A hot tunnel
[Exits: north up]
The Western Underdark is [TRIBUNAL] controlled. Players near you:
<PK> Brannoc A hot tunnel
A dark hole
[Exits: down]
The sand is closed.
Get what?
You open the sand above you.
A sandy path
[Exits: east south down]
The Dead Sea is [KNIGHT] controlled. Players near you:
<PK> Brannoc A sandy path
The edge of the jungle
[Exits: north west]
An eclipsed bloomcore grows in the wild here.
A bright, vividly colored bird is perched here.
A path in the jungle
[Exits: east up]
A small path in the jungle
[Exits: west down]
A bright, vividly colored bird is perched here.
A rising pathway in the jungle
[Exits: east up]
( 2) Some dark black leaves lie here.
You get some dark black leaves.
You get some dark black leaves.
An overlook
[Exits: west down]
Some dark black leaves lie here.
You get some dark black leaves.
The Dead Sea is [KNIGHT] controlled. Players near you:
<PK> Brannoc An overlook
A rising pathway in the jungle
[Exits: east up]
A small path in the jungle
[Exits: west down]
A bright, vividly colored bird is perched here.
A path in the jungle
[Exits: east up]
The edge of the jungle
[Exits: north west]
An eclipsed bloomcore grows in the wild here.
A bright, vividly colored bird is perched here.
Alas, you cannot go that way.
A sandy path
[Exits: east south down]
A sandy path
[Exits: east west]
On a tropical island
[Exits: north east west]
Your rage ebbs.
On a tropical island
[Exits: north south west]
The Dead Sea is [KNIGHT] controlled. Players near you:
<PK> Brannoc On a tropical island
On a tropical island
[Exits: north south]
A sandy beach
[Exits: north east south]
The shoreline
[Exits: north west]
/ You are in the prime of your health. \
| Anatomy : Mob Human Elf Dwarf DemiHum Giant Beast Flying Unique |
| 85 40 20 0 25 31 12 13 100 |
| Lysenties' silver light hastens your mending. |
\---------------------------------------------------------------------/
Shallow water
[Exits: east south]
A bright silverfish darts along the reefs here.
Alas, you cannot go that way.
Warm currents
[Exits: north south]
A bright silverfish darts along the reefs here.
A circular reef
[Exits: north south]
A vein of deep lapis lazuli glitters in the stone here.
A bright silverfish darts along the reefs here.
Affects:
18 4 9 102
bts btf btt vow
Spell: bladestorm : modifies ac by 75 for 9 hours
Spell: predict : for 8 hours
Spell: sanctuary : for 3 hours
Spell: fly : for 0 hours
Spell: healing : for 0 hours
Spell: drug addiction : for 707 hours
Spell: drug use : for 35 hours
Spell: detect invis : for 5 hours
The edge of the Atoll
[Exits: north south west]
The Dead Sea
[Exits: north west]
Alas, you cannot go that way.
The Dead Sea
[Exits: north east south]
The Dead Sea
[Exits: north south]
The Dead Sea
[Exits: north south west]
The Dead Sea
[Exits: north south west]
Tidal Flows
[Exits: north south west]
Tidal Flows
[Exits: east south]
Tropical waters
[Exits: north south]
Tropical waters
[Exits: north south]
Tropical waters
[Exits: north south]
You go to sleep.
Affects:
18 4 9 102
bts btf btt vow
Spell: bladestorm : modifies ac by 75 for 9 hours
Spell: predict : for 8 hours
Spell: sanctuary : for 3 hours
Spell: fly : for 0 hours
Spell: healing : for 0 hours
Spell: drug addiction : for 707 hours
Spell: drug use : for 35 hours
Spell: detect invis : for 5 hours
You are already sleeping.
Affects:
18 4 9 102
bts btf btt vow
Spell: bladestorm : modifies ac by 75 for 9 hours
Spell: predict : for 8 hours
Spell: sanctuary : for 3 hours
Spell: fly : for 0 hours
Spell: healing : for 0 hours
Spell: drug addiction : for 707 hours
Spell: drug use : for 35 hours
Spell: detect invis : for 5 hours
You are carrying:
( 3) some dark black leaves
a Multicolored Pill
some hard tack
a large slab of beef
a bowl of herbs
a potion of flight
(Humming) a glimmering white staff
(Glowing) a sack of gold
(Humming) a Commander's Rapier
a withering scythe
a sturdy backpack
You slowly float to the ground.
You are ready for another healing session.
You wake and stand up.
You get a small canoe from a sturdy backpack.
Deeper waters
[Exits: north south]
The Deep Dune Sea
[Exits: north east]
Alas, you cannot go that way.
The Dune Sea is [KNIGHT] controlled. Players near you:
<PK> Brannoc The Deep Dune Sea
The Deep Dune Sea
[Exits: north south west]
The Deep Dune Sea
[Exits: north east south]
The Deep Dune Sea
[Exits: north east south west]
The Deep Dune Sea
[Exits: east south]
The Deep Dune Sea
[Exits: east west]
The Deep Dune Sea
[Exits: east west]
The Deep Dune Sea
[Exits: east west]
The Deep Dune Sea
[Exits: east west]
The Deep Dune Sea
[Exits: east west]
The Dune Sea
[Exits: east west]
The Dune Sea is [KNIGHT] controlled. Players near you:
<PK> Brannoc The Dune Sea
The Dune Sea
[Exits: north south west]
Alas, you cannot go that way.
The Dune Sea
[Exits: north east south west]
The Dune Sea
[Exits: north east south west]
The Dune Sea
[Exits: north south west]
Alas, you cannot go that way.
The Dune Sea
[Exits: north east south west]
The Dune Sea
[Exits: north east south west]
The Dune Sea
[Exits: north south west]
The Dune Sea is [KNIGHT] controlled. Players near you:
<PK> Brannoc The Dune Sea
The Dune Sea
[Exits: north east south]
The Dune Sea
[Exits: north east west]
The Dune Sea
[Exits: east west]
The Dune Sea Shallows
[Exits: east west]
The Dune Sea Shallows
[Exits: east west]
The Dune Sea Shallows
[Exits: north west]
Alas, you cannot go that way.
Alas, you cannot go that way.
The Dune Sea is [KNIGHT] controlled. Players near you:
<PK> Brannoc The Dune Sea Shallows
Alas, you cannot go that way.
The Dune Sea Shallows
[Exits: east south]
The Dune Sea Shallows
[Exits: east west]
The Dune Sea Shallows
[Exits: south west]
A seagull is here, flying above your head.
Alas, you cannot go that way.
Alas, you cannot go that way.
The Dune Sea Shallows
[Exits: north east]
Alas, you cannot go that way.
The Dune Sea Shallows
[Exits: east west]
A seagull is here, flying above your head.
The Dune Sea Shallows
[Exits: east west]
A bright silver fish swims alongside your boat.
The Dune Sea Shallows
[Exits: east west]
A mighty Fortress looms over the area.
An envoy of ships flying the Tribunal banner is here, waiting for everyone to board up.
A bright silver fish swims alongside your boat.
Tribunal troops are pulling siege weapons towards the fleet here.
An Island on Dune Sea
[Exits: east south west]
A seagull is here, flying above your head.
A seagull is here, flying above your head.
A seagull swoops down, and attacks a fish!
Calm Waters
[Exits: east west]
Atop the Deck
[Exits: north east south west]
Atop the Deck
[Exits: east south west (down)]
A mighty Fortress looms over the area.
The Gangway
[Exits: north east south]
A mighty Fortress looms over the area.
Floating Debris
[Exits: north west]
The Sunken Ship is [KNIGHT] controlled. Players near you:
<PK> Brannoc Floating Debris
Alas, you cannot go that way.
Alas, you cannot go that way.
Before A Wreckage
[Exits: north east south]
The Sunken Ship is [KNIGHT] controlled. Players near you:
<PK> Brannoc Before A Wreckage
The narrow trail
[Exits: north east south]
The narrow trail
[Exits: north south]
A group of druids wanders about.
Haon Dor is [KNIGHT] controlled. Players near you:
<PK> Brannoc The narrow trail
You go to sleep.
Affects:
17 3 8 101
bts btf btt vow
Spell: bladestorm : modifies ac by 75 for 8 hours
Spell: predict : for 7 hours
Spell: sanctuary : for 2 hours
Spell: drug addiction : for 706 hours
Spell: drug use : for 34 hours
Spell: detect invis : for 4 hours
~ Wanderers of Aabahran ~
[50 Half Bla] <PK> (Sacred Oak [I]) Brannoc Fandrun the Doomblade
[ Drow ] <PK> [WARMASTER] Shylilli the Vengeance of the Forest
[ Undea ] <PK> Aliziu Talgra the Handmaiden of the Nameless
[ Feral ] <PK> Girmph the Master of the Turning Tide
Players matched: 4
There are 4 characters on, the most on since startup was 20.
The title of Master Questor of Aabahran is currently held by Aliziu.
You wake and stand up.
Haon Dor is [KNIGHT] controlled. Players near you:
<PK> Brannoc The narrow trail
Alas, you cannot go that way.
Alas, you cannot go that way.
Alas, you cannot go that way.
Alas, you cannot go that way.
A narrow trail through the deep, dark forest
[Exits: north east south]
The Time Vortex plays with the reality far above you.
A colossal tree blocks the way westwards.
Affects:
16 2 7 100
bts btf btt vow
Spell: bladestorm : modifies ac by 75 for 7 hours
Spell: predict : for 6 hours
Spell: sanctuary : for 1 hours
Spell: drug addiction : for 705 hours
Spell: drug use : for 33 hours
Spell: detect invis : for 3 hours
A narrow trail through the deep, dark forest
[Exits: east west]
A massive broken steelwagon sits here amidst a pile of corpses.
A group of druids wanders about.
A narrow trail through the deep, dark forest
[Exits: east south west]
(Invisible) Shargugh the Forest Brownie is here, grinning broadly at you.
A large, grey wolf is here, glaring hungrily at you.
A narrow trail through the deep, dark forest
[Exits: east west]
A trail through the dense forest
[Exits: east south west]
A trail through the dense forest
[Exits: east west]
A group of druids wanders about.
A trail through the light forest
[Exits: east south west]
A trail through the light forest
[Exits: east west]
The Edge of the Forest
[Exits: north east west]
A mighty Fortress looms over the area.
Haon Dor is [KNIGHT] controlled. Players near you:
<PK> Brannoc The Edge of the Forest
Brannoc is using:
<used as light> (Glowing) the Crimson Banner of the Peoples Republic of Miruvhor
<worn on finger> (Invis) (Glowing) (Humming) a ring of tattered souls
<worn on finger> (Invis) (Glowing) (Humming) a ring of tattered souls
<worn around neck> (Glowing) (Humming) a necklace of woven leaves
<worn around neck> (Glowing) a plated steel neckguard
<worn on head> some Clay-Smeared Hairs
<worn on ear> (Glowing) an Alumel Gauge
<worn on torso> an "I love Rheydin Rubble" t-shirt
<worn on arms> black basilisk-hide armguards
<worn on hands> a pair of basilisk-hide gloves
<worn on legs> (Humming) fine elven leggings
<worn on feet> a pair of basilisk-hide boots
<worn about body> (Glowing) (Humming) a Mortal Globe of Invulnerability
<worn about waist> an ugly green belt
<worn around wrist> a band of slimy material
<worn around wrist> a band of slimy material
<wielded> "Decobru" the Gladiator Broadsword
<dual wielded> (Glowing) (Humming) 'Durindel' the Sword of Flame
<sheathed on back> (Humming) "Vellencht" the Gaze of the Law
<sheathed on waist> (Glowing) a severed demon talon
<worn on face> a violet veil
<floating nearby> a Mote of Tides
<in the quiver> nothing.
<coiled on shoulder> (Glowing) a winged water dragon
You are carrying:
a small canoe
( 3) some dark black leaves
a Multicolored Pill
some hard tack
a large slab of beef
a bowl of herbs
a potion of flight
(Humming) a glimmering white staff
(Glowing) a sack of gold
(Humming) a Commander's Rapier
a withering scythe
a sturdy backpack
I see nothing like that in the back.
That's not a container.
You eat some hard tack.
You are full.
The Western Gate of Val Miran
[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 examines you carefully.
Blood Guard says in a foreign tongue 'Tstk'ikeskazv'vts izvtsehtkkashehv, zvitsskesheh to Zhik Zvavrikts.'
Blood Guard steps aside and allow you to pass him.
Western Shore of a Small Lake
The ground is churned to thick mud by the rain.
[Exits: east west]
ValMiran is [TRIBUNAL] controlled. Players near you:
<PK> Brannoc Western Shore of a Small Lake
Miran Lake
[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.
Eastern Shore of a Small lake
[Exits: east west]
The Western Park of Val Miran
The ground is churned to thick mud by the rain.
[Exits: north east south west]
A granite fountain has been half-overgrown with flowers and ivy here.
You catch a glimpse of some movement in the trees.
King Agmeel Way
[Exits: north east south west]
King Agmeel Way
[Exits: north east south west]
King Agmeel Way
[Exits: north east south west]
The Central Square of Val Miran
[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.
A tiny maintenance bot whirrs around looking for a new task.
ValMiran is [TRIBUNAL] controlled. Players near you:
<PK> Brannoc The Central Square of Val Miran
Queen Isabeau Avenue
[Exits: north east south west]
A tiny maintenance bot whirrs around looking for a new task.
Zenja's Alchemy Shoppe
[Exits: south up]
Zenja the witch is here brewing potions for sale to the public.
You haggle the price down to 2095 coins.
You buy a potion of flight.
You haggle the price down to 2188 coins.
You have become better at haggle! [85%]
You buy a potion of flight.
You haggle the price down to 2204 coins.
You buy a potion of flight.
You are carrying:
( 4) a potion of flight
a small canoe
( 3) some dark black leaves
a Multicolored Pill
a large slab of beef
a bowl of herbs
(Humming) a glimmering white staff
(Glowing) a sack of gold
(Humming) a Commander's Rapier
a withering scythe
a sturdy backpack
Queen Isabeau Avenue
[Exits: north east south west]
A tiny maintenance bot whirrs around looking for a new task.
Queen Isabeau Avenue
[Exits: north east south west]
Queen Isabeau Avenue
[Exits: north east south west]
The Eastern Square of Val Miran
[Exits: north east south west]
An artful Karakken-Fountain gushes forth fresh water.
Queen Isabeau Avenue
[Exits: east west]
Queen Isabeau Avenue
[Exits: east west]
ValMiran is [TRIBUNAL] controlled. Players near you:
<PK> Brannoc Queen Isabeau Avenue
The Eastern Gate of Val Miran
[Exits: north east south west up]
(White Aura) A Gateguard is here, member of the Tribunal Blood Guard.
A feral citizen of Val Miran walks the streets here.
(White Aura) A Gateguard is here, member of the Tribunal Blood Guard.
Blood Guard says in a foreign tongue 'Tstk'ikeskazv'vts izvtsehtkkashehv, zvitsskesheh to Zhik Zvavrikts.'
Blood Guard says in a foreign tongue 'Tstk'ikeskazv'vts izvtsehtkkashehv, zvitsskesheh to Zhik Zvavrikts.'
A Ramshackle Tent City
[Exits: east west]
An abandoned caravan remains here, the citizens seemed to have left.
(White Aura) [KNIGHT] A ward of Praetorian guards stand in support.
The Eastern Road is [KNIGHT] controlled. Players near you:
<PK> Brannoc A Ramshackle Tent City
The Grasslands
[Exits: east west]
A mighty Fortress looms over the area.
The Eastern Checkpoint
[Exits: east west]
A column of Crusaders is camped here.
Light Woods
[Exits: east west]
The Eastern Road is [KNIGHT] controlled. Players near you:
<PK> Brannoc Light Woods
Thickening Woods
[Exits: east west]
A large murder of crows nearly turns the trees black here.
A Small Clearing
[Exits: north east west]
A mighty Fortress looms over the area.
(White Aura) [KNIGHT] A regiment of Praetorian guards celebrate their victory here
Leaving the Woodland
The ground is churned to thick mud by the rain.
[Exits: east west]
A vine of purple leaves grows in the wild here.
A troop of storm giant soldiers is here.
A cart bearing supplies is here.
Affects:
15 1 6 99
bts btf btt vow
Spell: bladestorm : modifies ac by 75 for 6 hours
Spell: predict : for 5 hours
Spell: sanctuary : for 0 hours
Spell: drug addiction : for 704 hours
Spell: drug use : for 32 hours
Spell: detect invis : for 2 hours
Lower Foothills
[Exits: north south west]
A patch of greyish herbs grows in the wild here.
A tree spreads its branches through the canopy.
Greener Hills
The ground is churned to thick mud by the rain.
[Exits: east south]
The Forward Keep is [KNIGHT] controlled. Players near you:
<PK> Brannoc Greener Hills
Climbing into the Wood
[Exits: north west]
You stop using 'Durindel' the Sword of Flame.
You hold a glimmering white staff in your hand.
The Forward Keep is [KNIGHT] controlled. Players near you:
<PK> Brannoc Climbing into the Wood
The Forward Keep is [KNIGHT] controlled. Players near you:
<PK> Brannoc Climbing into the Wood
The Forward Keep is [KNIGHT] controlled. Players near you:
<PK> Brannoc Climbing into the Wood
Mount what?
You go to sleep.
The protective aura around your body fades.
You wake and stand up.
The Forward Keep is [KNIGHT] controlled. Players near you:
<PK> Brannoc Climbing into the Wood
You brandish a glimmering white staff.
You are surrounded by a white aura.
You do not have that weapon.
Alas, you cannot go that way.
Greener Hills
The ground is churned to thick mud by the rain.
[Exits: east south]
Lower Foothills
[Exits: north south west]
A patch of greyish herbs grows in the wild here.
A tree spreads its branches through the canopy.
Leaving the Woodland
The ground is churned to thick mud by the rain.
[Exits: east west]
A vine of purple leaves grows in the wild here.
A troop of storm giant soldiers is here.
A cart bearing supplies is here.
The Eastern Road is [KNIGHT] controlled. Players near you:
<PK> Brannoc Leaving the Woodland
A Small Clearing
[Exits: north east west]
A mighty Fortress looms over the area.
(White Aura) [KNIGHT] A regiment of Praetorian guards celebrate their victory here
Thickening Woods
[Exits: east west]
A large murder of crows nearly turns the trees black here.
Light Woods
[Exits: east west]
The Eastern Checkpoint
[Exits: east west]
A column of Crusaders is camped here.
The Grasslands
[Exits: east west]
A mighty Fortress looms over the area.
A Ramshackle Tent City
[Exits: east west]
An abandoned caravan remains here, the citizens seemed to have left.
(White Aura) [KNIGHT] A ward of Praetorian guards stand in support.
The Eastern Road is [KNIGHT] controlled. Players near you:
<PK> Brannoc A Ramshackle Tent City
The Eastern Gate of Val Miran
[Exits: north east south west up]
(White Aura) A Gateguard is here, member of the Tribunal Blood Guard.
A feral citizen of Val Miran walks the streets here.
(White Aura) A Gateguard is here, member of the Tribunal Blood Guard.
Blood Guard says 'I'll be keeping my eye on you, Brannoc.'
Blood Guard says in a foreign tongue 'Tstk'ikeskazv'vts izvtsehtkkashehv, zvitsskesheh to Zhik Zvavrikts.'
Blood Guard says in a foreign tongue 'Tstk'ikeskazv'vts izvtsehtkkashehv, zvitsskesheh to Zhik Zvavrikts.'
ValMiran is [TRIBUNAL] controlled. Players near you:
<PK> Brannoc The Eastern Gate of Val Miran
Queen Isabeau Avenue
[Exits: east west]
Queen Isabeau Avenue
[Exits: east west]
The Eastern Square of Val Miran
[Exits: north east south west]
An artful Karakken-Fountain gushes forth fresh water.
Queen Isabeau Avenue
[Exits: north east south west]
Queen Isabeau Avenue
[Exits: north east south west]
Queen Isabeau Avenue
[Exits: north east south west]
A tiny maintenance bot whirrs around looking for a new task.
The Central Square of Val Miran
[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.
A tiny maintenance bot whirrs around looking for a new task.
ValMiran is [TRIBUNAL] controlled. Players near you:
<PK> Brannoc The Central Square of Val Miran
Ivesianna Avenue
The immediate area is covered in blood and gore. Debris lay everywhere,
and the smell of burnt flesh is in the air. Scorch marks from some sort of
divine power lay remnant to the destruction caused here.
[Exits: north east south]
A large sign etched with a rusted needle on it points east.
A Blood Guard Patroller stands firmly at the entrance.
Ivesianna Avenue
[Exits: north south west]
The Royal Stables
[Exits: east]
A large sign has been hanged on the stable wall.
The Royal Stablemaster stands here beaming with pride.
The Stablemaster says 'Greetings Brannoc. Welcome to the ValMiran Stables!'
The Stablemaster gestures at the sign.
The Stablemaster says 'Those are our current rates, please look at them and let me know what you wish.'
You give the Stablemaster 2000 gold.
The Stablemaster says 'Ah yes.. An excellent choice indeed.'
The Stablemaster leads the steed towards you.
The Stablemaster says 'Enjoy.'
You mount upon the back of an elephant.
Ivesianna Avenue
[Exits: north south west]
Ivesianna Avenue
The immediate area is covered in blood and gore. Debris lay everywhere,
and the smell of burnt flesh is in the air. Scorch marks from some sort of
divine power lay remnant to the destruction caused here.
[Exits: north east south]
A large sign etched with a rusted needle on it points east.
A Blood Guard Patroller stands firmly at the entrance.
The Central Square of Val Miran
[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.
A tiny maintenance bot whirrs around looking for a new task.
Queen Isabeau Avenue
[Exits: north east south west]
A tiny maintenance bot whirrs around looking for a new task.
Affects:
14 0 5 98
bts btf btt vow
Spell: mounted : for 144 hours
Spell: sanctuary : for 8 hours
Spell: bladestorm : modifies ac by 75 for 5 hours
Spell: predict : for 4 hours
Spell: drug addiction : for 703 hours
Spell: drug use : for 31 hours
Spell: detect invis : for 1 hours
Queen Isabeau Avenue
[Exits: north east south west]
Queen Isabeau Avenue
[Exits: north east south west]
The Eastern Square of Val Miran
[Exits: north east south west]
An artful Karakken-Fountain gushes forth fresh water.
Queen Isabeau Avenue
[Exits: east west]
Queen Isabeau Avenue
[Exits: east west]
The Eastern Gate of Val Miran
[Exits: north east south west up]
(White Aura) A Gateguard is here, member of the Tribunal Blood Guard.
A feral citizen of Val Miran walks the streets here.
(White Aura) A Gateguard is here, member of the Tribunal Blood Guard.
Blood Guard says in a foreign tongue 'Tstk'ikeskazv'vts izvtsehtkkashehv, zvitsskesheh to Zhik Zvavrikts.'
Blood Guard says in a foreign tongue 'Kichiktsk'! Shvra kviktkch chaiskai of Zhik Zvavrikts!'
A Ramshackle Tent City
The ground is churned to thick mud by the rain.
[Exits: east west]
An abandoned caravan remains here, the citizens seemed to have left.
(White Aura) [KNIGHT] A ward of Praetorian guards stand in support.
The Eastern Road is [KNIGHT] controlled. Players near you:
<PK> Brannoc A Ramshackle Tent City
~ Wanderers of Aabahran ~
[50 Half Bla] <PK> (Sacred Oak [I]) Brannoc Fandrun the Doomblade
[ Drow ] <PK> [WARMASTER] Shylilli the Vengeance of the Forest
[ Undea ] <PK> Aliziu Talgra the Handmaiden of the Nameless
[ Feral ] <PK> Girmph the Master of the Turning Tide
Players matched: 4
There are 4 characters on, the most on since startup was 20.
The title of Master Questor of Aabahran is currently held by Aliziu.
The Grasslands
[Exits: east west]
A mighty Fortress looms over the area.
The Eastern Checkpoint
[Exits: east west]
A column of Crusaders is camped here.
Light Woods
[Exits: east west]
Thickening Woods
[Exits: east west]
A large murder of crows nearly turns the trees black here.
A Small Clearing
[Exits: north east west]
A mighty Fortress looms over the area.
(White Aura) [KNIGHT] A regiment of Praetorian guards celebrate their victory here
Leaving the Woodland
The ground is churned to thick mud by the rain.
[Exits: east west]
A vine of purple leaves grows in the wild here.
A troop of storm giant soldiers is here.
A cart bearing supplies is here.
You lose your battlefocus.
Lower Foothills
[Exits: north south west]
A patch of greyish herbs grows in the wild here.
A tree spreads its branches through the canopy.
Nearing the Cross Roads
[Exits: north east]
A fragrant sandalwood tree stands here, ready to be felled.
The Crossroads
[Exits: north east south west]
A mighty Fortress looms over the area.
A young werebeast stands here, leaning on his spear.
A werebeast looks into the sky.
A werebeast says in a foreign tongue 'I gnowgnow whrroo brawowgrsnuhhr ghuhhrawou.'
A werebeast says in a foreign tongue 'Whrroo whuhgnoughgn browoobrwh so gnoooognawrwawrr.'
You lost your concentration.
You have become better at battlefocus! [68%]
You empty your mind and focus only on battle and possible attacks.
The Eastern Road is [KNIGHT] controlled. Players near you:
<PK> Brannoc The Crossroads
The Eastern Road is [KNIGHT] controlled. Players near you:
<PK> Brannoc The Crossroads
The Northern Trail
[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.
Fort Blackwatch is [KNIGHT] controlled. Players near you:
<PK> Brannoc The Northern Trail
The Crossroads
[Exits: north east south west]
A mighty Fortress looms over the area.
A young werebeast stands here, leaning on his spear.
A werebeast looks into the sky.
A werebeast says in a foreign tongue 'I gnowgnow whrroo brawowgrsnuhhr ghuhhrawou.'
A werebeast says in a foreign tongue 'Whrroo whuhgnoughgn browoobrwh so gnoooognawrwawrr.'
Nearing the Crossroads
[Exits: east west]
The Base of the Dragon's Teeth
[Exits: east west]
The Road into the Dragon's Teeth
[Exits: north west]
The Road into the Dragon's Teeth
[Exits: east south]
The Eastern Road is [KNIGHT] controlled. Players near you:
<PK> Brannoc The Road into the Dragon's Teeth
The Road into the Dragon's Teeth
[Exits: east west]
A mighty Fortress looms over the area.
The Road into the Dragon's Teeth
[Exits: west up]
A mighty Fortress looms over the area.
The Road into the Dragon's Teeth
[Exits: east down]
The Road into the Dragon's Teeth
[Exits: west up]
The Road into the Dragon's Teeth
[Exits: up down]
The Road into the Dragon's Teeth
[Exits: east down]
The Eastern Road is [KNIGHT] controlled. Players near you:
<PK> Brannoc The Road into the Dragon's Teeth
A Small Plateau in the Dragon's Teeth
[Exits: east (south) west]
A gradually widening path
[Exits: east west]
(Glowing) The ground is disturbed here, smooth yet radiating with magic.
Near Vanguard Point
[Exits: east west]
Nearing Vanguard Point
[Exits: north east south west]
Vanguard Point
[Exits: east west]
(White Aura) An Aberrant Guard scans the entrance to the city.
(White Aura) An Aberrant Guard scans the entrance to the city.
Regent Avenue
[Exits: east west]
Maelbrim is [TRIBUNAL] controlled. Players near you:
<PK> Brannoc Regent Avenue
Regent Avenue
[Exits: north east south west]
Regent Avenue
[Exits: east south west]
Green Square
[Exits: north east south west]
A big SIGN waiting to be read points north.
A polished marble fountain carved into the shape of dolphins gushes crystalline water.
(White Aura) An old, tired looking man stands here bent over a cane.
Sedgewick turns towards you.
Sedgewick says 'Ah, Brannoc, it is rumored a great beast lurks in the Caves of Kamir.'
Sedgewick says 'Would you take this task upon yourself and rid the caves of the problem?'
Sedgewick peers at you in expecting a yes or no answer.
The lofty Tower of Ravens casts a shadow over the square.
You no longer see invisible objects.
Sedgewick walks up to you.
Sedgewick says 'Ah, Brannoc, it is rumored a great beast lurks in the Caves of Kamir.'
Sedgewick says 'Would you take this task upon yourself and rid the caves of the problem?'
Sedgewick peers at you in expecting a 'yes' or 'no' answer.
Regent Avenue
[Exits: north east south west]
Regent Avenue
[Exits: north east west]
Regent Avenue
[Exits: east south west]
A bounty hunter for the Maelbrim jailer stands here glowering.
The Forum
[Exits: north east south west]
A set of Imperial banners stand proudly around the commons.
The official Tribunal Roll Call has been posted here.
The statue of a dwarf stands here proudly, hewn in white marble.
A marble fountain carved in the likeness of a regal-looking illithid is here.
(White Aura) A Marshall of Maelbrim stands here, enforcing the Law.
Maelbrim is [TRIBUNAL] controlled. Players near you:
<PK> Brannoc The Forum
Rift Road
[Exits: north east west]
Rift Road
[Exits: east south west]
Rift Road
[Exits: east west]
A small cat is here, purring.
The King's Square
[Exits: north east south west]
A polished marble fountain carved into the shape of dolphins gushes crystalline water.
A well-off citizen of Maelbrim is here, enjoying his spare time.
(White Aura) A small toddler is here, dressed only in swaddling clothes.
Dorcy turns towards you.
Dorcy says 'Ah, Brannoc, it is rumored a great beast lurks in the Caves of Kamir.'
Dorcy says 'Would you take this task upon yourself and rid the caves of the problem?'
Dorcy peers at you in expecting a yes or no answer.
Rift Road
[Exits: east west]
The Inner Dragon Gate
[Exits: east west]
Between the Dragon Gates
[Exits: north east west]
The Outer Dragon Gate
[Exits: east west]
(White Aura) An Aberrant Guard scans the entrance to the city.
(White Aura) An Aberrant Guard scans the entrance to the city.
Maelbrim is [TRIBUNAL] controlled. Players near you:
<PK> Brannoc The Outer Dragon Gate
Before the Dragon Gate
[Exits: north east south west]
An army Staging Camp has been built here.
Dragon Road is [WARMASTER] controlled. Players near you:
<PK> Brannoc Before the Dragon Gate
The Eastern Checkpoint
[Exits: east west]
A wide path
[Exits: east west]
Further into the Dragon's Teeth
[Exits: west up]
An army Staging Camp has been built here.
Alas, you cannot go that way.
Within the Dragon's Teeth Mountains
[Exits: east down]
An army Staging Camp has been built here.
Within the Dragon's Teeth Mountains
[Exits: south west]
Within the Dragon's Teeth Mountains
[Exits: north up]
Within the Dragon's Teeth Mountains
[Exits: east down]
Within the Dragon's Teeth Mountains
[Exits: west up]
Within the Dragon's Teeth Mountains
[Exits: east down]
Dragon Road is [WARMASTER] controlled. Players near you:
<PK> Brannoc Within the Dragon's Teeth Mountains
Within the Dragon's Teeth Mountains
[Exits: north east west]
(Glowing) The ground is disturbed here, smooth yet radiating with magic.
Within the Dragon's Teeth Mountains
[Exits: south west]
You scan all around.
You scan north.
You scan east.
You scan south.
You scan west.
You scan up.
You scan down.
Dragon Road is [WARMASTER] controlled. Players near you:
<PK> Brannoc Within the Dragon's Teeth Mountains
Within the Dragon's Teeth Mountains
[Exits: north east west]
(Glowing) The ground is disturbed here, smooth yet radiating with magic.
You scan all around.
You scan north.
*** Range 3 (north) ***
(White Aura) Tungerz the Hierarch of the Crusades is here.
*** Range 4 (north) ***
A Crusader stands on guard his eyes trained south.
*** Range 6 (north) ***
(White Aura) Suiton the Wanderer is here, a sour look on his face.
You scan east.
You scan south.
You scan west.
You scan up.
You scan down.
Before a Church Fortress
[Exits: north south]
A sprig of black gyvel grows in the wild here.
A stand of blue dried leaves grows in the wild here.
Before the Fortress Gate
[Exits: north east south west]
The Portcullis
[Exits: north south]
An army Staging Camp has been built here.
(White Aura) Tungerz the Hierarch of the Crusades is here.
Order of Crusades is [WARMASTER] controlled. Players near you:
<PK> Brannoc The Portcullis
You doze off on the back of an elephant!
Suddenly your head slams full force against a hard and unyielding surface.
You come to with a pounding headache.
You go to sleep.
Affects:
12 24 3 96
bts btf btt vow
Spell: bruised : modifies dex by -1 for 0 hours
Spell: mounted : for 142 hours
Spell: sanctuary : for 6 hours
Spell: bladestorm : modifies ac by 75 for 3 hours
Spell: predict : for 2 hours
Spell: drug addiction : for 701 hours
Spell: drug use : for 29 hours
You wake and stand up.
The Portcullis
[Exits: north south]
An army Staging Camp has been built here.
(White Aura) Tungerz the Hierarch of the Crusades is here.
Order of Crusades is [WARMASTER] controlled. Players near you:
<PK> Brannoc The Portcullis
Before the Fortress Gate
[Exits: north east south west]
Before a Church Fortress
[Exits: north south]
A sprig of black gyvel grows in the wild here.
A stand of blue dried leaves grows in the wild here.
Within the Dragon's Teeth Mountains
[Exits: north east west]
(Glowing) The ground is disturbed here, smooth yet radiating with magic.
Dragon Road is [WARMASTER] controlled. Players near you:
<PK> Brannoc Within the Dragon's Teeth Mountains
Within the Dragon's Teeth Mountains
[Exits: south west]
Within the Dragon's Teeth Mountains
[Exits: north east]
Before the Great Wall of Aabahran
[Exits: east west]
Before the Great Wall of Aabahran
[Exits: east west up]
An army Staging Camp has been built here.
Alas, you cannot go that way.
Within the Dragon's Teeth Mountains
[Exits: west down]
Within the Dragon's Teeth Mountains
[Exits: east up]
A Crossroads in the Dragon's Teeth
[Exits: north east south west]
An army Staging Camp has been built here.
(Glowing) The ground is disturbed here, smooth yet radiating with magic.
A needler stalk grows in the wild here.
A small branch from the main path
[Exits: north south]
A rocky mountain path
[Exits: north west]
An army Staging Camp has been built here.
The Ford is [WARMASTER] controlled. Players near you:
<PK> Brannoc A rocky mountain path
A small branch from the main path
[Exits: north south]
A Crossroads in the Dragon's Teeth
[Exits: north east south west]
An army Staging Camp has been built here.
(Glowing) The ground is disturbed here, smooth yet radiating with magic.
A needler stalk grows in the wild here.
~ Wanderers of Aabahran ~
[50 Half Bla] <PK> (Sacred Oak [I]) Brannoc Fandrun the Doomblade
[ Drow ] <PK> [WARMASTER] Shylilli the Vengeance of the Forest
[ Undea ] <PK> Aliziu Talgra the Handmaiden of the Nameless
[ Feral ] <PK> Girmph the Master of the Turning Tide
Players matched: 4
There are 4 characters on, the most on since startup was 20.
The title of Master Questor of Aabahran is currently held by Aliziu.
Within the Dragon's Teeth Mountains
[Exits: east west]
Within the Dragon's Teeth Mountains
[Exits: west down]
Within the Dragon's Teeth Mountains
[Exits: east south up]
(Glowing) A pile of shiny stones are lying here in the dirt.
A Small Path into the Dragon's Teeth
[Exits: south west]
Within the Dragon's Teeth Mountains
[Exits: east south up]
(Glowing) A pile of shiny stones are lying here in the dirt.
A stone path
[Exits: north south]
Citadel of Kaer Banor is [WARMASTER] controlled. Players near you:
<PK> Brannoc A stone path
Within the Dragon's Teeth Mountains
[Exits: east south up]
(Glowing) A pile of shiny stones are lying here in the dirt.
Dragon Road is [WARMASTER] controlled. Players near you:
<PK> Brannoc Within the Dragon's Teeth Mountains
A Small Path into the Dragon's Teeth
[Exits: south west]
Alas, you cannot go that way.
A Small Path into the Dragon's Teeth
[Exits: north east]
At the Foot of Dragon's Teeth
[Exits: east south west]
Nearing the Dragon's Teeth
[Exits: north east south west]
An army Staging Camp has been built here.
A vein of dull lead breaks through the surface here.
Nearing the Dragon's Teeth
[Exits: north east south west]
The ground and the surrounding area is stained in blood and covered in gore.
Wandering the Forsaken Lands
[Exits: north east south west]
A desolate road
[Exits: north east south west]
An army Staging Camp has been built here.
You notice a few spots of blood on the ground.
A desolate road
[Exits: north east south west]
A group of feral scouts and warriors patrols the road here.
A desolate road
[Exits: north south west]
An army Staging Camp has been built here.
A fresh corpse lies in the sand few meters away from the road.
A fragrant cedar tree stands here, ready to be felled.
Forsaken Lands is [WARMASTER] controlled. Players near you:
<PK> Brannoc A desolate road
A desolate road
[Exits: north east south west]
Nearing a Vast Desert
[Exits: north west]
A giggling crazy human rolls in the dirt cackling.
Mik the Mad giggles at himself. he must be nervous or something.
Mik the Mad says 'I got sand repelant, it repels dunes it does! Only 2'000 gold!'
Mik the Mad goes back to rolling in the dirt.
Along the Western Road
[Exits: east south]
An army Staging Camp has been built here.
Forsaken Lands is [WARMASTER] controlled. Players near you:
<PK> Brannoc Along the Western Road
Along the Western Road
[Exits: east west]
Along the Western Road
[Exits: east west]
Along the Western Road
[Exits: east west]
A flowering cherry tree stands here, ready to be felled.
Along the Western Road
[Exits: south west]
Along the Western Road
[Exits: north east]
A lost soul is here, trying to find its way.
The Western Drawbridge of Miruvhor
[Exits: east west down]
(Dark Aura) A huge mountain of a guard lumbers here, wearing the colors of House Mahkeh.
(Dark Aura) A huge mountain of a guard lumbers here, wearing the colors of House Mahkeh.
A Mahkeh House Guard says 'Welcome to Miruvhor, Brannoc.'
A Mahkeh House Guard nods politely in your direction.
A Mahkeh House Guard says 'Stay out of trouble. There's no room in the city for criminals.'
Miruvhor is [TRIBUNAL] controlled. Players near you:
<PK> Brannoc The Western Drawbridge of Miruvhor
Beneath the Western Ramparts
[Exits: north east south west up]
A pile of half eaten corpses rots here.
Western Seium Way
[Exits: east west]
Western Seium Way
[Exits: north east south west]
Miruvhor is [TRIBUNAL] controlled. Players near you:
<PK> Brannoc Western Seium Way
Southern Arath Lane
[Exits: north south]
(Dark Aura) [TRIBUNAL] A militarized checkpoint of heavily armed guards are here
Southern Arath Lane
[Exits: north east south west]
A large wooden sign creaks in the breeze.
Southern Arath Lane
[Exits: north south]
(Dark Aura) [TRIBUNAL] A militarized checkpoint of heavily armed guards are here
Western Resuvan Street
[Exits: north east south west]
Western Resuvan Street
[Exits: east south west]
The Tannery
[Exits: north]
A small carving resembling a pillar rests on the ground.
A stretched skin hangs from a rack here, drying.
(Dark Aura) Elysus the Master Tanner works silently with some leather.
You can't see the area out of this room.
You doze off on the back of an elephant!
Suddenly your head slams full force against a hard and unyielding surface.
You come to with a pounding headache.
You go to sleep.
Affects:
10 22 1 94
bts btf btt vow
Spell: bruised : modifies dex by -1 for 0 hours
Spell: mounted : for 140 hours
Spell: sanctuary : for 4 hours
Spell: bladestorm : modifies ac by 75 for 1 hours
Spell: predict : for 0 hours
Spell: drug addiction : for 699 hours
Spell: drug use : for 27 hours
~ Wanderers of Aabahran ~
[50 Half Bla] <PK> (Sacred Oak [I]) Brannoc Fandrun the Doomblade
[ Drow ] <PK> [WARMASTER] Shylilli the Vengeance of the Forest
[ Undea ] <PK> Aliziu Talgra the Handmaiden of the Nameless
[ Feral ] <PK> Girmph the Master of the Turning Tide
Players matched: 4
There are 4 characters on, the most on since startup was 20.
The title of Master Questor of Aabahran is currently held by Aliziu.
You are carrying:
( 4) a potion of flight
a small canoe
( 3) some dark black leaves
a Multicolored Pill
a bowl of herbs
(Glowing) (Humming) 'Durindel' the Sword of Flame
(Glowing) a sack of gold
(Humming) a Commander's Rapier
a withering scythe
a sturdy backpack
Affects:
10 22 1 94
bts btf btt vow
Spell: bruised : modifies dex by -1 for 0 hours
Spell: mounted : for 140 hours
Spell: sanctuary : for 4 hours
Spell: bladestorm : modifies ac by 75 for 1 hours
Spell: predict : for 0 hours
Spell: drug addiction : for 699 hours
Spell: drug use : for 27 hours
You stop looking for the attack you predicted.
You wake and stand up.
You can't see the area out of this room.
You begin to look for any signs of bolt.
Affects:
9 21 0 93
bts btf btt vow
Spell: predict : for 12 hours
Spell: mounted : for 139 hours
Spell: sanctuary : for 3 hours
Spell: bladestorm : modifies ac by 75 for 0 hours
Spell: drug addiction : for 698 hours
Spell: drug use : for 26 hours
Western Resuvan Street
[Exits: east south west]
Western Resuvan Street
[Exits: north east south west]
Miruvhor is [TRIBUNAL] controlled. Players near you:
<PK> Brannoc Western Resuvan Street
Southern Arath Lane
[Exits: north south]
(Dark Aura) [TRIBUNAL] A militarized checkpoint of heavily armed guards are here
Southern Arath Lane
[Exits: north east south west]
A large wooden sign creaks in the breeze.
Maelbrim Portal
[Exits: east]
The Imperial Maxim has been nailed to the wall here.
A gate golem stands motionless, awaiting your decision.
The gate golem tells you 'The cost per use of City Gate is 300 gold.'
You give gate golem 300 gold.
The gate golem tells you 'The gate is currently charging, please stand by.'
~ Wanderers of Aabahran ~
[50 Half Bla] <PK> (Sacred Oak [I]) Brannoc Fandrun the Doomblade
[ Drow ] <PK> [WARMASTER] Shylilli the Vengeance of the Forest
[ Undea ] <PK> Aliziu Talgra the Handmaiden of the Nameless
[ Feral ] <PK> Girmph the Master of the Turning Tide
Players matched: 4
There are 4 characters on, the most on since startup was 20.
The title of Master Questor of Aabahran is currently held by Aliziu.
Miruvhor is [TRIBUNAL] controlled. Players near you:
<PK> Brannoc Maelbrim Portal
Miruvhor is [TRIBUNAL] controlled. Players near you:
<PK> Brannoc Maelbrim Portal
You doze off on the back of an elephant!
Suddenly your head slams full force against a hard and unyielding surface.
You come to with a pounding headache.
You go to sleep.
You wake and stand up.
You sit down and begin to meditate.
Brannoc is using:
<used as light> (Glowing) the Crimson Banner of the Peoples Republic of Miruvhor
something.
something.
<worn around neck> (Glowing) (Humming) a necklace of woven leaves
<worn around neck> (Glowing) a plated steel neckguard
<worn on head> some Clay-Smeared Hairs
<worn on ear> (Glowing) an Alumel Gauge
<worn on torso> an "I love Rheydin Rubble" t-shirt
<worn on arms> black basilisk-hide armguards
<worn on hands> a pair of basilisk-hide gloves
<worn on legs> (Humming) fine elven leggings
<worn on feet> a pair of basilisk-hide boots
<worn about body> (Glowing) (Humming) a Mortal Globe of Invulnerability
<worn about waist> an ugly green belt
<worn around wrist> a band of slimy material
<worn around wrist> a band of slimy material
<wielded> "Decobru" the Gladiator Broadsword
<sheathed on back> (Humming) "Vellencht" the Gaze of the Law
<sheathed on waist> (Glowing) a severed demon talon
<held> (Humming) a glimmering white staff
<worn on face> a violet veil
<floating nearby> a Mote of Tides
<in the quiver> nothing.
<coiled on shoulder> (Glowing) a winged water dragon
Affects:
9 21 0 93
bts btf btt vow
Spell: bruised : modifies dex by -1 for 0 hours
Spell: predict : for 12 hours
Spell: mounted : for 139 hours
Spell: sanctuary : for 3 hours
Spell: bladestorm : modifies ac by 75 for 0 hours
Spell: drug addiction : for 698 hours
Spell: drug use : for 26 hours
Your focus wavers and you step out of the bladestorm stance.
You snap out of your battletrance.
The watch bell in the Lighthouse tolls Sunset.
You stop meditating and stand up.
You are already standing.
Miruvhor is [TRIBUNAL] controlled. Players near you:
<PK> Brannoc Maelbrim Portal
You must use two weapons with this stance.
You stop using a glimmering white staff.
You wield 'Durindel' the Sword of Flame in your off-hand.
You clear your mind and focus on the secrets of Bladestorm.
You empty your mind and enter a deep trance.
You sit down and begin to meditate.
You are still meditating.
You stop meditating and stand up.
You are already standing.
Miruvhor is [TRIBUNAL] controlled. Players near you:
<PK> Brannoc Maelbrim Portal
~ Wanderers of Aabahran ~
[50 Half Bla] <PK> (Sacred Oak [I]) Brannoc Fandrun the Doomblade
[ Drow ] <PK> [WARMASTER] Shylilli the Vengeance of the Forest
[ Undea ] <PK> Aliziu Talgra the Handmaiden of the Nameless
[ Feral ] <PK> Girmph the Master of the Turning Tide
Players matched: 4
There are 4 characters on, the most on since startup was 20.
The title of Master Questor of Aabahran is currently held by Aliziu.
Southern Arath Lane
[Exits: north east south west]
A large wooden sign creaks in the breeze.
Southern Arath Lane
[Exits: north south]
(Dark Aura) [TRIBUNAL] A militarized checkpoint of heavily armed guards are here
Western Seium Way
[Exits: north east south west]
Western Seium Way
[Exits: east west]
Beneath the Western Ramparts
[Exits: north east south west up]
A pile of half eaten corpses rots here.
Open what?
The Western Drawbridge of Miruvhor
[Exits: east west down]
(Dark Aura) A huge mountain of a guard lumbers here, wearing the colors of House Mahkeh.
(Dark Aura) A huge mountain of a guard lumbers here, wearing the colors of House Mahkeh.
A Mahkeh House Guard says 'Welcome to Miruvhor, Brannoc.'
A Mahkeh House Guard nods politely in your direction.
A Mahkeh House Guard says 'Stay out of trouble. There's no room in the city for criminals.'
Along the Western Road
[Exits: north east]
A lost soul is here, trying to find its way.
Alas, you cannot go that way.
Forsaken Lands is [WARMASTER] controlled. Players near you:
<PK> Brannoc Along the Western Road
Along the Western Road
[Exits: south west]
Along the Western Road
[Exits: north east]
A lost soul is here, trying to find its way.
The Western Drawbridge of Miruvhor
[Exits: east west down]
(Dark Aura) A huge mountain of a guard lumbers here, wearing the colors of House Mahkeh.
(Dark Aura) A huge mountain of a guard lumbers here, wearing the colors of House Mahkeh.
A Mahkeh House Guard says 'Welcome to Miruvhor, Brannoc.'
A Mahkeh House Guard nods politely in your direction.
A Mahkeh House Guard says 'Stay out of trouble. There's no room in the city for criminals.'
Beneath the Western Ramparts
[Exits: north east south west up]
A pile of half eaten corpses rots here.
Western Seium Way
[Exits: east west]
Western Seium Way
[Exits: north east south west]
Western Plaza
[Exits: north east south west]
(White Aura) Darden, the trainer, is here showing his swordplay.
Darden says 'Welcome, Brannoc. Do you wish my help in training you?'
Southwestern Plaza
[Exits: north east]
Alas, you cannot go that way.
Alas, you cannot go that way.
They aren't here.
Western Plaza
[Exits: north east south west]
(White Aura) Darden, the trainer, is here showing his swordplay.
Darden says 'I offer my services to you in training you.'
Western Seium Way
[Exits: north east south west]
Southern Arath Lane
[Exits: north south]
(Dark Aura) [TRIBUNAL] A militarized checkpoint of heavily armed guards are here
Southern Arath Lane
[Exits: north east south west]
A large wooden sign creaks in the breeze.
Maelbrim Portal
[Exits: east]
The Imperial Maxim has been nailed to the wall here.
A gate golem stands motionless, awaiting your decision.
The gate golem tells you 'The cost per use of City Gate is 300 gold.'
Miruvhor is [TRIBUNAL] controlled. Players near you:
<PK> Brannoc Maelbrim Portal
You give gate golem 300 gold.
The gate golem tells you 'The gate is currently charging, please stand by.'
~ Wanderers of Aabahran ~
[50 Half Bla] <PK> (Sacred Oak [I]) Brannoc Fandrun the Doomblade
[ Drow ] <PK> [WARMASTER] Shylilli the Vengeance of the Forest
[ Undea ] <PK> Aliziu Talgra the Handmaiden of the Nameless
[ Feral ] <PK> Girmph the Master of the Turning Tide
Players matched: 4
There are 4 characters on, the most on since startup was 20.
The title of Master Questor of Aabahran is currently held by Aliziu.
You doze off on the back of an elephant!
Suddenly your head slams full force against a hard and unyielding surface.
You come to with a pounding headache.
You go to sleep.
Affects:
7 19 15 91
bts btf btt vow
Spell: bruised : modifies dex by -1 for 0 hours
Spell: bladestorm : modifies ac by 75 for 11 hours
Spell: predict : for 10 hours
Spell: mounted : for 137 hours
Spell: sanctuary : for 1 hours
Spell: drug addiction : for 696 hours
Spell: drug use : for 24 hours
[Fight ended - no death]
Aabahran