egreir Posted August 8, 2018 Report Share Posted August 8, 2018 Xaexil is using: <used as light> (Glowing) a magical sparkler <worn on finger> (Glowing) a platinum ring <worn on finger> (Glowing) a platinum ring <worn around neck> an old brooch <worn around neck> an Apprentice's cloak <worn on head> (Glowing) an ethereal helm <worn on ear> a werewolf's tooth <worn on torso> a padded battle vest <worn on arms> (Glowing) some singed sleeves <worn on hands> nothing. <worn on legs> nothing. <worn on feet> nothing. <worn about body> (Glowing) (Humming) a Major Globe of Invulnerability <worn about waist> a tattered belt <worn around wrist> (Humming) a titanium bracer <worn around wrist> a Marked bracer <held> (Humming) a glimmering white staff <worn on face> (Glowing) a black veil <floating nearby> (Glowing) (Humming) an animated blue orb <in the quiver> nothing. Obayana is using: <used as light> (Glowing) a vial of strange blood <worn on finger> the Ring of Abyss <worn on finger> (Glowing) a Ring of Accuracy <worn around neck> (Glowing) (Humming) a necklace with a small red fist <worn around neck> a string with a bunny paw <worn on head> (Magical) the Ranger Lord's Stetson <worn on ear> a jadeite stud <worn on torso> (Humming) a keeper's tunic adorned with a demon tongue <worn on arms> pyerite sleeves <worn on hands> (Glowing) a pair of galebinder mitts <worn on legs> a Culet of Obsidian Leaves adorned with an oval flake of flint <worn on feet> the void leggings <worn as shield> (Magical) (Glowing) (Humming) a Crested Shield of Eternal Darkness <worn about body> (Humming) a Nimbus of Power <worn about waist> (Humming) a chain linked belt <worn around wrist> (Glowing) (Humming) a bracelet of eternal lies <worn around wrist> (Glowing) (Humming) a blood encrusted spiked steel bracelet <sheathed> (Humming) 'Ajitaabha' the Shard of Wisdom <worn on face> (Humming) the mask of Ultimate Evil <floating nearby> (Glowing) an Undead Fist <coiled on shoulder> (Glowing) a winged lightning dragon <905hp 1188m 90mv 14hour TICK IN 5 SECONDS. You can't see anything, you're sleeping! <910hp 1268m 264mv 16hour Timer now at 30 secs. Obayana's trip scratches you. Obayana is in excellent condition. Xaexil: [===|===|===|===] <907hp 1268m 264mv 16hour Your shocking bite misses Obayana. Obayana's punch DISMEMBERS you! Obayana is in excellent condition. Xaexil: [===|===|===|===] <846hp 1268m 264mv 16hour Obayana blocks your attack with his shield. Your shocking bite misses Obayana. Obayana's punch DISMEMBERS you! You parry Obayana's attack. Obayana is in excellent condition. Xaexil: [===|===|===|==-] <784hp 1268m 264mv 16hour Obayana stops using the Rune of Salvation. Obayana is in excellent condition. Xaexil: [===|===|===|==-] <784hp 1268m 264mv 16hour Obayana draws his weapon. Obayana wields 'Ajitaabha' the Shard of Wisdom. Obayana's trip misses you. Obayana is in excellent condition. Xaexil: [===|===|===|==-] <784hp 1268m 264mv 16hour Obayana dodges your attack. Obayana blocks your attack with his shield. Obayana's rays *** OBLITERATE *** you! Obayana's rays *** OBLITERATE *** you! Obayana's rays *** OBLITERATE *** you! You flee from combat! Lower Foothills A slight lift in altitude and increasingly rugged terrain welcomes you into the lower foothills of the Dragon's Teeth. The air has cooled slightly and the rocky path leads south deeper into the hills. A lighter path heads north into a greener less hilly area. The ground is blackened as if from a recent fire. [Exits: north south west] A large bloodstain with body parts scattered around it. <315hp 1268m 261mv 16hour Obayana rides in. The Blood Guard walks in. <329hp 1268m 286mv 17hour Timer now at 30 secs. You yell 'Help! Obayana just tripped me!' Obayana trips you and you go down! Obayana's trip scratches you. Obayana is in excellent condition. Xaexil: [===|==-|---|---] <325hp 1268m 286mv 17hour Obayana dodges your attack. Obayana dodges your attack. Obayana's rays *** DEMOLISH *** you! You sure are BLEEDING! Obayana's rays === DISINTEGRATE === you! You sure are BLEEDING! Obayana is in excellent condition. Xaexil: [=--|---|---|---] <12hp 1268m 286mv 17hour fle You flee from combat! Run for my dear life. Heal just a bit, decide to try and surprise him, luckily I find him sitting CC Maelbrim and the 1 shot sleep goes off. <372hp 1268m 269mv 1hour Obayana yells 'Die! Xaexil, you sorcerous dog!' Obayana dozes off on the back of a warhorse! Suddenly his head slams full force against a hard unyielding surface! Obayana goes to sleep. <372hp 1253m 269mv 1hour c curs obayana Obayana looks very uncomfortable. The Blood Guard tries to shake Obayana awake. The Blood Guard yells 'Help! My master is being attacked at The Forum!' <372hp 1233m 269mv 1hour c weak obayana You fail to weaken Obayana. The Blood Guard tries to shake Obayana awake. The Blood Guard yells 'Help! My master is being attacked at The Forum!' <372hp 1213m 269mv 1hour c weak obayana You fail to weaken Obayana. The Blood Guard tries to shake Obayana awake. The Blood Guard yells 'Help! My master is being attacked at The Forum!' <412hp 1268m 356mv 2hour c bli obaya You fail to blind Obayana. The Blood Guard tries to shake Obayana awake. The Blood Guard yells 'Help! My master is being attacked at The Forum!' <412hp 1243m 356mv 2hour c bli obaya You fail to blind Obayana. The Blood Guard tries to shake Obayana awake. The Blood Guard yells 'Help! My master is being attacked at The Forum!' <412hp 1218m 356mv 2hour c bli obaya You are now WANTED! <412hp 1218m 356mv 2hour The Blood Guard yells 'Xaexil is a criminal! Justice shall prevail!' A mummy jumps in front of you! You have become better at summon mummy! [95%] <412hp 1218m 356mv 2hour The Blood Guard's slash decimates you! The Blood Guard's slash mauls you. You parry the Blood Guard's attack. The Blood Guard is in excellent condition. Xaexil: [===|==-|---|---] <364hp 1218m 356mv 2hour You fail to blind Obayana. The Blood Guard tries to shake Obayana awake. The Blood Guard yells 'Help! My master is being attacked at The Forum!' The Blood Guard is in excellent condition. Xaexil: [===|==-|---|---] <364hp 1193m 356mv 2hour flee The Blood Guard parries your attack. Your shocking bite hits the Blood Guard. The Blood Guard yells 'Help! I'm being attacked by A zombie!' The Blood Guard yells 'Help! I'm being attacked by a mummy!' The Blood Guard yells 'Help! I'm being attacked by a flesh golem!' The Blood Guard yells 'Help! I'm being attacked by A skeleton!' The Blood Guard yells 'Help! I'm being attacked by a stone golem!' A zombie's beating mauls the Blood Guard. A mummy's disease maims the Blood Guard! A mummy's disease LACERATES the Blood Guard! A mummy's disease MUTILATES the Blood Guard! A mummy's disease MUTILATES the Blood Guard! A flesh golem's slash wounds the Blood Guard. A skeleton's cleave wounds the Blood Guard. A skeleton's cleave wounds the Blood Guard. A stone golem's pierce mauls the Blood Guard. A mummy jumps in front of you! The Blood Guard has some small wounds and bruises. Xaexil: [===|==-|---|---] <364hp 1193m 356mv 2hour You flee from combat! Rift Road This street, leading from the Forum to the west to the Dragon Gate to the east, has been named to remind people of the catastrophe that destroyed Rheydin, Maelbrims' predecessor. Even though the Rift and the following explosion are but a memory told to small wicked children, the catastrophe shall never be forgotten. The street leading east, ultimately to the Savant Tower, has been chosen to remind the populace who caused the Rift that triggered the explosion that took out a large chunk of the city. The Palace can be seen to the north. [Exits: north east west] A citizen of Maelbrim is here, hands calloused, shoulders squared. <364hp 1193m 354mv 2hour sca You scan all around. You scan north. *** Range 1 (north) *** A well-off citizen of Maelbrim is here, enjoying his spare time. *** Range 2 (north) *** A dwarven mason is here, conducting his daily duties. Amelie, the Militia Clanguard stands watch here. You scan east. *** Range 2 (east) *** A small cat is here, purring. *** Range 3 (east) *** (White Aura) A small toddler is here, dressed only in swaddling clothes. You scan south. You scan west. *** Range 1 (west) *** (Charmed) (White Aura) A zombie is here, fighting the Blood Guard. (Charmed) (White Aura) a mummy is here, fighting the Blood Guard. (Charmed) (White Aura) a flesh golem is here, fighting the Blood Guard. (Charmed) (White Aura) A skeleton is here, fighting the Blood Guard. (Charmed) (White Aura) a stone golem is here, fighting the Blood Guard. (Charmed) (White Aura) A member of the Blood Guard protects his master. Obayana is sleeping here. (White Aura) A Marshall of Maelbrim stands here, enforcing the Law. *** Range 2 (west) *** A bounty hunter for the Maelbrim jailer stands here glowering. *** Range 5 (west) *** (White Aura) An old, tired looking man stands here bent over a cane. You scan up. You scan down. <364hp 1193m 354mv 2hour autoas Autoassist removed. <364hp 1193m 354mv 2hour w The Forum The newly built Forum is Maelbrim's premier meeting area. It is a large circle, its boundaries marked by columns and its ground laid with marble. Here is where public deals are struck, orations are given, and a great deal of spectacle takes place. It was ground zero for the catastrophe that was summoned to this land, but there are no signs of that devastation now. What had once been a ruinous crater is now a symbol of life and a flurry of activity. The King's Square is due east, the Northern Commons to the north, the Southern Commons to the south and Green Square to the west. A fountain has been placed in the middle of the square, a true masterpiece of art. Just north of it, a white marble statue has been erected, depicting a very hairy, square, small person. Must be a dwarf. Some graffiti has been surreptitiously placed here, depicting a White Wolf. [Exits: north east south west] The official Tribunal Roll Call has been posted here. The statue of a dwarf stands here proudly, hewn in white marble. A large marble fountain carved into the shape of dolphins shoots water into the air. (Charmed) (White Aura) A zombie is here, fighting the Blood Guard. (Charmed) (White Aura) a mummy is here, fighting the Blood Guard. (Charmed) (White Aura) a flesh golem is here, fighting the Blood Guard. (Charmed) (White Aura) A skeleton is here, fighting the Blood Guard. (Charmed) (White Aura) a stone golem is here, fighting the Blood Guard. (Charmed) (White Aura) the Blood Guard is here, fighting A zombie. Obayana is sleeping here. (White Aura) A Marshall of Maelbrim stands here, enforcing the Law. <364hp 1193m 352mv 2hour A mummy's disease MUTILATES the Blood Guard! A mummy's disease LACERATES the Blood Guard! A mummy's disease maims the Blood Guard! A flesh golem's slash injures the Blood Guard. A skeleton's cleave hits the Blood Guard. A skeleton's kick wounds the Blood Guard. The Blood Guard's slash wounds A zombie. The Blood Guard's slash wounds A zombie. The Blood Guard's slash wounds A zombie. <364hp 1193m 352mv 2hour c bli oba You fail to blind Obayana. The Blood Guard tries to shake Obayana awake. The Blood Guard yells 'Help! My master is being attacked at The Forum!' <364hp 1168m 352mv 2hour c bli oba A zombie's beating mauls the Blood Guard. A mummy's disease maims the Blood Guard! A mummy's disease MUTILATES the Blood Guard! A skeleton's cleave injures the Blood Guard. A skeleton's cleave injures the Blood Guard. A stone golem's pierce decimates the Blood Guard! The Blood Guard's slash mauls A zombie. The Blood Guard's slash wounds A zombie. <364hp 1168m 352mv 2hour Obayana appears to be blinded. The Blood Guard tries to shake Obayana awake. The Blood Guard yells 'Help! My master is being attacked at The Forum!' <364hp 1143m 352mv 2hour A zombie's beating wounds the Blood Guard. A mummy's disease LACERATES the Blood Guard! A mummy's disease MUTILATES the Blood Guard! A mummy's disease devastates the Blood Guard! A flesh golem's slash injures the Blood Guard. A skeleton's cleave hits the Blood Guard. A skeleton's cleave injures the Blood Guard. The Blood Guard's slash mauls A zombie. The Blood Guard's slash wounds A zombie. <364hp 1143m 352mv 2hour c weak obaya You fail to weaken Obayana. The Blood Guard tries to shake Obayana awake. The Blood Guard yells 'Help! My master is being attacked at The Forum!' <364hp 1123m 352mv 2hour c weak obaya TICK IN 5 SECONDS. A zombie's beating mauls the Blood Guard. A zombie's beating wounds the Blood Guard. A zombie's beating mauls the Blood Guard. The Blood Guard is blinded by the dirt in his eyes! A zombie's kicked dirt scratches the Blood Guard. A mummy's disease decimates the Blood Guard! A mummy's disease MUTILATES the Blood Guard! A mummy's disease MUTILATES the Blood Guard! A flesh golem's slash wounds the Blood Guard. A skeleton's cleave injures the Blood Guard. A skeleton's cleave injures the Blood Guard. A stone golem's pierce decimates the Blood Guard! The Blood Guard's slash mauls A zombie. <364hp 1123m 352mv 2hour Obayana looks tired and weak. The Blood Guard tries to shake Obayana awake. The Blood Guard yells 'Help! My master is being attacked at The Forum!' <364hp 1103m 352mv 2hour A zombie's beating mauls the Blood Guard. A zombie's beating decimates the Blood Guard! A mummy's disease misses the Blood Guard. A mummy's disease LACERATES the Blood Guard! A mummy's disease MUTILATES the Blood Guard! A mummy's disease LACERATES the Blood Guard! A skeleton's cleave wounds the Blood Guard. A stone golem's pierce decimates the Blood Guard! The Blood Guard's slash wounds A zombie. The Blood Guard's slash wounds A zombie. <364hp 1103m 352mv 2hour l guar You see nothing special about him. The Blood Guard looks pretty hurt. the Blood Guard is using: <364hp 1103m 352mv 2hour seem A zombie's beating decimates the Blood Guard! A zombie sends the Blood Guard sprawling with a powerful bash. A zombie's bash MUTILATES the Blood Guard! A mummy's disease devastates the Blood Guard! A mummy's disease MUTILATES the Blood Guard! A mummy's disease MUTILATES the Blood Guard! A flesh golem's slash injures the Blood Guard. A skeleton's cleave injures the Blood Guard. A skeleton's cleave wounds the Blood Guard. A stone golem's pierce decimates the Blood Guard! The Blood Guard's slash wounds A zombie. The Blood Guard's slash mauls A zombie. <364hp 1103m 352mv 2hour Your eyes tingle. <364hp 1098m 352mv 2hour l oba Your protective shield dissipates. The Blood Guard rubs the dirt out of his eyes. <377hp 1121m 377mv 3hour Timer now at 30 secs. A zombie's beating decimates the Blood Guard! A mummy's disease MUTILATES the Blood Guard! The Blood Guard's slash mauls A zombie. The Blood Guard's slash mauls A zombie. <377hp 1121m 377mv 3hour Obayana stands tall and straight, efforting to maintain his excellent posture at all times. His skin is is smooth, the deep alarazin crimson glistening slightly with cool sweat. His staunch brow slightly shadows two wide-set silvery-gray eyes. The move only slighty, rarely with surprise, but do blink somewhat frequently. His broad nose juts from his face like a crimson crag, nostrils ever-dilating with each deep breath. The giant rarely smiles and only seems to open his mouth to speak. Even then, his broad jaw parts only slightly. His head is shaved clean save for a small circle of black hair at the crown that is tied into a small bun. His thick chest heaves with each breath he takes, his exposed sinewy neck flaring with thick, coarsing veins with every exhale. His left shoulder is exposed, rippling with muscle so thick it resembles a cannonball. On the right he wears a gleaming black-steel spaulder that is attached to his belt by a strap of new-looking black dyed leather across his otherwise bare chest. The crimson skin of his arms is starkly contrasted by pitch black tribal tattoos from shoulder to wrist. Each arm rests at a slight outward diagonal to his sides due to enormous latissimus dorsi muscles that spread outward like wings from his sides. He is least broad at the waist, but almost so wide across his thighs as at the shoulder. A flexible tassett of dark-black leather scale is bound around his waist by silver-rimmed black-steel faulds that reach down to the halfway point of the sides of this thighs. The scale tassett extends slightly further to the top of his knees. He wears black leather gladiator style sandals strapped up to the middle of each calf, the bare skin of his legs up to the tassett showing black tattoos similar to those of his arms. He has just opened up his eyes to the world. Obayana is in excellent condition. Obayana is using: <used as light> (Glowing) a vial of strange blood <worn on finger> the Ring of Abyss <worn on finger> (Glowing) a Ring of Accuracy <worn around neck> (Glowing) (Humming) a necklace with a small red fist <worn around neck> a string with a bunny paw <worn on head> (Magical) the Ranger Lord's Stetson <worn on ear> a jadeite stud <worn on torso> (Humming) a keeper's tunic adorned with a demon tongue <worn on arms> pyerite sleeves <worn on hands> (Glowing) a pair of galebinder mitts <worn on legs> a Culet of Obsidian Leaves adorned with an oval flake of flint <worn on feet> the void leggings <worn as shield> (Magical) (Glowing) (Humming) a Crested Shield of Eternal Darkness <worn about body> (Humming) a Nimbus of Power <worn about waist> (Humming) a chain linked belt <worn around wrist> (Glowing) (Humming) a bracelet of eternal lies <worn around wrist> (Glowing) (Humming) a blood encrusted spiked steel bracelet <sheathed> (Humming) 'Ajitaabha' the Shard of Wisdom <worn on face> (Humming) the mask of Ultimate Evil <floating nearby> (Glowing) an Undead Fist <coiled on shoulder> (Glowing) a winged lightning dragon You sense following auras: Spell: weaken : modifies str by -6 for 15 hours Spell: blindness : modifies ac by 25 for 8 hours : modifies hitroll by -10 for 8 hours Spell: curse : modifies savingspell by 6 for 28 hours : modifies hitroll by -6 for 28 hours Spell: sleep : for 2 hours : for 3 hours Spell: detect invis : for 51 hours Spell: drug use : for 35 hours Spell: bless : modifies damroll by 4 for 18 hours : modifies hand to hand by 1 for 18 hours Spell: mounted : for 121 hours Spell: drug addiction : for 74 hours <377hp 1121m 377mv 3hour pps You surround yourself in a protective shell of magic. <377hp 1051m 377mv 3hour A zombie's beating mauls the Blood Guard. A zombie gets a wild look in its eyes. A mummy's disease MUTILATES the Blood Guard! A mummy's disease MUTILATES the Blood Guard! A mummy's disease LACERATES the Blood Guard! A mummy's disease decimates the Blood Guard! A skeleton's cleave wounds the Blood Guard. A skeleton's cleave injures the Blood Guard. A stone golem's pierce devastates the Blood Guard! The Blood Guard's slash misses A zombie. The Blood Guard's slash misses A zombie. <377hp 1051m 377mv 3hour A zombie's beating mauls the Blood Guard. A zombie's beating decimates the Blood Guard! The Blood Guard is DEAD!! You expertly extract a still warm brain from the Blood Guard's corpse. <377hp 1051m 377mv 3hour c gh oba A green glow envelops your hands. Obayana wasn't affected by the ghoul touch. You have become better at ghoul touch! [81%] A Marshall of Maelbrim tries to shake Obayana awake. A Marshall of Maelbrim yells 'Help! A crime is being commited at The Forum!' <377hp 1036m 377mv 3hour c gh oba A green glow envelops your hands. Obayana looks very sluggish. A Marshall of Maelbrim tries to shake Obayana awake. A Marshall of Maelbrim yells 'Help! A crime is being commited at The Forum!' The stage is set for doom. Time to summon to a room. <377hp 1021m 377mv 3hour A citizen of Maelbrim walks in. <377hp 1021m 377mv 3hour e e e e Rift Road This street, leading from the Forum to the west to the Dragon Gate to the east, has been named to remind people of the catastrophe that destroyed Rheydin, Maelbrims' predecessor. Even though the Rift and the following explosion are but a memory told to small wicked children, the catastrophe shall never be forgotten. The street leading east, ultimately to the Savant Tower, has been chosen to remind the populace who caused the Rift that triggered the explosion that took out a large chunk of the city. The Palace can be seen to the north. [Exits: north east west] A zombie walks in. A mummy walks in. A flesh golem walks in. A skeleton walks in. A stone golem walks in. <377hp 1021m 375mv 3hour Rift Road This street, leading from the Forum to the west to the Dragon Gate to the east, has been named to remind people of the catastrophe that destroyed Rheydin, Maelbrims' predecessor. Even though the Rift and the following explosion are but a memory told to small wicked children, the catastrophe shall never be forgotten. The street leading east, ultimately to the Savant Tower, has been chosen to remind the populace who caused the Rift that triggered the explosion that took out a large chunk of the city. The Conservatory of Nature can be seen to the south. [Exits: east south west] A stone golem walks in. A skeleton walks in. A flesh golem walks in. A mummy walks in. A zombie walks in. <377hp 1021m 373mv 3hour Rift Road This street, leading from the Forum to the west to the Dragon Gate to the east, has been named to remind people of the catastrophe that destroyed Rheydin, Maelbrims' predecessor. Even though the Rift and the following explosion are but a memory told to small wicked children, the catastrophe shall never be forgotten. The street leading east, ultimately to the Savant Tower, has been chosen to remind the populace who caused the Rift that triggered the explosion that took out a large chunk of the city. [Exits: east west] A small cat is here, purring. A zombie walks in. A mummy walks in. A flesh golem walks in. A skeleton walks in. A stone golem walks in. <377hp 1021m 371mv 3hour The King's Square Dubbed the King's Square, this intersection sees a great deal of daily traffic. Named in honor of the sovereigns of Aabahran, it harkens to the golden age of the monarchy, the short time in which all Aabahran was unified under the leadership one man, Cormac, until its disintegration shortly thereafter during the War of Legions. The commercial district of Maelbrim lies to the south, aptly named Golden Path. To the west is the Forum, the center of the city. East leads to the walls and the Dragon Gate. To the north await the newly constructed gates of the reestablished Newander Park. [Exits: north east south west] A large marble fountain carved into the shape of dolphins shoots water into the air. (White Aura) A small toddler is here, dressed only in swaddling clothes. A stone golem walks in. A skeleton walks in. A flesh golem walks in. A mummy walks in. A zombie walks in. Dorcy turns towards you. Dorcy says 'Ah, Xaexil, it is rumored a great beast lurks in the Caves of Kamir.' Dorcy says 'Would you take this task upon yourself and rid the caves of the problem?' Dorcy peers at you in expecting a yes or no answer. <377hp 1021m 369mv 3hour s s Path of Gold This street is heavily decorated with signs and other artistic endeavors. Each competes for attention, boasting of great expense in their construction. There are statues of prominent figures and the famous short golden-colored walls from which the name of the street derives. Running south from King's Square the Golden Path eventually ends at the Gold Dragon Inn. The Conservatory of Nature can be seen to the west. From this point, one may head north into the bustle of the square or continue south as the surroundings get increasingly extravagant. Something that looks like a huge golden egg is located just east of here. [Exits: north east south] An old woman is here, dressed in rags. A zombie walks in. A mummy walks in. A flesh golem walks in. A skeleton walks in. A stone golem walks in. <377hp 1021m 367mv 3hour s s Path of Gold This street is heavily decorated with signs and other artistic endeavors. Each competes for attention, boasting of great expense in their construction. There are statues of prominent figures and the famous short golden-colored walls from which the name of the street derives. Running south from King's Square the Golden Path eventually it ends at the Gold Dragon Inn. The Conservatory of Nature can be seen to the west. From this point, one may head north towards King's Square or continue south as the surroundings get increasingly extravagant. A luxurious merchant mansion can be seen to the west, while a house looking so ordinary it stand out in these extravagant surroundings is located just east of here. Some graffiti has been surreptitiously placed here, depicting a White Wolf. [Exits: north east south west] A stone golem walks in. A skeleton walks in. A flesh golem walks in. A mummy walks in. A zombie walks in. <377hp 1021m 365mv 3hour Path of Gold This street is heavily decorated with signs and other artistic endeavors. Each competes for attention, boasting of great expense in their construction. There are statues of prominent figures and the famous short golden-colored walls from which the name of the street derives. Running south from King's Square the Golden Path eventually it ends at the Gold Dragon Inn. From this point, one may head north towards King's Square, enter the Gold Dragon Inn to the south or head over to the Conservatory of Nature to the west. [Exits: north south west] A zombie walks in. A mummy walks in. A flesh golem walks in. A skeleton walks in. A stone golem walks in. <377hp 1021m 363mv 3hour The Entrance of the Gold Dragon Inn The engineers of this building have soared far and high above anything ordinary or common. This enormous project, which has just recently been finished, will surely earn them the envy of every colleague. The likeliness of an enormous gold dragon looms in front of you, easily reaching the height of an ordinary two-storied house. Metal scales coat the outer walls, coated in a thin gold layer. The dragon has been depicted lying on the ground, its huge open maw constituting the doors. Huge red stained glass windows form the dragon's eyes, formed round, rather than square. Even the spiked neckline has found its equivalent, forged from gold coated steel plates. The dragon's two front paws lie to the side of the entrance, each daggerlike claw depicted in great detail and about man-sized. The beast's tail is wound around its body, over the top of its head, the tip coming to rest just beside the right front paw. [Exits: north south] Darvin, the Guardian of the Gold Dragon, is here standing guard. A stone golem walks in. A skeleton walks in. A flesh golem walks in. A mummy walks in. A zombie walks in. <377hp 1021m 362mv 3hour s The Gold Dragon Inn Commons The inside of the Gold Dragon is just as impressive as it's outside. The whole commons sport very extravagant furniture, obviously neither effort nor coin has been spared. The front side of the room sports several narrow windows which let in enough light during the day to make the room comfortable. These windows have been cleverly hidden under the dragon scale design from outside. The customer can choose where to sit, be it on comfortable looking benches which are located near a fire pit or on plush armchairs, which are set in groups around small tables to afford the customer more privacy. Near the exit to the stairs leading up to the guest rooms an ebony bar has been erected, complete with ebony cupboards exhibiting all kind of beverages the guests can indulge in. [Exits: north east] A long wooden bar spans the room here. Tamara the Bartender is here, lounging at her new bar. A zombie walks in. A mummy walks in. A flesh golem walks in. A skeleton walks in. A stone golem walks in. Tamara gives you a passing glance. <377hp 1021m 361mv 3hour s Alas, you cannot go that way. <377hp 1021m 361mv 3hour e Inside the Dragon's Tail You stand at the beginning of the stairway leading up from the ground level, where the common room is located, to the guest quarters. The stairway leads through the dragon's tail, the sides broken by narrow slit windows, which are hidden underneath the scales from the outside. [Exits: west up] A stone golem walks in. A skeleton walks in. A flesh golem walks in. A mummy walks in. A zombie walks in. <377hp 1021m 360mv 3hour u Inside the Dragon's Tail You stand at the end of the stairway leading up from the ground level, where the common room is located, to the guest quarters. The stairway leads through the dragon's tail, the sides broken by narrow slit windows, which are hidden underneath the scales from the outside. [Exits: east west down] A zombie walks in. A mummy walks in. A flesh golem walks in. A skeleton walks in. A stone golem walks in. <377hp 1021m 359mv 3hour e On a Small Corridor You stand on a small unremarkable corridor. It is kept clean and a soft dark blue carpet covers the floor. [Exits: (north) (south) west] A stone golem walks in. A skeleton walks in. A flesh golem walks in. A mummy walks in. A zombie walks in. <377hp 1021m 358mv 3hour o all op n n A zombie opens the door north of you. Ok. <377hp 1021m 358mv 3hour Dragon's Right Eye You are right in the dragon's head, the huge red oval window being its right eye. The light is tinted red when it is bright outside, giving the room a surreal atmosphere. A small but comfortable looking bed is placed by the wall, while a cabinet and a small table with one stool occupy the rest of the room. The decorations are tasteful and pick up the dragon motive, a picture on the wall showing a dragon spewing fire on the defenders of a castle. [Exits: south] A zombie walks in. A mummy walks in. A flesh golem walks in. A skeleton walks in. A stone golem walks in. <377hp 1021m 357mv 3hour c sum obayana TICK IN 5 SECONDS. You failed the summon. You have become better at summon! [89%] <377hp 971m 357mv 3hour c sum obayana You failed the summon. <377hp 921m 357mv 3hour where The night is about to end. <392hp 945m 382mv 4hour Timer now at 30 secs. Maelbrim is [TRIBUNAL] controlled. Players near you: <PK> Xaexil (WANTED) Dragon's Right Eye <PK> Obayana [TRIBUNAL] The Forum <392hp 945m 382mv 4hour c sum obayana You failed the summon. You have become better at summon! [90%] <392hp 895m 382mv 4hour c sum obayana You failed the summon. <392hp 845m 382mv 4hour c sum obayana You failed the summon. <392hp 795m 382mv 4hour c sum obayana You failed the summon. You have become better at summon! [91%] So uhhhh….did this get patched? <392hp 745m 382mv 4hour c sum obayana You failed the summon. Fuck it. Old fashioned way…. <392hp 695m 382mv 4hour s On a Small Corridor You stand on a small unremarkable corridor. It is kept clean and a soft dark blue carpet covers the floor. [Exits: north (south) west] A stone golem walks in. A skeleton walks in. A flesh golem walks in. A mummy walks in. A zombie walks in. <392hp 695m 381mv 4hour d Alas, you cannot go that way. <392hp 695m 381mv 4hour w Inside the Dragon's Tail You stand at the end of the stairway leading up from the ground level, where the common room is located, to the guest quarters. The stairway leads through the dragon's tail, the sides broken by narrow slit windows, which are hidden underneath the scales from the outside. [Exits: east west down] A zombie walks in. A mummy walks in. A flesh golem walks in. A skeleton walks in. A stone golem walks in. <392hp 695m 380mv 4hour d Inside the Dragon's Tail You stand at the beginning of the stairway leading up from the ground level, where the common room is located, to the guest quarters. The stairway leads through the dragon's tail, the sides broken by narrow slit windows, which are hidden underneath the scales from the outside. [Exits: west up] A stone golem walks in. A skeleton walks in. A flesh golem walks in. A mummy walks in. A zombie walks in. <392hp 695m 379mv 4hour n n Alas, you cannot go that way. <392hp 695m 379mv 4hour Alas, you cannot go that way. <392hp 695m 379mv 4hour w The Gold Dragon Inn Commons The inside of the Gold Dragon is just as impressive as it's outside. The whole commons sport very extravagant furniture, obviously neither effort nor coin has been spared. The front side of the room sports several narrow windows which let in enough light during the day to make the room comfortable. These windows have been cleverly hidden under the dragon scale design from outside. The customer can choose where to sit, be it on comfortable looking benches which are located near a fire pit or on plush armchairs, which are set in groups around small tables to afford the customer more privacy. Near the exit to the stairs leading up to the guest rooms an ebony bar has been erected, complete with ebony cupboards exhibiting all kind of beverages the guests can indulge in. [Exits: north east] A long wooden bar spans the room here. Tamara the Bartender is here, lounging at her new bar. A zombie walks in. A mummy walks in. A flesh golem walks in. A skeleton walks in. A stone golem walks in. Tamara gives you a passing glance. <392hp 695m 378mv 4hour n n n The Entrance of the Gold Dragon Inn The engineers of this building have soared far and high above anything ordinary or common. This enormous project, which has just recently been finished, will surely earn them the envy of every colleague. The likeliness of an enormous gold dragon looms in front of you, easily reaching the height of an ordinary two-storied house. Metal scales coat the outer walls, coated in a thin gold layer. The dragon has been depicted lying on the ground, its huge open maw constituting the doors. Huge red stained glass windows form the dragon's eyes, formed round, rather than square. Even the spiked neckline has found its equivalent, forged from gold coated steel plates. The dragon's two front paws lie to the side of the entrance, each daggerlike claw depicted in great detail and about man-sized. The beast's tail is wound around its body, over the top of its head, the tip coming to rest just beside the right front paw. [Exits: north south] Darvin, the Guardian of the Gold Dragon, is here standing guard. A stone golem walks in. A skeleton walks in. A flesh golem walks in. A mummy walks in. A zombie walks in. <392hp 695m 377mv 4hour Path of Gold This street is heavily decorated with signs and other artistic endeavors. Each competes for attention, boasting of great expense in their construction. There are statues of prominent figures and the famous short golden-colored walls from which the name of the street derives. Running south from King's Square the Golden Path eventually it ends at the Gold Dragon Inn. From this point, one may head north towards King's Square, enter the Gold Dragon Inn to the south or head over to the Conservatory of Nature to the west. [Exits: north south west] A zombie walks in. A mummy walks in. A flesh golem walks in. A skeleton walks in. A stone golem walks in. <392hp 695m 376mv 4hour Path of Gold This street is heavily decorated with signs and other artistic endeavors. Each competes for attention, boasting of great expense in their construction. There are statues of prominent figures and the famous short golden-colored walls from which the name of the street derives. Running south from King's Square the Golden Path eventually it ends at the Gold Dragon Inn. The Conservatory of Nature can be seen to the west. From this point, one may head north towards King's Square or continue south as the surroundings get increasingly extravagant. A luxurious merchant mansion can be seen to the west, while a house looking so ordinary it stand out in these extravagant surroundings is located just east of here. Some graffiti has been surreptitiously placed here, depicting a White Wolf. [Exits: north east south west] A stone golem walks in. A skeleton walks in. A flesh golem walks in. A mummy walks in. A zombie walks in. <392hp 695m 374mv 4hour n Path of Gold This street is heavily decorated with signs and other artistic endeavors. Each competes for attention, boasting of great expense in their construction. There are statues of prominent figures and the famous short golden-colored walls from which the name of the street derives. Running south from King's Square the Golden Path eventually ends at the Gold Dragon Inn. The Conservatory of Nature can be seen to the west. From this point, one may head north into the bustle of the square or continue south as the surroundings get increasingly extravagant. Something that looks like a huge golden egg is located just east of here. [Exits: north east south] An old woman is here, dressed in rags. A zombie walks in. A mummy walks in. A flesh golem walks in. A skeleton walks in. A stone golem walks in. <392hp 695m 372mv 4hour TICK IN 5 SECONDS. n The King's Square Dubbed the King's Square, this intersection sees a great deal of daily traffic. Named in honor of the sovereigns of Aabahran, it harkens to the golden age of the monarchy, the short time in which all Aabahran was unified under the leadership one man, Cormac, until its disintegration shortly thereafter during the War of Legions. The commercial district of Maelbrim lies to the south, aptly named Golden Path. To the west is the Forum, the center of the city. East leads to the walls and the Dragon Gate. To the north await the newly constructed gates of the reestablished Newander Park. [Exits: north east south west] A large marble fountain carved into the shape of dolphins shoots water into the air. (White Aura) A small toddler is here, dressed only in swaddling clothes. A stone golem walks in. A skeleton walks in. A flesh golem walks in. A mummy walks in. A zombie walks in. Dorcy turns towards you. Dorcy says 'Ah, Xaexil, it is rumored a great beast lurks in the Caves of Kamir.' Dorcy says 'Would you take this task upon yourself and rid the caves of the problem?' Dorcy peers at you in expecting a yes or no answer. <392hp 695m 370mv 4hour w w Rift Road This street, leading from the Forum to the west to the Dragon Gate to the east, has been named to remind people of the catastrophe that destroyed Rheydin, Maelbrims' predecessor. Even though the Rift and the following explosion are but a memory told to small wicked children, the catastrophe shall never be forgotten. The street leading east, ultimately to the Savant Tower, has been chosen to remind the populace who caused the Rift that triggered the explosion that took out a large chunk of the city. [Exits: east west] A small cat is here, purring. A zombie walks in. A mummy walks in. A flesh golem walks in. A skeleton walks in. A stone golem walks in. <392hp 695m 368mv 4hour w w Rift Road This street, leading from the Forum to the west to the Dragon Gate to the east, has been named to remind people of the catastrophe that destroyed Rheydin, Maelbrims' predecessor. Even though the Rift and the following explosion are but a memory told to small wicked children, the catastrophe shall never be forgotten. The street leading east, ultimately to the Savant Tower, has been chosen to remind the populace who caused the Rift that triggered the explosion that took out a large chunk of the city. The Conservatory of Nature can be seen to the south. [Exits: east south west] A stone golem walks in. A skeleton walks in. A flesh golem walks in. A mummy walks in. A zombie walks in. <392hp 695m 366mv 4hour Rift Road This street, leading from the Forum to the west to the Dragon Gate to the east, has been named to remind people of the catastrophe that destroyed Rheydin, Maelbrims' predecessor. Even though the Rift and the following explosion are but a memory told to small wicked children, the catastrophe shall never be forgotten. The street leading east, ultimately to the Savant Tower, has been chosen to remind the populace who caused the Rift that triggered the explosion that took out a large chunk of the city. The Palace can be seen to the north. [Exits: north east west] A zombie walks in. A mummy walks in. A flesh golem walks in. A skeleton walks in. A stone golem walks in. <392hp 695m 364mv 4hour The Forum The newly built Forum is Maelbrim's premier meeting area. It is a large circle, its boundaries marked by columns and its ground laid with marble. Here is where public deals are struck, orations are given, and a great deal of spectacle takes place. It was ground zero for the catastrophe that was summoned to this land, but there are no signs of that devastation now. What had once been a ruinous crater is now a symbol of life and a flurry of activity. The King's Square is due east, the Northern Commons to the north, the Southern Commons to the south and Green Square to the west. A fountain has been placed in the middle of the square, a true masterpiece of art. Just north of it, a white marble statue has been erected, depicting a very hairy, square, small person. Must be a dwarf. Some graffiti has been surreptitiously placed here, depicting a White Wolf. [Exits: north east south west] The corpse of the Blood Guard is lying here. The splattered brains of the Blood Guard are lying here. The official Tribunal Roll Call has been posted here. The statue of a dwarf stands here proudly, hewn in white marble. A large marble fountain carved into the shape of dolphins shoots water into the air. A citizen of Maelbrim is here, hands calloused, shoulders squared. Obayana is sleeping here. (White Aura) A Marshall of Maelbrim stands here, enforcing the Law. A stone golem walks in. A skeleton walks in. A flesh golem walks in. A mummy walks in. A zombie walks in. <392hp 695m 362mv 4hour pw oba You lost your concentration. You have become better at powerword stun! [78%] A Marshall of Maelbrim tries to shake Obayana awake. A Marshall of Maelbrim yells 'Help! A crime is being commited at The Forum!' <392hp 645m 362mv 4hour pw oba You silently utter the Word of Stun, and command the forces of the unnatural before you. Why would you turn on your own creation? Why would you turn on your own creation? Why would you turn on your own creation? Why would you turn on your own creation? Why would you turn on your own creation? A citizen of Maelbrim yells 'Die! Xaexil, you sorcerous dog!' You fail to stun a citizen of Maelbrim. Your powerword stun *** OBLITERATES *** a citizen of Maelbrim! A citizen of Maelbrim is DEAD!! You hear a citizen of Maelbrim's death cry. You get 6 gold coins from the corpse of a citizen of Maelbrim. Anume gives you 30 gold coins for your sacrifice. Just keep it all. A Marshall of Maelbrim tries to shake Obayana awake. A Marshall of Maelbrim yells 'Help! A crime is being commited at The Forum!' You fail to paralyze Obayana. Obayana draws his weapon. Obayana wields 'Ajitaabha' the Shard of Wisdom. Your powerword stun *** OBLITERATES *** Obayana! A Marshall of Maelbrim yells 'Die! Xaexil, you sorcerous dog!' You fail to stun a Marshall of Maelbrim. Your powerword stun DISMEMBERS a Marshall of Maelbrim! You have become better at powerword stun! [79%] Obayana has some small wounds and bruises. Xaexil: [===|===|---|---] <407hp 585m 387mv 5hour Timer now at 30 secs. Obayana has fled! Obayana rides west. <407hp 585m 387mv 5hour A Marshall of Maelbrim's spear charge maims you! A Marshall of Maelbrim has a few scratches. Xaexil: [===|==-|---|---] <373hp 585m 387mv 5hour fle Your shocking bite misses a Marshall of Maelbrim. A Marshall of Maelbrim yells 'Help! I'm being attacked by A zombie!' A Marshall of Maelbrim yells 'Help! I'm being attacked by a mummy!' A Marshall of Maelbrim yells 'Help! I'm being attacked by a flesh golem!' A Marshall of Maelbrim yells 'Help! I'm being attacked by A skeleton!' A Marshall of Maelbrim yells 'Help! I'm being attacked by a stone golem!' A mummy's disease mauls a Marshall of Maelbrim. A mummy's disease decimates a Marshall of Maelbrim! A stone golem's pierce misses a Marshall of Maelbrim. A Marshall of Maelbrim's spear charge maims you! A Marshall of Maelbrim's spear charge misses A zombie. A Marshall of Maelbrim's spear charge decimates a mummy! A Marshall of Maelbrim's spear charge wounds a stone golem. You parry a Marshall of Maelbrim's attack. A Marshall of Maelbrim's spear charge misses you. A Marshall of Maelbrim has a few scratches. Xaexil: [===|==-|---|---] <340hp 585m 387mv 5hour alias oo c ac oba fle You flee from combat! Rift Road This street, leading from the Forum to the west to the Dragon Gate to the east, has been named to remind people of the catastrophe that destroyed Rheydin, Maelbrims' predecessor. Even though the Rift and the following explosion are but a memory told to small wicked children, the catastrophe shall never be forgotten. The street leading east, ultimately to the Savant Tower, has been chosen to remind the populace who caused the Rift that triggered the explosion that took out a large chunk of the city. The Palace can be seen to the north. [Exits: north east west] <340hp 585m 385mv 5hour sca A Marshall of Maelbrim walks in. A Marshall of Maelbrim yells 'Xaexil! Now you die!' A Marshall of Maelbrim's spear charge MUTILATES you! You flee from combat! Entrance Hall You stand within a large entrance hall. A corridor leads on to the north, entering the palace proper while a small narrow staircase leads down at the side. Curious scratchmarks can be seen on the wall and floor at the entrance of the staircase, almost as if someone really did not want to go down there but was dragged. A small passage leads off to the west. [Exits: north south west down] <303hp 585m 383mv 5hour Alias added: oo = 'c ac oba' <303hp 585m 383mv 5hour You aren't fighting anyone. <303hp 585m 383mv 5hour You scan all around. You scan north. *** Range 1 (north) *** A well-off citizen of Maelbrim is here, enjoying his spare time. A dwarven mason is here, conducting his daily duties. Amelie, the Militia Clanguard stands watch here. You scan east. You scan south. *** Range 1 (south) *** (White Aura) A Marshall of Maelbrim stands here, enforcing the Law. You scan west. *** Range 1 (west) *** A small man sits behind a small table here. You scan up. You scan down. *** Range 1 (down) *** Maelbrim's Lord Inquisitor is here, half-lit by torch light. <303hp 585m 383mv 5hour s Rift Road This street, leading from the Forum to the west to the Dragon Gate to the east, has been named to remind people of the catastrophe that destroyed Rheydin, Maelbrims' predecessor. Even though the Rift and the following explosion are but a memory told to small wicked children, the catastrophe shall never be forgotten. The street leading east, ultimately to the Savant Tower, has been chosen to remind the populace who caused the Rift that triggered the explosion that took out a large chunk of the city. The Palace can be seen to the north. [Exits: north east west] (White Aura) A Marshall of Maelbrim stands here, enforcing the Law. <303hp 585m 381mv 5hour w The Forum The newly built Forum is Maelbrim's premier meeting area. It is a large circle, its boundaries marked by columns and its ground laid with marble. Here is where public deals are struck, orations are given, and a great deal of spectacle takes place. It was ground zero for the catastrophe that was summoned to this land, but there are no signs of that devastation now. What had once been a ruinous crater is now a symbol of life and a flurry of activity. The King's Square is due east, the Northern Commons to the north, the Southern Commons to the south and Green Square to the west. A fountain has been placed in the middle of the square, a true masterpiece of art. Just north of it, a white marble statue has been erected, depicting a very hairy, square, small person. Must be a dwarf. Some graffiti has been surreptitiously placed here, depicting a White Wolf. [Exits: north east south west] The corpse of the Blood Guard is lying here. The splattered brains of the Blood Guard are lying here. The official Tribunal Roll Call has been posted here. The statue of a dwarf stands here proudly, hewn in white marble. A large marble fountain carved into the shape of dolphins shoots water into the air. (Charmed) (White Aura) A zombie, covered in rotted skin, stands here with its master. (Charmed) (White Aura) A mummy shambles around with its master. (Charmed) (White Aura) A flesh golem stands here to do his master's bidding. (Charmed) (White Aura) A dirty, old skeleton stands here with its master. (Charmed) (White Aura) A stone golem stands here to do his master's bidding. <303hp 585m 379mv 5hour sca You scan all around. You scan north. *** Range 2 (north) *** A group of hardy poachers is here. *** Range 3 (north) *** A large group of constructs with red glowing eyes is here. A regiment of the Grey Company stares in pure admiration and their stunningly beautiful half-elven captain. A regiment of the Grey Company led by a bearded captain. A regiment of the Grey Company captained by a proud dwarf. *** Range 5 (north) *** A well-off citizen of Maelbrim is here, enjoying his spare time. Mad Maddox the Merchant of Miscellany is here selling garbage. *** Range 6 (north) *** (White Aura) An Aberrant Guard scans the entrance to the city. (White Aura) An Aberrant Guard scans the entrance to the city. You scan east. *** Range 1 (east) *** (White Aura) A Marshall of Maelbrim stands here, enforcing the Law. *** Range 3 (east) *** A small cat is here, purring. *** Range 4 (east) *** (White Aura) A small toddler is here, dressed only in swaddling clothes. You scan south. *** Range 4 (south) *** A young boy runs errands for various shopkeepers here. *** Range 5 (south) *** A citizen of Maelbrim is here, hands calloused, shoulders squared. *** Range 6 (south) *** (White Aura) An Aberrant Guard scans the entrance to the city. (White Aura) An Aberrant Guard scans the entrance to the city. You scan west. *** Range 1 (west) *** A bounty hunter for the Maelbrim jailer stands here glowering. *** Range 4 (west) *** A citizen of Maelbrim is here, hands calloused, shoulders squared. (White Aura) An old, tired looking man stands here bent over a cane. You scan up. You scan down. <303hp 585m 379mv 5hour where Maelbrim is [TRIBUNAL] controlled. Players near you: <PK> Xaexil (WANTED) The Forum <303hp 585m 379mv 5hour w Regent Avenue Lined with tall trees and groomed shrubs, Regent Avenue is the western half of the main east-west throughway that dissects Maelbrim in half. Ostentatiously kept humbler than its position in Maelbrim would otherwise dictate, those that designed it recognized that the role of a regent is to fill the interim void that is left between sovereigns. While a sovereign in power, the title is a reminder of the inferior position of rank. Therefore, the road is not particularly wide, but it more than makes up for this in its comfortable, aesthetic appeal. Regent Avenue continues west from here and leads into the Forum to the east. [Exits: east south west] A bounty hunter for the Maelbrim jailer stands here glowering. A zombie walks in. A mummy walks in. A flesh golem walks in. A skeleton walks in. A stone golem walks in. <303hp 585m 377mv 5hour w Regent Avenue Lined with tall trees and groomed shrubs, Regent Avenue is the western half of the main east-west throughway that dissects Maelbrim in half. Ostentatiously kept humbler than its position in Maelbrim would otherwise dictate, those that designed it recognized that the role of a regent is to fill the interim void that is left between sovereigns. While a sovereign in power, the title is a reminder of the inferior position of rank. Therefore, the road is not particularly wide, but it more than makes up for this in its comfortable, aesthetic appeal. Regent Avenue continues west and east from here. Some graffiti has been surreptitiously placed here, depicting a White Wolf. [Exits: north east west] A stone golem walks in. A skeleton walks in. A flesh golem walks in. A mummy walks in. A zombie walks in. <303hp 585m 375mv 5hour w Regent Avenue Lined with tall trees and groomed shrubs, Regent Avenue is the western half of the main east-west throughway that dissects Maelbrim in half. Ostentatiously kept humbler than its position in Maelbrim would otherwise dictate, those that designed it recognized that the role of a regent is to fill the interim void that is left between sovereigns. While a sovereign in power, the title is a reminder of the inferior position of rank. Therefore, the road is not particularly wide, but it more than makes up for this in its comfortable, aesthetic appeal. Regent Avenue continues east from here and leads into Green Square to the west. [Exits: north east south west] A zombie walks in. A mummy walks in. A flesh golem walks in. A skeleton walks in. A stone golem walks in. <303hp 585m 373mv 5hour w w Green Square Much work has been put into Green Square since its construction. The remaining rubble has been removed, the earth has been planted with new bushes and some of the hardier flowers. A beautiful stone path leads through the new plants. The practice field to the north and northwest can be seen over a row of small bushes. Whereas the field is mostly used by the military, Green Square is the people's domain. Still, it sees rough sorts who head through here to get to the Milieu, which is to the northeast of this position. Academy students and researchers can also often be found in this area, as the Academy is in the district to the south of here. Vanguard Point to the west marks the boundary of the inner city limits of Maelbrim. [Exits: north east south west] A big SIGN waiting to be read points north. A large marble fountain carved into the shape of dolphins shoots water into the air. A citizen of Maelbrim is here, hands calloused, shoulders squared. (White Aura) An old, tired looking man stands here bent over a cane. A stone golem walks in. A skeleton walks in. A flesh golem walks in. A mummy walks in. A zombie walks in. <303hp 585m 370mv 5hour Regent Avenue Lined with tall trees and groomed shrubs, Regent Avenue is the western half of the main east-west throughway that dissects Maelbrim in half. Ostentatiously kept humbler than its position in Maelbrim would otherwise dictate, those that designed it recognized that the role of a regent is to fill the interim void that is left between sovereigns. While a sovereign in power, the title is a reminder of the inferior position of rank. Therefore, the road is not particularly wide, but it more than makes up for this in its comfortable, aesthetic appeal. Regent Avenue continues west from here and leads into Green Square to the east. [Exits: east south west] A zombie walks in. A mummy walks in. A flesh golem walks in. A skeleton walks in. A stone golem walks in. <303hp 585m 367mv 5hour The day has begun. <320hp 612m 392mv 6hour Timer now at 30 secs. w w Regent Avenue Lined with tall trees and groomed shrubs, Regent Avenue is the western half of the main east-west throughway that dissects Maelbrim in half. Ostentatiously kept humbler than its position in Maelbrim would otherwise dictate, those that designed it recognized that the role of a regent is to fill the interim void that is left between sovereigns. While a sovereign in power, the title is a reminder of the inferior position of rank. Therefore, the road is not particularly wide, but it more than makes up for this in its comfortable, aesthetic appeal. Regent Avenue continues west and east from here and a trail leads into a field to the north. [Exits: north east south west] A stone golem walks in. A skeleton walks in. A flesh golem walks in. A mummy walks in. A zombie walks in. <320hp 612m 390mv 6hour w w Regent Avenue Lined with tall trees and groomed shrubs, Regent Avenue is the western half of the main east-west throughway that dissects Maelbrim in half. Ostentatiously kept humbler than its position in Maelbrim would otherwise dictate, those that designed it recognized that the role of a regent is to fill the interim void that is left between sovereigns. While a sovereign in power, the title is a reminder of the inferior position of rank. Therefore, the road is not particularly wide, but it more than makes up for this in its comfortable, aesthetic appeal. Regent Avenue continues east from here and ends at Vanguard Point to the west. [Exits: east west] A zombie walks in. A mummy walks in. A flesh golem walks in. A skeleton walks in. A stone golem walks in. <320hp 612m 388mv 6hour where Vanguard Point Vanguard Point is where once a mighty western gatehouse was located. Although no such fortification exists today, it is still an important checkpoint, inspecting those that would enter Maelbrim from this direction. It bears the heart and soul of Maelbrim, one that trusts Val Miran will not launch a surprise attack in the foreseeable future. Instead, defensive preparations that would have been built up here have been incorporated in the northern and eastern ends of the city. The point is lined by rows of shrubs, and while delicately pruned, only plants as robust as them can thrive in this semi-arid landscape that is the aftermath of the previous city's destruction. Still, the road is well-traveled and the area has not lost its importance. To the west is the Eastern Road, which leads to Val Miran. To the east, the path works into Regent Avenue, which cuts through Maelbrim. [Exits: east west] (White Aura) An Aberrant Guard scans the entrance to the city. (White Aura) An Aberrant Guard scans the entrance to the city. A stone golem walks in. A skeleton walks in. A flesh golem walks in. A mummy walks in. A zombie walks in. <320hp 612m 386mv 6hour Nearing Vanguard Point This is a wide cobbled road leading to and from the great city of Maelbrim. East lies Vanguard Point, the unfortified western entrance to Maelbrim. To the west, the Eastern Road leads on towards Val Miran. [Exits: north east south west] A zombie walks in. A mummy walks in. A flesh golem walks in. A skeleton walks in. A stone golem walks in. <320hp 612m 384mv 6hour w w The Eastern Road is [NEXUS] controlled. Players near you: <PK> Xaexil (WANTED) Nearing Vanguard Point <PK> Obayana Nearing the Burned Cross Roads <320hp 612m 384mv 6hour Near Vanguard Point You stand along the Dragon Road, leading eastward into the massive city of Maelbrim. The road continues westward all the way towards Val Miran, and eventually to the Dead Sea. Large craggy spires rise up all around you, and the chill mountain air is sweet and cool in your lungs. Here, a large checkpoint has been set up by the Regent of Maelbrim to keep out unwanted visitors. [Exits: east west] A stone golem walks in. A skeleton walks in. A flesh golem walks in. A mummy walks in. A zombie walks in. <320hp 612m 382mv 6hour A gradually widening path You manage to climb upward to this large plateau which now seems to spread out for miles. Centered in the plateau, you can start making out the sprawl of the great city of Maelbrim. The smell of foods in the market and fireplace smoke start to greet your nose. [Exits: east west] A zombie walks in. A mummy walks in. A flesh golem walks in. A skeleton walks in. A stone golem walks in. <320hp 612m 379mv 6hour w w w A Small Plateau in the Dragon's Teeth You are on a small plateau. The Dragon's Teeth are all around you now. Steep granite faces rise up on both sides. The trail you now walk on was forged by little more than horse hooves and men's feet as they trudged the way you now walk. The air is clean and fresh here, but with the feeling of something foreboding in the air. A small, unassuming doorway is set against the side of a hill. [Exits: east (south) west] A stone golem climbs in. A skeleton climbs in. A flesh golem climbs in. A mummy climbs in. A zombie climbs in. <320hp 612m 374mv 6hour where The Burned Road into the Dragon's Teeth You are walking along a rugged, narrow path that leads through the mountains of the Dragon's Teeth. Around you, canyon walls rise up to the rocky crags and steep plateaus, forming a funnel through which the firewall raged, it's force concentrated and reinforced. The canyon walls around you are blackened and the ground is burned and cracked. A chilly wind blows through the mountains, swirling up the ashes that then settle slowly down again. [Exits: east down] A zombie climbs in. A mummy climbs in. A flesh golem climbs in. A skeleton climbs in. A stone golem climbs in. <320hp 612m 367mv 6hour Alas, you cannot go that way. <320hp 612m 367mv 6hour d d The Eastern Road is [NEXUS] controlled. Players near you: <PK> Xaexil (WANTED) The Burned Road into the Dragon's Teeth <PK> Obayana Leaving the Woodland <320hp 612m 367mv 6hour The Burned Road into the Dragon's Teeth You are walking along a rugged, narrow path that leads through the mountains of the Dragon's Teeth. Around you, canyon walls rise up to the rocky crags and steep plateaus, forming a funnel through which the firewall raged, it's force concentrated and reinforced. The canyon walls around you are blackened and the ground is burned and cracked. A chilly wind blows through the mountains, swirling up the ashes that then settle slowly down again. [Exits: up down] A stone golem climbs in. A skeleton climbs in. A flesh golem climbs in. A mummy climbs in. A zombie climbs in. <320hp 612m 360mv 6hour The Burned Road into the Dragon's Teeth You are walking along a rugged, narrow path that leads through the mountains of the Dragon's Teeth. Around you, canyon walls rise up to the rocky crags and steep plateaus, forming a funnel through which the firewall raged, it's force concentrated and reinforced. The canyon walls around you are blackened and the ground is burned and cracked. A chilly wind blows through the mountains, swirling up the ashes that then settle slowly down again. [Exits: west up] A zombie climbs in. A mummy climbs in. A flesh golem climbs in. A skeleton climbs in. A stone golem climbs in. <320hp 612m 353mv 6hour w d The Burned Road into the Dragon's Teeth You are walking along a rugged, narrow path that leads through the mountains of the Dragon's Teeth. Around you, canyon walls rise up to the rocky crags and steep plateaus, forming a funnel through which the firewall raged, it's force concentrated and reinforced. The canyon walls around you are blackened and the ground is burned and cracked. A chilly wind blows through the mountains, swirling up the ashes that then settle slowly down again. [Exits: east down] A stone golem climbs in. A skeleton climbs in. A flesh golem climbs in. A mummy climbs in. A zombie climbs in. <320hp 612m 346mv 6hour The Burned Road into the Dragon's Teeth You are walking along a rugged, narrow path that leads through the mountains of the Dragon's Teeth. Around you, canyon walls rise up to the rocky crags and steep plateaus, forming a funnel through which the firewall raged, it's force concentrated and reinforced. The canyon walls around you are blackened and the ground is burned and cracked. A chilly wind blows through the mountains, swirling up the ashes that then settle slowly down again. [Exits: west up] A Nexus Gateway crackles with hellish heat and unholy magics. A zombie climbs in. A mummy climbs in. A flesh golem climbs in. A skeleton climbs in. A stone golem climbs in. <320hp 612m 339mv 6hour w w The Burned Road into the Dragon's Teeth You are walking along a rugged, narrow path that leads through the mountains of the Dragon's Teeth. Around you, canyon walls rise up to the rocky crags and steep plateaus, forming a funnel through which the firewall raged, it's force concentrated and reinforced. The canyon walls around you are blackened and the ground is burned and cracked. A chilly wind blows through the mountains, swirling up the ashes that then settle slowly down again. [Exits: east west] A Nexus Gateway crackles with hellish heat and unholy magics. A stone golem climbs in. A skeleton climbs in. A flesh golem climbs in. A mummy climbs in. A zombie climbs in. <320hp 612m 332mv 6hour The Burned Road into the Dragon's Teeth You are walking along a rugged, narrow path that leads through the mountains of the Dragon's Teeth. Around you, canyon walls rise up to the rocky crags and steep plateaus, forming a funnel through which the firewall raged, it's force concentrated and reinforced. The canyon walls around you are blackened and the ground is burned and cracked. A chilly wind blows through the mountains, swirling up the ashes that then settle slowly down again. [Exits: east south] A zombie climbs in. A mummy climbs in. A flesh golem climbs in. A skeleton climbs in. A stone golem climbs in. <320hp 612m 325mv 6hour s The Burned Road into the Dragon's Teeth You are walking along a rugged, narrow path that leads through the mountains of the Dragon's Teeth. Around you, canyon walls rise up to the rocky crags and steep plateaus, forming a funnel through which the firewall raged, it's force concentrated and reinforced. The canyon walls around you are blackened and the ground is burned and cracked. A chilly wind blows through the mountains, swirling up the ashes that then settle slowly down again. [Exits: north west] A stone golem climbs in. A skeleton climbs in. A flesh golem climbs in. A mummy climbs in. A zombie climbs in. <320hp 612m 318mv 6hour w w The Base of the Dragon's Teeth You stand amid gradually inclining foothills. The Dragon's Teeth mountains rise up before you, rugged faces and snowy peaks, while the easier route lies downwards, descending into the burned valley that leads eventually into Val Miran. [Exits: east west] A zombie walks in. A mummy walks in. A flesh golem walks in. A skeleton walks in. A stone golem walks in. <320hp 612m 313mv 6hour w w Nearing the Crossroads The path is nearly gone. Now a small trail of blackened gravel and half-molten river stones lead the way. To the east, mountains are before you, rising up into the heavens, and to the west, a long stretch of burned plains lies before you. [Exits: east west] A herbal brew is here. A stone golem walks in. A skeleton walks in. A flesh golem walks in. A mummy walks in. A zombie walks in. <320hp 612m 307mv 6hour The Burned Crossroads Here, the great eastern road intersects with a smaller, older road that now runs southward to Fort Blackwatch. The ground around you is burned and blackened as if from a great fire. The burned outskirts of Val Miran lie to your west. Eastward, the great Dragon's Teeth rise up almost immediately. [Exits: north east south west] A Nexus Gateway crackles with hellish heat and unholy magics. A young werebeast stands here, leaning on his spear. A zombie walks in. A mummy walks in. A flesh golem walks in. A skeleton walks in. A stone golem walks in. A werebeast looks into the sky. A werebeast says in Beastial 'I like the weather today.' A werebeast says in Beastial 'The forest looks so peaceful.' <320hp 612m 299mv 6hour Nearing the Burned Cross Roads The road begins to dwindle as the hills of the Dragon's Teeth turn into mountains, burned vegetation crushing under your feet. The fields here are bare and covered with swirling ashes, the whole landscape dreamlike, though more out of a nightmare than anything else. Val Miran is a tiny speck on the wester horizon, and the tall peaks of the Dragon's Teeth rise up to the east. [Exits: north east] A stone golem walks in. A skeleton walks in. A flesh golem walks in. A mummy walks in. A zombie walks in. <320hp 612m 291mv 6hour n Lower Foothills A slight lift in altitude and increasingly rugged terrain welcomes you into the lower foothills of the Dragon's Teeth. The air has cooled slightly and the rocky path leads south deeper into the hills. A lighter path heads north into a greener less hilly area. The ground is blackened as if from a recent fire. [Exits: north south west] A large bloodstain with body parts scattered around it. A zombie walks in. A mummy walks in. A flesh golem walks in. A skeleton walks in. A stone golem walks in. <320hp 612m 285mv 6hour sca w You scan west. *** Range 1 (west) *** A troop of storm giant soldiers is here. A cart bearing supplies is here. Eulau, Hight Lady of the Righteous Palm is here, commanding her troops. *** Range 3 (west) *** A large flock of crows nearly turns the trees black here. <320hp 612m 285mv 6hour w w Leaving the Woodland The woodland begins to dissipate and the ground becomes hillier as you find yourself leaving the leafy enclosure. Fields with tall grass sway gently in the wind north of you and eastwards the land ascends into the lower foothills of the Dragon's Teeth. [Exits: east west] A horde of Demons hovers overhead, their talons dripping blood. A troop of storm giant soldiers is here. A cart bearing supplies is here. Eulau, Hight Lady of the Righteous Palm is here, commanding her troops. A stone golem walks in. A skeleton walks in. A flesh golem walks in. A mummy walks in. A zombie walks in. <320hp 612m 281mv 6hour A Small Clearing You find yourself in a small clearing in the woods. The trees are even more sparse here and you can clearly make out the foothills of the Dragon's Teeth and, even beyond that, the snow capped peaks of the mountains. North of you large oaks arch over to meet each other forming the entrance to a wide grove. [Exits: north east west] A Nexus Gateway crackles with hellish heat and unholy magics. A zombie walks in. A mummy walks in. A flesh golem walks in. A skeleton walks in. A stone golem walks in. <320hp 612m 277mv 6hour n Entrance to Elderwood The forest of Elderwood spreads out majestically before you. Spruce hemlock, fir, berry bushes, sword ferns and of course the mysterious elderwood trees create a multiple canopied understory that towers over you. Light sprinkles through the canopy, dancing here and there with the gentle sway of the wind. Moss softens your footfalls and enhances the peaceful tranquility of this ancient place. [Exits: north south] A long slender staff with clouds engraved on its surface. A stone golem walks in. A skeleton walks in. A flesh golem walks in. A mummy walks in. A zombie walks in. <320hp 612m 273mv 6hour where Elderwood is [NEXUS] controlled. Players near you: <PK> Xaexil (WANTED) Entrance to Elderwood <320hp 612m 273mv 6hour s w w w w w A Small Clearing You find yourself in a small clearing in the woods. The trees are even more sparse here and you can clearly make out the foothills of the Dragon's Teeth and, even beyond that, the snow capped peaks of the mountains. North of you large oaks arch over to meet each other forming the entrance to a wide grove. [Exits: north east west] A Nexus Gateway crackles with hellish heat and unholy magics. A zombie walks in. A mummy walks in. A flesh golem walks in. A skeleton walks in. A stone golem walks in. <320hp 612m 269mv 6hour w Thickening Woods The trees thicken slightly around you but your path is still clearly visible having been worn down by many feet. The land under foot becomes a little more rugged as you sense the terrain becoming slightly more uneven. [Exits: east west] A large flock of crows nearly turns the trees black here. A stone golem walks in. A skeleton walks in. A flesh golem walks in. A mummy walks in. A zombie walks in. <320hp 612m 265mv 6hour Light Woods You are on a small path running through a light woodland.. The trees are quite thinly arranged and you can still clearly make out the foothills of the Dragon's Teeth eastward. The happy chirping of birds completes this serene setting. [Exits: east west] A zombie walks in. A mummy walks in. A flesh golem walks in. A skeleton walks in. A stone golem walks in. <320hp 612m 261mv 6hour The Eastern Checkpoint A small path enters a light woods to the east. Once abandoned, this camp is now in use again. An odd mixture of fighters patrol this checkpoint now, ranging from Knight troops to wild animals to elementals. [Exits: east west] A stone golem walks in. A skeleton walks in. A flesh golem walks in. A mummy walks in. A zombie walks in. <320hp 612m 258mv 6hour The Grasslands You are walking farther into the grasslands of Eastern Val Miran, often called the Miran Steppe, but many of the local farmers. The Dragon's Teeth mountains, still far in the distance, seem to tower, with white peaks, far to the east, while the gates of Val Miran lie due west. [Exits: east west] A zombie walks in. A mummy walks in. A flesh golem walks in. A skeleton walks in. A stone golem walks in. <320hp 612m 255mv 6hour The Eastern Road You are on the Eastern Road which runs from Val Miran directly east into the jagged peaks of the Dragon's Teeth, the large mountain range which separates Aabahran from East and West. You can see them rise up in the far horizon. Wind rustles the grass here, which stands tall around you, and smells of fresh cut hay, wheat, and barley. [Exits: east west] A Nexus Gateway crackles with hellish heat and unholy magics. The remnants of a heavy Battering Ram lie to the side of the road, burned and hacked apart. A stone golem walks in. A skeleton walks in. A flesh golem walks in. A mummy walks in. A zombie walks in. <320hp 612m 252mv 6hour w The Eastern Gate of Val Miran You stand amid the Eastern Battlements of Val Miran. The Gate, which had been completely destroyed by the feral army overrunning it, is now slowly being repaired. Masons and other workers and craftsmen are hard at work, repairing the walls and building a new Gate, obviously including some iron works. A blacksmith is happily hammering away at something together with two apprentices. [Exits: north east south west up] (White Aura) A Gateguard is here, member of the Praetorian Guard. A group of elven archers watches for trouble here. A heavy trebuchet is here. A catapult is here, accompanied by a group of guards. A regiment of Righteous Palm guards patrols the streets here. Several dwarven masons have set up shop here, protected by heavily armored dwarven berserkers. (White Aura) A Gateguard is here, member of the Praetorian Guard. A zombie walks in. A mummy walks in. A Praetorian Guardsman steps aside and allow you to pass it. A flesh golem walks in. A regiment of storm giant guards steps aside and allow you to pass it. A skeleton walks in. A stone golem walks in. A regiment of storm giant guards says 'I'll be keeping my eye on you, stone.' A regiment of storm giant guards says 'I'll be keeping my eye on you, Xaexil.' A Praetorian Guardsman says in Vosh 'Greetings adventurer, welcome to Val Miran.' A Praetorian Guardsman steps aside and allow you to pass him. <320hp 612m 250mv 6hour where Queen Isabeau Avenue You walk along the cobbled walk of Queen Isabeau Avenue. This is the commercial district of Val Miran, and shops litter the buildings around you hawkers cry their auctions, and proffer goods to you. To the east lies the Eastern Square of Val Miran, where all of the Lightwalkers generally gather. Now though, the streets are nearly deserted, only the occasional guard running by. [Exits: east west] A stone golem walks in. A skeleton walks in. A flesh golem walks in. A mummy walks in. A zombie walks in. <320hp 612m 248mv 6hour w ValMiran is [TRIBUNAL] controlled. Players near you: <PK> Xaexil (WANTED) Queen Isabeau Avenue <PK> Obayana [TRIBUNAL] Piles of Wood and Stone <320hp 612m 248mv 6hour Queen Isabeau Avenue You walk along the cobbled walk of Queen Isabeau Avenue. This is the commercial district of Val Miran, and shops litter the buildings around you hawkers cry their auctions, and proffer goods to you. To the east lies the Eastern Square of Val Miran, where all of the Lightwalkers generally gather. [Exits: east west] A zombie walks in. A mummy walks in. A flesh golem walks in. A skeleton walks in. A stone golem walks in. <320hp 612m 246mv 6hour w The Eastern Square of Val Miran You stand amid the Eastern Square of Val Miran. North of you is the Temple of Light, where all of those who follow the path of the righteous can offer sacrifices. South is the eastern train- ing ground, and further to the east you see the massive battle- ments of Val Miran. [Exits: north east south west] A herbal brew is here. A granite fountain is here, gushing forth fresh water. A stone golem walks in. A skeleton walks in. A flesh golem walks in. A mummy walks in. A zombie walks in. <320hp 612m 244mv 6hour w Queen Isabeau Avenue You walk along the cobbled walk of Queen Isabeau Avenue. This is the commercial district of Val Miran, and shops litter the buildings around you hawkers cry their auctions, and proffer goods to you. To the east lies the Eastern Square of Val Miran, where all of the Lightwalkers generally gather. [Exits: north east south west] A zombie walks in. A mummy walks in. A flesh golem walks in. A skeleton walks in. A stone golem walks in. <320hp 612m 242mv 6hour w Queen Isabeau Avenue You walk along the cobbled walk of Queen Isabeau Avenue. This is the commercial district of Val Miran, and shops litter the buildings around you hawkers cry their auctions, and proffer goods to you. To the east lies the Eastern Square of Val Miran, where all of the Lightwalkers generally gather. [Exits: north east south west] A stone golem walks in. A skeleton walks in. A flesh golem walks in. A mummy walks in. A zombie walks in. <320hp 612m 240mv 6hour w Piles of Wood and Stone The eastern dam has also been dismantled, its materials stacked in neat piles to the side of the road. The ground is still very wet and soggy here, making footing difficult. [Exits: north east south west] A zombie walks in. A mummy walks in. A flesh golem walks in. A skeleton walks in. A stone golem walks in. <320hp 612m 238mv 6hour where ValMiran is [TRIBUNAL] controlled. Players near you: <PK> Xaexil (WANTED) Piles of Wood and Stone <PK> Obayana [TRIBUNAL] Thawed Devastation <320hp 612m 238mv 6hour w The Central Square of Val Miran The central square has been thawed again and most of the brackish, yellowish-brown water has drained away. A few puddles are still on the ground. Half-decomposed plants and debris covers the square, making the footing over the torn up stone even more tricky. [Exits: north east south west up] A regiment of Righteous Palm guards patrols the streets here. A regiment of young Knights has joined their brethren here. A regiment of Righteous Palm guards patrols the streets here. A competent looking group of archers is here, longbows at the ready. A stone golem walks in. A skeleton walks in. A flesh golem walks in. A regiment of storm giant guards steps aside and allow you to pass it. A mummy walks in. A zombie walks in. A regiment of storm giant guards says 'I'll be keeping my eye on you, Xaexil.' <320hp 612m 236mv 6hour w Thawed Devastation You walk through hip high brackish waters over debris and rubble that used to be Queen Isabeau Avenue. This used to be the commercial district of Val Miran, but now most shops are destroyed and abandoned. The street has been torn up by the undead host passing by some time ago, making footing tricky and dangerous. The ice used to destroy the fungus has cracked open the remaining stone and completed the destruction. A few dead brown plants float around in the mess. [Exits: north east south west] A zombie swims in. A mummy swims in. A flesh golem swims in. A skeleton swims in. A stone golem swims in. <320hp 612m 233mv 6hour w Thawed Devastation You walk through hip high brackish waters over debris and rubble that used to be Queen Isabeau Avenue. This used to be the commercial district of Val Miran, but now most shops are destroyed and abandoned. The street has been torn up by the undead host passing by some time ago, making footing tricky and dangerous. The ice used to destroy the fungus has cracked open the remaining stone and completed the destruction. A few dead brown plants float around in the mess. [Exits: north east south west] Obayana the Unholy Knight is here, sitting astride a warhorse. A stone golem swims in. A skeleton swims in. A flesh golem swims in. A mummy swims in. A zombie swims in. <320hp 612m 228mv 6hour w Before the Western Dam You walk through hip high brackish waters over debris and rubble that used to be Queen Isabeau Avenue. This used to be the commercial district of Val Miran, but now most shops are destroyed and abandoned. The street has been torn up by the undead host passing by some time ago, making footing tricky and dangerous. The ice used to destroy the fungus has cracked open the remaining stone and completed the destruction. A few dead brown plants float around in the mess. To the west, the western dam raises, covered in icicles. [Exits: north east south west] A zombie swims in. A mummy swims in. A flesh golem swims in. A skeleton swims in. A stone golem swims in. <320hp 612m 223mv 6hour oo They aren't here. <320hp 612m 223mv 6hour e Thawed Devastation You walk through hip high brackish waters over debris and rubble that used to be Queen Isabeau Avenue. This used to be the commercial district of Val Miran, but now most shops are destroyed and abandoned. The street has been torn up by the undead host passing by some time ago, making footing tricky and dangerous. The ice used to destroy the fungus has cracked open the remaining stone and completed the destruction. A few dead brown plants float around in the mess. [Exits: north east south west] A stone golem swims in. A skeleton swims in. A flesh golem swims in. A mummy swims in. A zombie swims in. <320hp 612m 218mv 6hour oo TICK IN 5 SECONDS. They aren't here. <320hp 612m 218mv 6hour e Thawed Devastation You walk through hip high brackish waters over debris and rubble that used to be Queen Isabeau Avenue. This used to be the commercial district of Val Miran, but now most shops are destroyed and abandoned. The street has been torn up by the undead host passing by some time ago, making footing tricky and dangerous. The ice used to destroy the fungus has cracked open the remaining stone and completed the destruction. A few dead brown plants float around in the mess. [Exits: north east south west] Obayana the Unholy Knight is here, sitting astride a warhorse. A zombie swims in. A mummy swims in. A flesh golem swims in. A skeleton swims in. A stone golem swims in. Obayana rides east. <320hp 612m 213mv 6hour sca You scan all around. You scan north. *** Range 1 (north) *** A Caravan bearing crests of Valmiran is here. Adanion the mercenary is here collecting money for the services of his men. You scan east. *** Range 1 (east) *** Obayana the Unholy Knight is here, sitting astride a warhorse. A regiment of Righteous Palm guards patrols the streets here. A regiment of young Knights has joined their brethren here. A regiment of Righteous Palm guards patrols the streets here. A competent looking group of archers is here, longbows at the ready. You scan south. *** Range 1 (south) *** Wilson the Mapmaker works on his latest document. You scan west. *** Range 4 (west) *** A group of mages is here, making sure any material coated with the fungus is frozen through. A group of healers is here, surrounding the mages. A regiment of heavily armed crusaders is here. A heavy trebuchet is here. *** Range 5 (west) *** Only a few blackened wooden beams remain of the once proud Soulfarer. (White Aura) An immense multi-headed Hydra swims around in the lake happily, hunting fish. You scan up. You scan down. <320hp 612m 213mv 6hour oo They aren't here. <320hp 612m 213mv 6hour e The Central Square of Val Miran The central square has been thawed again and most of the brackish, yellowish-brown water has drained away. A few puddles are still on the ground. Half-decomposed plants and debris covers the square, making the footing over the torn up stone even more tricky. [Exits: north east south west up] Obayana the Unholy Knight is here, sitting astride a warhorse. A regiment of Righteous Palm guards patrols the streets here. A regiment of young Knights has joined their brethren here. A regiment of Righteous Palm guards patrols the streets here. A competent looking group of archers is here, longbows at the ready. A stone golem walks in. A skeleton walks in. A regiment of storm giant guards examines skeleton carefully. A flesh golem walks in. A mummy walks in. A zombie walks in. A regiment of storm giant guards steps aside and allow you to pass it. Obayana rides east. <320hp 612m 210mv 6hour e oo Piles of Wood and Stone The eastern dam has also been dismantled, its materials stacked in neat piles to the side of the road. The ground is still very wet and soggy here, making footing difficult. [Exits: north east south west] Obayana the Unholy Knight is here, sitting astride a warhorse. A zombie walks in. A mummy walks in. A flesh golem walks in. A skeleton walks in. A stone golem walks in. <320hp 612m 208mv 6hour oo Obayana yells 'Help someone is attacking me!' Obayana draws his weapon. Obayana wields 'Ajitaabha' the Shard of Wisdom. Your acid blast MANGLES Obayana! Obayana blocks your attack with his shield. Obayana parries your attack. A zombie's beating maims Obayana! A zombie's beating maims Obayana! A mummy's disease DISMEMBERS Obayana! A mummy tries to disarm Obayana's shield, but fails. A skeleton's cleave wounds Obayana. Obayana's rays DISMEMBER you! Obayana's rays MANGLE you! You sure are BLEEDING! Obayana has quite a few wounds. Xaexil: [===|---|---|---] <177hp 592m 208mv 6hour Obayana has fled! Obayana rides west. <177hp 592m 208mv 6hour The sun rises in the east. <192hp 621m 233mv 7hour Timer now at 30 secs. They aren't here. <192hp 621m 233mv 7hour e Queen Isabeau Avenue You walk along the cobbled walk of Queen Isabeau Avenue. This is the commercial district of Val Miran, and shops litter the buildings around you hawkers cry their auctions, and proffer goods to you. To the east lies the Eastern Square of Val Miran, where all of the Lightwalkers generally gather. [Exits: north east south west] A stone golem walks in. A skeleton walks in. A flesh golem walks in. A mummy walks in. A zombie walks in. <192hp 621m 231mv 7hour w Piles of Wood and Stone The eastern dam has also been dismantled, its materials stacked in neat piles to the side of the road. The ground is still very wet and soggy here, making footing difficult. [Exits: north east south west] A zombie walks in. A mummy walks in. A flesh golem walks in. A skeleton walks in. A stone golem walks in. <192hp 621m 229mv 7hour w The Central Square of Val Miran The central square has been thawed again and most of the brackish, yellowish-brown water has drained away. A few puddles are still on the ground. Half-decomposed plants and debris covers the square, making the footing over the torn up stone even more tricky. [Exits: north east south west up] Obayana the Unholy Knight is here, sitting astride a warhorse. A regiment of Righteous Palm guards patrols the streets here. A regiment of young Knights has joined their brethren here. A regiment of Righteous Palm guards patrols the streets here. A competent looking group of archers is here, longbows at the ready. A stone golem walks in. A regiment of storm giant guards says 'I'll be keeping my eye on you, stone.' A skeleton walks in. A flesh golem walks in. A mummy walks in. A zombie walks in. A regiment of storm giant guards says 'I'll be keeping my eye on you, zombie.' A regiment of storm giant guards says 'I'll be keeping my eye on you, zombie.' Obayana utters the words, 'judicandus dies'. Obayana doesn't look as sluggish. <192hp 621m 227mv 7hour sca You scan all around. You scan north. *** Range 1 (north) *** A Blood Guard Patroller stands firmly at the entrance. *** Range 4 (north) *** A regiment of Righteous Palm guards patrols the streets here. You scan east. You scan south. *** Range 4 (south) *** A regiment of Righteous Palm guards patrols the streets here. A catapult is here, accompanied by a group of guards. A regiment of heavily armed crusaders is here. A regiment of Righteous Palm guards patrols the streets here. A regiment of young Knights has joined their brethren here. A competent looking group of archers is here, longbows at the ready. You scan west. *** Range 5 (west) *** A group of mages is here, making sure any material coated with the fungus is frozen through. A group of healers is here, surrounding the mages. A regiment of heavily armed crusaders is here. A heavy trebuchet is here. *** Range 6 (west) *** Only a few blackened wooden beams remain of the once proud Soulfarer. (White Aura) An immense multi-headed Hydra swims around in the lake happily, hunting fish. You scan up. You scan down. <192hp 621m 227mv 7hour w Thawed Devastation You walk through hip high brackish waters over debris and rubble that used to be Queen Isabeau Avenue. This used to be the commercial district of Val Miran, but now most shops are destroyed and abandoned. The street has been torn up by the undead host passing by some time ago, making footing tricky and dangerous. The ice used to destroy the fungus has cracked open the remaining stone and completed the destruction. A few dead brown plants float around in the mess. [Exits: north east south west] A zombie swims in. A mummy swims in. A flesh golem swims in. A skeleton swims in. A stone golem swims in. <192hp 621m 224mv 7hour af You are affected by the following: Spell: powerword stun : for 22 hours Spell: protective shield: for 4 hours Spell: detect magic : for 48 hours Spell: sanctuary : for 2 hours Spell: pass door : for 0 hours Spell: detect invis : for 0 hours <192hp 621m 224mv 7hour e sca The Central Square of Val Miran The central square has been thawed again and most of the brackish, yellowish-brown water has drained away. A few puddles are still on the ground. Half-decomposed plants and debris covers the square, making the footing over the torn up stone even more tricky. [Exits: north east south west up] Obayana the Unholy Knight is here, sitting astride a warhorse. A regiment of Righteous Palm guards patrols the streets here. A regiment of young Knights has joined their brethren here. A regiment of Righteous Palm guards patrols the streets here. A competent looking group of archers is here, longbows at the ready. A stone golem walks in. A skeleton walks in. A regiment of storm giant guards says 'I'll be keeping my eye on you, skeleton.' A flesh golem walks in. A mummy walks in. A zombie walks in. A regiment of storm giant guards steps aside and allow you to pass it. <192hp 621m 221mv 7hour You scan all around. You scan north. *** Range 1 (north) *** A Blood Guard Patroller stands firmly at the entrance. *** Range 4 (north) *** A regiment of Righteous Palm guards patrols the streets here. You scan east. You scan south. *** Range 4 (south) *** A regiment of Righteous Palm guards patrols the streets here. A catapult is here, accompanied by a group of guards. A regiment of heavily armed crusaders is here. A regiment of Righteous Palm guards patrols the streets here. A regiment of young Knights has joined their brethren here. A competent looking group of archers is here, longbows at the ready. You scan west. *** Range 5 (west) *** A group of mages is here, making sure any material coated with the fungus is frozen through. A group of healers is here, surrounding the mages. A regiment of heavily armed crusaders is here. A heavy trebuchet is here. *** Range 6 (west) *** Only a few blackened wooden beams remain of the once proud Soulfarer. (White Aura) An immense multi-headed Hydra swims around in the lake happily, hunting fish. You scan up. You scan down. <192hp 621m 221mv 7hour oo Obayana yells 'Help someone is attacking me!' Your acid blast === DISINTEGRATES === Obayana! Obayana has some big nasty wounds and scratches. Xaexil: [===|---|---|---] <192hp 601m 221mv 7hour Obayana parries your attack. Obayana parries your attack. A zombie sends Obayana sprawling with a powerful bash. A zombie's bash MUTILATES Obayana! Obayana's fingers flare with mystical power as he strikes A zombie with magic potency. Obayana's magic missile hits A zombie. Obayana's magic missile grazes A zombie. Obayana's magic missile injures A zombie. Obayana's magic missile grazes A zombie. A mummy's disease MASSACRES Obayana! A mummy's disease MASSACRES Obayana! A skeleton's cleave mauls Obayana. A skeleton tries to disarm Obayana's shield, but fails. Obayana's rays MASSACRE you! You sure are BLEEDING! Obayana's rays DISMEMBER you! You sure are BLEEDING! Obayana's rays miss you. Obayana looks pretty hurt. Xaexil: [=--|---|---|---] <54hp 601m 221mv 7hour pp A mummy rescues you! Ok. <54hp 601m 221mv 7hour A zombie's beating maims Obayana! A mummy's disease DISMEMBERS Obayana! A mummy tries to disarm Obayana's shield, but fails. A flesh golem's slash decimates Obayana! A skeleton's cleave mauls Obayana. A skeleton's cleave injures Obayana. <54hp 601m 221mv 7hour oo A regiment of storm giant guards yells 'You will pay for your crimes Xaexil!' A regiment of storm giant guards seems to change in size and shape to match yours. You parry a regiment of storm giant guards's attack. A regiment of storm giant guards yells 'You will pay for your crimes Xaexil!' A regiment of storm giant guards seems to change in size and shape to match yours. A mummy jumps in front of you! Your shocking bite mauls a regiment of storm giant guards. Your shocking bite mauls a regiment of storm giant guards. A flesh golem's slash wounds Obayana. A skeleton's cleave mauls Obayana. A mummy jumps in front of you! A regiment of storm giant guards's slash hits you. You sure are BLEEDING! A regiment of storm giant guards has a few scratches. Xaexil: [=--|---|---|---] <43hp 601m 221mv 7hour Obayana has fled! Obayana rides up. A regiment of storm giant guards has a few scratches. Xaexil: [=--|---|---|---] <43hp 601m 221mv 7hour They aren't here. A regiment of storm giant guards has a few scratches. Xaexil: [=--|---|---|---] <43hp 601m 221mv 7hour oo They aren't here. A regiment of storm giant guards has a few scratches. Xaexil: [=--|---|---|---] <43hp 601m 221mv 7hour oo They aren't here. A regiment of storm giant guards has a few scratches. Xaexil: [=--|---|---|---] <43hp 601m 221mv 7hour fle You flee from combat! Thawed Devastation You walk through hip high brackish waters over debris and rubble that used to be Queen Isabeau Avenue. This used to be the commercial district of Val Miran, but now most shops are destroyed and abandoned. The street has been torn up by the undead host passing by some time ago, making footing tricky and dangerous. The ice used to destroy the fungus has cracked open the remaining stone and completed the destruction. A few dead brown plants float around in the mess. [Exits: north east south west] A zombie swims in. A mummy swims in. A flesh golem swims in. A skeleton swims in. A stone golem swims in. <43hp 601m 218mv 7hour oo sca They aren't here. <43hp 601m 218mv 7hour You scan all around. You scan north. *** Range 1 (north) *** A Caravan bearing crests of Valmiran is here. Adanion the mercenary is here collecting money for the services of his men. You scan east. *** Range 1 (east) *** A regiment of Righteous Palm guards patrols the streets here. A regiment of young Knights has joined their brethren here. A regiment of Righteous Palm guards patrols the streets here. A competent looking group of archers is here, longbows at the ready. You scan south. *** Range 1 (south) *** Wilson the Mapmaker works on his latest document. You scan west. *** Range 4 (west) *** A group of mages is here, making sure any material coated with the fungus is frozen through. A group of healers is here, surrounding the mages. A regiment of heavily armed crusaders is here. A heavy trebuchet is here. *** Range 5 (west) *** Only a few blackened wooden beams remain of the once proud Soulfarer. (White Aura) An immense multi-headed Hydra swims around in the lake happily, hunting fish. You scan up. You scan down. <43hp 601m 218mv 7hour oo They aren't here. <43hp 601m 218mv 7hour e The Central Square of Val Miran The central square has been thawed again and most of the brackish, yellowish-brown water has drained away. A few puddles are still on the ground. Half-decomposed plants and debris covers the square, making the footing over the torn up stone even more tricky. [Exits: north east south west up] A regiment of Righteous Palm guards patrols the streets here. A regiment of young Knights has joined their brethren here. A regiment of Righteous Palm guards patrols the streets here. A competent looking group of archers is here, longbows at the ready. A stone golem walks in. A skeleton walks in. A flesh golem walks in. A regiment of storm giant guards steps aside and allow you to pass it. A mummy walks in. A zombie walks in. A regiment of storm giant guards examines zombie carefully. <43hp 601m 215mv 7hour u Before the Temple of Neutrality You stand before the entrance to the Great Temple of Neutrality. It is an impressive edifice, built on large stone arches that actually rest above the Central Square of Val Miran. Large valuted ceilings rise up and are adorned with intricately carved birds and figures. North lies the offering chamber. [Exits: north down] A granite fountain is here filled with water for the thirsty. Obayana the Unholy Knight is here, sitting astride a warhorse. A zombie walks in. A mummy walks in. A flesh golem walks in. A skeleton walks in. A stone golem walks in. <43hp 601m 214mv 7hour Obayana rides north. <43hp 601m 214mv 7hour o TICK IN 5 SECONDS. Order whom to do what? <43hp 601m 214mv 7hour n Before the Tower Altar You stand at the peak of the Temple of Neutrality. A powerful high priest stand here, granting divinations and heals to those who are sick or needy. A large vault rests in the center of the room to place offerings. [Exits: south] A pit of offering is here to store mortal gifts to the gods. Obayana the Unholy Knight is here, sitting astride a warhorse. A Militia Relief Officer stands here offering water and lights to citizens (White Aura) Dante the old priest is here meditating to the gods. A stone golem walks in. A skeleton walks in. A flesh golem walks in. A mummy walks in. A zombie walks in. <43hp 601m 213mv 7hour oo Obayana yells 'Help someone is attacking me!' Your acid blast MANGLES Obayana! Obayana is stunned, but will probably recover. Obayana is in awful condition. Xaexil: [=--|---|---|---] <43hp 581m 213mv 7hour Your shocking bite devastates Obayana! Obayana is DEAD!! You receive 341 experience points. 'Ajitaabha' the Shard of Wisdom emits a shrill whine as Obayana dies! You expertly extract a still warm brain from Obayana's corpse. <43hp 581m 213mv 7hour l i cor The corpse of Obayana holds: a Culet of Obsidian Leaves adorned with an oval flake of flint a leather quiver a sturdy backpack a light kayak (Glowing) a Blackwatch Sword (Glowing) (Humming) a blood encrusted spiked steel bracelet a ranger's knapsack (Humming) a Nimbus of Power (Magical) (Glowing) (Humming) a Crested Shield of Eternal Darkness (Humming) a chain linked belt (Humming) the Rune of Salvation (Glowing) a vial of strange blood pyerite sleeves ( 2) (Glowing) a Ring of Accuracy (Glowing) an Undead Fist (Humming) a keeper's tunic adorned with a demon tongue (Humming) the mask of Ultimate Evil the Ring of Abyss a jadeite stud 'Khyer-Dirohm', the Vorpal Sword of Atonement an Executioner's hood a steel-linked whip (Glowing) a pair of galebinder mitts (Magical) (Glowing) the edge of a waterfall (Magical) the Ranger Lord's Stetson a string with a bunny paw a potion of recall the void leggings a vial of sparkling liquid (Humming) a cloudy potion a barrel of milk a little bag marked 'Trugh' (Glowing) (Humming) a bracelet of eternal lies a herbal brew 63984 gold coins You can see 36 items in the corpse of Obayana. <43hp 581m 213mv 7hour get coi cor You get 63984 gold coins from the corpse of Obayana. <43hp 581m 213mv 7hour get ac cor get ac cor get ac cor You get a Ring of Accuracy from the corpse of Obayana. <43hp 581m 213mv 7hour You get a Ring of Accuracy from the corpse of Obayana. <43hp 581m 213mv 7hour I see nothing like that in the cor. <43hp 581m 213mv 7hour get paw cor You get a string with a bunny paw from the corpse of Obayana. <43hp 581m 213mv 7hour Obayana tells you 'Well done' <43hp 581m 213mv 7hour get ad cor I see nothing like that in the cor. <43hp 581m 213mv 7hour get ad cor I see nothing like that in the cor. <43hp 581m 213mv 7hour l i cor The corpse of Obayana holds: a Culet of Obsidian Leaves adorned with an oval flake of flint a leather quiver a sturdy backpack a light kayak (Glowing) a Blackwatch Sword (Glowing) (Humming) a blood encrusted spiked steel bracelet a ranger's knapsack (Humming) a Nimbus of Power (Magical) (Glowing) (Humming) a Crested Shield of Eternal Darkness (Humming) a chain linked belt (Humming) the Rune of Salvation (Glowing) a vial of strange blood pyerite sleeves (Glowing) an Undead Fist (Humming) a keeper's tunic adorned with a demon tongue (Humming) the mask of Ultimate Evil the Ring of Abyss a jadeite stud 'Khyer-Dirohm', the Vorpal Sword of Atonement an Executioner's hood a steel-linked whip (Glowing) a pair of galebinder mitts (Magical) (Glowing) the edge of a waterfall (Magical) the Ranger Lord's Stetson a potion of recall the void leggings a vial of sparkling liquid (Humming) a cloudy potion a barrel of milk a little bag marked 'Trugh' (Glowing) (Humming) a bracelet of eternal lies a herbal brew You can see 32 items in the corpse of Obayana. <43hp 581m 213mv 7hour You feel solid again. You no longer see invisible objects. <56hp 623m 238mv 8hour Timer now at 30 secs. o all get all cor Ok. <56hp 623m 238mv 8hour get gal cor You get a pair of galebinder mitts from the corpse of Obayana. <56hp 623m 238mv 8hour get bra cor You get a blood encrusted spiked steel bracelet from the corpse of Obayana. <56hp 623m 238mv 8hour get bag cor You get a little bag marked 'Trugh' from the corpse of Obayana. <56hp 623m 238mv 8hour get leg cor You get the void leggings from the corpse of Obayana. <56hp 623m 238mv 8hour l i cor The corpse of Obayana holds: a Culet of Obsidian Leaves adorned with an oval flake of flint a leather quiver a sturdy backpack a light kayak (Glowing) a Blackwatch Sword a ranger's knapsack (Humming) a Nimbus of Power (Magical) (Glowing) (Humming) a Crested Shield of Eternal Darkness (Humming) a chain linked belt (Humming) the Rune of Salvation (Glowing) a vial of strange blood pyerite sleeves (Glowing) an Undead Fist (Humming) a keeper's tunic adorned with a demon tongue (Humming) the mask of Ultimate Evil the Ring of Abyss a jadeite stud 'Khyer-Dirohm', the Vorpal Sword of Atonement an Executioner's hood a steel-linked whip (Magical) (Glowing) the edge of a waterfall (Magical) the Ranger Lord's Stetson a potion of recall a vial of sparkling liquid (Humming) a cloudy potion a barrel of milk (Glowing) (Humming) a bracelet of eternal lies a herbal brew You can see 28 items in the corpse of Obayana. <56hp 623m 238mv 8hour get nim cor You get a Nimbus of Power from the corpse of Obayana. <56hp 623m 238mv 8hour get sal cor You get the Rune of Salvation from the corpse of Obayana. <56hp 623m 238mv 8hour get py cor You get pyerite sleeves from the corpse of Obayana. <56hp 623m 238mv 8hour get mas cor You get the mask of Ultimate Evil from the corpse of Obayana. <56hp 623m 238mv 8hour l i cor The corpse of Obayana holds: a Culet of Obsidian Leaves adorned with an oval flake of flint a leather quiver a sturdy backpack a light kayak (Glowing) a Blackwatch Sword a ranger's knapsack (Magical) (Glowing) (Humming) a Crested Shield of Eternal Darkness (Humming) a chain linked belt (Glowing) a vial of strange blood (Glowing) an Undead Fist (Humming) a keeper's tunic adorned with a demon tongue the Ring of Abyss a jadeite stud 'Khyer-Dirohm', the Vorpal Sword of Atonement an Executioner's hood a steel-linked whip (Magical) (Glowing) the edge of a waterfall (Magical) the Ranger Lord's Stetson a potion of recall a vial of sparkling liquid (Humming) a cloudy potion a barrel of milk (Glowing) (Humming) a bracelet of eternal lies a herbal brew You can see 24 items in the corpse of Obayana. <56hp 623m 238mv 8hour get brac cor get brac cor You get a bracelet of eternal lies from the corpse of Obayana. <56hp 623m 238mv 8hour I see nothing like that in the cor. <56hp 623m 238mv 8hour where TICK IN 5 SECONDS. ValMiran is [TRIBUNAL] controlled. Players near you: <PK> Xaexil (WANTED) Before the Tower Altar <56hp 623m 238mv 8hour get ab cor You get the Ring of Abyss from the corpse of Obayana. <56hp 623m 238mv 8hour l i cor The corpse of Obayana holds: a Culet of Obsidian Leaves adorned with an oval flake of flint a leather quiver a sturdy backpack a light kayak (Glowing) a Blackwatch Sword a ranger's knapsack (Magical) (Glowing) (Humming) a Crested Shield of Eternal Darkness (Humming) a chain linked belt (Glowing) a vial of strange blood (Glowing) an Undead Fist (Humming) a keeper's tunic adorned with a demon tongue a jadeite stud 'Khyer-Dirohm', the Vorpal Sword of Atonement an Executioner's hood a steel-linked whip (Magical) (Glowing) the edge of a waterfall (Magical) the Ranger Lord's Stetson a potion of recall a vial of sparkling liquid (Humming) a cloudy potion a barrel of milk a herbal brew You can see 22 items in the corpse of Obayana. Link to comment
Lexi Posted August 8, 2018 Report Share Posted August 8, 2018 O my god the formatting. Nice log though! 12 hp is all you need apparently. Really ballsy moves towards the end as well. Link to comment
egreir Posted August 8, 2018 Author Report Share Posted August 8, 2018 My formatting is always fucked up idk 😕 can u not summon to one exit rooms now? Link to comment
Lexi Posted August 8, 2018 Report Share Posted August 8, 2018 3 minutes ago, egreir said: My formatting is always fucked up idk 😕 can u not summon to one exit rooms now? I've been able to as long as one door is open, may be some rooms in Maelbrim are nosummon. I always check by summoning a plasm beast if it's not working (summon is a mental spell and there was a ring of abyss so maybe just a bunch of failed attempts?). Link to comment
Kyzarius Posted August 8, 2018 Report Share Posted August 8, 2018 I always thought it was weird that you can mark people wanted while sleeping. Link to comment
Unknown Criminal Posted August 9, 2018 Report Share Posted August 9, 2018 The INN in maelbrim cant be summoned into, ive tried to summon low lvl mobs into each room to test it and no. It would be nice if 'someone' or something gave people notice that the INN is magically protected, else people will think they are just failing and failing and failing and they are dumb. Link to comment
Tantangel Posted August 9, 2018 Report Share Posted August 9, 2018 Considering you won on a very shitty trained character, that alone deserves kudos. Powerword anything is easy to master, but at times I figured that was it and you'd be toast. Pleasantly surprised though. How and why did this fight begin though? You weren't wanted until after you caught him in the city. Old rivalry? Or was he trying to feed his malform? Link to comment
f0xx Posted August 9, 2018 Report Share Posted August 9, 2018 That must have hurt. Even more so now that she knows what a noob plays the character 😛 Link to comment
Rygothran Posted August 9, 2018 Report Share Posted August 9, 2018 o all get all cor Ok. Old habits die hard, eh Zro? 😋 Link to comment
Lloth Posted August 9, 2018 Report Share Posted August 9, 2018 Just now, Rygothran said: o all get all cor Ok. Old habits die hard, eh Zro? 😋 Shaaaaade Link to comment
egreir Posted August 9, 2018 Author Report Share Posted August 9, 2018 4 hours ago, Tantangel said: Considering you won on a very shitty trained character, that alone deserves kudos. Powerword anything is easy to master, but at times I figured that was it and you'd be toast. Pleasantly surprised though. How and why did this fight begin though? You weren't wanted until after you caught him in the city. Old rivalry? Or was he trying to feed his malform? We’d never met or talked before that so assuming malform fodder was what I got labeled lol Link to comment
Kyzarius Posted August 9, 2018 Report Share Posted August 9, 2018 that log makes powerword stun 21 misses for 21 casts by my count from before viruthx went psi. Ever since the nerf has anyone had it land even once, stunning the target? Link to comment
egreir Posted August 9, 2018 Author Report Share Posted August 9, 2018 2 minutes ago, Rygothran said: o all get all cor Ok. Old habits die hard, eh Zro? Even their boat was better than mine! Link to comment
egreir Posted August 9, 2018 Author Report Share Posted August 9, 2018 Just now, Kyzarius said: that log makes powerword stun 21 misses for 21 casts by my count from before viruthx went psi. Ever since the nerf has anyone had it land even once, stunning the target? I’ve never seen it land post nerf either. Guess I picked the useless one. Link to comment
Manual Labour Posted August 9, 2018 Report Share Posted August 9, 2018 Great log. Hope you learn to edit one day bro! Link to comment
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