Anonymous Posted October 10, 2020 Report Share Posted October 10, 2020 A lovely southern belle stumbled across me while I was negotiating with Crunch over his leggings. Sialii and I were previously taunting one another over who made the other recall the most. What follows is my stubborn refusal to allow her to put a point on the board. Your reflective field has reached a steady state. Your reflective field *** OBLITERATES *** Crunch, the Ogre Chieftain! A Bastard sword adorned with a sturdy chain's divine power *** OBLITERATES *** Crunch, the Ogre Chieftain! Your scythe's slice maims Crunch, the Ogre Chieftain! Crunch, the Ogre Chieftain dodges scythe's slash. Crunch, the Ogre Chieftain parries your attack. Crunch, the Ogre Chieftain's flesh is seared by the flaming a mithril sabre adorned with a glowing ember. Your flaming bite scratches Crunch, the Ogre Chieftain. A mithril sabre adorned with a glowing ember digs into Crunch, the Ogre Chieftain's body. Your wrath decimates Crunch, the Ogre Chieftain! Crunch, the Ogre Chieftain's crush injures you. Crunch, the Ogre Chieftain's crush wounds you. Crunch, the Ogre Chieftain's crush wounds you. Crunch, the Ogre Chieftain's crush wounds you. Crunch, the Ogre Chieftain tries to disarm you, but your weapon won't budge! Crunch, the Ogre Chieftain has quite a few wounds. Jerrald: [===|==-|---|---] [497hp 665m 503mv] [1600 hours] [D] You tell Sialii 'You are going to have to wait, creature.' Crunch, the Ogre Chieftain has quite a few wounds. Jerrald: [===|==-|---|---] [497hp 665m 503mv] [1600 hours] [D] Marak is [TRIBUNAL] controlled. Players near you: <PK> Jerrald The Throne of Bone <PK> Sialii The Throne of Bone Crunch, the Ogre Chieftain has quite a few wounds. Jerrald: [===|==-|---|---] [497hp 665m 503mv] [1600 hours] [D] You yell 'Your foul touch is useless Sialii!' Erelei's power protects you against Sialii's touch. You sense your favor with Erelei decrease. Sialii draws her weapon. Sialii wields 'Elundaris', the Flail of Lifestealing. Sialii's touch scratches you. Crunch, the Ogre Chieftain has quite a few wounds. Jerrald: [===|==-|---|---] [496hp 665m 503mv] [1600 hours] [D] You couldn't escape! Crunch, the Ogre Chieftain has quite a few wounds. Jerrald: [===|==-|---|---] [496hp 665m 503mv] [1600 hours] [D] Your reflective field has reached a steady state. Your reflective field *** OBLITERATES *** Crunch, the Ogre Chieftain! A Bastard sword adorned with a sturdy chain's divine power *** OBLITERATES *** Crunch, the Ogre Chieftain! Sialii parries a scythe's slice. Your scythe's slash mauls Sialii. Crunch, the Ogre Chieftain dodges scythe's slice. Crunch, the Ogre Chieftain dodges scythe's slash. Crunch, the Ogre Chieftain dodges your attack. Crunch, the Ogre Chieftain's flesh is seared by the flaming a mithril sabre adorned with a glowing ember. Your flaming bite injures Crunch, the Ogre Chieftain. A mithril sabre adorned with a glowing ember digs into Crunch, the Ogre Chieftain's body. Your wrath wounds Crunch, the Ogre Chieftain. Sialii's life drain misses you. Sialii's life drain misses you. You feel 'Elundaris', the Flail of Lifestealing drawing your life away. Sialii's life drain grazes you. You parry Crunch, the Ogre Chieftain's attack. The giant blade deflects Crunch, the Ogre Chieftain's attack. Your Terra shield deflects the attack. Crunch, the Ogre Chieftain tries to disarm your shield, but it won't budge! Crunch, the Ogre Chieftain has quite a few wounds. Jerrald: [===|==-|---|---] [491hp 659m 503mv] [1600 hours] [D] You couldn't escape! Crunch, the Ogre Chieftain has quite a few wounds. Jerrald: [===|==-|---|---] [491hp 659m 503mv] [1600 hours] [D] You couldn't escape! Crunch, the Ogre Chieftain has quite a few wounds. Jerrald: [===|==-|---|---] [491hp 659m 503mv] [1600 hours] [D] You couldn't escape! Crunch, the Ogre Chieftain has quite a few wounds. Jerrald: [===|==-|---|---] [491hp 659m 503mv] [1600 hours] [D] Your reflective field has reached a steady state. Your reflective field *** OBLITERATES *** Crunch, the Ogre Chieftain! Crunch, the Ogre Chieftain parries a a Bastard sword adorned with a sturdy chain's divine power. Sialii seems sluggish. Sialii parries a scythe's slice. Sialii blocks a scythe's slash with her shield. Crunch, the Ogre Chieftain dodges scythe's slice. Your scythe's slash MUTILATES Crunch, the Ogre Chieftain! Crunch, the Ogre Chieftain dodges your attack. You parry Sialii's attack. Crunch, the Ogre Chieftain's crush wounds you. You parry Crunch, the Ogre Chieftain's attack. You parry Crunch, the Ogre Chieftain's attack. Crunch, the Ogre Chieftain's crush misses you. Crunch, the Ogre Chieftain tries to disarm you, but your weapon won't budge! Crunch, the Ogre Chieftain has quite a few wounds. Jerrald: [===|==-|---|---] [472hp 653m 503mv] [1600 hours] [D] You couldn't escape! Crunch, the Ogre Chieftain has quite a few wounds. Jerrald: [===|==-|---|---] [472hp 653m 503mv] [1600 hours] [D] You couldn't escape! Crunch, the Ogre Chieftain has quite a few wounds. Jerrald: [===|==-|---|---] [472hp 653m 503mv] [1600 hours] [D] A citizen of Marak walks in. Your reflective field has reached a steady state. Your reflective field *** OBLITERATES *** Crunch, the Ogre Chieftain! Crunch, the Ogre Chieftain dodges a Bastard sword adorned with a sturdy chain's divine power. Crunch, the Ogre Chieftain parries a a Bastard sword adorned with a sturdy chain's divine power. A Bastard sword adorned with a sturdy chain takes a vicious swipe at Crunch, the Ogre Chieftain's legs! Crunch, the Ogre Chieftain screams in pain and goes down. Crunch, the Ogre Chieftain parries a a Bastard sword adorned with a sturdy chain's divine power. Sialii parries a scythe's slice. Sialii blocks a scythe's slash with her shield. Crunch, the Ogre Chieftain dodges scythe's slice. Crunch, the Ogre Chieftain parries a scythe's slash. Crunch, the Ogre Chieftain parries your attack. Crunch, the Ogre Chieftain's flesh is seared by the flaming a mithril sabre adorned with a glowing ember. Your flaming bite mauls Crunch, the Ogre Chieftain. A mithril sabre adorned with a glowing ember digs into Crunch, the Ogre Chieftain's body. Your wrath injures Crunch, the Ogre Chieftain. Sialii's life drain misses you. Sialii swings wildly and misses you by a mile. Crunch, the Ogre Chieftain's crush wounds you. Crunch, the Ogre Chieftain swings wildly and misses you by a mile. The giant blade deflects Crunch, the Ogre Chieftain's attack. Crunch, the Ogre Chieftain has some big nasty wounds and scratches. Jerrald: [===|==-|---|---] [455hp 647m 503mv] [1600 hours] [D] You flee from combat! End of the marble pathway The wide hallway runs to an end before a oak staircase. The marble pathway was once the only pathway in Cityhall untill the village became prosperous from Warfare and decided to expand. Loud shouts and screams can be heard from the room above the staircase, while it seems empty except for one screaming ogre. [Exits: south up] [455hp 647m 502mv] [1600 hours] [D] The marble pathway The wide hallway of the marble pathway borders the north second floor of Cityhall. Oil torches lining the wall produce a dim but warm light, and the perfectly fitted marble tiles are polished to perfection, the marble pathway continues to the north and south. [Exits: north south] [455hp 647m 501mv] [1600 hours] [D] The marble pathway The wide hallway of the marble pathway borders the north second floor of Cityhall. Oil torches lining the wall produce a dim but warm light, and the perfectly fitted marble tiles are polished to perfection, the Royal Intersection is to the south, while the marble pathway continues north. [Exits: north south] [455hp 647m 500mv] [1600 hours] [D] An intersection in Royal Hall The spacious corridor splits into a large wide circular intersection as it twists its way towards the noble parts of Cityhall, where the future plans of the village are decided. A red carpet stretches its way along a marble path which leads its way north, Royal Hall continues to the east and west, while to the south is a well furnished chamber. [Exits: north east (south) west] [455hp 647m 499mv] [1600 hours] [D] Marak is [TRIBUNAL] controlled. Players near you: <PK> Jerrald An intersection in Royal Hall <PK> Sialii The Throne of Bone [455hp 647m 499mv] [1600 hours] [D] Affects: 36 36 38 38 38 12 0 14 31 21 11 12 4 9 arm shi sto dti dtm fly san ter air blu bla plu enl dan Spell: slow : modifies dex by -4 for 8 hours Spell: reflective-field: for 9 hours [455hp 647m 499mv] [1600 hours] [D] Royal Hall The spacious corridor known as Royal Hall runs the length of the main section on the second floor of Cityhall. The hall is lined with richly polished oak doors, behind which dwell leaders and royal councilmen of this village. Well furnished habitation is to the north and south, Royal Hall continues to the east and west. [Exits: (north) east (south) west] [455hp 647m 498mv] [1600 hours] [D] Royal Hall The spacious corridor known as Royal Hall runs the length of the main section on the second floor of Cityhall. The hall is lined with richly polished oak doors, behind which dwell leaders and royal councilmen of this village. Well furnished habitation is to the north, while to the south is one of the Warlords of this village, the Hall continues to the west, while a staircase lies east. [Exits: (north) east (south) west] [455hp 647m 497mv] [1600 hours] [D] The northern stairs The wooden stairs under your feet give solid purchase for your boots, with no creaking or other signs of ewakness. They seem to be of very fine quality, and the wood is brightly polished. As you walk them, you notice very little by way of carving or marks on the stairs, no rugs, or stonework. At the bottom is another hallway, and west is the Royal Hall. [Exits: west down] [455hp 647m 496mv] [1600 hours] [D] [50 Elf Bmg] <PK> [KNIGHT] (Hope [V]) Sir Jerrald Solarios the Scourge of the Battlefield [ Undea ] <PK> Sialii the Holy Shaman Players matched: 2 There are 2 characters on, the most on since startup was 22. The title of Master Questor of Aabahran is currently held by Jerrald. [455hp 647m 496mv] [1600 hours] [D] End of Inferis Hall The wide hallway runs to a narrow and abrupt end, a large staircase rises up high before you. This section leads into the main part of Cityhall, where the Chieften and the High lords of this village gather and plot its future. The torches seem brighter at this part, to light the staircase, up ahead the chatter of mixed voices can be heard, and one deep voice speaking above the chattering. [Exits: south up] [455hp 647m 495mv] [1600 hours] [D] Inferis Hall The wide hallway known as Inferis Hall runs the length of Cityhall's east side. The wooden walls are lined with oak doors, which lead into the living chambers of the noble folk. Oil torches hanging on the walls give the hall a dim light which bounces off the polished wood. [Exits: north (east) south] [455hp 647m 494mv] [1600 hours] [D] Inferis Hall The wide hallway known as Inferis Hall runs the length of Cityhall's east side. The wooden walls are lined with oak doors, which lead into the living chambers of the noble folk. Oil torches hanging on the walls give the hall a dim light which bounces off the polished wood. [Exits: north (east) south] The protective aura around your body fades. A Bastard sword adorned with a sturdy chain settles down and returns to you. The blades conveniently phase away from this reality. [484hp 706m 503mv] [1700 hours] [D] Inferis Hall The wide hallway known as Inferis Hall runs the length of Cityhall's east side. The wooden walls are lined with oak doors, which lead into the living chambers of the noble folk. Oil torches hanging on the walls give the hall a dim light which bounces off the polished wood. [Exits: north (east) south] [484hp 706m 502mv] [1700 hours] [D] Marak is [TRIBUNAL] controlled. Players near you: <PK> Jerrald Inferis Hall <PK> Sialii The marble pathway [484hp 706m 502mv] [1700 hours] [D] Inferis Hall The wide hallway known as Inferis Hall runs the length of Cityhall's east side. The wooden walls are lined with oak doors, which lead into the living chambers of the noble folk. Oil torches hanging on the walls give the hall a dim light which bounces off the finely polished wood. [Exits: north (east) west] [484hp 706m 501mv] [1700 hours] [D] Granite Hall The wide main entry known as Granite Hall is named after the granite paved ground which flows beneath your feet. To the west is Ogroc Hall named after the great Ogre Ogroc, while to the east runs the Inferis Hall, named after Inferis Ol'Duc the Warlord which lead the berserker clans from the northern mountains into this valley. The broadly built passage is lit by flickering oil torches, as the Hall stops here, twisting into a fork. [Exits: east south west] [484hp 706m 500mv] [1700 hours] [D] Marak is [TRIBUNAL] controlled. Players near you: <PK> Jerrald Granite Hall <PK> Sialii Royal Hall [484hp 706m 500mv] [1700 hours] [D] Inside the Gates of City Hall The sturdy, iron-bound gates of Cityhall open into an entry hall. The walls and floors are constructed of thick wooden planks, polished to a bright color by thousands of strangers. The entry hall is lit by oil torches hanging on the walls. To the north, the hall continues into cityhall. Rising nearly 20' in height, the entrance can fit even the largest of giants into its entrance. [Exits: north south] [484hp 706m 499mv] [1700 hours] [D] A granite street Surrounded by newly constructed dwellings, this street winds through the noble quarter of the village. All around are signs of great wealth, the gold that flows from the prosperous trade evident in the buildings, though all are locked from the public, the clothing of the citizens, and the condition of the streets is superb. To the north is the cityhall, the center of this village. [Exits: north south] A citizen of Marak is here, wandering the streets. [484hp 706m 498mv] [1700 hours] [D] A granite street Surrounded by newly constructed dwellings, this street winds through the noble quarter of the village. All around are signs of great wealth, the gold that flows from the prosperous trade evident in the buildings, though all are locked from the public, the clothing of the citizens, and the condition of the streets is superb. To the north is the cityhall, the center of this village. [Exits: north south] [484hp 706m 496mv] [1700 hours] [D] The Northern Marketplace of Marak The northern marketplace looks much larger from standing at its center then it did from other parts. Perhaps there is some magic being used, but it is difficult to say. The apothecary is quite a site with jars containing necessary ingredients for the alchemists to exist. A large cauldron can be seen boiling in the back steaming from the extreme heat generated by the strange fire. Potion of different colors are upon the table ready for sale, this is known as the Arcane center of the village. [Exits: north east south west] [KNIGHT] [||||||](2) A mighty Fortress looms over the area. (White Aura) Stirring a long spoon in the large cauldron, a tall alchemist sells his fine magical brew. [484hp 706m 494mv] [1700 hours] [D] The Central Marketplace of Marak This part of the marketplace is crowded with warriors of all kinds, the center of the marketplace is known for its fine wears of armor, and its legendary blacksmith. Many tools of Warfare can be found here, some lie still gathering rust, while others are still being mended by one blacksmith in the northern corner of the center. The sharper weapons seem be quite elegant in style, though fetch for quite a sum on the open market. [Exits: north east south west down] [KNIGHT] [||||||](2) A mighty Fortress looms over the area. (White Aura) Glaring at all the weapons and armor, a duergar grins at you broadly as he beckons you closer. [484hp 706m 492mv] [1700 hours] [D] Marak is [TRIBUNAL] controlled. Players near you: <PK> Jerrald The Central Marketplace of Marak <PK> Sialii Inferis Hall [484hp 706m 492mv] [1700 hours] [D] The Eastern Marketplace of Marak Rusted weapons litter this part of the eastern marketplace, as all of the warriors seem to buy thier goods from the west, in the center. One grizzled old man sits here on a stool muttering to himself as a smile appears on his face at the sign of any customer. The ground beneath your feet is unusually hard, as very few people travel through here. Prices here are quite cheap, though the weapons are fashioned from old iron and cold steel, materials that are rarely seen in the more recent weapon styles. [Exits: north east south west] Muttering to himself, an old grizzled stone giant stands here looking for something. [484hp 706m 490mv] [1700 hours] [D] Firidon Street Firidon street is in a working class part of the Village, and is far from being one of the nicer areas. Ogres walk about along the street going about thier buisness, heading to and from the marketplace. Some large, cramped houses line the streets between empty clearings, and dark alleys. Some children wearing nomadic skins can be seen playing outdoors. The people here do not seem as happy as those at the marketplace, a faint air of oppression hangs over the crowded parts of Firidon street. To the west is the Marketplace. [Exits: (north) east (south) west] [484hp 706m 488mv] [1700 hours] [D] Marak is [TRIBUNAL] controlled. Players near you: <PK> Jerrald Firidon Street <PK> Sialii Ogroc Hall [484hp 706m 488mv] [1700 hours] [D] You go to sleep. [484hp 706m 488mv] [1700 hours] [D] Affects: 35 35 37 37 37 11 - 13 30 20 10 11 3 8 arm shi sto dti dtm fly san ter air blu bla plu enl dan Spell: slow : modifies dex by -4 for 7 hours Spell: reflective-field: for 8 hours [484hp 706m 488mv] [1700 hours] [D] You wake and stand up. [484hp 706m 488mv] [1700 hours] [D] Marak is [TRIBUNAL] controlled. Players near you: <PK> Jerrald Firidon Street <PK> Sialii A rough dirt trail [484hp 706m 488mv] [1700 hours] [D] The Eastern Marketplace of Marak Rusted weapons litter this part of the eastern marketplace, as all of the warriors seem to buy thier goods from the west, in the center. One grizzled old man sits here on a stool muttering to himself as a smile appears on his face at the sign of any customer. The ground beneath your feet is unusually hard, as very few people travel through here. Prices here are quite cheap, though the weapons are fashioned from old iron and cold steel, materials that are rarely seen in the more recent weapon styles. [Exits: north east south west] Muttering to himself, an old grizzled stone giant stands here looking for something. [484hp 706m 486mv] [1700 hours] [D] The Central Marketplace of Marak This part of the marketplace is crowded with warriors of all kinds, the center of the marketplace is known for its fine wears of armor, and its legendary blacksmith. Many tools of Warfare can be found here, some lie still gathering rust, while others are still being mended by one blacksmith in the northern corner of the center. The sharper weapons seem be quite elegant in style, though fetch for quite a sum on the open market. [Exits: north east south west down] [KNIGHT] [||||||](2) A mighty Fortress looms over the area. (White Aura) Glaring at all the weapons and armor, a duergar grins at you broadly as he beckons you closer. [484hp 706m 484mv] [1700 hours] [D] Marak is [TRIBUNAL] controlled. Players near you: <PK> Jerrald The Central Marketplace of Marak <PK> Sialii Darnak Road [484hp 706m 484mv] [1700 hours] [D] The Northern Marketplace of Marak The northern marketplace looks much larger from standing at its center then it did from other parts. Perhaps there is some magic being used, but it is difficult to say. The apothecary is quite a site with jars containing necessary ingredients for the alchemists to exist. A large cauldron can be seen boiling in the back steaming from the extreme heat generated by the strange fire. Potion of different colors are upon the table ready for sale, this is known as the Arcane center of the village. [Exits: north east south west] [KNIGHT] [||||||](2) A mighty Fortress looms over the area. (White Aura) Stirring a long spoon in the large cauldron, a tall alchemist sells his fine magical brew. [484hp 706m 482mv] [1700 hours] [D] A granite street Surrounded by newly constructed dwellings, this street winds through the noble quarter of the village. All around are signs of great wealth, the gold that flows from the prosperous trade evident in the buildings, though all are locked from the public, the clothing of the citizens, and the condition of the streets is superb. To the north is the cityhall, the center of this village. [Exits: north south] [484hp 706m 480mv] [1700 hours] [D] A granite street Surrounded by newly constructed dwellings, this street winds through the noble quarter of the village. All around are signs of great wealth, the gold that flows from the prosperous trade evident in the buildings, though all are locked from the public, the clothing of the citizens, and the condition of the streets is superb. To the north is the cityhall, the center of this village. [Exits: north south] A citizen of Marak is here, wandering the streets. [484hp 706m 478mv] [1700 hours] [D] Inside the Gates of City Hall The sturdy, iron-bound gates of Cityhall open into an entry hall. The walls and floors are constructed of thick wooden planks, polished to a bright color by thousands of strangers. The entry hall is lit by oil torches hanging on the walls. To the north, the hall continues into cityhall. Rising nearly 20' in height, the entrance can fit even the largest of giants into its entrance. [Exits: north south] [484hp 706m 477mv] [1700 hours] [D] Granite Hall The wide main entry known as Granite Hall is named after the granite paved ground which flows beneath your feet. To the west is Ogroc Hall named after the great Ogre Ogroc, while to the east runs the Inferis Hall, named after Inferis Ol'Duc the Warlord which lead the berserker clans from the northern mountains into this valley. The broadly built passage is lit by flickering oil torches, as the Hall stops here, twisting into a fork. [Exits: east south west] [484hp 706m 476mv] [1700 hours] [D] Ogroc Hall The narrow hallway known as Ogroc Hall runs the length of Cityhall's west side. The wooden walls are lined with oak doors, which lead into the living chambers of the noble folk of the keep. Oil torches hanging low on the walls give the hall a dim light which radiates against the polished wood. [Exits: north east (west)] [484hp 706m 475mv] [1700 hours] [D] A hall residence This small room with wooden walls evidently serves as a home to the smaller races. A large oak bed sits at the center of the room, a finely polished set of dishes laid on the ground. Although cluttered, the residence is generally clean and reasonably comfortable-looking. [Exits: (east)] Slumped into a corner, a sickly dwarf grins broadly, tapping a wooden plate for food [484hp 706m 474mv] [1700 hours] [D] Marak is [TRIBUNAL] controlled. Players near you: <PK> Jerrald A hall residence <PK> Sialii A granite street [484hp 706m 474mv] [1700 hours] [D] Ogroc Hall The narrow hallway known as Ogroc Hall runs the length of Cityhall's west side. The wooden walls are lined with oak doors, which lead into the living chambers of the noble folk of the keep. Oil torches hanging low on the walls give the hall a dim light which radiates against the polished wood. [Exits: north east (west)] [484hp 706m 473mv] [1700 hours] [D] Ogroc Hall The narrow hallway known as Ogroc Hall runs the length of Cityhall's west side. The wooden walls are lined with oak doors, which lead into the living chambers of the noble folk of the keep. Oil torches hanging low on the walls give the hall a dim light which radiates against the polished wood. [Exits: north south (west)] [484hp 706m 472mv] [1700 hours] [D] Ogroc Hall The narrow hallway known as Ogroc Hall runs the length of Cityhall's west side. The wooden walls are lined with oak doors, which lead into the living chambers of the noble folk of the keep. Oil torches hanging low on the walls give the hall a dim light which radiates against the polished wood. [Exits: north south (west)] [484hp 706m 471mv] [1700 hours] [D] Ogroc Hall The narrow hallway known as Ogroc Hall runs the length of Cityhall's west side. The wooden walls are lined with oak doors, which lead into the living chambers of the noble folk of the keep. Oil torches hanging low on the walls give the hall a dim light which radiates against the polished wood. [Exits: north south (west)] [484hp 706m 470mv] [1700 hours] [D] The End of Ogroc Hall The wide hallway runs to a wide and abrupt end, a large staircase rises up high before you. This section leads into the main part of Cityhall, where the Chieften and the High lords of this village gather and plot its future. The torches seem brighter at this part, to light the staircase, up ahead the chatter of mixed voices can be heard, and one deep voice speaking above the chattering. [Exits: south up] [484hp 706m 469mv] [1700 hours] [D] Marak is [TRIBUNAL] controlled. Players near you: <PK> Jerrald The End of Ogroc Hall <PK> Sialii Granite Hall [484hp 706m 469mv] [1700 hours] [D] The northern stairs The wooden stairs under your feet give solid purchase for your boots, with no creaking or signs of weakness. They seem of very fine quality, and the wood is brightly polished. As you walk them, you notice very little by way of carvings or marks on the stairs, no rugs, or stonework. At the bottom is the end of Ogroc Hallway, and to the east is the Royal Hall. [Exits: east down] [484hp 706m 468mv] [1700 hours] [D] Royal Hall The spacious corridor known as Royal Hall runs the length of the main section on the second floor of Cityhall. The hall is lined with richly polished oak doors, behind which dwell leaders and royal councilmen of this village. Well furnished habitation is to the north, while to the south is Lord Firidons chamber, the Hall continues to the east, while a staircase lies west. [Exits: (north) east (south) west] [484hp 706m 467mv] [1700 hours] [D] Royal Hall The spacious corridor known as Royal Hall runs the length of the main section on the second floor of Cityhall. The hall is lined with richly polished oak doors, behind which dwell leaders and royal councilmen of this village. Well furnished habitation is to the north and south, Royal Hall continues to the east and west. [Exits: (north) east (south) west] [484hp 706m 466mv] [1700 hours] [D] An intersection in Royal Hall The spacious corridor splits into a large wide circular intersection as it twists its way towards the noble parts of Cityhall, where the future plans of the village are decided. A red carpet stretches its way along a marble path which leads its way north, Royal Hall continues to the east and west, while to the south is a well furnished chamber. [Exits: north east (south) west] [484hp 706m 465mv] [1700 hours] [D] Royal Hall The spacious corridor known as Royal Hall runs the length of the main section on the second floor of Cityhall. The hall is lined with richly polished oak doors, behind which dwell leaders and royal councilmen of this village. Well furnished habitation is to the north and south, Royal Hall continues to the east and west. [Exits: (north) east (south) west] [484hp 706m 464mv] [1700 hours] [D] Marak is [TRIBUNAL] controlled. Players near you: <PK> Jerrald Royal Hall <PK> Sialii Ogroc Hall [484hp 706m 464mv] [1700 hours] [D] Royal Hall The spacious corridor known as Royal Hall runs the length of the main section on the second floor of Cityhall. The hall is lined with richly polished oak doors, behind which dwell leaders and royal councilmen of this village. Well furnished habitation is to the north, while to the south is one of the Warlords of this village, the Hall continues to the west, while a staircase lies east. [Exits: (north) east (south) west] [484hp 706m 463mv] [1700 hours] [D] Warmaster Ludan's chamber Large wooden racks are set at the eastern corner of this room, tattered and old maps set in them. One large circular board is placed at the center of his chamber, before a large comfortable bed, fit for a giant. This table seems to be a tactical one, small figures are placed all about in formations, each are carved from a fine ivory. All about this room are holy icons of the Ogre Lords, from the first heroes to those that dawned in the fourth age. Beneath your feet is a bear hide like no other, a ebony black in color, and thrice the size of any other you have ever seen. [Exits: (north)] The daughter of the Ogre, Smash, stands here. Warmaster Ludan is here, resting in his residence. [517hp 803m 503mv] [1800 hours] [D] Royal Hall The spacious corridor known as Royal Hall runs the length of the main section on the second floor of Cityhall. The hall is lined with richly polished oak doors, behind which dwell leaders and royal councilmen of this village. Well furnished habitation is to the north, while to the south is one of the Warlords of this village, the Hall continues to the west, while a staircase lies east. [Exits: (north) east (south) west] [517hp 803m 502mv] [1800 hours] [D] The northern stairs The wooden stairs under your feet give solid purchase for your boots, with no creaking or other signs of ewakness. They seem to be of very fine quality, and the wood is brightly polished. As you walk them, you notice very little by way of carving or marks on the stairs, no rugs, or stonework. At the bottom is another hallway, and west is the Royal Hall. [Exits: west down] [517hp 803m 501mv] [1800 hours] [D] End of Inferis Hall The wide hallway runs to a narrow and abrupt end, a large staircase rises up high before you. This section leads into the main part of Cityhall, where the Chieften and the High lords of this village gather and plot its future. The torches seem brighter at this part, to light the staircase, up ahead the chatter of mixed voices can be heard, and one deep voice speaking above the chattering. [Exits: south up] [517hp 803m 500mv] [1800 hours] [D] Inferis Hall The wide hallway known as Inferis Hall runs the length of Cityhall's east side. The wooden walls are lined with oak doors, which lead into the living chambers of the noble folk. Oil torches hanging on the walls give the hall a dim light which bounces off the polished wood. [Exits: north (east) south] [517hp 803m 499mv] [1800 hours] [D] Inferis Hall The wide hallway known as Inferis Hall runs the length of Cityhall's east side. The wooden walls are lined with oak doors, which lead into the living chambers of the noble folk. Oil torches hanging on the walls give the hall a dim light which bounces off the polished wood. [Exits: north (east) south] [517hp 803m 498mv] [1800 hours] [D] Inferis Hall The wide hallway known as Inferis Hall runs the length of Cityhall's east side. The wooden walls are lined with oak doors, which lead into the living chambers of the noble folk. Oil torches hanging on the walls give the hall a dim light which bounces off the polished wood. [Exits: north (east) south] [517hp 803m 497mv] [1800 hours] [D] Inferis Hall The wide hallway known as Inferis Hall runs the length of Cityhall's east side. The wooden walls are lined with oak doors, which lead into the living chambers of the noble folk. Oil torches hanging on the walls give the hall a dim light which bounces off the finely polished wood. [Exits: north (east) west] [517hp 803m 496mv] [1800 hours] [D] Marak is [TRIBUNAL] controlled. Players near you: <PK> Jerrald Inferis Hall <PK> Sialii The End of Ogroc Hall [517hp 803m 496mv] [1800 hours] [D] Granite Hall The wide main entry known as Granite Hall is named after the granite paved ground which flows beneath your feet. To the west is Ogroc Hall named after the great Ogre Ogroc, while to the east runs the Inferis Hall, named after Inferis Ol'Duc the Warlord which lead the berserker clans from the northern mountains into this valley. The broadly built passage is lit by flickering oil torches, as the Hall stops here, twisting into a fork. [Exits: east south west] [517hp 803m 495mv] [1800 hours] [D] Inside the Gates of City Hall The sturdy, iron-bound gates of Cityhall open into an entry hall. The walls and floors are constructed of thick wooden planks, polished to a bright color by thousands of strangers. The entry hall is lit by oil torches hanging on the walls. To the north, the hall continues into cityhall. Rising nearly 20' in height, the entrance can fit even the largest of giants into its entrance. [Exits: north south] [517hp 803m 494mv] [1800 hours] [D] A granite street Surrounded by newly constructed dwellings, this street winds through the noble quarter of the village. All around are signs of great wealth, the gold that flows from the prosperous trade evident in the buildings, though all are locked from the public, the clothing of the citizens, and the condition of the streets is superb. To the north is the cityhall, the center of this village. [Exits: north south] A citizen of Marak is here, wandering the streets. [517hp 803m 493mv] [1800 hours] [D] A granite street Surrounded by newly constructed dwellings, this street winds through the noble quarter of the village. All around are signs of great wealth, the gold that flows from the prosperous trade evident in the buildings, though all are locked from the public, the clothing of the citizens, and the condition of the streets is superb. To the north is the cityhall, the center of this village. [Exits: north south] [517hp 803m 491mv] [1800 hours] [D] The Northern Marketplace of Marak The northern marketplace looks much larger from standing at its center then it did from other parts. Perhaps there is some magic being used, but it is difficult to say. The apothecary is quite a site with jars containing necessary ingredients for the alchemists to exist. A large cauldron can be seen boiling in the back steaming from the extreme heat generated by the strange fire. Potion of different colors are upon the table ready for sale, this is known as the Arcane center of the village. [Exits: north east south west] [KNIGHT] [||||||](2) A mighty Fortress looms over the area. (White Aura) Stirring a long spoon in the large cauldron, a tall alchemist sells his fine magical brew. [517hp 803m 489mv] [1800 hours] [D] The Central Marketplace of Marak This part of the marketplace is crowded with warriors of all kinds, the center of the marketplace is known for its fine wears of armor, and its legendary blacksmith. Many tools of Warfare can be found here, some lie still gathering rust, while others are still being mended by one blacksmith in the northern corner of the center. The sharper weapons seem be quite elegant in style, though fetch for quite a sum on the open market. [Exits: north east south west down] [KNIGHT] [||||||](2) A mighty Fortress looms over the area. (White Aura) Glaring at all the weapons and armor, a duergar grins at you broadly as he beckons you closer. [517hp 803m 487mv] [1800 hours] [D] The Southern Marketplace of Marak This is the most crowded part of the marketplace, a section where the finest foods of Aabahran are found. Noble ogres wander these streets gazing at the large variety of foods, the marketplace twists to the east and west towards the less crowded parts, while twisting north through a large bundle of goods is the center of the marketplace. South leads towards the Darnak road which exits out of the village. [Exits: north east south west] (White Aura) A wealthy food merchant sits here shouting prices to the crowd. [517hp 803m 485mv] [1800 hours] [D] Darnak Road The wide street of Darnak road continues to snake its way north towards the entrance to the southern marketplace. Many merchants from all across Aabahran can be seen wandering about bidding on certain goods. Even the ogres seem to be trading which is quite rare, because of thier hostility towards that which they cannot get. No pets can be seen wandering the marketplace for fear of being stolen, the houses to the east and west are all unfinished. [Exits: north south] A citizen of Marak is here, wandering the streets. [517hp 803m 483mv] [1800 hours] [D] Darnak Road A wide street composed of gray stones and carefully-arranged curbs, the road runs to the marketplace a good ways to the north. Though to the east a door to one of the abandoned buildings is open, almost as if it was forced open. To the south the Darnak road continues its way to the exit of the Marak, the only exit in the Marak. [Exits: north east south] [517hp 803m 481mv] [1800 hours] [D] Marak is [TRIBUNAL] controlled. Players near you: <PK> Jerrald Darnak Road <PK> Sialii The End of Ogroc Hall [517hp 803m 481mv] [1800 hours] [D] Darnak Road A wide street composed of gray stones and carefully-arranged curbs. This road leads straight into the center of marketplace, its cityhall which is far to the north. Darnak road was named after the ogre chieften Gruntok Darnak, which founded this village nearly 50 years ago, since that time a marketplace has opened and a trading route established with a few of the less civilized races. Many unfinished houses rest to the east and west, thier doors boarded and locked. [Exits: north south] [517hp 803m 479mv] [1800 hours] [D] The southern gatehouse Two large wooden gates are wide open, as the dirt trail leads into the village, running into the market place. This is the only true entrance to the village, as thier are no gates to the east and west, and the northern gate is unseen, as it runs into the mountainface. This village was constructed by ogres not long ago, as a refuge from the cruel condition of Aabahran, many of the ogres dwell in this city for lack of strength to move elsewhere. [Exits: north south] An ogre commoner wanders the streets here. An armored ogre sentry stands at rest. An ogre sentry clad in nomadic hides stands on guard. [517hp 803m 476mv] [1800 hours] [D] A rough dirt trail The trail runs a short distance to the north and you stop for a moment, rubbing your eyes in disbelief. The gates rise nearly 20' into the air, as his village was created by no ordinary man. The city walls are uprooted trees, hammered together and set side by side as a powerful defense against any intruders. Up ahead you can see two images standing next to one another, but what they truely are is unknown. [Exits: north south] A citizen of Marak is here, wandering the streets. [517hp 803m 473mv] [1800 hours] [D] A rough dirt trail Before you a runs a straight dirt road leading to the gates of the village. Many giant footprints are seen on the ground, twice the size of any ordinary man, some plantlife even grows in these footprints. The path is short and allows simple access to the village gates, though up above your head, to the north you see large vultures circling the village. [Exits: north south] [517hp 803m 470mv] [1800 hours] [D] The end of the dark forest The dark forest runs to an abrupt end as the trail runs through some shrub running into a deep valley. The valley seems to be uprooted, one dirt trail can be seen admist the trees which litter the valley. The valley seems large, though destroyed in order to make room for the enormous village set at its center, which runs so far it seems a part of the mountainface. Obviousley this valley was once a part of the forest to the south, though uprooted and destroyed by some hulking creature. [Exits: north south] [517hp 803m 467mv] [1800 hours] [D] Marak is [TRIBUNAL] controlled. Players near you: <PK> Jerrald The end of the dark forest <PK> Sialii Ogroc Hall [517hp 803m 467mv] [1800 hours] [D] A dark part of the forest path You appear to be descending into some sort of a valley, as the trees grow considerably darker. You hear little sounds of life, only the occasional grunt or scream. To the south is the path of knocked and uprooted trees which you followed to get here. Far to the north you see a break in the trees leading towards the end of the forest. [Exits: north south] A citizen of Marak is here, wandering the streets. [517hp 803m 463mv] [1800 hours] [D] A path through the dark forest Large trees sprawl all along the ground, uprooted and destroyed, though some still rest to the east and west. It seems as if some adventurers have made thier way through this forest to the north, but little else can be seen but more of the dark forest. The fresh scent of pine fills your nose as you take a deep breath. The chirping of songbirds echoes the area, as the morning drizzle rests beneath your feet, along what seems to be a path in this forest. [Exits: north south] [517hp 803m 459mv] [1800 hours] [D] /-----------------\/------------------------------------------------\ | Jerrald || Recruit of PRAETORIAN | \-----------------/\------------------------------------------------/ | Str: 19(19)^6 || Level 50 Sex M Age 1007(143h) | | Int: 25(25) || Class battlemage Size large | | Wis: 21(21)^1 || Race elf Align chaotic good | | Dex: 24(22) || Hp 517/1208 (105%) Exp 37573/613627 | | Con: 17(17)^4 || Mana 803/1328 (105%) +Hit 10 (100%) | \ Lck: [||||--] \/ Move 459/503 ( 95%) +Dam 18 / /-----------------/\--------------------/\--------------------------\ | ARMOR || SAVES || Deity Erelei | | Slash -472 || Spell -21 || Faith Purity | | Pierce -474 || Afflictive -32 || Weight 282/350 | | Blunt -454 || Maledictive -9 || Items 45/44 | | Magic -454 || Mental -10 || Prac 30 Train 2 | | || Breath 0 || RP 47 | | || || Gold 120K CP 1.8K | \-----------------\/--------------------\/--------------------------/ / You are in the prime of your health. \ | 8 more hours must pass before a cabal promotion. | \-------------------------------------------------------------------/ [517hp 803m 459mv] [1800 hours] [D] A grass covered plateau The tundra flatlands end here, on a small plateau. This could very well be a groomed King's playing field for the lush, short grass here. The plateau extends for some distance, and it perfectly flat and devoid of any rocks or shrubs. Warm sun bathes the plateau, and the fresh dew glistens on your boots as you walk. A small path leads northward, into a stand of trees. It looks very heavily traveled. [Exits: north east west] [KNIGHT] [||||||](2) A mighty Fortress looms over the area. [517hp 803m 455mv] [1800 hours] [D] A grass covered plateau The tundra flatlands end here, on a small plateau. This could very well be a groomed King's playing field for the lush, short grass here. The plateau extends for some distance, and it perfectly flat and devoid of any rocks or shrubs. Warm sun bathes the plateau, and the fresh dew glistens on your boots as you walk. [Exits: south west] [517hp 803m 451mv] [1800 hours] [D] Alpine flatlands The grassy meadows retreat into large flatlands. This tundra type of terrain is almost unfamiliar. Spongy mosses and lichens grow in myriad colors all around you, and you feel as if you're walking with a spring in your step as you move over the lands. The flatlands seem to spread for quite a ways. [Exits: north east] [517hp 803m 447mv] [1800 hours] [D] Alpine flatlands The grassy meadows retreat into large flatlands. This tundra type of terrain is almost unfamiliar. Spongy mosses and lichens grow in myriad colors all around you, and you feel as if you're walking with a spring in your step as you move over the lands. The flatlands seem to spread for quite a ways. [Exits: east west] [517hp 803m 443mv] [1800 hours] [D] Alpine flatlands The grassy meadows retreat into large flatlands. This tundra type of terrain is almost unfamiliar. Spongy mosses and lichens grow in myriad colors all around you, and you feel as if you're walking with a spring in your step as you move over the lands. The flatlands seem to spread for quite a ways. [Exits: east west] [517hp 803m 439mv] [1800 hours] [D] Skirting the lake You are following a reed covered path that leads around the alpine lake. Thick fog rolls off the lake, covering the luch green grass around it in a surreal haze. As the sun moves intermittently through the clouds, rays of light permeate the haze, and reflect back a very intense crystal blue shine. The path leads westward. [Exits: east west] [517hp 803m 435mv] [1800 hours] [D] Skirting the lake You are following a reed covered path that leads around the alpine lake. Thick fog rolls off the lake, covering the luch green grass around it in a surreal haze. As the sun moves intermittently through the clouds, rays of light permeate the haze, and reflect back a very intense crystal blue shine. The path leads westward. [Exits: south west] [517hp 803m 431mv] [1800 hours] [D] Before a crystal lake The grassy pasture you were in abruptly ends, and overlooks a bright, shimmering lake. The deep alpine blue is enticing, and a small weeded path seems to lead around the lakeside. The lake is surrounded, still, by rolling green hills, which frame the picturesque lake in a wreath of fresh greenery. [Exits: north east west] [517hp 803m 427mv] [1800 hours] [D] A grassy pasture You stand amid a wide, green field. The grasses here are shorter, and more lush green. The air is filled with freshness and the ripe scent of fresh greens and water. The skies above you are rich and clear, and it seems this part of the world has remained untouched over the centuries by man and his creations. Thunder clouds roil on the far horizon...over a body of water, perhaps? [Exits: east west] [517hp 803m 423mv] [1800 hours] [D] A grassy pasture You stand amid a wide, green field. The grasses here are shorter, and more lush green. The air is filled with freshness and the ripe scent of fresh greens and water. The skies above you are rich and clear, and it seems this part of the world has remained untouched over the centuries by man and his creations. Thunder clouds roil on the far horizon...over a body of water, perhaps? [Exits: east west] [517hp 803m 419mv] [1800 hours] [D] A grassy pasture You stand amid a wide, green field. The grasses here are shorter, and more lush green. The air is filled with freshness and the ripe scent of fresh greens and water. The skies above you are rich and clear, and it seems this part of the world has remained untouched over the centuries by man and his creations. Thunder clouds roil on the far horizon...over a body of water, perhaps? [Exits: south west] [517hp 803m 415mv] [1800 hours] [D] The Great Chasm is [WARMASTER] controlled. Players near you: <PK> Jerrald A grassy pasture [517hp 803m 415mv] [1800 hours] [D] The Arid Lowlands You are deep within the grasslands now. Tall, reedy grasses rise to your chest here, and obscure far vision. The travel is not too hard, but you have to keep hacking down grasses to move at all. The footing below you is soft, muddy soil which is deep black in color. Obviously rich in nutrients, for the vegetation around here is very healthy. [Exits: north east] [517hp 803m 411mv] [1800 hours] [D] The Arid Lowlands You are deep within the grasslands now. Tall, reedy grasses rise to your chest here, and obscure far vision. The travel is not too hard, but you have to keep hacking down grasses to move at all. The footing below you is soft, muddy soil which is deep black in color. Obviously rich in nutrients, for the vegetation around here is very healthy. [Exits: east west] [517hp 803m 407mv] [1800 hours] [D] The Arid Lowlands You are deep within the grasslands now. Tall, reedy grasses rise to your chest here, and obscure far vision. The travel is not too hard, but you have to keep hacking down grasses to move at all. The footing below you is soft, muddy soil which is deep black in color. Obviously rich in nutrients, for the vegetation around here is very healthy. [Exits: east west] [517hp 803m 403mv] [1800 hours] [D] The Arid Lowlands You are deep within the grasslands now. Tall, reedy grasses rise to your chest here, and obscure far vision. The travel is not too hard, but you have to keep hacking down grasses to move at all. The footing below you is soft, muddy soil which is deep black in color. Obviously rich in nutrients, for the vegetation around here is very healthy. [Exits: east west] [517hp 803m 399mv] [1800 hours] [D] The Arid Lowlands You are deep within the grasslands now. Tall, reedy grasses rise to your chest here, and obscure far vision. The travel is not too hard, but you have to keep hacking down grasses to move at all. The footing below you is soft, muddy soil which is deep black in color. Obviously rich in nutrients, for the vegetation around here is very healthy. [Exits: east west] [517hp 803m 395mv] [1800 hours] [D] Greener landscape You are deep within the grasslands now. Tall, reedy grasses rise to your chest here, and obscure far vision. The travel is not too hard, but you have to keep hacking down grasses to move at all. The footing below you is soft, muddy soil which is deep black in color. Obviously rich in nutrients, for the vegetation around here is very healthy. [Exits: south west] [517hp 803m 391mv] [1800 hours] [D] [50 Elf Bmg] <PK> [KNIGHT] (Hope [V]) Sir Jerrald Solarios the Scourge of the Battlefield [ Undea ] <PK> Sialii the Holy Shaman Players matched: 2 There are 2 characters on, the most on since startup was 22. The title of Master Questor of Aabahran is currently held by Jerrald. [517hp 803m 391mv] [1800 hours] [D] Greener landscape The incline has ended, and you are now walking among the lowlands. Lush grass is everywhere here, as far as the eye can see. You still get the impression you're not too far from water, but the grasslands extend as far as you can see, giving no clue of what lies beyond. Bugs and birds play idly in the warm sun. [Exits: north east] A tree spreads its branches through the canopy. [517hp 803m 387mv] [1800 hours] [D] Lower elevations The incline has ended, and you are now walking among the lowlands. Lush grass is everywhere here, as far as the eye can see. You still get the impression your not too far from water, but the grasslands extend as far as you can see, giving no clue of what lies beyond. Bugs and birds play idly in the warm sun. [Exits: east west] [517hp 803m 383mv] [1800 hours] [D] A rocky trail inside the Chasm You are now walking along a wide trail that steadily inclines to the west. More white cliffs rise all around you, and the rocky terrain has given way to more grasslands. The air carries with it a soft, warm sea breeze that causes the tall grasses to sway in the wind. A very gentle, peaceful feeling fills the air. [Exits: east west] [517hp 803m 379mv] [1800 hours] [D] A rocky trail inside the Chasm You are now walking along a wide trail that steadily inclines to the west. More white cliffs rise all around you, and the rocky terrain has given way to more grasslands. The air carries with it a soft, warm sea breeze that causes the tall grasses to sway in the wind. A very gentle, peaceful feeling fills the air. [Exits: east west] [517hp 803m 375mv] [1800 hours] [D] A rocky trail inside the Chasm You are now walking along a wide trail that steadily inclines to the west. More white cliffs rise all around you, and the rocky terrain has given way to more grasslands. The air carries with it a soft, warm sea breeze that causes the tall grasses to sway in the wind. A very gentle, peaceful feeling fills the air. [Exits: east west] (Dark Aura) Prince Gjalein stares at you with icy blue eyes. [517hp 803m 371mv] [1800 hours] [D] The Great Chasm is [WARMASTER] controlled. Players near you: <PK> Jerrald A rocky trail inside the Chasm <PK> Sialii Alpine flatlands [517hp 803m 371mv] [1800 hours] [D] A rocky trail inside the Chasm You are now walking along a wide trail that steadily inclined to the west. More white cliffs rise around you, but the warm sunshine that now breaches the shallow canyon is a welcome change to the darkness below. Thick fields of grasses are all around you now, and a balmy seabreeze ruffles your hair as you walk. [Exits: north south west] [517hp 803m 367mv] [1800 hours] [D] A stairway in the Chasm The trail ends abruptly here against high white sandstone cliffs. Small, stunted bushes grow out from small crevices and rustle in the warm breeze, wafting a slight smell of sage. You can see rough-hewn steps carved into the rock itself crisscrossing upward. [Exits: south up] [517hp 803m 363mv] [1800 hours] [D] A stairway below a Castle Long, thick steps cut into the chasm wall lead up toward the castle above you. The walls are stark, with naught but scrub brush covering them. There is nothing around that could provide protection from those above you, or from the elements around you. The wind howls as it runs through the chasm, whipping at your clothes and equipment. [Exits: up down] [517hp 803m 359mv] [1800 hours] [D] The Remnants of a Tent City The battleground has been cleared away and the bloody earth flattened to allow for the creation of a temporary tent district. Now however, most of the tents and lean-tos are gone, hastily packed up. A few parts and pieces still litter the ground, an abandoned pole with a tent flap attached to it waving in the wind forlornly. [Exits: up down] [517hp 803m 355mv] [1800 hours] [D] The Remnants of a Tent City The battleground has been cleared away and the bloody earth flattened to allow for the creation of a temporary tent district. Now however, most of the tents and lean-tos are gone, hastily packed up. A few parts and pieces still litter the ground, an abandoned pole with a tent flap attached to it waving in the wind forlornly. [Exits: up down] [517hp 803m 351mv] [1800 hours] [D] The Remnants of a Tent City The battleground has been cleared away and the bloody earth flattened to allow for the creation of a temporary tent district. Now however, most of the tents and lean-tos are gone, hastily packed up. A few parts and pieces still litter the ground, an abandoned pole with a tent flap attached to it waving in the wind forlornly. [Exits: north down] [KNIGHT] [||||||](2) A mighty Fortress looms over the area. [517hp 803m 347mv] [1800 hours] [D] A Tent City The battleground has been cleared away and the bloody earth flattened to allow for the creation of a temporary tent district. Poorly made lean-tos, burlap tents and other temporary shelters have been hastily created to accommodate a sprawling flock of migrants. Most are common looking folk, dirty and tired from a long march. Many have been conscripted into duty as as coolies or laborers, cooks or washer-women. The children work as couriers or squires. So far there appears to be little rhyme or reason to the shanty-town, and everyone stakes their humble plot wherever there's space. [Exits: north south] [KNIGHT] [||||||](2) A mighty Fortress looms over the area. [517hp 803m 343mv] [1800 hours] [D] Before the Knight's Castle The Knight Castle rises before you, the towering walls pristine and gleaming so bright that they threaten to blind any attacker. Huge granite blocks stack seemlessly on top of each other, the left side of the Castle rebuilt to match the older part to the right. A gleaming coating has been applied to the granite, responsible for the blinding gleam, no doubt used to reinforce the already impressive fortress. [Exits: north east south] A bleeding demon of nexus lies in the dirt here. [KNIGHT]: '[A circle of Seers]: 'Beware.. An Unholy presence draws near!'' [517hp 803m 339mv] [1800 hours] [D] The Great Chasm is [WARMASTER] controlled. Players near you: <PK> Jerrald Before the Knight's Castle <PK> Sialii The Arid Lowlands [517hp 803m 339mv] [1800 hours] [D] You go to sleep. [517hp 803m 339mv] [1800 hours] [D] Affects: 34 34 36 36 36 10 - 12 29 19 9 10 2 7 arm shi sto dti dtm fly san ter air blu bla plu enl dan Spell: slow : modifies dex by -4 for 6 hours Spell: reflective-field: for 7 hours [517hp 803m 339mv] [1800 hours] [D] You wake up and start resting. [672hp 1087m 503mv] [1900 hours] [D] The Great Chasm is [WARMASTER] controlled. Players near you: <PK> Jerrald Before the Knight's Castle <PK> Sialii Greener landscape [672hp 1087m 503mv] [1900 hours] [D] You go to sleep. [672hp 1087m 503mv] [1900 hours] [D] You wake up and start resting. [672hp 1087m 503mv] [1900 hours] [D] You stand up. [672hp 1087m 503mv] [1900 hours] [D] Before the Knight Cabal You stand before the legendary castle of the Knights, not a fairy tale affair with turrets and fancy decorations, but stark and martial looking. The moat before you is deep, the sides steep and slippery looking. Dark blue, almost blackish water fills the moat, the surface broken only by an occasional ripple. [Exits: (north) south] (White Aura) A large Knight clad in armor bars the way. The Knight altar stands here. [672hp 1087m 499mv] [1900 hours] [D] where [KNIGHT] is [KNIGHT] controlled. Players near you: <PK> Jerrald Before the Knight Cabal [672hp 1087m 499mv] [1900 hours] [D] You yell 'Your foul touch is useless Sialii!' Erelei's power protects you against Sialii's touch. You sense your favor with Erelei decrease. A Bastard sword adorned with a sturdy chain bobs in the air as it heads towards Sialii. Your deadly scythes fade into reality and begin to rotate quickly. Sialii's touch scratches you. Sialii is in excellent condition. Jerrald: [===|===|=--|---] [671hp 1087m 499mv] [1900 hours] [D] Sialii's protective shield dissipates. The protective aura around Sialii fades. Sialii slowly floats to the ground. Ok. Your reflective field has reached a steady state. Your reflective field MANGLES Sialii! Sialii blocks a a Bastard sword adorned with a sturdy chain's divine power with her shield. Sialii blocks a scythe's slice with her shield. Sialii parries a scythe's slash. Sialii blocks your attack with her shield. Sialii's life drain maims you! A winged lightning dragon breathes forth a bolt of lightning! Sialii's lightning bolt decimates you! Sialii has a few scratches. Jerrald: [===|===|---|---] [611hp 1072m 499mv] [1900 hours] [D] A Bastard sword adorned with a sturdy chain settles down and returns to you. Sialii has fled! [611hp 1072m 499mv] [1900 hours] [D] Before the Knight's Castle The Knight Castle rises before you, the towering walls pristine and gleaming so bright that they threaten to blind any attacker. Huge granite blocks stack seemlessly on top of each other, the left side of the Castle rebuilt to match the older part to the right. A gleaming coating has been applied to the granite, responsible for the blinding gleam, no doubt used to reinforce the already impressive fortress. [Exits: north east south] Sialii the Holy Shaman is here. A bleeding demon of nexus lies in the dirt here. [611hp 1072m 495mv] [1900 hours] [D] Sialii closes her eyes momentarily. Sialii is surrounded by a dark aura. [611hp 1072m 495mv] [1900 hours] [D] A Bastard sword adorned with a sturdy chain bobs in the air as it heads towards Sialii. Your deadly scythes fade into reality and begin to rotate quickly. Your reflective field has reached a steady state. Your reflective field LACERATES Sialii! A Bastard sword adorned with a sturdy chain's divine power DISMEMBERS Sialii! Sialii blocks a scythe's slice with her shield. Sialii blocks a scythe's slash with her shield. Sialii blocks your attack with her shield. Sialii's flesh is seared by the flaming a mithril sabre adorned with a glowing ember. Your flaming bite grazes Sialii. A mithril sabre adorned with a glowing ember digs into Sialii's body. Your wrath wounds Sialii. Sialii has some small wounds and bruises. Jerrald: [===|===|---|---] [611hp 1072m 495mv] [1900 hours] [D] Your reflective field has reached a steady state. Your reflective field LACERATES Sialii! Sialii parries a a Bastard sword adorned with a sturdy chain's divine power. Your scythe's slice decimates Sialii! Sialii parries a scythe's slash. Your slice hits Sialii. Sialii's life drain misses you. Sialii has quite a few wounds. Jerrald: [===|===|---|---] [611hp 1072m 495mv] [1900 hours] [D] Sialii narrows her eyes. You feel very sick. Sialii has quite a few wounds. Jerrald: [===|===|---|---] [611hp 1072m 495mv] [1900 hours] [D] You failed. Sialii has quite a few wounds. Jerrald: [===|===|---|---] [611hp 1057m 495mv] [1900 hours] [D] Your reflective field has reached a steady state. Your reflective field LACERATES Sialii! A Bastard sword adorned with a sturdy chain's divine power MASSACRES Sialii! A Bastard sword adorned with a sturdy chain's divine power MASSACRES Sialii! Sialii parries a scythe's slice. Sialii blocks a scythe's slash with her shield. Sialii blocks your attack with her shield. Sialii's flesh is seared by the flaming a mithril sabre adorned with a glowing ember. Your flaming bite scratches Sialii. A mithril sabre adorned with a glowing ember digs into Sialii's body. Your wrath wounds Sialii. Sialii swings wildly and misses you by a mile. Sialii has quite a few wounds. Jerrald: [===|===|---|---] [611hp 1057m 495mv] [1900 hours] [D] Sialii narrows her eyes. You feel momentarily ill, but it passes. Sialii has quite a few wounds. Jerrald: [===|===|---|---] [615hp 1015m 503mv] [2000 hours] [D] You failed. Sialii has quite a few wounds. Jerrald: [===|===|---|---] [615hp 1000m 503mv] [2000 hours] [D] Your reflective field has reached a steady state. Your reflective field LACERATES Sialii! Sialii parries a a Bastard sword adorned with a sturdy chain's divine power. Your scythe's slice decimates Sialii! Sialii blocks a scythe's slash with her shield. Your slice misses Sialii. Sialii's flesh is seared by the flaming a mithril sabre adorned with a glowing ember. Your flaming bite scratches Sialii. A mithril sabre adorned with a glowing ember digs into Sialii's body. Your wrath mauls Sialii. Sialii's life drain misses you. Sialii's life drain misses you. You feel 'Elundaris', the Flail of Lifestealing drawing your life away. Sialii's life drain grazes you. Sialii has some big nasty wounds and scratches. Jerrald: [===|===|---|---] [610hp 1000m 503mv] [2000 hours] [D] Erelei's power protects you against Sialii's touch. You sense your favor with Erelei decrease. Sialii's touch scratches you. Sialii has some big nasty wounds and scratches. Jerrald: [===|===|---|---] [609hp 1000m 503mv] [2000 hours] [D] Your reflective field has reached a steady state. Your reflective field LACERATES Sialii! A Bastard sword adorned with a sturdy chain's divine power MASSACRES Sialii! Sialii parries a scythe's slice. Sialii parries a scythe's slash. Your slice injures Sialii. Sialii's life drain misses you. Sialii's life drain misses you. Sialii has some big nasty wounds and scratches. Jerrald: [===|===|---|---] [609hp 1000m 503mv] [2000 hours] [D] Your reflective field has reached a steady state. Your reflective field LACERATES Sialii! Sialii parries a a Bastard sword adorned with a sturdy chain's divine power. Sialii parries a scythe's slice. Your scythe's slash devastates Sialii! Your slice hits Sialii. Sialii's flesh is seared by the flaming a mithril sabre adorned with a glowing ember. Your flaming bite grazes Sialii. A mithril sabre adorned with a glowing ember digs into Sialii's body. Your wrath hits Sialii. Sialii's life drain misses you. You feel 'Elundaris', the Flail of Lifestealing drawing your life away. Sialii's life drain wounds you. Sialii looks pretty hurt. Jerrald: [===|===|---|---] [592hp 1000m 503mv] [2000 hours] [D] A Bastard sword adorned with a sturdy chain settles down and returns to you. Sialii has fled! [592hp 1000m 503mv] [2000 hours] [D] A Tent City The battleground has been cleared away and the bloody earth flattened to allow for the creation of a temporary tent district. Poorly made lean-tos, burlap tents and other temporary shelters have been hastily created to accommodate a sprawling flock of migrants. Most are common looking folk, dirty and tired from a long march. Many have been conscripted into duty as as coolies or laborers, cooks or washer-women. The children work as couriers or squires. So far there appears to be little rhyme or reason to the shanty-town, and everyone stakes their humble plot wherever there's space. [Exits: north south] [KNIGHT] [||||||](2) A mighty Fortress looms over the area. [592hp 1000m 499mv] [2000 hours] [D] A Bastard sword adorned with a sturdy chain bobs in the air as it heads towards Sialii. Your deadly scythes fade into reality and begin to rotate quickly. Your reflective field has reached a steady state. Your reflective field LACERATES Sialii! Sialii blocks a a Bastard sword adorned with a sturdy chain's divine power with her shield. A Bastard sword adorned with a sturdy chain takes a vicious swipe at Sialii's legs! Sialii screams in pain and goes down. Sialii parries a a Bastard sword adorned with a sturdy chain's divine power. Sialii seems sluggish. Sialii parries a scythe's slice. Sialii parries a scythe's slash. Sialii blocks your attack with her shield. Sialii's flesh is seared by the flaming a mithril sabre adorned with a glowing ember. Your flaming bite grazes Sialii. A mithril sabre adorned with a glowing ember digs into Sialii's body. Your wrath grazes Sialii. Sialii looks pretty hurt. Jerrald: [===|===|---|---] [592hp 1000m 499mv] [2000 hours] [D] Your reflective field has reached a steady state. Your reflective field LACERATES Sialii! Sialii blocks a a Bastard sword adorned with a sturdy chain's divine power with her shield. Her weapon won't budge! Sialii parries a scythe's slice. Your scythe's slash decimates Sialii! Your slice injures Sialii. Sialii's flesh is seared by the flaming a mithril sabre adorned with a glowing ember. Your flaming bite grazes Sialii. A mithril sabre adorned with a glowing ember digs into Sialii's body. Your wrath injures Sialii. Sialii's life drain misses you. The Fleshworks squirm and zgrrt. Sialii is in awful condition. Jerrald: [===|===|---|---] [592hp 1000m 499mv] [2000 hours] [D] You create a mass of metal shards and sends them hurling! Your sharpmetal LACERATES Sialii! Sialii is in awful condition. Jerrald: [===|===|---|---] [592hp 992m 499mv] [2000 hours] [D] Your reflective field has reached a steady state. Your reflective field LACERATES Sialii! Sialii blocks a a Bastard sword adorned with a sturdy chain's divine power with her shield. Your scythe's slice decimates Sialii! Sialii blocks a scythe's slash with her shield. Sialii blocks your attack with her shield. Sialii's life drain misses you. Sialii is in awful condition. Jerrald: [===|===|---|---] [592hp 992m 499mv] [2000 hours] [D] Sialii closes her eyes momentarily. Sialii is in awful condition. Jerrald: [===|===|---|---] [592hp 992m 499mv] [2000 hours] [D] You create a mass of metal shards and sends them hurling! Your sharpmetal LACERATES Sialii! Sialii is in awful condition. Jerrald: [===|===|---|---] [592hp 984m 499mv] [2000 hours] [D] Your reflective field has reached a steady state. Your reflective field LACERATES Sialii! Sialii is SLAIN!! You receive 667 experience points. [PRAETORIAN]: 'Jerrald has triumphed over Sialii!' You have gained 45 crowns in service of PRAETORIAN. You sense your favor with Erelei increase. You feel Erelei's spirit empower your soul as you achieve new level of righteous power. A Bastard sword adorned with a sturdy chain settles down and returns to you. Sialii's fingers are severed from her hand. 1 Link to comment
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