Part 5
“We are always more afraid than we wish to be, but we can always be braver than we expect”
Sorilea
Osendrelle Way
Here, along the beautiful white walls, the buildings mimic the flowing
water on the other side. To the south, the street opens up in front of
the Gate to Osenrein. It also continues north, shifting slightly eastwards
along the gleaming white walls.
[ obvious exits: N S ]
An oil lamp, set in a steel cage, hangs from a high wooden pole.
A woman goes about her daily business here.
* HP:Healthy SP:Good MV:Strong > Variable 'target1' is set to: wept
Your target is now set to wept.
aa wept
r
Ok.
south
look
* HP:Healthy SP:Good MV:Strong > where
Gate to Osenrein
[ obvious exits: N E S W ]
An oil lamp, set in a steel cage, hangs from a high wooden pole.
A man gambles away his purse.
A man meanders here, quietly speaking to himself.
A Tar Valon bridgeguard peers at strangers suspiciously.
A Tar Valon bridgeguard peers at strangers suspiciously.
* HP:Healthy SP:Good MV:Strong > Gate to Osenrein
You are standing before the bronze-clad gates guarding the bridge to Osenrein.
To the north and south along the inside of the white walls is the Osendrelle
Way. To the west is Fire Avenue which leads directly to the White Tower.
[ obvious exits: N E S W ]
An oil lamp, set in a steel cage, hangs from a high wooden pole.
A man gambles away his purse.
A man meanders here, quietly speaking to himself.
A Tar Valon bridgeguard peers at strangers suspiciously.
A Tar Valon bridgeguard peers at strangers suspiciously.
* HP:Healthy SP:Good MV:Strong > Players in your Zone
--------------------
Alric - Fire Avenue
Aish - Gate to Osenrein
* HP:Healthy SP:Good MV:Strong > nar where u?
You narrate 'where u?'
west
west
* HP:Healthy SP:Good MV:Strong > e
Fire Avenue
[ obvious exits: E W ]
An oil lamp, set in a steel cage, hangs from a high wooden pole.
A woman wearing a drawn hood walks by here.
* HP:Healthy SP:Good MV:Strong > Fire Avenue
[ obvious exits: N E S W ]
An oil lamp, set in a steel cage, hangs from a high wooden pole.
* HP:Healthy SP:Good MV:Strong > You feel the flows of saidar coursing through your body.
* HP:Healthy SP:Good MV:Strong > we
The temperature is about 0 degrees.
The sky is lightly snowing, and a mild wind comes from the north.
* HP:Healthy SP:Good MV:Strong > west
Alric narrates 'am tv'
Fire Avenue
[ obvious exits: N E ]
An oil lamp, set in a steel
cage, hangs from a high wooden pole.
A ragged looking man asks for spare coins.
* HP:Healthy SP:Good MV:Strong > look
Fire Avenue
The buildings along this road rise up together on both sides. They are built
close together and carvings of flames adorn their walls with each rooftop
resembles the tip of a flame. The actual road itself appears as if it were
parting a gigantic fire through its center. The White Tower looms over this
road from the west as the road blazes its way towards the Osenrein Gate.
[ obvious exits: N E ]
An oil lamp, set in a steel cage, hangs from a high wooden pole.
A ragged looking man asks for spare coins.
* HP:Healthy SP:Good MV:Strong > look
where
Fire Avenue
The buildings along this road rise up together on both sides. They are built
close together and carvings of flames adorn their walls with each rooftop
resembles the tip of a flame. The actual road itself appears as if it were
parting a gigantic fire through its center. The White Tower looms over this
road from the west as the road blazes its way towards the Osenrein Gate.
[ obvious exits: N E ]
An oil lamp, set in a steel cage, hangs from a high wooden pole.
A ragged looking man asks for spare coins.
* HP:Healthy SP:Good MV:Strong > Players in your Zone
--------------------
Aish - Fire Avenue
* HP:Healthy SP:Good MV:Strong > north
Tower Square
[ obvious exits: N S W ]
An oil lamp, set in a steel cage, hangs from a high wooden pole.
An astonishingly tall and broad man stands here, with large tufted ears.
* HP:Healthy SP:Good MV:Strong > scan w
A raucous group of sailors saunter by, speaking loudly.
A guardsman is here, fighting Wept.
*Wept* is here, fighting a guardsman, riding a gray palfrey.
*Melayna* is here, fighting a guardsman, riding a shadow stallion.
*Melayna* is surrounded by a shimmering white aura!
A gray palfrey prances skittishly nearby.
A warhorse is here, stamping his feet impatiently.
The Tar Valon town crier stands here, spreading the news.
* HP:Healthy SP:Good MV:Strong > nar am 1e of them
You narrate 'am 1e of them'
* HP:Healthy SP:Good MV:Strong > change mood wimpy
r
Mood changed to: Wimpy
Wimpy reset to: 130 hit points.
look
* HP:Healthy SP:Good MV:Strong > Ok.
* HP:Healthy SP:Good MV:Strong > Tower Square
Here the city sprawls forth from the square. Fire Avenue blazes its
way from the south towards this southeast corner of the square.
Looking down along Fire Avenue, the Osenrein Gate is visible in the
horizon. The walled off tower lies in the center of the Tower Square.
The square continues to the north and west.
[ obvious exits: N S W ]
An oil lamp, set in a steel cage, hangs from a high wooden pole.
An astonishingly tall and broad man stands here, with large tufted ears.
* HP:Healthy SP:Good MV:Strong > nar you grouped?
You narrate 'you grouped?'
* HP:Healthy SP:Good MV:Strong > look
where
Tower Square
Here the city sprawls forth from the square. Fire Avenue blazes its
way from the south towards this southeast corner of the square.
Looking down along Fire Avenue, the Osenrein Gate is visible in the
horizon. The walled off tower lies in the center of the Tower Square.
The square continues to the north and west.
[ obvious exits: N S W ]
An oil lamp, set in a steel cage, hangs from a high wooden pole.
An astonishingly tall and broad man stands here, with large tufted ears.
* HP:Healthy SP:Good MV:Strong > Players in your Zone
--------------------
Aish - Tower Square
* HP:Healthy SP:Good MV:Strong > scan w
A raucous group of sailors saunter by, speaking loudly.
A guardsman is here, fighting Wept.
*Wept* is here, fighting a guardsman, riding a gray palfrey.
*Melayna* is here, fighting a guardsman, riding a shadow stallion.
*Melayna* is surrounded by a shimmering white aura!
A gray palfrey prances skittishly nearby.
A warhorse is here, stamping his feet impatiently.
The Tar Valon town crier stands here, spreading the news.
* HP:Healthy SP:Good MV:Strong > e
west
You feel the flows of saidar coursing through your body.
channel 'flame' h.dreadlord
* HP:Healthy SP:Good MV:Strong > Tower Square
[ obvious exits: N E S W ]
You feel an odd disturbance in the Pattern here.
The corpse of a guardsman is lying here.
A marble bench, flecked with gold and bronze, adorns the floor.
An oil lamp, set in a steel cage, hangs from a high wooden pole.
An elaborately sculpted marble fountain splashes merrily.
A stout wooden barrel stands nearby.
A raucous group of sailors saunter by, speaking loudly.
A guardsman is here, fighting Wept.
*Wept* is here, fighting a guardsman, riding a gray palfrey.
A black shadow stallion paws the ground here, fiery-red eyes shining with evil.
*Melayna* is here, fighting a guardsman.
*Melayna* is surrounded by a shimmering white aura!
A gray palfrey prances skittishly nearby.
A warhorse is here, stamping his feet impatiently.
The Tar Valon town crier stands here, spreading the news.
* HP:Healthy SP:Good MV:Strong > You begin to weave the appropriate flows...
-=+**+
*Melayna* tries to strike a guardsman, but he deflects the blow.
*Wept* pierces a guardsman's left foot very hard.
A guardsman is dead! R.I.P.
Your blood freezes as you hear a guardsman's death cry.
*Wept* barely pierces your body.
=
Ok.
*Wept* panics, and attempts to flee!
Streaks of fire flow from your hands, burning *Wept*.
*Wept* leaves north riding a gray palfrey.
* HP:Scratched SP:Good MV:Strong >
You sense *Melayna* is channeling saidar.
* HP:Scratched SP:Good MV:Strong >
You are already in touch with saidar, can't you feel it?
north
* HP:Scratched SP:Good MV:Strong >
Fermin has arrived from the north.
* HP:Scratched SP:Good MV:Strong > Tarlomen's Gate
[ obvious exits: N E S ]
*Wept* is here, fighting Alric, riding a gray palfrey.
Alric the Overseer is here, fighting Wept, riding a bloodstock stallion.
A gray palfrey prances skittishly nearby.
A Tower guard is here protecting the peace.
A warder stands nearby, calm yet poised to leap into battle.
A calm woman bathed in serenity seems to attract your attention.
A Tower guard is here protecting the peace.
A middle-aged officer is here controlling his subordinates.
A guard stands here monitoring the people entering the Tower grounds.
A guard stands here monitoring the people entering the Tower grounds.
A guard stands here monitoring the people entering the Tower grounds.
*Wept* leaves north riding a gray palfrey.
* HP:Scratched SP:Good MV:Strong >
Fermin has arrived from the south.
* HP:Scratched SP:Good MV:Strong > channel 'flame' h.dreadlord
Nobody here by that name.
* HP:Scratched SP:Good MV:Strong > south
channel 'flame' h.dreadlord
Fermin leaves north.
* HP:Scratched SP:Good MV:Strong > Tower Square
[ obvious exits: N E S W ]
You feel an odd disturbance in the Pattern here.
The corpse of a guardsman is lying here. [2]
A marble bench, flecked with gold and bronze, adorns the floor.
An oil lamp, set in a steel cage, hangs from a high wooden pole.
An elaborately sculpted marble fountain splashes merrily.
A stout wooden barrel stands nearby.
A raucous group of sailors saunter by, speaking loudly.
A black shadow stallion paws the ground here, fiery-red eyes shining with evil.
*Melayna* is standing here.
A gray palfrey prances skittishly nearby.
A warhorse is here, stamping his feet impatiently.
The Tar Valon town crier stands here, spreading the news.
* HP:Scratched SP:Good MV:Strong > You begin to weave the appropriate flows...
-=+*
*Melayna* strikes your left foot hard.
Ouch! You couldn't maintain the flows.
* HP:Scratched SP:Good MV:Strong - Melayna: Wounded >
The River Lady has arrived at the docks.
You sense *Melayna* is channeling saidar.
channel 'flame' h.dreadlord
* HP:Scratched SP:Good MV:Strong - Melayna: Wounded >
*Wept* has arrived from the east, riding a gray palfrey.
* HP:Scratched SP:Good MV:Strong - Melayna: Wounded > You begin to weave the appropriate flows...
f
-=
*Wept* pierces your head very hard.
Cancelled.
You panic and attempt to flee!
You flee head over heels.
Southharbor Boulevard
[ obvious exits: N S ]
* HP:Hurt SP:Good MV:Strong > nar need to group
You narrate 'need to group'
scan n
* HP:Hurt SP:Good MV:Strong > *Wept* is standing here, riding a gray palfrey.
A raucous group of sailors saunter by, speaking loudly.
A black shadow stallion paws the ground here, fiery-red eyes shining with evil.
*Melayna* is standing here.
A gray palfrey prances skittishly nearby.
A warhorse is here, stamping his feet impatiently.
The Tar Valon town crier stands here, spreading the news.
* HP:Hurt SP:Good MV:Strong > north
Tower Square
[ obvious exits: N E S W ]
You feel an odd disturbance in the Pattern here.
The corpse of a guardsman is lying here. [2]
A marble bench, flecked with gold and bronze, adorns the floor.
An oil lamp, set in a steel cage, hangs from a high wooden pole.
An elaborately sculpted marble fountain splashes merrily.
A stout wooden barrel stands nearby.
*Wept* is standing here, riding a gray palfrey.
A raucous group of sailors saunter by, speaking loudly.
A black shadow stallion paws the ground here, fiery-red eyes shining with evil.
*Melayna* is standing here.
A gray palfrey prances skittishly nearby.
A warhorse is here, stamping his feet impatiently.
The Tar Valon town crier stands here, spreading the news.
ci wept
* HP:Hurt SP:Good MV:Strong >
*Wept* tries to pierce you, but you deflect the blow.
* HP:Hurt SP:Good MV:Strong - Wept: Battered > [channel 'ice spikes']
You begin to weave the appropriate flows...
-=
You swiftly dodge *Wept*'s attempt to pierce you.
+*
You sense *Melayna* is channeling saidar.
*+=- -=
Ok.
*Wept* panics, and attempts to flee!
Spikes of solid ice form in your hands, which you launch at *Wept*.
HAHAHHAHAAHAHAHA *ahem* but seriously giving myself bragging rights for the next decade for this one moment because of who the two players are.
* HP:Hurt SP:Good MV:Strong - Wept: Beaten >
You gasp in pain as streaks of fire from *Melayna* burn your body!
* HP:Wounded SP:Good MV:Strong - Wept: Beaten > f
*Melayna* strikes your left foot.
*Wept* swiftly dodges your attempt to hit him.
*Wept* barely pierces your body.
Fermin has arrived from the north.
*Wept* leaves east riding a gray palfrey.
* HP:Wounded SP:Good MV:Strong - Melayna: Wounded > You panic and attempt to flee!
You sense *Melayna* is channeling saidar.
You flee head over heels.
Southharbor Boulevard
[ obvious exits: N S ]
* HP:Wounded SP:Good MV:Strong >
Maego narrates 'be VERY careful - TV sucks now - most shops have doors'
* HP:Wounded SP:Good MV:Strong > north
ci melayna
Tower Square
[ obvious exits: N E S W ]
You feel an odd disturbance in the Pattern here.
The corpse of a guardsman is lying here. [2]
A marble bench, flecked with gold and bronze, adorns the floor.
An oil lamp, set in a steel cage, hangs from a high wooden pole.
An elaborately sculpted marble fountain splashes merrily.
A stout wooden barrel stands nearby.
Alric the Overseer is here, fighting Wept, riding a bloodstock stallion.
*Wept* is here, fighting Alric, riding a gray palfrey.
A raucous group of sailors saunter by, speaking loudly.
A black shadow stallion paws the ground here, fiery-red eyes shining with evil.
*Melayna* is standing here.
A gray palfrey prances skittishly nearby.
A warhorse is here, stamping his feet impatiently.
The Tar Valon town crier stands here, spreading the news.
* HP:Wounded SP:Good MV:Strong > [channel 'ice spikes'] <-- What are the odds??
You begin to weave the appropriate flows...
-
*Wept* tries to pierce Alric, but he parries successfully.
*Wept* panics, and attempts to flee!
You sense *Melayna* is channeling saidar.
=
*Wept* avoids being bashed by Alric who loses his balance and falls!
+*
*Wept* leaves north riding a gray palfrey.
*Wept* has arrived from the north, riding a gray palfrey.
*+=-
*Wept* leaves south riding a gray palfrey.
You gasp in pain as streaks of fire from *Melayna* burn your body!
-
Ouch! You couldn't maintain the flows. <-- Teehee
* HP:Wounded SP:Good MV:Strong - Melayna: Wounded >
*Melayna* tries to strike you, but you deflect the blow.
You try to hit *Melayna*, but she dodges the attack.
You sense *Melayna* is channeling saidar.
* HP:Wounded SP:Good MV:Strong - Melayna: Wounded >
Alric starts following you.
* HP:Wounded SP:Good MV:Strong - Melayna: Wounded > Alric slices *Melayna*'s left arm hard.
[channel 'ice spikes']
You begin to weave the appropriate flows...
-=+**
Maego narrates 'so if they trap you in something ie. the stable'
+=-
Alric tries to slice *Melayna*, but she parries successfully.
*Melayna* barely strikes your left hand.
Ouch! You couldn't maintain the flows.
* HP:Wounded SP:Good MV:Strong - Melayna: Wounded >
*Melayna* panics, and attempts to flee!
* HP:Wounded SP:Good MV:Strong - Melayna: Wounded >
*Melayna* leaves west.
* HP:Wounded SP:Good MV:Strong >
Fermin has arrived from the east.
* HP:Wounded SP:Good MV:Strong > f
Southharbor Boulevard
[ obvious exits: N S ]
*Wept* is standing here, riding a gray palfrey.
* HP:Wounded SP:Good MV:Tiring > channel 'flame' h.dreadlord
*Wept* leaves north riding a gray palfrey.
* HP:Wounded SP:Good MV:Tiring > Fermin has arrived from the north.
Nobody here by that name.
* HP:Wounded SP:Good MV:Tiring > north
channel 'flame' h.dreadlord
Tower Square
[ obvious exits: N E S W ]
You feel an odd disturbance in the Pattern here.
The corpse of a guardsman is lying here. [2]
A marble bench, flecked with gold and bronze, adorns the floor.
An oil lamp, set in a steel cage, hangs from a high wooden pole.
An elaborately sculpted marble fountain splashes merrily.
A stout wooden barrel stands nearby.
*Wept* is here, fighting Alric, riding a gray palfrey.
Alric the Overseer is here, fighting Wept, riding a bloodstock stallion.
A raucous group of sailors saunter by, speaking loudly.
A black shadow stallion paws the ground here, fiery-red eyes shining with evil.
A gray palfrey prances skittishly nearby.
A warhorse is here, stamping his feet impatiently.
The Tar Valon town crier stands here, spreading the news.
* HP:Wounded SP:Good MV:Tiring > You begin to weave the appropriate flows...
-=+
*Melayna* has arrived from the west.
*
*Wept* panics, and attempts to flee!
You sense *Melayna* connecting to the True Source.
*+
You sense *Melayna* is channeling saidar.
=
Ok.
Streaks of fire flow from your hands, burning *Wept*.
* HP:Wounded SP:Fading MV:Tiring - Alric: Healthy - Wept: Beaten >
Fermin has arrived from the south.
*Wept* leaves east riding a gray palfrey.
channel 'flame' h.dreadlord
* HP:Wounded SP:Fading MV:Tiring > You begin to weave the appropriate flows...
-
Fermin tries to pierce *Melayna*, but she deflects the blow.
=+
Fermin tries to pierce *Melayna*, but she deflects the blow.
**
Ouch! That Really did HURT!
You are interrupted and stop what you are doing.
You panic and attempt to flee!
Your body is pierced by razor sharp ice spikes sent by *Melayna*!
Alric tries to slice *Melayna*, but she deflects the blow.
You sense *Melayna* is channeling saidar.
Fermin panics, and attempts to flee!
You flee head over heels.
Tower Square
[ obvious exits: N S W ]
An oil lamp, set in a steel cage, hangs from a high wooden pole.
An astonishingly tall and broad man stands here, with large tufted ears.
* HP:Battered SP:Fading MV:Tiring >
A guardsman bellows 'The Shadowspawn, Wept, has been spotted!'
A guardsman bellows 'The Shadowspawn, Wept, has been spotted!'
* HP:Battered SP:Fading MV:Tiring > west
channel 'flame' h.dreadlord
Tower Square
[ obvious exits: N E S W ]
You feel an odd disturbance in the Pattern here.
The corpse of a guardsman is lying here. [2]
A marble bench, flecked with gold and bronze, adorns the floor.
An oil lamp, set in a steel cage, hangs from a high wooden pole.
An elaborately sculpted marble fountain splashes merrily.
A stout wooden barrel stands nearby.
*Melayna* is here, fighting Alric.
Alric the Overseer is here, fighting Melayna, riding a bloodstock stallion.
A raucous group of sailors saunter by, speaking loudly.
A black shadow stallion paws the ground here, fiery-red eyes shining with evil.
A gray palfrey prances skittishly nearby.
A warhorse is here, stamping his feet impatiently.
The Tar Valon town crier stands here, spreading the news.
* HP:Battered SP:Fading MV:Tiring > You begin to weave the appropriate flows...
-
*Melayna* avoids being bashed by Alric who loses his balance and falls!
You wish that your wounds would stop BLEEDING so much!
You are interrupted and stop what you are doing.
You panic and attempt to flee!
Your body is pierced by razor sharp ice spikes sent by *Melayna*! <-- newbed this re-entry!
*Melayna* tries to strike Alric, but he parries successfully.
You flee head over heels.
Tower Square
[ obvious exits: N E S ]
An oil lamp, set in a steel cage, hangs from a high wooden pole.
Weary and coated in dust, a merchant stands here.
* HP:Critical SP:Fading MV:Tiring > channel 'flame' h.dreadlord
east
Nobody here by that name.
* HP:Critical SP:Fading MV:Tiring >
A guardsman bellows 'The Shadowspawn, Wept, has been spotted!'
A guardsman bellows 'The Shadowspawn, Wept, has been spotted!'
A raucous group of sailors has arrived from the east.
* HP:Critical SP:Fading MV:Tiring > east
Tower Square
[ obvious exits: N E S W ]
You feel an odd disturbance in the Pattern here.
The corpse of a guardsman is lying here. [2]
A marble bench, flecked with gold and bronze, adorns the floor.
An oil lamp, set in a steel cage, hangs from a high wooden pole.
An elaborately sculpted marble fountain splashes merrily.
A stout wooden barrel stands nearby.
*Melayna* is here, fighting Alric.
Alric the Overseer is here, fighting Melayna, riding a bloodstock stallion.
A black shadow stallion paws the ground here, fiery-red eyes shining with evil.
A gray palfrey prances skittishly nearby.
A warhorse is here, stamping his feet impatiently.
The Tar Valon town crier stands here, spreading the news.
* HP:Critical SP:Fading MV:Tiring > Tower Square
[ obvious exits: N S W ]
An oil lamp, set in a steel cage, hangs from a high wooden pole.
An astonishingly tall and broad man stands here, with large tufted ears.
* HP:Critical SP:Fading MV:Tiring > sc
Fermin narrates 'come 1n square'
north
* HP:Critical SP:Fading MV:Tiring > north
You have 37(260) hit, 39(163) saidar and 76(128) movement points.
You have scored 96093636 experience points and 193 quest points.
You need 2406364 exp to level and 207 qp to rank.
You have amassed 43 Turn points to date.
You have played 43 days and 20 hours (real time).
This ranks you as Aish the Sister [Green Ajah 5] (Level 48).
You are standing.
* HP:Critical SP:Fading MV:Tiring > Tower Square
[ obvious exits: N E S W ]
An oil lamp, set in a steel cage, hangs from a high wooden pole.
* HP:Critical SP:Fading MV:Tiring > Tower Square
[ obvious exits: N S W ]
An oil lamp, set in a steel cage, hangs from a high wooden pole.
* HP:Critical SP:Fading MV:Tiring > west
channel 'flame' h.dreadlord
Tower Square
[ obvious exits: N E S W ]
An oil lamp, set in a steel cage, hangs from a high wooden pole.
* HP:Critical SP:Fading MV:Tiring > Nobody here by that name.
* HP:Critical SP:Fading MV:Tiring >
A Tar Valon bridgeguard bellows 'The Shadowspawn, Wept, has been spotted!'
A Tar Valon bridgeguard bellows 'The Shadowspawn, Wept, has been spotted!'
* HP:Critical SP:Fading MV:Tiring >
Your heartbeat calms down more as you feel less panicked.
* HP:Beaten SP:Fading MV:Tiring > south
channel 'flame' h.dreadlord
The North Gate
[ obvious exits: N S W ]
A young girl in a plain white dress stands here.
A quiet servant awaits instructions from his master.
A warder stands nearby, calm yet poised to leap into battle.
A middle-aged officer is here controlling his subordinates.
A guard stands here monitoring the people entering the Tower grounds.
A guard stands here monitoring the people entering the Tower grounds.
A guard stands here monitoring the people entering the Tower grounds.
* HP:Beaten SP:Fading MV:Tiring > Nobody here by that name.
* HP:Beaten SP:Fading MV:Tiring > south
channel 'flame' h.dreadlord
A Graveled Path
[ obvious exits: N E S W ]
Then some spam - they get out of tv, Alric Vash and I look etc
Part 6
"Nothing like a little dance with Trollocs to ready you for sleep. Right, Aviendha?"
Mat Cauthon
* R HP:Battered SP:Strong MV:Full > look
where
Gate to Daghain
You are standing before the bronze-clad gates guarding the bridge to
Daghain. To the north and south and along the inside of the white walls
is the Osendrelle Way. To the west is Eastside Avenue, leading directly
to the White Tower. To the east, the bridge spans the Erinin and leads
to Fal Dara's Tar Valon Road.
[ obvious exits: N E S W ]
An oil lamp, set in a steel cage, hangs from a high wooden pole.
You notice a mirrored lantern is hidden here.
A sailor is here.
A gray palfrey prances skittishly nearby, being ridden by you.
Vash of the Borderlands is standing here.
Taziar Medakan, Sun Captain is standing here, riding a warhorse.
A city lamplighter stands nearby, attending his duties.
A lively group of young women stroll by, laughing and talking.
A guard stands watch over the Tar Valon gate.
A guard stands watch over the Tar Valon gate.
A guard stands watch over the Tar Valon gate.
A guard stands watch over the Tar Valon gate.
* R HP:Battered SP:Strong MV:Full > Players in your Zone
--------------------
Aish - Gate to Daghain
Vash - Gate to Daghain
Taziar - Gate to Daghain
* R HP:Battered SP:Strong MV:Full > r
You aren't in touch with saidar to release anything.
* R HP:Battered SP:Strong MV:Full >
Vash says 'don't go out' <--- Fish guts!
* R HP:Battered SP:Strong MV:Full >
Alric has disbanded the group.
You stop following Alric.
* R HP:Battered SP:Strong MV:Full >
Verna has arrived from the south, riding a warhorse.
* R HP:Battered SP:Strong MV:Full >
Vash leaves west.
* R HP:Battered SP:Strong MV:Full >
Verna leaves east riding a warhorse.
* R HP:Battered SP:Strong MV:Full >
Alric tells you 'need to afk sorry'
* R HP:Battered SP:Strong MV:Full >
Verna has arrived from the east, riding a warhorse.
* R HP:Battered SP:Strong MV:Full > rep nod
You reply to Alric 'nod'
* R HP:Battered SP:Strong MV:Full > look
where
Gate to Daghain
You are standing before the bronze-clad gates guarding the bridge to
Daghain. To the north and south and along the inside of the white walls
is the Osendrelle Way. To the west is Eastside Avenue, leading directly
to the White Tower. To the east, the bridge spans the Erinin and leads
to Fal Dara's Tar Valon Road.
[ obvious exits: N E S W ]
An oil lamp, set in a steel cage, hangs from a high wooden pole.
You notice a mirrored lantern is hidden here.
Verna Rhemdahl, Tower Accepted is standing here, riding a warhorse.
A sailor is here.
A gray palfrey prances skittishly nearby, being ridden by you.
Taziar Medakan, Sun Captain is standing here, riding a warhorse.
A city lamplighter stands nearby, attending his duties.
A lively group of young women stroll by, laughing and talking.
A guard stands watch over the Tar Valon gate.
A guard stands watch over the Tar Valon gate.
A guard stands watch over the Tar Valon gate.
A guard stands watch over the Tar Valon gate.
rest
* R HP:Battered SP:Strong MV:Full > Players in your Zone
--------------------
Verna - Gate to Daghain
Vash - Tower Square
Aish - Gate to Daghain
Taziar - Gate to Daghain
* R HP:Battered SP:Strong MV:Full > notice
look
You sit down and rest your tired bones.
* R HP:Battered SP:Strong MV:Full > You start paying increased attention to your surroundings.
Verna says 'Where have they gone' <--- That's the Aviendha spirit
* R HP:Battered SP:Strong MV:Full > Gate to Daghain
You are standing before the bronze-clad gates guarding the bridge to
Daghain. To the north and south and along the inside of the white walls
is the Osendrelle Way. To the west is Eastside Avenue, leading directly
to the White Tower. To the east, the bridge spans the Erinin and leads
to Fal Dara's Tar Valon Road.
[ obvious exits: N E S W ]
An oil lamp, set in a steel cage, hangs from a high wooden pole.
Verna Rhemdahl, Tower Accepted is standing here, riding a warhorse.
A sailor is here.
A gray palfrey prances skittishly nearby, being ridden by you.
Taziar Medakan, Sun Captain is standing here, riding a warhorse.
A city lamplighter stands nearby, attending his duties.
A lively group of young women stroll by, laughing and talking.
A guard stands watch over the Tar Valon gate.
A guard stands watch over the Tar Valon gate.
A guard stands watch over the Tar Valon gate.
A guard stands watch over the Tar Valon gate.
* R HP:Battered SP:Strong MV:Full >
Verna curtseys before you.
* R HP:Battered SP:Strong MV:Full >
Verna sits down and rests.
....
* R HP:Wounded SP:Strong MV:Strong > east
Thick Forest
[ obvious exits: E W ]
A mirrored lantern has been left here. [2]
A hunk of beef has been left here. [8]
A warhorse is here, stamping his feet impatiently, being ridden by you.
An elk with massive antlers eyes you with curiosity.
A raven is here flying around.
An elk with massive antlers eyes you with curiosity.
An ancient, gnarled tree looms over you.
An ancient, gnarled tree looms over you.
* R HP:Wounded SP:Strong MV:Strong > tr
It's a little difficult to read old tracks in the snow...
It's a little difficult to read old tracks in the snow...
-
It's a little difficult to read old tracks in the snow...
=
It's a little difficult to read old tracks in the snow...
+
It's a little difficult to read old tracks in the snow...
Some obvious fairly recent bloody traces of a Trolloc leaving east.
Some obvious fairly recent tracks of a shadow stallion (ridden) leaving east. <-- Sigh!
Some obvious fairly recent tracks of a Dha'vol trolloc leaving east.
Some obvious fairly recent tracks of Zankou leaving east.
Some clear fairly recent tracks of Roxie leaving east.
* R HP:Wounded SP:Strong MV:Strong >
A raven leaves east.
east
* R HP:Wounded SP:Strong MV:Full > north
north
west
Dense Forest
[ obvious exits: N E W ]
A warhorse is here, stamping his feet impatiently, being ridden by you.
A raven is here flying around.
...
* R HP:Wounded SP:Strong MV:Strong > Players in your Zone
--------------------
Aish - The Yard Before the Monastery
* R HP:Wounded SP:Strong MV:Strong > 3
east
You stop riding him.
* HP:Wounded SP:Strong MV:Strong > On the Stone Steps
[ obvious exits: E W ]
The corpse of Benito is lying here. <-- Mourn if you must, but mourn on the march to Tarmon Gai’don.
A squirrel is here, chittering.
A warhorse is here, stamping his feet impatiently.
...
* R HP:Wounded SP:Full MV:Strong > south
The Blight
[ obvious exits: N E S ]
A gory tuft of flesh lies abandoned on the ground.
A severed head lies on the ground, eyes staring sightlessly. <--- Some good came of this at least!
A severed head lies on the ground, eyes staring sightlessly.
A warhorse is here, stamping his feet impatiently, being ridden by you.
A trolloc is here commanding a fist of troops.
A trolloc is here commanding a fist of troops.
* R HP:Wounded SP:Full MV:Strong >
Mierin chats 'Well they were sports, it seems. I was afk in square while reading
forums, came back and Wept and Melayna were in the square with me. But hadn't
attacked.' <-- I knew there was still good in you Melayna-kin Skywalker!
* R HP:Wounded SP:Full MV:Strong >
A Dha'vol trolloc barely cleaves your body.
A Dha'vol trolloc joins a Dha'vol trolloc's fight!
A shrill piercing scream reverberates through the area.
* R HP:Wounded SP:Full MV:Strong - a Dha'vol trolloc: Scratched > get all
You get the war scalp of Wilthush the Trolloc slain in the Blight.
You get the severed head of Zankou the Trolloc slain in Shienar.
You get the severed head of Loqr the Trolloc slain in Shienar.
* R HP:Wounded SP:Full MV:Strong - a Dha'vol trolloc: Scratched > f
A Dha'vol trolloc tickles your body with his cleave.
You barely tickle a Dha'vol trolloc's body with your pierce.
A Dha'vol trolloc tries to cleave you, but you deflect the blow.
* R HP:Wounded SP:Full MV:Strong - a Dha'vol trolloc: Scratched > south
south
You panic and attempt to flee!
You flee head over heels.
The Blight
[ obvious exits: N S D ]
A warhorse is here, stamping his feet impatiently, being ridden by you.
A trolloc is here commanding a fist of troops.
A black tree with bloated leaves sprouts from the ground, branches quivering.
A black tree with bloated leaves sprouts from the ground, branches quivering.
...
* R HP:Wounded SP:Full MV:Tiring > * R HP:Wounded SP:Full MV:Tiring > nar who all clanned were in that pk?
You narrate 'who all clanned were in that pk?'
* R HP:Wounded SP:Full MV:Tiring > nar they dropped scalps
You narrate 'they dropped scalps'
* R HP:Wounded SP:Full MV:Tiring > `
It starts to rain.
A warhorse is in excellent condition.
A warhorse is tiring.
* R HP:Wounded SP:Bursting MV:Strong > look
The Yard Before the Monastery
Inside the gate there is a small yard where the ground is paved with big,
flat stones. To the east a monastery is situated. Although it has been
deserted for many years, the monastery spreads the feeling of not being
alone here. To the north there are some remains of the the monks' orchard,
to the south there looks to be some sort of burial site and there is a gate
to the west.
[ obvious exits: N E S W ]
A gory tuft of flesh lies abandoned on the ground.
A severed head lies on the ground, eyes staring sightlessly.
A lantern has been left here.
A water skin made from dried human flesh lies here.
A plain weapons belt has been forgotten here.
A large slab of meat has been placed here.
A brown sack has been left here.
A water skin has been left on the ground.
A sickly, skinny deer stands here in a daze.
A warhorse is here, stamping his feet impatiently, being ridden by you.
A warhorse is here, stamping his feet impatiently.
A mole is here, looking sickly.
A Shienaran scout keeps a constant watch here.
A Shienaran scout keeps a constant watch here.
A Shienaran scout keeps a constant watch here.
The Shienaran forest scout commander stands ever vigilant.
A young leatherleaf begins to thicken with age.
A young leatherleaf begins to thicken with age.
* R HP:Wounded SP:Bursting MV:Strong > west
west
north
Path Before the Gate
[ obvious exits: E W ]
The corpse of Verna is lying here.
A shiny metal helmet lies to one side.
A shirt of thin linked mail lies here.
A pair of sturdy metal half-gauntlets has been set here.
An evil-looking spiked club lies here on the ground.
A set of thin metal leggings is here.
Some thick-soled, heavy leather boots stand stiffly together.
A warhorse is here, stamping his feet impatiently, being ridden by you.
A black snake is here, lying on a rock.
* R HP:Wounded SP:Bursting MV:Strong > Path to the Old Monastery
[ obvious exits: N E W ]
A warhorse is here, stamping his feet impatiently, being ridden by you.
* R HP:Wounded SP:Bursting MV:Strong > By the Deserted Well
[ obvious exits: N S ]
A large stone well is here.
A warhorse is here, stamping his feet impatiently, being ridden by you.
* R HP:Wounded SP:Bursting MV:Strong > notice
look
x
You start paying increased attention to your surroundings.
* R HP:Wounded SP:Bursting MV:Strong > By the Deserted Well
It seems that someone lived in these parts long ago. An old stone well
stands here in the middle of nowhere, almost completely overgrown by the
grass and small trees around it. Strangely, the trees and grass all seem to
be dead. North, a large field full of stumps opens up, and to the south is
an old path in terrible condition.
[ obvious exits: N S ]
A large stone well is here.
A warhorse is here, stamping his feet impatiently, being ridden by you.
* R HP:Wounded SP:Bursting MV:Strong > No-one by that name here.
* R HP:Wounded SP:Bursting MV:Strong > inv
You are carrying:
the severed head of Zankou the Trolloc slain in Shienar
the severed head of Loqr the Trolloc slain in Shienar
the war scalp of Wilthush the Trolloc slain in the Blight
* R HP:Wounded SP:Bursting MV:Strong > x
No-one by that name here.
* R HP:Wounded SP:Bursting MV:Strong > `
look
A warhorse is in excellent condition.
A warhorse is winded.
* R HP:Wounded SP:Bursting MV:Strong > By the Deserted Well
It seems that someone lived in these parts long ago. An old stone well
stands here in the middle of nowhere, almost completely overgrown by the
grass and small trees around it. Strangely, the trees and grass all seem to
be dead. North, a large field full of stumps opens up, and to the south is
an old path in terrible condition.
[ obvious exits: N S ]
A large stone well is here.
A warhorse is here, stamping his feet impatiently, being ridden by you.
* R HP:Wounded SP:Bursting MV:Strong >
Vash tells you 'can you grab them for me? I lost quite a few'
x
* R HP:Wounded SP:Bursting MV:Strong > No-one by that name here.
* R HP:Wounded SP:Bursting MV:Strong > rep nod got them
You reply to Vash 'nod got them'
* R HP:Wounded SP:Bursting MV:Strong > rep you fd or tv?
You reply to Vash 'you fd or tv?'
* R HP:Wounded SP:Bursting MV:Strong > `
look
A warhorse is in excellent condition.
A warhorse is winded.
* R HP:Wounded SP:Bursting MV:Strong > By the Deserted Well
It seems that someone lived in these parts long ago. An old stone well
stands here in the middle of nowhere, almost completely overgrown by the
grass and small trees around it. Strangely, the trees and grass all seem to
be dead. North, a large field full of stumps opens up, and to the south is
an old path in terrible condition.
[ obvious exits: N S ]
A large stone well is here.
A warhorse is here, stamping his feet impatiently, being ridden by you.
* R HP:Wounded SP:Bursting MV:Strong > notice
south
You stop paying increased attention to your surroundings.
east
east
* R HP:Wounded SP:Bursting MV:Strong > Path to the Old Monastery
[ obvious exits: N E W ]
A warhorse is here, stamping his feet impatiently, being ridden by you.
* R HP:Wounded SP:Bursting MV:Strong > Path Before the Gate
[ obvious exits: E W ]
The corpse of Verna is lying here.
A shiny metal helmet lies to one side.
A shirt of thin linked mail lies here.
A pair of sturdy metal half-gauntlets has been set here.
An evil-looking spiked club lies here on the ground.
A set of thin metal leggings is here.
Some thick-soled, heavy leather boots stand stiffly together.
A warhorse is here, stamping his feet impatiently, being ridden by you.
A black snake is here, lying on a rock.
* R HP:Wounded SP:Bursting MV:Strong > The Yard Before the Monastery
[ obvious exits: N E S W ]
A gory tuft of flesh lies abandoned on the ground.
A severed head lies on the ground, eyes staring sightlessly.
A lantern has been left here.
A water skin made from dried human flesh lies here.
A plain weapons belt has been forgotten here.
A large slab of meat has been placed here.
A brown sack has been left here.
A water skin has been left on the ground.
A warhorse is here, stamping his feet impatiently, being ridden by you.
A sickly, skinny deer stands here in a daze.
A warhorse is here, stamping his feet impatiently.
A Shienaran scout keeps a constant watch here.
A Shienaran scout keeps a constant watch here.
A Shienaran scout keeps a constant watch here.
The Shienaran forest scout commander stands ever vigilant.
A young leatherleaf begins to thicken with age.
A young leatherleaf begins to thicken with age.
* R HP:Wounded SP:Bursting MV:Strong >
Vash tells you 'tv'
* R HP:Wounded SP:Bursting MV:Strong > 3
11
You stop riding him.
* HP:Wounded SP:Bursting MV:Strong > You start riding him.
* R HP:Wounded SP:Bursting MV:Strong > e
You feel the flows of saidar coursing through your body.
tv
* R HP:Wounded SP:Bursting MV:Strong > [channel 'travel' thgastilerxenal]
You begin to weave the appropriate flows...
-=
Alric tells you 'oh grats on shawling!' <--
+**+=- -=+**+=-
Ok.
A flash of bright white light appears, and suddenly envelopes you.
Part 7
"Bad habits pay off in the long run."
Mat Cauthon
Hallway Around the Bedrooms
The tall, straight hallway runs toward a bedroom to the west and takes a
turn up ahead to the west. The patterned rug on the floor, and the
tapestries on the walls complement each other, while small figurines and
knickknacks set in alcoves in the wall add accents. Gilded lamps stand
ready to add to the light should the light from outside fail.
[ obvious exits: E W ]
A loyal servant stands here attending to his duties. <-- Ugh what does it mean to be a LOYAL SERVANT in a bedroom? CREEP ALERT
* HP:Wounded SP:Strong MV:Strong > tell alric Thank you

You tell Alric 'Thank you

'
r
* HP:Wounded SP:Strong MV:Strong > west
Ok.
* HP:Wounded SP:Strong MV:Strong > Palace Hallway Before a Bedroom
[ obvious exits: E S W ]
* HP:Wounded SP:Strong MV:Strong > tell vash dung i misported
You tell Vash 'dung i misported'
* HP:Wounded SP:Strong MV:Strong > where
Players in your Zone
--------------------
Aish - Palace Hallway Before a Bedroom
* HP:Wounded SP:Strong MV:Strong > west
Hallway Around the Bedchambers
[ obvious exits: E W ]
* HP:Wounded SP:Strong MV:Strong > west
Corner of the Palace Before the Bedchambers
[ obvious exits: E S U D ]
* HP:Wounded SP:Strong MV:Strong >
Vash tells you 'LOL'
* HP:Wounded SP:Strong MV:Strong > south
Hallway Around the Bedchambers
[ obvious exits: N S ]
A Sun Palace guard eyes everyone that passes by. <-- Okay phew!
A member of the King's guard stands here, surveying the area.
* HP:Wounded SP:Strong MV:Strong > look
where
Hallway Around the Bedchambers
The wide hallway with tall ceiling seems out of place on a floor full of
bedrooms. A lush rug lines the floor, and colorful tapestries the walls.
Beautiful figurines sit in their carved alcoves in the wall and tall
windows provide a peek of the city from high above. Lamps on golden stands
are ready to provide extra light should it be needed.
[ obvious exits: N S ]
A Sun Palace guard eyes everyone that passes by.
A member of the King's guard stands here, surveying the area.
south
* HP:Wounded SP:Strong MV:Strong > Players in your Zone
--------------------
Aish - Hallway Around the Bedchambers
* HP:Wounded SP:Strong MV:Strong > Hallway Ouside a Small Bedroom
[ obvious exits: N E S ]
A Sun Palace guard eyes everyone that passes by.
* HP:Wounded SP:Strong MV:Strong > rep ok it's cairhien
You reply to Vash 'ok it's cairhien'
e
* HP:Wounded SP:Strong MV:Strong > You feel the flows of saidar coursing through your body.
* HP:Wounded SP:Strong MV:Strong > tv <-- Notice, alias was fine
[channel 'travel' thgastilerxenal]
You begin to weave the appropriate flows...
-=+**+=- -=+**+=-
Ok.
A flash of bright white light appears, and suddenly envelopes you.
Gate to Daghain
You are standing before the bronze-clad gates guarding the bridge to
Daghain. To the north and south and along the inside of the white walls
is the Osendrelle Way. To the west is Eastside Avenue, leading directly
to the White Tower. To the east, the bridge spans the Erinin and leads
to Fal Dara's Tar Valon Road.
[ obvious exits: N E S W ]
An oil lamp, set in a steel cage, hangs from a high wooden pole.
Alric the Overseer is standing here, riding a bloodstock stallion.
A guard stands watch over the Tar Valon gate.
A guard stands watch over the Tar Valon gate.
A guard stands watch over the Tar Valon gate.
A guard stands watch over the Tar Valon gate.
* HP:Wounded SP:Strong MV:Full >
Alric tells you 'is what you made you came back?'
r
* HP:Wounded SP:Strong MV:Full > Ok.
...
* HP:Wounded SP:Strong MV:Strong > The Woman of Tanchico
[ obvious exits: W U ]
A black cat meanders to an unknown destination.
The postmaster stands here, ready to deliver the mail.
A merchant guard eyes you warily, intent on keeping order.
A merchant guard eyes you warily, intent on keeping order.
* HP:Wounded SP:Strong MV:Strong > Reception of the Woman of Tanchico
[ obvious exits: D ]
Steg Martel {Lancer Applicant} is standing here.
Vash of the Borderlands is standing here.
The innkeeper bustles about, helping guests into rooms.
* HP:Wounded SP:Strong MV:Strong > give scalp vash
You give the severed head of Zankou the Trolloc slain in Shienar to Vash.
* HP:Wounded SP:Strong MV:Strong > You give the severed head of Loqr the Trolloc slain in Shienar to
Vash.
* HP:Wounded SP:Strong MV:Strong > inv
You give the war scalp of Wilthush the Trolloc slain in the Blight to Vash.
* HP:Wounded SP:Strong MV:Strong > You are carrying:
Nothing.
Steg says 'its karma'
* HP:Wounded SP:Strong MV:Strong >
Vash licks you.
* HP:Wounded SP:Strong MV:Strong >
Steg looks at you.
* HP:Wounded SP:Strong MV:Strong > e
You feel the flows of saidar coursing through your body.
fd <--- Ahem ahem!
* HP:Wounded SP:Strong MV:Strong > [channel 'travel' ardzfenyaboklij]
You begin to weave the appropriate flows...
-
Steg gives you a pair of lissome leather boots with metal capped toes.
=+**+=- -=+**
Vash says 'hey that's most of the heads I had!! wow'
+=-
Ok.
A flash of bright white light appears, and suddenly envelopes you.
A Seamstress Shop
Fabrics of various cuts and styles hang from the walls and adorn the tables
in this establishment. The wooden floorboards creak with age when they're
stepped upon and a small, but clean, window looks out onto the the main
street of the village. A wooden counter is conveniently located on the
northern wall of the shop, allowing the seamstress to watch over her goods.
[ obvious exits: S ]
A little boy plays here.
A long-nosed woman deals women's wear here.
* HP:Hurt SP:Strong MV:Strong > r
Ok.
* HP:Hurt SP:Strong MV:Strong > rep i guess
You reply to Alric 'i guess'
* HP:Hurt SP:Strong MV:Strong > south
look
where
A Road through Maracru <--- Guess who isn't Brown Ajah and has never heard of 'Maracru' before?
[ obvious exits: N E S W ]
* HP:Hurt SP:Strong MV:Strong > A Road through Maracru
Buildings of brick and stone line either side of the road through the
village of Maracru. An assortment of closed shops are intermixed with some
manor houses and an occasional inn. Despite this place once being on a
trade route, the general area is in state of neglect and disrepair.
[ obvious exits: N E S W ]
* HP:Hurt SP:Strong MV:Strong > Players in your Zone
--------------------
Aish - A Road through Maracru
* HP:Hurt SP:Strong MV:Strong >
Steg narrates 'aish had more stuff for you

'
* HP:Hurt SP:Strong MV:Strong >
A small dog has arrived from the east.
* HP:Hurt SP:Strong MV:Strong > alias te tell vash
Ok.
* HP:Hurt SP:Strong MV:Strong > te stare
[tell vash]
You tell Vash 'stare'
* HP:Hurt SP:Strong MV:Strong > te i misported again
[tell vash]
You tell Vash 'i misported again'
* HP:Hurt SP:Strong MV:Strong > e
You feel the flows of saidar coursing through your body.
* HP:Hurt SP:Strong MV:Strong > clo key <--- We will do it right this time!
[channel 'locate object']
You begin to weave the appropriate flows...
-=+**+=
Vash tells you 'LOL'
- -=+*
Ok.
a tarnished copper key - [lijhrtflxpidnul] - somewhere southwest of here, carried by a human.
a massive iron key - [meywujflxkaeile] - somewhere southwest of here, carried by a human.
a dull rusted key - [uliknequlfmujov] - somewhere west of here.
a plain copper key - [liqdabuavoaenul] - somewhere southeast of here, carried by a human.
the key to Amador's city gates - [mvuzfertinsense] - somewhere far southeast of here, carried by a
human.
the key to Amador's city gates - [thgopamvuzfeuli] - somewhere far southeast of here, carried by a
human.
the Falme gatekey - [rtiilemeynulnal] - somewhere far northwest of here, carried by a seanchan.
a skull key - [nulqulhrtnguard] - somewhere northeast of here, carried by an animal.
* HP:Hurt SP:Good MV:Strong > r
Ok.
* HP:Hurt SP:Good MV:Strong >
Vash tells you 'you are apro'
* HP:Hurt SP:Good MV:Strong > rep only thing reachable is
You reply to Vash 'only thing reachable is'
* HP:Hurt SP:Strong MV:Full > rep amador and falme
You reply to Vash 'amador and falme'
* HP:Hurt SP:Strong MV:Full > e
You feel the flows of saidar coursing through your body.
* HP:Hurt SP:Strong MV:Full
>
Vash tells you 'oh my god'
* HP:Hurt SP:Strong MV:Full > nar oh?
You narrate 'oh?'
* HP:Hurt SP:Strong MV:Full
>
Vash tells you 'what room name'
* HP:Hurt SP:Strong MV:Full > look
A Road through Maracru
Buildings of brick and stone line either side of the road through the
village of Maracru. An assortment of closed shops are intermixed with some
manor houses and an occasional inn. Despite this place once being on a
trade route, the general area is in state of neglect and disrepair.
[ obvious exits: N E S W ]
A small dog is here, barking furiously.
* HP:Hurt SP:Strong MV:Full > r
Ok.
* HP:Hurt SP:Strong MV:Full > rep maracru
A small dog leaves east.
* HP:Hurt SP:Strong MV:Full > You reply to Vash 'maracru'
* HP:Hurt SP:Strong MV:Full > rep is ok i'll just misport again
e
You reply to Vash 'is ok i'll just misport again'
* HP:Hurt SP:Strong MV:Full > You feel the flows of saidar coursing through your body.
* HP:Hurt SP:Strong MV:Full > tv
Darlana tells you 'are you staves?' <-- Considered asking her but decided she would give me complicated spams my 16 int brain won't be able to process!
* HP:Hurt SP:Strong MV:Full > [channel 'travel' thgastilerxenal]
You begin to weave the appropriate flows...
-=+*
Steg narrates 'aigh got a angreal for u'
*+=- -=+**+=-
Ok.
A flash of bright white light appears, and suddenly envelopes you.